From 9512c5a2bd78e7f75569df4e83fd20072c6b5ee2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 13 Jul 2021 14:29:07 +0200 Subject: [PATCH] Merge Sphinx translations with Weblate translations --- .../po/cs/LC_MESSAGES/about/docs_changelog.po | 2 +- sphinx/po/cs/LC_MESSAGES/about/faq.po | 17 +- sphinx/po/cs/LC_MESSAGES/about/index.po | 2 +- .../po/cs/LC_MESSAGES/about/introduction.po | 2 +- .../cs/LC_MESSAGES/about/list_of_features.po | 11 +- .../po/cs/LC_MESSAGES/about/release_policy.po | 13 +- .../cs/LC_MESSAGES/about/troubleshooting.po | 43 +- .../po/cs/LC_MESSAGES/community/channels.po | 4 +- .../best_practices_for_engine_contributors.po | 2 +- .../contributing/bisecting_regressions.po | 2 +- .../contributing/bug_triage_guidelines.po | 2 +- .../contributing/building_the_manual.po | 140 +++ .../contributing/code_style_guidelines.po | 2 +- .../contributing/docs_writing_guidelines.po | 2 +- .../contributing/documentation_guidelines.po | 2 +- 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.../optimization/cpu_optimization.po | 2 +- .../optimization/general_optimization.po | 2 +- .../optimization/gpu_optimization.po | 6 +- .../tutorials/optimization/index.po | 2 +- .../optimization/optimizing_3d_performance.po | 2 +- .../tutorials/optimization/using_multimesh.po | 2 +- .../tutorials/optimization/using_servers.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../tutorials/physics/physics_introduction.po | 4 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_kinematic_body_2d.po | 2 +- .../platform/android_in_app_purchases.po | 2 +- .../tutorials/platform/consoles.po | 2 +- .../platform/customizing_html5_shell.po | 2 +- .../platform/html5_shell_classref.po | 2 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 52 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../tutorials/platform/platform_html5.po | 2 +- .../plugins/android/android_plugin.po | 152 ++- .../tutorials/plugins/android/index.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 12 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 60 +- .../plugins/editor/spatial_gizmos.po | 2 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../plugins/gdnative/gdnative-c-example.po | 2 +- .../plugins/gdnative/gdnative-cpp-example.po | 2 +- .../tutorials/plugins/gdnative/index.po | 2 +- .../LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../shading/advanced_postprocessing.po | 2 +- .../godot_shader_language_style_guide.po | 2 +- .../LC_MESSAGES/tutorials/shading/index.po | 2 +- .../intro_to_shaders_water_workshop.po | 2 +- .../migrating_to_godot_shader_language.po | 2 +- .../shading/screen-reading_shaders.po | 30 +- .../tutorials/shading/shader_materials.po | 2 +- .../shading_reference/canvas_item_shader.po | 2 +- .../shading/shading_reference/index.po | 2 +- .../shading_reference/particle_shader.po | 2 +- .../shading/shading_reference/shaders.po | 2 +- .../shading_reference/shading_language.po | 431 ++++--- .../shading_reference/spatial_shader.po | 2 +- .../tutorials/shading/visual_shaders.po | 2 +- .../shading/your_first_shader/index.po | 2 +- .../your_first_shader/what_are_shaders.po | 2 +- .../your_first_canvasitem_shader.po | 2 +- .../your_first_spatial_shader.po | 2 +- .../your_second_spatial_shader.po | 2 +- .../LC_MESSAGES/tutorials/threads/index.po | 2 +- .../tutorials/threads/thread_safe_apis.po | 2 +- .../threads/using_multiple_threads.po | 2 +- .../viewports/custom_postprocessing.po | 2 +- .../LC_MESSAGES/tutorials/viewports/index.po | 2 +- .../viewports/multiple_resolutions.po | 255 +++- .../viewports/using_viewport_as_texture.po | 2 +- .../tutorials/viewports/viewports.po | 2 +- .../vr/developing_for_oculus_quest.po | 4 +- .../zh_TW/LC_MESSAGES/tutorials/vr/index.po | 2 +- .../LC_MESSAGES/tutorials/vr/vr_primer.po | 33 +- .../tutorials/vr/vr_starter_tutorial/index.po | 2 +- .../vr_starter_tutorial_part_one.po | 4 +- .../vr_starter_tutorial_part_two.po | 4 +- 4676 files changed, 66932 insertions(+), 45296 deletions(-) create mode 100644 sphinx/po/cs/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/cs/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/de/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/de/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/es/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/es/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/fi/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/fi/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/fr/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/fr/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/it/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/it/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/ja/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/ja/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/ko/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/ko/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/pl/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/pl/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/ru/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/ru/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/uk/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/uk/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/development/cpp/using_cpp_profilers.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/community/contributing/building_the_manual.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/development/cpp/using_cpp_profilers.po diff --git a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po index 2a9c2b293d..b1992bf517 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/about/faq.po b/sphinx/po/cs/LC_MESSAGES/about/faq.po index bc3cb23c63..0c60772d24 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/faq.po +++ b/sphinx/po/cs/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -267,11 +267,12 @@ msgstr "" "GDScript ` ." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Existuje několik důvodů, proč používat GDScript - zejména když " "prototypujete, ve fázích alfa / beta vašeho projektu nebo nevytváříte další " @@ -877,19 +878,18 @@ msgstr "" "nebo příkladů projektů (pokud jsou k dispozici)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Je možné Godot použít jako knihovnu?" +msgstr "Je možné použít Godot k vytváření jiných než herních aplikací?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Malá velikost distribuce Godot z něj činí vhodnou alternativu k frameworkům " -"jako Electron nebo Qt." +"Ano! Godot má rozsáhlý vestavěný systém uživatelského rozhraní a díky své " +"malé distribuční velikosti může být vhodnou alternativou k frameworkům jako " +"Electron nebo Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -971,7 +971,8 @@ msgid "" msgstr "" #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Proč Godot nepoužívá STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/cs/LC_MESSAGES/about/index.po b/sphinx/po/cs/LC_MESSAGES/about/index.po index abbb58fc3c..ee06d3dc9c 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/index.po +++ b/sphinx/po/cs/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/about/introduction.po b/sphinx/po/cs/LC_MESSAGES/about/introduction.po index 40820b5cb8..2667aa1890 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po index fbf78942e9..45772ff7af 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -676,9 +676,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Vícenásobné vyhlazování (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Vícenásobné vyhlazování (MSAA)." +msgstr "Rychlé přibližné vyhlazování (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -741,9 +740,8 @@ msgid "Ragdolls." msgstr "Ragdoll." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "Vestavěné tvary: kvádr, koule, kapsle, válec (pouze s fyzikou Bullet)." +msgstr "Vestavěné tvary: kvádr, koule, kapsle, válec." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -843,7 +841,8 @@ msgstr "" "akcí nebo k využití více jader procesorů." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: `" +#, fuzzy +msgid ":ref:`C#: `" msgstr ":ref:`C #: `" #: ../../docs/about/list_of_features.rst:314 diff --git a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po index d21c621b0f..08d713bf17 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -161,9 +161,8 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|unstable| *Aktuální zaměření vývoje (nestabilní).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" @@ -180,9 +179,8 @@ msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "březen/duben 2021" +msgstr "Duben 2021" #: ../../docs/about/release_policy.rst:91 msgid "" @@ -199,11 +197,12 @@ msgid "January 2020" msgstr "Leden 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Již není podporována (poslední update: 3.0.6)." +msgstr "" +"|eol| Již není podporována, protože byla plně nahrazena kompatibilní verzí " +"3.3 (poslední aktualizace: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/cs/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/cs/LC_MESSAGES/about/troubleshooting.po index 13beb1ec8d..c03acac9de 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/cs/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -116,10 +116,23 @@ msgstr "" "Potom můžete periferní zařízení znovu připojit." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue `__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "Po kliknutí na konzolu systému se editor Godot zamrzne." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -133,7 +146,7 @@ msgstr "" "uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování " "systému." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -141,35 +154,35 @@ msgstr "" "Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter " "pro opuštění režimu výběru." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." msgstr "" -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "Na rozdíl od editoru se okno projektu jeví rozmazané." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -179,7 +192,7 @@ msgstr "" "se provádí za účelem zlepšení výkonu, zejména u integrované grafiky, kde je " "vykreslování 3D scén v hiDPI pomalé." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -190,11 +203,11 @@ msgstr "" "projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions " "`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "Když spustím projekt, okno projektu se neobjeví na středu." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug `__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -207,7 +220,7 @@ msgstr "" "projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions " "`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -215,7 +228,7 @@ msgstr "" "Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie " "se mu nepodaří načíst některé soubory." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -232,7 +245,7 @@ msgstr "" "souborů nepovažovaných za zdroje, zadat ``* .json``. Viz :ref:" "`doc_exporting_projects_export_mode` pro více informací." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " diff --git a/sphinx/po/cs/LC_MESSAGES/community/channels.po b/sphinx/po/cs/LC_MESSAGES/community/channels.po index cc6e4a694e..39d88d1226 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/channels.po +++ b/sphinx/po/cs/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -110,7 +110,7 @@ msgstr "" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups ` page " +"See the `User groups `_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 427dd99d59..85f0f3de64 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/bisecting_regressions.po index da619bc55b..e50cd4986a 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 26ccc417a6..04a58d4990 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..add800616c --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,140 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Sestavení runtime modulu Mono" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository `__." +msgstr "" +"Stáhněte si zdrojové kódy enginu Godot ze stránky `Godot GitHub `_." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +msgid "Install `Sphinx `__" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme `__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository `__ ``requirements.txt`` file." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip `__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python `__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +msgid "If you run into errors, you may try the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 `__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/code_style_guidelines.po index 6224bdf7a9..8341dd3f9f 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 124f730a20..1585c83755 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/documentation_guidelines.po index d14eaf008a..bba9a6eb2d 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index 5c724c8c91..2af7354b5f 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/index.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/index.po index 047ef3f25a..73db30c439 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/pr_workflow.po index 652b379ad4..6aa08ce7ca 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/testing_pull_requests.po index cfd4b893d6..bce243bd48 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 64b24e0278..9ae20f332a 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/cs/LC_MESSAGES/community/contributing/ways_to_contribute.po index 5ab6104a0d..cbb422166b 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/cs/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po index 3a760377e7..bdd2cac863 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -120,129 +120,123 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode `__ (2D and 3D, GDScript and VisualScript)." msgstr "" -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 msgid "" "`Miziziziz `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski `_ (3D)." msgstr "" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes `__ (2D, " "GDScript and VisualScript)." msgstr "" -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 msgid "" "`Gonkee `_ (2D and " "3D, GDScript, Shaders)." msgstr "" -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 msgid "" "`TheGuideKnight `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 msgid "" "`GDScript Dude `_ " "(GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 msgid "`Garbaj `_ (3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Textové tutoriály" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes `__" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode `__" msgstr "" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes `__" msgstr "" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) `_" msgstr "" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) `_" msgstr "" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Zdroje" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "`_" msgstr "" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_android.po index df43504980..a8a3bbb5a4 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_ios.po index dc40d96008..317430fde5 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_osx.po index a348e128dc..1d680b6c48 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 33f29f54e6..4daf7bd1f0 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_web.po index d97caacc86..6a41bec4a3 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,9 +129,8 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Vestavěný editor motivů." +msgstr "Vestavěný editor motivů" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_windows.po index cf9bcb0572..98b8f24c46 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_x11.po index bd3a589d7d..dcd232aa7d 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_mono.po index b1fa3390a0..2fe7cfd778 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 8b1b102221..72d5e7386a 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index ff3e370449..183e5da94d 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/getting_source.po index 439e187505..03cfb90106 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page `__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/index.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/index.po index 7b6cf5d62f..8f6daf2b00 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index ef23291ee6..859f23d306 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/cs/LC_MESSAGES/development/compiling/optimizing_for_size.po index 11b44d6e0e..1e5f8da2a2 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/cs/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 56581f6f98..3e234db752 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,9 +72,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -90,7 +90,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -104,9 +104,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -123,18 +123,18 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 4a46a241dd..91fc0fb3f2 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index a2ff4b3682..1877e1c0ae 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index ef68efe6fd..bf88bb585d 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index cffed3bd15..4a861e4e6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -191,7 +191,7 @@ msgstr "" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "`__." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index c178d01c33..af1475284b 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 994a9e605c..3abd290eef 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 54b6fc6337..6297f0fb1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 52ee8f000b..9ef7e91eba 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index c5b2fcb420..6abcaaed92 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 564b1a1ba9..2d3d4ce793 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/core_types.po index c8c7dfcacd..20c97b47c8 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,11 +79,12 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/core_types.rst:37 -#, fuzzy msgid "" "`core/typedefs.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/typedefs.h `__" #: ../../docs/development/cpp/core_types.rst:40 msgid "Memory model" @@ -252,29 +253,30 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:168 -#, fuzzy msgid "" "`core/vector.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/vector.h `__" #: ../../docs/development/cpp/core_types.rst:169 -#, fuzzy msgid "" "`core/list.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/list.h `__" #: ../../docs/development/cpp/core_types.rst:170 -#, fuzzy msgid "" "`core/set.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/set.h `__" #: ../../docs/development/cpp/core_types.rst:171 -#, fuzzy msgid "" "`core/map.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/map.h `__" #: ../../docs/development/cpp/core_types.rst:174 msgid "String" @@ -289,11 +291,12 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:184 -#, fuzzy msgid "" "`core/ustring.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/ustring.h `__" #: ../../docs/development/cpp/core_types.rst:187 msgid "StringName" @@ -329,9 +332,9 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:211 -#, fuzzy msgid "`core/math `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/math `__" #: ../../docs/development/cpp/core_types.rst:214 msgid "NodePath" @@ -344,11 +347,12 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:222 -#, fuzzy msgid "" "`core/node_path.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/node_path.h `__" #: ../../docs/development/cpp/core_types.rst:225 msgid "RID" @@ -362,7 +366,7 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:235 -#, fuzzy msgid "" "`core/rid.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/rid.h `__" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_audiostreams.po index bdbcb54895..f0227fdc77 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_godot_servers.po index 804ff0e69c..f784a1edda 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -114,10 +114,10 @@ msgid ":ref:`RID`" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:319 -#, fuzzy msgid "" "`core/rid.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/rid.h `__" #: ../../docs/development/cpp/custom_godot_servers.rst:322 msgid "Registering the class in GDScript" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index a0ce59d760..bcdeca53c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,8 +79,8 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it `." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -92,112 +92,107 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -205,7 +200,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -215,11 +210,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -227,7 +222,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -237,7 +232,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -246,27 +241,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -274,29 +269,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -304,13 +299,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -318,13 +313,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -332,23 +327,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -357,22 +352,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -380,7 +375,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -388,63 +383,63 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Nyní můžeme generovat dokumentaci:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool ``, " "which will dump the engine API reference to the given ```` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -452,94 +447,94 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ````, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 1c941dc29e..a6fe743261 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/index.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/index.po index 3f5c64c657..31f161e4f4 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,3 +20,43 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Vývoj enginu" + +#: ../../docs/development/cpp/index.rst:5 +msgid "Setting up a development environment" +msgstr "" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +msgid "Getting started with Godot's source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Ladění projektu" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 1fe8e06bf0..05c1a20240 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 03a0d69b77..32a17c2498 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/object_class.po index d186c3456e..1ed20f255e 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,11 +53,12 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/object_class.rst:38 -#, fuzzy msgid "" "`core/object.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/object.h `__" #: ../../docs/development/cpp/object_class.rst:41 msgid "Registering an Object" @@ -123,11 +124,12 @@ msgid "" msgstr "" #: ../../docs/development/cpp/object_class.rst:96 -#, fuzzy msgid "" "`core/class_db.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/class_db.h `__" #: ../../docs/development/cpp/object_class.rst:99 msgid "Constants" @@ -319,11 +321,12 @@ msgid "Resources without a path are fine too." msgstr "" #: ../../docs/development/cpp/object_class.rst:277 -#, fuzzy msgid "" "`core/resource.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/resource.h `__" #: ../../docs/development/cpp/object_class.rst:280 msgid "Resource loading" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..aa8ef24627 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,341 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Použití souboru" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +msgid "Recommended profilers" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy `__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot `__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments `__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file `__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file `__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +#, fuzzy +msgid "Setting up Godot" +msgstr "Nastavení" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path `` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +msgid "Profiler-specific instructions" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to ** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Vaše finální scéna by měla vypadat přibližně takto." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" +"Klikněte na tlačítko **Instalace a úpravy** a projekt se otevře v editoru." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/cs/LC_MESSAGES/development/cpp/variant_class.po index 5f6c8e9934..5f6a5a0aba 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/cs/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -96,11 +96,12 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/variant_class.rst:40 -#, fuzzy msgid "" "`core/variant.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/variant.h `__" #: ../../docs/development/cpp/variant_class.rst:43 msgid "Containers: Dictionary and Array" @@ -132,7 +133,7 @@ msgid "" msgstr "" #: ../../docs/development/cpp/variant_class.rst:60 -#, fuzzy msgid "" "`core/array.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`core/array.h `__" diff --git a/sphinx/po/cs/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/cs/LC_MESSAGES/development/editor/creating_icons.po index ff05d79e8b..283ea640f5 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/cs/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/cs/LC_MESSAGES/development/editor/editor_style_guide.po index e9a9b262f9..b1c458dfe0 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/editor/index.po b/sphinx/po/cs/LC_MESSAGES/development/editor/index.po index b56d8c7dd1..4719bbbd34 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/cs/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 928de37861..0cb0b7be9b 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/cs/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,14 +18,12 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/editor/introduction_to_editor_development.rst:4 -#, fuzzy msgid "Introduction to editor development" -msgstr "Úvod do exportu" +msgstr "Úvod do vývoje editoru" #: ../../docs/development/editor/introduction_to_editor_development.rst:6 -#, fuzzy msgid "On this page, you will learn:" -msgstr "Naučíte se:" +msgstr "Na této stránce se dozvíte:" #: ../../docs/development/editor/introduction_to_editor_development.rst:8 msgid "The **design decisions** behind the Godot editor." @@ -68,9 +66,8 @@ msgid "" msgstr "" #: ../../docs/development/editor/introduction_to_editor_development.rst:33 -#, fuzzy msgid "Directory structure" -msgstr "Struktura souborů" +msgstr "Struktura adresářů" #: ../../docs/development/editor/introduction_to_editor_development.rst:35 msgid "" @@ -95,10 +92,18 @@ msgstr "" #: ../../docs/development/editor/introduction_to_editor_development.rst:47 msgid "" "`editor/editor_node.cpp `__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +msgid "" +"`editor/project_manager.cpp `__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp `__: " @@ -106,7 +111,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor " @@ -114,7 +119,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos " @@ -122,34 +127,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -157,19 +162,18 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed `__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 -#, fuzzy +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 msgid "Development tips" -msgstr "Vývoj" +msgstr "Tipy pro vývoj" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line ` after " diff --git a/sphinx/po/cs/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/cs/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 75be1c7d11..1299fd529e 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/cs/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/cs/LC_MESSAGES/development/file_formats/index.po index d09ee2df40..cda9b1bfa5 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/cs/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/cs/LC_MESSAGES/development/file_formats/tscn.po index 8a1c68fcc1..758a70c7b9 100644 --- a/sphinx/po/cs/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/cs/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,12 +58,12 @@ msgid "File Descriptor" msgstr "" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "" @@ -77,13 +77,16 @@ msgstr "" #: ../../docs/development/file_formats/tscn.rst:31 msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -91,82 +94,82 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[ key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``připojení``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``skupiny``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -177,18 +180,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -197,75 +200,75 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Kostra" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -273,15 +276,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -290,18 +293,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Zdroje" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -310,37 +313,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -349,7 +352,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -357,190 +360,190 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animace" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``cesta``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``hodnota``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (konstanta)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 182c9901d9..9114c835d7 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 3cce643bd8..fd775d3c01 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -138,9 +138,8 @@ msgid "Open 2D Editor" msgstr "Otevřít 2D Editor" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F12`" +msgstr ":kbd:`Ctrl + F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 msgid ":kbd:`Alt + 1`" @@ -172,9 +171,8 @@ msgid "Open Script Editor" msgstr "Otevřít Editor Skriptů" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F`" +msgstr ":kbd:`Ctrl + F3`" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 msgid ":kbd:`Alt + 3`" @@ -189,8 +187,8 @@ msgid "Search Help" msgstr "Hledat v dokumentaci" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/external_editor.po index 9e7517d750..6a03c26f76 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/index.po index a556e96134..9925101d3b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 937bbfe35e..07d4e9fa0c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index a84acb58da..e48004c2b4 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 055a8e0f2b..5d642c3eb5 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -348,7 +348,6 @@ msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -358,8 +357,9 @@ msgid "" msgstr "" "Je třeba (znovu) sestavit projektu, kdykoli chcete vidět nové exportované " "proměnné nebo signály v editoru. Toto sestavení lze spustit ručně kliknutím " -"na slovo **Mono** v dolní části okna editoru, abyste odkryli panel Mono, " -"poté klikněte na tlačítko **Vybrat projekt**." +"na nápis **Build** v pravém horním rohu editoru. Můžete také kliknout na " +"tlačítko **Mono** v dolní části okna editoru, čímž se zobrazí panel Mono, a " +"poté kliknout na tlačítko **Sestavit projekt**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 743b585991..2ff6558a91 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index a2e7d3ecc3..03c7bc0f3c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -213,7 +213,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS `` singleton, but not every " +"``get_name()`` method of the :ref:`OS ` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 61fc430975..6bd35a7203 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index ea367c9e7e..94921f552f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index bb3af9233f..270ed1801c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index d4578d373e..46391bd9c1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -166,7 +166,7 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:204 msgid "Inheritance" -msgstr "" +msgstr "Dědičnost" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:206 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 14a559b094..951b665b8a 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 0973b7251f..1b5d8aafbd 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -205,7 +205,7 @@ msgstr "Okamžitě přeskočí na další iteraci cyklu ``for`` nebo ``while``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:159 msgid "pass" -msgstr "předat" +msgstr "pass" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:159 msgid "" @@ -1106,7 +1106,7 @@ msgstr "Kontejnerové vestavěné typy" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485 msgid ":ref:`Array `" -msgstr ":ref:`Array `" +msgstr ":ref:`Array (Pole) `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:487 msgid "" @@ -1312,7 +1312,7 @@ msgstr "Třídy skriptů deklarované pomocí klíčového slova ``class_name``. #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615 msgid "Casting" -msgstr "" +msgstr "Přetypování" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:617 msgid "" @@ -1320,30 +1320,41 @@ msgid "" "needed to coerce a value to be of a certain type, in particular for object " "types, you can use the casting operator ``as``." msgstr "" +"Hodnoty přiřazené typovaným proměnným musí mít kompatibilní typ. Pokud je " +"potřeba vynutit, aby hodnota byla určitého typu, zejména pro typy objektů, " +"můžete použít operátor přetypování ``as``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 msgid "" "Casting between object types results in the same object if the value is of " "the same type or a subtype of the cast type." msgstr "" +"Přetypování mezi objektovými typy vrací stejný objekt, pokud je hodnota " +"stejného typu jako je typ na který se přetypovává nebo je jeho potomkem." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:629 msgid "" "If the value is not a subtype, the casting operation will result in a " "``null`` value." msgstr "" +"Pokud hodnota není potomkem (podtypem), výsledkem operace přetypování je " +"hodnota ``null``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:636 msgid "" "For built-in types, they will be forcibly converted if possible, otherwise " "the engine will raise an error." msgstr "" +"V případě vestavěných typů budou tyto typy, pokud to bude možné, násilně " +"převedeny, jinak engine vyvolá chybu." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:645 msgid "" "Casting is also useful to have better type-safe variables when interacting " "with the scene tree::" msgstr "" +"Přetypování je také užitečné pro lepší typovou bezpečnost proměnných při " +"interakci se stromem scény:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655 msgid "Constants" @@ -1356,10 +1367,14 @@ msgid "" "give a constant value a name. Trying to assign a value to a constant after " "it's declared will give you an error." msgstr "" +"Konstanty jsou hodnoty, které nelze za běhu hry měnit. Jejich hodnota musí " +"být známa při kompilaci. Použití klíčového slova ``const`` umožňuje dát " +"konstantní hodnotě jméno. Při pokusu přiřadit hodnotu konstantě po její " +"deklaraci dojde k chybě." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662 msgid "We recommend using constants whenever a value is not meant to change." -msgstr "" +msgstr "Doporučujeme používat konstanty vždy, když se hodnota nemá měnit." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:675 msgid "" @@ -1380,22 +1395,30 @@ msgid "" "still be modified afterwards. They can't be reassigned with another value " "though." msgstr "" +"Protože pole a slovníky jsou předávány odkazem (referencí), kostanty jsou " +"tzv \"mělké\". To znamená, že i když deklarujete pole nebo slovník jako " +"konstantu , jejjí hodnoty můžou být následně měněny. Refrence na takový " +"konstantní slovník či pole však změněna už být nemůže a to ani přiřazením." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 msgid "Enums" -msgstr "" +msgstr "Enums (Výčty)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:692 msgid "" "Enums are basically a shorthand for constants, and are pretty useful if you " "want to assign consecutive integers to some constant." msgstr "" +"Enumy jsou v podstatě zkratkou pro konstanty a jsou docela užitečné, pokud " +"chcete nějaké konstantě přiřadit po sobě jdoucí celá čísla." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 msgid "" "If you pass a name to the enum, it will put all the keys inside a constant " "dictionary of that name." msgstr "" +"Pokud výčtu dáte jméno, vloží všechny klíče do konstantního slovníku tohoto " +"jména." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:698 msgid "" @@ -1403,6 +1426,9 @@ msgid "" "constants. They should be accessed prefixed by the enum's name (``Name." "KEY``); see an example below." msgstr "" +"V Godotu 3.1 a novějších verzích nejsou klíče pojmenovaného výčtu " +"registrovány jako globální konstanty. Mělo by se k nim přistupovat s " +"předponou názvu enumu (``Name.KEY``); viz příklad níže." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:718 msgid "Functions" @@ -1416,11 +1442,18 @@ msgid "" "but is not always required (and should *not* be sent as the function's first " "argument, unlike Python)." msgstr "" +"Funkce vždy patří do `třídy `_. Priorita rozsahu platnosti pro " +"vyhledávání proměnných je: lokální → člen třídy → globální. Proměnná " +"``self`` je vždy k dispozici a je poskytována jako možnost přístupu k členům " +"třídy, ale není vždy vyžadována (a na rozdíl od Pythonu *není* posílána jako " +"první argument funkce)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:733 msgid "" "A function can ``return`` at any point. The default return value is ``null``." msgstr "" +"Funkce se může ``vrátit hodnotu`` v libovolném okamžiku. Výchozí návratová " +"hodnota je ``null``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735 msgid "" @@ -1428,17 +1461,21 @@ msgid "" "return value. Types for arguments can be added in a similar way to " "variables::" msgstr "" +"Funkce mohou mít také specifikaci typu pro argumenty a pro návratovou " +"hodnotu. Typy pro argumenty lze přidat podobně jako u proměnných::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:741 msgid "" "If a function argument has a default value, it's possible to infer the type::" -msgstr "" +msgstr "Pokud má argument funkce výchozí hodnotu, je možné typ odvodit::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:746 msgid "" "The return type of the function can be specified after the arguments list " "using the arrow token (``->``)::" msgstr "" +"Návratový typ funkce lze zadat za seznamem argumentů pomocí symbolu šipky " +"(``->```)::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:752 msgid "" @@ -1447,6 +1484,9 @@ msgid "" "functions can return early with the ``return`` keyword, but they can't " "return any value." msgstr "" +"Funkce s návratovým typem **musí** vracet správnou hodnotu. Nastavení typu " +"``void`` znamená, že funkce nic nevrací. Void funkce mohou vracet dříve " +"pomocí klíčového slova ``return``, ale nemohou vracet žádnou hodnotu." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761 msgid "" @@ -1456,10 +1496,15 @@ msgid "" "``if`` block but not after it, the editor will raise an error because if the " "block is not executed, the function won't have a valid value to return." msgstr "" +"Ne-void funkce musí **vždy** vracet hodnotu, takže pokud váš kód obsahuje " +"příkazy větvení (například konstrukce ``if``/``else``), všechny možné cesty " +"musí mít návratovou hodnotu. Např. pokud máte ``return`` uvnitř bloku " +"``if``, ale ne za ním, editor zobrazí chybovou hlášku, protože pokud se blok " +"neprovede, funkce nebude mít platnou hodnotu, kterou by mohla vrátit." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 msgid "Referencing functions" -msgstr "" +msgstr "Odkazování na funkce" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771 msgid "" @@ -1468,6 +1513,9 @@ msgid "" "another function or be returned from other functions. This is for " "performance reasons." msgstr "" +"Na rozdíl od jazyka Python **nejsou** funkce v jazyce GDScript objekty první " +"třídy. To znamená, že je nelze ukládat do proměnných, předávat jako argument " +"jiné funkci nebo je vracet z jiných funkcí. Stojí za tím výkonnostní důvody." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:775 msgid "" @@ -1475,10 +1523,13 @@ msgid "" "variable, or pass it to another function as an argument) one must use the " "``call`` or ``funcref`` helpers::" msgstr "" +"Pro odkaz na funkci podle jména za běhu programu (např. pro její uložení do " +"proměnné nebo předání jiné funkci jako argument) je třeba použít pomocné " +"příkazy ``call`` nebo ``funcref``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:789 msgid "Static functions" -msgstr "" +msgstr "Statické funkce" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:791 msgid "" @@ -1486,10 +1537,13 @@ msgid "" "access to the instance member variables or ``self``. This is mainly useful " "to make libraries of helper functions::" msgstr "" +"Funkce může být deklarována jako statická. Pokud je funkce statická, nemá " +"přístup k členským proměnným instance ani k ``self``. To je užitečné hlavně " +"pro vytváření knihoven pomocných funkcí::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800 msgid "Statements and control flow" -msgstr "" +msgstr "Příkazy pro řízení běhu programu" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802 msgid "" @@ -1497,10 +1551,12 @@ msgid "" "structures, etc (see below). ``;`` as a statement separator is entirely " "optional." msgstr "" +"Příkazy jsou standardní a může to být přiřazení, volání funkce, struktury " +"toku řízení atd. (viz níže). ``;`` jako oddělovač příkazů je zcela nepovinný." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:807 msgid "if/else/elif" -msgstr "" +msgstr "if/else/elif" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:809 msgid "" @@ -1509,22 +1565,30 @@ msgid "" "nature of the tab-based indentation, ``elif`` can be used instead of " "``else``/``if`` to maintain a level of indentation." msgstr "" +"Jednoduché podmínky se vytvářejí pomocí syntaxe ``if``/``else``/`elif``. " +"Závorky kolem podmínek jsou povoleny, ale nejsou povinné. Vzhledem k povaze " +"odsazení na základě tabulátoru lze pro zachování úrovně odsazení použít " +"místo ``else``/``if`` ``elif``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:823 msgid "Short statements can be written on the same line as the condition::" -msgstr "" +msgstr "Krátké příkazy lze psát na stejném řádku jako podmínku::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:830 msgid "" "Sometimes, you might want to assign a different initial value based on a " "boolean expression. In this case, ternary-if expressions come in handy::" msgstr "" +"Někdy můžete chtít přiřadit jinou počáteční hodnotu na základě logického " +"výrazu. V takovém případě se hodí tzv. ternární if výrazy::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 msgid "" "Simple loops are created by using ``while`` syntax. Loops can be broken " "using ``break`` or continued using ``continue``:" msgstr "" +"Jednoduché cykly se vytvářejí pomocí syntaxe ``while``. Cykly lze přerušit " +"pomocí ``break`` nebo v nich pokračovat pomocí ``continue``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 msgid "" @@ -1533,6 +1597,10 @@ msgid "" "loop variable. When iterating over a dictionary, the *key* is stored in the " "loop variable." msgstr "" +"Pro cykly s pevným počtem opakování, například průchod polem nebo tabulkou, " +"se používá smyčka ``for``. Při průchodu polem je aktuální prvek pole uložen " +"v proměnné cyklu. Při průchodu slovníkem je v proměnné cyklu uložen aktuální " +"*klíč*." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:885 msgid "" @@ -1540,36 +1608,41 @@ msgid "" "equivalent of the ``switch`` statement found in many other languages, but " "offers some additional features." msgstr "" +"Příkaz ``match`` slouží k větvení provádění programu. Je to ekvivalent " +"příkazu ``switch``, který se vyskytuje v mnoha jiných jazycích, ale nabízí " +"některé další vlastnosti." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:888 msgid "Basic syntax::" -msgstr "" +msgstr "Základní syntaxe::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:899 msgid "**Crash-course for people who are familiar with switch statements**:" -msgstr "" +msgstr "**Kurz pro lidi, kteří znají příkazy switch**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:901 msgid "Replace ``switch`` with ``match``." -msgstr "" +msgstr "Nahraďte ``switch`` příkazem ``match``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:902 msgid "Remove ``case``." -msgstr "" +msgstr "Odstraňte ``case``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:903 msgid "" "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can " "use ``continue`` for a fallthrough." msgstr "" +"Odstraňte všechny ``break``. Pokud nechcete ``break`` ve výchozím nastavení, " +"můžete použít ``continue`` pro přerušení." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904 msgid "Change ``default`` to a single underscore." -msgstr "" +msgstr "Změňte ``default`` na jedno podtržítko." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 msgid "**Control flow**:" -msgstr "" +msgstr "**Pořadí vyhodnocování**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909 msgid "" @@ -1578,10 +1651,14 @@ msgid "" "below the ``match`` statement. You can use ``continue`` to stop execution in " "the current block and check for an additional match in the patterns below it." msgstr "" +"Vzory jsou vyhodnocovány shora dolů. Pokud vzor vyhovuje, provede se jemu " +"odpovídající blok. Poté se pokračuje ve vykonávání pod příkazem ``match``. " +"Pomocí příkazu ``continue`` můžete zastavit provádění v aktuálním bloku a " +"kontrolovat další shodu ve vzorech pod aktuálním blokem." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 msgid "There are 6 pattern types:" -msgstr "" +msgstr "Typově existuje 6 vzorů:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 msgid "Constant pattern" @@ -1589,7 +1666,7 @@ msgstr "Konstantní vzor" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916 msgid "Constant primitives, like numbers and strings::" -msgstr "" +msgstr "Prosté konstanty, jako jsou čísla a řetězce::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937 msgid "Variable pattern" @@ -1597,25 +1674,27 @@ msgstr "Variabilní vzor" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:928 msgid "Matches the contents of a variable/enum::" -msgstr "" +msgstr "Porovnává obsah proměnné/výčtového typu (enum)::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:951 msgid "Wildcard pattern" -msgstr "" +msgstr "Vzor zástupného znaku" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940 msgid "This pattern matches everything. It's written as a single underscore." -msgstr "" +msgstr "Tento vzor vyhovuje všemu. Zapisuje se jedním podtržítkem." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "" "It can be used as the equivalent of the ``default`` in a ``switch`` " "statement in other languages::" msgstr "" +"Lze jej použít jako ekvivalent ``default`` v příkaze ``switch`` z jiných " +"jazyků::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:964 msgid "Binding pattern" -msgstr "Vazebný vzor" +msgstr "Spojovací vzor" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954 msgid "" @@ -1623,77 +1702,92 @@ msgid "" "matches everything - and also gives that value a name. It's especially " "useful in array and dictionary patterns::" msgstr "" +"Spojovací vzor zavádí novou proměnnou. Podobně jako vzor zástupného znaku " +"vyhovuje všemu a navíc odpovídající hodnotu pojmenovává. Je to obzvláště " +"důležité pro vzory pole a slovníku::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985 msgid "Array pattern" -msgstr "" +msgstr "Vzor pole" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:967 msgid "" "Matches an array. Every single element of the array pattern is a pattern " "itself, so you can nest them." msgstr "" +"Porovnává pole. Každý jednotlivý prvek pole je sám o sobě vzorem takže je " +"možné vzory vnořovat." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 msgid "" "The length of the array is tested first, it has to be the same size as the " "pattern, otherwise the pattern doesn't match." msgstr "" +"Nejprve se testuje délka pole, která musí být stejná jako velikost vzoru, " +"jinak vzor nevyhovuje." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971 msgid "" "**Open-ended array**: An array can be bigger than the pattern by making the " "last subpattern ``..``." msgstr "" +"**Pole s otevřeným koncem**: Pole může být delší než vzor, když jako " +"poslední dílčí vzor použijeme ``...``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973 msgid "Every subpattern has to be comma-separated." -msgstr "" +msgstr "Každý dílčí vzor musí být oddělen čárkou." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012 msgid "Dictionary pattern" -msgstr "" +msgstr "Vzor slovníku" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988 msgid "" "Works in the same way as the array pattern. Every key has to be a constant " "pattern." -msgstr "" +msgstr "Funguje stejně jako vzor pole. Každý klíč musí být konstantní vzor." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 msgid "" "The size of the dictionary is tested first, it has to be the same size as " "the pattern, otherwise the pattern doesn't match." msgstr "" +"Nejprve se testuje velikost slovníku, která musí být stejná jako velikost " +"vzoru, jinak vzor testování nevyhovuje." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 msgid "" "**Open-ended dictionary**: A dictionary can be bigger than the pattern by " "making the last subpattern ``..``." msgstr "" +"**Slovník s otevřeným koncem**: Slovník může být větší než vzor, když jako " +"poslední dílčí vzor použijeme ``...``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994 msgid "Every subpattern has to be comma separated." -msgstr "" +msgstr "Každý dílčí vzor musí být oddělen čárkou." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:996 msgid "" "If you don't specify a value, then only the existence of the key is checked." -msgstr "" +msgstr "Pokud hodnotu nezadáte, kontroluje se pouze existence klíče." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:998 msgid "A value pattern is separated from the key pattern with a ``:``." -msgstr "" +msgstr "Vzor hodnoty je od vzoru klíče oddělen znakem ``:``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025 msgid "Multiple patterns" -msgstr "" +msgstr "Násobné vzory" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1015 msgid "" "You can also specify multiple patterns separated by a comma. These patterns " "aren't allowed to have any bindings in them." msgstr "" +"Můžete zadat i více vzorů oddělených čárkou. Tyto vzory nesmějí obsahovat " +"žádné spojovací vzory." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 msgid "Classes" @@ -1705,6 +1799,10 @@ msgid "" "reference them using the file's path, using either a relative or an absolute " "path. For example, if you name a script file ``character.gd``::" msgstr "" +"Ve výchozím nastavení jsou všechny soubory skriptů nepojmenovanými třídami. " +"V takovém případě se na ně můžete odkazovat pouze pomocí cesty k souboru, a " +"to buď pomocí relativní, nebo absolutní cesty. Pokud například pojmenujete " +"soubor skriptu ``character.gd``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 msgid "" @@ -1713,6 +1811,10 @@ msgid "" "optional comma followed by a path to an image, to use it as an icon. Your " "class will then appear with its new icon in the editor::" msgstr "" +"Místo toho můžete třídu pojmenovat a zaregistrovat ji jako nový typ v " +"editoru Godot. K tomu slouží klíčové slovo ``class_name``. Můžete přidat " +"volitelnou čárkou oddělenou cestou k obrázku, abyste ho mohli použít jako " +"ikonu. Vaše třída se pak v editoru objeví s touto novou ikonou::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057 msgid "" @@ -1721,10 +1823,14 @@ msgid "" "script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` " "for more information." msgstr "" +"Pokud je skript umístěn v adresáři ``res://addons/``, ``class_name`` " +"způsobí, že se uzel zobrazí v dialogovém okně **Vytvořit nový uzel** pouze v " +"případě, že je skript součástí *povoleného* zásuvného modulu editoru. Více " +"informací naleznete v :ref:`doc_making_plugins`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" -msgstr "" +msgstr "Zde je příklad souboru třídy:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084 msgid "" @@ -1735,46 +1841,56 @@ msgid "" "of thread safety, since scripts can be initialized in separate threads " "without the user knowing." msgstr "" +"Syntaxe třídy Godot je kompaktní: může obsahovat pouze členské proměnné nebo " +"funkce. Můžete používat statické funkce, ale ne statické členské proměnné. " +"Stejně tak engine inicializuje proměnné při každém vytvoření instance, a to " +"včetně polí a slovníků. To je v duchu bezpečnosti vláken, protože skripty " +"mohou být inicializovány v samostatných vláknech, aniž by o tom uživatel " +"věděl." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092 msgid "Inheritance" -msgstr "" +msgstr "Dědičnost" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1094 msgid "A class (stored as a file) can inherit from:" -msgstr "" +msgstr "Třída (uložená jako soubor) může dědit z:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096 msgid "A global class." -msgstr "" +msgstr "Globální třídy." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097 msgid "Another class file." -msgstr "" +msgstr "Dalšího souboru třídy." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098 msgid "An inner class inside another class file." -msgstr "" +msgstr "Vnitřní třídy uvnitř jiného souboru třídy." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1100 msgid "Multiple inheritance is not allowed." -msgstr "" +msgstr "Vícenásobné dědění není povoleno." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102 msgid "Inheritance uses the ``extends`` keyword::" -msgstr "" +msgstr "Dědičnost používá klíčové slovo ``extends``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114 msgid "" "To check if a given instance inherits from a given class, the ``is`` keyword " "can be used::" msgstr "" +"Chcete-li zjistit, zda daná instance dědí z dané třídy, můžete použít " +"klíčové slovo ``is``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126 msgid "" "To call a function in a *parent class* (i.e. one ``extend``-ed in your " "current class), prepend ``.`` to the function name::" msgstr "" +"Chcete-li zavolat funkci v *rodičovské třídě* (tj. ve třídě, kterou " +"``extend``-ed (rozšířila) aktuální třída), přidejte k názvu funkce ``.``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 msgid "" @@ -1783,6 +1899,10 @@ msgid "" "call them, you can prefix them with ``.`` (like the ``super`` keyword in " "other languages)::" msgstr "" +"To je užitečné zejména proto, že funkce v rozšiřujících třídách nahrazují " +"funkce se stejným názvem ve svých rodičovských třídách. Pokud je přesto " +"chcete volat, můžete jim dát předponu ``.`` (podobně jako klíčové slovo " +"``super`` v jiných jazycích)::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139 msgid "" @@ -1791,10 +1911,14 @@ msgid "" "are called in all parent classes automatically. There is no need to call " "them explicitly when overloading them." msgstr "" +"Výchozí funkce jako ``_init`` a většina oznámení, jako ``_enter_tree``, " +"``_exit_tree``, ``_process``, ``_physics_process`` atd., jsou volány ve " +"všech rodičovských třídách automaticky. Při jejich přetěžování je není třeba " +"explicitně volat." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 msgid "Class constructor" -msgstr "" +msgstr "Konstruktor třídy" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148 msgid "" @@ -1803,6 +1927,9 @@ msgid "" "automatically when inheriting a class. So, there is usually no need to call " "``._init()`` explicitly." msgstr "" +"Konstruktor třídy volaný při tvorbě jejich instancí se jmenuje ``_init``. " +"Jak již bylo zmíněno, konstruktory rodičovských tříd se v třídách potomků " +"volají automaticky. Obvykle tedy není třeba volat ``._init()`` explicitně." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153 msgid "" @@ -1810,14 +1937,17 @@ msgid "" "some_func``, if the constructor from the inherited class takes arguments, " "they are passed like this::" msgstr "" +"Na rozdíl od volání běžné funkce, jako ve výše uvedeném příkladě s ``." +"some_func``, se případné argumenty rodičovskému konstruktoru předávají " +"takto::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160 msgid "This is better explained through examples. Consider this scenario::" -msgstr "" +msgstr "To se lépe vysvětluje na příkladech. Vezměme si tento scénář:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183 msgid "There are a few things to keep in mind here:" -msgstr "" +msgstr "Je třeba mít na paměti několik věcí:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185 msgid "" @@ -1826,40 +1956,55 @@ msgid "" "gd``) *must* define ``_init`` as well and pass appropriate parameters to " "``_init`` from ``State.gd``." msgstr "" +"Pokud zděděná (rodičovská) třída (``State.gd``) definuje konstruktor " +"``_init``, který přijímá argumenty (v tomto případě ``e``), pak dědící třída " +"tj. potomek (``Idle.gd``) *musí* definovat také ``_init`` a předat příslušné " +"parametry rodičovskému konstruktoru ``_init`` třídy ``State.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188 msgid "" "``Idle.gd`` can have a different number of arguments than the parent class " "``State.gd``." msgstr "" +"``Idle.gd`` může mít jiný počet argumentů než rodičovská třída ``State.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189 msgid "" "In the example above, ``e`` passed to the ``State.gd`` constructor is the " "same ``e`` passed in to ``Idle.gd``." msgstr "" +"Ve výše uvedeném příkladu je ``e`` předané konstruktoru ``State.gd`` stejné " +"``e`` předané konstruktoru ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" +"Pokud nemá konstruktor ``_init`` třídy ``Idle.gd`` žádné argumenty, musí " +"stále předávat určitou hodnotu nadřazené třídě ``State.gd``, a to i když by " +"nedělal nic jiného. Tím se dostáváme k faktu, že základnímu konstruktoru lze " +"předávat i literály, nejen proměnné. např.::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 msgid "Inner classes" -msgstr "" +msgstr "Vnitřní třídy" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1203 msgid "" "A class file can contain inner classes. Inner classes are defined using the " "``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" +"Soubor třídy může obsahovat vnitřní třídy. Vnitřní třídy se definují pomocí " +"klíčového slova ``class``. Jejich instance se vytváříí pomocí ``Jménotřídy." +"new()``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228 msgid "Classes as resources" -msgstr "" +msgstr "Třídy jako zdroje" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230 msgid "" @@ -1869,19 +2014,23 @@ msgid "" "of a loaded class resource is done by calling the ``new`` function on the " "class object::" msgstr "" +"Třídy uložené jako soubory se považují za :ref:`zdroje`. " +"Přistupovat k nim lze po jejich načtení z disku. K tomu slouží funkce " +"``load`` nebo ``preload`` (viz níže). Vytvoření instance třídy načteného " +"zdroje se provádí voláním funkce ``new`` na objektu této třídy::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 msgid "Exports" -msgstr "" +msgstr "Exporty" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251 msgid "" "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." -msgstr "" +msgstr "Dokumentace o exportech byla přesunuta do :ref:`doc_gdscript_exports`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1254 msgid "Setters/getters" -msgstr "" +msgstr "Setters/getters" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1256 msgid "" @@ -1889,12 +2038,17 @@ msgid "" "whatever reason. It may also be desired to encapsulate its access in some " "way." msgstr "" +"Často je užitečné vědět, že se členská proměnná třídy z nějakého důvodu " +"změní. Může být také žádoucí nějakým způsobem zapouzdřit (rozuměj omezit) " +"přístup k ní." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259 msgid "" "For this, GDScript provides a *setter/getter* syntax using the ``setget`` " "keyword. It is used directly after a variable definition:" msgstr "" +"K tomu účelu GDScript nabízí syntaxi *setter/getter* pomocí klíčového slova " +"``setget``. Používá se přímo za definicí proměnné:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266 msgid "" @@ -1905,10 +2059,16 @@ msgid "" "``variable`` is accessed, the *getter* function (``getterfunc`` above) must " "``return`` the desired value. Below is an example::" msgstr "" +"Kdykoli je hodnota ``proměnné`` změněna *externím* zdrojem (tj. ne lokálním " +"použitím ve třídě), zavolá se funkce *setter* (``setterfunc`` výše). To se " +"stane *předtím*, než se změní hodnota. Funkce *setter* musí rozhodnout, co s " +"novou hodnotou udělá. A naopak, když se přistupuje k ``proměnné``, musí " +"funkce *getter* (``getterfunc`` výše) ``vrátit`` požadovanou hodnotu. Níže " +"je uveden příklad::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "Either of the *setter* or *getter* functions can be omitted::" -msgstr "" +msgstr "Lze vynechat kteroukoli z funkcí *setter* nebo *getter* ::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289 msgid "" @@ -1916,16 +2076,21 @@ msgid "" "` to the editor in tool scripts or plugins, for " "validating input." msgstr "" +"Settery a gettery jsou užitečné při :ref:`exportování proměnných " +"` do editoru ve skriptech nástrojů nebo zásuvných " +"modulů pro ověřování vstupů." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292 msgid "" "As said, *local* access will *not* trigger the setter and getter. Here is an " "illustration of this:" msgstr "" +"Jak již bylo řečeno, *lokální* přístup *nespustí* setter a getter. Zde je " +"příklad:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309 msgid "Tool mode" -msgstr "" +msgstr "Tool mode" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311 msgid "" @@ -1935,10 +2100,15 @@ msgid "" "doing so). For this, the ``tool`` keyword exists and must be placed at the " "top of the file::" msgstr "" +"Ve výchozím nastavení se skripty v editoru nespouštějí a lze měnit pouze " +"exportované vlastnosti. V některých případech je všaj žádoucí, aby se uvnitř " +"editoru spustily (pokud neiniciují herní kód nebo se tomu ručně vyhýbají). " +"Pro tyto účely existuje klíčové slovo ``tool``, které musí být umístěno na " +"začátek souboru::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325 msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "" +msgstr "Více informací naleznete v :ref:`doc_running_code_in_the_editor`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1327 msgid "" @@ -1946,10 +2116,14 @@ msgid "" "script (especially the script's owner itself). As tool scripts run their " "code in the editor, misusing them may lead to crashing the editor." msgstr "" +"Buďte opatrní při uvolňování uzlů pomocí ``queue_free()`` nebo ``free()`` ve " +"skriptech nástrojů (zejména u vlastníka skriptu). Protože skripty nástrojů " +"spouštějí svůj kód v editoru, může jejich nesprávné použití vést k pádu " +"editoru." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333 msgid "Memory management" -msgstr "" +msgstr "Správa paměti" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335 msgid "" @@ -1961,6 +2135,14 @@ msgid "" "reference cycles that can't be freed, a :ref:`class_WeakRef` function is " "provided for creating weak references. Here is an example:" msgstr "" +"Pokud třída dědí z :ref:`class_Reference`, budou instance uvolněny, jakmile " +"se již nebudou používat. Neexistuje žádný garbage collector, pouze počítání " +"referencí. Ve výchozím nastavení všechny třídy, které nedefinují dědičnost, " +"dědí z **Reference**. Pokud to není žádoucí, pak musí třída dědit :ref:" +"`class_Object` ručně a musí volat ``instance.free()``. Aby se předešlo " +"referenčním cyklům, které nelze uvolnit, je k dispozici funkce :ref:" +"`class_WeakRef` pro vytváření tzv. weak referencí (neuvažují se př itestu " +"uvolnění instance). Zde je příklad:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357 msgid "" @@ -1968,6 +2150,8 @@ msgid "" "``is_instance_valid(instance)`` can be used to check if an object has been " "freed." msgstr "" +"Pokud se nepoužívají reference, lze ke kontrole, zda byl objekt uvolněn, " +"použít příkaz ``is_instance_valid(instance)``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364 msgid "Signals" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index da3405b7c0..5f139b2019 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 346bebf8dc..7dcfc485cf 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index c63f81cc69..c9e661cd45 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 224e62ed91..3e582e23a0 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 075cf159c4..27ce347ed6 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -290,10 +290,10 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 7532dc83a8..10a0cd24a0 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/index.po index 2a2d909504..dad1904168 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index ceacc432fe..6cbc25d444 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 51547a3842..621175924d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 9339bc8fd5..4aaed060d9 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 573159112a..53c06bd7cf 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 3d442515c2..210de29bd4 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/animations.po index 0563efd3f8..130eb5d7a8 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/exporting.po index 0852d5cada..f2c616514d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,7 +95,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " @@ -103,9 +102,12 @@ msgid "" "**Aspect** to ``keep``." msgstr "" "Chceme také zajistit, aby hra odpovídala původnímu měřítku na obrazovkách " -"různých velikostí, takže v nastavení projektu přejděte na *Display*, poté " -"klikněte na *Window*. V možnostech *Stretch* nastavte *Mode* na \"2d\" a " -"*Aspect* na \"keep\"." +"různých velikostí, takže v nastavení projektu přejděte na **Display**, poté " +"klikněte na **Window**. V možnostech **Stretch** nastavte **Mode** na ``2d`` " +"a **Aspect** na ``keep``.Chceme také zajistit, aby hra odpovídala původnímu " +"měřítku na obrazovkách různých velikostí, takže v nastavení projektu " +"přejděte na **Display**, poté klikněte na **Window**. V možnostech " +"**Stretch** nastavte **Mode** na ``2d`` a **Aspect** na ``keep``." #: ../../docs/getting_started/step_by_step/exporting.rst:45 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/filesystem.po index a5802e7ce6..b71b96cb6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index f499ede9da..b8a114f2e1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po index 6c1f7a9e3c..23f8d04042 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po index 3bb315d188..14c6869e97 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 40f770d7b8..7a4b243a56 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 999392c144..e795df4ed1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -227,7 +227,6 @@ msgstr "" "AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" @@ -235,19 +234,18 @@ msgid "" msgstr "" "Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je " "2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše " -"hry. Pro rychlý přístup stiskněte klávesy :kbd:`F1` (nebo :kbd:`Alt + 1` v " -"systému MacOS) ." +"hry. Pro rychlý přístup stiskněte klávesy :kbd:`Ctrl+F1` (nebo :kbd:`Alt + " +"1` v systému MacOS)." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " "it." msgstr "" "Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu " -"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`F2` (nebo :kbd:`Alt " -"+ 2` v systému MacOS) ." +"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`Ctrl + F2` (nebo :" +"kbd:`Alt + 2` v systému MacOS) ." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" @@ -269,13 +267,13 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "Pracovní plocha **Skript** je kompletní editor kódu s debuggerem, bohatým " -"automatickým dokončováním a vestavěnou referenční dokumentací Stiskněte :kbd:" -"`F3` (nebo :kbd:`Alt + 3` v systému MacOS) pro přístup na plochu a :kbd:`Alt " -"+ F1` pro hledání v referenční dokumentaci." +"automatickým dokončováním a vestavěnou referenční dokumentací. Stiskněte :" +"kbd:`Ctrl + F3` (nebo :kbd:`Alt + 3` v systému MacOS) pro přístup na plochu " +"a :kbd:`Shift + F1` pro hledání v referenční dokumentaci." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/resources.po index 2d96443f2b..9a0913324d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 56c71a0ec2..7ffdbdbf8a 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" -msgstr "SceneTree" +msgstr "Použití SceneTree" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 msgid "Introduction" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index fbe3921aec..3d2330574d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting.po index cf872aaa17..d20dbec663 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index f791a80074..f1ee34ae64 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -358,22 +358,25 @@ msgstr "" "po přímém načtení souboru." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Můžete pojmenovat skript a zaregistrovat jej jako typ v editoru pomocí " "klíčového slova ``class_name`` následovaného názvem třídy. Můžete přidat " "čárku a volitelnou cestu k obrázku, který lze použít jako ikonu. Poté " "najdete svůj nový typ v dialogu pro vytvoření uzlu nebo prostředků." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "V Godotu 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -381,6 +384,6 @@ msgstr "" "Skripty mohou registrovat pouze GDScript a NativeScript, tj. C ++ a další " "jazyky podporované GDNative." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Pouze GDScript vytváří globální proměnné pro každý pojmenovaný skript." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po index cdf3f31276..e85140c140 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index de9fe6fef0..012f0f545d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 0a5a79022f..d78cd979d3 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 1fc3f4f169..581d4f34e1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -920,7 +920,6 @@ msgstr "" "více animací najednou a to paralelně." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " @@ -928,8 +927,8 @@ msgid "" "to the Inspector." msgstr "" "Nejprve se musí ``GUI`` připojit k signálu ``Player`` ``died``, aby se " -"dozvěděl, až ``Player`` zemře. Stisknutím :kbd:`F1` přejdete zpět do 2D " -"pracovního prostoru. Vyberte uzel ``Player`` v doku scény a klikněte na " +"dozvěděl, až ``Player`` zemře. Stisknutím :kbd:`Ctrl + F1` přejdete zpět do " +"2D pracovního prostoru. Vyberte uzel ``Player`` v doku scény a klikněte na " "kartu Uzel vedle Inspektora." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574 diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index e48670835e..18680443e3 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 303165de99..ace4ecf15f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 6217f0c2e8..bfbf98802e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -429,6 +429,7 @@ msgstr "" "Přidání kontejnerů pro automatickému umístění prvků uživatelského rozhraní" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -438,7 +439,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Naše hlavní menu má určitý odstup od okrajů obrazovky (tzv. padding). Je " "rozděleno na dvě části: vlevo máme logo a možnosti menu. Na pravé straně, " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 05603066c6..c0a8cedcbc 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index ddfdb17986..ec64171e53 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index aa195a7cb4..3c24c24868 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 0cb5ee5dbb..f88c492cf6 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index ffec1f253e..2cbb98f880 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 977585ffb5..d5fc14b67a 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 20ea921fa3..d246ef6205 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index bd1d509d47..4c85dfb63f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 361b9e8726..72693ec18e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -39,7 +39,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:20 @@ -119,13 +119,14 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 msgid "" -"Importing will add an extra .import file, containing the import " +"Importing will add an extra ``.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:80 diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 18ae8d20c9..5d2ce71a76 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 62db84d429..e80fe2f58f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 62761a6658..5c06ab4080 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index f2862cb384..1512b02e6c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/index.po index 70a12e61a1..8e048adb4f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 5c883b6a02..5aa5020fa6 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 64141d4e88..f5ba59d1a8 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,7 +168,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" @@ -404,17 +404,17 @@ msgid "" "tree structures." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -422,21 +422,21 @@ msgid "" "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -445,7 +445,7 @@ msgid "" "corresponding string value for each enum." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -453,32 +453,32 @@ msgid "" "printing is unnecessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer ` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -486,7 +486,7 @@ msgid "" "little control." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " @@ -497,7 +497,7 @@ msgid "" "render in a single batched draw call." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "` resource, allows one to create a variety of animation " @@ -506,7 +506,7 @@ msgid "" "controlling 2D frame-based animations." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -515,28 +515,28 @@ msgid "" "with the AnimatedSprite." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 81f75114ee..0b59e3ab01 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 3b36412eb6..ed9a4d5dd7 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 733487fd6c..8098c39b6c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 9aa321c050..0f2cdf84e4 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index d80447173d..b1507cf720 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -82,7 +82,7 @@ msgstr "" msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 571d076727..df3ac0eaf3 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 99176c1120..f1cd0f2019 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -219,7 +219,7 @@ msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -311,7 +311,7 @@ msgstr "" msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index d24e59cd6c..c5056a3333 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index b4fa41150f..666cc696de 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 99a69a8f32..de757621f6 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index f25761817c..8569b416fb 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 7bb9a61127..3ede7f22b7 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -172,11 +172,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -184,17 +199,17 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -267,41 +282,41 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -311,7 +326,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -322,7 +337,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 71931ded17..2c55039d93 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 5aa1b396dd..da11a0c90e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 195cea1d57..3bb17edd32 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index bb0092266a..5a3689b17c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 6cf9c10aaf..0e85127b1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -485,7 +485,7 @@ msgid "" "HTML5 export templates may be :ref:`built ` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag `::" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index e4557f3b3b..e18bae7cfe 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 0ae77a9e7f..f2a700775b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 5d892f834a..ebe6f98e4d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/index.po index f8d434fc9d..16d6bc903b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index e5be5a006c..e365b9fa10 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,12 +22,13 @@ msgid "One-click deploy" msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Žádná podpora nasazení jedním kliknutím systému Android." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -36,34 +37,87 @@ msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Podporuje všechny platformy." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Žádná podpora nasazení jedním kliknutím systému Android." + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/index.po index 554b2fd013..720a525906 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/index.po index d79ac24070..0b2b11d208 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 4eb208ad24..7a5717fb42 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index a43f2cfb65..8b5bfbd8de 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/index.po b/sphinx/po/cs/LC_MESSAGES/index.po index 2bb3491ff8..b38e97db9b 100644 --- a/sphinx/po/cs/LC_MESSAGES/index.po +++ b/sphinx/po/cs/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -120,17 +120,16 @@ msgstr "" "vás zajímá. Také můžete využít vyhledávaní v levém horním rohu." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy `__ for " "offline reading (updated every Monday). Extract the ZIP archive then open " "the top-level ``index.html`` in a web browser." msgstr "" -"Můžete si také stáhnout HTML kopii `__ pro offline " -"čtení (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté otevřete " -"horní úroveň ``index.html`` ve webovém prohlížeči." +"Můžete si také `stáhnout HTML kopii `__ pro " +"offline čtení (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " +"otevřete horní úroveň ``index.html`` ve webovém prohlížeči." #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index da6b05ce19..b825935c51 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po index 33a9dbf2da..415658e0cf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po index 31a4ac740e..28641a68a5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index c692756b5e..294368690f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -31,14 +31,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite ` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite `." msgstr "" @@ -133,7 +133,7 @@ msgstr "Sprite list s AnimatedSprite" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -145,44 +145,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -288,6 +288,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po index a26d1b2d11..c32c720103 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po index 7e26fc0fe8..a3e46a4231 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index b6255f6801..a1d5285a0e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po index a0c9003d84..5432cdd702 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 1c3ef3c2dd..959f63bc66 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 8eaf8b15e3..b90a4d9dd3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 -#, fuzzy msgid "Using TileMaps" -msgstr "Použití souboru" +msgstr "Používání TileMaps" #: ../../docs/tutorials/2d/using_tilemaps.rst:7 msgid "Introduction" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 7a1872ace7..665c3f8b00 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -66,9 +66,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:35 -#, fuzzy msgid "There are two main ways to alleviate banding:" -msgstr "Zdroje lze ukládat dvěma způsoby. Mohou to být:" +msgstr "Existují dva hlavní způsoby, jak zmírnit páskování:" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:37 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index c4fad8c597..14ed1f0d68 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,53 +27,65 @@ msgstr "Úvod" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Nastavení" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -81,36 +93,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -118,284 +192,370 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Proměnná" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Snímat" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe `'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Data" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po index 33d6f213a3..4d26ffb8b6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 8dc19c89fb..46904db08d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index c36a21c49e..b3baa92bbf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index b4e8acbebb..b08f448c47 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 8f8fec855e..c2c325171c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index ef85eababf..c07e73ccbd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index ffa2ec1d16..26cc555559 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index d00e83cdb1..2bed25347c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 5758e0fd7b..9559b65762 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/gi_probes.po index 05b3166d01..f387766a7f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 0bd8481e1f..4434624f9a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po index 685af0596f..97bb2807c6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index ecfca117a4..92dca1d833 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 135db646da..cfff253bdd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/reflection_probes.po index c32ba533e8..e3be6011cf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spatial_material.po index 9e247a3f40..b00a393054 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 87c8374287..d0ee051bdc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/using_gridmaps.rst:4 -#, fuzzy msgid "Using GridMaps" -msgstr "Použít mřížkové přichytávání" +msgstr "Používání GridMaps" #: ../../docs/tutorials/3d/using_gridmaps.rst:7 msgid "Introduction" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index b44f3bd56a..7b3469739e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po index da774e84ff..2d6113c93d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 75b4a1d0fb..3d05e42504 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -180,7 +180,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -210,8 +210,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -338,9 +338,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 1c7897c0ff..bcabd654bc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"`. They are used to generate a random number from " +"`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index dfc5cfdc24..7b6fea8cf2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po index ceb9e07b58..3d25d7f820 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po index edbb96ce56..b329420df6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/animation/animation_tree.rst:4 -#, fuzzy msgid "Using AnimationTree" -msgstr "Strom animací" +msgstr "Použití AnimationTree (Stromu animací)" #: ../../docs/tutorials/animation/animation_tree.rst:7 msgid "Introduction" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po index a25dda0152..09e7b82837 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po index 691d0444c5..1104d8538b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po index 5cd6cde596..d82ba0a62d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -191,7 +191,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -199,288 +212,281 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -488,13 +494,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -503,56 +509,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/index.po index f3b5bd3d3d..cfe622fcc9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 2549c65973..1595c670e5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index f63f3ae883..f5696d6618 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -285,12 +285,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index f672513bfb..9a1c2ff7b9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po index de29cd9e3d..8f03ba0761 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po index 001f41b2ae..012db6f848 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po index 3533861145..4f51e4a2f8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 5fa5491ccc..2f6e7a5d1d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po index dc88440245..8e1ba6d45c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/index.po index cd052f5d9e..39d8ff32c1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/making_trees.po index 80ed92751f..bfa2b90547 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 7a24391fe7..d06380b1bf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -60,7 +60,7 @@ msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 0b9643e066..362edda383 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 90f1c449b7..4b570d1eaf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 518631edea..474d27467f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 8545080943..00101fce98 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/debugger_panel.po index 77ef189ff3..4a071b11b2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/index.po index fa1c459b5b..f503bf9bff 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 22937d9dae..63db9035c0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index deec52cdc0..be5c4f93b3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/control_node_gallery.po index c1972e1b3c..86936c5005 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,11 @@ msgid "Here is a list of common Control nodes with their name next to them:" msgstr "" #: ../../docs/tutorials/gui/control_node_gallery.rst:8 -#, fuzzy msgid "" "The Control Gallery demo pictured above can be found `on GitHub `__." msgstr "" "Pokud vám při učení vyhovují více příklady, můžete se také podívat na různé " -"\"Godot demo projekty `__." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 2d0053b455..0ea6bab756 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_containers.po index 8a406c07a7..013abe279a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/gui/gui_containers.rst:4 -#, fuzzy msgid "Using Containers" -msgstr "Kontejnery" +msgstr "Používání kontejnerů" #: ../../docs/tutorials/gui/gui_containers.rst:6 msgid "" @@ -191,8 +190,9 @@ msgid "Box Containers" msgstr "Krabicové kontejnery" #: ../../docs/tutorials/gui/gui_containers.rst:67 +#, fuzzy msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "` and :ref:`VBoxContainer `). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_skinning.po index 69674c493b..a956654bdc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/index.po index ba88fded6f..77cee1719f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 0628b7a427..00acdad593 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po index 06f0656eff..76b17e28d8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 6302b6878f..cd04d5bae0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po index 21ea821ad0..c6245d6a25 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 97a4312abf..fe265a21b0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -240,8 +240,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 94d74c7616..d953cb0fb7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,9 +61,8 @@ msgid "**Troubleshooting issues with controllers in Godot.**" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:23 -#, fuzzy msgid "Supporting universal input" -msgstr "Aspekty exportu" +msgstr "Podpora univerzálního vstupu" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:25 msgid "" @@ -202,7 +201,6 @@ msgid "Troubleshooting" msgstr "Odstraňování problémů" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:182 -#, fuzzy msgid "" "You can view a list of `known issues with controller support `__." +"q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad>`__." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:187 msgid "My controller isn't recognized by Godot." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index ab1668ce98..698b26b8d4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po index 3afa2b6236..682e11df77 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po index d6eff26459..c19da18fba 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -186,7 +186,7 @@ msgstr "" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " +"`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po index 2631a62a1a..9de5eb4f82 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,12 +122,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera ` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area ` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() ` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area ` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 32f86d7571..d4f0a61b50 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po index 712d81731f..725e8b5bb2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po index 097b52da91..6c9927d3d2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po index f3181089a9..b6b5fe0dc1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po index a529ba0312..4d89726735 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/cs/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 8485ba4700..e404e9101e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -66,7 +66,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -77,14 +77,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -165,10 +165,22 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 +#, fuzzy +msgid "Link to the license" +msgstr "Přijetí licence" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 msgid "Third-party licenses" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties `_. Most of it does not require " @@ -178,68 +190,68 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType `_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet `_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS `_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -248,7 +260,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL `_ " "instead." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/legal/index.po index 2165e3b744..f2f4aa62c5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po index c48674dcf4..e2752743ba 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -260,7 +260,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po index e19373d559..2acc773814 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po index 0d0430b8c8..beaa6a127c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 5e09a9a2dd..bf10d306db 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po index 4f9f716648..63ed8ee174 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po index eb823b4088..9d98782281 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po index b6c13a3c78..ce1178343b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 1e2f9a94d6..cbadef74b7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 0b07fe8cd4..d6699861b0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index ad82b0cd00..260db8eb7f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,7 @@ msgstr "Barevný prostor" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -102,45 +102,52 @@ msgstr "" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial ` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials `, you can set values " "for these features but they will be non-functional. For example, you will " @@ -148,86 +155,86 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "Vlastnosti prostředí" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes ` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps `. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights ` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -235,11 +242,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -247,7 +254,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -255,131 +262,131 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "Prolnutí tvarů" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -387,30 +394,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 098d93039e..b26511a87a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -75,9 +75,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/handling_quit_requests.rst:64 -#, fuzzy msgid "Sending your own quit notification" -msgstr "Godot oznámení" +msgstr "Odesílání vlastního oznámení o ukončení" #: ../../docs/tutorials/misc/handling_quit_requests.rst:66 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/index.po index 4f87ec0420..b2667a50c3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 2bbd12f678..4121bafff1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 573b8150d5..689d030c13 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/pausing_games.po index ddd7541f30..006e0e70b9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 285c3e6192..5d94fd3a40 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 0f70bab605..a644cfad5a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 2175294ee9..5809b50d78 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -701,7 +701,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po index 3476f88e23..3bf034f34d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po index b30bc54b66..0330e5373c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po index c580c46c8d..3ae2fc9e41 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 362d618583..2a67417709 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po index a68daab820..29ffdb4c58 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po index c17eab4760..6f69e41392 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/batching.po index 735211378c..46d62f723b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,17 +41,11 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" -"2D batching je aktuálně podporováno pouze při použití vykreslovacího modulu " -"GLES2." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -60,7 +54,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -68,13 +62,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -85,11 +79,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -99,23 +93,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -123,40 +117,40 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Změna textury." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -164,33 +158,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -198,28 +192,28 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -228,11 +222,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -243,17 +237,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -264,7 +258,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -272,43 +266,43 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -318,7 +312,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -328,11 +322,11 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -341,7 +335,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -351,7 +345,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor ` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback ` - This is a faster way of drawing " @@ -497,11 +491,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands ` - One of the most important " @@ -513,7 +507,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "` - This determines the maximum size of a " @@ -532,7 +526,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead ` - Item reordering can help " @@ -541,17 +535,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold ` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items ` - Joining items before lighting can significantly " @@ -560,11 +554,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching ` - This is purely a debugging feature to identify " @@ -574,18 +568,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame ` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract ` - On some hardware (notably some Android devices) " @@ -595,18 +589,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount ` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -617,15 +611,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -634,7 +628,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -643,149 +637,183 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 msgid "Default batches" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Často kladené otázky" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract ` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold ` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold ` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 75b4ea7020..7bc72e7dc1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/general_optimization.po index fb59f15a04..3fd48187ba 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 28ba564518..04e60c1ed5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -140,8 +140,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/index.po index 906ae86bf7..e9b99d3ae3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 8594612ab2..55dcebc2d6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_multimesh.po index e5697a8aaa..62e05c4331 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_servers.po index c0940ca9c5..56ba90a0ca 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index a52f40e610..1ea75eaf6e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po index 85acb6f6ef..d6f05cded9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 985b92eefb..dc4afaf2e7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po index 5169a85cbb..e4243cef53 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,9 +122,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:55 -#, fuzzy msgid "Physics material" -msgstr "Fyzika" +msgstr "Fyzikální materiál" #: ../../docs/tutorials/physics/physics_introduction.rst:57 msgid "" @@ -372,7 +371,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 1114b45fe1..5b073da75c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po index f737a59a7f..44ca7d411e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po index a5b29be9fd..389c3a2901 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po index 4d1c590cfc..0683aaae60 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po index d1d74591be..25122bec88 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 0f6f8666da..689400d7ed 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 374a9dafe5..648b3a927a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po index d4edb1c2f5..f7c3fefb25 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index beae4497a7..c42e535dd8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index efe1c50f85..b7408c7ba4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po index e5571735d5..92226fb4f8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po index 1ad3e1a41b..32aaa3f170 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 87ddc300f2..3d7100198f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -157,12 +157,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -172,64 +170,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -237,35 +233,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -274,19 +270,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index db01facc20..cea5054e92 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/platform_html5.po index 6294f2d7f4..a684a66737 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 305acdd8c9..2d8abf13c3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -142,86 +142,86 @@ msgid "" "release on the `Godot download page `_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ```` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 msgid "Building an Android plugin" msgstr "Sestavení doplňku pro Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio `_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions `__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib...aar``) " -"from the `Godot download page `_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page `_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions `__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib...aar``) " +"from the `Godot download page `_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ```` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ```` tag, add a ```` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -230,63 +230,81 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary `_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 msgid "Loading and using an Android plugin" msgstr "Načítání a používání doplňku pro Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Z tvého skriptu:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "Vkládání GDNative zdrojů" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -353,13 +373,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -367,7 +387,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -377,48 +397,44 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin `_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources `_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources `_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin `_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Odstraňování problémů" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/index.po index 7cedd5641c..bdcf8a50bc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 23f907229a..d2c74ec906 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po index 2b6981d81c..9d1243e705 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index a7b5311c25..e8ac58a736 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,11 +41,11 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -56,7 +56,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -64,11 +64,11 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index b5993b8ced..a9c5009def 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 82711d5374..873834b868 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 5be802894e..e5a3dc9650 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -111,14 +111,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -128,15 +128,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -145,7 +145,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -153,7 +153,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "` from the :ref:" @@ -164,14 +164,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -181,36 +181,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -218,28 +218,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before ` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "` or one of its child classes. For this tutorial, you can " @@ -248,7 +248,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -257,24 +257,24 @@ msgid "" "` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -282,18 +282,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -301,7 +301,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library `_ so that people can " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 51b62a233d..4f73253e23 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 90840bcd56..6d1aea42b2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 9fa39bc88c..363a1650e6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index b2f7fa5e37..10309beca3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 569b54d15e..c23397bfcd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po index 3fc58c6b30..5fc3420ff8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 95616e4dd9..70bebd879e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index b7d649f637..c9b9dfb2e3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/index.po index 251609f7ac..79c19f8411 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 56b8a24180..9e52688e76 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 1e15ec19af..118610878f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 7d213fcea3..5863a8c164 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,8 +27,8 @@ msgstr "Úvod" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shader_materials.po index aeec74153c..21ef1241f7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index ec61e43e97..3fc86d3d11 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 98f6f2a255..f1091b08fc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 551274d544..f7f88fabc2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 4e51dd6a3d..4ee932a33c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 2fc871a6c6..628a5da207 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -55,7 +55,7 @@ msgstr "Typ" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Popis" @@ -321,7 +321,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:85 msgid "Casting" -msgstr "" +msgstr "Přetypování" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:87 msgid "" @@ -953,780 +953,809 @@ msgid "Uniforms can also be assigned default values:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Úpravy proměnných" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders `" +msgstr ":ref:`doc_visual_shaders`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders `" +msgstr ":ref:`doc_canvas_item_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders `" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "Lineární interpolací" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "Hermitova interpolovat" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "Délka vektoru" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index f55b55978a..20f804aa23 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/visual_shaders.po index 9daf110bb4..5d4136915c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/visual_shaders.rst:4 -#, fuzzy msgid "Using VisualShaders" -msgstr "Vizuální shadery" +msgstr "Použití nástroje VisualShaders" #: ../../docs/tutorials/shading/visual_shaders.rst:6 msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 61472e44d2..1d55024315 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index be4211b838..398f6e3433 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index dfd2edfe21..1d3ac5f8da 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 29f205c97c..a6a6c5da34 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index 57cf33382e..8439940430 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/index.po index a32768435a..0cd59d063e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 623856ec53..34a8e6ab53 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 995a084040..44bf8bc175 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 638831fd0b..45d24c1f92 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/index.po index 83702f0496..c3525a54af 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index ee199aa2ce..c1b138c1e1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -376,10 +376,243 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Jak by měly být vytvořeny zdroje, aby zvládaly vícenásobná rozlišení a " +"poměry stran?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**PCK formát.**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler `__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "animace kamery" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Podpora platformy" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -388,18 +621,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -407,11 +640,11 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -419,7 +652,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -427,11 +660,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -440,7 +673,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -450,7 +683,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo `__ for examples." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index fa8700a0f4..6d1003d1c3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/viewports.po index a644993dad..f6756de28f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/viewports/viewports.rst:4 -#, fuzzy msgid "Using Viewports" -msgstr "2 výřezy" +msgstr "Používání výřezů" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index cabb39c68a..bd27fdb1af 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -124,7 +124,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/index.po index 4383b954eb..95bc909474 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_primer.po index c16af59426..cc4aa32f3d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -235,46 +235,45 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR `_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo `_." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS `_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools `_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -291,7 +290,7 @@ msgid "" "system so 10 units = 1 meter." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -299,7 +298,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -307,7 +306,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -316,7 +315,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -324,7 +323,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 4be1de0446..d32053c29c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 10bc338364..78bb050184 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1162,7 +1162,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody `-based nodes in the " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index ace5463acb..40625c391d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1204,7 +1204,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po index dde4866855..5b14d7bba5 100644 --- a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index d7ce3832fa..a46152a081 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,8 +73,8 @@ msgid "" msgstr "" "Alle Inhalte dieser Dokumentation werden unter der freizügigen Creative " "Commons Attribution 3.0-Lizenz (`CC-BY 3.0 `_) und dem Namen \"Juan Linietsky, Ariel Manzur and the " -"Godot Engine community\" veröffentlicht." +"licenses/by/3.0/>`_) mit Namensnennung von \"Juan Linietsky, Ariel Manzur " +"und der Godot Engine Gemeinschaft\" veröffentlicht." #: ../../docs/about/faq.rst:23 msgid "" @@ -269,11 +269,12 @@ msgstr "" "Anleitung `_ an." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Es gibt mehrere Gründe GDScript zu verwenden -- besonders wenn Sie einen " "Prototypen entwerfen, in Alpha- oder Beta-Phasen eines Projektes stecken, " @@ -550,19 +551,18 @@ msgstr "" "Warum ist die Godot Engine darauf aus, ihren Funktionsumfang klein zu halten?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " "artificial intelligence functionality." msgstr "" -"Godot beinhaltet absichtlich keine Funktionen die als Add-On implementiert " -"werden können, außer sie werden häufig verwendet. Beispiel hierfür ist die " -"fortgeschrittene Funktion für künstliche Intelligenz" +"Godot beinhaltet bewusst keine Funktionalität welche als Add-On " +"implementiert werden kann - außer sie wird häufig verwendet. Ein Beispiel " +"hierfür ist die fortschrittliche Funktionalität für künstliche Intelligenz." #: ../../docs/about/faq.rst:211 msgid "There are several reasons for this:" -msgstr "hierfür gibt es mehrere Gründe:" +msgstr "Dafür gibt es mehrere Gründe:" #: ../../docs/about/faq.rst:213 msgid "" @@ -590,8 +590,9 @@ msgid "" "high-end hardware." msgstr "" "**Kleiner Beitrag.** Wenn der Code klein und übersichtlich bleibt, geht es " -"schneller, den Code zu Kompilieren. Das macht es einfacher für neue " -"Entwickler, mit Godot zu starten, ohne High-end Hardware kaufen zu müssen." +"schneller und leichter, den Code zu Kompilieren. Das macht es einfacher für " +"neue Entwickler, mit Godot zu starten, ohne High-end Hardware kaufen zu " +"müssen." #: ../../docs/about/faq.rst:226 msgid "" @@ -637,12 +638,13 @@ msgstr "" "Aus all den oben genannten Gründen müssen wir selektiv auswählen, was wir " "als Kernfunktionalität in Godot akzeptieren können. Aus diesem Grund möchten " "wir einige Kernfunktionen in zukünftigen Versionen von Godot auf offiziell " -"unterstützte Add-Ons übertragen. In Bezug auf die Binärgröße hat dies auch " -"den Vorteil, dass Sie nur für das bezahlen, was Sie tatsächlich in Ihrem " -"Projekt verwenden. (In der Zwischenzeit können Sie: ref: `benutzerdefinierte " -"Exportvorlagen mit deaktivierten nicht verwendeten Funktionen kompilieren " -"` kompilieren, um die Verteilungsgröße Ihres " -"Projekts zu optimieren.)" +"unterstützte Add-Ons übertragen. In Bezug auf die Dateigröße hat das auch " +"den Vorteil, dass man nur die wirklich benötigten Funktionen mit im finalen " +"Export hat. So kann die Größe des Export minimiert werden. (In der " +"Zwischenzeit ist es auch möglich :ref: `benutzerdefinierte Exportvorlagen " +"mit deaktivierten nicht verwendeten Funktionen zu kompilieren " +"` , um die Verteilungsgröße Ihres Projekts zu " +"optimieren.)" #: ../../docs/about/faq.rst:247 msgid "" @@ -939,19 +941,19 @@ msgstr "" "Beispielprojekte (falls machbar)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Ist es möglich Godot als Bibliothek zu nutzen?" +msgstr "" +"Ist es möglich mit Godot Anwendungen zu entwickeln welche kein Spiel sind?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Die geringe Verteilungsgröße von Godot kann es zu einer geeigneten " -"Alternative zu Frameworks wie Electron oder Qt machen." +"Ja! Godot beinhaltet ein umfangreiches UI System. Die geringe Distributions-" +"Größe von Godot kann es zu einer geeigneten Alternative zu Frameworks wie " +"Electron oder Qt machen." #: ../../docs/about/faq.rst:366 msgid "" @@ -959,12 +961,18 @@ msgid "" "processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"Wenn Sie eine \"nicht spiele\" Applikation entwickeln stellen Sie sicher das " +"Sie :ref:`low-processor mode ` in den Projekt Einstellungen einschalten um die CPU und " +"GPU Belastung zu verringern." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Dennoch wir empfehlen es nicht mit Godot eine *mobile* App zu erstellen da " +"der low-processor mode noch nicht auf mobilen Plattformen unterstützt wird." #: ../../docs/about/faq.rst:373 msgid "" @@ -972,6 +980,9 @@ msgid "" "and `Pixelorama `__ for " "examples of open source applications made with Godot." msgstr "" +"Besuchen Sie `Material Maker `__ " +"und `Pixelorama `__ für " +"Beispiele von Open Source Anwendungen welche mit Godot erstellt wurden." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -1004,7 +1015,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Welches UI Toolkit nutzt Godot?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1015,6 +1026,13 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot nutzt kein Standart :abbr:`GUI (Graphical User Interface)` Toolkit wie " +"GTK, Qt oder wxWidgets. Stattdessen nutzt Godot sein eigenes Oberflächen-" +"Toolkit welches mit Open GL oder Vulcan gerendert wird. Dieses Toolkit wird " +"in Form von Control Nodes dargestellt, welche verwendet werden um den Editor " +"zu rendern (welcher in C++ geschrieben wurde). Diese Control Nodes können " +"ebenfalls für Projekte von einer beliebige Skriptsprache welche von Godot " +"unterstützt wird verwendet werden." #: ../../docs/about/faq.rst:402 msgid "" @@ -1024,6 +1042,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Dieses eigene Toolkit macht es möglich von Hardware Beschleunigung sowie " +"einer konsistenten Erscheinung auf allen Plattformen zu profitieren. " +"Zusätzlich muss sie nicht mit LGPL Lizenz Einschränkungen umgehen welche von " +"GTK oder GT kommen. Zuletzt bedeutet das, dass Godot \"das eigene " +"Hundefutter isst\", da der Editor selbst einer der komplexesten Nutzer von " +"Godots UI System ist." #: ../../docs/about/faq.rst:408 msgid "" @@ -1031,9 +1055,14 @@ msgid "" "`, but you can still :ref:`use Godot to create " "non-game applications by using the editor `." msgstr "" +"Dieses eigene UI Toolkit :ref:`kann nicht als lib verwendet werden " +"`, aber :ref:`Godot kann für \"für nicht Spiele" +"\" Apps verwenden werden indem der Editor genutzt " +"wird`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Warum verwendet Godot nicht STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/de/LC_MESSAGES/about/index.po b/sphinx/po/de/LC_MESSAGES/about/index.po index 0716e82381..6615230a01 100644 --- a/sphinx/po/de/LC_MESSAGES/about/index.po +++ b/sphinx/po/de/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index 401419b9f7..c2cafd744f 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po index c2d6d8569d..39f1cd025a 100644 --- a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -100,6 +100,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "`." msgstr "" +":ref:`Headless Linux- und macOS-Server " +"`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -387,7 +389,7 @@ msgstr "Gelenke" #: ../../docs/about/list_of_features.rst:134 #: ../../docs/about/list_of_features.rst:275 msgid "Areas to detect bodies entering or leaving it." -msgstr "Bereiche, um Körper beim Betreten oder Verlassen zu erkennen" +msgstr "Bereiche um Körper zu erkennen, die sie betreten oder verlassen." #: ../../docs/about/list_of_features.rst:136 #: ../../docs/about/list_of_features.rst:277 @@ -639,6 +641,8 @@ msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." msgstr "" +"*GLES3:* Optionales Debanding zur Vermeidung von Color Banding (wirksam, " +"wenn HDR-Rendering aktiviert ist)." #: ../../docs/about/list_of_features.rst:226 msgid "" @@ -695,7 +699,6 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Multi-Sample Antialiasing (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." msgstr "Multi-Sample Antialiasing (MSAA)." @@ -760,10 +763,9 @@ msgid "Ragdolls." msgstr "Ragdolls (Gliederpuppen)." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." msgstr "" -"eingebaute Formen: Quader, Kugel, Kapsel, Zylinder (nur mit Projektil-" +"Eingebaute Formen: Quader, Kugel, Kapsel, Zylinder (nur mit Projektil-" "Physik)." #: ../../docs/about/list_of_features.rst:280 @@ -863,7 +865,8 @@ msgstr "" "auszuführen oder um mehrere Prozessor-Cores zu nutzen." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: `" +#, fuzzy +msgid ":ref:`C#: `" msgstr ":ref:`C#: `" #: ../../docs/about/list_of_features.rst:314 @@ -980,6 +983,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Audioeingang zur Aufnahme von Mikrofonen mit Echtzeitzugriff über die Klasse " +"AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1134,6 +1139,8 @@ msgstr "Stift/Tablet Eingabe mit Erkennung des Anpressdrucks." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"Gamepad-, Tastatur- und Mauseingabeunterstützung sind auch auf Android " +"verfügbar." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1323,7 +1330,7 @@ msgstr "Unterstützung für Werbung mittels Third-Party Modulen." #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Unterstützung für das Einbetten von Unteransichten auf Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" diff --git a/sphinx/po/de/LC_MESSAGES/about/release_policy.po b/sphinx/po/de/LC_MESSAGES/about/release_policy.po index 380cef9c06..5473708b5f 100644 --- a/sphinx/po/de/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/de/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,7 @@ msgid "" "happen depends on the choices of core contributors, and the needs of the " "community at a given time." msgstr "" -"Godots Veröffentlichungsrichtlinie ist in konstanter Entwicklung. Die unten " +"Die Release Richtlinie von Godot ist in konstanter Entwicklung. Die unten " "beschriebenen Punkte geben eine generelle Vorstellung davon, was zu erwarten " "ist, aber was tatsächlich passieren wird hängt von den Entscheidungen der " "Haupt-Beitragenden und den momentanen Bedürfnissen der Community ab." @@ -219,31 +219,30 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|unstable| *Momentaner Schwerpunkt der Entwicklung (instabil).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 oder Q3 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|unterstützt| *Beta.* Erhält neue Funktionen sowie Fehlerkorrekturen während " +"der Entwicklung." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "März/April 2021" +msgstr "April 2021" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." @@ -261,11 +260,12 @@ msgid "January 2020" msgstr "Januar 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Nicht mehr unterstützt (letztes Update: 3.0.6)." +msgstr "" +"|eol| Wird nicht mehr unterstützt, da vollständig durch die kompatible " +"Version 3.3 ersetzt (letztes Update: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/de/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/de/LC_MESSAGES/about/troubleshooting.po index 1f14edbd66..e5c19db448 100644 --- a/sphinx/po/de/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/de/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -34,8 +34,8 @@ msgid "" "See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 " "version of the Godot editor." msgstr "" -"Auf :ref:`doc_using_the_web_editor` sind die Einschränkungen des HTML5 " -"Editors zu sehen." +"Schauen sie sich :ref:`doc_using_the_web_editor`an, für Vorbehalte, die für " +"die HTML5-Version des Godot-Editors spezifisch sind." #: ../../docs/about/troubleshooting.rst:14 msgid "" @@ -123,12 +123,25 @@ msgstr "" "öffnen. Sie können das Peripheriegerät danach wieder anschließen." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue `__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "" "Der Godot Editor scheint einzufrieren, nachdem die Systemkonsole angeklickt " "wurde." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -142,7 +155,7 @@ msgstr "" "die Anwendung und lässt Sie Text innerhalb der Konsole auswählen. Godot kann " "dieses System-spezifische Verhalten nicht überschreiben." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -150,7 +163,7 @@ msgstr "" "Wählen Sie um dies zu beheben das Fenster der Systemkonsole aus und drücken " "Sie Enter, um den Auswahlmodus zu verlassen." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -158,7 +171,7 @@ msgstr "" "Einige Texte wie \"NO DC\" werden in der oberen linken Ecke des " "Projektmanagers und des Editorfensters angezeigt." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -166,7 +179,7 @@ msgstr "" "Dies wird durch den NVIDIA-Grafiktreiber verursacht, der ein Overlay zur " "Anzeige von Informationen einfügt." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -175,7 +188,7 @@ msgstr "" "Grafiktreibereinstellungen in der NVIDIA-Systemsteuerung auf die " "Standardwerte zurück." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -184,11 +197,11 @@ msgstr "" "settings``, gehen Sie zu **X Screen 0 > OpenGL Settings** und entfernen Sie " "das Häkchen bei **Enable Graphics API Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "Das Projektfenster erscheint im Gegensatz zum Editor unscharf." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -199,7 +212,7 @@ msgstr "" "Performance erhöht werden, wohingegen das Rendern von 3D Sczenen in hiDPI " "langsam ist." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -210,12 +223,12 @@ msgstr "" "sich ausserdem, dass die Konfiguration Ihres Projektes :ref:`mehrere " "Auflösungen ` unterstützt." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" "Das Projektfenster erscheint nicht zentriert, wenn Ich das Projekt ausführe." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug `__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -228,7 +241,7 @@ msgstr "" "zulassen**. Stellen Sie außerdem sicher Ihr Projekt so zu konfigurieren, " "dass es :ref:`mehrere Auflösungen ` unterstützt." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -236,7 +249,7 @@ msgstr "" "Das Projekt funktioniert, wenn es vom Editor ausgeführt wird, aber scheitert " "beim Laden einiger Dateien, falls es von einer exportierten Kopie läuft." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -254,7 +267,7 @@ msgstr "" "Exportfilter angeben. Weitere Informationen finden Sie unter :ref:" "`doc_exporting_projects_export_mode`." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index 2f843ccfa2..61b40485aa 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,7 +129,7 @@ msgstr "Sprachbezogene Gemeinschaften" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups ` page " +"See the `User groups `_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 862791ef22..d05ec34403 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po index 6333ba3344..0b48965e3a 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 078c8d9a33..78abb4b9d9 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/de/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..93881d97a3 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,147 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Erstellen der C++ Bindungen" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "Bevor wir beginnen, benötigen Sie einige Dinge:" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository `__." +msgstr "" +"eine Kopie des `godot-cpp Repository `__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx `__" +msgstr "`Python 3.5+ `__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme `__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository `__ ``requirements.txt`` file." +msgstr "" +"eine Kopie des `godot-cpp Repository `__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip `__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python `__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "" +"Verwenden Sie den folgenden Befehl, um Ihren Fork von GitHub zu klonen:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 `__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po index 176963f164..7547dde375 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -564,9 +564,8 @@ msgid "" msgstr "" #: ../../docs/community/contributing/code_style_guidelines.rst:329 -#, fuzzy msgid "**Bad:**" -msgstr "**Schlecht**:" +msgstr "**Schlecht:**" #: ../../docs/community/contributing/code_style_guidelines.rst:336 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 36674d4cd6..767e0d37ae 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -650,12 +650,12 @@ msgid "" "``Inspector dock``. With the default layout you may call the tabbed docks " "``tabs``: the ``Scene tab``, the ``Node tab``..." msgstr "" -"Die Registerkarten oder andockbaren Bedienfelder auf beiden Seiten des " -"Ansichtsfensters sind ``Docks`` . Sie haben das ``Dateisystem Dock``, das " -"``Szenen Dock``, das Ihren Szenenbaum enthält, das ``Import Dock``, das " -"``Node Dock`` und den ``Inspektor`` oder ``Inspektor Dock``. Mit dem " -"Standardlayout können Sie diese andockbaren Dock als ``Registerkarten`` " -"bezeichnen: die ``Szenen-Registerkarte``, die ``Node-Registerkarte`` ..." +"Die Registerkarten oder andockbaren Bereiche auf beiden Seiten des " +"Ansichtsfensters sind ``Docks``. Sie haben das ``FileSystem-Dock`` und " +"``Szenen-Dock``, welches Ihren Szenenbaum enthält, das ``Import-Dock``, " +"``Node-Dock`` und ``Inspector`` oder ``Inspector-Dock``. Im Standard-Layout " +"können Sie die Docks mit Registerkarten ``Registerkarten`` nennen: die " +"``Szenen-Registerkarte``, ``Knoten-Registerkarte``..." #: ../../docs/community/contributing/docs_writing_guidelines.rst:476 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po index 1d528c2b5d..9229e8836e 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/de/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index b0e19834d6..d134823fbb 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -620,9 +620,9 @@ msgid "" "BBCode-like tags ` which are used " "throughout the class reference." msgstr "" -"In unserer Dokumentation für Klassenreferenzautoren finden Sie die :ref:" -"`list of BBCode-like tags `, die in " -"der gesamten Klassenreferenz verwendet werden." +"In unserer Dokumentation für Klassenreferenzschreiber finden Sie die :ref:" +"`Liste der BBCode-ähnlichen Tags `, " +"welche in der gesamten Klassenreferenz verwendet werden." #: ../../docs/community/contributing/editor_and_docs_localization.rst:331 msgid "Offline translation and testing" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po index b19c815720..5dd07c2214 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po index eb5a1903aa..7c00e1525b 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/de/LC_MESSAGES/community/contributing/testing_pull_requests.po index ddb950de10..1977a38341 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po index ebfc2fb9d2..2bd26f7093 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po index d7a5847e17..919fdcdcb7 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index cb0da01ae7..ed9c43706f 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -80,6 +80,10 @@ msgid "" "and GDScript, the unofficial `Godot Tutorials `_ YouTube channel is a good place to start." msgstr "" +"Wenn sie Interesse an einer kompletten Anleitung zum programmieren mit Godot " +"und GDScript haben, sind die inoffiziellen `Godot Tutorials `_ auf Youtube einer guter " +"Start." #: ../../docs/community/tutorials.rst:19 msgid "" @@ -155,21 +159,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode `__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode `__ (2D und 3D, GDScript und VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates `_ (2D, GDScript)." @@ -177,7 +173,7 @@ msgstr "" "`Mister Taft Creates `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz `_ (2D, GDScript)." +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski `_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski `_ (3D)." + #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski `_ (3D)." +"`Pigdev `_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski `_ (3D)." +"`Pigdev `_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev `_ (2D, GDScript)." -msgstr "" -"`Pigdev `_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:37 -msgid "" "`Steincodes `__ (2D, " "GDScript and VisualScript)." msgstr "" "`Steincodes `__ (2D, " "GDScript und VisualScript)." +#: ../../docs/community/tutorials.rst:37 +msgid "" +"`TheBuffED `_ (2D, GDScript)." +msgstr "" +"`TheBuffED `_ (2D, GDScript)." + #: ../../docs/community/tutorials.rst:38 msgid "" -"`TheBuffED `_ (2D, GDScript)." +"`Code with Tom `_ (2D and 3D, GDScript)." msgstr "" -"`TheBuffED `_ (2D, GDScript)." +"`Code with Tom `_ (2D and 3D, GDScript)." #: ../../docs/community/tutorials.rst:39 -msgid "" -"`Code with Tom `_ (2D and 3D, GDScript)." -msgstr "" -"`Code with Tom `_ (2D and 3D, GDScript)." - -#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`BornCG `_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee `_ (2D and " @@ -244,7 +240,7 @@ msgstr "" "`Gonkee `_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude `_ " @@ -262,35 +258,35 @@ msgstr "" "`Game Endeavor `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj `_ (3D, GDScript)." msgstr "" "`Game Endeavor `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Text-Anleitungen" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes `__" msgstr "`Godot Recipes by KidsCanCode `__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode `__" msgstr "`Godot Recipes by KidsCanCode `__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes `__" msgstr "`Steincodes `__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Devlogs" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) `_" @@ -298,7 +294,7 @@ msgstr "" "`Andrea Catania (Physik & KI) `_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) `_" @@ -306,11 +302,11 @@ msgstr "" "`Bastiaan Olij (AR & VR) `_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Ressourcen" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -319,7 +315,7 @@ msgstr "" "`awesome-godot: Eine Liste an Ressourcen gepflegt von Calinou `_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po index dd7645b69e..85fa38df0c 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po index f3077f68e5..991afce2c3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po index 855052ddc5..9e93519036 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 376ebf559d..b3d6d39f2a 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po index 76dfbff64c..2c7d33fc75 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -139,9 +139,8 @@ msgid "" msgstr "Und ``webassembly_debug.zip`` für die Debugvorlage:" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Eingebauter Themen-Editor." +msgstr "Erstellen des Editors" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po index 98935afc6a..b1a795b506 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po index 6e33c2c9a9..7a8da3a657 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po index f82583f4af..09ed02846c 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 850dced702..7b294e1178 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 7fc1efa11b..c10c3ef404 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po index cf59d3edf1..05729150be 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -75,7 +75,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page `__ and click on the link for the release you " @@ -83,20 +83,20 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "" "Im Allgemeinen gibt es für jede Hauptversion auch andere Zweige als den " "``Master``." -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po index bb6ab197f6..016bd46afe 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 510020c901..cad3d905a9 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po index 5fac3b28c5..9ab2d24b85 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 41feb4a1ed..8b4cdf930e 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,11 +85,12 @@ msgstr "" "System dieses Modul kompiliert:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" "Sie müssen die externe Bibliothek auf Ihrem Computer installieren, um die .a-" "Bibliotheksdateien abzurufen. In der offiziellen Dokumentation der " @@ -112,10 +113,11 @@ msgstr "" "und Nutzungsbedingungen." #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -137,10 +139,11 @@ msgstr "" "tts/) hinzufügen (siehe unten):" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 +#, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" "Bitte beachten Sie, dass Git-Submodule im Godot-Repository nicht verwendet " @@ -168,19 +171,19 @@ msgstr "" "zum gesamten Godot-Build hinzugefügt werden (was zu Fehlern führen kann). " "Beispiel `SCsub` mit benutzerdefinierten Flags:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "Des endgültige Modul sollte wie folgt aussehen:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "Modul verwenden" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "Sie können Ihr neu erstelltes Modul jetzt in jedem Skript verwenden:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" "Und die Ausgabe wird ``is_spoken: True`` sein, wenn der Text gesprochen wird." diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index cd3ed21c87..1ff87e6f63 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index d1565da4bf..9f5d60a9bc 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index bf5c8650f5..43bf48fdc3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 463a49d420..0c50cbcba9 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -211,7 +211,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "`__." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 506e87796a..f70af0511f 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index a8da67e826..3741e0f85b 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 0315a7d254..642520b3f5 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index ff031065b1..5b1834de35 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 69ccd80aa9..479ccf56b7 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 0eb3bd445b..56c58290ca 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po index 668be734b5..1ea7c5dce2 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po index 9f6b2d6656..0dbbc001d1 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po index cbf9a70cbe..9432431f47 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index bb46700d51..42aa02f117 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -94,9 +94,10 @@ msgid "Creating a new module" msgstr "Neues Modul erstellen" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it `." msgstr "" "Stellen Sie vor dem Erstellen eines Moduls sicher, dass Sie den Quellcode " "von Godot herunterladen und kompilieren. In der Dokumentation dazu finden " @@ -114,22 +115,15 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"Das Beispielmodul heißt \"summator\" und befindet sich im Godot-Quellbaum " -"(``C:\\godot`` zeigt auf diese Godot-Quellen):" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "Im Inneren erstellen wir eine einfache Summator-Klasse:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "Und dann die cpp Datei." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" @@ -137,7 +131,7 @@ msgstr "" "Dann muss die neue Klasse irgendwie registriert werden, sodass zwei weitere " "Dateien erstellt werden müssen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." @@ -146,11 +140,11 @@ msgstr "" "Ihren Dateien ``SCsub`` und ``config.py``), damit das Modul ordnungsgemäß " "registriert werden kann." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "Diese Dateien sollten Folgendes enthalten:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" @@ -158,7 +152,7 @@ msgstr "" "Als nächstes müssen wir eine ``SCsub`` Datei erstellen, damit das Build-" "System dieses Modul kompiliert:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" @@ -166,7 +160,7 @@ msgstr "" "Bei mehreren Quellen können Sie jede Datei auch einzeln zu einer Python-" "Zeichenfolgenliste hinzufügen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " @@ -176,7 +170,7 @@ msgstr "" "mithilfe von Schleifen und logischen Anweisungen zu erstellen. Schauen Sie " "sich einige Module an, die standardmäßig mit Godot geliefert werden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" @@ -184,7 +178,7 @@ msgstr "" "Um Include-Verzeichnisse hinzuzufügen, die der Compiler anzeigen kann, " "können Sie sie an die Pfade der Umgebung anhängen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 #, fuzzy msgid "" "If you want to add custom compiler flags when building your module, you need " @@ -196,7 +190,7 @@ msgstr "" "zum gesamten Godot-Build hinzugefügt werden (was zu Fehlern führen kann). " "Beispiel `SCsub` mit benutzerdefinierten Flags:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" @@ -204,7 +198,7 @@ msgstr "" "Und schließlich, die Konfigurationsdatei für das Modul, ist dies ein " "einfaches Python-Skript, das den Namen ``config.py`` haben muss:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." @@ -213,7 +207,7 @@ msgstr "" "builden (in diesem Fall bedeutet ``True``, dass es für jede Plattform " "erstellt wird)." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" @@ -221,7 +215,7 @@ msgstr "" "Und das ist es, hoffentlich war es nicht zu komplex. Ihr Modul sollte " "folgendermaßen aussehen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " @@ -231,7 +225,7 @@ msgstr "" "Erstellen für jede Plattform (Anweisungen in den vorherigen Abschnitten) " "wird Ihr Modul einbezogen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" @@ -241,19 +235,19 @@ msgstr "" "Unterklassen. Dies kann durch Einfügen der Header-Datei ``core/" "method_bind_ext.gen.inc`` auf 13 erhöht werden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "Modul verwenden" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "Sie können Ihr neu erstelltes Modul jetzt in jedem Skript verwenden:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "Die Ausgabe wird ``60`` sein." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -265,7 +259,7 @@ msgstr "" "Bibliothek verwenden möchten? Weitere Informationen zum Binden an externe " "Bibliotheken finden Sie unter :ref:`doc_binding_to_external_libraries`." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -282,11 +276,11 @@ msgstr "" "kompiliert ist. Weitere Informationen finden Sie auf den Seiten :ref:" "`Compiling `." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "Ein Modul extern kompilieren" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -298,7 +292,7 @@ msgstr "" "Methode zum Kompilieren eines Moduls, es gibt jedoch mehrere Gründe, warum " "dies möglicherweise nicht praktikabel ist:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -315,7 +309,7 @@ msgstr "" "Sie jedoch zusätzlich Betriebssystembeschränkungen überwinden, z. B. die " "Berechtigung für symbolische Links, wenn Sie dies über ein Skript tun." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -329,7 +323,7 @@ msgstr "" "erweist Sie müssen sicherstellen, dass nur der enginebezogene Code durch " "Filtern von Änderungen committed wird." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " @@ -339,7 +333,7 @@ msgstr "" "benutzerdefinierter Module benötigt wird, nehmen Sie unser \"Summator\" -" "Modul und verschieben Sie es in das übergeordnete Verzeichnis der Engine:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " @@ -350,7 +344,7 @@ msgstr "" "Verzeichnispfaden akzeptiert, die benutzerdefinierte C++ - Module enthalten, " "ähnlich wie folgt:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." @@ -358,7 +352,7 @@ msgstr "" "Das Build-System erkennt alle Module im Verzeichnis ``../modules`` und " "kompiliert sie entsprechend, einschließlich unseres \"Summator\" -Moduls." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -371,7 +365,7 @@ msgstr "" "Moduldokumentation möglicherweise von einer bestimmten Pfadstruktur auf " "Ihrem Computer abhängen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "`." @@ -379,11 +373,11 @@ msgstr "" ":ref:``Einführung in das Buildsystem - Build-Option für benutzerdefinierte " "Module `." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "Verbesserung des Build-Systems für die Entwicklung" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." @@ -392,7 +386,7 @@ msgstr "" "die Quellen unseres neuen Moduls als Teil der Godot-Binärdatei hinzufügen " "können." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." @@ -401,7 +395,7 @@ msgstr "" "unseres Spiels erstellen möchten, in der alle Module in einer einzigen " "Binärdatei sind." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -414,7 +408,7 @@ msgstr "" "kostspieliger Teil, solche Dateien zu finden und schließlich die endgültige " "Binärdatei zu verknüpfen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." @@ -423,7 +417,7 @@ msgstr "" "als gemeinsam genutzte Bibliothek zu erstellen, das beim Starten der " "Binärdatei unseres Spiels dynamisch geladen wird." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -436,7 +430,7 @@ msgstr "" "lib``), müssen wir unserer Binärdatei helfen, sie zur Laufzeit mit der " "Umgebungsvariablen ``LD_LIBRARY_PATH`` zu finden:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." @@ -444,7 +438,7 @@ msgstr "" "Sie müssen die Umgebungsvariable ``exportieren``, sonst können Sie Ihr " "Projekt nicht im Editor abspielen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -457,7 +451,7 @@ msgstr "" "Befehl `ARGUMENT` ein benutzerdefiniertes Flag definieren, das an SCons " "übergeben werden soll:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." @@ -466,7 +460,7 @@ msgstr "" "Binärdatei und als gemeinsam genutzte Bibliothek, wenn ``summator_shared = " "yes`` übergeben wird." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" @@ -474,11 +468,11 @@ msgstr "" "Schließlich können Sie den Build sogar noch weiter beschleunigen, indem Sie " "Ihr freigegebenes Modul im Befehl SCons explizit als Ziel angeben:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "Benutzerdefinierte Dokumentation schreiben" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -494,13 +488,13 @@ msgstr "" "anderem geschrieben wurde. Seien Sie also freundlich zu Ihrem zukünftigen " "Selbst!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" "Es gibt mehrere Schritte, um benutzerdefinierte Dokumente für das Modul " "einzurichten:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " @@ -510,13 +504,13 @@ msgstr "" "Verzeichnisname kann beliebig sein, aber wir werden in diesem Abschnitt den " "Namen ``doc_classes`` verwenden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" "Jetzt müssen wir ``config.py`` bearbeiten und das folgende Schnipsel " "hinzufügen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -529,7 +523,7 @@ msgstr "" "definieren, wird der Dokumentpfad für Ihr Modul auf das Hauptverzeichnis " "``doc/classes`` zurückgesetzt." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -541,7 +535,7 @@ msgstr "" "Klassen hier auflisten. Die Klassen, die Sie nicht auflisten, landen im " "Hauptverzeichnis ``doc/classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" @@ -550,15 +544,15 @@ msgstr "" "verpasst haben, indem Sie die nicht verfolgten Dateien mit ``git status`` " "überprüfen. Zum Beispiel::" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "Beispielausgabe:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Jetzt können wir die Dokumentation erstellen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool ``, " "which will dump the engine API reference to the given ```` in XML " @@ -568,7 +562,7 @@ msgstr "" "doctool ``, wodurch die Engine-API-Referenz auf den angegebenen " "```` im XML-Format ausgegeben wird." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." @@ -577,11 +571,11 @@ msgstr "" "Repositorys. Sie können es auf einen anderen Ordner verweisen und einfach " "die benötigten Dateien kopieren." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "Führen Sie den Befehl aus:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " @@ -591,7 +585,7 @@ msgstr "" "Sie sehen, dass er eine ``Summator.xml``-Datei oder andere Klassen enthält, " "auf die Sie in Ihren ``get_doc_classes`` Funktion verwiesen haben." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." @@ -599,7 +593,7 @@ msgstr "" "Bearbeiten Sie die Datei(en) gemäß der Anleitung :ref:" "`doc_updating_the_class_reference` und kompilieren Sie die Engine neu." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." @@ -607,7 +601,7 @@ msgstr "" "Sobald der Kompilierungsprozess abgeschlossen ist, können Sie auf die " "Dokumente im integrierten Dokumentationssystem der Engine zugreifen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." @@ -615,7 +609,7 @@ msgstr "" "Um die Dokumentation auf dem neuesten Stand zu halten, müssen Sie lediglich " "eine der XML-Dateien ändern und die Engine von nun an neu kompilieren." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -628,7 +622,7 @@ msgstr "" "verlieren, indem Sie ältere Dokumente aus einer älteren Engine extrahieren, " "die auf den neueren basiert." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ````, " "you might encounter an error similar to the following:" @@ -637,11 +631,11 @@ msgstr "" "ähnelt, wenn Sie keine Schreibzugriffsrechte für Ihren angegebenen " "```` haben:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "Hinzufügen von benutzerdefinierten Editor-Symbolen" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " @@ -651,7 +645,7 @@ msgstr "" "Moduls schreiben, können Sie auch eigene benutzerdefinierte Symbole " "erstellen, damit Klassen im Editor angezeigt werden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." @@ -659,13 +653,13 @@ msgstr "" "Informationen zum eigentlichen Erstellen von Editor-Symbolen für die " "Integration in die Engine finden Sie zuerst unter :ref:`doc_editor_icons`." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" "Führen Sie die folgenden Schritte aus, nachdem Sie Ihre Symbole erstellt " "haben:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." @@ -674,14 +668,14 @@ msgstr "" "Namen ``icons``. Dies ist der Standardpfad für das Modul, um nach den " "Editorsymbolen des Moduls zu suchen." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" "Verschieben Sie Ihre neu erstellten ``svg`` Symbole (optimiert oder nicht) " "in diesen Ordner." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." @@ -689,7 +683,7 @@ msgstr "" "Kompilieren Sie die Engine neu und führen Sie den Editor aus. Jetzt werden " "die Symbole gegebenenfalls in der Benutzeroberfläche des Editors angezeigt." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" @@ -698,21 +692,21 @@ msgstr "" "möchten, fügen Sie den folgenden Codeausschnitt zu ``config.py`` hinzu, um " "den Standardpfad zu überschreiben:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "Zusammenfassend" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "Nicht vergessen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" "Verwenden Sie das Makro ``GDCLASS`` für die Vererbung, damit Godot es " "einschließen kann" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -720,7 +714,7 @@ msgstr "" "Verwenden Sie ``_bind_methods``, um Ihre Funktionen an Skripte zu binden und " "sie als Rückrufe für Signale zu verwenden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -728,7 +722,7 @@ msgstr "" "Aber das ist noch nicht alles, je nachdem, was Sie tun, werden Sie mit " "einigen (hoffentlich positiven) Überraschungen begrüßt." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -738,7 +732,7 @@ msgstr "" "erben, wird Ihre neue Klasse im Editor im Vererbungsbaum im Dialogfeld " "\"Knoten hinzufügen\" angezeigt." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -747,7 +741,7 @@ msgstr "" "angezeigt, und alle offengelegten Eigenschaften können beim Speichern/Laden " "serialisiert werden." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index b303d547fc..af9e6ec842 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po index f89690506d..d4b688c089 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Engine-Entwicklung" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Entwicklungsversionen testen" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Herunterladen des Godot-Quellcodes" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Debuggen des Projekts" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 222ddb86ff..94a7267027 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index f32bb636af..4a7c8d7ede 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po index e1bb0ecb9d..9f7ec34b78 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/de/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..398c91925e --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,349 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Verwendung von Dateien" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Externe Profiler" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy `__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot `__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +#, fuzzy +msgid "`Xcode Instruments `__ (macOS only)" +msgstr "" +"`XCode mit dem iOS SDK `__ (ein " +"dmg-Bild)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file `__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file `__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Godot einrichten" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path `` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +#, fuzzy +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" +"Weitere Informationen zu Befehlszeilenargumenten finden Sie in der :ref:" +"`Befehlszeilen-Anleitung `." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Physik Einleitung" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to ** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Ihre fertiges Skelett sollte irgendwie so aussehen:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" +"Klicken Sie auf **Installieren & Bearbeiten**, um das Projekt im Editor zu " +"öffnen." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po index a5b70e0909..29cbf348a5 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po index 0f63b6d8bf..188258630a 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po index 3569f5fa48..7140581850 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/index.po b/sphinx/po/de/LC_MESSAGES/development/editor/index.po index 8ec0dc64da..fdae68231d 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/de/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 02272f3acb..b4cc695c3b 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,12 +101,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp `__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp `_" +"`editor/editor_node.cpp `__: Haupt-Editor-Initialisierungsdatei." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp `__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp `__: Haupt-Editor-Initialisierungsdatei." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp `__: " @@ -114,7 +125,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor " @@ -122,7 +133,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos " @@ -130,34 +141,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -165,19 +176,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed `__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Entwicklung" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line ` after " diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po index c23178fa9e..275b51f471 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po index 63baa5b87c..3a77fb6c68 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po index 5605ccf8c1..0e223430d4 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -71,12 +71,12 @@ msgid "File Descriptor" msgstr "Datei Beschreiber" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "Externe Quellen" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "Interne Quellen" @@ -89,18 +89,22 @@ msgid "Connections" msgstr "Verbindungen" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "Der Dateideskriptor sieht aus wie ``[gd_scene load_steps=1 format=2]`` und " "sollte der erste Eintrag in der Datei sein. Der Parameter ``load_steps`` " "sollte (theoretisch) die Anzahl der Ressourcen innerhalb der Datei sein. In " "der Praxis scheint sein Wert jedoch keine Rolle zu spielen." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -113,7 +117,7 @@ msgstr "" "Zum Beispiel sollte die Überschrift aller externen Ressourcen mit " "``[ext_resource .....]`` beginnen." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " @@ -123,11 +127,11 @@ msgstr "" "Semikolon (``;``) beginnen. Die Kommentare werden jedoch beim Speichern der " "Datei mit dem Godot-Editor verworfen." -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "Einträge innerhalb der Datei" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[ key=value key=value key=value ...]`` " "where resource_type is one of:" @@ -135,23 +139,23 @@ msgstr "" "Eine Überschrift sieht so aus ``[ key=value key=value " "key=value ...]``, wobei resource_type einer der folgenden ist:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " @@ -161,11 +165,11 @@ msgstr "" "Die Werte können komplexe Datentypen wie Arrays, Transformationen, Farben " "und so weiter sein. Ein räumliches Node sieht zum Beispiel so aus:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "Der Szenenbaum" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" @@ -175,31 +179,31 @@ msgstr "" "Namen, Eltern und (meistens) einem Typ. Zum Beispiel ``[node type=\"Camera\" " "name=\"PlayerCamera\" parent=\"Player/Head\"]``" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "Andere gültige Schlüsselwörter beinhalten:" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "``index`` (falls zwei Nodes den gleichen Namen haben)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -217,7 +221,7 @@ msgstr "" "Wenn das Node ein direktes Kind der Szenenwurzel ist, sollte der Pfad ``\"." "\"`` lauten. Hier ist ein Beispiel-Szenenbaum (allerdings ohne Nodeinhalt):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " @@ -228,11 +232,11 @@ msgstr "" "einfach eine Datei mit diesem Node darin speichern können. Einige " "Beispielnodes sind:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -247,11 +251,11 @@ msgstr "" "verweisen. Ebenso verwenden Animationsspuren ``NodePath()``, um auf " "Nodeeigenschaften zu zeigen, die animiert werden sollen." -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Skelett" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" @@ -261,36 +265,36 @@ msgstr "" "Knochen haben, die in Schlüssel-Wert-Paaren im Format ``bones/Id/" "Attribute=Value`` beschrieben sind. Die Knochenattribute bestehen aus:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` muss das erste Attribut eines jeden Knochens sein." -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." @@ -299,17 +303,17 @@ msgstr "" "mit dem übergeordneten Index wird die Knochen-Liste zu einem Knochen-Baum " "erstellt." -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" "``rest`` ist die Transformationsmatrix des Knochens in seiner \"Ruhe\" -" "Position." -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` ist die Posenmatrix; Verwenden Sie ``rest`` als Basis." -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." @@ -317,15 +321,15 @@ msgstr "" "``bound_children`` ist eine Liste von ``NodePath()``, die auf zu diesem " "Knochen gehörende BoneAttachments zeigen." -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "Hier ist ein Beispiel für einen Skelett-Node mit zwei Knochen:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -338,17 +342,17 @@ msgstr "" "entsprechende übergeordnete Knochenelement hat den BoneAttachment-Node in " "seiner ``bound_children`` Liste." -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" "Ein Beispiel für eine MeshInstance, die einem Knochen im Skelett " "übergeordnet ist:" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -362,11 +366,11 @@ msgstr "" "Animationsressourcen verwenden das Wurzelnode des AnimationPlayers. Das " "Wurzelnode wird als ``root_node=NodePath(Path/To/Node)`` gespeichert." -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Ressourcen" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -376,7 +380,7 @@ msgstr "" "ein MeshInstance-Node eine zugehörige ArrayMesh-Ressource. Die ArrayMesh-" "Ressource kann entweder intern oder extern in der TSCN-Datei sein." -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -391,7 +395,7 @@ msgstr "" "verweisen, können Sie die gleiche ID für eine interne und externe Ressource " "haben." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." @@ -399,7 +403,7 @@ msgstr "" "Um zum Beispiel auf die Ressource ``[ext_resource id=3 type=\"PackedScene\" " "path=....]`` zu verweisen, würden Sie ``ExtResource(3)`` verwenden." -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." @@ -408,7 +412,7 @@ msgstr "" "selbst enthalten sind. Eine externe Ressource besteht aus einem Pfad, einem " "Typ und einer ID." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " @@ -418,11 +422,11 @@ msgstr "" "dieses an als ``res://``, aber Pfade relativ zu TSCN Datei-Verzeichnisssen " "sind ebenso möglich." -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "Einige Beispiele externer Quellen sind:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " @@ -432,7 +436,7 @@ msgstr "" "die mit einem Semikolon (``;``) beginnen. Die Kommentare werden jedoch beim " "Speichern der Ressource mit dem Godot-Editor verworfen." -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -447,7 +451,7 @@ msgstr "" "Ressourcen haben auch ``Schlüssel=Wert``-Paare unter jeder Überschrift. Eine " "Kapselkollisionsform sieht zum Beispiel so aus:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -459,7 +463,7 @@ msgstr "" "Ressource *vor* dem Verweis auf sie erscheinen. Das bedeutet, dass die " "Reihenfolge im Abschnitt \"Interne Ressourcen\" der Datei wichtig ist." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " @@ -470,11 +474,11 @@ msgstr "" "Ressourcendateien gefunden werden, aber andere können nur durch einen Blick " "in den Quelltext von Godot gefunden werden." -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." @@ -482,27 +486,27 @@ msgstr "" "ArrayMesh besteht aus mehreren Flächen, jeweils im Format ``surface\\Index={}" "``. Jede Fläche ist ein Array von Vertexpunkten und ein Material." -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "TSCN-Dateien unterstützen zwei Oberflächenformate:" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "Für das alte Format hat jede Oberfläche drei wesentliche Schlüssel:" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -510,43 +514,43 @@ msgstr "" "``primitive`` ist eine Aufzählungsvariable, `primitive=4`` (die " "``PRIMITIVE_TRIANGLES`` ist) wird häufig verwendet." -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "``arrays`` ist ein zweidimensionales Array, es enthält:" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "Scheitelpunktpositionen Array" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "Tangenten-Array" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "Scheitelpunktfarben-Array" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV Array 1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV Array 2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "Knochenindex-Array" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "Knochengewichts-Array" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "Vertex-Indizes-Array" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." @@ -554,15 +558,15 @@ msgstr "" "``morph_arrays`` ist ein Array von Morphs. Jeder Morph ist genau ein " "``arrays`` ohne das Array der Vertex-Indizes." -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Beispiel eines ArrayMesh:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animation" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." @@ -570,11 +574,11 @@ msgstr "" "Eine Animationsressource besteht aus Spuren. Außerdem hat sie ``length``, " "``loop`` und ``step``, die auf alle Spuren angewendet werden." -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "``length`` und ``step`` sind beides Zeitdauern in Sekunden." -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" @@ -582,31 +586,31 @@ msgstr "" "Jede Spur wird durch eine Liste von Schlüssel-Werte-Paaren im Format " "``Spuren/Id/Attribut`` beschrieben. Jeder Track enthält:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" @@ -614,19 +618,19 @@ msgstr "" "Der ``type`` muss das erste Attribut jeder Spur sein. Der Wert von ``type`` " "kann sein:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " @@ -636,7 +640,7 @@ msgstr "" "Pfad zu dem animierten Node oder Attribut, relativ zu dem im AnimationPlayer " "definierten Wurzelnode." -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" @@ -644,19 +648,19 @@ msgstr "" "Das ``interp`` ist die Methode, um Frames aus den Keyframes zu " "interpolieren. Es ist eine Enum-Variable mit einem der folgenden Werte:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (konstant)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "``1`` (linear)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "``2`` (kubisch)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " @@ -666,7 +670,7 @@ msgstr "" "``PoolRealArray()``, kann aber für Spuren mit unterschiedlichen Typen eine " "andere Struktur haben." -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 0079330935..56996bed27 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -528,9 +528,8 @@ msgid "" " extension determines whether it will be in PCK or ZIP format. (:ref:" "`tools ` must be enabled)." msgstr "" -"Wie ``--export``, aber exportiere nur das Game Pack für das gegebene Preset. " -"Die Erweiterung bestimmt, ob sie im PCK- oder ZIP-Format vorliegt. (:" -"ref:`tools ` muss aktiviert sein)." +"Wie ``--export``, aber Debug-Vorlage wird verwendet (:ref:`tools " +"` muss aktiviert sein)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:145 msgid "Path" @@ -693,6 +692,11 @@ msgid "" "special characters (such as \"Windows Desktop\"), it must be surrounded with " "quotes." msgstr "" +"Der Name der Voreinstellung muss mit dem Namen einer Exportvoreinstellung " +"übereinstimmen, die in der Datei ``export_presets.cfg`` des Projekts " +"definiert ist. Wenn der Voreinstellungsname Leerzeichen oder Sonderzeichen " +"enthält (z. B. \"Windows Desktop\"), muss er mit Anführungszeichen umgeben " +"werden." #: ../../docs/getting_started/editor/command_line_tutorial.rst:275 msgid "" @@ -722,6 +726,10 @@ msgid "" "the ``project.godot`` file, **not** relative to the current working " "directory." msgstr "" +"Wenn ein relativer Pfad als Pfad für `--export`, `--export-debug` oder `--" +"export-pack` angegeben wird, ist der Pfad relativ zu dem Verzeichnis, das " +"die Datei ``project.godot`` enthält, **nicht** relativ zum aktuellen " +"Arbeitsverzeichnis." #: ../../docs/getting_started/editor/command_line_tutorial.rst:289 msgid "Running a script" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po index f8a93e41e0..c29202744d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -140,7 +140,6 @@ msgid "Open 2D Editor" msgstr "2D Editor öffnen" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" msgstr ":kbd:`Ctrl + F12`" @@ -174,7 +173,6 @@ msgid "Open Script Editor" msgstr "Skripteditor öffnen" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" msgstr ":kbd:`Ctrl + F`" @@ -191,8 +189,8 @@ msgid "Search Help" msgstr "Hilfe durchsuchen" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" @@ -2225,7 +2223,7 @@ msgstr "``editor/clear_output``" #: ../../docs/getting_started/editor/default_key_mapping.rst:378 msgid "Debugger" -msgstr "Testhilfsprogramm" +msgstr "Debugger" #: ../../docs/getting_started/editor/default_key_mapping.rst:383 msgid "Step Into" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po index 34d6bc784c..dc61cdd0a8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po index 78a3b077b8..601ebd1a19 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 34a2ac7810..a67272090e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -774,8 +774,8 @@ msgid "" "type is a serializable type (``Dictionary`` is not serializable)." msgstr "" "Implizit: Alle öffentlichen Felder einer Klasse werden automatisch " -"serialisiert falls der Typ auch wirklich serialisierbar ist. (``Ein " -"Dictionary`` ist z.B. nicht serialisierbar)." +"serialisiert, falls der Typ auch wirklich serialisierbar (``Dictionary`` ist " +"nicht serialisierbar)." #: ../../docs/getting_started/editor/unity_to_godot.rst:235 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 0cdf143f4a..09a212c500 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -260,6 +260,11 @@ msgid "" "**Game** tabs using the buttons on the top. You can also close the running " "game or editor by clicking the **×** button next to those tabs." msgstr "" +"Der Webeditor bietet einen anderen Umgang mit den Editor- und Spielfenstern " +"(die jetzt \"Registerkarten\" sind). Sie können mit den Schaltflächen oben " +"zwischen den Registerkarten **Editor** und **Spiel** umschalten. Sie können " +"auch das laufende Spiel oder den Editor schließen, indem Sie auf die " +"Schaltfläche **×** neben diesen Registerkarten klicken." #: ../../docs/getting_started/editor/using_the_web_editor.rst:107 msgid "Where are my project files?" @@ -277,16 +282,15 @@ msgstr "" "abstrahiert." #: ../../docs/getting_started/editor/using_the_web_editor.rst:113 -#, fuzzy msgid "" "You can download the project files as a ZIP archive by using **Project > " "Tools > Download Project Source**. This can be used to export the project " "using a `native Godot editor `__, since " "exporting from the web editor isn't supported yet." msgstr "" -"Die Projektdateien können unter **Projekt > Werkzeuge > Download Project " +"Die Projektdateien können unter **Project > Tools > Download Project " "Source** als ZIP-Archiv heruntergeladen werden. Dadurch kann das Projekt mit " -"einem `nativen Godot-Editor `__ exportiert " +"einem `native Godot editor `__ exportiert " "werden, da der Export aus dem Web-Editor noch nicht unterstützt wird." #: ../../docs/getting_started/editor/using_the_web_editor.rst:118 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index c0720f9c10..df54dffa3f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -100,12 +100,17 @@ msgid "" "Install the latest stable version of `.NET Core SDK `__ (3.1 as of writing)." msgstr "" +"Installieren Sie die neueste stabile Version von `.NET Core SDK `__ (3.1 zum Zeitpunkt der " +"Erstellung)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48 msgid "" "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, " "except it is required if you are building the engine from source." msgstr "" +"Ab Godot 3.2.3 ist die Installation des Mono SDK keine Voraussetzung mehr, " +"außer wenn Sie die Engine selbst kompilieren." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "" @@ -116,6 +121,13 @@ msgid "" "in the Mono SDK, but it can't build C# projects with the new ``csproj`` " "format, therefore .NET Core SDK is required for Godot 3.2.3+." msgstr "" +"Godot bündelt die Teile von Mono, die benötigt werden, um bereits " +"kompilierte Spiele auszuführen. Godot enthält jedoch nicht die Tools, die " +"zum Erstellen und Kompilieren von Spielen benötigt werden, wie z. B. " +"MSBuild. Diese Tools müssen separat installiert werden. Die erforderlichen " +"Tools sind im .NET Core SDK enthalten. MSBuild ist auch im Mono-SDK " +"enthalten, aber es kann keine C#-Projekte mit dem neuen ``csproj``-Format " +"erstellen, daher ist das .NET Core SDK für Godot 3.2.3+ erforderlich." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 msgid "" @@ -134,9 +146,10 @@ msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." msgstr "" +"Stellen Sie sicher, dass Sie die 64-Bit-Version des SDKs installieren, wenn " +"Sie die 64-Bit-Version von Godot verwenden." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 -#, fuzzy msgid "" "If you are building Godot from source, install the latest stable version of " "`Mono `__, and make sure to " @@ -197,12 +210,17 @@ msgstr "JetBrains Rider" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90 msgid "See the following sections for how to configure an external editor:" msgstr "" +"In den folgenden Abschnitten erfährt man, wie man einen externen Editor " +"konfiguriert:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`JetBrains Rider `__." msgstr "" +"Nachdem der Abschnitt \"Voraussetzungen\" gelesen wurde, können man " +"`JetBrains Rider `__ herunterladen " +"und installieren." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 @@ -218,20 +236,17 @@ msgstr "" "Rider**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101 -#, fuzzy msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**." -msgstr "Setzen Sie **Mono Build Tool** auf **JetBrains Mono**." +msgstr "" +"Stellen Sie **Mono** -> **Builds** -> **Build Tool** auf **dotnet CLI**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103 msgid "In Rider:" msgstr "In Rider:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 -#, fuzzy msgid "Set **MSBuild version** to **.NET Core**." -msgstr "" -"Stellen Sie **MSBuild-Version** entweder auf **Mit Rider gebündelt** oder **." -"NET Core** ein." +msgstr "Setzen Sie **MSBuild-Version** auf **.NET Core**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 msgid "Install the **Godot support** plugin." @@ -243,58 +258,57 @@ msgid "" "`Visual Studio Code `__ (aka VS " "Code)." msgstr "" +"Nachdem der Abschnitt \"Voraussetzungen\" gelesen wurde, kann man `Visual " +"Studio Code `__ (alias VS Code) " +"herunterladen und installieren." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116 -#, fuzzy msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**." -msgstr "Setzen Sie **Mono External Editor** auf **JetBrains Rider**." +msgstr "" +"Stellen Sie **Mono** -> **Editor** -> **Externer Editor** auf **Visual " +"Studio Code**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 msgid "In Visual Studio Code:" msgstr "Visual Studio Code:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120 -#, fuzzy msgid "" "Install the `C# `__ extension." msgstr "" -"Installieren Sie `VSMonoDebugger extension `_." +"Installieren Sie die Erweiterung `C# `__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 -#, fuzzy msgid "" "Install the `Mono Debug `__ extension." msgstr "" -"Installieren Sie `VSMonoDebugger extension `_." +"Installieren Sie die Erweiterung `Mono Debug `__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 -#, fuzzy msgid "" "Install the `C# Tools for Godot `__ extension." msgstr "" -"Installieren Sie `VSMonoDebugger extension `_." +"Installieren Sie die Erweiterung `C# Tools for Godot `__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 -#, fuzzy msgid "" "To configure a project for debugging open the Godot project folder in VS " "Code. Go to the Run tab and click on **create a launch.json file**. Select " "**C# Godot** from the dropdown menu. Now, when you start the debugger in VS " "Code your Godot project will run." msgstr "" -"Um das Debugging zu konfigurieren, öffnen Sie Visual Studio Code und laden " -"die Mono Debug Erweiterung von Microsoft und die Godot Erweiterung von " -"Ignacio herunter. Öffnen Sie nun den Godot Projektordner mit VS Code und " -"wechseln zum Run Tab und klicken dort auf **create a launch.json file**. " -"Wählen Sie **C# Godot** vom Dropdownmenü. Wenn Sie jetzt den Debugger in VS " -"Code starten wird Ihr Godot Projekt ausgeführt." +"Um ein Projekt für das Debugging zu konfigurieren, öffnen Sie den Godot-" +"Projektordner in VS Code. Gehen Sie auf die Registerkarte \"Run\" und " +"klicken Sie auf **create a launch.json file**. Wählen Sie **C# Godot** aus " +"dem Dropdown-Menü. Wenn Sie nun den Debugger in VS Code starten, wird Ihr " +"Godot-Projekt ausgeführt." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 msgid "Visual Studio (Windows only)" @@ -307,11 +321,15 @@ msgid "" "required SDKs if you have the correct workloads selected, so you don't need " "to manually install the things listed in the \"Prerequisites\" section." msgstr "" +"Laden Sie die neueste Version von `Visual Studio `__ herunter und installieren Sie sie. Visual " +"Studio enthält die erforderlichen SDKs, wenn Sie die richtigen Workloads " +"ausgewählt haben, sodass Sie die im Abschnitt \"Voraussetzungen\" " +"aufgeführten Dinge nicht manuell installieren müssen." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 -#, fuzzy msgid "While installing Visual Studio, select these workloads:" -msgstr "Einschränkungen\tbeim Installieren von Visual Studio" +msgstr "Einschränkungen\tbeim Installieren von Visual Studio:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 msgid "Mobile development with .NET" @@ -322,9 +340,10 @@ msgid ".NET Core cross-platform development" msgstr "Plattformübergreifende .NET Core-Entwicklung" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 -#, fuzzy msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." -msgstr "Setzen Sie **Mono External Editor** auf **JetBrains Rider**." +msgstr "" +"Stellen Sie **Mono** -> **Editor** -> **Externer Editor** auf **Visual " +"Studio**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 msgid "" @@ -333,6 +352,10 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"Als nächstes müssen Sie die Godot Visual Studio-Erweiterung von github `hier " +"`__ " +"herunterladen. Doppelklicken Sie auf die heruntergeladene Datei und folgen " +"Sie dem Installationsprozess." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" @@ -448,7 +471,6 @@ msgstr "" "Für mehr Informationen über Events, siehe die Seite :ref:`doc_inputevent`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -456,11 +478,12 @@ msgid "" "editor. You can also click **Mono** at the bottom of the editor window to " "reveal the Mono panel, then click the **Build Project** button." msgstr "" -"Wenn Sie C# verwenden, müssen Sie die Projekt-Bausteine neu übersetzen um " -"neue Exportvariablen oder Signale sichtbar zu machen. Das kann manuell durch " -"einen Klick auf das Wort \"Mono\" im unteren Fensterbereich geschehen, es " -"wird das Mono-Panel eingeblendet und ein anschließender Klick auf \"Build " -"Project\" führt die Aktion aus." +"Sie müssen die Projekt-Assemblies (neu) bauen, wenn Sie neue exportierte " +"Variablen oder Signale im Editor sehen möchten. Dieser Build kann manuell " +"ausgelöst werden, indem Sie auf das Wort **Build** in der oberen rechten " +"Ecke des Editors klicken. Sie können auch unten im Editor-Fenster auf " +"**Mono** klicken, um das Mono-Panel einzublenden, und dann auf die " +"Schaltfläche **Projekt bauen** klicken." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" @@ -529,15 +552,14 @@ msgstr "" "Methoden ohne diese Einschränkung verwenden." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261 -#, fuzzy msgid "" "Exporting Mono projects is supported for desktop platforms (Linux, Windows " "and macOS), Android, HTML5, and iOS. The only platform not supported yet is " "UWP." msgstr "" -"Ab Godot 3.2.2 wird das Exportieren von Mono-Projekten für Desktop-" -"Plattformen (Linux, Windows und MacOS), Android, HTML5 und iOS unterstützt. " -"Die einzige noch nicht unterstützte Plattform ist UWP." +"Das Exportieren von Mono-Projekten wird für Desktop-Plattformen (Linux, " +"Windows und macOS), Android, HTML5 und iOS unterstützt. Die einzige noch " +"nicht unterstützte Plattform ist UWP." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Performance of C# in Godot" @@ -582,6 +604,8 @@ msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"Ab Godot 3.2.3 lädt Godot automatisch neu hinzugefügte NuGet-Pakete herunter " +"und richtet sie ein, wenn das Projekt das nächste Mal kompiliert wird." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 6519adb2e4..be2c0c293d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -246,12 +246,17 @@ msgid "" "until the ready function is called with `onready` (cf. :ref:" "`doc_gdscript_onready_keyword`). For example:" msgstr "" +"GDScript hat die Möglichkeit, die Initialisierung einer Member-Variable " +"aufzuschieben, bis die Ready-Funktion mit `onready` aufgerufen wird (vgl. :" +"ref:`doc_gdscript_onready_keyword`). Zum Beispiel:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137 msgid "" "However C# does not have this ability. To achieve the same effect you need " "to do this." msgstr "" +"C# verfügt jedoch nicht über diese Fähigkeit. Um den gleichen Effekt zu " +"erzielen, muss das Folgende getan werden." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149 msgid "Singletons" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index e279d74c44..619a1a4821 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -176,13 +176,12 @@ msgstr "" "``nameof`` referenzieren können (angewendet auf den Beauftragten selbst)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -#, fuzzy msgid "" "It is possible to bind values when establishing a connection by passing a " "Godot array." msgstr "" -"Es ist möglich Werte beim Herstellen einer Verbindung durch Übergeben eines " -"Objektarrays zu binden." +"Es ist möglich, beim Verbindungsaufbau Werte zu binden, indem ein Godot-" +"Array übergeben wird." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "" @@ -265,11 +264,12 @@ msgstr "" "Architektur 64-bit oder 32-bit." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS `` singleton, but not every " +"``get_name()`` method of the :ref:`OS ` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "Eines von ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 6dbdcc923e..f7708b98f6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index a2b91f9b65..8a2521a998 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 07c2e130bd..c7264ff110 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -64,9 +64,8 @@ msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 -#, fuzzy msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux: ``$HOME/.local/share/godot/script_templates/``" +msgstr "Auf Linux: ``$HOME/.config/godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 43836311ce..af7b30d089 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 3f1ca344e3..0c5a2c0550 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index d17de8849e..5e6872aed5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1679,8 +1679,8 @@ msgid "" "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can " "use ``continue`` for a fallthrough." msgstr "" -"Entfernt jedes ``break``. Sollte das standardmäßige ``break`` ungewünscht " -"sein, so kann durch ein ``continue`` ein Fortfahren erzielt werden." +"Entfernt jedes ``break``\\ s. Sollte das standardmäßige ``break`` " +"ungewünscht sein, so kann durch ``continue`` ein Fortfahren erzielt werden." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904 msgid "Change ``default`` to a single underscore." @@ -1876,6 +1876,10 @@ msgid "" "script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` " "for more information." msgstr "" +"Wenn sich das Skript im Verzeichnis ``res://addons/`` befindet, bewirkt " +"``class_name`` nur dann, dass das Node im Dialog **Neues Node erstellen** " +"angezeigt wird, wenn das Skript Teil eines *aktivierten* Editor-Plugins ist. " +"Siehe :ref:`doc_making_plugins` für weitere Informationen." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" @@ -1968,7 +1972,6 @@ msgstr "" "Notwendigkeit, sie beim Überladen explizit aufzurufen." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -#, fuzzy msgid "Class constructor" msgstr "Klassen-Konstruktor" @@ -2034,11 +2037,12 @@ msgstr "" "wie das ``e`` in ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "Wenn der ``Idle.gd``'s ``_init`` Konstruktor 0 Argumente annimmt, muss er " "immer noch irgendeinen Wert an die ```State.gd`` Elternklasse übergeben, " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index efa66bf782..8b494ccb83 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 44c7450eff..701f8ff5fd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index a1c2e9776c..e6f1ca3b0e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 2a62f8672a..76e3dac34a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,3 +26,6 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"Siehe :ref:`doc_gdscript_grammar`, wenn Interesse daran besteht, ein " +"Drittanbieterwerkzeug zu schreiben, das mit GDScript interagiert, z. B. " +"einen Linter oder Formatierer." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index ebad0ad858..1ac18bb6a6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -397,11 +397,12 @@ msgid "Typed or dynamic: stick to one style" msgstr "Typisiert oder dynamisch: Halten Sie sich an einen Stil" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "Typisiertes GDScript und dynamisches GDScript können im selben Projekt " "koexistieren. Ich empfehle jedoch sich aus Gründen der Konsistenz in Ihrer " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 56a45047bc..20d8e38985 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po index 565fd1010b..24ff3f6c93 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 2d5c2e8a2f..66788e10cd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 1e927ed2cf..9f358fdd5e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 128bb7b297..90d16c8afa 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 2108895aef..58d026bbbf 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -595,7 +595,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" -msgstr "Szenen-Baum" +msgstr "Szenenbaum" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 6dbfc1d7c1..cf3d046152 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po index a08cb98933..f951a8eaea 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po index f2b9c133a6..fc54fa6699 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -100,7 +100,6 @@ msgstr "" "Pointing** den Wert von **Emulate Touch From Mouse** auf \"An\"." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po index beeab0d0a5..4463e6674a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 60fb054cf4..005fc502e4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po index 18fd832fe8..6c3aface5f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index bde444d0bd..3d7bc70353 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 9578249d76..1c72b339b0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 0ebae323d9..c016fe5a82 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -233,7 +233,6 @@ msgstr "" "Oben befinden sich die vier Arbeitsumgebungen: 2D, 3D, Script, und AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" @@ -245,7 +244,6 @@ msgstr "" "auf MacOS) um darauf zuzugreifen." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " @@ -275,8 +273,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "Der **Skript** Arbeitsbereich ist ein vollständiger Code-Editor mit einem " "Debugger, einer umfassenden automatischen Vervollständigung und einer " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po index 6719645847..ea469e0bbd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 090eec139d..557e49e42a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" msgstr "Szenen-Baum" @@ -78,7 +77,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 msgid "SceneTree" -msgstr "Szenen-Baum" +msgstr "Szenenbaum" #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 609daeda5e..86bb888473 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po index 96719a1a80..703ce89509 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -326,7 +326,7 @@ msgstr "Label" #: ../../docs/getting_started/step_by_step/scripting.rst:115 msgid "Button" -msgstr "Knopf" +msgstr "Button" #: ../../docs/getting_started/step_by_step/scripting.rst:117 msgid "The scene tree should look like this:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 91ee826bfc..5fd66d191e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -367,11 +367,14 @@ msgstr "" "zugreifen, indem Sie die Datei direkt laden." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Sie können ein Skript benennen und als Typ im Editor mit dem Schlüsselwort " "``class_name``, gefolgt von dem Namen der Klasse, registrieren. Gefolgt von " @@ -379,11 +382,11 @@ msgstr "" "Sie finden Ihren neuen Typen dann im Dialogfeld \"Nodes- oder " "Ressourcenerstellung\"." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "In Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -391,7 +394,7 @@ msgstr "" "Nur GDScript und Sprachen die NativeScript-fähig sind(z.B. C++) können " "Skripte registrieren." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "" "Ausschließlich GDScript erstellt globale Variablen für jedes benannte Skript." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po index bd8c757620..2aaf6fa467 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 77dc742d3a..9487b5c881 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 0a7dcead34..e07c28a827 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index ec12b1de29..cb73da40cc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -962,7 +962,6 @@ msgstr "" "parallel verwaltet." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 5f39d6680f..f0e872d4fd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 568f28f7e3..8ce3617ada 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 8bc293d314..2e3c412ec3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -447,6 +447,7 @@ msgid "Add containers to place UI elements automatically" msgstr "Füge Container ein, um UI-Elemente automatisch zu platzieren" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -456,7 +457,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Unser Hauptmenü hat einen gewissen Abstand zum Bildschirmrand. Es unterteilt " "sich in zwei Bereiche: links das Logo und die Menüpunkte, rechts die " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 6cd5478516..e98aa44b41 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1100,8 +1100,8 @@ msgid "" "Click the ``Main`` node and you will see the ``Mob`` property in the " "Inspector under \"Script Variables\"." msgstr "" -"Klicken Sie auf den ``Main``-Node und Sie werden die ``Mob`` Eigenschaft im " -"Inspektor unter \"Skript Variablen\" sehen." +"Klicken Sie auf die ``Main`` Node und man wird eine ``Mob`` Eigenschaft im " +"Inspector unter \"Script Variables\" erkennen." #: ../../docs/getting_started/step_by_step/your_first_game.rst:777 msgid "You can assign this property's value in two ways:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index df43e25548..4b46414f4a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -96,10 +96,10 @@ msgid "" "``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " "tracks into every action (including the action action) being exported." msgstr "" -"Eine NLA-Spur kann ``stumm`` oder ``nicht stumm`` sein. Der Exporteur " -"exportiert die gesamte ``stumm``-NLA-Spur als separate Aktion, während alle " -"``nicht stumm``-NLA-Spuren in jede Aktion eingefügt werden ( einschließlich " -"der Aktion Aktion) exportiert wird." +"Eine NLA-Spur kann ``stumm geschaltet`` oder ``laut geschaltet`` sein, alle " +"``stummgeschalteten`` NLA-Spuren werden als eine separate Aktion exportiert, " +"die ``laut geschalteten`` NLA-Spuren werden in jede Aktion (inklusive der " +"action Aktion) überlagert exportiert." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 msgid "**3. Export the scene**" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index a036ec0d26..3c17546ac3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 9c121c4988..fb44f5e819 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 862f8cfbe3..1f430038e1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 9d91fc3b32..2dda80f95c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 1dd0af03f9..dbb0eb75af 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 3dd97e9f96..c620faf697 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po index eec798bfc3..542ab82207 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,12 +38,13 @@ msgstr "" "konvertiert und geändert werden sollen." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "In Godot 3.0+ verwenden wir einen moderneren Ansatz für den Import: Legen " "Sie Ihre Assets (Bilddateien, Szenen, Audiodateien, Schriftarten usw.) " @@ -160,8 +161,9 @@ msgid "Files generated" msgstr "erzeugte Dateien" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra .import file, containing the import " +"Importing will add an extra ``.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Beim Importieren wird eine zusätzliche .import Datei hinzugefügt, " @@ -169,8 +171,10 @@ msgstr "" "auf Ihr Versionskontrollsystem übertragen!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Zusätzlich werden weitere Assets im versteckten Ordner res://.import " "voreingestellt:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index e9197e5908..b0d5870d79 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,29 +26,27 @@ msgid "Supported files" msgstr "Unterstützte Formate" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9 -#, fuzzy msgid "" "Godot provides three options to import your audio data: WAV, Ogg Vorbis and " "MP3." msgstr "" -"Rohe Audiodaten sind im Allgemeinen groß und unerwünscht. Godot bietet zwei " -"Hauptoptionen zum Importieren Ihrer Audiodaten: WAV und Ogg Vorbis." +"Godot bietet drei Optionen für den Import Ihrer Audiodaten: WAV, Ogg Vorbis " +"und MP3." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 msgid "Each has different advantages." msgstr "Jeder hat unterschiedliche Vorteile." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 -#, fuzzy msgid "" "WAV files use raw data or light compression (IMA-ADPCM). They are " "lightweight on the CPU to play back (hundreds of simultaneous voices in this " "format are fine). The downside is that they take up a lot of disk space." msgstr "" -"WAV-Dateien verwenden Rohdaten oder leichte Komprimierung, stellen nur " -"geringe Anforderungen an die CPU für die Wiedergabe (Hunderte von Stimmen " -"gleichzeitig in diesem Format sind in Ordnung), beanspruchen jedoch viel " -"Platz." +"WAV-Dateien verwenden Rohdaten oder eine leichte Komprimierung (IMA-ADPCM). " +"Sie belasten die CPU bei der Wiedergabe nur wenig (Hunderte von " +"gleichzeitigen Stimmen in diesem Format sind in Ordnung). Der Nachteil ist, " +"dass sie sehr viel Speicherplatz benötigen." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:17 msgid "" @@ -68,6 +66,13 @@ msgid "" "and HTML5 projects where CPU resources are limited, especially when playing " "multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" +"MP3-Dateien verwenden eine bessere Kompression als WAV mit IMA-ADPCM, aber " +"eine schlechtere als Ogg Vorbis. Das bedeutet, dass eine MP3-Datei mit etwa " +"gleicher Qualität wie Ogg Vorbis deutlich größer ist. Positiv ist, dass MP3 " +"im Vergleich zu Ogg Vorbis weniger CPU-Belastung bei der Wiedergabe " +"benötigt. Dies macht MP3 nützlich für mobile und HTML5-Projekte, bei denen " +"die CPU-Ressourcen begrenzt sind, insbesondere wenn mehrere komprimierte " +"Sounds gleichzeitig abgespielt werden (z. B. lange Umgebungsgeräusche)." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 msgid "Here is a comparative chart." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 5abcb8807a..fa6bd17ef5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 79b3f15d6a..20a301079f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,31 +45,31 @@ msgid "Godot supports the following 3D *scene file formats*:" msgstr "Godot unterstützt die folgenden 3D *Szenen Datei Formate*:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 -#, fuzzy msgid "" "glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " "and binary (``.glb``) formats." -msgstr "glTF 2.0. Godot hat volle Unterstützung für Text- und Binärformate." +msgstr "" +"glTF 2.0 **(empfohlen)**. Godot bietet volle Unterstützung für Text- (``." +"gltf``) und Binärformate (``.glb``)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "DAE (COLLADA), an older format that is fully supported." msgstr "DAE (COLLADA), ein älteres Format, das vollständig unterstützt wird." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 -#, fuzzy msgid "" "OBJ (Wavefront) format + their MTL material files. This is also fully " "supported, but pretty limited (no support for pivots, skeletons, animations, " "PBR materials, ...)." msgstr "" -"OBJ (Wavefront)-Formate. Es wird ebenfalls vollständig unterstützt, aber " -"ziemlich eingeschränkt (keine Unterstützung für Pivots, Skelette usw.)." +"OBJ (Wavefront)-Format + ihre MTL-Materialdateien. Dieses wird ebenfalls " +"vollständig unterstützt, ist aber ziemlich eingeschränkt (keine " +"Unterstützung für Pivots, Skelette, Animationen, PBR-Materialien, ...)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19 -#, fuzzy msgid "ESCN, a Godot-specific format that Blender can export with a plugin." msgstr "" -"ESCN, ein Godot spezifisches Format dass Blender mit einem Plugin " +"ESCN, ein Godot-spezifisches Format, das Blender mit einem Plugin " "exportieren kann." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20 @@ -243,13 +243,21 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) `__." msgstr "" +"Während Texturen mit einem Modell in bestimmten Dateiformaten, wie glTF 2.0, " +"exportiert werden, können sie auch separat exportiert werden. Godot " +"verwendet PBR (Physically Based Rendering) für seine Materialien. Wenn also " +"ein Texturierungsprogramm PBR-Texturen exportieren kann, können diese in " +"Godot funktionieren. Dazu gehören die `Substance-Suite `__, `ArmorPaint (Open Source) `__, und `Material Maker (Open Source) `__." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 -#, fuzzy msgid "" "For more information on Godot's materials, see :ref:`doc_spatial_material`." msgstr "" -"Für weitere Informationen zu Threads siehe :ref:`doc_using_multiple_threads`." +"Weitere Informationen zu den Materialien von Godot finden Sie unter :ref:" +"`doc_spatial_material`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 msgid "Exporting considerations" @@ -264,6 +272,12 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" +"Da GPUs nur Dreiecke rendern können, müssen Meshes, die Quads oder N-Gons " +"enthalten, *trianguliert* werden, bevor sie gerendert werden können. Godot " +"kann Meshes beim Importieren triangulieren, aber die Ergebnisse können " +"unvorhersehbar oder falsch sein, insbesondere bei N-Gons. Unabhängig von der " +"Zielanwendung führt das Triangulieren *vor* dem Exportieren der Szene zu " +"konsistenteren Ergebnissen und sollte nach Möglichkeit durchgeführt werden." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -274,12 +288,21 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" +"Um Probleme mit falscher Triangulation nach dem Import in Godot zu " +"vermeiden, wird empfohlen, die 3D DCC Objekte selbständig triangulieren zu " +"lassen. In Blender können Sie dies tun, indem Sie Ihren Objekten einen " +"Triangulate Modifikator hinzufügen und sicherstellen, dass **Apply " +"Modifiers** im Exportdialog aktiviert ist. Alternativ können Sie je nach " +"Exporter eine Option **Triangulate Faces** im Exportdialog finden und " +"aktivieren." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" +"Um Probleme mit der 3D-Auswahl im Editor zu vermeiden, wird empfohlen, die " +"Objekttransformation im 3D-DCC anzuwenden, bevor die Szene exportiert wird." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" @@ -731,6 +754,10 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" +"Um Animationen aus einer importierten 3D-Szene zu ändern, müssen Sie im " +"Import-Dock die Option zum Speichern von Animationen von **Built-In** auf " +"**Dateien** ändern. Andernfalls gehen Änderungen, die an Animationen aus " +"Godot vorgenommen wurden, verloren, wenn das Projekt ausgeführt wird." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index b1594fd26c..6e1b51499c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,16 +26,15 @@ msgid "Games and internationalization" msgstr "Spiele und Internationalisierung" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 -#, fuzzy msgid "" "The world is full of different languages and cultures, so nowadays games are " "released in several languages. To handle this, internationalized text must " "be supported in any modern game engine." msgstr "" -"Die Welt ist voller unterschiedlicher Märkte und Kulturen. Um den Gewinn zu " -"maximieren, werden Spiele heutzutage in mehreren Sprachen veröffentlicht. Um " -"dies zu lösen, muss internationalisierter Text in jeder modernen Spiel-" -"Engine unterstützt werden." +"Die Welt ist voll von verschiedenen Sprachen und Kulturen, daher werden " +"heutzutage Spiele in mehreren Sprachen veröffentlicht. Um dies zu " +"bewältigen, muss internationalisierter Text in jeder modernen Spiele-Engine " +"unterstützt werden." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:13 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po index 731601e9f8..35c1dd59ed 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 46e3e96e04..bf309e9c94 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 4fd08c729d..e35e912551 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -214,8 +214,9 @@ msgstr "" "N-mal (lineare Zeit)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**Get, Set:** Schnellste *nach Position*. Kann den 0., 2., 10. Datensatz " @@ -549,10 +550,9 @@ msgid "" "structures. With it, one can design their own List, Binary Search Tree, " "Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." msgstr "" -"Objekte bieten Benutzern auch die Möglichkeit, noch spezialisiertere " -"Datenstrukturen zu erstellen. Damit kann man eine eigene Liste, einen " -"binären Suchbaum, einen Heap, einen Splay-Baum, ein Diagramm, ein disjunktes " -"Set und eine Vielzahl anderer Optionen entwerfen." +"Objekte ermöglichen Nutzern spezialisierte Datenstrukturen zu erstellen. " +"Damit können eigene Listen, Binäre Suchbäume, Heaps, Splay Trees, Graphen, " +"Disjoint Sets und vieles mehr erstellt werden." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:228 msgid "" @@ -566,19 +566,19 @@ msgstr "" "sind, und als solches könnte es nützlich sein einen eigenen Knotentyp für " "Baumstrukturen zu definieren." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -"Von hier aus kann man dann eigene Strukturen mit spezifischen Eigenschaften " -"erstellen, die nur durch die eigene Vorstellungskraft begrenzt sind." +"Daher kann nun jede erdenkliche Art von spezialisierten Strukturen erstellt " +"werden." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "Aufzählungen: int im Vergleich zu string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -591,29 +591,28 @@ msgstr "" "nur wenn das ` `export`` Schlüsselwort in GDScript verwendet wird). Es " "bleibt die Frage: \"Was soll ich nun nehmen?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -"Man kann beide Varianten verwenden, je nachdem, was komfortabler ist. Dieses " -"Feature ist GDScript-spezifisch und lässt sich nicht auf Godot-Scripting im " -"Allgemeinen übertragen; die Sprache legt mehr Wert auf Nutzbarkeit als auf " -"Geschwindigkeit." +"Die kurze Antwort wäre \"was auch immer dir mehr liegt\". Das ist ein " +"spezielles Merkmal das nur GDScript hat, und nicht allgemein Godot Skripte - " +"die GDScript Sprache bevorzugt Nutzbarkeit über Geschwindigkeit." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -"Auf technischer Ebene sind Integer-Vergleiche (konstante Zeitkomplexität) " -"schneller als String-Vergleiche (lineare Zeitkomplexität). Auch wenn man " -"sich an den Konventionen anderer Programmiersprachen orientieren möchte, " -"sollte man Integer verwenden." +"Im Detail erklärt - Ganzzahlenwert-Vergleiche (Konstanter Zeitverbrauch) " +"passieren schneller als Zeichenkettenvergleiche (Lineare Zeitverbrauch). " +"Möchte man sich an den Konventionen anderer Programmiersprachen orienteren " +"sollte man Ganzzahlenwerte nutzen." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -621,13 +620,13 @@ msgid "" "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" -"Das Hauptproblem mit Integer-Enumerationswerten taucht bei der *Ausgabe* " -"auf. Ein Versuch, einen Integer-Wert MY_ENUM auszugeben, wird ``5`` oder so " -"produzieren statt etwas selbsterklärendes wie ``\"MyEnum\"``. Um den " -"symbolischen Namen eines Integer-Enums auszugeben, müsste man ein Dictionary " -"bereitstellen, welches den Integer-Wert auf den entsprechenden String mappt." +"Das Hauptproblem mit Ganzzahlenwerte ist die *Ausgabe* des " +"Enumerationswertes. Mit Ganzzahlenwerte würde beim Ausgeben von MY_ENUM ` " +"`5`` oder so ausgegeben werden, anstatt ``\"MyEnum\"``. Um einen Text " +"auszugeben müsste man den Ganzzahlenwert mit einem Dictionary (Wörterbuch) " +"mappen." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -639,12 +638,12 @@ msgstr "" "es Sinn, Strings statt Integer zu verwenden. Dadurch muss keine separate " "Datenstruktur zum Ausgeben der symbolischen Namen bereitgestellt werden." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "AnimatedTexture, AnimatedSprite, AnimationPlayer und AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -653,7 +652,7 @@ msgstr "" "verwenden? Die Antwort ist für neue Godot-Benutzer möglicherweise nicht " "sofort klar." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -662,17 +661,17 @@ msgstr "" "Engine als animierte Schleife und nicht als statisches Bild zeichnet. " "Benutzer können verändern..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" "die Geschwindigkeit, mit der es sich über jeden Abschnitt der Textur bewegt " "(fps)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "die Anzahl der in der Textur enthaltenen Bereiche (Frames)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer ` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -684,7 +683,7 @@ msgstr "" "dass dies keine zusätzliche Logik von Seiten der Engine erfordert. Die " "schlechte Nachricht ist, dass der Benutzer sehr wenig Kontrolle hat." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " @@ -703,7 +702,7 @@ msgstr "" "für viele autoanimierende Hintergründe integrieren, die alle in einem " "einzigen gebündelten Renderaufruf gerendert werden." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "` resource, allows one to create a variety of animation " @@ -717,7 +716,7 @@ msgstr "" "Geschwindigkeit, regionalen Versatz und Ausrichtung zu steuern. Dies macht " "sie gut geeignet, um 2D-Frame-basierte Animationen zu steuern." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -731,7 +730,7 @@ msgstr "" "Sie ein Node :ref:`AnimationPlayer ` in Verbindung " "mit dem AnimatedSprite verwenden." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -739,13 +738,13 @@ msgstr "" "AnimationPlayers sind auch das Werkzeug, das man verwenden muss, wenn man " "komplexere 2D-Animationssysteme entwerfen möchte, wie z. B...." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" "**Ausschnitt-Animationen:** Bearbeiten der Transformationen von Sprites zur " "Laufzeit." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -756,11 +755,11 @@ msgstr "" "die Textur im Verhältnis zu den Beziehungen der Knochen zueinander dehnen " "und verbiegen." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "Eine Mischung aus dem oberen." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index e412b3ce97..cb7951d731 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index a3b006adb7..4e0054baa5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po index e6468500e8..6a4986e710 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 9b05d76261..44a8943865 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index f17d94e490..a7318c797d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -108,10 +108,11 @@ msgstr "" "erstellt werden soll." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" "Wenn man nur eine andere Klassenressource (Skript oder Szene) \"importieren" "\" möchte, ist die Verwendung einer vorinstallierten Konstante oft die beste " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 714614da2e..258105f0f2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 6699cd2ccc..a3cb337ac3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -306,11 +306,12 @@ msgid "Choosing a node tree structure" msgstr "Auswahl einer Node Tree-Struktur" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -434,10 +435,11 @@ msgstr "" "löschen." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" "Wenn man Systeme hat, die die Daten anderer Systeme ändern, sollte man diese " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 304682d183..25d87ea615 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 42bab95a5f..7354985a73 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 2dd117620b..bb993c2a61 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,6 +54,11 @@ msgid "" "android` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"Den benutzerdefinierten Build zu konfigurieren ist ein ziemlich " +"unkomplizierter Prozess. Zuerst müssen jedoch Sie die Schritte in :ref:" +"`Exportieren für Android` bis zum **Einrichten in " +"Godot** befolgt werden. Nachdem Sie das getan haben, fahren Sie den " +"folgenden Schritten fort." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 8415a5beca..cff1dfe245 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -43,10 +43,10 @@ msgid "" "application icon in any program but you will have to convert it to an ICO " "file using a program such as GIMP." msgstr "" -"Windows verwendet für Anwendungssymbole keine Formate wie png oder jpg. " -"Stattdessen verwendet es ein Windows-exklusives Format namens ICO. Sie " -"können Ihr Anwendungssymbol in einem beliebigen Programm erstellen, müssen " -"es jedoch mit einem Programm wie GIMP in eine ICO-Datei konvertieren." +"Windows benutzt keine Formate wie png oder jpg für Applikationssymbole. " +"Stattdessen benutzt es ein windows-spezifisches Format names ICO. Du kanns " +"das Applikationssymbol in jedem Programm erstellen, aber du musst es in eine " +"ICO-Datei konvertieren mit einem Programm wie GIMP." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:18 msgid "" @@ -73,10 +73,15 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"Damit die ICO-Datei das Standard-Godot-Symbol vollständig ersetzen kann, " +"muss sie *alle* die Größen enthalten, die im Standard-Godot-Symbol enthalten " +"sind: 16×16, 32×32, 48×48, 64×64, 128×128, 256×256. Wenn die ICO-Datei nicht " +"alle Größen enthält, wird das Standard-Godot-Symbol für die Größen " +"beibehalten, die nicht überschrieben wurden." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "Der obige ImageMagick-Befehl berücksichtigt dies." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 1e4e293fa2..bb9d55a16d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,7 +22,6 @@ msgid "Exporting for Android" msgstr "Exportieren für Android" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:6 -#, fuzzy msgid "" "Exporting for Android has fewer requirements than compiling Godot for " "Android. The following steps detail what is needed to set up the Android SDK " @@ -41,13 +40,12 @@ msgid "Download and install the Android SDK." msgstr "Laden Sie das Android SDK herunter und installieren Sie es." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:14 -#, fuzzy msgid "" "You can install it using `Android Studio version 4.1 or later `__." msgstr "" -"Sie können es mit `Android Studio ` " -"__ installieren." +"Sie können es mit `Android Studio Version 4.1 oder höher `__ installieren." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:16 msgid "" @@ -71,9 +69,8 @@ msgid "Android SDK Platform-Tools version 30.0.5 or later" msgstr "Android SDK Platform-Tools Version 30.0.5 oder höher" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -#, fuzzy msgid "Android SDK Build-Tools version 30.0.3" -msgstr "Android SDK Build-Tools Version 30.0.1" +msgstr "Mit Android SDK Build-Tools Version 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 msgid "Android SDK Platform 29" @@ -114,19 +111,21 @@ msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" +"Wenn Sie Linux verwenden, **verwenden Sie kein Android-SDK, das in den " +"Repositories Ihrer Distribution bereitgestellt wird, da es oft veraltet " +"ist**." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 msgid "Install OpenJDK 8" msgstr "OpenJDK 8 installieren" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:42 -#, fuzzy msgid "" "Download and install `OpenJDK 8 `__." msgstr "" -"Laden Sie `OpenJDK ` __ herunter und " -"installieren Sie es." +"Laden Sie `OpenJDK 8 `__ herunter und installieren Sie es." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:45 msgid "Create a debug.keystore" @@ -216,11 +215,26 @@ msgid "Once that is configured, everything is ready to export to Android!" msgstr "" "Sobald dies konfiguriert ist, kann alles auf Android exportiert werden!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Bereitstellung von Startsymbolen" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -232,11 +246,11 @@ msgstr "" "Bildschirme mit ``xxxhdpi`` Dichte) und generiert automatisch Varianten mit " "niedrigerer Auflösung." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godot benötigt zwei Arten von Symbolen:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -245,7 +259,7 @@ msgstr "" "Android-Versionen bis Android 8 (Oreo) verwendet. Es muss mindestens " "192 × 192 px groß sein." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "`_ bereitgestellt, der hilft, diese " "Regeln und einige der Funktionen adaptiver Symbole zu verstehen." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -284,7 +298,7 @@ msgstr "" "zentrierter Kreis mit einem Durchmesser von 66 dp (264 Pixel auf " "``xxxhdpi``), um zu vermeiden, dass er vom Launcher abgeschnitten wird." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -293,14 +307,14 @@ msgstr "" "sie durch eine Reihe von Alternativen und versucht das nächste Symbol in der " "Reihe, wenn das Aktuelle fehlschlägt:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Hauptsymbol:** Mitgeliefertes Hauptsymbol -> Projektsymbol -> Standard " "Godot-Hauptsymbol." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -309,7 +323,7 @@ msgstr "" "Mitgeliefertes Hauptsymbol -> Projektsymbol -> Standard-Godot-" "Vordergrundsymbol." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -317,22 +331,21 @@ msgstr "" "**Adaptiver Symbol-Hintergrund:** Mitgeliefertes Hintergrundsymbol -> " "Standard-Godot-Hintergrundsymbol." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -"Es wird dringend empfohlen, alle angeforderten Symbole bereitzustellen, und " -"zwar mindestens mit den angegebenen Auflösungen. Nur so wird Ihre Anwendung " -"auf allen Android-Geräten und -Versionen gut aussehen." +"Es wird dringend empfohlen, alle angeforderten Symbole mit ihren angegebenen " +"Auflösungen bereitzustellen. Auf diese Weise wird Ihre Anwendung auf allen " +"Android-Geräten und -Versionen gut aussehen." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Export für den Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -341,7 +354,7 @@ msgstr "" "einer Nicht-Debug-Keystore-Datei; eine solche Datei kann wie folgt generiert " "werden:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -354,22 +367,22 @@ msgstr "" "um mehr über die `APK-Signierung `__ zu erfahren." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Füllen Sie nun die folgenden Formulare in Ihren Android-" "Exportvoreinstellungen aus:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release:** Geben Sie den Pfad zu der gerade generierten Keystore-Datei ein." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** Durch den Schlüssel-Alias ersetzen." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -377,7 +390,7 @@ msgstr "" "**Release Password:** Schlüssel-Passwort. Beachten Sie, dass das Keystore-" "Passwort und das Schlüsselpasswort derzeit identisch sein müssen." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -388,19 +401,18 @@ msgstr "" "Repositories entfernen und in Ihre ``.gitignore`` Datei oder ein Äquivalent " "einfügen." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -"Vergessen Sie nicht, das Kontrollkästchen **Mit Debug exportieren** zu " -"deaktivieren, während Sie den Namen der APK auswählen." +"Vergessen Sie nicht, beim Exportieren das Kontrollkästchen **Exportieren mit " +"Debug** zu deaktivieren." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "Optimieren der APK-Größe" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -417,7 +429,7 @@ msgstr "" "enthält. Beachten Sie, dass Anwendungen, die auf ARMv7 abzielen, auch auf " "ARMv8-Geräten laufen können, aber nicht umgekehrt." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -436,7 +448,7 @@ msgstr "" "die Erstellung eines APKs für ARMv7 und ARMv8 reicht in der Regel aus, um " "die meisten heute verwendeten Geräte abzudecken." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 747ee84c4e..21a348ea70 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index b8449b0311..8adfb780f2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,7 +105,7 @@ msgid "" "**Path** is an empty folder that will contain the exported Xcode project " "files." msgstr "" -"**Pfad** ist ein leerer Ordner, der die exportierten Xcode-Projektdateien " +"**Path** ist ein leerer Ordner, der die exportierten Xcode-Projektdateien " "enthält." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:34 @@ -250,10 +250,9 @@ msgid "Plugins for iOS" msgstr "Plugins für iOS" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:99 -#, fuzzy msgid "" "Special iOS plugins can be used in Godot. Check out the :ref:" "`doc_plugins_for_ios` page." msgstr "" -"Spezielle iOS-Dienste können in Godot verwendet werden. Siehe hierzu :ref:" -"`doc_services_for_ios`" +"Spezielle iOS-Dienste können in Godot verwendet werden. Siehe hierzu die :" +"ref:`doc_services_for_ios` Seite." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 2c943c4f2c..7b4e96809b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -47,13 +47,12 @@ msgstr "" "die kleiner und schneller ist und den Editor und Debugger nicht enthält." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:18 -#, fuzzy msgid "" "If you export for Windows with embedded PCK files, you will not be able to " "sign the program as it will break." msgstr "" -"Wenn man für Windows mit eingebetteten PCK-Datien exportiert, kann man das " -"Programm nicht signieren. Dabei würde es zerstört werden." +"Wenn Sie für Windows mit eingebetteten PCK-Dateien exportieren, können Sie " +"das Programm nicht signieren, da es dann kaputt geht." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:21 msgid "" @@ -62,3 +61,7 @@ msgid "" "you're distributing your project via Steam as it bypasses code signing and " "antivirus checks." msgstr "" +"Unter Windows ist die PCK-Einbettung auch dafür bekannt, dass sie bei " +"Antiviren-Programmen zu Fehlalarmen führt. Daher wird empfohlen, es nicht zu " +"verwenden, es sei denn, Sie verteilen Ihr Projekt über Steam, da es die Code-" +"Signierung und Antiviren-Prüfungen umgeht." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 804f58c7cf..c64c728be0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 9d993a011c..d5ee0c0843 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -43,7 +43,6 @@ msgstr "" "JavaScript-, Engine- und WebGL-Fehler anzuzeigen." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -#, fuzzy msgid "" "`There are significant bugs when running HTML5 projects on iOS `__" msgstr "" +"*Threads*: setzt voraus, dass der Browser `SharedArrayBuffer `__ unterstützt" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." msgstr "" +"*GDNative*: Aktiviert die GDNative-Unterstützung, sorgt jedoch für eine " +"größere Binärdatei und längere Ladezeiten." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -144,6 +152,11 @@ msgid "" "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" +"Wenn Sie :ref:`VRAM-Komprimierung ` verwenden möchten, " +"stellen Sie sicher, dass **Vram Texture Compression** für die " +"Zielplattformen aktiviert ist (wenn Sie sowohl **Für Desktop** als auch " +"**Für Mobile** aktivieren, ergibt sich ein größerer, aber kompatiblerer " +"Export)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56 msgid "" @@ -165,7 +178,6 @@ msgstr "" "APIs von Drittanbietern laden, CSS hinzufügen oder JavaScript-Code ausführen." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:63 -#, fuzzy msgid "" "Each project must generate their own HTML file. On export, several text " "placeholders are replaced in the generated HTML file specifically for the " @@ -173,17 +185,19 @@ msgid "" "lost in future exports. To customize the generated file, use the **Custom " "HTML shell** option." msgstr "" -"Jedes Projekt muss eine eigene HTML-Datei generieren. Beim Export werden in " -"der **generierten HTML-Datei** mehrere Textplatzhalter speziell für die " -"gegebenen Exportoptionen ersetzt. Alle direkten Änderungen an der " -"**generierten HTML-Datei** gehen bei zukünftigen Exporten verloren. Um die " -"generierte Datei anzupassen, siehe :ref:`doc_customizing_html5_shell`." +"Jedes Projekt muss seine eigene HTML-Datei generieren. Beim Export werden " +"einige Textplatzhalter in der generierten HTML-Datei speziell für die " +"gegebenen Exportoptionen ersetzt. Alle direkten Änderungen an dieser HTML-" +"Datei gehen bei zukünftigen Exporten verloren. Um die generierte Datei " +"anzupassen, verwenden Sie die Option **Custom HTML shell**." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." msgstr "" +"**Exporttypen** außer *Regulär* werden von der C#-Version noch nicht " +"unterstützt." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -209,6 +223,11 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"Browser-Hersteller stellen immer mehr Funktionen nur in `sicheren Kontexten " +"`_ " +"zur Verfügung, d.h. solche Funktionen sind nur verfügbar, wenn die Webseite " +"über eine sichere HTTPS-Verbindung bedient wird (localhost ist in der Regel " +"von dieser Anforderung ausgenommen)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -260,6 +279,9 @@ msgid "" "only available if the appropriate **Export Type** is set and support for it " "across browsers is still limited." msgstr "" +"Wie bereits erwähnt :ref:`oben ` ist Multi-" +"Threading nur verfügbar, wenn der entsprechende **Export-Typ** eingestellt " +"ist, jedoch ist die Unterstützung dafür in manchen Browsern noch begrenzt." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "" @@ -268,6 +290,10 @@ msgid "" "`cross-origin isolation headers `__." msgstr "" +"Erfordert einen :ref:`sicheren Kontext `. " +"Browser fangen auch an, zu verlangen, dass die Webseite mit bestimmten " +"`cross-origin isolation headers `__ ausgeliefert wird." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "GDNative" @@ -278,12 +304,17 @@ msgid "" "As mentioned :ref:`above ` GDNative is only " "available if the appropriate **Export Type** is set." msgstr "" +"Wie bereits :ref:`oben `erwähnt, ist GDNative " +"nur verfügbar, wenn der entsprechende **Exporttyp** gesetzt ist." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"Der Export kopiert auch die benötigten GDNative ``.wasm``-Dateien in den " +"Ausgabeordner (und muss zusammen mit dem Spiel auf Ihren Server hochgeladen " +"werden)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" @@ -340,10 +371,13 @@ msgstr "" "org/dev/audio-video/autoplay>`__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:148 +#, fuzzy msgid "" "Access to microphone requires a :ref:`secure context " "`." msgstr "" +"Der Zugriff auf das Mikrofon erfordert einen :ref:`sicheren Kontext " +"`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 msgid "Networking" @@ -353,6 +387,8 @@ msgstr "Netzwerke" msgid "" "Low level networking is not implemented due to lacking support in browsers." msgstr "" +"Low-Level-Networking ist aufgrund mangelnder Unterstützung in Browsern nicht " +"implementiert." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -360,9 +396,11 @@ msgid "" "requests `, :ref:`WebSocket (client) " "` and :ref:`WebRTC ` are supported." msgstr "" +"Derzeit werden nur :ref:`HTTP-Client `, :ref:`HTTP-" +"Anfragen `, :ref:`WebSocket (Client) " +"` und :ref:`WebRTC ` unterstützt." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 -#, fuzzy msgid "The HTTP classes also have several restrictions on the HTML5 platform:" msgstr "" "Die HTTP-Klassen haben verschiedene Einschränkungen für die HTML5-Plattform:" @@ -400,7 +438,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "Zwischenablage" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -409,15 +447,21 @@ msgid "" "docs/Web/API/Clipboard_API>`__, additionally, due to the API asynchronous " "nature might not be reliable when accessed from GDScript." msgstr "" +"Die Synchronisierung der Zwischenablage zwischen der Engine und dem " +"Betriebssystem erfordert einen Browser, der die `Clipboard API `__ unterstützt, " +"außerdem kann es aufgrund der asynchronen Natur der API sein, dass der " +"Zugriff von GDScript aus nicht zuverlässig ist." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:178 #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:189 msgid "Requires a :ref:`secure context `." msgstr "" +"Erfordert einen :ref:`sicheren Kontext `." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 msgid "Gamepads" -msgstr "" +msgstr "Game pads" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -428,6 +472,12 @@ msgid "" "reliable way to detect the gamepad information necessary to remap them based " "on model/vendor/OS due to privacy considerations." msgstr "" +"Gamepads werden nicht erkannt, bis eine ihrer Tasten gedrückt wird. Gamepads " +"können je nach Browser/OS/Gamepad-Kombination eine falsche Zuordnung haben. " +"Leider bietet die `Gamepad-API `__ aus Datenschutzgründen keine " +"zuverlässige Möglichkeit, die Gamepad-Informationen zu erkennen, die für " +"eine Neuzuordnung auf Basis von Modell/Hersteller/OS erforderlich sind." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" @@ -544,7 +594,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:240 msgid "**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)" -msgstr "" +msgstr "**Hosts, die on-the-fly Komprimierung anbieten:** GitHub Pages (gzip)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:242 msgid "" @@ -552,6 +602,9 @@ msgid "" "(`supports manual gzip precompression `__)" msgstr "" +"**Hosts, die keine on-the-fly-Komprimierung anbieten:** itch.io, GitLab " +"Pages (`unterstützt manuelle gzip-Vorkomprimierung `__)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:248 msgid "Calling JavaScript from script" @@ -607,11 +660,12 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "Jeder andere JavaScript-Wert wird zurückgegeben als ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built ` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag `::" msgstr "" "HTML5-Exportvorlagen können ohne Unterstützung für das Singleton :ref:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index abf1314b04..5ec238bcf9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -279,8 +279,8 @@ msgid "" "`ProjectSettings.load_resource_pack() " "`." msgstr "" -"Um dieses Verhalten zu deaktivieren, nutzen Sie ``false`` als zweites " -"Argument für :ref:`ProjectSettings.load_resource_pack() " +"Um dieses Verhalten auszuschalten, übergeben Sie als zweites Argument " +"``false`` an :ref:`ProjectSettings.load_resource_pack() " "`." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:127 @@ -289,9 +289,9 @@ msgid "" "directory first. Then, before loading the resource pack, you need to load " "its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" msgstr "" -"Für ein C# Project müssen Sie zuerst die DLL bauen und dann in den Projekt " -"Ordner geben. Dann, bevor Sie das Ressourcen Paket laden, müssen Sie die DLL " -"laden und dies geht mit diesem Command: ``Assembly.LoadFile(\"mod.dll\")``" +"Für ein C# Projekt musst du zuerst eine DLL erstellen und sie in den " +"Projektspeicher legen. Dann,von dem Laden des Ressourcenpaketes, musst du " +"die DLL wie folgt laden: ``Assembly.LoadFile(mod.dll)``" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:132 msgid "Summary" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index b910893711..98133f6979 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,13 +79,12 @@ msgstr "" "Debugger auskommt." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:34 -#, fuzzy msgid "" "Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " "extra package files `." msgstr "" -"Schließlich, bietet Godot ein einfaches aber effizientes System zur " -"Erzeugung von DLCs für zusätzliche Inhalte." +"Schließlich hat Godot ein einfaches, aber effizientes System zum :ref:" +"`Erstellen von DLCs als zusätzliche Paketdateien `." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:39 msgid "" @@ -94,6 +93,10 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs ` " "and loading them at run-time." msgstr "" +"Godot unterstützt noch nicht das Laden von PCK-Dateien, die größer als 2 GB " +"sind. Wenn Ihre exportierten Projektdaten größer als 2 GB sind, müssen Sie " +"sie in mehrere PCK-Dateien aufteilen, indem Sie :ref:`zusätzliche PCKs " +"` exportieren und diese zur Laufzeit laden." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -372,6 +375,11 @@ msgid "" "use it automatically. Therefore, you have to create a *launcher script* that " "the player can double-click or run from a terminal to launch the project::" msgstr "" +"Aufgrund eines `bekannten Fehlers `__, wenn Sie eine ZIP-Datei als Pack-Datei verwenden, versucht " +"die exportierte Binärdatei nicht, diese automatisch zu verwenden. Daher " +"müssen Sie ein *Launcher-Skript* erstellen, das der Spieler per Doppelklick " +"oder über ein Terminal ausführen kann, um das Projekt zu starten::" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:195 msgid "" @@ -379,3 +387,6 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" +"Speichern Sie das Startskript und legen Sie es im selben Ordner wie die " +"exportierte Binärdatei ab. Erteilen Sie unter Linux dem Startskript mit dem " +"Befehl ``chmod +x launch.sh`` die Berechtigung zur Ausführung." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 8d5dd7e936..53918a2f6c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po index 67fca43b1a..c70aa33d1d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index f5b24b9ab0..72043da189 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Bereitstellen mit einem Klick" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Hört sich gut an, was ist es?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Schritte für die Bereitstellung mit einem Klick" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -41,11 +43,12 @@ msgstr "" "lassen, dass sie existiert." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Einige Plattformen (zum Zeitpunkt der Erstellung dieses Artikels nur " "Android) können erkennen, wenn ein USB-Gerät an den Computer angeschlossen " @@ -53,31 +56,81 @@ msgstr "" "installieren und (im Debug-Modus) auf dem Gerät auszuführen. Diese Funktion " "wird im Fachjargon \"One-Click Deploy\" genannt." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Schritte für die Bereitstellung mit einem Klick" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Zielplattform konfigurieren." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Konfigurieren Sie das Gerät (stellen Sie sicher, dass es sich im " -"Entwicklermodus befindet, den Computer akzeptiert, das USB-Kabel eingesteckt " -"ist, USB erkannt wird usw.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Verbinde das Gerät..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "Und fertig!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Unterstützt alle Plattformen." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Einmal klicken ... und abschicken!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Bereitstellen mit einem Klick" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po index 7056685a9f..23ce592abc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 49c5302e02..b89d8b735c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index d54faceb47..15804907c6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index c0ff3548cb..b071a844e6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/index.po b/sphinx/po/de/LC_MESSAGES/index.po index 291159d5bc..2744c0e5b0 100644 --- a/sphinx/po/de/LC_MESSAGES/index.po +++ b/sphinx/po/de/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -62,11 +62,11 @@ msgid "" "documentation for the previous stable `3.2 `_ branch." msgstr "" -"Dies ist die Dokumentation für die offizielle Version 3.3. Wenn Sie " -"stattdessen nach der aktuellen **in Entwicklung** befindlichen Version " -"suchen, finde Sie diese hier: . Sie " -"können die Dokumentation der vorhergehenden stabilen Version 3.2 unter: " -" finden." +"Dies ist die Dokumentation für die stabile Version 3.3. Wenn Sie stattdessen " +"nach der aktuellen **in Entwicklung** befindlichen Version suchen, finde Sie " +"diese hier: . Sie können die " +"Dokumentation der vorhergehenden stabilen Version 3.2 unter: finden." #: ../../docs/index.rst:18 msgid "" @@ -125,18 +125,17 @@ msgstr "" "steht eine Suchfunktion in der oberen linken Ecke zur Verfügung." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy `__ for " "offline reading (updated every Monday). Extract the ZIP archive then open " "the top-level ``index.html`` in a web browser." msgstr "" -"Sie können auch eine HTML Kopie``__herunterladen, um es " -"offline zu lesen. Jeden Montag wird die Kopie aktualisiert. Extrahieren sie " -"die Zip Datei und öffnen sie das Haupt - Level``index.html`` in einem " -"Browser." +"Sie können ebenfalls eine `HTML Kopie `__ " +"herunterladen, um es offline zu lesen. Jeden Montag wird die Kopie " +"aktualisiert. Extrahieren Sie die Zip Datei und öffnen Sie im " +"Stammordner``index.html`` in einem Browser." #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 105929938f..ceab6f7f90 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po index 3dd6c53f53..7f439a4d3e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po index 527515fc37..bc45deea4a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -56,7 +56,7 @@ msgid "" "``KinematicBody2D`` with two children: ``Sprite`` and ``CollisionShape2D``. " "You can use the Godot icon (\"icon.png\") for the Sprite's texture or use " "any other 2D image you have." -msgstr "" +msgstr "Jedes der unten gennanten Beispiele nutzt das gleiche Szenen-Setup." #: ../../docs/tutorials/2d/2d_movement.rst:25 msgid "" @@ -64,6 +64,9 @@ msgid "" "the following input actions (see :ref:`InputEvent ` for " "details):" msgstr "" +"Öffnen Sie ``Projekt -> Projekteinstellungen`` und wählen Sie die " +"Registerkarte \"Input Map\". Fügen Sie die folgenden Eingabeaktionen hinzu " +"(siehe :ref:`InputEvent ` für Details):" #: ../../docs/tutorials/2d/2d_movement.rst:31 msgid "8-way movement" @@ -76,6 +79,10 @@ msgid "" "way movement\" comes from the fact that the player can move diagonally by " "pressing two keys at the same time." msgstr "" +"In diesem Szenario soll der Benutzer die vier Richtungstasten (oben/links/" +"unten/rechts oder W/A/S/D) drücken und sich in die ausgewählte Richtung " +"bewegen. Der Name \"8-Wege-Bewegung\" kommt daher, dass sich der Spieler " +"durch gleichzeitiges Drücken von zwei Tasten diagonal bewegen kann." #: ../../docs/tutorials/2d/2d_movement.rst:39 msgid "Add a script to the kinematic body and add the following code:" @@ -89,18 +96,29 @@ msgid "" "opposite keys cancel each other out, but will also result in diagonal " "movement being faster due to the two directions being added together." msgstr "" +"In der Funktion ``get_input()`` überprüfen wir die vier Tastenereignisse und " +"summieren sie auf, um den Geschwindigkeitsvektor zu erhalten. Dies hat den " +"Vorteil, dass sich zwei entgegengesetzte Tasten gegenseitig aufheben, führt " +"aber auch dazu, dass die diagonale Bewegung schneller ist, da die beiden " +"Richtungen addiert werden." #: ../../docs/tutorials/2d/2d_movement.rst:108 msgid "" "We can prevent that if we *normalize* the velocity, which means we set its " "*length* to ``1``, and multiply by the desired speed." msgstr "" +"Wir können das verhindern, wenn wir die Geschwindigkeit *normalisieren*, d." +"h. wir setzen ihre *Länge* auf ``1`` und multiplizieren sie mit der " +"gewünschten Geschwindigkeit." #: ../../docs/tutorials/2d/2d_movement.rst:111 msgid "" "If you've never used vector math before, or need a refresher, you can see an " "explanation of vector usage in Godot at :ref:`doc_vector_math`." msgstr "" +"Wenn Sie noch nie Vektor-Mathematik verwendet haben oder eine Auffrischung " +"benötigen, können Sie eine Erklärung der Vektorverwendung in Godot unter :" +"ref:`doc_vector_math` einsehen." #: ../../docs/tutorials/2d/2d_movement.rst:116 msgid "" @@ -108,6 +126,9 @@ msgid "" "you've set up input actions correctly as described in the :ref:" "`doc_2d_movement_setup` part of this tutorial." msgstr "" +"Wenn der obige Code nichts bewirkt, wenn Sie die Tasten drücken, überprüfen " +"Sie, ob Sie die Eingabeaktionen korrekt eingerichtet haben, wie im :ref:" +"`doc_2d_movement_setup`-Teil dieses Tutorials beschrieben." #: ../../docs/tutorials/2d/2d_movement.rst:121 msgid "Rotation + movement" @@ -120,6 +141,10 @@ msgid "" "the character, while up/down moves it forward or backward in whatever " "direction it's facing." msgstr "" +"Diese Art der Bewegung wird manchmal als \"Asteroids-Stil\" bezeichnet, weil " +"sie der Funktionsweise dieses klassischen Arcade-Spiels ähnelt. Durch " +"Drücken von links/rechts wird die Figur gedreht, während sie durch Drücken " +"von oben/unten vorwärts oder rückwärts in die jeweilige Richtung bewegt wird." #: ../../docs/tutorials/2d/2d_movement.rst:198 msgid "" @@ -128,6 +153,10 @@ msgid "" "rotation. The rotation is applied directly to the body's ``rotation`` " "property." msgstr "" +"Hier haben wir zwei neue Variablen hinzugefügt, um unsere Drehrichtung und " +"Geschwindigkeit zu verfolgen. Auch hier gilt: Wenn Sie beide Tasten " +"gleichzeitig drücken, wird keine Rotation erzeugt. Die Drehung wird direkt " +"auf die Eigenschaft ``rotation`` des Körpers angewendet." #: ../../docs/tutorials/2d/2d_movement.rst:202 msgid "" @@ -136,6 +165,11 @@ msgid "" "function that you can use in many circumstances where you would otherwise " "need to apply trigonometric functions." msgstr "" +"Um die Geschwindigkeit zu setzen, verwenden wir die Methode ``Vector2." +"rotated()``, so dass sie in die gleiche Richtung wie der Körper zeigt. " +"``rotated()`` ist eine nützliche Vektorfunktion, die Sie in vielen " +"Situationen verwenden können, in denen Sie sonst trigonometrische Funktionen " +"anwenden müssten." #: ../../docs/tutorials/2d/2d_movement.rst:208 msgid "Rotation + movement (mouse)" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 73166e0de1..68835fa0f2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,13 @@ msgid "Introduction" msgstr "Einführung" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" "In dieser Anleitung erfahren Sie, wie Sie 2D animierte Zeichen erstellen " "mittels AnimatedSprite-Klasse und dem AnimationPlayer. Wenn Sie einen " @@ -41,10 +42,11 @@ msgstr "" "Klasse animiert werden." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite ` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite `." msgstr "" @@ -174,9 +176,10 @@ msgid "Sprite sheet with AnimatedSprite" msgstr "Sprite-Bogen mittels AnimatedSprite" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" "Sie können auch einfach von einem Sprite-Bogen mit der Klasse " "``AnimatedSprite`` animieren. Wir werden diesen frei nutzbaren Sprite-Bogen " @@ -192,9 +195,10 @@ msgstr "" "Projektordner." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" "Richten Sie Ihren Szenenbaum genauso ein wie zuvor, wenn Sie einzelne Bilder " @@ -202,8 +206,9 @@ msgstr "" "*SpriteFrames* Eigenschaft \"Neue SpriteFrames\" aus." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "Klicken Sie auf die neue SpriteFrames-Ressource. Wenn diesmal das untere " @@ -211,17 +216,19 @@ msgstr "" "\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" "Sie werden aufgefordert eine Datei zu öffnen. Wählen Sie Ihren Sprite-Bogen " "aus." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" "Ein neues Fenster mit Ihrem Sprite-Bogen wird geöffnet. Als erstes müssen " "Sie die Anzahl der vertikalen und horizontalen Bilder in Ihrem Sprite-Bogen " @@ -229,9 +236,10 @@ msgstr "" "Bilder vertikal." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" "Wählen Sie als Nächstes die Frames aus dem Sprite-Bogen aus, die Sie in Ihre " @@ -239,17 +247,19 @@ msgstr "" "auf \"4 Frames hinzufügen\" klicken, um die Animation zu erstellen." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" "Sie sehen Ihre Animation nun unter der Liste der Animationen im unteren " "Panel. Doppelklicken Sie auf Standard um den Namen der zu springenden " "Animation zu ändern." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" "Überprüfen Sie abschließend das Abspielen des AnimatedSprite im Inspektor um " @@ -394,12 +404,13 @@ msgid "Summary" msgstr "Zusammenfassung" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" "Diese Beispiele veranschaulichen die beiden Klassen, die Sie in Godot für 2D " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po index 6699b41b07..e29e1cfc80 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po index 06d99a6479..e3dda61985 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 28865b1dc2..d23468741d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po index a8c3bf29cd..ebd55fd677 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 063f1c77b4..79a0197afc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -518,10 +518,9 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" -"Dämpfung erzeugt Reibung zwischen den Partikeln, was diese zum Anhalten " -"zwingt. Das ist praktisch für die Erzeugung von Funken oder Explosionen, " -"welche üblicherweise mit hoher Anfangsgeschwindigkeit beginnen um danach " -"schnell wieder abzuklingen." +"Dämpfung erzeugt Reibung auf den Partikeln, was sie zum anhalten zwingt. " +"Dies ist praktisch für Funken oder Explosionen, welche üblicherweise mit " +"hoher Anfangsgeschwindigkeit schnell wieder abklingen." #: ../../docs/tutorials/2d/particle_systems_2d.rst:278 msgid "Angle" @@ -561,9 +560,9 @@ msgid "" "particle. The ``Variation Random`` value controls the hue variation " "randomness ratio." msgstr "" -"Der ``Variation``-Wert definiert den Farbton, welcher zu Beginn jedem " -"Partikel zugewiesen wird. Der ```Variation Random``-Wert definiert die Menge " -"der Zufälligkeit mit welcher dieser Farbton generiert wird." +"Der ``Variation``-Wert stellt den Anfangs-Farbton der Partikel ein. Der " +"``Variation Random``-Wert stellt ein, mit wie viel Zufälligkeit der Anfangs-" +"Farbton generiert wird." #: ../../docs/tutorials/2d/particle_systems_2d.rst:305 msgid "Emission Shapes" @@ -629,6 +628,10 @@ msgid "" "Note that an ``Initial Velocity`` will need to be set in order to utilize " "this." msgstr "" +"Gerichtete Randpixel: Ähnlich wie Border Pixels, fügt aber zusätzliche " +"Informationen zur Maske hinzu, um Partikeln die Möglichkeit zu geben, von " +"den Rändern weg zu emittieren. Beachten Sie, dass eine ``Initial Velocity`` " +"gesetzt werden muss, um dies zu nutzen." #: ../../docs/tutorials/2d/particle_systems_2d.rst:348 msgid "Emission Colors" @@ -639,21 +642,30 @@ msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." msgstr "" +"``Capture from Pixel`` bewirkt, dass die Partikel die Farbe der Maske an " +"ihren Spawnpunkten erben." #: ../../docs/tutorials/2d/particle_systems_2d.rst:352 msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticlesMaterial, under the ``Emission Shape`` section:" msgstr "" +"Mit klicken auf \"OK\" wird die Maske generiert und auf das " +"ParticlesMaterial unter dem Abschnitt ``Emission Shape`` gesetzt:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:356 msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" +"Alle Werte in diesem Abschnitt wurden automatisch durch das \"Load Emission " +"Mask\"-Menü generiert. Grundsätzlich sollten sie nicht verändert werden." #: ../../docs/tutorials/2d/particle_systems_2d.rst:359 msgid "" "An image should not be added to ``Point Texture`` or ``Color Texture`` " "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" +"Ein Bild sollte nicht direkt zur ``Point Texture`` oder ``Color Texture`` " +"hinzugefügt werden. Es sollte immer das \"Load Emission Mask\"-Menü benutzt " +"werden." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po index ded1c7e069..b219590334 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 -#, fuzzy msgid "Using TileMaps" msgstr "TileMaps verwenden" @@ -587,10 +586,12 @@ msgid "" "This template can be used for tilesets that only have 16 tiles - for simpler " "art styles the missing tiles will not be noticeable." msgstr "" +"Diese Vorlage kann für Tilesets verwendet werden, die nur 16 Kacheln haben - " +"bei einfacheren Kunststilen werden die fehlenden Kacheln nicht auffallen." #: ../../docs/tutorials/2d/using_tilemaps.rst:269 msgid "Blue-checkered: \"ignore\"" -msgstr "" +msgstr "Blau-kariert: \"Ignorieren\"" #: ../../docs/tutorials/2d/using_tilemaps.rst:274 msgid "**Template - Top-down floor in 3/4 perspective:**" @@ -614,7 +615,7 @@ msgstr "Gelb: Oberseite der Wand" #: ../../docs/tutorials/2d/using_tilemaps.rst:281 msgid "Grey: hidden due to overlap" -msgstr "" +msgstr "Grau: ausgeblendet aufgrund von Überlappung" #: ../../docs/tutorials/2d/using_tilemaps.rst:282 msgid "Transparent: air" @@ -682,7 +683,6 @@ msgid "Disabling autotile" msgstr "Autotile deaktivieren" #: ../../docs/tutorials/2d/using_tilemaps.rst:319 -#, fuzzy msgid "" "When using an autotile, it is possible to turn off the autotile behaviour " "and select tiles manually, by clicking \"Disable Autotile\" at the top of " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index f8e23e3253..e970ad2150 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,7 +69,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:35 -#, fuzzy msgid "There are two main ways to alleviate banding:" msgstr "Es gibt viele Möglichkeiten, den Hintergrund festzulegen:" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 74aad054f6..a2d1c68d36 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,11 +26,14 @@ msgid "Introduction" msgstr "Einführung" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 +#, fuzzy msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" "Gebrannte LightMaps sind ein alternativer Arbeitsablauf zum Hinzufügen " "indirekter (oder gebrannter) Beleuchtung zu einer Szene. Im Gegensatz zum " @@ -41,47 +44,57 @@ msgstr "" "und Zwischenspeicherung der Ergebnisse in einer Map oder in Vertex-" "Attributen." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" -msgstr "Visueller Vergleich" - #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "Visueller Vergleich" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Einrichtung" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -89,36 +102,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "Entpacken beim Szenenimport" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "Aus Godot entpacken" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "Entpacken aus Ihrem 3D-DCC" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -126,108 +201,57 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "Aus Godot entpacken" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "Entpacken beim Szenenimport" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "UV2 überprüfen" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "Die Szene einrichten" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "Grenzen konfigurieren" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "Meshes einrichten" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." @@ -235,11 +259,11 @@ msgstr "" "Wenn beim Szenenimport automatisch Lightmaps generiert werden, wird dies " "automatisch aktiviert." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "Beleuchtung aufsetzen" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " @@ -250,7 +274,7 @@ msgstr "" "sich bewegende Objekte auswirken, aber hiervon reflektiertes Licht wird " "gebrannt." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" @@ -259,81 +283,94 @@ msgstr "" "(direkt und indirekt). Dies kann über das Menü **Brennmodus** in der " "Beleuchtung gesteuert werden:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "Die Modi sind:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Variable" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." -msgstr "" -"**Indirekt:** Dies ist der Standardmodus. Es wird nur indirekte Beleuchtung " -"gebrannt." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "Brenn-Qualität" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "Brennen" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#, fuzzy msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" "Um den Brennvorgang zu starten, drücken Sie einfach die große Schaltfläche " "**LightMaps brennen** oben, wenn Sie den Node ``BakedLightmap`` auswählen:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." @@ -341,89 +378,210 @@ msgstr "" "Dies kann je nach Szenengröße, Brennmethode und gewählter Qualität zwischen " "Sekunden und Minuten (oder Stunden) dauern." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "Brennen konfigurieren" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "Zum Brennen stehen einige weitere Optionen zur Verfügung:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "Optimieren" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -"**Propagation**: Wird für den Modus *Voxel Cone Trace* verwendet und " -"funktioniert genau wie in ``GIProbe``." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -"**HDR**: Wenn deaktiviert, sind Lightmaps kleiner, können jedoch kein Licht " -"über Weiß (1.0) erfassen." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -"**Ausmaße**: Größe des betroffenen Bereichs (kann visuell bearbeitet werden)" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Atlas Kacheln" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Aufnahme" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe `'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Daten" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "Dynamische Objekte" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po index c7d84ddd6a..b145975386 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 9a8c8e4f7f..3cef6bff6f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index a35c82963f..6aedd22bb0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 01b2491a88..82fa392ac5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -328,7 +328,7 @@ msgid "" "``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " "grenade has collided with the environment and needs to stick to something." msgstr "" -"``Sticky_Grenade.tscn`` ist fast identisch mit ``Grenade.tscn``, mit einem " +"``Sticky_Grenade.tscn`` ist fast identisch zu ``Grenade.tscn``, mit einem " "kleinen Zusatz. Wir haben jetzt eine zweite :ref:`Area `, " "genannt ``Sticky_Area``. Wir werden ``Stick_Area`` benutzen, um " "festzustellen, wann die Haftgranate mit der Umgebung kollidiert ist und an " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index bca40767c7..67c4cc1f24 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 136329171d..151c1b4831 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -301,13 +301,12 @@ msgid "Making the FPS movement logic" msgstr "Erstellen der FPS-Bewegungslogik" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:106 -#, fuzzy msgid "" "Once you have ``Player.tscn`` open, let's take a quick look at how it is set " "up:" msgstr "" "Öffnen Sie zunächst ``Main_Menu.tscn`` und sehen Sie sich an, wie die Szene " -"eingerichtet ist." +"eingerichtet ist:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:110 msgid "" @@ -506,7 +505,7 @@ msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -"Zuerst holen wir uns die Nodes ``camera`` und ``rotation_helper`` und " +"Zuerst holen wir uns die ``camera`` und ``rotation_helper`` Nodes und " "speichern sie in ihren Variablen." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:421 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 060443a19c..b4d0c56215 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index ecc39cdd25..b28fa3c1b0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 3e46b44bef..0267cc65cb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,7 +73,7 @@ msgid "" "the :ref:`AnimationPlayer `." msgstr "" "Erstellen Sie ein neues Skript mit dem Namen ``AnimationPlayer_Manager.gd`` " -"und hängen Sie es an :ref:`AnimationPlayer ` an." +"und hängen Sie es zum :ref:`AnimationPlayer ` an." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:30 msgid "Add the following code to ``AnimationPlayer_Manager.gd``:" @@ -840,7 +840,7 @@ msgid "" "``Bullet`` :ref:`Spatial `." msgstr "" "Erstellen Sie ein neues Skript namens ``Bullet_script.gd`` und hängen Sie es " -"an ``Bullet`` :ref:`Spatial ` an." +"zu ``Bullet`` :ref:`Spatial ` an." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:429 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po index f2951fb311..b23533b99f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/gi_probes.rst:4 -#, fuzzy msgid "Using GIProbe" -msgstr "GI-Proben" +msgstr "GIProbe verwenden" #: ../../docs/tutorials/3d/gi_probes.rst:7 msgid "Introduction" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 0a3b531e78..f766915444 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po index 3d57fb6db0..b3c2251b44 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 889a67e7fd..dc4fdd5982 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index ed0006d5e0..512e140405 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po index df851ec4a0..039dbfa582 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po index 6b3e4146cd..53fb7081dc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po index ea50017f99..c4a172e46a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/using_gridmaps.rst:4 -#, fuzzy msgid "Using GridMaps" msgstr "Verwenden von GridMap" @@ -81,9 +80,9 @@ msgid "" "\"MeshLibrary_Source.tscn\" scene to see an example of how to set up the " "mesh library." msgstr "" -"Zu Beginn benötigen Sie eine :ref:`class_MeshLibrary`, eine Sammlung " -"einzelner Meshes, die in der GridMap verwendet werden können. Öffnen Sie die " -"Szene \"MeshLibrary_Source.tscn\", um ein Beispiel für das Einrichten der " +"Zu Beginn benötigen Sie :ref:`class_MeshLibrary`, eine Sammlung einzelner " +"Meshes, die in der GridMap verwendet werden können. Öffnen Sie die Szene " +"\"MeshLibrary_Source.tscn\", um ein Beispiel für das Einrichten der " "MeshLibrary zu sehen." #: ../../docs/tutorials/3d/using_gridmaps.rst:36 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index bf09834783..aca0775606 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po index 4df5db3d77..b3f6254be0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 06c40e36dc..bb9bbb40de 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -180,7 +180,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -212,8 +212,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -348,9 +348,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 581601cc48..13aa97f916 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "Anschließend fügen Sie die folgenden beiden Funktionen hinzu:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"`. They are used to generate a random number from " +"`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 647f45aa64..04449592ee 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 72d43ad913..d18ce2845b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po index a33e0f84d5..5179d439b3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/animation/animation_tree.rst:4 -#, fuzzy msgid "Using AnimationTree" -msgstr "AnimationTree" +msgstr "Verwenden von AnimationTree" #: ../../docs/tutorials/animation/animation_tree.rst:7 msgid "Introduction" @@ -233,15 +232,15 @@ msgid "Seek" msgstr "" #: ../../docs/tutorials/animation/animation_tree.rst:99 -#, fuzzy msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an ``Animation`` from the " "start or a certain playback position inside the ``AnimationNodeBlendTree``." msgstr "" -"Dieser Node kann verwendet werden, um einen Suchbefehl für alle " -"untergeordneten Elemente des Diagramms auszuführen. Nach dem Einstellen der " -"Zeit kehrt dieser Wert zu -1 zurück." +"Dieser Knoten kann verwendet werden, um einen Suchbefehl für beliebige " +"Unterkinder des Animationsgraphen zu veranlassen. Verwenden Sie diesen " +"Knotentyp, um eine ``Animation`` ab dem Start oder einer bestimmten " +"Abspielposition innerhalb des ``AnimationNodeBlendTree`` abzuspielen." #: ../../docs/tutorials/animation/animation_tree.rst:101 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po index 92acd6ddac..c525b85791 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po index 3e933a2404..354d91dbd2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po index 379b3520a6..be53d5723e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -214,7 +214,20 @@ msgstr "" msgid "Our scene setup" msgstr "Unser Szenenaufbau" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -222,40 +235,33 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Fügen Sie eine neue Animation hinzu" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "Hinzufügen einer Spur" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" "Um eine neue Spur für unser Sprite hinzuzufügen, wählen Sie sie aus und " "sehen Sie in der Symbolleiste nach:" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "Komfortable Schaltflächen" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." @@ -263,7 +269,7 @@ msgstr "" "Mit diesen Schaltern und Schaltflächen können Sie Keyframes für die " "Position, Rotation und Skalierung des ausgewählten Nodes hinzufügen." -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." @@ -272,7 +278,7 @@ msgstr "" "Position unseres Sprites interessiert sind und klicken Sie auf die Schlüssel-" "Schaltfläche." -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." @@ -281,7 +287,7 @@ msgstr "" "eingerichtet haben, fragt Godot, ob er es für uns einrichten soll. Klicken " "Sie auf **Erstellen**." -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" @@ -289,15 +295,15 @@ msgstr "" "Dadurch entsteht eine neuer Spur und unser erster Keyframe am Anfang der " "Zeitachse:" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "Die Sprite-Spur" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "Der zweite Keyframe" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." @@ -305,7 +311,7 @@ msgstr "" "Jetzt müssen wir das Ziel festlegen, wohin unser Sprite gehen soll und wie " "lange es dauert, bis es dort ankommt." -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " @@ -316,11 +322,11 @@ msgstr "" "in den Steuerelementen der Zeitleiste im unteren Bereich des " "Animationsfensters auf 2." -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "Animationslänge" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." @@ -328,36 +334,36 @@ msgstr "" "Klicken Sie auf die Kopfzeile der Zeitleiste in der Nähe der 2-Sekunden-" "Marke und bewegen Sie das Sprite zum Zielort auf der rechten Seite." -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" "Klicken Sie erneut auf die Schaltfläche in der Symbolleiste. Dadurch wird " "unser zweiter Keyframe erstellt." -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "Die Animation starten" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" "Klicken Sie auf die Schaltfläche \"Von Anfang an spielen\" (|Von Anfang an " "spielen|)." -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "JA! Unsere Animation läuft:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "Die Animation" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "Hin und her" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " @@ -368,11 +374,11 @@ msgstr "" "erste Keyframe auch der letzte, wenn am Ende kein weiterer Keyframe " "angegeben wird." -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "Animationsschleife" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " @@ -382,12 +388,12 @@ msgstr "" "die Animation vor und zurück. Sie können dieses Verhalten ändern, wenn Sie " "den Schleifenmodus der Spur ändern. Dies wird im nächsten Kapitel behandelt." -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "Spur-Einstellungen" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." @@ -396,7 +402,7 @@ msgstr "" "Aktualisierungsmodus, die Spurinterpolation und den Schleifenmodus festlegen " "können." -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" @@ -404,19 +410,19 @@ msgstr "" "Der Aktualisierungsmodus einer Spur teilt Godot mit, wann die " "Eigenschaftswerte aktualisiert werden sollen. Dies kann sein:" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "Fortlaufend: Aktualisiert die Eigenschaft für jeden Frame" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "Diskret: Aktualisiert die Eigenschaft nur für Keyframes" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "Trigger: Aktualisiert die Eigenschaft nur für Keyframes oder Trigger" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" @@ -424,11 +430,11 @@ msgstr "" "Erfassen: Der aktuelle Wert einer Eigenschaft wird gespeichert und mit dem " "ersten gefundenen Animationsschlüssel vermischt" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "Spur-Modus" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." @@ -436,7 +442,7 @@ msgstr "" "In normalen Animationen verwenden Sie normalerweise \"Fortlaufend\". Die " "anderen Typen werden verwendet, um komplexe Animationen zu skripten." -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" @@ -444,11 +450,11 @@ msgstr "" "Die Interpolation sagt Godot, wie die Frame-Werte zwischen den Keyframes " "berechnet werden sollen. Diese Interpolationsmodi werden unterstützt:" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "Nächstgelegene: Legen Sie den nächsten Keyframe-Wert fest" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" @@ -456,7 +462,7 @@ msgstr "" "Linear: Legen Sie den Wert basierend auf einer linearen Funktionsberechnung " "zwischen den beiden Keyframes fest" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" @@ -464,11 +470,11 @@ msgstr "" "Kubisch: Legen Sie den Wert basierend auf einer Berechnung der kubischen " "Funktion zwischen den beiden Keyframes fest" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "Spur-Interpolation" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " @@ -479,7 +485,7 @@ msgstr "" "ist. Dies wird normalerweise für Charakteranimation verwendet. Die lineare " "Interpolation führt zu einer eher roboterhaften Bewegung." -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" @@ -487,11 +493,11 @@ msgstr "" "Godot unterstützt zwei Schleifenmodi, die sich auf die Animation auswirken, " "wenn sie auf Schleife eingestellt ist:" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "Schleifenmodi" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " @@ -501,7 +507,7 @@ msgstr "" "nach dem letzten Keyframe für diese Spur. Wenn das erste Keyframe wieder " "erreicht wird, wird die Animation auf ihre Werte zurückgesetzt." -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " @@ -511,12 +517,12 @@ msgstr "" "die Animation nach dem letzten Keyframe, um wieder die Werte des ersten " "Keyframes zu erreichen." -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "Keyframes für andere Eigenschaften" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." @@ -525,7 +531,7 @@ msgstr "" "bearbeiten. Jede Eigenschaft kann als eine Spur verwendet werden, in der Sie " "Keyframes festlegen können." -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " @@ -536,11 +542,11 @@ msgstr "" "Sprites. Wenn Sie auf diese Schaltfläche klicken, fügt Godot automatisch " "eine Spur und ein Keyframe zur aktuellen Animation hinzu." -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "Keyframes bearbeiten" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " @@ -550,11 +556,11 @@ msgstr "" "können Sie darauf klicken, um den Keyframe-Editor im Inspektor aufzurufen. " "Sie können dies verwenden, um die Werte direkt zu bearbeiten." -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "Keyframe-Editor zum Bearbeiten eines Schlüssels" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " @@ -565,7 +571,7 @@ msgstr "" "ziehen. Dies teilt Godot mit, wie die Eigenschaftswerte geändert werden " "sollen, wenn dieser Keyframe erreicht wird." -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." @@ -573,11 +579,11 @@ msgstr "" "Normalerweise optimieren Sie Ihre Animationen auf diese Weise, wenn die " "Bewegung nicht \"richtig aussieht\"." -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "Fortgeschritten: Aufruf von Methodenspuren" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -589,7 +595,7 @@ msgstr "" "wissen Sie, dass jeder Node-Typ eine Klasse ist und über eine Reihe von " "aufrufbaren Methoden verfügt." -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." @@ -597,7 +603,7 @@ msgstr "" "Beispielsweise verfügt der Node-Typ :ref:`class_AudioStreamPlayer` über eine " "Methode zum Abspielen eines Audiostreams." -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -611,7 +617,7 @@ msgstr "" "Eigenschaft. Stattdessen enthält ein Keyframe den Namen und die Argumente " "einer Methode, die Godot aufrufen sollte, wenn er diesen Keyframe erreicht." -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " @@ -622,7 +628,7 @@ msgstr "" "Audio eine Audiospur verwenden, aber um die Methoden zu demonstrieren, " "werden wir dies auf diese Weise tun." -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." @@ -631,24 +637,24 @@ msgstr "" "richten Sie einen Stream mit einer Audiodatei ein, die Sie in Ihr Projekt " "eingefügt haben." -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" "Klicken Sie auf \"Spur hinzufügen\" (|Spur hinzufügen|) in der Spursteuerung " "des Animationspanels." -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" "Wählen Sie \"Anrufmethode-Spur hinzufügen\" aus der Liste der möglichen Spur-" "Typen." -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "Aufrufmethoden-Spur hinzufügen" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." @@ -656,11 +662,11 @@ msgstr "" "Wählen Sie im Auswahlfenster den Node :ref:`class_AudioStreamPlayer`. Godot " "fügt die Spur mit dem Verweis auf den Node hinzu." -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "AudioStreamPlayer auswählen" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " @@ -672,7 +678,7 @@ msgstr "" "AudioStreamPlayer-Node aufgerufen werden können. Wählen Sie die erste " "Methode aus." -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." @@ -680,7 +686,7 @@ msgstr "" "Wenn Godot den Keyframe erreicht, ruft Godot die \"Play\"-Funktion des " "Nodes :ref:`class_AudioStreamPlayer` auf und der Stream wird abgespielt." -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po index 8ef49dc438..8533c1a32d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 30c28f47e9..894d3254c1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index fc8e509643..1e7b138fbb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -340,14 +340,15 @@ msgstr "" "Bearbeitungsdatum sortieren." #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" "Insbesondere können Sie Inhalte nur für die jeweilige Version von Godot " "abrufen, die Sie ausführen. Projekte, Demos und Vorlagen können aus der " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 29803ad857..8b5a5a46ad 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po index a63ede4e92..a95284765e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po index 2d94a1c0d0..65fd343b4d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,6 @@ msgid "AudioStream" msgstr "AudioStream" #: ../../docs/tutorials/audio/audio_streams.rst:16 -#, fuzzy msgid "" "An audio stream is an abstract object that emits sound. The sound can come " "from many places, but is most commonly loaded from the filesystem. Audio " @@ -49,23 +48,23 @@ msgid "" "You can find information on supported formats and differences in :ref:" "`doc_importing_audio_samples`." msgstr "" -"Ein Audiostream ist ein abstraktes Objekt, das Ton aussendet. Der Sound kann " -"von vielen Stellen kommen, wird jedoch am häufigsten aus dem Dateisystem " -"geladen. Audiodateien wie WAV (``.wav``) oder Ogg Vorbis (``.ogg``) können " -"als AudioStreams geladen und in einem AudioStreamPlayer abgelegt werden." +"Ein Audiostrom ist ein abstraktes Objekt, das Ton ausgibt. Der Ton kann von " +"vielen Stellen kommen, wird aber meistens aus dem Dateisystem geladen. " +"Audiodateien können als AudioStreams geladen und in einem AudioStreamPlayer " +"platziert werden. Informationen über unterstützte Formate und Unterschiede " +"finden Sie in :ref:`doc_importing_audio_samples`." #: ../../docs/tutorials/audio/audio_streams.rst:21 -#, fuzzy msgid "" "There are other types of AudioStreams, such as AudioStreamRandomPitch. This " "one makes a random adjustment to the sound's pitch every time it's played " "back. This can be helpful for adding variation to sounds that are played " "back often." msgstr "" -"Es gibt andere Arten von AudioStreamPlayer, z.B. AudioStreamRandomPitch. " -"Dieser nimmt bei jeder Wiedergabe eine zufällige Anpassung der Tonhöhe vor. " -"Dies kann hilfreich sein, um häufig wiedergegebenen Sounds Variationen " -"hinzuzufügen." +"Es gibt noch andere Typen von AudioStreams, wie z. B. " +"AudioStreamRandomPitch. Dieser nimmt bei jeder Wiedergabe eine zufällige " +"Anpassung der Tonhöhe des Sounds vor. Dies kann hilfreich sein, um Sounds zu " +"variieren, die häufig wiedergegeben werden." #: ../../docs/tutorials/audio/audio_streams.rst:27 msgid "AudioStreamPlayer" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po index 2850f075f7..d4d8945f13 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 52e2cc53e8..fcf0fabb81 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 5810fde6fc..e0c11cfbf9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/index.po index 415090d412..cde524feb8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/making_trees.po index b75e1f7ad4..d9de9211ca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 5f7bef4fab..92d182f24b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,8 +61,9 @@ msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" msgstr "``ARRAY_NORMAL`` = 1 | PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +#, fuzzy msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" "``ARRAY_TANGENT`` = 2 | PoolRealArray aus Gruppen von 4 Fließkommazahlen. " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index cb3e6d14a5..dd621db786 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index f820dc4e28..02a2d02d71 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 4013706f9a..9c45d487ca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 60df711994..5adbd92b0d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/de/LC_MESSAGES/tutorials/debug/debugger_panel.po index d048fb6384..7cdfd3a9b6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,7 @@ msgstr "" #: ../../docs/tutorials/debug/debugger_panel.rst:14 msgid "Debugger" -msgstr "Testhilfsprogramm" +msgstr "Debugger" #: ../../docs/tutorials/debug/debugger_panel.rst:16 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po index d6ec42051a..83afa0fa02 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index a04fdb112e..7d4faca2e0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 379c941a67..6d3238b86c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 7f66e15eae..bfd44bacae 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,11 @@ msgid "Here is a list of common Control nodes with their name next to them:" msgstr "" #: ../../docs/tutorials/gui/control_node_gallery.rst:8 -#, fuzzy msgid "" "The Control Gallery demo pictured above can be found `on GitHub `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Die oben abgebildete Control Gallery-Demo finden Sie auf GitHub `__." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 53e14212ed..3dbedf803f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_containers.po index be6957ebb8..a927f0e986 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/gui/gui_containers.rst:4 -#, fuzzy msgid "Using Containers" -msgstr "Container" +msgstr "Verwenden von Containern" #: ../../docs/tutorials/gui/gui_containers.rst:6 msgid "" @@ -157,7 +156,7 @@ msgstr "Box Container" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "` and :ref:`VBoxContainer `). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po index 95f5f10205..27d0e0cfc1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po index 3305c499ff..a7fb0e25ca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 0cccc9bd08..ac0fdf8f3a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po index 0df583587f..fbe17946f8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 225994cba6..8412ae0508 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,6 +51,14 @@ msgid "" "covered in the :ref:`doc_importing_translations` tutorial, so this one could " "be seen more like a follow-up to that one." msgstr "" +"Die Lokalisierung wird in der Regel von speziellen Studios durchgeführt, die " +"für diese Aufgabe angeheuert werden, und trotz der riesigen Menge an " +"Software und Dateiformaten, die dafür zur Verfügung stehen, ist die " +"gängigste Art, die Lokalisierung durchzuführen, bis heute immer noch mit " +"Tabellenkalkulationen. Der Prozess des Erstellens der Tabellenkalkulationen " +"und des Importierens wird bereits im :ref:`doc_importing_translations`-" +"Tutorial behandelt, so dass dieses Tutorial eher als eine Fortsetzung dieses " +"Tutorials gesehen werden kann." #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 msgid "" @@ -71,6 +79,9 @@ msgid "" "still have to be added to the project. This is done in **Project → Project " "Settings → Localization**:" msgstr "" +"Übersetzungen können aktualisiert und neu importiert werden, wenn sie sich " +"ändern, aber sie müssen noch zum Projekt hinzugefügt werden. Dies geschieht " +"in **Projekt → Projekteinstellungen → Lokalisierung**:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:37 msgid "The above dialog is used to add or remove translations project-wide." @@ -88,6 +99,9 @@ msgid "" "(resources) depending on the current language. The **Remaps** tab can be " "used for this:" msgstr "" +"Es ist auch möglich, Godot anzuweisen, abhängig von der aktuellen Sprache " +"alternative Versionen von Assets (Ressourcen) zu verwenden. Dazu kann die " +"Registerkarte **Remaps** verwendet werden:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:48 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po index b20382c5a4..0bfbebee02 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index d77726e285..2512c950e4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -120,14 +120,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:56 -#, fuzzy msgid "" "**macOS:** Install gettext either using `Homebrew `_ with " "the ``brew install gettext`` command, or using `MacPorts `_ with the ``sudo port install gettext`` command." msgstr "" -"**macOS:** Verwenden Sie ``Homebrew `_, um gettext mit dem " -"Befehl ``brew install gettext`` zu installieren." +"**macOS:** Installieren Sie gettext entweder über `Homebrew `_ mit dem Befehl ``brew install gettext``, oder über `MacPorts `_ mit dem Befehl ``sudo port install gettext``." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:60 msgid "" @@ -256,8 +256,8 @@ msgstr "Aktualisieren der Nachrichtendateien, um der PO-Vorlage zu folgen" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index b7b34e1807..2e6ce3ce0f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,12 +29,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:9 -#, fuzzy msgid "" "Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5." msgstr "" -"Godot unterstützt Audioaufnahmen innerhalb des Spiels unter Windows, MacOS, " -"Linux, Android und iOS." +"Controller werden auf Windows, macOS, Linux, Android, iOS und HTML5 " +"unterstützt." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:11 msgid "" @@ -64,9 +63,8 @@ msgid "**Troubleshooting issues with controllers in Godot.**" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:23 -#, fuzzy msgid "Supporting universal input" -msgstr "Exportieren für die universelle Windows-Plattform" +msgstr "Unterstützung der Universaleingabe" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:25 msgid "" @@ -90,9 +88,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:40 -#, fuzzy msgid "Which Input singleton method should I use?" -msgstr "Welche sollte man nutzen?" +msgstr "Welche Input-Singleton-Methode sollte ich verwenden?" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:42 msgid "In Godot 4.0, there are 3 ways to get input in an analog-aware way:" @@ -181,9 +178,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:164 -#, fuzzy msgid "\"Echo\" events" -msgstr "Berührungs-Ereignisse" +msgstr "\"Echo\"-Ereignisse" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:166 msgid "" @@ -207,16 +203,14 @@ msgid "Troubleshooting" msgstr "Fehlerbeseitigung" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:182 -#, fuzzy msgid "" "You can view a list of `known issues with controller support `__ on GitHub." msgstr "" -"Siehe `Liste der offenen Probleme im Zusammenhang mit dem Web-Editor " -"`__ für eine Liste der bekannten " -"Fehler." +"Sie können eine Liste der `bekannten Probleme mit der Controller-" +"Unterstützung `__ auf GitHub einsehen." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:187 msgid "My controller isn't recognized by Godot." @@ -274,9 +268,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237 -#, fuzzy msgid "Linux" -msgstr "auf Linux:" +msgstr "auf Linux" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index cd5e647842..55ccc31e6e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,3 +129,6 @@ msgid "" "**CursorShape** enum), there are multiple mouse cursors you can define. " "Which ones you want to use depends on your use case." msgstr "" +"Wie in der Klasse :ref:`Input ` dokumentiert (siehe das Enum " +"**CursorShape**), gibt es mehrere Mauscursor, die Sie definieren können. " +"Welche Sie verwenden möchten, hängt von Ihrem Anwendungsfall ab." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po index a1ac6c0edf..24ff22b197 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po index e062781918..5bb01d727b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -198,7 +198,7 @@ msgstr "Tastaturmodifikatoren" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " +"`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po index 594ac4b919..2e329a71a8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/inputs/inputevent.rst:4 -#, fuzzy msgid "Using InputEvent" -msgstr "Eingabe-Ereignisse" +msgstr "Verwendung von InputEvent" #: ../../docs/tutorials/inputs/inputevent.rst:7 msgid "What is it?" @@ -134,7 +133,6 @@ msgstr "" "abfangen kann." #: ../../docs/tutorials/inputs/inputevent.rst:82 -#, fuzzy msgid "" "Second, it will try to feed the input to the GUI, and see if any control can " "receive it. If so, the :ref:`Control ` will be called via the " @@ -149,19 +147,19 @@ msgid "" "_gui_input() ` callback, and whether these " "events are propagated further." msgstr "" -"Zweitens wird versucht, die Eingabe in die GUI zu leiten und zu prüfen, ob " -"ein Steuerelement sie empfangen kann.Falls ja, wird :ref:`Control " +"Zweitens wird versucht, die Eingabe in die GUI einzuspeisen und zu sehen, ob " +"irgendein Steuerelement sie empfangen kann. Wenn ja, wird das :ref:`Control " "` über die virtuelle Funktion :ref:`Control._gui_input() " -"` aufgerufen und das Signal \"input_event\" " -"wird ausgegeben (Diese Funktion kann per Skript erneut implementiert werden " -"indem es davon erbt). Wenn das Steuerelement das Ereignis \"verbrauchen\" " -"möchte, ruft es :ref:`Control.accept_event() " +"` aufgerufen und das Signal \"gui_input\" " +"ausgegeben (diese Funktion kann von Skripten durch Erben von ihr neu " +"implementiert werden). Wenn das Steuerelement das Ereignis \"konsumieren\" " +"will, ruft es :ref:`Control.accept_event() " "` auf und das Ereignis wird nicht mehr " -"verbreitet. Verwenden Sie die Eigenschaft :ref:`Control.mouse_filter " -"` zum steuern, ob eine :ref:`Control " -"` über Mausereignisse benachrichtigt wird über :ref:`Control." -"_gui_input() ` Aufruf und ob Diese " -"Ereignisse weiter verbreitet werden." +"verbreitet. Mit der Eigenschaft :ref:`Control.mouse_filter " +"` können Sie steuern, ob ein :ref:" +"`Control ` über den :ref:`Control._gui_input() " +"`-Callback über Mausereignisse informiert " +"wird und ob diese Ereignisse weiterverbreitet werden." #: ../../docs/tutorials/inputs/inputevent.rst:92 msgid "" @@ -178,12 +176,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera ` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area ` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() ` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area ` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 1bc6904fa2..ab8dfd99dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po index 586afb431a..7054403c7d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po index 622e803c3e..f2482e8190 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po index 5800ecb990..6ecbc86132 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po index 58c78b49d5..5c6510ee87 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/de/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 5502408647..18e326345a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgstr "" "2014-2020 Mitwirkende der Godot Engine." #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -97,7 +97,7 @@ msgstr "" "Software zur Verfügung gestellt wird, unter folgenden Bedingungen:" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." @@ -107,7 +107,7 @@ msgstr "" "enthalten." #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -217,11 +217,22 @@ msgstr "" "werden." #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 +#, fuzzy +msgid "Link to the license" +msgstr "Die Lizenz akzeptieren" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 msgid "Third-party licenses" msgstr "Lizenzen von Drittanbietern" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 -#, fuzzy +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties `_. Most of it does not require " @@ -233,24 +244,24 @@ msgstr "" "Godot selbst enthält Software, die von Dritten geschrieben wurde. Das meiste " "davon erfordert keine Lizenzaufnahme, andere schon. Stellen Sie sicher dies " -"zu tun, wenn Sie sie verwenden. Hier ist eine Liste, welche es benötigen:" +"zu tun, wenn Sie sie verwenden. Hier ist eine Liste, welche es benötigen." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType-Schriften" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType `_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." @@ -258,29 +269,28 @@ msgstr "" "Teile dieser Software sind urheberrechtlich geschütz: Copyright © The " "FreeType Project (www.freetype.org). Alle Rechte vorbehalten." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "ENet" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 -#, fuzzy +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet `_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" "Wenn es sich bei dem erstellten Projekt um ein Multiplayer-Spiel handelt, " "das den Treiber `ENet `_ verwendet, hat ENet " -"ähnliche Lizenzbedingungen wie Godot" +"ähnliche Lizenzbedingungen wie Godot:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "Copyright (c) 2002-2020 Lee Salzman" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "MBedTLS" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS `_ Apache license " @@ -290,11 +300,11 @@ msgstr "" "verwendet (normalerweise über HTTP-Anforderungen), muss die Apache-Lizenz " "`MBedTLS `_ mit dem folgenden Text erfüllt werden:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "Copyright The Mbed TLS Contributors" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " @@ -304,11 +314,11 @@ msgstr "" "diese Datei nur in Übereinstimmung mit der Lizenz verwenden. Eine Kopie der " "Lizenz erhalten Sie unter" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -317,7 +327,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL `_ " "instead." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/legal/index.po index 9e038d17a9..c46289a3ae 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po index cb7d18f8ae..42e1a30dd5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,10 +70,10 @@ msgid "" "segments as we change the value of ``t`` from 0 to 1." msgstr "" "Um eine Kurve zwischen ihnen zu zeichnen, interpolieren wir zunächst " -"schrittweise über die beiden Eckpunkte jedes der beiden durch die drei " -"Punkte gebildeten Segmente, wobei Werte zwischen 0 und 1 verwendet werden. " -"Dies gibt uns zwei Punkte, die sich entlang der Segmente bewegen, wenn wir " -"den Wert von ``t`` von 0 bis 1 ändern." +"allmählich über die beiden Scheitelpunkte jedes der beiden Segmente, die " +"durch die drei Punkte gebildet werden, und verwenden dabei Werte zwischen 0 " +"und 1. Dadurch erhalten wir zwei Punkte, die sich entlang der Segmente " +"bewegen, wenn wir den Wert von ``t`` ändern." #: ../../docs/tutorials/math/beziers_and_curves.rst:37 msgid "" @@ -339,9 +339,10 @@ msgstr "" "dies ebenfalls schwierig." #: ../../docs/tutorials/math/beziers_and_curves.rst:193 +#, fuzzy msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po index 08f9916d96..7d2c0d5501 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po index 91b6a7a25e..aa59ce739c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 01bdb10257..59db7de25d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po index 7c5c52cf53..0d22be0df7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po index 8b37696462..2f3c702918 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po index b40c64dd5a..85f9289352 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 79c4882f25..fab6d5a0d4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,7 +45,6 @@ msgid "Packet specification" msgstr "Paketspezifikation" #: ../../docs/tutorials/misc/binary_serialization_api.rst:18 -#, fuzzy msgid "" "The packet is designed to be always padded to 4 bytes. All values are little-" "endian-encoded. All packets have a 4-byte header representing an integer, " @@ -54,7 +53,7 @@ msgstr "" "Das Paket ist so konzipiert, dass es immer auf 4 Bytes aufgefüllt wird. Alle " "Werte sind Little-Endian-codiert (kleinstwertige Byte zuerst). Alle Pakete " "haben einen 4-Byte-Header, der eine Ganzzahl darstellt und den Datentyp " -"angibt:" +"angibt." #: ../../docs/tutorials/misc/binary_serialization_api.rst:22 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 91801129ad..72ebd4cba8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index ff48743968..287b6c809a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -87,9 +87,10 @@ msgid "Color space" msgstr "Farbraum" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 +#, fuzzy msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" "GLES2 und GLES3 befinden sich in unterschiedlichen Farbräumen. Dies " "bedeutet, dass die Farben zwischen ihnen leicht unterschiedlich erscheinen, " @@ -107,10 +108,11 @@ msgid "HDR" msgstr "HDR" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:49 +#, fuzzy msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" "GLES2 kann keine HDR-Rendering-Funktionen (High Dynamic Range) verwenden. " @@ -118,11 +120,18 @@ msgstr "" "ist, verwendet Godot weiterhin den LDR (Low Dynamic Range), wodurch die " "Werte des Ansichtsfensters auf den Bereich ``0-1`` begrenzt werden." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "SpatialMaterial-Funktionen" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial ` are missing:" @@ -130,33 +139,33 @@ msgstr "" "In GLES2 fehlen die folgenden erweiterten Rendering-Funktionen in :ref:" "`SpatialMaterial `:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "Brechung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "Streuung unter der Oberfläche" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Anisotropie (Richtungsabhängigkeit)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "Klarlack" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "Tiefenabbildung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" "Bei Verwendung von SpatialMaterials werden diese nicht einmal im Editor " "angezeigt." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials `, you can set values " "for these features but they will be non-functional. For example, you will " @@ -164,11 +173,11 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "Umgebungsmerkmale" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "` are missing:" @@ -176,77 +185,77 @@ msgstr "" "In GLES2 fehlen die folgenden Funktionen in der :ref:`Umgebung " "`:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "Automatische Belichtung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "Tonemapping" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "Reflexionen im Bildschirmraum" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "Bildschirmbereich Umgebungsokklusion" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" "Das bedeutet, dass Sie in GLES2-Umgebungen nur Folgendes einstellen können:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "Himmel (inkl. proceduralem Himmel)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "Lichter hinzufügen (ambient light)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Nebel" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "Tiefenschärfe" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "Glühen (oder auch blühen)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "Einstellung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "GI-Proben" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes ` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps `. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "Kontakt-Schatten" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights ` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "Lichtleistung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -254,11 +263,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "Texturkomprimierung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -266,7 +275,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -274,19 +283,19 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "Übergangsformen" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "Übergangsformen werden in GLES2 nicht unterstützt." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "Shader-Sprache" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." @@ -295,7 +304,7 @@ msgstr "" "finden Sie eine Liste der Funktionen, die in GLES2 nicht verfügbar sind oder " "nur eingeschränkt unterstützt werden." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc `." @@ -303,91 +312,92 @@ msgstr "" "Genauere Informationen über Godots Shader-Sprache gibt es im eigenen " "Artikel: :ref:`Shading Language `." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Funktion" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "vec_int_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "vec_uint_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "vec_type **intBitsToFloat** ( vec_int_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "vec_type **uintBitsToFloat** ( vec_uint_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "Siehe Problemumgehung unten" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "**bias** nicht verfügbar im Vertex Shader" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "Nur in Vertex Shader auf bestimmter Hardware verfügbar" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " "vec_type dPdy)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." @@ -396,21 +406,21 @@ msgstr "" "eigener Shader-Standardbibliothek hinzugefügt. Diese Funktionen können in " "GLES2 im Vergleich zu GLES3 schlechter abschneiden." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "``textureSize()`` Problemungehung" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "Eingebaute Variablen und Render-Modi" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -418,30 +428,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "Variable / Render Mode" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "``ensure_correct_normals``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "``INSTANCE_ID``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "``DEPTH``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "``ANISOTROPY``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "``ANISOTROPY_FLOW``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "``SSS_STRENGTH``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 2313e46a4e..07c4600366 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po index f1e5bfd725..f0bae7d7c2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 72e890089b..1d702677b9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/jitter_stutter.po index ff702d0688..878b324a75 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po index ce7161e7a1..39ac61f530 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -108,9 +108,10 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "Sie können das gleiche Ergebnis im Code erzielen:" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -126,11 +127,11 @@ msgstr "" "der Pausenstatus in Szenenbaum verwendet. Dies bedeutet, wenn das Spiel " "angehalten wird, wird standardmäßig jeder Node angehalten." -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "Die drei möglichen Zustände für einen Node sind also:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." @@ -138,7 +139,7 @@ msgstr "" "**Erben**: Prozess abhängig vom Status des Elternteils, Großelternteils usw. " "Der erste Elternteil, der einen Nicht-Vererbungsstatus hat." -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." @@ -147,7 +148,7 @@ msgstr "" "Vererbungsmodus). Wenn dieser Node angehalten wird, wird er nicht " "verarbeitet." -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -156,11 +157,11 @@ msgstr "" "Vererbungsmodus). Egal ob angehalten oder nicht, wird dieser Node " "verarbeitet." -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Beispiel" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" @@ -169,7 +170,7 @@ msgstr "" "darin enthaltenen Steuerelementen. Stellen Sie den Pausenmodus auf " "\"Verarbeiten\" und blenden Sie es dann aus:" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " @@ -179,7 +180,7 @@ msgstr "" "Kinder und Enkelkinder diesen Status. Auf diese Weise funktioniert dieser " "Zweig des Szenenbaums nach einer Pause weiter." -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." @@ -188,12 +189,12 @@ msgstr "" "welche Taste), aktivieren Sie die Pause und zeigen Sie den Pause-Bildschirm " "an." -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" "Gehen Sie beim Schließen des Pausenbildschirms wie folgt vor, um die Pause " "zu entfernen:" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "Und das sollte alles sein!" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index f971df5a9d..ab8da1326f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 329e291723..1d54043f18 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index b7f26fe4a7..b792b37dce 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -841,7 +841,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po index ffcfa3412f..d3bbe6bf13 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po index 145f05c4db..25c6e107ba 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po index 2181d97a25..866889381b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 772fd1d7b1..bd6f803bcd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po index e55bae1077..9e10734f05 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po index 004ccc9337..5175082431 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/batching.po index 99213d33c9..e8f516aa55 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,16 +51,11 @@ msgstr "" "Anwendungen häufig beschleunigt werden, indem die Anzahl der " "Zeichnungsaufrufe verringert wird." -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" -"2D-Batching wird derzeit nur bei Verwendung des GLES2-Renderers unterstützt." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "Zeichnungsaufrufe" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -75,7 +70,7 @@ msgstr "" "Größe usw. mitteilt und dann \"zeichnen!\" sagt. (Dies wird als " "Zeichnungsaufruf bezeichnet)." -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -88,7 +83,7 @@ msgstr "" "sondern eine ganze Reihe ähnlicher Grundelemente in einem einzigen " "Zeichnungsaufruf zeichnen sollen, den wir als \"Stapel\" bezeichnen." -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." @@ -96,7 +91,7 @@ msgstr "" "Und es zeigt sich, dass sie auf diese Weise nicht nur ein bisschen schneller " "arbeiten, sondern *viel* schneller." -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -115,11 +110,11 @@ msgstr "" "der Renderleistung führen, während nur wenige Änderungen an Ihrem Godot-" "Projekt erforderlich sind, wenn überhaupt." -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "Wie es funktioniert" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -136,26 +131,26 @@ msgstr "" "(Kacheln bzw. Buchstaben). Andere, wie z.B. Sprites, enthalten " "möglicherweise nur einen einzigen Befehl (Rechteck)." -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" "Der Stapler verwendet zwei Haupttechniken, um Grundelemente zu gruppieren:" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "Aufeinanderfolgende Elemente können miteinander verbunden werden." -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" "Aufeinanderfolgende Befehle innerhalb eines Elements können zu einem Stapel " "zusammengefügt werden." -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "Stapel unterbrechen" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -168,23 +163,23 @@ msgstr "" "zusammenhängenden Stapels. Dies wird als \"unterbrechen des Stapels\" " "bezeichnet." -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "Stapeln wird (unter anderem) unterbrochen durch:" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "ändern der Textur" -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "ändern des Materials" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "ändern des primitiven Typs (z.B. von Rechtecken zu Linien)" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." @@ -192,11 +187,11 @@ msgstr "" "Wenn Sie beispielsweise eine Reihe von Sprites mit jeweils unterschiedlicher " "Textur zeichnen, können diese auf keinen Fall gestapelt werden." -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "Festlegen der Renderreihenfolge" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " @@ -206,7 +201,7 @@ msgstr "" "zusammengezogen werden können. Warum gehen wir nicht alle Elemente in einer " "Szene durch, gruppieren alle ähnlichen Elemente und zeichnen sie zusammen?" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -219,7 +214,7 @@ msgstr "" "liegenden (also vorher erstellte) Elementen gezeichnet werden, wenn sie sich " "überlappen." -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." @@ -228,27 +223,27 @@ msgstr "" "ihrer Textur zu zeichnen, diese Malerreihenfolge möglicherweise unterbrochen " "wird und Objekte in der falschen Reihenfolge gezeichnet werden." -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "In Godot wird diese Reihenfolge von hinten nach vorne bestimmt durch:" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "der Reihenfolge der Objekte im Szenenbaum" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "dem Z-Index von Objekten" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "der Canvas-Ebene" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` Nodes." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -261,11 +256,11 @@ msgstr "" "Informationen finden Sie im Abschnitt Diagnose: :ref:" "`doc_batching_diagnostics`." -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "Ein Trick" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " @@ -275,11 +270,11 @@ msgstr "" "Objekte von hinten nach vorne gerendert werden, betrachten wir nun 3 Objekte " "``A``, ``B`` und ``C``, die 2 verschiedene Texturen enthalten, Gras und Holz." -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "In der Malerreihenfolge werden sie so sortiert:" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." @@ -287,7 +282,7 @@ msgstr "" "Da sich die Textur ändert, können sie nicht gestapelt werden und werden in 3 " "Zeichnungsaufrufen gerendert." -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -301,11 +296,11 @@ msgstr "" "die Malerreihenfolge beizubehalten. Das gerenderte Ergebnis ist das gleiche. " "Was wäre, wenn wir dies nutzen könnten?" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "Objekte neu ordnen" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -325,7 +320,7 @@ msgstr "" "Projekteinstellungen (siehe unten) festgelegt werden, um Kosten und Nutzen " "in Ihrem Projekt auszugleichen." -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." @@ -333,11 +328,11 @@ msgstr "" "Da sich die Textur nur einmal ändert, können wir das Obige in nur 2 " "Zeichnungsaufrufen rendern." -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Beleuchtung" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -355,7 +350,7 @@ msgstr "" "Zeichnungsaufruf zusammengefasst und gezeichnet. Mit 3 Lichtquellen jedoch " "würden sie wie folgt gezeichnet, wobei jede Linie ein Zeichnungsaufruf ist:" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -368,7 +363,7 @@ msgstr "" "warum Beleuchtung das Potenzial hat das 2D-Rendering drastisch zu " "verlangsamen." -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" @@ -377,7 +372,7 @@ msgstr "" "erinnern, können wir mit demselben Trick die Maler-Reihenfolge für " "Beleuchtung umgehen!" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" @@ -385,7 +380,7 @@ msgstr "" "Wenn sich ``A`` und ``B`` nicht überlappen, können wir sie in einem Stapel " "zusammen rendern, sodass der Zeichnungsvorgang wie folgt abläuft:" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." @@ -394,15 +389,15 @@ msgstr "" "Verbesserung. Bedenken Sie jedoch, dass Sie in einem echten Spiel " "möglicherweise an die 1000 Sprites herankommen." -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "**Vorher:** 1000 * 4 = 4000 Zeichnungsaufrufe." -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "**Nachher:** 1 * 4 = 4 Zeichnungsaufrufe." -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." @@ -410,11 +405,11 @@ msgstr "" "Dies ist eine 1000-fache Verringerung der Zeichnungsaufrufe und sollte zu " "einer enormen Leistungssteigerung führen." -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "Überlappungstest" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 #, fuzzy msgid "" "However, as with the item reordering, things are not that simple. We must " @@ -432,7 +427,7 @@ msgstr "" "den Nutzen gegen die Kosten abzuwägen. Normalerweise überwiegen bei " "Beleuchtung die Vorteile bei weitem die Kosten." -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 #, fuzzy msgid "" "Also consider that depending on the arrangement of primitives in the " @@ -449,11 +444,11 @@ msgstr "" "dramatisch als die perfekte Situation ohne Überlappung. Die Leistung ist " "jedoch in der Regel weitaus höher als ohne diese Beleuchtungsoptimierung." -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "Beleuchtung beschneiden" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 #, fuzzy msgid "" "Batching can make it more difficult to cull out objects that are not " @@ -469,7 +464,7 @@ msgstr "" "ist ein weiterer potenzieller Engpass, der nicht mit den Zeichnungsaufrufen " "zusammenhängt." -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 #, fuzzy msgid "" "In order to counter this problem (and speed up lighting in general), " @@ -488,7 +483,7 @@ msgstr "" "identifizieren und das Rendern des Lichts auf *nur diesen Bereich* " "beschränken." -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 #, fuzzy msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " @@ -508,7 +503,7 @@ msgstr "" "kann. Wenn Sie jedoch Beleuchtung verwenden, sollte dies im Allgemeinen zu " "Leistungssteigerungen führen." -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -527,7 +522,7 @@ msgstr "" "werden die nützlichen Werte gegen Null gehen, da nur ein kleiner Prozentsatz " "der Pixel gespeichert werden muss, damit die Operation nützlich ist." -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" @@ -537,7 +532,7 @@ msgstr "" "Benutzer Sorgen machen müssen, aber aus Interesse ist es im Anhang " "enthalten: :ref:`doc_batching_light_scissoring_threshold_calculation`" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." @@ -546,23 +541,23 @@ msgstr "" "die Beschneidungsoperation gespeichert wurden. Es muss nur der " "überschneidende Bereich gerendert werden." -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 msgid "Vertex baking" msgstr "Vertex brennen (englisch: Baking)" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "Der GPU-Shader erhält auf zwei Arten Anweisungen zum Zeichnen:" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "Shader-Uniforms (z.B. Farbe modulieren, Objekttransformation)" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "Vertex-Attribute (Vertex-Farbe, lokale Transformation)" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 #, fuzzy msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " @@ -579,7 +574,7 @@ msgstr "" "normalerweise einzelne Nodes mit einer eigenen Elementtransformation und sie " "können ihre eigene Farbmodulation haben." -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." @@ -587,7 +582,7 @@ msgstr "" "Um dieses Problem zu umgehen, kann die Stapelverarbeitung einige der " "Uniforms in die Vertex-Attribute \"brennen\"." -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." @@ -595,7 +590,7 @@ msgstr "" "Die Elementtransformation kann mit der lokalen Transformation kombiniert und " "in einem Vertex-Attribut gesendet werden." -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." @@ -603,7 +598,7 @@ msgstr "" "Die endgültige Modulationsfarbe kann mit den Vertex-Farben kombiniert und in " "einem Vertex-Attribut gesendet werden." -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " @@ -613,11 +608,11 @@ msgstr "" "funktioniert nicht, wenn ein Shader einzelne und nicht kombiniert verfügbare " "Werte erwartet. Dies kann in benutzerdefinierten Shadern passieren." -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 msgid "Custom shaders" msgstr "Benutzerdefinierte Shader" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -629,22 +624,22 @@ msgstr "" "daran arbeiten diese Fälle zu verringern, gelten derzeit die folgenden " "Bedingungen:" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" "Lesen oder Schreiben von ``COLOR`` oder ``MODULATE`` deaktiviert das brennen " "von Vertex-Farben." -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "Lesen von ``VERTEX`` deaktiviert das brennen der Vertex-Position" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 msgid "Project Settings" msgstr "Projekteinstellungen" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 #, fuzzy msgid "" "To fine-tune batching, a number of project settings are available. You can " @@ -663,11 +658,11 @@ msgstr "" "Leistungsgewinn führen. Weitere Informationen finden Sie in den QuickInfos " "in den Projekteinstellungen." -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 msgid "rendering/batching/options" msgstr "Rendern / Stapelverarbeitung / Optionen" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching ` - Turns batching on or off." @@ -675,7 +670,7 @@ msgstr "" ":ref:`use_batching ` - schaltet die Stapelverarbeitung ein und aus" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor ` Turns batching on or off in the " @@ -686,7 +681,7 @@ msgstr "" "Godot-Editor ein oder aus. Diese Einstellung wirkt sich in keiner Weise auf " "das laufende Projekt aus." -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback ` - This is a faster way of drawing " @@ -698,11 +693,11 @@ msgstr "" "zum Zeichnen nicht stapelbarer Rechtecke, kann jedoch auf einiger Hardware " "zu Flimmern führen und wird daher nicht empfohlen." -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "Rendern / Stapelverarbeitung / Parameter" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands ` - One of the most important " @@ -723,7 +718,7 @@ msgstr "" "Elemente mit einer großen Anzahl von Befehlen sind es nicht wert, verbunden " "zu werden. Daher kann der beste Wert projektabhängig sein." -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "` - This determines the maximum size of a " @@ -754,7 +749,7 @@ msgstr "" "Stapels. Dies hat keinen großen Einfluss auf die Leistung, kann sich jedoch " "für Mobilgeräte verringern, wenn der RAM knapp ist." -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead ` - Item reordering can help " @@ -769,11 +764,11 @@ msgstr "" "Überlappungstest ist mit geringen Kosten verbunden, sodass sich der beste " "Wert je Projekt ändern kann." -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "Rendern / Stapelverarbeitung / Beleuchtung" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold ` - See light scissoring." @@ -781,7 +776,7 @@ msgstr "" ":ref:`scissor_area_threshold ` - siehe Beleuchtung beschneiden." -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 #, fuzzy msgid "" ":ref:`max_join_items ` - This will periodically print a diagnostic batching " @@ -827,11 +822,11 @@ msgstr "" "debug/diagnose_frame>` - Hiermit wird in regelmäßigen Abständen ein Diagnose-" "Stapelprotokoll an die Godot-IDE / Konsole ausgegeben." -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "Rendern / Stapelverarbeitung / Präzision" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract ` - On some hardware (notably some Android devices) " @@ -848,7 +843,7 @@ msgstr "" "führt zu einer kleinen Kontraktion der UV-Koordinaten, um Präzisionsfehler " "an Geräten auszugleichen." -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount ` - Hopefully, the default amount should cure " @@ -859,11 +854,11 @@ msgstr "" "Artefakte auf den meisten Geräten beheben, aber falls nicht kann dieser Wert " "bearbeitet werden." -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "Diagnose" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 #, fuzzy msgid "" "Although you can change parameters and examine the effect on frame rate, " @@ -883,15 +878,15 @@ msgstr "" "denen die Stapelverarbeitung nicht wie beabsichtigt erfolgt und Sie können " "sie beheben, um die bestmögliche Leistung zu erzielen." -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "Diagnose lesen und verstehen" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "Dies ist eine typische Diagnose." -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 #, fuzzy msgid "" "**joined_item:** A joined item can contain 1 or more references to items " @@ -906,7 +901,7 @@ msgstr "" "Elemente verbunden werden können, hängt vom Inhalt und der Kompatibilität " "mit dem vorherigen Element ab." -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 #, fuzzy msgid "" "**batch R:** A batch containing rectangles. The second number is the number " @@ -922,7 +917,7 @@ msgstr "" "die Identifizierung zu vereinfachen. Ein sichtbares MULTI ist gut, da dies " "auf eine erfolgreiche Stapelverarbeitung hinweist." -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." @@ -930,11 +925,11 @@ msgstr "" "**Stapel D** - Ein Standard-Stapel, der alles andere enthält, was derzeit " "nicht gestapelt ist." -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 msgid "Default batches" msgstr "Standard Stapeldateien" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" @@ -942,7 +937,7 @@ msgstr "" "Die zweite Zahl nach Standardstapeln ist die Anzahl der Befehle im Stapel, " "gefolgt von einer kurzen Zusammenfassung des Inhalts:" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." @@ -950,17 +945,17 @@ msgstr "" "Möglicherweise werden \"Platzhalter\"-Standardstapel angezeigt, die keine " "Befehle enthalten. Sie können diese ignorieren." -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Häufig gestellte Fragen" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" "Man bekommt keine große Leistungssteigerung durch das Einschalten der " "Stapelverarbeitung." -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" @@ -968,22 +963,22 @@ msgstr "" "Probieren Sie die Diagnose aus um festzustellen, wie viel Stapelverarbeitung " "stattfindet und ob sie verbessert werden kann" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" "Versuchen Sie, die Stapelparameter in den Projekteinstellungen zu ändern." -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" "Bedenken Sie, dass das die Stapelverarbeitung möglicherweise nicht Ihr " "Engpass ist (siehe Engpässe)." -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "Es entsteht ein Leistungsabfall beim stapelverarbeiten" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." @@ -991,7 +986,7 @@ msgstr "" "Versuchen Sie die oben beschriebenen Schritte, um die Anzahl der " "Stapelmöglichkeiten zu erhöhen." -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "` einzuschalten." -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " @@ -1012,7 +1007,7 @@ msgstr "" "einigen Hardwarekomponenten kann sie jedoch zu Flimmern führen. Daher wird " "von ihrer Verwendung abgeraten." -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." @@ -1020,13 +1015,13 @@ msgstr "" "Wenn Ihre Szene nach dem Ausführen der obigen Schritte immer noch " "leistungsmäßig schlecht abschneidet, sollten Sie das Stapeln deaktivieren." -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" "Bei Verwendung benutzerdefinierter Shader werden die Elemente nicht " "gestapelt." -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" @@ -1034,11 +1029,11 @@ msgstr "" "Benutzerdefinierte Shader können beim Stapeln problematisch sein, siehe " "Abschnitt über benutzerdefinierte Shader" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "Linienartefakte sind sichtbar auf bestimmter Hardware" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract ` project setting which can be used to solve this " @@ -1048,13 +1043,13 @@ msgstr "" "` " "mit der dieses Problem gelöst werden kann." -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" "Bei Verwendung einer großen Anzahl von Texturen, werden nur wenige Elemente " "gestapelt." -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." @@ -1063,15 +1058,50 @@ msgstr "" "nur das Stapeln, sondern reduzieren auch die Notwendigkeit von " "Statusänderungen, die mit dem Ändern der Textur verbunden sind." -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "Anhang" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Zufällige Kachelprioritäten" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 msgid "Light scissoring threshold calculation" msgstr "Schwelle der Licht-Beschneidung berechnen" -#: ../../docs/tutorials/optimization/batching.rst:526 +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold ` hoch 4." -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" "Zum Beispiel gibt es auf einer Bildschirmgröße von ``1920 x 1080`` " "``2.073.600`` Pixel." -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "Bei einer Schwelle von ``1000`` Pixeln wäre der Anteil:" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold ` of ``0.15`` would be a reasonable " @@ -1102,7 +1132,7 @@ msgstr "" "batching/lights/scissor_area_threshold>` von ``0.15`` wäre also ein " "vernünftiger Wert um es zu versuchen." -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "` von ``0.5``:" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 5851db6940..f19fcb41b6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -488,7 +488,7 @@ msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 msgid "SceneTree" -msgstr "Szenen-Baum" +msgstr "Szenenbaum" #: ../../docs/tutorials/optimization/cpu_optimization.rst:226 #, fuzzy diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/general_optimization.po index 949161f90d..47da5cc15d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 8275d192a8..59ac51af5f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -207,8 +207,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" "Der Godot-Renderer unterscheidet sich ein wenig von dem, was da draußen ist. " "Es wurde entwickelt, um Änderungen des GPU-Status so gering wie möglich zu " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/index.po index fb49ecbd46..67e1740891 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 5b7b231946..76e3b3b35f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 78c93b37f1..b54e76c15a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_servers.po index 80c6d5e7fb..3f9f5ca900 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index cb1491f82b..641d68fe86 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po index a269fc49bd..56ead6cbb8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index d7d445228a..61a1548902 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po index 9d9fea081a..e40ca17eae 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -154,9 +154,8 @@ msgstr "" "Bewegungs- und Kollisionsreaktionen müssen im Code implementiert sein." #: ../../docs/tutorials/physics/physics_introduction.rst:55 -#, fuzzy msgid "Physics material" -msgstr "Partikel Materialien" +msgstr "Physik Material" #: ../../docs/tutorials/physics/physics_introduction.rst:57 msgid "" @@ -492,8 +491,9 @@ msgstr "" "Kollisionsreaktionen wie Prellen, Drehen usw." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "Sie können das Verhalten eines starren Körpers über Eigenschaften wie \"Masse" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 4d074d8024..5a2407e3d3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po index 7eace9d25b..6fe9fd212e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -143,6 +143,9 @@ msgid "" "will be empty. If it did hit something, it will contain collision " "information:" msgstr "" +"Das Ergebnis ist ein Verzeichnis. Wenn der Strahl auf nichts trifft, wird " +"das Verzeichnis leer sein. Wenn er etwas trifft, wird das Verzeichnis die " +"Kollisionsinformationen enthalten:" #: ../../docs/tutorials/physics/ray-casting.rst:137 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po index e33be48077..cf39036a85 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/rigid_body.rst:4 -#, fuzzy msgid "Using RigidBody" -msgstr "Nutzung von RigidBody2D" +msgstr "RigidBody verwenden" #: ../../docs/tutorials/physics/rigid_body.rst:7 msgid "What is a rigid body?" @@ -45,7 +44,6 @@ msgid "How to control a rigid body" msgstr "Wie man einen starren Körper kontrolliert" #: ../../docs/tutorials/physics/rigid_body.rst:15 -#, fuzzy msgid "" "A rigid body's behavior can be altered by setting its properties, such as " "mass and weight. A physics material needs to be added to the rigid body to " @@ -54,11 +52,14 @@ msgid "" "`RigidBody ` and :ref:`PhysicsMaterial " "` for the full list of properties and their effects." msgstr "" -"Das Verhalten eines starren Körpers kann durch Festlegen seiner " -"Eigenschaften wie Reibung, Masse, Sprungkraft usw. geändert werden. Diese " -"Eigenschaften können im Inspektor oder über den Code festgelegt werden. Die " -"vollständige Liste der Eigenschaften und ihrer Auswirkungen finden Sie " -"unter :ref:`RigidBody `." +"Das Verhalten eines starren Körpers kann durch Einstellen seiner " +"Eigenschaften, wie Masse und Gewicht, geändert werden. Dem Starrkörper muss " +"ein Physikmaterial hinzugefügt werden, um seine Reibung und Sprungkraft " +"einzustellen und festzulegen, ob er absorbierend und/oder rau ist. Diese " +"Eigenschaften können im Inspektor oder per Code eingestellt werden. Siehe :" +"ref:`RigidBody ` und :ref:`PhysicsMaterial " +"` für die vollständige Liste der Eigenschaften und " +"ihre Auswirkungen." #: ../../docs/tutorials/physics/rigid_body.rst:21 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po index 38b8695b04..c763ef556b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/soft_body.rst:4 -#, fuzzy msgid "Using SoftBody" -msgstr "SoftBody (weiche Körper)" +msgstr "SoftBody verwenden" #: ../../docs/tutorials/physics/soft_body.rst:6 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po index cd71b1e5ec..f582ada4ac 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 27a02aaf0b..b5b8edef1c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 32cab88153..6a5ff4736d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po index 7ab195fee4..ac5c958d1f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 674657a82d..65a605241d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,9 +93,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:49 -#, fuzzy msgid "The only required placeholders are:" -msgstr "Typ-Platzhalter" +msgstr "Typ-Platzhalter, die benötigt werden, sind:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:51 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 9fe75b254e..3585fb7b75 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -66,7 +66,7 @@ msgstr "Promise" #: ../../docs/tutorials/platform/html5_shell_classref.rst:23 msgid ":js:attr:`load ` **(** string basePath **)**" -msgstr ":js:attr:`load ` **(** string basePath **)**" +msgstr ":js:attr:`load ` **(** string basisPfad **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:25 #: ../../docs/tutorials/platform/html5_shell_classref.rst:42 @@ -75,9 +75,8 @@ msgid "void" msgstr "void" #: ../../docs/tutorials/platform/html5_shell_classref.rst:25 -#, fuzzy msgid ":js:attr:`unload ` **(** **)**" -msgstr "`Engine.unload <#Engine.unload>`__ **(** **)**" +msgstr "Attribut :js:attr:`unload ` **(** **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:27 #: ../../docs/tutorials/platform/html5_shell_classref.rst:84 @@ -87,38 +86,37 @@ msgid "boolean" msgstr "boolean" #: ../../docs/tutorials/platform/html5_shell_classref.rst:27 -#, fuzzy msgid "" ":js:attr:`isWebGLAvailable ` **(** *[ number " "majorVersion=1 ]* **)**" msgstr "" -"`Engine.isWebGLAvailable <#Engine.isWebGLAvailable>`__ **(** *[ number " -"majorVersion=1 ]* **)**" +":js:attr:`isWebGLAvailable ` **(** *[ Zahl " +"majorVersion=1 ]* **)**)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:31 msgid "Instance Methods" msgstr "Instanzmethoden" #: ../../docs/tutorials/platform/html5_shell_classref.rst:34 -#, fuzzy msgid "" ":js:attr:`init ` **(** *[ string basePath ]* **)**" -msgstr "`engine.init <#engine.init>`__ **(** *[ string basePath ]* **)**" +msgstr "" +":js:attr:`init ` **(** *[ string basisPfad ]* **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:36 -#, fuzzy msgid "" ":js:attr:`preloadFile ` **(** string\\|" "ArrayBuffer file *[, string path ]* **)**" msgstr "" -"`engine.preloadFile <#engine.preloadFile>`__ **(** string\\|ArrayBuffer file " -"*[, string path ]* **)**" +":js:attr:`preloadFile ` **(** string\\|" +"ArrayBuffer file *[, string Pfad ]* **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:38 msgid "" ":js:attr:`start ` **(** EngineConfig override **)**" msgstr "" -":js:attr:`start ` **(** EngineConfig override **)**" +":js:attr:`start ` **(** EngineConfig " +"überschreibe**)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:40 msgid "" @@ -126,7 +124,7 @@ msgid "" "override **)**" msgstr "" ":js:attr:`startGame ` **(** EngineConfig " -"override **)**" +"überschreibe**)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:42 msgid "" @@ -139,9 +137,8 @@ msgid ":js:attr:`requestQuit ` **(** **)**" msgstr ":js:attr:`requestQuit ` **(** **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:49 -#, fuzzy msgid "Create a new Engine instance with the given configuration." -msgstr "Erstellen Sie eine neue Instanz der Klasse ``Engine``." +msgstr "Erzeugt eine neue Engine-Instanz mit der angegebenen Konfiguration." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 msgid "Arguments" @@ -169,9 +166,8 @@ msgid "Returns" msgstr "Rückgabe" #: ../../docs/tutorials/platform/html5_shell_classref.rst:63 -#, fuzzy msgid "A Promise that resolves once the engine is loaded." -msgstr "Versprechen, das nach dem Laden der Datei aufgelöst wird." +msgstr "Ein Versprechen, das sich einlöst, sobald die Engine geladen ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 msgid "Return type" @@ -182,13 +178,12 @@ msgid "Unload the engine to free memory." msgstr "Entladen Sie die Engine, um Speicher freizugeben." #: ../../docs/tutorials/platform/html5_shell_classref.rst:72 -#, fuzzy msgid "" "This method will be called automatically depending on the configuration. " "See :js:attr:`unloadAfterInit`." msgstr "" -"Die erstellten Vorlagen werden anschließend automatisch verwendet, sodass " -"keine weitere Konfiguration erforderlich ist." +"Diese Methode wird je nach Konfiguration automatisch aufgerufen. Siehe :js:" +"attr:`unloadAfterInit`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:76 msgid "" @@ -203,11 +198,8 @@ msgstr "" "1.0*." #: ../../docs/tutorials/platform/html5_shell_classref.rst:81 -#, fuzzy msgid "If the given major version of WebGL is available." -msgstr "" -"``wahr``, wenn die angegebene Hauptversion von WebGL verfügbar ist, " -"ansonsten ``falsch``." +msgstr "Wenn die angegebene Hauptversion von WebGL verfügbar ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:86 msgid "**Instance Methods**" @@ -220,10 +212,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:96 -#, fuzzy msgid "A ``Promise`` that resolves once the engine is loaded and initialized." msgstr "" -"Dieses Versprechen löst sich ein, sobald die Engine geladen und " +"Ein ``Promise``, das sich einlöst, sobald der Motor geladen und " "initialisiert ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:103 @@ -249,9 +240,10 @@ msgid "The file to preload." msgstr "Die Datei, die vorab geladen werden soll." #: ../../docs/tutorials/platform/html5_shell_classref.rst:111 -#, fuzzy msgid "If a ``string`` the file will be loaded from that path." -msgstr "Wenn der Typ ``String`` ist, wird die Datei von diesem Pfad geladen." +msgstr "" +"Wenn eine ``Zeichenkette`` angegeben wird, dann wird die Datei aus diesem " +"Pfad geladen." #: ../../docs/tutorials/platform/html5_shell_classref.rst:113 msgid "" @@ -266,9 +258,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:118 -#, fuzzy msgid "A Promise that resolves once the file is loaded." -msgstr "Versprechen, das nach dem Laden der Datei aufgelöst wird." +msgstr "Dieses Versprechen löst sich ein, sobald die Engine geladen ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:125 msgid "" @@ -285,12 +276,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:131 -#, fuzzy msgid "" "Fails if a canvas cannot be found on the page, or not specified in the " "configuration." msgstr "" -"Schlägt fehl, wenn ein Canvas auf der Seite nicht gefunden werden kann." +"Schlägt fehl, wenn ein Canvas auf der Seite nicht gefunden werden kann oder " +"nicht in der Konfiguration angegeben ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:133 #: ../../docs/tutorials/platform/html5_shell_classref.rst:152 @@ -302,12 +293,11 @@ msgid "Promise that resolves once the engine started." msgstr "Dieses Versprechen löst sich ein, sobald die Engine gestartet ist." #: ../../docs/tutorials/platform/html5_shell_classref.rst:143 -#, fuzzy msgid "" "Start the game instance using the given configuration override (if any)." msgstr "" -"Starten Sie die Spielinstanz mit der angegebenen ausführbaren URL und der " -"URL des Hauptpakets." +"Startet die Spielinstanz mit dem angegebenen Konfigurations-Override (falls " +"vorhanden)." #: ../../docs/tutorials/platform/html5_shell_classref.rst:145 msgid "" @@ -371,14 +361,12 @@ msgstr "Eigenschaften" #: ../../docs/tutorials/platform/html5_shell_classref.rst:187 #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 -#, fuzzy msgid "type" -msgstr "``type``" +msgstr "Typ" #: ../../docs/tutorials/platform/html5_shell_classref.rst:187 -#, fuzzy msgid "name" -msgstr "``name``" +msgstr "Name" #: ../../docs/tutorials/platform/html5_shell_classref.rst:189 msgid ":js:attr:`unloadAfterInit`" @@ -425,9 +413,8 @@ msgstr ":js:attr:`canvasResizePolicy`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 #: ../../docs/tutorials/platform/html5_shell_classref.rst:290 -#, fuzzy msgid "Array." -msgstr "Zeichenkette" +msgstr "Array." #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 msgid ":js:attr:`args`" @@ -438,7 +425,6 @@ msgstr ":js:attr:`args`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:207 #: ../../docs/tutorials/platform/html5_shell_classref.rst:209 #: ../../docs/tutorials/platform/html5_shell_classref.rst:211 -#, fuzzy msgid "function" msgstr "Funktion" @@ -483,7 +469,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 -#, fuzzy msgid "value" msgstr "Wert" @@ -530,12 +515,12 @@ msgstr "" "auszuwählen." #: ../../docs/tutorials/platform/html5_shell_classref.rst:260 -#, fuzzy msgid "" "The browser locale will be used if none is specified. See complete list of :" "ref:`supported locales `." msgstr "" -"Vollständige Liste der :ref:`unterstützten Gebietsschemata `." +"Die Browser-Sprachumgebung wird verwendet, wenn keine angegeben ist. Siehe " +"vollständige Liste der :ref:`unterstützten Gebietsschemata `." #: ../../docs/tutorials/platform/html5_shell_classref.rst:269 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po index 130a6518c0..51208862ce 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po index c9f10d9c4a..9d3ba69d69 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index fec7d494a0..601555d80a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -102,13 +102,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:42 -#, fuzzy msgid "" "The `Godot iOS Plugins `_ " "Godot iOS plugins." msgstr "" -"`Godot Google Play Billing plugin `_" +"Die `Godot iOS Plugins `_ " +"Godot iOS Plugins." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:44 msgid "" @@ -133,13 +132,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:53 -#, fuzzy msgid "" "Download the Godot engine source from the `Godot GitHub page `_." msgstr "" -"eine Kopie des `godot-cpp-Repository `_." +"Laden Sie den Quellcode der Godot-Engine von der `Godot GitHub-Seite " +"`_ herunter." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:55 msgid "" @@ -159,12 +157,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -174,70 +170,68 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -"Die Erweiterung der Konfigurationsdatei muss ``gdap`` sein (z.B.: ``MyPlugin." -"gdap``)." +"Die Erweiterung der Konfigurationsdatei muss ``gdip`` lauten (z.B.: " +"``MyPlugin.gdip``)." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "Das Konfigurationsdateiformat lautet wie folgt:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" "Der Abschnitt ``config`` und dessen Felder sind erforderlich und wie folgt " "definiert:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "**name**: Name des Plugins" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." -msgstr "Der Dateipfad kann absolut sein: ``res://some_path/MyPlugin.aar``." +msgstr "" +"Der Dateipfad kann absolut sein: ``res://some_path/MyPlugin.a`` oder ``res://" +"some_path/MyPlugin.xcframework``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -245,41 +239,39 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -"Der Abschnitt ``Abhängigkeiten`` und dessen Felder sind optional und wie " -"folgt definiert:" +"Die Abschnitte ``dependencies`` und ``plist`` sind optional und wie folgt " +"definiert:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "**Abhängigkeiten**:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -"**remote**: enthält eine Liste der remote binären Gradle-Abhängigkeiten für " -"das Plugin." +"**system**: enthält eine Liste der iOS-System-Frameworks, die für das Plugin " +"erforderlich sind." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -288,22 +280,21 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -"**remote**: enthält eine Liste der remote binären Gradle-Abhängigkeiten für " -"das Plugin." +"**linker_flags**: enthält eine Liste von Linker-Flags, die beim Exportieren " +"des Plugins zum Xcode-Projekt hinzugefügt werden." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 35d4b4f798..6cf32092ba 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,23 +22,20 @@ msgid "Plugins for iOS" msgstr "Plugins für iOS" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:6 -#, fuzzy msgid "" "At the moment Godot provides StoreKit, GameCenter, iCloud services plugins. " "They are using same model of asynchronous calls explained below." msgstr "" -"Derzeit sind zwei iOS APIs teilweise implementiert, GameCenter und Storekit. " -"Beide verwenden dasselbe Modell für asynchrone Aufrufe, das unten erläutert " -"wird." +"Im Moment bietet Godot StoreKit, GameCenter, iCloud Services Plugins. Sie " +"verwenden dasselbe Modell asynchroner Aufrufe, das unten erläutert wird." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:9 msgid "ARKit and Camera access are also provided as plugins." msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:12 -#, fuzzy msgid "Accessing plugin singletons" -msgstr "auf Szenen-Nodes zugreifen" +msgstr "Zugriff auf Plugin-Singletons" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:14 msgid "" @@ -48,9 +45,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:18 -#, fuzzy msgid "Here's an example of how to do this in GDScript:" -msgstr "Hier ist ein Beispiel für einen Skelett-Node mit zwei Knochen:" +msgstr "Hier ist ein Beispiel dafür, wie Sie dies in GDScript tun können:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:32 msgid "Asynchronous methods" @@ -109,13 +105,13 @@ msgid "Store Kit" msgstr "Store Kit" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:85 -#, fuzzy msgid "" "Implemented in `Godot iOS InAppStore plugin `_." msgstr "" -"`core/list.h `__" +"Implementiert in `Godot iOS InAppStore plugin `_." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:87 msgid "" @@ -240,22 +236,21 @@ msgid "Game Center" msgstr "Game Center" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:196 -#, fuzzy msgid "" "Implemented in `Godot iOS GameCenter plugin `_." msgstr "" -"`scene/audio/audioplayer.cpp `__" +"Implementiert in `Godot iOS GameCenter Plugin `_." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:198 -#, fuzzy msgid "" "The Game Center API is available through the ``GameCenter`` singleton. It " "has the following methods:" msgstr "" -"Die Game Center API ist über das \"GameCenter\"-Singleton verfügbar. Es hat " -"9 Methoden:" +"Die Game Center API ist über das Singleton ``GameCenter`` verfügbar. Es hat " +"die folgenden Methoden:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:201 msgid "``Error authenticate();``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/platform_html5.po index 74ef506951..4d9d126e00 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 68391a52b7..185a27a5bf 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -147,7 +147,7 @@ msgid "" "release on the `Godot download page `_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ```` tag in " "its manifest file." @@ -155,18 +155,18 @@ msgstr "" "Die Bibliothek muss ein speziell konfiguriertes ```` -Tag in " "ihrer Manifestdatei enthalten." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 msgid "Building an Android plugin" msgstr "Erstellen von Android Plugins" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio `_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions `__ to create an Android library module for your plugin." @@ -175,71 +175,76 @@ msgstr "" "projects/android-library>`__, um ein Android-Bibliotheksmodul für Ihr Plugin " "zu erstellen." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" "Fügen Sie die Godot-Engine-Bibliothek als Abhängigkeit zu Ihrem Plugin-Modul " "hinzu:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 +#, fuzzy msgid "" "Download the Godot engine library (``godot-lib...aar``) " -"from the `Godot download page `_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page `_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" "Laden Sie die Godot-Engine-Bibliothek (``godot-lib...aar``) " "von der `Godot-Download-Seite `_ herunter " "(z.B.: ``godot-lib.3.2.2.stable.aar``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions `__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 +#, fuzzy msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib...aar``) " +"from the `Godot download page `_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" +"Laden Sie die Godot-Engine-Bibliothek (``godot-lib...aar``) " +"von der `Godot-Download-Seite `_ herunter " +"(z.B.: ``godot-lib.3.2.2.stable.aar``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "Aktualisieren Sie die Plugin-Datei ``AndroidManifest.xml``:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "Öffnen Sie die Plugin-Datei ``AndroidManifest.xml``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ```` tag if it's missing." msgstr "" "Fügen Sie den ````-Tag hinzu, falls er fehlt." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ```` tag, add a ```` tag setup as follow::" msgstr "" "Fügen Sie im ```` Tag ein ```` Tag-Setup wie folgt " "hinzu:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -248,69 +253,90 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" "Die Erweiterung der Konfigurationsdatei muss ``gdap`` sein (z.B.: ``MyPlugin." "gdap``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "Das Konfigurationsdateiformat lautet wie folgt:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +#, fuzzy +msgid "[dependencies]" +msgstr "**Abhängigkeiten**:" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" "Der Abschnitt ``config`` und dessen Felder sind erforderlich und wie folgt " "definiert:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "**name**: Name des Plugins" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "**name**: Name des Plugins" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#, fuzzy msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" "**binary_type**: kann entweder ``local`` oder ``remote`` sein. Der Typ " "beeinflusst das Feld **binary**" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "**binary**:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "Der Dateipfad kann absolut sein: ``res://some_path/MyPlugin.aar``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary `_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -"**remote**: enthält eine Liste der remote binären Gradle-Abhängigkeiten für " -"das Plugin." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 msgid "Loading and using an Android plugin" msgstr "Laden und Verwenden eines Android Plugins" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Aus Ihrem Skript:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "GDNative Ressourcen bündeln" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -381,13 +407,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -395,7 +421,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -405,28 +431,23 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "Referenzimplementierungen" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 +#, fuzzy msgid "" "`Godot Oculus Mobile plugin `_" -msgstr "" -"`Godot Oculus Mobile plugin `_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources `_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources `_" msgstr "" "`Enthaltene GDnative Resourcen `_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin `_" @@ -434,26 +455,26 @@ msgstr "" "`Godot Google Play Billing plugin `_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Fehlerbeseitigung" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "Godot stürzt beim Laden ab" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "Überprüfen Sie ``adb logcat`` auf mögliche Probleme, dann:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "Komplexere Datentypen werden derzeit nicht unterstützt." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/index.po index a12f26b0ec..994bb3a47d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 16dc556b68..b2d977692f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po index ad15b26233..7460486f0f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index e1f6cd80d0..115ea98986 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,11 +41,11 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -56,7 +56,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -64,11 +64,11 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 9a01af9433..48b1bc7a93 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 8436db86c0..2f8d457a8d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 273ca8735d..c565be9852 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -144,14 +144,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -161,15 +161,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "Dies ist eine gute Vorlage um neue Plugins zu erstellen." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "Ein benutzerdefinierter Node" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -184,7 +184,7 @@ msgstr "" "verwenden. Eine gute Lösung hierfür besteht darin, ein Plugin zu erstellen, " "das einen Node mit einem benutzerdefinierten Verhalten hinzufügt." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -192,7 +192,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "` from the :ref:" @@ -203,7 +203,7 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" @@ -214,7 +214,7 @@ msgstr "" "das :ref:`class_Button` oder :ref:`class_BaseButton` erweitert, je nachdem " "was Sie bevorzugen:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -224,25 +224,25 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "Probieren Sie es dann aus, indem Sie Ihren neuen Node hinzufügen:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " @@ -253,11 +253,11 @@ msgstr "" "Schaltfläche, speichern Sie die Szene und führen Sie sie aus. Wenn Sie auf " "die Schaltfläche klicken, wird in der Konsole ein Text angezeigt:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "Ein benutzerdefiniertes Dock" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -269,21 +269,21 @@ msgstr "" "einem Plugin hinzuzufügen. Docks sind nur Szenen, die auf Control basieren. " "Sie werden also ähnlich wie normale GUI-Szenen erstellt." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before ` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " @@ -294,7 +294,7 @@ msgstr "" "Godot-Szene: Erstellen Sie einfach eine neue Szene im Editor und bearbeiten " "diese." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "` or one of its child classes. For this tutorial, you can " @@ -303,7 +303,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -312,24 +312,24 @@ msgid "" "` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "Ergebnisse überprüfen" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -341,18 +341,18 @@ msgstr "" "sollte nun das einzige in der Liste sein. Falls es nicht angezeigt wird, " "klicken Sie auf den **Update** Button in der oberen rechten Ecke." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "Darüber hinausgehen" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -365,7 +365,7 @@ msgstr "" "Möglichkeit, spezialisierte Editoren zu erstellen, ohne sich mit C++ Modulen " "befassen zu müssen." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library `_ so that people can " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 20f0444774..6d3d49b86d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 0071291ea5..fa67af4c72 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index a476a57890..405499e7dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index c30c0f7aac..80074c5c81 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po index a8320dee94..60584213f1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po index fb5e1f3348..82d84f7718 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index ed888331eb..a243f06046 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index fdf1d8b12b..e8e00088a2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po index 9f84b0fbcd..3d12a7c5dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 3d8ac5a657..1bcbc9f6ea 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 76957d2760..66cc1d26fd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index df85c3100e..98c83f290c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,9 +26,10 @@ msgid "Introduction" msgstr "Einführung" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 +#, fuzzy msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -42,10 +43,11 @@ msgstr "" "nicht einmal die modernste Hardware ordnungsgemäß." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:16 +#, fuzzy msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" "Die Problemumgehung besteht darin, eine Kopie des Bildschirms oder eines " "Teils des Bildschirms in einen Rückpuffer zu erstellen und dann beim " @@ -153,7 +155,7 @@ msgstr "" "Bei richtigem Kopieren des Rückpuffers zeigen die beiden Kugeln einen " "korrekten Übergang:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -161,7 +163,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "` with a camera in the same position as your object, and " @@ -169,11 +171,11 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "Rückpufferlogik" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" @@ -181,7 +183,7 @@ msgstr "" "Um es verständlicher zu machen, funktioniert die Rückpuffer-Kopierlogik in " "Godot folgendermaßen:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " @@ -191,7 +193,7 @@ msgstr "" "den Backpuffer kopiert, noch bevor dieser Node gezeichnet wird. Dies " "geschieht nur beim ersten Mal; nachfolgende Nodes lösen dies nicht aus." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -201,7 +203,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -211,13 +213,14 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 +#, fuzzy msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" @@ -226,7 +229,7 @@ msgstr "" "Textur ist nicht linear; es muss über die inverse Projektionsmatrix " "konvertiert werden." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po index b59890cc9b..6fb19dba42 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index b3f5e26b0e..0a111339cb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 4323a92fab..4f699a80be 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index ba72f5cff9..e3384bb10e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 662f10fe69..f9d6b77304 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 64a2397265..1d05538a4f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgstr "Art" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Beschreibung" @@ -1054,10 +1054,39 @@ msgid "Uniforms can also be assigned default values:" msgstr "Uniforms können auch Standardwerte zugewiesen werden:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Variablen bearbeiten" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders `" +msgstr ":ref:`Spatial-Shader `" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders `" +msgstr ":ref:`canvas_item `: für 2D Rendering." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders `" +msgstr ":ref:`Partikelshader `" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "Eingebaute Funktionen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " @@ -1068,7 +1097,7 @@ msgstr "" "vec_uint_type, vec_bool_type verwendet wird, kann sie ein Skalar oder Vektor " "sein." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " @@ -1078,766 +1107,766 @@ msgstr "" "Sie im :ref:`Unterschiede zwischen GLES2- und GLES3-Dokument " "`." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Funktion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **radians** (vec_type degrees)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "konvertiert Grad nach Radiant" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **degrees** (vec_type radians)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "konvertiert Radiant nach Grad" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "vec_type **sin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "vec_type **cos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Kosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "vec_type **tan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Tangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "vec_type **asin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "Arkussinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "vec_type **acos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "Arkuskosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "vec_type **atan** (vec_type y_over_x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "Arkustangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "Arkustangens um einen Vektor in einem Winkel zu konvertieren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "vec_type **sinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "Hyperbolischer Sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "vec_type **cosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "Hyperbolischer Kosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "vec_type **tanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "Hyperbolischer Tangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "vec_type **asinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "Inverser Hyperbolischer Sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "vec_type **acosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "Inverser Hyperbolischer Kosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "vec_type **atanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "Inverser Hyperbolischer Tangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "vec_type **pow** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" "Potenz (undefiniert falls ``x`` < 0 oder falls ``x`` = 0 und ``y`` <= 0)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "vec_type **exp** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "Basis-e exponentiell" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "vec_type **exp2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "Basis-2 exponentiell" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "vec_type **log** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "natürlicher Logarithmus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "vec_type **log2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "Basis-2 Logarithmus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "vec_type **sqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "Quadratwurzel" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "vec_type **inversesqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "inverse Quadratwurzel" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "vec_type **abs** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "Absolut" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "ivec_type **abs** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "vec_type **sign** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "Vorzeichen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "ivec_type **sign** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "vec_type **floor** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "Abrundungsfunktion (Gauß-Klammer)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "vec_type **round** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "runden" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "vec_type **roundEven** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "runden auf die nächste gerade Zahl" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "vec_type **trunc** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "kürzen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "vec_type **ceil** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "Aufrundungsfunktion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "vec_type **fract** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "Bruchteil" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "vec_type **mod** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "Rest" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "vec_type **mod** (vec_type x , float y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "vec_type **modf** (vec_type x, out vec_type i)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "Bruch von ``x``, mit ``i`` als Ganzzahl-Teil" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "vec_type **min** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "Minimum" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "vec_type **max** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "Maximum" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "Beschränken auf ``min..max``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "float **mix** (float a, float b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "Lineare Interpolation" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "lineare Interpolation (Skalar Koeffizient)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "Lineare Interpolation (Vector Koeffizient)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "Lineare Interpolation (Boolesche-Vector Selektion)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "vec_type **step** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "``b[i] < a[i] ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "vec_type **step** (float a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "``b[i] < a ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "Hermiteinterpolation" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "bvec_type **isnan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "Liefert ``true`` wenn die Skalar oder Vektor-Komponente ``NaN`` ist" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "bvec_type **isinf** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "Liefert ``true`` wenn die Skalar oder Vektor-Komponente ``INF`` ist" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "ivec_type **floatBitsToInt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "Fließkomma->Ganzzahl - Bitweise-Kopieren, keine Konvertierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "uvec_type **floatBitsToUint** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" "Fließkomma->vorzeichenlose Ganzzahl - Bitweise-Kopieren, keine Konvertierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "vec_type **intBitsToFloat** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "Ganzzahl->Fließkomma - Bitweise-Kopieren, keine Konvertierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "vec_type **uintBitsToFloat** (uvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" "vorzeichenlose Ganzzahl->Fließkomma - Bitweise-Kopieren, keine Konvertierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "float **length** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "Vektorlänge" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "float **distance** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "Abstand zwischen Vektoren, also ``length(a - b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "float **dot** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "Skalarprodukt (Punktprodukt)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "vec3 **cross** (vec3 a, vec3 b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "Kreuzprodukt" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "vec_type **normalize** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "normalisieren auf die Einheitslänge" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "vec3 **reflect** (vec3 I, vec3 N)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "Reflektieren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "vec3 **refract** (vec3 I, vec3 N, float eta)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "Ablenken" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "Falls ``dot(Nref, I)`` < 0, liefere N zurück, ansonsten –N" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "mat_type **matrixCompMult** (mat_type x, mat_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "Matrizenmultiplikation" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "mat_type **outerProduct** (vec_type column, vec_type row)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "Matrix-Außenprodukt" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "mat_type **transpose** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "Matrix transponieren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "float **determinant** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "Matrix-Determinante" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "mat_type **inverse** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "Matrix invertieren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "bvec_type **lessThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für < int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für > int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für <= int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für >= int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "bvec_type **equal** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für == int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "bvec_type **notEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "Boolescher-Vektorvergleich für != int/uint/float-Vektoren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "bool **any** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "Irgendeine Komponente ist ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "bool **all** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "Alle Komponenten sind ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "bvec_type **not** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "Booleschen Vektor invertieren" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "ivec2 **textureSize** (sampler2D_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "Größe einer 2D Textur holen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "Größe eines 2D-Textur-Arrays ermitteln" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "ivec3 **textureSize** (sampler3D s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "Größe einer 3D-Textur ermitteln" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "ivec2 **textureSize** (samplerCube s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "Größe einer CubeMap-Textur ermitteln" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "2D-Texturlesung durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "2D-Textur-Arraylesung durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "Liest eine 3D Textur ein" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "CubeMap-Texturlesung durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "2D-Texturlesung mit Projektion durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "3D-Texturlesung mit Projektion durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "2D-Texturlesung in einer benutzerdefinierten MipMap durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "2D-Textur-Arraylesung in einer benutzerdefinierten MipMap durchführen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "Liest eine 3D Textur aus einer benutzerdefinierten Mipmap" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "Liest eine 2D Textur mit Projektion/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "Liest eine 3D Textur mit Projektion/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "Ein einzelnes Texel mit ganzzahligen Koordinaten ermitteln" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "vec_type **dFdx** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "Ableitung in ``x`` unter Verwendung lokaler Differenzierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "vec_type **dFdy** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "Ableitung in ``y`` unter Verwendung lokaler Differenzierung" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "vec_type **fwidth** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "Summe der absoluten Ableitung in ``x`` und ``y``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 6a90f137b4..d4345b43ec 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/visual_shaders.po index 4d88aefcec..3acaeddc73 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/visual_shaders.rst:4 -#, fuzzy msgid "Using VisualShaders" -msgstr "VisualShaders" +msgstr "VisualShaders verwenden" #: ../../docs/tutorials/shading/visual_shaders.rst:6 msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 9cbd5cd18e..1aee3d1b8d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index a06baa3a07..0748d1d13e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 5b78b6abba..8bc23e245d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 68c5780a29..9f0b5db324 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index b38c839868..fec56c5b4b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/threads/index.po index 87ad24e882..2fa08ec63b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/de/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 00df99ec77..325a02fa3f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/de/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 58701ad124..70c329d50e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 0a6f95350c..c451b32140 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po index c840d48567..04c98055fb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 9f679aa591..cf2e201304 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -434,10 +434,244 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 +msgid "Common use case scenarios" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Wie sollten Assets für einen optimalen Umgang mit unterschiedlichen " +"Bildschirmauflösungen und Seitenverhältnissen angelegt werden?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**PCK format:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +#, fuzzy +msgid "Set the stretch mode to ``viewport``." +msgstr "Setzen Sie den ``shader_type`` auf ``particles``." + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler `__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Normalisierung" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Unterstützung durch Dritte" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 msgid "Reducing aliasing on downsampling" msgstr "Aliasing beim Downsampling reduzieren" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -446,18 +680,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "Umgang mit Seitenverhältnissen" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -465,11 +699,11 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "Skalierung des Sichtfelds" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -477,7 +711,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -485,11 +719,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "Skalieren von 2D und 3D Elementen in Ansichtsfenstern" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -504,7 +738,7 @@ msgstr "" "beizubehalten. Dies kann die Leistung erheblich verbessern, während das HUD " "und andere 2D Elemente scharf bleiben." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -521,7 +755,7 @@ msgstr "" "lineare Filterung aktiviert werden kann. Dadurch sehen skalierte 3D " "Ansichtsfenster in vielen Fällen besser aus." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo `__ for examples." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index b4096d5523..08aef3a5ad 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po index 8404349b03..0b84554ec7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/viewports/viewports.rst:4 -#, fuzzy msgid "Using Viewports" -msgstr "Zwei Ansichten" +msgstr "Verwenden von Ansichtsfenstern" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index d48e3a074b..b742ac139f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -136,7 +136,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po index 0834d5eca2..54889aefad 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po index 786f669725..813bd094c8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -291,29 +291,31 @@ msgstr "" "OpenHMD, eine Open Source API und Treiber für Headsets." #: ../../docs/tutorials/vr/vr_primer.rst:131 +#, fuzzy msgid "" "`Godot OpenXR `_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" +"`Godot OpenHMD `_ unterstützt " +"OpenHMD, eine Open Source API und Treiber für Headsets." -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" "Diese Plugins können von Github runtergeladen werden oder aus der Godot " "Bestandsbibliothek." -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" "Zusätzlich zu den Plugins gibt es noch einige offizielle Beispielprogramme." -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo `_." msgstr "`Godot Oculus Demo `_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS `_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." @@ -321,23 +323,23 @@ msgstr "" "`Godot OpenVR FPS `_ (die " "Anleitung für dieses Projekt ist :ref:`doc_vr_starter_tutorial_part_one`)." -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools `_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "andere erwähnenswerte Dinge" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -370,7 +372,7 @@ msgstr "" "setzen, ändert sich unser Koordinatensystem so, dass 10 Einheiten = 1 Meter " "sind." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -378,7 +380,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -386,7 +388,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -395,7 +397,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -403,7 +405,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 6355e0a7ef..9e770306e2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 72438475f5..5b405a546e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1289,7 +1289,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody `-based nodes in the " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 840515aad3..d6c8e804a5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1044,6 +1044,14 @@ msgid "" "` node. We store this :ref:`Vector3 ` in a " "variable called ``direction_vector``." msgstr "" +"Um das :ref:`RigidBody `Node zu verschieben, wenn die Bombe " +"explodiert, müssen wir zunächst die Richtung von der Bombe zum :ref:" +"`RigidBody ` Node berechnen. Dazu subtrahieren wir die " +"globale Position der Bombe, ``global_transform.origin`` von der globalen " +"Position des :ref:`RigidBody `. Dadurch erhalten wir einen :" +"ref:`Vector3 `, der von der Bombe auf das :ref:`RigidBody " +"`-Node zeigt. Wir speichern diesen :ref:`Vector3 " +"` in einer Variablen namens ``direction_vector``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:726 msgid "" @@ -1051,6 +1059,10 @@ msgid "" "from the bomb by using the ``length`` function on ``direction_vector``. We " "store the distance in a variable called ``bomb_distance``." msgstr "" +"Dann berechnen wir die Entfernung des :ref:`RigidBody ` von " +"der Bombe, indem wir die Funktion ``length`` auf ``direction_vector`` " +"anwenden. Wir speichern den Abstand in einer Variable namens " +"``bomb_distance``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:729 msgid "" @@ -1060,6 +1072,12 @@ msgid "" "``collision_force``. This will make it so if the :ref:`RigidBody " "` node is closer to the bomb, it will be pushed farther." msgstr "" +"Wir berechnen dann die Kraft, welche die Bombe auf das :ref:`RigidBody " +"`-Node ausübt, wenn die Bombe explodiert, indem wir " +"``COLLISION_FORCE`` durch ``bomb_distance`` dividieren und das mit " +"``collision_force`` multiplizieren. Wenn das :ref:`RigidBody " +"`-Node näher an der Bombe ist, wird es also weiter " +"weggeschoben." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:732 msgid "" @@ -1069,6 +1087,11 @@ msgid "" "normalized`` as the force. This will send the :ref:`RigidBody " "` node flying when the bomb explodes." msgstr "" +"Schließlich schieben wir das :ref:`RigidBody `-Node mit der " +"Funktion ``apply_impulse``, mit einer :ref:`Vector3 `-" +"Position von Null und ``collision_force`` multipliziert mit " +"``direction_vector.normalized`` als Kraft. Dies wird das :ref:`RigidBody " +"` Node fliegen lassen, wenn die Bombe explodiert." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:737 msgid "" @@ -1077,12 +1100,19 @@ msgid "" "``exploded`` variable to ``true`` so the code knows the bomb exploded and " "call ``play`` on ``explosion_sound`` so the sound of an explosion is played." msgstr "" +"Nachdem wir alle :ref:`PhysicsBody `-Nodes innerhalb der " +"``explosion_area`` durchlaufen haben, setzen wir die Variable ``exploded`` " +"auf ``true``, damit der Code weiß, dass die Bombe explodiert ist und rufen " +"``play`` bei ``explosion_sound`` auf, damit der Sound einer Explosion " +"abgespielt wird." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:742 msgid "" "Alright, the next section of code starts by first checking if ``exploded`` " "is equal to ``true``." msgstr "" +"In Ordnung, der nächste Abschnitt des Codes beginnt damit, dass zuerst " +"geprüft wird, ob ``exploded`` gleich ``true`` ist." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:744 msgid "" @@ -1091,12 +1121,20 @@ msgid "" "add time, ``delta``, to ``explosion_timer`` so we can track how long it has " "been since the bomb has exploded." msgstr "" +"Wenn ``exploded`` gleich ``true`` ist, dann bedeutet das, dass die Bombe " +"darauf wartet, dass die Explosionspartikel fertig werden, bevor sie sich " +"selbst befreit/zerstört. Wir fügen die Zeit, ``delta``, zu " +"``explosion_timer`` hinzu, damit wir verfolgen können, wie lange es her ist, " +"seit die Bombe explodiert ist." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:747 msgid "" "If ``explosion_timer`` is greater than or equal to ``EXPLOSION_TIME`` after " "we added ``delta``, then the explosion timer just finished." msgstr "" +"Wenn ``explosion_timer`` größer oder gleich ``EXPLOSION_TIME`` ist, nachdem " +"wir ``delta`` hinzugefügt haben, dann wurde der Explosions-Timer gerade " +"beendet." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:749 msgid "" @@ -1106,6 +1144,12 @@ msgid "" "the ``monitoring`` property was true. To make sure this doesn't happen, we " "simply set ``monitoring`` to false on ``explosion_area``." msgstr "" +"Wenn der Explosions-Timer gerade beendet wurde, setzen wir ``explosion_area." +"monitoring`` auf ``false``. Der Grund, warum wir dies tun, ist, dass es " +"einen Bug gab, der einen Fehler ausgab, wenn man ein :ref:`Area " +"`-Node freigab/löschte, wenn die Eigenschaft ``monitoring``` auf " +"true stand. Um sicherzustellen, dass dies nicht passiert, setzen wir " +"``monitoring`` bei ``explosion_area`` einfach auf false." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:752 msgid "" @@ -1119,12 +1163,24 @@ msgid "" "we set ``controller.grab_raycast.visible`` to ``true`` so the 'laser sight' " "for the grab raycast is visible." msgstr "" +"Als nächstes prüfen wir, ob die Bombe von einem VR-Controller gehalten wird, " +"indem wir prüfen, ob die Variable ``controller`` ungleich ``null`` ist. Wenn " +"die Bombe von einem VR-Controller gehalten wird, setzen wir die Eigenschaft " +"``held_object`` des VR-Controllers, ``controller``, auf ``null``. Da der VR-" +"Controller nichts mehr hält, machen wir das Handmesh des VR-Controllers " +"sichtbar, indem wir ``controller.hand_mesh.visible`` auf ``true`` setzen. " +"Dann überprüfen wir, ob der Greifmodus des VR-Controllers ``RAYCAST`` ist, " +"und wenn das der Fall ist, setzen wir ``controller.grab_raycast.visible`` " +"auf ``true``, so dass das 'Laser-Visier' für den Greif-Raycast sichtbar ist." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:757 msgid "" "Finally, regardless if the bomb is being held by a VR controller or not, we " "call ``queue_free`` so the bomb scene is freed/removed from the scene." msgstr "" +"Zum Schluss, unabhängig davon, ob die Bombe von einem VR-Controller gehalten " +"wird oder nicht, rufen wir ``queue_free`` auf, so dass die Bombenszene aus " +"der Szene freigegeben/entfernt wird." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:762 msgid "" @@ -1237,11 +1293,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" +"``BULLET_DAMAGE``: Eine Konstante um die Schadensmenge zu definieren, die " +"ein einzelnes Geschoss aus der Pistole verursacht." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:852 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po index 317106df57..c80e33748b 100644 --- a/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/about/faq.po b/sphinx/po/es/LC_MESSAGES/about/faq.po index 74acdbf8b7..43ae6de8f1 100644 --- a/sphinx/po/es/LC_MESSAGES/about/faq.po +++ b/sphinx/po/es/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -271,11 +271,12 @@ msgstr "" "ofrece, revisa la `guía de scripteo en GDScript `_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Hay varias razones para usar GDScript--especialmente cuando estás haciendo " "prototipos, en versiones alfa/beta de tu proyecto, o no estás creando el " @@ -514,11 +515,11 @@ msgid "" "project developed with Godot on Windows will run out of the box on Linux, " "macOS, and more." msgstr "" -"Godot apunta a la compatibilidad entre plataformas y a los estándares " -"abiertos ante todo. OpenGL y Vulkan son las tecnologías que están abiertas y " -"disponibles (casi) en todas las plataformas. Gracias a esta decisión de " -"diseño, un proyecto desarrollado con Godot en Windows se ejecutará de " -"inmediato en Linux, macOS y más." +"Godot busca compatibilidad entre plataformas y estándares abiertos como " +"primero y principal. OpenGL y Vulkan son las tecnologías, que, en " +"simultáneo, son abiertas y se encuentran disponibles en (casi) todas las " +"plataformas. Gracias a esta decisión de diseño, un proyecto desarrollado con " +"Godot en Windows funcionará inmediatamente en Linux, macOS, y más." #: ../../docs/about/faq.rst:195 msgid "" @@ -539,19 +540,18 @@ msgid "" "for the Xbox's purposes), but Vulkan and OpenGL will remain the default " "rendering backends on all platforms, including Windows." msgstr "" -"A largo plazo, podríamos desarrollar un renderizador Direct3D para Godot " -"(principalmente para el desarrollo en Xbox), pero Vulkan y OpenGL se " -"mantendrán como los renderizadores por defecto para todas las plataformas, " -"incluido Windows." +"A largo plazo, podríamos desarrollar un renderizador Direct3D 12 para Godot " +"(principalmente para propósitos de la Xbox), pero Vulkan y OpenGL se " +"mantendrán como los backends de renderizado por defecto en todas las " +"plataformas, incluyendo Windows." #: ../../docs/about/faq.rst:205 msgid "Why does Godot aim to keep its core feature set small?" msgstr "" -"¿Por qué Godot tiene como objetivo mantener pequeña su característica " -"principal?" +"¿Por qué Godot tiene como objetivo mantener a baja escala sus " +"caracteristicas principales?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -603,10 +603,10 @@ msgid "" "extract it and run it in less than 5 minutes makes Godot more accessible to " "developers in all countries." msgstr "" -"**mantener el tamaño del ejecutable del editor pequeño** no todos tienen una " -"conexión a internet rapida. asegurando que todos pueden descargar el editor " -"de godot, extraerlo y ejecutarlo en menos de 5 minutos hace a godot mas " -"accesible a desarrolladores en todos los paises." +"**Mantener pequeño el peso del ejecutable del editor.** No todos tienen una " +"conexión a internet rapida. Asegurando que todos puedan descargar el editor " +"de Godot, extraerlo y ejecutarlo en menos de 5 minutos hace a Godot mas " +"accesible a desarrolladores en todos los países." #: ../../docs/about/faq.rst:231 msgid "" @@ -617,12 +617,13 @@ msgid "" "high-speed Internet is not readily available. To add to this, strict data " "usage caps are often in effect in those countries." msgstr "" -"**Mantener el tamaño del ejecutable pequeño para el modelo de export.** Esto " -"influye directamente el tamaño del proyecto exportado con Godot. En " -"plataformas de móvil y web, es fundamental que los archivos sean pequeños " -"para que se instalen y se carguen rápidamente en dispositivos menos " -"poderosos. Además, en muchos países no se dispone de internet de alta " -"velocidad o hay límites estrictos sobre el uso de datos." +"**Mantener el tamaño pequeño de las plantillas de exportación.** Esto " +"impacta directamente al tamaño de los proyectos exportados con Godot. En los " +"dispositivos moviles y plataformas web, mantener el tamaño pequeño de los " +"archivos es primordial para garantizar una rapida instalación y tiempos de " +"carga cortos en dispositivos poco potentes. De nuevo, hay muchos paises en " +"los que no se dispone de internet de alta velocidad. Para añadir a esto, " +"estrictos limites de bajada afectan a estos países." #: ../../docs/about/faq.rst:238 msgid "" @@ -635,14 +636,15 @@ msgid "" "` to optimize the distribution size of your " "project.)" msgstr "" -"por todas estas razones, tenemos que ser decisivos con que podemos aceptar " -"como funcionalidad central de godot. por esto tratamos de mover un poco de " -"funcionalidad principal a extensiones ofcialmente apoyadas en futuras " -"versiones de godot. En terminos de tamaño de ejecutable, también tiene la " -"ventaja de hacer que pagues por lo que en realidad usas en tu proyecto. (por " -"el momento, puedes:ref: `compilar plantillas de exportación personalizadas " -"con caracteristicas sin usar, desactivadas. ` para " -"optimizar el tamaño de distribución de tu proyecto." +"Por todas estas razones, tenemos que ser selectivos con lo que podemos " +"aceptar como funcionalidad central en Godot. Por esto tratamos de mover un " +"poco la funcionalidad principal a extensiones oficialmente soportados en " +"futuras versiones de Godot. En terminos de tamaño de ejecutable, también " +"tiene la ventaja de hacer que pagues por lo que en realidad usas en tu " +"proyecto. (por el momento, puedes :ref:`Compilar plantillas de exportación " +"personalizadas con caracteristicas sin usar desactivadas " +"` para optimizar el tamaño de distribución de tu " +"proyecto.)" #: ../../docs/about/faq.rst:247 msgid "" @@ -934,19 +936,18 @@ msgstr "" "pruebas o proyectos de ejemplos (Si se aplica)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Es posible usar Godot como biblioteca/librería?" +msgstr "Es posible usar Godot para ¿hacer aplicaciones que no son juegos?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"El pequeño tamaño de la distribución de Godot puede hacer que sea una " -"alternativa adecuada a los marcos como Electrón o el Qt." +"¡Si! Las características de Godot, el extenso sistema de UI embebido en el " +"motor y el pequeño tamaño de la distribución de Godot puede hacer que sea " +"una alternativa adecuada a los frameworks como Electrón o el Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -954,12 +955,19 @@ msgid "" "processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"Cuando crees una aplicación que no sea de juego, asegúrate de habilitarla :" +"ref:`low-processor mode ` en la configuración del proyecto para reducir el uso de " +"la CPU y la GPU." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Dicho esto, no recomendaríamos usar Godot para crear una aplicación \"móvil" +"\" ya que el modo de bajo-procesamiento no está soportado en plataformas " +"móviles aún." #: ../../docs/about/faq.rst:373 msgid "" @@ -967,6 +975,9 @@ msgid "" "and `Pixelorama `__ for " "examples of open source applications made with Godot." msgstr "" +"Mira `Material Maker `__ y " +"`Pixelorama `__ para " +"ejemplos de aplicaciones de código abierto hechas con Godot." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -992,13 +1003,13 @@ msgid "" "find answers to your questions." msgstr "" "Si quieres usar una biblioteca de renderizado, busca en su lugar un motor de " -"renderizado establecido. Ten en cuenta que los motores de renderizado suelen " -"tener comunidades más pequeñas en comparación con Godot. Esto hará más " -"difícil encontrar respuestas a tus preguntas." +"renderizado orientado a ello. Ten en cuenta que los motores de renderizado " +"suelen tener comunidades más pequeñas en comparación con Godot. Esto hará " +"más difícil encontrar respuestas a tus preguntas." #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "¿Qué kit de herramientas para la interfaz de usuario usa Godot?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1009,6 +1020,13 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot no utiliza un kit de herramientas :abbr:`GUI (Interfaz Gráfica de " +"Usuario)` estándar como GTK, Qt o wxWidgets. En su lugar, Godot utiliza su " +"propio kit de herramientas de interfaz de usuario, que se renderiza " +"utilizando OpenGL ES o Vulkan. Este conjunto de herramientas se expone en " +"forma de nodos de control, que se utilizan para renderizar el editor (que " +"está escrito en C++). Estos nodos de control también pueden ser utilizados " +"en proyectos de cualquier lenguaje de scripting soportado por Godot." #: ../../docs/about/faq.rst:402 msgid "" @@ -1018,6 +1036,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Este kit de herramientas personalizado permite beneficiarse de la " +"aceleración por hardware y tener una apariencia consistente en todas las " +"plataformas. Además, no tiene que lidiar con las advertencias de la licencia " +"LGPL que vienen con GTK o Qt. Por último, esto significa que Godot se está " +"\"comiendo su propia comida de perro\", ya que el propio editor es uno de " +"los usuarios más complejos del sistema de interfaz de usuario de Godot." #: ../../docs/about/faq.rst:408 msgid "" @@ -1025,9 +1049,14 @@ msgid "" "`, but you can still :ref:`use Godot to create " "non-game applications by using the editor `." msgstr "" +"Este kit de herramientas de interfaz de usuario :ref:`no puede usarse como " +"biblioteca `, pero sí puedes :ref:`utilizar " +"Godot para crear aplicaciones que no son juegos mediante el uso del editor " +"`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Por qué Godot no usa STL(Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/es/LC_MESSAGES/about/index.po b/sphinx/po/es/LC_MESSAGES/about/index.po index 6aefdec86b..1fcb970f16 100644 --- a/sphinx/po/es/LC_MESSAGES/about/index.po +++ b/sphinx/po/es/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/about/introduction.po b/sphinx/po/es/LC_MESSAGES/about/introduction.po index 8cf43314e9..6c385ae917 100644 --- a/sphinx/po/es/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/es/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,14 +65,14 @@ msgid "" "find help on the various :ref:`Community channels `, " "especially the Godot Discord community, Q&A, and IRC." msgstr "" -"En caso de que tenga problemas con uno de los tutoriales o con su proyecto, " -"puede encontrar ayuda sobre los diferentes: ref: 'Canales de la comunidad " -"', especialmente la comunidad de Godot Discord, Q&A " -"e IRC." +"En caso de que tengas problemas con alguno de los tutoriales o tu proyecto, " +"puedes encontrar ayuda en varios :ref:`Canales de la " +"comunidad`, especialmente la comunidad Discord de " +"Godot, Q&A, e IRC." #: ../../docs/about/introduction.rst:32 msgid "About Godot Engine" -msgstr "Acerca de Godot Engine" +msgstr "Acerca de Godot" #: ../../docs/about/introduction.rst:34 msgid "" @@ -125,7 +125,7 @@ msgid "" "step_by_step>` tutorial." msgstr "" "Para conocer más a fondo el motor, recomendamos que sigas leyendo esta " -"documentación, especialmente el tutorial :ref: `Step by step `." #: ../../docs/about/introduction.rst:57 diff --git a/sphinx/po/es/LC_MESSAGES/about/list_of_features.po b/sphinx/po/es/LC_MESSAGES/about/list_of_features.po index f52429c263..e72730593d 100644 --- a/sphinx/po/es/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/es/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,6 +101,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "`." msgstr "" +":ref:`Servidores Linux y macOS sin cabeza (headless) " +"`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -637,6 +639,8 @@ msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." msgstr "" +"*GLES3:* \"Debanding\" opcional para evitar las bandas de color (efectivo " +"cuando se activa el renderizado HDR)." #: ../../docs/about/list_of_features.rst:226 msgid "" @@ -692,9 +696,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Antialiasing de múltiples muestras (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antialiasing de múltiples muestras (MSAA)." +msgstr "Antialiasing aproximado rápido (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -759,11 +762,8 @@ msgid "Ragdolls." msgstr "Ragdolls." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "" -"Formas integradas: cuboide, esfera, cápsula, cilindro (solo con la física " -"Bullet o Bala)." +msgstr "Formas integradas: cuboide, esfera, cápsula, cilindro." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -865,7 +865,8 @@ msgstr "" "asincrónicas o hacer uso de múltiples núcleos de procesador." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: `" +#, fuzzy +msgid ":ref:`C#: `" msgstr ":ref:`C #: `" #: ../../docs/about/list_of_features.rst:314 @@ -985,6 +986,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Entrada de audio para grabar micrófonos con acceso en tiempo real usando la " +"clase AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1143,6 +1146,8 @@ msgstr "Entrada de lápiz/tableta con soporte de presión." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"el soporte de entrada para mando, teclado y ratón se encuentra también " +"disponible en Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1329,7 +1334,7 @@ msgstr "Soporte para anuncios utilizando módulos de terceros." #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Soporte para la incrustación de subvistas en Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" diff --git a/sphinx/po/es/LC_MESSAGES/about/release_policy.po b/sphinx/po/es/LC_MESSAGES/about/release_policy.po index 38a980b5c3..24a6c6931f 100644 --- a/sphinx/po/es/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/es/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -43,6 +43,9 @@ msgid "" "``major.minor.patch`` versioning system, albeit with an interpretation of " "each term adapted to the complexity of a game engine:" msgstr "" +"Godot sigue vagamente `Semantic Versioning ` __ con un " +"sistema de versionado `` major.minor.patch`` , aunque con una interpretación " +"de cada término adaptada a la complejidad de un motor de juego:" #: ../../docs/about/release_policy.rst:18 msgid "" @@ -50,6 +53,9 @@ msgid "" "happen which imply significant porting work to move projects from one major " "version to another." msgstr "" +"La versión ``major`` es incrementada cuando ocurren rupturas de " +"compatibilidad lo que implica un trabajo significante de porteo para mover " +"proyectos de una mayor versión a otra." #: ../../docs/about/release_policy.rst:22 msgid "" @@ -69,6 +75,11 @@ msgid "" "areas *may* happen in minor versions, but the vast majority of projects " "should not be affected or require significant porting work." msgstr "" +"La versión ``minor`` se incrementa para las versiones de funciones que no " +"rompen la compatibilidad de manera importante. *Pueden* producirse fallas " +"menores en la compatibilidad en áreas muy específicas en versiones " +"secundarias, pero la gran mayoría de los proyectos no deberían verse " +"afectados o requerir un trabajo de adaptación significativo." #: ../../docs/about/release_policy.rst:31 msgid "" @@ -78,6 +89,12 @@ msgid "" "feature, or modifying the interface of a given class, even if the rest of " "the engine API remains backwards compatible." msgstr "" +"La razón para esto es que, como un motor de juegos, Godot cubre muchas áreas " +"tales como renderizado, físicas, scripting, etc., y arreglar bugs o " +"implementar nuevas características a estas áreas puede en algunas ocasiones " +"cambiar el propio comportamiento de alguna característica, o modificar la " +"interfaz de una clase determinada, incluso si el resto del API del motor se " +"mantiene compatible con sus versiones anteriores." #: ../../docs/about/release_policy.rst:39 msgid "" @@ -85,6 +102,10 @@ msgid "" "some testing is necessary to ensure that your project still behaves as " "expected in a new minor version." msgstr "" +"Por lo tanto, se recomienda a todos los usuarios actualizar a una nueva " +"versión secundaria, pero es necesario realizar algunas pruebas para " +"asegurarse de que su proyecto aún se comporte como se espera en una nueva " +"versión secundaria." #: ../../docs/about/release_policy.rst:43 msgid "" @@ -93,6 +114,11 @@ msgid "" "support, and backporting safe usability enhancements. Patch releases are " "backwards compatible." msgstr "" +"La versión ``parche`` se incrementa para las versiones de mantenimiento que " +"se centran en la corrección de errores y problemas de seguridad, la " +"implementación de nuevos requerimientos para el soporte de la plataforma, y " +"el backport de mejoras de usabilidad seguras. Estas son compatibles con " +"versiones anteriores." #: ../../docs/about/release_policy.rst:48 msgid "" @@ -120,6 +146,11 @@ msgid "" "name (for example patch updates for the 3.3 stable branch are developed in " "the ``3.3`` Git branch)." msgstr "" +"Las combinaciones ``major.minor`` se denominan *ramas estables*. Cada rama " +"estable comienza con una versión ``major.minor`` (sin el ``0`` para " +"``patch``) y se desarrolla para las versiones de mantenimiento en una rama " +"Git del mismo nombre (por ejemplo, las actualizaciones de parches para la " +"rama estable 3.3 se desarrollan en la rama Git ``3.3``)." #: ../../docs/about/release_policy.rst:64 msgid "" @@ -128,6 +159,11 @@ msgid "" "In particular, the 3.2 stable branch received a number of new features in " "3.2.2 which would have warranted a ``minor`` version increment." msgstr "" +"Como se mencionó en la introducción, la política de publicación de Godot " +"está evolucionando, y las primeras versiones de Godot pueden no haber " +"seguido las reglas anteriores al pie de la letra. En particular, la rama " +"estable 3.2 recibió una serie de nuevas características en 3.2.2 que habrían " +"justificado un incremento de versión ``minor``." #: ../../docs/about/release_policy.rst:70 msgid "Release support timeline" @@ -140,6 +176,11 @@ msgid "" "stable branches on a *best effort* basis for as long as they have active " "users who need maintenance updates." msgstr "" +"Las ramas estables son compatibles * como mínimo * hasta que se lance la " +"siguiente rama estable y haya recibido su primera actualización de parche. " +"En la práctica, apoyamos las sucursales estables en base al * mejor esfuerzo " +"* mientras tengan usuarios activos que necesiten actualizaciones de " +"mantenimiento." #: ../../docs/about/release_policy.rst:77 msgid "" @@ -149,6 +190,12 @@ msgid "" "new major version. This is the case for the 2.1 branch, and will be the case " "for the latest 3.x stable branch by the time Godot 4.0 is released." msgstr "" +"Siempre que se lanza una nueva versión principal, hacemos de la rama estable " +"anterior una versión con soporte a largo plazo y hacemos todo lo posible " +"para proporcionar soluciones a los problemas que encuentran los usuarios de " +"esa rama que no pueden migrar proyectos complejos a la nueva versión " +"principal. Este es el caso de la rama 2.1, y será el caso de la última rama " +"estable 3.x para cuando se lance Godot 4.0." #: ../../docs/about/release_policy.rst:84 msgid "**Version**" @@ -175,34 +222,37 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "\"inestable\" *Enfoque actual del desarrollo (inestable).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 o Q3 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|soportado| *Beta.* Recibe nuevas características así como correcciones de " +"errores mientras está en desarrollo." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Marzo/Abril de 2021" +msgstr "Abril de 2021" #: ../../docs/about/release_policy.rst:91 msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." msgstr "" +"|soportado| Recibe correcciones para errores, problemas de seguridad y " +"soporte de plataforma, así como mejoras de usabilidad compatibles con " +"versiones anteriores." #: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" @@ -213,11 +263,12 @@ msgid "January 2020" msgstr "Enero de 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Esta versión ya no es sostenida (Ultima actualización: 3.0.6)." +msgstr "" +"|eol| Ya no recibe soporte, ya que ha sido sustituido con la versión 3.3 " +"compatible (Ultima actualización: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" @@ -297,13 +348,12 @@ msgid "December 2014" msgstr "Diciembre de 2014" #: ../../docs/about/release_policy.rst:117 -#, fuzzy msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" msgstr "" -"**Legenda:** |soporte| Soporte completo - |parcial| Soporte parcial - |eol| " -"No hay soporte (fin de vida) - |inestable| Versión de desarrollo" +"**Leyenda:** |soportado| Soporte completo - |parcial| Soporte parcial - |" +"eol| No hay soporte (fin de vida) - |inestable| Versión de desarrollo" #: ../../docs/about/release_policy.rst:123 msgid "" @@ -319,15 +369,14 @@ msgid "When is the next release out?" msgstr "¿Cuándo sale el próximo lanzamiento?" #: ../../docs/about/release_policy.rst:131 -#, fuzzy msgid "" "While Godot contributors aren't working under any deadlines, we have " "historically had one major or minor release per year, with several " "maintenance updates between each." msgstr "" "Mientras que los colaboradores de Godot no trabajan bajo ninguna fecha " -"limite, normalmente hay un lanzamiento mayor o menor de Godot disponible " -"cada año." +"limite, historicamente tenemos un lanzamiento mayor o menor por año con " +"varias actualizaciones de mantenimiento entre ellas." #: ../../docs/about/release_policy.rst:135 msgid "" @@ -356,3 +405,7 @@ msgid "" "builds will be published as soon as the main features for Godot 4.0 are " "finalized." msgstr "" +"En cuanto al próximo Godot 4.0, solo podemos decir que nuestro objetivo es " +"un lanzamiento en ** 2021 **, pero es probable que cualquier estimación más " +"cercana sea difícil de mantener. Las compilaciones alfa se publicarán tan " +"pronto como se finalicen las características principales de Godot 4.0." diff --git a/sphinx/po/es/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/es/LC_MESSAGES/about/troubleshooting.po index 7614de635e..b0bc6990ab 100644 --- a/sphinx/po/es/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/es/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,7 +26,7 @@ msgid "" "This page lists common issues encountered when using Godot and possible " "solutions." msgstr "" -"Esta página recoge los problemas comunes que se encuentran al usar Godot y " +"Esta página enumera los problemas comunes que se encuentran al usar Godot y " "las posibles soluciones." #: ../../docs/about/troubleshooting.rst:10 @@ -123,12 +123,25 @@ msgstr "" "volver a conectar el periférico." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue `__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "" "El editor de Godot aparece congelado después de clickear la consola del " "sistema." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -140,7 +153,7 @@ msgstr "" "puedes accidentalmente activar el *Modo de Selección* clickeando a dentro de " "la ventana de comandos." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -148,7 +161,7 @@ msgstr "" "Para solucionarlo, seleccione la ventana de la consola del sistema y pulse " "Intro para salir del modo de selección." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -156,7 +169,7 @@ msgstr "" "Un texto como \"NO DC\" aparece en el ricón superior izquierda de la " "ventanas del gestionador de projectos y del editor." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -164,7 +177,7 @@ msgstr "" "Esto es causado por controlador de gráficos NVIDIA que inyecta una " "superposición para mostrar información." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -173,17 +186,20 @@ msgstr "" "configuraciones de tu controlador de gráficos en el panel de control para " "devolver los valores predeterminados." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" +"Para desactivar esta superposición en Linux, abra ``nvidia-settings``, vaya " +"a **X Screen 0 > OpenGL Settings** luego desmarque **Enable Graphics API " +"Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "La ventana del proyecto aparece borrosa, a diferencia del editor." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -193,7 +209,7 @@ msgstr "" "defecto. Esto se hace para mejorar el rendimiento, especialmente en los " "gráficos integrados, donde el renderizado de escenas 3D en hiDPI es lento." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -204,12 +220,12 @@ msgstr "" "que tu proyecto esté configurado para soportar :ref:`multiple resolutions " "`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" "La ventana del proyecto no aparece centrada cuando ejecuto el proyecto." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug `__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -222,7 +238,7 @@ msgstr "" "asegúrate de que tu proyecto esté configurado para soportar :ref:`multiple " "resolutions `." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -230,7 +246,7 @@ msgstr "" "El proyecto funciona cuando se ejecuta desde el editor, pero falla al cargar " "algunos archivos cuando se ejecuta desde una copia exportada." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -247,7 +263,7 @@ msgstr "" "necesitas especificar ``*.json`` en el filtro de exportación de no recursos. " "Vea :ref:`doc_exporting_projects_export_mode` para más información." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " diff --git a/sphinx/po/es/LC_MESSAGES/community/channels.po b/sphinx/po/es/LC_MESSAGES/community/channels.po index c9a06759fd..eed05a594f 100644 --- a/sphinx/po/es/LC_MESSAGES/community/channels.po +++ b/sphinx/po/es/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,7 +129,7 @@ msgstr "Comunidades basadas en lenguajes" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups ` page " +"See the `User groups `_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/es/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index e3d5ce0e0c..32aa6d6a52 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/es/LC_MESSAGES/community/contributing/bisecting_regressions.po index 5bf47c6130..6757199969 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index cfbb8d40b1..eccde9260b 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/es/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..900dc40053 --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,146 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Compilando las ligaduras de C++" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "Antes de comenzar, necesitará algunas cosas:" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository `__." +msgstr "" +"una copia del `repositorio godot-cpp `__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx `__" +msgstr "`Python 3.5+ `__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme `__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository `__ ``requirements.txt`` file." +msgstr "" +"una copia del `repositorio godot-cpp `__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip `__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python `__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "Para activar una interfaz, ejecutarás el siguiente código:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 `__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po index 6ee3656f36..4248d5cb2e 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index d053de0bf4..dbc62bed64 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po index f2cb8802d7..6c27efdf66 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/es/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index 2f24bbd14d..2d3368f859 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/index.po b/sphinx/po/es/LC_MESSAGES/community/contributing/index.po index 31123a1b60..41335e57ae 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po index 85b35456fd..fc92d5d07c 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/es/LC_MESSAGES/community/contributing/testing_pull_requests.po index f211dd6aaa..2d4735d762 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 8a85f34909..1b1d8f9169 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po index dd1c17fb72..fe084218ce 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/tutorials.po b/sphinx/po/es/LC_MESSAGES/community/tutorials.po index 589e5a5a03..e30c657291 100644 --- a/sphinx/po/es/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/es/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -157,21 +157,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock `_ " -"(2D y 3D, GDScript, VisualScript y C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode `__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode `__ (2D y 3D, GDScript y VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates `_ (2D, GDScript)." @@ -179,7 +171,7 @@ msgstr "" "`Mister Taft Creates `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz `_(2D, GDScript)." -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski `_ (3D)." @@ -196,7 +188,7 @@ msgstr "" "`P1X / Krzysztof Jankowski `_(3D)." -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev `_ (2D, GDScript)." @@ -204,7 +196,7 @@ msgstr "" "`Pigdev `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes `__ (2D, " "GDScript and VisualScript)." @@ -212,7 +204,7 @@ msgstr "" "`Steincodes `__ (2D, " "GDScript y VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED `_ (2D, GDScript)." @@ -220,7 +212,7 @@ msgstr "" "`TheBuffED `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom `_ (2D and 3D, GDScript)." @@ -228,7 +220,7 @@ msgstr "" "`Code with Tom `_(2D y 3D, GDScript)." -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 #, fuzzy msgid "" "`BornCG `_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee `_ (2D and " @@ -246,7 +238,7 @@ msgstr "" "`Gonkee `_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude `_ " @@ -264,35 +256,35 @@ msgstr "" "`Game Endeavor `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj `_ (3D, GDScript)." msgstr "" "`Game Endeavor `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Tutoriales en texto" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes `__" msgstr "`Recetas de Godot por KidsCanCode `__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode `__" msgstr "`Recetas de Godot por KidsCanCode `__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes `__" msgstr "`Steincodes `__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Devlogs" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) `_" @@ -300,7 +292,7 @@ msgstr "" "`Andrea Catania (Física & IA) `_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) `_" @@ -308,11 +300,11 @@ msgstr "" "`Bastiaan Olij (RA & RV) `_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Recursos" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -321,7 +313,7 @@ msgstr "" "`awesome-godot: Una lista curada de recursos, scripts y add-ons `_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po index 335a1965cd..3b42f1a8b1 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po index d10389d694..62d1a77fb3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po index fc69ef62f3..a40bafb54c 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 60f0067c85..45d1c7d883 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po index 58f8def0f1..d7f3815db1 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -135,9 +135,8 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Editor de temas integrado." +msgstr "Editor de temas integrado" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po index e00d667ec2..0a04bc7ac3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po index 20d444fc14..d8bd95cfa6 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po index d4d2d5d6ef..ec9c8406d9 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index e9f760094b..ad315018e8 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 59a86bac72..11f962d783 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po index df8619a9c6..1c76c4feec 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,7 +85,7 @@ msgstr "" "Si estás usando el cliente de línea de comandos de ``git``, esto se realiza " "escribiendo lo siguiente en el terminal:" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page `__ and click on the link for the release you " @@ -97,20 +97,20 @@ msgstr "" "haz click en el enlace de la versión que versión que necesites. Podrás " "descargar y extraer el código fuente de esa misma página de descargas." -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "" "Generalmente hay más bifurcaciones de código además de la rama ``master`` " "para cada versión mayor." -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/index.po b/sphinx/po/es/LC_MESSAGES/development/compiling/index.po index 8d33f8128d..f25c84d790 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 48671b16d3..2a29cf2ddc 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/es/LC_MESSAGES/development/compiling/optimizing_for_size.po index d6c82d1c9f..0d90fa96cc 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/es/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 70235810a2..1d688bada2 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,9 +72,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -90,7 +90,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -104,9 +104,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -123,18 +123,18 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "El módulo debería verse así:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/es/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index f3dc433f20..ec3c6f8725 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 7a49dce99b..9ae851afc8 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index d9dcd138c5..4784541024 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 52a381fe6f..e6dd19d166 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -189,9 +189,10 @@ msgid "" msgstr "" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +#, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "`__." msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 8961815cae..295e257a52 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 5ae28b087c..56ac3c3585 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 0e073b1383..5b670504ed 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 824650eb17..98b13f6f05 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index df08c891d7..8f125e9b2b 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 7070fbdf3c..d5fd9a99e7 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po index e33b9e1166..55ad832df2 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po index e2b231bd5e..a8f8df72b1 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po index da802d1130..9d03313295 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index b0bc5ca6a2..518c54caec 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,8 +79,8 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it `." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -95,112 +95,107 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "Estos archivos deberán contener lo siguiente:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -208,7 +203,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -218,11 +213,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -230,7 +225,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -240,7 +235,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -249,27 +244,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -277,29 +272,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -307,13 +302,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -321,13 +316,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -335,23 +330,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -360,22 +355,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "Ahora necesitamos editar ``config.py``, agrega el siguiente código:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -383,7 +378,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -391,63 +386,63 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "Ejemplo de salida:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Ahora podemos generar la documentación:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool ``, " "which will dump the engine API reference to the given ```` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -455,71 +450,71 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ````, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "Agregando iconos de editor personalizados" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" "use la macro `` GDCLASS '' para la herencia, para que Godot pueda " "encapsularla" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -527,13 +522,13 @@ msgstr "" "use `` _bind_methods '' para vincular sus funciones a secuencias de comandos " "y permitir que funcionen como devoluciones de llamada para señales." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -543,7 +538,7 @@ msgstr "" "Sprite), su nueva clase aparecerá en el editor, en el árbol de herencia en " "el cuadro de diálogo\" Agregar nodo \"." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -552,7 +547,7 @@ msgstr "" "todas las propiedades expuestas se pueden serializar cuando se guardan / " "cargan." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 9e28019a8f..205bc63b2e 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/index.po b/sphinx/po/es/LC_MESSAGES/development/cpp/index.po index ae47134f29..08c37ec65f 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Desarrollo del motor" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Configurar el entorno de compilación personalizada" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Descargando el código fuente de Godot" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Depurando el proyecto" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po index a335844fd1..4a61c62923 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 8a2fed4b4e..1629eb0432 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po index b243e7af5d..a2f4431d7f 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/es/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..2a2c5cf0de --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,341 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Usando un archivo" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Perfiladores externos" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy `__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot `__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments `__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file `__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file `__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Configurando Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path `` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Introducción a la física" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to ** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "El esqueleto finalizado debería verse similar a esto:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "Haga clic en **Crear y editar ** y el proyecto se abrirá en el editor." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po index 8a26ee4aa1..966ae11c50 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/es/LC_MESSAGES/development/editor/creating_icons.po index 0089052000..10e5ea450a 100644 --- a/sphinx/po/es/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/es/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/es/LC_MESSAGES/development/editor/editor_style_guide.po index 1e9479e771..6779a0115a 100644 --- a/sphinx/po/es/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/editor/index.po b/sphinx/po/es/LC_MESSAGES/development/editor/index.po index 5e224f4f93..9a74c5bcb3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/es/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 7703b1007d..56c73ccc63 100644 --- a/sphinx/po/es/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/es/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,12 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp `__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp `_" +"`editor/editor_node.cpp `__: Archivo de inicialización del editor principal." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp `__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp `__: Archivo de inicialización del editor principal." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp `__: " @@ -110,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor " @@ -118,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos " @@ -126,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -161,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed `__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Desarrollo" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line ` after " diff --git a/sphinx/po/es/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/es/LC_MESSAGES/development/file_formats/gdscript_grammar.po index a5cb419f2f..6329c09ad7 100644 --- a/sphinx/po/es/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/es/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po index 4651dc5eca..947fd894b4 100644 --- a/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po index ee44661a9b..d5fc8f5110 100644 --- a/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,12 +72,12 @@ msgid "File Descriptor" msgstr "Descriptor de Archivos" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "Recursos externos" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "Recursos internos" @@ -90,18 +90,22 @@ msgid "Connections" msgstr "Conexiones" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "El descriptor de archivos se parece a ``[gd_scene load_steps=1 format=2]`` y " "debería ser la primera entrada del archivo. El parámetro ``load_steps`` " "debería ser (en teoría) el número de recursos dentro del archivo. Sin " "embargo, en la práctica, su valor parece no importar." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -113,7 +117,7 @@ msgstr "" "encabezado de todos los elementos de la sección. Por ejemplo, el encabezado " "de todos los recursos externos debe comenzar con ``[ext_resource .....]``." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " @@ -123,11 +127,11 @@ msgstr "" "con un punto y coma (``;``). Sin embargo, los comentarios serán descartados " "cuando se guarde el archivo usando el editor de Godot." -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "Entradas dentro de los archivos" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[ key=value key=value key=value ...]`` " "where resource_type is one of:" @@ -135,23 +139,23 @@ msgstr "" "Un encabezado se parece a ``[ key=value key=value " "key=value ...]`` donde resource_type es uno de:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " @@ -161,42 +165,42 @@ msgstr "" "valores pueden ser tipos de datos complejos como Arrays, Transforms, Colors, " "etc. Por ejemplo, un nodo spatial se ve como:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "El árbol de escenas" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -207,18 +211,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "Ruta del nodo" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -227,75 +231,75 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Esqueleto" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "nombre" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "Aquí hay un ejemplo de un nodo esqueleto con dos huesos:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -303,15 +307,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -320,18 +324,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Recursos" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -340,37 +344,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -379,7 +383,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -387,190 +391,190 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "Array de posiciones de vértices" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "Array de tangentes" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "Array de colores de vértices" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "Array de índices de huesos" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "Array de peso de los huesos" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "Array de índices de vértices" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Un ejemplo de ArrayMesh:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animación" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (constante)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index e2bbefac54..c74432f41d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -695,6 +695,10 @@ msgid "" "special characters (such as \"Windows Desktop\"), it must be surrounded with " "quotes." msgstr "" +"El nombre del preset debe coincidir con el nombre de un preset de " +"exportación definido en el archivo `` export_presets.cfg `` del proyecto. Si " +"el nombre predeterminado contiene espacios o caracteres especiales (como " +"\"Escritorio de Windows\"), debe estar entre comillas." #: ../../docs/getting_started/editor/command_line_tutorial.rst:275 msgid "" @@ -723,6 +727,9 @@ msgid "" "the ``project.godot`` file, **not** relative to the current working " "directory." msgstr "" +"Al especificar una ruta relativa como ruta para `--export`,` --export-debug` " +"o `--export-pack`, la ruta será relativa al directorio que contiene el " +"archivo` `project.godot``, ** no ** relativo al directorio de trabajo actual." #: ../../docs/getting_started/editor/command_line_tutorial.rst:289 msgid "Running a script" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/default_key_mapping.po index aa11397fd7..6d36fe3aa6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -191,8 +191,8 @@ msgid "Search Help" msgstr "Buscar en la Ayuda" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po index 27e8364932..ef12ae9ad7 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po index 3168e0b8f9..ee3263d72b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 67ea798fe9..0d889a891f 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index fcacc8b7fa..197fa3e5ec 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/editor/using_the_web_editor.rst:4 -#, fuzzy msgid "Using the Web editor" -msgstr "Ejecutar el editor" +msgstr "Usando el editor web" #: ../../docs/getting_started/editor/using_the_web_editor.rst:6 msgid "" @@ -28,22 +27,22 @@ msgid "" "you can use to work on new or existing projects." msgstr "" "Desde Godot 3.3, hay un `Editor web `__ que " -"puedes usar para editar proyectos nuevos o existentes." +"puedes usar para trabajar en proyectos nuevos o existentes." #: ../../docs/getting_started/editor/using_the_web_editor.rst:11 +#, fuzzy msgid "" "The web editor is in a preliminary stage. While its feature set may be " "sufficient for educational purposes, it is currently **not recommended for " "production work**. See :ref:`doc_using_the_web_editor_limitations` below." msgstr "" -"El editor web está en un fase preliminar. Tiene las funciones suficientes " +"El editor web está en una fase preliminar. Tiene las funciones suficientes " "para objectivos educacionales, pero **no se recomienda para crear proyectos." "** Ver :ref:`doc_using_the_web_editor_limitations` abajo." #: ../../docs/getting_started/editor/using_the_web_editor.rst:16 -#, fuzzy msgid "Browser support" -msgstr "ofrecer soporte para mods" +msgstr "Soporte del navegador" #: ../../docs/getting_started/editor/using_the_web_editor.rst:18 msgid "" @@ -51,6 +50,10 @@ msgid "" "in turn required to support threading in the browser. The following desktop " "browsers support WebAssembly threading and can therefore run the web editor:" msgstr "" +"El editor web requiere soporte para SharedArrayBuffer de WebAssembly. Esto, " +"a su vez, es necesario para admitir subprocesos en el navegador. Los " +"siguientes navegadores de escritorio admiten subprocesos de WebAssembly y, " +"por lo tanto, pueden ejecutar el editor web:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:22 msgid "Chrome 68 or later" @@ -105,11 +108,12 @@ msgid "" "Due to limitations on the Godot or Web platform side, the following features " "are currently missing:" msgstr "" +"Debido a las limitaciones en el lado de la plataforma Godot o Web, " +"actualmente faltan las siguientes características:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:48 -#, fuzzy msgid "No C#/Mono support." -msgstr "|eol| Sin soporte." +msgstr "No hay soporte para C#/Mono." #: ../../docs/getting_started/editor/using_the_web_editor.rst:49 msgid "No GDNative support." @@ -160,16 +164,15 @@ msgid "No support for Android one-click deploy." msgstr "Pasos para el despliegue con un solo clic." #: ../../docs/getting_started/editor/using_the_web_editor.rst:66 -#, fuzzy msgid "" "See the `list of open issues on GitHub related to the web editor `__ for a list of known bugs." msgstr "" -"Revisa la `lista de issues abiertos sobre HTML5 en Github `__ " -"para ver si la funcionalidad que te interesa ya tiene un problema reportado. " -"Si no, inicia uno para hacernos llegar tu interés." +"Revisa la `lista de problemas abiertos sobre el editor web en Github " +"`__ por la lista de bugs " +"conocidos." #: ../../docs/getting_started/editor/using_the_web_editor.rst:70 #, fuzzy @@ -194,6 +197,9 @@ msgid "" "should appear after 10-20 seconds. On slower machines or connections, " "loading may take up to a minute." msgstr "" +"Ejecute el editor haciendo clic en **Start Godot editor**. El gestor de " +"proyectos Godot debería aparecer después de 10-20 segundos. En máquinas o " +"conexiones más lentas, la carga puede tardar hasta un minuto." #: ../../docs/getting_started/editor/using_the_web_editor.rst:79 msgid "" @@ -201,10 +207,13 @@ msgid "" "the folder to create then click the **Create Folder** button (it doesn't " "have to match the ZIP archive's name)." msgstr "" +"En el cuadro de diálogo que aparece en el medio de la ventana, especifique " +"un nombre para la carpeta a crear y luego haga clic en el botón ** Crear " +"carpeta ** (no tiene que coincidir con el nombre del archivo ZIP)." #: ../../docs/getting_started/editor/using_the_web_editor.rst:82 msgid "Click **Install & Edit** and the project will open in the editor." -msgstr "" +msgstr "Haga clic en **Crear y editar ** y el proyecto se abrirá en el editor." #: ../../docs/getting_started/editor/using_the_web_editor.rst:86 msgid "" @@ -212,17 +221,21 @@ msgid "" "If your project folder is placed outside ``/home/web_user/``, you will lose " "your project when closing the editor!" msgstr "" +"Es importante colocar la carpeta del proyecto en algún lugar de ``/home/" +"web_user/``. ¡Si la carpeta de su proyecto se coloca fuera de ``/home/" +"web_user/``, perderá su proyecto al cerrar el editor!" #: ../../docs/getting_started/editor/using_the_web_editor.rst:90 msgid "" "When you follow the steps described above, the project folder will always be " "located in ``/home/web_user/projects``, keeping it safe." msgstr "" +"Cuando siga los pasos descritos anteriormente, la carpeta del proyecto " +"siempre estará ubicada en ``/home/web_user/projects``, manteniéndola segura." #: ../../docs/getting_started/editor/using_the_web_editor.rst:94 -#, fuzzy msgid "Editing and running a project" -msgstr "Creando un nuevo proyecto" +msgstr "Editar y ejecutar un proyecto" #: ../../docs/getting_started/editor/using_the_web_editor.rst:96 msgid "" @@ -260,6 +273,10 @@ msgid "" "to the browser's IndexedDB storage. This storage isn't accessible as a " "regular folder on your machine, but is abstracted away in a database." msgstr "" +"Debido a las limitaciones de seguridad del navegador, el editor guardará los " +"archivos del proyecto en el almacenamiento de la base de datos indexada del " +"navegador. No se puede acceder a este almacenamiento como una carpeta normal " +"en su máquina, pero se extrae en una base de datos." #: ../../docs/getting_started/editor/using_the_web_editor.rst:113 msgid "" @@ -268,6 +285,11 @@ msgid "" "using a `native Godot editor `__, since " "exporting from the web editor isn't supported yet." msgstr "" +"Puede descargar los archivos del proyecto como un archivo ZIP utilizando " +"**Proyecto> Herramientas> Descargar fuente del proyecto**. Esto se puede " +"usar para exportar el proyecto usando un `editor nativo de Godot ` __, ya que aún no tiene soporte la exportación " +"desde el editor web." #: ../../docs/getting_started/editor/using_the_web_editor.rst:118 msgid "" @@ -276,3 +298,7 @@ msgid "" "files on the user's filesystem as the native editor would do. However, this " "isn't implemented yet." msgstr "" +"En el futuro, puede ser posible utilizar la `HTML5 FileSystem API ` __ para almacenar los " +"archivos del proyecto en el sistema de archivos del usuario como el editor " +"nativo haría. Sin embargo, esto aún no se ha implementado." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index b0f83ad44b..4a1e00c4da 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -98,12 +98,17 @@ msgid "" "Install the latest stable version of `.NET Core SDK `__ (3.1 as of writing)." msgstr "" +"Instale la última versión estable de `.NET Core SDK ` __ (3.1 en el momento de la escritura)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48 msgid "" "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, " "except it is required if you are building the engine from source." msgstr "" +"Desde Godot 3.2.3 en adelante, la instalación de Mono SDK ya no es un " +"requisito, excepto que es obligatorio si está construyendo el motor desde la " +"fuente." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "" @@ -114,6 +119,13 @@ msgid "" "in the Mono SDK, but it can't build C# projects with the new ``csproj`` " "format, therefore .NET Core SDK is required for Godot 3.2.3+." msgstr "" +"Godot agrupa las partes de Mono necesarias para ejecutar juegos ya " +"compilados, sin embargo, Godot no incluye las herramientas necesarias para " +"crear y compilar juegos, como MSBuild. Estas herramientas deben instalarse " +"por separado. Las herramientas necesarias se incluyen en .NET Core SDK. " +"MSBuild también se incluye en Mono SDK, pero no puede compilar proyectos C # " +"con el nuevo formato ``csproj``, por lo que se requiere .NET Core SDK para " +"Godot 3.2.3+." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 #, fuzzy @@ -133,6 +145,8 @@ msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." msgstr "" +"Asegúrese de instalar la versión de 64 bits de los SDK si está utilizando la " +"versión de 64 bits de Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 #, fuzzy @@ -197,12 +211,16 @@ msgstr "JetBrains Rider" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90 msgid "See the following sections for how to configure an external editor:" msgstr "" +"Consulte las siguientes secciones para saber cómo configurar un editor " +"externo:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`JetBrains Rider `__." msgstr "" +"Después de leer la sección \"Requisitos previos\", puede descargar e " +"instalar `JetBrains Rider ` __." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 @@ -243,6 +261,9 @@ msgid "" "`Visual Studio Code `__ (aka VS " "Code)." msgstr "" +"Después de leer la sección \"Requisitos previos\", puede descargar e " +"instalar `Visual Studio Code ` __ " +"(también conocido como VS Code)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116 #, fuzzy @@ -308,10 +329,15 @@ msgid "" "required SDKs if you have the correct workloads selected, so you don't need " "to manually install the things listed in the \"Prerequisites\" section." msgstr "" +"Descargue e instale la última versión de `Visual Studio ` __. Visual Studio incluirá los SDK " +"necesarios si ha seleccionado las cargas de trabajo correctas, por lo que no " +"es necesario que instale manualmente las cosas que se enumeran en la sección " +"\"Requisitos previos\"." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 msgid "While installing Visual Studio, select these workloads:" -msgstr "" +msgstr "Mientras instala Visual Studio, seleccione estos workloads:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 #, fuzzy @@ -320,7 +346,7 @@ msgstr "Desarrollo del motor" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140 msgid ".NET Core cross-platform development" -msgstr "" +msgstr "Desarrollo multiplataforma de .NET Core" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 #, fuzzy @@ -334,6 +360,10 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"A continuación, debe descargar la extensión de Godot Visual Studio desde " +"github `aquí ` __. Haga doble clic en el archivo descargado y siga el proceso de " +"instalación." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" @@ -585,6 +615,8 @@ msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"A partir de Godot 3.2.3, Godot descarga y configura automáticamente los " +"paquetes NuGet recién agregados la próxima vez que compila el proyecto." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 107fe87efb..b9605e4ee9 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -247,12 +247,17 @@ msgid "" "until the ready function is called with `onready` (cf. :ref:" "`doc_gdscript_onready_keyword`). For example:" msgstr "" +"GDScript tiene la capacidad de diferir la inicialización de una variable " +"miembro hasta que se llame a la función ready con `onready` (cf.: ref:` " +"doc_gdscript_onready_keyword`). Por ejemplo:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137 msgid "" "However C# does not have this ability. To achieve the same effect you need " "to do this." msgstr "" +"Sin embargo, C # no tiene esta capacidad. Para lograr el mismo efecto, debe " +"hacer esto." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149 msgid "Singletons" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 612ac986e9..19abb549f9 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -263,11 +263,12 @@ msgstr "" "arquitectura es de 64 o 32 bits." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS `` singleton, but not every " +"``get_name()`` method of the :ref:`OS ` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "Uno de ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index f6d6e70032..936adee4f5 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 9dfe454a0b..35c9a203df 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 9a99880fd3..af0a297c76 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 89a3c80657..207ff66fe5 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 9574ee7d27..2240053c70 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index f9f65fd65c..cde7df275a 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1857,6 +1857,10 @@ msgid "" "script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` " "for more information." msgstr "" +"Si el script se encuentra en el directorio ``res://addons/``, ``class_name`` " +"sólo causará que el nodo se muestre en el diálogo **Crear nuevo nodo** si el " +"script forma parte de un plugin de editor *habilitado*. Ver :ref:" +"`doc_making_plugins` para más información." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" @@ -2010,11 +2014,12 @@ msgstr "" "es el mismo ``e`` pasado al de ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "Si el constructor ``_init`` de ``Idle.gd`` toma 0 argumentos, aún necesita " "pasar algún valor a la clase base ``State.gd`` aunque no haga nada. Lo que " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 16476bbc51..4d8b656688 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 834748f044..369a41c732 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 957e72059b..35e595bd2d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 84dd522923..090d8d1d7a 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,3 +26,6 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"Consulte: ref: `doc_gdscript_grammar` si está interesado en escribir una " +"herramienta de terceros que interactúe con GDScript, como un linter o " +"formateador." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index b2e1381006..2f129024c3 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -388,11 +388,12 @@ msgid "Typed or dynamic: stick to one style" msgstr "Tipado estático o dinámico: apégate a un estilo" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "GDScript de tipado estático y GDScript de tipado dinámico pueden coexistir " "en el mismo proyecto. Pero se recomienda seguir uno de los dos estilos para " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 0208d70566..e6a1a38dce 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po index 1f8771cab4..06201d3ac3 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 9d2a702685..7a59c4cdf1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index b0b9747263..64263559d0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 03e942d1b9..7225cdb910 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index ab1d8a4a69..24dc679e59 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index a4d430e6ec..470b6db855 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po index d9f4c2cdf7..e7f0646116 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po index 9b14160954..2b1675bfa7 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,7 +51,6 @@ msgstr "" "que hacer algunos cambios en la forma en que funciona el juego." #: ../../docs/getting_started/step_by_step/exporting.rst:19 -#, fuzzy msgid "" "If you haven't made *Dodge the Creeps* yourself yet, please read :ref:" "`doc_your_first_game` before continuing with this tutorial." @@ -98,9 +97,10 @@ msgid "" "In **Project > Project Settings**, under **Input Devices > Pointing**, " "enable **Emulate Touch From Mouse**." msgstr "" +"En **Proyecto > Ajustes de proyecto**, debajo de **Input Devices > " +"Pointing**, activar **Emulate Touch From Mouse**." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " @@ -110,17 +110,15 @@ msgstr "" "También queremos asegurarnos de que el juego se escala de modo consistente " "en pantallas de diferentes tamaños, por lo que en la configuración del " "proyecto vaya a *Display*, luego haz clic en *Window*. En las opciones " -"*Stretch*, establece *Mode* en \"2d\" y *Aspect* en \"keep\". Esto asegura " -"que el juego se escale consistentemente en pantallas de diferentes tamaños." +"*Stretch*, establece *Mode* en \"2d\" y *Aspect* en \"keep\"." #: ../../docs/getting_started/step_by_step/exporting.rst:45 -#, fuzzy msgid "" "Since we are already in the **Window** settings, we should also set under " "**Handheld** the **Orientation** to ``portrait``." msgstr "" -"Ya que estamos en la configuración de ventanas, también deberíamos " -"establecer la *Orientación* a *Retrato* debajo de *Portátil*." +"Ya que estamos en la configuración de ventanas, deberíamos establecer " +"también en **Portátil** la **Orientación** a ``retrato``." #: ../../docs/getting_started/step_by_step/exporting.rst:50 msgid "" @@ -146,34 +144,33 @@ msgid "Setting a main scene" msgstr "Configurando la escena principal" #: ../../docs/getting_started/step_by_step/exporting.rst:244 -#, fuzzy msgid "" "The main scene is the one that your game will start in. For this *Dodge the " "Creeps* example, in **Project -> Project Settings -> Application -> Run**, " "set **Main Scene** to ``Main.tscn`` by clicking the folder icon and " "selecting it." msgstr "" -"Para cambiar el icono de la barra de tareas, dirígete a **Proyecto → " -"Configuración del Proyecto → Application → Config → Icon**. Haz clic en el " -"icono de la carpeta y selecciona el icono deseado." +"La escena principal es en la que se iniciará el juego. Para este ejemplo " +"*Dodge the Creeps*, ve a **Proyecto -> Configuración del proyecto -> " +"Aplicación -> Ejecución**, establece **Escena Principal** a ``Main.tscn`` " +"haciendo clic en el icono de la carpeta y seleccionándolo." #: ../../docs/getting_started/step_by_step/exporting.rst:250 msgid "Export templates" msgstr "Plantillas de exportación" #: ../../docs/getting_started/step_by_step/exporting.rst:252 -#, fuzzy msgid "" "To export the project, you need to download the *export templates* from the " "http://godotengine.org/download. These templates are optimized versions of " "the engine without the editor pre-compiled for each platform. You can also " "download them in Godot by clicking on **Editor -> Manage Export Templates**:" msgstr "" -"Para exportar, es necesario descargar las *plantillas de exportación* de " -"http://godotengine.org/download. Estas plantillas son versiones optimizadas " -"del motor sin el editor precompilado para cada plataforma. También puedes " -"descargarlos en Godot haciendo clic en *Editor -> Cargar Plantillas de " -"Exportación*:" +"Para exportar el proyecto, es necesario descargar las *plantillas de " +"exportación* de http://godotengine.org/download. Estas plantillas son " +"versiones optimizadas del motor sin el editor pre-compilado para cada " +"plataforma. También puedes descargarlos desde Godot haciendo clic en *Editor " +"-> Gestionar Plantillas de Exportación*:" #: ../../docs/getting_started/step_by_step/exporting.rst:261 msgid "" @@ -188,7 +185,6 @@ msgstr "" "**Gestionar Plantillas de Exportación**." #: ../../docs/getting_started/step_by_step/exporting.rst:266 -#, fuzzy msgid "" "In the window that appears, you can click **Download** to get the template " "version that matches your version of Godot." @@ -210,7 +206,6 @@ msgid "Export presets" msgstr "Exportar Preajustes" #: ../../docs/getting_started/step_by_step/exporting.rst:279 -#, fuzzy msgid "" "Next, you can configure the export settings by clicking on **Project -> " "Export**." @@ -219,7 +214,6 @@ msgstr "" "en *Proyecto -> Exportar*." #: ../../docs/getting_started/step_by_step/exporting.rst:281 -#, fuzzy msgid "" "Create a new export preset by clicking **Add...** and selecting a platform. " "You can make as many presets as you like with different settings." @@ -229,7 +223,6 @@ msgstr "" "desee con diferentes ajustes." #: ../../docs/getting_started/step_by_step/exporting.rst:286 -#, fuzzy msgid "" "At the bottom of the window are two buttons. **Export PCK/ZIP** only creates " "a packed version of your project's data. This doesn't include an executable " @@ -241,7 +234,6 @@ msgstr "" "solo." #: ../../docs/getting_started/step_by_step/exporting.rst:290 -#, fuzzy msgid "" "The second button, **Export Project**, creates a complete executable version " "of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows." @@ -250,7 +242,6 @@ msgstr "" "completa de tu juego, como un `.apk` para Android o un `.exe` para Windows." #: ../../docs/getting_started/step_by_step/exporting.rst:293 -#, fuzzy msgid "" "In the **Resources** and **Features** tabs, you can customize how the game " "is exported for each platform. We can leave those settings alone for now." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 096b1171e0..6ea37d6a19 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index d03ad07f4d..c4463043bb 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po index daf56f4feb..92f1712261 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po index aedc1c5293..31ce69922e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 204d591d1c..6454a46079 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 15ef8ded81..772006f913 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -236,52 +236,51 @@ msgstr "" "superior: 2D, 3D, Script y AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" "`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it." msgstr "" -"Utilizarás el **espacio de trabajo 2D** para todo tipo de juegos. Además de " -"los juegos en 2D, es allí donde construirás tus interfaces. Presiona F1 (ó " -"Alt +1 en macOS) para acceder a este espacio." +"Utilizarás el **Espacio de trabajo 2D** para todo tipo de juegos. Además de " +"los juegos en 2D, es allí donde construirás tus interfaces. Presiona :kbd:" +"`Ctrl + F1` (ó :kbd:`Alt + 1` en macOS) para acceder a este espacio." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " "it." msgstr "" "En el **Espacio de trabajo 3D**, se puede trabajar con mallas, luces y " -"diseñar niveles para juegos 3D. Presione F2 (ó Alt + 2 en macOS) para " -"acceder a este modo." +"diseño de niveles para juegos 3D. Presione :kbd:`Ctrl + F2` (ó :kbd:`Alt + " +"2` en macOS) para acceder a este modo." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" "Notice the perspective button under the toolbar, it opens a list of options " "related to the 3D viewport." msgstr "" -"Observa el texto [perspectiva] debajo de la barra de herramientas, es un " -"botón que abre una lista de opciones relacionadas con la vista 3D." +"Fijese en el botón perspectiva debajo de la barra de herramientas, este abre " +"una lista de opciones relacionadas con la vista 3D." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136 msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**." msgstr "" -"Lee :ref: `doc_introduction_to_3d` para mas detalles de **3D workspace**." +"Lee :ref:`doc_introduction_to_3d` para mas detalles sobre **Espacio de " +"trabajo 3D**." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138 #, fuzzy msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "El área de trabajo **Script** es un completo editor de código con depurador, " -"autocompletado y referencias de código incorporadas. Pulsa :kbd:`F3` (ó :kbd:" -"`Alt + 3`en macOS) para acceder y :kbd:`mayus + F1` para buscar la " +"autocompletado y referencias de código incorporadas. Pulsa :kbd:`Ctrl + F3` " +"(ó :kbd:`Alt + 3`en macOS) para acceder y :kbd:`Shift + F1` para buscar la " "referencia." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po index 268106aac9..e8a30b57db 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 390b4a11e4..7d3fcb7eb5 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index d0a192920a..ee12ba6c2b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po index 4aefe2d2a3..fb4b0c65cf 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index cb9b9c4806..c3aac87ae5 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -364,11 +364,14 @@ msgstr "" "nombre cargando el archivo directamente." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Puedes nombrar un script y registrarlo como un tipo en el editor con la " "palabra clave ``class_name`` seguida por el nombre de la clase. Puedes " @@ -376,11 +379,11 @@ msgstr "" "ícono. De esta forma encontrarás un nuevo tipo en la ventana Node o Resource " "creation." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "En Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -388,6 +391,6 @@ msgstr "" "Únicamente GDScript o NativeScript, en otras palabras, C++ y otros lenguajes " "basandos en GDNative, pueden registrar scripts." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Únicamente GDScript crea variables globales para cada script nombrado." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po index 6b71c33d54..728153fc36 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index edd7577767..94aaad371b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index bfd82a68fb..12d8fba822 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index aa5831ebc6..4406cea7d1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index c11473b42c..fce4781f56 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index c17bc33c2a..d95a6a6c55 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index d7050968eb..17d4f67949 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -440,6 +440,7 @@ msgid "Add containers to place UI elements automatically" msgstr "Añade contenedores para colocar elementos de UI automáticamente" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -449,7 +450,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Nuestro menú principal tiene algo de margen alrededor de los bordes de la " "pantalla. Está dividido en dos partes: a la izquierda tienes el logotipo y " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index bd7bfb0b25..9c7874a3bd 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index faac0ec6ad..fa3aeb82bb 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 2dfe89391e..8d39abb289 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 0e10b55c57..87b736cd18 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 462dc2162c..5894414757 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 9465c97763..9acc553201 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index ef3304cd89..4b52a45edb 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 030ee244d2..e44f872a31 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 08831f8255..e058c1445e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,12 +38,13 @@ msgstr "" "escenas, etc." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "En Godot 3.0+, utilizamos un enfoque más moderno para la importación: " "simplemente coloque sus activos (archivos de imagen, escenas, archivos de " @@ -160,8 +161,9 @@ msgid "Files generated" msgstr "Archivos generados" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra .import file, containing the import " +"Importing will add an extra ``.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Al importar se agregará un archivo adicional .import, que contiene la " @@ -169,8 +171,10 @@ msgstr "" "de versiones!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Además, los assets adicionales estarán preestablecidos en la carpeta oculta " "res://.import:" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 0ed1a12e72..00a104d16e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,6 +69,14 @@ msgid "" "and HTML5 projects where CPU resources are limited, especially when playing " "multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" +"Los archivos MP3 utilizan una mejor compresión que WAV con IMA-ADPCM, pero " +"peor que Ogg Vorbis. Esto significa que un archivo MP3 con una calidad " +"aproximadamente igual a la de Ogg Vorbis será significativamente más grande. " +"En el lado positivo, MP3 requiere menos uso de CPU para reproducirse en " +"comparación con Ogg Vorbis. Esto hace que MP3 sea útil para proyectos mobile " +"y HTML5 donde los recursos de la CPU son limitados, especialmente cuando se " +"reproducen varios sonidos comprimidos al mismo tiempo (como sonidos " +"ambientales largos)." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 msgid "Here is a comparative chart." @@ -113,7 +121,7 @@ msgstr "Ogg Vorbis 128 Kb/s, stereo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 msgid "24 KB" -msgstr "" +msgstr "24 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 msgid "Ogg Vorbis 128 Kb/s, stereo" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 2cef71d3c2..f34b1767b9 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 9b35c04cf4..5371cd1e29 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -243,6 +243,13 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) `__." msgstr "" +"Si bien las texturas se pueden exportar con un modelo en ciertos formatos de " +"archivo, como glTF 2.0, también puede exportarlas por separado. Godot usa " +"PBR (physically based rendering) para sus materiales, por lo que si un " +"programa de texturizado puede exportar texturas PBR, pueden funcionar en " +"Godot. Esto incluye `Substance suite ` __, " +"`ArmorPaint (código abierto) ` __, y `Material " +"Maker (código abierto) `__." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 #, fuzzy @@ -266,6 +273,13 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" +"Dado que las GPU solo pueden renderizar triángulos, las mallas que contienen " +"quads o N-gons deben * triangularse * antes de poder renderizarse. Godot " +"puede triangular mallas al importar, pero los resultados pueden ser " +"impredecibles o incorrectos, especialmente con N-gons. Independientemente de " +"la aplicación de destino, triangular * antes * de exportar la escena " +"conducirá a resultados más consistentes y debe hacerse siempre que sea " +"posible." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -276,12 +290,21 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" +"Para evitar problemas con la triangulación incorrecta después de importar en " +"Godot, se recomienda hacer los objetos triangulares 3D DCC por sí solo. En " +"Blender, esto se puede hacer agregando un modificador triangular a sus " +"objetos y asegurándose de que ** Aplicar modificadores ** esté marcado en el " +"cuadro de diálogo de exportación. Alternativamente, dependiendo del " +"exportador, es posible que pueda encontrar y habilitar una opción ** " +"Triangular caras ** en el cuadro de diálogo de exportación." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" +"Para evitar problemas con la selección 3D en el editor, se recomienda " +"aplicar la transformación de objeto en el DCC 3D antes de exportar la escena." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" @@ -730,6 +753,10 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" +"Para modificar animaciones de una escena 3D importada, debe cambiar la " +"opción de almacenamiento de animación de ** Integrado ** a ** Archivos ** en " +"la barra de Importación. De lo contrario, los cambios realizados en las " +"animaciones de Godot se perderán cuando se ejecute el proyecto." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 1bab6d4692..432955a9bb 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po index ce016028c0..97cb03a405 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index fef78e266f..aa4cb0b97d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index b634570e52..0188596c8d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -212,8 +212,9 @@ msgstr "" "(tiempo lineal)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**Get, Set:** Más rápido *por posición*. Por ejemplo, puedes solicitar el " @@ -559,7 +560,7 @@ msgstr "" "para la estructura de datos personalizada de cada quien. Como tal, puede ser " "útil construir un tipo de nodo propio al construir estructuras de árbol." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." @@ -567,11 +568,11 @@ msgstr "" "A partir de aquí, uno puede crear sus propias estructuras con " "características específicas, limitadas sólo por su imaginación." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "Enumeraciones: int vs. string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -584,7 +585,7 @@ msgstr "" "último sólamente cuando se utiliza la palabra clave ``export`` en GDScript). " "Entonces surge la pregunta, \"¿qué se debe usar?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -594,7 +595,7 @@ msgstr "" "característica específica de GDScript y no de Godot scripting en general; " "los lenguajes priorizan la usabilidad sobre el rendimiento." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " @@ -605,7 +606,7 @@ msgstr "" "embargo, si uno quiere mantener las convenciones de otros idiomas, entonces " "debería usar enteros." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -619,7 +620,7 @@ msgstr "" "imprimir un entero, uno tendría que escribir un Diccionario que mapea el " "valor de la cadena correspondiente para cada enumeración." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -631,13 +632,13 @@ msgstr "" "usarlos como strings. De esta manera, no es necesaria una estructura de " "datos separada para ejecutar en la impresión." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -646,7 +647,7 @@ msgstr "" "animación de Godot? La respuesta puede no ser muy clara para los nuevos " "usuarios de Godot." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -655,16 +656,16 @@ msgstr "" "dibuja como un bucle animado en lugar de una imagen estática. Los usuarios " "pueden manipular..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" "la velocidad a la que se mueve a través de cada sección de la textura (fps)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "el número de regiones que contiene la textura (frames)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer ` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -676,7 +677,7 @@ msgstr "" "implica ninguna lógica adicional por parte del motor. La mala noticia es que " "los usuarios tienen muy poco control." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " @@ -694,7 +695,7 @@ msgstr "" "integrarlo con un ref:`TileMap ` para muchos fondos con " "animación automática que se renderizan en una sola llamada." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "` resource, allows one to create a variety of animation " @@ -708,7 +709,7 @@ msgstr "" "velocidad, desplazamiento por regiones y orientación. Esto los vuelve muy " "buenos para controlar animaciones basadas en cuadros 2D." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -722,7 +723,7 @@ msgstr "" "cuadros), entonces se necesita usar un nodo de :ref:`AnimationPlayer " "` en conjunto con el AnimatedSprite." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -730,13 +731,13 @@ msgstr "" "AnimationPlayers también es la herramienta que uno necesita utilizar si se " "desea diseñar sistemas de animación 2D mas complejos, como…" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" "**Animaciones recortadas:** editando las transformaciones de los sprites en " "el momento de la ejecución." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -746,11 +747,11 @@ msgstr "" "sprite y riggeando un esqueleto a el. Luego se animan los huesos que estiran " "y curvan la textura en proporción a las relaciones entre los huesos." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "Una mezcla de lo de arriba." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index d375617da0..45c2ce2569 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 6bb625a89f..9ddc5e825b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 39604ce615..d90606a290 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index fbc97243c6..9934af37af 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 09a3c98dfc..c694fadacb 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -106,10 +106,11 @@ msgstr "" "un factor significante si uno quiere crear siempre los scripts." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" "Si se desea sólo 'importar' un recurso de otra clase (script o escena), " "entonces una constante precargada es normalmente la mejor opción. Sin " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 42182a937b..ea5b5ef1a1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index eda1e8724a..2ba753db6f 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -301,11 +301,12 @@ msgid "Choosing a node tree structure" msgstr "Eligiendo una estructura de árbol de nodos" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -426,10 +427,11 @@ msgstr "" "nodos GUI podrían borrarse a si mismos durante escenas de transición." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" "Si uno de los sistemas modifica datos de otro sistema, se los pueden definir " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index b0c9e74b7a..470baede70 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 5dc9ae2617..49a8ff2b12 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 8e6c327340..bc0b392dc9 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -48,12 +48,17 @@ msgid "Add external SDKs that build with your project." msgstr "Añade SDKs externos que se compilan con tu proyecto." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:16 +#, fuzzy msgid "" "Configuring the custom build is a fairly straightforward process. But first " "you need to follow the steps in :ref:`exporting for " "android` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"Configurar una compilación personalizada es sencillo. Pero primero necesita " +"seguir el procedimiento de :ref:`exporting for " +"android` hasta **Setting it up in Godot**. " +"Después de hacerlo, siga los pasos de abajo." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 73b418a1e1..1fbbe3fc61 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -71,10 +71,15 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"Para que el archivo ICO reemplace efectivamente el ícono de Godot " +"predeterminado, debe contener * todos * los tamaños incluidos en el ícono de " +"Godot predeterminado: 16 × 16, 32 × 32, 48 × 48, 64 × 64, 128 × 128, 256 × " +"256 . Si el archivo ICO no contiene todos los tamaños, el icono de Godot " +"predeterminado se mantendrá para los tamaños que no se anularon." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "El comando ImageMagick anterior tiene esto en cuenta." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 33f66e6bc3..0fa932387e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,11 +68,11 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:19 msgid "Android SDK Platform-Tools version 30.0.5 or later" -msgstr "" +msgstr "Android SDK Platform-Tools versión 30.0.5 o posterior" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 msgid "Android SDK Build-Tools version 30.0.3" -msgstr "" +msgstr "Android SDK Build-Tools versión 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 #, fuzzy @@ -86,11 +86,11 @@ msgstr "Instala el Android SDK (versión de linea de comandos)" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:23 msgid "CMake version 3.10.2.4988404" -msgstr "" +msgstr "CMake versión 3.10.2.4988404" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "NDK version 21.4.7075529" -msgstr "" +msgstr "NDK versión 21.4.7075529" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "" @@ -115,6 +115,8 @@ msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" +"Si está usando Linux, ** no use un SDK de Android proporcionado por los " +"repositorios de su distribución, ya que a menudo estará desactualizado **." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 #, fuzzy @@ -214,11 +216,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "Una vez configurado ¡todo está listo para exportar a Android!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Proporcionando íconos de inicio" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -230,11 +247,11 @@ msgstr "" "resolución (para pantallas de densidad ``xxxhdpi``) y generará " "automaticamente las variantes de menor resolución." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Hay dos tipos de iconos requeridos por Godot:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -242,7 +259,7 @@ msgstr "" "**Main Icon:** El icono \"clásico\". Este será usado en todas las versiones " "de Android hasta Android 8 (Oreo), excluido. Debe tener al menos 192×192 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" "**Main Icon:** Icono principal provisto -> Icono de projecto -> Icono " "principal por defecto de Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -307,7 +324,7 @@ msgstr "" "principal provisto -> Icono de proyecto -> Icono por defecto de primer plano " "de Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -315,7 +332,7 @@ msgstr "" "**Adaptive Icon Background:** Icono de segundo plano provisto -> Icono de " "segundo plano por defecto de Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 #, fuzzy msgid "" "It's highly recommended to provide all the requested icons with their " @@ -326,11 +343,11 @@ msgstr "" "resolución especificada. Este es el único modo en que la aplicación sea vea " "bien en todos los dispositivos y versiones de Android." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Exportar para la Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -338,7 +355,7 @@ msgstr "" "Subir un APK a Google Play Store requiere que sea firmado usando un archivo " "keystore non-debug, el cual puede generarse así:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -351,23 +368,23 @@ msgstr "" "información sobre `APK signing `__." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Ahora rellena los siguientes formularios en tus opciones predeterminadas de " "exportación Android:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release:** Introduce la dirección a el archivo de almacén de claves que " "acabas de generar." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** Reemplaza con el alias de la clave." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -376,7 +393,7 @@ msgstr "" "contraseña del almacén de datos y la contraseña de la clave tienen que ser " "iguales." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -387,7 +404,7 @@ msgstr "" "de repositorios públicos y agregarlo a tu archivo ``.gitignore`` o " "equivalente." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 #, fuzzy msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." @@ -395,11 +412,11 @@ msgstr "" "No olvides desmarcar el botón ``Exportar con Depuración`` al seleccionar el " "nombre del APK." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "Optimizando el tamaño del APK" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -415,7 +432,7 @@ msgstr "" "librerías para una única arquitectura. Nota que aplicaciones que apunten a " "ARMv7 también funcionarán en ARMv8, lo opuesto no funcionará." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -433,7 +450,7 @@ msgstr "" "arquitectura en particular; creando un APK para ARMv7 y ARMv8 normalmente es " "suficiente para cubrir la mayoría de los dispositivos en uso hoy día." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 34d2a2a326..cede91ac9f 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index f0d1886a32..8503d73b46 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index ad665994c7..918c31a09e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -62,3 +62,7 @@ msgid "" "you're distributing your project via Steam as it bypasses code signing and " "antivirus checks." msgstr "" +"En Windows, también se sabe que la incrustación de PCK provoca falsos " +"positivos en los programas antivirus. Por lo tanto, se recomienda evitar su " +"uso a menos que esté distribuyendo su proyecto a través de Steam, ya que " +"evita la firma de código y las comprobaciones de antivirus." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 7b1edbb743..99c9729aa2 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index b500fd8cbc..543c7479a1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -117,12 +117,16 @@ msgid "" "You can choose the **Export Type** to select which features will be " "available:" msgstr "" +"Puede elegir el ** Tipo de exportación ** para seleccionar qué funciones " +"estarán disponibles:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 msgid "" "*Regular*: is the most compatible across browsers, will not support threads, " "nor GDNative." msgstr "" +"* Regular *: es el más compatible en todos los navegadores, no admite " +"subprocesos ni GDNative." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "" @@ -136,6 +140,8 @@ msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." msgstr "" +"* GDNative *: habilita la compatibilidad con GDNative pero hace que el " +"binario sea más grande y más lento de cargar." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -184,6 +190,8 @@ msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." msgstr "" +"** Tipos de exportación ** que no sean * Regular * aún no son compatibles " +"con la versión C #." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -209,6 +217,11 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"Los proveedores de navegadores están haciendo más y más funcionalidades solo " +"disponibles en `contextos seguros ` _, esto significa que tales características " +"solo están disponibles si la página web se sirve a través de una conexión " +"HTTPS segura (localhost generalmente está exento de tal requisito)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -283,6 +296,9 @@ msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"La exportación también copiará los archivos requeridos de GDNative `` .wasm " +"`` en la carpeta de salida (y debe cargarse en su servidor junto con su " +"juego)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" @@ -353,6 +369,8 @@ msgstr "Redes" msgid "" "Low level networking is not implemented due to lacking support in browsers." msgstr "" +"Las redes de bajo nivel no se implementan debido a la falta de soporte en " +"los navegadores." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -399,7 +417,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "Portapapeles" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -412,11 +430,11 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:178 #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:189 msgid "Requires a :ref:`secure context `." -msgstr "" +msgstr "Requiere un: ref: `secure context `." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 msgid "Gamepads" -msgstr "" +msgstr "Mandos de juego" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -427,6 +445,13 @@ msgid "" "reliable way to detect the gamepad information necessary to remap them based " "on model/vendor/OS due to privacy considerations." msgstr "" +"Los Mandos no se detectarán hasta que se presione uno de sus botones. Los " +"Mandos pueden tener un mapeo incorrecto dependiendo de la combinación de " +"navegador / sistema operativo / mando, lamentablemente la API de Gamepad " +" `__ no proporcionan una forma fiable de detectar la " +"información del mando necesaria para reasignarlos según el modelo / " +"proveedor / sistema operativo debido a consideraciones de privacidad." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" @@ -603,11 +628,12 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "Cualquier otro valor de JavaScript se devuelve como ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built ` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag `::" msgstr "" "Las plantillas de exportación HTML5 pueden ser :ref:`built " diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 28cb98577a..ac2114ab56 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index e0c1bb9a80..b22c7b2ed1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,6 +93,10 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs ` " "and loading them at run-time." msgstr "" +"Godot aún no soporta la carga de archivos PCK más grandes que 2 GB. Si sus " +"datos exportados del proyecto superan los 2 GB, será necesario dividirlo en " +"varios archivos PCK (ver: :ref:`exporting additional PCKs " +"`) y cargarlos en tiempo de ejecución." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -375,3 +379,6 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" +"Guarde el script de inicio y colóquelo en la misma carpeta que el binario " +"exportado. En Linux, asegúrese de otorgar permisos ejecutables al script de " +"inicio usando el comando `` chmod + x launch.sh ``." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 5669a82910..5caab64089 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po index f0d97467cc..68c820a5d7 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 3dcd15be3b..24b3e06b8e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Despliegue con un solo clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Suena bien ¿qué es?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Pasos para el despliegue con un solo clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -41,11 +43,12 @@ msgstr "" "bueno dejar que el usuario sepa que existe." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Algunas plataformas (en el momento de escribir este artículo, sólo Android) " "pueden detectar cuándo un dispositivo USB está conectado a la computadora y " @@ -54,31 +57,81 @@ msgstr "" "característica se llama, en palabras de moda de la industria, \"Despliegue " "con un solo clic\" (o \"One-Click Deploy\")." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Pasos para el despliegue con un solo clic" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Configura la plataforma de destino." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Configure el dispositivo (asegúrate de que está en modo desarrollador, " -"detecte la computadora, el cable USB está conectado, el controlador USB es " -"reconocido, etc.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Conecta el dispositivo..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "¡Y listo!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Soporta todas las plataformas." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Haga clic una vez... ¡y despliegue!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Despliegue con un solo clic" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po index 7fda7b5d48..3e903fa358 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 2dda452eab..8ac54a1c52 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index d889a95d4d..708351e0bd 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index e3d7cf4865..b85f94d752 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/index.po b/sphinx/po/es/LC_MESSAGES/index.po index d0767ec13f..6c0406bda0 100644 --- a/sphinx/po/es/LC_MESSAGES/index.po +++ b/sphinx/po/es/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -125,7 +125,6 @@ msgstr "" "superior izquierda." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy `__ for " @@ -133,9 +132,9 @@ msgid "" "the top-level ``index.html`` in a web browser." msgstr "" "También puede `descargar una copia en HTML `__ para " -"leerla sin conexión (se actualiza cada Lunes). Extraiga el archivo ZIP y " -"abra el nivel superior ``index.html`` en un navegador web." +"godot-docs/workflows/build_offline_docs/master/godot-docs-html-stable." +"zip>`__ para leerla sin conexión (se actualiza cada Lunes). Extraiga el " +"archivo ZIP y abra el nivel superior ``index.html`` en un navegador web." #: ../../docs/index.rst:45 msgid "" @@ -160,9 +159,9 @@ msgid "" "discord.gg/zH7NUgz>`_, or the ``#documentation`` channel on the `Godot " "Contributors Chat `_!" msgstr "" -"Envíe una incidencia o una pull request en el `repositorio de GitHub " -"`_ , ayúdenos a `traducir " -"la documentación `_ a su " +"Envíe una incidencia o un pull request en el `Repositorio de GitHub `_ , ayúdenos a `traducir la " +"documentación `_ a su " "idioma o hable con nosotros en el canal de ``#documentation`` en `Discord " "`_ , o en el canal ``#godotengine-doc`` en `irc." "freenode.net `_!" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 4813dc424f..30ee3ed033 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -364,6 +364,9 @@ msgid "" "The animations in the demo will not be covered here. See :ref:" "`doc_introduction_animation` for information on creating animations." msgstr "" +"Las animaciones de la demo no se cubrirán aquí. Consulte: ref: " +"`doc_introduction_animation` para obtener información sobre la creación de " +"animaciones." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:136 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po index eefc61fd3e..7ddbf0fa0e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po index 69c884c605..159772f15f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 828da21765..bbfde3b77b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,13 @@ msgid "Introduction" msgstr "Introducción" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" "En este tutorial aprenderás cómo crear personajes 2D animados con la case " "AnimatedSprite y AnimationPlayer. Típicamente, cuando creas o descargas un " @@ -40,10 +41,11 @@ msgstr "" "la animación. Ambos pueden ser animados en Godot con la clase AnimatedSprite." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite ` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite `." msgstr "" @@ -172,9 +174,10 @@ msgid "Sprite sheet with AnimatedSprite" msgstr "Sprite sheet con AnimatedSprite" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" "También puedes animar fácilmente desde una hoja de sprites con la clase " "\"AnimatedSprite\". Usaremos esta hoja de sprites de dominio público:" @@ -189,9 +192,10 @@ msgstr "" "proyecto." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" "Configura tu árbol de escena de la misma forma que lo hiciste previamente " @@ -199,23 +203,26 @@ msgstr "" "su propiedad *SpriteFrames*, selecciona \"New SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "Haz clic en el nuevo recurso SpriteFrames. Esta vez aparecerá un panel en la " "parte inferior, selecciona \"Añadir frames desde un Sprite Sheet\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "Se te pedirá que abras un archivo. Selecciona tu hoja de sprites." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" "Se abrirá una nueva ventana, mostrando tu hoja de sprites. Lo primero que " "tendrás que hacer es cambiar el número de imágenes verticales y horizontales " @@ -223,9 +230,10 @@ msgstr "" "horizontalmente y dos verticalmente." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" "A continuación, selecciona los cuadros de la hoja de sprites que quieres " @@ -233,16 +241,18 @@ msgstr "" "haremos clic en \"Añadir 4 cuadros\" para crear la animación." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" "Ahora verás tu animación en la lista de animaciones en el panel inferior. " "Haz doble clic sobre default para cambiar el nombre de la animación a jump." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" "Por último, activa la propiedad Playing del AnimatedSprite en el inspector " @@ -386,12 +396,13 @@ msgid "Summary" msgstr "Sumario" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" "Estos ejemplos ilustran las dos clases que puedes usar en Godot para la " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po index 567cefe1cc..f7c8174b19 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po index e39321828f..20621853da 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 25ff7af011..30c47d8f6c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po index 09215f8916..51d7825e26 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 9b47f32853..4a12ec399f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 40857acd25..fd3fd9f106 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -579,10 +579,13 @@ msgid "" "This template can be used for tilesets that only have 16 tiles - for simpler " "art styles the missing tiles will not be noticeable." msgstr "" +"Esta plantilla se puede usar para conjuntos de mosaicos que solo tienen 16 " +"mosaicos; para estilos de arte más simples, los mosaicos faltantes no se " +"notarán." #: ../../docs/tutorials/2d/using_tilemaps.rst:269 msgid "Blue-checkered: \"ignore\"" -msgstr "" +msgstr "Blue-checkered: \"ignore\"" #: ../../docs/tutorials/2d/using_tilemaps.rst:274 msgid "**Template - Top-down floor in 3/4 perspective:**" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index c2c4a5a943..2225f32961 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index b45a755be0..fd91910eda 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,11 +26,14 @@ msgid "Introduction" msgstr "Introducción" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 +#, fuzzy msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" "Los mapas de luz baked son un flujo de trabajo alternativo para añadir " "iluminación indirecta (o baked) a una escena. A diferencia del enfoque :ref:" @@ -38,10 +41,11 @@ msgstr "" "móviles de gama baja, ya que casi no consumen recursos en tiempo de " "ejecución." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 +#, fuzzy msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" @@ -51,40 +55,48 @@ msgstr "" "junto con ella en interiores (o usar un cielo en exteriores) es un requisito " "para obtener buena calidad." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -"Al ser horneados, tienen menos problemas que \"GIProbe\" en cuanto al " -"desteñido ligero, y la luz indirecta puede verse mejor si se usa el modo " -"Raytrace en la configuración de alta calidad (pero hornear puede llevar un " -"tiempo)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#, fuzzy msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" "Al final, decidir qué enfoque de iluminación indirecta es mejor depende de " "su caso de uso. En general, el GIProbe se ve mejor y es mucho más fácil de " "instalar. Sin embargo, para la compatibilidad móvil o de gama baja, los " "Baked Lightmaps son su única opción." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 msgid "Visual comparison" msgstr "Comparaciones visuales" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +#, fuzzy msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" "Aquí hay algunas comparaciones de cómo se ven los Baked Lightmaps vs. el " "GIProbe. Noten que los mapas de luz son más precisos, pero también sufren " @@ -92,11 +104,11 @@ msgstr "" "transiciones y la resolución pueden no ser tan buenas. El GIProbe parece " "menos preciso (ya que es una aproximación), pero más suave en general." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Configurando" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -109,7 +121,7 @@ msgstr "" "cualquier cara del objeto tiene su propio lugar en el mapa UV. Las caras no " "deben compartir píxeles en la textura." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" @@ -117,17 +129,110 @@ msgstr "" "Hay algunas maneras de asegurar que tu objeto tiene una capa de UV2 y un " "tamaño de textura únicos:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "Unwrap al importar escena" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +#, fuzzy +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" +"Este es probablemente el mejor enfoque en general. La única desventaja es " +"que, en los modelos grandes, el proceso de unwrapping puede llevar un tiempo " +"considerable en la importación. Simplemente selecciona la escena importada " +"en el panel de Sistema de Archivos, luego ve al panel Importar. Allí se " +"puede modificar la siguiente opción:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +#, fuzzy +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" +"Este es probablemente el mejor enfoque en general. La única desventaja es " +"que, en los modelos grandes, el proceso de unwrapping puede llevar un tiempo " +"considerable en la importación. Simplemente selecciona la escena importada " +"en el panel de Sistema de Archivos, luego ve al panel Importar. Allí se " +"puede modificar la siguiente opción:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +#, fuzzy +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" +"El modo **Light Baking** debe ser ajustado a **\"Gen Lightmaps \"**. También " +"se debe proporcionar un tamaño de texto en unidades mundiales, ya que esto " +"determinará el tamaño final de la textura del mapa de luz (y, en " +"consecuencia, el relleno de UV en el mapa)." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" +"El efecto de establecer esta opción es que todas las mallas dentro de la " +"escena tendrán sus mapas de UV2 correctamente generados." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +#, fuzzy +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" +"Como advertencia: Al reutilizar una malla dentro de una escena, toma en " +"cuenta que se generarán UVs para la primera instancia encontrada. Si la " +"malla se reutiliza con diferentes escalas (y las escalas son muy diferentes, " +"más de la mitad o dos veces), esto resultará en mapas de luz ineficientes. " +"Simplemente no reutilices una malla de origen a diferentes escalas si estás " +"planeando usar lightmapping." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "Desplegar desde Godot" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" +"Godot tiene la opción de desplegar mallas y visualizar los canales UV. Se " +"puede encontrar en el menú Malla:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" +"Esto generará un segundo conjunto de coordenadas UV2 que puede ser usado " +"para hornear, y también fijará el tamaño de la textura automáticamente." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "Desplegar desde de su 3D DCC" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 +#, fuzzy msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" "Una opción es hacerlo desde tu aplicación 3D favorita. Este enfoque no es " "generalmente recomendado, pero se explica primero para que sepas que existe. " @@ -136,19 +241,20 @@ msgstr "" "costoso dentro de Godot, por lo que tenerlo desenvuelto antes de la " "importación puede ser más rápido." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "Simplemente despliegue la segunda capa UV2." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 +#, fuzzy msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" "Y se importan normalmente. Recuerda que tendrás que establecer el tamaño de " "la textura en la malla después de la importación." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -161,83 +267,11 @@ msgstr "" "mayoría de las veces necesitarás usar costuras u otras técnicas para crear " "un mejor desenvolvimiento." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "Desplegar desde Godot" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" -"Godot tiene la opción de desplegar mallas y visualizar los canales UV. Se " -"puede encontrar en el menú Malla:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" -"Esto generará un segundo conjunto de coordenadas UV2 que puede ser usado " -"para hornear, y también fijará el tamaño de la textura automáticamente." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "Unwrap al importar escena" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" -"Este es probablemente el mejor enfoque en general. La única desventaja es " -"que, en los modelos grandes, el proceso de unwrapping puede llevar un tiempo " -"considerable en la importación. Simplemente selecciona la escena importada " -"en el panel de Sistema de Archivos, luego ve al panel Importar. Allí se " -"puede modificar la siguiente opción:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" -"El modo **Light Baking** debe ser ajustado a **\"Gen Lightmaps \"**. También " -"se debe proporcionar un tamaño de texto en unidades mundiales, ya que esto " -"determinará el tamaño final de la textura del mapa de luz (y, en " -"consecuencia, el relleno de UV en el mapa)." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" -"El efecto de establecer esta opción es que todas las mallas dentro de la " -"escena tendrán sus mapas de UV2 correctamente generados." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" -"Como advertencia: Al reutilizar una malla dentro de una escena, toma en " -"cuenta que se generarán UVs para la primera instancia encontrada. Si la " -"malla se reutiliza con diferentes escalas (y las escalas son muy diferentes, " -"más de la mitad o dos veces), esto resultará en mapas de luz ineficientes. " -"Simplemente no reutilices una malla de origen a diferentes escalas si estás " -"planeando usar lightmapping." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "Comprobando el UV2" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " @@ -247,13 +281,14 @@ msgstr "" "coordenadas de la textura del UV2. Asegúrate, si algo está fallando, de " "comprobar que las mallas tienen estas coordenadas UV2:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "Configurando la escena" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 +#, fuzzy msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" @@ -261,7 +296,7 @@ msgstr "" "una escena. Esto permitirá que la luz se hornee en todos los nodos (y " "subnodos) de esa escena, incluso en las escenas instantes." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " @@ -271,11 +306,11 @@ msgstr "" "el baker, y a cada una se le asignará un mapa de luz propio (sólo asegúrese " "de respetar la regla sobre el escalado mencionada anteriormente):" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "Configurar los límites" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " @@ -286,19 +321,20 @@ msgstr "" "interior (más sobre eso más adelante). Sólo cubre la escena con el volumen " "como lo haces con \"GIProbe\":" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "Configurando mallas" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 +#, fuzzy msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" "Para que un nodo de **MeshInstance** participe en el proceso de baking, debe " "tener activada la propiedad \"Use in Baked Light\"." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." @@ -306,11 +342,11 @@ msgstr "" "Cuando se generan automáticamente mapas de luz en la importación de escenas, " "esto se activa automáticamente." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "Configurando luces" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " @@ -320,7 +356,7 @@ msgstr "" "mapas de sombras y la iluminación siguen siendo dinámicos y afectan a los " "objetos en movimiento, pero la luz que rebota de esa luz se baked." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" @@ -329,105 +365,99 @@ msgstr "" "indirectas). Esto se puede controlar desde el menú **Bake Mode** en las " "luces:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "Los modos son:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Variable" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 +#, fuzzy msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" "**Disabled:** La luz es ignorada en la cocción. Ten en cuenta que ocultar " "una luz no tendrá ningún efecto para la baking, así que esto debe ser usado " "en su lugar." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -"**Indirect:** Este es el modo por defecto. Sólo se baked la iluminación " -"indirecta." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" -"**All:** Tanto la iluminación indirecta como la directa serán baked. Si no " -"quieres que la luz aparezca dos veces (dinámica y estática), simplemente " -"ocúltala." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "Calidad de baking" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" -"``BakedLightmap`` utiliza, por simplicidad, una versión voxelizada de la " -"escena para calcular la iluminación. El tamaño del voxel puede ser ajustado " -"con el parámetro **Bake Subdiv**. Más subdivisión resulta en más detalles, " -"pero también toma más tiempo para hornear." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" -"En general, los valores por defecto son lo suficientemente buenos. También " -"hay una **Subdivisión de captura** (que siempre debe ser igual o menor que " -"la subdivisión principal), que se utiliza para capturar la luz en los " -"objetos dinámicos (más sobre eso más adelante). Su valor por defecto también " -"es lo suficientemente bueno para la mayoría de los casos." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" -"Además del tamaño de la captura, la calidad puede ser modificada por el " -"ajuste del **Modo de horneado**. Se proporcionan dos modos de captura " -"indirecta:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" -"**Voxel Cone**: Trace: Es el predeterminado; es menos preciso, pero más " -"rápido. Se ve similar a (pero ligeramente mejor que) ``GIProbe``." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" -"**Ray Tracing**: Este método es más preciso, pero puede tardar bastante más " -"tiempo en hornearse. Si se usa en calidad baja o media, algunas escenas " -"pueden producir granulado." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "Horneado" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#, fuzzy msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" "Para empezar el proceso de horneado, sólo tienes que pulsar el gran botón " "**Hornear mapas de luz** en la parte superior al seleccionar el nodo " "``BakedLightmap``:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." @@ -435,89 +465,168 @@ msgstr "" "Esto puede llevar de segundos a minutos (u horas) dependiendo del tamaño de " "la escena, el método de bake y la calidad seleccionada." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "Configurando el bake" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "Hay varias opciones más para hornear:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -"**Bake Subdiv**: El mapa de luz de Godot utiliza una cuadrícula para " -"transferir la información de la luz; el valor por defecto está bien y " -"debería funcionar en la mayoría de los casos. Auméntalo en caso de que " -"quieras una mejor iluminación en los pequeños detalles o tu escena sea " -"extensa." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "Tweaking (ajustes)" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -"**Captura de la Subdivisión**: Esta es la cuadrícula utilizada para la " -"captura de información en tiempo real (iluminación de objetos dinámicos). El " -"valor por defecto es generalmente el correcto, usualmente más pequeño que " -"Bake Subdiv y no puede ser más grande que él." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -"**Calidad del horneado**: Se proporcionan tres modos de calidad de horneado, " -"Bajo, Medio y Alto. Una calidad más alta tomará más tiempo." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -"**Modo de hornear**: El horneador puede usar dos técnicas diferentes: *Voxel " -"Cone Tracing* (rápido, pero aproximado), o *RayTracing* (lento, pero " -"preciso)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -"**Propagación**: Usado para el modo *Voxel Cone Trace*. Funciona igual que " -"en ``GIProbe``." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -"**HDR**: Si está desactivado, los mapas de luz son más pequeños, pero no " -"pueden capturar ninguna luz sobre el blanco (1.0)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -"**Image Path**: Donde se guardarán los mapas de luz. Por defecto, en el " -"mismo directorio de la escena (\".\"), pero esto puede ser cambiado." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" -msgstr "**Extents**: Tamaño del área afectada (puede ser editada visualmente)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." +msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Tiles de atlas" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Captura" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe `'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Datos" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 +#, fuzzy msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" "**Datos de la luz**: Contiene los datos de la luz horneada después de " "hornear. Las texturas se guardan en el disco, pero también contiene los " @@ -525,15 +634,44 @@ msgstr "" "Si estás usando los formatos .tscn (en lugar de .scn), puedes guardarlos en " "el disco." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "Objetos dinámicos" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 +#, fuzzy msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" "En otros motores o implementaciones de mapas de luz, se requiere colocar " @@ -541,7 +679,7 @@ msgstr "" "para generar datos de *captura*. Esto se utiliza para, entonces, transferir " "la luz a los objetos dinámicos que se mueven alrededor de la escena." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po index c8a16644c6..bd3dfa8bc8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 372ea6f335..2f014e3a14 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index ae6b81ff3a..d2713e318c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 557465af3f..a98d5578f6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 0ce7b25120..0353403345 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 7164c3bf1d..ca8b9182e3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 5c6083d844..0525a5aa39 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 51259aa476..9bcb6f18c2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index b8d61f055c..dd882dc73b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po index a844dd1793..664bfcd7d7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 43a567ea00..7481b7c501 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po index bfaecb3ca4..d429e04268 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index d883f78180..0507921ec7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 9fdb50f12c..5fb0599ba4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po index 20e9c89ad5..61eab2d6af 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po index b3bb8ff98b..84949b666f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 92756589ce..c98e43fd8b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index f8ad660f43..0359c118f9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po index f833eba325..be658b8a04 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 854b55dd6f..86d5caaa81 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -235,9 +235,10 @@ msgstr "" "que una onda se está moviendo a lo largo del pez." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 +#, fuzzy msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" "El último movimiento es el giro, que es un rollo de desplazamiento a lo " "largo de la columna vertebral. De manera similar al pivote, primero " @@ -276,10 +277,11 @@ msgstr "" "mitad trasera del pez. Para hacer esto, creamos una nueva variable, ``mask``." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 +#, fuzzy msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" "``mask`` es un real que va de ``0`` en la parte delantera del pez a ``1`` al " "final, usando ``smoothstep`` para controlar el punto en el que la transición " @@ -457,10 +459,11 @@ msgstr "" "con menos peces." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 +#, fuzzy msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" "¿Nota que todos los peces están en la misma posición en su ciclo de " "natación? Los hace parecer muy robóticos. El siguiente paso es darle a cada " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 47a2845e4d..81c7a54590 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,9 +76,10 @@ msgid "Then add the following two functions:" msgstr "A continuación, añade dos funciones:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 +#, fuzzy msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"`. They are used to generate a random number from " +"`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" "Estas funciones vienen por defecto :ref:`ParticlesMaterial " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 115cceb169..dd05108eb9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po index da345ceae9..f492b1b3fa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po index 26f24e2edb..9edb0a48fb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po index f1fd5c116b..3bcabe5063 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po index ff181ce54e..dc9445fa8e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po index 8e2186dc8d..7fe930a7de 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -230,7 +230,20 @@ msgstr "" msgid "Our scene setup" msgstr "Nuestra configuración de la escena" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -242,17 +255,7 @@ msgstr "" "por defecto de Godot como textura del sprite. Como punto de partida, mueve " "el sprite a una posición a la izquierda de la pantalla." -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" -"No es necesario añadir nodos animados como hijos al nodo AnimationPlayer, " -"pero es una buena forma de distinguir los nodos animados de los nodos no " -"animados en el árbol de escenas." - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " @@ -262,26 +265,26 @@ msgstr "" "editor de animaciones. De la lista selecciona \"Añadir animación\" (|Add " "Animation|) e ingresa un nombre para la animación en el cuadro de diálogo." -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Añadir una nueva animación" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "Añadir una pista" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" "Para añadir una nueva pista para nuestro sprite, selecciónala y echa un " "vistazo a la barra de herramientas:" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "Botones de conveniencia" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." @@ -289,7 +292,7 @@ msgstr "" "Estos interruptores y botones permiten agregar fotogramas clave para la " "ubicación, rotación y escala del nodo seleccionado, respectivamente." -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." @@ -297,7 +300,7 @@ msgstr "" "Deselecciona rotación, porque sólo nos interesa la ubicación de nuestro " "sprite para este tutorial y haz clic en el botón con forma de llave." -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." @@ -306,7 +309,7 @@ msgstr "" "location, Godot nos preguntará si debería configurarla por nosotros. Haz " "clic en \"Crear\"." -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" @@ -314,15 +317,15 @@ msgstr "" "Esto crea una nueva pista y nuestro primer fotograma clave al principio de " "la línea de tiempo:" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "La pista de sprite" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "El segundo fotograma clave" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." @@ -330,7 +333,7 @@ msgstr "" "Ahora tenemos que establecer el destino al que debe dirigirse nuestro sprite " "y cuánto tiempo se tarda en llegar allí." -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " @@ -341,11 +344,11 @@ msgstr "" "así que cámbiala en los controles de la línea de tiempo en el panel inferior " "del panel de animación a 2." -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "Duración de la animación" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." @@ -353,36 +356,36 @@ msgstr "" "Haz clic en el encabezado de la línea de tiempo cerca de la marca de 2 " "segundos y mueve el sprite al destino deseado en el lado derecho." -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" "De nuevo, haz clic en el botón de la barra de herramientas. Esto creará " "nuestro segundo fotograma clave." -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "Reproducir la animación" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" "Haz clic en el botón \" Reproducir desde el principio\" (|Play from " "beginning|)." -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "¡Genial! Nuestra animación funciona:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "La animación" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "De un lado a otro" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " @@ -393,11 +396,11 @@ msgstr "" "primer fotograma clave es también el último fotograma clave, si no se " "especifica ningún fotograma clave al final." -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "Bucle de animación" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " @@ -407,12 +410,12 @@ msgstr "" "avanza y retrocede. Puedes cambiar este comportamiento si cambias el modo de " "bucle de la pista. Esto se explicará en el siguiente capítulo." -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "Ajustes de pista" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." @@ -420,7 +423,7 @@ msgstr "" "Cada pista tiene un panel de ajustes al final, donde puede establecer el " "modo de actualización, la interpolación de pista y el modo de bucle." -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" @@ -428,19 +431,19 @@ msgstr "" "El modo de actualización de una pista le indica a Godot cuándo actualizar " "los valores de la propiedad. Este puede ser:" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "Continuo: Actualiza la propiedad en cada frame" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "Discreto: Sólo se actualiza la propiedad en fotogramas clave" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "Trigger: Sólo se actualiza la propiedad en fotogramas clave o triggers" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" @@ -448,11 +451,11 @@ msgstr "" "Captura: Se recuerda el valor actual de una propiedad, y se mezclará con la " "primera clave de animación encontrada" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "Modo de pista" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." @@ -460,7 +463,7 @@ msgstr "" "En animaciones normales, normalmente se utiliza \"Continuo\". Los otros " "tipos se utilizan para escribir animaciones complejas." -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" @@ -468,11 +471,11 @@ msgstr "" "La interpolación le dice a Godot cómo calcular los valores de los fotogramas " "entre los fotogramas clave. Estos modos de interpolación son compatibles:" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "Nearest: Se establece el valor de fotograma clave más cercano" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" @@ -480,7 +483,7 @@ msgstr "" "Lineal: Se establece el valor basado en un cálculo de función lineal entre " "los dos fotogramas clave" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" @@ -488,11 +491,11 @@ msgstr "" "Cúbica: Se establece el valor basado en el cálculo de una función cúbica " "entre los dos fotogramas clave" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "Interpolación de pista" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " @@ -503,7 +506,7 @@ msgstr "" "clave. Normalmente se utiliza para la animación de personajes. La " "interpolación lineal crea más bien un movimiento robótico." -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" @@ -511,11 +514,11 @@ msgstr "" "Godot admite dos modos de bucle, que afectan a la animación si está " "configurada para bucle:" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "Modos de bucle" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " @@ -525,7 +528,7 @@ msgstr "" "detiene después del último fotograma clave de esta pista. Cuando se alcanza " "de nuevo el primer fotograma clave, la animación se restablece a sus valores." -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " @@ -535,12 +538,12 @@ msgstr "" "animación después del último fotograma clave para alcanzar de nuevo los " "valores del primer fotograma clave." -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "Los fotogramas clave para otras propiedades" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." @@ -549,7 +552,7 @@ msgstr "" "propiedad puede ser usada como una pista donde puedes establecer fotogramas " "clave." -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " @@ -560,11 +563,11 @@ msgstr "" "sprite. Haz clic en este botón y Godot añade automáticamente una pista y un " "fotograma clave a la animación actual." -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "Editar fotogramas clave" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " @@ -574,11 +577,11 @@ msgstr "" "hacer clic en estos para abrir el editor de fotogramas clave en el " "inspector. Puedes usar esto para editar directamente sus valores." -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "Editor de fotogramas clave editando una clave" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " @@ -589,7 +592,7 @@ msgstr "" "Godot, cómo cambiar los valores de la propiedad cuando llega a este " "fotograma clave." -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." @@ -597,11 +600,11 @@ msgstr "" "Normalmente se modifican las animaciones de esta manera, cuando el " "movimiento no se \"ve bien\"." -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "Avanzado: Método de llamada de pistas" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -613,7 +616,7 @@ msgstr "" "index` sabes que cada tipo de nodo es una clase y tiene un montón de métodos " "llamables." -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." @@ -621,7 +624,7 @@ msgstr "" "Por ejemplo, el nodo de tipo :ref:`class_AudioStreamPlayer` tiene un método " "para reproducir un flujo de audio." -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -636,7 +639,7 @@ msgstr "" "nombre y los argumentos de una función, que Godot debería llamar cuando " "llegue a este fotograma clave." -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " @@ -647,7 +650,7 @@ msgstr "" "reproducir audio se debe usar una pista de audio, pero para demostrar los " "métodos vamos a hacerlo de esta manera." -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." @@ -655,24 +658,24 @@ msgstr "" "Añade un :ref:`class_AudioStreamPlayer` al Árbol de Escenas y configura un " "stream usando un archivo de audio que pones en tu proyecto." -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" "Haz clic en \"Añadir pista\" (|Añadir pista|) en los controles de pista del " "panel de animación." -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" "Selecciona \"Agregar pista de método de llamada\" de la lista de posibles " "tipos de pista." -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "Añadir una Pista de Llamada a Función" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." @@ -680,11 +683,11 @@ msgstr "" "Selecciona el nodo :ref:`class_AudioStreamPlayer` en la ventana de " "selección. Godot añade la pista con la referencia al nodo." -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "Selecciona AudioStreamPlayer" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " @@ -695,7 +698,7 @@ msgstr "" "hará que aparezca una lista de métodos que pueden ser llamados para el nodo " "AudioStreamPlayer. Selecciona el primero." -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." @@ -703,7 +706,7 @@ msgstr "" "Cuando Godot alcanza el fotograma clave, llama a la función \"play\" del " "nodo :ref:`class_AnimationPlayer` y se reproduce la secuencia." -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po index de1a881765..0364da7c3a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 2e3b79843b..90bdcc7f18 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 2af27e67e9..187dece965 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -340,14 +340,15 @@ msgstr "" "fecha de edición." #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" "Notablemente, sólo puedes buscar activos para la versión actual de Godot que " "estás ejecutando. Los proyectos, demostraciones y plantillas pueden ser " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index a5d1c0cbca..ad5034f24e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po index 9963f12aa4..95fb4f0696 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po index d550390250..c536a5f145 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po index 66368f9ded..a08bca9090 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index a0809f040c..cf59dbce25 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 22fcb46769..41b9afa366 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/index.po index f0de4e61d9..7078ab61de 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/making_trees.po index b74497a526..110c632ee9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index cee2c6eb2c..5ddb40d731 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,8 +69,9 @@ msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" msgstr "``ARRAY_NORMAL`` = 1 | PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +#, fuzzy msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" "``ARRAY_TANGENT`` = 2 | PoolRealArray de grupos de 4 floats. Los primeros 3 " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index c5658efca6..ee2bf9ea42 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 4588308d4e..fd5936a09a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index f2c40d9bc2..3c14ae4676 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 03927821df..b259b05c1c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/es/LC_MESSAGES/tutorials/debug/debugger_panel.po index 2dcacaaabb..75aaa888a0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po index 36b277f0a8..98372eaf04 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index b38d7db88b..2685a887e7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index dc9ccc88d7..bc3f0457f1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 239f4a290d..b2e088c232 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 8295d5add3..b30fe80d95 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_containers.po index 04855ec423..dc84b41979 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -198,8 +198,9 @@ msgid "Box Containers" msgstr "Box Containers" #: ../../docs/tutorials/gui/gui_containers.rst:67 +#, fuzzy msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "` and :ref:`VBoxContainer `). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po index e37140f491..51c77b76d7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po index 0ca0f121a1..f7bb96bcab 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po index fcd211eb7a..b55aba686d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po index db54c7f3ae..9423491915 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index a075201e67..5da1a7a80d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po index fd2c4d8193..86fe323a4e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index b37aae4072..8138640c74 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -313,11 +313,12 @@ msgid "Updating message files to follow the PO template" msgstr "Actualizando los archivos de mensajes para seguir la plantilla de PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" "Después de actualizar la plantilla de PO, tendrá que actualizar los archivos " "de mensajes para que contengan nuevas strings, al tiempo que elimina las " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 1b89d2a4c0..0cab80a9fc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 53c918293b..84ffaf3247 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po index 7922116cb6..6220bb2c8e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po index 03ca745212..b7886ab68e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -246,9 +246,10 @@ msgid "Keyboard modifiers" msgstr "Modificadores de teclado" #: ../../docs/tutorials/inputs/input_examples.rst:219 +#, fuzzy msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " +"`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po index fa4299d4ff..cc2f66cb52 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -181,14 +181,18 @@ msgstr "" "pantalla completa que deben ser ignorados si hay elementos de GUI activos." #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera ` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area ` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() ` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area ` properties)." msgstr "" "Si nadie ha querido realizar el evento hasta ahora, y una :ref:`Camera " "` es asignada al Viewport, se emitirá un rayo al mundo de la " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 84a0aa6ac3..aff4ef7e00 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po index 0069069056..c57da53616 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po index 7f6a8d6d0e..4fd9aa4f73 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po index 5db203863c..c5f23a22ed 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po index 8aa9fe8869..a319451362 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/es/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 0cbabc03f5..59a02c6ee7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,7 +68,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -79,14 +79,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -168,10 +168,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Aceptando las licencias" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Licencias de terceros" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties `_. Most of it does not require " @@ -181,68 +193,68 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType `_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet `_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS `_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -251,7 +263,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL `_ " "instead." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/legal/index.po index 9fb626b352..09a166f6a6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 646a4696dc..c4cacd5df7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,10 +69,9 @@ msgid "" "segments as we change the value of ``t`` from 0 to 1." msgstr "" "Para dibujar una curva entre ellos, primero interpolamos gradualmente sobre " -"los dos vértices de cada uno de los dos segmentos formados por los tres " -"puntos, usando valores que van de 0 a 1. Esto nos da dos puntos que se " -"mueven a lo largo de los segmentos a medida que cambiamos el valor de ``t`` " -"de 0 a 1." +"los dos vértices de cada uno de los dos segmentos formados por tres puntos, " +"usando valores que van del 0 al 1. Esto nos da dos puntos que se mueven a lo " +"largo de los segmentos a medida que cambiamos el valor de ``t`` del 0 al 1." #: ../../docs/tutorials/math/beziers_and_curves.rst:37 msgid "" @@ -333,9 +332,10 @@ msgstr "" "se mencionó antes sobre la velocidad constante, esto también es difícil." #: ../../docs/tutorials/math/beziers_and_curves.rst:193 +#, fuzzy msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po index 88493c3bf3..ed7ab99583 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po index 521a1ae21b..fa9effd2a2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index cc83b23c50..91bd9bec80 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po index 46c863311b..6f1318d70a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,6 +28,9 @@ msgid "" "guides you through common types of randomness and how to implement them in " "Godot." msgstr "" +"Muchos juegos se basan en la aleatoriedad para implementar la mecánica " +"central del juego. Esta página lo guía a través de los tipos comunes de " +"aleatoriedad y cómo implementarlos en Godot." #: ../../docs/tutorials/math/random_number_generation.rst:10 msgid "" @@ -35,6 +38,9 @@ msgid "" "numbers, you will learn how to get random elements from arrays, " "dictionaries, and how to use a noise generator in GDScript." msgstr "" +"Después de brindarle una breve descripción general de las funciones útiles " +"que generan números aleatorios, aprenderá cómo obtener elementos aleatorios " +"de matrices, diccionarios y cómo usar un generador de ruido en GDScript." #: ../../docs/tutorials/math/random_number_generation.rst:16 msgid "" @@ -52,6 +58,8 @@ msgid "" "Godot exposes two ways to generate random numbers: via *global scope* " "methods or using the :ref:`class_RandomNumberGenerator` class." msgstr "" +"Godot expone dos formas de generar números aleatorios: a través de métodos " +"de *global scope* o usando la clase: ref: `class_RandomNumberGenerator`." #: ../../docs/tutorials/math/random_number_generation.rst:26 msgid "" @@ -76,7 +84,7 @@ msgstr "" #: ../../docs/tutorials/math/random_number_generation.rst:38 msgid "The randomize() method" -msgstr "" +msgstr "El método randomize()" #: ../../docs/tutorials/math/random_number_generation.rst:40 msgid "" @@ -114,6 +122,8 @@ msgid "" "Let's look at some of the most commonly used functions and methods to " "generate random numbers in Godot." msgstr "" +"Veamos algunas de las funciones y métodos más utilizados para generar " +"números aleatorios en Godot." #: ../../docs/tutorials/math/random_number_generation.rst:71 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po index 53f983fbc8..fc5e882304 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po index 58295e57ce..2dc179c699 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index f90561df50..459df5d4c1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -365,7 +365,7 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:69 msgid "array" -msgstr "" +msgstr "arreglo" #: ../../docs/tutorials/misc/binary_serialization_api.rst:71 #: ../../docs/tutorials/misc/binary_serialization_api.rst:213 @@ -373,7 +373,7 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:281 #: ../../docs/tutorials/misc/binary_serialization_api.rst:306 msgid "20" -msgstr "" +msgstr "20" #: ../../docs/tutorials/misc/binary_serialization_api.rst:71 msgid "raw array" @@ -381,15 +381,15 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:73 msgid "21" -msgstr "" +msgstr "21" #: ../../docs/tutorials/misc/binary_serialization_api.rst:73 msgid "int array" -msgstr "" +msgstr "arreglo int" #: ../../docs/tutorials/misc/binary_serialization_api.rst:75 msgid "22" -msgstr "" +msgstr "22" #: ../../docs/tutorials/misc/binary_serialization_api.rst:75 msgid "real array" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index a081ca9c56..2c56e6fee3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index 4d35d753a9..f605f8b183 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,7 @@ msgstr "Espacio de color" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -102,45 +102,52 @@ msgstr "HDR" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "Características de SpatialMaterial" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial ` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "Refraction" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "Subsurface scattering" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Anisotropy" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "Clearcoat" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "Depth mapping" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials `, you can set values " "for these features but they will be non-functional. For example, you will " @@ -148,11 +155,11 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "Características de Environment" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "` are missing:" @@ -160,76 +167,76 @@ msgstr "" "En GLES2, no se están disponibles las siguientes características de :ref:" "`Environment `:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "Tonemapping" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "Screen space ambient occlusion" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "Ambient light" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Niebla" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes ` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps `. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "Contact shadows" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights ` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "Rendimiento de luces" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -237,11 +244,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "Compresión de texturas" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -249,7 +256,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -257,25 +264,25 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "Blend shapes" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "Lenguaje de shading" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc `." @@ -283,111 +290,112 @@ msgstr "" "Para una lista completa de las funciones GLSL integradas, por favor lee la " "referencia en :ref:`Shading Language ` ." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Función" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "vec_int_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "vec_uint_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "vec_type **intBitsToFloat** ( vec_int_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "vec_type **uintBitsToFloat** ( vec_uint_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " "vec_type dPdy)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "Variables integradas y modos de renderizado" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -395,30 +403,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "Variable / Modo de renderizado" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 2dc2f79567..47b29c5459 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po index 283a66a056..a53404ba31 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 5a359c2cca..95406acf85 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 38bdb7fcbe..dceb4cc24c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -42,6 +42,8 @@ msgid "" "A game running at a normal framerate without exhibiting any effect will " "appear smooth:" msgstr "" +"Un juego que se ejecute a una velocidad de fotogramas normal sin mostrar " +"ningún efecto va a parecer fluido:" #: ../../docs/tutorials/misc/jitter_stutter.rst:20 msgid "A game exhibiting *jitter* will shake constantly in a very subtle way:" @@ -71,6 +73,9 @@ msgid "" "starting with Godot 3.1, a frame timer was introduced that tries to " "synchronize with refresh as well as possible." msgstr "" +"En general, esto no es un problema, dado que la mayoría de los monitores son " +"de 60 Hz y, a partir de Godot 3.1, se introdujo un temporizador de " +"fotogramas que intenta sincronizarse con el refresco lo mejor posible." #: ../../docs/tutorials/misc/jitter_stutter.rst:38 msgid "" @@ -137,7 +142,7 @@ msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:74 msgid "Linux (X11)" -msgstr "" +msgstr "Linux (X11)" #: ../../docs/tutorials/misc/jitter_stutter.rst:76 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po index bd1b66c119..81901f10dd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Ejemplo" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 987e3413f9..111e69c83f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 1098c1cdcb..71b00a8f03 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index d5ce10aa85..c8b738a201 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -981,10 +981,11 @@ msgstr "" "juego." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +#, fuzzy msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po index 440a8d3f7d..a601f9db26 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po index c3099c6e08..514ee70f8f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po index c23cea6224..8cdc7b6a95 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po index d771f677f3..a1d5fd917d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po index e868d374e0..bec38a3830 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po index af79b2f39b..becaa7af3a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/batching.po index 2296dc07bb..97d7770521 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,17 +41,11 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" -"Actualmente, el procesamiento por lotes 2D solo se admite cuando se utiliza " -"el renderizador GLES2." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "Dibujar llamadas" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -60,7 +54,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -68,13 +62,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -85,11 +79,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "Cómo funciona" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -99,23 +93,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -123,40 +117,40 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Cambio de textura." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "Determinando el orden de renderizado" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -164,33 +158,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "El Z index de objetos." -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "La canvas layer." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr "Nodos :ref:`class_YSort`." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -198,28 +192,28 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "Un truco" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -228,11 +222,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -243,17 +237,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Luces" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -264,7 +258,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -272,43 +266,43 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "Prueba de superposición" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -318,7 +312,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -328,11 +322,11 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "Tijera ligera" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -341,7 +335,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -351,7 +345,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor ` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback ` - This is a faster way of drawing " @@ -497,11 +491,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "renderizado / procesamiento por lotes / parámetros" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands ` - One of the most important " @@ -513,7 +507,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "` - This determines the maximum size of a " @@ -532,7 +526,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead ` - Item reordering can help " @@ -541,17 +535,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold ` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items ` - Joining items before lighting can significantly " @@ -560,11 +554,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching ` - This is purely a debugging feature to identify " @@ -574,18 +568,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame ` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract ` - On some hardware (notably some Android devices) " @@ -595,18 +589,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount ` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -617,15 +611,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -634,7 +628,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -643,149 +637,184 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 msgid "Default batches" msgstr "Lotes predeterminados" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Preguntas Frecuentes" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract ` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Prioridades de tiles aleatorias" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold ` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold ` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 2cf3965dc0..7cda9ca653 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/general_optimization.po index ab37881c5a..a614360213 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 69515c955a..9c5f81587d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -140,12 +140,13 @@ msgid "Reuse Shaders and Materials" msgstr "Reutilizar sombreadores y materiales" #: ../../docs/tutorials/optimization/gpu_optimization.rst:81 +#, fuzzy msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" "El renderizador Godot es un poco diferente a lo que existe. Está diseñado " "para minimizar los cambios de estado de la GPU tanto como sea posible. :ref:" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/index.po index add821ac75..e259eb0597 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index e7382f6c77..20d40ebaa2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,7 +95,7 @@ msgstr "" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:56 msgid "Other occlusion techniques" -msgstr "" +msgstr "Otras técnicas de oclusión" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:58 msgid "" @@ -103,6 +103,10 @@ msgid "" "raster-based occlusion culling. Some of these may be available through add-" "ons and may be available in core Godot in the future." msgstr "" +"Existen otras técnicas de oclusión como portales, PVS automáticos y " +"eliminación selectiva de oclusión basada en ráster. Algunos de estos pueden " +"estar disponibles a través de complementos y pueden estar disponibles en el " +"core de Godot en el futuro." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:63 msgid "Transparent objects" @@ -154,6 +158,12 @@ msgid "" "replacing models at varying distance. You could use lower poly models, or " "use transparency to simulate more complex geometry." msgstr "" +"En algunas situaciones, particularmente a distancia, puede ser una buena " +"idea ** reemplazar geometrías complejas con versiones más simples **. El " +"usuario final probablemente no podrá ver mucha diferencia. Considere mirar " +"una gran cantidad de árboles a lo lejos. Existen varias estrategias para " +"reemplazar modelos a diferentes distancias. Puede usar modelos con polígonos " +"mas bajos o usar transparencia para simular geometrías más complejas." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:87 msgid "Billboards and imposters" @@ -168,6 +178,13 @@ msgid "" "into fill rate (for more information on fill rate, see :ref:" "`doc_gpu_optimization`)." msgstr "" +"La versión más simple de usar la transparencia para lidiar con LOD son los " +"billboards. Por ejemplo, puede utilizar un solo quad transparente para " +"representar un árbol a distancia. Esto puede ser muy económico de " +"renderizar, a menos que, por supuesto, haya muchos árboles uno frente al " +"otro. En cuyo caso la transparencia puede comenzar a consumir la tasa de " +"llenado (para obtener más información sobre la tasa de llenado, consulte: " +"ref: `doc_gpu_optimization`)." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:95 msgid "" @@ -175,6 +192,9 @@ msgid "" "together as a group. This can be especially effective if you can see an area " "but cannot physically approach it in a game." msgstr "" +"Una alternativa es renderizar no solo un árbol, sino un numero de arboles " +"juntos como grupo. Esto puede ser efectivo especialmente si puedes ver el " +"área pero no puedes aproximarte físicamente en el juego." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:99 msgid "" @@ -206,6 +226,7 @@ msgstr "" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:115 msgid "Also see the :ref:`Using MultiMesh ` doc." msgstr "" +"Véase también el documento :ref:`Using MultiMesh `." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:118 msgid "Bake lighting" @@ -250,13 +271,15 @@ msgstr "" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:140 msgid "Large worlds" -msgstr "" +msgstr "Mundos extensos" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:142 msgid "" "If you are making large worlds, there are different considerations than what " "you may be familiar with from smaller games." msgstr "" +"Si está creando mundos grandes, hay consideraciones diferentes que le puede " +"ser familiar en los juegos más pequeños." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:145 msgid "" @@ -264,6 +287,10 @@ msgid "" "you move around the world. This can prevent memory use from getting out of " "hand, and also limit the processing needed to the local area." msgstr "" +"Mundos grandes pueden necesitar ser construidos en tiles que se pueden " +"cargar bajo demanda mientras se mueve por el mundo. Esto puede evitar que el " +"uso de la memoria se vaya de las manos y también limitar el procesamiento " +"necesario al área local." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:149 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 6102166290..f454f07f09 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_servers.po index 28a929a15e..5ff43f067d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -47,7 +47,7 @@ msgstr "" #: ../../docs/tutorials/optimization/using_servers.rst:15 msgid "More memory is needed." -msgstr "" +msgstr "Se necesita más memoria." #: ../../docs/tutorials/optimization/using_servers.rst:17 msgid "" @@ -57,6 +57,11 @@ msgid "" "instances for something that needs to be processed every frame can be a " "bottleneck." msgstr "" +"En muchos casos, esto no es realmente un problema (Godot está muy optimizado " +"y la mayoría de las operaciones se manejan con señales, por lo que no se " +"requiere sondeo). Aún así, a veces puede serlo. Por ejemplo, lidiar con " +"decenas de miles de instancias de algo que debe procesarse en cada fotograma " +"puede ser un cuello de botella." #: ../../docs/tutorials/optimization/using_servers.rst:21 msgid "" @@ -64,10 +69,13 @@ msgid "" "and wish they could go back to a more handcrafted, low level implementation " "of game code." msgstr "" +"Este tipo de situación hace que los programadores se arrepientan de estar " +"usando un motor de juego y deseen poder volver a una implementación más " +"artesanal y de bajo nivel del código del juego." #: ../../docs/tutorials/optimization/using_servers.rst:24 msgid "Still, Godot is designed to work around this problem." -msgstr "" +msgstr "Aún así, Godot está diseñado para solucionar este problema." #: ../../docs/tutorials/optimization/using_servers.rst:27 msgid "Servers" @@ -86,6 +94,10 @@ msgid "" "to control rendering, physics, sound, etc. The scene system is built on top " "of them and uses them directly. The most common servers are:" msgstr "" +"En esencia, Godot usa el concepto de servidores. Son APIs de muy bajo nivel " +"para controlar el renderizado, la física, el sonido, etc. El sistema de " +"escenas se construye sobre ellas y las usa directamente. Los servidores más " +"comunes son:" #: ../../docs/tutorials/optimization/using_servers.rst:36 msgid "" @@ -115,6 +127,9 @@ msgid "" "Just explore their APIs and you will realize that the all functions provided " "are low-level implementations of everything Godot allows you to do." msgstr "" +"Simplemente explore sus APIs y se dará cuenta de que todas las funciones " +"proporcionadas son implementaciones de bajo nivel de todo lo que Godot le " +"permite hacer." #: ../../docs/tutorials/optimization/using_servers.rst:45 msgid "RIDs" @@ -141,7 +156,7 @@ msgstr "" #: ../../docs/tutorials/optimization/using_servers.rst:58 msgid "For nodes, there are many functions available:" -msgstr "" +msgstr "Para los nodos, hay muchas funciones disponibles:" #: ../../docs/tutorials/optimization/using_servers.rst:60 msgid "" @@ -206,6 +221,9 @@ msgid "" "associated. Instead, server functions should always be used for creating and " "controlling new ones and interacting with the existing ones." msgstr "" +"No se recomienda controlar los RIDs de objetos que ya tienen un nodo " +"asociado. En cambio, las funciones del servidor siempre deben usarse para " +"crear y controlar nuevas e interactuar con las existentes." #: ../../docs/tutorials/optimization/using_servers.rst:84 msgid "Creating a sprite" @@ -227,7 +245,7 @@ msgstr "" #: ../../docs/tutorials/optimization/using_servers.rst:117 msgid "Primitives are cleared this way:" -msgstr "" +msgstr "Los primitivos se eliminan de esta manera:" #: ../../docs/tutorials/optimization/using_servers.rst:126 msgid "Instantiating a Mesh into 3D space" @@ -238,6 +256,8 @@ msgid "" "The 3D APIs are different from the 2D ones, so the instantiation API must be " "used." msgstr "" +"Las API 3D son diferentes de las 2D, por lo que se debe utilizar la API de " +"instanciación." #: ../../docs/tutorials/optimization/using_servers.rst:156 msgid "Creating a 2D RigidBody and moving a sprite with it" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index c788d46958..2a0a897745 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po index ea3881538f..a5e019c4fd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 6d3be0d4ca..df28ac4425 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po index cf619ed265..13090c843c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -164,6 +164,9 @@ msgid "" "material `. This allows adjusting the friction and " "bounce of an object, and set if it's absorbent and/or rough." msgstr "" +"Los cuerpos estáticos y rígidos se pueden configurar para usar un: ref: " +"`physics material `. Esto permite ajustar la fricción " +"y el rebote de un objeto, y establecer si es absorbente y / o áspero." #: ../../docs/tutorials/physics/physics_introduction.rst:62 msgid "Collision shapes" @@ -491,8 +494,9 @@ msgstr "" "colisiones, como rebotes, rotación, etc." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "Puedes modificar el comportamiento de un rigid body (cuerpo rígido) mediante " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po index fadecf2834..a3c50289c3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po index 7436d3d2e0..cffa2d12ae 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po index fc60609ca2..02c921acb7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po index efdd337eea..9e8a08df75 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po index a1ed8c7e1c..1e95a6a97d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 5de8d9dcc8..da32ca9943 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 4a354bceb8..c1fa192353 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po index a9e8eb8d44..cb81acee53 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 87468c2993..8dc158b94e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -71,7 +71,6 @@ msgstr "" "s`` para iniciar un script ``MainLoop``." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:21 -#, fuzzy msgid "" "The default HTML page is available in the Godot Engine repository at `/misc/" "dist/html/full-size.html `__ y puede ser usada como " -"referencia para implementación. Otro ejemplo de página está disponible en `/" -"misc/dist/html/fixed-size.html `__, este difiere del que viene por " -"defecto en que usa un canvas de area fija y un widget de salidas debajo." +"blob/master/misc/dist/html/full-size.html>`__ pero la siguiente plantilla " +"puede ser usada como un ejemplo mucho mas sencillo:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:44 msgid "Setup" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 4a012a66c8..2423aeea7e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po index 58ed774acd..f3fd12aeac 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po index ce2d06de59..db8622cd67 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index b49e6bd28d..ea679b431e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -161,12 +161,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -176,64 +174,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -241,35 +237,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -278,19 +274,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 24f12a8abb..eb8f1b4daf 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -294,7 +294,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:216 msgid "Authenticates a user in Game Center." -msgstr "" +msgstr "Autentica a un usuario en Game Center." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:245 msgid "post_score" @@ -302,20 +302,20 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:247 msgid "Posts a score to a Game Center leaderboard." -msgstr "" +msgstr "Publica una puntuación en una tabla de clasificación de Game Center." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:252 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:441 msgid "Takes a Dictionary as a parameter, with two fields:" -msgstr "" +msgstr "Toma un diccionario como parámetro, con dos campos:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:254 msgid "``score`` a float number" -msgstr "" +msgstr "``score`` un numero float" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:255 msgid "``category`` a string with the category name" -msgstr "" +msgstr "``category`` un string con el nombre de categoría" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:257 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:304 @@ -328,15 +328,15 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:291 msgid "Modifies the progress of a Game Center achievement." -msgstr "" +msgstr "Modifica el progreso de un logro de Game Center." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:296 msgid "Takes a Dictionary as a parameter, with 3 fields:" -msgstr "" +msgstr "Toma un diccionario como parámetro, con 3 campos:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:298 msgid "``name`` (string) the achievement name" -msgstr "" +msgstr "``name`` (string) el nombre del logro" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:299 msgid "" @@ -349,6 +349,8 @@ msgid "" "``show_completion_banner`` (bool) whether Game Center should display an " "achievement banner at the top of the screen" msgstr "" +"``show_completion_banner`` (bool) si Game Center debe mostrar un banner de " +"logros en la parte superior de la pantalla" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:335 msgid "reset_achievements" @@ -356,7 +358,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:337 msgid "Clears all Game Center achievements. The function takes no parameters." -msgstr "" +msgstr "Borra todos los logros de Game Center. La función no toma parámetros." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:364 msgid "request_achievements" @@ -367,6 +369,8 @@ msgid "" "Request all the Game Center achievements the player has made progress on. " "The function takes no parameters." msgstr "" +"Solicita todos los logros de Game Center en los que el jugador ha " +"progresado. La función no toma parámetros." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:396 msgid "request_achievement_descriptions" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/platform_html5.po index e640f75ec4..461f9a21b7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index a9081b2827..6ecea576d1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -143,86 +143,86 @@ msgid "" "release on the `Godot download page `_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ```` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 msgid "Building an Android plugin" msgstr "Compilando un plugin de Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio `_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions `__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib...aar``) " -"from the `Godot download page `_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page `_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions `__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib...aar``) " +"from the `Godot download page `_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ```` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ```` tag, add a ```` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -231,63 +231,82 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "Un nombre (el nombre de la opción)" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary `_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 msgid "Loading and using an Android plugin" msgstr "Cargando y usando un plugin de Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Desde tu script:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "Integrando recursos GDNative" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -354,13 +375,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -368,7 +389,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -378,23 +399,19 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "Implementaciones de referenca" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin `_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources `_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources `_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin `_" @@ -402,27 +419,27 @@ msgstr "" "`Plugin de Godot Google Play Billing `_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Resolución de problemas" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" "Tipos más complejos de estructuras de datos todavía no están soportados." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/index.po index 0f3cb16726..ca2d7bd9c4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 139272d64e..3c21e7766c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po index f7bde76078..3e57a66495 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index ce2e5106cf..271494234e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,11 +51,11 @@ msgstr "" "``add_custom_node`` o ``add_control_to_dock`` usaremos " "``add_inspector_plugin``." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -74,7 +74,7 @@ msgstr "" "actualmente en el inspector (incluyendo cualquier: ref:`class_Resource` que " "esté incrustado!)." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -87,11 +87,11 @@ msgstr "" "`class_Object`, o para anular o cambiar los nodos existentes editores de " "propiedades." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 4316a616e8..f73b69c248 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 85baf5b1c8..6632bd5d7e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index d6785a086a..cfccf651f3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -147,17 +147,18 @@ msgstr "" "debe ser un script de ``tool``, o de lo contrario no se cargará " "correctamente en el editor, y debe heredar de :ref:`class_EditorPlugin`." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 +#, fuzzy msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" "Además del script EditorPlugin, cualquier otro GDScript que use tu plugin " "debe ser *también* una herramienta. ¡Cualquier GDScript sin ``tool`` " "importado en el editor actuará como un archivo vacío!" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -173,15 +174,15 @@ msgstr "" "Afortunadamente, el diálogo genera estas llamadas para ti. Tu script debería " "verse algo como esto:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "Esta es una buena plantilla para usar cuando se crean nuevos plugins." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "Un nodo personalizado" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -195,7 +196,7 @@ msgstr "" "usando en varios proyectos . Una buena solución es crear un plugin que " "agregue un nodo con un comportamiento personalizado." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -208,7 +209,7 @@ msgstr "" "` . Si usted está escribiendo Gdscript o " "NativeScript, recomendamos usar Script Classes en su lugar." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "` from the :ref:" @@ -226,7 +227,7 @@ msgstr "" "que usar la palabra clave ``herramienta``, se puede agregar para que el " "script se ejecute en el editor." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" @@ -237,7 +238,7 @@ msgstr "" "desde :ref:`class_Button`. También podría extender :ref:`class_BaseButton` " "si lo prefiere:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -253,7 +254,7 @@ msgstr "" "como` icon.png`, o usar el logo de Godot predeterminado (`preload(\"res://" "icon.png\")`). También puede utilizar iconos SVG si lo desea." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " @@ -263,7 +264,7 @@ msgstr "" "el cuadro de diálogo **Crear nuevo nodo**. Para eso, cambie el script " "``custom_node.gd`` a lo siguiente:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " @@ -273,11 +274,11 @@ msgstr "" "de complementos en **Configuración del proyecto**, así que actívelo como se " "explica en `Verificación de los resultados`_." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "Luego pruébalo y agregando tu nuevo nodo:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " @@ -287,11 +288,11 @@ msgstr "" "Establezca un texto para el botón, guarde y ejecute la escena. Al hacer clic " "en el botón, puede ver un texto en la consola:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "Un panel personalizado" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -303,7 +304,7 @@ msgstr "" "un plugin. Los paneles son sólo escenas basadas en Control, estas son " "creadas de una manera similar a las escenas GUI comunes." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " @@ -313,7 +314,7 @@ msgstr "" "personalizado. Cree un nuevo archivo ``plugin.cfg`` en la carpeta``addons/" "my_custom_dock``, luego agregue el siguiente contenido:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before ` to " @@ -323,7 +324,7 @@ msgstr "" "la plantilla :ref:`que hemos visto antes de " "` para comenzar bien." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " @@ -333,7 +334,7 @@ msgstr "" "crear el contenido de dicho panel. Esto no es más que una escena estándar de " "Godot. sólo crea una nueva escena y luego editarla." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "` or one of its child classes. For this tutorial, you can " @@ -347,7 +348,7 @@ msgstr "" "aparezca en la pestaña del panel, así que asegúrate de poner uno descriptivo " "pero corto. No olvides añadir un texto a tu botón." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -361,7 +362,7 @@ msgstr "" "` de la clase :ref:" "`EditorPlugin `." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " @@ -371,7 +372,7 @@ msgstr "" "para añadir (que es la escena que acabas de crear). No olvides **quitar el " "panel** cuando el plugin es desactivado. El código debería verse así:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." @@ -380,11 +381,11 @@ msgstr "" "especificada, el usuario puede cambiar libremente su posición y guardar el " "diseño resultante." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "Comprobando los resultados" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -396,7 +397,7 @@ msgstr "" "Su complemento debería ser el único en la lista. Si no se muestra, haga clic " "en el botón ** Actualizar ** en la esquina superior derecha." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " @@ -407,11 +408,11 @@ msgstr "" "inmediatamente, incluso antes de cerrar la ventana de configuración. Ahora " "deberías tener un panel personalizado:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "Ir más allá" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -423,7 +424,7 @@ msgstr "" "GDScript; es una forma poderosa de crear editores especializados sin tener " "que profundizar en los módulos de C ++." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library `_ so that people can " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 5863be14e0..b0171cbedc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 9f364303a7..c56b7ced1e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 8e91535424..b3c792630a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 170f277e0c..5aa8e83294 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po index bd325c3412..cd0386a206 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po index 2a2224ca2f..cb01fc6afb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index cb2ad13747..bc8c8cc27a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 36c42faa42..816c37d5ef 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po index c0f6f61b05..dcb5cc3984 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 310d085df1..94c5a0ca0f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index cec3fa4b2b..6b70ba40a1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 46cb285801..b23f95c779 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,9 +26,10 @@ msgid "Introduction" msgstr "Introducción" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 +#, fuzzy msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -42,10 +43,11 @@ msgstr "" "hardware más moderno lo soporta adecuadamente." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:16 +#, fuzzy msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" "La solución es hacer una copia de la pantalla, o de una parte de la " "pantalla, a un búfer y luego leer de ella mientras se dibuja. ¡Godot " @@ -176,7 +178,7 @@ msgstr "" "Con la copia correcta de la memoria intermedia, las dos esferas se mezclan " "correctamente:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -188,7 +190,7 @@ msgstr "" "\"SCREEN_TEXTURE\" en 3D, ya que no capturará objetos transparentes y puede " "capturar algunos objetos opacos que están en frente del objeto." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "` with a camera in the same position as your object, and " @@ -200,11 +202,11 @@ msgstr "" "objeto, y luego usar la textura :ref:`Viewport's ` en lugar " "de ``SCREEN_TEXTURE``." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "Lógica del Back-buffer" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" @@ -212,7 +214,7 @@ msgstr "" "Así que, para dejarlo más claro, así es como funciona la lógica de copia del " "backbuffer en Godot:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " @@ -222,7 +224,7 @@ msgstr "" "buffer de atrás antes de dibujar ese nodo. Esto sólo ocurre la primera vez; " "los nodos subsiguientes no lo activan." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -238,7 +240,7 @@ msgstr "" "un nodo por primera vez y no se encontró antes un nodo BackBufferCopy (no " "deshabilitado) en el orden del árbol." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -254,13 +256,14 @@ msgstr "" "posible usar BackBufferCopy para copiar una región de la pantalla y luego " "usar \"SCREEN_TEXTURE\" en una región diferente. ¡Evita este comportamiento!" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 +#, fuzzy msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" @@ -269,7 +272,7 @@ msgstr "" "textura no es lineal; debe ser convertida a través de la matriz de " "proyección inversa." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po index 5386175e42..2feaacbd26 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 3cd7f378f7..90c2b0c408 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 392492957e..f9db67e03b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 4b942f05ee..a5fd086b49 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 54120325e2..b6e6e9055c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 0d27273e8b..9396ff79ec 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgstr "Tipo" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Descripción" @@ -1096,10 +1096,39 @@ msgid "Uniforms can also be assigned default values:" msgstr "A los uniforms se les pueden asignar valores por defecto:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Editando variables" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders `" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders `" +msgstr ":ref:`canvas_item `: Para rendering 2D." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders `" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "Funciones integradas" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " @@ -1109,7 +1138,7 @@ msgstr "" "utiliza la nomenclatura vec_type (float), vec_int_type, vec_uint_type, " "vec_bool_type, puede ser escalar o vector." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " @@ -1119,767 +1148,767 @@ msgstr "" "GLES2, por favor vea la :ref:`Differences between GLES2 and GLES3 doc " "`." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Función" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **radians** (vec_type degrees)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "Convierte de grados a radianes" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **degrees** (vec_type radians)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "Convierte de radianes a grados" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "vec_type **sin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Seno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "vec_type **cos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Coseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "vec_type **tan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Tangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "vec_type **asin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "Arcoseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "vec_type **acos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "Arcocoseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "vec_type **atan** (vec_type y_over_x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "Arcotangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "Arcotangente para convertir un vector a ángulo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "vec_type **sinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "Seno hiperbólico" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "vec_type **cosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "Coseno hiperbólico" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "vec_type **tanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "Tangente hiperbólica" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "vec_type **asinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "Seno hiperbólico inverso" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "vec_type **acosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "Coseno hiperbólico inverso" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "vec_type **atanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "Tangente hiperbólica inversa" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "vec_type **pow** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "Potencia (sin definir si ``x`` < 0 o si ``x`` = 0 y ``y`` <= 0)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "vec_type **exp** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "Exponencial base e" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "vec_type **exp2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "Exponencial base 2" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "vec_type **log** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "Logaritmo natural" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "vec_type **log2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "Logartimo base 2" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "vec_type **sqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "Raíz cuadrada" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "vec_type **inversesqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "Raíz cuadrada inversa" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "vec_type **abs** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "Absoluto" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "ivec_type **abs** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "vec_type **sign** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "Signo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "ivec_type **sign** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "vec_type **floor** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "Redondeo hacia abajo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "vec_type **round** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "Redondeo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "vec_type **roundEven** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "Redondeo hacia el número par más cercano" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "vec_type **trunc** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "Truncamiento" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "vec_type **ceil** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "Redondeo hacia arriba" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "vec_type **fract** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "Parte fraccionaria" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "vec_type **mod** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "Remanente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "vec_type **mod** (vec_type x , float y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "vec_type **modf** (vec_type x, out vec_type i)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "Parte fraccionaria de ``x``, con ``i`` como parte entera" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "vec_type **min** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "Mínimo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "vec_type **max** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "Máximo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "Restringe a ``min..max``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "float **mix** (float a, float b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "Interpolación lineal" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "Interpolación lineal (coeficiente escalar)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "Interpolación lineal (coeficiente vectorial)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "Interpolación lineal (selección booleana vectorial)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "vec_type **step** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "``b[i] < a[i] ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "vec_type **step** (float a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "``b[i] < a ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "Interpolación de Hermite" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "bvec_type **isnan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" "Devuelve ``true`` si el escalar o componente de un vector es ``NaN`` (no es " "un número)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "bvec_type **isinf** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" "Devuelve ``true`` si el escalar o componente de un vector es ``INF`` " "(infinito)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "ivec_type **floatBitsToInt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "Copia por bits Float->Int, sin conversión" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "uvec_type **floatBitsToUint** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "Copia por bits Float->UInt, sin conversión" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "vec_type **intBitsToFloat** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "Copia por bit Int->Float, sin conversión" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "vec_type **uintBitsToFloat** (uvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "Copia por bit UInt->Float, sin conversión" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "float **length** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "Longitud del vector" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "float **distance** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "Distancia entre vectores, lo mismo que ``length(a - b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "float **dot** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "Producto punto" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "vec3 **cross** (vec3 a, vec3 b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "Producto vectorial" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "vec_type **normalize** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "Normalizado a la longitud de unidad" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "vec3 **reflect** (vec3 I, vec3 N)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "Reflejo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "vec3 **refract** (vec3 I, vec3 N, float eta)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "Refracción" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "If ``dot(Nref, I)`` < 0, return N, otherwise –N" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "mat_type **matrixCompMult** (mat_type x, mat_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "Multiplicación de matrices" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "mat_type **outerProduct** (vec_type column, vec_type row)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "Producto tensorial" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "mat_type **transpose** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "Matriz transpuesta" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "float **determinant** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "Matriz determinante" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "mat_type **inverse** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "Matriz inversa" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "bvec_type **lessThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "Comparación booleana vectorial < entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "Comparación booleana vectorial > entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "Comparación booleana vectorial <= entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "Comparación booleana vectorial >= entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "bvec_type **equal** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "Comparación booleana vectorial == entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "bvec_type **notEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "Comparación booleana vectorial != entre vectores int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "bool **any** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "Cualquier componente es ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "bool **all** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "Todos los componentes son ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "bvec_type **not** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "Invierte un vector booleano" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "ivec2 **textureSize** (sampler2D_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "Obtiene el tamaño de una textura 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "Obtiene el tamaño de un array de texturas 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "ivec3 **textureSize** (sampler3D s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "Obtiene el tamaño de una textura 3D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "ivec2 **textureSize** (samplerCube s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "Obtiene el tamaño de una textura cubemap" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "Realiza una lectura de textura 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "Realiza una lectura de textura 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "Realiza una lectura de textura 3D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "Realiza una lectura de textura cubemap" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "Realiza una lectura de textura 2D con proyección" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "Realiza una lectura de textura 3D con proyección" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "Realiza una lectura de textura 2D con mipmap personalizado" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "Realiza una lectura de textura 2D con mipmap personalizado" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "Realiza una lectura de textura 3D con mipmap personalizado" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "Realiza una lectura de textura 2D con proyección/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "Realiza una lectura de textura 3D con proyección/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "Obtiene un texel usando coordenadas enteras" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "vec_type **dFdx** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "Derivada en ``x`` mediante diferenciación local" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "vec_type **dFdy** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "Derivada en ``y`` mediante diferenciación local" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "vec_type **fwidth** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "Suma del derivado absoluto en ``x`` e ``y``" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 23c6219586..cfeaf4ea44 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/visual_shaders.po index 5f887c5431..840c5a0872 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index aa5864ee00..0ab1b6b292 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index bede8b41f3..46e670025d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 8f614d2d6d..4d2ee80ac0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 36c1c35384..0d3ce82392 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index b78ee34a79..8d8e82d21f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/threads/index.po index 80fa165b4f..ec25a8e488 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/es/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 164d1a36b1..991d9f86b6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/es/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index f5feaf768e..bb3a27d0be 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 7ac4af214b..e475d9313c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po index 9f34710e0d..09c7ea41e3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index bef07a03bd..c7e864a9f8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -538,10 +538,244 @@ msgstr "" "set_screen_stretch() `)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 +msgid "Common use case scenarios" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"¿Cómo deberían crearse los recursos para manejar múltiples resoluciones y " +"relaciones de aspecto?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Formato PCK:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +#, fuzzy +msgid "Set the stretch mode to ``viewport``." +msgstr "Ponga el ``shader_type`` a ``particles``." + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler `__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Normalización" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Soporte de herramientas de terceros" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 msgid "Reducing aliasing on downsampling" msgstr "Reducir el alias en la reducción de la muestra" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -556,7 +790,7 @@ msgstr "" "puede hacerse llamando al método siguiente antes de que se carguen los datos " "del juego::" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" @@ -566,11 +800,11 @@ msgstr "" "Sin embargo, habilitar los mipmaps aumentará el uso de la memoria, lo que " "puede ser problemático en los dispositivos móviles de gama baja." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "Trabajando con relaciones de aspecto" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -582,11 +816,11 @@ msgstr "" "relaciones de aspecto. Esto puede hacerse usando :ref:`anchors " "` y/o :ref:`containers `." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "Escalado del campo de visión" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -599,7 +833,7 @@ msgstr "" "modo apaisado, ya que las pantallas panorámicas utilizarán automáticamente " "un campo de visión más amplio." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -612,11 +846,11 @@ msgstr "" "aspecto superior a 16:9 (por ejemplo, 19:9) usarán un campo de visión *más " "alto*, lo cual es más lógico aquí." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "Escalando elementos 2D y 3D de manera diferente usando Viewports" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -630,7 +864,7 @@ msgstr "" "nativa. Esto puede mejorar el rendimiento de forma significativa mientras se " "mantiene el HUD y otros elementos 2D nítidos." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -646,7 +880,7 @@ msgstr "" "ViewportContainer es que permite habilitar el filtrado lineal. Esto hace que " "las vistas 3D escaladas se vean mejor en muchos casos." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo `__ for examples." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index e6a88afb15..3a9a275923 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po index 3d7284ea10..cf67c0c1be 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index b05275b2a8..cb1455683a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -151,8 +151,9 @@ msgstr "" "en la exportación." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 +#, fuzzy msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po index 32cd1b5291..d416e64c34 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po index 33c3fee5b3..9a1dd96075 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -342,32 +342,32 @@ msgstr "" "una API de código abierto y drivers para auriculares." #: ../../docs/tutorials/vr/vr_primer.rst:131 +#, fuzzy msgid "" "`Godot OpenXR `_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" "`Godot OpenXR `_ soporta OpenXR, un " "estándar abierto para software de RV y AR. Este plugin está en una fase " "temprana de desarrollo, sólo soporta Linux y requiere una configuración " "extra descrita en el repositorio." -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" "Estos plugins pueden ser descargados de GitHub o de la Biblioteca de " "Recursos de Godot." -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "Además de los plugins, hay varias demostraciones oficiales." -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo `_." msgstr "`Godot Oculus Demo `_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS `_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." @@ -375,7 +375,7 @@ msgstr "" "`Godot OpenVR FPS `_ (el " "tutorial de este proyecto es :ref:`doc_vr_starter_tutorial_part_one`)." -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools `_, which shows " "implementations for VR features such as movement and picking up objects." @@ -384,11 +384,11 @@ msgstr "" "implementaciones de características de RV como el movimiento y la recogida " "de objetos." -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "Otras cosas a considerar" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." @@ -396,7 +396,7 @@ msgstr "" "Hay algunos otros temas que necesitamos tocar brevemente en este manual que " "son importantes de conocer." -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -428,7 +428,7 @@ msgstr "" "ejemplo, si lo establecemos en un valor de 10, cambia nuestro sistema de " "coordenadas de modo que 10 unidades = 1 metro." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -441,7 +441,7 @@ msgstr "" "pero incluso para los juegos de escritorio, hay tres factores que hacen la " "vida extra difícil:" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -453,7 +453,7 @@ msgstr "" "apoyo a la nueva extensión MultiView OpenGL en mente, todavía hay una carga " "de trabajo extra en la prestación de imágenes para ambos ojos" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -468,7 +468,7 @@ msgstr "" "funcionen a un nivel estable de 90fps para asegurarte de que tus usuarios no " "se mareen de inmediato." -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -481,7 +481,7 @@ msgstr "" "renderizando cada ojo a 2160x2400. Esto es menos problemático para la " "mayoría de las aplicaciones de RA." -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 5116a2b853..1bc74d43f4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 0c98c8d730..52c835d36e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1719,10 +1719,11 @@ msgstr "" "teleportación." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:772 +#, fuzzy msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody `-based nodes in the " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 436035b828..76bf84a984 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1747,9 +1747,10 @@ msgstr "" "sujetado por un controlador VR." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" "``SWORD_DAMAGE``: Una constante para definir la cantidad de daño que hace la " diff --git a/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po index 59f687a00c..09c4077c9e 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/about/faq.po b/sphinx/po/fi/LC_MESSAGES/about/faq.po index 71df9b8e65..744b74b92e 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/faq.po +++ b/sphinx/po/fi/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -268,11 +268,12 @@ msgstr "" "`_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "On useita syitä käyttää GDScriptiä – varsinkin, jos olet kehittämässä " "prototyyppiä, projektisi alfa/beta-vaiheessa, tai et ole kehittämässä " @@ -976,7 +977,8 @@ msgid "" msgstr "" #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Miksi Godot ei käytä STL:ää (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/fi/LC_MESSAGES/about/index.po b/sphinx/po/fi/LC_MESSAGES/about/index.po index 76db1c1324..141160547e 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/index.po +++ b/sphinx/po/fi/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/about/introduction.po b/sphinx/po/fi/LC_MESSAGES/about/introduction.po index 977df324b9..9a077549f2 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/fi/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po b/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po index 0e7b12505e..6c05ad4b38 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -786,7 +786,7 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: `" +msgid ":ref:`C#: `" msgstr "" #: ../../docs/about/list_of_features.rst:314 diff --git a/sphinx/po/fi/LC_MESSAGES/about/release_policy.po b/sphinx/po/fi/LC_MESSAGES/about/release_policy.po index b024ddf76e..0f2480ddeb 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/fi/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po index 597ef50338..2ff62009ad 100644 --- a/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,11 +93,24 @@ msgid "" msgstr "" #: ../../docs/about/troubleshooting.rst:47 -msgid "The Godot editor appears frozen after clicking the system console." +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." msgstr "" #: ../../docs/about/troubleshooting.rst:49 msgid "" +"This is a `known issue `__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 +msgid "The Godot editor appears frozen after clicking the system console." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:56 +msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " "This Windows-specific behavior pauses the application to let you select text " @@ -105,59 +118,59 @@ msgid "" "behavior." msgstr "" -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." msgstr "" -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." msgstr "" -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "" -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " "rendering 3D scenes in hiDPI is slow." msgstr "" -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " "configured to support :ref:`multiple resolutions `." msgstr "" -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug `__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -165,13 +178,13 @@ msgid "" "configured to support :ref:`multiple resolutions `." msgstr "" -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." msgstr "" -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -181,7 +194,7 @@ msgid "" "filter. See :ref:`doc_exporting_projects_export_mode` for more information." msgstr "" -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " diff --git a/sphinx/po/fi/LC_MESSAGES/community/channels.po b/sphinx/po/fi/LC_MESSAGES/community/channels.po index a8cf9c7f48..2699b83987 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/channels.po +++ b/sphinx/po/fi/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,7 +113,7 @@ msgstr "Valtava yhteisö" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups ` page " +"See the `User groups `_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index e1cdd0155f..cc8b23dfb6 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/bisecting_regressions.po index feb6758a15..3d36933c69 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index cc6730408a..66cebf3d73 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..f6b14fbe0e --- /dev/null +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,142 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fi\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Android-liitännäisten luonti" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository `__." +msgstr "" +"kopio `godot-cpp säilöstä `_." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +msgid "Install `Sphinx `__" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme `__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository `__ ``requirements.txt`` file." +msgstr "" +"kopio `godot-cpp säilöstä `_." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip `__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python `__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "Mob skene käyttää seuraavia solmuja:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 `__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/code_style_guidelines.po index 1410cb9b34..f2dbf7ff4c 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 4c52fce7cf..8e5e0f2a7f 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/documentation_guidelines.po index 5c8a134047..137e78aece 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index a869ecfe73..464c528f24 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/index.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/index.po index 813cd46a86..080430dc43 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/pr_workflow.po index 3cfc4e1f9e..f0217610c0 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/testing_pull_requests.po index a5b3924c86..53d251b723 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 9d6d305daf..bb53a630ce 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/fi/LC_MESSAGES/community/contributing/ways_to_contribute.po index 0e9288d851..58766de88b 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/fi/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/community/tutorials.po b/sphinx/po/fi/LC_MESSAGES/community/tutorials.po index d5ccb47fdf..d315eea5cb 100644 --- a/sphinx/po/fi/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/fi/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -120,129 +120,123 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode `__ (2D and 3D, GDScript and VisualScript)." msgstr "" -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 msgid "" "`Miziziziz `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski `_ (3D)." msgstr "" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes `__ (2D, " "GDScript and VisualScript)." msgstr "" -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG `_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 msgid "" "`Gonkee `_ (2D and " "3D, GDScript, Shaders)." msgstr "" -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 msgid "" "`TheGuideKnight `_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 msgid "" "`GDScript Dude `_ " "(GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 msgid "`Garbaj `_ (3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Tekstioppaat" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes `__" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode `__" msgstr "" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes `__" msgstr "" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) `_" msgstr "" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) `_" msgstr "" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Resurssit" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "`_" msgstr "" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_android.po index 2c20bf4069..0ca1855184 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_ios.po index 907ed5d60f..4e34aabecf 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_osx.po index e4bfa5eda8..63c0c65ed4 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 2bb1b87bec..7decfcb88a 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_web.po index f63328f47b..c239dcf333 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_windows.po index 7eee45c7be..031e436888 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_x11.po index 4a00bae58e..e860aa5cc5 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_mono.po index 062927746d..809895e33f 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index d81356b9ee..4c095b50b4 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 0028e2c0f8..1a0c2d442a 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/getting_source.po index 0615d35792..d565ac4e21 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page `__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/index.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/index.po index bf8e0618ab..c9bfcfe0c7 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 3e9ce2fcdd..6015d15e88 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/fi/LC_MESSAGES/development/compiling/optimizing_for_size.po index ae46b20a28..ee7802be47 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/fi/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 288ace8b6c..a91c65bfea 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,9 +73,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -91,7 +91,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -105,9 +105,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -124,18 +124,18 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "Lopullisen moduulin pitäisi näyttää tältä:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 9e5b29b470..e07e58dbda 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 4f5a42fc7f..d03b9a4fd2 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 2c93446f9e..4d5aa68718 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 49f8fae384..0caa691eb9 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -194,7 +194,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "`__." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 15e7ca4137..afb71e9f0e 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 1017b039de..6fd45e6fa3 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 0dae9a9840..3cb0a6fc9b 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index df8aa68745..2bd32bedb4 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index fecd315fbb..009e83def9 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index e38009d6bd..f257deff27 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/core_types.po index a8c1ddda26..192a112477 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_audiostreams.po index 8c5f4cefe2..d78759e1b5 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_godot_servers.po index 66b571c168..f1a16d6b74 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 81af6dbad2..8a5cd6386c 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,8 +79,8 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it `." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -92,113 +92,108 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "Tämä koodi antaa sinulle seuraavanlaisen käytöksen:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -206,7 +201,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -216,11 +211,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -228,7 +223,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -238,7 +233,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -247,27 +242,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -275,29 +270,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -305,13 +300,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -319,13 +314,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -333,23 +328,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -358,22 +353,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -381,7 +376,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -389,63 +384,63 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Nyt voimme generoida dokumentaation:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool ``, " "which will dump the engine API reference to the given ```` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -453,94 +448,94 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ````, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "Omien editori-ikonien lisäys" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 7a4a652aaf..30a5231644 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/index.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/index.po index fe99441168..4105c2a938 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,3 +20,43 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Pelimoottorin kehitys" + +#: ../../docs/development/cpp/index.rst:5 +msgid "Setting up a development environment" +msgstr "" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +msgid "Getting started with Godot's source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Projektin valmistelu" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 853a3d17f5..e9451c0415 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index ca2e494303..c79b04cbbf 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/object_class.po index e3b4b1a2b3..c59196090e 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..f773b6dd6f --- /dev/null +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,339 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fi\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Välilyöntien käyttö" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Ulkoiset resurssit" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy `__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot `__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments `__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file `__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file `__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Godotin asennus" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path `` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +msgid "Profiler-specific instructions" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to ** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Lopullisen luurankosi pitäisi näyttää kutakuinkin tältä:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/fi/LC_MESSAGES/development/cpp/variant_class.po index 6c563fe6c8..3d443cf520 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/fi/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/fi/LC_MESSAGES/development/editor/creating_icons.po index 56206d9dad..7482d90d13 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/fi/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/fi/LC_MESSAGES/development/editor/editor_style_guide.po index d8a33da4b2..b68e393bb3 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/fi/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/editor/index.po b/sphinx/po/fi/LC_MESSAGES/development/editor/index.po index 7b1b18ff04..398d26a1ee 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/fi/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/fi/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 9121232e7c..6b97a03d92 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/fi/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,10 +95,18 @@ msgstr "" #: ../../docs/development/editor/introduction_to_editor_development.rst:47 msgid "" "`editor/editor_node.cpp `__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +msgid "" +"`editor/project_manager.cpp `__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp `__: " @@ -106,7 +114,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor " @@ -114,7 +122,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos " @@ -122,34 +130,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -157,19 +165,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed `__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Kehitys" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line ` after " diff --git a/sphinx/po/fi/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/fi/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 435745c498..650d2eb8b2 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/fi/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/fi/LC_MESSAGES/development/file_formats/index.po index 02f6bb55f7..dcdba23399 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/fi/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/fi/LC_MESSAGES/development/file_formats/tscn.po index c8fb866fd1..23782ba8fa 100644 --- a/sphinx/po/fi/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/fi/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,12 +73,12 @@ msgid "File Descriptor" msgstr "Tiedoston kuvaus" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "Ulkoiset resurssit" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "Sisäiset resurssit" @@ -93,17 +93,20 @@ msgstr "" #: ../../docs/development/file_formats/tscn.rst:31 #, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "Tiedoston kuvaus on muotoa :code:`[gd_scene load_steps=1 format=2]` ja sen " "tulee sijaita tiedostossa ensimmäisenä. Parametrin load_steps pitäisi " "(teoriassa) olla tiedoston sisältämien resurssien lukumäärä, joskaan sillä " "ei käytännössä tunnu olevan väliä." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -116,18 +119,18 @@ msgstr "" "kaikkien ulkoisten resurssien otsikoiden pitäisi alkaa " "``[ext_resource .....]``." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "Tiedoston kohdat" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 #, fuzzy msgid "" "A heading looks like ``[ key=value key=value key=value ...]`` " @@ -136,23 +139,23 @@ msgstr "" "Otsikko on muotoa :code:`[ key=value key=value " "key=value ...]`, missä resource_type on jokin seuraavista:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "``sub_resource`` (aliresurssi)" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "``node`` (solmu)" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``connection`` (yhteys)" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 #, fuzzy msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " @@ -164,11 +167,11 @@ msgstr "" "taulukoita, muunnoksia, värejä ja niin edelleen. Esimerkiksi tilasolmu " "(spatial node) näyttää tältä:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "Skenepuu" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 #, fuzzy msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " @@ -179,31 +182,31 @@ msgstr "" "yläsolmun nimen ja (yleensä) tyypin. Esimerkiksi :code:`[node type=\"Camera" "\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "Muita avainsanoja ovat:" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "``instance`` (ilmentymä)" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "``instance_placeholder`` (ilmentymän paikanpitäjä)" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "``index`` (jos kahdella solmulla on sama nimi)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -221,7 +224,7 @@ msgstr "" "suoraan skenen juuren alla, niiden polkujen tulee olla ``\".\"``. Tässä on " "esimerkki skenepuusta (ilman solmusisältöä):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 #, fuzzy msgid "" "Similar to the internal resource, the document for each node is currently " @@ -232,11 +235,11 @@ msgstr "" "tällä hetkellä keskeneräinen. Niiden sisältö on kuitenkin helppo selvittää " "tallentamalla haluttu solmu tiedostoon. Joitakin esimerkkejä solmuista:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 #, fuzzy msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " @@ -253,11 +256,11 @@ msgstr "" "käyttää :code:`NodePath()` rakennetta osoittamaan solmun animoitavaa " "attribuuttia." -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Luuranko" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" @@ -267,36 +270,36 @@ msgstr "" "lista luita avain-arvo pareina muodossa ``bones/Id/Attribute=Value``. Luiden " "attribuutit ovat:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` täytyy olla jokaisen luun ensimmäinen attribuutti." -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." @@ -304,15 +307,15 @@ msgstr "" "``parent`` on indeksi ylempään luuhun luulistassa. Sen avulla luulistasta " "muodostuu puu." -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "``rest`` on luun muunnosmatriisi lepoasennossa." -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` on asentomatriisi; käytä ``rest`` perustana." -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." @@ -320,15 +323,15 @@ msgstr "" "``bound_children`` on lista ``NodePath()`` rakenteita, jotka viittaavat " "tälle luulle kuuluviin BoneAttachment-solmuihin." -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "Tässä esimerkki skeleton-solmusta kahdella luulla:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 #, fuzzy msgid "" "BoneAttachment node is an intermediate node to describe some node being " @@ -341,17 +344,17 @@ msgstr "" "code:`bone_name=NameOfBone` ja vastaavalla isäntäluulla on BoneAttachment-" "solmu :code:`bound_children` listassaan." -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" "Esimerkki yhdestä MeshInstance-solmusta, joka toimii Skeletonin luun " "isäntänä:" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "Animaatiotoistin (AnimationPlayer)" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 #, fuzzy msgid "" "AnimationPlayer works as an animation library. It stores animations listed " @@ -366,11 +369,11 @@ msgstr "" "juurisolmua. Juurisolmu on tallennettu muodossa :code:" "`root_node=NodePath(Path/To/Node)`." -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Resurssit" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -380,7 +383,7 @@ msgstr "" "MeshInstance-solmulla on ArrayMesh-resurssi. ArrayMesh-resurssi voi olla " "joko TSCN-tiedoston sisäinen tai sen ulkopuolinen." -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 #, fuzzy msgid "" "References to the resources are handled by ``id`` numbers in the resource's " @@ -394,7 +397,7 @@ msgstr "" "`ExtResource(id)` ja :code:`SubResource(id)`. Koska sisäisiin ja ulkoisiin " "resursseihin viitataan eri metodeilla, niillä voi olla sama tunnusluku." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." @@ -402,7 +405,7 @@ msgstr "" "Esimerkiksi resurssiin ``[ext_resource id=3 type=\"PackedScene\" " "path=....]`` voidaan viitata näin: ``ExtResource(3)``." -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." @@ -410,7 +413,7 @@ msgstr "" "Ulkoiset resurssit ovat linkkejä resursseihin, jotka eivät sisälly TSCN-" "tiedostoon itsessään. Ulkoinen resurssi koostuu polusta, tyypistä ja ID:stä." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 #, fuzzy msgid "" "Godot always generates absolute paths relative to the resource directory and " @@ -421,18 +424,18 @@ msgstr "" "alkavat :code:`res://`, mutta TSCN-tiedoston sijaintiin suhteelliset polut " "ovat myös mahdollisia." -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "Joitakin esimerkkejä ulkoisista resursseista:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 #, fuzzy msgid "" "A TSCN file can contain meshes, materials and other data. These are " @@ -447,7 +450,7 @@ msgstr "" "resursseilla on myös :code:`key=value` pareja kunkin otsikon alla. " "Esimerkiksi kapselitörmäysmuoto näyttää tältä:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 #, fuzzy msgid "" "Some internal resources contain links to other internal resources (such as a " @@ -460,7 +463,7 @@ msgstr "" "viitattavan resurssin on esiinnyttävä ennen viittausta siihen. Näin ollen " "tiedoston sisäisten resurssien osiossa järjestyksellä on väliä." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 #, fuzzy msgid "" "Unfortunately, documentation on the formats for these subresources isn't " @@ -471,11 +474,11 @@ msgstr "" "vaikka osaa niistä voi tutkia tarkastelemalla tallennettujen tiedostojen " "resursseja, toisia voi tutkia vain lukemalla Godotin lähdekoodia." -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." @@ -483,27 +486,27 @@ msgstr "" "ArrayMesh koostuu useista pinnoista, jotka kukin ovat muotoa ``surface" "\\Index={}``. Kullakin pinnalla on joukko kärkipisteitä ja materiaali." -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "TSCN-tiedostot tukevat kahta erilaista pinnan formaattia:" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "Vanhassa formaatissa kullakin pinnalla on kolme olennaista avainta:" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -511,43 +514,43 @@ msgstr "" "``primitive`` on enumeroitu muuttuja; ``primitive=4`` joka on " "PRIMITIVE_TRIANGLES on usein käytetty." -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "``arrays`` on kaksiulotteinen taulukko, joka sisältää:" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "Taulukko kärkipisteiden sijainteja" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "Taulukko tangentteja" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "Taulukko kärkipisteiden värejä" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV-taulukko 1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV-taulukko 2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "Taulukko luuindeksejä" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "Taulukko luiden painoja" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "Taulukko kärkipisteiden indeksejä" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." @@ -555,15 +558,15 @@ msgstr "" "``morph_arrays`` on taulukko morpheja. Kukin morph on tarkalleen ``arrays`` " "ilman kärkipisteiden indeksitaulukkoa." -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Esimerkki ArrayMeshistä:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animaatio" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." @@ -571,11 +574,11 @@ msgstr "" "Animaatioresurssi koostuu raidoista. Lisäksi kullakin raidalla on pituus " "(``length``), kierto (``loop``) ja askellus (``step``)." -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "Sekä ``length`` että ``step`` ilmaisevat aikaa sekunteina." -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" @@ -583,31 +586,31 @@ msgstr "" "Kukin raita on kuvattu listana avain-arvo pareja ``tracks/Id/Attribute``. " "Kukin raita sisältää:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "``type`` (tyyppi)" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``path`` (polku)" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "``interp`` (interpolaatio)" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "``keys`` (avainruudut)" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "``loop_wrap`` (kierron tyyppi)" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "``imported`` (tuotu)" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" @@ -615,19 +618,19 @@ msgstr "" "Kunkin raidan ensimmäisen attribuutin on oltava ``type``. ``type`` arvo voi " "olla:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform`` (muunnos)" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``value`` (arvo)" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "``method`` (metodi)" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " @@ -637,7 +640,7 @@ msgstr "" "AnimationPlayer solmussa määritellystä juurisolmusta animoituun solmuun tai " "attribuuttiin." -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 #, fuzzy msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " @@ -646,29 +649,29 @@ msgstr "" ":code:`interp` on menetelmä, jolla ruutuja interpoloidaan avainruuduista. Se " "on enumeraatiomuuttuja, jolla voi olla seuraavat arvot:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (vakio)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 #, fuzzy msgid "``1`` (linear)" msgstr "1 (lineaarinen)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 #, fuzzy msgid "``2`` (cubic)" msgstr "2 (kuutiollinen)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 993f8a4a8c..489b68ab61 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 383462e6ff..9f590b78af 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -177,7 +177,7 @@ msgid "Search Help" msgstr "Etsi ohjeesta" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/external_editor.po index c1ed8100a7..4f1c985187 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/index.po index 56cab51a1e..76de409a9f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 203b50a900..907f80dccd 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 1189989233..b82fcb80dc 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 0ac59a4b11..7589efeb2b 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 34df0f5061..ea62d4b9e8 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index ece1d49ee5..89c31c964a 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -215,7 +215,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS `` singleton, but not every " +"``get_name()`` method of the :ref:`OS ` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 79c380c56a..f4ea7974ef 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 68d2883a49..4b769fd573 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index f2533aa39e..63189ff391 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index a7cae6e07e..1e990827d9 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 5e3c7febb3..11d8d33401 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 0559d1ada6..4d605d500c 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1753,7 +1753,7 @@ msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 04747d7381..e892c05b1f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index a26a53928c..5cd3b29883 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 56d0c19fc3..0854f8732d 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 2af1df0a69..bad519c2db 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 5f076127ae..cdccff9942 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -296,10 +296,10 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 94164d9ea6..1248f7a5c7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/index.po index e0fa81f814..b1ca5cd1d5 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index dd682be0cb..8966a8aad7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 5a275e72a1..31e6a93978 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/index.po index f4c1478827..9c27b72520 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 85206aa000..5539a482fd 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 6f9b094e21..deecb833d6 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/animations.po index 08ae956ead..dea660b039 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/exporting.po index 151aa8c958..a71b622492 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 0029002a1d..6e9e8e26a7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 411190a2c8..e262ca02cb 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po index 6055a84dc1..5f205a343a 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po index d0c7b099cb..28abf94ea0 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 0d2e8d54a2..6a938015c7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index d63973776e..346723510c 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -280,8 +280,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "**Script** työtila on kokonainen koodieditori debuggerilla, monipuolisella " "automaattitäydennyksellä ja sisäänrakennetulla koodin lähdeaineistolla " diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/resources.po index c9bca4692a..045bb094e2 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 61952d2023..53a604f619 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 867493d9eb..a9a0f1f6f8 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting.po index c9858834a4..c1f31f4f73 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 8afa3a65a0..9405216124 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -362,22 +362,25 @@ msgstr "" "skripteihin vain lataamalla tiedoston suoraan." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Voit nimetä skriptin ja rekisteröidä sen tyypiksi editorissa ``class_name`` " "avainsanalla, jota seuraa luokan nimi. Voit lisätä pilkun ja valinnaisen " "polun ikonina käytettävään kuvaan. Löydät tämän jälkeen uuden tyyppisi " "Solmu- tai Resurssinluontidialogista." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "Godot 3.1 versiossa:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -385,6 +388,6 @@ msgstr "" "Vain GDScript ja NativeScript, eli C++ ja muut GDNative-käyttöiset kielet, " "voivat rekisteröidä skriptejä." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Vain GDScript luo globaaleja muuttujia kullekin nimetylle skriptille." diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po index 806a3c3882..2937f657f2 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index b514b832f8..c948f9b958 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index da4d10762b..5a1fe81de1 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index d4c730c4e5..ae2ba14466 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 2771627845..3a18a99eee 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 1f1ad393a5..4c82f56736 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index f1d3105abb..d0ec13a6f1 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -340,7 +340,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index ddbb113c99..7db4e6ded9 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index e392c092dd..d5dbf11871 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 2faf28d966..3a32eb60b6 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index a6c90ed627..7a72057c75 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index f462716fa9..b08d453ae6 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index e7399f4327..44ef8994d4 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index be6041cbcb..2b909ea52f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index f30f84718e..5312b7a4e1 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/import_process.po index bad2691424..36502ec40f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -39,7 +39,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:20 @@ -120,13 +120,14 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 msgid "" -"Importing will add an extra .import file, containing the import " +"Importing will add an extra ``.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:80 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 9e01329b2c..64a72c4c73 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index c69f7fccea..5a116873fa 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 96593a8827..2632eabe62 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index ec8a6e51c8..c3cf1e9d6f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/index.po index 12c1231ac9..7eaff7ed42 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index d068ec6ab0..9bcc1d2d06 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 7102bf378d..af571efb13 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,7 +168,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" @@ -404,17 +404,17 @@ msgid "" "tree structures." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -422,21 +422,21 @@ msgid "" "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -445,7 +445,7 @@ msgid "" "corresponding string value for each enum." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -453,32 +453,32 @@ msgid "" "printing is unnecessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer ` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -486,7 +486,7 @@ msgid "" "little control." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " @@ -497,7 +497,7 @@ msgid "" "render in a single batched draw call." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "` resource, allows one to create a variety of animation " @@ -506,7 +506,7 @@ msgid "" "controlling 2D frame-based animations." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -515,28 +515,28 @@ msgid "" "with the AnimatedSprite." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index eb83f363f7..ba9b07f178 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index c37e2f30e4..211694bf2e 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 3ff25892dd..fb6619e328 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 4d474cf1f6..6b51ed402f 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 25fe7101ed..2a7d725a8c 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -82,7 +82,7 @@ msgstr "" msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index b33f7c3b2c..a7122c7951 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 2827216551..993a089e41 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -219,7 +219,7 @@ msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -311,7 +311,7 @@ msgstr "" msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index e550cae0b3..e0745ed3a7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 48e7228ce6..9815a2b0c3 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 584ed95265..20c7b63979 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index db92e72293..0b6542b475 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index a06efb884e..a610ebd64d 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -178,11 +178,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -190,18 +205,18 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 #, fuzzy msgid "There are two types of icons required by Godot:" msgstr "Siirtymiä on olemassa useita eri tyyppisiä:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Vienti Google Play -kauppaan" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -274,41 +289,41 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -318,7 +333,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -329,7 +344,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index ea00da0ada..94571da97e 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index a943acb7a8..17683a8c25 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index b467d0094a..6c05e67835 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index fde8b12a46..3d729d7f8d 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 37d53555b5..a03ab35145 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -486,7 +486,7 @@ msgid "" "HTML5 export templates may be :ref:`built ` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag `::" msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 8731b1f583..dfa3a21dd4 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 5436e9619f..b016dee2ec 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 515889e9f7..aec7da4dcf 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/index.po index 5415ea47f6..925ad051dc 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 5157c6e97b..b0a1f6cad7 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,12 +22,12 @@ msgid "One-click deploy" msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" +msgid "What is one-click deploy?" msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -36,34 +36,86 @@ msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Tukee kaikkia alustoja." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +msgid "Using one-click deploy" +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/index.po index 5d67893685..08b4b80614 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/index.po index db8a052806..2e5bb94f13 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 11e5e217b5..df403ac7f4 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index b1a435ce0e..42f8d4b80e 100644 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/fi/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/index.po b/sphinx/po/fi/LC_MESSAGES/index.po index 2ab41f0728..b17445224c 100644 --- a/sphinx/po/fi/LC_MESSAGES/index.po +++ b/sphinx/po/fi/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 90c1517dc2..42fe50c67f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po index c3e248ecdf..d90cfc53a4 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po index c2cc15d971..6d4dfed211 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 7ca0c2691a..fe7253bd29 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -31,14 +31,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite ` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite `." msgstr "" @@ -134,7 +134,7 @@ msgstr "Sprite-arkki animaatiotoistimella" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -146,44 +146,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -290,6 +290,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po index 922d63bbbf..f326532d15 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po index f2b96c0ec4..9b18a69960 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 63e2241d3a..c306618a7c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po index 7a97b833b2..67caa3f3eb 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 1691d7be88..4c5562e974 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 7f1cdd358f..2983a2656d 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index aadd37fa42..1d5a8a5ff1 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 2a5a1537e9..dd0c8569e2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,53 +27,65 @@ msgstr "Johdanto" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "Visuaalinen vertailu" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -81,36 +93,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -118,284 +192,370 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "Skenen pystytys" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "Tilat ovat:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Muuttuja" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "Kehityksen (bake) määrittäminen" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Kaappaa" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe `'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po index 192a99fa83..9438ec144e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 7d7be109eb..c3163a989d 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 97ee838389..dde7e58d17 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index e801069578..3904878ac2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index b42fdd6b2e..817d07e483 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 8b45f7badc..abb31ce3a4 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 282b8b27e2..17cf180a04 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 26cb7d749a..6ca6ca4ea4 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 64bacc6385..78138e126b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/gi_probes.po index 4dfbe51171..7db7c10661 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 8469b2a10f..58a5f93369 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po index b4419de5d1..efcea47222 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 5cf02408ef..98376ce76c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 13436ce258..c8716149d1 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/reflection_probes.po index 5e6646b65e..f3f380eda5 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/spatial_material.po index 4c7639ca3f..9ff970e4c0 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 360fcb74b6..bec79f6e68 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 10486373c2..e678aaff32 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po index ae58e64061..8253d2c0d5 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index b0b2bbfba2..c127488d77 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -182,7 +182,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -212,8 +212,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -340,9 +340,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index e81a728f88..fe2ccaf26c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "Lisää sitten seuraavat kaksi funktiota:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"`. They are used to generate a random number from " +"`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 047762ca03..a18ed592fc 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 2254a00675..eed406dd57 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po index adc2690859..7090fc5fc0 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po index 5b0125149e..2ef819d41b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po index 669d82f086..9c850e3913 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po index d9c4c851aa..bf2c7bd0bc 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -192,7 +192,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -200,288 +213,281 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -489,13 +495,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -504,56 +510,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/index.po index 04e43de695..f5df081bff 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index da4ba8ee8d..cdb0bba842 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index ebb684dcbd..0a5035114d 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 31d0f08492..10efa18b24 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po index 8b128d645b..5b93c665f4 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po index 7cd8787c42..e5098725e8 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po index e5a1726a73..0a8f638c3c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index a32f8a6d4f..f6a282feae 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 4b532a7338..62bcbdf099 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/index.po index 38c4c50072..0ccbec4582 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/making_trees.po index 018c904d97..6e3510f90e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index fe38b663dd..39b2c260da 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -60,7 +60,7 @@ msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 7600281f7b..1a97e0bc37 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 1c4ed695de..378131df84 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index df0e278301..6d61a87269 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index fd08564fc0..c11d1d0b07 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/debugger_panel.po index afb6b6abb1..dcc05eb5bd 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/index.po index ddbefe4dcd..8528217002 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 86c80d50e2..d69ef24f61 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index f4b7bc40c1..fe1a795253 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/control_node_gallery.po index ea1f9511ab..0f0831d295 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 197c47238b..60b2e549f0 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_containers.po index d54d053ca0..da54afad4f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -149,7 +149,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "` and :ref:`VBoxContainer `). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_skinning.po index 4ba41d6ec6..1f1a59e13b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/index.po index 8fd60e3816..c06cd7ba1f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 2d8e308dbd..6e52a9899f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/index.po index 65768e8c9c..ba4ea9db8c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index bf4b775cc6..9320a46db1 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/locales.po index d504b4ff69..5db1356378 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 007767cba8..f968e09980 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -242,8 +242,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 436b90f834..cb3d085a25 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 32835436d5..17a48c59d3 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/index.po index e0ae7ab4c4..b3b3a96f62 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/input_examples.po index ec201a7a35..8d2df77a43 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -186,7 +186,7 @@ msgstr "" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " +"`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/inputevent.po index db0411f495..ebe7d1302e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,12 +122,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera ` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area ` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() ` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area ` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 8292259f5f..a943ff0cfa 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/fi/LC_MESSAGES/tutorials/io/background_loading.po index 4c57692f1b..db878f7ebf 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/fi/LC_MESSAGES/tutorials/io/data_paths.po index 29546a951c..e861d2f6fd 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/io/index.po index 0b4112e5bd..c25210bd88 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/fi/LC_MESSAGES/tutorials/io/saving_games.po index 4d4d380ffd..b71091d2fb 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/fi/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 1daa6874ed..f6bab6dedd 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,7 +69,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -80,14 +80,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -172,10 +172,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Lisenssien hyväksyminen" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Kolmannen osapuolen lisenssit" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties `_. Most of it does not require " @@ -185,68 +197,68 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType `_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet `_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS `_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -255,7 +267,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL `_ " "instead." diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/legal/index.po index 96e6d77962..fbd7030585 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 7adedea283..410449d5f7 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -260,7 +260,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/index.po index 4bb8fc640e..050d3bf0aa 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/interpolation.po index 3dd1edf0d0..cc49506c07 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index cb33b76eaa..44d97cf80b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/random_number_generation.po index 8c89d98048..cbf975bc71 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/vector_math.po index 0917515b24..59190a4cb3 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/fi/LC_MESSAGES/tutorials/math/vectors_advanced.po index 38a7f0673b..d26d440d34 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 4ef87fb3a7..5eeb169d34 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index b17e49d0ab..e7683c2f66 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index 346191abf8..9e465aaa23 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,7 @@ msgstr "Väriavaruus" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -102,45 +102,52 @@ msgstr "HDR" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial ` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials `, you can set values " "for these features but they will be non-functional. For example, you will " @@ -148,87 +155,87 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 #, fuzzy msgid "Ambient light" msgstr "Valojen lisäys" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes ` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps `. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights ` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -236,11 +243,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -248,7 +255,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -256,132 +263,132 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "Näytä törmäysmuodot" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc `." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -389,30 +396,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 2d5b44b235..457ac98f33 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/index.po index b9c1dddc27..e30959b28e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 2bcbf3aac3..856c3feed0 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 81d13c991d..0cb418fff7 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/pausing_games.po index 154433c232..f066264552 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index a09a0a182e..180e1d35a5 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 4b017059e5..2a7f9157a1 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 9128b9a4d3..ad5b19ab83 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -707,7 +707,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_client_class.po index 088b8ccab8..8b556148b5 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_request_class.po index 0f312605b6..a5212a94ad 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/index.po index dd57b535aa..4ee9b290c9 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/ssl_certificates.po index f9d6bc6871..c85bce9079 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/webrtc.po index 2c5c5ac67c..e71352228a 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/websocket.po index d78a0a26ce..e28309c226 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/batching.po index 6abe1206a1..e32400a427 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -42,15 +42,11 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -59,7 +55,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -67,13 +63,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -84,11 +80,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -98,23 +94,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -122,40 +118,40 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Tekstuurien vaihto." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -163,33 +159,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -197,28 +193,28 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -227,11 +223,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -242,17 +238,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -263,7 +259,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -271,44 +267,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "Päällekkäisyyden tunnistaminen" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -318,7 +314,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -328,11 +324,11 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -341,7 +337,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -351,7 +347,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor ` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback ` - This is a faster way of drawing " @@ -501,11 +497,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands ` - One of the most important " @@ -517,7 +513,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "` - This determines the maximum size of a " @@ -536,7 +532,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead ` - Item reordering can help " @@ -545,17 +541,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold ` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items ` - Joining items before lighting can significantly " @@ -564,11 +560,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching ` - This is purely a debugging feature to identify " @@ -578,18 +574,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame ` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract ` - On some hardware (notably some Android devices) " @@ -599,18 +595,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount ` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -621,15 +617,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -638,7 +634,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -647,150 +643,184 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Vientimallit" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Usein kysytyt kysymykset" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract ` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold ` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold ` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 0edaaf38c7..3918fefc11 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/general_optimization.po index c1a6573365..116dde4a85 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 067e359729..4910f19bb2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -143,8 +143,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/index.po index 9229f9484b..c50eaaebf7 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 6586927a84..b2e708f0b7 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 9d587927ed..45f7d7f91f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_servers.po index 03ae0bd84e..d9a49ffcaf 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index bbbf36ab30..2c84bd4fc5 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/index.po index 4876cac55f..8e7a800c9e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index bf53085f7f..333545dc54 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/physics_introduction.po index 38d958708c..e07d1827e8 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -374,7 +374,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ragdoll_system.po index fc3137ab3c..c32cb48cd2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ray-casting.po index 57b4a1c7c5..b4656eed4c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/rigid_body.po index bff6d1f105..1eaf601451 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/soft_body.po index c84165c097..2b883fe4a2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_area_2d.po index 6313f240f0..e62e0d837b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index be7ca820b4..d03a0a8023 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index f6d99b97f9..c14f7a9270 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/consoles.po index c31fcaaa8d..9b227df612 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 06e480b5ef..04eb114a15 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 745cffbae1..6d2c6229a9 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/index.po index 00f7d8dd33..0aee8a2a15 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/index.po index 5fd52f2dab..36fac4078d 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index eb9b330f5d..3afa0de5f8 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -161,12 +161,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -176,64 +174,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -241,35 +237,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -278,19 +274,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 0307c766ec..56fb37f190 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/platform_html5.po index cf662c37fd..5875394972 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 69788be03b..b0fad0e70b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -143,87 +143,87 @@ msgid "" "release on the `Godot download page `_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ```` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Android-liitännäisten luonti" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio `_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions `__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib...aar``) " -"from the `Godot download page `_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page `_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions `__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib...aar``) " +"from the `Godot download page `_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ```` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ```` tag, add a ```` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -232,63 +232,81 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary `_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Android-liitännäisten luonti" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Skriptistäsi:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Resurssin tallennus" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -357,13 +377,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -371,7 +391,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -381,49 +401,45 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Funktioihin viittaminen" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin `_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources `_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources `_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin `_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/index.po index 099533fd28..74cd9e20bc 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 0ccb72cdbe..5c8a3ac795 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/index.po index c0aaab694f..35aacbe330 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 39d605d2a7..725be12a14 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr ":ref:`doc_inspector_plugins`" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "Editorin kehitys" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 6b2de3ff86..a660faec5c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 88476cf0b0..8383a2b29e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 7480527df2..3dadab5d9c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -112,14 +112,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -129,15 +129,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -146,7 +146,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -154,7 +154,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "` from the :ref:" @@ -165,14 +165,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -182,36 +182,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -219,28 +219,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before ` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "` or one of its child classes. For this tutorial, you can " @@ -249,7 +249,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -258,24 +258,24 @@ msgid "" "` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -283,18 +283,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -302,7 +302,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library `_ so that people can " diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 5e3b5a05e0..c494683686 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 2b47810c4b..06a7f8db17 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index a66bf3a790..c17ec137da 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index de1cf40419..691d869cc7 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/index.po index b5f6c01c2f..99d80528a6 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/index.po index 93248f411f..bbf1b3b00b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index d8fb5cb909..f64858a48e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 2642d91703..f276131fff 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/index.po index a009aa680f..6a7eefe34b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 9fc086fc70..1600e7c181 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 1bf7c0cc4a..363079a015 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 2b1e6e4580..cb5c5b4aa4 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,8 +27,8 @@ msgstr "Johdanto" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shader_materials.po index 6e9b75ac11..04ce87f99f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index d8c3d43dd9..36ffd5ddd6 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 17aedbdb52..b6e5b6790f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index fda93f1a15..8f6299b140 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 65dfd7fef0..732c6c57ab 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 2b43edf41f..f41a6a52cb 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -55,7 +55,7 @@ msgstr "Tyyppi" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Kuvaus" @@ -953,783 +953,812 @@ msgid "Uniforms can also be assigned default values:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Ilmentymien muokkaus" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders `" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders `" +msgstr ":ref:`Helposti kirjoitettevat sävyttimet `" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders `" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "Sisäänrakennetut funktiot" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "Lineaari-interpolaatio" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "Lineaari-interpolaatio" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "length" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 4d33100ae8..c03fa3db5c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/visual_shaders.po index 0d9754b3bf..a3c17933aa 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index db935c84de..d86e6f3a27 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 919dfc5d2b..863a923490 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 61b3688be9..cc1743ea68 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 3bf8837daa..2a66d3974c 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index 45d1b9c3b4..6d8efce94b 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/index.po index 58542d02be..629e22d5a2 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 3a2cb90eed..4c6a53ea3f 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 4dbffe1c5e..7e41dc9566 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 8242382d5f..c7b4832c7e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/index.po index 72bae1fd75..08616f420e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 607dbb21bb..9cb1775326 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -376,10 +376,243 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Kuinka assetit pitäisi luoda ottaen huomioon useat näyttötarkkuudet ja " +"kuvasuhteet?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "Muoto" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler `__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "kameran animaatio" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Kolmannen osapuolen tuki" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -388,18 +621,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "Kuvasuhteiden käsittely" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -407,11 +640,11 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -419,7 +652,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -427,11 +660,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -440,7 +673,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -450,7 +683,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/viewports.po index 7f18e78dea..0f3e4ed46e 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 469d75e06f..25e4b007cc 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -128,7 +128,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/index.po index fc697300af..b2af7e2665 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_primer.po index 9126f07eda..eed1457312 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,48 +238,47 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR `_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 #, fuzzy msgid "`Godot Oculus Demo `_." msgstr "" "kopio `godot-cpp säilöstä `_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS `_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools `_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -296,7 +295,7 @@ msgid "" "system so 10 units = 1 meter." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -304,7 +303,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -312,7 +311,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -321,7 +320,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -329,7 +328,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index eb9283e8a6..cba57a6093 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 4ade8f778b..8b87771ef3 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1167,7 +1167,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody `-based nodes in the " diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 7c07ad68bb..cae945b069 100644 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/fi/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1211,7 +1211,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po index bdb9551c33..654570a7ed 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/faq.po b/sphinx/po/fr/LC_MESSAGES/about/faq.po index 70e3ec374b..0eadea5e9f 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/faq.po +++ b/sphinx/po/fr/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -273,11 +273,12 @@ msgstr "" "vous au `manuel GDScript `_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "L'utilisation de GDScript présente de nombreux avantages lors du prototypage " "dans les phases alpha ou bêta de votre projet ou dans le cas où vous ne " @@ -552,7 +553,6 @@ msgstr "" "Pourquoi Godot s'efforce-t-il de garder peu de fonctionnalités de base ?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -948,18 +948,19 @@ msgstr "" "cas de test ou des exemples de projets le cas échéant." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Est-il possible d'utiliser Godot comme bibliothèque ?" +msgstr "" +"Est-il possible d'utiliser Godot pour créer des applications sans rapport " +"avec le jeu vidéo ?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"La petite taille de distribution de Godot peut en faire une alternative " +"Oui ! Godot dispose d'un système d'interface utilisateur intégré étendu, et " +"la petite taille de distribution de Godot peut en faire une alternative " "appropriée à des frameworks comme Electron ou Qt." #: ../../docs/about/faq.rst:366 @@ -968,12 +969,19 @@ msgid "" "processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"Lors de la création d'une application sans rapport avec le jeu vidéo, " +"assurez-vous d'activer :ref:`low-processor mode " +"` dans " +"les paramètres du projet pour réduire l'utilisation du CPU et du GPU." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Cela dit, nous ne recommandons pas d'utiliser Godot pour créer une " +"application *mobile*, car le mode basse consommation du processeur n'est pas " +"encore pris en charge par les plateformes mobiles." #: ../../docs/about/faq.rst:373 msgid "" @@ -981,6 +989,9 @@ msgid "" "and `Pixelorama `__ for " "examples of open source applications made with Godot." msgstr "" +"Consultez `Material Maker `__ et " +"`Pixelorama `__ pour des " +"exemples d'applications open source créées avec Godot." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -1013,7 +1024,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Quelle boîte à outils d'interface utilisateur Godot utilise-t-il ?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1024,6 +1035,13 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot n'utilise pas de boîte à outils standard :abbr:`GUI (Graphical User " +"Interface)` comme GTK, Qt ou wxWidgets. Au lieu de cela, Godot utilise sa " +"propre boîte à outils d'interface utilisateur, rendue à l'aide d'OpenGL ES " +"ou de Vulkan. Cette boîte à outils est exposée sous la forme de nœuds " +"Control, qui sont utilisés pour rendre l'éditeur (qui est écrit en C++). Ces " +"nœuds Control peuvent également être utilisés dans des projets à partir de " +"n'importe quel langage de script pris en charge par Godot." #: ../../docs/about/faq.rst:402 msgid "" @@ -1033,6 +1051,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Cette boîte à outils personnalisée permet de bénéficier de l'accélération " +"matérielle et d'avoir une apparence cohérente sur toutes les plateformes. En " +"plus de cela, il n'y a pas à gérer les réserves de la licence LGPL fournies " +"avec GTK ou Qt. Enfin, cela signifie que Godot \"mange sa propre nourriture " +"pour chiens\" puisque l'éditeur lui-même est l'un des utilisateurs les plus " +"complexes du système d'interface utilisateur de Godot." #: ../../docs/about/faq.rst:408 msgid "" @@ -1040,9 +1064,14 @@ msgid "" "`, but you can still :ref:`use Godot to create " "non-game applications by using the editor `." msgstr "" +"Cette boîte à outils d'interface utilisateur personnalisée :ref:`ne peut pas " +"être utilisée comme bibliothèque `, mais vous " +"pouvez toujours :ref:`utiliser Godot pour créer des applications sans " +"rapport au jeu vidéo en utilisant l'éditeur `." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Pourquoi Godot n'utilise pas la STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/fr/LC_MESSAGES/about/index.po b/sphinx/po/fr/LC_MESSAGES/about/index.po index 59173795e5..006f01bda2 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/index.po +++ b/sphinx/po/fr/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/introduction.po b/sphinx/po/fr/LC_MESSAGES/about/introduction.po index a5a850cbb5..da187d9e2e 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po b/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po index 0594806337..7df2ef4965 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,6 +101,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "`." msgstr "" +":ref:`Serveurs headless Linux et macOS " +"`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -705,9 +707,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Antialiasing multi-échantillon (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antialiasing multi-échantillon (MSAA)." +msgstr "Antialiasing approximatif rapide (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -772,11 +773,8 @@ msgid "Ragdolls." msgstr "Ragdolls." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "" -"Formes intégrées : cuboïde, sphère, capsule, cylindre (uniquement avec la " -"physique Bullet)." +msgstr "Formes intégrées : cuboïde, sphère, capsule, cylindre." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -880,7 +878,8 @@ msgstr "" "actions asynchrones ou utiliser plusieurs cœurs de processeur." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: `" +#, fuzzy +msgid ":ref:`C#: `" msgstr ":ref:`C# : `" #: ../../docs/about/list_of_features.rst:314 @@ -1002,6 +1001,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Entrée audio pour enregistrer des microphones avec accès en temps réel en " +"utilisant la classe AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1161,6 +1162,8 @@ msgstr "Saisie au stylet/tablette avec support de la pression." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"La prise en charge de la manette de jeu, du clavier et de la souris est " +"également disponible sur Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1350,7 +1353,7 @@ msgstr "Support des annonces publicitaires en utilisant des modules tiers." #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Prise en charge de l'intégration de sous-vues sur Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" diff --git a/sphinx/po/fr/LC_MESSAGES/about/release_policy.po b/sphinx/po/fr/LC_MESSAGES/about/release_policy.po index 738a62fc98..2e94a6323d 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/fr/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -222,38 +222,36 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|unstable| *Axe de développement actuel (instable).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 ou Q3 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|supported| *Beta.* Reçoit de nouvelles fonctionnalités ainsi que des " +"corrections de bogues pendant son développement." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Mars/Avril 2021" +msgstr "Avril 2021" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." msgstr "" -"|supported| Reçoit des correctifs de bogues, des améliorations de sécurité " -"et de prise en charge de la plate-forme, et ainsi que d'utilisabilité rétro " -"compatible." +"|supported| Reçoit des correctifs de bogues, de sécurité et de prise en " +"charge de plate-forme, et ainsi que d'utilisabilité rétro compatible." #: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" @@ -264,11 +262,12 @@ msgid "January 2020" msgstr "Janvier 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| N’est plus supporté (dernière version : 3.0.6)." +msgstr "" +"|eol| N'est plus pris en charge car remplacé par la version 3.3 compatible " +"(dernière mise à jour : 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/fr/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/fr/LC_MESSAGES/about/troubleshooting.po index 1f8e620767..3dabcb92c0 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/fr/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -123,11 +123,24 @@ msgstr "" "Vous pouvez ensuite reconnecter le périphérique." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue `__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "" "L'éditeur Godot apparaît figé après avoir cliqué sur la console système." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -142,7 +155,7 @@ msgstr "" "système. Godot ne peut pas passer outre ce comportement spécifique au " "système." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -150,7 +163,7 @@ msgstr "" "Pour résoudre ce problème, sélectionnez la fenêtre de la console système et " "appuyez sur la touche Entrée pour quitter le mode de sélection." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -158,7 +171,7 @@ msgstr "" "Un texte tel que \"NO DC\" apparaît dans le coin supérieur gauche de la " "fenêtre du gestionnaire de projet et de l'éditeur." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -166,7 +179,7 @@ msgstr "" "Cela est dû au fait que le pilote graphique NVIDIA injecte un *overlay* pour " "afficher des informations." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -175,7 +188,7 @@ msgstr "" "votre pilote graphique aux valeurs par défaut dans le panneau de " "configuration NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -184,11 +197,11 @@ msgstr "" "dans **X Screen 0 > OpenGL Settings** puis décochez **Enable Graphics API " "Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "La fenêtre du projet apparaît floue, contrairement à l'éditeur." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -199,7 +212,7 @@ msgstr "" "particulier sur les cartes graphiques intégrés, où le rendu des scènes 3D en " "hiDPI est lent." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -210,12 +223,12 @@ msgstr "" "vous que votre projet est configuré pour supporter :ref:`multiple " "résolutions `." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" "La fenêtre du projet n'apparaît pas centrée lorsque j'éxécute le projet." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug `__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -228,7 +241,7 @@ msgstr "" "cela, assurez-vous que votre projet est configuré pour supporter :ref:" "`multiple résolutions `." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -237,7 +250,7 @@ msgstr "" "parvient pas à charger certains fichiers lorsqu'il est exécuté à partir " "d'une copie exportée." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -255,7 +268,7 @@ msgstr "" "d'exportation des fichiers non-ressource. Voir :ref:" "`doc_exporting_projects_export_mode` pour plus d'informations." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " diff --git a/sphinx/po/fr/LC_MESSAGES/community/channels.po b/sphinx/po/fr/LC_MESSAGES/community/channels.po index 8abb486a15..adea829254 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/channels.po +++ b/sphinx/po/fr/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,7 +129,7 @@ msgstr "Communautés linguistiques" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups ` page " +"See the `User groups `_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 6f3dedce6f..768b7d64b0 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/bisecting_regressions.po index 8e57ffc0fd..afdddaf6c9 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index a158d66a92..277d9cc112 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..7fe897c72a --- /dev/null +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Construire(Building) des liaisons(bindings) C ++" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "Voici les prérequis nécessaires :" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository `__." +msgstr "" +"une copie du `dépôt godot-cpp `__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx `__" +msgstr "`Python 3.5+ `__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme `__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository `__ ``requirements.txt`` file." +msgstr "" +"une copie du `dépôt godot-cpp `__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip `__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python `__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "Pour cloner votre fork depuis GitHub, utilisez la commande suivante :" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 `__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po index be02354edf..1bc18a3709 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -518,9 +518,8 @@ msgstr "" "com/psf/black#editor-integration>`__." #: ../../docs/community/contributing/code_style_guidelines.rst:306 -#, fuzzy msgid "Comment style guide" -msgstr "Guide de style C#" +msgstr "Guide de style pour les commentaires" #: ../../docs/community/contributing/code_style_guidelines.rst:308 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 37c255017d..0939b3a48a 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po index bfe538e77f..fcd6de1c8b 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index e75d5e60cb..7087ca178b 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po index 6fe50c6b36..723ae58431 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po index c1cc05aaba..21e4db012f 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/testing_pull_requests.po index d77f02b777..a487acc8c6 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/community/contributing/testing_pull_requests.rst:4 -#, fuzzy msgid "Testing pull requests" -msgstr "Émission d'une Pull Request" +msgstr "Tester des pull requests" #: ../../docs/community/contributing/testing_pull_requests.rst:6 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 4a4de22814..251c0e9a53 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po index 57c39477e3..60f76715fc 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po index 154e55f58f..180e66cdc8 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -83,6 +83,10 @@ msgid "" "and GDScript, the unofficial `Godot Tutorials `_ YouTube channel is a good place to start." msgstr "" +"Si vous êtes intéressé par une introduction complète à la programmation " +"utilisant Godot et GDScript, la chaîne Youtube non officielle `Godot " +"Tutorials `_ est " +"un bon point de départ." #: ../../docs/community/tutorials.rst:19 msgid "" @@ -97,13 +101,12 @@ msgid "Video tutorials" msgstr "Tutoriels vidéo" #: ../../docs/community/tutorials.rst:24 -#, fuzzy msgid "" "`Godot Tutorials `_ (2D, GDScript, Programming Basics)." msgstr "" -"`Emilio `_ (2D, " -"GDScript et VisualScript)." +"`Godot Tutorials `_ (2D, GDScript, Programming Basics)." #: ../../docs/community/tutorials.rst:25 msgid "" @@ -122,13 +125,12 @@ msgstr "" "playlists>`_ (2D et 3D, GDScript, VisualScript et C#)." #: ../../docs/community/tutorials.rst:27 -#, fuzzy msgid "" "`Game Development Center `_ " "(2D, networked multiplayer, GDScript)." msgstr "" -"`Game Development Channel `_ (2D, GDScript)." +"`Game Development Center `_ " +"(2D, multijoueur en réseau, GDScript)." #: ../../docs/community/tutorials.rst:28 msgid "" @@ -158,21 +160,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock `_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock `_ " -"(2D et 3D, GDScript, VisualScript et C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode `__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode `__ (2D et 3D, GDScript et VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates `_ (2D, GDScript)." @@ -180,40 +174,39 @@ msgstr "" "`Mister Taft Creates `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 -#, fuzzy +#: ../../docs/community/tutorials.rst:33 msgid "" "`Miziziziz `_ (2D and 3D, GDScript)." msgstr "" "`Miziziziz `_ (2D, GDScript)." +"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)." + +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski `_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski `_ (3D)." #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski `_ (3D)." +"`Pigdev `_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski `_ (3D)." +"`Pigdev `_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev `_ (2D, GDScript)." -msgstr "" -"`Pigdev `_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:37 -msgid "" "`Steincodes `__ (2D, " "GDScript and VisualScript)." msgstr "" "`Steincodes `__ (2D, " "GDScript et VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED `_ (2D, GDScript)." @@ -221,7 +214,7 @@ msgstr "" "`TheBuffED `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom `_ (2D and 3D, GDScript)." @@ -229,71 +222,63 @@ msgstr "" "`Code with Tom `_ (2D et 3D, GDScript)." -#: ../../docs/community/tutorials.rst:40 -#, fuzzy +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG `_ (2D and 3D, GDScript)." msgstr "" "`BornCG `_ (3D, GDScript)." +"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 -#, fuzzy +#: ../../docs/community/tutorials.rst:40 msgid "" "`Gonkee `_ (2D and " "3D, GDScript, Shaders)." msgstr "" -"`Gonkee `_ (2D, " +"`Gonkee `_ (2D et " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 -#, fuzzy +#: ../../docs/community/tutorials.rst:41 msgid "" "`TheGuideKnight `_ (2D, GDScript)." msgstr "" -"`Pigdev `_ (2D, GDScript)." +"`TheGuideKnight `_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 -#, fuzzy +#: ../../docs/community/tutorials.rst:42 msgid "" "`GDScript Dude `_ " "(GDScript)." msgstr "" -"`Game Endeavor `_ (2D, GDScript)." +"`GDScript Dude `_ " +"(GDScript)." -#: ../../docs/community/tutorials.rst:44 -#, fuzzy +#: ../../docs/community/tutorials.rst:43 msgid "`Garbaj `_ (3D, GDScript)." -msgstr "" -"`Game Endeavor `_ (2D, GDScript)." +msgstr "`Garbaj `_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Tutoriels texte" -#: ../../docs/community/tutorials.rst:49 -#, fuzzy +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes `__" -msgstr "`Godot Recipes by KidsCanCode `__" +msgstr "`GDScript site web par Andrew Wilkes `__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode `__" msgstr "`Godot Recipes by KidsCanCode `__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes `__" msgstr "`Steincodes `__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Devlogs" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) `_" @@ -301,7 +286,7 @@ msgstr "" "`Andrea Catania (Physique & IA) `_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) `_" @@ -309,20 +294,19 @@ msgstr "" "`Bastiaan Olij (Réalité Augmenté & Réalité Virtuelle) `_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Ressources" -#: ../../docs/community/tutorials.rst:62 -#, fuzzy +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "`_" msgstr "" -"`awesome-godot : Une liste de ressources créée par Calinou `_" +"`awesome-godot : Une liste de plugins, scripts et add-ons libres/gratuits " +"`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po index 1f32cac7ad..f4381b18d8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -75,11 +75,8 @@ msgstr "" "outils en ligne de commande sont suffisants)." #: ../../docs/development/compiling/compiling_for_android.rst:29 -#, fuzzy msgid "Required SDK components will be automatically installed." -msgstr "" -"Les composants SDK requis seront automatiquement installés par Gradle (sauf " -"le NDK)." +msgstr "Les composants SDK requis seront automatiquement installés." #: ../../docs/development/compiling/compiling_for_android.rst:30 msgid "" @@ -144,7 +141,6 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_android.rst:66 -#, fuzzy msgid "" "To set the environment variable on Windows, press :kbd:`Windows + R`, type " "\"control system\", then click on **Advanced system settings** in the left " @@ -156,16 +152,14 @@ msgstr "" "variables** dans la fenêtre qui apparaît." #: ../../docs/development/compiling/compiling_for_android.rst:70 -#, fuzzy msgid "" "To set the environment variable on Linux or macOS, use ``export " "ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` " "points to the root of the SDK directories." msgstr "" -"Pour définir ces variables d'environnement sous Linux ou macOS, utilisez " -"``export ANDROID_HOME=/path/to/android-sdk`` et ``export ANDROID_NDK_ROOT=/" -"path/to/android-ndk`` où ``/path/to/android-sdk`` et ``/path/to/android-" -"ndk`` pointent vers la racine des répertoires SDK et NDK." +"Pour définir la variable d'environnement sous Linux ou macOS, utilisez " +"``export ANDROID_SDK_ROOT=/path/to/android-sdk`` où ``/path/to/android-sdk`` " +"pointe vers la racine des répertoires du SDK." #: ../../docs/development/compiling/compiling_for_android.rst:75 msgid "Building the export templates" @@ -348,18 +342,17 @@ msgid "Platform doesn't appear in SCons" msgstr "La plate-forme n'apparaît pas dans SCons" #: ../../docs/development/compiling/compiling_for_android.rst:202 -#, fuzzy msgid "" "Double-check that you've set the ``ANDROID_SDK_ROOT`` environment variable. " "This is required for the platform to appear in SCons' list of detected " "platforms. See :ref:`Setting up the buildsystem " "` for more information." msgstr "" -"Vérifiez que vous avez bien défini les variables d'environnement " -"\"ANDROID_HOME\" et \"ANDROID_NDK_ROOT\". Ceci est nécessaire pour que la " -"plate-forme apparaisse dans la liste des plates-formes détectées par SCons. " -"Voir :ref:`Configuration du système de construction " -"` pour plus d'informations." +"Vérifiez que vous avez défini la variable d'environnement " +"``ANDROID_SDK_ROOT``. Ceci est nécessaire pour que la plateforme apparaisse " +"dans la liste des plateformes détectées de SCons. Voir :ref:`Configurer le " +"système de construction ` pour plus " +"d'informations." #: ../../docs/development/compiling/compiling_for_android.rst:209 msgid "Application not installed" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po index f43373a89e..063170dad1 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,14 +26,14 @@ msgid "Requirements" msgstr "Pré-requis" #: ../../docs/development/compiling/compiling_for_ios.rst:11 -#, fuzzy msgid "" "SCons 3.0+ (you can install it via `Homebrew `_ or " "`MacPorts `_, you should be able to run ``scons`` " "in a terminal when installed)." msgstr "" -"SCons 3.0+ (vous pouvez l'installer via Homebrew ou Macports, vous devriez " -"pouvoir exécuter ``scons`` dans un terminal une fois installé)." +"SCons 3.0+ (vous pouvez l'installer via `Homebrew `_ ou " +"`MacPorts `_, vous devriez pouvoir exécuter " +"``scons`` dans un terminal une fois installé)." #: ../../docs/development/compiling/compiling_for_ios.rst:14 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po index 4b98e24a2d..cfceee3575 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -71,13 +71,12 @@ msgstr "" "outils de ligne de commande pour Xcode si vous ne les avez pas déjà." #: ../../docs/development/compiling/compiling_for_osx.rst:27 -#, fuzzy msgid "" "Similarly, if you have `MacPorts `_ installed, " "you can easily install SCons and yasm using the following command::" msgstr "" -"Si vous avez installé `Homebrew `_, vous pouvez facilement " -"installer SCons et yasm en utilisant la commande suivante :" +"De même, si vous avez `MacPorts `_ installé, vous " +"pouvez facilement installer SCons et yasm en utilisant la commande suivante :" #: ../../docs/development/compiling/compiling_for_osx.rst:33 msgid "" @@ -101,11 +100,8 @@ msgid "To compile for Intel (x86-64) powered Macs, use::" msgstr "Pour compiler pour les Macs équipés Intel (x86-64), utilisez :" #: ../../docs/development/compiling/compiling_for_osx.rst:45 -#, fuzzy msgid "To compile for Apple Silicon (ARM64) powered Macs, use::" -msgstr "" -"Pour compiler pour les Macs équipés Apple Silicon (ARM64), utilisez " -"(uniquement pour Godot 3.2.3+) :" +msgstr "Pour compiler pour les Macs équipés Apple Silicon (ARM64), utilisez :" #: ../../docs/development/compiling/compiling_for_osx.rst:49 msgid "" @@ -197,7 +193,6 @@ msgid "For ARM64 (Apple M1)::" msgstr "" #: ../../docs/development/compiling/compiling_for_osx.rst:106 -#, fuzzy msgid "" "To support both architectures in a single \"Universal 2\" binary, run the " "above two commands blocks and then use ``lipo`` to bundle them together::" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po index dd71c3cee6..4856a6deb8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po index 03edd2a536..8d19c01e50 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,9 +32,8 @@ msgstr "" "nécessaire :" #: ../../docs/development/compiling/compiling_for_web.rst:13 -#, fuzzy msgid "`Emscripten 1.39.9+ `__." -msgstr "`Emscripten 1.39.0+ `__." +msgstr "`Emscripten 1.39.9+ `__." #: ../../docs/development/compiling/compiling_for_web.rst:14 msgid "`Python 3.5+ `__." @@ -130,35 +129,33 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:72 -#, fuzzy msgid "" "Once finished, the resulting file will be placed in the ``bin`` " "subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` " "suffix." msgstr "" -"Les binaires résultants seront placés dans le sous-répertoire ``bin/``, " -"généralement avec cette convention de nommage :" +"Une fois terminé, le fichier résultant sera placé dans le sous-répertoire " +"``bin``. Son nom aura le suffixe ``.threads`` ou ``.gdnative``." #: ../../docs/development/compiling/compiling_for_web.rst:75 -#, fuzzy msgid "" "Finally, rename the zip archives to ``webassembly_release_threads.zip`` and " "``webassembly_release_gdnative.zip`` for the release template::" msgstr "" -"Enfin, renommez l'archive zip en ``webassembly_release.zip`` pour le modèle " -"release :" +"Enfin, renommez les archives zip en ``webassembly_release_threads.zip`` et " +"``webassembly_release_gdnative.zip`` pour le modèle release :" #: ../../docs/development/compiling/compiling_for_web.rst:81 -#, fuzzy msgid "" "And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` " "for the debug template::" -msgstr "Et ``webassembly_debug.zip`` pour le modèle de débogage :" +msgstr "" +"Et ``webassembly_debug_threads.zip`` et ``webassembly_debug_gdnative.zip`` " +"pour le modèle de débogage :" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Éditeur de thèmes intégré." +msgstr "Compilation de l'éditeur" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po index 8ae3514d97..ca03b540a4 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -236,7 +236,6 @@ msgid "Selecting a compiler" msgstr "Sélection d'un compilateur" #: ../../docs/development/compiling/compiling_for_windows.rst:109 -#, fuzzy msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -245,11 +244,12 @@ msgid "" "builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd." "exe`` or PowerShell instead." msgstr "" -"SCons trouvera et utilisera automatiquement une installation Visual Studio " -"existante. Si vous n'avez pas Visual Studio d'installé, il essaiera " -"d'utiliser MinGW à la place. Si vous avez déjà Visual Studio d'installé et " -"que vous voulez utiliser MinGW, passez ``use_mingw=yes`` à la ligne de " -"commande SCons." +"SCons trouvera et utilisera automatiquement une installation existante de " +"Visual Studio. Si vous n'avez pas Visual Studio installé, il essaiera " +"d'utiliser MinGW à la place. Si vous avez déjà Visual Studio installé et que " +"vous voulez utiliser MinGW, passez ``use_mingw=yes`` à la ligne de commande " +"de SCons. Notez que les compilations MSVC ne peuvent pas être effectuées à " +"partir des shells MSYS2 ou MinGW. Utilisez plutôt ``cmd.exe`` ou PowerShell." #: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" @@ -334,7 +334,6 @@ msgstr "" "SCons ``target=release_debug``." #: ../../docs/development/compiling/compiling_for_windows.rst:153 -#, fuzzy msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -344,7 +343,7 @@ msgstr "" "Si vous compilez Godot avec MinGW, vous pouvez rendre le binaire encore plus " "petit et plus rapide en ajoutant l'option SCons ``use_lto=yes``. " "L'optimisation du temps de connexion étant un processus gourmand en mémoire, " -"cela nécessitera environ 3 Go de RAM disponible lors de la compilation." +"cela nécessitera environ 7 Go de RAM disponible lors de la compilation." #: ../../docs/development/compiling/compiling_for_windows.rst:158 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po index 575aed559a..63718a33ef 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -202,7 +202,6 @@ msgstr "" "SCons ``target=release_debug``." #: ../../docs/development/compiling/compiling_for_x11.rst:127 -#, fuzzy msgid "" "If you are compiling Godot with GCC, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -212,7 +211,7 @@ msgstr "" "Si vous compilez Godot avec GCC, vous pouvez rendre le binaire encore plus " "petit et plus rapide en ajoutant l'option SCons ``use_lto=yes``. " "L'optimisation du temps de connexion étant un processus gourmand en mémoire, " -"cela nécessitera environ 3 Go de RAM disponible lors de la compilation." +"cela nécessitera environ 7 Go de RAM disponible lors de la compilation." #: ../../docs/development/compiling/compiling_for_x11.rst:132 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po index f3a2a16ffb..36123f8226 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,9 +26,8 @@ msgid "Requirements" msgstr "Pré-requis" #: ../../docs/development/compiling/compiling_with_mono.rst:11 -#, fuzzy msgid "Mono 6.12.0 or greater" -msgstr "Mono 5.12.0 ou plus" +msgstr "Mono 6.12.0 ou plus" #: ../../docs/development/compiling/compiling_with_mono.rst:12 msgid "MSBuild" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 3ed7c0bc04..7b43a4bd12 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 4da2da7679..bf97e3336f 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po index e44427b6b0..5b1fd43918 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,7 +89,7 @@ msgstr "" "Si vous utilisez le client en ligne de commande ``git``, vous pouvez le " "faire en saisissant ce qui suit dans un terminal :" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page `__ and click on the link for the release you " @@ -101,20 +101,20 @@ msgstr "" "version que vous souhaitez. Vous pouvez alors télécharger et extraire la " "source à partir du lien de téléchargement sur la page." -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "" "Il y a aussi généralement des branches en plus de ``master`` pour chaque " "version majeure." -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po index 221ceed67c..7a4b03d8d9 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 7784bf8ef7..dac5e9df4e 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/optimizing_for_size.po index ff6ad88d65..da9a5b82b9 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -184,13 +184,13 @@ msgstr "" "utilisé avec les compilateurs GCC et MSVC :" #: ../../docs/development/compiling/optimizing_for_size.rst:143 -#, fuzzy msgid "" "Linking becomes much slower and more RAM consuming with this option, so it " "should be used only for release builds." msgstr "" -"Le \"liking\" devient beaucoup plus lent avec cette option, il doit être " -"utilisé uniquement pour les versions \"release\"." +"L'établissement de liens(linking) devient beaucoup plus lent et consomme " +"plus de RAM avec cette option, elle ne doit donc être utilisée que pour les " +"compilation release." #: ../../docs/development/compiling/optimizing_for_size.rst:147 msgid "Stripping binaries" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 5c6a9400c9..78f0b73ccc 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,11 +85,12 @@ msgstr "" "compilation compile ce module :" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" "Vous devrez installer la bibliothèque externe sur votre ordinateur pour " "obtenir les fichiers bibliothèques .a. Regardez la documentation officielle " @@ -113,10 +114,11 @@ msgstr "" "conditions d'utilisation." #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -138,10 +140,11 @@ msgstr "" "dessous :" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 +#, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" "Veuillez noter que les sous-modules Git ne sont pas utilisés dans le dépôt " @@ -169,20 +172,20 @@ msgstr "" "n'ajoute pas ces drapeaux à la construction de Godot (ce qui peut causer des " "erreurs). Exemple `SCsub` avec des drapeaux personnalisés :" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "Le module final devrait ressembler à cela :" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "Utilisation du module" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" "Vous pouvez maintenant utiliser votre module nouvellement créé à partir de " "n'importe quel script :" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "Et la sortie sera ``is_spoken: True`` si le texte est prononcé." diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 540e8330bd..dd2480633a 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -263,18 +263,16 @@ msgstr "" "moteur puisse continuer à bien fonctionner." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240 -#, fuzzy msgid "" "See `core/error_macros.h `__ in Godot's codebase for more information about each error " "macro." msgstr "" -"Voir `core/error_macros.h `__ dans la base de code de Godot pour plus " "d'informations sur chaque macro d'erreur." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243 -#, fuzzy msgid "" "Some functions return an error code (materialized by a return type of " "``Error``). This value can be returned directly from an error macro. See the " @@ -282,7 +280,7 @@ msgid "" "godotengine/godot/blob/3.x/core/error_list.h>`__." msgstr "" "Certaines fonctions renvoient un code d'erreur (matérialisé par un type de " -"retour ``Error``). Cette valeur peut être renvoyée directement à partir " -"d'une macro d'erreur. Voir la liste des codes d'erreur disponibles dans " -"`core/error_list.h `__." +"retour ``Error``). Cette valeur peut être retournée directement depuis une " +"macro d'erreur. Voir la liste des codes d'erreur disponibles dans `core/" +"error_list.h `__." diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index c6a600d310..eecbe22454 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index a1b94c8c0e..cb18f7842b 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,14 +58,13 @@ msgstr "" "> Open** dans le menu du haut." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:20 -#, fuzzy msgid "" "Navigate to ``/platform/android/java/" "nativeSrcsConfigs`` (the ``CMakeLists.txt`` file is located there) and " "select it (but *not* the ``CMakeLists.txt`` file itself), then click **OK**." msgstr "" -"Naviguez jusqu'au répertoire racine de ``/platform/" -"android/java/lib`` (le fichier ``CMakeLists.txt`` s'y trouve) et " +"Naviguez jusqu'à ``/platform/android/java/" +"nativeSrcsConfigs`` (le fichier ``CMakeLists.txt`` s'y trouve) et " "sélectionnez-le (mais *pas* le fichier ``CMakeLists.txt`` lui-même), puis " "cliquez sur **OK**." diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index b2a975cf56..9d10e4d598 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -259,9 +259,10 @@ msgstr "" "Options**, cochez **Use TAB character**." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +#, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "`__." msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 2f3f6c5633..fe2acd45bc 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index b86810239d..5751e79db8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index d255436d08..8938ef72f8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index cf21c43012..4646572180 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index d5e06c0c00..1d75605808 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,13 +22,12 @@ msgid "Visual Studio Code" msgstr "Visual Studio Code" #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:6 -#, fuzzy msgid "" "`Visual Studio Code `_ is a free cross-" "platform code editor by `Microsoft `_ (not to be " "confused with :ref:`doc_configuring_an_ide_vs`)." msgstr "" -"`Visual Studio Code `_ est un IDE " +"`Visual Studio Code `_ est un éditeur de code " "multiplateforme gratuit de `Microsoft `_ (à ne pas " "confondre avec :ref:`doc_configuring_an_ide_vs`)." diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 13bdc01a87..0640d56d0d 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po index 0bcf847521..51fa61f9ee 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -98,12 +98,11 @@ msgid "References:" msgstr "Références :" #: ../../docs/development/cpp/core_types.rst:37 -#, fuzzy msgid "" "`core/typedefs.h `__" msgstr "" -"`core/typedefs.h `__" #: ../../docs/development/cpp/core_types.rst:40 @@ -261,21 +260,19 @@ msgstr "" "nombre d'accès." #: ../../docs/development/cpp/core_types.rst:134 -#, fuzzy msgid "" "`core/os/memory.h `__" msgstr "" -"`core/os/memory.h `__" #: ../../docs/development/cpp/core_types.rst:135 -#, fuzzy msgid "" "`core/pool_vector.h `__" msgstr "" -"`core/pool_vector.h `__" #: ../../docs/development/cpp/core_types.rst:138 @@ -335,35 +332,30 @@ msgstr "" "compteur de référence." #: ../../docs/development/cpp/core_types.rst:168 -#, fuzzy msgid "" "`core/vector.h `__" msgstr "" -"`core/vector.h `__" #: ../../docs/development/cpp/core_types.rst:169 -#, fuzzy msgid "" "`core/list.h `__" msgstr "" -"`core/list.h `__" +"`core/list.h `__" #: ../../docs/development/cpp/core_types.rst:170 -#, fuzzy msgid "" "`core/set.h `__" msgstr "" -"`core/set.h `__" +"`core/set.h `__" #: ../../docs/development/cpp/core_types.rst:171 -#, fuzzy msgid "" "`core/map.h `__" msgstr "" -"`core/map.h `__" +"`core/map.h `__" #: ../../docs/development/cpp/core_types.rst:174 msgid "String" @@ -382,13 +374,12 @@ msgstr "" "et la visualisation." #: ../../docs/development/cpp/core_types.rst:184 -#, fuzzy msgid "" "`core/ustring.h `__" msgstr "" -"`core/ustring.h `__" +"`core/ustring.h `__" #: ../../docs/development/cpp/core_types.rst:187 msgid "StringName" @@ -416,12 +407,11 @@ msgstr "" "comparaison est rapide." #: ../../docs/development/cpp/core_types.rst:200 -#, fuzzy msgid "" "`core/string_name.h `__" msgstr "" -"`core/string_name.h `__" #: ../../docs/development/cpp/core_types.rst:203 @@ -436,10 +426,9 @@ msgstr "" "répertoire core/math." #: ../../docs/development/cpp/core_types.rst:211 -#, fuzzy msgid "`core/math `__" msgstr "" -"`core/math `__" +"`core/math `__" #: ../../docs/development/cpp/core_types.rst:214 msgid "NodePath" @@ -454,12 +443,11 @@ msgstr "" "scène arbre et les référencer rapidement." #: ../../docs/development/cpp/core_types.rst:222 -#, fuzzy msgid "" "`core/node_path.h `__" msgstr "" -"`core/node_path.h `__" #: ../../docs/development/cpp/core_types.rst:225 @@ -479,8 +467,7 @@ msgstr "" "référencées différents." #: ../../docs/development/cpp/core_types.rst:235 -#, fuzzy msgid "" "`core/rid.h `__" msgstr "" -"`core/rid.h `__" +"`core/rid.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po index 0764103412..6ff250cd2a 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po index bb14f1a386..c0173b57d8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -134,11 +134,10 @@ msgid ":ref:`RID`" msgstr ":ref:`RID`" #: ../../docs/development/cpp/custom_godot_servers.rst:319 -#, fuzzy msgid "" "`core/rid.h `__" msgstr "" -"`core/rid.h `__" +"`core/rid.h `__" #: ../../docs/development/cpp/custom_godot_servers.rst:322 msgid "Registering the class in GDScript" @@ -232,13 +231,12 @@ msgid "References:" msgstr "Références :" #: ../../docs/development/cpp/custom_godot_servers.rst:477 -#, fuzzy msgid "" "`core/message_queue.cpp `__" msgstr "" -"`core/message_queue.cpp `__" +"`core/message_queue.cpp `__" #: ../../docs/development/cpp/custom_godot_servers.rst:480 msgid "Summing it up" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 8719b935ff..03ff92ef94 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,9 +93,10 @@ msgid "Creating a new module" msgstr "Créer un nouveau module" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it `." msgstr "" "Avant de créer un module, assurez-vous d'abord de récupérer le code source " "de Godot et de le compiler. Il y a des tutoriels dans la documentation à ce " @@ -113,23 +114,15 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"Le module d'exemple sera appelé \"summator\", et est placé à l'intérieur de " -"l'arbre des sources Godot (``C:\\godot`` fait référence à l'endroit où les " -"sources Godot sont situées) :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "À l'intérieur, nous allons créer une classe simple de summator :" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "Et puis le fichier cpp." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" @@ -137,7 +130,7 @@ msgstr "" "Ensuite, la nouvelle classe doit être enregistrée d'une manière ou d'une " "autre, deux fichiers supplémentaires doivent être créés :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." @@ -146,11 +139,11 @@ msgstr "" "module (à côté de vos fichiers ``SCsub`` et ``config.py``) pour que le " "module soit correctement enregistré." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "Ces fichiers doivent contenir les éléments suivants :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" @@ -158,7 +151,7 @@ msgstr "" "Ensuite, nous devons créer un fichier ``SCsub`` pour que le système de " "compilation compile ce module :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" @@ -166,7 +159,7 @@ msgstr "" "Avec des sources multiples, vous pouvez également ajouter chaque fichier " "individuellement à une liste de chaînes de caractère Python :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " @@ -176,7 +169,7 @@ msgstr "" "liste des fichiers à l'aide de boucles et d'instructions logiques. Regardez " "certains modules qui sont livrés avec Godot par défaut pour des exemples." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" @@ -184,8 +177,7 @@ msgstr "" "Pour ajouter des répertoires d'include à consulter par le compilateur, vous " "pouvez l'ajouter aux chemins de l'environnement :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 -#, fuzzy +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " @@ -194,9 +186,9 @@ msgstr "" "Si vous voulez ajouter des drapeaux de compilation personnalisés lors de la " "construction de votre module, vous devez d'abord cloner `env`, afin qu'il " "n'ajoute pas ces drapeaux à la construction de Godot (ce qui peut causer des " -"erreurs). Exemple `SCsub` avec des drapeaux personnalisés :" +"erreurs). Exemple ``SCsub`` avec des drapeaux personnalisés :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" @@ -204,7 +196,7 @@ msgstr "" "Et enfin, le fichier de configuration du module, c'est un simple script " "python qui doit être nommé ``config.py`` :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." @@ -213,7 +205,7 @@ msgstr "" "spécifique (dans ce cas, ``True`` signifie qu'il sera construit pour chaque " "plate-forme)." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" @@ -221,7 +213,7 @@ msgstr "" "Et c'est tout. J'espère que ce n'était pas trop complexe ! Votre module " "devrait ressembler à ceci :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " @@ -231,7 +223,7 @@ msgstr "" "Lors de la construction de chaque plateforme (instructions dans les sections " "précédentes), votre module sera inclus." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" @@ -241,21 +233,21 @@ msgstr "" "telles que les sous-classes. Cette limite peut être portée à 13 en incluant " "le fichier d'en-tête ``core/method_bind_ext.gen.inc``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "Utilisation du module" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" "Vous pouvez maintenant utiliser votre module nouvellement créé à partir de " "n'importe quel script :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "La sortie sera ``60``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -268,7 +260,7 @@ msgstr "" "`doc_binding_to_external_libraries` pour plus de détails sur la liaison avec " "les bibliothèques externes." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -285,11 +277,11 @@ msgstr "" "n'est pas compilé dans le modèle d'exportation. Voir les pages :ref:" "`Compilation ` pour plus d'informations." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "Compilation d'un module en externe" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -301,7 +293,7 @@ msgstr "" "façon la plus simple de compiler un module, il y a plusieurs raisons pour " "lesquelles cela n'est pas pratique :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -319,7 +311,7 @@ msgstr "" "des restrictions du système d'exploitation, comme le fait d'avoir besoin du " "privilège de lien symbolique si vous le faites par script." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -333,7 +325,7 @@ msgstr "" "s'avère lourde car vous devez vous assurer que seul le code lié au moteur " "est commit en filtrant les modifications." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " @@ -343,7 +335,7 @@ msgstr "" "est nécessaire, prenons notre module \"summator\" et déplaçons-le dans le " "répertoire parent du moteur :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " @@ -353,7 +345,7 @@ msgstr "" "``custom_modules`` qui accepte une liste de chemins de répertoire séparés " "par des virgules contenant des modules C++ personnalisés, comme ci-dessous :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." @@ -362,7 +354,7 @@ msgstr "" "modules`` et les compiler en conséquence, y compris notre module \"summator" "\"." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -375,7 +367,7 @@ msgstr "" "modules peuvent dépendre d'une structure de chemin spécifique sur votre " "machine." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "`." @@ -383,11 +375,11 @@ msgstr "" ":ref:`Introduction au système de compilation - Option de compilation de " "modules personnalisés `." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "Améliorer le système de construction pour le développement" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." @@ -396,7 +388,7 @@ msgstr "" "d'ajouter les sources de notre nouveau module omme parties du binaire de " "Godot." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." @@ -405,7 +397,7 @@ msgstr "" "version release de notre jeu étant donné que nous voulons tous les modules " "dans un seul binaire." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -417,7 +409,7 @@ msgstr "" "uniquement les fichiers qui ont changé, trouver de tels fichiers et " "éventuellement relier le binaire final est une partie longue et coûteuse." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." @@ -426,7 +418,7 @@ msgstr "" "bibliothèque partagée qui sera chargée dynamiquement au démarrage du binaire " "de notre jeu." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -439,7 +431,7 @@ msgstr "" "nous devons aider notre binaire à le trouver pendant l'exécution avec la " "variable d'environnement ``LD_LIBRARY_PATH`` :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." @@ -447,7 +439,7 @@ msgstr "" "Vous devez ``export`` la variable d'environnement, sinon vous ne pourrez pas " "jouer votre projet depuis l'éditeur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -459,7 +451,7 @@ msgstr "" "Godot (pour la version release). Pour ce faire, nous pouvons définir un " "drapeau personnalisé à passer à SCons en utilisant la commande `ARGUMENT` :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." @@ -468,7 +460,7 @@ msgstr "" "comme une partie du binaire de Godot et comme une bibliothèque partagée en " "passant ``summator_shared=yes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" @@ -476,11 +468,11 @@ msgstr "" "Enfin, vous pouvez même accélérer la construction en spécifiant " "explicitement votre module partagé comme cible dans la commande scons :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "Rédaction de documentation personnalisée" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -494,13 +486,13 @@ msgstr "" "vous avez écrit il y a un an peut devenir indiscernable du code qui a été " "écrit par quelqu'un d'autre, alors soyez gentil avec votre futur vous !" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" "Il y a plusieurs étapes pour mettre en place de la documentation " "personnalisée pour le module :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " @@ -510,12 +502,12 @@ msgstr "" "être n'importe quoi, mais nous utiliserons le nom ``doc_classes`` tout au " "long de cette section." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" "Maintenant, nous devons éditer ``config.py`` et ajouter l'extrait suivant :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -528,7 +520,7 @@ msgstr "" "définissez pas, le chemin de la documentation de votre module reviendra au " "répertoire principal ``doc/classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -540,7 +532,7 @@ msgstr "" "devez lister toutes vos classes ici. Les classes que vous ne listerez pas se " "retrouveront dans le répertoire principal ``doc/classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" @@ -549,15 +541,15 @@ msgstr "" "classes en vérifiant les fichiers non tracés avec ``git status``. Par " "exemple :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "Exemple de sortie :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Nous pouvons maintenant générer la documentation :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool ``, " "which will dump the engine API reference to the given ```` in XML " @@ -567,7 +559,7 @@ msgstr "" "--doctool ``, qui supprimera la référence API du moteur vers le " "```` donné au format XML." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." @@ -576,11 +568,11 @@ msgstr "" "pouvez le faire pointer vers un autre dossier, et il suffit de copier les " "fichiers dont vous avez besoin." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "Exécuter la commande :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " @@ -591,7 +583,7 @@ msgstr "" "toute autre classe, que vous avez référencé dans votre fonction " "``get_doc_classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." @@ -599,7 +591,7 @@ msgstr "" "Editez le(s) fichier(s) suivant(s) :ref:`doc_updating_the_class_reference` " "et recompilez le moteur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." @@ -607,7 +599,7 @@ msgstr "" "Une fois le processus de compilation terminé, les documents deviendront " "accessibles dans le système de documentation intégré au moteur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." @@ -615,7 +607,7 @@ msgstr "" "Afin de maintenir la documentation à jour, il vous suffit de modifier un des " "fichiers XML et de recompiler le moteur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -628,7 +620,7 @@ msgstr "" "de ne pas perdre de travail en extrayant une ancienne documentation d'une " "ancienne compilation du moteur sur les nouvelles." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ````, " "you might encounter an error similar to the following:" @@ -637,11 +629,11 @@ msgstr "" "```` fourni, vous pourriez rencontrer une erreur similaire à la " "suivante :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "Ajout d'icônes d'éditeur personnalisé" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " @@ -651,7 +643,7 @@ msgstr "" "module, vous pouvez également créer vos propres icônes personnalisées pour " "les classes afin qu'elles apparaissent dans l'éditeur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." @@ -659,13 +651,13 @@ msgstr "" "Pour le processus de création des icônes d'éditeur à intégrer dans le " "moteur, veuillez d'abord vous référer à :ref:`doc_editor_icons`." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" "Une fois que vous avez créé votre(vos) icône(s), procédez selon les étapes " "suivantes :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." @@ -674,14 +666,14 @@ msgstr "" "est le chemin par défaut que le moteur utilisera pour chercher les icônes du " "module pour l'éditeur." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" "Déplacez vos icônes ``svg`` nouvellement créées (optimisé ou non) dans ce " "dossier." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." @@ -689,7 +681,7 @@ msgstr "" "Recompilez le moteur et exécutez l'éditeur. Maintenant les icônes " "apparaîtront dans l'interface de l'éditeur où c'est nécessaire." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" @@ -698,21 +690,21 @@ msgstr "" "l'extrait de code suivant à ``config.py`` pour remplacer le chemin par " "défaut :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "En résumé" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "Se rappeler de :" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" "Utiliser la macro ``GDCLASS`` pour l'héritage, pour que Godot puisse " "l'envelopper" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -720,7 +712,7 @@ msgstr "" "Utilisez ``_bind_methods`` pour lier vos fonctions au scripting, et pour " "leur permettre de fonctionner comme des rappels pour les signaux." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -728,7 +720,7 @@ msgstr "" "Mais ce n'est pas tout, en fonction de ce que vous faites, vous rencontrez " "quelques surprises (espérons-les positives)." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -738,7 +730,7 @@ msgstr "" "que Sprite), votre nouvelle classe apparaîtra dans l'éditeur, dans l'arbre " "d'héritage dans la boîte de dialogue \"Ajouter Nœud\"." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -747,7 +739,7 @@ msgstr "" "des ressources, et toutes les propriétés exposées peuvent être sérialisées " "lors de l'enregistrement/chargement." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 59a54524c1..2fe297d6f0 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -119,7 +119,6 @@ msgstr "" "``ResourceFormatLoader``." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:49 -#, fuzzy msgid "" "ResourceFormatLoaders are usually simple classes which return all the " "necessary metadata for supporting new extensions in Godot. The class must " diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po index 495480111f..ed270c1336 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Développement du moteur" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Tester les versions de développement" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Télécharger le code source de Godot" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Débogage du projet" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po index a27021fa7d..78b5e661e7 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index a68ff48099..dfd2b90205 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po index 4fa1c7d82e..1c8fe89973 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,12 +61,11 @@ msgid "References:" msgstr "Références :" #: ../../docs/development/cpp/object_class.rst:38 -#, fuzzy msgid "" "`core/object.h `__" msgstr "" -"`core/object.h `__" #: ../../docs/development/cpp/object_class.rst:41 @@ -159,12 +158,11 @@ msgstr "" "passant le nom peut être passée pour plus de brièveté." #: ../../docs/development/cpp/object_class.rst:96 -#, fuzzy msgid "" "`core/class_db.h `__" msgstr "" -"`core/class_db.h `__" #: ../../docs/development/cpp/object_class.rst:99 @@ -393,12 +391,11 @@ msgstr "" "Template de type Ref <> ne l'utilisera." #: ../../docs/development/cpp/object_class.rst:261 -#, fuzzy msgid "" "`core/reference.h `__" msgstr "" -"`core/reference.h `__" #: ../../docs/development/cpp/object_class.rst:264 @@ -426,12 +423,11 @@ msgid "Resources without a path are fine too." msgstr "Une ressource sans chemin est également correcte." #: ../../docs/development/cpp/object_class.rst:277 -#, fuzzy msgid "" "`core/resource.h `__" msgstr "" -"`core/resource.h `__" #: ../../docs/development/cpp/object_class.rst:280 @@ -460,12 +456,11 @@ msgid "resourceinteractiveloader (TODO)" msgstr "resourceinteractiveloader (à faire / TODO)" #: ../../docs/development/cpp/object_class.rst:298 -#, fuzzy msgid "" "`core/io/resource_loader.h `__" msgstr "" -"`core/io/resource_loader.h `__" #: ../../docs/development/cpp/object_class.rst:301 @@ -493,10 +488,9 @@ msgstr "" "chargées." #: ../../docs/development/cpp/object_class.rst:317 -#, fuzzy msgid "" "`core/io/resource_saver.h `__" msgstr "" -"`core/io/resource_saver.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..3115b19a4e --- /dev/null +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,346 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Utilisation d'un fichier" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Profileurs externes" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy `__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot `__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +#, fuzzy +msgid "`Xcode Instruments `__ (macOS only)" +msgstr "" +"`XCode avec le SDK iOS `__ (une " +"image dmg)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file `__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file `__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Configuration de Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path `` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +#, fuzzy +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "Voir :ref:`command line tutorial `." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Introduction à la physique" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to ** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Votre squelette final devrait ressembler à ceci :" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" +"Cliquez sur **Installer & Éditer** et le projet s'ouvrira dans l'éditeur." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po index 956f9e977b..96d4e1e246 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -121,13 +121,12 @@ msgid "References:" msgstr "Références :" #: ../../docs/development/cpp/variant_class.rst:40 -#, fuzzy msgid "" "`core/variant.h `__" msgstr "" -"`core/variant.h `__" +"`core/variant.h `__" #: ../../docs/development/cpp/variant_class.rst:43 msgid "Containers: Dictionary and Array" @@ -163,18 +162,15 @@ msgstr "" "avec Godot 3.0." #: ../../docs/development/cpp/variant_class.rst:59 -#, fuzzy msgid "" "`core/dictionary.h `__" msgstr "" -"`core/dictionary.h `__" #: ../../docs/development/cpp/variant_class.rst:60 -#, fuzzy msgid "" "`core/array.h `__" msgstr "" -"`core/array.h `__" +"`core/array.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/fr/LC_MESSAGES/development/editor/creating_icons.po index 2a5781270e..d33dc9d60e 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/fr/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/fr/LC_MESSAGES/development/editor/editor_style_guide.po index 235354c002..c6d7cb81a3 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/fr/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,7 +73,6 @@ msgstr "" "souhaitez spécifiquement souligner l'un des mots de la contraction." #: ../../docs/development/editor/editor_style_guide.rst:25 -#, fuzzy msgid "" "**Use double quotes in messages** (``\"\"``) instead of single quotes " "(``''``). Double quotes should be used to quote user input, file paths and " diff --git a/sphinx/po/fr/LC_MESSAGES/development/editor/index.po b/sphinx/po/fr/LC_MESSAGES/development/editor/index.po index 6d5f1cda78..f134510650 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/fr/LC_MESSAGES/development/editor/introduction_to_editor_development.po index fe83ecb2e5..e0b2ca5a49 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/fr/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,14 +18,12 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/editor/introduction_to_editor_development.rst:4 -#, fuzzy msgid "Introduction to editor development" -msgstr "Introduction au développement de Godot" +msgstr "Introduction au développement de l'éditeur" #: ../../docs/development/editor/introduction_to_editor_development.rst:6 -#, fuzzy msgid "On this page, you will learn:" -msgstr "Dans ce guide, vous apprendrez :" +msgstr "Sur cette page, vous allez apprendre :" #: ../../docs/development/editor/introduction_to_editor_development.rst:8 msgid "The **design decisions** behind the Godot editor." @@ -50,9 +48,8 @@ msgid "" msgstr "" #: ../../docs/development/editor/introduction_to_editor_development.rst:22 -#, fuzzy msgid "Technical choices" -msgstr "Aperçu technique" +msgstr "Choix techniques" #: ../../docs/development/editor/introduction_to_editor_development.rst:24 msgid "" @@ -69,20 +66,18 @@ msgid "" msgstr "" #: ../../docs/development/editor/introduction_to_editor_development.rst:33 -#, fuzzy msgid "Directory structure" -msgstr "Structure de fichier" +msgstr "Structure du répertoire" #: ../../docs/development/editor/introduction_to_editor_development.rst:35 -#, fuzzy msgid "" "The editor's code is fully self-contained in the `editor/ `__ folder of the Godot source " "repository." msgstr "" -"Les règles utilisées par clang-format sont décrites dans le fichier `.clang-" -"format `__ " -"du dépôt de Godot." +"Le code de l'éditeur est entièrement autonome dans le dossier `editor/ " +"`__ du dépôt de " +"sources de Godot." #: ../../docs/development/editor/introduction_to_editor_development.rst:39 msgid "" @@ -101,12 +96,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp `__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp `_" +"`editor/editor_node.cpp `__ : Fichier d'initialisation de l'éditeur principal." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp `__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp `__ : Fichier d'initialisation de l'éditeur principal." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp `__: " @@ -114,7 +120,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor " @@ -122,7 +128,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos " @@ -130,34 +136,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -165,19 +171,18 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed `__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 -#, fuzzy +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 msgid "Development tips" -msgstr "Développement" +msgstr "Conseils de développement" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line ` after " diff --git a/sphinx/po/fr/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/fr/LC_MESSAGES/development/file_formats/gdscript_grammar.po index c2c1c1b904..f8017aa1c1 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/fr/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po index a995477946..1e241d7225 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po index bc15c53f68..3687645b9e 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,12 +72,12 @@ msgid "File Descriptor" msgstr "Descripteur de fichier" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "Ressources externes" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "Ressources internes" @@ -90,18 +90,22 @@ msgid "Connections" msgstr "Connexions" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "Le descripteur de fichier ressemble à ``[gd_scene load_steps=1 format=2]`` " "et devrait être la première entrée dans le fichier. Le paramètre " "``load_steps`` devrait (en théorie) être le nombre de ressources dans le " "fichier. Cependant, en pratique, sa valeur ne semble avoir aucune importance." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -113,7 +117,7 @@ msgstr "" "l'en-tête de tous les éléments de la section. Par exemple, l'intitulé de " "toutes les ressources externes doit commencer par ``[ext_resource .....]``." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " @@ -123,11 +127,11 @@ msgstr "" "point-virgule (``;``). Toutefois, les commentaires seront ignorés lors de " "l'enregistrement du fichier en utilisant l'éditeur Godot." -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "Entrées dans le fichier" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[ key=value key=value key=value ...]`` " "where resource_type is one of:" @@ -135,23 +139,23 @@ msgstr "" "Un en-tête ressemble à ``[ key=value key=value " "key=value ...]`` où resource_type est l'un de :" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " @@ -161,11 +165,11 @@ msgstr "" "Les valeurs peuvent être des types de données complexes tels que des Arrays, " "Transforms, Colors, etc.... Par exemple, un nœud spatial ressemble à :" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "L'arbre de scène" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" @@ -175,31 +179,31 @@ msgstr "" "en son nom, parent et (la plupart du temps) un type. Par exemple ``[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "Autres mots clés valides inclus :" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "``index`` (si deux nœuds ont le même nom)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -218,7 +222,7 @@ msgstr "" "être ``\".\"``. Voici un exemple d'arbre de scène (mais sans aucun contenu " "de nœud) :" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " @@ -229,11 +233,11 @@ msgstr "" "d'enregistrer un fichier contenant ce nœud. Voici quelques exemples de " "nœuds :" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -248,11 +252,11 @@ msgstr "" "son squelette. De même, les pistes d'animation utilisent ``NodePath()`` pour " "pointer vers les propriétés du nœud à animer." -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Squelette" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" @@ -262,36 +266,36 @@ msgstr "" "d'os décrits dans des paires clé-valeur au format ``bones/Id/" "Attribute=Value``. Les attributs des os sont constitués de :" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` doit être le premier attribut de chaque os." -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." @@ -299,17 +303,17 @@ msgstr "" "``parent`` est l'index de l'os parent dans la liste d'os, avec l'index " "parent, la liste d'os est construite sur un arbre d'os." -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" "``rest`` est la matrice de transformation de l'os dans sa position de \"repos" "\"." -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` est la matrice de pose ; utilisez ``rest`` comme base." -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." @@ -317,15 +321,15 @@ msgstr "" "``bound_children`` est une liste de ``NodePath()`` qui pointe vers les " "BoneAttachments appartenant à cet os." -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "Voici un exemple d'un nœud squelettique avec deux os :" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -337,15 +341,15 @@ msgstr "" "``bone_name=NameOfBone``, et l'os correspondant est le parent du nœud " "BoneAttachment dans sa liste ``bound_children``." -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "Un exemple d'une MeshInstance parenté à un os dans Skeleton :" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -359,11 +363,11 @@ msgstr "" "ressources animation utilisent le nœud racine AnimationPlayer. Le nœud " "racine est stocké dans ``root_node=NodePath(Path/To/Node)``." -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Ressources" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -373,7 +377,7 @@ msgstr "" "nœud MeshInstance aura une ressource ArrayMesh associée. La ressource " "ArrayMesh peut être interne ou externe au fichier TSCN." -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -387,7 +391,7 @@ msgstr "" "Comme il existe différentes méthodes pour référer aux ressources internes et " "externes, vous pouvez avoir le même ID pour une ressource interne et externe." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." @@ -395,7 +399,7 @@ msgstr "" "Pour exemple, pour se référer à la ressource ``[ext_resource id=3 type=" "\"PackedScene\" path=....]``, vous utiliserez ``ExtResource(3)``." -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." @@ -404,7 +408,7 @@ msgstr "" "fichier TSCN lui-même. Une ressource externe consiste en un chemin, un type " "et un ID." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " @@ -414,11 +418,11 @@ msgstr "" "ressources relatifs et ainsi préfixé avec ``res://``, mais les chemins " "relatifs à l'emplacement du fichier TSCN sont également valides." -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "Quelques exemples de ressources externes sont :" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " @@ -429,7 +433,7 @@ msgstr "" "commentaires seront supprimés lors de la sauvegarde de la ressource à l'aide " "de l'éditeur Godot." -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -444,7 +448,7 @@ msgstr "" "des paires ``clé=valeur`` sous chaque rubrique. Par exemple, la forme de " "collision d'une capsule ressemble à :" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -456,7 +460,7 @@ msgstr "" "référence doit apparaître *avant* la référence à celle-ci. Cela signifie que " "l'ordre à de l'importance dans la section des ressources internes du dossier." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " @@ -467,11 +471,11 @@ msgstr "" "fichiers de ressources sauvegardés, mais d'autres ne peuvent être trouvés " "qu'en consultant le code source de Godot." -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." @@ -479,27 +483,27 @@ msgstr "" "ArrayMesh est constitué de plusieurs surfaces, chacune au format ``surface" "\\Index={}``. Chaque surface est un ensemble de sommets et un matériau." -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "Les fichiers TSCN supportent deux formats de surface :" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "Pour l'ancien format, chaque surface a trois clés essentielles :" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -507,43 +511,43 @@ msgstr "" "``primitive`` est une variable de type énumération, ``primitive=4`` qui est " "``PRIMITIVE_TRIANGLES`` est fréquemment utilisée." -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "``Arrays`` est une liste à deux dimensions, qui contient :" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "Tableau des positions de vertex" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "Tableau de tangentes" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "Tableau de couleurs de vertex" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV array 1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV array 2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "Tableau d'indices d'os" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "Tableau de poids d'os" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "Tableau des index de sommets" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." @@ -551,15 +555,15 @@ msgstr "" "``morph_arrays`` est un tableau de morphs. Chaque morph est exactement un " "``arrays`` sans le tableau des index des sommets." -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Un exemple d'ArrayMesh :" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animation" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." @@ -567,11 +571,11 @@ msgstr "" "Une ressource d'animation est constituée de pistes. De plus, elle a une " "``length``, un ``loop`` et des ``step`` appliqués à toutes les pistes." -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "``length`` et ``step`` sont des durées en secondes." -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" @@ -579,31 +583,31 @@ msgstr "" "Chaque piste est décrite par une liste de paires clé-valeur au format " "``tracks/Id/Attribute``. Chaque piste comprend :" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" @@ -611,19 +615,19 @@ msgstr "" "Le ``type`` doit être le premier attribut de chaque piste. La valeur de " "``type`` peut être :" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " @@ -633,7 +637,7 @@ msgstr "" "chemin d'accès au nœud ou attribut animé, par rapport au nœud racine défini " "dans AnimationPlayer." -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" @@ -641,19 +645,19 @@ msgstr "" "L'``interp``est la méthode pour interpoler des images à partir des clés " "d'animation. Il s'agit d'une variable enum avec l'une des valeurs suivantes :" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (constant)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "``1`` (linéaire)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "``2`` (cubique)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " @@ -663,7 +667,7 @@ msgstr "" "``PoolRealArray()``, mais peuvent avoir une structure différente pour les " "pistes de types différents." -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index ba72bd13b7..202395815d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 144e1243c2..754afad3c1 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -140,9 +140,8 @@ msgid "Open 2D Editor" msgstr "Ouvrir éditeur 2D" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F12`" +msgstr ":kbd:`Ctrl + F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 msgid ":kbd:`Alt + 1`" @@ -174,9 +173,8 @@ msgid "Open Script Editor" msgstr "Ouvrir l'éditeur de script" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F`" +msgstr ":kbd:`Ctrl + F3`" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 msgid ":kbd:`Alt + 3`" @@ -191,8 +189,8 @@ msgid "Search Help" msgstr "Rechercher dans l'aide" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po index e36cb2d21b..c8be3cf723 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po index f7ef910bbc..181c84bc04 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po index ef8d589149..115a8edac2 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index fd294a8032..bb408fc10e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -185,7 +185,6 @@ msgstr "" "Pour importer un projet existant, la procédure actuelle est la suivante :" #: ../../docs/getting_started/editor/using_the_web_editor.rst:74 -#, fuzzy msgid "" "Specify a ZIP file to preload on the HTML5 filesystem using the **Preload " "project ZIP** input." @@ -194,15 +193,15 @@ msgstr "" "l'aide de l'entrée **Préchargement du projet ZIP**." #: ../../docs/getting_started/editor/using_the_web_editor.rst:76 -#, fuzzy msgid "" "Run the editor by clicking **Start Godot editor**. The Godot project manager " "should appear after 10-20 seconds. On slower machines or connections, " "loading may take up to a minute." msgstr "" -"Lancez l'éditeur en cliquant sur **Start Godot editor**. Le gestionnaire de " -"projet Godot devrait apparaître après 10-20 secondes. Sur des machines ou " -"des connexions plus lentes, le chargement peut prendre jusqu'à une minute." +"Lancez l'éditeur en cliquant sur **Start Godot editor** (Démarrer l'éditeur " +"Godot). Le gestionnaire de projet Godot devrait apparaître après 10-20 " +"secondes. Sur des machines ou des connexions plus lentes, le chargement peut " +"prendre jusqu'à une minute." #: ../../docs/getting_started/editor/using_the_web_editor.rst:79 msgid "" @@ -220,7 +219,6 @@ msgstr "" "Cliquez sur **Installer & Éditer** et le projet s'ouvrira dans l'éditeur." #: ../../docs/getting_started/editor/using_the_web_editor.rst:86 -#, fuzzy msgid "" "It's important to place the project folder somewhere in ``/home/web_user/``. " "If your project folder is placed outside ``/home/web_user/``, you will lose " @@ -256,7 +254,6 @@ msgstr "" "apparaîtra pour \"remplacer\" la fenêtre de l'éditeur." #: ../../docs/getting_started/editor/using_the_web_editor.rst:101 -#, fuzzy msgid "" "The web editor offers an alternative way to deal with the editor and game " "windows (which are now \"tabs\"). You can switch between the **Editor** and " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index b9cba5f3e9..311c3b7ef9 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,7 +113,6 @@ msgstr "" "sauf si vous compilez le moteur vous même à partir du code source." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 -#, fuzzy msgid "" "Godot bundles the parts of Mono needed to run already compiled games, " "however Godot does not include the tools required to build and compile " @@ -143,12 +142,11 @@ msgid "Additional notes" msgstr "Informations supplémentaires" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 -#, fuzzy msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." msgstr "" -"Veillez à installer la version 64 bits du ou des SDK si vous utilisez la " +"Veillez à installer la version 64 bits du ou des SDK(s) si vous utilisez la " "version 64 bits de Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 @@ -283,13 +281,12 @@ msgstr "" "itemName=ms-dotnettools.csharp>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 -#, fuzzy msgid "" "Install the `Mono Debug `__ extension." msgstr "" -"Installez l'extension `C# `__." +"Installez l'extension `Mono Debug `__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 msgid "" @@ -300,19 +297,17 @@ msgstr "" "com/items?itemName=neikeq.godot-csharp-vscode>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 -#, fuzzy msgid "" "To configure a project for debugging open the Godot project folder in VS " "Code. Go to the Run tab and click on **create a launch.json file**. Select " "**C# Godot** from the dropdown menu. Now, when you start the debugger in VS " "Code your Godot project will run." msgstr "" -"Pour configurer le débogage, ouvrez Visual Studio Code et téléchargez " -"l'extension Mono Debug de Microsoft et l'extension Godot d'Ignacio. Ensuite, " -"ouvrez le dossier du projet Godot dans VS Code. Allez dans l'onglet Exécuter " -"et cliquez sur **créer un fichier launch.json**. Sélectionnez **C# Godot** " -"dans le menu déroulant. Maintenant, lorsque vous démarrez le débogueur dans " -"VS Code, votre projet Godot s'exécute." +"Pour configurer un projet pour le débogage, ouvrez le dossier du projet " +"Godot dans VS Code. Allez dans l'onglet Run et cliquez sur **create a launch." +"json file**. Sélectionnez **C# Godot** dans le menu déroulant. Maintenant, " +"lorsque vous démarrez le débogueur dans VS Code, votre projet Godot " +"s'exécutera." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 msgid "Visual Studio (Windows only)" @@ -358,6 +353,10 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"Ensuite, vous devez télécharger l'extension Godot Visual Studio depuis " +"github `ici `__. Double-cliquez sur le fichier téléchargé et suivez le " +"processus d'installation." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" @@ -472,7 +471,6 @@ msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "Pour plus d'informations, voir la page :ref:`doc_c_sharp_differences`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -480,12 +478,12 @@ msgid "" "editor. You can also click **Mono** at the bottom of the editor window to " "reveal the Mono panel, then click the **Build Project** button." msgstr "" -"Si vous utilisez C#, vous devez (re)compiler les assemblages du projet " -"chaque fois que vous voulez voir de nouvelles variables d'exportation ou des " -"nouveaux signaux dans l'éditeur. Cette compilation peut être déclenchée " -"manuellement en cliquant sur le mot **Mono** au bas de la fenêtre de " -"l'éditeur pour afficher le panneau Mono, puis en cliquant sur le bouton " -"**Build Project**." +"Vous devez (re)construire les assemblages du projet chaque fois que vous " +"voulez voir les nouvelles variables ou signaux exportés dans l'éditeur. " +"Cette compilation peut être déclenchée manuellement en cliquant sur le mot " +"**Build** dans le coin supérieur droit de l'éditeur. Vous pouvez également " +"cliquer sur **Mono** au bas de la fenêtre de l'éditeur pour faire apparaître " +"le panneau Mono, puis cliquer sur le bouton **Build Project**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" @@ -609,6 +607,9 @@ msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"À partir de Godot 3.2.3, Godot télécharge et configure automatiquement les " +"paquets NuGet nouvellement ajoutés lors de la prochaine compilation du " +"projet." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 2ad97a56ea..45f36ef7d9 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -242,7 +242,6 @@ msgid "`onready` keyword" msgstr "Mot-clé `onready`" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129 -#, fuzzy msgid "" "GDScript has the ability to defer the initialization of a member variable " "until the ready function is called with `onready` (cf. :ref:" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index f7280afefc..e1ac8d1d1f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -177,13 +177,12 @@ msgstr "" "mot-clé ``nameof`` (appliqué sur le délégué lui-même)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -#, fuzzy msgid "" "It is possible to bind values when establishing a connection by passing a " "Godot array." msgstr "" "Il est possible de lier des valeurs lors de l'établissement d'une connexion " -"en passant un tableau d'objets." +"en passant un tableau Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "" @@ -266,11 +265,12 @@ msgstr "" "ou 32-bit." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS `` singleton, but not every " +"``get_name()`` method of the :ref:`OS ` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 8c94c9a5da..f7813e6c92 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 988affb3a2..f90423f254 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index f87e2b7fc8..52b0b7b503 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -64,9 +64,8 @@ msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "Windows : ``%APPDATA%\\Godot\\script_templates\\``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 -#, fuzzy msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux : ``$HOME/.local/share/godot/script_templates/``" +msgstr "Linux : ``$HOME/.config/godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 177c257fd2..2c4f1108ba 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index a67654884a..4e88b5cb15 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index dd79f4c7a7..2c05c45d11 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1577,9 +1577,7 @@ msgid "" msgstr "" "Une fonction peut être déclarée statique. Lorsqu'une fonction est statique, " "elle n'a pas accès aux variables membres de l'instance ou à ``self``. Ceci " -"est principalement utile pour faire des bibliothèques de fonctions d'aide :\n" -"PS : Dit plus explicitement, vous pouvez accéder uniquement aux variables " -"créées à l'intérieur de la fonction statique" +"est principalement utile pour faire des bibliothèques de fonctions helpers :" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800 msgid "Statements and control flow" @@ -1878,7 +1876,6 @@ msgstr "" "apparaîtra alors avec sa nouvelle icône dans l'éditeur :" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057 -#, fuzzy msgid "" "If the script is located in the ``res://addons/`` directory, ``class_name`` " "will only cause the node to show up in the **Create New Node** dialog if the " @@ -1886,8 +1883,8 @@ msgid "" "for more information." msgstr "" "Si le script est situé dans le répertoire ``res://addons/``, ``class_name`` " -"ne fera apparaître le noeud dans la boîte de dialogue **Créer un nouveau " -"noeud** que si le script fait partie d'un plugin d'éditeur *activé*. Voir :" +"ne fera apparaître le nœud dans la boîte de dialogue **Créer un nouveau " +"nœud** que si le script fait partie d'un plugin d'éditeur *activé*. Voir :" "ref:`doc_making_plugins` pour plus d'informations." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 @@ -1982,7 +1979,6 @@ msgstr "" "fonction explicitement lorsqu'elle est surchargée." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -#, fuzzy msgid "Class constructor" msgstr "Constructeur de classe" @@ -2046,11 +2042,12 @@ msgstr "" "même ``e`` passé à ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "Si le constructeur ``_init`` de ``Idle.gd`` prend 0 arguments, il doit tout " "de même transmettre une valeur à la classe de base ``State.gd``, même si " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 2b9f401e26..8b2f6c2e0f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index f5263c2f6d..7a765c3cc6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 2975a01e00..2b0233fdae 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po index a0248aa8dd..7d6924bbb3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,3 +26,5 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"Voir :ref:`doc_gdscript_grammar` si vous souhaitez écrire un outil tiers qui " +"interagit avec GDScript, comme un linter ou un formateur." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index a6e130e63d..1f9954e393 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -397,11 +397,12 @@ msgid "Typed or dynamic: stick to one style" msgstr "Typé ou dynamique : s'en tenir à un style" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "Le GDScript typé et le GDScript dynamique peuvent coexister dans le même " "projet. Mais il est préférable de s'en tenir à l'un ou l'autre pour assurer " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 0561439b47..6962e21a30 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po index 796de0c864..3ff55a0458 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index cc30ccac05..b04234fa0f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index fb443ac8bc..5e541af4b1 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po index c84552e0d2..51aa9fa9c7 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 681711d220..4ad77c57ca 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -590,7 +590,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" -msgstr "L'arbre de scène" +msgstr "SceneTree" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 31f37d0e5f..501f9921dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po index 1dd59886c6..df75127bb5 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po index ec6ae0a989..7c8666af08 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,7 +101,6 @@ msgstr "" "activez **Emulate Touch From Mouse**." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po index d2e62760ce..3a305dbcb7 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 820d78505a..ad23b8fac4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po index a3ff4ba76c..717d2150ee 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po index 3b9ccfe4b7..15beff4506 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 79d4a0b2f5..5a877ee23e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 09636ee6db..2ab01ab30d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -236,7 +236,6 @@ msgstr "" "Script et AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" @@ -244,11 +243,10 @@ msgid "" msgstr "" "Vous utiliserez l'**espace de travail 2D** pour tous les types de jeux. En " "plus des jeux en 2D, c'est dans l'espace de travail 2D que vous construirez " -"vos interfaces. Appuyez sur :kbd:`F1` (ou :kbd:`Alt + 1` sur macOS) pour y " -"accéder." +"vos interfaces. Appuyez sur :kbd:`Ctrl + F1` (ou :kbd:`Alt + 1` sur macOS) " +"pour y accéder." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " @@ -256,7 +254,7 @@ msgid "" msgstr "" "Dans l'**espace de travail 3D**, vous pouvez travailler avec des maillages, " "des lumières et concevoir des niveaux pour les jeux en 3D. Appuyez sur :kbd:" -"`F2` (ou :kbd:`Alt + 2` sur macOS) pour y accéder." +"`Ctrl + F2` (ou :kbd:`Alt + 2` sur macOS) pour y accéder." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" @@ -278,13 +276,13 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "L'espace de travail **Script** est un éditeur de code complet avec un " "débogueur, une riche auto-complétion et une référence de code intégrée. " -"Appuyez sur :kbd:`F3` (ou :kbd:`Alt + 3` sur macOS) pour y accéder, et :kbd:" -"`Shift + F1` pour rechercher dans la référence." +"Appuyez sur :kbd:`Ctrl + F3` (ou :kbd:`Alt + 3` sur macOS) pour y accéder, " +"et :kbd:`Shift + F1` pour rechercher dans la référence." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po index 31f14c759d..ccef3d5654 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index d1f027e393..c35363701b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" -msgstr "L'arbre de scène" +msgstr "Utilisation de SceneTree" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 msgid "Introduction" @@ -80,7 +79,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 msgid "SceneTree" -msgstr "L'arbre de scène" +msgstr "SceneTree" #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 32af53d8a0..b2b80c487f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po index f2ded4416d..b40f307ab6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 59df4bfe5f..9396bb1bf6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -369,11 +369,14 @@ msgstr "" "possible qu'en chargeant le fichier directement." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Vous pouvez nommer un script et l'enregistrer comme type dans l'éditeur avec " "le mot-clé ``class_name`` suivi par le nom de la classe. Vous pouvez ajouter " @@ -381,11 +384,11 @@ msgstr "" "qu’icône. Vous trouverez alors votre nouveau type dans la boîte de dialogue " "de création de nœuds ou de ressources." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "Dans Godot v3.11 :" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -393,6 +396,6 @@ msgstr "" "Seuls GDScript et NativeScript, c'est-à-dire C ++ et d'autres langages liés " "par GDNative, peuvent enregistrer des scripts." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Seul GDScript crée des variables globales pour chaque script nommé." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po index 78136f0548..1dc0cc2ea6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index b1289e99dc..24841088a4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 02ff7bf267..78f89ed0ae 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 9c2565996d..e63a45d6e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -967,7 +967,6 @@ msgstr "" "peut gérer plusieurs animations en parallèle." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " @@ -975,9 +974,9 @@ msgid "" "to the Inspector." msgstr "" "Tout d'abord l'interface ``GUI`` doit être connecté au signal envoyé à la " -"mort ``died`` du joueur ``Player``. Appuyer sur :kbd:`F1` pour repasser sur " -"l'espace de travail 2D. Sélectionner le nœud ``Player`` dans le dock des " -"scène et cliquer dans l'inspecteur sur l'onglet Node." +"mort ``died`` du joueur ``Player``. Appuyer sur :kbd:`Ctrl + F1` pour " +"repasser sur l'espace de travail 2D. Sélectionner le nœud ``Player`` dans le " +"dock des scène et cliquer dans l'inspecteur sur l'onglet Node." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574 msgid "Find the ``died`` signal, select it, and click the Connect button." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 2a69f14bbb..dabcf7b9a8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 1a06b8e8be..7256bbff9f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index f5cb98bf0d..a81b94a1b7 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -450,6 +450,7 @@ msgstr "" "l'interface utilisateur" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -459,7 +460,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Notre menu principal a quelque marge autour des bords de l'écran. Il est " "divisé en deux parties : A gauche, vous avez le logo et les options de menu. " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 8acf6793ed..47ac3c2a3d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index f75870eb20..6fbc4e5b03 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index a8aacb08d5..fd62ecccaa 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index ec9731f005..ff4abf9c2a 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index ae20b4624f..7c397fb1ea 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index bd14021a9b..e91509c8cd 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 539855f09e..45f061a9f6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index ae76d11ef8..b966448eaf 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 1d1565380a..5fd4c2f780 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,12 +38,13 @@ msgstr "" "une configuration d’importation pour les textures, l’audio, les scènes, etc." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "Dans Godot 3.0+, nous utilisons une approche plus moderne pour importer : " "déposez simplement vos assets (fichiers images, scènes, fichiers audios, " @@ -162,8 +163,9 @@ msgid "Files generated" msgstr "Fichiers générés" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra .import file, containing the import " +"Importing will add an extra ``.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Importer ajoutera un fichier .import en plus, contenant la " @@ -171,8 +173,10 @@ msgstr "" "système de contrôle de version !" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "En outre, des ressources supplémentaires seront prédéfinies dans le dossier " "caché res://.import :" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index c9b03c8a1c..7277a9542f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -115,7 +115,6 @@ msgid "MP3 192 Kb/s, stereo" msgstr "MP3 192 Kb/s, stéréo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 -#, fuzzy msgid "24 KB" msgstr "24 KB" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 3eedaad18d..0d7dc26dbc 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index aa25998511..ee722a24c5 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index d0bef4357c..4d0b8d8656 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po index 4db9af10e2..64a016e349 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 8f4fafd652..50f1710d07 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 6cba4caad8..0371d61f01 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -214,8 +214,9 @@ msgstr "" "(temps-linéaire)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**Get, Set:** trés rapide *par position*. Ex. peut demander 0ème, 2ème, " @@ -567,7 +568,7 @@ msgstr "" "peut être utile de construire son propre type de nœud lors de la création de " "structures arborescentes." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." @@ -575,11 +576,11 @@ msgstr "" "A partir de là, on peut alors créer ses propres structures avec des " "caractéristiques spécifiques, limitées seulement par son imagination." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "Énumérations : int vs string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -591,7 +592,7 @@ msgstr "" "permet d'utiliser des entiers ou des chaînes de caractères pour les valeurs " "d’énumération. La question se pose alors, \"lequel utiliser ?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -602,7 +603,7 @@ msgstr "" "en général, la lisibilité des langages est priorisée par rapport aux " "performances." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " @@ -613,7 +614,7 @@ msgstr "" "Si l'on veut respecter les conventions d'autres langages, alors on doit " "utiliser des entiers." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -628,7 +629,7 @@ msgstr "" "d'énumération, vous devrez écrire un dictionnaire qui recense les chaînes de " "caractère qui correspondent à chaque entier." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -640,13 +641,13 @@ msgstr "" "d'utiliser des chaînes de caractère pour faire cette énumération. De cette " "façon il n'est pas nécessaire d'utiliser une structure de donnée annexe." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -655,7 +656,7 @@ msgstr "" "de Godot ? La réponse peut ne pas être immédiatement claire pour les " "nouveaux utilisateurs de Godot." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -664,16 +665,16 @@ msgstr "" "dessine comme une boucle animée plutôt que comme une image statique. Les " "utilisateurs peuvent manipuler..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" "la vitesse à laquelle il se déplace dans chaque section de la texture (fps)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "le nombre de régions contenues dans la texture (images)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer ` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -685,7 +686,7 @@ msgstr "" "n'implique aucune logique supplémentaire de la part du moteur. La mauvaise " "nouvelle, c'est que les utilisateurs ont très peu de contrôle." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " @@ -703,7 +704,7 @@ msgstr "" "` et l'intégrer avec un :ref:`TileMap ` pour " "de nombreux fonds auto-animés qui sont tous rendus dans un seul draw call." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "` resource, allows one to create a variety of animation " @@ -717,7 +718,7 @@ msgstr "" "leur vitesse, décalage de frame, et orientation. Ils sont donc bien adaptés " "pour contrôler les animations 2D." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -732,7 +733,7 @@ msgstr "" "`AnimationPlayer ` conjointement avec " "l'AnimatedSprite." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -740,13 +741,13 @@ msgstr "" "AnimationPlayers est également l'outil qu'on devra utiliser afin de créer " "des systèmes d'animations plus complexes, tels que..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" "**Découper les animations :** éditer les transformations des sprites au " "moment de l'exécution." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -756,11 +757,11 @@ msgstr "" "accrocher un squelette. Ensuite, on anime les os qui s'étirent et plient la " "texture proportionnellement aux relations des os entre eux." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "Un condensé de ce qui est présent au-dessus." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 9349b6b805..0d34bf8eab 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 6593b8b843..cb0ee8dd30 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 77db9ecaf6..972665ff87 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 8238efa943..03fe7b3fac 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index cd953c6d2a..2118448d97 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -108,10 +108,11 @@ msgstr "" "l'intention de toujours créer le script tout seul." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" "Si l'on souhaite seulement \"importer\" une autre ressource de classe " "(script ou scène), alors l'utilisation d'une constante préchargée est " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 962d748c13..03df9a5691 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 7037ace914..4445636339 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -308,11 +308,12 @@ msgid "Choosing a node tree structure" msgstr "Choisir une arborescence de nœuds" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -437,10 +438,11 @@ msgstr "" "scènes." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" "Si l'on dispose de systèmes qui modifient les données d'autres systèmes, il " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index fc4629f2ab..4b9654de4e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 9bfe15fade..ca4de6221b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 337535daa6..96ce92806b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -55,6 +55,10 @@ msgid "" "android` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"La configuration de la compilation personnalisée est un processus assez " +"simple. Mais vous devez d'abord suivre les étapes de :ref:`exporting for " +"android` jusqu'à **Setting it up in Godot**. " +"Après avoir fait cela, suivez les étapes ci-dessous." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 7fa36cfdc2..2ca3f119cb 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,10 +73,15 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"Pour que le fichier ICO remplace effectivement l'icône Godot par défaut, il " +"doit contenir *toutes* les tailles incluses dans l'icône Godot par défaut : " +"16×16, 32×32, 48×48, 64×64, 128×128, 256×256. Si le fichier ICO ne contient " +"pas toutes les tailles, l'icône Godot par défaut sera conservée pour les " +"tailles qui n'ont pas été remplacées." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "La commande ImageMagick ci-dessus prend cela en compte." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 14038f6923..d6fba09662 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,9 +69,8 @@ msgid "Android SDK Platform-Tools version 30.0.5 or later" msgstr "Android SDK Platform-Tools version 30.0.5 ou supérieure" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -#, fuzzy msgid "Android SDK Build-Tools version 30.0.3" -msgstr "Android SDK Build-Tools version 30.0.1" +msgstr "Android SDK Build-Tools version 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 msgid "Android SDK Platform 29" @@ -213,11 +212,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "Une fois cela configuré, tout est prêt à être exporté vers Android !" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Fournir des icônes de lanceur" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -230,11 +244,11 @@ msgstr "" "``xxxhdpi``) et génère automatiquement des variantes à plus faible " "résolution." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Il existe deux types d'icônes requises par Godot :" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -243,7 +257,7 @@ msgstr "" "versions d'Android jusqu'à Android 8 (Oreo), exclusivement. Doit être au " "moins 192×192 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "`_ qui aide à " "comprendre ces règles et certaines des capacités des icônes adaptatives." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -282,7 +296,7 @@ msgstr "" "cercle centré avec un rayon de 66dp (264 pixels sur ``xxxhdpi``) pour éviter " "d'être coupé par le lanceur." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -291,14 +305,14 @@ msgstr "" "remplacera en utilisant une chaîne de secours, en essayant la suivante " "lorsque l'actuelle échoue :" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Main Icon :** Icône principale fournie -> Icône du projet -> Icône " "principale par défaut de Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -307,7 +321,7 @@ msgstr "" "principale fournie -> Icône de projet -> Icône de premier plan par défaut de " "Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -315,7 +329,7 @@ msgstr "" "**Adaptive Icon Background :** Icône d'arrière-plan fournie -> Icône " "d'arrière-plan par défaut de Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " @@ -325,11 +339,11 @@ msgstr "" "leurs résolutions spécifiques. De cette façon, votre application sera " "parfaite sur tous les appareils et versions d'Android." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Exporter pour le Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -338,7 +352,7 @@ msgstr "" "vous connectiez en utilisant un fichier keystore non débogué ; un tel " "fichier peut être généré comme ceci :" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -351,23 +365,23 @@ msgstr "" "sur `la signature APK `__." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Remplissez maintenant les formulaires suivants dans vos préréglages " "d'exportation Android :" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release:** Entrez le chemin d'accès au fichier keystore que vous venez de " "générer." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User :** Remplacer par l'alias de clé." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -375,7 +389,7 @@ msgstr "" "**Release Password :** Mot de passe de la clé. Notez que le mot de passe du " "keystore et le mot de passe de la clé doivent actuellement être les mêmes." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -386,19 +400,18 @@ msgstr "" "le supprimer des dépôts publics et l'ajouter à votre fichier ``.gitignore`` " "ou équivalent." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -"N'oubliez pas de décocher la case **Exporter avec débogage** lorsque vous " -"choisissez le nom de l'APK." +"N'oubliez pas de décocher la case **Export With Debug** lorsque vous " +"exportez." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "Optimiser la taille du fichier APK" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -414,7 +427,7 @@ msgstr "" "les bibliothèques pour une seule architecture. Les applications créées pour " "ARMv7 peuvent fonctionner sur un appareil ARMv8, mais pas l'inverse." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -433,7 +446,7 @@ msgstr "" "pour ARMv7 et un autre pour ARMv8 est généralement suffisant pour que votre " "application fonctionne sur la plupart des appareils d'aujourd'hui." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index d6a461ba21..9078565c53 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index d2c84eecf6..ca2198a87a 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index e81cfa0134..2861d161a2 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 921e866ee5..bd19210a05 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index f0e198fefd..89f15034a4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -43,7 +43,6 @@ msgstr "" "comme les erreurs JavaScript, moteur et WebGL." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -#, fuzzy msgid "" "`There are significant bugs when running HTML5 projects on iOS `__ (quel que soit le " -"navigateur). Nous recommandons d'utiliser la :ref:`fonctionnalité " -"d'exportation native de iOS ` à la place, car elle " -"permet également d'obtenir de meilleures performances." +"`__ (quel que soit le navigateur). Nous recommandons " +"d'utiliser la :ref:`fonctionnalité d'exportation native de iOS " +"` à la place, car elle permet également d'obtenir de " +"meilleures performances." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:21 msgid "WebGL 2" @@ -118,12 +118,16 @@ msgid "" "You can choose the **Export Type** to select which features will be " "available:" msgstr "" +"Vous pouvez choisir le **Type d'exportation** pour sélectionner les " +"fonctionnalités qui seront disponibles :" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 msgid "" "*Regular*: is the most compatible across browsers, will not support threads, " "nor GDNative." msgstr "" +"*Regular* : est le plus compatible avec tous les navigateurs, ne supporte " +"pas les threads, ni GDNative." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "" @@ -131,12 +135,17 @@ msgid "" "developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" "SharedArrayBuffer>`__" msgstr "" +"*Threads* : le navigateur devra prendre en charge `SharedArrayBuffer " +"`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." msgstr "" +"*GDNative* : active le support GDNative mais rend le binaire plus gros et " +"plus lent à charger." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -145,6 +154,10 @@ msgid "" "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" +"Si vous prévoyez d'utiliser :ref:`Compression VRAM `, " +"assurez-vous que **Vram Texture Compression** est activée pour les " +"plateformes ciblées (activer à la fois **For Desktop** et **For Mobile** " +"entraînera une exportation plus grosse, mais plus compatible)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56 msgid "" @@ -166,7 +179,6 @@ msgstr "" "tierces, d'inclure du CSS ou d'exécuter du code JavaScript." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:63 -#, fuzzy msgid "" "Each project must generate their own HTML file. On export, several text " "placeholders are replaced in the generated HTML file specifically for the " @@ -176,16 +188,18 @@ msgid "" msgstr "" "Chaque projet doit générer son propre fichier HTML. Lors de l'exportation, " "plusieurs caractères génériques de texte sont remplacés dans le fichier HTML " -"**généré** spécifiquement pour les options d'exportation données. Toute " -"modification directe du fichier HTML **généré** sera perdue dans les " -"exportations futures. Pour personnaliser le fichier généré, voir :ref:" -"`doc_customizing_html5_shell`." +"généré spécifiquement pour les options d'exportation données. Toute " +"modification directe du fichier HTML généré sera perdue dans les " +"exportations futures. Pour personnaliser le fichier généré, utilisez " +"l'option **Custom HTML shell**." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." msgstr "" +"**Export types** autres que *Regular* ne sont pas encore pris en charge par " +"la version C#." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -211,6 +225,12 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"Les fournisseurs de navigateurs rendent de plus en plus de fonctionnalités " +"disponibles uniquement dans des `contextes sécurisés `_, ce qui signifie que " +"ces fonctionnalités ne sont disponibles que si la page web est servie via " +"une connexion HTTPS sécurisée (localhost est généralement exempt de cette " +"exigence)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -261,6 +281,9 @@ msgid "" "only available if the appropriate **Export Type** is set and support for it " "across browsers is still limited." msgstr "" +"Comme mentionné :ref:`au-dessus de ` le multi-" +"threading n'est disponible que si le **Export Type** approprié est défini et " +"sa prise en charge par les navigateurs est encore limitée." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "" @@ -269,6 +292,10 @@ msgid "" "`cross-origin isolation headers `__." msgstr "" +"Nécessite un :ref:`secure context `. Les " +"navigateurs commencent également à exiger que la page web soit servie avec " +"des `cross-origin isolation headers spécifique `__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "GDNative" @@ -279,12 +306,17 @@ msgid "" "As mentioned :ref:`above ` GDNative is only " "available if the appropriate **Export Type** is set." msgstr "" +"Comme mentionné :ref:`au-dessus ` GDNative " +"n'est disponible que si le **Export Type** approprié est défini." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"L'exportation copiera également les fichiers GDNative ``.wasm`` nécessaires " +"dans le dossier de sortie (et doivent être téléchargés sur votre serveur " +"avec votre jeu)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" @@ -346,6 +378,8 @@ msgid "" "Access to microphone requires a :ref:`secure context " "`." msgstr "" +"L'accès au microphone nécessite un:ref:`secure context " +"`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 msgid "Networking" @@ -355,6 +389,8 @@ msgstr "Réseau" msgid "" "Low level networking is not implemented due to lacking support in browsers." msgstr "" +"La mise en réseau de bas niveau n'est pas mise en œuvre en raison de " +"l'absence de support dans les navigateurs." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -362,9 +398,11 @@ msgid "" "requests `, :ref:`WebSocket (client) " "` and :ref:`WebRTC ` are supported." msgstr "" +"Actuellement, seuls :ref:`HTTP client `, :ref:`HTTP " +"requests `, :ref:`WebSocket (client) " +"` et :ref:`WebRTC ` sont supportés." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 -#, fuzzy msgid "The HTTP classes also have several restrictions on the HTML5 platform:" msgstr "Les classes HTTP ont plusieurs restrictions sur la plate-forme HTML5 :" @@ -401,7 +439,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "Presse-papiers" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -610,11 +648,12 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "Toute autre valeur JavaScript est retournée comme ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built ` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag `::" msgstr "" "Les modèles d'exportation HTML5 peuvent être :ref:`compilé " diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 0428cc7fca..7385c58e70 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 62e1fd82c4..3524c04f97 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index f8b2e09349..87fd437d6e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -353,6 +353,13 @@ msgid "" "setting with the desired feature tag(s) if you want them to override base " "project settings on all platforms and configurations." msgstr "" +"Lorsque vous utilisez la :ref:`fonctionnalité paramètres de projet " +"\"override.cfg\" ` (qui n'est pas liée aux balises de " +"fonctionnalité), n'oubliez pas que les balises de fonctionnalité " +"s'appliquent toujours. Par conséquent, veillez à *également* remplacer le " +"paramètre par la ou les balises de fonctionnalité souhaitées si vous voulez " +"qu'elles remplacent les paramètres de base du projet sur toutes les " +"plateformes et configurations." #: ../../docs/getting_started/workflow/export/feature_tags.rst:122 msgid "Default overrides" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po index c0e1ad7ccb..4227a52067 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 6c7d8555c4..345ad66fbe 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Déploiement en un clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Ça a l'air bien, qu'est-ce que c'est ?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Étapes de déploiement en un clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -41,11 +43,12 @@ msgstr "" "faire savoir à l'utilisateur qu'il existe." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Certaines plates-formes (au moment d'écrire ces lignes, seul Android) " "peuvent détecter quand un périphérique USB est connecté à l'ordinateur, et " @@ -53,31 +56,85 @@ msgstr "" "projet (en mode debug) sur le périphérique. Cette fonctionnalité est " "appelée, dans les mots à la mode de l'industrie, \"One-Click Deploy\"." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Étapes de déploiement en un clic" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Configurer la plate-forme cible." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Configurez l'appareil (assurez-vous qu'il est en mode développeur, qu'il " -"aime l'ordinateur, que le câble USB est branché, que l'USB est reconnu, " -"etc.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Connecter l'appareil..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "Et voilà !" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Prend en charge toutes les plates-formes." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Cliquez une fois... et déployez !" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +#, fuzzy +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" +"Vous devez également suivre les étapes mentionnées dans le tutoriel :ref:" +"`doc_exporting_for_android` avant de tenter de créer un modèle d'exportation " +"personnalisé." + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Déploiement en un clic" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po index ba340fb04b..d420bdf43a 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 55a870e39e..0765562830 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 59cd75f3e1..c24deed69b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index b94f141a07..216561510e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/index.po b/sphinx/po/fr/LC_MESSAGES/index.po index d6b6d81062..79e730d25a 100644 --- a/sphinx/po/fr/LC_MESSAGES/index.po +++ b/sphinx/po/fr/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -126,7 +126,6 @@ msgstr "" "recherche dans le coin supérieur gauche." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy `__ for " @@ -134,10 +133,10 @@ msgid "" "the top-level ``index.html`` in a web browser." msgstr "" "Vous pouvez aussi `télécharger une copie au format HTML `__ afin de la lire hors-ligne (mise à jour chaque lundi). Il suffit " -"d'extraire l'archive ZIP puis d'ouvrir ``index.html`` à la racine dans un " -"navigateur web." +"link/godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-" +"html-stable.zip>`__ afin de la lire hors-ligne (mise à jour chaque lundi). " +"Il suffit d'extraire l'archive ZIP puis d'ouvrir ``index.html`` à la racine " +"dans un navigateur web." #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 2b4f9524de..0741d006ec 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po index 4018458105..56f25003c1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po index ff28fa1a51..4430ee9e67 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 940498d184..3f168843f7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,13 @@ msgid "Introduction" msgstr "Introduction" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" "Dans ce tutoriel, vous apprendrez à créer des personnages animés en 2D avec " "la classe AnimatedSprite et l'AnimationPlayer. En général, lorsque vous " @@ -41,10 +42,11 @@ msgstr "" "dans Godot avec la classe AnimatedSprite." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite ` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite `." msgstr "" @@ -174,9 +176,10 @@ msgid "Sprite sheet with AnimatedSprite" msgstr "Feuille de Sprite avec AnimationPlayer" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" "Vous pouvez aussi facilement animer à partir d'une feuille de sprite avec la " "classe ``AnimatedSprite``. Nous utiliserons cette feuille de sprites du " @@ -191,9 +194,10 @@ msgstr "" "\" pour la télécharger, puis copiez l'image dans le dossier de votre projet." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" "Configurez votre arbre de scènes de la même manière que vous le faisiez " @@ -201,24 +205,27 @@ msgstr "" "et dans sa propriété *SpriteFrames*, sélectionnez \"New SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "Cliquez sur la nouvelle ressource SpriteFrames. Cette fois, lorsque le " "panneau inférieur apparaît, sélectionnez \"Add frames from a Sprite Sheet\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" "Vous serez invité à ouvrir un dossier. Sélectionnez votre feuille de sprite." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" "Une nouvelle fenêtre s'ouvrira, montrant votre feuille de sprite. La " "première chose à faire est de modifier le nombre d'images verticales et " @@ -226,9 +233,10 @@ msgstr "" "nous avons quatre images horizontales et deux images verticales." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" "Ensuite, sélectionnez les images de la feuille de sprites que vous voulez " @@ -236,17 +244,19 @@ msgstr "" "puis nous cliquerons sur \"Ajouter 4 images\" pour créer l'animation." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" "Vous verrez maintenant votre animation sous la liste des animations dans le " "panneau du bas. Double-cliquez sur le nom par défaut pour changer le nom de " "l'animation de saut." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" "Enfin, allez voir votre grenouille sauter en jouant l'AnimatedSprite dans " @@ -391,12 +401,13 @@ msgid "Summary" msgstr "Résumé" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" "Ces exemples illustrent les deux classes que vous pouvez utiliser dans Godot " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po index 8e87813afb..9aace4379e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po index 4769e64e7e..c2bdce14c6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index c0041264c7..0d0705cd59 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po index 892abd2242..b369658b05 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 1ee21eaccb..71117d3bf4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 5d597c7811..48928ba58e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 -#, fuzzy msgid "Using TileMaps" -msgstr "Utiliser les palettes de tuiles" +msgstr "Utilisation de TileMaps" #: ../../docs/tutorials/2d/using_tilemaps.rst:7 msgid "Introduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index a5c9722f83..aca6ea657a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 3b56dda56e..b790997d9b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,11 +26,14 @@ msgid "Introduction" msgstr "Introduction" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 +#, fuzzy msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" "Les Baked lightmaps sont un flux de travail alternatif pour ajouter un " "éclairage indirect (ou préparé) à une scène. Contrairement à l'approche :ref:" @@ -38,10 +41,11 @@ msgstr "" "les appareils mobiles bas de gamme, car elles ne consomment pratiquement pas " "de ressources en temps réel." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 +#, fuzzy msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" @@ -51,23 +55,31 @@ msgstr "" "de :ref:`doc_reflection_probes` avec elle à l'intérieur (ou l'utilisation " "d'un Sky à l'extérieur) est une condition pour obtenir une bonne qualité." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -"Comme elles sont préparées, elles ont moins de problèmes que ``GIProbe`` en " -"ce qui concerne le saignement de la lumière, et la lumière indirecte peut " -"sembler meilleure si on utilise le mode Raytrace sur un réglage de haute " -"qualité (mais la préparation peut prendre un certain temps)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#, fuzzy msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" "En fin de compte, le choix de l'approche d'éclairage indirect qui convient " "le mieux dépend de votre cas d'utilisation. En général, GIProbe est plus " @@ -75,17 +87,17 @@ msgstr "" "mobile ou bas de gamme, cependant, les cartes de lumières préparées sont " "votre seul choix." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 msgid "Visual comparison" msgstr "Comparaison visuelle" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +#, fuzzy msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" "Voici quelques comparaisons entre Baked Lightmaps et GIProbe. Notez que les " "lightmaps sont plus précises, mais souffrent aussi du fait que l'éclairage " @@ -93,11 +105,11 @@ msgstr "" "peuvent ne pas être aussi bonnes. GIProbe semble moins précis (car c'est une " "approximation), mais globalement plus lisse." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Mise en place" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -110,7 +122,7 @@ msgstr "" "garantissant que chaque face de l'objet a sa propre place dans la carte UV. " "Les faces ne doivent pas partager de pixels dans la texture." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" @@ -118,17 +130,111 @@ msgstr "" "Il y a plusieurs façons de s'assurer qu'un objet dispose d'un calque UV2 et " "une taille de texture unique :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "Dépliage d'une scène importée" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +#, fuzzy +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" +"Ceci est probablement la meilleur approche globale. Le seul inconvénient est " +"que, sur les grands modèles, le dépliage peut prendre un certain temps à " +"l'importation. Sélectionnez simplement la scène importée dans le système de " +"fichiers, puis allez à l'onglet Importer. Là, l'option suivante peut être " +"modifiée :" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +#, fuzzy +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" +"Ceci est probablement la meilleur approche globale. Le seul inconvénient est " +"que, sur les grands modèles, le dépliage peut prendre un certain temps à " +"l'importation. Sélectionnez simplement la scène importée dans le système de " +"fichiers, puis allez à l'onglet Importer. Là, l'option suivante peut être " +"modifiée :" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +#, fuzzy +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" +"Le mode **Light Baking** doit être réglé sur **\"Gen Lightmaps\"**. Une " +"taille de texel en unités mondiales doit également être fournie, car cela " +"déterminera la taille finale de la texture lightmap (et, par conséquent, le " +"remplissage UV de la carte)." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" +"L’effet du réglage de cette option est que toutes les mailles (meshes) au " +"sein de la scène auront leurs cartes UV2 correctement générés." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +#, fuzzy +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" +"Avertissement : lorsque de la réutilisation d'un maillage (meshe) dans une " +"scène, gardez à l'esprit que les UVs sont générés pour la première instance " +"trouvée. Si la maille est réutilisée à différentes échelles (et que les " +"échelles sont très différentes, plus de la moitié ou deux fois), cela se " +"traduira par un lightmaps inefficace. Juste, ne réutilisez pas les maillages " +"sources à différentes échelles si vous envisagez d’utiliser lightmapping." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "Dépliage depuis Godot" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" +"Godot a une option pour déplier les maillages (meshes) et visualiser les " +"chaîne UV. On peut la trouver dans le menu Mesh :" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" +"Cela va générer un second ensemble de coordonné UV2 qui peut être utilisé " +"pour un baking, et cela va aussi configurer automatiquement la taille de la " +"texture." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "Déplier depuis votre logiciel 3D" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 +#, fuzzy msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" "Une option est de le faire depuis votre logiciel de modélisation 3D. Bien " "que peu recommandée, cette approche est listée ici pour que vous sachiez " @@ -137,19 +243,20 @@ msgstr "" "d'importantes ressources sur des objets complexes. Déplier depuis votre " "logiciel 3D permet d’accélérer l'importation." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "Il suffit simplement de dérouler la deuxième couche d’UV2." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 +#, fuzzy msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" "Et importe normalement. N'oubliez pas que vous devrez définir la taille de " "la texture sur le maillage après l'importation." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -162,84 +269,11 @@ msgstr "" "traitement. Vous devrez surtout utiliser les coutures (seams) ou d’autres " "techniques pour créer un meilleur dépliage." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "Dépliage depuis Godot" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" -"Godot a une option pour déplier les maillages (meshes) et visualiser les " -"chaîne UV. On peut la trouver dans le menu Mesh :" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" -"Cela va générer un second ensemble de coordonné UV2 qui peut être utilisé " -"pour un baking, et cela va aussi configurer automatiquement la taille de la " -"texture." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "Dépliage d'une scène importée" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" -"Ceci est probablement la meilleur approche globale. Le seul inconvénient est " -"que, sur les grands modèles, le dépliage peut prendre un certain temps à " -"l'importation. Sélectionnez simplement la scène importée dans le système de " -"fichiers, puis allez à l'onglet Importer. Là, l'option suivante peut être " -"modifiée :" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" -"Le mode **Light Baking** doit être réglé sur **\"Gen Lightmaps\"**. Une " -"taille de texel en unités mondiales doit également être fournie, car cela " -"déterminera la taille finale de la texture lightmap (et, par conséquent, le " -"remplissage UV de la carte)." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" -"L’effet du réglage de cette option est que toutes les mailles (meshes) au " -"sein de la scène auront leurs cartes UV2 correctement générés." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" -"Avertissement : lorsque de la réutilisation d'un maillage (meshe) dans une " -"scène, gardez à l'esprit que les UVs sont générés pour la première instance " -"trouvée. Si la maille est réutilisée à différentes échelles (et que les " -"échelles sont très différentes, plus de la moitié ou deux fois), cela se " -"traduira par un lightmaps inefficace. Juste, ne réutilisez pas les maillages " -"sources à différentes échelles si vous envisagez d’utiliser lightmapping." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "Vérification des UV2" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " @@ -249,13 +283,14 @@ msgstr "" "UV2 peuvent être visualisées. S'assurer, si quelque chose ne fonctionne pas, " "que les mailles ont ces coordonnées UV2 :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "Mise en place de la scène" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 +#, fuzzy msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" @@ -263,7 +298,7 @@ msgstr "" "à une scène. Cela permettra le light baking sur tous les nœuds (et sous-" "nœuds) de cette scène, même sur les scènes instanciées." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " @@ -273,11 +308,11 @@ msgstr "" "par le baker, et chacune se verra attribuer une lightmap (assurez-vous juste " "de respecter la règle de mise à l'échelle mentionnée précédemment) :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "Configurer les limites" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " @@ -288,19 +323,20 @@ msgstr "" "l'intérieur (plus de détails plus tard). Recouvrez simplement la scène avec " "le volume de la même manière que vous le faites avec ``GIProbe`` :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "Mise en place des maillages" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 +#, fuzzy msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" "Pour qu'un nœud **MeshInstance** prenne part au processus de baking, la " "propriété \"Utiliser dans Baked Light\" doit être activée." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." @@ -308,11 +344,11 @@ msgstr "" "Lors de la génération automatique du lightmaps d'une scène importé, celle-ci " "est activé automatiquement." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "Mise en place des lumières" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " @@ -323,7 +359,7 @@ msgstr "" "toujours dynamiques et affectent les objets en mouvement, mais la lumière " "rebondit à partir de cette lumière sera \"baké\"." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" @@ -332,103 +368,98 @@ msgstr "" "\" (directes et indirectes). Ceci peut être contrôlé à partir du menu **Bake " "Mode** dans les éclairages :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "Les modes sont :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Variable" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 +#, fuzzy msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" "**Désactivé :** La lumière est ignorée lors du \"baking\". Gardez à l'esprit " "que cacher une lumière n'aura aucun effet sur le \"baking\", cela doit être " "utilisé à la place." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -"**Indirect :** Ceci est le mode par défaut. Seul l'éclairage indirect sera " -"\"baked\"." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" -"**All :** Les éclairages directs et indirects seront \"baked\". Si vous ne " -"voulez pas que la lumière apparaisse deux fois (dynamiquement et " -"statiquement), masquez-la simplement." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "Qualité de \"Baking\"" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" -"``BakedLightmap`` utilise par simplicité une version voxelisée de la scène " -"afin de calculer l'éclairage. La taille de Voxel peut-être ajustée via le " -"paramètre **Bake Subdiv**. Un plus grand nombre de sous-divisions apportera " -"plus de détail, mais augmentera également le temps requis du \"baking\"." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" -"En général, les paramètres par défaut suffisent. Si vous souhaitez capturer " -"la lumière d'objets dynamiques (plus d'infos là dessus plus tard), vous " -"pouvez également utiliser **Capture Subdivision** (doit toujours être " -"inférieur ou égal au nombre de sous-divisions principal). La valeur par " -"défaut pour ce paramètre est également suffisante dans la plupart des cas." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" -"Outre la taille de la capture, la qualité peut être modifiée en réglant le " -"**Bake Mode**. Deux modes de capture indirecte sont proposés :" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" -"**Voxel Cone** : Trace : est la valeur par défaut ; C'est moins précis, mais " -"plus rapide. Similaire à (mais un peu mieux que) ``GIProbe``." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" -"**Ray Tracing** : Cette méthode est plus précise, mais peut avoir un temps " -"de rendu considérable. Si la qualité basse ou médium est utilisé, certaine " -"scènes peuvent produire du grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "Pré-calcul" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#, fuzzy msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" "Pour pré-calculer les lumières, appuyer sur le bouton **Bake Lightmaps** (en " "haut quand vous sélectionnez le nœud ``BakeLightmap``) :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." @@ -436,89 +467,168 @@ msgstr "" "Cela peut prendre quelques secondes, voir des heures. La taille de la scène, " "la méthode de pré-calcul et sa qualité impacte le temps de calcul." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "Configurer les pré-calculs" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "Différentes options sont disponibles pour le pré-calcul :" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -"**Sous-division des pré-calculs** : Dans le système de cartographie de " -"lumière utilisée par Godot, une grille est utilisée pour le transfert de " -"l'information lumineuse. Augmenter la densité de la grille pour améliorer " -"les détails lumineux." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "Ajustement" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -"**Sous-division de capture** : il s'agit d'une grille utilisée pour la " -"capture temps-réel d'information lumineuse (produit par des objets " -"dynamiques). La valeur par défaut est généralement correcte. Elle doit être " -"plus petite que la grille de sous-division utilisée pour les pré-calculs." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -"**Qualité des pré-calculs** : Trois sont disponibles. Basse, Moyenne et " -"Haute. Impact la durée des pré-calculs." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -"**Mode de pré-calcul** : Deux techniques sont proposées : *Voxel Cone " -"Tracing* (rapide, mais approximatif), et *Lancé de rayons* (lent, mais " -"précis)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -"**Propagation** : Utilisé par le mode *Voxel Cone Trace*. Fonctionne comme " -"le ``GIProbe``." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -"**HDR** : Si désactivée, les \"lightmaps\" seront plus petites, mais ne " -"pourront capturer aucunes lumières au-dessus du blanc (1.0)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -"**Chemin de l'image** : Où les lightmaps seront sauvegardées. Par défaut, " -"sur le même répertoire que la scène (\".\"), mais il peut être modifié." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -"**Extensions** : Taille de la zone affectée (peut être modifiée visuellement)" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Atlas de Tuile" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Capturer" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe `'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Données" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 +#, fuzzy msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" "**Données lumière** : Contient les données de pré-calcul de lumière après le " "pré-calcul. Les textures sont sauvegardées sur le disque, mais il contient " @@ -526,15 +636,44 @@ msgstr "" "peu lourds. Si vous utilisez des formats.tscn (au lieu de.scn), vous pouvez " "les enregistrer sur le disque." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "Objets dynamiques" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 +#, fuzzy msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" "Dans d'autres moteurs ou implémentateur de lightmapper, vous devez placer " @@ -543,7 +682,7 @@ msgstr "" "transférer la lumière sur des objets dynamiques qui se déplacent dans la " "scène." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po index ad56b2ef2a..06360335db 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index df7b0f3b8b..dfacfd0a29 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 680f69419b..62e3c125d1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 4f3c2c2080..c95a532925 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 78e000e655..e20e193e4a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index d3c43e2c10..85cf1f6e16 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index cc09991258..9eb1ced50f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 1dbda3b685..f3b3a1c71d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 66901b1a38..eb91db16fc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -255,9 +255,8 @@ msgstr "" "qu'une animation est terminée, ``animation_ended`` sera appelé." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:206 -#, fuzzy msgid "Let's look at ``set_animation`` next." -msgstr "Regardons ``set_animation`` suivant." +msgstr "Voyons maintenant ``set_animation``." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:208 msgid "" @@ -353,7 +352,6 @@ msgstr "" "instantanément les animations." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:236 -#, fuzzy msgid "Now let's look at ``animation_ended``." msgstr "Regardons maintenant ``animation_ended``." @@ -2155,14 +2153,13 @@ msgid "Let's go over what's happening here:" msgstr "Voyons ce qui se passe ici :" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1109 -#, fuzzy msgid "" "The first thing we do is make sure we've received input to change weapons. " "We do this by making sure ``changing_weapon`` is ``true``." msgstr "" "La première chose que nous faisons est de nous assurer que nous avons reçu " -"les informations pour changer les armes. Pour ce faire, nous nous assurons " -"que le ``changing_weapons`` est ``true``." +"l'information d'entrée pour changer d'arme. Pour ce faire, nous vérifions " +"que la valeur de ``changing_weapon`` est ``true``." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po index 2b22e16a94..2c804cdbab 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/gi_probes.rst:4 -#, fuzzy msgid "Using GIProbe" -msgstr "GIProbes" +msgstr "Utilisation de GIProbe" #: ../../docs/tutorials/3d/gi_probes.rst:7 msgid "Introduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 4d88e3a162..82177f4ab5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po index 62ab3d2831..b340e19423 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 407a3ab496..d82a429373 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 3e9e072665..75601ee00f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po index d3c6530718..96187d5ea8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po index a77d1a48a2..bb5691b90e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -919,13 +919,13 @@ msgid "" "quality of a well-baked AO map. It is recommended to bake ambient occlusion " "whenever possible." msgstr "" -"Il est possible de spécifier une carte d'occlusion ambiante préparer. Cette " -"carte affecte la quantité de lumière ambiante qui atteint chaque surface de " -"l'objet (elle n'affecte pas la lumière directe par défaut). Bien qu'il soit " -"possible d'utiliser Screen-Space Ambient Occlusion (SSAO) pour générer " -"l'occlusion ambiante, rien ne vaut la qualité d'une carte d'AO bien faite. " -"Il est recommandé de préparer l'occlusion ambiante dans la mesure du " -"possible." +"Il est possible de spécifier une carte d'occlusion ambiante pré-calculée. " +"Cette carte affecte la quantité de lumière ambiante qui atteint chaque " +"surface de l'objet (elle n'affecte pas la lumière directe par défaut). Bien " +"qu'il soit possible d'utiliser le Screen-Space Ambiant Occlusion (SSAO) pour " +"générer l'occlusion ambiante, rien ne vaut la qualité d'une bonne carte d'OA " +"pré-calculée. Il est recommandé de générer l'occlusion ambiante chaque fois " +"que cela est possible." #: ../../docs/tutorials/3d/spatial_material.rst:425 msgid "Depth" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po index dc5793c4d6..10070503a9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/using_gridmaps.rst:4 -#, fuzzy msgid "Using GridMaps" -msgstr "Utilisation de GridMap" +msgstr "Utilisation de GridMaps" #: ../../docs/tutorials/3d/using_gridmaps.rst:7 msgid "Introduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 9e6c533f08..5c26dc3813 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po index f989188d18..116ccc7e90 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 36acb0e2a6..880cafa8fd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -240,9 +240,10 @@ msgstr "" "vague, ce qui donne l'impression qu'une vague se déplace le long du poisson." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 +#, fuzzy msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" "Le dernier mouvement est la torsion, qui donne un effet de roulement le long " "de la colonne vertébrale. Comme pour le pivot, nous construisons d'abord une " @@ -282,10 +283,11 @@ msgstr "" "variable, ``mask``." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 +#, fuzzy msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" "``mask`` est un float qui va de ``0`` à l'avant du poisson jusqu'à ``1`` à " "la queue en utilisant ``smoothstep`` pour contrôler le point où la " @@ -468,10 +470,11 @@ msgstr "" "avec GLES2 ou avec moins de poissons." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 +#, fuzzy msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" "Remarquez comme tous les poissons sont tous dans la même position dans leur " "cycle de nage ? Cela les rend très robotique. La prochaine étape est de " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index a36ea4a500..af26c8eed0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,9 +76,10 @@ msgid "Then add the following two functions:" msgstr "Ajoutez ensuite les deux fonctions suivantes :" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 +#, fuzzy msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"`. They are used to generate a random number from " +"`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" "Ces fonctions proviennent du :ref:`ParticlesMaterial " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 536a7302a2..0c73d88e87 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po index db738904c3..a342191b13 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po index 21ea4f7bdd..9a4408a04a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/animation/animation_tree.rst:4 -#, fuzzy msgid "Using AnimationTree" -msgstr "AnimationTree" +msgstr "Utilisation d’AnimationTree" #: ../../docs/tutorials/animation/animation_tree.rst:7 msgid "Introduction" @@ -296,15 +295,15 @@ msgid "Seek" msgstr "Seek" #: ../../docs/tutorials/animation/animation_tree.rst:99 -#, fuzzy msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an ``Animation`` from the " "start or a certain playback position inside the ``AnimationNodeBlendTree``." msgstr "" -"Ce nœud peut être utilisé pour faire en sorte qu'une commande de recherche " -"soit exécutée sur n'importe quel sous-enfant du graphe. Après avoir réglé le " -"temps, cette valeur revient à -1." +"Ce nœud peut être utilisé pour provoquer une commande de recherche sur " +"n'importe quel sous-enfant du graphe d'animation. Utilisez ce type de nœud " +"pour lire une ``Animation`` depuis le début ou depuis une certaine position " +"de lecture à l'intérieur de l'``AnimationNodeBlendTree``." #: ../../docs/tutorials/animation/animation_tree.rst:101 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po index b9dcb03f46..98806e38db 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po index 6f5092e5df..c1b2cd734f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po index fdf7ad407a..ad878b872d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/animation/introduction.rst:4 -#, fuzzy msgid "Introduction to the animation features" -msgstr "Introduction aux fonctions de l'animation 2D" +msgstr "Introduction aux fonctions d'animation" #: ../../docs/tutorials/animation/introduction.rst:7 msgid "Overview" @@ -229,7 +228,20 @@ msgstr "" msgid "Our scene setup" msgstr "Notre configuration de scène" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -241,17 +253,7 @@ msgstr "" "Godot par défaut comme texture du sprite. Comme point de départ, déplacez le " "sprite vers une position à gauche à l'écran." -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" -"Il n'est pas nécessaire d'ajouter les nœuds animés en tant qu'enfants au " -"nœud AnimationPlayer, mais c'est un bon moyen de distinguer les nœuds animés " -"des nœuds non animés dans l'arbre des scènes." - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " @@ -262,26 +264,26 @@ msgstr "" "Animation|) pour ajouter une nouvelle animation. Et Saisissez un nom pour " "l'animation dans la boîte de dialogue." -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Ajouter une nouvelle animation" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "Ajout d'une piste" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" "Pour ajouter une nouvelle piste pour notre sprite, sélectionnez-le et " "regardez dans la barre d'outils :" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "Les boutons convénients" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." @@ -290,7 +292,7 @@ msgstr "" "pour l'emplacement, la rotation et l'échelle du nœud sélectionné " "respectivement." -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." @@ -298,7 +300,7 @@ msgstr "" "Désélectionnez la rotation, car nous ne sommes intéressés que par " "l'emplacement de notre sprite pour ce tutoriel et cliquez sur le bouton clé." -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." @@ -307,7 +309,7 @@ msgstr "" "location, Godot demande, si il doit la configurée pour nous. Cliquez sur " "**Créer**." -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" @@ -315,15 +317,15 @@ msgstr "" "Cela crée une nouvelle piste et notre première clé d'animation au début de " "la timeline :" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "La piste de sprite" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "La deuxième clé d'animation" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." @@ -331,7 +333,7 @@ msgstr "" "Maintenant, nous devons définir la destination vers laquelle notre sprite " "doit se diriger et combien de temps il lui faut pour y arriver." -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " @@ -342,11 +344,11 @@ msgstr "" "changer cela dans les commandes de la ligne de temps : dans le deuxième sous " "panel du panel d'animation." -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "Durée de l'animation" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." @@ -354,34 +356,34 @@ msgstr "" "Cliquez sur l'en-tête de la timeline près du repère de 2 secondes et " "déplacez le sprite vers la destination cible sur le côté droit." -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" "De nouveau, cliquez sur le bouton clé dans la barre d'outils. Ceci crée " "notre deuxième clé d'animation." -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "Lancer l'animation" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "Cliquez sur le \"Play from beginning\" Jouer depuis le début) Bouton." -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "Yeah ! Notre animation fonctionne :" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "L'animation" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "Allers et retours" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " @@ -392,11 +394,11 @@ msgstr "" "première clé d'animation est aussi la dernière si aucune clé d'animation " "n'est précisé à la fin." -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "Boucle d'animation" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " @@ -407,12 +409,12 @@ msgstr "" "changez le mode de boucle de la piste. Ceci est abordé dans le chapitre " "suivant." -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "Paramètres de la piste" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." @@ -420,7 +422,7 @@ msgstr "" "Chaque piste a un panneau de configuration à la fin, où vous pouvez définir " "le mode de mise à jour, l'interpolation de la piste et le mode boucle." -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" @@ -428,22 +430,22 @@ msgstr "" "Le mode de mise à jour d'une piste indique à Godot quand mettre à jour les " "valeurs des propriétés. Cela peut l'être :" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "Continu : Mise à jour de la propriété sur chaque image" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" "Discret : Mise à jour de la propriété uniquement sur les clés d'animation" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" "Trigger : Met à jour la propriété seulement sur les clés d'animation ou les " "déclencheurs" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" @@ -452,11 +454,11 @@ msgstr "" "continuellement entre cette valeur et la valeur de la première clé " "d'animation trouvée" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "Mode piste" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." @@ -464,7 +466,7 @@ msgstr "" "Dans les animations normales, vous utilisez généralement \"Continuous\". Les " "autres types sont utilisés pour scripter des animations complexes." -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" @@ -472,12 +474,12 @@ msgstr "" "L'interpolation indique à Godot comment calculer les valeurs d'image entre " "les clés d'animation. Ces modes d'interpolation sont pris en charge :" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" "Le plus proche : définit la plus valeur de la clé d'animation la plus proche" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" @@ -485,7 +487,7 @@ msgstr "" "Linéaire : Change la valeur en se basant sur un calcul linéaire entre deux " "clés d'animation" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" @@ -493,11 +495,11 @@ msgstr "" "Cubique : change la valeur en se basant sur un calcul par fonction cubique " "entre deux clés d'animation" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "Interpolation de piste" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " @@ -508,7 +510,7 @@ msgstr "" "Ceci est habituellement utilisé pour l'animation de personnage. " "L'interpolation linéaire crée un mouvement plus robotique." -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" @@ -516,11 +518,11 @@ msgstr "" "Godot prend en charge deux modes de boucle, qui affectent l'animation si " "elle est réglée pour boucler :" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "Modes de boucle" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " @@ -531,7 +533,7 @@ msgstr "" "Lorsque la première clé d'animation est atteinte à nouveau, l'animation se " "réinitialise à ses valeurs." -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " @@ -541,12 +543,12 @@ msgstr "" "calcule l'animation après la dernière clé d'animation pour atteindre à " "nouveau les valeurs de la première clé d'animation." -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "Clés d'animation pour d'autres propriétés" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." @@ -555,7 +557,7 @@ msgstr "" "transformations. Toutes les propriétés peuvent être utilisées comme piste où " "vous pouvez insérer des clés d'animation." -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " @@ -566,11 +568,11 @@ msgstr "" "propriétés du sprite. Cliquez sur le bouton et Godot ajoute automatiquement " "une piste et clé d'animation à votre animation actuelle." -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "Modifier les clés d'animation" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " @@ -580,11 +582,11 @@ msgstr "" "pouvez cliquer sur elles pour faire apparaître l'éditeur de clé d'animation " "dans l'inspecteur." -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "Éditeur clé d'animation éditant une clé d'animation" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " @@ -595,7 +597,7 @@ msgstr "" "d'assouplissement. Ceci indique à Godot, comment changer les valeurs des " "propriétés quand il atteint cette clé d'animation." -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." @@ -603,11 +605,11 @@ msgstr "" "Vous ajustez généralement vos animations de cette façon, lorsque le " "mouvement ne \"semble pas correct\"." -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "Avancé : Pistes de la méthode d'appel" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -619,7 +621,7 @@ msgstr "" "classes/index` vous savez que chaque type de nœud est une classe et possède " "plusieurs méthodes que vous pouvez appeler." -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." @@ -627,7 +629,7 @@ msgstr "" "Par exemple le nœud type :ref:`class_AudioStreamPlayer` possède une méthode " "pour jouer un flux audio." -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -642,7 +644,7 @@ msgstr "" "clé d'animation contient le nom et les arguments de la méthode qu'on " "souhaite appeler au moment ou Godot atteint la clé d'animation." -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " @@ -653,7 +655,7 @@ msgstr "" "son on devrait utiliser une piste audio, mais pour le bien de la " "démonstration de l'appel de méthodes on va le faire de cette manière." -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." @@ -662,24 +664,24 @@ msgstr "" "un flux audio, utilisant un fichier audio que vous rajouter dans votre " "projet." -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" "Cliquez sur \"Ajouter une piste\" (|Add track|) dans les commandes de piste " "du panneau d'animation." -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" "Sélectionner \"Add Call Method Track\" (ou \"ajouter une piste d'appel de " "méthode\") depuis la liste des différents types de piste." -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "Ajouter Une Piste d'Appel de Méthode" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." @@ -687,11 +689,11 @@ msgstr "" "Sélectionner le nœud :ref:`class_AudioStreamPlayer` dans la fenêtre de " "sélection. Godot ajoute la piste avec la référence au nœud." -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "Sélectionner L'AudioStreamPlayer" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " @@ -702,7 +704,7 @@ msgstr "" "être appelées pour l'AudioStreamPlayer devrait apparaître. Sélectionner la " "première." -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." @@ -710,7 +712,7 @@ msgstr "" "Quand Godot atteint la clé d'animation, Godot appelle la fonction \"play\" " "du nœud AudioStreamPlayer et le flux audio est joué." -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po index a6580dc9a0..001c6439cb 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 3775a02a83..b26c7af467 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index d9d97065fd..5091d33163 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -319,9 +319,8 @@ msgstr "" "de toutes les catégories sauf *Modèles*, *Démos* et *Projets*." #: ../../docs/tutorials/assetlib/using_assetlib.rst:121 -#, fuzzy msgid "You can also access the AssetLib directly from Godot:" -msgstr "Vous pouvez également les passer aux fonctions :" +msgstr "Vous pouvez également accéder à l'AssetLib directement depuis Godot :" #: ../../docs/tutorials/assetlib/using_assetlib.rst:123 msgid "|image7|" @@ -355,14 +354,15 @@ msgstr "" "le nom ou la date d'édition." #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" "Notamment, vous ne pouvez récupérer des assets que pour la version actuelle " "de Godot que vous utilisez. Les projets, démos et modèles peuvent être " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 153b10b1b1..ece5d4549e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po index 735b292328..eecbe6012a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po index c149180e41..6d8cf60acd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,6 @@ msgid "AudioStream" msgstr "Flux audio" #: ../../docs/tutorials/audio/audio_streams.rst:16 -#, fuzzy msgid "" "An audio stream is an abstract object that emits sound. The sound can come " "from many places, but is most commonly loaded from the filesystem. Audio " @@ -50,22 +49,22 @@ msgid "" msgstr "" "Un flux audio est un objet abstrait qui émet un son. Le son peut provenir de " "plusieurs endroits, mais il est le plus souvent chargé depuis le système de " -"fichiers. Les fichiers audio tels que WAV (``.wav``) ou Ogg Vorbis (``." -"ogg``) peuvent être chargés comme AudioStreams et placés dans un " -"AudioStreamPlayer." +"fichiers. Les fichiers audio peuvent être chargés comme AudioStreams et " +"placés dans un AudioStreamPlayer. Vous trouverez des informations sur les " +"formats pris en charge et leurs différences dans :ref:" +"`doc_importing_audio_samples`." #: ../../docs/tutorials/audio/audio_streams.rst:21 -#, fuzzy msgid "" "There are other types of AudioStreams, such as AudioStreamRandomPitch. This " "one makes a random adjustment to the sound's pitch every time it's played " "back. This can be helpful for adding variation to sounds that are played " "back often." msgstr "" -"Il existe d'autres types d'AudioStreamPlayer, comme AudioStreamRandomPitch. " -"Celui-ci effectue un ajustement aléatoire de la hauteur du son à chaque fois " -"qu'il est joué. Ceci peut être utile pour ajouter des variations aux sons " -"qui sont lus souvent." +"Il existe d'autres types d'AudioStream, comme AudioStreamRandomPitch. Celui-" +"ci effectue un ajustement aléatoire de la hauteur du son à chaque fois qu'il " +"est joué. Ceci peut être utile pour ajouter des variations aux sons qui sont " +"joués souvent." #: ../../docs/tutorials/audio/audio_streams.rst:27 msgid "AudioStreamPlayer" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po index b12ec6ab14..1f278ca464 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index fe50c00829..eb1bbceeaa 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po index ae603f7267..9bb728e9e9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/index.po index b87cdb53db..ec593a8a0e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/making_trees.po index edcfba11c1..8ae9c02c31 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index b52500199f..57d6a6db9d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,8 +73,9 @@ msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" msgstr "``ARRAY_NORMAL`` = 1 | PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +#, fuzzy msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" "``ARRAY_TANGENT`` = 2 | PoolRealArray de groupes de 4 flottants. Les 3 " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index aa19b94793..b301b6a625 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 34dc9d4fd0..f6154e546b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 633605e912..19107ba29a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 78e4ca2424..2bccdc01d4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,7 +22,6 @@ msgid "Using the SurfaceTool" msgstr "Utilisation de SurfaceTool" #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:6 -#, fuzzy msgid "" "The :ref:`SurfaceTool ` provides a useful interface for " "constructing geometry. The interface is similar to the :ref:" @@ -31,7 +30,7 @@ msgid "" "captures the attributes." msgstr "" ":ref:`SurfaceTool ` fournit une interface utile pour " -"construire la géométrie. L'interface est similaire au nœud :ref:" +"construire de la géométrie. L'interface est similaire au nœud :ref:" "`ImmediateGeometry `. Vous définissez chaque " "attribut par vertex (par exemple normal, uv, couleur) et ensuite, lorsque " "vous ajoutez un vertex, il capture les attributs." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/debugger_panel.po index a408762472..f261234ab1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po index 63e9e0caf0..667f7ce415 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 65367cdb05..4513ae39d8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index d65f61378c..3783036bb4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 7741b26944..b848914393 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,12 +26,11 @@ msgid "Here is a list of common Control nodes with their name next to them:" msgstr "" #: ../../docs/tutorials/gui/control_node_gallery.rst:8 -#, fuzzy msgid "" "The Control Gallery demo pictured above can be found `on GitHub `__." msgstr "" -"Si vous apprenez mieux en regardant un exemple, vous pouvez trouver le " -"projet de démo `ici `__." +"La démo de la Control Gallery illustrée ci-dessus peut être trouvée `sur " +"GitHub `__." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index a79730aa93..f9fbf2152f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_containers.po index 9a4493e16f..9e771d0b02 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/gui/gui_containers.rst:4 -#, fuzzy msgid "Using Containers" -msgstr "Conteneurs" +msgstr "Utilisation de Containers" #: ../../docs/tutorials/gui/gui_containers.rst:6 msgid "" @@ -199,8 +198,9 @@ msgid "Box Containers" msgstr "Box Containers" #: ../../docs/tutorials/gui/gui_containers.rst:67 +#, fuzzy msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "` and :ref:`VBoxContainer `). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po index dc8e554178..0068f48468 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po index 990596b79b..7767d7a45b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 56cd61530c..b8d36ea13f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po index 903b504a7f..eabc7c6ab1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index ecc8e4ac28..857a7b1a2a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po index ab3dfb58a6..795a55db32 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index ad19e80ba4..15f4340ccd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -149,14 +149,14 @@ msgstr "" "statique 64 bits." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:56 -#, fuzzy msgid "" "**macOS:** Install gettext either using `Homebrew `_ with " "the ``brew install gettext`` command, or using `MacPorts `_ with the ``sudo port install gettext`` command." msgstr "" -"**macOS :** Utilisez `Homebrew `_ pour installer gettext " -"avec la commande ``brew install gettext``." +"**macOS :** Installez gettext soit en utilisant `Homebrew `_ avec la commande ``brew install gettext``, soit en utilisant `MacPorts " +"`_ avec la commande ``sudo port install gettext``." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:60 msgid "" @@ -320,11 +320,12 @@ msgid "Updating message files to follow the PO template" msgstr "Mise à jour des fichiers de messages pour suivre le modèle PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" "Après la mise à jour du modèle PO, vous devrez mettre à jour les fichiers de " "message afin qu'ils contiennent de nouvelles chaînes, tout en supprimant les " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 263ff718c3..b758c9c503 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,12 +29,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:9 -#, fuzzy msgid "" "Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5." msgstr "" -"Godot prend en charge l'enregistrement audio en jeu pour Windows, MacOS, " -"Linux, Android et iOS." +"Les contrôleurs(manettes, etc) sont pris en charge sur Windows, macOS, " +"Linux, Android, iOS et HTML5." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:11 msgid "" @@ -64,9 +63,8 @@ msgid "**Troubleshooting issues with controllers in Godot.**" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:23 -#, fuzzy msgid "Supporting universal input" -msgstr "Exportation pour la plateforme Windows universelle (UWP)" +msgstr "Prise en charge de l'entrée universelle" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:25 msgid "" @@ -90,9 +88,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:40 -#, fuzzy msgid "Which Input singleton method should I use?" -msgstr "Lequel dois-je utiliser ?" +msgstr "Quelle méthode singleton d’entrée dois-je utiliser ?" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:42 msgid "In Godot 4.0, there are 3 ways to get input in an analog-aware way:" @@ -181,9 +178,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:164 -#, fuzzy msgid "\"Echo\" events" -msgstr "Événements tactiles" +msgstr "Événements \"Echo\"" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:166 msgid "" @@ -207,15 +203,14 @@ msgid "Troubleshooting" msgstr "Dépannage" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:182 -#, fuzzy msgid "" "You can view a list of `known issues with controller support `__ on GitHub." msgstr "" -"Voir la `liste des issues ouvertes sur GitHub liées à l'éditeur web `__ pour une liste des bogues connus." +"Vous pouvez consulter la liste des `problèmes connus avec le support des " +"contrôleurs `__ sur GitHub." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:187 msgid "My controller isn't recognized by Godot." @@ -273,9 +268,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237 -#, fuzzy msgid "Linux" -msgstr "Sur Linux :" +msgstr "Linux" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index b638569fe0..caba5e299e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po index 33e4905948..5f55704294 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/input_examples.po index d101a0e794..1a4742a743 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -250,9 +250,10 @@ msgid "Keyboard modifiers" msgstr "Modificateurs de clavier" #: ../../docs/tutorials/inputs/input_examples.rst:219 +#, fuzzy msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " +"`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po index af5be91fc0..60591f370b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/inputs/inputevent.rst:4 -#, fuzzy msgid "Using InputEvent" -msgstr "InputEvent" +msgstr "Utilisation d'InputEvent" #: ../../docs/tutorials/inputs/inputevent.rst:7 msgid "What is it?" @@ -184,14 +183,18 @@ msgstr "" "interface graphique est active." #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera ` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area ` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() ` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area ` properties)." msgstr "" "Si personne ne voulait l'événement jusqu'à présent, et qu'un :ref:`Camera " "` est assigné à la fenêtre de visualisation, un rayon vers le " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index b096943cb2..0036b9305c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po index f3e69025e9..4d0249fa4b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po index b28b68a8b7..7e40c4bb1b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po index e0fc2108db..58cd37dbec 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po index 705bc722d8..c78cae2970 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/fr/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index e139b59f17..8bb2ee5116 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/legal/complying_with_licenses.rst:4 -#, fuzzy msgid "Complying with licenses" -msgstr "Respect des licences" +msgstr "Conformité aux licences" #: ../../docs/tutorials/legal/complying_with_licenses.rst:7 msgid "What are licenses?" @@ -71,16 +70,15 @@ msgid "This game uses Godot Engine, available under the following license:" msgstr "Ce jeu utilise Godot Engine, disponible sous la licence suivante :" #: ../../docs/tutorials/legal/complying_with_licenses.rst:29 -#, fuzzy msgid "" "Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. Copyright (c) " "2014-2021 Godot Engine contributors." msgstr "" -"Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. Copyright (c) " -"2014-2020 Contributeurs du moteur Godot." +"Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. Copyright (c) " +"2014-2021 Contributeurs du moteur Godot." #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -98,7 +96,7 @@ msgstr "" "Logiciel est fourni à le faire, sous réserve des conditions suivantes :" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." @@ -107,7 +105,7 @@ msgstr "" "inclus dans toutes les copies ou parties substantielles du logiciel." #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -181,7 +179,6 @@ msgid "Output log" msgstr "Output log" #: ../../docs/tutorials/legal/complying_with_licenses.rst:66 -#, fuzzy msgid "" "Just printing the licensing text using the :ref:`print() " "` function may be enough on platforms where a " @@ -190,15 +187,14 @@ msgid "" msgstr "" "Le simple fait d'imprimer le texte de la licence en utilisant une fonction :" "ref:`print() ` peut suffire sur les " -"plateformes où un output log global est lisible (par exemple, les appareils " -"mobiles)." +"plateformes où un output log global est lisible. C'est le cas sur les " +"plateformes de bureau, Android et HTML5 (mais pas sur iOS et UWP)." #: ../../docs/tutorials/legal/complying_with_licenses.rst:71 msgid "Accompanying file" msgstr "Fichier d’accompagnement" #: ../../docs/tutorials/legal/complying_with_licenses.rst:73 -#, fuzzy msgid "" "If the game is distributed on desktop platforms, a file containing the " "license can be added to the software that is installed to the user PC." @@ -220,10 +216,21 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Acceptation des licences" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 msgid "Third-party licenses" msgstr "Licences de tiers" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties `_. Most of it does not require " @@ -240,15 +247,15 @@ msgstr "" "officiels, toutes les bibliothèques sont activées. Cela signifie que vous " "devez fournir l'attribution pour toutes les bibliothèques listées ci-dessous." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "Freetype" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType `_ to render fonts. Its " "license requires attribution, so the following text must be included " @@ -258,7 +265,7 @@ msgstr "" "polices. Sa licence exige l'attribution, donc le texte suivant doit être " "inclus avec la licence Godot :" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." @@ -266,11 +273,11 @@ msgstr "" "Portions of this software are copyright © The FreeType Project (www." "freetype.org). All rights reserved." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "ENet" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet `_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" @@ -279,16 +286,15 @@ msgstr "" "multijoueur de haut niveau. ENet a des conditions de licence similaires à " "celles de Godot :" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 -#, fuzzy +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" -msgstr "Copyright (c) 2002-2016 Lee Salzman" +msgstr "Copyright (c) 2002-2020 Lee Salzman" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "MBedTLS" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS `_ Apache license " @@ -298,11 +304,11 @@ msgstr "" "(généralement par le biais de requêtes HTTP), la licence `MBedTLS `_ Apache doit être respectée en incluant le texte suivant :" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " @@ -312,11 +318,11 @@ msgstr "" "not use this file except in compliance with the License. You may obtain a " "copy of the License at" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -330,7 +336,7 @@ msgstr "" "License for the specific language governing permissions and limitations " "under the License." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL `_ " "instead." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/legal/index.po index d59e8309cf..0ee812c677 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/beziers_and_curves.po index c6e31a55ec..7ce1572952 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -339,9 +339,10 @@ msgstr "" "constante, c'est également difficile." #: ../../docs/tutorials/math/beziers_and_curves.rst:193 +#, fuzzy msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po index caebb59000..abc949ca87 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/interpolation.po index cd2f399564..9a4529100a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index da8f4c7d3a..a231909ea5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/random_number_generation.po index 75f03ae5b9..fa2dba77e5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/math/random_number_generation.rst:4 -#, fuzzy msgid "Random number generation" -msgstr "Fonctions aléatoires" +msgstr "Génération de nombres aléatoires" #: ../../docs/tutorials/math/random_number_generation.rst:6 msgid "" @@ -141,9 +140,8 @@ msgstr "" "``randomize()`` sur l'instance car elle a sa propre graine :" #: ../../docs/tutorials/math/random_number_generation.rst:66 -#, fuzzy msgid "Getting a random number" -msgstr "Mise en place de la scène principale" +msgstr "Obtenir un nombre aléatoire" #: ../../docs/tutorials/math/random_number_generation.rst:68 msgid "" @@ -314,9 +312,8 @@ msgstr "" "défaut, ce qui permet d'obtenir à nouveau le même fruit, mais une seule fois." #: ../../docs/tutorials/math/random_number_generation.rst:273 -#, fuzzy msgid "Random noise" -msgstr "Aléatoire" +msgstr "Bruit aléatoire" #: ../../docs/tutorials/math/random_number_generation.rst:275 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po index 20bdcfc0e2..2260fe9e3c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po index 62feff76cc..5e3144b764 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index cddc73578f..a4cb0b9150 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,7 +44,6 @@ msgid "Packet specification" msgstr "Spécification des paquets" #: ../../docs/tutorials/misc/binary_serialization_api.rst:18 -#, fuzzy msgid "" "The packet is designed to be always padded to 4 bytes. All values are little-" "endian-encoded. All packets have a 4-byte header representing an integer, " @@ -53,7 +52,7 @@ msgstr "" "Le paquet est conçu pour être toujours rembourré(padded) à 4 octets. Toutes " "les valeurs sont encodées en little endian(little-endian-encoded). Tous les " "paquets ont un en-tête de 4 octets représentant un entier, spécifiant le " -"type de données :" +"type de données." #: ../../docs/tutorials/misc/binary_serialization_api.rst:22 msgid "" @@ -703,9 +702,8 @@ msgid "Float" msgstr "Float" #: ../../docs/tutorials/misc/binary_serialization_api.rst:135 -#, fuzzy msgid "IEEE 754 single-precision float" -msgstr "IEE 754 32-Bits Float" +msgstr "IEEE 754 single-precision float" #: ../../docs/tutorials/misc/binary_serialization_api.rst:138 msgid "" @@ -714,9 +712,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:144 -#, fuzzy msgid "IEEE 754 double-precision float" -msgstr "IEE 754 32-Bits Float" +msgstr "IEEE 754 double-precision float" #: ../../docs/tutorials/misc/binary_serialization_api.rst:148 msgid "4: :ref:`String`" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 7ef81d71a2..a1ccb3ee33 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -252,7 +252,6 @@ msgstr "" "scène (en ajoutant la scène au nœud racine)." #: ../../docs/tutorials/misc/change_scenes_manually.rst:133 -#, fuzzy msgid "" "Perhaps instead they wish to display multiple scenes at the same time using :" "ref:`ViewportContainers `. This is optimal in cases " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index c1f69cf171..bee21de6c0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -104,9 +104,10 @@ msgid "Color space" msgstr "Espace de couleurs" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 +#, fuzzy msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" "GLES2 et GLES3 sont dans des espaces de couleur différents. Cela signifie " "que les couleurs apparaîtront légèrement différentes entre eux, en " @@ -128,10 +129,11 @@ msgid "HDR" msgstr "HDR" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:49 +#, fuzzy msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" "GLES2 n'est pas capable d'utiliser les fonctions de rendu de High Dynamic " @@ -139,11 +141,18 @@ msgstr "" "donnée, Godot utilisera toujours le Low Dynamic Range (LDR) qui limite les " "valeurs de la fenêtre à la plage ``0-1``." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "Fonctionnalités SpatialMaterial" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial ` are missing:" @@ -151,33 +160,33 @@ msgstr "" "Dans GLES2, les fonctionnalités de rendu avancées suivantes de :ref:" "`SpatialMaterial ` sont manquantes :" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "Réfraction" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "Diffusion sous la surface" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Anisotropie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "Vernis transparent" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "Cartographie de la profondeur" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" "Lorsque vous utilisez SpatialMaterials, ils n'apparaissent même pas dans " "l'éditeur." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials `, you can set values " "for these features but they will be non-functional. For example, you will " @@ -190,11 +199,11 @@ msgstr "" "intégré (qui ajoute normalement la diffusion sous la surface) dans votre " "shader, mais rien ne se passera." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "Fonctionnalités de l’environnement" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "` are missing:" @@ -202,56 +211,56 @@ msgstr "" "Dans GLES2, les fonctionnalités suivantes dans le :ref:`Environnement " "` manquent :" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "Exposition automatique" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "Tonemapping" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "Screen space reflections" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "Occlusion de l'espace ambiant de l'écran" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" "Cela signifie que dans les environnements GLES2, vous ne pouvez que régler :" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "Sky(ciel) (y compris le sky(ciel) de procédure)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "Lumière ambiante" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Brouillard" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "Profondeur de champ" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "Glow (aussi appelée bloom)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "Ajustement" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "GIProbes" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes ` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps `. For a description of how baked " @@ -262,11 +271,11 @@ msgstr "" "fonctionnement des baked lightmaps, voir le tutoriel :ref:`Baked Lightmaps " "`." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "Ombres de contact" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights ` is not " "supported in GLES2 and so does nothing." @@ -274,11 +283,11 @@ msgstr "" "La propriété ``shadow_contact`` de :ref:`Lights ` n'est pas " "supportée dans GLES2 et ne fait donc rien." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "Performance de la lumière" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -290,11 +299,11 @@ msgstr "" "à GLES3 qui le fait en une seule passe). Essayez de limiter les scènes à un " "minimum de lumières afin d'obtenir les meilleures performances." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "Compression de texture" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -306,7 +315,7 @@ msgstr "" "mobile en utilisant GLES2, assurez-vous de définir le paramètre de projet " "``rendering/vram_compression/import_etc`` et ensuite réimportez les textures." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -319,20 +328,20 @@ msgstr "" "peut être fait dans le dock d'importation après les avoir sélectionnées dans " "le dock du système de fichiers." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "Mélange de formes" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" "Le mélange de formes(Blend shapes) n'est pas pris en charge dans le GLES2." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "Langue de shading" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." @@ -341,7 +350,7 @@ msgstr "" "une liste des fonctions qui ne sont pas disponibles ou qui ont un support " "limité dans GLES2." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc `." @@ -349,91 +358,92 @@ msgstr "" "Pour une liste complète des fonctions GLSL intégrées, voir le document :ref:" "`Shading Language doc `." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Fonction" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "vec_int_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "vec_uint_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "vec_type **intBitsToFloat** ( vec_int_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "vec_type **uintBitsToFloat** ( vec_uint_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "Voir la solution de contournement ci-dessous" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "**bias** non disponibles dans le shader de vertex" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "Uniquement disponible dans le shader de vertex sur certains hardware" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " "vec_type dPdy)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." @@ -442,11 +452,11 @@ msgstr "" "bibliothèque standard de shaders de Godots. Ces fonctions peuvent être moins " "performantes dans GLES2 par rapport à GLES3." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "Solution de contournement pour ``textureSize()``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." @@ -455,11 +465,11 @@ msgstr "" "texture à l'ancienne en passant une variable uniform avec la taille de la " "texture vous-même." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "Variables intégrées et modes de rendu" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -472,30 +482,30 @@ msgstr "" "écrits, n'auront aucun effet ou pourraient même causer des problèmes lors de " "l'utilisation du backend GLES2." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "Mode de rendu / variable" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "``ensure_correct_normals``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "``INSTANCE_ID``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "``DEPTH``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "``ANISOTROPY``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "``ANISOTROPY_FLOW``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "``SSS_STRENGTH``" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index afb35344c7..5d0c1d3817 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,9 +97,8 @@ msgstr "" "être changé :" #: ../../docs/tutorials/misc/handling_quit_requests.rst:64 -#, fuzzy msgid "Sending your own quit notification" -msgstr "Traitement de la notification" +msgstr "Envoi de votre propre notification d'arrêt" #: ../../docs/tutorials/misc/handling_quit_requests.rst:66 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po index 3567cde213..ffc48d3069 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 65fe4e574c..d13f7c85ef 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/jitter_stutter.po index cfb638fec8..251b138d3f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po index 0cc39c3d35..2661ffd1f5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,9 +109,10 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "Vous pouvez obtenir le même résultat dans le code :" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -127,11 +128,11 @@ msgstr "" "pause dans SceneTree est utilisé. Cela signifie que, par défaut, lorsque le " "jeu est mis en pause, chaque nœud sera mis en pause." -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "Ainsi, les trois états possibles pour un nœud sont :" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." @@ -139,7 +140,7 @@ msgstr "" "**Inherit** : L'exécution dépend de l'état du parent, du grand-parent, etc. " "Le premier parent qui a un état n'étant pas Inherit." -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." @@ -147,7 +148,7 @@ msgstr "" "**Stop** : Arrête le nœud quoi qu'il arrive (et ses enfants en mode " "Inherit). Lorsqu'il est en pause, ce nœud n'est pas exécuté." -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -155,11 +156,11 @@ msgstr "" "**Processus** : Exécute le nœud quoi qu'il arrive (et ses enfants en mode " "Inherit). En pause ou non, ce nœud sera exécuté." -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Exemple" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" @@ -168,7 +169,7 @@ msgstr "" "contrôles à l'intérieur, et de régler son mode de pause sur \"Process\" puis " "de le cacher :" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " @@ -179,7 +180,7 @@ msgstr "" "branche de l'arbre des scènes continuera à fonctionner lorsqu'elle sera en " "pause." -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." @@ -187,12 +188,12 @@ msgstr "" "Enfin, assurez-vous que lorsqu'un bouton de pause est pressé (n'importe quel " "bouton fera l'affaire), activez la pause et affichez l'écran de pause." -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" "Pour arrêter la pause, faites le contraire lorsque l'écran de pause est " "fermé :" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "Et ce devrait être tout !" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index cd9ee4a862..aa2b560584 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/state_design_pattern.po index aa9b1e7e81..b7a858b70f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 1bddab90ac..d6c746ffff 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -983,10 +983,11 @@ msgstr "" "démarrer la partie." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +#, fuzzy msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po index aca4a3763a..ec29dd9e51 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po index 43d63c3865..d285f8a960 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po index 7846e2e739..0d5df4c2ec 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 4be01c4359..9de560d938 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/webrtc.po index c5d3442918..5af26a28ea 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/websocket.po index 2acca42f9b..a532a71231 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/batching.po index 4b4692ebfa..8f16ff86f2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,17 +49,11 @@ msgstr "" "prix de draw calls plus coûteux. Par conséquent, il est souvent possible " "d'accélérer les applications en réduisant le nombre dedraw calls." -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" -"Le batching 2D n’est actuellement pris en charge que lors de l’utilisation " -"du rendu GLES2." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "Draw calls" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -74,7 +68,7 @@ msgstr "" "position, la taille, etc. puis en disant \"Dessine !\" (c'est ce qu'on " "appelle un draw call)." -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -87,7 +81,7 @@ msgstr "" "un certain nombre de primitives similaires en un seul appel de dessin, que " "nous appellerons \"lot\"." -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." @@ -96,7 +90,7 @@ msgstr "" "lorsqu'ils sont utilisés de cette manière, ils travaillent *beaucoup* plus " "vite." -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -115,11 +109,11 @@ msgstr "" "le GPU. Cela peut augmenter les performances de rendu tout en n'exigeant que " "peu (ou pas) de modifications de votre projet Godot." -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "Comment ça marche" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -137,27 +131,27 @@ msgstr "" "D'autres, tels que les sprites, peuvent ne contenir qu'une seule commande " "(un rectangle)." -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" "Le traitement par lots utilise deux techniques principales pour regrouper " "les primitives :" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "Les éléments consécutifs peuvent être réunis ensemble." -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" "Les commandes consécutives dans un élément peuvent être jointes pour former " "un lot." -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "Rupture de traitement par lots" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -169,25 +163,25 @@ msgstr "" "modifications (ou techniques) empêchent par nécessité la formation d'un lot " "contigu, c'est ce qu'on appelle \"breaking batching\"." -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "Le traitement par lots sera cassé par (entre autres) :" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Changement de texture." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "Changement de matériel." -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" "Changement de type de primitive (par exemple, passer de rectangles à des " "lignes)." -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." @@ -195,11 +189,11 @@ msgstr "" "Si, par exemple, vous dessinez une série de sprites ayant chacun une texture " "différente, il n'y a aucune possibilité de les regrouper." -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "Détermination de l’ordre de rendu" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " @@ -209,7 +203,7 @@ msgstr "" "dans un lot, pourquoi ne pas examiner tous les objets d'une scène, regrouper " "tous les objets similaires et les dessiner ensemble ?" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -222,7 +216,7 @@ msgstr "" "l'avant sont dessinés par-dessus les éléments précédents lorsqu'ils se " "chevauchent." -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." @@ -231,27 +225,27 @@ msgstr "" "fonction de la texture, cette ordre du peintre risque de se rompre et les " "objets seront dessinés dans le mauvais ordre." -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "Dans Godot, cet ordre arrière-vers-avant est déterminé par :" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "L'ordre des objets dans l'arbre des scènes." -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "L'index Z des objets." -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "Couches de canevas." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` nœuds." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -264,11 +258,11 @@ msgstr "" "certains cas. Consultez la section :ref:`doc_batching_diagnostics` pour vous " "aider à prendre cette décision." -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "Une astuce" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " @@ -279,11 +273,11 @@ msgstr "" "objets ``A``, ``B`` et ``C``, qui contiennent 2 textures différentes : de " "l'herbe et du bois." -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "Ils sont ordonnés, dans l'ordre du peintre :" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." @@ -291,7 +285,7 @@ msgstr "" "Comme la texture change, ils ne peuvent pas être mis en lots et seront " "rendus en 3 draw calls." -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -305,11 +299,11 @@ msgstr "" "chevauchent, il n'est *pas nécessaire* de préserver l'ordre du peintre. Le " "résultat rendu sera le même. Et si nous pouvions en tirer profit ?" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "Réorganisation des éléments" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -329,7 +323,7 @@ msgstr "" "défini dans les paramètres du projet (voir ci-dessous), afin d'équilibrer " "les coûts et les bénéfices dans votre projet." -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." @@ -337,11 +331,11 @@ msgstr "" "Comme la texture ne change qu'une seule fois, nous pouvons rendre ce qui " "précède en seulement 2 draw calls." -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Lumières" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -359,7 +353,7 @@ msgstr "" "lumières, ils seraient regroupés et dessiné en un seul appel. Mais avec 3 " "lumières, ils seraient dessinés comme suit, chaque ligne un draw call :" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -372,7 +366,7 @@ msgstr "" "pour cette raison que les lumières ont le potentiel de ralentir " "considérablement le rendu 2D." -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" @@ -381,7 +375,7 @@ msgstr "" "réorganisation des objets, il s'avère que nous pouvons utiliser la même " "astuce pour contourner l'ordre du peintre pour les lumières !" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" @@ -389,7 +383,7 @@ msgstr "" "Si ``A`` et ``B`` ne se chevauchent pas, nous pouvons les rendre ensemble " "dans un lot, le processus de dessin est donc le suivant :" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." @@ -397,15 +391,15 @@ msgstr "" "Cela fait 4 draw calls. Pas mal, c'est une reduction de 2×. Cependant, " "considérez que dans un jeu réel, vous pourriez dessiner prés de 1000 sprites." -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "**Avant :** 1000 * 4 = 4000 draw calls." -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "**Après** : 1 * 4 = 4 draw calls." -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." @@ -413,11 +407,11 @@ msgstr "" "C'est une diminution de 1000 fois des draw calls, et cela devrait donner une " "énorme augmentation des performances." -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "Test de chevauchement" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -434,7 +428,7 @@ msgstr "" "avantages par rapport au coût. Habituellement, avec des lumières, les " "avantages l'emportent largement sur les coûts." -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -450,11 +444,11 @@ msgstr "" "parfaite sans chevauchement. Cependant, les performances sont généralement " "bien plus élevées que sans cette optimisation de l'éclairage." -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "Light Scissoring" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -469,7 +463,7 @@ msgstr "" "C'est un autre goulot d'étranglement potentiel sans rapport avec les draw " "calls." -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -486,7 +480,7 @@ msgstr "" "d'intersection entre une lumière et une primitive, et limiter le rendu de la " "lumière à *cette zone seulement*." -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "` - Turns batching on or off." @@ -675,7 +669,7 @@ msgstr "" ":ref:`use_batching ` - Activation et désactivation du traitement par lots." -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor ` Turns batching on or off in the " @@ -686,7 +680,7 @@ msgstr "" "traitement par lots dans l'éditeur Godot. Ce paramètre n'affecte en rien le " "projet en cours d’exécution." -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback ` - This is a faster way of drawing " @@ -699,11 +693,11 @@ msgstr "" "entraîner un scintillement sur certains hardware, il n'est donc pas " "recommandé." -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "rendu/traitement par lots/paramètres" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands ` - One of the most important " @@ -724,7 +718,7 @@ msgstr "" "comportant un grand nombre de commandes ne valent pas la peine d'être " "joints, de sorte que la meilleure valeur peut dépendre du projet." -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "` - This determines the maximum size of a " @@ -755,7 +749,7 @@ msgstr "" "cela n'a pas d'effet énorme sur les performances mais peut valoir la peine " "d'être diminuer pour les mobiles si la RAM une préoccupation." -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead ` - Item reordering can help " @@ -769,11 +763,11 @@ msgstr "" "des textures différentes. Le lookahead pour le test de chevauchement a un " "faible coût, donc la meilleure valeur peut changer selon le projet." -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "rendu/traitement par lots/lumières" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold ` - See light scissoring." @@ -781,7 +775,7 @@ msgstr "" ":ref:`scissor_area_threshold ` - Voir light scissoring." -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items ` - Joining items before lighting can significantly " @@ -796,11 +790,11 @@ msgstr "" "avantages peuvent dépendre du projet, et donc de la meilleure valeur à " "utiliser ici." -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "rendu/traitement par lots/débogage" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching ` - This is purely a debugging feature to identify " @@ -816,7 +810,7 @@ msgstr "" "alternativement sur chaque trame. Cela diminue les performances et ne doit " "pas être utilisé pour l'exportation finale, mais uniquement pour les tests." -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame ` - This will periodically print a diagnostic batching " @@ -826,11 +820,11 @@ msgstr "" "debug/diagnose_frame>` - Cela permettra d'imprimer périodiquement un journal " "de diagnostic des lots sur l'IDE / la console de Godot." -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "rendu/traitement par lots/précision" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract ` - On some hardware (notably some Android devices) " @@ -847,7 +841,7 @@ msgstr "" "essayez d'activer contrat uv. Cela provoque une petite contraction des " "coordonnées UV pour compenser les erreurs de précision des appareils." -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount ` - Hopefully, the default amount should cure " @@ -858,11 +852,11 @@ msgstr "" "devrait traiter les artefacts sur la plupart des appareils, mais juste au " "cas où, cette valeur est modifiable." -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "Diagnostiques" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -881,15 +875,15 @@ msgstr "" "lots ne se déroule pas comme prévu et à les corriger, afin d'obtenir les " "meilleures performances possibles." -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "Lecture d'un diagnostique" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "Ceci est un diagnostique typique." -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -903,7 +897,7 @@ msgstr "" "une seule référence. La possibilité de joindre des éléments sera déterminée " "par leur contenu et leur compatibilité avec l'élément précédent." -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -918,7 +912,7 @@ msgstr "" "l'identification. Il est bon de voir ``MULTI``, car cela indique que la mise " "en lot a réussi." -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." @@ -926,11 +920,11 @@ msgstr "" "**lot D :** Un lot par défaut, contenant tout le reste qui n’est pas " "actuellement par lots." -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 msgid "Default batches" msgstr "Lots par défaut" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" @@ -938,7 +932,7 @@ msgstr "" "Le deuxième chiffre qui suit les lots par défaut est le nombre de commandes " "dans le lot, et il est suivi d'un bref résumé du contenu :" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." @@ -946,17 +940,17 @@ msgstr "" "Vous pouvez voir des lots par défaut \"dummy\" ne contenant aucune " "commande ; vous pouvez les ignorer." -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Questions fréquentes" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" "Je n'obtiens pas une grande augmentation de performance en utilisant le " "traitement par lots." -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" @@ -964,23 +958,23 @@ msgstr "" "Essayez les diagnostiques, voyez dans quelle mesure le traitement par lots " "se fait, et si il peut être amélioré" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" "Essayez de modifier les paramètres de traitement par lots dans les " "paramètres du projet." -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" "Considérez que le traitement par lots n'est peut-être pas votre goulot " "d'étranglement (voir goulots d'étranglement)." -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "J'obtiens une diminution de performance avec le traitement par lots." -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." @@ -988,7 +982,7 @@ msgstr "" "Essayez les étapes décrites ci-dessus pour augmenter le nombre de " "possibilités de traitement par lots." -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "`." -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " @@ -1009,7 +1003,7 @@ msgstr "" "elle peut entraîner un scintillement sur certains hardware, son utilisation " "est donc déconseillée." -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." @@ -1017,13 +1011,13 @@ msgstr "" "Après avoir essayé ce qui précède, si votre scène se déroule toujours moins " "bien, envisagez d'arrêter le traitement par lots." -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" "J'utilise des shaders personnalisés et les éléments ne sont pas traiter par " "lots." -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" @@ -1031,11 +1025,11 @@ msgstr "" "Les shaders personnalisés peuvent poser des problèmes pour la mise en lots, " "voir la section sur les shaders personnalisés" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "Je vois des artefacts de lignes apparaître sur certains hardware." -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract ` project setting which can be used to solve this " @@ -1045,13 +1039,13 @@ msgstr "" "` " "qui peut être utilisé pour résoudre ce problème." -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" "J'utilise un grand nombre de textures, donc peu d'éléments sont traité par " "lots." -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." @@ -1060,15 +1054,50 @@ msgstr "" "traitement par lots, ceux-ci réduisent le besoin de changements d'état " "associés à un changement de texture." -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "Annexe" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Priorités des tuiles aléatoires" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 msgid "Light scissoring threshold calculation" msgstr "Calcul du seuil de light scissoring" -#: ../../docs/tutorials/optimization/batching.rst:526 +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold ` à la puissance 4." -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "Par exemple, sur un écran de 1920 x 1080 il y a 2,073,600 pixels." -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "A un seuil de 1,000 pixels, la proportion serait de :" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold ` of ``0.15`` would be a reasonable " @@ -1097,7 +1126,7 @@ msgstr "" "` de ``0,15`` serait une valeur raisonnable à essayer." -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "` de ``0.5`` :" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 904b61e034..506dad3af7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -495,7 +495,7 @@ msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 msgid "SceneTree" -msgstr "L'arbre de scène" +msgstr "SceneTree" #: ../../docs/tutorials/optimization/cpu_optimization.rst:226 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/general_optimization.po index d12733a7d0..c7ad486efd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 3533662188..df266b687d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -197,12 +197,13 @@ msgid "Reuse Shaders and Materials" msgstr "Réutilisation des Shaders et des Materials" #: ../../docs/tutorials/optimization/gpu_optimization.rst:81 +#, fuzzy msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" "Le moteur de rendu de Godot est un peu différent de ce qu'y existe ailleurs. " "Il est conçu pour minimiser autant que possible les changements d'état du " @@ -225,16 +226,17 @@ msgstr "" "de changements de texture." #: ../../docs/tutorials/optimization/gpu_optimization.rst:91 -#, fuzzy msgid "" "**Reusing Shaders:** If materials can't be reused, at least try to re-use " "shaders. Note: shaders are automatically reused between SpatialMaterials " "that share the same configuration (features that are enabled or disabled " "with a check box) even if they have different parameters." msgstr "" -"**Reusing Shaders : ** Si les matériaux ne peuvent pas être réutilisés, " -"essayez au moins de réutiliser les shaders (ou des SpatialMaterials avec des " -"paramètres différents mais avec la même configuration)." +"**Reusing Shaders :** Si les matériaux ne peuvent pas être réutilisés, " +"essayez au moins de réutiliser les shaders. Remarque : les shaders sont " +"automatiquement réutilisés entre les SpatialMaterials qui partagent la même " +"configuration (caractéristiques activées ou désactivées à l'aide d'une case " +"à cocher), même s'ils ont des paramètres différents." #: ../../docs/tutorials/optimization/gpu_optimization.rst:97 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/index.po index 97503567da..09b8459423 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 04c3db8449..c17529bb61 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -80,7 +80,6 @@ msgstr "" "les performances." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:33 -#, fuzzy msgid "" "One way we can potentially reduce the amount to be rendered is to take " "advantage of occlusion. As of Godot 3.3, there is no built in support for " @@ -88,7 +87,7 @@ msgid "" "the advantages." msgstr "" "Une façon de réduire potentiellement la quantité à rendre est de tirer " -"profit de l'occlusion. À partir de Godot 3.2.2, il n'y a plus de support " +"profit de l'occlusion. À partir de Godot 3.3, il n'y a plus de support " "intégré pour l'occlusion dans Godot. Cependant, avec une conception soignée " "vous pouvez encore obtenir de nombreux avantages." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 7d69a8e0eb..b673a5d287 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_servers.po index ca6fc99cbe..ac32ae95df 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index e4414e5bce..3688db1b9b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po index 04af413eef..91fe4cdbc9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index caf02fa0af..13ccc84866 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po index 08d7566f18..c5626dccb1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -156,9 +156,8 @@ msgstr "" "code." #: ../../docs/tutorials/physics/physics_introduction.rst:55 -#, fuzzy msgid "Physics material" -msgstr "ParticlesMaterial" +msgstr "Physics material" #: ../../docs/tutorials/physics/physics_introduction.rst:57 msgid "" @@ -497,8 +496,9 @@ msgstr "" "collision, telles que le rebondissement, la rotation, etc." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "Vous pouvez modifier le comportement d'un corps rigide via des propriétés " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ragdoll_system.po index c7d13e6aad..34c9ff7e20 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po index ee13366abc..52cc19e57a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po index ae38ac42e3..5bf64a56f5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/rigid_body.rst:4 -#, fuzzy msgid "Using RigidBody" -msgstr "Utiliser RigidBody2D" +msgstr "Utilisation de RigidBody" #: ../../docs/tutorials/physics/rigid_body.rst:7 msgid "What is a rigid body?" @@ -45,7 +44,6 @@ msgid "How to control a rigid body" msgstr "Comment contrôler un corps rigide" #: ../../docs/tutorials/physics/rigid_body.rst:15 -#, fuzzy msgid "" "A rigid body's behavior can be altered by setting its properties, such as " "mass and weight. A physics material needs to be added to the rigid body to " @@ -54,10 +52,13 @@ msgid "" "`RigidBody ` and :ref:`PhysicsMaterial " "` for the full list of properties and their effects." msgstr "" -"Le comportement d'un corps rigide peut être modifié en réglant ses " -"propriétés, telles que la friction, la masse, le rebond, etc. Ces propriétés " -"peuvent être définies dans l'inspecteur ou via un code. Voir :ref:`RigidBody " -"` pour la liste complète des propriétés et leurs effets." +"Le comportement d'un corps rigide peut être modifié en définissant ses " +"propriétés, telles que la masse et le poids. Un matériau physique doit être " +"ajouté au corps rigide pour ajuster sa friction et son rebond, et définir " +"s'il est absorbant et/ou rugueux. Ces propriétés peuvent être définies dans " +"l'inspecteur ou via le code. Voir :ref:`RigidBody ` et :ref:" +"`PhysicsMaterial ` pour la liste complète des " +"propriétés et leurs effets." #: ../../docs/tutorials/physics/rigid_body.rst:21 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/soft_body.po index 77e5a3d701..9bd3bcd999 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/soft_body.rst:4 -#, fuzzy msgid "Using SoftBody" -msgstr "SoftBody" +msgstr "Utilisation de SoftBody" #: ../../docs/tutorials/physics/soft_body.rst:6 msgid "" @@ -164,7 +163,6 @@ msgstr "" "dans le nœud ``SoftBody`` :" #: ../../docs/tutorials/physics/soft_body.rst:55 -#, fuzzy msgid "" "The pinned joints can be found in ``SoftBody``'s ``Attachments`` property, " "choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_area_2d.po index c71c57386e..bb1f105a9f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index f6b80b15d2..f35fab2d01 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 3a6dfc1d17..895eb1168c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po index fa635e6ba4..44f0f4dc26 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -179,13 +179,12 @@ msgid "Following is the list of providers:" msgstr "Voici la liste des fournisseurs :" #: ../../docs/tutorials/platform/consoles.rst:65 -#, fuzzy msgid "" "`Lone Wolf Technology `_ offers Switch " "and PS4 porting and publishing of Godot games." msgstr "" "`Lone Wolf Technology `_ propose le " -"portage et l'édition de jeux Godot sur Switch, PS4 et Xbox One." +"portage et l'édition de jeux Godot sur Switch et PS4." #: ../../docs/tutorials/platform/consoles.rst:67 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index f0e75f2a6f..f3fbf8f656 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,7 +22,6 @@ msgid "Custom HTML page for Web export" msgstr "Page HTML custom pour un export Web" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:6 -#, fuzzy msgid "" "While Web export templates provide a default HTML page fully capable of " "launching the project without any further customization, it may be " @@ -30,11 +29,11 @@ msgid "" "be directly controlled from the outside yet, such page allows to customize " "the initialization process for the engine." msgstr "" -"Tandis que les export Web fournissent un modèle de page HTML absolument " -"capable de lancer le projet sans nécessiter de customisation supplémentaire, " -"Il peut être bénéfique de créer une page HTML customisée. Une telle page " -"permet de customiser l'initialisation du jeu, bien que le jeu lui même ne " -"puisse être manipulé de l’extérieur." +"Bien que les modèles d'exportation Web fournissent une page HTML par défaut " +"entièrement capable de lancer le projet sans autre personnalisation, il peut " +"être utile de créer une page HTML personnalisée. Bien que le jeu lui-même ne " +"puisse pas encore être contrôlé directement de l'extérieur, une telle page " +"permet de personnaliser le processus d'initialisation du moteur." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:11 msgid "Some use-cases where customizing the default page is useful include:" @@ -82,21 +81,16 @@ msgstr "" "pour démarrer un script ``MainLoop``." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:21 -#, fuzzy msgid "" "The default HTML page is available in the Godot Engine repository at `/misc/" "dist/html/full-size.html `__ but the following template can be used as " "a much simpler example:" msgstr "" -"La page HTML par défaut est disponible dans le dépôt Godot Engine à " -"l'adresse `/misc/dist/html/full-size.html `__ et peut être utilisée " -"comme implémentation de référence. Un autre exemple de page HTML est " -"disponible à l'adresse suivante : `/misc/dist/html/fixed-size.html `__. " -"Elle diffère de la page par défaut en ayant une zone de canevas de taille " -"fixe et un widget de sortie en dessous." +"La page HTML par défaut est disponible dans le dépôt du moteur Godot à `/" +"misc/dist/html/full-size.html `__ mais le modèle suivant peut être " +"utilisé comme un exemple beaucoup plus simple :" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:44 msgid "Setup" @@ -111,9 +105,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:49 -#, fuzzy msgid "The only required placeholders are:" -msgstr "Type d'espaces réservés" +msgstr "Les seuls caractères de remplacement requis sont :" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:51 msgid "" @@ -137,13 +130,13 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:62 -#, fuzzy msgid "" "``$GODOT_PROJECT_NAME``: The project name as defined in the Project " "Settings. It is a good idea to use it as a ```` in your template." msgstr "" -"``$GODOT_PROJECT_NAME`` : Le nom du projet tel qu'il est défini dans les " -"paramètres du projet." +"``$GODOT_PROJECT_NAME`` : Le nom du projet tel que défini dans les " +"paramètres du projet. C'est une bonne idée de l'utiliser comme ``<title>`` " +"dans votre modèle." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:66 msgid "" @@ -175,17 +168,17 @@ msgid "Starting the project" msgstr "Démarrage du projet" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:79 -#, fuzzy msgid "" "To be able to start the game, you need to write a script that initializes " "the engine — the control code. This process consists of three steps, though " "as shown most of them can be skipped depending on how much customization is " "needed (or be left to a default behavior)." msgstr "" -"Pour être capable de démarrer le jeu, vous aurez besoin d'écrire un script " -"qui initialise le moteur Godot : Le nœud control. Ce processus " -"d'initialisation comporte trois phases, mais certaines d'entre elles peuvent " -"être laissé au comportement par défaut." +"Pour pouvoir démarrer le jeu, vous devez écrire un script qui initialise le " +"moteur - le code de contrôle. Ce processus se compose de trois étapes, bien " +"que, comme indiqué, la plupart d'entre elles peuvent être sautées en " +"fonction du degré de personnalisation nécessaire (ou être laissées à un " +"comportement par défaut)." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:83 msgid "" @@ -194,7 +187,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:85 -#, fuzzy msgid "" "First, the engine must be loaded, then it needs to be initialized, and after " "this the project can finally be started. You can perform every of these " @@ -204,15 +196,15 @@ msgid "" "prototype.startGame>` method optionally overriding any :js:attr:" "`EngineConfig` parameters." msgstr "" -"Premièrement, le moteur de jeu doit être chargé en mémoire, il doit ensuite " -"être initialisé, et après ça le projet peut finalement être démarré. Vous " -"pouvez effectuer chacune de ces étapes manuellement avec un grand contrôle, " -"cependant, dans le cas le plus simple la seule chose nécessaire est de créer " -"une instance de la classe :js:class:`Engine` et d’appeler la méthode :js:" -"meth:`engine.startGame`." +"Tout d'abord, le moteur doit être chargé, puis il doit être initialisé, et " +"après cela, le projet peut enfin être lancé. Vous pouvez effectuer chacune " +"de ces étapes manuellement et avec un grand contrôle. Cependant, dans le cas " +"le plus simple, il suffit de créer une instance de la classe :js:class:" +"`Engine` avec la configuration exportée, puis d'appeler la méthode :js:meth:" +"`engine.startGame <Engine.prototype.startGame>` en surchargeant " +"éventuellement les paramètres :js:attr:`EngineConfig`." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:101 -#, fuzzy msgid "" "This snippet of code automatically loads and initializes the engine before " "starting the game. It uses the given configuration to to load the engine. " @@ -221,15 +213,12 @@ msgid "" "track if the game was loaded correctly without blocking execution or relying " "on polling." msgstr "" -"Cet extrait de code automatiquement charge en mémoire et initialise le " -"moteur de jeu avant de commencer le jeu. Il utilise le chemin vers " -"l’exécutable donné pour déduire le chemin utilisé pour charger le moteur. La " -"méthode :js:meth:`engine.startGame` est asynchrone et retourne une " -"``Promise`` (ce qui signifie promesse). Cela permet au nœud control de " -"vérifier si le jeu a été chargé correctement sans avoir à bloquer son propre " -"fonctionnement et de pouvoir s'en remettre au \"polling\" (attribuer un " -"temps de calcul pour charger le jeu, vérifier si le jeu est entièrement " -"chargé puis recommencer)." +"Ce bout de code charge et initialise automatiquement le moteur avant de " +"lancer le jeu. Il utilise la configuration donnée pour charger le moteur. La " +"méthode :js:meth:`engine.startGame <Engine.prototype.startGame>` est " +"asynchrone et renvoie un ``Promise``. Cela permet à votre code de contrôle " +"de savoir si le jeu a été chargé correctement sans bloquer l'exécution ou " +"s'appuyer sur des sondages(polling)." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:106 msgid "" @@ -255,21 +244,16 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:133 -#, fuzzy msgid "" "To load the engine manually the :js:meth:`Engine.load` static method must be " "called. As this method is static, multiple engine instances can be spawned " "if the share the same ``wasm``." msgstr "" -"Pour charger manuellement le moteur, la méthode statique :js:meth:`Engine." -"load` doit être appelé. Comme cette méthode est statique, plusieurs " -"instances du moteur peuvent être créer avec le même chemin de base " -"``basePath``. Si une instance requiert un différent chemin de base, vous " -"pouvez appeler la méthode :js:meth:`engine.init` avec ce chemin avant de " -"commencer le jeu." +"Pour charger le moteur manuellement, la méthode statique :js:meth:`Engine." +"load` doit être appelée. Comme cette méthode est statique, plusieurs " +"instances de moteur peuvent être créées si elles partagent le même ``wasm``." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:136 -#, fuzzy msgid "" "Multiple instances cannot be spawned by default, as the engine is " "immediately unloaded after it is initialized. To prevent this from happening " @@ -278,13 +262,13 @@ msgid "" "unload` static method. Unloading the engine frees browser memory by " "unloading files that are no longer needed once the instance is initialized." msgstr "" -"Par défaut, plusieurs instances ne peuvent pas être crées car le moteur est " -"immédiatement déchargé après son initialisation. Pour accomplir cela il faut " -"empêcher ce déchargement en appelant la méthode :js:meth:`engine." -"setUnloadAfterInit`. Il faudra alors décharger le moteur manuellement après " -"en appelant la méthode statique :js:meth:`Engine.unload`. Décharger le " -"moteur libère la mémoire du navigateur Web en déchargeant les fichiers qui " -"ne sont plus nécessaire après l'initialisation." +"Des instances multiples ne peuvent pas être créées par défaut, car le moteur " +"est immédiatement déchargé après son initialisation. Pour empêcher cela, " +"utilisez l'option :js:attr:`unloadAfterInit`. Il est toujours possible de " +"décharger le moteur manuellement en appelant la méthode statique :js:meth:" +"`Engine.unload`. Le déchargement du moteur libère la mémoire du navigateur " +"en déchargeant les fichiers qui ne sont plus nécessaires une fois l'instance " +"initialisée." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:142 msgid "Customizing the behavior" @@ -311,7 +295,6 @@ msgstr "" "permet de faire un test pour une version majeur spécifique de WebGL." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:149 -#, fuzzy msgid "" "As the real executable file does not exist in the Web environment, the " "engine only stores a virtual filename formed from the base name of loaded " @@ -325,24 +308,22 @@ msgstr "" "nom de base des fichiers chargé du moteur. Cette valeur affecte les données " "de sorties de la méthode :ref:`OS.get_executable_path() " "<class_OS_method_get_executable_path>` et défini le nom du paquet principal " -"automatiquement démarré. La méthode meth:`engine.setExecutableName` peut " -"être utilisé pour réécrire cette valeur." +"automatiquement démarré. L'option de substitution :js:attr:`executable` peut " +"être utilisée pour remplacer cette valeur." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:156 msgid "Customizing the presentation" msgstr "Personnalisation de la présentation" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:157 -#, fuzzy msgid "" "Several configuration options can be used to further customize the look and " "behavior of the game on your page." msgstr "" -"Plusieurs méthodes peuvent être utilisées pour personnaliser davantage " -"l'apparence et le comportement du jeu sur votre page." +"Plusieurs options de configuration peuvent être utilisées pour personnaliser " +"davantage l'aspect et le comportement du jeu sur votre page." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:159 -#, fuzzy msgid "" "By default, the first canvas element on the page is used for rendering. To " "use a different canvas element the :js:attr:`canvas` override option can be " @@ -350,8 +331,8 @@ msgid "" msgstr "" "Par défaut, le premier élément du canvas sur la page est utilisé pour le " "rendu graphique. Pour utiliser un élément canvas différent, la méthode :js:" -"meth:`engine.setCanvas` peut être utilisée. Elle nécessite une référence à " -"l'élément DOM lui-même." +"attr:`canvas` peut être utilisée. Elle nécessite une référence à l'élément " +"DOM lui-même." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:168 msgid "" @@ -360,7 +341,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:171 -#, fuzzy msgid "" "If your game takes some time to load, it may be useful to display a custom " "loading UI which tracks the progress. This can be achieved with the :js:attr:" @@ -369,10 +349,9 @@ msgid "" msgstr "" "Si le chargement de votre jeu prend un certain temps, il peut être utile " "d'afficher une interface de chargement personnalisée qui suit la " -"progression. Cela peut être réalisé avec la méthode :js:meth:`engine." -"setProgressFunc` qui permet de mettre en place une fonction de rappel qui " -"sera appelée régulièrement au fur et à mesure que le moteur charge de " -"nouveaux octets." +"progression. Cela peut être réalisé avec la méthode :js:attr:`onProgress` " +"qui permet de mettre en place une fonction de rappel qui sera appelée " +"régulièrement au fur et à mesure que le moteur charge de nouveaux octets." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:182 msgid "" @@ -383,7 +362,6 @@ msgstr "" "ne peut pas être calculé." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:184 -#, fuzzy msgid "" "If your game supports multiple languages, the :js:attr:`locale` override " "option can be used to force a specific locale, provided you have a valid " @@ -391,13 +369,13 @@ msgid "" "which languages a user may prefer. This way the language code can be taken " "from the ``Accept-Language`` HTTP header, or determined by a GeoIP service." msgstr "" -"Si votre jeu supporte plusieurs langues, la méthode :js:meth:`engine." -"setLocale` peut être utilisée pour définir une locale spécifique, à " -"condition que vous disposiez d'un string de code de langue valide. Il peut " -"être bon d'utiliser une logique du côté serveur pour déterminer les langues " -"qu'un utilisateur peut préférer. De cette façon, le code de langue peut être " -"pris dans l'en-tête HTTP ``Accept-Language``, ou déterminé par un service " -"GeoIP." +"Si votre jeu prend en charge plusieurs langues, l'option de substitution :js:" +"attr:`locale` peut être utilisée pour forcer un paramètre régional " +"spécifique, à condition que vous disposiez d'un string de code de langue " +"valide. Il peut être intéressant d'utiliser une logique côté serveur pour " +"déterminer les langues préférées d'un utilisateur. Ainsi, le code de langue " +"peut être extrait de l'en-tête HTTP ``Accept-Language``, ou déterminé par un " +"service GeoIP." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:190 msgid "Debugging" @@ -428,13 +406,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:209 -#, fuzzy msgid "" "When handling the engine output keep in mind, that it may not be desirable " "to print it out in the finished product." msgstr "" -"Lorsque vous manipulez les données de sortie du moteur, gardez à l'esprit " -"qu'il n'est peut-être pas souhaitable de l'imprimer dans le produit fini. " -"Pour contrôler si l'exécution en cours est ou non une compilation de " -"débogage, vous pouvez utiliser le caractère de remplissage ``" -"$GODOT_DEBUG_ENABLED``." +"Lorsque vous manipulez la sortie du moteur, n'oubliez pas qu'il n'est peut-" +"être pas souhaitable de l'imprimer dans le produit fini." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index e0355f97f4..c98221c2c7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,14 +22,13 @@ msgid "HTML5 shell class reference" msgstr "Référence de classe shell HTML5" #: ../../docs/tutorials/platform/html5_shell_classref.rst:6 -#, fuzzy msgid "" "Projects exported for the Web expose the :js:class:`Engine` class to the " "JavaScript environment, that allows fine control over the engine's start-up " "process." msgstr "" -"Les projets exportés pour le Web exposent la classe ``Engine`` à " -"l'environnement JavaScript, qui permet un contrôle précis du processus de " +"Les projets exportés pour le Web exposent la classe :js:class:`Engine` à " +"l'environnement JavaScript, ce qui permet un contrôle fin du processus de " "démarrage du moteur." #: ../../docs/tutorials/platform/html5_shell_classref.rst:9 @@ -77,9 +76,8 @@ msgid "Promise" msgstr "Promesse" #: ../../docs/tutorials/platform/html5_shell_classref.rst:23 -#, fuzzy msgid ":js:attr:`load <Engine.load>` **(** string basePath **)**" -msgstr "`Engine.load <#Engine.load>`__ **(** string basePath **)**" +msgstr ":js:attr:`load <Engine.load>` **(** string basePath **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:25 #: ../../docs/tutorials/platform/html5_shell_classref.rst:42 @@ -88,9 +86,8 @@ msgid "void" msgstr "vide" #: ../../docs/tutorials/platform/html5_shell_classref.rst:25 -#, fuzzy msgid ":js:attr:`unload <Engine.unload>` **(** **)**" -msgstr "`Engine.unload <#Engine.unload>`__ **(** **)**" +msgstr ":js:attr:`unload <Engine.unload>` **(** **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:27 #: ../../docs/tutorials/platform/html5_shell_classref.rst:84 @@ -100,32 +97,30 @@ msgid "boolean" msgstr "booléen" #: ../../docs/tutorials/platform/html5_shell_classref.rst:27 -#, fuzzy msgid "" ":js:attr:`isWebGLAvailable <Engine.isWebGLAvailable>` **(** *[ number " "majorVersion=1 ]* **)**" msgstr "" -"`Engine.isWebGLAvailable <#Engine.isWebGLAvailable>`__ **(** *[ numéro " -"version majeure = 1 ]* **)**" +":js:attr:`isWebGLAvailable <Engine.isWebGLAvailable>` **(** *[ number " +"majorVersion=1 ]* **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:31 msgid "Instance Methods" msgstr "Méthodes d'instance" #: ../../docs/tutorials/platform/html5_shell_classref.rst:34 -#, fuzzy msgid "" ":js:attr:`init <Engine.prototype.init>` **(** *[ string basePath ]* **)**" -msgstr "`engine.init <#engine.init>`__ **(** *[ string basePath ]* **)**" +msgstr "" +":js:attr:`init <Engine.prototype.init>` **(** *[ string basePath ]* **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:36 -#, fuzzy msgid "" ":js:attr:`preloadFile <Engine.prototype.preloadFile>` **(** string\\|" "ArrayBuffer file *[, string path ]* **)**" msgstr "" -"`engine.preloadFile <#engine.preloadFile>`__ **(** string\\|ArrayBuffer file " -"*[, string path ]* **)**" +":js:attr:`preloadFile <Engine.prototype.preloadFile>` **(** string\\|" +"ArrayBuffer file *[, string path ]* **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:38 msgid "" @@ -154,9 +149,8 @@ msgid ":js:attr:`requestQuit <Engine.prototype.requestQuit>` **(** **)**" msgstr ":js:attr:`requestQuit <Engine.prototype.requestQuit>` **(** **)**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:49 -#, fuzzy msgid "Create a new Engine instance with the given configuration." -msgstr "Créer une nouvelle instance de la classe ``Engine``." +msgstr "Crée une nouvelle instance de moteur avec la configuration donnée." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 msgid "Arguments" @@ -167,9 +161,8 @@ msgid "The initial config for this instance." msgstr "La configuration initiale de cette instance." #: ../../docs/tutorials/platform/html5_shell_classref.rst:54 -#, fuzzy msgid "**Static Methods**" -msgstr "Méthodes statiques" +msgstr "**Static Methods**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:58 msgid "Load the engine from the specified base path." @@ -185,28 +178,24 @@ msgid "Returns" msgstr "Retourne" #: ../../docs/tutorials/platform/html5_shell_classref.rst:63 -#, fuzzy msgid "A Promise that resolves once the engine is loaded." -msgstr "Promesse qui se résout une fois que le fichier est chargé." +msgstr "Promesse qui se résout une fois que le moteur est chargé." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 -#, fuzzy msgid "Return type" -msgstr "Return" +msgstr "Type de retour" #: ../../docs/tutorials/platform/html5_shell_classref.rst:70 msgid "Unload the engine to free memory." msgstr "Déchargez le moteur pour libérer de la mémoire." #: ../../docs/tutorials/platform/html5_shell_classref.rst:72 -#, fuzzy msgid "" "This method will be called automatically depending on the configuration. " "See :js:attr:`unloadAfterInit`." msgstr "" -"Cette méthode est appelée automatiquement une fois que le moteur est " -"démarré, sauf si elle est explicitement désactivée en utilisant :js:meth:" -"`engine.setUnloadAfterInit`." +"Cette méthode sera appelée automatiquement en fonction de la configuration. " +"Voir :js:attr:`unloadAfterInit`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:76 msgid "" @@ -217,23 +206,16 @@ msgstr "" "particulière de WebGL à vérifier." #: ../../docs/tutorials/platform/html5_shell_classref.rst:78 -#, fuzzy msgid "The major WebGL version to check for." -msgstr "" -"La version principale version de WebGL à chercher. La valeur par défaut est " -"``1`` pour *WebGL 1.0*." +msgstr "La version majeure de WebGL à vérifier." #: ../../docs/tutorials/platform/html5_shell_classref.rst:81 -#, fuzzy msgid "If the given major version of WebGL is available." -msgstr "" -"\"true\" si la version majeure donnée de WebGL est disponible, \"false\" " -"sinon." +msgstr "Si la version majeure de WebGL indiquée est disponible." #: ../../docs/tutorials/platform/html5_shell_classref.rst:86 -#, fuzzy msgid "**Instance Methods**" -msgstr "Méthodes d'instance" +msgstr "**Instance Methods**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:90 msgid "" @@ -245,9 +227,10 @@ msgstr "" "méthode :js:meth:`Engine.load`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:96 -#, fuzzy msgid "A ``Promise`` that resolves once the engine is loaded and initialized." -msgstr "Renvoie une promesse qui se résout une fois le moteur chargé." +msgstr "" +"Une ``Promise`` qui se résout une fois que le moteur est chargé et " +"initialisé." #: ../../docs/tutorials/platform/html5_shell_classref.rst:103 msgid "" @@ -264,28 +247,24 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:108 -#, fuzzy msgid "" "The file to preload. If a ``string`` the file will be loaded from that " "path. If an ``ArrayBuffer`` or a view on one, the buffer will used as the " "content of the file." msgstr "" -"Si le type est ``string``, le fichier sera chargé à partir de ce chemin. Si " -"le type est ``ArrayBuffer`` ou une vue sur un, le tampon sera utilisé comme " -"contenu du fichier." +"Le fichier à précharger. Si c'est un ``string``, le fichier sera chargé " +"depuis ce chemin. Si c'est un ``ArrayBuffer`` ou une vue sur un, le tampon " +"sera utilisé comme contenu du fichier." #: ../../docs/tutorials/platform/html5_shell_classref.rst:109 msgid "The file to preload." msgstr "Le fichier à précharger." #: ../../docs/tutorials/platform/html5_shell_classref.rst:111 -#, fuzzy msgid "If a ``string`` the file will be loaded from that path." -msgstr "" -"Si le type est ``string``, le fichier sera chargé à partir de ce chemin." +msgstr "Si c'est une ``string``, le fichier sera chargé depuis ce chemin." #: ../../docs/tutorials/platform/html5_shell_classref.rst:113 -#, fuzzy msgid "" "If an ``ArrayBuffer`` or a view on one, the buffer will used as the content " "of the file." @@ -294,48 +273,44 @@ msgstr "" "comme contenu du fichier." #: ../../docs/tutorials/platform/html5_shell_classref.rst:115 -#, fuzzy msgid "" "Path by which the file will be accessible. Required, if ``file`` is not a " "string." msgstr "" -"Chemin par lequel le fichier sera accessible. Obligatoire si le ``file`` " -"n'est pas une chaîne de caractères. S'il n'est pas passé, le chemin est " -"dérivé de l'URL du fichier chargé." +"Chemin par lequel le fichier sera accessible. Obligatoire, si ``file`` n'est " +"pas une chaîne." #: ../../docs/tutorials/platform/html5_shell_classref.rst:118 -#, fuzzy msgid "A Promise that resolves once the file is loaded." -msgstr "Promesse qui se résout une fois que le fichier est chargé." +msgstr "Une promesse qui se résout une fois que le fichier est chargé." #: ../../docs/tutorials/platform/html5_shell_classref.rst:125 -#, fuzzy msgid "" "Start the engine instance using the given override configuration (if any). :" "js:meth:`startGame <Engine.prototype.startGame>` can be used in typical " "cases instead." msgstr "" -"Démarrez l'instance du moteur, en utilisant les chaînes de caractères " -"passées comme arguments de la ligne de commande. :js:meth:`engine.startGame` " +"Démarre l'instance du moteur en utilisant la configuration de surcharge " +"donnée (s'il y en a une). :js:meth:`startGame <Engine.prototype.startGame>` " "peut être utilisé dans les cas typiques à la place." #: ../../docs/tutorials/platform/html5_shell_classref.rst:128 -#, fuzzy msgid "" "This will initialize the instance if it is not initialized. For manual " "initialization, see :js:meth:`init <Engine.prototype.init>`. The engine must " "be loaded beforehand." msgstr "" "Cela permettra d'initialiser l'instance si elle n'est pas initialisée. Pour " -"l'initialisation manuelle, voir :js:meth:`engine.init`. Le moteur doit être " -"chargé au préalable." +"l'initialisation manuelle, voir :js:meth:`init <Engine.prototype.init>`. Le " +"moteur doit être chargé au préalable." #: ../../docs/tutorials/platform/html5_shell_classref.rst:131 -#, fuzzy msgid "" "Fails if a canvas cannot be found on the page, or not specified in the " "configuration." -msgstr "Échoue si un canvas ne peut être trouvée sur la page." +msgstr "" +"Échec si un canevas ne peut être trouvé sur la page, ou s'il n'est pas " +"spécifié dans la configuration." #: ../../docs/tutorials/platform/html5_shell_classref.rst:133 #: ../../docs/tutorials/platform/html5_shell_classref.rst:152 @@ -347,29 +322,26 @@ msgid "Promise that resolves once the engine started." msgstr "Promesse qui se résout une fois le moteur démarré." #: ../../docs/tutorials/platform/html5_shell_classref.rst:143 -#, fuzzy msgid "" "Start the game instance using the given configuration override (if any)." msgstr "" -"Démarrez l'instance de jeu en utilisant l'URL de l'exécutable et l'URL du " -"pack principal." +"Démarre l'instance de jeu en utilisant la configuration donnée (le cas " +"échéant)." #: ../../docs/tutorials/platform/html5_shell_classref.rst:145 -#, fuzzy msgid "" "This will initialize the instance if it is not initialized. For manual " "initialization, see :js:meth:`init <Engine.prototype.init>`." msgstr "" "Cela permettra d'initialiser l'instance si elle n'est pas initialisée. Pour " -"l'initialisation manuelle, voir la méthode :js:meth:`engine.init`." +"l'initialisation manuelle, voir :js:meth:`init <Engine.prototype.init>`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:147 -#, fuzzy msgid "" "This will load the engine if it is not loaded, and preload the main pck." msgstr "" -"Cela chargera le moteur s'il n'est pas chargé. Le chemin de base de l'URL de " -"l'exécutable sera utilisé comme chemin de base du moteur." +"Cela va charger le moteur s'il n'est pas chargé, et précharger le pck " +"principal." #: ../../docs/tutorials/platform/html5_shell_classref.rst:149 msgid "" @@ -392,18 +364,16 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:164 -#, fuzzy msgid "The location where the file will be created." -msgstr "L'action masquée, bien que non active, sera toujours exportée." +msgstr "L'emplacement où le fichier sera créé." #: ../../docs/tutorials/platform/html5_shell_classref.rst:167 msgid "The content of the file." msgstr "Le contenu du fichier." #: ../../docs/tutorials/platform/html5_shell_classref.rst:172 -#, fuzzy msgid "Request that the current instance quit." -msgstr "Réfère à l'instance courante de la classe." +msgstr "Demande que l'instance actuelle quitte." #: ../../docs/tutorials/platform/html5_shell_classref.rst:174 msgid "" @@ -427,14 +397,12 @@ msgstr "Propriétés" #: ../../docs/tutorials/platform/html5_shell_classref.rst:187 #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 -#, fuzzy msgid "type" -msgstr "``type``" +msgstr "type" #: ../../docs/tutorials/platform/html5_shell_classref.rst:187 -#, fuzzy msgid "name" -msgstr "``name``" +msgstr "name" #: ../../docs/tutorials/platform/html5_shell_classref.rst:189 msgid ":js:attr:`unloadAfterInit`" @@ -472,9 +440,8 @@ msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:199 #: ../../docs/tutorials/platform/html5_shell_classref.rst:278 -#, fuzzy msgid "number" -msgstr "Nombres" +msgstr "number" #: ../../docs/tutorials/platform/html5_shell_classref.rst:199 msgid ":js:attr:`canvasResizePolicy`" @@ -482,9 +449,8 @@ msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 #: ../../docs/tutorials/platform/html5_shell_classref.rst:290 -#, fuzzy msgid "Array.<string>" -msgstr "chaîne" +msgstr "Array.<string>" #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 msgid ":js:attr:`args`" @@ -495,9 +461,8 @@ msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:207 #: ../../docs/tutorials/platform/html5_shell_classref.rst:209 #: ../../docs/tutorials/platform/html5_shell_classref.rst:211 -#, fuzzy msgid "function" -msgstr "Fonction" +msgstr "function" #: ../../docs/tutorials/platform/html5_shell_classref.rst:203 msgid ":js:attr:`onExecute`" @@ -530,33 +495,28 @@ msgid "``const MyConfig = { executable: 'godot', unloadAfterInit: false }``" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:220 -#, fuzzy msgid "**Property Descriptions**" -msgstr "Descriptions des propriétés d'instance" +msgstr "**Description des propriétés**" #: ../../docs/tutorials/platform/html5_shell_classref.rst:224 -#, fuzzy msgid "" "Whether the unload the engine automatically after the instance is " "initialized." msgstr "" -"Précisez si le moteur sera déchargé automatiquement après l'initialisation " -"de l'instance. Activé par défaut." +"Si le moteur est déchargé automatiquement après l'initialisation de " +"l'instance." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 -#, fuzzy msgid "value" -msgstr "Valeur" +msgstr "value" #: ../../docs/tutorials/platform/html5_shell_classref.rst:228 -#, fuzzy msgid "``true``" -msgstr "``value``" +msgstr "``true``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:232 -#, fuzzy msgid "The HTML DOM Canvas object to use." -msgstr "L'élément canvas à utiliser." +msgstr "L'objet HTML DOM Canvas à utiliser." #: ../../docs/tutorials/platform/html5_shell_classref.rst:234 msgid "" @@ -567,9 +527,8 @@ msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:238 #: ../../docs/tutorials/platform/html5_shell_classref.rst:254 #: ../../docs/tutorials/platform/html5_shell_classref.rst:265 -#, fuzzy msgid "``null``" -msgstr "null" +msgstr "``null``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:242 msgid "" @@ -594,11 +553,12 @@ msgstr "" "le jeu." #: ../../docs/tutorials/platform/html5_shell_classref.rst:260 -#, fuzzy msgid "" "The browser locale will be used if none is specified. See complete list of :" "ref:`supported locales <doc_locales>`." -msgstr "Liste complète des :ref:`locales supportées <doc_locales>`." +msgstr "" +"La localisation du navigateur sera utilisée si aucune n'est spécifiée. Voir " +"la liste complète des :ref:`supported locales <doc_locales>`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:269 msgid "" @@ -629,16 +589,13 @@ msgid "``2``" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:284 -#, fuzzy msgid "The arguments to be passed as command line arguments on startup." -msgstr "Analyser les arguments de ligne de commande personnalisés." +msgstr "" +"Les arguments à passer comme arguments de ligne de commande au démarrage." #: ../../docs/tutorials/platform/html5_shell_classref.rst:286 -#, fuzzy msgid "See :ref:`command line tutorial <doc_command_line_tutorial>`." -msgstr "" -"Pour en savoir plus sur les arguments de la ligne de commande, reportez-vous " -"au :ref:`tutoriel de la ligne de commande <doc_command_line_tutorial>`." +msgstr "Voir :ref:`command line tutorial <doc_command_line_tutorial>`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:288 msgid "" @@ -647,9 +604,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:292 -#, fuzzy msgid "``[]``" -msgstr "``int[]``" +msgstr "``[]``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:296 msgid "A callback function for handling Godot's ``OS.execute`` calls." @@ -684,19 +640,17 @@ msgid "The status code returned by Godot on exit." msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:317 -#, fuzzy msgid "A callback function for displaying download progress." -msgstr "Définissez le rappel pour afficher la progression du téléchargement." +msgstr "" +"Fonction de rappel permettant d’afficher la progression du téléchargement." #: ../../docs/tutorials/platform/html5_shell_classref.rst:319 -#, fuzzy msgid "" "The function is called once per frame while downloading files, so the usage " "of ``requestAnimationFrame()`` is not necessary." msgstr "" -"Spécifiez une fonction de rappel pour afficher la progression du " -"téléchargement. La fonction de rappel est appelée une fois par image(frame), " -"de sorte que l'utilisation de ``requestAnimationFrame()`` n'est pas " +"La fonction est appelée une fois par image pendant le téléchargement des " +"fichiers, donc l'utilisation de ``requestAnimationFrame()`` n'est pas " "nécessaire." #: ../../docs/tutorials/platform/html5_shell_classref.rst:322 @@ -736,14 +690,12 @@ msgid "The total amount of bytes to be downloaded." msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:337 -#, fuzzy msgid "" "A callback function for handling the standard output stream. This method " "should usually only be used in debug pages." msgstr "" -"Spécifier la fonction de rappel pour gérer le flux standard de sortie. Cette " -"méthode ne devrait généralement être appelé que sur les pages debug. Par " -"défaut, ``console.log()`` est utilisé." +"Une fonction de rappel pour gérer le flux de sortie standard. Cette méthode " +"ne doit généralement être utilisée que dans les pages de débogage." #: ../../docs/tutorials/platform/html5_shell_classref.rst:339 msgid "By default, ``console.log()`` is used." @@ -754,19 +706,16 @@ msgid "A variadic number of arguments to be printed." msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:346 -#, fuzzy msgid "" "A callback function for handling the standard error stream. This method " "should usually only be used in debug pages." msgstr "" -"Spécifier la fonction de rappel pour gérer le flux standard d'erreur. Cette " -"méthode ne devrait généralement être appelé que sur les pages debug. Par " -"défaut, ``console.warn()`` est utilisé." +"Une fonction de rappel pour gérer le flux d'erreur standard. Cette méthode " +"ne doit généralement être utilisée que dans les pages de débogage." #: ../../docs/tutorials/platform/html5_shell_classref.rst:348 -#, fuzzy msgid "By default, ``console.error()`` is used." -msgstr "Par défaut, ``console.log()``` est utilisé." +msgstr "Par défaut, ``console.error()`` est utilisé." #: ../../docs/tutorials/platform/html5_shell_classref.rst:350 msgid "A variadic number of arguments to be printed as errors." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po index 7b433b26ae..ef4e13826c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/index.po index 88e905d13e..8870d80873 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,6 +18,5 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/platform/ios/index.rst:2 -#, fuzzy msgid "iOS plugins" -msgstr "Extensions pour l'éditeur" +msgstr "Plugins iOS" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 1ff96e63b7..40b90fbc84 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:4 -#, fuzzy msgid "Creating iOS plugins" -msgstr "Créer un plugin" +msgstr "Création de plugins iOS" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:6 msgid "" @@ -41,9 +40,8 @@ msgstr "" "application, l'intégration de GameCenter, la prise en charge d'ARKit, etc." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:11 -#, fuzzy msgid "Loading and using an existing plugin" -msgstr "Chargement et utilisation d'un plugin Android" +msgstr "Chargement et utilisation d'un plugin existant" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:13 msgid "" @@ -92,9 +90,8 @@ msgstr "" "get_singleton()`` :" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:30 -#, fuzzy msgid "Creating an iOS plugin" -msgstr "Créer un plugin" +msgstr "Création d'un plugin iOS" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:32 msgid "" @@ -172,12 +169,12 @@ msgstr "" "paramètre dans l'onglet ``Paramètres de compilation`` :" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:53 -#, fuzzy msgid "" "Download the Godot engine source from the `Godot GitHub page <https://github." "com/godotengine/godot>`_." msgstr "" -"une copie du `dépôt godot-cpp <https://github.com/godotengine/godot-cpp>`__." +"Téléchargez la source du moteur Godot depuis la page `Godot GitHub <https://" +"github.com/godotengine/godot>`_." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:55 msgid "" @@ -199,13 +196,12 @@ msgstr "" "le modèle d'exportation iOS." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:59 +#, fuzzy msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" "Dans l'onglet ``paramètres de compilation``, spécifiez les options (flags) " "de compilation pour votre bibliothèque statique dans ``OTHER_CFLAGS``. Les " @@ -215,7 +211,7 @@ msgstr "" "DPTRCALL_ENABLED -DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -" "DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -232,77 +228,72 @@ msgstr "" "suivant : ``[PluginName].[TargetType].a``. Vous pouvez également compiler la " "bibliothèque statique avec votre configuration SCons." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#, fuzzy msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" "Le système de plugins iOS supporte également les fichiers ``.xcframework``. " "Pour en générer un, vous pouvez utiliser une commande telle que : " "``xcodebuild -create-xcframework -library [DeviceLibrary].a -library " "[SimulatorLibrary].a -output [PluginName].xcframework``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -"Créez un fichier de configuration de plugin Godot Android pour aider le " -"système à détecter et à charger votre plugin :" +"Créez un fichier de configuration du plugin Godot iOS pour aider le système " +"à détecter et à charger votre plugin :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -"L'extension du fichier de configuration doit être ``gdap`` (par exemple : " -"``MyPlugin.gdap``)." +"L'extension du fichier de configuration doit être ``gdip`` (par exemple : " +"``MyPlugin.gdip``)." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "Le format du fichier de configuration est le suivant :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" "La section ``config`` et les champs sont obligatoires et définis comme suit :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "**name** : nom du plugin" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -"si **binary_type** est ``local``, alors cela devrait être le chemin d'accès " -"du fichier ``aar`` du plugin." +"**binary** : ceci doit être le chemin du fichier de la bibliothèque du " +"plugin (``a`` ou ``xcframework``)." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" "Le chemin d'accès au fichier peut être relatif (par exemple : ``MyPlugin." -"aar``), auquel cas il est relatif au répertoire ``res://android/plugins`." +"a``, ``MyPlugin.xcframework``), auquel cas il est relatif au répertoire où " +"se trouve le fichier ``gdip``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -"Le chemin d'accès au fichier peut être absolu : ``res://some_path/MyPlugin." -"aar``." +"Le chemin de fichier peut être absolu : ``res://some_path/MyPlugin.a`` ou " +"``res://some_path/MyPlugin.xcframework``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " @@ -312,7 +303,7 @@ msgstr "" "être ``MyPlugin.a`` et les fichiers ``.a`` doivent être nommés en ``MyPlugin." "release.a`` et ``MyPlugin.debug.a``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -324,8 +315,7 @@ msgstr "" "fichiers ``.xcframework`` doivent être nommés ``MyPlugin.release." "xcframework`` et ``MyPlugin.debug.xcframework``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" @@ -333,11 +323,11 @@ msgstr "" "Les sections ``dependencies`` et ``plist`` sont facultatives et définies " "comme suit :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "**Dépendances** :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." @@ -345,7 +335,7 @@ msgstr "" "**lié** : contient une liste de frameworks iOS avec lesquels l'application " "iOS doit être liée." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." @@ -353,16 +343,15 @@ msgstr "" "**embedded** : contient une liste de frameworks ou de bibliothèques iOS qui " "doivent être liés et intégrés dans l'application iOS résultante." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -"**remote** : contient une liste de dépendances de remote binary gradle pour " -"le plugin." +"**system** : contient une liste des frameworks du système iOS qui sont " +"requis pour le plugin." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -376,7 +365,7 @@ msgstr "" "com/documentation/bundleresources/information_property_list/" "uirequireddevicecapabilities>`_." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." @@ -384,16 +373,15 @@ msgstr "" "**fichiers** : contient une liste de fichiers qui doivent être copiés lors " "de l'exportation. Ceci est utile pour les fichiers de données ou les images." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 -#, fuzzy +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -"**remote** : contient une liste de dépendances de remote binary gradle pour " -"le plugin." +"**linker_flags** : contient une liste de drapeaux de liens(linker flags) à " +"ajouter au projet Xcode lors de l'exportation du plugin." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 52d1c07762..58b72708f7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,14 +22,13 @@ msgid "Plugins for iOS" msgstr "Plugins pour iOS" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:6 -#, fuzzy msgid "" "At the moment Godot provides StoreKit, GameCenter, iCloud services plugins. " "They are using same model of asynchronous calls explained below." msgstr "" -"Actuellement, il existe deux API iOS partiellement implémentées, GameCenter " -"et Storekit. Toutes deux utilisent le même modèle d'appels asynchrones " -"expliqué ci-dessous." +"Pour le moment, Godot fournit les plugins de services StoreKit, GameCenter, " +"iCloud. Ils utilisent le même modèle d'appels asynchrones expliqué ci-" +"dessous." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:9 msgid "ARKit and Camera access are also provided as plugins." @@ -37,9 +36,8 @@ msgstr "" "Les accès ARKit et Camera sont également fournis sous forme de plugins." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:12 -#, fuzzy msgid "Accessing plugin singletons" -msgstr "Accéder aux nœuds de scène" +msgstr "Accéder aux singletons de plug-in" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:14 msgid "" @@ -52,9 +50,8 @@ msgstr "" "has_singleton()`, qui renvoie un singleton enregistré." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:18 -#, fuzzy msgid "Here's an example of how to do this in GDScript:" -msgstr "Voici un exemple d'un nœud squelettique avec deux os :" +msgstr "Voici un exemple de la façon de procéder dans GDScript :" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:32 msgid "Asynchronous methods" @@ -279,13 +276,12 @@ msgstr "" "mm>`_." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:198 -#, fuzzy msgid "" "The Game Center API is available through the ``GameCenter`` singleton. It " "has the following methods:" msgstr "" -"L'API du Game Center est disponible via le singleton \"GameCenter\". Elle " -"comporte 9 méthodes :" +"L'API Game Center est disponible via le singleton ``GameCenter``. Il possède " +"les méthodes suivantes :" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:201 msgid "``Error authenticate();``" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/platform_html5.po index 6d8cb2d7f4..58e48d6575 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 8523255b81..f0842199cd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/plugins/android/android_plugin.rst:4 -#, fuzzy msgid "Creating Android plugins" -msgstr "Créer un plugin" +msgstr "Création de plugins Android" #: ../../docs/tutorials/plugins/android/android_plugin.rst:7 msgid "Introduction" @@ -169,7 +168,7 @@ msgstr "" "disposition pour chaque version de Godot sur la `page de téléchargement de " "Godot <https://godotengine.org/download>`_." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." @@ -177,11 +176,11 @@ msgstr "" "La bibliothèque doit inclure une balise ``<meta-data>`` configurée " "spécifiquement dans son fichier manifeste." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 msgid "Building an Android plugin" msgstr "Compiler un plugin Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " @@ -191,7 +190,7 @@ msgstr "" "fortement recommandé comme IDE à utiliser pour créer des plugins Android. " "Les instructions ci-dessous supposent que vous utilisez Android Studio." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." @@ -200,23 +199,24 @@ msgstr "" "android-library>`__ pour créer un module de bibliothèque Android pour votre " "plugin." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" "Ajoutez la bibliothèque du moteur Godot en tant que dépendance à votre " "module de plugin :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 +#, fuzzy msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" "Téléchargez la bibliothèque du moteur Godot (``godot-lib.<version>.<status>." "aar``) à partir de la `page de téléchargement de Godot <https://godotengine." "org/download>`_ (par exemple : ``godot-lib.3.2.2.stable.aar``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " @@ -226,7 +226,7 @@ msgstr "" "android-library#AddDependency>`__ pour ajouter la bibliothèque du moteur " "Godot comme dépendance à votre plugin." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." @@ -235,39 +235,38 @@ msgstr "" "``implementation`` par ``implementation`` pour la ligne de dépendance de la " "bibliothèque du moteur Godot." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 +#, fuzzy msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -"Créez une nouvelle classe dans le module de plugin et assurez-vous qu'elle " -"étend ``org.godotengine.godot.plugin.GodotPlugin``. Au moment de " -"l'exécution, elle sera utilisée pour instancier un objet singleton qui sera " -"utilisé par le moteur Godot pour charger, initialiser et exécuter le plugin." +"Téléchargez la bibliothèque du moteur Godot (``godot-lib.<version>.<status>." +"aar``) à partir de la `page de téléchargement de Godot <https://godotengine." +"org/download>`_ (par exemple : ``godot-lib.3.2.2.stable.aar``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "Mettez à jour le fichier du plugin ``AndroidManifest.xml`` :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "Ouvrez le fichier du plugin ``AndroidManifest.xml``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" "Ajoutez la balise ``<application></application>`` si elle est manquante." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" "Dans la balise ``<application>``, ajoutez une balise ``<meta-data>`` " "configurée comme suit :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " @@ -276,7 +275,8 @@ msgstr "" "Où ``PluginName`` est le nom du plugin, et ``plugin.init.ClassFullName`` est " "le nom complet (paquet + nom de classe) de la classe de chargement du plugin." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -291,7 +291,7 @@ msgstr "" "version (généralement la version ``release``) que vous fournirez à vos " "utilisateurs." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " @@ -301,7 +301,7 @@ msgstr "" "suivant : ``[PluginName]*.aar`` où ``PluginName`` est le nom du plugin en " "PascalCase (par exemple : ``GodotPayment.release.aar``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" @@ -309,39 +309,60 @@ msgstr "" "Créez un fichier de configuration de plugin Godot Android pour aider le " "système à détecter et à charger votre plugin :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" "L'extension du fichier de configuration doit être ``gdap`` (par exemple : " "``MyPlugin.gdap``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "Le format du fichier de configuration est le suivant :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +#, fuzzy +msgid "[dependencies]" +msgstr "**Dépendances** :" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" "La section ``config`` et les champs sont obligatoires et définis comme suit :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "**name** : nom du plugin" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "**name** : nom du plugin" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#, fuzzy msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" "**binary_type** : peut être soit ``local`` ou ``remote``. Le type affecte le " "champ **binary**" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "**binary** :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." @@ -349,7 +370,7 @@ msgstr "" "si **binary_type** est ``local``, alors cela devrait être le chemin d'accès " "du fichier ``aar`` du plugin." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." @@ -357,13 +378,13 @@ msgstr "" "Le chemin d'accès au fichier peut être relatif (par exemple : ``MyPlugin." "aar``), auquel cas il est relatif au répertoire ``res://android/plugins`." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" "Le chemin d'accès au fichier peut être absolu : ``res://some_path/MyPlugin." "aar``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -375,14 +396,14 @@ msgstr "" "dependencies#dependency-types>`_ (par exemple : ``org.godot.example:my-" "plugin:0.0.0``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" "La section et les champs ``dependencies`` sont facultatifs et définis comme " "suit :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -394,15 +415,20 @@ msgstr "" "le ``binary_type`` est ``local``), les chemins des fichiers binaires locaux " "peuvent être relatifs ou absolus." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 +#, fuzzy msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -"**remote** : contient une liste de dépendances de remote binary gradle pour " -"le plugin." +"si **binary_type** est ``remote``, alors cela devrait être une déclaration " +"pour un `remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (par exemple : ``org.godot.example:my-" +"plugin:0.0.0``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" @@ -410,11 +436,11 @@ msgstr "" "**custom_maven_repos** : contient une liste d'URLs spécifiant les dépôts " "maven personnalisés nécessaires aux dépendances du plugin" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 msgid "Loading and using an Android plugin" msgstr "Chargement et utilisation d'un plugin Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " @@ -425,7 +451,7 @@ msgstr "" "aar``) et ses dépendances dans le répertoire ``res://android/plugins`` du " "projet Godot." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " @@ -436,15 +462,15 @@ msgstr "" "détectés et activables dans la fenêtre des presets d'exportation Android " "sous la section **Plugins**." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "De votre script :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "Regroupement des ressources GDNatives" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -456,7 +482,7 @@ msgstr "" "Les ressources GDNatives peuvent être regroupées dans le fichier ``aar`` du " "plugin, ce qui simplifie le processus de distribution et de déploiement :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." @@ -465,7 +491,7 @@ msgstr "" "définies seront automatiquement regroupées par le système de construction " "``aar``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -477,7 +503,7 @@ msgstr "" "recommandé pour ces ressources par rapport au répertoire ``assets`` doit " "être : ``godot/plugin/v1/[NomDuPlugin]/``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -494,28 +520,23 @@ msgstr "" "l'exécution, le plugin fournira ces chemins au noyau Godot qui les utilisera " "pour charger et initialiser les bibliothèques GDNative." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "Implémentations de référence" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 +#, fuzzy msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" -msgstr "" -"`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" "`Ressources gdnatives groupées <https://github.com/GodotVR/" "godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" "godot_ovrmobile>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" @@ -523,21 +544,22 @@ msgstr "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Dépannage" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "Godot crashes lors du chargement" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "Vérifiez les problèmes éventuels dans ``adb logcat``, puis :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 +#, fuzzy msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." @@ -547,7 +569,7 @@ msgstr "" "``org.godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, " "``java.lang.String[]``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" "Les types de données plus complexes ne sont pas pris en charge pour " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/index.po index 9c09414936..ac2f2cbdea 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index e90eb27bea..659dbbf45a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po index ec9fd2dd8c..b50e653fba 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 9774f6e9de..63c89d800b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -50,11 +50,11 @@ msgstr "" "ref:`class_EditorPlugin`. Cependant, au lieu d'utiliser ``add_custom_node`` " "ou ``add_control_to_dock``, nous utiliserons ``add_inspector_plugin``." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -72,7 +72,7 @@ msgstr "" "activer pour tout :ref:`class_Object` qui se trouve actuellement dans " "l'inspecteur (y compris tout :ref:`class_Resource` qui est intégré !)." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -85,11 +85,11 @@ msgstr "" "l'inspecteur pour ce :ref:`class_Object`, ou pour remplacer ou modifier des " "éditeurs de propriétés existants." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 4c4b8a7e38..6923eb55d7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index be34257d6e..b3f4850bd5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 9a3ea6ab31..1d664a2787 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,17 +151,18 @@ msgstr "" "chargera pas correctement dans l'éditeur, et il doit hériter de :ref:" "`class_EditorPlugin`." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 +#, fuzzy msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" "En plus du script EditorPlugin, tout autre GDScript que votre plugin utilise " "doit *aussi* être un outil. Tout GDScript sans ``tool`` importé dans " "l'éditeur agira comme un fichier vide !" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -177,16 +178,16 @@ msgstr "" "nettoyer. Heureusement, le dialogue génère ces rappels pour vous. Votre " "script devrait ressembler à ceci :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" "C'est un bon modèle à utiliser lors de la création de nouveaux plugins." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "Un nœud personnalisé" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -201,7 +202,7 @@ msgstr "" "solution consiste à créer un plugin qui ajoute un nœud avec un comportement " "personnalisé." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -214,7 +215,7 @@ msgstr "" "<doc_scripting_continued_class_name>`. Si vous écrivez en GDScript ou " "NativeScript, nous vous recommandons d'utiliser Script Class à la place." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -233,7 +234,7 @@ msgstr "" "clé ``tool``, il peut être ajouté pour que le script s'exécute dans " "l'éditeur." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" @@ -244,7 +245,7 @@ msgstr "" "qui étend de :ref:`class_Button`. Il peut aussi étendre de :ref:" "`class_BaseButton` si vous préférez :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -261,7 +262,7 @@ msgstr "" "png`, ou utiliser le logo Godot par défaut (`preload(\"res://icon.png\")`). " "Vous pouvez également utiliser les icônes SVG si vous le souhaitez." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " @@ -271,7 +272,7 @@ msgstr "" "apparaisse dans le dialogue **Create New Node**. Pour cela, modifiez le " "script ``custom_node.gd`` comme il suit :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " @@ -281,11 +282,11 @@ msgstr "" "plugins dans les **Paramètres du projet**, donc activez-le comme expliqué " "dans `Checking the results`_." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "Essayez ensuite en ajoutant votre nouveau nœud :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " @@ -296,11 +297,11 @@ msgstr "" "lancez la scène. Lorsque vous cliquez sur le bouton, vous pouvez voir du " "texte dans la console :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "Un dock personnalisé" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -313,7 +314,7 @@ msgstr "" "elles sont donc créées d'une manière similaire aux scènes habituelles " "d'interface graphique." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " @@ -323,7 +324,7 @@ msgstr "" "Créez un nouveau fichier ``plugin.cfg`` dans le dossier ``addons/" "mon_dock_custom``, puis ajoutez-y le contenu suivant :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " @@ -333,7 +334,7 @@ msgstr "" "le avec le :ref:`modèle que nous avons vu auparavant " "<doc_making_plugins_template_code>` pour bien démarrer." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " @@ -344,7 +345,7 @@ msgstr "" "standard : il suffit de créer une nouvelle scène dans l'éditeur puis de la " "modifier." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -358,7 +359,7 @@ msgstr "" "apparaît sur l'onglet dock, donc assurez-vous de lui donner un nom court et " "descriptif. N'oubliez pas non plus d'ajouter du texte à votre bouton." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -372,7 +373,7 @@ msgstr "" "`add_control_to_dock() <class_EditorPlugin_method_add_control_to_dock>` de " "la classe :ref:`EditorPlugin <class_EditorPlugin>`." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " @@ -383,7 +384,7 @@ msgstr "" "**remove the dock** lorsque le plugin est désactivé. Le script pourrait " "ressembler à ceci :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." @@ -392,11 +393,11 @@ msgstr "" "l'utilisateur peut librement changer sa position et enregistrer la " "disposition résultante." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "Vérifier le résultat" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -408,7 +409,7 @@ msgstr "" "plugin doit être le seul sur la liste. S'il ne s'affiche pas, cliquez sur le " "bouton **Mettre à jour** dans le coin supérieur droit." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " @@ -419,11 +420,11 @@ msgstr "" "visible avant même que vous ne fermiez la fenêtre des paramètres. Vous " "devriez maintenant avoir un dock personnalisé :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "Aller plus loin" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -435,7 +436,7 @@ msgstr "" "nombreuses fonctionnalités à l'éditeur ; c'est un moyen puissant de créer " "des éditeurs spécialisés sans avoir se plonger dans les modules C++." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 6d4cc107fa..a3a70250dc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index c7d654a0ef..524f20e154 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index f10bf891b1..e98e9fc8e9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -38,16 +38,14 @@ msgstr "" "suivre." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:14 -#, fuzzy msgid "" "Before we begin, you can download the source code to the example object we " "describe below in the `GDNative-demos repository <https://github.com/" "godotengine/gdnative-demos/tree/master/c/simple>`_." msgstr "" "Avant de commencer, vous pouvez télécharger le code source de l'objet " -"exemple décrit ci-dessous dans le `dépôt GDNative-demos <https://docs." -"godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_c_example." -"html>`_." +"exemple décrit ci-dessous dans le `dépôt GDNative-demos <https://github.com/" +"godotengine/gdnative-demos/tree/master/c/simple>`_." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:18 msgid "" @@ -765,7 +763,6 @@ msgid "Creating the NativeScript (``.gdns``) file" msgstr "Création du fichier NativeScript (``.gdns``)" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:497 -#, fuzzy msgid "" "With our ``.gdnlib`` file we've told Godot how to load our library, now we " "need to tell it about our \"SIMPLE\" object class. We do this by creating a :" @@ -774,7 +771,7 @@ msgid "" msgstr "" "Avec notre fichier ``.gdnlib`` nous avons dit à Godot comment charger notre " "bibliothèque, maintenant nous devons lui parler de notre classe d'objets " -"\"Simple\". Pour ce faire, nous créons un fichier de ressources :ref:" +"\"SIMPLE\". Pour ce faire, nous créons un fichier de ressources :ref:" "`NativeScript <class_NativeScript>` avec l'extension ``.gdns``." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:501 @@ -786,7 +783,6 @@ msgstr "" "une nouvelle ressource dans l'inspecteur et sélectionnez ``NativeScript`` :" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:506 -#, fuzzy msgid "" "The inspector will show a few properties that we need to fill. As *Class " "Name* we enter \"SIMPLE\" which is the object class name that we declared in " @@ -795,7 +791,7 @@ msgid "" "*Load*:" msgstr "" "L'inspecteur nous montrera quelques propriétés que nous devons remplir. " -"Comme *Class Name* nous entrons \"Simple\" qui est le nom de la classe " +"Comme *Class Name* nous entrons \"SIMPLE\" qui est le nom de la classe " "d'objet que nous avons déclaré dans notre source C en appelant " "``godot_nativescript_register_class``. Nous devons également sélectionner " "notre fichier ``.gdnlib`` en cliquant sur *Library* et en sélectionnant " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 55d5defc14..5de9164ea9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 33bb6b4a16..3722d590f2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po index bc71e6e352..d25e96bdd3 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 053e36485a..d3c2812440 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 771be1bb8d..7abca2a644 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po index d6978e291c..78abd50b9d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 62195f34bb..83f6a38153 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index a658d39c74..94523a75ab 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -187,14 +187,13 @@ msgid "Constants" msgstr "Constantes" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:73 -#, fuzzy msgid "" "Global array constants are not supported in Godot 3.x. You can fake the " "functionality by using a uniform initialized to the value, but you will not " "benefit from the increased speed from using a constant." msgstr "" -"Les constantes de tableaux globaux ne sont pas prises en charge dans Godot " -"3.2.x. Vous pouvez simuler la fonctionnalité en utilisant une uniform " +"Les constantes de tableaux globaux ne sont pas prises en charge dans Godot 3." +"x. Vous pouvez simuler la fonctionnalité en utilisant une uniform " "initialisée à la valeur, mais vous ne bénéficierez pas de l'augmentation de " "vitesse résultant de l'utilisation d'une constante." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index ec6886b429..d1bf4781da 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,9 +26,10 @@ msgid "Introduction" msgstr "Introduction" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 +#, fuzzy msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -42,10 +43,11 @@ msgstr "" "même le matériel le plus moderne ne le supporte pas correctement." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:16 +#, fuzzy msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" "La solution consiste à faire une copie de l'écran, ou d'une partie de " "l'écran, dans une mémoire tampon, puis à la lire pendant le dessin. Godot " @@ -177,7 +179,7 @@ msgstr "" "Avec une copie correcte du back-buffer, les deux sphères se mélangent " "correctement :" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -190,7 +192,7 @@ msgstr "" "capture pas les objets transparents et peut capturer certains objets opaques " "qui se trouvent devant l'objet." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -202,11 +204,11 @@ msgstr "" "objet, puis en utilisant la texture :ref:`Viewport <class_Viewport>` au lieu " "de ``SCREEN_TEXTURE``." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "Logique du back-buffer" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" @@ -214,7 +216,7 @@ msgstr "" "Donc, pour être plus clair, voici comment fonctionne la logique de copie du " "backbuffer dans Godot :" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " @@ -224,7 +226,7 @@ msgstr "" "back buffer avant de dessiner ce nœud. Cela ne se produit que la première " "fois ; les nœuds suivants ne déclenchent pas cela." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -240,7 +242,7 @@ msgstr "" "utilisé dans un nœud pour la première fois et qu'aucun nœud BackBufferCopy " "(non désactivé) n'a été trouvé auparavant dans l'ordre de l'arbre." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -257,13 +259,14 @@ msgstr "" "BackBufferCopy pour recopier une région de l'écran et d'utiliser ensuite " "``SCREEN_TEXTURE`` sur une autre région. Évitez ce comportement !" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 +#, fuzzy msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" @@ -272,7 +275,7 @@ msgstr "" "Cette texture n'est pas linéaire, elle doit être convertie via la matrice de " "projection inverse." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "Le code suivant récupère la position 3D sous le pixel dessiné :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po index 986cee0815..04a4c30d04 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 5157e57406..e4be9f3110 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/index.po index ce23426fd9..15f2ab3b57 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 25b86236ea..be874f8298 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index d1a14bc520..05b3999994 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index f1a6422b0d..624c651449 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,7 @@ msgstr "Type" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Description" @@ -1111,10 +1111,39 @@ msgstr "" "Des valeurs par défaut peuvent également être attribuées aux uniforms :" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Édition des variables" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`Shader Spatial <doc_spatial_shader>`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>` : Pour le rendu 2D." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`Shaders de particule <doc_particle_shader>`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "Fonctions intégrées" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " @@ -1125,7 +1154,7 @@ msgstr "" "vec_uint_type, vec_bool_type est utilisée, elle peut être scalaire ou " "vectorielle." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " @@ -1135,763 +1164,763 @@ msgstr "" "GLES2, veuillez consulter le document :ref:`Différences entre GLES2 et GLES3 " "doc <doc_gles2_gles3_differences>`." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Fonction" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **radians** (vec_type degrees)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "Convertir les degrés en radians" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **degrees** (vec_type radians)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "Convertir les radians en degrés" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "vec_type **sin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "vec_type **cos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Cosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "vec_type **tan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Tangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "vec_type **asin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "Arc sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "vec_type **acos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "Arc cosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "vec_type **atan** (vec_type y_over_x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "Arc Tangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "Arc Tangente pour convertir un vecteur en angle" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "vec_type **sinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "Sinus hyperbolique" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "vec_type **cosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "Cosinus hyperbolique" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "vec_type **tanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "Tangente hyperbolique" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "vec_type **asinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "Sinus hyperbolique inverse" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "vec_type **acosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "Cosinus hyperbolique inverse" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "vec_type **atanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "Tangente hyperbolique inverse" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "vec_type **pow** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "Puissance (indéfinie si ``x`` < 0 ou si ``x`` = 0 et ``y`` <= 0)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "vec_type **exp** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "Exponentielle de base e" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "vec_type **exp2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "Exponentielle de base 2" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "vec_type **log** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "Logarithme naturel" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "vec_type **log2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "Logarithme de base 2" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "vec_type **sqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "Racine carrée" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "vec_type **inversesqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "Racine carrée inverse" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "vec_type **abs** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "Absolue" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "ivec_type **abs** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "vec_type **sign** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "Signe" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "ivec_type **sign** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "vec_type **floor** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "Plancher" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "vec_type **round** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "Arrondi" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "vec_type **roundEven** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "Arrondir au nombre pair le plus proche" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "vec_type **trunc** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "Troncature" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "vec_type **ceil** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "Partie entière" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "vec_type **fract** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "Partie fractionnaire" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "vec_type **mod** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "Reste" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "vec_type **mod** (vec_type x , float y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "vec_type **modf** (vec_type x, out vec_type i)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "Partie fractionnaire de ``x``, avec la partie entière ``i``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "vec_type **min** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "Minimum" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "vec_type **max** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "Maximum" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "Fixation(clamp) à ``min..max``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "float **mix** (float a, float b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "Interpolation linéaire" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "Interpolation linéaire (coefficient scalaire)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "Interpolation linéaire (coefficient vecteur)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "Interpolation linéaire (sélection par vecteur de booléens)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "vec_type **step** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "``b[i] < a[i] ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "vec_type **step** (float a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "``b[i] < a ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "Interpolation Hermite" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "bvec_type **isnan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "Renvoie ``true`` si la composante scalaire ou vectorielle est ``NaN``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "bvec_type **isinf** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "Renvoie ``true`` si la composante scalaire ou vectorielle est ``INF``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "ivec_type **floatBitsToInt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "Copie de bits Float->Int, pas de conversion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "uvec_type **floatBitsToUint** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "Copie de bits Float->UInt, pas de conversion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "vec_type **intBitsToFloat** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "Copie de bits Int->Float, pas de conversion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "vec_type **uintBitsToFloat** (uvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "Copie de bits UInt->Float, pas de conversion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "float **length** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "Longueur du vecteur" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "float **distance** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "Distance entre les vecteurs, c'est à dire ``length(a - b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "float **dot** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "Produit scalaire" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "vec3 **cross** (vec3 a, vec3 b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "Produit Vectoriel" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "vec_type **normalize** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "Normaliser à la longueur unitaire" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "vec3 **reflect** (vec3 I, vec3 N)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "Réflexion" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "vec3 **refract** (vec3 I, vec3 N, float eta)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "Réfraction" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "Si ``dot(Nref, I)`` < 0, retourne N, sinon –N" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "mat_type **matrixCompMult** (mat_type x, mat_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "Multiplication de composants matriciels" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "mat_type **outerProduct** (vec_type column, vec_type row)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "Produit Dyadique Matrice" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "mat_type **transpose** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "Matrice transposée" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "float **determinant** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "Déterminant de la matrice" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "mat_type **inverse** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "Matrice inverse" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "bvec_type **lessThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "Comparaison de bool vector < sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "Comparaison de bool vector > sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "Comparaison de bool vector <= sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "Comparaison de bool vector >= sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "bvec_type **equal** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "Comparaison de bool vector == sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "bvec_type **nonEgaux** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "Comparaison de bool vector != sur des vectors int/uint/float" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "bool **n'importe** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "N'importe quel composante est ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "bool **all** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "Toutes les composantes sont ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "bvec_type **not** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "Inverser le vecteur booléen" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "ivec2 **textureSize** (sampler2D_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "Obtenir la taille d'une texture 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "Obtenir la taille d'une table de textures 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "ivec3 **textureSize** (sampler3D s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "Obtenir la taille d'une texture 3D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "ivec2 **textureSize** (samplerCube s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "Obtenez la taille d'une texture cubemap" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "Effectuer une lecture de texture 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "Effectuer une lecture de table de textures 2D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "Effectuer une lecture de texture 3D" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "ec4 **texture** (samplerCube s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "Effectuer une lecture de texture cubemap" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "Effectuer une lecture de texture 2D avec projection" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "Effectuer une lecture de texture 3D avec projection" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "Effectuer une lecture de texture 2D avec mipmap personnalisé" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "Effectuer une lecture de table de textures 2D avec mipmap personnalisé" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "Effectuer une lecture de texture 3D avec mipmap personnalisé" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "Effectuer une lecture de texture 2D avec projection/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "Effectuer une lecture de texture 3D avec projection/LOD" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "Récupérer un seul texel à l'aide de coordonnées entières" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "vec_type **dFdx** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "Dérivée en ``x`` en utilisant la différenciation locale" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "vec_type **dFdy** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "Dérivée en ``y`` en utilisant la différenciation locale" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "vec_type **fwidth** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "Somme de la dérivée absolue en ``x`` et ``y``" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index aca6193eb2..5da0f504c6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/visual_shaders.po index b67dee702d..32ab4121e1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/visual_shaders.rst:4 -#, fuzzy msgid "Using VisualShaders" -msgstr "VisualShaders" +msgstr "Utilisation de VisualShaders" #: ../../docs/tutorials/shading/visual_shaders.rst:6 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 9cd359d483..c6406aef4c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index df661e28cd..5983a5db3e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index b955d27563..01592c9c2f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 36a698d263..6039322395 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -593,13 +593,12 @@ msgstr "" "bruit." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:273 -#, fuzzy msgid "" "Set this second uniform texture to another NoiseTexture with another " "OpenSimplexNoise. But this time, check **As Normalmap**." msgstr "" "Réglez cette deuxième texture uniforme sur une autre NoiseTexture avec un " -"autre OpenSimplexNoise. Mais cette fois, cochez \"As Normalmap\"." +"autre OpenSimplexNoise. Mais cette fois, cochez **As Normalmap**." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:278 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index cc961752eb..50336ef1b5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -463,9 +463,8 @@ msgstr "" "avec ``wave()``." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:278 -#, fuzzy msgid "Using this, you get:" -msgstr "En utilisant cela, vous obtenez :" +msgstr "En utilisant ceci, vous obtenez :" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:282 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/index.po index 97304ca74e..70289c2e66 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index c7ce1a1261..0b5c1e3b72 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index a98b73dc2c..e4466813b8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 1cfc7f6b65..69b6f45dca 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po index 6ea5a9c9eb..74a5a4ec58 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index d196021fd9..9088a25182 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -537,10 +537,244 @@ msgstr "" "set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 +msgid "Common use case scenarios" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Comment créer des ressources pour gérer plusieurs résolutions et rapports " +"d'aspect ?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Format PCK :**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +#, fuzzy +msgid "Set the stretch mode to ``viewport``." +msgstr "Définissez le ``shader_type`` sur ``particles``." + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Normalisation" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Support de tierce partie" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 msgid "Reducing aliasing on downsampling" msgstr "Réduction de l'aliasing lors du sous-échantillonnage" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -555,7 +789,7 @@ msgstr "" "Ceci peut être fait en appelant la méthode ci-dessous avant que les données " "du jeu ne soient chargées :" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" @@ -565,11 +799,11 @@ msgstr "" "Cependant, l'activation des mipmaps augmentera l'utilisation de la mémoire, " "ce qui peut être problématique sur les appareils mobiles bas de gamme." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "Manipulation des rapports d'aspect" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -582,11 +816,11 @@ msgstr "" "être fait en utilisant :ref:`anchors <doc_size_and_anchors>` et/ou :ref:" "`containers <doc_gui_containers>`." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "Mise à l'échelle du champ de vision" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -599,7 +833,7 @@ msgstr "" "en mode paysage, car les écrans larges utilisent automatiquement un champ de " "vision plus large." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -612,12 +846,12 @@ msgstr "" "16:9 (par exemple 19:9) utiliseront un champ de vision *plus grand*, ce qui " "est plus logique ici." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" "Mettre à l'échelle différemment des éléments 2D et 3D à l'aide de Viewports" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -631,7 +865,7 @@ msgstr "" "en 2D à la résolution native. Cela peut améliorer considérablement les " "performances tout en conservant la netteté du HUD et des autres éléments 2D." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -648,7 +882,7 @@ msgstr "" "le filtrage linéaire. Dans de nombreux cas, cela permet d'améliorer l'aspect " "des viewports 3D mis à l'échelle." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ for examples." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index 320c44de58..daa5eaf0d9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po index 03f0fe6941..55fa5979fb 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/viewports/viewports.rst:4 -#, fuzzy msgid "Using Viewports" -msgstr "2 vues" +msgstr "Utilisation de Viewports" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 0904fd1b4c..3c323b72dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -154,8 +154,9 @@ msgstr "" "régler cela à l'exportation." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 +#, fuzzy msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po index 76e70911ac..ae465617ac 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po index ce8af2dd57..dc089c8cba 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -344,32 +344,32 @@ msgstr "" "OpenHMD, une API open source et des pilotes pour les casques." #: ../../docs/tutorials/vr/vr_primer.rst:131 +#, fuzzy msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supporte OpenXR, " "un standard ouvert pour les logiciels de VR et de AR. Ce plugin en est au " "début du développement, ne supporte que Linux et nécessite une configuration " "supplémentaire décrite dans le répertoire." -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" "Ces plugins peuvent être téléchargés à partir de GitHub ou de Godot Asset " "Library." -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "En plus des plugins, il existe plusieurs démos officielles." -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "`Démo Godot Oculus <https://github.com/GodotVR/godot-oculus-demo>`_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." @@ -377,7 +377,7 @@ msgstr "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (le " "tutoriel pour ce projet est :ref:`doc_vr_starter_tutorial_part_one`)." -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." @@ -386,11 +386,11 @@ msgstr "" "des implémentations pour des fonctionnalités de VR telles que le mouvement " "et la ramassage d'objets." -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "Autres éléments à prendre en considération" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." @@ -398,7 +398,7 @@ msgstr "" "Il y a quelques autres sujets qu'il est important de connaître et que nous " "devons aborder brièvement dans cet abécédaire." -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -431,7 +431,7 @@ msgstr "" "réglant cette valeur sur 10, nous modifions notre système de coordonnées de " "sorte que 10 unités = 1 mètre." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -444,7 +444,7 @@ msgstr "" "pour les jeux de bureau, il y a trois facteurs qui rendent la vie très " "difficile :" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -457,7 +457,7 @@ msgstr "" "nouvelle extension OpenGL MultiView, le rendu des images pour les deux yeux " "représente tout de même une charge de travail supplémentaire" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -472,7 +472,7 @@ msgstr "" "à 90fps stable afin de vous assurer que vos utilisateurs ne souffrent pas du " "mal des transports dès le début." -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -485,7 +485,7 @@ msgstr "" "rendons les deux yeux à 2160x2400. Ce problème est moins important pour la " "plupart des applications AR." -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index c86485d921..3debf7e5ef 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index f7023624e8..e096aa282d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1730,10 +1730,11 @@ msgstr "" "pour viser la position de téléportation." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:772 +#, fuzzy msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 681cfbcefd..dbb64fb96c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1760,9 +1760,10 @@ msgstr "" "est tenu par un contrôleur VR." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" "``SWORD_DAMAGE`` : Une constante pour définir la quantité des dégâts causés " diff --git a/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po index 653918dd4f..1ba9fac727 100644 --- a/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -158,7 +158,7 @@ msgstr ":ref:`doc_vr_starter_tutorial_part_two`" #: ../../docs/about/docs_changelog.rst:71 #: ../../docs/about/docs_changelog.rst:185 msgid "Plugins" -msgstr "Plugins" +msgstr "Estensioni" #: ../../docs/about/docs_changelog.rst:73 msgid ":ref:`doc_android_plugin`" diff --git a/sphinx/po/it/LC_MESSAGES/about/faq.po b/sphinx/po/it/LC_MESSAGES/about/faq.po index 2dd9619499..263acea1db 100644 --- a/sphinx/po/it/LC_MESSAGES/about/faq.po +++ b/sphinx/po/it/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -266,11 +266,12 @@ msgstr "" "potete leggere `GDScript scripting guide <gdscript_basics>`_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Ci sono diverse ragioni per usare GDScript, specialmente quando si sta " "prototipando, in stadi alfa/beta del progetto, o non si sta creando il " @@ -548,13 +549,12 @@ msgstr "" "principali?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " "artificial intelligence functionality." msgstr "" -"Godot intenzionalmente non include funzionalità che possono essere " +"Godot non include intenzionalmente funzionalità che possono essere " "implementate da componenti aggiuntivi a meno che non siano utilizzate molto " "spesso. Un esempio di questo sarebbe una funzionalità avanzata di " "intelligenza artificiale." @@ -934,19 +934,19 @@ msgstr "" "come esempio (se possibile)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "È possibile utilizzare Godot come libreria?" +msgstr "" +"È possibile utilizzare Godot per creare applicazioni che non siano giochi?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Le ridotte dimensioni di Godot possono renderlo un'alternativa adatta a " -"framework come Electron o Qt." +"Sì! Godot dispone di un ampio sistema di UI integrato, e la sua piccola " +"dimensione di distribuzione può renderlo un'alternativa adatta a framework " +"come Electron o Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -954,12 +954,20 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"Quando si crea un'applicazione che non sia un gioco, assicurarsi di " +"abilitare :ref:`modalità basso-processore " +"<class_ProjectSettings_property_application/run/low_processor_mode>` nelle " +"Impostazioni Progetto per diminuire l'uso di CPU e GPU." #: ../../docs/about/faq.rst:370 +#, fuzzy msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Detto questo, non raccomandiamo l'uso di Godot per la creazione di " +"un'applicazione *mobile* poiché la modalità a basso uso processore non è " +"ancora supportata sulle piattaforme mobili." #: ../../docs/about/faq.rst:373 msgid "" @@ -967,6 +975,9 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"Controlla `Material Maker <https://github.com/RodZill4/material-maker>`__ e " +"`Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ per esempi " +"di applicazioni open source fatte con Godot." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -998,10 +1009,12 @@ msgstr "" "Godot. Ciò renderà più difficile trovare le risposte alle tue domande." #: ../../docs/about/faq.rst:393 +#, fuzzy msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Quale toolkit di interfaccia utente usa Godot?" #: ../../docs/about/faq.rst:395 +#, fuzzy msgid "" "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " "like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " @@ -1010,8 +1023,16 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot non usa un toolkit standard :abbr:`GUI (Graphical User Interface)` " +"come GTK, Qt o wxWidgets. Invece, Godot usa il proprio toolkit di " +"interfaccia utente, renderizzato usando OpenGL ES o Vulkan. Questo toolkit è " +"esposto sotto forma di nodi di controllo, che sono usati per visualizzare " +"l'editor (che è scritto in C++). Questi nodi di controllo possono anche " +"essere utilizzati in progetti da qualsiasi linguaggio di scripting " +"supportato da Godot." #: ../../docs/about/faq.rst:402 +#, fuzzy msgid "" "This custom toolkit makes it possible to benefit from hardware acceleration " "and have a consistent appearance across all platforms. On top of that, it " @@ -1019,16 +1040,27 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Questo toolkit personalizzato permette di beneficiare dell'accelerazione " +"hardware e di avere un aspetto coerente su tutte le piattaforme. Oltre a " +"questo, non ha a che fare con le limitazioni della licenza LGPL che vengono " +"con GTK o Qt. Infine, questo significa che Godot sta \"mangiando il suo " +"stesso cibo per cani\" poiché l'editor stesso è uno degli utilizzatori più " +"complessi del sistema UI di Godot." #: ../../docs/about/faq.rst:408 +#, fuzzy msgid "" "This custom UI toolkit :ref:`can't be used as a library " "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"Questo toolkit UI personalizzato :ref:`non può essere usato come libreria " +"<doc_faq_use_godot_as_library>`, ma puoi ancora :ref:`usare Godot per creare " +"applicazioni non di gioco usando l'editor <doc_faq_non_game_applications>`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Perchè Godot non usa STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/it/LC_MESSAGES/about/index.po b/sphinx/po/it/LC_MESSAGES/about/index.po index f2265341a2..6a10f89496 100644 --- a/sphinx/po/it/LC_MESSAGES/about/index.po +++ b/sphinx/po/it/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/about/introduction.po b/sphinx/po/it/LC_MESSAGES/about/introduction.po index 8ea091dbc3..7a34dd15c6 100644 --- a/sphinx/po/it/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/it/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/about/list_of_features.po b/sphinx/po/it/LC_MESSAGES/about/list_of_features.po index effe66d139..e4645fd40a 100644 --- a/sphinx/po/it/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/it/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,10 +97,13 @@ msgid ":ref:`Consoles <doc_consoles>`." msgstr ":ref:`Consoles <doc_consoles>`." #: ../../docs/about/list_of_features.rst:37 +#, fuzzy msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`Server Linux e macOS senza testa " +"<doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -642,10 +645,13 @@ msgid "*GLES3:* Screen-space ambient occlusion." msgstr "*GLES3:* Occlusione ambientale dello spazio dello schermo." #: ../../docs/about/list_of_features.rst:225 +#, fuzzy msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." msgstr "" +"*GLES3:* debanding opzionale per evitare le bande di colore (efficace quando " +"il rendering HDR è abilitato)." #: ../../docs/about/list_of_features.rst:226 msgid "" @@ -703,7 +709,7 @@ msgstr "Antialiasing multi-campione (MSAA)." #: ../../docs/about/list_of_features.rst:245 #, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antialiasing multi-campione (MSAA)." +msgstr "Antialiasing approssimativo veloce (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -768,8 +774,7 @@ msgstr "Ragdolls." #: ../../docs/about/list_of_features.rst:279 #, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "" -"Forme integrate: cuboide, sfera, capsula, cilindro (solo con fisica Bullet)." +msgstr "Forme integrate: cuboide, sfera, capsula, cilindro." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -870,7 +875,8 @@ msgstr "" "asincrone o utilizzare più core del processore." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 @@ -987,10 +993,13 @@ msgstr "" "telecamera in 3D." #: ../../docs/about/list_of_features.rst:354 +#, fuzzy msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Ingresso audio per registrare i microfoni con accesso in tempo reale " +"utilizzando la classe AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1143,9 +1152,12 @@ msgid "Pen/tablet input with pressure support." msgstr "Input penna/tablet con supporto della pressione." #: ../../docs/about/list_of_features.rst:408 +#, fuzzy msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"Il supporto per l'input del gamepad, della tastiera e del mouse è " +"disponibile anche su Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1333,8 +1345,9 @@ msgstr "" "Supporto per annunci pubblicitari che utilizzano moduli di terze parti." #: ../../docs/about/list_of_features.rst:472 +#, fuzzy msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Supporto per l'incorporazione di sottoview su Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" diff --git a/sphinx/po/it/LC_MESSAGES/about/release_policy.po b/sphinx/po/it/LC_MESSAGES/about/release_policy.po index a7cbaf55bf..d78084be0f 100644 --- a/sphinx/po/it/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/it/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -217,28 +217,29 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "| unstable | *Focus attuale dello sviluppo (instabile).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 o Q3 2021" #: ../../docs/about/release_policy.rst:88 +#, fuzzy msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|supported| *Beta.* Riceve nuove funzionalità e correzioni di bug durante lo " +"sviluppo." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Marzo/Aprile 2021" +msgstr "Aprile 2021" #: ../../docs/about/release_policy.rst:91 #, fuzzy @@ -246,8 +247,8 @@ msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." msgstr "" -"|supported| Riceve correzioni a bug, problemi di sicurezza e di supporto di " -"piattaforme, insieme a miglioramenti di usabilità retro compatibili." +"|supported| Riceve correzioni per bug, problemi di sicurezza e di supporto " +"di piattaforme, insieme a miglioramenti di usabilità retro compatibili." #: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" @@ -262,7 +263,9 @@ msgstr "Gennaio 2020" msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Non più supportato (ultimo aggiornamento: 3.0.6)." +msgstr "" +"|eol| Non più supportato in quanto completamente sostituito dalla versione " +"3.3 compatibile (ultimo aggiornamento: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/it/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/it/LC_MESSAGES/about/troubleshooting.po index 00aa511ae7..f77853d770 100644 --- a/sphinx/po/it/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/it/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -122,12 +122,25 @@ msgstr "" "l'editor. È quindi possibile collegare nuovamente le periferiche." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "" "L'editor di Godot appare bloccato dopo aver fatto clic sulla console di " "sistema." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -142,7 +155,7 @@ msgstr "" "all'interno della console di sistema. Godot non può ignorare questo " "comportamento specifico del sistema." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -150,7 +163,7 @@ msgstr "" "Per risolvere questo problema, seleziona la finestra della console di " "sistema e premi Invio per uscire dalla modalità di selezione." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -158,7 +171,7 @@ msgstr "" "Un testo come \"NO DC\" appare nell'angolo in alto a sinistra della finestra " "del gestore dei progetti e dell'editor." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -166,7 +179,7 @@ msgstr "" "Questo è causato dal driver grafico NVIDIA che inietta un overlay per " "visualizzare le informazioni." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -175,7 +188,7 @@ msgstr "" "impostazioni del driver grafico ai valori predefiniti nel pannello di " "controllo NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -184,11 +197,11 @@ msgstr "" "su **X Screen 0 > OpenGL Settings** e deselezionate **Enable Graphics API " "Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "La finestra del progetto appare sfocata, a differenza dell'editor." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -199,7 +212,7 @@ msgstr "" "prestazioni, specialmente sulla sceda grafica integrata, dove il rendering " "di scene 3D in hiDPI è lento." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -210,12 +223,12 @@ msgstr "" "che il tuo progetto sia configurato per supportare :ref:`multiple resolution " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" "La finestra del progetto non appare centrata quando eseguo il progetto." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -228,7 +241,7 @@ msgstr "" "assicurati che il tuo progetto sia configurato per supportare :ref:`multiple " "resolution <doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -236,7 +249,7 @@ msgstr "" "Il progetto funziona quando viene eseguito dall'editor, ma non riesce a " "caricare alcuni file quando viene eseguito da una copia esportata." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -253,7 +266,7 @@ msgstr "" "specificare ``* .json`` nel filtro di esportazione non di risorse. Vedi :ref:" "`doc_exporting_projects_export_mode` per maggiori informazioni." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/it/LC_MESSAGES/community/channels.po b/sphinx/po/it/LC_MESSAGES/community/channels.po index 5c22ecfbf6..93233bd0a1 100644 --- a/sphinx/po/it/LC_MESSAGES/community/channels.po +++ b/sphinx/po/it/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -135,7 +135,7 @@ msgstr "Comunità basate sulla lingua" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/it/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 420745500e..4f1ac743c4 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/it/LC_MESSAGES/community/contributing/bisecting_regressions.po index 3064a61785..4a7ccb98d6 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/it/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 40905d7c28..61d7b69985 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/it/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..bf1b2e7126 --- /dev/null +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: it\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Costruzione del runtime Mono" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"una copia del repository `godot-cpp <https://github.com/GodotNativeTools/" +"godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 3.5+ <https://www.python.org/>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"una copia del repository `godot-cpp <https://github.com/GodotNativeTools/" +"godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +msgid "If you run into errors, you may try the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/it/LC_MESSAGES/community/contributing/code_style_guidelines.po index 506dda447a..89cc326d99 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -166,8 +166,9 @@ msgstr "" #: ../../docs/community/contributing/code_style_guidelines.rst:94 #: ../../docs/community/contributing/code_style_guidelines.rst:288 +#, fuzzy msgid "Pre-commit hook" -msgstr "" +msgstr "Gancio pre-commit" #: ../../docs/community/contributing/code_style_guidelines.rst:96 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/it/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 824877f7b9..a7de758ca0 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/it/LC_MESSAGES/community/contributing/documentation_guidelines.po index 64fd5b4a34..93ee3dcf8a 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/it/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index 71f7d94b83..c173875d5e 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/index.po b/sphinx/po/it/LC_MESSAGES/community/contributing/index.po index a2a8265b80..b1090466cc 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/it/LC_MESSAGES/community/contributing/pr_workflow.po index 60e4cdaf76..efb5e0a8bc 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/it/LC_MESSAGES/community/contributing/testing_pull_requests.po index c06dcd060d..6d09b803d6 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/it/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 15858b5699..dc88f5338b 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -404,7 +404,6 @@ msgid "Result" msgstr "Risultato" #: ../../docs/community/contributing/updating_the_class_reference.rst:240 -#, fuzzy msgid "[Class]" msgstr "[Class]" @@ -422,7 +421,6 @@ msgid "Move the :ref:`class_sprite`." msgstr "Sposta lo :ref:`class_sprite`." #: ../../docs/community/contributing/updating_the_class_reference.rst:242 -#, fuzzy msgid "[method methodname]" msgstr "[method methodname]" @@ -440,7 +438,6 @@ msgid "See :ref:`hide <class_spatial_method_hide>`." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:244 -#, fuzzy msgid "[method Class.methodname]" msgstr "[method Class.methodname]" @@ -453,7 +450,6 @@ msgid "Call [method Spatial.hide]." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:246 -#, fuzzy msgid "[member membername]" msgstr "[member membername]" @@ -471,7 +467,6 @@ msgid "Get :ref:`scale <class_node2d_property_scale>`." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:248 -#, fuzzy msgid "[member Class.membername]" msgstr "[member Class.membername]" @@ -484,7 +479,6 @@ msgid "Get [member Node2D.scale]." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:250 -#, fuzzy msgid "[signal signalname]" msgstr "[signal signalname]" @@ -502,7 +496,6 @@ msgid "Emit :ref:`renamed <class_node_signal_renamed>`." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:252 -#, fuzzy msgid "[signal Class.signalname]" msgstr "[signal Class.signalname]" @@ -555,7 +548,6 @@ msgid "[code] [/code]" msgstr "[code] [/code]" #: ../../docs/community/contributing/updating_the_class_reference.rst:258 -#, fuzzy msgid "Monospace" msgstr "Monospace" diff --git a/sphinx/po/it/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/it/LC_MESSAGES/community/contributing/ways_to_contribute.po index 8ec7ae0e23..6038e706f3 100644 --- a/sphinx/po/it/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/it/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/community/tutorials.po b/sphinx/po/it/LC_MESSAGES/community/tutorials.po index d3a9582b99..dbdc768060 100644 --- a/sphinx/po/it/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/it/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -156,21 +156,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D e 3D, GDScript, VisualScript e C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D e 3D, GDScript e VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." @@ -178,7 +170,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -187,31 +179,31 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." + #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -msgstr "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:37 -msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript e VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." @@ -219,7 +211,7 @@ msgstr "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." @@ -227,7 +219,7 @@ msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D e 3D, GDScript)." -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 #, fuzzy msgid "" "`BornCG <https://www.youtube.com/playlist?" @@ -236,7 +228,7 @@ msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -245,7 +237,7 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, Shader)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -254,7 +246,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -263,35 +255,35 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Tutorial testuali" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`Godot Recipes da KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes da KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Devlogs" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -299,7 +291,7 @@ msgstr "" "`Andrea Catania (Fisica & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -307,11 +299,11 @@ msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Risorse" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -320,7 +312,7 @@ msgstr "" "`awesome-godot: Un elenco di risorse curato da Calinou <https://github.com/" "Calinou/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_android.po index 547cddf11b..5b80ce6199 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_ios.po index a2e61553a5..ab9799ee74 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_osx.po index 1386921c77..92aaead777 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 37a901565a..f65c263f2b 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_web.po index 9b00a6261b..452bfb7757 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -132,7 +132,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:88 #, fuzzy msgid "Building the Editor" -msgstr "Editor di temi integrato." +msgstr "Editor di temi integrato" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_windows.po index 418729d554..f2bfb9fbfe 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_x11.po index 02927c7586..a6342b9c5a 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -225,12 +225,10 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:164 -#, fuzzy msgid "(32 bits)" msgstr "(32 bits)" #: ../../docs/development/compiling/compiling_for_x11.rst:171 -#, fuzzy msgid "(64 bits)" msgstr "(64 bits)" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_mono.po index 2a3737f190..b875564194 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 97167fcfae..26f0898f37 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/it/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 43cdfe3c5d..3c0e7726fd 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -98,7 +98,6 @@ msgid "Configuring the environment" msgstr "" #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:53 -#, fuzzy msgid "darling-dmg" msgstr "darling-dmg" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/it/LC_MESSAGES/development/compiling/getting_source.po index 8ac5bb1614..81d115e684 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/index.po b/sphinx/po/it/LC_MESSAGES/development/compiling/index.po index fba90a7b72..e946d30f24 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/it/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 863f4678ad..02d638a14a 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/it/LC_MESSAGES/development/compiling/optimizing_for_size.po index d135d03c9f..762457cce9 100644 --- a/sphinx/po/it/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/it/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/it/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index abf5f1889a..277996c7b0 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -73,9 +73,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -91,7 +91,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -105,9 +105,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -124,18 +124,18 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/it/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index c668ac8c37..1be7879f11 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 6b10bf1425..64c35ca682 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 2a2c55e631..90f5b79491 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index d061f0b42e..a47b241144 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -197,7 +197,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 46a5016b73..8dd188456d 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 270289f2ec..c6d0e24bdc 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 18fd84800f..1b29c8451b 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 6e2126cc06..8bfae24b87 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index ae05f0f1ee..7803f82298 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 09d53c8809..8265fee30d 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/it/LC_MESSAGES/development/cpp/core_types.po index b7809aad9e..a5f807a04f 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_audiostreams.po index a47b8d6848..7f5092f945 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_godot_servers.po index 62d9963e99..d458db6cfa 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index ac0615a2f4..72d3ea0576 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -81,8 +81,8 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -94,112 +94,107 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -207,7 +202,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -217,11 +212,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -229,7 +224,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -239,7 +234,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -248,27 +243,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -276,29 +271,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -306,13 +301,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -320,13 +315,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -334,23 +329,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -359,22 +354,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -382,7 +377,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -390,64 +385,64 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "Esempio di output::" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Ora possiamo generare la documentazione:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 #, fuzzy msgid "Run command:" msgstr "Esegui il comando:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -455,95 +450,95 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "Aggiunta di icone dell'editor personalizzato" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 #, fuzzy msgid "Summing up" msgstr "Riassumendo" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index c65c6433aa..15b74b3e20 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/index.po b/sphinx/po/it/LC_MESSAGES/development/cpp/index.po index c43ca8334d..4cbbc62ec1 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,43 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Sviluppo del motore" + +#: ../../docs/development/cpp/index.rst:5 +msgid "Setting up a development environment" +msgstr "" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +msgid "Getting started with Godot's source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Debuggare il progetto" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/it/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 188ea1761c..f26039546f 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/it/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 31237d504f..895a47df55 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,8 +29,9 @@ msgid "" msgstr "" #: ../../docs/development/cpp/introduction_to_godot_development.rst:11 +#, fuzzy msgid "Architecture diagram" -msgstr "" +msgstr "Diagramma dell'architettura" #: ../../docs/development/cpp/introduction_to_godot_development.rst:13 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/it/LC_MESSAGES/development/cpp/object_class.po index be4e294bc9..31f5f38433 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -358,7 +358,6 @@ msgid "" msgstr "" #: ../../docs/development/cpp/object_class.rst:293 -#, fuzzy msgid "resourceinteractiveloader (TODO)" msgstr "resourceinteractiveloader (TODO)" @@ -372,8 +371,9 @@ msgstr "" "core/io/resource_loader.h>`__" #: ../../docs/development/cpp/object_class.rst:301 +#, fuzzy msgid "Resource saving" -msgstr "" +msgstr "Risparmio di risorse" #: ../../docs/development/cpp/object_class.rst:303 msgid "Saving a resource can be done with the resource saver API:" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/it/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..e89a858cf8 --- /dev/null +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,341 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: it\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Usando un file" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Proprietà generali" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +#, fuzzy +msgid "Setting up Godot" +msgstr "Impostare" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Introduzione alla fisica" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Il tuo scheletro finale dovrebbe avere questo aspetto:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/it/LC_MESSAGES/development/cpp/variant_class.po index 4c1190f63f..8142f3efe9 100644 --- a/sphinx/po/it/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/it/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/it/LC_MESSAGES/development/editor/creating_icons.po index a2861db8c5..6bc9ddd75e 100644 --- a/sphinx/po/it/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/it/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/it/LC_MESSAGES/development/editor/editor_style_guide.po index 86e25a25af..37b4ced0bf 100644 --- a/sphinx/po/it/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/it/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/editor/index.po b/sphinx/po/it/LC_MESSAGES/development/editor/index.po index d379f765c1..e1f1c9b696 100644 --- a/sphinx/po/it/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/it/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/it/LC_MESSAGES/development/editor/introduction_to_editor_development.po index fa2c8a9cd3..cf25e7621c 100644 --- a/sphinx/po/it/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/it/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,12 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" -"master/core/io/resource_loader.cpp>`_" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: File di inizializzazione dell'editor principale." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: File di inizializzazione dell'editor principale." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -110,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -118,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -126,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -161,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Sviluppo" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/it/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/it/LC_MESSAGES/development/file_formats/gdscript_grammar.po index e9fc2358e3..3d0a59abc4 100644 --- a/sphinx/po/it/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/it/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/it/LC_MESSAGES/development/file_formats/index.po index 1158623421..ee3a564400 100644 --- a/sphinx/po/it/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/it/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/it/LC_MESSAGES/development/file_formats/tscn.po index 6831ae6c19..49c6f8a3f3 100644 --- a/sphinx/po/it/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/it/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -54,17 +54,18 @@ msgid "There are five main sections inside the TSCN file:" msgstr "" #: ../../docs/development/file_formats/tscn.rst:25 +#, fuzzy msgid "File Descriptor" -msgstr "" +msgstr "Descrittore di file" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 #, fuzzy msgid "External resources" msgstr "Risorse esterne" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 #, fuzzy msgid "Internal resources" msgstr "Risorse interne" @@ -79,13 +80,16 @@ msgstr "Connessioni" #: ../../docs/development/file_formats/tscn.rst:31 msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -93,90 +97,90 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 #, fuzzy msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 #, fuzzy msgid "``sub_resource``" msgstr "``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 #, fuzzy msgid "``node``" msgstr "``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 #, fuzzy msgid "``connection``" msgstr "``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy msgid "``instance``" msgstr "``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 #, fuzzy msgid "``instance_placeholder``" msgstr "``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 #, fuzzy msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 #, fuzzy msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -187,18 +191,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -207,81 +211,81 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Scheletro" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 #, fuzzy msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 #, fuzzy msgid "``parent``" msgstr "``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 #, fuzzy msgid "``rest``" msgstr "``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 #, fuzzy msgid "``pose``" msgstr "``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 #, fuzzy msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 #, fuzzy msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -289,15 +293,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -306,18 +310,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Risorse" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -326,37 +330,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -365,7 +369,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -373,203 +377,203 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 #, fuzzy msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 #, fuzzy msgid "``primitive``" msgstr "``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animazione" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 #, fuzzy msgid "``type``" msgstr "``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 #, fuzzy msgid "``keys``" msgstr "``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 #, fuzzy msgid "``loop_wrap``" msgstr "``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 #, fuzzy msgid "``imported``" msgstr "``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 #, fuzzy msgid "``method``" msgstr "``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (costante)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 7520a3c90c..60aa305a93 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 2f46c5aed8..f55cf48d39 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -176,8 +176,8 @@ msgid "Search Help" msgstr "Cerca aiuto" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" @@ -253,7 +253,7 @@ msgstr "``editor/filter_files``" #: ../../docs/getting_started/editor/default_key_mapping.rst:42 msgid "Open Scene" -msgstr "Apri scena" +msgstr "Apri una scena" #: ../../docs/getting_started/editor/default_key_mapping.rst:42 msgid ":kbd:`Ctrl + O`" @@ -269,7 +269,7 @@ msgstr "``editor/open_scene``" #: ../../docs/getting_started/editor/default_key_mapping.rst:44 msgid "Close Scene" -msgstr "Chiudi scena" +msgstr "Chiudi la scena" #: ../../docs/getting_started/editor/default_key_mapping.rst:44 msgid ":kbd:`Ctrl + Shift + W`" @@ -303,7 +303,7 @@ msgstr "``editor/reopen_closed_scene``" #: ../../docs/getting_started/editor/default_key_mapping.rst:48 msgid "Save Scene" -msgstr "Salva scena" +msgstr "Salva la scena" #: ../../docs/getting_started/editor/default_key_mapping.rst:48 msgid ":kbd:`Ctrl + S`" @@ -449,7 +449,7 @@ msgstr "``editor/file_quit``" #: ../../docs/getting_started/editor/default_key_mapping.rst:66 msgid "Quit to Project List" -msgstr "Esci e torna alla lista progetti" +msgstr "Esci e torna alla lista dei progetti" #: ../../docs/getting_started/editor/default_key_mapping.rst:66 msgid ":kbd:`Ctrl + Shift + Q`" @@ -464,6 +464,7 @@ msgid "``editor/quit_to_project_list``" msgstr "``editor/quit_to_project_list``" #: ../../docs/getting_started/editor/default_key_mapping.rst:68 +#, fuzzy msgid "Take Screenshot" msgstr "Acquisisci una schermata" @@ -481,7 +482,7 @@ msgstr "``editor/take_screenshot``" #: ../../docs/getting_started/editor/default_key_mapping.rst:70 msgid "Toggle Fullscreen" -msgstr "Abilita/Disabilita modalità a schermo intero" +msgstr "Commuta la modalità a schermo intero" #: ../../docs/getting_started/editor/default_key_mapping.rst:70 msgid ":kbd:`Shift + F11`" @@ -548,7 +549,7 @@ msgstr "``editor/stop``" #: ../../docs/getting_started/editor/default_key_mapping.rst:78 msgid "Play Scene" -msgstr "Esegui scena" +msgstr "Esegui la scena" #: ../../docs/getting_started/editor/default_key_mapping.rst:78 msgid ":kbd:`F6`" @@ -565,7 +566,7 @@ msgstr "``editor/play_scene``" #: ../../docs/getting_started/editor/default_key_mapping.rst:80 msgid "Play Custom Scene" -msgstr "Avvia scena personalizzata" +msgstr "Avvia una scena personalizzata" #: ../../docs/getting_started/editor/default_key_mapping.rst:80 msgid ":kbd:`Ctrl + Shift + F5`" @@ -583,7 +584,7 @@ msgstr "``editor/play_custom_scene``" #: ../../docs/getting_started/editor/default_key_mapping.rst:82 msgid "Expand Bottom Panel" -msgstr "Espandi Pannello Inferiore" +msgstr "Espandi il pannello inferiore" #: ../../docs/getting_started/editor/default_key_mapping.rst:82 msgid ":kbd:`Shift + F12`" @@ -740,8 +741,9 @@ msgid "``canvas_item_editor/ruler_mode``" msgstr "``canvas_item_editor/ruler_mode``" #: ../../docs/getting_started/editor/default_key_mapping.rst:109 +#, fuzzy msgid "Use Smart Snap" -msgstr "Usa lo Snap intelligente" +msgstr "Usa lo scatto intelligente" #: ../../docs/getting_started/editor/default_key_mapping.rst:109 msgid ":kbd:`Shift + S`" @@ -752,8 +754,9 @@ msgid "``canvas_item_editor/use_smart_snap``" msgstr "``canvas_item_editor/use_smart_snap``" #: ../../docs/getting_started/editor/default_key_mapping.rst:111 +#, fuzzy msgid "Use Grid Snap" -msgstr "Usa Griglia Magnetica" +msgstr "Usa la griglia magnetica" #: ../../docs/getting_started/editor/default_key_mapping.rst:111 msgid ":kbd:`Shift + G`" @@ -932,8 +935,9 @@ msgid "3D / Spatial Editor" msgstr "Editor 3D / Spatial" #: ../../docs/getting_started/editor/default_key_mapping.rst:144 +#, fuzzy msgid "Toggle Freelook" -msgstr "Abilita/Disabilita Vista libera" +msgstr "Commuta la vista libera" #: ../../docs/getting_started/editor/default_key_mapping.rst:144 msgid "``spatial_editor/freelook_toggle``" @@ -1050,16 +1054,18 @@ msgid "``spatial_editor/local_coords``" msgstr "``spatial_editor/local_coords``" #: ../../docs/getting_started/editor/default_key_mapping.rst:172 +#, fuzzy msgid "Use Snap" -msgstr "Usa Snap" +msgstr "Scatta" #: ../../docs/getting_started/editor/default_key_mapping.rst:172 msgid "``spatial_editor/snap``" msgstr "``spatial_editor/snap``" #: ../../docs/getting_started/editor/default_key_mapping.rst:174 +#, fuzzy msgid "Snap Object to Floor" -msgstr "Posa l'oggetto sul suolo" +msgstr "Scatta l'oggetto sul suolo" #: ../../docs/getting_started/editor/default_key_mapping.rst:174 #: ../../docs/getting_started/editor/default_key_mapping.rst:515 @@ -1575,7 +1581,7 @@ msgstr "``script_text_editor/delete_line``" #: ../../docs/getting_started/editor/default_key_mapping.rst:249 msgid "Toggle Comment" -msgstr "Attiva/Disattiva Commento" +msgstr "Commuta i commenti" #: ../../docs/getting_started/editor/default_key_mapping.rst:249 msgid ":kbd:`Ctrl + K`" @@ -1752,7 +1758,7 @@ msgstr "``script_text_editor/auto_indent``" #: ../../docs/getting_started/editor/default_key_mapping.rst:273 msgid "Toggle Bookmark" -msgstr "Abilita/Disabilita i segnalibri" +msgstr "Commuta i segnalibri" #: ../../docs/getting_started/editor/default_key_mapping.rst:273 msgid ":kbd:`Ctrl + Alt + B`" @@ -1817,7 +1823,7 @@ msgstr "``script_text_editor/goto_line``" #: ../../docs/getting_started/editor/default_key_mapping.rst:283 #: ../../docs/getting_started/editor/default_key_mapping.rst:363 msgid "Toggle Breakpoint" -msgstr "Attiva/Disattiva Punto D'Interruzione" +msgstr "Commuta la riga corrente come punto d'interruzione" #: ../../docs/getting_started/editor/default_key_mapping.rst:283 #: ../../docs/getting_started/editor/default_key_mapping.rst:363 @@ -2216,7 +2222,7 @@ msgstr "Debugger" #: ../../docs/getting_started/editor/default_key_mapping.rst:383 msgid "Step Into" -msgstr "Passo dentro all'istruzione" +msgstr "Fai un passo all'interno" #: ../../docs/getting_started/editor/default_key_mapping.rst:383 msgid ":kbd:`F11`" @@ -2228,7 +2234,7 @@ msgstr "``debugger/step_into``" #: ../../docs/getting_started/editor/default_key_mapping.rst:385 msgid "Step Over" -msgstr "Passo successivo" +msgstr "Fai un passo" #: ../../docs/getting_started/editor/default_key_mapping.rst:385 msgid ":kbd:`F10`" @@ -2304,7 +2310,7 @@ msgstr "``file_dialog/toggle_hidden_files``" #: ../../docs/getting_started/editor/default_key_mapping.rst:406 msgid "Toggle Favorite" -msgstr "Commuta preferito" +msgstr "Commuta lo stato di preferito" #: ../../docs/getting_started/editor/default_key_mapping.rst:406 msgid "``file_dialog/toggle_favorite``" @@ -2401,9 +2407,8 @@ msgid "``file_dialog/move_favorite_down``" msgstr "``file_dialog/move_favorite_down``" #: ../../docs/getting_started/editor/default_key_mapping.rst:422 -#, fuzzy msgid "FileSystem Dock" -msgstr "Riquadro del FileSystem" +msgstr "Pannello del file system" #: ../../docs/getting_started/editor/default_key_mapping.rst:427 msgid "Copy Path" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/external_editor.po index 0fdbe66c1b..1f73a0edc1 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -96,8 +96,9 @@ msgid "Editor" msgstr "Editor" #: ../../docs/getting_started/editor/external_editor.rst:36 +#, fuzzy msgid "Exec Flags" -msgstr "" +msgstr "Bandiere di esecuzione" #: ../../docs/getting_started/editor/external_editor.rst:38 msgid "Geany/Kate" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/index.po index 80dac619bb..5d94b75a99 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 189deb7325..2ebc234f42 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/it/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 3434ce3155..8b8f7d1146 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 1d57152644..e54abdf636 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -206,7 +206,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 -#, fuzzy msgid "In Visual Studio Code:" msgstr "In Visual Studio Code:" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index d44e67d1a3..0baed66f5e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -296,7 +296,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212 -#, fuzzy msgid "Basis" msgstr "Base" @@ -353,7 +352,6 @@ msgid "``Rotation``" msgstr "``Rotation``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:243 -#, fuzzy msgid "Plane" msgstr "Piano" @@ -552,9 +550,8 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318 -#, fuzzy msgid "Variant" -msgstr "Variante" +msgstr "Variant" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:320 msgid "``System.Object`` (``object``) is used instead of ``Variant``." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index f711d0e9bd..5aa81d3fc1 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -217,7 +217,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 36bfc01e5c..96b5b52c6e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 439e7908f8..87eb382b14 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 7a83a9e3e3..0c79f2117c 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,7 +150,6 @@ msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 -#, fuzzy msgid "Placeholder" msgstr "Segnaposto" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 230499694a..5530323a14 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 53ac6fa419..0573bbe552 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -337,8 +337,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:466 +#, fuzzy msgid "Duck typing" -msgstr "" +msgstr "Tipizzazione ad anatra (duck typing)" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:468 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 67724426d7..1d1edea3ed 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -616,9 +616,8 @@ msgid "``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=``" msgstr "``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:264 -#, fuzzy msgid "Comparisons" -msgstr "Confronti" +msgstr "Comparazioni" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:266 msgid "``in``" @@ -735,7 +734,6 @@ msgid "``\"Hello\"``, ``\"Hi\"``" msgstr "``\"Ciao\"``, ``\"Salve\"``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 -#, fuzzy msgid "Strings" msgstr "Stringhe" @@ -776,10 +774,13 @@ msgid "Comments" msgstr "Commenti" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:315 +#, fuzzy msgid "" "Anything from a ``#`` to the end of the line is ignored and is considered a " "comment." msgstr "" +"Qualsiasi cosa da un ``#`` alla fine della linea è ignorata ed è considerata " +"un commento." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:325 #, fuzzy @@ -801,8 +802,10 @@ msgid "Basic built-in types" msgstr "Tipi base incorporati (built-in)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:336 +#, fuzzy msgid "A variable in GDScript can be assigned to several built-in types." msgstr "" +"Una variabile in GDScript può essere assegnata a diversi tipi built-in." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 msgid "null" @@ -970,8 +973,9 @@ msgid "GDScript also supports :ref:`doc_gdscript_printf`." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:399 +#, fuzzy msgid "Vector built-in types" -msgstr "" +msgstr "Tipi vettoriali incorporati" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:402 msgid ":ref:`Vector2 <class_Vector2>`" @@ -1018,10 +1022,13 @@ msgid ":ref:`Plane <class_Plane>`" msgstr ":ref:`Plane <class_Plane>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:427 +#, fuzzy msgid "" "3D Plane type in normalized form that contains a ``normal`` vector field and " "a ``d`` scalar distance." msgstr "" +"Tipo di piano 3D in forma normalizzata che contiene un campo vettoriale " +"``normale`` e una distanza scalare ``d``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 msgid ":ref:`Quat <class_Quat>`" @@ -1064,13 +1071,16 @@ msgid ":ref:`Transform <class_Transform>`" msgstr ":ref:`Transform <class_Transform>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:453 +#, fuzzy msgid "" "3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." msgstr "" +"3D Transform contiene un campo Basis ``basis`` e un campo Vector3 ``origin``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:457 +#, fuzzy msgid "Engine built-in types" -msgstr "" +msgstr "Tipi integrati del motore" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:460 msgid ":ref:`Color <class_Color>`" @@ -1089,30 +1099,38 @@ msgid ":ref:`NodePath <class_NodePath>`" msgstr ":ref:`NodePath <class_NodePath>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:468 +#, fuzzy msgid "" "Compiled path to a node used mainly in the scene system. It can be easily " "assigned to, and from, a String." msgstr "" +"Percorso compilato di un nodo usato principalmente nel sistema delle scene. " +"Può essere facilmente assegnato a, e da, una stringa." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:472 msgid ":ref:`RID <class_RID>`" msgstr ":ref:`RID <class_RID>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:474 +#, fuzzy msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." msgstr "" +"ID risorsa (RID). I server usano RID generici per fare riferimento a dati " +"opachi." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:477 msgid ":ref:`Object <class_Object>`" msgstr ":ref:`Object <class_Object>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:479 +#, fuzzy msgid "Base class for anything that is not a built-in type." -msgstr "" +msgstr "Classe base per tutto ciò che non è un tipo incorporato." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:482 +#, fuzzy msgid "Container built-in types" -msgstr "" +msgstr "Tipi di contenitori incorporati" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485 msgid ":ref:`Array <class_Array>`" @@ -1136,40 +1154,55 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:508 +#, fuzzy msgid "" ":ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from " "0 to 255)." msgstr "" +":ref:`PoolByteArray <class_PoolByteArray>`: Un array di byte (interi da 0 a " +"255)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:509 +#, fuzzy msgid ":ref:`PoolIntArray <class_PoolIntArray>`: An array of integers." -msgstr "" +msgstr ":ref:`PoolIntArray <class_PoolIntArray>`: Un array di interi." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 +#, fuzzy msgid ":ref:`PoolRealArray <class_PoolRealArray>`: An array of floats." -msgstr "" +msgstr ":ref:`PoolRealArray <class_PoolRealArray>`: Un array di float." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:511 +#, fuzzy msgid ":ref:`PoolStringArray <class_PoolStringArray>`: An array of strings." -msgstr "" +msgstr ":ref:`PoolStringArray <class_PoolStringArray>`: Un array di stringhe." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:512 +#, fuzzy msgid "" ":ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 " "<class_Vector2>` objects." msgstr "" +":ref:`PoolVector2Array <class_PoolVector2Array>`: Un array di oggetti :ref:" +"`Vector2 <class_Vector2>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:513 +#, fuzzy msgid "" ":ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 " "<class_Vector3>` objects." msgstr "" +":ref:`PoolVector3Array <class_PoolVector3Array>`: Un array di oggetti :ref:" +"`Vector3 <class_Vector3>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:514 +#, fuzzy msgid "" ":ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color " "<class_Color>` objects." msgstr "" +":ref:`PoolColorArray <class_PoolColorArray>`: Un array di oggetti :ref:" +"`Color <class_Color>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:517 msgid ":ref:`Dictionary <class_Dictionary>`" @@ -1189,10 +1222,13 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:546 +#, fuzzy msgid "" "To add a key to an existing dictionary, access it like an existing key and " "assign to it::" msgstr "" +"Per aggiungere una chiave a un dizionario esistente, accedervi come una " +"chiave esistente e assegnarle::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:562 msgid "" @@ -1204,7 +1240,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 -#, fuzzy msgid "Data" msgstr "Dati" @@ -1213,11 +1248,15 @@ msgid "Variables" msgstr "Variabili" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:574 +#, fuzzy msgid "" "Variables can exist as class members or local to functions. They are created " "with the ``var`` keyword and may, optionally, be assigned a value upon " "initialization." msgstr "" +"Le variabili possono esistere come membri di classe o locali alle funzioni. " +"Sono create con la parola chiave ``var`` e possono, opzionalmente, essere " +"assegnate ad un valore al momento dell'inizializzazione." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 msgid "" @@ -1344,7 +1383,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 -#, fuzzy msgid "Enums" msgstr "Enumerazioni" @@ -1481,16 +1519,25 @@ msgid "if/else/elif" msgstr "if/else/elif" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:809 +#, fuzzy msgid "" "Simple conditions are created by using the ``if``/``else``/``elif`` syntax. " "Parenthesis around conditions are allowed, but not required. Given the " "nature of the tab-based indentation, ``elif`` can be used instead of " "``else``/``if`` to maintain a level of indentation." msgstr "" +"Le condizioni semplici sono create usando la sintassi ``if``/`else``/" +"`elif``. Le parentesi intorno alle condizioni sono permesse, ma non " +"richieste. Data la natura dell'indentazione basata sulla tabulazione, " +"``elif`` può essere usato al posto di ``else``/`if`` per mantenere un " +"livello di indentazione." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:823 +#, fuzzy msgid "Short statements can be written on the same line as the condition::" msgstr "" +"Le dichiarazioni brevi possono essere scritte sulla stessa linea della " +"condizione::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:830 msgid "" @@ -1499,10 +1546,13 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 +#, fuzzy msgid "" "Simple loops are created by using ``while`` syntax. Loops can be broken " "using ``break`` or continued using ``continue``:" msgstr "" +"I cicli semplici sono creati usando la sintassi ``while``. I cicli possono " +"essere interrotti usando ``break`` o continuati usando ``continue``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 msgid "" @@ -1542,8 +1592,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904 +#, fuzzy msgid "Change ``default`` to a single underscore." -msgstr "" +msgstr "Cambia ``default`` con un singolo trattino basso." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 #, fuzzy @@ -1559,8 +1610,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 +#, fuzzy msgid "There are 6 pattern types:" -msgstr "" +msgstr "Ci sono 6 tipi di modelli:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 msgid "Constant pattern" @@ -1583,8 +1635,10 @@ msgid "Wildcard pattern" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940 +#, fuzzy msgid "This pattern matches everything. It's written as a single underscore." msgstr "" +"Questo schema corrisponde a tutto. È scritto come un singolo trattino basso." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "" @@ -1634,10 +1688,13 @@ msgid "Dictionary pattern" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988 +#, fuzzy msgid "" "Works in the same way as the array pattern. Every key has to be a constant " "pattern." msgstr "" +"Funziona allo stesso modo del modello di array. Ogni chiave deve essere un " +"pattern costante." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 msgid "" @@ -1652,8 +1709,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994 +#, fuzzy msgid "Every subpattern has to be comma separated." -msgstr "" +msgstr "Ogni subpattern deve essere separato da una virgola." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:996 msgid "" @@ -1834,7 +1892,7 @@ msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 @@ -1862,7 +1920,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 -#, fuzzy msgid "Exports" msgstr "Esportazioni" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 1eeee82967..2dfde6601b 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 1ecf88cac9..5b9d591ffd 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -282,20 +282,26 @@ msgid "Integer" msgstr "Numero intero" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136 +#, fuzzy msgid "" "Set **padding**. Padded with spaces or with zeroes if integer starts with " "``0`` in an integer placeholder. When used after ``.``, see ``.``." msgstr "" +"Imposta **padding**. Imbottito con spazi o con zeri se l'intero inizia con " +"``0`` in un segnaposto intero. Se usato dopo ``.``, vedi ``.``." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140 msgid "``.``" msgstr "``.``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140 +#, fuzzy msgid "" "Before ``f``, set **precision** to 0 decimal places. Can be followed up with " "numbers to change. Padded with zeroes." msgstr "" +"Prima di ``f```, imposta **precisione** a 0 cifre decimali. Può essere " +"seguito da numeri per cambiare. Imbottito con zeri." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143 msgid "``-``" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index f6f7f0721c..a42d4565f6 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -132,10 +132,13 @@ msgid "**Bad**:" msgstr "**Male**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:126 +#, fuzzy msgid "" "Use 2 indent levels to distinguish continuation lines from regular code " "blocks." msgstr "" +"Usate 2 livelli di rientro per distinguere le linee di continuazione dai " +"normali blocchi di codice." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:145 msgid "" @@ -169,8 +172,11 @@ msgid "Surround functions and class definitions with two blank lines:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:255 +#, fuzzy msgid "Use one blank line inside functions to separate logical sections." msgstr "" +"Usate una riga vuota all'interno delle funzioni per separare le sezioni " +"logiche." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258 msgid "Line length" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/index.po index a6e56030b2..74a86b78f8 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index dae563cc8f..57b08c7117 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -325,10 +325,10 @@ msgstr "Tipizzazione statica o dinamica: attieniti ad un unico stile" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 #, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "GDScript tipizzato staticamente e GDScript tipizzato dinamicamente possono " "coesistere nello stesso progetto. Tuttavia raccomando di attenersi ad un " diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 98791dc602..01fe38d970 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/index.po index 2c36b32d33..dbfbe13df8 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 6358b6b767..44f48a04c2 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index e5865a3dad..cf0d3d7865 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 9c498ef4db..badfdb6efb 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index f1b8b3cca8..37a69e0003 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,7 +64,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:31 -#, fuzzy msgid "Ports" msgstr "Porte" @@ -344,7 +343,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:228 -#, fuzzy msgid "Data" msgstr "Dati" @@ -374,7 +372,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:249 -#, fuzzy msgid "Engine Singleton" msgstr "Engine Singleton" @@ -411,7 +408,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:274 -#, fuzzy msgid "Scene Node" msgstr "Scene Node" @@ -435,7 +431,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 -#, fuzzy msgid "SceneTree" msgstr "Albero della scena" @@ -476,7 +471,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:313 -#, fuzzy msgid "Comment" msgstr "Commento" @@ -499,7 +493,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:331 -#, fuzzy msgid "Condition" msgstr "Condizione" @@ -512,7 +505,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339 -#, fuzzy msgid "Iterator" msgstr "Iteratore" @@ -545,7 +537,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:358 -#, fuzzy msgid "Sequence" msgstr "Sequenza" @@ -573,7 +564,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:378 -#, fuzzy msgid "Switch" msgstr "Switch" @@ -604,7 +594,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:398 -#, fuzzy msgid "Built-In" msgstr "Incorporato" @@ -629,7 +618,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:411 -#, fuzzy msgid "Call" msgstr "Chiamata" @@ -640,7 +628,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:417 -#, fuzzy msgid "Constructors" msgstr "Costruttori" @@ -652,7 +639,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:425 -#, fuzzy msgid "Destructor" msgstr "Distruttore" @@ -674,7 +660,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:439 -#, fuzzy msgid "Get/Set" msgstr "Ottieni/Imposta" @@ -685,7 +670,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:445 -#, fuzzy msgid "Wait" msgstr "Aspettare" @@ -708,7 +692,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:458 -#, fuzzy msgid "Yield Signal" msgstr "Yield Signal" @@ -717,7 +700,6 @@ msgid "Same as Yield, but will wait until a given signal is emitted." msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:464 -#, fuzzy msgid "Index" msgstr "Indice" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index d28c35ab41..f03f50d10f 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/animations.po index 90a37e6d8e..685345fd0e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/exporting.po index e5366f9d93..debbb35b59 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -107,10 +107,10 @@ msgid "" "**Window**. In the **Stretch** options, set **Mode** to ``2d`` and " "**Aspect** to ``keep``." msgstr "" -"Vogliamo anche assicurarci che il gioco sia in scala costante su schermi di " -"dimensioni diverse, quindi nelle impostazioni del progetto andate su " -"**Visualizza**, poi cliccate su **Finestra**. Nelle opzioni **Stretch**, " -"impostare **Mode** su ``2d`` e **Aspect** su ``keep``." +"Vogliamo anche assicurarci che il gioco venga scalato coerentemente su " +"schermi di dimensioni diverse, quindi nelle impostazioni del progetto andate " +"su **Display**, poi cliccate su **Window**. Nelle opzioni **Stretch**, " +"impostate **Mode** su ``2d`` e **Aspect** su ``keep``." #: ../../docs/getting_started/step_by_step/exporting.rst:45 msgid "" @@ -219,7 +219,7 @@ msgid "" "Create a new export preset by clicking **Add...** and selecting a platform. " "You can make as many presets as you like with different settings." msgstr "" -"Crea un nuovo pofilo di esportazione cliccando su \"Aggiungi.....\" e " +"Crea un nuovo profilo di esportazione cliccando su **Aggiungi.....** e " "selezionando una piattaforma. È possibile creare quanti profili tu voglia, " "con impostazioni diverse." @@ -276,11 +276,11 @@ msgid "" "you want to make. Then click **Export Project** and choose a name and " "destination folder. Choose a location *outside* of your project folder." msgstr "" -"L'esportazione su PC è la stessa per tuttu e tre i sistemi operativi " -"supportati. Apri la finestra di esportazione e clicca su \"Add.....\" per " -"creare i preset che desideri. Quindi fai clic su \"Esporta progetto\" e " +"L'esportazione su PC è la stessa per tutti e tre i sistemi operativi " +"supportati. Apri la finestra di esportazione e clicca su \"Aggiungi.....\" " +"per creare i preset che desideri. Quindi fai clic su \"Esporta progetto\" e " "scegli un nome e una cartella di destinazione. Scegli una posizione al di " -"fuori dalla cartella del progetto." +"*fuori* dalla cartella del progetto." #: ../../docs/getting_started/step_by_step/exporting.rst:310 #, fuzzy @@ -296,10 +296,10 @@ msgid "" "either case, the compressed file contains a macOS ``.app`` that you can " "double-click and run." msgstr "" -"Quando esporti per macOS, tramite un computer macOS, otterrai un file '." -"dmg', mentre se usi Linux o Windows otterrai un file '.zip'. In entrambi i " -"casi, il file compresso contiene un `.app` per macOS che è possibile " -"eseguire con un doppio click." +"Quando si esporta per macOS, se si esporta da un computer macOS, ci si " +"ritrova con un file ``.dmg``, mentre usando Linux o Windows si produce un ``." +"zip``. In entrambi i casi, il file compresso contiene un ``.app`` per macOS " +"che puoi fare doppio clic ed eseguire." #: ../../docs/getting_started/step_by_step/exporting.rst:321 #, fuzzy @@ -346,8 +346,8 @@ msgid "" "Open JDK (**version 8 is required**, more recent versions won't work): " "https://adoptopenjdk.net/index.html" msgstr "" -"Aprire JDK (è richiesta la versione 8, le versioni più recenti non " -"funzionano): https://adoptopenjdk.net/index.html" +"Aprire JDK (**è richiesta la versione 8**, le versioni più recenti non " +"funzioneranno): https://adoptopenjdk.net/index.html" #: ../../docs/getting_started/step_by_step/exporting.rst:341 #, fuzzy @@ -389,9 +389,12 @@ msgid "" "your game is in landscape mode (i.e. the window width in pixels is greater " "than the window height), leave this on **Landscape**." msgstr "" -"Ora sei pronto per l'esportazione. Clicca su *Project -> Export* e aggiungi " -"un preset per Android (vedi sopra). Seleziona i preset per Android e sotto " -"*Opzioni* vai su *Schermo* e imposta *Orientamento* su \"Ritratto\"." +"Ora sei pronto per esportare. Clicca su **Progetto -> Esporta** e aggiungi " +"un preset per Android (vedi sopra). Seleziona il preset Android appena " +"aggiunto. Sotto **Opzioni**, vai su **Schermo** e imposta **Orientamento** " +"su **Portrait**. Se il tuo gioco è in modalità paesaggio (cioè la larghezza " +"della finestra in pixel è maggiore dell'altezza della finestra), lascia " +"questo su **Landscape**." #: ../../docs/getting_started/step_by_step/exporting.rst:364 #, fuzzy @@ -451,10 +454,10 @@ msgid "" "can find by logging in to your Apple developer account and looking in the " "**Membership** section." msgstr "" -"Prima dell'esportazione, è necessario completare alcune impostazioni per la " -"corretta esportazione del progetto. In primo luogo, ''l'Id team dell'App " -"Store\", che puoi trovare accedendo al tuo account sviluppatore Apple e " -"cercando nella sezione \"Appartenenza\"." +"Prima di esportare, ci sono alcune impostazioni che *devono* essere " +"completate affinché il progetto venga esportato con successo. In primo " +"luogo, l'**App Store Team Id**, che potete trovare accedendo al vostro " +"account sviluppatore Apple e cercando nella sezione **Membership**." #: ../../docs/getting_started/step_by_step/exporting.rst:393 msgid "You must also provide icons and splash screen images as shown below:" @@ -465,8 +468,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:397 #, fuzzy msgid "Click **Export Project** and select a destination folder." -msgstr "" -"Fare clic su \"Esporta progetto\" e selezionare una cartella di destinazione." +msgstr "Clicca su **Export Project** e seleziona una cartella di destinazione." #: ../../docs/getting_started/step_by_step/exporting.rst:399 msgid "" @@ -483,10 +485,10 @@ msgid "" "Xcode build procedure is beyond the scope of this tutorial. See https://help." "apple.com/xcode/mac/current/#/devc8c2a6be1 for more information." msgstr "" -"Ora è possibile aprire il progetto in Xcode e costruire il progetto per iOS. " -"La procedura di compilazione di Xcode va oltre lo scopo di questo tutorial. " -"Visionare https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 per " -"ulteriori informazioni." +"Ora potete aprire il progetto in Xcode e costruire il progetto per iOS. La " +"procedura di compilazione di Xcode va oltre lo scopo di questo tutorial. " +"Vedere https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 per maggiori " +"informazioni." #: ../../docs/getting_started/step_by_step/exporting.rst:410 msgid "HTML5 (web)" @@ -498,8 +500,8 @@ msgid "" "Click **Export Project** on the HTML5 preset. We don't need to change any of " "the default settings." msgstr "" -"Fare clic su \"Esporta progetto\" sul preset HTML5. Non è necessario " -"modificare le impostazioni predefinite." +"Fare clic su **Export Project** sul preset HTML5. Non abbiamo bisogno di " +"cambiare nessuna delle impostazioni predefinite." #: ../../docs/getting_started/step_by_step/exporting.rst:415 msgid "" @@ -516,8 +518,8 @@ msgid "" "server. If you don't have one set up on your computer, you can search online " "to find suggestions for your specific OS." msgstr "" -"La visualizzazione del file `.html` nel tuo browser ti permette di giocare. " -"Tuttavia, non è possibile aprire il file direttamente, deve essere servito " +"Visualizzando il file ``.html`` nel tuo browser puoi giocare al gioco. " +"Tuttavia, non puoi aprire il file direttamente. Invece, deve essere servito " "da un server web. Se non ne hai uno impostato sul tuo computer, puoi cercare " "online per trovare suggerimenti per il tuo specifico sistema operativo." @@ -528,8 +530,9 @@ msgid "" "have to wait a few moments while the game loads before you see the start " "screen." msgstr "" -"Usa il tuo browser per aprire l'indirizzo URL del file html. Il caricamento " -"potrebbe impiegare qualche secondo prima di mostrare la schermata d'avvio." +"Punta il tuo browser all'URL dove hai messo il file HTML. Potresti dover " +"aspettare qualche istante mentre il gioco viene caricato prima di vedere la " +"schermata iniziale." #: ../../docs/getting_started/step_by_step/exporting.rst:430 #, fuzzy diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 30484e1cc8..55cb838c4b 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,8 +18,9 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/filesystem.rst:4 +#, fuzzy msgid "File system" -msgstr "" +msgstr "File system" #: ../../docs/getting_started/step_by_step/filesystem.rst:7 msgid "Introduction" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 66fa5214fb..cce6c3d404 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po index 36b7a826a0..5dd6d6cbb1 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po index 09775da2ec..7fdacfec65 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index b86915c6b1..fe6cf5a9fc 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index d1c0536d77..cfa98e315f 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -238,8 +238,8 @@ msgid "" "`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it." msgstr "" "Userai lo **Spazio di Lavoro 2D** per tutti i tipi di giochi. Oltre ai " -"giochi 2D, è qui che potrai creare le tue interfacce. Premi :kbd:`F1` (o :" -"kbd:`Alt + 1` su macOS) per accedervi." +"giochi 2D, è qui che potrai creare le tue interfacce. Premi :kbd:`Ctrl + F1` " +"(o :kbd:`Alt + 1` su macOS) per accedervi." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 #, fuzzy @@ -249,8 +249,8 @@ msgid "" "it." msgstr "" "Nello **Spazio di lavoro 3D** puoi utilizzare modelli, luci e progettare " -"livelli per giochi 3D. Premi :kbd:`F2` (oppure :kbd:`Alt + 2` su macOS) per " -"accedervi." +"livelli per giochi 3D. Premi :kbd:`Ctrl + F2` (oppure :kbd:`Alt + 2` su " +"macOS) per accedervi." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" @@ -272,13 +272,13 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "Lo spazio di lavoro **Script** è un editor di codice completo, con un " -"debugger, auto-completamento e documentazione integrata. Premi :kbd:`F3` (o :" -"kbd:`Alt + 3` su macOS) per accedervi, e :kbd:`F4` per cercare nella " -"documentazione." +"debugger, ricco auto-completamento e documentazione integrata. Premi :kbd:" +"`Ctrl + F3` (o :kbd:`Alt + 3` su macOS) per accedervi, e :kbd:`Shift + F1` " +"per cercare nella documentazione." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/resources.po index d0ba0b6e28..2c4f23c482 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 5866a342b3..8bd4e12378 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 -#, fuzzy msgid "SceneTree" msgstr "Albero della scena" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 80bd03dbf8..d26a17cb8e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting.po index 1ed9d61ef7..39d99b4146 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 03b6186e56..becbc9f171 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -362,11 +362,14 @@ msgstr "" "direttamente il file." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Puoi nominare uno script e registrarlo come un tipo nell'editor con la " "parola chiave ``class_name`` seguita dal nome della classe. Puoi aggiungere " @@ -374,11 +377,11 @@ msgstr "" "Potrai ora trovare il tuo nuovo tipo nella finestra di creazione di nodi o " "risorse." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "In Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -386,6 +389,6 @@ msgstr "" "Solo GDScript e NativeScript, cioè, C++ e altri linguaggi ramificati da " "GDNative, possono registrare gli script." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Solo GDScript crea variabili globali per ogni script nominato." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po index 477fdfa2b6..86dbe14555 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 7b882f5f30..126c20372e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:4 -#, fuzzy msgid "Singletons (AutoLoad)" msgstr "Singletons (AutoLoad)" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 5c0e67a6bb..bb40cee600 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index b14b23e00e..9e7cea7e83 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 14f89ad421..b768cb7876 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -472,6 +472,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:207 +#, fuzzy msgid "" "You will enter the ``Dynamic Font`` resource. Unfold the ``Font`` category " "and click the field next to ``Font Data``. Click the ``Load`` button. In the " @@ -480,8 +481,16 @@ msgid "" "viewport. Unfold the settings category to change the font size. Set the " "``Size`` property to a higher value, like ``24`` or ``28``." msgstr "" +"Entrerai nella risorsa ``Dynamic Font``. Apri la categoria ``Font``` e " +"clicca sul campo accanto a ``Font Data``. Clicca sul pulsante ``Carica``. " +"Nel browser dei file, naviga fino alla cartella assets/font e fai doppio " +"clic su ``Comfortaa-Bold.ttf`` per aprirlo. Dovresti vedere l'aggiornamento " +"del font nella finestra. Apri la categoria delle impostazioni per cambiare " +"la dimensione del carattere. Imposta la proprietà ``Size`` ad un valore più " +"alto, come ``24`` o ``28``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:215 +#, fuzzy msgid "" "We now need the text's baseline, the number's lower edge, to align with the " "HP texture on the left. To do so, still in the ``DynamicFont`` resource, you " @@ -492,10 +501,20 @@ msgid "" "``Custom Font`` category again and tweak the ``Bottom`` property until the " "text aligns with the ``Title`` node. I used a value of ``2`` pixels." msgstr "" +"Ora abbiamo bisogno che la linea di base del testo, il bordo inferiore del " +"numero, si allinei con la texture HP sulla sinistra. Per farlo, sempre nella " +"risorsa ``DynamicFont``, puoi modificare la proprietà ``Bottom`` sotto la " +"categoria ``Extra Spacing``. Aggiunge un po' di imbottitura in basso al " +"testo. Clicca sul nodo ``Number`` nella scheda Scene per tornare alle " +"proprietà del nodo e cambia il ``Valign`` in ``Bottom``. Per regolare la " +"linea di base del testo, clicca nuovamente sul campo del font sotto la " +"categoria ``Custom Font`` e regola la proprietà ``Bottom`` fino a quando il " +"testo si allinea con il nodo ``Title``. Ho usato un valore di ``2`` pixel." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:227 +#, fuzzy msgid "With a Bottom value of 2 pixels, the Number aligns with the Title" -msgstr "" +msgstr "Con un valore Bottom di 2 pixel, il Numero si allinea con il Titolo" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:229 msgid "" @@ -519,6 +538,7 @@ msgstr "" "tutto ciò di cui abbiamo bisogno." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:238 +#, fuzzy msgid "" "Select the Bar node and add a ``TextureProgress`` inside of it. Name it " "``Gauge``. In the inspector unfold the ``Textures`` section. Head to the " @@ -527,6 +547,12 @@ msgid "" "onto the ``Progress`` slot. Under the ``Range`` class in the inspector, " "change the ``Value`` property to ``50`` to see the gauge fill up." msgstr "" +"Selezionate il nodo Bar e aggiungete una ``TextureProgress`` al suo interno. " +"Chiamatelo ``Gauge``. Nell'ispettore dispiega la sezione ``Texture``. Vai al " +"dock FileSystem e trascina la texture ``lifebar_bg.png`` sullo slot " +"``Under``. Fai lo stesso con l'immagine ``lifebar_fill.png`` e trascinala " +"sullo slot ``Progress``. Sotto la classe ``Range`` nell'ispettore, cambia la " +"proprietà ``Value`` a ``50`` per vedere l'indicatore riempirsi." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:246 msgid "With only five ``Control`` nodes, our first bar is ready to use." @@ -554,14 +580,21 @@ msgstr "" "barra. Quindi lo duplicheremo e lo useremo come modello." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:259 +#, fuzzy msgid "" "Under the ``Bar`` node, select ``Count`` and press :kbd:`Ctrl + D` to " "duplicate it. Drag and drop the new node under the ``Counters`` " "``HBoxContainer`` at the bottom of the scene tree. You should see it resize " "automatically. Don't worry about this for now, we'll fix the size soon." msgstr "" +"Sotto il nodo ``Bar``, seleziona ``Count`` e premi :kbd:`Ctrl + D` per " +"duplicarlo. Trascina il nuovo nodo sotto la ``Counters`` ``HBoxContainer`` " +"in fondo all'albero della scena. Dovresti vedere che si ridimensiona " +"automaticamente. Non preoccuparti di questo per ora, sistemeremo le " +"dimensioni presto." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:264 +#, fuzzy msgid "" "Rename the ``Count2`` node to ``Counter``. Unlike the bars, we want the " "number to be on the left, and an icon to sit on the right. The setup is the " @@ -570,12 +603,19 @@ msgid "" "display the icon. In the scene tree, select the ``Title`` node, and rename " "it to ``Icon``." msgstr "" +"Rinomina il nodo ``Count2`` in ``Counter``. A differenza delle barre, " +"vogliamo che il numero sia a sinistra e un'icona a destra. La configurazione " +"è la stessa: abbiamo bisogno di uno sfondo (un ``NinePatchRect``), il titolo " +"e i nodi numero. Il nodo ``Title`` è un ``TextureRect``, quindi è quello che " +"ci serve per visualizzare l'icona. Nell'albero della scena, seleziona il " +"nodo ``Title`` e rinominalo in ``Icon``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:273 msgid "Here's how your node tree should look so far" msgstr "Ecco come dovrebbe apparire il tuo albero dei nodi" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:275 +#, fuzzy msgid "" "With the ``Icon`` node selected, in the inspector, scroll to the top to see " "the ``Texture`` slot. Head to the FileSystem dock on the left and select the " @@ -584,12 +624,21 @@ msgid "" "in the toolbar at the top of the viewport and select ``Full Rect``. Both " "nodes will update to fit the size of the ``Background``." msgstr "" +"Con il nodo ``Icon`` selezionato, nell'ispettore, scorri in alto per vedere " +"lo slot ``Texture``. Vai al dock FileSystem sulla sinistra e seleziona la " +"``bombs_icon.png``. Trascinala e rilasciala nello slot ``Texture``. Nella " +"scheda Scene seleziona entrambi i nodi ``Icon`` e ``Number``. Clicca sul " +"menu Layout nella barra degli strumenti nella parte superiore della finestra " +"e seleziona ``Full Rect``. Entrambi i nodi si aggiorneranno per adattarsi " +"alla dimensione dello ``Sfondo``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:285 +#, fuzzy msgid "The nodes anchor to the entire Background, but their position is off" -msgstr "" +msgstr "I nodi si ancorano all'intero Sfondo, ma la loro posizione è spenta" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:287 +#, fuzzy msgid "" "Let's change the ``Number``'s align properties to move it to the left and " "center of the ``Background``. Select the ``Number`` node, change its " @@ -597,10 +646,16 @@ msgid "" "resize its left edge a bit to add some padding between the left edge of the " "``Background`` and the text." msgstr "" +"Cambiamo le proprietà di allineamento del ``Number`` per spostarlo a " +"sinistra e al centro dello ``Sfondo``. Seleziona il nodo ``Number``, cambia " +"la sua proprietà ``Align`` a sinistra e la proprietà ``Valign`` al centro. " +"Poi ridimensiona un po' il suo bordo sinistro per aggiungere del padding tra " +"il bordo sinistro dello ``Sfondo`` e il testo." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:295 +#, fuzzy msgid "The Number node aligned to the left and center" -msgstr "" +msgstr "Il nodo Number allineato a sinistra e al centro" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:297 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 0a7fe85c2f..002e855f20 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 908620dfe3..1e3c7e2730 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -451,6 +451,7 @@ msgstr "" "dell'interfaccia utente" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -460,7 +461,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Il nostro menu principale ha dei margini attorno gli angoli dello schermo. " "Esso è diviso in due parti: a sinistra hai il logo e le opzioni del menu, " diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index f683c864bf..57acfb3efa 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index aff409cc09..1c98f02fb6 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 5f444353f3..3ea029f0f6 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 264fc6d29c..37e1fecd3c 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 38da1f6665..0a64459e58 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 2c71c86356..fe9872349c 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 2513795057..a8dc6dcf17 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index e2305d9ad1..333d1a1ace 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 26cab35469..d76ba902d3 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -44,7 +44,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "In Godot 3.0, viene usato un approccio moderno per importare: Semplicemente " "metti i tuoi asset (immagini, scene, file audio, font, eccetera) " @@ -143,8 +143,9 @@ msgid "Files generated" msgstr "File generati" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Importando, verrà aggiunto un file aggiuntivo con nome \"<asset>.import\", " @@ -152,8 +153,10 @@ msgstr "" "file nel tuo sistema di controllo versione (VCS)!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Inoltre, altri asset verranno creati nella cartella nascosta res://.import:" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 37de8339d8..afaca550f1 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -142,7 +142,6 @@ msgid "As you can see above, sound effects become huge with reverb added." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:62 -#, fuzzy msgid "Trimming" msgstr "Rifinitura" @@ -159,7 +158,6 @@ msgid "Importing as WAV with the **Trimming** option enabled solves this." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:73 -#, fuzzy msgid "Looping" msgstr "Looping" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 1c0ad31699..c660b45073 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -306,7 +306,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:112 -#, fuzzy msgid "Normal Map" msgstr "Normal Map" @@ -344,7 +343,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:133 -#, fuzzy msgid "Flags" msgstr "Bandiere" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index fb8b9bc804..e120b0a959 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -343,7 +343,6 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 -#, fuzzy msgid "Storage" msgstr "Archiviazione" @@ -415,7 +414,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 -#, fuzzy msgid "Meshes" msgstr "Meshes" @@ -520,8 +518,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 +#, fuzzy msgid "Ensure Tangents" -msgstr "" +msgstr "Garantire le tangenti" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 4be1acc702..910fb679b8 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/index.po index 0e010575e0..ed869c378d 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 634da44dea..dbaefcd43e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index bd1b364839..334d752d34 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -169,7 +169,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" @@ -405,17 +405,17 @@ msgid "" "tree structures." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -423,21 +423,21 @@ msgid "" "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -446,7 +446,7 @@ msgid "" "corresponding string value for each enum." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -454,32 +454,32 @@ msgid "" "printing is unnecessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -487,7 +487,7 @@ msgid "" "little control." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -498,7 +498,7 @@ msgid "" "render in a single batched draw call." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -507,7 +507,7 @@ msgid "" "controlling 2D frame-based animations." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -516,28 +516,28 @@ msgid "" "with the AnimatedSprite." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 1046d46f18..92cdaa3f7f 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 7add69745f..d7a5eb7d6d 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/index.po index fcd1640a9d..95e5abb098 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 8af68795a9..ad64d162b7 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 5b34729504..e2d062e66a 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -82,7 +82,7 @@ msgstr "" msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 25b129fec9..e6d7b368ee 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 0ccdeefec8..ffdce7e480 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -219,7 +219,7 @@ msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -311,7 +311,7 @@ msgstr "" msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 4eb597e659..07a6092291 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index b4d55f34f7..c4b8edf2e8 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 6ebb44350b..02ff18232c 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 3eefb4abd0..0e3dc8f88e 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 9e0625b2dd..a9edfcb329 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -181,11 +181,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -193,18 +208,18 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 #, fuzzy msgid "There are two types of icons required by Godot:" msgstr "Ci sono molti tipi di transizioni:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -214,7 +229,7 @@ msgid "" "at least 432×432 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -222,54 +237,54 @@ msgid "" "rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " "(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -277,41 +292,41 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -321,7 +336,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -332,7 +347,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index cf96dcfd1b..77a089c2d8 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 053a0374cb..a33d1da920 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 12282e270c..543a2ea765 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index d84a3dbde5..a2260a8760 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index fab68b2881..3a99a10da6 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -195,7 +195,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:106 -#, fuzzy msgid "Threads" msgstr "Discussioni" @@ -322,8 +321,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 +#, fuzzy msgid "Clipboard" -msgstr "" +msgstr "Appunti" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -339,8 +339,9 @@ msgid "Requires a :ref:`secure context <doc_javascript_secure_contexts>`." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 +#, fuzzy msgid "Gamepads" -msgstr "" +msgstr "Gamepads" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -487,7 +488,7 @@ msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 8b895082b2..debd44fcad 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 55fc169f35..a5fc221961 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index df4f8610b7..082983a617 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/index.po index 15d3757bab..b348dcba2f 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index a369a37d6a..2a055132a5 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,12 +23,13 @@ msgid "One-click deploy" msgstr "Distribuzione con un clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Distribuzione con un clic" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -37,34 +38,87 @@ msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Supporta tutte le piattaforme." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Distribuzione con un clic" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/index.po index 12bd8f11c4..8e4cf29fb9 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 6aa7c8a92d..4f0efe3b4b 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index e88f8f6308..a1d8b6ecbc 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index d63073b28c..da0fc12b86 100644 --- a/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/it/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/index.po b/sphinx/po/it/LC_MESSAGES/index.po index ead8ce3b6d..0cf66a45a0 100644 --- a/sphinx/po/it/LC_MESSAGES/index.po +++ b/sphinx/po/it/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -126,7 +126,6 @@ msgstr "" "sinistra." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " @@ -134,9 +133,9 @@ msgid "" "the top-level ``index.html`` in a web browser." msgstr "" "Puoi anche `scaricare una copia HTML <https://nightly.link/godotengine/godot-" -"docs/workflows/build_offline_docs/3.3/godot-docs-html.zip>`__ per la lettura " -"offline (aggiornata ogni lunedì). Estrai l'archivio ZIP poi apri il livello " -"superiore ``index.html`` in un browser web." +"docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ per " +"la lettura offline (aggiornata ogni lunedì). Estrai l'archivio ZIP poi apri " +"il livello superiore ``index.html`` in un browser web." #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 120e126cf6..1628075ca0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po index e6cb2c2f17..77382a5caa 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po index 29b949e208..a9d76bb89c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 57cb6f27bb..ddc2bafa10 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,14 +31,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -133,7 +133,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -145,44 +145,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -290,6 +290,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po index 23b6a35ce1..1f69da2ea9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po index 348d1cce6d..90a3eabb5c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -88,7 +88,6 @@ msgid "How can these problems be solved in a single scene tree?" msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:39 -#, fuzzy msgid "CanvasLayers" msgstr "CanvasLayers" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index bdf2d2f79f..96163c443c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po index 58bff828a3..95adf4bd2f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 3de598989b..0484d4f218 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -87,7 +87,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:42 -#, fuzzy msgid "ParticlesMaterial" msgstr "ParticlesMaterial" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po index fdaf63b612..f963dee8e9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 9af2e6a589..a7fe06cea6 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index edc4f7d193..a1bd66cafd 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,54 +27,66 @@ msgstr "Introduzione" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 #, fuzzy msgid "Setting up" msgstr "Impostare" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -82,36 +94,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -119,285 +193,374 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#, fuzzy msgid "Checking UV2" -msgstr "" +msgstr "Controllo di UV2" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "Le modalità sono:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Variabile" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 #, fuzzy msgid "Baking" msgstr "Pre calcolato" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "Aggiustare" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Cattura" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Dati" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po index 8905c19df6..4e1914565d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -115,7 +115,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:60 -#, fuzzy msgid "CSGPolygon" msgstr "CSGPolygon" @@ -174,7 +173,6 @@ msgid "every edge must connect to only two other faces." msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:94 -#, fuzzy msgid "CSGCombiner" msgstr "CSGCombiner" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 1b875c68a4..2c88d319c0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -74,8 +74,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:40 +#, fuzzy msgid "Default environment" -msgstr "" +msgstr "Ambiente predefinito" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:42 msgid "" @@ -142,8 +143,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:76 +#, fuzzy msgid "Ambient Light" -msgstr "" +msgstr "Luce ambientale" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:78 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index cafba4e447..d73d36393e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,5 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/fps_tutorial/index.rst:2 +#, fuzzy msgid "FPS tutorial" -msgstr "" +msgstr "Tutorial FPS" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 19b7ac1e38..4f1e2ed264 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1275,8 +1275,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 8588d0c8b8..8b454bc77f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1048,8 +1048,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:778 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:782 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 0c57e00446..e62c39841a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,8 +22,9 @@ msgid "Part 1" msgstr "Parte 1" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:7 +#, fuzzy msgid "Tutorial introduction" -msgstr "" +msgstr "Introduzione al tutorial" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:11 msgid "" @@ -1016,8 +1017,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:837 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:841 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 54e2cf6341..bff57b7631 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1190,17 +1190,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:918 -#, fuzzy msgid "gun_revolver_pistol_shot_04," msgstr "gun_revolver_pistol_shot_04," #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 -#, fuzzy msgid "gun_semi_auto_rifle_cock_02," msgstr "gun_semi_auto_rifle_cock_02," #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:920 -#, fuzzy msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "gun_submachine_auto_shot_00_automatic_preview_01" @@ -1303,8 +1300,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:996 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "Now you have a fully working single player FPS!" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 3a128f09d1..e0bbfe2143 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -44,8 +44,9 @@ msgid "Let's get started!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#, fuzzy msgid "Changing levels" -msgstr "" +msgstr "Cambiare i livelli" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:24 msgid "" @@ -134,8 +135,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:90 +#, fuzzy msgid "Adding ammo" -msgstr "" +msgstr "Aggiunta di munizioni" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" @@ -570,8 +572,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 +#, fuzzy msgid "Adding sounds" -msgstr "" +msgstr "Aggiungere suoni" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:473 msgid "" @@ -831,8 +834,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:684 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 9ab0f46b3b..2b302bafaa 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1723,8 +1723,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1230 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/gi_probes.po index 6a2ace32c3..82f9faf441 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 5b59559483..fe6cdc9973 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po index 54290eef72..c8344d7b44 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 3e18d7f6c4..99acf26b46 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -41,8 +41,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:20 +#, fuzzy msgid "Spatial node" -msgstr "" +msgstr "Nodo Spatial" #: ../../docs/tutorials/3d/introduction_to_3d.rst:22 msgid "" @@ -62,8 +63,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:39 +#, fuzzy msgid "3D content" -msgstr "" +msgstr "Contenuto 3D" #: ../../docs/tutorials/3d/introduction_to_3d.rst:41 msgid "" @@ -75,8 +77,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:48 +#, fuzzy msgid "DCC-created models" -msgstr "" +msgstr "Modelli creati da DCC" #: ../../docs/tutorials/3d/introduction_to_3d.rst:53 msgid "" @@ -94,8 +97,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:63 +#, fuzzy msgid "Generated geometry" -msgstr "" +msgstr "Geometria generata" #: ../../docs/tutorials/3d/introduction_to_3d.rst:65 msgid "" @@ -116,8 +120,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:77 +#, fuzzy msgid "Immediate geometry" -msgstr "" +msgstr "Geometria immediata" #: ../../docs/tutorials/3d/introduction_to_3d.rst:79 msgid "" @@ -163,8 +168,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:110 +#, fuzzy msgid "3D viewport" -msgstr "" +msgstr "Riquadro di visualizzazione 3D" #: ../../docs/tutorials/3d/introduction_to_3d.rst:112 msgid "" @@ -181,8 +187,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:126 +#, fuzzy msgid "Coordinate system" -msgstr "" +msgstr "Sistema di coordinate" #: ../../docs/tutorials/3d/introduction_to_3d.rst:128 msgid "" @@ -250,8 +257,9 @@ msgid "To center the view on the selected object, press :kbd:`F`." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:167 +#, fuzzy msgid "View menu" -msgstr "" +msgstr "Visualizza menu" #: ../../docs/tutorials/3d/introduction_to_3d.rst:169 msgid "" @@ -270,8 +278,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:182 +#, fuzzy msgid "Default environment" -msgstr "" +msgstr "Ambiente predefinito" #: ../../docs/tutorials/3d/introduction_to_3d.rst:184 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 717d40b84b..095e45a021 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -57,8 +57,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:23 +#, fuzzy msgid "Light nodes" -msgstr "" +msgstr "Nodi di luce" #: ../../docs/tutorials/3d/lights_and_shadows.rst:25 msgid "" @@ -172,8 +173,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:70 +#, fuzzy msgid "Directional light" -msgstr "" +msgstr "Luce direzionale" #: ../../docs/tutorials/3d/lights_and_shadows.rst:72 msgid "" @@ -299,8 +301,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:146 +#, fuzzy msgid "Omni light" -msgstr "" +msgstr "Luce omnidirezionale" #: ../../docs/tutorials/3d/lights_and_shadows.rst:148 msgid "" @@ -352,8 +355,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:182 +#, fuzzy msgid "Spot light" -msgstr "" +msgstr "Riflettore" #: ../../docs/tutorials/3d/lights_and_shadows.rst:184 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/reflection_probes.po index d76a41a291..63ecb9d5cb 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/spatial_material.po index e01a2be70c..1d1a9aada1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -57,7 +57,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:30 -#, fuzzy msgid "Flags" msgstr "Bandiere" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po index bdee7663ca..70fe5cfb5e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -128,8 +128,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/using_gridmaps.rst:76 +#, fuzzy msgid "Using GridMap" -msgstr "" +msgstr "Usare GridMap" #: ../../docs/tutorials/3d/using_gridmaps.rst:78 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index f635cae2aa..344a995dec 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po index 4c6f5a575b..f8e856ad08 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 0a9b407d07..f56993dcfc 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -180,7 +180,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -210,8 +210,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -338,9 +338,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 738100748f..94b7d0d72a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 19ed7a4ce9..23b3ed2ef7 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po index a54110ad5d..2eddd3a3cf 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po index 620917bd12..0472919464 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -258,7 +258,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/animation/animation_tree.rst:135 -#, fuzzy msgid "BlendSpace2D" msgstr "BlendSpace2D" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po index fb5254f09b..58f41746dd 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po index 1b0e9ce4e6..4cc77ba95a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po index 5c73a367a8..1d6d94a86d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -192,7 +192,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -200,288 +213,281 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -489,13 +495,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -504,56 +510,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/index.po index 2c4b745ce3..b9a294ba9d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 28dd41d6c1..7d705d873b 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,8 +39,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:17 +#, fuzzy msgid "Submission guidelines" -msgstr "" +msgstr "Linee guida per la presentazione" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:19 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 96b59e4392..b4b297390b 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -289,12 +289,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 2fee262b1c..34b35d33a9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po index 41e30c7eb0..ab8bcd9dc8 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po index 8ddd051292..2dcc326b8e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po index 0ec2c78671..647cd4d5f2 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 434c1b5256..f83b8a8f2c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po index af27e6a6da..6e1277606c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/index.po index f158d323be..f944d1c1bc 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/making_trees.po index 4860a4ecc3..3724f68294 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 24e0ed4824..8da961bfce 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,7 +60,7 @@ msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index cddd44fa20..db0c48794c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index bd9fb3a7bf..64ea602326 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index c780366c4d..8203ae0180 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 7314f5c4d1..dc19f27bb0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/it/LC_MESSAGES/tutorials/debug/debugger_panel.po index 8f6511d5a2..4bc9c8c206 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/debug/index.po index 8fe5eba790..4c03ee9736 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index f18c4a41e1..2a385e5558 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -73,7 +73,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:36 msgid "Deploy with Remote Debug" -msgstr "Distribuisci con Debug remoto" +msgstr "Distribuisci con debug remoto" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:38 msgid "" @@ -116,7 +116,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:58 msgid "Visible Navigation" -msgstr "Navigazione Visibile" +msgstr "Navigazione visibile" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:60 msgid "Navigation meshes and polygons will be visible on the running game." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index dcbd746d1b..316737a2f1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 302448d1a9..ffd09bd23b 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 9e9b950419..e37a2136ae 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_containers.po index 94dc25c728..c753649d20 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,7 +150,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_skinning.po index 33d50eaf6e..edf8e2d3e0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/index.po index 9cb76df90c..ebf26315b9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/it/LC_MESSAGES/tutorials/gui/size_and_anchors.po index f07327aa99..1e5b89c896 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po index e495e1aaa2..cc313f8b51 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index eda81c7885..e1cba62e3c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po index 2f60270e3d..adb427db0a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index d4c6d746ad..f2acb7cb21 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -245,8 +245,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 260f7e033f..743f3fd8a8 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -265,9 +265,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237 -#, fuzzy msgid "Linux" -msgstr "Su Linux:" +msgstr "Linux" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 8ac3e1e052..66f5443103 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po index 0311e9ebd2..47d78e40bc 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po index ebada2c8a5..f438a6a9ed 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -187,7 +187,7 @@ msgstr "" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po index 8fd153703a..f1d484ebcb 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -123,12 +123,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 231d68ae0a..fc3d4f4f65 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po index a77f26e540..83f84137ea 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po index 6488c16187..c5292f7074 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po index 1c8a93305f..2c607606db 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po index 8ebb42547e..effb25f4a1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/it/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index e52957ede9..8b4b0ca117 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -67,7 +67,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -78,14 +78,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -167,10 +167,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Accettazione delle licenze" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Strumenti di terze parti" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -180,71 +192,71 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 #, fuzzy msgid "ENet" msgstr "ENet" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 #, fuzzy msgid "MBedTLS" msgstr "MBedTLS" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -253,7 +265,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/legal/index.po index 7d3e90e103..7ebde044fe 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 7a86752502..c7c50cbcb2 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -263,7 +263,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po index 35941bb6f6..4e0c9e1c61 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po index 7b0669a09e..1c1949163f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 561f6b78af..c92cf65ec5 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po index 17dd0b4b9b..6761ce9dde 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po index 9900938690..6f796ac89e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,8 +18,9 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/math/vector_math.rst:4 +#, fuzzy msgid "Vector math" -msgstr "" +msgstr "Matematica vettoriale" #: ../../docs/tutorials/math/vector_math.rst:7 msgid "Introduction" @@ -112,8 +113,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/math/vector_math.rst:81 +#, fuzzy msgid "Member access" -msgstr "" +msgstr "Accesso dei membri" #: ../../docs/tutorials/math/vector_math.rst:83 msgid "" @@ -121,8 +123,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/math/vector_math.rst:105 +#, fuzzy msgid "Adding vectors" -msgstr "" +msgstr "Aggiunta di vettori" #: ../../docs/tutorials/math/vector_math.rst:107 msgid "" @@ -141,8 +144,9 @@ msgid "Note that adding ``a + b`` gives the same result as ``b + a``." msgstr "" #: ../../docs/tutorials/math/vector_math.rst:126 +#, fuzzy msgid "Scalar multiplication" -msgstr "" +msgstr "Moltiplicazione scalare" #: ../../docs/tutorials/math/vector_math.rst:128 msgid "" @@ -161,8 +165,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/math/vector_math.rst:150 +#, fuzzy msgid "Practical applications" -msgstr "" +msgstr "Applicazioni pratiche" #: ../../docs/tutorials/math/vector_math.rst:152 msgid "Let's look at two common uses for vector addition and subtraction." @@ -205,8 +210,9 @@ msgid "To find a vector pointing from ``A`` to ``B`` use ``B - A``." msgstr "" #: ../../docs/tutorials/math/vector_math.rst:180 +#, fuzzy msgid "Unit vectors" -msgstr "" +msgstr "Vettori unitari" #: ../../docs/tutorials/math/vector_math.rst:182 msgid "" @@ -265,8 +271,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/math/vector_math.rst:251 +#, fuzzy msgid "Dot product" -msgstr "" +msgstr "Prodotto scalare" #: ../../docs/tutorials/math/vector_math.rst:253 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po index 547a7d4bfa..548f4071ce 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 35da850817..8588d94255 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,8 +35,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:16 +#, fuzzy msgid "Packet specification" -msgstr "" +msgstr "Specifica dei pacchetti" #: ../../docs/tutorials/misc/binary_serialization_api.rst:18 msgid "" @@ -879,8 +880,9 @@ msgid "Imaginary Z" msgstr "Z immaginaria" #: ../../docs/tutorials/misc/binary_serialization_api.rst:245 +#, fuzzy msgid "Real W" -msgstr "" +msgstr "W reale" #: ../../docs/tutorials/misc/binary_serialization_api.rst:249 msgid "11: :ref:`AABB<class_aabb>`" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 5a72fc4ee6..de59b57954 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index cc4fb0c708..96a73f1ed3 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -85,7 +85,7 @@ msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -104,48 +104,55 @@ msgstr "HDR" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 #, fuzzy msgid "Refraction" msgstr "Rifrazione" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 #, fuzzy msgid "Anisotropy" msgstr "Anisotropia" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 #, fuzzy msgid "Clearcoat" msgstr "Rivestimento trasparente" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -153,90 +160,90 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 #, fuzzy msgid "Tonemapping" msgstr "Tonemapping" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 -msgid "Ambient light" -msgstr "" - -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 -#, fuzzy -msgid "Fog" -msgstr "Nebbia" - -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 -msgid "Depth of field" -msgstr "" - #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 -msgid "Glow (also known as bloom)" +msgid "Ambient light" msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 #, fuzzy +msgid "Fog" +msgstr "Nebbia" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 +msgid "Depth of field" +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 +msgid "Glow (also known as bloom)" +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#, fuzzy msgid "Adjustment" msgstr "Correzioni" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 #, fuzzy msgid "GIProbes" msgstr "GIProbes" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -244,11 +251,12 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 +#, fuzzy msgid "Texture compression" -msgstr "" +msgstr "Compressione delle texture" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -256,7 +264,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -264,131 +272,132 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Funzione" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" -msgstr "" +"vec_type dPdy )" +msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -396,36 +405,36 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 #, fuzzy msgid "``ensure_correct_normals``" msgstr "``ensure_correct_normals``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 #, fuzzy msgid "``INSTANCE_ID``" msgstr "``INSTANCE_ID``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 #, fuzzy msgid "``DEPTH``" msgstr "``DEPTH``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 #, fuzzy msgid "``ANISOTROPY``" msgstr "``ANISOTROPY``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 #, fuzzy msgid "``ANISOTROPY_FLOW``" msgstr "``ANISOTROPY_FLOW``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 #, fuzzy msgid "``SSS_STRENGTH``" msgstr "``SSS_STRENGTH``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 1ca3a997d7..1624e70bc5 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/index.po index 76e9927fe1..14884e1361 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 2f27129bfd..5b58a82ca8 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 07633eba66..0eeac02c48 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/pausing_games.po index c23b62685f..f11f42dc5f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -78,8 +78,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/pausing_games.rst:45 +#, fuzzy msgid "White-listing nodes" -msgstr "" +msgstr "Nodi della lista bianca" #: ../../docs/tutorials/misc/pausing_games.rst:47 msgid "" @@ -92,9 +93,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -103,55 +104,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Esempio" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 269c94e1d5..2ad5c66264 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/it/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 4f627c95d5..74f673befc 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index fbbd08ecda..d09454fad0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -540,8 +540,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 +#, fuzzy msgid "Network master" -msgstr "" +msgstr "Master di rete" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 msgid "" @@ -722,7 +723,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po index 93d4bfcd6c..cdb857f5d3 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po index f0f89354fe..c1a42be732 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po index d41c7a07e8..19827cca48 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 7378090116..38f2c525ca 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po index b42bc0818f..92c2d4c424 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po index d22b493b60..49680470d5 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/batching.po index 86bf78f157..3d76488591 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,15 +42,11 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -59,7 +55,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -67,13 +63,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -84,11 +80,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -98,23 +94,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -122,41 +118,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 #, fuzzy msgid "Change of texture." msgstr "Cambio di texture." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -164,35 +160,35 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 #, fuzzy msgid "The canvas layer." msgstr "Lo strato di tela." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 #, fuzzy msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` nodi." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -200,28 +196,28 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -230,11 +226,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -245,18 +241,18 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 #, fuzzy msgid "Lights" msgstr "Luci" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -267,7 +263,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -275,44 +271,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "Rilevamento sovrapposizione" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -322,7 +318,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -332,11 +328,11 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -345,7 +341,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -355,7 +351,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -366,7 +362,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -377,36 +373,36 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 msgid "Vertex baking" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -416,37 +412,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "Mesh personalizzate" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -454,21 +450,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "Impostazioni utente" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -478,12 +474,12 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Opzioni di animazione" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 #, fuzzy msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" @@ -492,7 +488,7 @@ msgstr "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Attiva o disattiva il batch." -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 #, fuzzy msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" @@ -504,7 +500,7 @@ msgstr "" "nell'editor Godot. Questa impostazione non influisce in alcun modo sul " "progetto in esecuzione." -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -512,12 +508,12 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 #, fuzzy msgid "rendering/batching/parameters" msgstr "rendering/batching/parameters" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -529,7 +525,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -540,7 +536,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -548,7 +544,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -557,18 +553,18 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 #, fuzzy msgid "rendering/batching/lights" msgstr "rendering/batching/lights" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -577,12 +573,12 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 #, fuzzy msgid "rendering/batching/debug" msgstr "rendering/batching/debug" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -592,19 +588,19 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 #, fuzzy msgid "rendering/batching/precision" msgstr "rendering/batching/precision" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -614,19 +610,19 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 #, fuzzy msgid "Diagnostics" msgstr "Diagnostica" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -637,15 +633,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -654,7 +650,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -663,62 +659,62 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Modelli di esportazione" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Domande frequenti" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 #, fuzzy msgid "" "Try enabling :ref:`single_rect_fallback " @@ -729,89 +725,123 @@ msgstr "" "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 #, fuzzy msgid "Appendix" msgstr "Appendice" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index d176ac2dc4..31f24cde0d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -312,7 +312,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:205 -#, fuzzy msgid "Threads" msgstr "Discussioni" @@ -348,7 +347,6 @@ msgstr "" "`doc_baked_baked_lightmaps`." #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 -#, fuzzy msgid "SceneTree" msgstr "Albero della scena" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/general_optimization.po index e6eed9ebb6..30aa4367dc 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 00c50f27e6..8a83966af5 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -147,8 +147,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 @@ -335,8 +335,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:198 +#, fuzzy msgid "Texture compression" -msgstr "" +msgstr "Compressione delle texture" #: ../../docs/tutorials/optimization/gpu_optimization.rst:200 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/index.po index 4420a3bd8b..5d909e6968 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 92ace6bffd..eae580edf1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -108,8 +108,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:63 +#, fuzzy msgid "Transparent objects" -msgstr "" +msgstr "Oggetti trasparenti" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:65 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_multimesh.po index aa7f6457b1..1f59008da5 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_servers.po index 3db822b853..02b458fa25 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 6eb3c14900..1f72fa1d81 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po index 02f3f0d652..4810f3c36f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 6fa76484dc..a03409e391 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po index 986fb4d7a3..2cc72b233a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -376,7 +376,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 2a96011442..bdd50ad74d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po index fb5b66b9fd..904730ab61 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -105,8 +105,9 @@ msgid "And in 3D:" msgstr "" #: ../../docs/tutorials/physics/ray-casting.rst:100 +#, fuzzy msgid "Raycast query" -msgstr "" +msgstr "Interrogazione di Raycast" #: ../../docs/tutorials/physics/ray-casting.rst:102 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po index 1f9150713e..98b701eeb0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po index b628d45bb8..dcd8495427 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po index 31a8c2e21c..006334d510 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 161eff1633..46b0af9d5f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 4964ed1a77..2da4a3680a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po index 385ef2851a..db4763fdc7 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index b566600dbc..c5dc2abb3a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index e203ec0019..50890ed418 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -362,17 +362,20 @@ msgid "name" msgstr "``name``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:189 +#, fuzzy msgid ":js:attr:`unloadAfterInit`" -msgstr "" +msgstr ":js:attr:`unloadAfterInit`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:191 #: ../../docs/tutorials/platform/html5_shell_classref.rst:236 +#, fuzzy msgid "HTMLCanvasElement" -msgstr "" +msgstr "HTMLCanvasElement" #: ../../docs/tutorials/platform/html5_shell_classref.rst:191 +#, fuzzy msgid ":js:attr:`canvas`" -msgstr "" +msgstr ":js:attr:`canvas`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:193 #: ../../docs/tutorials/platform/html5_shell_classref.rst:195 @@ -385,16 +388,19 @@ msgid "string" msgstr "string" #: ../../docs/tutorials/platform/html5_shell_classref.rst:193 +#, fuzzy msgid ":js:attr:`executable`" -msgstr "" +msgstr ":js:attr:`executable`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:195 +#, fuzzy msgid ":js:attr:`mainPack`" -msgstr "" +msgstr ":js:attr:`mainPack`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:197 +#, fuzzy msgid ":js:attr:`locale`" -msgstr "" +msgstr ":js:attr:`locale`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:199 #: ../../docs/tutorials/platform/html5_shell_classref.rst:278 @@ -403,8 +409,9 @@ msgid "number" msgstr "Membri" #: ../../docs/tutorials/platform/html5_shell_classref.rst:199 +#, fuzzy msgid ":js:attr:`canvasResizePolicy`" -msgstr "" +msgstr ":js:attr:`canvasResizePolicy`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 #: ../../docs/tutorials/platform/html5_shell_classref.rst:290 @@ -413,8 +420,9 @@ msgid "Array.<string>" msgstr "string" #: ../../docs/tutorials/platform/html5_shell_classref.rst:201 +#, fuzzy msgid ":js:attr:`args`" -msgstr "" +msgstr ":js:attr:`args`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:203 #: ../../docs/tutorials/platform/html5_shell_classref.rst:205 @@ -426,24 +434,29 @@ msgid "function" msgstr "Funzione" #: ../../docs/tutorials/platform/html5_shell_classref.rst:203 +#, fuzzy msgid ":js:attr:`onExecute`" -msgstr "" +msgstr ":js:attr:`onExecute`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:205 +#, fuzzy msgid ":js:attr:`onExit`" -msgstr "" +msgstr ":js:attr:`onExit`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:207 +#, fuzzy msgid ":js:attr:`onProgress`" -msgstr "" +msgstr ":js:attr:`onProgress`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:209 +#, fuzzy msgid ":js:attr:`onPrint`" -msgstr "" +msgstr ":js:attr:`onPrint`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:211 +#, fuzzy msgid ":js:attr:`onPrintError`" -msgstr "" +msgstr ":js:attr:`onPrintError`" #: ../../docs/tutorials/platform/html5_shell_classref.rst:216 msgid "" @@ -500,8 +513,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:246 +#, fuzzy msgid "``\"\"``" -msgstr "" +msgstr "``\"\"``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:250 msgid "" @@ -544,8 +558,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:280 +#, fuzzy msgid "``2``" -msgstr "" +msgstr "``2``" #: ../../docs/tutorials/platform/html5_shell_classref.rst:284 #, fuzzy diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po index b17a310e29..8a48d9f364 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po index 8bda10049e..e42cdbcd8a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index ac883528dc..f24ff27dab 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -162,12 +162,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -177,64 +175,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -242,35 +238,36 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#, fuzzy msgid "**dependencies**:" -msgstr "" +msgstr "**dipendenze**:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -279,19 +276,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 8ab08e8a0b..aa1001002d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -49,8 +49,9 @@ msgid "Here's an example of how to do this in GDScript:" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:32 +#, fuzzy msgid "Asynchronous methods" -msgstr "" +msgstr "Metodi asincroni" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:34 msgid "" @@ -94,8 +95,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:83 +#, fuzzy msgid "Store Kit" -msgstr "" +msgstr "Kit negozio" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:85 #, fuzzy @@ -163,8 +165,9 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:370 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:402 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:459 +#, fuzzy msgid "Response event" -msgstr "" +msgstr "Evento di risposta" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:119 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:159 @@ -185,8 +188,9 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:344 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:374 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:406 +#, fuzzy msgid "On error:" -msgstr "" +msgstr "In caso di errore:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:131 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:234 @@ -195,8 +199,9 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:354 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:384 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:416 +#, fuzzy msgid "On success:" -msgstr "" +msgstr "In caso di successo:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:142 #, fuzzy @@ -229,8 +234,9 @@ msgid "The response events will be dictionaries with the following fields:" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:194 +#, fuzzy msgid "Game Center" -msgstr "" +msgstr "Game Center" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:196 #, fuzzy @@ -419,5 +425,6 @@ msgid "Examples:" msgstr "Esempi:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:463 +#, fuzzy msgid "On close:" -msgstr "" +msgstr "In chiusura:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/platform_html5.po index f718ca342b..d929955465 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index e7d1e9f7f4..500c226a61 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,8 +55,9 @@ msgid "Receipt validation" msgstr "Convalida della ricevuta" #: ../../docs/tutorials/plugins/android/android_plugin.rst:18 +#, fuzzy msgid "Install tracking" -msgstr "" +msgstr "Installare il monitoraggio" #: ../../docs/tutorials/plugins/android/android_plugin.rst:19 msgid "Ads" @@ -92,8 +93,9 @@ msgid "Login" msgstr "Accesso" #: ../../docs/tutorials/plugins/android/android_plugin.rst:26 +#, fuzzy msgid "Cloud saves" -msgstr "" +msgstr "Salvataggi nel cloud" #: ../../docs/tutorials/plugins/android/android_plugin.rst:27 msgid "Leaderboards and scores" @@ -152,87 +154,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Creazione di plugin Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -241,64 +243,83 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +#, fuzzy +msgid "[dependencies]" +msgstr "**dipendenze**:" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 #, fuzzy msgid "**binary**:" msgstr "**binary**:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -306,12 +327,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -319,47 +340,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Creazione di plugin Android" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Dal tuo script:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Salvataggio della risorsa" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -367,13 +390,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -381,7 +404,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -391,24 +414,20 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Funzioni di riferimento" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" @@ -417,26 +436,26 @@ msgstr "" "`editor/icons <https://github.com/godotengine/godot/tree/master/editor/" "icons>`__" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Risoluzione dei problemi" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/index.po index 8906739648..44132243b9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index bf6c70cc5e..55a6497f3f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po index 0ee75ffd5b..7c7e2eb0f2 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 2fce9e3d53..aed9ab4289 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -43,11 +43,11 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,11 +66,11 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index ba305a9044..1909d2c463 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 360a150471..09e3b05b03 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index ec513e829e..4e3f351340 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -112,14 +112,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -129,15 +129,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -146,7 +146,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -154,7 +154,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -165,14 +165,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -182,36 +182,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -219,28 +219,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -249,7 +249,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -258,24 +258,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -283,19 +283,19 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 #, fuzzy msgid "Going beyond" msgstr "Andare oltre" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -303,7 +303,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 2640221505..fef29409c8 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 88572009b0..24cb2d2381 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index eda12070cb..3fea405bc1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index b5c395d1ea..97e72bda0b 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 23441e6b46..6a8727579a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po index 21555fdf4c..18a7eb7f3e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/plugins/index.rst:2 msgid "Plugins" -msgstr "Plugins" +msgstr "Estensioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 7fee18a9ee..6bdb659949 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index b05c396f63..9ae0f61d6a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -124,10 +124,13 @@ msgid "**Bad**:" msgstr "**Male**:" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:81 +#, fuzzy msgid "" "Use 2 indent levels to distinguish continuation lines from regular code " "blocks." msgstr "" +"Usate 2 livelli di rientro per distinguere le linee di continuazione dai " +"normali blocchi di codice." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:102 msgid "Line breaks and blank lines" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/index.po index f210ec1b2e..ae5fa7940e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 53c93951b3..c2ce84e50a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 81f68d2fa7..b63ab867e0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 5acbedc048..0dd9068f4d 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,8 +18,9 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:4 +#, fuzzy msgid "Screen-reading shaders" -msgstr "" +msgstr "Shader per la lettura dello schermo" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:7 msgid "Introduction" @@ -27,8 +28,8 @@ msgstr "Introduzione" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +40,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -79,8 +80,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:48 +#, fuzzy msgid "SCREEN_TEXTURE example" -msgstr "" +msgstr "Esempio di SCREEN_TEXTURE" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:50 msgid "" @@ -130,7 +132,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +140,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +148,25 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 +#, fuzzy msgid "Back-buffer logic" -msgstr "" +msgstr "Logica del back-buffer" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +176,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +186,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shader_materials.po index 30ee1cbb20..631a548d9a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,8 +18,9 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/shader_materials.rst:4 +#, fuzzy msgid "Shader materials" -msgstr "" +msgstr "Materiali dello shader" #: ../../docs/tutorials/shading/shader_materials.rst:7 msgid "Introduction" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index a189199a18..f9506cb1e7 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -251,8 +251,9 @@ msgid "in mat4 **EXTRA_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:118 +#, fuzzy msgid "Extra transform." -msgstr "" +msgstr "Trasformazione extra." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:120 msgid "in mat4 **PROJECTION_MATRIX**" @@ -516,8 +517,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:237 +#, fuzzy msgid "sampler2D **TEXTURE**" -msgstr "" +msgstr "sampler2D **TEXTURE**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:237 msgid "Current texture in use for CanvasItem." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 96fc9e226c..9508c5bba9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index e8a7712944..c2582d6a1b 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -197,16 +197,18 @@ msgid "inout mat4 **TRANSFORM**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:79 +#, fuzzy msgid "Particle transform." -msgstr "" +msgstr "Trasformazione delle particelle." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:81 msgid "in float **LIFETIME**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:81 +#, fuzzy msgid "Particle lifetime." -msgstr "" +msgstr "Durata delle particelle." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:83 msgid "in float **DELTA**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 744bbe55ad..4c4803fc7f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 667a4cc9ae..6742d89969 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,8 +40,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:16 +#, fuzzy msgid "Data types" -msgstr "" +msgstr "Tipi di dati" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:18 msgid "Most GLSL ES 3.0 datatypes are supported:" @@ -55,7 +56,7 @@ msgstr "Tipo" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Descrizione" @@ -550,12 +551,14 @@ msgid "Operator" msgstr "Operatore" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:304 +#, fuzzy msgid "1 (highest)" -msgstr "" +msgstr "1 (più alto)" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:304 +#, fuzzy msgid "parenthetical grouping" -msgstr "" +msgstr "raggruppamento parentetico" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:304 #, fuzzy @@ -606,12 +609,13 @@ msgid "5" msgstr "5" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:312 +#, fuzzy msgid "bit-wise shift" -msgstr "" +msgstr "spostamento bit-wise" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:312 msgid "**<<, >>**" -msgstr "" +msgstr "**<<, >>**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:314 msgid "6" @@ -636,8 +640,9 @@ msgid "equality" msgstr "uguaglianza" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:316 +#, fuzzy msgid "**==, !=**" -msgstr "" +msgstr "**==, !=**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:318 msgid "8" @@ -692,8 +697,9 @@ msgid "**&&**" msgstr "**&&**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:326 +#, fuzzy msgid "12 (lowest)" -msgstr "" +msgstr "12 (più basso)" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:326 msgid "logical inclusive OR" @@ -769,8 +775,9 @@ msgid "**inout**: Means the argument is fully passed via reference." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:412 +#, fuzzy msgid "Example below:" -msgstr "" +msgstr "Esempio qui sotto:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:421 #, fuzzy @@ -789,8 +796,9 @@ msgid "Varying can also be an array:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:457 +#, fuzzy msgid "Interpolation qualifiers" -msgstr "" +msgstr "Qualificatori di interpolazione" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:459 msgid "" @@ -886,8 +894,9 @@ msgid "Used as color" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 +#, fuzzy msgid "**int, float**" -msgstr "" +msgstr "**int, float**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 msgid "hint_range(min, max[, step])" @@ -1002,791 +1011,821 @@ msgid "Uniforms can also be assigned default values:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "Modificare le istanze" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`doc_canvas_item_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Funzione" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **radians** (vec_type degrees)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "Converte da gradi a radianti" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **degrees** (vec_type radians)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "Converte da radianti a gradi" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "vec_type **sin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Seno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "vec_type **cos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Coseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "vec_type **tan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Tangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "vec_type **asin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "Arcoseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "vec_type **acos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "Arcocoseno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "vec_type **atan** (vec_type y_over_x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "Arcotangente" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "Arcotangente per convertire il vettore in angolo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "vec_type **sinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "Seno iperbolico" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "vec_type **cosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "Coseno iperbolico" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "vec_type **tanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "Tangente iperbolica" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "vec_type **asinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "Seno iperbolico inverso" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "vec_type **acosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "Coseno iperbolico inverso" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "vec_type **atanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "Tangente iperbolica inversa" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "vec_type **pow** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 #, fuzzy msgid "Absolute" msgstr "Assoluto" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 #, fuzzy msgid "Sign" msgstr "Segno" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 #, fuzzy msgid "Floor" msgstr "Pavimento" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 #, fuzzy msgid "Round" msgstr "Rotondo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 #, fuzzy msgid "Truncation" msgstr "Troncamento" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" -msgstr "" +msgstr "Parte intera" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 #, fuzzy msgid "Fractional" msgstr "Frazionario" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 #, fuzzy msgid "Remainder" msgstr "Resto" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 #, fuzzy msgid "Minimum" msgstr "Minimo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 #, fuzzy msgid "Maximum" msgstr "Massimo" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "Lunghezza del vettore" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#, fuzzy msgid "Dot product" -msgstr "" +msgstr "Prodotto scalare" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 #, fuzzy msgid "Reflect" msgstr "Riflettere" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 #, fuzzy msgid "Refract" msgstr "Rifrazione" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 440e679b19..a235cbea83 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -251,8 +251,9 @@ msgid "**specular_disabled**" msgstr "**specular_disabled**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:61 +#, fuzzy msgid "Disable specular." -msgstr "" +msgstr "Disattiva speculare." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:63 #, fuzzy @@ -763,8 +764,9 @@ msgid "out float **METALLIC**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 +#, fuzzy msgid "Metallic (0..1)." -msgstr "" +msgstr "Metallico (0..1)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "out float **SPECULAR**" @@ -776,8 +778,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 +#, fuzzy msgid "Roughness (0..1)." -msgstr "" +msgstr "Ruvidità (0..1)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "out float **RIM**" @@ -874,8 +877,9 @@ msgid "How much AO affects lights (0..1; default 0)." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 +#, fuzzy msgid "sampler2D **SCREEN_TEXTURE**" -msgstr "" +msgstr "sampler2D **SCREEN_TEXTURE**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 msgid "" @@ -884,8 +888,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:268 +#, fuzzy msgid "sampler2D **DEPTH_TEXTURE**" -msgstr "" +msgstr "sampler2D **DEPTH_TEXTURE**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:268 msgid "" @@ -1006,8 +1011,9 @@ msgid "in vec3 **ALBEDO**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:345 +#, fuzzy msgid "Base albedo." -msgstr "" +msgstr "Albedo di base." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:347 msgid "in vec3 **LIGHT_COLOR**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/visual_shaders.po index ecf53381ad..1624f9e259 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index e887f90c9f..a4a3bc6143 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 7a71eb0444..ca12134c5e 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index e288cf4ec4..86cb0d36f6 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 818abf1ccd..43e57c85fa 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -170,8 +170,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:88 +#, fuzzy msgid "Shader magic" -msgstr "" +msgstr "Magia degli shader" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:92 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index 354af46719..69ef6fffd1 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/threads/index.po index c2cefd2afd..9b1a9f5818 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/it/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 7cae14b3ed..865d0223b0 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Thread-safe APIs" msgstr "" #: ../../docs/tutorials/threads/thread_safe_apis.rst:7 -#, fuzzy msgid "Threads" msgstr "Discussioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/it/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index ea75d987cb..0143ecbc7a 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Using multiple threads" msgstr "" #: ../../docs/tutorials/threads/using_multiple_threads.rst:7 -#, fuzzy msgid "Threads" msgstr "Discussioni" @@ -59,8 +58,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/threads/using_multiple_threads.rst:52 +#, fuzzy msgid "Mutexes" -msgstr "" +msgstr "Mutexes" #: ../../docs/tutorials/threads/using_multiple_threads.rst:54 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 01a7bd0269..ce569e1b81 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/index.po index 59b740c326..a869abcb7f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index c85cc4dad0..aad7f4b93c 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -379,10 +379,243 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Come dovrebbero essere create le risorse per gestire risoluzioni grafiche e " +"formati di schermo diversi?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Piattaforme:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Normalizzazione" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Piattaforma specifica" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -391,18 +624,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "Rapporti d'aspetto di manipolazione" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -410,11 +643,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -422,7 +655,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -430,11 +663,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -443,7 +676,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -453,7 +686,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index 43fbc95b6f..c2d677e3a3 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/viewports.po index 6f4ae71177..901dd8b8db 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -364,8 +364,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:219 +#, fuzzy msgid "Render target" -msgstr "" +msgstr "Obiettivo del rendering" #: ../../docs/tutorials/viewports/viewports.rst:221 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 41da5dc98c..723c4ebcf9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -126,7 +126,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/index.po index b33203b980..71361b50b3 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_primer.po index 520de0bbb3..ea66e725f9 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -249,46 +249,45 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "`Demo Godot Oculus <https://github.com/GodotVR/godot-oculus-demo>`_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "Altre cose da considerare" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 #, fuzzy msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " @@ -320,7 +319,7 @@ msgstr "" "impostandolo su un valore di 10 cambia il nostro sistema di coordinate in " "modo che 10 unità = 1 metro." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -328,7 +327,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -336,7 +335,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -345,7 +344,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -353,7 +352,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 69faf501a8..bb14031c6f 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 62a6923be6..34b04d0620 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1167,7 +1167,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " @@ -1849,8 +1849,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1139 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1143 msgid "" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index d197ec9af6..3bbd6231b2 100644 --- a/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/it/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1210,7 +1210,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" @@ -1477,8 +1477,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1025 +#, fuzzy msgid "Final notes" -msgstr "" +msgstr "Note finali" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1029 msgid "Whew! That was a lot of work." diff --git a/sphinx/po/ja/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/ja/LC_MESSAGES/about/docs_changelog.po index 2ad57fcf80..dc22578b72 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/ja/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/about/faq.po b/sphinx/po/ja/LC_MESSAGES/about/faq.po index 477a2ce87b..9972758277 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/faq.po +++ b/sphinx/po/ja/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -263,11 +263,12 @@ msgstr "" "をお読み下さい。" #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "GDScriptを使用する理由は幾つもありますが、特に、試作やアルファ/ベータ版の段階" "にある場合や、大作を作るのでない場合などが挙げられます。しかし一番の理由は、" @@ -898,14 +899,13 @@ msgid "Is it possible to use Godot to create non-game applications?" msgstr "ライブラリとしてGodotを使用できますか?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Godotはディストリビューションサイズが小さいため、ElectronやQtのようなフレーム" -"ワークの代替としても適しています。" +"Godotには豊富なUIシステムが組み込まれており、ディストリビューションサイズが小" +"さいため、ElectronやQtのようなフレームワークの代替としても適しています。" #: ../../docs/about/faq.rst:366 msgid "" @@ -986,7 +986,8 @@ msgid "" msgstr "" #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "なぜGodotはSTL (Standard Template Library)を使わないのですか" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/ja/LC_MESSAGES/about/index.po b/sphinx/po/ja/LC_MESSAGES/about/index.po index 9c5495eeb9..b48734a2b4 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/index.po +++ b/sphinx/po/ja/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/about/introduction.po b/sphinx/po/ja/LC_MESSAGES/about/introduction.po index 22d9dd75a3..374a9bdac4 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/ja/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/about/list_of_features.po b/sphinx/po/ja/LC_MESSAGES/about/list_of_features.po index c4dd731e3f..7dff987ef6 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/ja/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -833,7 +833,8 @@ msgstr "" "複数のプロセッサコアを利用したりできます。" #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 diff --git a/sphinx/po/ja/LC_MESSAGES/about/release_policy.po b/sphinx/po/ja/LC_MESSAGES/about/release_policy.po index 9657117c3e..7c83bcf6f2 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/ja/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/ja/LC_MESSAGES/about/troubleshooting.po index 427755596e..133224b9cd 100644 --- a/sphinx/po/ja/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/ja/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -117,11 +117,24 @@ msgstr "" "度周辺機器を接続してください。" #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "" "システムコンソールをクリックすると、Godotエディタがフリーズしたように見える。" -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -135,7 +148,7 @@ msgstr "" "ようにアプリケーションを一時停止させます。Godot はこのシステム固有の動作を上" "書きすることができません。" -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -143,7 +156,7 @@ msgstr "" "これを解決するには、システムコンソールウィンドウを選択し、Enterキーを押して選" "択モードを解除します。" -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -151,7 +164,7 @@ msgstr "" "プロジェクトマネージャーやエディターのウィンドウの左上に「NO DC」などの文字が" "表示されます。" -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -159,7 +172,7 @@ msgstr "" "これは、NVIDIAグラフィックスドライバが情報を表示するためにオーバーレイを挿入" "することが原因です。" -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -167,7 +180,7 @@ msgstr "" "Windowsでこのオーバーレイを無効にするには、NVIDIA Control Panelでグラフィック" "ドライバーの設定をデフォルト値に戻してください。" -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -176,11 +189,11 @@ msgstr "" "Screen 0 > OpenGL Settings** を選択し、 **Enable Graphics API Visual " "Indicator** のチェックを外します。" -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "プロジェクトウィンドウが、エディタと違ってぼやけて見える。" -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -190,7 +203,7 @@ msgstr "" "これはパフォーマンスを向上させるためで、特に統合グラフィックス上では、hiDPIで" "の3Dシーンのレンダリングが遅くなります。" -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -201,11 +214,11 @@ msgstr "" "トが\\ :ref:`複数の解像度 <doc_multiple_resolutions>`\\ に対応するように設定" "されていることを確認してください。" -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "プロジェクトを実行してもプロジェクトウィンドウが中央に表示されない。" -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -218,7 +231,7 @@ msgstr "" "に、プロジェクトが\\ :ref:`複数の解像度 <doc_multiple_resolutions>`\\ に対応" "するように設定されていることを確認してください。" -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -226,7 +239,7 @@ msgstr "" "エディタから実行するとプロジェクトは動作するが、エクスポートしたコピーから実" "行するといくつかのファイルの読み込みに失敗する。" -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -243,7 +256,7 @@ msgstr "" "する必要があります。詳しくは\\ :ref:`doc_exporting_projects_export_mode`\\ を" "参照してください。" -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/ja/LC_MESSAGES/community/channels.po b/sphinx/po/ja/LC_MESSAGES/community/channels.po index bb42d76951..6c2c034e63 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/channels.po +++ b/sphinx/po/ja/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -128,7 +128,7 @@ msgstr "言語ベースのコミュニティ" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 4368646a63..24208cea33 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/bisecting_regressions.po index 2fa1830aea..3f52d1a154 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 99e7a0f749..e7a9c4fcc0 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..186e405753 --- /dev/null +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,146 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ja\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "C++バインディングのビルド" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "始める前に、いくつかのものが必要です:" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"`godot-cppリポジトリ <https://github.com/GodotNativeTools/godot-cpp>`__\\ の" +"コピー。" + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 3.5 以降 <https://www.python.org/>`_\\ 。" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"`godot-cppリポジトリ <https://github.com/GodotNativeTools/godot-cpp>`__\\ の" +"コピー。" + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "GitHubからフォークのクローンを作成するには、次のコマンドを使用します:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/code_style_guidelines.po index a3d1935b4e..60521baf57 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 7b81344bba..2b7a981e88 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/documentation_guidelines.po index 85e0847038..32db918881 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index 31f0351632..4f118e7aa5 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/index.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/index.po index 78e683e3cd..adffb778f0 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/pr_workflow.po index 77ce9b5688..8a452c0058 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/testing_pull_requests.po index ddd1d2daa7..27f2e2620b 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 2da883bfa7..47c9935ad5 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/ja/LC_MESSAGES/community/contributing/ways_to_contribute.po index e9f7f7f330..1b19024695 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/ja/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/community/tutorials.po b/sphinx/po/ja/LC_MESSAGES/community/tutorials.po index 39a88f72d0..baeee56735 100644 --- a/sphinx/po/ja/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/ja/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -156,21 +156,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2Dおよび3D、GDScript、VisualScript、C#)。" - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2Dおよび3D、GDScriptおよびVisualScript)。" -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." @@ -178,7 +170,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -187,7 +179,7 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." @@ -195,7 +187,7 @@ msgstr "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)。" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." @@ -203,7 +195,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." @@ -211,7 +203,7 @@ msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D、GDScript" "およびVisualScript)。" -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." @@ -219,7 +211,7 @@ msgstr "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D、 GDScript)。" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." @@ -227,7 +219,7 @@ msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2Dおよび3D、GDScript)。" -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 #, fuzzy msgid "" "`BornCG <https://www.youtube.com/playlist?" @@ -236,7 +228,7 @@ msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D、GDScript)。" -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -245,7 +237,7 @@ msgstr "" "`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D、" "GDScriptおよびVisualScript)。" -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -254,7 +246,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -263,55 +255,55 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D、GDScript)。" -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "テキストチュートリアル" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "開発ログ" +#: ../../docs/community/tutorials.rst:55 +msgid "" +"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" +"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" +msgstr "" +"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" +"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" + #: ../../docs/community/tutorials.rst:56 msgid "" -"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" -"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -msgstr "" -"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" -"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" - -#: ../../docs/community/tutorials.rst:57 -msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "リソース" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -320,7 +312,7 @@ msgstr "" "`awesome-godot: A curated list of resources by Calinou <https://github.com/" "Calinou/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_android.po index 6a150a96c9..a6294c5f85 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_ios.po index 919cd60eff..10fecec267 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_osx.po index 6084e75e2c..6574b3ce24 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 4aa2fce919..a235a1740c 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_web.po index fa39488b71..5494fbb18a 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_windows.po index c66fb08d58..e0730cd58b 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_x11.po index c57216d982..244870b54a 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_mono.po index 5e8ad6a8ea..2b1372cf6c 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index af45c7da66..c23e6d7cf8 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index f184801ef2..5768f57e34 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/getting_source.po index 155936b51d..ece4a2a626 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -84,7 +84,7 @@ msgstr "" "``git`` コマンドラインクライアントを使用している場合は、ターミナルに次のコマ" "ンドラインクライアントを入力します:" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -95,18 +95,18 @@ msgstr "" "godot/releases>`_\\ にアクセスして、目的のリリースのリンクをクリックします。" "次に、ページのダウンロードリンクからソースをダウンロードして抽出できます。" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "通常、各メジャーバージョンには ``master`` 以外のブランチもあります。" -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/index.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/index.po index 0bd152caa9..7e6850e13d 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 028a9dcf6f..d560caf2e0 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/ja/LC_MESSAGES/development/compiling/optimizing_for_size.po index 713592e765..c691771da3 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/ja/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 629b3422a0..0b5f1994eb 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -82,11 +82,12 @@ msgstr "" "を作成する必要があります:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" ".aライブラリファイルを取得するには、マシンに外部ライブラリをインストールする" "必要があります。ご使用のオペレーティングシステムでこれを行う具体的な手順につ" @@ -109,10 +110,11 @@ msgstr "" "ださい。" #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -134,9 +136,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 #, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" "**重要:** GitサブモジュールはGodotリポジトリでは使用されないことに注意してく" @@ -163,18 +165,18 @@ msgstr "" "ません(エラーが発生する可能性があります)。カスタムフラグを使用した `SCsub` の" "例:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "最終的なモジュールは次のようになります:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "モジュールの使用" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "これで、任意のスクリプトから新しく作成したモジュールを使用できます:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "テキストが読み上げられた場合、出力は ``is_spoken: True`` になります。" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 6df1c571c8..a58c5a78c2 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 61f446ae9c..a79a2955f7 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index fbee4d598c..3c04ee070e 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 6f45ef1390..d55cb4663c 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -199,7 +199,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 8cd47d3abb..fefe0207a1 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index c3df5fc22f..3917f75ec3 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 77c7d0628c..e0ae6e05dc 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index dbbf6c580a..b4ed8ac695 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 8708afdc02..ca14104072 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 0e48a2a9e5..e84cb49abb 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/core_types.po index 4b53077902..67987fb472 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_audiostreams.po index 614f5dee0b..615b13969d 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_godot_servers.po index a6c7b4e67f..5421c1b1fb 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 41e84fc456..829bf66ec3 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -91,9 +91,10 @@ msgid "Creating a new module" msgstr "新しいモジュールの作成" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" "モジュールを作成する前に、Godot のソースコードをダウンロードし、コンパイルに" "成功してください。このドキュメントにはチュートリアルがあります。" @@ -110,22 +111,15 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"例のモジュールは「summator」と呼ばれ、Godot ソースツリー内に配置されます" -"( ``C:\\godot`` は Godot ソースが配置されている場所を指します):" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "内部では、単純なsummatorクラスを作成します:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "それからcppファイル。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" @@ -133,18 +127,18 @@ msgstr "" "次に、新しいクラスを何らかの方法で登録する必要があるので、さらに2つのファイル" "を作成する必要があります:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "このコードは、次の動作を提供します:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" @@ -152,7 +146,7 @@ msgstr "" "次に、ビルドシステムがこのモジュールをコンパイルできるように ``SCsub`` ファイ" "ルを作成する必要があります:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" @@ -160,7 +154,7 @@ msgstr "" "複数のソースを使用して、各ファイルをPython文字列リストに個別に追加することも" "できます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 #, fuzzy msgid "" "This allows for powerful possibilities using Python to construct the file " @@ -171,7 +165,7 @@ msgstr "" "を作成できる強力な可能性が実現されます。例として、デフォルトでGodotに同梱され" "ている他のモジュールをいくつか見てください。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" @@ -179,7 +173,7 @@ msgstr "" "コンパイラが見るインクルードディレクトリを追加するには、環境のパスに追加しま" "す:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 #, fuzzy msgid "" "If you want to add custom compiler flags when building your module, you need " @@ -191,7 +185,7 @@ msgstr "" "ません(エラーが発生する可能性があります)。カスタムフラグを使用した `SCsub` の" "例:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" @@ -199,7 +193,7 @@ msgstr "" "最後に、モジュールの構成ファイルは、 ``config.py`` という名前を付けなければな" "らない単純なPythonスクリプトです:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." @@ -208,14 +202,14 @@ msgstr "" "す(この場合、\\ ``True`` はすべてのプラットフォーム用にビルドすることを意味し" "ます)。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" "以上です。あまり複雑でなければいいのですが。モジュールは次のようになります:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " @@ -225,7 +219,7 @@ msgstr "" "ラットフォーム (前のセクションの手順)を構築する場合は、モジュールが含まれま" "す。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" @@ -235,19 +229,19 @@ msgstr "" "れは、ヘッダーファイル ``core/method_bind_ext.gen.inc`` を含めることで13に上" "げることができます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "モジュールの使用" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "これで、任意のスクリプトから新しく作成したモジュールを使用できます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "出力は ``60`` になります。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -258,7 +252,7 @@ msgstr "" "ブラリを使用する場合はどうでしょうか。外部ライブラリへのバインドの詳細につい" "ては、\\ :ref:`doc_binding_to_external_libraries` を参照してください。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -274,11 +268,11 @@ msgstr "" "ジェクトの実行時にエラーが発生します。詳細については、\\ :ref:`Compiling " "<toc-devel-compiling>` ページを参照してください。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -286,7 +280,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -296,7 +290,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -305,27 +299,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -333,17 +327,17 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "開発のためのビルドシステムの改善" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." @@ -351,7 +345,7 @@ msgstr "" "ここまでは、Godotバイナリの一部として新しいモジュールのソースを追加できるク" "リーンでシンプルなSCsubを定義しました。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." @@ -359,7 +353,7 @@ msgstr "" "この静的なアプローチは、すべてのモジュールを1つのバイナリにしたい場合に、ゲー" "ムのリリースバージョンを構築したいときに適しています。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 #, fuzzy msgid "" "However, the trade-off is every single change means a full recompilation of " @@ -372,7 +366,7 @@ msgstr "" "そのようなファイルを見つけて最終的に最終的なバイナリをリンクすることは長くて" "コストのかかる部分です。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." @@ -380,7 +374,7 @@ msgstr "" "このようなコストを回避するソリューションは、ゲームのバイナリを起動するときに" "動的に読み込まれる共有ライブラリとして独自のモジュールを構築することです。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 #, fuzzy msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " @@ -393,7 +387,7 @@ msgstr "" "lib`` など)にない場合、 ``LD_LIBRARY_PATH`` 環境変数を使用して、実行時にバイ" "ナリを見つける必要があります:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 #, fuzzy msgid "" "You have to ``export`` the environment variable otherwise you won't be able " @@ -402,7 +396,7 @@ msgstr "" "**注**: environ変数を ``export`` する必要があることに注意してください。そうし" "ないと、エディタ内からプロジェクトを再生できなくなります。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -413,7 +407,7 @@ msgstr "" "リの一部として(リリース用)コンパイルするかを選択できると便利です。それに" "は、\\ `ARGUMENT` コマンドを使用してSConsに渡すカスタムフラグを定義できます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." @@ -422,7 +416,7 @@ msgstr "" "して、そして ``summator_shared = yes`` を渡すときに共有ライブラリとしてビルド" "します。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 #, fuzzy msgid "" "Finally, you can even speed up the build further by explicitly specifying " @@ -431,11 +425,11 @@ msgstr "" "最後に、共有モジュールを scons コマンドのターゲットとして明示的に指定すること" "で、ビルドをさらに高速化することもできます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "カスタムドキュメントの作成" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -448,13 +442,13 @@ msgstr "" "ます。1年前に書いたコードは、他の人が書いたコードと区別がつかないかもしれない" "ので、将来の自分に親切にしてください!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" "モジュールのカスタムドキュメントをセットアップするには、いくつかの手順があり" "ます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " @@ -463,14 +457,14 @@ msgstr "" "モジュールのルートに新しいディレクトリを作成します。ディレクトリ名は何でもか" "まいませんが、このセクションでは ``doc_classes`` という名前を使用します。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 #, fuzzy msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" "``_process_input`` にコードを追加する必要があります ``_process_input`` に以下" "を追加します:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 #, fuzzy msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " @@ -481,7 +475,7 @@ msgstr "" "``get_doc_path()`` メソッドは、ドキュメントの場所を決定するためにビルド シス" "テムで使用されます。この例では、 ``doc_classes`` ディレクトリに配置されます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 #, fuzzy msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " @@ -492,52 +486,52 @@ msgstr "" "``get_doc_path()`` メソッドは、ドキュメントの場所を決定するためにビルド シス" "テムで使用されます。この例では、 ``doc_classes`` ディレクトリに配置されます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "以下はその例です:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "これで、ドキュメントを生成できます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "コマンドの実行:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 #, fuzzy msgid "" "Once the compilation process is finished, the docs will become accessible " @@ -547,7 +541,7 @@ msgstr "" "フェッチし、基本型とマージします。コンパイルプロセスが完了すると、ドキュメン" "トはエンジンの組み込みドキュメントシステム内でアクセスできるようになります。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 #, fuzzy msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " @@ -556,7 +550,7 @@ msgstr "" "ドキュメントを最新の状態に保つために必要なことは、単に ``ClassName.xml`` ファ" "イルの1つを変更し、エンジンを再コンパイルすることだけです。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -564,17 +558,17 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "カスタムエディタアイコンの追加" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " @@ -583,7 +577,7 @@ msgstr "" "モジュール内で自己完結型のドキュメントを作成する方法と同様に、エディタに表示" "されるクラスの独自のカスタムアイコンを作成することもできます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." @@ -591,11 +585,11 @@ msgstr "" "エンジン内に統合されるエディタアイコンを作成する実際のプロセスについては、最" "初に :ref:`doc_editor_icons` を参照してください。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "アイコンを作成したら、次の手順に進みます:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." @@ -603,14 +597,14 @@ msgstr "" "``icons`` という名前のモジュールのルートに新しいディレクトリを作成します。こ" "れは、モジュールのエディタアイコンを検索するエンジンのデフォルトパスです。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" "新しく作成した ``svg`` アイコン(最適化されているかどうかに関係なく)をそのフォ" "ルダに移動します。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." @@ -618,7 +612,7 @@ msgstr "" "エンジンを再コンパイルし、エディタを実行します。必要に応じて、エディタのイン" "ターフェースにアイコンが表示されます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" @@ -626,19 +620,19 @@ msgstr "" "モジュール内の別の場所にアイコンを保存したい場合は、次のコードスニペットを " "``config.py`` に追加してデフォルトパスをオーバーライドします:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "まとめ" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "覚えておいてください:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "継承に ``GDCLASS`` マクロを使用するので、Godotはそれをラップできます" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -646,7 +640,7 @@ msgstr "" "関数をスクリプトにバインドし、シグナルのコールバックとして機能できるようにす" "るには、 ``_bind_methods`` を使用します。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -654,7 +648,7 @@ msgstr "" "しかし、これはすべてではありません、あなたが何をするかに応じて、いくつかの(う" "まくいけば肯定的な)驚きで迎えられます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -664,7 +658,7 @@ msgstr "" "クラスがエディタに表示され、「ノードの追加」ダイアログボックスの継承ツリーに" "表示されます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -672,7 +666,7 @@ msgstr "" ":ref:`class_Resource`\\ から継承すると、リソース リストに表示され、公開されて" "いるすべてのプロパティは、保存/読み込み時にシリアル化できます。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 940b24ddde..0dae2b9ac6 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/index.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/index.po index 14cd6a77a1..86a30286e1 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "エンジン開発" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "開発バージョンのテスト" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Godotのソースコードをダウンロードする" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "プロジェクトの準備" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 5b8a0cfe8e..06b756a663 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index defc7b37d8..1f6fd935c1 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/object_class.po index c09d10b15a..ac71226639 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..fd3988fe21 --- /dev/null +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,343 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ja\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "スクリプトを使用する" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "外部ファイル(External Files)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +#, fuzzy +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" +"`XCode with the iOS SDK <https://developer.apple.com/xcode/download>`_\\ (dmg" +"イメージ)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "ゴドーの設定" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "物理の紹介" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "最終的なスケルトンは次のようになります:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/ja/LC_MESSAGES/development/cpp/variant_class.po index ae19255fca..1e23d1fec5 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/ja/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/ja/LC_MESSAGES/development/editor/creating_icons.po index 49c481ca37..4e5eed1c3f 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/ja/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/ja/LC_MESSAGES/development/editor/editor_style_guide.po index 1a21bd3bb6..409156e349 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/ja/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/editor/index.po b/sphinx/po/ja/LC_MESSAGES/development/editor/index.po index 3078284701..498d177451 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/ja/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/ja/LC_MESSAGES/development/editor/introduction_to_editor_development.po index f1692e119e..aea306a2b9 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/ja/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -101,12 +101,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" "`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" "master/core/io/resource_loader.cpp>`_" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" +"master/core/io/resource_loader.cpp>`_" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -114,7 +125,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -122,7 +133,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -130,34 +141,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -165,19 +176,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "開発" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/ja/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/ja/LC_MESSAGES/development/file_formats/gdscript_grammar.po index f3440ec12c..5b599df5b3 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/ja/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/ja/LC_MESSAGES/development/file_formats/index.po index 8d033440b6..a516570425 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/ja/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/ja/LC_MESSAGES/development/file_formats/tscn.po index 0db1703f8a..2cf4a1e4f5 100644 --- a/sphinx/po/ja/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/ja/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,12 +70,12 @@ msgid "File Descriptor" msgstr "ファイル記述子" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "外部リソース" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "内部リソース" @@ -88,18 +88,22 @@ msgid "Connections" msgstr "接続" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "ファイル記述子は ``[gd_scene load_steps=1 format=2]`` のように見え、ファイル" "の最初のエントリでなければなりません。\\ ``load_steps`` パラメータは(理論上)" "ファイル内のリソースの数でなければなりません。ただし、実際には、その値は重要" "ではないようです。" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -111,7 +115,7 @@ msgstr "" "とえば、すべての外部リソースの見出しは ``[ext_resource .....]`` で始まる必要" "があります。" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " @@ -121,11 +125,11 @@ msgstr "" "ります。ただし、Godotエディタを使用してファイルを保存すると、コメントは破棄さ" "れます。" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "ファイル内のエントリ" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" @@ -133,23 +137,23 @@ msgstr "" "見出しは ``[<resource_type> key=value key=value key=value ...]`` のようになり" "ます。ここで、resource_typeは次のいずれかです:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "\\ ``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "\\ ``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "\\ ``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "\\ ``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " @@ -159,11 +163,11 @@ msgstr "" "列、幾何学変換、色などの複雑なデータ型にすることができます。たとえば、spatial" "ノードは次のようになります:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "シーンツリー" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" @@ -173,31 +177,31 @@ msgstr "" "よび(ほとんどの場合)タイプで構成されます。たとえば、\\ ``[node type=\"Camera" "\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "その他の有効なキーワードは次のとおりです:" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "\\ ``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "\\ ``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "\\ ``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "\\ ``index`` (2 つのノードが同じ名前の場合)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "\\ ``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -215,7 +219,7 @@ msgstr "" "場合、パスは ``\".\"``(相対パス)である必要があります。シーンツリーの例を次に" "示します(ただし、ノードの内容は含んでいません):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " @@ -225,11 +229,11 @@ msgstr "" "すが幸いにも、そのノードを含むファイルを保存するだけで簡単に見つけられます。" "ノードの例を次に示します:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "\\ NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -244,11 +248,11 @@ msgstr "" "ラックは ``NodePath()`` を使用して、アニメーション化するノードプロパティを指" "し示します。" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "スケルトン" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" @@ -258,36 +262,36 @@ msgstr "" "の形式でキーと値のペアで記述されたボーンのリストも持つ場合があります。ボーン" "の属性は次のもので構成されます:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "\\ ``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "\\ ``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "\\ ``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "\\ ``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "\\ ``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` は各ボーンの最初の属性でなければなりません。" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." @@ -295,15 +299,15 @@ msgstr "" "``parent`` は、ボーンリスト内の親ボーンのインデックスです。親インデックスを使" "用してボーン リストはボーン ツリーに構築されます。" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "``rest`` は、その「休息」位置にある骨の変換行列です。" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` はポーズ行列です。基準として ``rest`` を使用します。" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." @@ -311,15 +315,15 @@ msgstr "" "``bound_children`` は、このボーンに属するBoneAttachmentsを指す " "``NodePath()`` のリストです。" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "2つのボーンを持つスケルトンノードの例を次に示します:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "\\ BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -331,15 +335,15 @@ msgstr "" "NameOfBone`` 属性があり、親である対応するボーンの ``bound_children`` リストに" "はBoneAttachmentノードがあります。" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "スケルトンのボーンを親とする1つのMeshInstanceの例:" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "\\ AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -353,11 +357,11 @@ msgstr "" "スは、AnimationPlayerのルートノードを使用します。ルートノードは " "``root_node=NodePath(Path/To/Node)`` として保存されます。" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "リソース" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -367,7 +371,7 @@ msgstr "" "には、付随するArrayMeshリソースがあります。ArrayMeshリソースは、TSCNファイル" "の内部または外部のいずれかである場合があります。" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -380,7 +384,7 @@ msgstr "" "``SubResource(id)`` で参照されます。内部リソースと外部リソースを参照する方法" "は異なるため、内部リソースと外部リソースの両方に同じIDを使用できます。" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." @@ -388,7 +392,7 @@ msgstr "" "たとえば、リソース ``[ext_resource id=3 type=\"PackedScene\" path=....]`` を" "参照するには、\\ ``ExtResource(3)`` を使用します。" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." @@ -396,7 +400,7 @@ msgstr "" "外部リソースは、TSCNファイル自体に含まれていないリソースへのリンクです。外部" "リソースは、パス、タイプ、およびIDで構成されます。" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " @@ -406,11 +410,11 @@ msgstr "" "いうプレフィックスを付けますが、TSCNファイルの場所を基準としたパスも有効で" "す。" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "外部リソースの例を次に示します:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " @@ -420,7 +424,7 @@ msgstr "" "トが含まれる場合があります。ただし、Godotエディタを使用してリソースを保存する" "と、コメントは破棄されます。" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -434,7 +438,7 @@ msgstr "" "す。内部リソースには、各見出しの下に ``key = value`` のペアもあります。たとえ" "ば、カプセルのコリジョン形状は次のようになります:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -446,7 +450,7 @@ msgstr "" "現する必要があります。これは、ファイルの内部リソースセクションで順序が重要で" "あることを意味します。" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " @@ -456,11 +460,11 @@ msgstr "" "ん。いくつかの例は保存されたリソースファイルを調べることで見つけることができ" "ますが、他の例はGodotのソースを調べることでのみ見つけることができます。" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "\\ ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." @@ -468,27 +472,27 @@ msgstr "" "ArrayMeshは、それぞれが ``surface\\Index={}`` という形式のいくつかのサーフェ" "スで構成されています。各サーフェスは、頂点とマテリアルのセットです。" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "TSCNファイルは、次の2つのサーフェス形式をサポートします:" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "古い形式では、各サーフェスには3つの重要なキーがあります:" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "\\ ``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "\\ ``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "\\ ``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -496,43 +500,43 @@ msgstr "" "``primitive`` は列挙型変数で、\\ ``primitive =4`` である " "``PRIMITIVE_TRIANGLES`` がよく使用されます。" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "``arrays`` は2次元配列であり、次のものが含まれます:" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "頂点位置配列" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "接線配列" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "頂点カラー配列" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV配列1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV配列2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "ボーンインデックス配列" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "ボーンウェイト配列" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "頂点インデックス配列" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." @@ -540,15 +544,15 @@ msgstr "" "``morph_arrays`` はモーフの配列です。各モーフは、頂点インデックス配列を持たな" "いまさに ``配列`` です。" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "ArrayMeshの例:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "アニメーション" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." @@ -556,11 +560,11 @@ msgstr "" "アニメーションリソースはトラックで構成されます。また、すべてのトラックに適用" "される ``length``\\ 、\\ ``loop`` そして ``step`` があります。" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "``length`` と ``step`` はどちらも秒単位の期間です。" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" @@ -568,31 +572,31 @@ msgstr "" "各トラックは、\\ ``tracks/Id/Attribute`` 形式のキーと値のペアのリストによって" "記述されます。各トラックには以下が含まれます:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "\\ ``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "\\ ``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "\\ ``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "\\ ``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "\\ ``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "\\ ``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" @@ -600,19 +604,19 @@ msgstr "" "``type`` は各トラックの最初の属性でなければなりません。\\ ``type``の値は次の" "とおりです:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "\\ ``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "\\ ``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "\\ ``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " @@ -622,7 +626,7 @@ msgstr "" "AnimationPlayerで定義されたルートノードを基準とした、アニメーション化された" "ノードまたは属性へのパスです。" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 #, fuzzy msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " @@ -631,22 +635,22 @@ msgstr "" "``interp`` はキーフレームからフレームを補間する方法です。これは列挙型変数であ" "り、値を持つことができます:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (定数)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 #, fuzzy msgid "``1`` (linear)" msgstr "1 (リニア)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 #, fuzzy msgid "``2`` (cubic)" msgstr "2 (キュービック)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " @@ -655,7 +659,7 @@ msgstr "" "``keys`` はキーフレームに対応しています。\\ ``PoolRealArray()`` として表示さ" "れますが、異なるタイプのトラックに対して異なる構造を持つ場合があります。" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 46b2c10c3a..a9eb847b52 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/default_key_mapping.po index c9eadbbad1..af424b010f 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -188,8 +188,8 @@ msgid "Search Help" msgstr "ヘルプを検索" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/external_editor.po index 3d10993cf1..2811447f34 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/index.po index 730b897128..ea43fffea6 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 8ed4a904d1..644ccfeecd 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 25f36fa10a..b9076d2211 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 7200adc824..770031a394 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index b565d16c40..92dfe18315 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index aeae51f7df..0be899c57d 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -262,7 +262,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "OSに応じて、\\ ``GODOT_X11``\\ 、\\ ``GODOT_WINDOWS``\\ 、\\ ``GODOT_OSX``" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 8bd6e19404..523eea434e 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index e7e4a1bcd6..d23686527b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 369eba7868..48b3e7fa13 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index cd60e514a1..df2c5d2db0 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index b640ca95ec..e0f657c808 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 316c92b6f3..0734ea0d32 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1962,11 +1962,12 @@ msgstr "" "渡されるのと同じ ``e`` です。" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "``Idle.gd`` の ``_init`` コンストラクタが0の引数を取る場合、何もしなくても " "``State.gd`` 親クラスに値を渡す必要があります。つまり変数だけでなく、基本コン" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 24d4fb360f..b1dd07b8bc 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index b64f9cf78c..6a892db9de 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 8b42c73a63..606db25a14 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 5ded37d87a..b36097397c 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index e16c1157a1..92eb5d8246 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -383,10 +383,10 @@ msgstr "静的と動的: どちらかのみを利用する" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 #, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "型付きGDScriptと動的GDScriptは、同じプロジェクト内に共存できます。しかし、" "コードベースの一貫性のためにも、仲間のためにも、どちらかスタイルに固定するこ" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 0131302016..5df5eda7e9 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/index.po index 6f9052ac8c..db4fb37792 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 699839b585..ec8373d313 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index be8ab89d5d..d49e7c7558 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/index.po index a77847ce09..179e757df7 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index ab0ba81b8e..77d5e2edbe 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index c5eaee6f74..a0f742cd71 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/animations.po index faa903c268..185042d63e 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/exporting.po index cac2fbd552..991c7d2fd2 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/filesystem.po index b5d32a953e..0f2390a55b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index cb54f4a444..31f84c440f 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/index.po index cd7fca6fe1..32c8892022 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing.po index 37a4370b55..888fc9495f 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 5dc8b131dc..75527fceea 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index d7fb03751a..374954f130 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -269,8 +269,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "**Script** ワークスペースは、デバッガー、豊富な自動補完、および組み込みのコー" "ドリファレンスを備えた、完全なコードエディタです。\\ :kbd:`F3` ( macOSでは :" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/resources.po index 3af31e848e..c6b8a4e1c1 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 7531d4465d..de35cf2d7b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 4769e5900e..ce5f53264f 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting.po index 564db05eab..1868cb128a 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 6500a7a0d9..f985a11121 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -348,22 +348,25 @@ msgstr "" "リプトにアクセスできます。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "``class_name`` キーワードの後にクラスの名前を付けた後に、スクリプトに名前を付" "け、エディタにタイプとして登録できます。カンマを追加した後にアイコンとして使" "用する画像のパスを追加できます。これで、ノードまたはリソース作成ダイアログで" "新しいタイプを見つける事ができます。" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "Godot 3.1の場合:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -371,6 +374,6 @@ msgstr "" "スクリプトを登録できるのは、GDScriptおよびNativeScript、つまりC++およびその他" "のGDNativeを使用した言語のみです。" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "GDScriptのみが、名前付きスクリプトごとにグローバル変数を作成します。" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/signals.po index 3d71d8fb3a..82ef4f9d9d 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 5ebeebfa99..c28a7a6c0c 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index e43bb7d379..9acdd8eda9 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 57c3ea9fb2..073a0cd209 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 6793f68bac..6c572a0f27 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 268232d586..4e2428a11b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index fde5c42c95..6def111a15 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -423,6 +423,7 @@ msgid "Add containers to place UI elements automatically" msgstr "UI要素を自動配置するコンテナを追加する" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -432,7 +433,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "メインメニューは画面の端にマージンがあります。2つの部分に分かれていて、左側に" "はロゴとメニュー項目があります。右側にはキャラクターたちがいます。これを実現" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index e33c5341fa..a9db0324aa 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index be97c7f1f2..a48404ba56 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 74f61289dc..cd07588340 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 3322cac3ab..14bfb37f55 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 94f9daa27d..366074fb36 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 2c302cd66d..05eda02e0e 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 5ac5817e39..ffda70e6be 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 60f5346933..bd8b719722 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/import_process.po index c88d27227d..3da9ad5033 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -44,7 +44,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "Godot 3.0では、より近代的なアプローチを使用してインポートします。アセット(画" "像ファイル、シーン、オーディオファイル、フォントなど)をプロジェクトフォルダに" @@ -140,16 +140,19 @@ msgid "Files generated" msgstr "生成されたファイル" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "インポートすると、インポート設定を含む <asset> .import ファイルが追加されま" "す。 必ずこれらをあなたのバージョン管理システムにコミットしてください!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "さらに、追加のアセットは、隠しフォルダの「res://.import」にプリセットされま" "す:" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 08eaf0d9d7..248ef844c3 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 15b560d6bd..8c57040ea1 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 89bd867d29..3a0edf9115 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 4fa278d846..276c312b14 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/index.po index 026c2e3367..5b10fd80f2 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 25932239cd..804459a5c3 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 351daee61e..46289cc40b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -201,8 +201,9 @@ msgstr "" "ですが)。" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**取得、設定:** 位置で指定するので\\ *最速*\\ 。例: 0番目、2番目、10番目のレ" @@ -523,7 +524,7 @@ msgstr "" "クラスには、カスタムデータ構造に関係のないものが含まれています。そのため、ツ" "リー構造を構築するときに、独自のノードタイプを構築すると役立ちます。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." @@ -531,11 +532,11 @@ msgstr "" "ここから、想像力によってのみ制限される特定の機能を備えた独自の構造を作成でき" "ます。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "列挙型: int 対 string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 #, fuzzy msgid "" "Most languages offer an enumeration type option. GDScript is no different, " @@ -547,7 +548,7 @@ msgstr "" "ほとんどの言語とは異なり、整数値または文字列を列挙値に使用できます。 そのた" "め、このように思うはずです「どちらを使うべきか?」" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -557,7 +558,7 @@ msgstr "" "リプトにはない、GDScript固有の機能です。この言語はパフォーマンスよりも使いや" "すさを優先しています。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " @@ -567,7 +568,7 @@ msgstr "" "速に行われます。しかし、他の言語の規則を維持したい場合は、整数を使用する必要" "があります。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -580,7 +581,7 @@ msgstr "" "く、``5`` などが出力されます。整数の列挙型を出力するには、各列挙型に対応する" "文字列値をマップする辞書(Dictionary)を作成する必要があります。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -591,12 +592,12 @@ msgstr "" "グループ化する場合、それらを文字列として使用することは理にかなっています。そ" "うすれば、印刷で実行するための別個のデータ構造は不要です。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "AnimatedTexture 対 AnimatedSprite 対 AnimationPlayer 対 AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -604,7 +605,7 @@ msgstr "" "どのような状況でGodotの各アニメーションクラスを使用する必要がありますか? 答" "えは、新しいGodotユーザーにはすぐにはわからないかもしれません。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -613,15 +614,15 @@ msgstr "" "なくアニメーション ループとして描画するテクスチャです。ユーザーは次の操作がで" "きます..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "テクスチャの各セクションを移行する速度(fps)。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "テクスチャに含まれる領域の数(フレーム数)。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -632,7 +633,7 @@ msgstr "" "順番に描画します。良いニュースは、これはエンジンの部分に余分なロジックを含み" "ないことです。悪いニュースは、ユーザーがほとんど制御できないことです。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -650,7 +651,7 @@ msgstr "" "バッチ描画呼び出しですべてをレンダリングできる、多くの自動アニメーション背景" "を作成できます。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -663,7 +664,7 @@ msgstr "" "成し、アニメーションの反復、速度、領域のオフセット、および方向を制御できま" "す。これにより、2Dフレームベースのアニメーションの制御に適しています。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -676,7 +677,7 @@ msgstr "" "ション以外の他の周辺要素の操作など)、AnimatedSprite と組み合わせて :ref:" "`AnimationPlayer <class_AnimationPlayer>` ノードを使用する必要があります。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -684,12 +685,12 @@ msgstr "" "AnimationPlayer は、次のようなより複雑な2Dアニメーションシステムを設計する場" "合に使用する必要があるツールでもあります。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" "**カットアウトアニメーション:** 実行時にスプライトの幾何学変換を編集します。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -699,11 +700,11 @@ msgstr "" "ンをリギングします。次に、ボーンのアニメーション化を行い、ボーンの相互関係に" "応じてテクスチャを伸縮させます。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "上記のミックス。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index afe1c6035c..90aeb97384 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index efe5d26c00..18064b58af 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/index.po index e79d70d5f8..6b5f90779d 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index c0a313c762..10477555b3 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index ce3f621c6c..9b7765e58e 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -105,10 +105,11 @@ msgstr "" "合、この点は重要な要素ではありません。" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" "別のクラスリソース(スクリプトまたはシーン)のみを「インポート」したい場合は、" "多くの場合、プリロードされた定数を使用することが最善のアクションです。ただ" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index bf8496c53f..fca65d745a 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 5f0808c7fa..021818bed2 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -296,11 +296,12 @@ msgid "Choosing a node tree structure" msgstr "ノードツリー構造の選択" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -421,10 +422,11 @@ msgstr "" "と、シーンの移行中にGUIノードも削除されます。" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" "他のシステムのデータを変更するシステムがある場合、それらをオートロードではな" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 05faac9ffc..4d018e4582 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 844da46d08..e80e0ae931 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 39d267fad2..cd91b88b04 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 7669c2bdd1..7461bf845d 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 11f421e96f..59cea44c77 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -208,11 +208,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "設定が完了すれば、Androidにエクスポートできるようになります!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "ランチャーアイコンの提供" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -223,11 +238,11 @@ msgstr "" "すために使用されます。 Godotは高解像度アイコン(``xxxhdpi`` 密度画面用)のみを" "必要とし、低解像度のバリアントを自動的に生成します。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godotに必要なアイコンには2つのタイプがあります:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 #, fuzzy msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " @@ -236,7 +251,7 @@ msgstr "" "**Main Icon**: 『クラシック版』のアイコン。これはAndroid 8 (Oreo) 未満の全" "Androidバージョンにて使用されます。最低でも 192x192 ピクセルが必要。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -252,7 +267,7 @@ msgstr "" "ングは、ランチャーによってコントロールされます。最低でも 432x432 ピクセルが必" "要。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -264,7 +279,7 @@ msgstr "" "する\\ `すばらしい記事を公開 <https://medium.com/google-design/designing-" "adaptive-icons-515af294c783>`_ (英語)しています。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 #, fuzzy msgid "" "The most important adaptive icon design rule is to have your icon critical " @@ -276,7 +291,7 @@ msgstr "" "す。セーフゾーンは中心から半径 66dp (``xxxhdpi``\\ で264ピクセル) の円形で" "す。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -284,14 +299,14 @@ msgstr "" "もし要求されるアイコンを指定しなかった場合、Godotは失敗するたびにフォールバッ" "ク チェーンから次のものを試し、置き換えます:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Main Icon:** 指定されたメイン アイコン -> プロジェクト アイコン -> デフォル" "トのGodotメインアイコン。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -299,7 +314,7 @@ msgstr "" "**Adaptive Icon Foreground:** 指定された前面アイコン -> 指定されたメイン アイ" "コン -> プロジェクト アイコン -> デフォルトのGodot前面アイコン。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -307,7 +322,7 @@ msgstr "" "**Adaptive Icon Background:** 指定された背景アイコン -> デフォルトのGodot背景" "アイコン。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 #, fuzzy msgid "" "It's highly recommended to provide all the requested icons with their " @@ -318,11 +333,11 @@ msgstr "" "奨します。それがAndroidの全デバイスおよび全バージョンで、あなたのアプリケー" "ションが良く見えるようにする唯一の方法です。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Google Playストア用にエクスポート" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -331,7 +346,7 @@ msgstr "" "ルを使用して署名する必要があります。このようなファイルは次のように生成できま" "す。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -343,19 +358,19 @@ msgstr "" "て、\\ `APK 署名 <https://developer.android.com/studio/publish/app-" "signing>`_ の詳細をご覧ください。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "次に、Android エクスポートプリセットで次のフォームに入力します:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "**Release:** 生成したばかりのキーストアファイルへのパスを入力します。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** キーエイリアスで置き換えます。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -363,7 +378,7 @@ msgstr "" "**Release Password:** キーパスワード。現在、キーストアのパスワードとキーのパ" "スワードは同じでなければならないことに注意してください。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -373,7 +388,7 @@ msgstr "" "ジョン管理システムを使用する場合は、パブリックリポジトリから削除し、 ``." "gitignore`` ファイルまたは同等のファイルに追加する必要があります。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 #, fuzzy msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." @@ -381,11 +396,11 @@ msgstr "" "APKの名前を選択する際は、[** Export with Debug **]チェックボックスをオフにす" "ることを忘れないでください。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "APKサイズの最適化" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -401,7 +416,7 @@ msgstr "" "テクチャのライブラリのみを含むAPKが作成されます。 ARMv7をターゲットとするアプ" "リケーションはARMv8デバイスでも実行できますが、その逆は当てはまりません。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -419,7 +434,7 @@ msgstr "" "クチャをターゲットにする必要があります。通常、ARMv7およびARMv8用のAPKを作成す" "るだけで、現在使用されているほとんどのデバイスをカバーできます。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 0e790f1242..ce54a484fa 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 7733b72f38..d208d7390e 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index c60b24a91d..91697e9ee1 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 77f484e416..573060933a 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 6be8f24c2f..e5f454751c 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -596,7 +596,7 @@ msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" "HTML5エクスポートテンプレートは、シングルトンをサポートせずに構築できます。 " diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 630f99092d..3f861f482b 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 0bafbf7a3a..8b464e3549 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 6bf85ae7ce..d88568ddac 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/index.po index ea4b2c94a5..d337f376cd 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 250b4a05d2..baf6113a34 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "ワンクリック・デプロイ" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "いいですね、それは何ですか?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "ワンクリック・デプロイの手順" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -41,11 +43,12 @@ msgstr "" "らせるのは良いことです。" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "一部のプラットフォーム (このドキュメントの執筆時点では、Androidのみ)は、USBデ" "バイスがコンピュータに接続されているタイミングを検出し、デバイス上でプロジェ" @@ -53,30 +56,84 @@ msgstr "" "できます(デバッグモードで)。この機能は、業界の流行語で \"One Click Deploy\" " "と呼ばれています。" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "ワンクリック・デプロイの手順" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "ターゲットプラットフォームを構成します。" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"デバイスを構成します(デベロッパーモードであること、同様にコンピューターにUSB" -"ケーブルが接続されていること、USBが認識されていることなどを確認します)。" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "デバイスを接続します..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "そしてほら!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "すべてのプラットフォームをサポート。" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "1 回クリックすると...デプロイ完了!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +#, fuzzy +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" +"また、カスタムのエクスポート テンプレートを作成するときでも、チュートリアル" +"\\ :ref:`doc_exporting_for_android`\\ のステップを追う必要があります。" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "ワンクリック・デプロイ" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/index.po index f7f2880cd0..3f5558416a 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/index.po index ce8ca31ae5..b9b7ca59e0 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 213673b9a8..cc79e2fea1 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index 9835cbf2ef..e755059611 100644 --- a/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/ja/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/index.po b/sphinx/po/ja/LC_MESSAGES/index.po index 2323d3dc07..518b783e30 100644 --- a/sphinx/po/ja/LC_MESSAGES/index.po +++ b/sphinx/po/ja/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -119,7 +119,6 @@ msgstr "" "す。また、左上の検索機能を利用することも出来ます。" #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " @@ -128,8 +127,8 @@ msgid "" msgstr "" "オフラインで読むために `HTMLのコピーをダウンロード <https://nightly.link/" "godotengine/godot-docs/workflows/build_offline_docs/3.3/godot-docs-html." -"zip>`__ することもできます (毎週月曜日にアップデート)。ZIPアーカイブを展開し" -"ブラウザで最上位の ``index.html`` を開いてください。" +"zip>`__ することもできます (毎週月曜日にアップデートされます)。ZIPアーカイブ" +"を展開しブラウザで最上位の ``index.html`` を開いてください。" #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 0ace061517..a807f55058 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_meshes.po index 0e3bcae7c7..874c25517a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_movement.po index 6ed3c9101c..d207484583 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index be9267ee41..6d90d52dbf 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,12 +26,13 @@ msgid "Introduction" msgstr "はじめに" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" "このチュートリアルでは、AnimatedSpriteクラスとAnimationPlayerを使用して2Dアニ" "メーションキャラクターを作成する方法を学習します。通常、アニメーションキャラ" @@ -41,10 +42,11 @@ msgstr "" "化できます。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -173,9 +175,10 @@ msgid "Sprite sheet with AnimatedSprite" msgstr "AnimatedSpriteを使用したスプライトシート" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" "クラス ``AnimatedSprite`` を使用して、スプライトシートから簡単にアニメーショ" "ン化することもできます。このパブリックドメインスプライトシートを使用します:" @@ -189,9 +192,10 @@ msgstr "" "ロジェクトフォルダにコピーします。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" "個々の画像を使用するときと同じ方法でシーンツリーを設定します。\\ " @@ -199,49 +203,55 @@ msgstr "" "SpriteFrames]を選択します。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "新しいSpriteFramesリソースをクリックします。今回は、下のパネルが表示された" "ら、[スプライトシートからフレームを追加する]を選択します。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "ファイルを開くように求められます。スプライトシートを選択します。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" "新しいウィンドウが開き、スプライトシートが表示されます。最初に行う必要がある" "のは、スプライトシートの垂直および水平画像の数を変更することです。このスプラ" "イトシートには、水平方向に4つの画像と垂直方向に2つの画像があります。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" "次に、アニメーションに含めるスプライトシートからフレームを選択します。上位4つ" "を選択し、[4フレームを追加]をクリックしてアニメーションを作成します。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" "これで、下部パネルのアニメーションのリストの下にアニメーションが表示されま" "す。デフォルトでダブルクリックして、ジャンプするアニメーションの名前を変更し" "ます。" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" "最後に、インスペクタのAnimatedSpriteでの再生をチェックして、カエルのジャンプ" @@ -386,12 +396,13 @@ msgid "Summary" msgstr "概要" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" "これらの例は、2Dアニメーション用にGodotで使用できる2つのクラスを示していま" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_transforms.po index 52fad0f688..611b13f5d9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/canvas_layers.po index 73cd06ca78..e7c8fcf4af 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 100226d0f3..37e76619a4 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/index.po index 96f4e26113..2b605dd842 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 7921038163..994f841087 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/using_tilemaps.po index d04fd7246f..9f8e5ec48b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 4e4a9046bf..e033af9b75 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 48483fe23b..f5ac53463c 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,21 +26,25 @@ msgid "Introduction" msgstr "はじめに" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 +#, fuzzy msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" "焼き込み済のライトマップは、間接(または焼き込み済)ライティングをシーンに追加" "するための代替ワークフローです。 :ref:`doc_gi_probes` のアプローチとは異な" "り、焼き付けられたライトマップは実行時にほとんどリソースを消費しないため、" "ローエンドのPCやモバイルデバイスで正常に機能します。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 +#, fuzzy msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" @@ -49,39 +53,48 @@ msgstr "" "テリアで :ref:`doc_reflection_probes` を使用する(またはエクステリアでSkyを使" "用する)ことが、高品質を得るための要件です。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -"焼き込むと、\\ ``GIProbe`` よりもライトブリーディング(光線漏れ)に関する問題が" -"少なく、高品質の設定でレイトレースモードを使用すると間接光の見栄えが良くなり" -"ます(ただし、焼き込み処理には時間がかかる場合があります)。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#, fuzzy msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" "最終的に、どの間接照明アプローチがより良いかは、ユースケースに依存します。一" "般に、GIProbeは見栄えが良く、セットアップがはるかに簡単です。ただし、モバイル" "またはローエンドの互換性を確保するには、ベイクドライトマップが唯一の選択肢で" "す。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 msgid "Visual comparison" msgstr "視覚的比較" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +#, fuzzy msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" "ベイクドライトマップとGIProbeの見た目の比較を次に示します。ライトマップはより" "正確ですが、照明がラップされていないテクスチャ上にあるという事実に苦しむこと" @@ -89,11 +102,11 @@ msgstr "" "れません。 GIProbeは(近似なので)あまり正確ではありませんが、全体的に滑らかに" "見えます。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "セットアップ" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -105,7 +118,7 @@ msgstr "" "マップ内で独自の場所を持つことを保証する2次テクスチャ座標のセットです。面はテ" "クスチャ内のピクセルを共有してはいけません。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" @@ -113,17 +126,107 @@ msgstr "" "オブジェクトに一意のUV2レイヤーとテクスチャサイズを持たせるには、いくつかの方" "法があります:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "シーンのインポート時に展開" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +#, fuzzy +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" +"これはおそらく全体的に最善のアプローチです。唯一の欠点は、大きなモデルでは、" +"インポート時に展開に時間がかかることがあるということです。ファイルシステム" +"ドックでインポートされたシーンを選択し、[インポート]タブに移動します。そこ" +"で、次のオプションを変更できます:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +#, fuzzy +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" +"これはおそらく全体的に最善のアプローチです。唯一の欠点は、大きなモデルでは、" +"インポート時に展開に時間がかかることがあるということです。ファイルシステム" +"ドックでインポートされたシーンを選択し、[インポート]タブに移動します。そこ" +"で、次のオプションを変更できます:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +#, fuzzy +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" +"**Light Baking** モードは **\"Gen Lightmaps\"** に設定する必要があります。" +"ワールド単位のテクセルサイズ(Texel Size)も指定する必要があります。これによ" +"り、ライトマップテクスチャの最終サイズ(および、結果として、マップのUVパディン" +"グ)が決定されます。" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" +"このオプションを設定すると、シーン内のすべてのメッシュのUV2マップが適切に生成" +"されます。" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +#, fuzzy +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" +"注意点: シーン内でメッシュを再利用する場合、最初に見つかったインスタンスに対" +"してUVが生成されることに注意してください。メッシュがさまざまな縮尺で再利用さ" +"れる場合(および縮尺が大きく異なる場合、半分以下または二倍以上)、これは非効率" +"的なライトマップになります。ライトマッピングの使用を計画している場合は、異な" +"るスケールでソースメッシュを再利用しないでください。" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "Godot内から展開する" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" +"Godotには、メッシュを展開してUVチャネルを視覚化するオプションがあります。 " +"Meshメニューにあります:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" +"これにより、焼き込みに使用できる2番目のUV2座標セットが生成され、テクスチャサ" +"イズも自動的に設定されます。" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "3D DCCから展開(アンラップ)" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 +#, fuzzy msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" "1つの選択肢は、お気に入りの3Dアプリから実行することです。通常、このアプローチ" "は推奨されませんが、その手段が存在することを知ってもらうために最初に説明しま" @@ -131,19 +234,20 @@ msgstr "" "生成プロセスがGodot内で非常にコストがかかる可能性があるため、インポート前に展" "開(アンラップ)すると処理が速くなるということです。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "2番目のUV2レイヤーで展開するだけです。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 +#, fuzzy msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" "そして、普通にインポートします。インポート後にメッシュのテクスチャサイズを設" "定する必要があることに注意してください。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -155,81 +259,11 @@ msgstr "" "りません。より良い展開図を作成するには、ほとんどの場合、シームや他の技術を使" "用する必要があります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "Godot内から展開する" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" -"Godotには、メッシュを展開してUVチャネルを視覚化するオプションがあります。 " -"Meshメニューにあります:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" -"これにより、焼き込みに使用できる2番目のUV2座標セットが生成され、テクスチャサ" -"イズも自動的に設定されます。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "シーンのインポート時に展開" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" -"これはおそらく全体的に最善のアプローチです。唯一の欠点は、大きなモデルでは、" -"インポート時に展開に時間がかかることがあるということです。ファイルシステム" -"ドックでインポートされたシーンを選択し、[インポート]タブに移動します。そこ" -"で、次のオプションを変更できます:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" -"**Light Baking** モードは **\"Gen Lightmaps\"** に設定する必要があります。" -"ワールド単位のテクセルサイズ(Texel Size)も指定する必要があります。これによ" -"り、ライトマップテクスチャの最終サイズ(および、結果として、マップのUVパディン" -"グ)が決定されます。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" -"このオプションを設定すると、シーン内のすべてのメッシュのUV2マップが適切に生成" -"されます。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" -"注意点: シーン内でメッシュを再利用する場合、最初に見つかったインスタンスに対" -"してUVが生成されることに注意してください。メッシュがさまざまな縮尺で再利用さ" -"れる場合(および縮尺が大きく異なる場合、半分以下または二倍以上)、これは非効率" -"的なライトマップになります。ライトマッピングの使用を計画している場合は、異な" -"るスケールでソースメッシュを再利用しないでください。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "UV2を確認する" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " @@ -238,13 +272,14 @@ msgstr "" "前に説明したメッシュメニューで、UV2テクスチャ座標を視覚化できます。何かが失敗" "している場合は、メッシュに次の UV2座標があることを確認してください:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "シーンの設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 +#, fuzzy msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" @@ -252,7 +287,7 @@ msgstr "" "これにより、インスタンス化されたシーンであっても、そのシーンのすべてのノード" "(およびサブノード)でライトのベイク処理が有効になります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " @@ -262,11 +297,11 @@ msgstr "" "化することができ、それぞれに独自のライトマップが割り当てられます(前述のスケー" "リングに関するルールを必ず守ってください):" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "範囲設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " @@ -276,19 +311,20 @@ msgstr "" "を受けるエリアと同程度のボリューム(容積)が必要です。(詳細は後述)。\\ " "``GIProbe`` で行うように、ボリュームでシーンをカバーするだけです:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "メッシュの設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 +#, fuzzy msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" "**MeshInstance** ノードがベイク処理に参加するには、\"Use in Baked Light\"プロ" "パティを有効にする必要があります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." @@ -296,11 +332,11 @@ msgstr "" "シーンのインポート時にライトマップを自動生成する場合、これは自動的に有効にな" "ります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "ライトの設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " @@ -310,7 +346,7 @@ msgstr "" "グと照明は依然として動的であり、移動するオブジェクトに影響を与えますが、その" "ライトからの光の跳ね返りはベイク処理されることを意味します。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" @@ -318,99 +354,97 @@ msgstr "" "ライトは無効(ベイクなし)または完全にベイク処理(直接および間接)できます。これ" "は、ライトの **Bake Mode** メニューから制御できます:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "モードは次のとおりです:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "変数" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 +#, fuzzy msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" "**Disabled(無効):** ベイク処理ではライトは無視されます。ライトを非表示にして" "もベイク処理は無効化されないので、代わりにこれを使用する必要があります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -"**Indirect(間接): **これはデフォルトのモードです。間接照明のみがベイク処理さ" -"れます。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" -"**All(すべて):** 間接照明と直接照明の両方がベイク処理されます。ライトを2回(動" -"的および静的に)表示したくない場合は、単に非表示にしてください。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "焼き込みの品質" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" -"``BakedLightmap`` は、単純化するために、ボクセル化されたシーンを使用して照明" -"を計算します。ボクセルのサイズは、\\ **Bake Subdiv* *パラメーターで調整できま" -"す。細分化を行うとより詳細になりますが、焼き込みに時間がかかります。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" -"一般に、デフォルトで十分です。また、\\ **Capture Subdivision** (常にメインサ" -"ブディビジョン以下である必要があります)もあります。これは、動的オブジェクトの" -"光をキャプチャするために使用されます(詳細は後述)。ほとんどの場合、このデフォ" -"ルト値で十分です。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" -"キャプチャサイズに加えて、\\ **Bake Mode** を設定することで品質を変更できま" -"す。間接的なキャプチャの2つのモードが提供されます:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" -"**ConeTrace(ボクセルコーントレース)**: デフォルトです。精度は劣りますが、高速" -"です。\\ ``GIProbe`` に似ています(ただし、わずかに優れています)。" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" -"**RayTrace(レイ トレーシング)**: この方法はより正確ですが、ベイク処理にかなり" -"時間がかかります。低品質または中品質で使用すると、一部のシーンで粒子が生成さ" -"れる場合があります。" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "\\ rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "ベイク(焼き込み)処理" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#, fuzzy msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" "ベイク処理を開始するには、\\ **BakedLightmap`` ノードの選択中に一番上の大き" "な **ライトマップを焼き込む** ボタンを押すだけです:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." @@ -418,100 +452,212 @@ msgstr "" "これには、選択したシーンのサイズ、焼き込み方法、品質に応じて、数秒から数分(ま" "たは数時間)かかります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "焼き込みの設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "ベイク処理にはさらにいくつかのオプションがあります:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -"**Bake Subdiv**: Godotライトマッパーは、周りの光の情報を転送するためにグリッ" -"ドを使用しています。デフォルト値のままで問題はなく、ほとんどの場合に適してい" -"ます。細部の照明をより良くしたい場合や、シーンが大きい場合には増やします。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "微調整" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -"**Capture Subdiv**: これは、リアルタイムのキャプチャ情報(動的オブジェクトの照" -"明)に使用されるグリッドです。ほとんどの場合、デフォルト値で問題ありません。通" -"常、この値はBake Subdivより小さく、それより大きくすることはできません。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -"**Bake Quality**: Low、Medium、Highの3つの焼き込み品質モードが用意されていま" -"す。品質が高いほど時間がかかります。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -"**Bake Mode**: ベイカーは2つの異なる手法を使用できます: *Voxel Cone Tracing* " -"(高速ですが近似的)、または *RayTracing* (低速ですが正確)。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -"**Propagation**: *Voxel Cone Trace* モードで使用されます。\\ ``GIProbe`` と同" -"じように機能します。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -"**HDR**: 無効にすると、ライトマップは小さくなりますが、白(1.0)を超える光を" -"キャプチャできません。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -"**Image Path**: ライトマップが保存される場所。デフォルトでは、シーン (\".\") " -"と同じディレクトリにありますが、微調整できます。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" -msgstr "**Extents**: 影響を受ける領域のサイズ(視覚的に編集できます)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." +msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "アトラスタイル" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "キャプチャ" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "データ" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 +#, fuzzy msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" "**Light Data**: ベイク処理後のライトベイク処理されたデータが含まれます。テク" "スチャはディスクに保存されますが、これには動的オブジェクトのキャプチャデータ" "も含まれますが、これは少し重い場合があります。.scn の代わりに .tscn 形式を使" "用している場合は、ディスクに保存できます。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "動的オブジェクト" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 +#, fuzzy msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" "他のエンジンまたはライトマッパーの実装では、「ライトプローブ」と呼ばれる小さ" @@ -519,7 +665,7 @@ msgstr "" "必要があります。これは、光をシーン内を移動する動的オブジェクトに転送するため" "に使用されます。" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/csg_tools.po index 517a935c6f..0eb0e0de8a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 25553a3e07..22e2ed7dcc 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index f482d60800..c07589f8f8 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 8bfbc0120f..594a1d36bb 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index bf39ae0e6c..23a6e3f431 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index bb96d7b619..cfbdf2af0d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index eb0ff2b807..d127fcd389 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 558e85f7f3..8d0cca6a53 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index d5f9122dfb..29efeba1d9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/gi_probes.po index 635b901654..3ce794ddce 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 60cd93497a..b9c8eeddb1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/index.po index 4421b81936..88f677a999 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index d6fa2ee525..b0261866d6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index c5d229113e..37c8d51f88 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/reflection_probes.po index b2db0ae9ad..069365152e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/spatial_material.po index 65ede34658..0e02988c73 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 0f91eecc60..73d801a79f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 2063fc24ec..3449f4c6f9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_transforms.po index 7cf40a8079..1f19bec9e6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index b93ab75fc7..762f64ef14 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -226,9 +226,10 @@ msgstr "" "る位置を持ち、波は魚に沿って動いているように見えます。" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 +#, fuzzy msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" "最後の動きは捻りです。これは脊椎に沿ったパンロールです。ピボットと同様に、最" "初に回転行列を作成します。" @@ -265,10 +266,11 @@ msgstr "" "制限する必要があります。これを行うために、新しい変数 ``mask`` を作成します。" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 +#, fuzzy msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" "``mask`` は魚の頭の ``0`` から尾びれの先の ``1`` までのfloatです。\\ " "``smoothstep`` を使用して ``0`` から ``1`` へ移行が起こるポイントを制御しま" @@ -442,10 +444,11 @@ msgstr "" "てください。" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 +#, fuzzy msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" "すべての魚が遊泳サイクルの同じ位置にあることに注意してください。彼らは非常に" "ロボット的に見えます。次のステップでは、各魚に遊泳サイクルの異なる位置を与" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index f7af56201d..b8ef3ed078 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,9 +77,10 @@ msgid "Then add the following two functions:" msgstr "続いて、次の2つの関数を追加します:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 +#, fuzzy msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" "これらの関数は、デフォルトの :ref:`ParticlesMaterial " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 79ca6257f4..7dcf836fc4 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 325958f7d7..e5b739139a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/animation_tree.po index cdc659ca12..2d10b9dd97 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/cutout_animation.po index 054d981a29..256dfe166e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/index.po index 75792ab669..88e8b87f69 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/introduction.po index 149522a57c..b7f3db2706 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -223,7 +223,20 @@ msgstr "" msgid "Our scene setup" msgstr "シーンのセットアップ" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 #, fuzzy msgid "" "The sprite holds an image texture. We animate that sprite to move between " @@ -236,17 +249,7 @@ msgstr "" "スプライトのテクスチャとして使用します。開始点として、スプライトを画面上の左" "の位置に移動します。" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" -"アニメーションするノードを子としてAnimationPlayerノードに追加する必要はありま" -"せんが、シーンツリー内のアニメーションするノードと非アニメーションノードを区" -"別するのに便利な方法です。" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " @@ -257,26 +260,26 @@ msgstr "" "メーションを追加します。そして、ダイアログボックスにアニメーションの名前を入" "力します。" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "新しいアニメーションの追加" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "トラックの追加" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" "スプライトに新しいトラックを追加するには、それを選択してツールバーで見てくだ" "さい:" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "便利なボタン" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." @@ -284,7 +287,7 @@ msgstr "" "これらのスイッチとボタンを使用すると、選択したノードの位置、回転、スケールに" "それぞれキーフレームを追加できます。" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." @@ -292,7 +295,7 @@ msgstr "" "このチュートリアルではスプライトの位置にのみ関心があるため、回転の選択を解除" "し、キーボタンをクリックします。" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 #, fuzzy msgid "" "As we don't have a track already set up for the transform/location property, " @@ -301,7 +304,7 @@ msgstr "" "変形/位置のプロパティにトラックがまだ設定されていないため、Godotはこのトラッ" "クを設定する必要があるかどうかを尋ねます。 [作成]をクリックします。" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" @@ -309,15 +312,15 @@ msgstr "" "これにより、タイムラインの先頭に新しいトラックと最初のキーフレームが作成され" "ます:" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "スプライトトラック" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "2番目のキーフレーム" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." @@ -325,7 +328,7 @@ msgstr "" "ここで、スプライトが向かうべき位置と、そこに到達するまでの時間を設定する必要" "があります。" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " @@ -335,11 +338,11 @@ msgstr "" "ションの持続時間は2秒に設定されているので、アニメーションパネルの下部パネルの" "タイムラインコントロールでこれを2に変更します。" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "アニメーションの長さ" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 #, fuzzy msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " @@ -348,34 +351,34 @@ msgstr "" "2秒のマークの近くのタイムラインヘッダーをクリックし、スプライトを右側のター" "ゲット位置に移動します。" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" "再度、ツールバーのキーボタンをクリックします。これにより、2番目のキーフレーム" "が作成されます。" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "アニメーションを実行する" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "[最初から再生] (|Play from beginning|) ボタンをクリックします。" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "イェーイ!アニメーションが実行されます:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "アニメーション" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "行ったり来たり" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " @@ -385,11 +388,11 @@ msgstr "" "間のフレームを計算します。ループでは、最後にキーフレームが指定されていない場" "合、最初のキーフレームが最後のキーフレームにもなります。" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "アニメーションループ" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 #, fuzzy msgid "" "If you set the animation length to 4 seconds now, the animation moves back " @@ -400,12 +403,12 @@ msgstr "" "す。トラックのループモードを変更すると、この動作を変更できます。これについて" "は、次の章で説明します。" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "トラックの設定" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." @@ -413,7 +416,7 @@ msgstr "" "各トラックの最後には、更新モード、トラック補間、ループモードを設定できる設定" "パネルがあります。" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" @@ -421,19 +424,19 @@ msgstr "" "トラックの更新モードは、プロパティ値を更新するタイミングをGodotに指示します。" "これには次のものがあります:" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "継続的: 各フレームのプロパティを更新します" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "離散: キーフレームのプロパティのみを更新します" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "トリガー: キーフレームまたはトリガーのプロパティのみを更新します" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" @@ -441,11 +444,11 @@ msgstr "" "キャプチャ: プロパティの現在の値が記憶され、最初に見つかったアニメーション " "キーとブレンドされます" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "トラックモード" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." @@ -453,7 +456,7 @@ msgstr "" "普通のアニメーションでは、通常は「継続的」を使用します。他のタイプは、複雑な" "アニメーションをスクリプト化するために使用されます。" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" @@ -461,27 +464,27 @@ msgstr "" "補間は、キーフレーム間のフレーム値を計算する方法をGodotに伝えます。次の補間" "モードがサポートされています:" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "近傍: 最も近いキーフレーム値を設定します" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "リニア: 2つのキーフレーム間の線形関数計算に基づいて値を設定します" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "キュービック: 2つのキーフレーム間の3次関数計算に基づいて値を設定します" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "トラック補間" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " @@ -492,7 +495,7 @@ msgstr "" "アニメーションに使用されます。リニア補間は、よりロボット的な動きを作成しま" "す。" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" @@ -500,11 +503,11 @@ msgstr "" "Godotは 2つのループ モードをサポートしており、ループに設定されている場合、ア" "ニメーションに影響を与えます:" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "ループモード" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " @@ -514,7 +517,7 @@ msgstr "" "の後にアニメーションが停止します。最初のキーフレームに再び到達すると、アニ" "メーションはその値にリセットされます。" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " @@ -523,12 +526,12 @@ msgstr "" "ラップループ補間(Wrap): これを選択すると、Godotは最後のキーフレームの後もアニ" "メーションを計算して、最初のキーフレームの値に再び到達します。" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "その他のプロパティのキーフレーム" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." @@ -537,7 +540,7 @@ msgstr "" "ありません。すべてのプロパティは、キーフレームを設定できるトラックとして使用" "できます。" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 #, fuzzy msgid "" "If you select your sprite while the animation panel is visible, you get a " @@ -549,11 +552,11 @@ msgstr "" "リックすると、Godotは自動的にトラックとキーフレームを現在のアニメーションに追" "加します。" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "キーフレームの編集" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " @@ -562,11 +565,11 @@ msgstr "" "高度な使用や詳細な編集のために、キーフレームをクリックすると、インスペクタで" "キーフレームエディタが表示されます。これを使用して、値を直接編集できます。" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "キーを編集するキーフレームエディタ" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " @@ -576,7 +579,7 @@ msgstr "" "レームのイージング値を編集することもできます。これは、このキーフレームに到達" "したときにプロパティ値を変更する方法をGodotに伝えます。" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." @@ -584,11 +587,11 @@ msgstr "" "通常、動きが「正しく見えない」場合は、この方法でアニメーションを微調整しま" "す。" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "高度: メソッド呼出しトラック" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -600,7 +603,7 @@ msgstr "" "ノードタイプがクラスであり、呼び出し可能なメソッドがたくさんあることがわかり" "ます。" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." @@ -608,7 +611,7 @@ msgstr "" "たとえば、\\ :ref:`class_AudioStreamPlayer` ノードタイプには、オーディオスト" "リームを再生するメソッドがあります。" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -622,7 +625,7 @@ msgstr "" "キーフレームはメソッドの名前と引数を保持し、Godotはこのキーフレームに到達した" "ときに呼び出しを行います。" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " @@ -632,7 +635,7 @@ msgstr "" "ディオを再生します。通常、オーディオを再生するにはオーディオトラックを使用す" "る必要がありますが、手法を示すためにこの方法で行います。" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." @@ -640,23 +643,23 @@ msgstr "" "シーンツリーに :ref:`class_AudioStreamPlayer` を追加し、プロジェクトに配置し" "たオーディオファイルを使用してストリームを設定します。" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" "アニメーションパネルのトラックコントロールで[トラックを追加] (|Add track|) を" "クリックします。" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" "可能なトラックタイプのリストから「メソッド呼出しトラック」を選択します。" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "メソッド呼出しトラックの追加" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." @@ -664,11 +667,11 @@ msgstr "" "選択ウィンドウで :ref:`class_AudioStreamPlayer` ノードを選択します。 Godot" "は、ノードへの参照を含むトラックを追加します。" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "AudioStreamPlayerを選択" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " @@ -678,7 +681,7 @@ msgstr "" "クリックします。これにより、AudioStreamPlayerノードに対して呼び出すことができ" "るメソッドのリストが表示されます。最初のものを選択します。" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." @@ -686,7 +689,7 @@ msgstr "" "Godotがキーフレームに到達すると、Godotは :ref:`class_AudioStreamPlayer` ノー" "ドの \"play\" 関数を呼び出し、ストリームが再生されます。" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/index.po index d490db4d7d..16798d9fe3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index ce0845b819..5d5e1773c3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index a4103a4699..24c3a0febd 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -335,14 +335,15 @@ msgstr "" "前や編集日などの要因でアセットを並べ替えることができます。" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" "とりわけ、実行中のGodotの現在のバージョンのアセットのみを取得できます。 プロ" "ジェクト、デモ、およびテンプレートは、AssetLibのプロジェクトマネージャー" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index f4c93a12b1..5d9fcd42b1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_buses.po index 8727b2d460..17735b6eb9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_streams.po index c8d37b6977..dbb5f7a661 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/index.po index 494c3728b9..ca4c487323 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index a01f2c8ffd..fb0c3d85f6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 7ea6640a20..ec8c42b8bf 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/index.po index 449ea61763..4f7af9e4e0 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/making_trees.po index 3c6c46d895..5f5cb2a797 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 5a81a203db..a4d8110d5d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -71,8 +71,9 @@ msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" msgstr "\\ ``ARRAY_NORMAL`` = 1 | PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +#, fuzzy msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" "``ARRAY_TANGENT`` = 2 | 4つのfloatが一組になったPoolRealArray。最初の3つの" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index f14046e7c0..94bf27cfa4 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 679e08f24a..fb19c6a1d2 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 3da890cb01..764986ddc4 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 15018c990b..e2aa58ee1f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/debugger_panel.po index ffc89f1860..3101ce8921 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/index.po index 585d7b9301..0be9661d06 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 21a1740db2..e6353ddc8f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 8aa1549730..0accfbcfc9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/control_node_gallery.po index aecc8ea899..18119e3f69 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index aecee4ab49..3f0254da33 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_containers.po index 54acb3fcbf..7a5a26811a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -189,8 +189,9 @@ msgid "Box Containers" msgstr "ボックスコンテナ" #: ../../docs/tutorials/gui/gui_containers.rst:67 +#, fuzzy msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_skinning.po index 290f12a4fc..d3eca73d1a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/index.po index 6f613bd36b..3e7074f007 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/size_and_anchors.po index eaf59c87ff..6b2757a177 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/index.po index 99804c27cf..1b75bd4365 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 27d9a9871d..537360bbef 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/locales.po index 4bf6d23648..514932b6c7 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 6ab41d0140..3b2d1c615e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -309,11 +309,12 @@ msgid "Updating message files to follow the PO template" msgstr "POテンプレートに従うようにメッセージファイルを更新する" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" "POテンプレートを更新した後、POテンプレートで削除されたPOテンプレートに存在し" "なくなった文字列を削除すると同時に、新しい文字列を含むようにメッセージファイ" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 22aa83fe1c..9789bb3705 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 8e3534ff75..a6f795adc1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/index.po index ab067c07e1..461086183e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/input_examples.po index 9175437ad0..602ec8989c 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -237,9 +237,10 @@ msgid "Keyboard modifiers" msgstr "キーボード・モディファイヤ" #: ../../docs/tutorials/inputs/input_examples.rst:219 +#, fuzzy msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/inputevent.po index f18226956a..475d6c55d9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -178,14 +178,18 @@ msgstr "" "イイベントに最適であるため、GUIがアクティブな場合は受信されません。" #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" "これまで誰もイベントを望んでおらず :ref:`Camera <class_Camera>` がビューポー" "トに割り当てられている場合、物理処理を行う世界への光線(光線の方向はクリックし" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 0b915a7057..85cdbc754c 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ja/LC_MESSAGES/tutorials/io/background_loading.po index 1c62b23595..73785a0363 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ja/LC_MESSAGES/tutorials/io/data_paths.po index dc95b92ab3..5fe84dcad9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/io/index.po index 54dde0e7c4..19e40c533b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ja/LC_MESSAGES/tutorials/io/saving_games.po index 548734f6b2..7946380188 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/ja/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index a8cfde0aef..f4c047d64b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -80,7 +80,7 @@ msgstr "" "2014-2020 Godot Engine contributors." #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -97,7 +97,7 @@ msgstr "" "furnished to do so, subject to the following conditions:" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." @@ -106,7 +106,7 @@ msgstr "" "分に含まれるものとします。" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -214,10 +214,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "ライセンスへの同意" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "サードパーティのライセンス" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 #, fuzzy msgid "" "Godot itself contains software written by `third parties <https://github.com/" @@ -232,15 +244,15 @@ msgstr "" "んどの場合、ライセンスを含める必要はありませんが、一部は必要です。それらを使" "用している場合は、必ず実行してください。必要なもののリストは次のとおりです:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " @@ -250,7 +262,7 @@ msgstr "" "ングします。そのライセンスには帰属が必要であるため、次のテキストをGodotライセ" "ンスと一緒に含める必要があります:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." @@ -258,11 +270,11 @@ msgstr "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "ENet" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" @@ -271,16 +283,16 @@ msgstr "" "るマルチプレイヤーゲームである場合、ENetにはGodotと同様のライセンス条項があり" "ます:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 #, fuzzy msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "Copyright (c) 2002-2016 Lee Salzman" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "MBedTLS" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " @@ -290,11 +302,11 @@ msgstr "" "使用)、次のテキストを含めることにより、\\ `MBedTLS <https://tls.mbed.org>`_ " "Apacheライセンスを遵守する必要があります。" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " @@ -304,11 +316,11 @@ msgstr "" "not use this file except in compliance with the License. You may obtain a " "copy of the License at" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -322,7 +334,7 @@ msgstr "" "License for the specific language governing permissions and limitations " "under the License." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/legal/index.po index f4c49046fc..89d1c3f38a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/beziers_and_curves.po index e65e3fcbfb..e69e5c3420 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -318,9 +318,10 @@ msgstr "" "て以前に言及されたことのため、これも困難です。" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 +#, fuzzy msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/index.po index f15761691a..c07a005e01 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/interpolation.po index ae4f22f269..8583206675 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 17c87ebd50..08d56a6989 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/random_number_generation.po index af147682f0..8d873dc5f7 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/vector_math.po index 623073dce9..b8abe249c2 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ja/LC_MESSAGES/tutorials/math/vectors_advanced.po index cdd0aa2d5b..475a17f47b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 80bb062feb..93e11b75fc 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 75d017c1ca..8be56e901e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index febf8ab3d3..1837eacdbf 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -104,9 +104,10 @@ msgid "Color space" msgstr "色空間" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 +#, fuzzy msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" "GLES2とGLES3は異なる色空間にあります。これは、特に照明を使用する場合、色がわ" "ずかに異なるように見えることを意味します。" @@ -126,10 +127,11 @@ msgid "HDR" msgstr "\\ HDR" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:49 +#, fuzzy msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" "GLES2は、ハイダイナミックレンジ(HDR)レンダリング機能を使用できません。プロ" @@ -137,11 +139,18 @@ msgstr "" "ビューポート値を ``0-1`` の範囲に制限する低ダイナミックレンジ(LDR)を使用しま" "す。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "SpatialMaterialの機能" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" @@ -149,31 +158,31 @@ msgstr "" "GLES2では、\\ :ref:`SpatialMaterial <class_SpatialMaterial>` の次の高度なレン" "ダリング機能がありません:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "Refraction(屈折)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "サブサーフェススキャタリング" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Anisotropy(異方性)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "Clearcoat(クリアコート)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "深度マッピング" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "SpatialMaterialsを使用する場合、エディタには表示されません。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -185,66 +194,66 @@ msgstr "" "(通常はサブサーフェス スキャタリングを追加)を設定することはできますが、何も起" "こりません。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "環境機能" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" "GLES2では、\\ :ref:`Environment <class_Environment>` に次の機能がありません:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "自動露出" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "トーンマッピング" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "スクリーンスペースリフレクション" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "スクリーンスペースアンビエントオクルージョン" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "つまり、GLES2の環境では次の設定のみが可能です:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "空(手続き型の空を含む)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "環境光" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Fog(霧)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "被写界深度" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "グロー(ブルームとも呼ばれます)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "調整" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "\\ GIProbes" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " @@ -255,11 +264,11 @@ msgstr "" "マップの機能の説明については、\\ :ref:`Baked Lightmaps tutorial " "<doc_baked_lightmaps>` を参照してください。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "コンタクトシャドウ" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." @@ -267,11 +276,11 @@ msgstr "" ":ref:`Lights <class_Light>` の ``shadow_contact`` プロパティはGLES2ではサポー" "トされていないため、何もしません。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "ライトの性能" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -283,11 +292,11 @@ msgstr "" "パフォーマンスを実現するために、シーンをできるだけ少ないライトに制限してくだ" "さい。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "テクスチャ圧縮" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -299,7 +308,7 @@ msgstr "" "ポートする場合は、プロジェクト設定 ``rendering/vram_compression/import_etc`` " "を設定してからテクスチャを再インポートしてください。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -311,19 +320,19 @@ msgstr "" "る必要があります。これは、ファイルシステムドックでそれらを選択した後、イン" "ポートドックで実行できます。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "形状のブレンド" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "ブレンドシェイプはGLES2ではサポートされていません。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "シェーディング言語" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." @@ -331,7 +340,7 @@ msgstr "" "GLES3は、GLES2にはない多くの組み込み関数を提供します。以下は、GLES2で使用でき" "ない機能またはサポートが制限されている機能のリストです。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." @@ -339,92 +348,93 @@ msgstr "" "組み込みGLSL関数の完全なリストについては、\\ :ref:`Shading Language doc " "<doc_shading_language>` を参照してください。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "関数" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "\\ vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "\\ vec_int_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "\\ vec_uint_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "\\ vec_type **intBitsToFloat** ( vec_int_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "\\ vec_type **uintBitsToFloat** ( vec_uint_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "\\ ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "以下の回避策を参照してください" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "\\ ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "\\ vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "**bias** は頂点シェーダーでは使用できません" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "\\ vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "\\ vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "一部のハードウェアの頂点シェーダーでのみ使用可能" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" "\\ vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" "\\ vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " "vec_type dPdy)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "\\ vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "\\ vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "\\ vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." @@ -433,11 +443,11 @@ msgstr "" "た。これらの関数は、GLES3と比較してGLES2ではパフォーマンスが低下する可能性が" "あります。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "``textureSize()`` 回避策" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." @@ -445,11 +455,11 @@ msgstr "" "GLES2は ``textureSize()`` をサポートしていません。テクスチャサイズのユニ" "フォームを自分で渡すことで、古い方法でテクスチャのサイズを取得できます。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "組み込み変数とレンダリングモード" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -461,30 +471,30 @@ msgstr "" "す。これらは、書き込まれたときに効果がなかったり、GLES2バックエンドの使用時に" "問題が発生したりする可能性さえあります。" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "変数/レンダリング モード" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "\\ ``ensure_correct_normals``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "\\ ``INSTANCE_ID``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "\\ ``DEPTH``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "\\ ``ANISOTROPY``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "\\ ``ANISOTROPY_FLOW``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "\\ ``SSS_STRENGTH``" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index c29e09fa12..ffe95f8acb 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/index.po index c982b8657f..c66b390671 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 8e716ec0de..32ea1c45fa 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 0ebddcf4d2..d679b4cbf2 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/pausing_games.po index d1ddc3f289..686a577e4c 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -105,9 +105,10 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "コードで同じ結果を得ることができます:" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -122,11 +123,11 @@ msgstr "" "の一時停止状態が使用されます。これは、デフォルトでは、ゲームが一時停止する" "と、すべてのノードが一時停止することを意味します。" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "したがって、ノードの3つの可能な状態は次のとおりです:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." @@ -134,7 +135,7 @@ msgstr "" "**Inherit(継承)**: 親、祖父母などの状態に応じたプロセス。最初の親は非継承状態" "を持っている。" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." @@ -142,7 +143,7 @@ msgstr "" "**Stop(停止)**: 無条件にノードを停止します(Inherit モードの子も)。一時停止す" "ると、このノードはもう処理されません。" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -150,11 +151,11 @@ msgstr "" "**Process(処理)**: 無条件にノードを処理します(Inherit モードのも)。このノード" "は一時停止中か否かを問わず処理されます。" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "例" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" @@ -162,7 +163,7 @@ msgstr "" "この例は、内部にコントロールを持つポップアップまたはパネルを作成し、一時停止" "モードを \"Process\" に設定してから非表示にします:" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " @@ -172,7 +173,7 @@ msgstr "" "その状態を継承します。この場合、シーンツリーのこのブランチは、一時停止しても" "機能し続けます。" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." @@ -180,11 +181,11 @@ msgstr "" "最後に、一時停止ボタンが押されたとき(どのボタンでも実行可能)、一時停止を有効" "にして一時停止画面を表示するようにします。" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" "一時停止を解除するには、一時停止画面が閉じているときに反対の操作を行います:" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "そして、これですべてです!" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 6342903884..c30b7f0648 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 095c828c10..26383c8ec7 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 3c2e12c46b..e26e85284d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -921,7 +921,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_client_class.po index 754f4355d2..fdea6f4ba8 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_request_class.po index c2d6a49031..237a6e2542 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/index.po index 605d6561ae..9e5f7523d5 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 1d2b676373..be936169e5 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/webrtc.po index 9624c45e56..389893708d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/websocket.po index 9c31941828..865e9453ba 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/batching.po index c12fc50523..2badf84fc8 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,16 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "デメリット" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -60,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -68,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -85,11 +81,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "どのように機能するか" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -99,24 +95,24 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 #, fuzzy msgid "Breaking batching" msgstr "ブランチ" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -124,41 +120,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "テクスチャの変更。" -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "マテリアルの変更。" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 #, fuzzy msgid "Determining the rendering order" msgstr "ネットワーク機能の終了:" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -166,33 +162,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "オブジェクトのZインデックス。" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "キャンバスレイヤー。" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` ノード。" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -200,29 +196,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "レンガ" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -231,11 +227,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -246,17 +242,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "ライト" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -267,7 +263,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -275,44 +271,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "オーバーラップ検出" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -322,7 +318,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -332,12 +328,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "ライトプロセッサー" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -346,7 +342,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -356,7 +352,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -367,7 +363,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -378,37 +374,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "Vertex Lighting(頂点照明)" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -418,37 +414,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "カスタム メッシュ" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -456,21 +452,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "プロジェクト設定を使用する" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -480,25 +476,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "アニメーションオプション" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -506,12 +502,12 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 #, fuzzy msgid "rendering/batching/parameters" msgstr "描画パラメータ" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -523,7 +519,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -534,7 +530,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -542,7 +538,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -551,17 +547,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -570,11 +566,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -584,18 +580,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -605,18 +601,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -627,15 +623,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -644,7 +640,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -653,150 +649,185 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "デフォルトのフィーチャー" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "よくある質問" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Render priority(レンダリングの優先度)" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index a809cea6e2..4eeaf7d982 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/general_optimization.po index de37f64882..43ef8fbd33 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index b58bf2dbb5..326d2bd844 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,8 +150,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" "Godotレンダラーは、その辺にあるものとは少し異なります。 GPU状態の変化を可能な" "限り最小限に抑えるように設計されています。\\ :ref:`class_SpatialMaterial` " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/index.po index 970802dda9..c354512e4d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 9f3f5e141f..c4724f724d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 53eed897c4..21944931ca 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_servers.po index ad0d8e63c7..a30c19fd1f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index f1dbe19dc9..469bdcd2dd 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/index.po index 7898b754f4..7a2c4de21d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 29dcdef68c..5917f084d5 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/physics_introduction.po index 5b0485acf9..e5082b339a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -462,8 +462,9 @@ msgstr "" "果の動きを計算します。" #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "インスペクタで設定できる\"Mass(質量)\"、\"Friction(摩擦)\"、\"Bounce(反" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 202f755267..7edaeb5326 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ray-casting.po index 24be88aead..8340a9f9dd 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/rigid_body.po index 702174f1e7..21a10960c6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/soft_body.po index 178c248673..5ad975c257 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_area_2d.po index de6273ce8e..de7301c66a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 78c478f42e..48d4af13ca 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index a325ffc9ee..829186b09c 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/consoles.po index 695207d617..917e60106f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 525823295f..576dac6c4b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 9de7a969cc..e6ab3531e3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/index.po index 5a2ff3909d..69db03f18e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/index.po index 9fd31aba74..1fd64725cd 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 2337bb5e28..c4ce989be9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -162,12 +162,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -177,46 +175,44 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 #, fuzzy msgid "The configuration file format is as follow::" msgstr "CSVファイルは次の形式にする必要があります:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 #, fuzzy msgid "**name**: name of the plugin" msgstr "名前(オプションの名前)" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 #, fuzzy msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." @@ -226,20 +222,20 @@ msgstr "" "プラグインの ``aar`` ファイルにアクセスしたら、Godotプロジェクトの ``res://" "android/plugins`` ディレクトリに移動します。" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -247,35 +243,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -284,19 +280,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index bf81dcd9a9..3d0c62f12e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/platform_html5.po index 6469a9e066..d132bf73d6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index e22b00c216..181f833be1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -155,7 +155,7 @@ msgstr "" "ライブラリは、Godotエンジンライブラリ(``godot-lib.x.y.aar``)に依存している必" "要があります。Godotのリリースごとに安定したバージョンが利用可能になります。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." @@ -163,12 +163,12 @@ msgstr "" "ライブラリには、マニフェストファイルに特別に構成された ``<meta-data>`` タグを" "含める必要があります。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Androidプラグインの作成" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " @@ -178,7 +178,7 @@ msgstr "" "<https://developer.android.com/studio>`_ を強く推奨します。以下の手順は、" "Android Studioを使用していることを前提としています。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." @@ -186,19 +186,22 @@ msgstr "" "`これらの手順 <https://developer.android.com/studio/projects/android-" "library>`__ に従ってプラグイン用のAndroidライブラリモジュールを作成します。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" "プラグインモジュールへの依存関係としてGodotエンジンライブラリを追加します:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 +#, fuzzy msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" +"ライブラリは、Godotエンジンライブラリ(``godot-lib.x.y.aar``)に依存している必" +"要があります。Godotのリリースごとに安定したバージョンが利用可能になります。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " @@ -208,7 +211,7 @@ msgstr "" "library#AddDependency>`__ に従って、プラグインの依存関係としてGodotエンジンラ" "イブラリを追加します。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." @@ -216,38 +219,36 @@ msgstr "" "プラグインモジュールの ``build.gradle`` ファイルで、Godotエンジンライブラリの" "依存関係行の ``implementation`` を ``compileOnly`` に置き換えます。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 +#, fuzzy msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -"プラグインモジュールで新しいクラスを作成し、それが ``org.godotengine.godot." -"plugin.GodotPlugin`` を拡張していることを確認します。実行時に、プラグインを" -"ロード、初期化、および実行するためにGodotエンジンによって使用されるシングルト" -"ンオブジェクトをインスタンス化するために使用されます。" +"ライブラリは、Godotエンジンライブラリ(``godot-lib.x.y.aar``)に依存している必" +"要があります。Godotのリリースごとに安定したバージョンが利用可能になります。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "プラグイン ``AndroidManifest.xml`` ファイルを更新します:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "プラグイン ``AndroidManifest.xml`` ファイルを開きます。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" "存在しない場合は、\\ ``<application></application>`` タグを追加します。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" "``<application>`` タグで、次のように ``<meta-data>`` タグの設定を追加します::" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " @@ -257,7 +258,8 @@ msgstr "" "ClassFullName`` はプラグイン読み込みクラスのフルネーム(パッケージ+クラス名)で" "す。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -270,7 +272,7 @@ msgstr "" "``release`` ``aar``ファイルの両方を生成します。必要に応じて、ユーザーに提供す" "るバージョンを1つだけ選択します(通常は ``release`` バージョン)。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 #, fuzzy msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " @@ -281,49 +283,68 @@ msgstr "" "せん: ``[PluginName]*.aar`` ここで、\\ ``PluginName`` はキャメルケースのプラ" "グインの名前です(例: ``GodotPayment.release.aar``)。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 #, fuzzy msgid "The configuration file format is as follow::" msgstr "CSVファイルは次の形式にする必要があります:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 #, fuzzy msgid "**name**: name of the plugin" msgstr "名前(オプションの名前)" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "名前(オプションの名前)" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 #, fuzzy msgid "**binary**:" msgstr "**Category**:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 #, fuzzy msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " @@ -332,11 +353,11 @@ msgstr "" "プラグインの ``aar`` ファイルにアクセスしたら、Godotプロジェクトの ``res://" "android/plugins`` ディレクトリに移動します。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -344,12 +365,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -357,47 +378,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Androidプラグインの読み込みと使用" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 #, fuzzy msgid "From your script:" msgstr "スクリプトから:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "GDNativeリソースのバンドル" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 #, fuzzy msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " @@ -410,7 +433,7 @@ msgstr "" "``aar`` ファイル内にバンドルすることができ、配布とデプロイのプロセスを簡素化" "します:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." @@ -418,7 +441,7 @@ msgstr "" "定義されたGDNativeライブラリの共有ライブラリ(``.so``)は、\\ ``aar`` ビルドシ" "ステムによって自動的にバンドルされます。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -430,7 +453,7 @@ msgstr "" "トリに対するこれらのリソースの推奨パスは、\\ ``godot/plugin/v1/[PluginName]/" "`` でなければなりません。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -447,29 +470,22 @@ msgstr "" "提供します。Godotコアはそれらを使用して、バンドルされたGDNativeライブラリを" "ロードおよび初期化します。" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "リファレンス実装" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 #, fuzzy msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" -msgstr "" -"`Godot Oculus Mobileプラグイン <https://github.com/m4gr3d/" -"godot_oculus_mobile/tree/2.0>`_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -#, fuzzy -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" "`バンドルされたGDNativeリソース <https://github.com/m4gr3d/" "godot_oculus_mobile/tree/2.0/plugin/src/main/assets/addons/godot_ovrmobile>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" @@ -478,27 +494,27 @@ msgstr "" "`Godot Oculus Mobileプラグイン <https://github.com/m4gr3d/" "godot_oculus_mobile/tree/2.0>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "トラブルシューティング" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "ロード時にGodotがクラッシュする" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "``adb logcat`` で問題がないかチェックしてください:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 #, fuzzy msgid "More complex datatypes are not supported for now." msgstr "ブレンドシェイプはGLES2ではサポートされていません。" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/index.po index 87a48b8903..f9f3e7faa7 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 98883629dd..e13f5cc16d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/index.po index 23757829ca..27f7980766 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index f2d93e4356..6f7c8f0767 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -50,11 +50,11 @@ msgstr "" "``add_custom_node`` または ``add_control_to_dock`` を使用する代わりに、" "``add_inspector_plugin`` を使用します。" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -72,7 +72,7 @@ msgstr "" "`class_Resource` を含む!) に対して有効にする必要があるかどうかを確認するため" "に使用されます。" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -84,11 +84,11 @@ msgstr "" "`class_Control` ノードを追加したり、既存のプロパティエディタをオーバーライド" "または変更したりできるメソッドがあります。" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index ca15308ae7..172a89ae78 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index c5efb1d58e..6ff4e38913 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 1dea6ead05..a2c1de2940 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -145,17 +145,18 @@ msgstr "" "る必要があります。そうでない場合、エディタに適切にロードされされません。次" "に :ref:`class_EditorPlugin` を継承する必要があります。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 +#, fuzzy msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" "EditorPluginスクリプトに加えて、プラグインが使用する他のGDScriptは、\\ " "*tool* である必要があります。 エディタにインポートされた ``tool`` のない" "GDScriptは、空のファイルのようにふるまいます!" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -170,16 +171,16 @@ msgstr "" "アップすることをお勧めします。ありがたいことに、ダイアログはこれらのコール" "バックを生成します。 スクリプトは次のようになります:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" "これは、新しいプラグインを作成するときに使用するのに適したテンプレートです。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "カスタム ノード" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -193,7 +194,7 @@ msgstr "" "る適切な解決策は、カスタムの動作を持つノードを追加するプラグインを作成するこ" "とです。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 #, fuzzy msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " @@ -207,7 +208,7 @@ msgstr "" "またはNativeScriptを作成している場合は、そちらを代わりに使用することをお勧め" "します。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -224,7 +225,7 @@ msgstr "" "必要です。このスクリプトは ``tool`` キーワードを使用する必要はありませんが、" "スクリプトをエディタで実行させるためにそれを追加できます。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" @@ -234,7 +235,7 @@ msgstr "" "を作成します。そのためには、\\ :ref:`class_Button` から拡張する簡単なスクリプ" "トが必要です。必要に応じて :ref:`class_BaseButton` を拡張することもできます:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -250,7 +251,7 @@ msgstr "" "(`preload(\"res://icon.png\")`)を使用します。 必要に応じて、SVGアイコンを使用" "することもできます。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " @@ -260,7 +261,7 @@ msgstr "" "て追加する必要があります。そのためには、\\ ``custom_node.gd`` スクリプトを次" "のように変更します:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " @@ -270,11 +271,11 @@ msgstr "" "に使用可能になっているはずなので、\\ `Checking the results`_ で説明されている" "ようにアクティブにします。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "次に、新しいノードを追加して試してください:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " @@ -284,11 +285,11 @@ msgstr "" "ボタンにテキストを設定し、シーンを保存して実行します。 ボタンをクリックする" "と、コンソールにテキストが表示されます:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "カスタムドック" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -300,7 +301,7 @@ msgstr "" "ロールに基づいた単なるシーンであるため、通常のGUIシーンと同様の方法で作成され" "ます。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " @@ -310,7 +311,7 @@ msgstr "" "my_custom_dock`` フォルダに新しい ``plugin.cfg`` ファイルを作成し、次のコンテ" "ンツを追加します:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " @@ -320,7 +321,7 @@ msgstr "" "切るために、\\ :ref:`前に見たテンプレート <doc_making_plugins_template_code> " "` を入力してください。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " @@ -330,7 +331,7 @@ msgstr "" "必要があります。これは、標準のGodotシーンに他なりません。エディタで新しいシー" "ンを作成し、編集するだけです。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -344,7 +345,7 @@ msgstr "" "必ず短くわかりやすい名前を付けてください。また、ボタンにテキストを追加するこ" "とを忘れないでください。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -357,7 +358,7 @@ msgstr "" "`EditorPlugin <class_EditorPlugin>` クラスの関数 :ref:`add_control_to_dock() " "<class_EditorPlugin_method_add_control_to_dock>` を使用できます。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " @@ -367,7 +368,7 @@ msgstr "" "必要があります。プラグインが非アクティブになったら、\\ **ドックを削除する** " "ことを忘れないでください。 スクリプトは次のようになります:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." @@ -375,11 +376,11 @@ msgstr "" "ドックは指定された位置に最初に表示されますが、ユーザーは自由に位置を変更し、" "結果のレイアウトを保存できることに注意してください。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "結果の確認" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -391,7 +392,7 @@ msgstr "" "せん。 表示されていない場合は、右上隅の[**アップデート**]ボタンをクリックしま" "す。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " @@ -401,11 +402,11 @@ msgstr "" "スをクリックして[**Active**]を選択します。設定ウィンドウを閉じる前に、ドック" "が表示されるはずです。これで、カスタムドックができました:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "今後の展開" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -417,7 +418,7 @@ msgstr "" "ジュールを詳しく掘り下げることなく、専用のエディタを作成するための強力な方法" "です。" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 2d83bdeefb..11b22ed3e5 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index c86f4929e6..f9f87228ac 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index dbb9c5ac73..1b2b65097f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 83fa4b465a..eee66914d3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/index.po index c7746b589b..66275b85b8 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/index.po index b06730f36d..7fe3cdb55a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 27c18673da..e21320b692 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index c62b3692e9..ab26ae6680 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/index.po index 3c2c7f230d..799ca517e6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 2101a45848..5a8cda4b0f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 63b2e14327..6c4b2b4e73 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index f5f1495d35..65b32543a6 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,9 +26,10 @@ msgid "Introduction" msgstr "はじめに" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 +#, fuzzy msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -41,10 +42,11 @@ msgstr "" "ウェアでさえこれを適切にサポートしていません。" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:16 +#, fuzzy msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" "回避策は、画面または画面の一部をバックバッファにコピーし、描画中にそこから読" "み取ることです。 Godotには、このプロセスを簡単にするツールがいくつか用意され" @@ -166,7 +168,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "バックバッファを正しくコピーすると、2つの球体が正しくブレンドされます:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -174,7 +176,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -182,11 +184,11 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "バックバッファロジック" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" @@ -194,7 +196,7 @@ msgstr "" "したがって、わかりやすくするために、Godotでのバックバッファーコピーロジックの" "動作を次に示します:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 #, fuzzy msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " @@ -205,7 +207,7 @@ msgstr "" "クバッファーにコピーされます。これは最初にのみ発生します。後続のノードはこれ" "をトリガーしません。" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 #, fuzzy msgid "" "If a BackBufferCopy node was processed before the situation in the point " @@ -221,7 +223,7 @@ msgstr "" "ツリー順で以前に見つからなかった場合にのみ、画面全体の自動コピーが発生しま" "す。" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 #, fuzzy msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " @@ -237,14 +239,14 @@ msgstr "" "ミ)。つまり、BackBufferCopyを使用して画面の領域をコピーバックし、別の領域で" "SCREEN_TEXTUREを使用することができてしまいます。この動作は避けてください!" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "\\ DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 #, fuzzy msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" @@ -252,7 +254,7 @@ msgstr "" "に、DEPTH_TEXTUREビルトインが使用されます。このテクスチャは線形ではありませ" "ん。逆射影行列を介して変換する必要があります。" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "次のコードは、描画中のピクセルの下の3D位置を取得します:" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shader_materials.po index 7d95e49235..df9813e7b1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 4dc8d4778f..aa9736a02e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 2b3c4a6f04..37699b61f1 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 1eb1c61e27..69aabb24ea 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 32c4200773..bddb189831 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 82c2f6c1b2..becd92dfc3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -61,7 +61,7 @@ msgstr "タイプ(型)" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "説明" @@ -1082,10 +1082,39 @@ msgid "Uniforms can also be assigned default values:" msgstr "Uniformにはデフォルト値を割り当てることもできます:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "インスタンスの編集" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr "\\ :ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>`: 2Dレンダリング用。" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr "\\ :ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "組み込み関数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " @@ -1095,7 +1124,7 @@ msgstr "" "vec_type(float)、vec_int_type、vec_uint_type、vec_bool_type 命名法を使用する" "場合、スカラーまたはベクトルを使用できます。" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " @@ -1105,924 +1134,924 @@ msgstr "" "between GLES2 and GLES3 doc <doc_gles2_gles3_differences>` を参照してくださ" "い。" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "関数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 #, fuzzy msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **radians** ( vec_type 度 )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "度をラジアンに変換する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 #, fuzzy msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **degrees** ( vec_type ラジアン )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "ラジアンを度に変換" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 #, fuzzy msgid "vec_type **sin** (vec_type x)" msgstr "\\ vec_type **sin** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "サイン(正弦)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 #, fuzzy msgid "vec_type **cos** (vec_type x)" msgstr "\\ vec_type **cos** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "コサイン(余弦)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 #, fuzzy msgid "vec_type **tan** (vec_type x)" msgstr "\\ vec_type **tan** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "タンジェント(正接)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 #, fuzzy msgid "vec_type **asin** (vec_type x)" msgstr "\\ vec_type **asin** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 #, fuzzy msgid "Arcsine" msgstr "アークコサイン(逆余弦)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 #, fuzzy msgid "vec_type **acos** (vec_type x)" msgstr "\\ vec_type **acos** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 #, fuzzy msgid "Arccosine" msgstr "アークコサイン(逆余弦)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 #, fuzzy msgid "vec_type **atan** (vec_type y_over_x)" msgstr "\\ vec_type **atan** ( vec_type y_over_x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 #, fuzzy msgid "Arctangent" msgstr "アークタンジェント(逆正接)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 #, fuzzy msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "\\ vec_type **atan** ( vec_type y, vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 #, fuzzy msgid "Arctangent to convert vector to angle" msgstr "ベクトルを角度に変換するアークタンジェント" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 #, fuzzy msgid "vec_type **sinh** (vec_type x)" msgstr "\\ vec_type **sinh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 #, fuzzy msgid "Hyperbolic sine" msgstr "双曲線コサイン" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 #, fuzzy msgid "vec_type **cosh** (vec_type x)" msgstr "\\ vec_type **cosh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 #, fuzzy msgid "Hyperbolic cosine" msgstr "双曲線コサイン" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 #, fuzzy msgid "vec_type **tanh** (vec_type x)" msgstr "\\ vec_type **tanh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 #, fuzzy msgid "Hyperbolic tangent" msgstr "双曲線タンジェント" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 #, fuzzy msgid "vec_type **asinh** (vec_type x)" msgstr "\\ vec_type **asinh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 #, fuzzy msgid "Inverse hyperbolic sine" msgstr "双曲線アークコサイン" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 #, fuzzy msgid "vec_type **acosh** (vec_type x)" msgstr "\\ vec_type **acosh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 #, fuzzy msgid "Inverse hyperbolic cosine" msgstr "双曲線アークコサイン" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 #, fuzzy msgid "vec_type **atanh** (vec_type x)" msgstr "\\ vec_type **atanh** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 #, fuzzy msgid "Inverse hyperbolic tangent" msgstr "双曲線アークタンジェント" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 #, fuzzy msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "\\ vec_type **pow** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 #, fuzzy msgid "vec_type **exp** (vec_type x)" msgstr "\\ vec_type **exp** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 #, fuzzy msgid "Base-e exponential" msgstr "eを底とする指数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 #, fuzzy msgid "vec_type **exp2** (vec_type x)" msgstr "\\ vec_type **exp2** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 #, fuzzy msgid "Base-2 exponential" msgstr "2を底とする指数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 #, fuzzy msgid "vec_type **log** (vec_type x)" msgstr "\\ vec_type **log** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 #, fuzzy msgid "Natural logarithm" msgstr "自然対数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 #, fuzzy msgid "vec_type **log2** (vec_type x)" msgstr "\\ vec_type **log2** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 #, fuzzy msgid "Base-2 logarithm" msgstr "2を底とする対数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 #, fuzzy msgid "vec_type **sqrt** (vec_type x)" msgstr "\\ vec_type **sqrt** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 #, fuzzy msgid "Square root" msgstr "平方根" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 #, fuzzy msgid "vec_type **inversesqrt** (vec_type x)" msgstr "\\ vec_type **inversesqrt** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 #, fuzzy msgid "Inverse square root" msgstr "逆平方根" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 #, fuzzy msgid "vec_type **abs** (vec_type x)" msgstr "\\ vec_type **abs** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "絶対値" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 #, fuzzy msgid "ivec_type **abs** (ivec_type x)" msgstr "\\ ivec_type **abs** ( ivec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 #, fuzzy msgid "vec_type **sign** (vec_type x)" msgstr "\\ vec_type **sign** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "符号" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 #, fuzzy msgid "ivec_type **sign** (ivec_type x)" msgstr "\\ ivec_type **sign** ( ivec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 #, fuzzy msgid "vec_type **floor** (vec_type x)" msgstr "\\ vec_type **floor** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "フロア(床関数)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 #, fuzzy msgid "vec_type **round** (vec_type x)" msgstr "\\ vec_type **round** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "ラウンド(四捨五入)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 #, fuzzy msgid "vec_type **roundEven** (vec_type x)" msgstr "\\ vec_type **roundEven** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 #, fuzzy msgid "Round to the nearest even number" msgstr "最も近い偶数にラウンド" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 #, fuzzy msgid "vec_type **trunc** (vec_type x)" msgstr "\\ vec_type **trunc** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "小数点切り捨て" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 #, fuzzy msgid "vec_type **ceil** (vec_type x)" msgstr "\\ vec_type **ceil** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "シィール(天井関数)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 #, fuzzy msgid "vec_type **fract** (vec_type x)" msgstr "\\ vec_type **fract** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "小数部" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 #, fuzzy msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "\\ vec_type **mod** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "余剰" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 #, fuzzy msgid "vec_type **mod** (vec_type x , float y)" msgstr "\\ vec_type **mod** ( vec_type x , float y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 #, fuzzy msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "\\ vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 #, fuzzy msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "xの小数部、iに整数部分が入る" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 #, fuzzy msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "\\ vec_type **min** ( vec_type a, vec_type b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "小さい方の値" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 #, fuzzy msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "\\ vec_type **max** ( vec_type a, vec_type b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "大きい方の値" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 #, fuzzy msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "\\ vec_type **clamp** ( vec_type x, vec_type min, vec_type max )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 #, fuzzy msgid "Clamp to ``min..max``" msgstr "MinとMaxの間にクランプ" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "float **mix** (float a, float b, float c)" msgstr "\\ vec_type **mix** ( float a, float b, float c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "aとbをcの比率で線形補間" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, float c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 #, fuzzy msgid "Linear interpolate (scalar coefficient)" msgstr "aとbのベクトルをc(スカラー)の比率で線形補完" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, vec_type c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 #, fuzzy msgid "Linear interpolate (vector coefficient)" msgstr "aとbのベクトルをc(ベクトル)の比率で線形補完" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, bvec_type c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 #, fuzzy msgid "Linear interpolate (boolean-vector selection)" msgstr "aとbをc(ブールベクトル選択)で線形補間" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 #, fuzzy msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "\\ vec_type **step** ( vec_type a, vec_type b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "\\ ``b[i] < a[i] ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 #, fuzzy msgid "vec_type **step** (float a, vec_type b)" msgstr "\\ vec_type **step** ( float a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "\\ ``b[i] < a ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 #, fuzzy msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "\\ vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "エルミート補間" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "\\ vec_type **smoothstep** ( float a, float b, vec_type c )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 #, fuzzy msgid "bvec_type **isnan** (vec_type x)" msgstr "\\ bvec_type **isnan** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 #, fuzzy msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "スカラー、またはベクトル要素がNaNである" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 #, fuzzy msgid "bvec_type **isinf** (vec_type x)" msgstr "\\ bvec_type **isinf** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 #, fuzzy msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "スカラー、またはベクトル要素が INF である" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 #, fuzzy msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "\\ ivec_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "浮動小数点数->Int ビットコピー、変換なし" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 #, fuzzy msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "\\ uvec_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "浮動小数点数->UInt ビットコピー、変換なし" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 #, fuzzy msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "\\ vec_type **intBitsToFloat** ( ivec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "Int->浮動小数点 ビットコピー、変換なし" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "vec_type **uintBitsToFloat** (uvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "UInt->浮動小数点 ビットコピー、変換なし" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "float **length** (vec_type x)" msgstr "\\ float **length** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "ベクトルの長さ" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 #, fuzzy msgid "float **distance** (vec_type a, vec_type b)" msgstr "\\ float **distance** ( vec_type a, vec_type b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "ベクトル間の距離、つまり ``length(a-b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 #, fuzzy msgid "float **dot** (vec_type a, vec_type b)" msgstr "\\ float **dot** ( vec_type a, vec_type b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "内積 (ドット積)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 #, fuzzy msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "\\ vec3 **cross** ( vec3 a, vec3 b )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "外積 (クロス積)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 #, fuzzy msgid "vec_type **normalize** (vec_type x)" msgstr "\\ vec_type **normalize** ( vec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "単位長に正規化" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 #, fuzzy msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "\\ vec3 **reflect** ( vec3 I, vec3 N )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "反射" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 #, fuzzy msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "\\ vec3 **refract** ( vec3 I, vec3 N, float eta )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "屈折" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 #, fuzzy msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "\\ vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 #, fuzzy msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" "もしも dot(Nref, I) < 0 なら Nを返し、そうでなければ –Nを返す (訳注: 視線に対" "して面の法線の表裏を揃える時などに使用)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 #, fuzzy msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "\\ mat_type **matrixCompMult** ( mat_type x, mat_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 #, fuzzy msgid "Matrix component multiplication" msgstr "行列要素の乗算" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 #, fuzzy msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "\\ mat_type **outerProduct** ( vec_type column, vec_type row )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 #, fuzzy msgid "Matrix outer product" msgstr "行列の外積" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 #, fuzzy msgid "mat_type **transpose** (mat_type m)" msgstr "\\ mat_type **transpose** ( mat_type m )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 #, fuzzy msgid "Transpose matrix" msgstr "転置行列" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 #, fuzzy msgid "float **determinant** (mat_type m)" msgstr "\\ float **determinant** ( mat_type m )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 #, fuzzy msgid "Matrix determinant" msgstr "行列式" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 #, fuzzy msgid "mat_type **inverse** (mat_type m)" msgstr "\\ mat_type **inverse** ( mat_type m )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 #, fuzzy msgid "Inverse matrix" msgstr "逆行列" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 #, fuzzy msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "\\ bvec_type **lessThan** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 #, fuzzy msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x < y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 #, fuzzy msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "\\ bvec_type **greaterThan** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 #, fuzzy msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x > y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 #, fuzzy msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "\\ bvec_type **lessThanEqual** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 #, fuzzy msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x <= y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 #, fuzzy msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "\\ bvec_type **greaterThanEqual** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 #, fuzzy msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x >= y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 #, fuzzy msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "\\ bvec_type **equal** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 #, fuzzy msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x == y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 #, fuzzy msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "\\ bvec_type **notEqual** ( vec_type x, vec_type y )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 #, fuzzy msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" "int/uint/floatベクトルの各要素を比較(x != y)した結果をBoolベクトルとして返す" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 #, fuzzy msgid "bool **any** (bvec_type x)" msgstr "\\ bool **any** ( bvec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "任意の要素が ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 #, fuzzy msgid "bool **all** (bvec_type x)" msgstr "\\ bool **all** ( bvec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "全ての要素が ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #, fuzzy msgid "bvec_type **not** (bvec_type x)" msgstr "\\ bvec_type **not** ( bvec_type x )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "ブールベクトルの反転" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 #, fuzzy msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "\\ ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "2Dテクスチャのサイズを取得する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 #, fuzzy msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "\\ ivec3 **textureSize** ( sampler2DArray_type s, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "2Dテクスチャ配列のサイズを取得する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 #, fuzzy msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "\\ ivec3 **textureSize** ( sampler3D s, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "3Dテクスチャのサイズを取得する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 #, fuzzy msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "\\ ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 #, fuzzy msgid "Get the size of a cubemap texture" msgstr "キューブテクスチャのサイズを取得する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 #, fuzzy msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "\\ vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "2Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 #, fuzzy msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" "\\ vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "2D テクスチャ配列の読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 #, fuzzy msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "\\ vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "3Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 #, fuzzy msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "\\ vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 #, fuzzy msgid "Perform a cubemap texture read" msgstr "キューブテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 #, fuzzy msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" "\\ vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "投影を使用して2Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 #, fuzzy msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" "\\ vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 #, fuzzy msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" "\\ vec4_type **textureProj** ( sampler3D_type s, vec4 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "投影を使用して3Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 #, fuzzy msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "\\ vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "カスタムミップマップで2Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 #, fuzzy msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" "\\ vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "カスタムミップマップで2Dテクスチャ配列の読み取りを実行します" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 #, fuzzy msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "\\ vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "カスタムミップマップで3Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 #, fuzzy msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "\\ vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" "\\ vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 #, fuzzy msgid "Perform a 2D texture read with projection/LOD" msgstr "投影を使用して2Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" "\\ vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 #, fuzzy msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" "\\ vec4_type **textureProjLod** ( sampler3D_type s, vec4 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 #, fuzzy msgid "Perform a 3D texture read with projection/LOD" msgstr "投影を使用して3Dテクスチャの読み取りを実行する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 #, fuzzy msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "\\ vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 #, fuzzy msgid "Fetch a single texel using integer coordinates" msgstr "整数座標を使用して単一のテクセルを取得する" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 #, fuzzy msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" "\\ vec4_type **texelFetch** ( sampler2DArray_type s, ivec3 uv, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 #, fuzzy msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "\\ vec4_type **texelFetch** ( sampler3D_type s, ivec3 uv, int lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 #, fuzzy msgid "vec_type **dFdx** (vec_type p)" msgstr "\\ vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 #, fuzzy msgid "Derivative in ``x`` using local differencing" msgstr "ローカル差分を使用したxの微分" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 #, fuzzy msgid "vec_type **dFdy** (vec_type p)" msgstr "\\ vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 #, fuzzy msgid "Derivative in ``y`` using local differencing" msgstr "ローカル差分を使用したyの微分" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 #, fuzzy msgid "vec_type **fwidth** (vec_type p)" msgstr "\\ vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 #, fuzzy msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "xとyの絶対微分の合計" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index c053e0195e..85359ec87e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/visual_shaders.po index f1f39c563b..a188589972 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index eb29e66008..5a89bd2750 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 527fd028e6..05eb71157e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 1de76a2654..3f9758d25d 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 87781d3d06..ab95d5852a 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index b13e802c50..0974bf0a78 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/index.po index 0593f860c7..ec83ba9290 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 084417cd0e..6434df28f3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 83c715b393..c5bc33765e 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index a405069ef6..c79c36caa3 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/index.po index 2b2158fbfa..f7e63b189b 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 2a9329eb28..bbac8a1c11 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -505,10 +505,244 @@ msgstr "" "<class_SceneTree_method_set_screen_stretch>` を参照)。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 +msgid "Common use case scenarios" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"複数の解像度やアスペクト比に対応するアセットを作成するにはどうすればよいです" +"か?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**フォーマット:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +#, fuzzy +msgid "Set the stretch mode to ``viewport``." +msgstr "``shader_type`` を ``particles`` に設定します。" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "正規化" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "サードパーティのサポート" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 msgid "Reducing aliasing on downsampling" msgstr "ダウンサンプリングでのエイリアスの削減" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 #, fuzzy msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " @@ -523,18 +757,18 @@ msgstr "" "できます。 これは、ゲームデータがロードされる前に以下のメソッドを呼び出すこと" "で実行できます:" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "アスペクト比の処理" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -546,11 +780,11 @@ msgstr "" "れは :ref:`anchors <doc_size_and_anchors>` および/または :ref:`containers " "<doc_gui_containers>` を使用して実行できます。" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "視野のスケーリング" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -562,7 +796,7 @@ msgstr "" "プレイは自動的に広い視野を使用するため、これは通常、デスクトップモードや横長" "モードのモバイルゲームに最適な値です。" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -574,11 +808,11 @@ msgstr "" "クト比が16:9(例: 19:9)よりも高いスマートフォンは、\\ *taller* の視野を使用し" "ますが、これはここではより論理的です。" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -587,7 +821,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -597,7 +831,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ for examples." diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index 6d0233c730..9114862294 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/viewports.po index 6bcd8c2367..74ae93b0b5 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 55a9080aeb..be9c6f013f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -132,7 +132,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/index.po index 59b9755901..b90ec47481 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_primer.po index 2953561dcd..76c8fed2c0 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -315,46 +315,45 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_。" -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "考慮すべきその他のもの" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "この入門書では、知っておくべき重要なテーマをいくつか簡単に説明します。" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -382,7 +381,7 @@ msgstr "" "ARVROriginノードでも公開されるプロパティがあります。たとえば、これを10の値に" "設定すると、座標系が変更され、10単位= 1メートルになります。" -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 #, fuzzy msgid "" "Performance is another thing that needs to be carefully considered. " @@ -395,7 +394,7 @@ msgstr "" "意する必要がありますが、デスクトップゲームでも、(仮想)生活をさらに難しくする3" "つの要因があります:" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -407,7 +406,7 @@ msgstr "" "パイプラインのことを念頭に置いても、両眼の画像のレンダリングにはまだ余分な作" "業負荷が残っています" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -421,7 +420,7 @@ msgstr "" "す。安定した90fpsで実行するようにゲームをターゲットし、ユーザーがすぐに乗り物" "酔いしないようにする必要があります。" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -433,7 +432,7 @@ msgstr "" "片目あたり1080x1200です。なので、それぞれの目は2160x2400でレンダリングされま" "す。これは、ほとんどの AR アプリケーションでは問題ではありません。" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 592a343010..5d3ac4428f 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 239e66f304..f6148d56a9 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1669,10 +1669,11 @@ msgstr "" "テレポート位置を狙うために使用できる「レーザーサイト」を表示します。" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:772 +#, fuzzy msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 630861bd78..14a719a672 100644 --- a/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/ja/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1666,9 +1666,10 @@ msgstr "" "す。" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" "``SWORD_DAMAGE``: 剣が与えるダメージの量を定義する定数。このダメージは、すべ" diff --git a/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po index 6e8fb56870..5513fe5e8a 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,26 +22,25 @@ msgid "Documentation changelog" msgstr "문서 변경 내역" #: ../../docs/about/docs_changelog.rst:6 -#, fuzzy msgid "" "The documentation is continually being improved. The release of version 3.2 " "includes many new tutorials, many fixes and updates for old tutorials, and " "many updates to the :ref:`class reference <toc-class-ref>`. Below is a list " "of new tutorials added since version 3.1." msgstr "" -"문서는 지속적으로 개선되고 있습니다. 3.1 버전 출시에는 많은 새로운 튜토리얼, " +"문서는 지속적으로 개선되고 있습니다. 3.2 버전 출시에는 많은 새로운 튜토리얼, " "과거 튜토리얼에서 개선된 사항들, 그리고 많은 클래스 참조에 대한 업데이트가 있" -"습니다. 다음은 3.0 버전에서 추가된 새 튜토리얼 목록입니다." +"습니다. 다음은 3.1 버전 이후 추가된 새 튜토리얼 목록입니다." #: ../../docs/about/docs_changelog.rst:11 -#, fuzzy msgid "" "This document only contains new tutorials so not all changes are reflected, " "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" -"이 문서에는 새로운 튜토리얼만 포함되어 있기 때문에 변경사항이 반영되지 않습니" -"다, 많은 튜토리얼이 업데이트되지만 이 문서에는 반영되지 않습니다." +"이 문서에는 새로운 튜토리얼만 포함되어 있기 때문에 모든 변경사항이 반영되어 " +"있지는 않습니다, 많은 튜토리얼이 상당 부분 업데이트되지만, 이 문서에는 반영되" +"지 않습니다." #: ../../docs/about/docs_changelog.rst:15 msgid "New tutorials since version 3.1" @@ -70,9 +69,8 @@ msgid "Audio" msgstr "오디오" #: ../../docs/about/docs_changelog.rst:30 -#, fuzzy msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_complying_with_licenses`" +msgstr ":ref:`doc_recording_with_microphone`" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`doc_sync_with_audio`" @@ -83,7 +81,6 @@ msgid "Math" msgstr "수학" #: ../../docs/about/docs_changelog.rst:36 -#, fuzzy msgid ":ref:`doc_beziers_and_curves`" msgstr ":ref:`doc_beziers_and_curves`" @@ -133,9 +130,8 @@ msgid ":ref:`doc_your_second_spatial_shader`" msgstr ":ref:`doc_your_second_spatial_shader`" #: ../../docs/about/docs_changelog.rst:57 -#, fuzzy msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shader_plugins`" +msgstr ":ref:`doc_visual_shaders`" #: ../../docs/about/docs_changelog.rst:60 msgid "Networking" diff --git a/sphinx/po/ko/LC_MESSAGES/about/faq.po b/sphinx/po/ko/LC_MESSAGES/about/faq.po index c336faa6d3..7bf9bc28e4 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/faq.po +++ b/sphinx/po/ko/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -260,11 +260,12 @@ msgstr "" "하세요." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "GDScript를 사용하는 여러 이유가 있습니다--특히 프로토타입을 만드는 경우, 프로" "젝트의 알파/베타 수준의 스테이지를 만드는 경우에, 혹은 만드는 게임이 AAA급이 " @@ -518,14 +519,13 @@ msgid "Why does Godot aim to keep its core feature set small?" msgstr "왜 Godot은 주요 특징을 작게 유지하려고 하나요?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " "artificial intelligence functionality." msgstr "" -"Godot는 add-on으로 구현할 수 있는 기능들은, 아주 자주 쓰의지 않는 한, 의도적" -"으로 포함하지 않습니다. 고급 인공 지능 같은 것이 좋은 예가 되겠지요." +"Godot은 매우 자주 쓰이지 않는 이상 의도적으로 add-on으로 구현할 수 있는 기능" +"들은 포함하지 않습니다. 고급 인공 지능 같은 것이 좋은 예입니다." #: ../../docs/about/faq.rst:211 msgid "There are several reasons for this:" @@ -870,9 +870,8 @@ msgstr "" "추가 점수가 될 것입니다." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Godot는 라이브러리로서 사용될 수 있을까요?" +msgstr "Godot을 게임이 아닌 응용프로그램 제작에 사용할 수 있을까요?" #: ../../docs/about/faq.rst:363 msgid "" @@ -880,6 +879,8 @@ msgid "" "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" +"예! Godot는 광범위한 내장 UI 시스템을 특징으로하며 작은 배포 크기로 인해 " +"Electron 또는 Qt와 같은 프레임 워크에 적합한 대안이 될 수 있습니다." #: ../../docs/about/faq.rst:366 msgid "" @@ -887,12 +888,18 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"게임이 아닌 응용 프로그램을 제작할 때는 CPU와 GPU 사용율을 줄이기 위해 반드" +"시 프로젝트 설정에서 :ref:`low-processor mode " +"<class_ProjectSettings_property_application/run/low_processor_mode>`를 활성화" +"해주세요." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"그렇긴 하지만 *모바일* 응용 프로그램 제작에는 Godot을 사용하지 말아 주세요. " +"아직 저사양모드가 모바일 플랫폼에서는 지원되지 않습니다." #: ../../docs/about/faq.rst:373 msgid "" @@ -900,6 +907,9 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"Godot으로 만든 오픈소스 예제 어플리케이션으로 `Material Maker <https://" +"github.com/RodZill4/material-maker>`__ 와 `Pixelorama <https://github.com/" +"Orama-Interactive/Pixelorama>`__ 를 참고하세요." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -930,7 +940,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Godot는 어떤 사용자 인터페이스 툴킷을 사용합니까?" #: ../../docs/about/faq.rst:395 msgid "" @@ -941,6 +951,11 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot은 GTK나 Qt, wxWidgets와 같은 표준 :abbr:`GUI (Graphical User " +"Interface)` 툴킷을 사용하지 않는 대신 OpenGL ES나 Vulcan으로 렌더링하는 자체 " +"유저 인터페이스 툴킷을 사용합니다. 이 툴킷은 (C++로 작성된) 에디터를 렌더링" +"할 때 사용되는 컨트롤 노드의 형태로 노출되어 있습니다. 물론 이 컨트롤 노드들" +"은 Godot이 지원하는 어느 스크립트 언어로든지 사용할 수 있습니다." #: ../../docs/about/faq.rst:402 msgid "" @@ -950,6 +965,11 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"이 자체 툴킷 덕분에 하드웨어 가속으로부터 혜택을 받고 모든 플랫폼을 아울러 일" +"정한 외관을 가질 수 있습니다. 그에 더해 GTK나 Qt에 붙어있는 LGPL 라이센스과 " +"고투를 벌일 필요도 없읍니다. 마지막으로 편집기 자체가 Godot UI 시스템의 가장 " +"복잡한 구현 중 하나이기 때문에 Godot은 \"개밥 먹이기(eating its own dog " +"food)\"를 하는 것이기도 합니다." #: ../../docs/about/faq.rst:408 msgid "" @@ -957,9 +977,13 @@ msgid "" "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"이 자체 UI 툴킷은 :ref:`라이브러리로 사용할 수 없지만 " +"<doc_faq_use_godot_as_library>`, 여전히 :ref:`편집기를 이용하여 Godot으로 비" +"게임 어플리케이션을 만들 수는 있습니다 <doc_faq_non_game_applications>`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Godot가 STL (표준 템플릿 라이브러리)을 사용하지 않는 이유" #: ../../docs/about/faq.rst:415 @@ -1047,9 +1071,9 @@ msgid "" "internally. Disabling RTTI in Godot means considerably smaller binary sizes " "can be achieved, at a little performance cost." msgstr "" -"Godot은 자체 유형 캐스팅 시스템을 제공하는데, 내부적으로 런타임 유형 정보를 " -"사용할 수 있습니다. Godot에서 런타임 유형 정보를 끄게 되면 약간의 성능 가격으" -"로 상당히 작은 이진 크기를 얻을 수 있습니다." +"Godot은 선택적으로 런타임 유형 정보를 사용하는 자체 유형 캐스팅 시스템을 제공" +"합니다. Godot에서 런타임 유형 정보를 끄게 되면 약간의 성능을 더 소모하지만 상" +"당히 작은 바이너리 크기를 얻을 수 있습니다." #: ../../docs/about/faq.rst:444 msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" diff --git a/sphinx/po/ko/LC_MESSAGES/about/index.po b/sphinx/po/ko/LC_MESSAGES/about/index.po index 9695a2af43..fbce4eed1e 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/index.po +++ b/sphinx/po/ko/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/about/introduction.po b/sphinx/po/ko/LC_MESSAGES/about/introduction.po index f0b5342f83..036c7ba272 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/ko/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po b/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po index b76e712727..12cc7e5ac7 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -99,6 +99,7 @@ msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`헤드리스 Linux 및 macOS 서버 <doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -115,77 +116,75 @@ msgstr "편집기" #: ../../docs/about/list_of_features.rst:45 #: ../../docs/about/list_of_features.rst:87 #: ../../docs/about/list_of_features.rst:344 -#, fuzzy msgid "**Features:**" -msgstr "**기능 태그**" +msgstr "**기능들:**" #: ../../docs/about/list_of_features.rst:47 -#, fuzzy msgid "Scene tree editor." -msgstr "씬 트리" +msgstr "씬 트리 편집기" #: ../../docs/about/list_of_features.rst:48 -#, fuzzy msgid "Script editor." -msgstr "GDScript" +msgstr "스크립트 편집기" #: ../../docs/about/list_of_features.rst:49 msgid "" "Support for :ref:`external script editors <doc_external_editor>` such as " "Visual Studio Code or Vim." msgstr "" +"Visual Studio Code나 Vim과 같은 :ref:`외부 스크립트 편집기 " +"<doc_external_editor>` 지원." #: ../../docs/about/list_of_features.rst:51 msgid "GDScript :ref:`debugger <doc_debugger_panel>`." -msgstr "" +msgstr "GDScript :ref:`디버거 <doc_debugger_panel>`." #: ../../docs/about/list_of_features.rst:53 msgid "No support for debugging in threads yet." -msgstr "" +msgstr "스레드 디버그는 아직 지원하지 않습니다." #: ../../docs/about/list_of_features.rst:54 -#, fuzzy msgid "Performance monitoring tools." -msgstr "Godot에서 C#의 퍼포먼스" +msgstr "성능 측정 툴." #: ../../docs/about/list_of_features.rst:55 -#, fuzzy msgid "Live script reloading." -msgstr "씬 불러오기" +msgstr "실시간 스크립트 리로딩" #: ../../docs/about/list_of_features.rst:56 -#, fuzzy msgid "Live scene editing." -msgstr "씬 상속 사용하기" +msgstr "실시간 씬 편집" #: ../../docs/about/list_of_features.rst:58 msgid "" "Changes will reflect in the editor and will be kept after closing the " "running project." msgstr "" +"변경사항들은 편집기에 반영되며 프로젝트 실행을 중지한 이후에도 유지됩니다." #: ../../docs/about/list_of_features.rst:60 msgid "Remote inspector." -msgstr "" +msgstr "원격 인스펙터." #: ../../docs/about/list_of_features.rst:62 msgid "" "Changes won't reflect in the editor and won't be kept after closing the " "running project." msgstr "" +"변경사항들은 편집기에 반영되지 않으며 프로젝트 실행을 멈춘 이후에 유지되지 않" +"습니다." #: ../../docs/about/list_of_features.rst:64 -#, fuzzy msgid "Live camera replication." -msgstr "카메라 애니메이션" +msgstr "실시간 카메라 복제" #: ../../docs/about/list_of_features.rst:66 msgid "Move the in-editor camera and see the result in the running project." -msgstr "" +msgstr "편집기 내 카메라를 움직여 프로젝트 실행중에 결과를 볼 수 있습니다." #: ../../docs/about/list_of_features.rst:68 msgid "Use the editor in dozens of languages contributed by the community." -msgstr "" +msgstr "커뮤니티 참여로 지원되는 수십 가지 언어로 편집기를 사용할 수 있습니다." #: ../../docs/about/list_of_features.rst:70 #, fuzzy @@ -197,60 +196,68 @@ msgid "" "Editor plugins can be downloaded from the :ref:`asset library " "<doc_what_is_assetlib>` to extend editor functionality." msgstr "" +"편집기 기능 확장을 위한 플러그인들은 :ref:`애셋 라이브러리 " +"<doc_what_is_assetlib>` 에서 다운로드받을 수 있습니다." #: ../../docs/about/list_of_features.rst:74 msgid "" "Create your own plugins using GDScript to add new features or speed up your " "workflow." msgstr "" +"GDScript로 여러분만의 플러그인을 만들어 새로운 기능을 더하거나 워크플로를 더 " +"빠르게 할 수 있습니다." #: ../../docs/about/list_of_features.rst:75 msgid "" "Download projects from the asset library in the project manager and import " "them directly." msgstr "" +"프로젝트 매니저의 애셋 라이브러리에서 프로젝트를 다운로드받거나 직접 불러올 " +"수 있습니다." #: ../../docs/about/list_of_features.rst:78 msgid "2D graphics" -msgstr "" +msgstr "2D 그래픽" #: ../../docs/about/list_of_features.rst:80 #: ../../docs/about/list_of_features.rst:144 msgid "**Two renderers available:**" -msgstr "" +msgstr "**두 가지 렌더러가 사용 가능합니다:**" #: ../../docs/about/list_of_features.rst:82 #: ../../docs/about/list_of_features.rst:147 msgid "OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms)." -msgstr "" +msgstr "OpenGL ES 3.0 렌더러 (데스크톱은 OpenGL 3.3을 사용합니다)." #: ../../docs/about/list_of_features.rst:83 #: ../../docs/about/list_of_features.rst:147 msgid "High-end visuals. Recommended on desktop platforms." -msgstr "" +msgstr "하이엔드 비주얼. 데스크톱 플랫폼에 권장합니다." #: ../../docs/about/list_of_features.rst:85 #: ../../docs/about/list_of_features.rst:153 msgid "OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms)." -msgstr "" +msgstr "OpenGL ES 2.0 렌더러 (데스크톱에서는 OpenGL 2.1을 사용합니다)." #: ../../docs/about/list_of_features.rst:85 #: ../../docs/about/list_of_features.rst:150 msgid "Recommended on mobile and Web platforms." -msgstr "" +msgstr "모바일 또는 웹 플랫폼에 권장합니다." #: ../../docs/about/list_of_features.rst:89 msgid "Sprite, polygon and line rendering." -msgstr "" +msgstr "스프라이트, 폴리곤 및 직선 렌더링." #: ../../docs/about/list_of_features.rst:91 msgid "" "High-level tools to draw lines and polygons such as Polygon2D and Line2D." msgstr "" +"Polygon2D나 Line2D 같이 직선이나 다각형을 그리기 위해 사용하는 고수준 도구들" +"입니다." #: ../../docs/about/list_of_features.rst:93 msgid "AnimatedSprite as a helper for creating animated sprites." -msgstr "" +msgstr "애니메이션 스프라이트 제작 도우미로 AnimatedSprite가 있습니다." #: ../../docs/about/list_of_features.rst:94 msgid "Parallax layers." @@ -815,7 +822,7 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr "" #: ../../docs/about/list_of_features.rst:314 @@ -1160,6 +1167,8 @@ msgid "" "Use localized strings in your project automatically in GUI elements or by " "using the ``tr()`` function." msgstr "" +"여러분의 프로젝트의 현지화된 문자열들을 자동화된 GUI 요소로 사용하거나 " +"``tr()`` 함수로 사용할 수 있습니다." #: ../../docs/about/list_of_features.rst:446 msgid "" @@ -1262,15 +1271,17 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:482 -#, fuzzy msgid "GUI system" -msgstr "파일 시스템(File system)" +msgstr "GUI 시스템" #: ../../docs/about/list_of_features.rst:484 msgid "" "Godot's GUI is built using the same Control nodes used to make games in " "Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" +"Godot의 GUI는 Godot으로 게임을 만들 때 사용하는 것과 같은 동일한 컨트롤 노드" +"를 이용하여 만들어졌습니다. 편집기 UI는 add-on을 사용하여 다양한 방법으로 확" +"장하기 쉽습니다." #: ../../docs/about/list_of_features.rst:487 #, fuzzy @@ -1330,11 +1341,11 @@ msgstr "" #: ../../docs/about/list_of_features.rst:502 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgstr "" +"앵커를 사용하여 GUI요소들을 특정 코너 또는 모서리, 중앙에 고정시킵니다." #: ../../docs/about/list_of_features.rst:503 -#, fuzzy msgid "Containers to place GUI elements automatically following certain rules." -msgstr "컨테이너를 추가하여 UI 요소들을 자동으로 놓기" +msgstr "컨테이너를 추가하여 규칙에 따라 UI 요소들을 자동으로 놓기" #: ../../docs/about/list_of_features.rst:505 #, fuzzy @@ -1499,11 +1510,12 @@ msgid "Export and deploy projects using continuous integration platforms." msgstr "" #: ../../docs/about/list_of_features.rst:569 -#, fuzzy msgid "" "`Completion scripts <https://github.com/godotengine/godot/tree/master/misc/" "dist/shell>`__ are available for Bash, zsh and fish." -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`완성된 스크립트<https://github.com/godotengine/godot/tree/master/misc/dist/" +"shell>`__는 Bash, zsh 그리고 fish에서 사용할 수 있습니다." #: ../../docs/about/list_of_features.rst:572 msgid "" @@ -1533,11 +1545,11 @@ msgstr "" #: ../../docs/about/list_of_features.rst:581 msgid "Godot 4.0 will be written in C++17." -msgstr "" +msgstr "Godot 4.0은 C++17로 작성될 것 입니다." #: ../../docs/about/list_of_features.rst:583 msgid "Licensed under the permissive MIT license." -msgstr "" +msgstr "라이선스는 MIT 라이선스입니다." #: ../../docs/about/list_of_features.rst:585 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/about/release_policy.po b/sphinx/po/ko/LC_MESSAGES/about/release_policy.po index 1aece24706..f419b124d4 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/ko/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/about/release_policy.rst:4 -#, fuzzy msgid "Godot release policy" msgstr "Godot 출시 정책" @@ -139,40 +138,36 @@ msgid "" msgstr "" #: ../../docs/about/release_policy.rst:84 -#, fuzzy msgid "**Version**" -msgstr "**설명**" +msgstr "**버전**" #: ../../docs/about/release_policy.rst:84 -#, fuzzy msgid "**Release date**" -msgstr "**release**" +msgstr "**출시 일자**" #: ../../docs/about/release_policy.rst:84 msgid "**Support level**" -msgstr "" +msgstr "**지원 수준**" #: ../../docs/about/release_policy.rst:86 -#, fuzzy msgid "Godot 4.0" -msgstr "Godot" +msgstr "Godot 4.0" #: ../../docs/about/release_policy.rst:86 msgid "~2021 (see below)" -msgstr "" +msgstr "~2021년(이하 참조)" #: ../../docs/about/release_policy.rst:86 msgid "|unstable| *Current focus of development (unstable).*" -msgstr "" +msgstr "|unstable| *현재 개발 중 (unstable).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.2" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "2021년 2분기 혹은 3분기" #: ../../docs/about/release_policy.rst:88 msgid "" @@ -181,14 +176,12 @@ msgid "" msgstr "" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "Godot 3.3" -msgstr "Godot 3.2" +msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "2019년 3월" +msgstr "2021년 4월" #: ../../docs/about/release_policy.rst:91 msgid "" @@ -205,11 +198,11 @@ msgid "January 2020" msgstr "2020년 1월" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| 지원 종료." +msgstr "" +"|eol| 호환되는 3.3버전으로 완전히 대체되어 지원 종료(마지막 업데이트 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" @@ -224,6 +217,8 @@ msgid "" "|partial| Only critical, security and platform support fixes (last update: " "3.1.2)." msgstr "" +"|partial| 중요한 보안 및 플랫폼 지원을 위한 수정만 제공(마지막 업데이트 : " +"3.1.2)." #: ../../docs/about/release_policy.rst:100 msgid "Godot 3.0" @@ -231,12 +226,11 @@ msgstr "Godot 3.0" #: ../../docs/about/release_policy.rst:100 msgid "January 2018" -msgstr "" +msgstr "2018년 1월" #: ../../docs/about/release_policy.rst:100 -#, fuzzy msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| 지원 종료." +msgstr "|eol| 지원 종료(마지막 업데이트 : 3.0.6)." #: ../../docs/about/release_policy.rst:102 msgid "Godot 2.1" @@ -251,6 +245,8 @@ msgid "" "|partial| Only critical, security and platform support fixes (last update: " "2.1.6)." msgstr "" +"|partial| 중요한 보안 및 플랫폼 지원을 위한 수정만 제공(마지막 업데이트 : " +"2.1.6)." #: ../../docs/about/release_policy.rst:105 msgid "Godot 2.0" @@ -261,9 +257,8 @@ msgid "February 2016" msgstr "2016년 2월" #: ../../docs/about/release_policy.rst:105 -#, fuzzy msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| 지원 종료." +msgstr "|eol| 지원 종료(마지막 업데이트 : 2.0.4.1)." #: ../../docs/about/release_policy.rst:107 msgid "Godot 1.1" @@ -287,22 +282,20 @@ msgid "December 2014" msgstr "2014년 12월" #: ../../docs/about/release_policy.rst:117 -#, fuzzy msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" msgstr "" -"**범례:** |supported| 지원 - |partial| 부분지원 - |eol| 지원없음(종료) - |" -"unstable| 개발버전" +"**범례:** |supported| 지원 - |partial| 부분 지원 - |eol| 지원 없음(종료) - |" +"unstable| 개발 버전" #: ../../docs/about/release_policy.rst:123 -#, fuzzy msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." msgstr "" -"Godot의 사전배포판은 제작에 사용되는 것을 염두한 것이 아니며 최선의 노력을 기" -"조로 제공하고 있습니다." +"Godot의 사전 배포판은 제작에 사용되는 것을 염두한 것이 아니며 테스팅 목적으로" +"만 제공되고 있습니다." #: ../../docs/about/release_policy.rst:129 msgid "When is the next release out?" @@ -314,12 +307,18 @@ msgid "" "historically had one major or minor release per year, with several " "maintenance updates between each." msgstr "" +"Godot 기여자들이 마감 기한을 정해두고 일하는 것은 아니지만 지금까지 매년 1회 " +"메이저 또는 마이너 버전을 출시했고 그 사이에도 몇 차례 유지 보수 업데이트를 " +"실시했습니다." #: ../../docs/about/release_policy.rst:135 msgid "" "Starting with Godot 3.3, we aim to accelerate our development cycles for " "minor releases, so you can expect a new minor release every 3 to 6 months." msgstr "" +"Godot 3.3부터는 마이너 릴리즈의 개발 사이클을 앞당기는 것을 목표로 하고 있습" +"니다. 그래서 3개월에서 6개월마다 새로운 마이너 버전 출시를 기대할 수 있습니" +"다." #: ../../docs/about/release_policy.rst:138 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/ko/LC_MESSAGES/about/troubleshooting.po index 44d5d13039..31cd397730 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/ko/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -117,10 +117,23 @@ msgstr "" "치를 분리해야 합니다. 그런 다음 주변 장치를 다시 연결할 수 있습니다." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "시스템 콘솔을 클릭하면 Godot 편집기가 고정된 것처럼 보입니다." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -133,7 +146,7 @@ msgstr "" "은 응용 프로그램을 일시 중지하여 시스템 콘솔 내에서 텍스트를 선택할 수 있도" "록 합니다. Godot는 이 시스템 전용 동작을 바꿀 수 없습니다." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -141,7 +154,7 @@ msgstr "" "이것을 해결하려면 시스템 콘솔 창을 선택하고 Enter를 눌러 선택 모드를 종료하십" "시오." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -149,7 +162,7 @@ msgstr "" "\"NO DC\"와 같은 일부 텍스트가 프로젝트 관리자 및 편집기 창의 왼쪽 상단 모서" "리에 나타납니다." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -157,7 +170,7 @@ msgstr "" "이것은 NVIDIA 그래픽 드라이버가 정보를 표시하기 위해 오버레이를 삽입하기 때문" "에 발생합니다." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -165,7 +178,7 @@ msgstr "" "Windows에서 이 오버레이를 비활성화하려면, 그래픽 드라이버 설정을 NVIDIA 제어" "판의 기본값으로 복원하십시오." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -174,11 +187,11 @@ msgstr "" "> OpenGL 설정 **으로 가서 **그래픽스 API 시각적 표시기 켜기 **를 선택 취소 합" "니다." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "편집기와 달리 프로젝트 창이 흐릿하게 나타납니다." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -188,7 +201,7 @@ msgstr "" "이는 특히 hiDPI에서 3D 장면을 렌더링하는 속도가 느린 통합 그래픽에서 성능을 " "향상시키기 위해 수행됩니다." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -199,11 +212,11 @@ msgstr "" "resolutions <doc_multiple_resolutions>`를 지원하도록 구성되어 있는지 확인하세" "요." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "프로젝트를 실행할 때 프로젝트 창이 중앙에 나타나지 않습니다." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -216,7 +229,7 @@ msgstr "" "도록 설정해주세요. 제일 먼저 프로젝트가 다음을 지원하도록 설정되어 있어야 합" "니다 :ref:`multiple resolutions <doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -224,7 +237,7 @@ msgstr "" "프로젝트는 편집기에서 실행할 때 작동하지만 내 보낸 사본에서 실행할 때 일부 파" "일을 로드하지 못합니다." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -241,7 +254,7 @@ msgstr "" "우 \"비-리소스 파일 파일 내보내기 필터\"에서 \"*.json\" 파일 형식을 특정해야 " "합니다. 자세한 내용은 `doc_exporting_projects_export_mode`를 확인하세요." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/ko/LC_MESSAGES/community/channels.po b/sphinx/po/ko/LC_MESSAGES/community/channels.po index cb93a7266b..40cb8a6790 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/channels.po +++ b/sphinx/po/ko/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -114,7 +114,7 @@ msgstr "언어별 커뮤니티" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 8e60d9472d..0928a4ce48 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/bisecting_regressions.po index 4b2a5411b7..2d26a5b9bf 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 6a8e663eee..f12deaf5cb 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..a6ab805319 --- /dev/null +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,142 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ko\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "간단한 플러그인 만들기" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"`godot-cpp 저장소 <https://github.com/GodotNativeTools/godot-cpp>`_ 의 사본." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"`godot-cpp 저장소 <https://github.com/GodotNativeTools/godot-cpp>`_ 의 사본." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "인터페이스를 활성화하기 위해, 다음 코드를 실행합니다:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po index 120d3265b0..920b7a99d2 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index fd024d6bc6..d0b6b9322d 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po index 13befaa5f2..c1774db29d 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index ee0f8f06c8..03705312fc 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po index f36acce108..ac25004c95 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po index d403019402..5c39551488 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/testing_pull_requests.po index 074d785b44..7a22c695ff 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 718da9b35d..a0e76d5698 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po index dcf321c600..6420b2402a 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po b/sphinx/po/ko/LC_MESSAGES/community/tutorials.po index 4cda724382..11dc48cb84 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/ko/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -129,29 +129,21 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." +"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" +"playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." +"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" +"playlists>`__ (2D and 3D, GDScript and VisualScript)." #: ../../docs/community/tutorials.rst:32 msgid "" -"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" -"playlists>`__ (2D and 3D, GDScript and VisualScript)." +"`Mister Taft Creates <https://www.youtube.com/playlist?" +"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." msgstr "" -"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" -"playlists>`__ (2D and 3D, GDScript and VisualScript)." +"`Mister Taft Creates <https://www.youtube.com/playlist?" +"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:33 -msgid "" -"`Mister Taft Creates <https://www.youtube.com/playlist?" -"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -msgstr "" -"`Mister Taft Creates <https://www.youtube.com/playlist?" -"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:34 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -160,7 +152,7 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." @@ -168,39 +160,39 @@ msgstr "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +#: ../../docs/community/tutorials.rst:35 +msgid "" +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." +msgstr "" +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." + #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." +"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " +"GDScript and VisualScript)." msgstr "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." +"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " +"GDScript and VisualScript)." #: ../../docs/community/tutorials.rst:37 msgid "" -"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " -"GDScript and VisualScript)." +"`TheBuffED <https://www.youtube.com/watch?" +"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." msgstr "" -"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " -"GDScript and VisualScript)." +"`TheBuffED <https://www.youtube.com/watch?" +"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:38 msgid "" -"`TheBuffED <https://www.youtube.com/watch?" -"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." +"`Code with Tom <https://www.youtube.com/playlist?" +"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." msgstr "" -"`TheBuffED <https://www.youtube.com/watch?" -"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." +"`Code with Tom <https://www.youtube.com/playlist?" +"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." #: ../../docs/community/tutorials.rst:39 -msgid "" -"`Code with Tom <https://www.youtube.com/playlist?" -"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." -msgstr "" -"`Code with Tom <https://www.youtube.com/playlist?" -"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." - -#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`BornCG <https://www.youtube.com/playlist?" @@ -209,7 +201,7 @@ msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -218,7 +210,7 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -227,7 +219,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -236,56 +228,56 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 #, fuzzy msgid "Text tutorials" msgstr "튜토리얼" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "개발로그" +#: ../../docs/community/tutorials.rst:55 +msgid "" +"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" +"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" +msgstr "" +"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" +"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" + #: ../../docs/community/tutorials.rst:56 msgid "" -"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" -"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -msgstr "" -"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" -"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" - -#: ../../docs/community/tutorials.rst:57 -msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "리소스" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -294,7 +286,7 @@ msgstr "" "awesome-godot: Calinou 의 선별된 리소스 목록 <https://github.com/Calinou/" "awesome-godot>" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po index e35a925e5e..acefa02160 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po index cf89554020..87b029d14c 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po index 787205eb10..674d35f260 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 2304c252e1..b653a1cee5 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po index 49610a13a7..fa8aec10c1 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po index f6f1e6a43b..d4a075a133 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po index cf822148fc..41fffe77b4 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po index 195c7a9a46..da951633d5 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 868b270383..c2a1f67ed6 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -86,8 +86,12 @@ msgid "Possible Errors" msgstr "" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:68 +#, fuzzy msgid "" "If you get an error like below, it means the key wasn't properly included in " "your Godot build. Godot is encrypting the scripts during export, but can't " "read them at runtime." msgstr "" +"아래와 같이 오류가 발생하면, 여러분의 Godot 빌드에 키가 제대로 포함되지 있지 " +"않은 것입니다. Godot은 내보내는 동안 스크립트를 암호화하지만 런타임에는 읽을 " +"수 없습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 3b369665c4..cd65c9b8ea 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po index 24afc069a9..2e7878ad69 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po index 18d98b52f5..b442b67331 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 8301818648..87ef9d24b6 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/optimizing_for_size.po index fbfeb72627..fb006a033d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 487f149c44..8be1b17b04 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -73,9 +73,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -91,7 +91,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -105,9 +105,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -124,19 +124,19 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 #, fuzzy msgid "The final module should look like this:" msgstr "최종 스크립트는 다음과 같아야 합니다:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 85784d82e5..71f5a1a155 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 5a97a75678..14619f29b9 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index b3c2d80beb..cd37888c20 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index fb3014b8b2..595ddcd7d5 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -196,7 +196,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 05a35e7460..f4bd7d9d13 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 05d0dbbbd4..580e1eb276 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 5f2c955044..71cd83eb47 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index b22f73f09e..d9df026be3 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 05d0b420ea..534b8f23af 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index dfc7e8f525..b5c535093c 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po index eb6a0b774c..ae40adaf9e 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po index 86efe4e335..46a9772d96 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po index 105a3a5bef..1cf34bf71d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index fa360fd9b9..0b71df64c1 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,8 +79,8 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -92,113 +92,108 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "적 씬은 다음 노드들을 사용할 것입니다:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -206,7 +201,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -216,11 +211,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -228,7 +223,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -238,7 +233,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -247,27 +242,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -275,29 +270,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -305,13 +300,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -319,13 +314,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -333,23 +328,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -358,22 +353,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -381,7 +376,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -389,65 +384,65 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "예시:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 #, fuzzy msgid "Now we can generate the documentation:" msgstr "문서에 대하여" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -455,95 +450,95 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 #, fuzzy msgid "Adding custom editor icons" msgstr "빛 추가하기" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index afffaaaaf9..5294b9169c 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po index d93449d041..6fb408ed77 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "엔진 개발(Engine development)" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "맞춤 빌드 환경 설정하기" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Visual Scripting 시작하기" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "프로젝트 준비하기" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 6b2aea4e73..9b5cb13310 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 4010254126..35a6b21e79 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po index ec34199a69..34ac410bf4 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..959d0e7351 --- /dev/null +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,340 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ko\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "타일맵 사용하기" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "External Files(외부 파일)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Godot에서 설정하기" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "물리 소개" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "당신의 최종 씬은 이렇게 보여야 할 것입니다." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po index a203688caf..8f02f7431f 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/ko/LC_MESSAGES/development/editor/creating_icons.po index 62aecde015..c9d178bbbb 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/ko/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/ko/LC_MESSAGES/development/editor/editor_style_guide.po index f47e8e5d16..005900af0b 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/ko/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/editor/index.po b/sphinx/po/ko/LC_MESSAGES/development/editor/index.po index 1bf84974e9..82cc22e6d1 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/ko/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 6ec19dea8f..e27e45b61d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/ko/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,10 +97,19 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "https://github.com/godotengine/godot-demo-projects" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "https://github.com/godotengine/godot-demo-projects" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -108,7 +117,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -116,7 +125,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -124,34 +133,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -159,19 +168,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "개발" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/ko/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/ko/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 470081eac8..096e92ab38 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/ko/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po index 04833d45de..fbbe3ceb57 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po index ecbdf35730..9ff2c846f6 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -58,12 +58,12 @@ msgid "File Descriptor" msgstr "" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "" @@ -77,13 +77,16 @@ msgstr "연결(Connections)" #: ../../docs/development/file_formats/tscn.rst:31 msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -91,88 +94,88 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 #, fuzzy msgid "``node``" msgstr "``그룹 노드``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 #, fuzzy msgid "``connection``" msgstr "연결(Connections)" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "씬 트리" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy msgid "``instance``" msgstr "``inst2dict``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 #, fuzzy msgid "``instance_placeholder``" msgstr "``is_instance_valid(obj)``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 #, fuzzy msgid "``owner``" msgstr "``Center``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 #, fuzzy msgid "``groups``" msgstr "``그룹 노드``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -183,18 +186,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -203,78 +206,78 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "스켈레톤" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 #, fuzzy msgid "``enabled``" msgstr "``end``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 #, fuzzy msgid "``bound_children``" msgstr "``move_and_collide``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 #, fuzzy msgid "Here's an example of a skeleton node with two bones:" msgstr "어떻게 작동하는 지의 예제입니다:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -282,15 +285,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -299,18 +302,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "리소스" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -319,37 +322,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -358,7 +361,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -366,201 +369,201 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "``Array``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "``Array``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 #, fuzzy msgid "Vertex positions array" msgstr "``x.attribute``" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 #, fuzzy msgid "Bone weights array" msgstr "본 무게값" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "애니메이션" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "``$NodePath``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "``Center``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 #, fuzzy msgid "``transform``" msgstr "'변형'" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "'값'" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 #, fuzzy msgid "``method``" msgstr "메서드" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (상수)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 #, fuzzy msgid "``1`` (linear)" msgstr "``Mono`` (선택)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index b457c03665..63c79ddd63 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/default_key_mapping.po index eaae1b92bb..06a5f1bf5a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -178,7 +178,7 @@ msgid "Search Help" msgstr "도움말 검색" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po index 7687e001db..d2325926c9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po index e64db9c9d0..5e46dc7014 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 83139cadcf..4a977bcd31 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index a5020cce80..c920ea5cae 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 58f18c749a..274a0fd4db 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index c7db4272d0..c860ecee48 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index dc6cfb6f78..9b29dcf6b2 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -248,7 +248,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 0d9d25fba4..4302f9efcb 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 7e3438fad6..8ef075021a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 69e817a731..7bb4762e62 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 8be29cc739..001c43425a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 9d43d45f6c..d85ecb8b22 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 26d40129f8..2816cec212 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1959,11 +1959,12 @@ msgstr "" "``e``\\ 와 같습니다." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "``Idle.gd``\\ 의 ``_init`` 생성자가 0 개의 인수를 갖더라도, 어떤 값을 " "``State.gd`` 부모 클래스로 전달해야 합니다. 그것이 쓸모가 없더라도 말이죠. 이" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 56d29a72ee..1440376cc1 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 727af282d9..be73ceb74a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 672d5c3724..78b5516807 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po index fb6957657c..2289e11b4a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index de9aa3ce8e..0529ca5f6f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -386,10 +386,10 @@ msgstr "타입형 혹은 동적: 하나의 스타일을 고수하기" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 #, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "타입형 GDScript와 동적 GDScript는 같은 프로젝트에 공존할 수 있습니다. 하지만 " "코드 베이스의 일관성과 동료들을 위해, 저는 하나의 스타일을 고수하기를 추천합" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index a7561db1cc..f7463688b7 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po index 7e0510a177..c93dd62439 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index b63898d7e6..8fcd34b9c3 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 6e385e1f60..3537b8ec42 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po index da7026519b..17961c0096 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index c73650b85b..c50adc13cd 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -556,7 +556,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" -msgstr "SceneTree(씬 트리)" +msgstr "씬트리" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index ce1d4066d4..c0e8edff4f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po index 263d29c1c6..588dbdf72d 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po index 9ba60e17aa..28f9eba04a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po index ea41cf73ad..63ba46444c 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 31c494ce53..6831ae3d26 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po index 03c8b11007..28bc8e8d43 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po index a14d70049d..693a5fb8c0 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index bce50da45e..7de8cabd23 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 679acd62bb..1192d6799a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,23 +35,23 @@ msgstr "" msgid "" "You can `download Godot Engine here <https://godotengine.org/download/>`_." msgstr "" -"`여기<https://godotengine.org/download>`에서 Godot 엔진을 다운로드 할 수 있습" -"니다_." +"`여기<https://godotengine.org/download>`_에서 Godot 엔진을 다운로드 할 수 있" +"습니다." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13 msgid "Project manager" msgstr "프로젝트 매니저(Project Manager)" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:15 -#, fuzzy msgid "" "When you launch Godot, the first window you'll see is the Project Manager. " "Since you have no projects there will be a popup asking if you want to open " "the asset library, just click cancel, we'll look at it later." msgstr "" "Godot를 실행하면, 처음으로 나오는 창이 프로젝트 매니저(Project Manager)입니" -"다. 아직 프로젝트가 하나도 없기 때문에 애셋 라이브러리(Asset Library)를 여는 " -"팝업 창이 나올 것입니다. 취소를 누르세요. 애셋 라이브러리는 다음에 알아보죠." +"다. 아직 프로젝트가 하나도 없기 때문에 애셋 라이브러리(Asset Library)를 열지 " +"물어보는 팝업 창이 나올 것입니다. 취소를 누르세요. 애셋 라이브러리는 다음에 " +"알아보죠." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21 msgid "" @@ -62,7 +62,6 @@ msgstr "" "제하고, 가져오고, 실행할 수 있습니다." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26 -#, fuzzy msgid "" "In the top-right corner you'll find a drop-down menu to change the editor's " "language." @@ -274,8 +273,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "**Script** 작업 공간은 디버거, 많은 자동 완성 기능, 내장 코드 참조가 있는 완" "전한 코드 편집기입니다. F3 키로 들어가고, F4 키로 참조를 검색합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po index 98f234aa16..2294b8076f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 9e93c9a7ab..b94c5598fa 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -76,7 +76,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 msgid "SceneTree" -msgstr "SceneTree(씬 트리)" +msgstr "씬트리" #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index ed32741acf..481d48c365 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po index 75c26b35e4..af8f8a0838 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 8db4218b8b..8e403c4cba 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -353,22 +353,25 @@ msgstr "" "파일을 직접 불러와야 합니다." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "스크립트에 이름을 짓고 클래스의 이름을 뜻하는 ``class_name`` 키워드로 스크립" "트를 유형으로 등록할 수 있습니다. 쉼표와 이미지로 향하는 경로를 선택적으로 추" "가하면 아이콘으로도 사용할 수 있습니다. 그런 다음 노드(Node)나 리소스" "(Resource) 만들기 대화 상자에서 당신의 새 유형을 찾을 수 있습니다." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "Godot 3.1에서는:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -376,6 +379,6 @@ msgstr "" "오직 GDScript와 NativeScript만 가능합니다. 즉, C++와 다른 GDNative의 영향을 " "받는 언어만 스크립트를 등록할 수 있습니다." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "오직 GDScript만 각 이름이 있는 스크립트에 전역 변수를 만듭니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po index 7610a718e2..c64ba34de8 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index d2b8d40895..c12d8a196a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 49d8264160..b1a5b36b01 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 3ff966268c..2490f1c4e6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 24aef834e8..5f394d236c 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1207,7 +1207,6 @@ msgstr "" "download:`ui_gui_design.zip <files/ui_gui_design.zip>`." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:625 -#, fuzzy msgid "" "**A final note about Responsive Design**. If you resize the GUI, you'll see " "the nodes move, but the textures and text won't scale. The GUI also has a " @@ -1219,9 +1218,9 @@ msgid "" "elements to only move horizontally when we change the window size." msgstr "" "**반응형 디자인의 마지막 주석**. GUI의 크기를 조정하면 노드가 움직이는 것을 " -"볼 수 있지만, 텍스처와 문자는 크기가 조절되지 않습니다. GUI 또한 최소 크기가 " -"있습니다. 들어있는 텍스처에 따라 다르죠. 게임은 꼭 웹페이지처럼 유연한 인터페" -"이스를 가질 필요는 없습니다. 보통 가로 화면과 세로 화면 모두를 지원하고 싶지" -"는 않을 것입니다. 둘 중 하나만 지원하겠죠. 가로 화면이라면 가장 일반적인 비율" -"은 4:3에서 16:9 사이입니다. 이들은 서로 비슷합니다. 이것이 창 크기를 바꿀 때 " -"GUI 요소가 수평으로만 이동하는 것이 충분한 이유입니다." +"볼 수 있지만, 텍스처와 문자는 크기가 조절되지 않습니다. 또한 GUI는 들어있는 " +"텍스쳐에 따라 최소 크기가 있습니다. 게임이 웹페이지처럼 유연한 인터페이스를 " +"가질 필요는 없습니다. 보통 가로 화면과 세로 화면 모두를 지원하고 싶지는 않을 " +"것입니다. 둘 중 하나만 지원하겠죠. 가로 화면이라면 가장 일반적인 비율은 4:3에" +"서 16:9 사이입니다. 이들은 서로 비슷합니다. 이것이 창 크기를 바꿀 때 GUI 요소" +"가 수평으로만 이동하는 것이 충분한 이유입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index c7c61c19ae..9947142f57 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index a4d742c178..33d142f202 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -422,6 +422,7 @@ msgid "Add containers to place UI elements automatically" msgstr "컨테이너를 추가하여 UI 요소들을 자동으로 놓기" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -431,7 +432,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "메인 메뉴는 화면의 가장자리에 약간의 여백이 있습니다. 메뉴는 두 부분으로 나뉩" "니다: 왼쪽은 로고와 메뉴 설정이 있습니다. 오른쪽에는 캐릭터가 있습니다. 이 작" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 199dc3da55..cd2a39a5d2 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -54,14 +54,13 @@ msgstr "" "적을 피해야 합니다. 다음은 앞으로 보게 될 최종 결과물입니다:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:24 -#, fuzzy msgid "" "**Why 2D?** 3D games are much more complex than 2D ones. You should stick to " "2D until you have a good understanding of the game development process and " "how to use Godot." msgstr "" -"**왜 2D인가요?** 3D 게임은 2D 게임보다 훨씬 더 복잡합니다. 게임 개발 과정을 " -"잘 알 때까지는 2D 게임을 개발하는 것이 좋습니다." +"**왜 2D인가요?** 3D 게임은 2D 게임보다 훨씬 더 복잡합니다. 게임 개발 과정과 " +"Godot을 잘 알기 전까지는 2D 게임을 개발하는 것이 좋습니다." #: ../../docs/getting_started/step_by_step/your_first_game.rst:29 msgid "Project setup" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index 6f88941352..05a914bff8 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 7178943666..a28cd95bb9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index c3a0741b4d..04c9568ad8 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 802aa53e96..db9e755e8b 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index b58be8bb69..6fbedf02e2 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index ad96676d62..fb4e7c4834 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 999dedca31..1353a4416d 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 6bce946773..a2f13ae3e1 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -44,7 +44,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "Godot 3.0에서, 가져오기에 더 현대적인 접근법을 사용합니다: 간단히 애셋 (이미" "지 파일, 씬, 오디오 파일, 폰트 등)을 프로젝트 폴더에 직접 드롭합니다 (OS 파" @@ -138,16 +138,19 @@ msgid "Files generated" msgstr "생성된 파일" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "가져오기는 추가 <asset>.import 파일을 추가하는데, 가져오기 구성이 거기에 들어" "있습니다. 이것을 버전 제어 시스템에 커밋하도록 하세요!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "또한, 추가 애셋은 숨겨진 res://.import 폴더에 프리셋이 되어 있을 것입니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index e4299c741e..7660941c84 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 5aa646f7eb..efd6b296d0 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 7719b3af11..0a840b16d9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 240e5f5924..a4c013c1f9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po index 2436e2162d..21a48c5379 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 595dca2766..43c20a092b 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 4398944d35..cfba5fcf72 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -169,7 +169,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" @@ -405,17 +405,17 @@ msgid "" "tree structures." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -423,21 +423,21 @@ msgid "" "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -446,7 +446,7 @@ msgid "" "corresponding string value for each enum." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -454,32 +454,32 @@ msgid "" "printing is unnecessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -487,7 +487,7 @@ msgid "" "little control." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -498,7 +498,7 @@ msgid "" "render in a single batched draw call." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -507,7 +507,7 @@ msgid "" "controlling 2D frame-based animations." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -516,28 +516,28 @@ msgid "" "with the AnimatedSprite." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index cdf984ca67..3af087831e 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 23ad48d15a..614c1051a6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 5e72851606..627d46cb39 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 0f0e091742..1eb5336ca6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 31dc0a9dbe..abee97480d 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -84,7 +84,7 @@ msgstr "" msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index f684bda13d..d75d80377f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 14d81f7ee4..85b09012a9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -292,11 +292,12 @@ msgid "Choosing a node tree structure" msgstr "노드 트리 구조 선택하기" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -415,10 +416,11 @@ msgstr "" "동안 자신 또한 삭제됩니다." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" "다은 시스템의 데이터를 수정하는 시스템을 갖고 있다면, 오토로드보다는 자체 스" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 912a3969fa..e3f8638c19 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 297e69b60d..8db1327fbf 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 58d5dbdac2..a3ee1e8bf2 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index b987c14f68..518354b3ca 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 4f2f72b0b5..4f75552c89 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -198,11 +198,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "일단 구성되면, Android에 내보낼 준비가 끝납니다!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "실행 아이콘 제공" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -213,12 +228,12 @@ msgstr "" "다. Godot은 고해상도 아이콘 (``xxxhdpi``) 만 필요하며 저해상도는 자동으로 생" "성합니다." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 #, fuzzy msgid "There are two types of icons required by Godot:" msgstr "Godot에는 UI를 디자인하는 두 가지 방법이 있습니다. 먼저 당신은:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 #, fuzzy msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " @@ -227,7 +242,7 @@ msgstr "" "** Main Icon : ** : \"classic\" icon. 이는 모든 Android 버전에서 최대 " "Android 8 (Oreo)까지만 사용됩니다. 192 × 192 픽셀 이상이어야합니다." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -242,7 +257,7 @@ msgstr "" "응용 프로그램은 아이콘의 애니메이션 및 마스킹을 제어합니다. 432 × 432 픽셀 이" "상이어야합니다." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -250,48 +265,48 @@ msgid "" "rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " "(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "구글 플레이 스토어로 내보내기" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -299,7 +314,7 @@ msgstr "" "APK를 구글 플레이 스토어에 업로드 하려면 비 디버그 키스토어 파일을 서명해야합" "니다; 그러한 파일은 다음과 같이 생성될 수 있습니다:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -311,21 +326,21 @@ msgstr "" "app-signing>`__\\ 에 대해 더 자세히 배우고 싶다면 구글 Android 개발자 가이드" "를 사용하세요." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "이제 Android 내보내기 프리셋에서 다음 항목을 채우세요:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 #, fuzzy msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "Release: 막 생성한 키스토어 파일의 경로를 입력하세요." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 #, fuzzy msgid "**Release User:** Replace with the key alias." msgstr "Release User: 키 별명으로 바꾸세요." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 #, fuzzy msgid "" "**Release Password:** Key password. Note that the keystore password and the " @@ -333,7 +348,7 @@ msgid "" msgstr "" "Release Password: 키 암호. 키스토어 암호와 키 암호는 현재로선 같아야 합니다." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 #, fuzzy msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " @@ -343,7 +358,7 @@ msgstr "" "**이제 export_presets.cfg 파일에는 민감한 정보가 들어있습니다;** 버전 제어 시" "스템을 사용한다면, 공개 저장소에서 이것을 제거하는 것이 좋을 것입니다." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 #, fuzzy msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." @@ -351,11 +366,11 @@ msgstr "" "APK의 이름을 고르면서 ``Export With Debug`` 버튼을 비활성화하는 것을 잊지마세" "요." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -365,7 +380,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -376,7 +391,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 098f8f68a5..2d03f089e9 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 9b5b93ab39..4e8c745a31 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index dbda487258..d38928b4f7 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index ea94c960fe..d8aae9f260 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 6f756a4b06..53973666f6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -580,7 +580,7 @@ msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" "HTML5 내보내기 템플릿이 싱글톤에 대한 지원 없이 빌드할 지도 모릅니다. 그런 템" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 79c6b61a18..2399614204 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 666d4db3f4..1087223373 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index ae21063b25..00ea26f528 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po index fb638b9c86..b5a91683ae 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 5e9bfe8752..469e2e5f55 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,13 +22,14 @@ msgid "One-click deploy" msgstr "원 클릭 배포" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "좋은거 같은데요, 이게 뭔가요?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "원 클릭 배포 단계" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 #, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -42,43 +43,91 @@ msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 #, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "일부 플랫폼 (이 글을 쓰는 시점에는 Android와 블랙베리 10)은 USB 기기가 컴퓨터" "가 연결되는 지를 감지할 수 있으며, 사용자가 자동으로 내보낼 수 있도록 기기에 " "프로젝트를 (디버그 모드로) 설치하고 실행합니다. 이 기능은 업계 속어로, \"원 " "클릭 배포\"라고 합니다 (물론 기술적으로는 두 번 클릭합니다...)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "원 클릭 배포 단계" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "대상 플랫폼을 설정한다." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 -#, fuzzy +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"기기를 설정한다 (개발자 모드인지, 컴퓨터를 좋아하는지, usb 선이 꽂혀있고 usb" -"는 감지되는 지 등을 확인해야 합니다)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 #, fuzzy -msgid "Connect the device..." -msgstr "기기를 연결합니다.." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "그리고 짜잔!" +msgid "Supported platforms" +msgstr "지원되는 애니메이션" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 #, fuzzy -msgid "Click once... and deploy!" -msgstr "한번 클릭하세요.. 그러면 배포합니다!" +msgid "Using one-click deploy" +msgstr "원 클릭 배포" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po index 2c26e19631..9befca7d18 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 3bc0a852a4..88f4e1c6ba 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index e2366b3b07..d780c14a2b 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index fc5f212cfd..66defcd326 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/index.po b/sphinx/po/ko/LC_MESSAGES/index.po index e8e3ea8641..6f4dbd97d0 100644 --- a/sphinx/po/ko/LC_MESSAGES/index.po +++ b/sphinx/po/ko/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index e06df8e7dd..e95cc75463 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po index 7fb90b951a..a8863874c9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po index 949e30582e..10299d364d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 6d024d7117..d242659874 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,7 +32,7 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" "이번 튜토리얼에서는 2D 애니메이션 캐릭터를 만드는 두 가지 방법을 배우게 됩니" "다. 전형적으로 애니메이션 캐릭터를 만들거나 다운로드 할 경우 두 가지 유형 중 " @@ -44,7 +44,7 @@ msgstr "" msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -172,7 +172,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -188,48 +188,49 @@ msgstr "" #, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" "이제 ``AnimatedSprite`` 를 선택하고 노드의 *SpriteFrames* 속성에서 \"새 " "SpriteFrames\"를 선택하세요." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "새 SpriteFrames 리소스를 클릭하면 편집기 창 하단에 새로운 패널이 나타날 것입" "니다." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -369,7 +370,7 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" "이 예제들은 2D 애니메이션에서 마주치게 될 두 가지 가장 흔한 상황을 보여줍니" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po index e6903b6417..b16e2db642 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po index e85b2b312b..e7d715e37b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index fc69eb4701..800b158b02 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po index 7a8af020db..707eddb122 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 038a4b2a77..905d2412fc 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po index dc5bc235b1..1217dbb649 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 70446cabc3..3fd47dfa98 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index ef9f431c62..2a4b5f0f54 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,53 +27,65 @@ msgstr "소개" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" -msgstr "시각적 비교" - #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "시각적 비교" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "설정하기" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -81,36 +93,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -118,284 +192,370 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "씬 설정하기" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "메시(mesh) 설정하기" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "빛 설정하기" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "이 모드는:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "변수" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "베이크 구성" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "캡처" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "데이터(Data)" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po index 2dcb0cf1dd..b90cfd1a83 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index d49c311dae..80c6e7c4c1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index b64adbc97f..490792e88a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index af1aac817e..8e2840d9ac 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 65f4a9609b..c9371fc844 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 5e4a5bb8e1..4a795a179c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 10beb24c74..e4fe144a69 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 4ff5aa3760..7c4981ad55 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 037e752a28..4270e565b4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po index 7a88127c18..24b3c919f1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index bcf0385e65..86a115ec0f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po index ffe5b51381..1eb3b8ec07 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 8bc8ea2d71..7fcd1760c8 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index fc9cbf95b4..9a5ad8e8e7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po index 22f4270063..08ee7d5d41 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po index 69083b9537..386852a5ad 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po index c4977c2bdf..32373dbf82 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index d246f05370..ab8196ca78 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po index 98ad4b0bc4..b532f18e50 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index f928d2312f..98b70c5e2d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -184,7 +184,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -344,9 +344,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index bd319f0262..9aac32ff6a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,7 +64,7 @@ msgstr "다음과 같은 주의 사항이 있습니다:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index dbb0dc1950..c4abb0a335 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 1046078cbd..ba1094d42f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po index b0b2f7ace0..5ebe02db73 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po index c3dcdf2118..d2f1d67923 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po index e9c5e74fa8..cc0bd3ab88 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po index 51dd732b53..ceebb60773 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -219,7 +219,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -227,14 +240,7 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 #, fuzzy msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " @@ -246,275 +252,275 @@ msgstr "" "를 ``0.6`` 로 설정하고 \"Loop\" 버튼을 클릭해서 애니메이션이 반복되도록 하세" "요." -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 #, fuzzy msgid "Track mode" msgstr "툴 모드" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -522,13 +528,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -537,56 +543,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po index f28c3e5c11..2217ab78fa 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 870d616721..1341d711c3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index e8d811ebbf..caf1965041 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 42832041e4..67be058691 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po index 67608ce1bf..f724570da5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po index 9db0f49c17..01981ce508 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po index 9d5386d407..d41bf7100a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index f2ac54ebdf..84dfc9a9ae 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 481119da2c..3c3c7895e4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/index.po index ddf7dd6a9b..98d9e00273 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/making_trees.po index bdca8c2111..68de1bcfcb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 2ab3bfe076..07d7d7b167 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,7 @@ msgstr "``PoolVector3Array``" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index e49757a4e4..d01355fcfa 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 9f2e6cd77a..682b953763 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 1bae101a12..e9980a25ad 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 0cb1c25e05..49d6427b41 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/debugger_panel.po index 58c81e010a..c18ec7e619 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po index 9109599320..49dbe2e6b8 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index c2c71d9b65..2bcd3b667b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index e4a54ec587..906c2a2e6e 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 6753fa1351..6023beae17 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index b2d0e80238..d708aaae33 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_containers.po index aa95e34ab8..baf5d79db7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,7 +151,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po index addc0af61d..c853ac170f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po index 8da46bf9a9..c1d99d4390 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 8d08d42599..9262c409d5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po index 1041b540d5..ec780a93cf 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 97773b9f78..ccdeb76d18 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po index b9de13e2b4..cbbe50514a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index b7c2ee2e94..bb5f9e54e7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -247,8 +247,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index bd01704b55..bd54385d67 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 931ff1bc2a..b0614a9aa5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po index 0fdddf4f7b..b8261dbf84 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po index def5cd87c6..d3040425b4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -190,7 +190,7 @@ msgstr "플레이스 홀더 수정자" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po index 66296138d7..8c4ca8847b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:4 msgid "Using InputEvent" -msgstr "" +msgstr "InputEvent 사용하기" #: ../../docs/tutorials/inputs/inputevent.rst:7 msgid "What is it?" @@ -33,6 +33,11 @@ msgid "" "types of input events. Input events travel through the engine and can be " "received in multiple locations, depending on the purpose." msgstr "" +"입력을 관리하는 것은 보통 OS나 플랫폼과 상관없이 복잡합니다. 이것을 조금이나" +"마 쉽게 하기 위해 특수 내장 유형 :ref:`InputEvent <class_InputEvent>`이 제공" +"됩니다. 이 데이터 형식은 여러 유형의 입력 이벤트를 포함하도록 구성할 수 있습" +"니다. 입력 이벤트는 엔진을 통해 이동하고 목적에 따라 여러 위치에서 수신될 수 " +"있습니다." #: ../../docs/tutorials/inputs/inputevent.rst:15 msgid "Here is a quick example, closing your game if the escape key is hit:" @@ -122,12 +127,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 376138f9d7..3b76ee26f9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po index ada4f26ef6..e6c3eb8a15 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po index 012caf363a..b1a8ef1413 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po index 90d0e40c94..ee6da93467 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po index 543f8ed71b..413eac8087 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/ko/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 866427e011..bd373dc76a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -68,7 +68,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -79,14 +79,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -171,10 +171,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "라이선스 수락하기" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "타사 도구" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -184,69 +196,69 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "타입" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -255,7 +267,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/legal/index.po index 8af8fc187b..8d94d8f166 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po index cf077318e4..e08edcd6f9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -271,7 +271,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po index f0076c7892..fa076f26a1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po index bef36d4c83..a193d20116 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 43a85dd059..6745141591 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po index 14184e6365..c2ec0d9810 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po index 23de2a5cb2..ae41cd8994 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po index e9b78b68e8..4c3c0e03b4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 78db6029ef..4a89e76b82 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 96b8bac3df..55b5abe67a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index 463a4db984..fcf81fe5fb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -86,7 +86,7 @@ msgstr "색깔" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -105,46 +105,53 @@ msgstr "HUD" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 #, fuzzy msgid "SpatialMaterial features" msgstr "킬러 기능" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -152,89 +159,89 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 #, fuzzy msgid "Environment features" msgstr "환경 옵션" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 #, fuzzy msgid "Ambient light" msgstr "빛 추가하기" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 #, fuzzy msgid "Light performance" msgstr "성능" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -242,11 +249,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -254,7 +261,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -262,132 +269,132 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "충돌 모양" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -395,30 +402,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 62efffca30..c6a3b237c8 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po index e64b273700..c9513878ad 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index e010823534..d051a6d209 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 2addffd94a..d4af624f21 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po index 1e730fd357..4eea8101d3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "예제" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 2489ff5e2b..01fe87e3e4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 5a414fbfcd..62c48f77db 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index ce7c1269e9..5f145485ab 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -779,7 +779,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po index 5eb5ac4bf0..613f8bac4c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po index 17878fc6ce..ccb5ffb0f0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po index 801e4f363f..1f8d162bcf 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po index a55cedb515..b9cdd57213 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po index 24663436b3..d1532662c3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po index 0cabcfdcde..65ed449ceb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/batching.po index 685a7cff6d..129ff5be9b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,16 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "단점" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -60,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -68,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -85,12 +81,12 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 #, fuzzy msgid "How it works" msgstr "도표는 다음과 같습니다:" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -100,23 +96,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -124,41 +120,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 #, fuzzy msgid "Change of texture." msgstr "텍스처 가져오기" -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -166,35 +162,35 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 #, fuzzy msgid "The canvas layer." msgstr "플레이어" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 #, fuzzy msgid ":ref:`class_YSort` nodes." msgstr ":ref:`Sprite <class_Sprite>`" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -202,29 +198,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "벽돌" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -233,11 +229,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -248,17 +244,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "빛(Lights)" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -269,7 +265,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -277,44 +273,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "오버라이딩(Overriding) 가능한 함수들" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -324,7 +320,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -334,11 +330,11 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -347,7 +343,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -357,7 +353,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -368,7 +364,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -379,37 +375,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "벡터 내장 타입" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -419,37 +415,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "맞춤 메시" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -457,21 +453,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "프로젝트 설정" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -481,25 +477,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "애니메이션 설정" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -507,11 +503,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -523,7 +519,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -534,7 +530,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -542,7 +538,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -551,17 +547,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -570,11 +566,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -584,18 +580,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -605,18 +601,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -627,15 +623,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -644,7 +640,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -653,150 +649,184 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "기본 기능" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "자주 묻는 질문들(FAQ)" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 7166c8981e..40fa860010 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -344,7 +344,7 @@ msgstr "더 자세한 내용은, :ref:`doc_c_sharp_differences` 페이지를 참 #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 msgid "SceneTree" -msgstr "SceneTree(씬 트리)" +msgstr "씬트리" #: ../../docs/tutorials/optimization/cpu_optimization.rst:226 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/general_optimization.po index bd1953ecb9..79c154b44f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 46af8ae804..fef2fe820b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -143,8 +143,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/index.po index f67b8a3741..1c505b5c80 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index dee980d5f4..640776e945 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 9485ab41d7..efa2f5a440 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_servers.po index fe33fa4626..bf04db15a2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 977d2510c3..217f9e5c0d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po index 8418115c15..b1cf9d2ede 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index e7627b8c28..d9d0c61e14 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po index 5661bc3692..bb3038f487 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -459,8 +459,9 @@ msgstr "" "을 계산합니다." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "인스펙터(Inspecter)에서 설정할 수 있는 \"Mass\", \"Friction\", 또는 \"Bounce" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 5a9c2cdce5..924e74b6a0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po index 504d0803f4..4d95620575 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po index 78c601d351..a7b857e156 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po index 9749642221..7d32b443e3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po index 79ba5ad90a..7cffd59624 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 4686a96645..336b3e89c9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index d4f720104a..688defcdbf 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po index e19284b306..1256af3453 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 343e7bf2a9..204542f20f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 236ac805ad..11fa7ea5c0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po index 9099e3d9f2..05e3a6d801 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po index 6f3c4508b9..dad3dbe4ca 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index aac2aefe6a..8ed3777109 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -160,12 +160,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -175,64 +173,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -240,35 +236,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -277,19 +273,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 327a6da622..248ced89a2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/platform_html5.po index 35b801efe7..183308a4d4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index a9b08c8609..437a90e93d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,87 +144,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "간단한 플러그인 만들기" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,63 +233,81 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -297,12 +315,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -310,48 +328,50 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "간단한 플러그인 만들기" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 #, fuzzy msgid "From your script:" msgstr "스크립트의 역할::" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "리소스 해제(Free)하기" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -359,13 +379,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -373,7 +393,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -383,50 +403,46 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "구현" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "https://github.com/godotengine/godot-demo-projects" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "문제해결" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/index.po index 191f56fcce..c751a46415 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index c5d73ec351..d3a62c06f3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po index 06773f7c3b..c6e45c3946 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index fbbe6b81df..6ab141c910 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr ":ref:`doc_inspector_plugins`" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "엔진 개발" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index d1ba643848..947b7a3d95 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index d58f15d55c..d5782205ac 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 924b717ffa..e89979a8b1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -113,14 +113,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -130,15 +130,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -147,7 +147,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -155,7 +155,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -166,14 +166,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -183,36 +183,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -220,28 +220,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -250,7 +250,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -259,24 +259,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -284,18 +284,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -303,7 +303,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 9ca8d67370..1e2ed89443 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 274760024f..79ed9857c9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 851868e831..cb4a20d6ac 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 0f16b629dc..86ed9a1770 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 3ce88a9ea2..64b05586c2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po index e57e4d8638..014223b567 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 622284e0e6..1302a1e64c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 16e0241ae3..b42fa5870f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po index c4050a6881..058ac76577 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 8ae15469ae..de508dffbe 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index f52edb7598..5d89876684 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index a65d3ed899..9f37ab2574 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "소개" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po index 468cf32ef2..e019068e13 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 3ee1605f72..591f8162a6 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 957f20f6c4..9060bf5250 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index e871b437b5..90c113cc63 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 595add46d5..d127422091 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 753e27d8d4..1d00bf36bc 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,7 +55,7 @@ msgstr "유형" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "설명" @@ -968,788 +968,817 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 #, fuzzy +msgid "Built-in variables" +msgstr "인스턴스 편집하기" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`doc_canvas_item_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#, fuzzy msgid "Built-in functions" msgstr "정적 함수" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "보간법 (Interpolation)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "보간법 (Interpolation)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "벡터" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "내적" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "외적" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 #, fuzzy msgid "Matrix component multiplication" msgstr "행렬 곱" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 #, fuzzy msgid "Matrix outer product" msgstr "내적" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 #, fuzzy msgid "Matrix determinant" msgstr "행렬 팁" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 #, fuzzy msgid "Inverse matrix" msgstr "역변환" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #, fuzzy msgid "Invert boolean vector" msgstr "Invert Color(색상 반전)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 9477afb6f5..9635606005 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/visual_shaders.po index 3c5e5a20f7..7754dbb2bb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index ebb075bc98..1884353f73 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 4b34022fe1..e43d21f6fd 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 1600876d0e..c9d8c49e42 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index f62bce8511..9175b983b0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index c323893888..04d2994f99 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/index.po index 3c5ca86b69..345e4742a1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 313b05030a..3191e3f52d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index efad8e4582..2a152e2b0c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index ea1e2360e3..122675be52 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po index 62b893d7a8..d87fa7195e 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 1c41e4575c..15c5e20cd5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -377,10 +377,241 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "다양한 해상도와 화면 비율에 맞는 에셋을 어떻게 만듭니까?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "형식" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "표준화" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "모드 지원 제공" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -389,19 +620,19 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 #, fuzzy msgid "Handling aspect ratios" msgstr "시그널 다루기" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -409,11 +640,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -421,7 +652,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -429,11 +660,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -442,7 +673,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -452,7 +683,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index b7ea025332..7808c55879 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po index f322bfa15e..2aafa27da1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 5eb124958d..2cab91f4c7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -128,7 +128,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po index 9e54d8ca0c..ab38d7744b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po index 3390a2a997..9d1dddcbd1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -306,49 +306,48 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 #, fuzzy msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "" "`godot-cpp 저장소 <https://github.com/GodotNativeTools/godot-cpp>`_ 의 사본." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "고려해야 할 다른 사항" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" "이 입문서도 알아두면 좋지만, 이를 넘어 간략하게 볼 몇 가지 사항이 있습니다." -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 #, fuzzy msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " @@ -376,7 +375,7 @@ msgstr "" "는데, 이는 ARVROrigin 노드에서 world scale이란 이름으로 나타나 있습니다. 예" "를 들어, 속성 값을 10으로 설정하면 시스템은 10 단위 = 1미터로 인지합니다." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 #, fuzzy msgid "" "Performance is another thing that needs to be carefully considered. " @@ -388,7 +387,7 @@ msgstr "" "의 생각보다 게임에 많은 자원을 잡아 먹습니다. 모바일 VR의 경우, 더욱 주의해야" "합니다, 하지만 데스크톱 게임이라도, 세 가지 요인이 작업을 더욱 어렵게 합니다:" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -400,7 +399,7 @@ msgstr "" "거나 파이프라인에있는 작업을 두 배로 늘리지는 않더라도, 두 눈을 위한 렌더링 " "이미지로 추가 작업 부하가 있습니다" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -414,7 +413,7 @@ msgstr "" "시 게임이 안정적인 90fps로 실행되어 사용자가 즉시 멀미를 느끼지 않도록 해야 " "합니다." -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -426,7 +425,7 @@ msgstr "" "에 2160x2400의 결과로 렌더링합니다. 이는 대부분의 AR 애플리케이션에서 문제가 " "되지 않습니다." -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 8537e44ad0..fe58cd80b3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index f011e912b2..d5486da6a2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1219,7 +1219,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 7531af5ecf..15228f4d45 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1213,7 +1213,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po index f6c6e33d39..d62cd1a3b9 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -247,7 +247,7 @@ msgstr ":ref:`doc_exporting`" #: ../../docs/about/docs_changelog.rst:113 msgid "Scripting" -msgstr "Skrypty" +msgstr "Skryptowanie" #: ../../docs/about/docs_changelog.rst:115 msgid ":ref:`doc_gdscript_static_typing`" diff --git a/sphinx/po/pl/LC_MESSAGES/about/faq.po b/sphinx/po/pl/LC_MESSAGES/about/faq.po index cca09ccb91..bc0453c9d5 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/faq.po +++ b/sphinx/po/pl/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -267,11 +267,12 @@ msgstr "" "w `Przewodniku po GDScript<gdscript_basics>`_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Istnieje kilka powodów, dla których warto korzystać z GDScript - szczególnie " "gdy prototypujesz, na etapie alfa/beta swojego projektu lub nie tworzysz " @@ -549,7 +550,6 @@ msgstr "" "Dlaczego Godot dąży do tego ,aby jego podstawowe funkcje były niewielkie?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -573,6 +573,14 @@ msgid "" "never fixed. On top of that, the \"API surface\" that needs to be tested and " "checked for regressions keeps increasing over time." msgstr "" +"**Utrzymanie kodu oraz przestrzeń dla bugów.** Przy każdorazowej akceptacji " +"kodu do repozytorium silnika Godot, istniejący kontrybutor bierze na siebie " +"obowiązek utrzymania kodu. Niektórzy kontrybutorzy, niestety, nie biorą na " +"siebie tego obowiązku, co może prowadzić do problemów z utrzymaniem dodanego " +"kodu. To z kolei prowadzić może do słabo utrzymanych obszarów z błędami " +"które nigdy nie zostają naprawione. Dodatkowo, \"szerokość interfejsu\" " +"biblioteki poszerza się z czasem, powodując powiększenie ilości funkcji " +"potrzebujących testowania i utrzymania." #: ../../docs/about/faq.rst:221 msgid "" @@ -581,6 +589,10 @@ msgid "" "contributors to get started with Godot, without requiring them to purchase " "high-end hardware." msgstr "" +"**Łatwość kontrybucji.** Trzymając bazę kodu małą i czystą, może ona być " +"łatwiejsza i szybsza w kompilacji. To z kolei przedkłada się na łatwość " +"rozpoczęcia pracy w Godot dla nowych kontrybutorów, bez wymogu kupna " +"szybkiego i drogiego sprzętu." #: ../../docs/about/faq.rst:226 msgid "" @@ -907,9 +919,9 @@ msgstr "" "liczb, sposobów testowania lub przykładowych projektów (o ile to możliwe)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Czy jest możliwe używać Godota jako biblioteki?" +msgstr "" +"Czy jest możliwe używać Godota do tworzenia aplikacji nie będących grami?" #: ../../docs/about/faq.rst:363 msgid "" @@ -917,6 +929,9 @@ msgid "" "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" +"Tak! Godot oferuje rozbudowany system UI, a jego niewielki rozmiar " +"dystrybucji może uczynić go odpowiednią alternatywą dla frameworków takich " +"jak Electron lub Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -968,7 +983,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Jakiego zestawu narzędzi do obsługi interfejsu używa Godot?" #: ../../docs/about/faq.rst:395 msgid "" @@ -997,7 +1012,8 @@ msgid "" msgstr "" #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Dlaczego Godot nie używa STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/pl/LC_MESSAGES/about/index.po b/sphinx/po/pl/LC_MESSAGES/about/index.po index 4788fc7c2d..781da1d1a8 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/index.po +++ b/sphinx/po/pl/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/introduction.po b/sphinx/po/pl/LC_MESSAGES/about/introduction.po index daf7163c19..4c8b1da025 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/pl/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po b/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po index 64ea801c20..4b1033efbc 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -537,7 +537,7 @@ msgstr "**Odbicia:**" #: ../../docs/about/list_of_features.rst:195 msgid "*GLES3:* Voxel-based reflections (when using GI probes)." -msgstr "" +msgstr "*GLES3:* Odbicia oparte na wokselach (gdy używane są sondy GI)." #: ../../docs/about/list_of_features.rst:196 msgid "" @@ -584,6 +584,8 @@ msgid "" "Support for automatic depth fog color depending on the camera direction (to " "match the sun color)." msgstr "" +"Wsparcie dla automatycznego koloru głębi mgły w zależności od kierunku " +"kamery (aby dopasować się do koloru słońca)." #: ../../docs/about/list_of_features.rst:212 msgid "Optional transmittance to make lights more visible in the fog." @@ -596,6 +598,8 @@ msgstr "**Cząsteczki:**" #: ../../docs/about/list_of_features.rst:216 msgid "*GLES3:* GPU-based particles with support for custom particle shaders." msgstr "" +"*GLES3:* Cząsteczki oparte na GPU z obsługą niestandardowych shaderów " +"cząsteczek." #: ../../docs/about/list_of_features.rst:219 msgid "**Post-processing:**" @@ -678,9 +682,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Wielopróbkowe wygładzanie krawędzi (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Wielopróbkowe wygładzanie krawędzi (MSAA)." +msgstr "Szybki aproksymacyjny antyaliasing (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -744,9 +747,8 @@ msgid "Ragdolls." msgstr "Szmaciane lalki." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "Wbudowane kształty: linia, prostokąt, koło, kapsuła." +msgstr "Wbudowane kształty: prostopadłościan, kula, kapsułka, walec." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -785,7 +787,7 @@ msgstr "Wsparcie dla wizualnego tworzenia wtyczek." #: ../../docs/about/list_of_features.rst:294 msgid "Scripting" -msgstr "Skrypty" +msgstr "Skryptowanie" #: ../../docs/about/list_of_features.rst:296 msgid "**General:**" @@ -834,7 +836,7 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr "" #: ../../docs/about/list_of_features.rst:314 diff --git a/sphinx/po/pl/LC_MESSAGES/about/release_policy.po b/sphinx/po/pl/LC_MESSAGES/about/release_policy.po index 2423a62df4..a474e26063 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/pl/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -161,9 +161,8 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|niestabilne| *Aktualne skupienie się na rozwoju (niestabilne).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "W Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" @@ -180,9 +179,8 @@ msgid "Godot 3.3" msgstr "W Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Marzec/Kwiecień 2021" +msgstr "Kwiecień 2021" #: ../../docs/about/release_policy.rst:91 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/pl/LC_MESSAGES/about/troubleshooting.po index 4d0fd0259d..fcbd2f8d36 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/pl/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -120,10 +120,23 @@ msgstr "" "podłączyć urządzenie peryferyjne." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "Po kliknięciu konsoli systemowej edytor Godot ulega zamrożeniu." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -137,7 +150,7 @@ msgstr "" "umożliwić zaznaczenie tekstu w konsoli systemowej. Godot nie może zastąpić " "tego specyficznego dla systemu zachowania." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -145,35 +158,37 @@ msgstr "" "Aby rozwiązać ten problem, wybierz okno konsoli systemowej i naciśnij " "klawisz Enter, aby opuścić tryb wyboru." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." msgstr "" -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" +"Aby wyłączyć tę nakładkę w systemie Windows, przywróć ustawienia sterownika " +"graficznego do wartości domyślnych w Panelu sterowania NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "W przeciwieństwie do edytora okno projektu jest niewyraźne." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -184,7 +199,7 @@ msgstr "" "zintegrowanej grafiki, gdzie renderowanie scen 3D w trybie hiDPI jest " "powolne." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -195,11 +210,11 @@ msgstr "" "Twój projekt jest skonfigurowany do obsługi: ref: `wiele rozdzielczości " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "Okno projektu nie jest wycentrowane, kiedy uruchamiam projekt." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -212,7 +227,7 @@ msgstr "" "skonfigurowany by wspierać :ref:`wiele rozdzielczości " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -220,7 +235,7 @@ msgstr "" "Projekt działa poprawnie uruchomiony przez edytor, jednak nie ładuje " "niektórych plików gdy jest uruchomiony z wyeksportowanej kopii." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -237,7 +252,7 @@ msgstr "" "filtrze plików nie będącymi zasobami. Po więcej informacji zobacz :ref:" "`doc_exporting_projects_export_mode`." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/pl/LC_MESSAGES/community/channels.po b/sphinx/po/pl/LC_MESSAGES/community/channels.po index 86b3d8174e..dfef31727e 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/channels.po +++ b/sphinx/po/pl/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -136,7 +136,7 @@ msgstr "Społeczności nieanglojęzyczne" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index bb8a2741a4..75e9a1d698 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/bisecting_regressions.po index f679e34f62..4fd7098e63 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 736df096d3..2405c2b32c 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..f86363c704 --- /dev/null +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: pl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Tworzenie modułów w Androidzie" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "Zanim zaczniesz będziesz potrzebował kilka rzeczy:" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"Skopiuj to repozytorium: `<https://github.com/godotengine/godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 2.7+ lub Python 3.5+ <https://www.python.org/>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"Skopiuj to repozytorium: `<https://github.com/godotengine/godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "Scena Mob będzie korzystać z następujących węzłów:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po index 96715a2210..49aa59a3bb 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 3fe03e2a22..a88b9bc785 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po index cf977037ca..814e6f04c4 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index b424b476fa..fbfd2f5e79 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po index 6f7dba4694..8fb9d3fe50 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po index 7fadfa55c2..4794b21744 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/testing_pull_requests.po index e72700e670..5a3e871c28 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 659f8ea85b..d5ba32285c 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po index 999693fc6c..1cfe91fa84 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po b/sphinx/po/pl/LC_MESSAGES/community/tutorials.po index 9aab142a4b..e5c6f51ee1 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/pl/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -161,21 +161,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D i 3D, GDScript, VisualScript i C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D, 3D, GDScript i VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 #, fuzzy msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" @@ -184,7 +176,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -193,13 +185,13 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." msgstr "" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." @@ -207,7 +199,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D i GDScript)." -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." @@ -215,13 +207,13 @@ msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript i VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." @@ -229,7 +221,7 @@ msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D, 3D i GDScript)." -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." @@ -237,7 +229,7 @@ msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D, 3D i GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -247,7 +239,7 @@ msgstr "" "tutoriale `Emilio <https://www.youtube.com/channel/UC9DR22-" "qohBDtZ74R3FxOZg>`_mogą być godne uwagi." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" "list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." @@ -255,7 +247,7 @@ msgstr "" "`TheGuideKnight <https://www.youtube.com/playlist?" "list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D i GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " "(GDScript)." @@ -263,34 +255,34 @@ msgstr "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " "(GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D i GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Samouczki tekstowe" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`GDScript strona Andrew Wilkes <https://gdscript.com>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Formuły od KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Devlogi" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -298,7 +290,7 @@ msgstr "" "`Andrea Catania (Fizyka i SI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -306,11 +298,11 @@ msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Zasoby" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -319,7 +311,7 @@ msgstr "" "`awesome-godot: Lista zasobów udostępniana przez Calinou <https://github.com/" "Calinou/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po index 9db7271a88..d6fe063340 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po index 2fca1975ee..b9a3c19a32 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po index 88005e603b..4c4f96a0ce 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po index c33952b7ac..cb055eedc1 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po index 479677e14a..ff39e4362a 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -132,9 +132,8 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Wbudowany edytor motywów." +msgstr "Wbudowany edytor motywów" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po index 958f7886af..6372cf3235 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po index 082b0af21f..c946134759 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po index 64dbe3efb8..c02e287c5d 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 69c3d7071b..ce9354a003 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index e1f4158cec..c96c3b7c85 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po index 0606daeb5b..e7e5972ff5 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po index ee9b4fb2e8..4deb1840c4 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index a6e09f4865..dbd05ff291 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/optimizing_for_size.po index ba18709de7..6a4614ae7d 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 480cd24493..06a04cf4e2 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -74,9 +74,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -92,7 +92,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -106,9 +106,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -125,19 +125,19 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 #, fuzzy msgid "The final module should look like this:" msgstr "Końcowy scenariusz powinien tak wyglądać:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "Używanie modułu" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 80c3739273..c9ae2a9f38 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 8979d01361..8521958bb1 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index bfd47df1d7..c0fa590315 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index f27f1b4f95..078804cc5b 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -197,7 +197,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index a7c5ffc3eb..bba052ebe2 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index b812f93449..d934f5f4e3 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index d2808cd7e6..8f15222957 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 3dd702f6cf..9eb08cdf23 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index d356d079fd..e2ccd769e3 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 8de3b2292a..7c2d6b3cbf 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po index 1adff9f429..391a44cc35 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po index c564a290bf..a230e19897 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po index 56922368b8..33672f96d1 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 0b5e9e8ef3..568958de2f 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,8 +79,8 @@ msgstr "Tworzenie nowej wtyczki" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -92,113 +92,108 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "W środku stworzymy prostą klasę sumatora:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "Dodaj plik cpp." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "Scena Mob będzie korzystać z następujących węzłów:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "Używanie modułu" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -206,7 +201,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -216,11 +211,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -228,7 +223,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -238,7 +233,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -247,27 +242,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -275,29 +270,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -305,13 +300,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -319,13 +314,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -333,23 +328,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -358,23 +353,23 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 #, fuzzy msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "Teraz musimy dodać następujący kod do ``_process_input``:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -382,7 +377,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -390,64 +385,64 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "Przykład poniżej:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Teraz możemy wygenerować dokumentacje:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "Wykonaj polecenie:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -455,95 +450,95 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 #, fuzzy msgid "Adding custom editor icons" msgstr "Dodanie własnego protokołu VOIP" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "Podsumowując" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "Pamiętaj by:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 38ec655fdd..c79288c846 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po index 9f827dc920..321ac2044d 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Rozwój silnika" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Testowanie wersji deweloperskich" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Pobieranie kodu źródłowego Godota" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Eksportowanie projektów" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po index f371192f9a..e856a35473 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index e52f7974b2..aaeb34d410 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po index 7e91d7eb2c..4b4397a7ea 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..5005f8fc92 --- /dev/null +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,341 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: pl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Używanie skryptu" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Zewnętrzne pliki" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +#, fuzzy +msgid "Setting up Godot" +msgstr "Konfiguracja C# dla Godota" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Przedstawienie podstaw fizyki" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Twój szkielet powinien wyglądać tak:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po index 4f6798e6e7..32ffbcb86d 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/pl/LC_MESSAGES/development/editor/creating_icons.po index 2c2846fb6c..7b157090de 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/pl/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/pl/LC_MESSAGES/development/editor/editor_style_guide.po index fca46ec453..e55fd467bb 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/pl/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/editor/index.po b/sphinx/po/pl/LC_MESSAGES/development/editor/index.po index b2f62e4f26..c6cdcf0a87 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/pl/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 878cf2da16..f40d65e5e6 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/pl/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,12 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" -"master/core/io/resource_loader.cpp#L258>`__" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Główny plik inicjalizacji edytora." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Główny plik inicjalizacji edytora." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -110,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -118,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -126,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -161,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Rozwój" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/pl/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/pl/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 8c3efcebfd..996b57c923 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/pl/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po index 242c1cd7dc..b16c1b8ae9 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po index 7ba7c6e81d..5150ecc8de 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -61,12 +61,12 @@ msgid "File Descriptor" msgstr "Deskryptor plików" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "" @@ -80,13 +80,16 @@ msgstr "Połączenia" #: ../../docs/development/file_formats/tscn.rst:31 msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -94,89 +97,89 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 #, fuzzy msgid "``ext_resource``" msgstr "ext_resource" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 #, fuzzy msgid "``sub_resource``" msgstr "ext_resource" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 #, fuzzy msgid "``connection``" msgstr "Połączenia" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 #, fuzzy msgid "The scene tree" msgstr "System sceny" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 -msgid "Other valid keywords include:" -msgstr "" - #: ../../docs/development/file_formats/tscn.rst:75 -#, fuzzy -msgid "``instance``" -msgstr "inst2dict" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "``instance_placeholder``" +msgid "Other valid keywords include:" msgstr "" #: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy -msgid "``owner``" -msgstr "Center" +msgid "``instance``" +msgstr "inst2dict" #: ../../docs/development/file_formats/tscn.rst:78 -msgid "``index`` (if two nodes have the same name)" +msgid "``instance_placeholder``" msgstr "" #: ../../docs/development/file_formats/tscn.rst:79 #, fuzzy +msgid "``owner``" +msgstr "Center" + +#: ../../docs/development/file_formats/tscn.rst:80 +msgid "``index`` (if two nodes have the same name)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:81 +#, fuzzy msgid "``groups``" msgstr "Grupy" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -187,18 +190,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -207,76 +210,76 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Szkielet" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 #, fuzzy msgid "``bound_children``" msgstr "``move_and_collide``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "Poniżej znajduje się przykładowy plik klasy:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -284,15 +287,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -301,18 +304,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Zasoby" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -321,37 +324,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "Przykładami zewnętrznych zasobów są:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -360,7 +363,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -368,204 +371,204 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "Tablice" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "Tablice" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 #, fuzzy msgid "Vertex positions array" msgstr "Kolor wierzchołka" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 #, fuzzy msgid "Tangents array" msgstr "Tangens" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "Tablica kolorów wierzchołków" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 #, fuzzy msgid "Bone indexes array" msgstr "Tangens" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 #, fuzzy msgid "Bone weights array" msgstr "Tangens" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 #, fuzzy msgid "Vertex indexes array" msgstr "Kolor wierzchołka" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Przykład ArrayMesh:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animacja" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "``typ``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "Konfiguracja węzła" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "Center" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "``klucze``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 #, fuzzy msgid "``imported``" msgstr "Importer CSV" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 #, fuzzy msgid "``transform``" msgstr "Przekształcanie" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "``default_value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (stała)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 #, fuzzy msgid "``1`` (linear)" msgstr "1 (liniowa)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 1054c09739..0a628f8dde 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/default_key_mapping.po index e5a227d19e..17f6a99ef4 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -178,7 +178,7 @@ msgid "Search Help" msgstr "Wyszukaj w pomocy" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po index dd3354b793..1a936fec34 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po index 0b134165c3..9297fe4814 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 9117fdd91d..d3a6cdf8f8 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index d204e12ade..71376d0412 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 717025b382..b099165692 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 833934aa7d..6cfccbbfc2 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 331806e44e..5a9539eedf 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -251,7 +251,7 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 190ae62292..6487620be3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index f8a79aa661..1dee23ebb5 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index a1a9225c8d..86b5f6b164 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index fbd6ad4254..21fb516039 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index baa5009614..98affcc5f3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index eebeede4e4..811b24272a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1874,7 +1874,7 @@ msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 6549f96dc8..4cb7b86df4 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 9678ca2a70..362a20f6b1 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index bb6b736994..7c684ab8d3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po index bf9ba261c0..c713e0efbc 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index c143bbe5a4..0ff1fa1be3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -295,10 +295,10 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index bd6a9f739f..2c617e0ebb 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po index 119f230b0d..fa3e95c782 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/scripting/index.rst:2 msgid "Scripting" -msgstr "Skrypty" +msgstr "Skryptowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 257ccbacb3..8d12cde129 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 0f098f27c2..7c0d982f0f 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po index e400c179ee..d7bfb3ae3d 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 632bdfc665..c5572451b9 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index ef07274d56..36a8ce225a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po index 8a747a38e3..4c24101d4c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po index 408c06dae3..c41b9d46b2 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po index f6a8089a9a..0f05a4062d 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 598477e942..251acbec5b 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po index afc9f519f1..00f0f42ad5 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po index 0086a44483..918e7950ad 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index f46ba6cc1e..2883f45d3c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index f92004bfe1..f2199f0911 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -269,8 +269,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "Obszar roboczy **Script** to kompletny edytor kodu z debugerem, rozbudowanym " "autouzupełnianiem i wbudowaną referencją kodu. Naciśnij :kbd:`F3` (lub :kbd:" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po index 8580f4e1be..fbf4f50a55 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 7b6a9d29e2..15379e73a4 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index ac83adfabe..7df61baaf6 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -317,8 +317,8 @@ msgid "" "Scenes need to be saved to be run, so save the scene to something like Hello." "tscn in Scene -> Save:" msgstr "" -"Żeby uruchomić scenę, musisz ją najpierw zapisać (Scena -> Zapisz). Możesz " -"użyć dowolnej nazwy, np. Witaj.tscn." +"Żeby uruchomić scenę, musisz ją najpierw zapisać, zapisz scenę jako np. " +"Witaj.tscn w (Scena -> Zapisz):" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po index b24d26e05d..7df1f76f20 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:4 msgid "Scripting" -msgstr "Skrypty" +msgstr "Skryptowanie" #: ../../docs/getting_started/step_by_step/scripting.rst:7 msgid "Introduction" @@ -31,18 +31,18 @@ msgid "" "`GDScript<doc_gdscript>`. Nowadays, Godot has four (yes, four!) official " "languages and the ability to add extra scripting languages dynamically!" msgstr "" -"Przed wersją 3.0 Godota, :ref:`doc_gdscript` był jedynym językiem, którego " -"można było użyć do oskryptowania gry. Obecnie Godot wspiera cztery (tak, " -"cztery!) języki, a także możliwość dynamicznego dodawania innych języków " -"skryptowych!" +"Przed wersją 3.0 Godota, `GDScript<doc_gdscript>` był jedynym językiem, " +"którego można było użyć do pisania skryptów gry. Obecnie Godot wspiera " +"cztery (tak, cztery!) oficjalne języki, a także możliwość dynamicznego " +"dodawania innych języków skryptowych!" #: ../../docs/getting_started/step_by_step/scripting.rst:13 msgid "" "This is great, mostly due to the large amount of flexibility provided, but " "it also makes our work supporting languages more difficult." msgstr "" -"To wspaniałe, głównie ze względu na dużą elastyczność, jednak im więcej " -"języków, tym więcej pracy trzeba włożyć w ich utrzymanie." +"To świetne, głównie ze względu na dużą elastyczność jaką to daje, jednak to " +"czyni naszą pracę dla wsparcia języków trudniejszą." #: ../../docs/getting_started/step_by_step/scripting.rst:16 msgid "" @@ -52,10 +52,11 @@ msgid "" "and C++ need to be edited in a separate IDE. If you are a big fan of " "statically typed languages, go with C# and C++ instead." msgstr "" -"\"Domyślnymi\" językami dla Godota są GDScript i VisualScript - są " -"funkcjonalne, wydajne i oferują dobrą integrację z edytorem. Jeśli jesteś " -"wielkim fanem statycznie typowanych języków, możesz użyć C++ lub C#, jednak " -"konieczne jest użycie zewnętrznego IDE." +"\"Głównymi\" językami w Godocie są GDScript i VisualScript. Głównym powodem, " +"by je wybrać jest ich poziom integracji z Godotem, gdyż czyni to " +"doświadczenie płynniejszym; oba mają zgrabną integrację z edytorem, podczas " +"gdy C# i C++ muszą być edytowane w oddzielnym IDE. Jeśli jesteś wielkim " +"fanem statycznie typowanych języków, użyj zamiast tego C# i C++." #: ../../docs/getting_started/step_by_step/scripting.rst:22 msgid "GDScript" @@ -67,31 +68,29 @@ msgid "" "in Godot. Using it has some positive points compared to other languages due " "to its high integration with Godot:" msgstr "" -":ref:`GDScript<doc_gdscript>` jest, jak wspomniano powyżej, domyślnym " -"językiem dla Godota, głównie ze względu na wysoki stopień integracji z " -"programem. Ma kilka zalet nad innymi językami:" +":ref:`GDScript<doc_gdscript>` jest, jak wspomniane powyżej, głównym językiem " +"używanym w Godocie. Ma kilka zalet nad innymi językami, dzięki swojej silnej " +"integracji z Godotem:" #: ../../docs/getting_started/step_by_step/scripting.rst:28 msgid "" "It's simple, elegant, and designed to be familiar for users of other " "languages such as Lua, Python, Squirrel, etc." msgstr "" -"Jest prosta, elegancka i zaprojektowana tak, aby być przypominała, " -"konstrukcję innych języków, użytkownikom, takich jak Lua, Python, Squirrel, " -"itp." +"Jest prosty, elegancki i zaprojektowany tak, aby był znajomy dla " +"użytkowników innych języków, takich jak Lua, Python, Squirrel itp." #: ../../docs/getting_started/step_by_step/scripting.rst:29 msgid "Loads and compiles blazingly fast." -msgstr "Szybko się ładuje i kompiluje." +msgstr "Wczytuje się i kompiluje niesamowicie szybko." #: ../../docs/getting_started/step_by_step/scripting.rst:30 msgid "" "The editor integration is a pleasure to work with, with code completion for " "nodes, signals, and many other items pertaining to the scene being edited." msgstr "" -"Integracja edytora, pokazuje przyjemność z jaką można z nim pracować, z " -"uzupełnianiem kodu dla węzłów, sygnałów i wielu innych elementów związanych " -"z edytowaną sceną." +"Integracja edytora daje przyjemność pracy, oferując podpowiadanie kody dla " +"węzłów, sygnałów i wielu innych rzeczy odnoszących się do edytowanej sceny." #: ../../docs/getting_started/step_by_step/scripting.rst:31 msgid "" @@ -106,17 +105,17 @@ msgid "" "Supports multiple threads as efficiently as statically typed languages - one " "of the limitations that made us avoid VMs such as Lua, Squirrel, etc." msgstr "" -"Wspiera wielowątkowość równie wydajnie jak języki silnie typowalne - jedno z " -"ograniczeń, które sprawiło, że unikamy maszyn wirtualnych takich jak Lua, " -"Squirrel, itd." +"Wspiera wielowątkowość równie wydajnie jak języki statycznie typowane - " +"jedno z ograniczeń, które sprawiło, że unikamy maszyn wirtualnych takich jak " +"Lua, Squirrel itp." #: ../../docs/getting_started/step_by_step/scripting.rst:33 msgid "" "Uses no garbage collector, so it trades a small bit of automation (most " "objects are reference counted anyway), by determinism." msgstr "" -"Nie używa kolektora śmieci, więc jest jedynie lekko zautomatyzowany " -"(większość obiektów i tak jest liczona jako odniesienie), przez determinizm." +"Nie używa odśmiecacza pamięci, więc poświęca trochę automatyzacji (większość " +"obiektów i tak ma zliczane odwołania) na rzecz determinizmu." #: ../../docs/getting_started/step_by_step/scripting.rst:34 msgid "" @@ -146,9 +145,9 @@ msgid "" "Scripting<doc_what_is_visual_script>`. This is a typical implementation of a " "\"blocks and connections\" language, but adapted to how Godot works." msgstr "" -"Począwszy od wersji 3.0, Godot oferuje :ref:`Wizualne programowanie " -"<doc_what_is_visual_scriptum>`. Jest to typowa implementacja języka \"bloków " -"i połączeń\", ale zaadaptowana do tego, jak działa Godot." +"Począwszy od wersji 3.0, Godot oferuje :ref:`wizualne " +"programowanie<doc_what_is_visual_script>`. Jest to typowa implementacja " +"języka \"bloków i połączeń\", ale zaadaptowana do tego, jak działa Godot." #: ../../docs/getting_started/step_by_step/scripting.rst:46 msgid "" @@ -156,7 +155,7 @@ msgid "" "experienced developers who want to make parts of the code more accessible to " "others, like game designers or artists." msgstr "" -"Wizualne programowanie jest doskonałym narzędziem dla nie programistów, a " +"Wizualne programowanie jest doskonałym narzędziem dla nie-programistów, a " "nawet dla doświadczonych programistów, którzy chcą uczynić części kodu " "bardziej dostępnymi dla innych, takich jak projektanci gier czy artyści." @@ -166,7 +165,8 @@ msgid "" "node workflows - for example, a dialogue system." msgstr "" "Może być również używany przez programistów do budowania maszyn stanu lub " -"niestandardowych wizualnych węzłów - na przykład systemu dialogowego." +"niestandardowych systemów opartych na wizualnych węzłach - na przykład " +"systemu dialogowego." #: ../../docs/getting_started/step_by_step/scripting.rst:55 msgid ".NET / C#" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 6dec75342f..c574168360 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -360,22 +360,25 @@ msgstr "" "bezpośrednio." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Możesz nazwać skrypt i zarejestrować go jako typ w edytorze używając słowa " "kluczowego ``class_name`` wraz z nazwą klasy. Możesz również po przecinku " "dodać ścieżkę do zdjęcia jako ikonę. Tak utworzony nowy typ można znaleźć w " "oknie kreatywnym Węzła lub \"Resource\"." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "W Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -383,6 +386,6 @@ msgstr "" "Tylko GDScript i NativeScript, tj. C++ i inne języki wspierane przez " "GDNative, mogą rejestrować skrypty." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Tylko GDScript tworzy globalne zmienne dla każdego nazwanego skryptu." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po index 1cf4a15133..2faab22fbb 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 005f19db02..b97a852406 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index fc4725f70d..f2a5b69c93 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 537391e48e..3d5bac893d 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 1c6b92231e..ba6348806c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index bf45458666..dd4f616c4e 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 95f9955351..aa69faeb9d 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -383,7 +383,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207 diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 30d3dc8f88..f46a8effac 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index a18c6d6072..270ee0fd1d 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index c60c4300e6..125b4ae83f 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 5176c541bf..eaf2328e0e 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index faff8555f8..b6f5b64cd7 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index b63196cf49..4c1ad48669 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index dd14955092..84e7a4d06a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index af29d16547..a5f47e9d09 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 69d1f01e73..51b86929e9 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,7 +39,7 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" #: ../../docs/getting_started/workflow/assets/import_process.rst:20 @@ -121,16 +121,19 @@ msgid "Files generated" msgstr "Wygenerowane pliki" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Importowanie doda dodatkowy plik <asset>.import zawierający konfigurację " "importu. Upewnij się, że zawarłeś te pliki w swoim systemie kontroli wersji!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Dodatkowo w ukrytym folderze res://.import zostaną ustawione predefiniowane " "zasoby:" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 61d46632a9..11d7ebdf61 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index bacb483918..93d9437be3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index b440dcc9c6..8fd811af27 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 1bef1ebf55..cb67e9d0c1 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po index deecf8341c..8c87b22e17 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 2dc4b57fb7..2cb8516353 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 8cae98868e..c69f542ae8 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -169,7 +169,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" @@ -405,17 +405,17 @@ msgid "" "tree structures." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -423,21 +423,21 @@ msgid "" "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -446,7 +446,7 @@ msgid "" "corresponding string value for each enum." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -454,32 +454,32 @@ msgid "" "printing is unnecessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -487,7 +487,7 @@ msgid "" "little control." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -498,7 +498,7 @@ msgid "" "render in a single batched draw call." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -507,7 +507,7 @@ msgid "" "controlling 2D frame-based animations." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -516,28 +516,28 @@ msgid "" "with the AnimatedSprite." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 41f378c389..32cf71d1d0 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 15c6c7cd6d..7b262339f3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 401068d366..ad57c2ab98 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 0fa26f04d8..08e92de2c9 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 83c098fb17..1e4ccabb33 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -84,7 +84,7 @@ msgstr "" msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index b0b250990b..acf4b8d433 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index c3ef768b07..d743b10ddf 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -222,7 +222,7 @@ msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -314,7 +314,7 @@ msgstr "" msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 4ed41e366c..50cb245612 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index f26de89b7a..78e062b576 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index f2574ee5aa..9906b68054 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index ecab59f677..f9bb470d6e 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index ec6d330024..2e83817e90 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -180,11 +180,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -192,17 +207,17 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godot używa dwóch typów ikon:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -212,7 +227,7 @@ msgid "" "at least 432×432 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -220,55 +235,55 @@ msgid "" "rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " "(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 #, fuzzy msgid "Exporting for Google Play Store" msgstr "Eksportowanie do sieci Web" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -276,41 +291,41 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -320,7 +335,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -331,7 +346,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 908c37ee2b..69d743ff0f 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index c2967cc70e..f3370dc532 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index ed026f85e9..bc8478d132 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 28698dbc46..8b6d7baaed 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index d1ef27c972..2c881e36c9 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -498,7 +498,7 @@ msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 72254b0afe..d94955af8c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index b0876eec2b..29cbdff25a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 062a819d73..5d5b318040 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po index d350a52f03..653ead0055 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index bfb1b0ed8b..0b3d76a9b0 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,13 @@ msgid "One-click deploy" msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Brzmi nieźle, co to jest?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Co to ciało kinematyczne?" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -36,39 +37,87 @@ msgstr "" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Konfigurowanie platform docelowych." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 -#, fuzzy +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Skonfiguruj urządzenie (upewnij się że jest w trybie deweloperskim, do " -"komputera podpięty jest kabel, jest rozpoznawany itp.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 #, fuzzy -msgid "Connect the device..." -msgstr "Podłącz urządzenie.." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -#, fuzzy -msgid "And voilà!" -msgstr "I voila!" +msgid "Supported platforms" +msgstr "Wspiera wszystkie platformy." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Używanie lokalnie formatu clanga" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po index 70f0f517b1..e5df24be48 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 49a9554f5a..4c1468f024 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index f5e544ec51..e48f7f1051 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index 4685c06e9b..d1beb8ed6a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/index.po b/sphinx/po/pl/LC_MESSAGES/index.po index b50343e6a8..b048f4335c 100644 --- a/sphinx/po/pl/LC_MESSAGES/index.po +++ b/sphinx/po/pl/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -121,7 +121,6 @@ msgstr "" "wyszukiwania w lewym górnym rogu." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 58fa41f05c..7429a01a0a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po index aa9ee213ef..ff7534b8d6 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po index b6b3801975..e8525687fa 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 9e35e5c3fd..240d324e79 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,14 +32,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -139,7 +139,7 @@ msgstr "Pracować z panelem animacji" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -151,44 +151,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -296,6 +296,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po index 7e5ddab231..ca2b4351e8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po index 6ae73d7b3e..9bd5cfcd3b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index a60a8c8632..5e64a6b7e3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po index 3be4a9fe5e..3b215e7add 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 55898a6fca..ed776a0ea7 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po index af4ba9d8c8..56e19c83bb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 577a3dfefe..70c2c18fc9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index d41b5c5ef7..9533c24f6f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,54 +28,66 @@ msgstr "Wprowadzenie" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 #, fuzzy msgid "Visual comparison" msgstr "Porównanie wizualne" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Konfigurowanie" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -83,36 +95,99 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#, fuzzy +msgid "Unwrap on scene import" +msgstr "Zachowaj przy ponownym imporcie" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -120,293 +195,377 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -#, fuzzy -msgid "Unwrap on scene import" -msgstr "Zachowaj przy ponownym imporcie" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "Sprawdzanie UV2" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 #, fuzzy msgid "Setting up the scene" msgstr "Ustawianie sceny" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 #, fuzzy msgid "Configure bounds" msgstr "Konfiguracja" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 #, fuzzy msgid "Setting up meshes" msgstr "Konfigurowanie" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 #, fuzzy msgid "Setting up lights" msgstr "Konfigurowanie" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 #, fuzzy msgid "The modes are:" msgstr "Tymi są:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 -msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 -msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 #, fuzzy -msgid "Baking quality" -msgstr "Jakość wypalania" +msgid "Disabled" +msgstr "Wyłączenie działającej siły." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "Wypalanie" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 #, fuzzy msgid "Configuring bake" msgstr "Konfigurowanie IDE" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Przechwyć" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Dane" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 #, fuzzy msgid "Dynamic objects" msgstr "Dynamiczne rzutowanie" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po index f9ca0565a1..e4c5fdbcef 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 74ae818ded..ce926b404e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index c3a44a7daa..b17d967b0c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index c7a0879ab2..ec0f236001 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 686095da43..a426fc6408 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index f207eb8ddd..9fc73c081f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 76c906f5c2..c4d5eedef2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index dcd1461ac0..67259e5459 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 7b58970369..d4118d3957 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po index ce6fcd51f3..1bf015f109 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index c1d4afc176..2db993bae7 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po index 89b0a78999..c8950f92bb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 8265e5a96c..a233a3f3d8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 5f6e2cef89..82658081e0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po index 01e7206b57..0338da6a28 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po index 49c15dac44..006a2eff68 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po index cd0d229fe9..493e1930f1 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 82ece851f5..0c5a2dd075 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po index 53700a8095..4193ce6461 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 4ec74f8470..0b6f30e068 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -181,7 +181,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -211,8 +211,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -339,9 +339,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 0f361d6e1f..d7bb92f263 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,7 +64,7 @@ msgstr "Scena Mob będzie korzystać z następujących węzłów:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index a3b287a5d3..fbef1fa9f9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po index f1a3b18f2f..c916978adf 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po index dd1f020399..4445e7f21d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po index 35585769bc..00228b7a4d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po index 00f3a01f6c..1ecef6c2c7 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po index ff3864a594..68211cc637 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -193,7 +193,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -201,289 +214,282 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Dodanie nowej animacji" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "Dodanie nowej ścieżki" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "Długość animacji" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "Jej! Nasza animacja działa:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "Animacja" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "Do przodu i do tyłu" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "Zapętlanie animacji" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "Ustawienia ścieżki" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 #, fuzzy msgid "Track mode" msgstr "Tryb narzędziowy" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "Edycja klatek kluczowych" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -491,13 +497,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -506,57 +512,57 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 #, fuzzy msgid "Add Call Method Track" msgstr "Dodanie nowej ścieżki" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po index 5b0e4e6aca..d48090493b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 25b6ffc5b1..6b0368f440 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index ab8c9c0572..db617341be 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index e0598bca21..23c1d0e0fb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po index a5ab0621df..70d30c81c2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po index 35535bafe1..a1deda6506 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po index 99dc8cb721..549d9371be 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index c6d9276961..61f1ec7cb3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 315eb9e207..901b96fecb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/index.po index 9c239a7e7d..455f12f16e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/making_trees.po index 1dddcd6703..d9c755223c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 5d99c79020..274f5e3444 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,7 @@ msgstr "PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 0970117323..b886725425 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index c4cfc92706..468851f0be 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 4a50273523..f85d006289 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 11935aa60e..d57f28c941 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/debugger_panel.po index 2028884fb6..b50d56f8c3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po index b9fbd569b3..a33bcb9dfc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 595f44d19d..e9f5b55fff 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index bf253a8298..6405cbd731 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 103f4a169f..8487352ea4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index b54099db45..7d47b04f44 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_containers.po index 3aaea8f1c0..e6ca05b5d0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,7 +151,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po index 5b607b1468..556b60b431 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po index ad9cb2b23b..26d34cba7a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 7c883616fb..0efa5e5410 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po index c2074476d1..d957e5f79b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 282761f1eb..82fe18505f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po index e02987f360..c08c29801b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index de15a4aa46..702054462e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -249,8 +249,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 035a9c73ee..cbfc452fcd 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -272,9 +272,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237 -#, fuzzy msgid "Linux" -msgstr "Na Linuksie:" +msgstr "Linuks" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 8145cbd952..cda43c032e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po index d909fd094c..c784411d02 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po index ae9fcdf27d..51b998134b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -189,7 +189,7 @@ msgstr "Skrót klawiszowy" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po index bf0415e01f..e49b65b45d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -123,12 +123,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 0d2b1f5308..e305f271df 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po index 40a8c3a3b9..1d898378da 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po index 65ca0af9a4..ce54ccaed0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po index eda0a2f7ea..e38cf7f0e1 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po index 19aef1b919..ff254dba65 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/pl/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 7f36b8fb85..f579788432 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -68,7 +68,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -79,14 +79,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -171,10 +171,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Ustawianie sceny" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Obce narzędzia" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -184,69 +196,69 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "Typ" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -255,7 +267,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/legal/index.po index 86b10b7edc..904c1489fb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po index bb34f14c90..6d8c5c4d94 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -263,7 +263,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po index 71eab5531b..f2982c946b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po index 4717223ff8..589e078853 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 8a0567bc6f..df763f3741 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po index 7f7894d32a..5730af89b3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po index e3d0aad357..bd99b2c277 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po index 3110db6640..a9af4d3b31 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index fc4eaa0a63..ba37e5d6fc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 961e993199..dea43a58c6 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index 904e8511df..237236bafc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -86,7 +86,7 @@ msgstr "Kolor" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -105,48 +105,55 @@ msgstr "HUD" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 #, fuzzy msgid "SpatialMaterial features" msgstr "Materiał przestrzenny" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 -msgid "Refraction" -msgstr "" - -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 -#, fuzzy -msgid "Subsurface scattering" -msgstr "Zapisywanie zasobów" - -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 -msgid "Anisotropy" -msgstr "" - #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 -msgid "Clearcoat" +msgid "Refraction" msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 #, fuzzy +msgid "Subsurface scattering" +msgstr "Zapisywanie zasobów" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 +msgid "Anisotropy" +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +msgid "Clearcoat" +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 +#, fuzzy msgid "Depth mapping" msgstr "Shadery" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -154,91 +161,91 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 #, fuzzy msgid "Environment features" msgstr "Zmienne środowiskowe" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 #, fuzzy msgid "Tonemapping" msgstr "Shadery" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 #, fuzzy msgid "Ambient light" msgstr "Dodawanie wektorów" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Mgła" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 #, fuzzy msgid "Contact shadows" msgstr "Światła i cienie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 #, fuzzy msgid "Light performance" msgstr "Wydajność" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -246,11 +253,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -258,7 +265,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -266,26 +273,26 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "Kształty kolizji" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "Języki Shaderów" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 #, fuzzy msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " @@ -294,114 +301,115 @@ msgstr "" ":ref:`Shading Language <doc_shading_language>` zawiera szczegółowe " "informacje o języku shaderów Godota." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Funkcja" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 #, fuzzy msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 #, fuzzy msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 #, fuzzy msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 #, fuzzy msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 #, fuzzy msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 #, fuzzy msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" -msgstr "" +"vec_type dPdy )" +msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 #, fuzzy msgid "Built in variables and render modes" msgstr "Tryby renderowania" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -409,31 +417,31 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 #, fuzzy msgid "Variable / Render Mode" msgstr "Tryby renderowania" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index a1a26ea8ca..91e34603e4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po index de370e764a..e718f0fdcf 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 097c3b55a6..6c19cb9e0e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/jitter_stutter.po index efcd9200bf..540335af71 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po index 07a7d96332..fa18d4c8cc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -91,9 +91,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "Możesz sprawdzić listę wszystkich zdalnych serwerów z:" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -102,55 +102,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "Są możliwe 3 stany węzłów:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Przykład" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "I to wszystko!" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 01a366284b..8560dcf7f8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 4839db9faf..92b63b0207 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 40539a76d4..37e723440d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -709,7 +709,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po index 5ab12dea36..b03f7c0bac 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po index 7856d1f480..6ef924ae1a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -59,7 +59,7 @@ msgstr "" #: ../../docs/tutorials/networking/http_request_class.rst:22 msgid "Scripting" -msgstr "Skrypty" +msgstr "Skryptowanie" #: ../../docs/tutorials/networking/http_request_class.rst:24 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po index 64b524195d..6353e340c6 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 3bb675fcdf..3025d58a90 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po index 5bcac0b758..238802234d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po index 6c7e4f23d1..28e002bf05 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/batching.po index d143d8df90..f19cda1df5 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,15 +42,11 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -59,7 +55,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -67,13 +63,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -84,12 +80,12 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 #, fuzzy msgid "How it works" msgstr "Jak działa pauza" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -99,24 +95,24 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 #, fuzzy msgid "Breaking batching" msgstr "Tworzenie gałęzi" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -124,41 +120,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Zmienianie tekstury." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 #, fuzzy msgid "Determining the rendering order" msgstr "Uzyskiwanie zasobu" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -166,33 +162,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "Płótno." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` nodes." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -200,29 +196,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "Cegły" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -231,11 +227,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -246,17 +242,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Światła" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -267,7 +263,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -275,44 +271,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "Funkcje możliwe do nadpisania" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -322,7 +318,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -332,12 +328,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "Importowanie" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -346,7 +342,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -356,7 +352,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -367,7 +363,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -378,37 +374,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "Wbudowane typy wektorowe" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -418,37 +414,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "Niestandardowe iteratory" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -456,21 +452,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "Konfiguracja projektu" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -480,25 +476,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Opcje animacji" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -506,12 +502,12 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 #, fuzzy msgid "rendering/batching/parameters" msgstr "Parametry Rysowania" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -523,7 +519,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -534,7 +530,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -542,7 +538,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -551,17 +547,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -570,11 +566,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -584,18 +580,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -605,18 +601,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -627,15 +623,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -644,7 +640,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -653,150 +649,184 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Domyślne funkcje" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Często zadawane pytania" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 8746420b0c..979d5468e9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/general_optimization.po index cba2fe9673..14498a5e30 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 835bdd7361..7a2b8d282b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -147,8 +147,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/index.po index 6d86dd3314..4d410fe949 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 682a13ac74..4d6250619e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_multimesh.po index bb1b0cf64b..c747eac88c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_servers.po index 605c527f84..7e9142ece3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 730c4f1564..4ac5b6f424 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po index 8a2fbb20df..3f7b8e2a71 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 2459505d64..32f315a216 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po index 2f9fe9bd81..571a056322 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -380,7 +380,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 884a1935cc..405676a92d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po index ba165e781b..8c997311dc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po index c913dcbf94..437d6f1806 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po index 730443ed6d..9d53ea82d4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po index 4ca10e6651..7061bb4876 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 8dd926b18f..79788c4cf2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 98c10d9d48..fd5c4c3dd9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po index 4a302b113b..9f65cf80a8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 78a66380e3..e5d6a5321c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 2cee47d1d1..09667143aa 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po index d2e44c2d39..cec2b590b8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po index d76fc8ce95..1df8c98dcb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 3929fbb1e2..b6ac6518a8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -157,12 +157,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -172,65 +170,63 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 #, fuzzy msgid "**name**: name of the plugin" msgstr "Nazwa (nazwa opcji)" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -238,35 +234,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -275,19 +271,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 933bc145ea..10e666b3fd 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/platform_html5.po index a3169b2fa4..e6bf60e24f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 04100594cf..6893281f88 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,87 +144,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Tworzenie modułów w Androidzie" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,65 +233,84 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 #, fuzzy msgid "**name**: name of the plugin" msgstr "Nazwa (nazwa opcji)" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "Nazwa (nazwa opcji)" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 #, fuzzy msgid "**binary**:" msgstr "**Kategoria**:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -299,12 +318,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -312,47 +331,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Tworzenie modułów w Androidzie" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Rola skryptu:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Uzyskiwanie zasobu" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -360,13 +381,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -374,7 +395,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -384,51 +405,46 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Implementacja" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 -#, fuzzy +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" -msgstr "Sforkuj `repozytorium Godota <https://github.com/godotengine/godot>`_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "Sforkuj `repozytorium Godota <https://github.com/godotengine/godot>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Rozwiązywanie problemów" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "Większość typów z GLSL ES 3.0 jest wspierana." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/index.po index 91674212ef..63273c2a60 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index a083eeccde..d0bee37331 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po index fd14d8785d..71fb767bb5 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 9dafa820b7..ed98f98238 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr "Importowanie wtyczek" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "Rozwój silnika" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 85232b749e..10cb2de6bf 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 1afdc23c50..a2c7dbdfae 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index f1fe881c42..35f8fb5aa5 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -114,14 +114,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -131,15 +131,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -148,7 +148,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -156,7 +156,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -167,14 +167,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -184,36 +184,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -221,28 +221,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -251,7 +251,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -260,24 +260,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "Sprawdzanie rezultatu" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -285,18 +285,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -304,7 +304,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 9617578501..527e6dfc2c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 7d67a406eb..24c3c923d1 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 5ba61585f8..64c1439f81 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index c7419f30c2..a4800dd0f5 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po index c3930e782c..24da0d0fa7 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po index b7587a80f9..4f984d0244 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 63dbdb734a..f02385d34f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 77e6e98902..c457dee538 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po index 3d94a0a7a3..3ecb6d6233 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index e6114d8059..6677c19afc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 9f9ceafd13..8d09c7c733 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index ddd9ebc2e9..24f60dcc40 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "Wprowadzenie" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po index 656c6252d2..78da475923 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 82d6e85319..c83313d99c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/index.po index ea6ba004fc..37c6972cca 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index a8bc2ec1ab..64291b8cd0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 2ee60dc384..4abcb94423 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 6eab838a62..c803056b31 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -58,7 +58,7 @@ msgstr "Typ" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Opis" @@ -973,874 +973,903 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 #, fuzzy +msgid "Built-in variables" +msgstr "Edytowanie instancji" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`Shadery przestrzenne <doc_spatial_shader>`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`Shader Canvas Item`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#, fuzzy msgid "Built-in functions" msgstr "Funkcje statyczne" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Funkcja" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 #, fuzzy msgid "vec_type **radians** (vec_type degrees)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 #, fuzzy msgid "vec_type **degrees** (vec_type radians)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 #, fuzzy msgid "vec_type **sin** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Sinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 #, fuzzy msgid "vec_type **cos** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Cosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 #, fuzzy msgid "vec_type **tan** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Tangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 #, fuzzy msgid "vec_type **asin** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 #, fuzzy msgid "Arcsine" msgstr "Cosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 #, fuzzy msgid "vec_type **acos** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 #, fuzzy msgid "Arccosine" msgstr "Cosinus" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 #, fuzzy msgid "vec_type **atan** (vec_type y_over_x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 #, fuzzy msgid "Arctangent" msgstr "Tangens" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 #, fuzzy msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 #, fuzzy msgid "vec_type **sinh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 #, fuzzy msgid "vec_type **cosh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 #, fuzzy msgid "vec_type **tanh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 #, fuzzy msgid "vec_type **asinh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 #, fuzzy msgid "vec_type **acosh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 #, fuzzy msgid "vec_type **atanh** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 #, fuzzy msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 #, fuzzy msgid "vec_type **exp** (vec_type x)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 #, fuzzy msgid "vec_type **exp2** (vec_type x)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 #, fuzzy msgid "vec_type **log** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 #, fuzzy msgid "vec_type **log2** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 #, fuzzy msgid "vec_type **sqrt** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 #, fuzzy msgid "vec_type **inversesqrt** (vec_type x)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 #, fuzzy msgid "vec_type **abs** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 #, fuzzy msgid "ivec_type **abs** (ivec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 #, fuzzy msgid "vec_type **sign** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 #, fuzzy msgid "ivec_type **sign** (ivec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 #, fuzzy msgid "vec_type **floor** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "Podłoga" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 #, fuzzy msgid "vec_type **round** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 #, fuzzy msgid "vec_type **roundEven** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 #, fuzzy msgid "vec_type **trunc** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 #, fuzzy msgid "vec_type **ceil** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 #, fuzzy msgid "vec_type **fract** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 #, fuzzy msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 #, fuzzy msgid "vec_type **mod** (vec_type x , float y)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 #, fuzzy msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 #, fuzzy msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "Minimum" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 #, fuzzy msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "Maksymalny" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 #, fuzzy msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "float **mix** (float a, float b, float c)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "Interpolacja" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 #, fuzzy msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 #, fuzzy msgid "vec_type **step** (float a, vec_type b)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 #, fuzzy msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "Interpolacja" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 #, fuzzy msgid "bvec_type **isnan** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 #, fuzzy msgid "bvec_type **isinf** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 #, fuzzy msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 #, fuzzy msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 #, fuzzy msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 #, fuzzy msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "Wektory" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "Iloczyn skalarny" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 #, fuzzy msgid "vec_type **normalize** (vec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 #, fuzzy msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 #, fuzzy msgid "Matrix component multiplication" msgstr "Mnożenie skalarne" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 #, fuzzy msgid "Matrix outer product" msgstr "Iloczyn skalarny" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 #, fuzzy msgid "mat_type **transpose** (mat_type m)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 #, fuzzy msgid "Inverse matrix" msgstr "Odwrócona kinematyka" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 #, fuzzy msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 #, fuzzy msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 #, fuzzy msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 #, fuzzy msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 #, fuzzy msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 #, fuzzy msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #, fuzzy msgid "bvec_type **not** (bvec_type x)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #, fuzzy msgid "Invert boolean vector" msgstr "Kolor wierzchołka" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 #, fuzzy msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 #, fuzzy msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 #, fuzzy msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 #, fuzzy msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 #, fuzzy msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 #, fuzzy msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 #, fuzzy msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 #, fuzzy msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 #, fuzzy msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 #, fuzzy msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 #, fuzzy msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 #, fuzzy msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 #, fuzzy msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 #, fuzzy msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 #, fuzzy msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 #, fuzzy msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 #, fuzzy msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 #, fuzzy msgid "vec_type **dFdx** (vec_type p)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 #, fuzzy msgid "vec_type **dFdy** (vec_type p)" msgstr "Przeliczanie stopni na radiany" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 #, fuzzy msgid "vec_type **fwidth** (vec_type p)" msgstr "Przeliczanie radianów na stopnie" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index e7680fa104..16aab00c31 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/visual_shaders.po index 6d415a408f..1dd3fa39fd 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 311bdd6241..fec891bab9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index a4178b7dd8..e808160587 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index d0202b34cf..f1ec340fb7 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index f93af4fc00..372d9303c1 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index da2e433031..8321efb0db 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/index.po index 28a44a8dd6..f2a845e71a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 0896c8d1de..b450f3efb2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 47de86923d..69184ce2bb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 57a81e9a3d..75914cf59f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po index b894704d94..8245ed91e4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 38263265ea..2902468e19 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -413,10 +413,241 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "Jak tworzyć assety by wspierały różne rozdzielczości i proporcje?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Platformy:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Normalizacja" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Wparcie zewnętrzne" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -425,19 +656,19 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 #, fuzzy msgid "Handling aspect ratios" msgstr "Obsługa powiadomień" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -445,11 +676,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -457,7 +688,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -465,11 +696,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -478,7 +709,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -488,7 +719,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index 56eb82be2b..3996589dcd 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po index 3512671f71..37bc662364 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index ee4e0856a1..0a5bfb9669 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -129,7 +129,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po index 95ea07fd0b..6200b1c0ff 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po index 08a6e8de07..d7e2a20ed2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -247,46 +247,45 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "Sforkuj `repozytorium Godota <https://github.com/godotengine/godot>`_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -314,7 +313,7 @@ msgstr "" "przerywa to zanurzenie w grze. Większość platform na VR, podczas gdy są na " "Serwerze AR/VR, zakłada , że 10 jednostek = 1 metr." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -322,7 +321,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -330,7 +329,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -339,7 +338,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -347,7 +346,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 3226f78153..8cd93f4f3c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index da6fa8d430..76da0f673a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1214,7 +1214,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 634443d60d..b1380ed91c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1278,11 +1278,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" -msgstr "" +msgstr "``DAMAGE``: Liczba obrażeń jakie zadaje pojedynczy pocisk." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:852 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po index b684015785..49f85abef8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -112,7 +112,7 @@ msgstr "Criando Shaders" #: ../../docs/about/docs_changelog.rst:55 msgid "Your First Shader Series:" -msgstr "Sua Primeira Série Shader:" +msgstr "Série: Seu Primeiro Shader:" #: ../../docs/about/docs_changelog.rst:53 msgid ":ref:`doc_what_are_shaders`" @@ -388,7 +388,7 @@ msgstr "Pós Processamento Avançado" #: ../../docs/about/docs_changelog.rst:176 msgid "Shading Reference:" -msgstr "Referência de shading:" +msgstr "Referência de Shading:" #: ../../docs/about/docs_changelog.rst:178 msgid ":ref:`doc_shaders`" @@ -425,9 +425,7 @@ msgstr "Específico de plataforma" #: ../../docs/about/docs_changelog.rst:193 msgid ":ref:`doc_customizing_html5_shell`" -msgstr "" -":ref:`Personalizando a página Web de exportação de HTML " -"<doc_customizing_html5_shell>`" +msgstr ":ref:`doc_customizing_html5_shell`" #: ../../docs/about/docs_changelog.rst:198 msgid ":ref:`doc_thread_safe_apis`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po b/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po index db1e7ab987..ea7f0de5bc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,9 +40,8 @@ msgid "" "\"free speech\" as well as in \"free beer.\"" msgstr "" "Godot é um `Software Livre e de Código Aberto <https://pt.wikipedia.org/wiki/" -"Software_livre_e_de_código_aberto>`_ disponível sob a Licença MIT `OSI-" -"approved <https://opensource.org/licenses/MIT>`_. Isso significa que é " -"gratuito tanto na \"liberdade de expressão\" quanto na \"cerveja grátis.\"" +"Software_livre_e_de_código_aberto>`_ disponível sob a Licença MIT `aprovada " +"pela OSI <https://opensource.org/licenses/MIT>`_." #: ../../docs/about/faq.rst:14 msgid "In short:" @@ -61,8 +60,8 @@ msgid "" "You are free to modify, distribute, redistribute, and remix Godot to your " "heart's content, for any reason, both non-commercially and commercially." msgstr "" -"Você pode modificar, (re)distribuir e remixar o Godot o quanto você quiser, " -"por qualquer motivo, seja ele comercial ou não-comercial." +"Você é livre para modificar, distribuir, redistribuir e remixar o Godot como " +"quiser, por qualquer motivo, seja ele não-comercial ou comercial." #: ../../docs/about/faq.rst:19 msgid "" @@ -110,7 +109,7 @@ msgstr "" #: ../../docs/about/faq.rst:34 msgid "Which platforms are supported by Godot?" -msgstr "Quais plataformas são suportadas por Godot?" +msgstr "Quais plataformas são suportadas pelo Godot?" #: ../../docs/about/faq.rst:36 msgid "**For the editor:**" @@ -122,7 +121,7 @@ msgstr "Windows" #: ../../docs/about/faq.rst:39 ../../docs/about/faq.rst:45 msgid "macOS" -msgstr "macOs" +msgstr "macOS" #: ../../docs/about/faq.rst:40 ../../docs/about/faq.rst:46 msgid "X11 (Linux, \\*BSD)" @@ -269,11 +268,12 @@ msgstr "" "oferece, confira nosso guia `GDScript: <gdscript_basics>`_." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Há várias razões para usar o GDScript - especialmente quando você está " "criando protótipos, em estágios alfa/beta do seu projeto, ou não está " @@ -445,9 +445,9 @@ msgid "" "proprietary so we recommend using other formats listed above, if suitable " "for your workflow." msgstr "" -"FBX é suportado através da biblioteca Open Asset Import. No entanto, FBX é " -"proprietário, por isso recomendamos o uso de outros formatos listados acima, " -"se adequado para o seu fluxo de trabalho." +"O FBX é suportado através da biblioteca Open Asset Import. No entanto, o FBX " +"é proprietário, por isso recomendamos o uso de outros formatos listados " +"acima, se adequado para o seu fluxo de trabalho." #: ../../docs/about/faq.rst:167 msgid "" @@ -549,7 +549,6 @@ msgstr "" "baixa?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -557,7 +556,7 @@ msgid "" msgstr "" "Godot intencionalmente não inclui funcionalidades que podem ser " "implementadas por [i]add-ons[/i] a não ser que sejam usadas muito " -"frequentemente. Um exemplo disso seria o recurso de inteligência artifical " +"frequentemente. Um exemplo disso seria o recurso de inteligência artificial " "avançada." #: ../../docs/about/faq.rst:211 @@ -634,12 +633,12 @@ msgid "" "<doc_optimizing_for_size>` to optimize the distribution size of your " "project.)" msgstr "" -"Por todas razões acima, temos que ser seletivos no que podemos aceitar como " -"funcionalidade base na Godot. Esse é o motivo pelo qual pretendemos mover " -"algumas funcionalidades para [i]add-ons[/i] oficiais em versões futuras na " +"Por todas as razões acima, temos que ser seletivos no que podemos aceitar " +"como funcionalidade base no Godot. Esse é o motivo pelo qual pretendemos " +"mover algumas funcionalidades para add-ons oficiais em versões futuras do " "Godot. Em termos de tamanho do binário, isso também tem a vantagem de fazer " "com que você \"pague\" somente pelo que usa em seu projeto. (Enquanto isso, " -"você pode :ref:`compilar templates de exportação personalizados com certas " +"você pode :ref:`compilar modelos de exportação personalizados com certas " "funcionalidades desabilitadas <doc_optimizing_for_size>` para otimizar o " "tamanho de seu projeto.)" @@ -845,15 +844,15 @@ msgid "" "github.com/godotengine/godot/issues>`_, and conversations between Godot " "community members." msgstr "" -"Pode ser tentador querer trazer ideias ao Godot, como aquelas que resultam e " -"mudanças massivas no núcleo, um tipo de mímica que outro motor de jogos faz, " -"ou modos de trabalho alternativo que você iria querer dentro do editor. Tudo " -"isso é ótimo e nós agradecemos por ter tantas pessoas motivadas querendo " -"contribuir, porém, o foco do Godot é e sempre será, a funcionalidade central " -"como descrita no `Roadmap <https://github.com/godotengine/godot-roadmap/blob/" -"master/ROADMAP.md>`_, `consertando bugs e discutindo problemas <https://" -"github.com/godotengine/godot/issues>`_, e discussão entre membros da " -"comunidade do Godot." +"Pode ser tentador querer trazer ideias ao Godot, como aquelas que resultam " +"em mudanças massivas no núcleo, um tipo de mímica que outro motor de jogos " +"faz, ou modos de trabalho alternativo que você iria querer dentro do editor. " +"Tudo isso é ótimo e nós agradecemos por ter tantas pessoas motivadas " +"querendo contribuir, porém, o foco do Godot é e sempre será, a " +"funcionalidade central como descrita no `Roadmap <https://github.com/" +"godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `consertando bugs e " +"discutindo problemas <https://github.com/godotengine/godot/issues>`_, e " +"discussão entre membros da comunidade do Godot." #: ../../docs/about/faq.rst:334 msgid "" @@ -932,19 +931,18 @@ msgstr "" "teste ou projetos de exemplo (se aplicável)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "É possível utilizar a Godot como uma biblioteca?" +msgstr "É possível usar o Godot para criar aplicativos que não sejam jogos?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"O tamanho de distribuição pequeno do Godot pode fazê-lo de uma alternativa " -"para plataformas como Electron ou Qt." +"Sim! O Godot possui um extenso sistema de UI embutido, e seu pequeno tamanho " +"de distribuição pode torná-lo uma alternativa adequada para frameworks como " +"Electron ou Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -952,12 +950,19 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"Ao criar um aplicativo que não seja um jogo, tenha certeza de habilitar o :" +"ref:`low-processor mode <class_ProjectSettings_property_application/run/" +"low_processor_mode>` nas Configurações do Projeto para diminuir o uso da CPU " +"e da GPU." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Dito isso, nós não vamos recomendar o uso do Godot para criar um *aplicativo " +"mobile* visto que o modo low-processor ainda não é suportado em plataformas " +"mobile." #: ../../docs/about/faq.rst:373 msgid "" @@ -965,10 +970,13 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"Confira `Material Maker <https://github.com/RodZill4/material-maker>`__ e " +"`Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ para " +"exemplos de aplicativos de código aberto desenvolvidos com o Godot." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" -msgstr "É possível utilizar a Godot como uma biblioteca?" +msgstr "É possível utilizar o Godot como uma biblioteca?" #: ../../docs/about/faq.rst:382 msgid "" @@ -977,10 +985,10 @@ msgid "" "make Godot usable as a library, as it would make the rest of the engine more " "convoluted and difficult to use for casual users." msgstr "" -"Godot é desenvolvida para ser usada com sua interface de edição. " +"O Godot é desenvolvido para ser usada com sua interface de edição. " "Recomendamos que você experimente, pois provavelmente economizará tempo a " -"longo prazo. Não há planos de tornar Godot utilizável como uma biblioteca, " -"pois isso tornaria o restante do mecanismo mais complicado e difícil de usar " +"longo prazo. Não há planos de tornar o Godot utilizável como uma biblioteca, " +"pois isso tornaria o restante do motor mais complicado e difícil de usar " "para usuários casuais." #: ../../docs/about/faq.rst:387 @@ -997,7 +1005,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Qual kit de ferramentas de interface do usuário o Godot usa?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1008,6 +1016,13 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"O Godot não usa um kit de ferramentas :abbr:`GUI (Interface Gráfica de " +"Usuário)` padrão como GTK, Qt ou wxWidgets. Em vez disso, Godot usa seu " +"próprio kit de ferramentas de interface de usuário, renderizado usando " +"OpenGL ES ou Vulkan. Este kit de ferramentas é exposto na forma de nós " +"Control, que são usados para renderizar o editor (que é escrito em C++). " +"Estes nós Control também podem ser usados em projetos de qualquer linguagem " +"de scripting suportada pelo Godot." #: ../../docs/about/faq.rst:402 msgid "" @@ -1017,6 +1032,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Este kit de ferramentas personalizado possibilita o benefício da aceleração " +"de hardware e tem uma aparência consistente em todas as plataformas. Além " +"disso, ele não precisa lidar com as ressalvas de licenciamento LGPL que vêm " +"com GTK ou Qt. Por último, isso significa que o Godot está \"comendo sua " +"própria comida de cachorro\", já que o próprio editor é um dos usuários mais " +"complexos do sistema de UI do Godot." #: ../../docs/about/faq.rst:408 msgid "" @@ -1024,9 +1045,14 @@ msgid "" "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"Este kit de ferramentas de UI customizado :ref:`não pode ser usado como uma " +"biblioteca <doc_faq_use_godot_as_library>`, mas você ainda pode :ref:`usar o " +"Godot para criar aplicativos não-jogos usando o editor " +"<doc_faq_non_game_applications>`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "" "Por que Godot não usa STL (Standard Template Library, ou Biblioteca de " "Modelos Padrão)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/index.po b/sphinx/po/pt_BR/LC_MESSAGES/about/index.po index c87d330376..06eb78713b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po index 9c0d09fcc6..0ba6a35a4e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -67,8 +67,8 @@ msgid "" msgstr "" "Caso você tenha problemas com um dos tutoriais ou com seu projeto, poderá " "encontrar ajuda em vários :ref:`Canais da comunidade " -"<doc_community_channels>`, especialmente na comunidade Godot no Discord, nas " -"perguntas e respostas e no IRC." +"<doc_community_channels>`, especialmente na comunidade do Godot no Discord, " +"nas perguntas e respostas e no IRC." #: ../../docs/about/introduction.rst:32 msgid "About Godot Engine" @@ -99,7 +99,7 @@ msgstr "" "conjunto abrangente de ferramentas comuns, para que os usuários possam se " "concentrar em criar jogos sem precisar reinventar a roda. Os jogos podem ser " "exportados em um clique para várias plataformas, incluindo as principais " -"plataformas de desktop (Linux, MacOS, Windows), além de plataformas móveis " +"plataformas de desktop (Linux, macOS, Windows), além de plataformas móveis " "(Android, iOS) e as baseadas na Web (HTML5)." #: ../../docs/about/introduction.rst:45 @@ -143,7 +143,7 @@ msgid "" "readthedocs.org/>`_ tools." msgstr "" "Esta documentação é continuamente escrita, corrigida, editada e renovada por " -"membros da comunidade Godot Engine. Ela é editada por meio de arquivos de " +"membros da comunidade do Godot Engine. Ela é editada por meio de arquivos de " "texto na linguagem de marcação `reStructuredText <http://www.sphinx-doc.org/" "en/stable/rest.html>`_ e depois compilado em um site estático/documento " "offline usando as ferramentas de código aberto `Sphinx <http://www.sphinx-" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po b/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po index e2583f46cd..d2e63d121d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -100,6 +100,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`Servidores Headless Linux e macOS " +"<doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -249,7 +251,7 @@ msgstr "Recomendado para plataformas Web e dispositivos móveis." #: ../../docs/about/list_of_features.rst:89 msgid "Sprite, polygon and line rendering." -msgstr "Sprite, polignos e renderizador de linhas." +msgstr "Sprites, polígonos e renderização de linhas." #: ../../docs/about/list_of_features.rst:91 msgid "" @@ -638,6 +640,8 @@ msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." msgstr "" +"*GLES3:* Debanding opcional para evitar color banding (efetiva quando a " +"renderização HDR está ativa)." #: ../../docs/about/list_of_features.rst:226 msgid "" @@ -693,9 +697,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Antisserrilhado (MSAA) de várias amostras." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antisserrilhado (MSAA) de várias amostras." +msgstr "Antialiasing aproximado rápido (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -783,11 +786,11 @@ msgstr "Shaders" #: ../../docs/about/list_of_features.rst:286 msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* Shaders de vertíce, fragmento e luz customizados." +msgstr "*2D:* Shaders de vertíce, fragmento e luz personalizados." #: ../../docs/about/list_of_features.rst:287 msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "*3D:* Shaders customizados para vértices, fragmentos, luzes e céu." +msgstr "*3D:* Shaders personalizados para vértices, fragmentos, luzes e céu." #: ../../docs/about/list_of_features.rst:288 msgid "" @@ -825,7 +828,8 @@ msgstr "Sinais e grupos para comunicação entre scripts." msgid "" "Support for :ref:`cross-language scripting <doc_cross_language_scripting>`." msgstr "" -"Suporte para :ref:`cross-language scripting <doc_cross_language_scripting>`." +"Suporte para :ref:`scripting entre linguagens " +"<doc_cross_language_scripting>`." #: ../../docs/about/list_of_features.rst:301 msgid "" @@ -859,11 +863,12 @@ msgid "" ":ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous " "actions or make use of multiple processor cores." msgstr "" -":ref:`Use threads <doc_using_multiple_threads>`para executar ações " +":ref:`Usa threads <doc_using_multiple_threads>`para executar ações " "assíncronas ou fazer uso de múltiplos núcleos de processador." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 @@ -893,7 +898,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:322 msgid ":ref:`VisualScript: <toc-learn-scripting-visual_script>`" -msgstr ":ref:`ScriptVisual: <toc-learn-scripting-visual_script>`" +msgstr ":ref:`VisualScript: <toc-learn-scripting-visual_script>`" #: ../../docs/about/list_of_features.rst:324 msgid "" @@ -981,6 +986,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Entrada de áudio para gravar microfones com acesso em tempo real usando a " +"classe AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1013,7 +1020,8 @@ msgstr "Importar" #: ../../docs/about/list_of_features.rst:368 msgid "Support for :ref:`custom import plugins <doc_import_plugins>`." msgstr "" -"Suporte para :ref:`plugins de importação customizados <doc_import_plugins>`." +"Suporte para :ref:`plugins de importação personalizados " +"<doc_import_plugins>`." #: ../../docs/about/list_of_features.rst:370 msgid "**Formats:**" @@ -1137,6 +1145,8 @@ msgstr "Entrada de caneta/tablet com suporte a pressão." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"Suporte para entrada de gamepad, teclado e mouse também estão disponíveis no " +"Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1319,7 +1329,7 @@ msgstr "Suporte a anúncios usando módulos de terceira pessoa." #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Suporte para incorporação de subvisão no Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" @@ -1426,11 +1436,11 @@ msgstr "" #: ../../docs/about/list_of_features.rst:505 msgid ":ref:`Stack <class_BoxContainer>` layouts." -msgstr ":ref:`Stack <class_BoxContainer>` esboços ([i]layouts[/i])." +msgstr "Layouts :ref:`Stack <class_BoxContainer>`." #: ../../docs/about/list_of_features.rst:506 msgid ":ref:`Grid <class_GridContainer>` layouts." -msgstr ":ref:`Grid <class_GridContainer>` esboços ([i]layouts[/i]." +msgstr "Layouts :ref:`Grid <class_GridContainer>`." #: ../../docs/about/list_of_features.rst:507 msgid "" @@ -1448,15 +1458,15 @@ msgstr ":ref:`Draggable splitter <class_SplitContainer>` layouts." msgid "" "Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes." msgstr "" -"Escale para resoluções múltiplas usando os modos de alongamento `` 2d`` ou " -"`` viewport``." +"Escala para resoluções múltiplas usando os modos de alongamento ``2d`` ou `` " +"viewport``." #: ../../docs/about/list_of_features.rst:512 msgid "" "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" "Suporta qualquer proporção de aspecto usando âncoras e o aspecto de extensão " -"`` expand``." +"``expand``." #: ../../docs/about/list_of_features.rst:514 msgid "**Theming:**" @@ -1468,12 +1478,12 @@ msgstr "Editor de temas embutido." #: ../../docs/about/list_of_features.rst:518 msgid "Generate a theme based on the current editor theme settings." -msgstr "Gere um tema com base nas configurações de tema atuais do editor." +msgstr "Gera um tema com base nas configurações de tema atuais do editor." #: ../../docs/about/list_of_features.rst:520 msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgstr "" -"Temas baseados em vetores procedurais usando: ref: `class_StyleBoxFlat`." +"Temas baseados em vetores procedurais usando :ref:`class_StyleBoxFlat`." #: ../../docs/about/list_of_features.rst:522 msgid "Supports rounded/beveled corners, drop shadows and per-border widths." @@ -1483,7 +1493,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:524 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Temas baseados em textura usando: ref: `class_StyleBoxTexture`." +msgstr "Temas baseados em textura usando :ref:`class_StyleBoxTexture`." #: ../../docs/about/list_of_features.rst:526 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/release_policy.po b/sphinx/po/pt_BR/LC_MESSAGES/about/release_policy.po index 9cc0ceddf9..322dd06fcd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -224,22 +224,23 @@ msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "2º ou 3º trimestre de 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|supported| *Beta.* Recebe novas funcionalidades, bem como correções de bugs " +"enquanto estiver em desenvolvimento." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Março/Abril de 2021" +msgstr "Abril de 2021" #: ../../docs/about/release_policy.rst:91 #, fuzzy @@ -259,11 +260,12 @@ msgid "January 2020" msgstr "Janeiro de 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Não recebe suporte. (última atualização: 3.0.6)." +msgstr "" +"|eol| Não é mais suportado como totalmente substituído pela compatível " +"versão 3.3 (última atualização: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/pt_BR/LC_MESSAGES/about/troubleshooting.po index c83f9b50d7..76d0edeefb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -120,10 +120,23 @@ msgstr "" "de abrir o editor. Após isso, você pode conectá-lo novamente." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "O editor do Godot parece congelar após clicar no console do sistema." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -137,7 +150,7 @@ msgstr "" "que você selecione o texto dentro do console do sistema. O Godot não pode " "ignorar esse comportamento específico do sistema." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -145,7 +158,7 @@ msgstr "" "Para resolver isto, selecione a janela do console do sistema e pressione " "Enter para sair do modo de seleção." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -153,7 +166,7 @@ msgstr "" "Textos como \"NO DC\" aparecem no canto superior esquerdo do gerenciador de " "projetos e na janela do editor." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -161,7 +174,7 @@ msgstr "" "Isso é devido ao driver gráfico da NVIDIA injetando um overlay para mostrar " "informações." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -169,7 +182,7 @@ msgstr "" "Para desabilitar esse overlay no Windows, restaure suas configurações do " "driver gráfico para os valores padrões no Painel de Controle NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -178,11 +191,11 @@ msgstr "" "Screen 0 > OpenGL Settings** e desmarque **Enable Graphics API Visual " "Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "A janela do projeto está borrada, diferente do editor." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -192,7 +205,7 @@ msgstr "" "Isto é feito para melhorar o desempenho, especialmente em gráficos " "integrados, onde a renderização de cenas 3D em hiDPI é lenta." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -203,12 +216,12 @@ msgstr "" "projeto está configurado para suportar :ref:`múltiplas resoluções " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "" "A janela do projeto não aparece centralizada quando eu executo o projeto." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -218,10 +231,10 @@ msgstr "" "Este é um `bug conhecido <https://github.com/godotengine/godot/" "issues/13017>`__. Para resolvê-lo, Abra **Projeto > Configurações do " "Projeto** e habilite **Display > Window > Dpi > Allow Hidpi**. Além disso, " -"verifique se o seu projeto está configurado para suportar :ref: `múltiplas " +"verifique se o seu projeto está configurado para suportar :ref:`múltiplas " "resoluções <doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -229,7 +242,7 @@ msgstr "" "O projeto funciona quando executado a partir do editor, mas falha ao " "carregar alguns arquivos ao executar a partir de uma cópia exportada." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -246,7 +259,7 @@ msgstr "" "filtro de exportação sem recursos. Veja :ref:" "`doc_exporting_projects_export_mode` para mais informação." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po b/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po index e8cbdb4456..4755437807 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -56,16 +56,13 @@ msgid "IRC on Freenode" msgstr "" #: ../../docs/community/channels.rst:20 -#, fuzzy msgid "" "`General: #godotengine <https://webchat.freenode.net/?" "channels=#godotengine>`_" msgstr "" -"`Sites e relações públicas: #godotengine-atelier <http://webchat.freenode." -"net/?channels=#godotengine-atelier>`_" +"`Geral: #godotengine <https://webchat.freenode.net/?channels=#godotengine>`_" #: ../../docs/community/channels.rst:21 -#, fuzzy msgid "" "`Engine development: #godotengine-devel <https://webchat.freenode.net/?" "channels=#godotengine-devel>`_" @@ -110,9 +107,8 @@ msgstr "" "net/?channels=#godotengine-atelier>`_" #: ../../docs/community/channels.rst:26 -#, fuzzy msgid "`IRC logs <https://godot.eska.me/irc-logs/>`_" -msgstr "`Históricos no IRC <https://godot.eska.me/irc-logs/>`_" +msgstr "`Registros IRC <https://godot.eska.me/irc-logs/>`_" #: ../../docs/community/channels.rst:29 msgid "Other chats" @@ -134,12 +130,13 @@ msgid "Language-based communities" msgstr "Comunidades baseadas no idioma" #: ../../docs/community/channels.rst:37 +#, fuzzy msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" "Veja a página `Grupos de usuários <https://godotengine.org/community/user-" -"groups>` do site para obter uma lista de comunidades locais." +"groups>`_ do site para obter uma lista de comunidades locais." #: ../../docs/community/channels.rst:41 msgid "Social networks" @@ -166,7 +163,6 @@ msgid "`Reddit <https://www.reddit.com/r/godot>`_" msgstr "`Reddit <https://www.reddit.com/r/godot>`_" #: ../../docs/community/channels.rst:48 -#, fuzzy msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_" msgstr "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 7948fc2885..db688a0e84 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bisecting_regressions.po index 956469114f..4b4adf758c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,9 +35,8 @@ msgid "The guide below explains how to find a regression by bisecting." msgstr "" #: ../../docs/community/contributing/bisecting_regressions.rst:17 -#, fuzzy msgid "What is bisecting?" -msgstr "O que é bifurcar?" +msgstr "O que é bifurcação?" #: ../../docs/community/contributing/bisecting_regressions.rst:19 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 45c7824760..4579ba6318 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..80ac4ce545 --- /dev/null +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: pt_BR\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Criando um script C#" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"uma cópia do `godot-cpp repository <https://github.com/GodotNativeTools/" +"godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"uma cópia do `godot-cpp repository <https://github.com/GodotNativeTools/" +"godot-cpp>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "A cena Turba utilizará os seguintes nós:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po index a3f40f7b0f..88a4958553 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -429,9 +429,8 @@ msgid "" msgstr "" #: ../../docs/community/contributing/code_style_guidelines.rst:329 -#, fuzzy msgid "**Bad:**" -msgstr "**Ruim**:" +msgstr "**Ruim:**" #: ../../docs/community/contributing/code_style_guidelines.rst:336 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 8e55062fd8..6d55521dfc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -349,9 +349,8 @@ msgid "How to write methods and classes" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:282 -#, fuzzy msgid "Dynamic vs static typing" -msgstr "E com a tipagem estática:" +msgstr "Tipagem dinâmica vs estática" #: ../../docs/community/contributing/docs_writing_guidelines.rst:284 msgid "" @@ -370,18 +369,16 @@ msgid "**Don't** add a type hint with a colon or by casting:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:301 -#, fuzzy msgid "**Do** write constants and variables with dynamic typing:" -msgstr "Prós e contras da tipagem dinâmica" +msgstr "**Escreva** constantes e variáveis com tipagem dinâmica:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:311 msgid "**Don't** write functions with inferred arguments or return types:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:322 -#, fuzzy msgid "**Do** write functions using dynamic typing:" -msgstr "Prós e contras da tipagem dinâmica" +msgstr "**Escreva** funções usando tipagem dinâmica:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:334 msgid "Use real-world code examples where appropriate" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po index eea4d3c3ff..f235d22782 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index a7b790c26c..d046345dfd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/community/contributing/editor_and_docs_localization.rst:4 msgid "Editor and docs localization" -msgstr "" +msgstr "Localização do editor e dos documentos" #: ../../docs/community/contributing/editor_and_docs_localization.rst:8 msgid "" @@ -28,22 +28,31 @@ msgid "" "to make the most important resources available in many languages, thanks to " "the translation effort of the community." msgstr "" +"O Godot visa tornar o desenvolvimento de jogos disponível para todos, " +"incluindo pessoas que podem não saber ou não estar confortáveis com o " +"inglês. Portanto, fazemos o nosso melhor para disponibilizar os recursos " +"mais importantes em vários idiomas, graças ao esforço de tradução da " +"comunidade." #: ../../docs/community/contributing/editor_and_docs_localization.rst:13 msgid "These resources include:" -msgstr "" +msgstr "Estes recursos incluem:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:15 msgid "" "The `Godot editor's interface <https://hosted.weblate.org/projects/godot-" "engine/godot/>`__ (ca. 15,000 words)." msgstr "" +"A `interface do editor do Godot <https://hosted.weblate.org/projects/godot-" +"engine/godot/>`__ (cerca de 15.000 palavras)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:17 msgid "" "The `online documentation <https://hosted.weblate.org/projects/godot-engine/" "godot-docs/>`__ (editor manual and tutorials, ca. 300,000 words)." msgstr "" +"A `documentação online <https://hosted.weblate.org/projects/godot-engine/" +"godot-docs/>`__ (manual do editor e tutoriais, cerca de 300.000 palavras)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:19 msgid "" @@ -51,6 +60,9 @@ msgid "" "class-reference/>`__, available both online and in the editor (ca. 200,000 " "words)." msgstr "" +"A `referência da classe <https://hosted.weblate.org/projects/godot-engine/" +"godot-class-reference/>`__, disponível tanto online quanto no editor (cerca " +"de 200.000 palavras)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:22 msgid "" @@ -60,6 +72,12 @@ msgid "" "the translation for the various components, and keep them up to date. Click " "the bold links above to access each resource on Weblate." msgstr "" +"Para gerenciar as traduções, usamos o formato de arquivo GNU gettext " +"(arquivos ``PO``) e a plataforma de localização baseada na web de código " +"aberto `Weblate <https://weblate.org>`__, que permite fácil colaboração de " +"muitos contribuidores para completar a tradução dos vários componentes e " +"mantê-los atualizados. Clique nos links em negrito acima para acessar cada " +"recurso no Weblate." #: ../../docs/community/contributing/editor_and_docs_localization.rst:28 msgid "" @@ -67,6 +85,9 @@ msgid "" "and some resource-specific instructions on e.g. how to handle some keywords " "or the localization of images." msgstr "" +"Esta página oferece uma visão geral do fluxo de trabalho geral de tradução " +"no Weblate e algumas instruções específicas de recursos sobre, por exemplo, " +"como lidar com algumas palavras-chave ou a localização de imagens." #: ../../docs/community/contributing/editor_and_docs_localization.rst:34 msgid "" @@ -75,11 +96,14 @@ msgid "" "interface, then the online documentation, and eventually the class reference " "if there are enough translators to keep up with updates." msgstr "" +"Traduzir todo o conteúdo oficial do Godot é uma tarefa gigantesca, por isso " +"aconselhamos priorizar os recursos listados acima: primeiro a interface do " +"editor, depois a documentação online e, eventualmente, a referência da " +"classe se houver tradutores o suficiente para acompanhar as atualizações." #: ../../docs/community/contributing/editor_and_docs_localization.rst:40 -#, fuzzy msgid "Using Weblate for translations" -msgstr "Importando traduções" +msgstr "Usando Weblate para traduções" #: ../../docs/community/contributing/editor_and_docs_localization.rst:42 msgid "" @@ -89,12 +113,19 @@ msgid "" "not accepted. Translations are synced manually between Weblate and the Godot " "repositories by maintainers." msgstr "" +"Embora nossas traduções eventualmente residam nos repositórios Git do motor " +"Godot e sua documentação, todas as atualizações de tradução são tratadas por " +"meio do Weblate e, portanto, pull requests diretas para os repositórios Git " +"não são aceitas. As traduções são sincronizadas manualmente entre o Weblate " +"e os repositórios do Godot pelos mantenedores." #: ../../docs/community/contributing/editor_and_docs_localization.rst:48 msgid "" "You should therefore `register on Weblate <https://hosted.weblate.org/" "accounts/register/>`__ to contribute to Godot's translations." msgstr "" +"Portanto, você deve se `registrar no Weblate <https://hosted.weblate.org/" +"accounts/register/>`__ para contribuir com as traduções do Godot." #: ../../docs/community/contributing/editor_and_docs_localization.rst:51 msgid "" @@ -103,6 +134,10 @@ msgid "" "org/projects/godot-engine/godot/>`__ as an example) to find the list of all " "languages:" msgstr "" +"Uma vez conectado, navegue até o recurso do Godot com o qual deseja " +"contribuir (nesta página, usaremos a `tradução do editor <https://hosted." +"weblate.org/projects/godot-engine/godot/>`__ como um exemplo) para encontrar " +"a lista de todos os idiomas:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:59 msgid "" @@ -110,17 +145,21 @@ msgid "" "workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for " "more details." msgstr "" +"Sinta-se à vontade para consultar a própria documentação do Weblate sobre o " +"`fluxo de trabalho de tradução <https://docs.weblate.org/en/latest/user/" +"translating.html>`__ para mais detalhes." #: ../../docs/community/contributing/editor_and_docs_localization.rst:64 -#, fuzzy msgid "Adding a new language" -msgstr "Linguagem de concepção" +msgstr "Adicionando um novo idioma" #: ../../docs/community/contributing/editor_and_docs_localization.rst:66 msgid "" "If your language is already listed, click on its name to access the " "overview, and skip the rest of this section." msgstr "" +"Se o seu idioma já estiver listado, clique em seu nome para acessar a visão " +"geral e pule o restante desta seção." #: ../../docs/community/contributing/editor_and_docs_localization.rst:69 msgid "" @@ -128,6 +167,9 @@ msgid "" "languages and click the \"Start new translation\" button, and select the " "language you want to translate to:" msgstr "" +"Se o seu idioma não estiver listado, role até o final da lista de idiomas e " +"clique no botão \"Iniciar nova tradução\" e selecione o idioma para o qual " +"deseja traduzir:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:77 msgid "" @@ -136,6 +178,11 @@ msgid "" "for French) instead of a regional variant (e.g. ``fr_FR`` for French " "(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))." msgstr "" +"Se seu idioma é falado em vários países com apenas variações regionais " +"limitadas, considere adicioná-lo com sua variante genérica (por exemplo, " +"``fr`` para francês) em vez de uma variante regional (por exemplo, ``fr_FR`` " +"para francês (França), ``fr_CA`` para francês (Canadá), ou ``fr_DZ`` para " +"francês (Argélia))." #: ../../docs/community/contributing/editor_and_docs_localization.rst:82 msgid "" @@ -145,6 +192,12 @@ msgid "" "regional variant, it will only be available automatically for users located " "in this region (or having their system language configured for this region)." msgstr "" +"O Godot tem uma grande quantidade de conteúdo para traduzir, portanto, a " +"duplicação do trabalho para variantes regionais só deve ser feita se as " +"variações de idioma forem significativas o suficiente. Além disso, se for " +"feita uma tradução para uma variante regional, ela só estará disponível " +"automaticamente para usuários localizados nesta região (ou que tenham o " +"idioma do sistema configurado para esta região)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:88 msgid "" @@ -155,11 +208,17 @@ msgid "" "g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``, ``es_ES``, " "``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs ``pt_PT``)." msgstr "" +"Quando as variações regionais são significativas o suficiente para garantir " +"traduções separadas, recomendamos focar em completar uma variante genérica " +"primeiro, se possível, depois duplicar a tradução totalmente concluída para " +"as variantes regionais e fazer as edições relevantes. Normalmente, essa é " +"uma boa estratégia para, por exemplo, Espanhol (trabalhe primeiro com " +"``es``, depois duplique para ``es_AR``, ``es_ES``, ``es_MX``, etc. se " +"necessário) ou Português (``pt_BR`` vs ``pt_PT``)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:97 -#, fuzzy msgid "Translation interface" -msgstr "Formato de tradução" +msgstr "Interface de tradução" #: ../../docs/community/contributing/editor_and_docs_localization.rst:99 msgid "" @@ -169,16 +228,23 @@ msgid "" "corresponding list. You can also click the \"Translate\" button to get " "started on the list of strings needing action." msgstr "" +"Assim que um idioma for selecionado, você terá uma visão geral do status da " +"tradução, incluindo quantas strings faltam para traduzir ou revisar. Cada " +"item pode ser clicado e usado para navegar pela lista correspondente. Você " +"também pode clicar no botão \"Traduzir\" para começar a ver a lista de " +"strings que precisam de ação." #: ../../docs/community/contributing/editor_and_docs_localization.rst:107 msgid "" "After selecting a list of clicking \"Translate\", you will see the main " "translation interface where all the work happens:" msgstr "" +"Depois de selecionar uma lista clicando em \"Traduzir\", você verá a " +"interface de tradução principal onde todo o trabalho acontece:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:112 msgid "On that page, you have:" -msgstr "" +msgstr "Nessa página, você tem:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:114 msgid "" @@ -186,6 +252,9 @@ msgid "" "to another pre-defined list or do a custom search, etc. There is also a \"Zen" "\" editing mode with a simplified interface." msgstr "" +"Uma barra de ferramentas que permite percorrer as strings da lista atual, " +"mudar para outra lista predefinida ou fazer uma pesquisa personalizada, etc. " +"Há também um modo de edição \"Zen\" com uma interface simplificada." #: ../../docs/community/contributing/editor_and_docs_localization.rst:117 msgid "" @@ -200,6 +269,17 @@ msgid "" "(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be " "used in the translation until fixed." msgstr "" +"A string em que você está trabalhando no painel \"Tradução\". Por padrão, " +"deve haver a string de origem em inglês e uma caixa de edição para o seu " +"idioma. Se você estiver familiarizado com outros idiomas, poderá adicioná-" +"los nas configurações do usuário para ter mais contexto para a tradução. " +"Quando terminar de editar a string atual, pressione \"Salvar\" para " +"confirmar as alterações e passar para a próxima entrada. Como alternativa, " +"use o botão \"Ignorar\" para ignorá-lo. A caixa de seleção \"Necessita edição" +"\" significa que a string original foi atualizada e, portanto, a tradução " +"precisa ser revisada para levar essas alterações em consideração (no jargão " +"PO, essas são as chamadas strings \"difusas\"). Essas strings não serão " +"usadas na tradução até que sejam corrigidas." #: ../../docs/community/contributing/editor_and_docs_localization.rst:127 msgid "" @@ -209,6 +289,11 @@ msgid "" "other translators, machine translations, and a list of all other existing " "translations for that string." msgstr "" +"O painel inferior tem várias ferramentas que podem ajudar com o esforço de " +"tradução, como contexto de strings próximas (geralmente da mesma ferramenta " +"de editor ou página de documentação, então eles podem usar termos " +"semelhantes), comentários de outros tradutores, traduções automáticas e uma " +"lista de todas as outras traduções existentes para essa string." #: ../../docs/community/contributing/editor_and_docs_localization.rst:132 msgid "" @@ -218,6 +303,11 @@ msgid "" "\"node\" term in Godot, you can add it to the glossary to ensure that other " "translators use the same convention." msgstr "" +"No canto superior direito, o glossário mostra os termos para os quais uma " +"entrada foi adicionada anteriormente e que estão incluídos na string atual. " +"Por exemplo, se você decidiu com outros tradutores usar uma tradução " +"específica para o termo \"nó\" em Godot, você pode adicioná-la ao glossário " +"para garantir que outros tradutores usem a mesma convenção." #: ../../docs/community/contributing/editor_and_docs_localization.rst:137 msgid "" @@ -226,11 +316,14 @@ msgid "" "original string on GitHub. You may need to search for the string in the page " "to locate it and its surrounding context." msgstr "" +"O painel inferior direito inclui informações sobre a string de origem. O " +"item mais relevante é a \"Localização do texto fonte\", que o vincula à " +"string original no GitHub. Você pode precisar pesquisar a string na página " +"para localizá-la e seu contexto circundante." #: ../../docs/community/contributing/editor_and_docs_localization.rst:143 -#, fuzzy msgid "Locating original content" -msgstr "Criando um projeto" +msgstr "Localizando conteúdo original" #: ../../docs/community/contributing/editor_and_docs_localization.rst:145 msgid "" @@ -287,12 +380,17 @@ msgid "" msgstr "" #: ../../docs/community/contributing/editor_and_docs_localization.rst:185 +#, fuzzy msgid "" "A handy tool to locate specific pages/classes is to use Weblate's advanced " "search feature, and especially the \"Location strings\" query (which can " "also be used with the ``location:`` token, e.g. ``location:scenes_and_nodes." "rst``):" msgstr "" +"Uma ferramenta útil para localizar páginas / classes específicas é usar o " +"recurso de pesquisa avançada do Weblate, e especialmente a consulta \"String " +"de localização\" (que também pode ser usada com o``location:`` token, e.g. " +"``location:scenes_and_nodes.rst``):" #: ../../docs/community/contributing/editor_and_docs_localization.rst:195 msgid "" @@ -305,11 +403,18 @@ msgid "" "happen that a given paragraph or section title is not at the location you'd " "expect it when reading the online version of a page." msgstr "" +"Quando uma determinada string de origem é usada em vários locais de origem, " +"todos serão concatenados em um. Por exemplo, a consulta`` location: " +"scenes_and_nodes.rst`` acima iria pousar primeiro na string fonte " +"\"Introdução\" que é usada em dezenas de páginas, incluindo algumas que vêm " +"antes de`` scenes_and_nodes.rst`` no template. Clicar no botão \"Avançar\" " +"nos leva à string de título \"Cena e nós\" exibida acima. Portanto, pode " +"acontecer que um determinado parágrafo ou título de seção não esteja no " +"local que você esperava ao ler a versão online de uma página." #: ../../docs/community/contributing/editor_and_docs_localization.rst:206 -#, fuzzy msgid "Respecting the markup syntax" -msgstr "Testando o resultado" +msgstr "Respeita a sintaxe de marcação" #: ../../docs/community/contributing/editor_and_docs_localization.rst:208 msgid "" @@ -317,11 +422,13 @@ msgid "" "and having some notions on the markup language used for each resource is " "important to avoid creating syntax errors in your translations." msgstr "" +"Cada recurso da tradução se origina de um diferente formato de código , e " +"ter algumas noções na linguagem de marcação usada para cada recurso é " +"importante para evitar criar erros de sintâxe nas suas traduções." #: ../../docs/community/contributing/editor_and_docs_localization.rst:213 -#, fuzzy msgid "Editor interface (C++)" -msgstr "Modificar a interface" +msgstr "Interface do editor (C++)" #: ../../docs/community/contributing/editor_and_docs_localization.rst:215 msgid "The editor translations originate from C++ strings, and may use:" @@ -380,6 +487,8 @@ msgid "" "The class reference is documented in the main Godot repository using XML " "files, and with BBCode-like markup for styling and internal references." msgstr "" +"A referência da classe é documentada no repositório Godot principal usando " +"arquivos XML e com marcação tipo BBCode para estilo e referências internas." #: ../../docs/community/contributing/editor_and_docs_localization.rst:302 msgid "" @@ -406,6 +515,8 @@ msgid "" "Note also that in the XML, each line is a paragraph, so you should not add " "line breaks if they are not part of the original translation." msgstr "" +"Note também que no XML, cada linha é um paragráfo, então você não deveria " +"adicionar quebradores de linhas se eles não são parte da tradução original." #: ../../docs/community/contributing/editor_and_docs_localization.rst:326 msgid "" @@ -413,11 +524,13 @@ msgid "" "BBCode-like tags <doc_updating_the_class_reference_bbcode>` which are used " "throughout the class reference." msgstr "" +"Veja nossa documentação para escritores de referência de classe para a :ref:" +"`list of BBCode-like tags <doc_updating_the_class_reference_bbcode>`as quais " +"são usadas ao longo da referência de classe." #: ../../docs/community/contributing/editor_and_docs_localization.rst:331 -#, fuzzy msgid "Offline translation and testing" -msgstr "Internacionalização" +msgstr "Tradução offline e testes" #: ../../docs/community/contributing/editor_and_docs_localization.rst:333 msgid "" @@ -426,12 +539,18 @@ msgid "" "your preferred PO editing application, such as `Poedit <https://poedit.net/" ">`__ or `Lokalize <https://userbase.kde.org/Lokalize>`__." msgstr "" +"Embora aconselhemos o uso da interface Weblate para escrever traduções, você " +"também tem a possibilidade de baixar o arquivo PO localmente para traduzi-lo " +"com seu aplicativo de edição PO preferido, como`Poedit <https://poedit.net/" +">`__ or `Lokalize <https://userbase.kde.org/Lokalize>`__." #: ../../docs/community/contributing/editor_and_docs_localization.rst:338 msgid "" "To download the PO file locally, browse to the translation overview for your " "language, and select the first item in the \"Files\" menu:" msgstr "" +"Para baixar o arquivo PO localmente, pesquise a visão global da tradução " +"para sua linguagem, e selecione o primeiro item nos menu \"Files\":" #: ../../docs/community/contributing/editor_and_docs_localization.rst:343 msgid "" @@ -439,6 +558,9 @@ msgid "" "item in that same menu and select your file. Choose \"Add as translation\" " "for the file upload mode." msgstr "" +"Uma vez que você terminou uma série de edições, use o item \"Enviar tradução" +"\" no mesmo menu e selecione seu arquivo. Escolha \"Adicionar como uma " +"tradução\" para o modo de upload" #: ../../docs/community/contributing/editor_and_docs_localization.rst:349 msgid "" @@ -448,6 +570,11 @@ msgid "" "advise to use the online interface so that you always work on the latest " "version." msgstr "" +"Se um período significativo de tempo se passou entre o download do arquivo " +"PO e o upload da versão editada, existe o risco de substituir as traduções " +"de autoria de outros colaboradores nesse meio tempo. É por isso que " +"aconselhamos usar a interface online para que você trabalhe sempre com a " +"versão mais recente." #: ../../docs/community/contributing/editor_and_docs_localization.rst:355 msgid "" @@ -455,6 +582,9 @@ msgid "" "you can use the downloaded PO file and :ref:`compile Godot from source <toc-" "devel-compiling>`." msgstr "" +"Se você quiser testar mudanças localmente(especialmente para a tradução do " +"editor), você pode usar o arquivo baixado PO e :ref:`compile Godot from " +"source <toc-devel-compiling>`." #: ../../docs/community/contributing/editor_and_docs_localization.rst:358 msgid "" @@ -462,6 +592,9 @@ msgid "" "Esperanto) and place it in the ``editor/translations/`` folder (`GitHub " "<https://github.com/godotengine/godot/tree/master/editor/translations>`__)." msgstr "" +"Renomeie o arquivo PO para `<lang>.po`` (e.g. ``eo.po`` for Esperanto) e " +"coloque-o em``editor/translations/`` folder (`GitHub <https://github.com/" +"godotengine/godot/tree/master/editor/translations>`__)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:362 msgid "" @@ -469,10 +602,13 @@ msgid "" "file similarly and placing it in the ``doc/translations/`` folder (`GitHub " "<https://github.com/godotengine/godot/tree/master/doc/translations>`__)." msgstr "" +"Você também pode testar referências de classes do mesmo modo renomeando o " +"arquivo PO similiar e colocando ele em``doc/translations/`` folder (`GitHub " +"<https://github.com/godotengine/godot/tree/master/doc/translations>`__)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:367 msgid "Localizing documentation images" -msgstr "" +msgstr "Localizando imagens da documentação" #: ../../docs/community/contributing/editor_and_docs_localization.rst:369 msgid "" @@ -481,17 +617,20 @@ msgid "" "Some of it includes text and might thus be relevant to localize in your " "language." msgstr "" +"A documentação online inclui muitas imagens, que podem ser capturas de tela " +"do editor Godot, gráficos personalizados ou qualquer outro tipo de conteúdo " +"visual. Alguns deles incluem texto e, portanto, poderiam ser relevantes para " +"localização em seu idioma." #: ../../docs/community/contributing/editor_and_docs_localization.rst:373 -#, fuzzy msgid "" "This part is not handled via Weblate, but directly on the `godot-docs-l10n " "<https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the " "documentation translations are synced from Weblate." msgstr "" -"Também há o `Repositório Godot i18n <https://github.com/godotengine/godot-" -"docs-l10n>`_ oficial onde você pode ver quando os dados foram sincronizados " -"pela última vez." +"Esta parte não é tratada via Weblate, mas diretamente no `godot-docs-l10n " +"<https://github.com/godotengine/godot-docs-l10n>` _ repositório Git onde as " +"traduções da documentação são sincronizadas a partir do Weblate." #: ../../docs/community/contributing/editor_and_docs_localization.rst:379 msgid "" @@ -499,6 +638,10 @@ msgid "" "Git. We plan to work on a simplified Web tool which could be used to manage " "image localization in a convenient way, abstracting away these steps." msgstr "" +"O fluxo de trabalho não é o mais direto e requer algum conhecimento de Git. " +"Planejamos trabalhar em uma ferramenta Web simplificada que poderia ser " +"usada para gerenciar a localização de imagens de uma maneira conveniente, " +"abstraindo essas etapas." #: ../../docs/community/contributing/editor_and_docs_localization.rst:383 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po index 1b2f62c9d7..b77df75e5d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po index e280b9df84..ac17a69593 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/testing_pull_requests.po index 8adc06acaf..dc34e0f623 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 81d1bd0bf3..5dab949045 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -441,9 +441,8 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:242 #: ../../docs/community/contributing/updating_the_class_reference.rst:244 -#, fuzzy msgid "See :ref:`hide <class_spatial_method_hide>`." -msgstr ":ref:`String <class_String>`" +msgstr "Veja :ref:`hide <class_spatial_method_hide>`." #: ../../docs/community/contributing/updating_the_class_reference.rst:244 msgid "[method Class.methodname]" @@ -577,9 +576,8 @@ msgid "Some [kbd]Ctrl + C[/kbd] key." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:260 -#, fuzzy msgid "Some :kbd:`Ctrl + C` key." -msgstr ":kbd:`Ctrl + O`" +msgstr "Alguma tecla :kbd:`Ctrl + C`." #: ../../docs/community/contributing/updating_the_class_reference.rst:262 msgid "[codeblock] [/codeblock]" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po index 27ec760b9a..ebb76e4433 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -301,6 +301,16 @@ msgid "" "of issues in the tracker, and developers can only dedicate little time to " "each issue." msgstr "" +"**Como reproduzir o bug.** Na maioria dos casos, os bugs são reproduzíveis, " +"ou seja, é possível acioná-los de forma confiável seguindo algumas etapas. " +"Sempre descreva essas etapas da forma mais clara possível, para que todos " +"possam tentar reproduzir o problema e confirmá-lo. O ideal é fazer um " +"projeto de demonstração que reproduza este problema fora da caixa, compacte-" +"o e anexe-o ao problema (você pode fazer isso arrastando e soltando). Mesmo " +"que você ache que o problema é trivial de reproduzir, adicionar um projeto " +"mínimo que permita reproduzi-lo é um grande valor agregado. Você deve ter em " +"mente que existem milhares de problemas no rastreador, e os desenvolvedores " +"só podem dedicar pouco tempo a cada um deles." #: ../../docs/community/contributing/ways_to_contribute.rst:187 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po b/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po index dfeefa9a64..7969c978b2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -126,7 +126,6 @@ msgstr "" "playlists>`_ (2D e 3D, GDScript, VisualScript e C#)." #: ../../docs/community/tutorials.rst:27 -#, fuzzy msgid "" "`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ " "(2D, networked multiplayer, GDScript)." @@ -162,21 +161,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D e 3D, GDScript, VisualScript e C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D e 3D, GDScript e VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." @@ -184,7 +175,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -193,56 +184,55 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." + #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -msgstr "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:37 -msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript e VisualScript)." +#: ../../docs/community/tutorials.rst:37 +msgid "" +"`TheBuffED <https://www.youtube.com/watch?" +"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." +msgstr "" +"`TheBuffED <https://www.youtube.com/watch?" +"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." + #: ../../docs/community/tutorials.rst:38 msgid "" -"`TheBuffED <https://www.youtube.com/watch?" -"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." +"`Code with Tom <https://www.youtube.com/playlist?" +"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." msgstr "" -"`TheBuffED <https://www.youtube.com/watch?" -"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." +"`Code with Tom <https://www.youtube.com/playlist?" +"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." #: ../../docs/community/tutorials.rst:39 msgid "" -"`Code with Tom <https://www.youtube.com/playlist?" -"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." -msgstr "" -"`Code with Tom <https://www.youtube.com/playlist?" -"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." - -#: ../../docs/community/tutorials.rst:40 -#, fuzzy -msgid "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -251,7 +241,7 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -260,7 +250,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -269,35 +259,35 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Tutoriais em texto" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`Godot Recipes por KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes por KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Registros de desenvolvimento" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -305,7 +295,7 @@ msgstr "" "`Andrea Catania (Física e IA) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -313,11 +303,11 @@ msgstr "" "`Bastiaan Olij (RA & RV) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Recursos" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -326,7 +316,7 @@ msgstr "" "'awesome-godot: Uma lista selecionada de recursos, por Calinou <https://" "github.com/Calinou/awesome-godot>'_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po index a07ba14ffc..68c85f66fd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,7 +23,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_android.rst:9 msgid "Note" -msgstr "" +msgstr "Observação" #: ../../docs/development/compiling/compiling_for_android.rst:11 msgid "" @@ -72,6 +72,8 @@ msgid "" "On Linux, **do not use an Android SDK provided by your distribution's " "repositories as it will often be outdated**." msgstr "" +"No Linux, **não use um SDK do Android fornecido pelos repositórios de sua " +"distribuição, pois geralmente estará desatualizado**." #: ../../docs/development/compiling/compiling_for_android.rst:33 msgid "Gradle (will be downloaded and installed automatically if missing)." @@ -124,6 +126,8 @@ msgid "" "Complete setup by running the following command where ``android_sdk_path`` " "is the path to the Android SDK." msgstr "" +"Conclua a configuração executando o seguinte comando onde " +"``android_sdk_path`` é o caminho para o Android SDK." #: ../../docs/development/compiling/compiling_for_android.rst:66 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po index 5332d99e7e..3d1469e679 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po index ced6ba7b85..8467097e16 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po index aec23c1355..872dd8fc0c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po index 79e6a97964..ef08c72ca7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -131,9 +131,8 @@ msgid "" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Editor de temas embutido." +msgstr "Compilando o Editor" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po index ddd24901cd..d7951cbaaa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po index eb76198cb5..9c23e56c7f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po index 309b90dbd1..cd322220d3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index eda1a12a87..763e762184 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 5078c9ab56..b0f54c45a8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po index 1c9aff1fa9..df4ab50dd4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po index f4533cd8e9..b966ad291b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 5305eeaf46..7632599c37 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,12 +34,22 @@ msgid "" "There are many reasons why we have chosen SCons over other alternatives, for " "example:" msgstr "" +"Godot usa `SCons <https://www.scons.org/>`__ para construir. Nós o amamos, " +"não iremos trocá-lo por mais nada. Nem mesmo temos certeza se outros " +"sistemas de construção estão à altura da tarefa de construir o Godot. " +"Constantemente recebemos solicitações para mover o sistema de compilação " +"para CMake ou Visual Studio, mas isto não vai acontecer. Existem muitos " +"motivos pelos quais escolhemos SCons em vez de outras alternativas, por " +"exemplo:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:18 msgid "" "Godot can be compiled for a dozen different platforms: all PC platforms, all " "mobile platforms, many consoles, and WebAssembly." msgstr "" +"Godot pode ser compilado para uma dúzia de plataformas diferentes: todas as " +"plataformas de PC, todas as plataformas móveis, muitos consoles e " +"WebAssembly." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:20 msgid "" @@ -48,6 +58,10 @@ msgid "" "reconfiguring and rebuilding the project each time. SCons can do this with " "no sweat, without breaking the builds." msgstr "" +"Os desenvolvedores geralmente precisam compilar para várias plataformas **ao " +"mesmo tempo**, ou até mesmo destinos diferentes da mesma plataforma. Eles " +"não podem se dar ao luxo de reconfigurar e reconstruir o projeto todas as " +"vezes. SCons pode fazer isso sem suor, sem quebrar as compilações." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:24 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/optimizing_for_size.po index 8272704a83..4153a068b8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -109,9 +109,8 @@ msgid "" msgstr "" #: ../../docs/development/compiling/optimizing_for_size.rst:117 -#, fuzzy msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`Contêiners GUI <doc_gui_containers>`" +msgstr ":ref:`doc_overriding_build_options`." #: ../../docs/development/compiling/optimizing_for_size.rst:120 msgid "Optimizing for size instead of speed" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index a2b50c8e18..cac8592208 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -73,9 +73,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -91,7 +91,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -105,9 +105,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -124,19 +124,19 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 #, fuzzy msgid "The final module should look like this:" msgstr "O roteiro final deveria se parecer com isto:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 69b38b176a..d6d12d37da 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -209,14 +209,14 @@ msgid "" msgstr "" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240 -#, fuzzy msgid "" "See `core/error_macros.h <https://github.com/godotengine/godot/blob/3.x/core/" "error_macros.h>`__ in Godot's codebase for more information about each error " "macro." msgstr "" -"`core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/core/" -"os/file_access.h>`_" +"Veja `core/error_macros.h <https://github.com/godotengine/godot/blob/3.x/" +"core/error_macros.h>`__ na base de código do Godot para mais informações " +"sobre cada macro de erro." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 6de0f39ee4..606b8f09ac 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index b342bc41d2..bba2d6048b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 77711742a9..9aa92527a3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -112,9 +112,8 @@ msgid "" msgstr "" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76 -#, fuzzy msgid "Windows example:" -msgstr "exemplo do sistema de alerta" +msgstr "Exemplo do Windows:" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:82 msgid "" @@ -157,9 +156,8 @@ msgid "" msgstr "" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100 -#, fuzzy msgid "Adding files to the project" -msgstr "Adicione este código à função:" +msgstr "Adicionando arquivos ao projeto" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:102 msgid "" @@ -196,7 +194,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 9a01c8e3d0..3c8b0c31bd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index d7e82fdab1..2e6dab1c17 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 92005ad89e..c1a0fd8627 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 35c450cb95..d5492f09ff 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 066ffe4f8f..6b80a71532 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 3d6c389df9..886ee789de 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -112,8 +112,8 @@ msgid "" "Add the Godot source to the project by dragging and dropping it into the " "project file browser." msgstr "" -"No Buscador, arraste a pasta do projeto do Godot para o navegador de " -"arquivos Xcode." +"Adicione o código-fonte do Godot ao projeto arrastando-o e soltando-o no " +"navegador de arquivos do projeto." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:54 msgid "Uncheck **Create external build system project**." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po index 1b1abb2ee2..6d915927c1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po index 4c301d97db..d328d1a159 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po index 9bdbb7c62f..6348d36f3c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,9 +77,8 @@ msgid "Adding support for a new input device." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:31 -#, fuzzy msgid "Adding writing threads." -msgstr "Adicionando granadas" +msgstr "Adicionando tópicos de escrita." #: ../../docs/development/cpp/custom_godot_servers.rst:32 msgid "Adding a custom VoIP protocol." @@ -208,9 +207,8 @@ msgid "Summing it up" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:482 -#, fuzzy msgid "Here is the GDScript sample code:" -msgstr "Aqui está o código de amostra em GDScript" +msgstr "Aqui está o código de amostra em GDScript:" #: ../../docs/development/cpp/custom_godot_servers.rst:506 msgid "Notes" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 7cf8a5fd25..f171abd72f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:4 msgid "Custom modules in C++" -msgstr "Módulos personalizados no C++" +msgstr "Módulos personalizados em C++" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:7 msgid "Modules" @@ -63,38 +63,39 @@ msgid "" "++ modules can be useful in the following scenarios:" msgstr "" "Embora seja recomendado que a maior parte do jogo seja escrito em script (já " -"que economiza muito tempo), é perfeitamente possível usar C ++ em seu lugar. " -"Adicionar módulos C ++ pode ser útil nos seguintes cenários:" +"que economiza muito tempo), é perfeitamente possível usar C++ em seu lugar. " +"Adicionar módulos C++ pode ser útil nos seguintes cenários:" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:28 msgid "Binding an external library to Godot (like PhysX, FMOD, etc)." -msgstr "Vinculando uma biblioteca externa no Godot (tipo PhysX, FMOD, etc)." +msgstr "Vincular uma biblioteca externa no Godot (como PhysX, FMOD, etc)." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:29 msgid "Optimize critical parts of a game." -msgstr "Otimize as partes principais de um jogo." +msgstr "Otimizar partes críticas de um jogo." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:30 msgid "Adding new functionality to the engine and/or editor." -msgstr "Adicionando novas funcionalidades para a engine e/ou editor." +msgstr "Adicionar novas funcionalidades para a engine e/ou editor." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:31 msgid "Porting an existing game." -msgstr "Portando um jogo existente." +msgstr "Portar um jogo existente." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:32 msgid "Write a whole, new game in C++ because you can't live without C++." msgstr "" -"Escreva um novo jogo completo em C ++ porque você não pode viver sem C ++." +"Escrever um jogo totalmente novo em C++ porque você não pode viver sem C++." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:35 msgid "Creating a new module" msgstr "Criando um novo módulo" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" "Antes de criar um módulo, certifique-se de baixar o código fonte do Godot e " "conseguir compilá-lo. Existem tutoriais na documentação para isso." @@ -111,20 +112,15 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" @@ -132,18 +128,18 @@ msgstr "" "Então, a nova classe precisa ser registrada de alguma forma, então mais dois " "arquivos precisam ser criados:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "A cena Turba utilizará os seguintes nós:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" @@ -151,77 +147,77 @@ msgstr "" "Em seguida, precisamos criar um arquivo``SCsub`` para que o sistema de " "compilação compile o módulo:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -229,7 +225,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -239,11 +235,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -251,7 +247,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -261,7 +257,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -270,27 +266,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -298,29 +294,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -328,13 +324,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -342,13 +338,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -356,23 +352,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -386,29 +382,29 @@ msgstr "" "escreveu há um ano pode se tornar indistinguível do código que foi escrito " "por outra pessoa, então seja gentil com você mesmo quando ler no futuro!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" "Existem várias etapas para configurar documentos personalizados para o " "módulo:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" "Crie um novo diretório na raiz do módulo. O nome do diretório pode ser " -"qualquer um, mas usaremos o nome `` doc_classes`` em toda esta seção." +"qualquer um, mas usaremos o nome ``doc_classes`` em toda esta seção." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 #, fuzzy msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" "Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " "membros:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -416,7 +412,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -424,65 +420,64 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "Exemplo:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 -#, fuzzy +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" -msgstr "Sobre a documentação" +msgstr "Agora podemos gerar a documentação:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "Execute o comando:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -490,70 +485,70 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 #, fuzzy msgid "Adding custom editor icons" msgstr "Adicionando um script" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "Resumindo" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -561,13 +556,13 @@ msgstr "" "use `` _bind_methods`` para vincular suas funções ao script e permitir que " "funcionem como callbacks para os sinais." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -577,7 +572,7 @@ msgstr "" "Sprite), sua nova classe aparecerá no editor, na árvore de herança na caixa " "de diálogo \"Adicionar Nó \"." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -586,7 +581,7 @@ msgstr "" "recursos, e todas as propriedades expostas podem ser serializadas quando " "salvas / carregadas." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 303b4af879..1c54c067f8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -165,9 +165,8 @@ msgstr "" "máquina." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:164 -#, fuzzy msgid "Here is an example of creating a custom datatype:" -msgstr "Segue abaixo um exemplo de arquivo de uma classe." +msgstr "Eis um exemplo de como criar um tipo de dados personalizado:" #: ../../docs/development/cpp/custom_resource_format_loaders.rst:262 msgid "Considerations" @@ -198,7 +197,6 @@ msgid "" msgstr "" #: ../../docs/development/cpp/custom_resource_format_loaders.rst:307 -#, fuzzy msgid "" "`core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/core/" "os/file_access.h>`_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po index fb78b2f4f1..a4dba09474 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Desenvolvimento da Engine" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Configure o ambiente de compilação personalizado" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Primeiros passos com o Visual Scripting" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Preparando o projeto" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po index baa14ec723..415327cf31 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index d45c89550a..1f96dbb110 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po index 600049e3c7..02128b739f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..a9b077fd85 --- /dev/null +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,342 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: pt_BR\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Usando Espaços" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Arquivos Externos" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +#, fuzzy +msgid "Setting up Godot" +msgstr "Configuração do C# para Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "Introdução à física" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Sua cena final deve ser algo como isto:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "Clique em **Instalar e Editar** e o projeto será aberto no editor." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po index 4f2bd51d06..106eca7c0d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/creating_icons.po index d8d47f0465..4d7bd88f48 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/editor_style_guide.po index 2c3f506688..20cf573ddb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/index.po index ae74ece981..efa441f029 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 9d43e7f8b7..d490544a45 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,12 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" -"master/core/io/resource_loader.cpp>`_" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Arquivo de inicialização do editor principal." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Arquivo de inicialização do editor principal." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -110,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -118,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -126,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -161,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Desenvolvimento" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 55a7b3d283..e24829e71d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/file_formats/gdscript_grammar.rst:4 -#, fuzzy msgid "GDScript grammar" -msgstr "Formatação de Strings em GDScript" +msgstr "Gramática GDScript" #: ../../docs/development/file_formats/gdscript_grammar.rst:6 msgid "" @@ -28,6 +27,8 @@ msgid "" "wikipedia.org/wiki/Extended_Backus%E2%80%93Naur_form>`_, for reference " "purposes." msgstr "" +"Esta é a gramática formal do GDScript escrita em `EBNF <https://en.wikipedia." +"org/wiki/Extended_Backus%E2%80%93Naur_form>`_, para fins de referência." #: ../../docs/development/file_formats/gdscript_grammar.rst:9 msgid "" @@ -36,3 +37,7 @@ msgid "" "grammar definition. Inconsistencies here likely mean an error in this " "grammar, not a bug in GDScript." msgstr "" +"Esta gramática é apenas descritiva, derivada da documentação de referência e " +"da implementação atual. O analisador do GDScript **não** é gerado a partir " +"de uma definição de gramática. Inconsistências aqui provavelmente significam " +"um erro nesta gramática, não um bug no GDScript." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po index 9bfcb7a2ec..c04a80a39f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po index 81f970759f..0c42e1cbd9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/file_formats/tscn.rst:4 msgid "TSCN file format" -msgstr "" +msgstr "Formato de arquivo TSCN" #: ../../docs/development/file_formats/tscn.rst:6 msgid "" @@ -29,6 +29,12 @@ msgid "" "compiled into binary ``.scn`` files stored inside the .import folder. This " "reduces the data size and speeds up loading." msgstr "" +"O formato de arquivo TSCN (cena de texto) representa uma única árvore de " +"cena dentro de Godot. Os arquivos TSCN têm a vantagem de serem, em sua " +"maioria, humanamente legíveis e fáceis de serem gerenciados pelos sistemas " +"de controle de versão. Durante a importação, os arquivos TSCN são compilados " +"em arquivos binários ``.scn`` armazenados dentro da pasta .import. Isso " +"reduz o tamanho dos dados e acelera o carregamento." #: ../../docs/development/file_formats/tscn.rst:12 msgid "" @@ -36,6 +42,9 @@ msgid "" "but is used to indicate to Godot that the file has been exported from " "another program and should not be edited by the user from within Godot." msgstr "" +"O formato de arquivo ESCN (cena exportada) é idêntico ao formato de arquivo " +"TSCN, mas é usado para indicar ao Godot que o arquivo foi exportado de outro " +"programa e não deve ser editado pelo usuário de dentro do Godot." #: ../../docs/development/file_formats/tscn.rst:16 msgid "" @@ -44,29 +53,32 @@ msgid "" "master/scene/resources/resource_format_text.cpp>`_ in the " "``ResourceFormatLoaderText`` class." msgstr "" +"Para quem procura uma descrição completa, a análise é tratada no arquivo " +"`resource_format_text.cpp<https://github.com/godotengine/godot/blob/master/" +"scene/resources/resource_format_text.cpp>`_ na classe " +"``ResourceFormatLoaderText``." #: ../../docs/development/file_formats/tscn.rst:21 -#, fuzzy msgid "File structure" -msgstr "Estrutura de nós" +msgstr "Estrutura do arquivo" #: ../../docs/development/file_formats/tscn.rst:23 msgid "There are five main sections inside the TSCN file:" -msgstr "" +msgstr "Existem cinco seções principais dentro do arquivo TSCN:" #: ../../docs/development/file_formats/tscn.rst:25 msgid "File Descriptor" -msgstr "" +msgstr "Descritor de Arquivo" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" -msgstr "" +msgstr "Recursos externos" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" -msgstr "" +msgstr "Recursos internos" #: ../../docs/development/file_formats/tscn.rst:28 msgid "Nodes" @@ -77,104 +89,126 @@ msgid "Connections" msgstr "Conexões" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" +"O descritor de arquivo se parece com ``[gd_scene load_steps=1 format=2]`` e " +"deve ser a primeira entrada no arquivo. O parâmetro ``load_steps`` deve (em " +"teoria) ser o número de recursos dentro do arquivo. No entanto, na prática, " +"seu valor parece não importar." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " "for all of the items in the section. For example, the heading of all " "external resources should start with ``[ext_resource .....]``." msgstr "" +"Estas seções devem aparecer em ordem, mas pode ser difícil distingui-las. A " +"única diferença entre elas é o primeiro elemento no título de todos os itens " +"da seção. Por exemplo, o cabeçalho de todos os recursos externos deve " +"começar com ``[ext_resource .....]``." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:45 -msgid "Entries inside the file" -msgstr "" +"Um arquivo TSCN pode conter comentários de uma única linha começando com um " +"ponto e vírgula (``;``). No entanto, os comentários serão descartados ao " +"salvar o arquivo usando o editor do Godot." #: ../../docs/development/file_formats/tscn.rst:47 +msgid "Entries inside the file" +msgstr "Entradas dentro do arquivo" + +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" +"Um título se parece com ``[<resource_type> key=value key=value " +"key=value ...]`` onde resource_type é um dos seguintes:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 #, fuzzy msgid "``node``" msgstr "``group node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 #, fuzzy msgid "``connection``" msgstr "Conexões" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:67 -#, fuzzy -msgid "The scene tree" -msgstr "O sistema de cena" +"Abaixo de cada título, vem zero ou mais pares ``key = value``. Os valores " +"podem ser tipos de dados complexos, como Matrizes, Transformações, Cores e " +"assim por diante. Por exemplo, um nó espacial se parece com:" #: ../../docs/development/file_formats/tscn.rst:69 +msgid "The scene tree" +msgstr "A árvore da cena" + +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:73 -msgid "Other valid keywords include:" -msgstr "" +"A árvore da cena é composta de... nós! O título de cada nó consiste em seu " +"nome, pai e (na maioria das vezes) um tipo. Por exemplo ``[node type=\"Camera" +"\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" #: ../../docs/development/file_formats/tscn.rst:75 +msgid "Other valid keywords include:" +msgstr "Outras palavras-chave válidas incluem:" + +#: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy msgid "``instance``" msgstr "inst2dict" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 #, fuzzy msgid "``instance_placeholder``" msgstr "``is_instance_valid(obj)``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 #, fuzzy msgid "``owner``" msgstr "Center" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" -msgstr "" +msgstr "``index`` (se dois nós tiverem o mesmo nome)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 #, fuzzy msgid "``groups``" msgstr "``group node``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -184,19 +218,29 @@ msgid "" "should be ``\".\"``. Here is an example scene tree (but without any node " "content):" msgstr "" +"O primeiro nó no arquivo, que também é a raiz da cena, não deve ter uma " +"entrada ``parent=Caminho/Para/Nó`` em seu cabeçalho. Todos os arquivos de " +"cena devem ter exatamente *uma* raiz de cena. Caso contrário, o Godot não " +"conseguirá importar o arquivo. O caminho pai de outros nós deve ser " +"absoluto, mas não deve conter o nome da raiz da cena. Se o nó for filho " +"direto da raiz da cena, o caminho deve ser ``\".\"``. Aqui está um exemplo " +"de árvore de cena (mas sem qualquer conteúdo de nó):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" +"Semelhante ao recurso interno, o documento para cada nó está incompleto no " +"momento. Felizmente, é fácil descobrir porque você pode simplesmente salvar " +"um arquivo com esse nó nele. Alguns exemplos de nós são:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -204,78 +248,89 @@ msgid "" "``NodePath()`` to point to its skeleton. Likewise, Animation tracks use " "``NodePath()`` to point to node properties to animate." msgstr "" +"Uma estrutura em árvore não é suficiente para representar toda a cena. Godot " +"usa uma estrutura ``NodePath(Caminho/Para/Nó)`` para se referir a outro nó " +"ou atributo do nó em qualquer lugar na árvore de cena. Por exemplo, " +"MeshInstance usa ``NodePath()`` para apontar para seu esqueleto. Da mesma " +"forma, as trilhas de animação usam ``NodePath()`` para apontar para as " +"propriedades do nó a serem animadas." -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Esqueleto" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" +"O nó Skeleton herda o nó Spatial, mas também pode ter uma lista de ossos " +"descritos em pares de valores-chave no formato ``bones/Id/Attribute=Value``. " +"Os atributos ósseos consistem em:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 #, fuzzy msgid "``enabled``" msgstr "``end``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." -msgstr "" +msgstr "``nome`` deve ser o primeiro atributo de cada osso." -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:179 -msgid "``rest`` is the transform matrix of bone in its \"resting\" position." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:180 -msgid "``pose`` is the pose matrix; use ``rest`` as the basis." -msgstr "" +"``parent`` é o índice do osso pai na lista de ossos, com índice pai, a lista " +"de ossos é construída em uma árvore de ossos." #: ../../docs/development/file_formats/tscn.rst:181 +msgid "``rest`` is the transform matrix of bone in its \"resting\" position." +msgstr "" +"``rest`` é a matriz de transformação do osso em sua posição de \"repouso\"." + +#: ../../docs/development/file_formats/tscn.rst:182 +msgid "``pose`` is the pose matrix; use ``rest`` as the basis." +msgstr "``pose`` é a matriz de pose; use ``rest`` como base." + +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 -#, fuzzy +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" -msgstr "Segue abaixo um exemplo de arquivo de uma classe." +msgstr "Eis um exemplo de um nó esqueleto com dois ossos:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -283,16 +338,16 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 #, fuzzy msgid "AnimationPlayer" msgstr "Animação" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -301,18 +356,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Recursos" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -320,38 +375,45 @@ msgid "" "have different methods to refer to internal and external resources, you can " "have the same ID for both an internal and external resource." msgstr "" +"Referências aos recursos são tratadas por números ``id`` no cabeçalho do " +"recurso. Recursos externos e internos são referidos com ``ExtResource(id)`` " +"e ``SubResource(id)``, respectivamente. Como há métodos diferentes para se " +"referir a recursos internos e externos, você pode ter o mesmo ID para " +"recursos internos e externos." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" +"Recursos externos são links para recursos não contidos no próprio arquivo " +"TSCN. Um recurso externo consiste em um caminho, um tipo e um ID." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" -msgstr "" +msgstr "Alguns exemplos de recursos externos são:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -359,208 +421,217 @@ msgid "" "that it doesn't have a path. Internal resources also have ``key=value`` " "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" +"Um arquivo TSCN pode conter malhas, materiais e outros dados. Eles estão " +"contidos na seção *internal resources* do arquivo. O título de um recurso " +"interno é semelhante ao de recursos externos, exceto pelo fato de não ter um " +"caminho. Os recursos internos também têm pares ``key = value`` em cada " +"título. Por exemplo, uma forma de colisão de cápsula se parece com:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " "*before* the reference to it. This means that order matters in the file's " "internal resources section." msgstr "" +"Alguns recursos internos contêm links para outros recursos internos (como " +"uma malha com um material). Nesse caso, o recurso de referência deve " +"aparecer *antes* da referência a ele. Isso significa que a ordem é " +"importante na seção de recursos internos do arquivo." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 #, fuzzy msgid "ArrayMesh" msgstr "Arrays" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "Vetor" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "Vetor" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 #, fuzzy msgid "Vertex positions array" msgstr "Processo de importação" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 #, fuzzy msgid "Bone weights array" msgstr "Peso dos ossos" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Animação" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "Caminho do Recurso" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "Center" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 #, fuzzy msgid "``transform``" msgstr "Transformação" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "Valor" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (constante)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 62b4adb87d..cb757aeaf9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -195,7 +195,7 @@ msgstr "``--audio-driver <driver>``" msgid "" "Audio driver. Use ``--help`` first to display the list of available drivers." msgstr "" -"Driver de áudio. Use `` --help`` primeiro para exibir a lista de drivers " +"Driver de áudio. Use ``--help`` primeiro para exibir a lista de drivers " "disponíveis." #: ../../docs/getting_started/editor/command_line_tutorial.rst:56 @@ -206,7 +206,7 @@ msgstr "``--video-driver <driver>``" msgid "" "Video driver. Use ``--help`` first to display the list of available drivers." msgstr "" -"Driver de vídeo. Use `` --help`` primeiro para exibir a lista de drivers " +"Driver de vídeo. Use ``--help`` primeiro para exibir a lista de drivers " "disponíveis." #: ../../docs/getting_started/editor/command_line_tutorial.rst:59 @@ -291,9 +291,9 @@ msgid "" "`doc_introduction_to_the_buildsystem_target` for more details)." msgstr "" "As opções de depuração estão disponíveis apenas no editor e nos modelos de " -"exportação de depuração (eles exigem destinos de compilação `` debug`` ou `` " -"release_debug``, consulte: ref: `doc_introduction_to_the_buildsystem_target` " -"para obter mais detalhes)." +"exportação de depuração (eles exigem destinos de compilação ``debug`` ou " +"``release_debug``, consulte :ref:" +"`doc_introduction_to_the_buildsystem_target` para obter mais detalhes)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:92 msgid "``-d``, ``--debug``" @@ -321,7 +321,7 @@ msgstr "``--profiling``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:96 msgid "Enable profiling in the script debugger." -msgstr "Habilite a criação de perfil no depurador de scripts." +msgstr "Habilita a criação de perfil no depurador de scripts." #: ../../docs/getting_started/editor/command_line_tutorial.rst:98 msgid "``--remote-debug <address>``" @@ -384,7 +384,7 @@ msgstr "``--disable-crash-handler``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:110 msgid "Disable crash handler when supported by the platform code." msgstr "" -"Desabilite o manipulador de falhas quando suportado pelo código da " +"Desabilitar o manipulador de falhas quando suportado pelo código da " "plataforma." #: ../../docs/getting_started/editor/command_line_tutorial.rst:112 @@ -396,7 +396,7 @@ msgid "" "Force a fixed number of frames per second. This setting disables real-time " "synchronization." msgstr "" -"Force um número fixo de quadros por segundo. Essa configuração desativa a " +"Força um número fixo de quadros por segundo. Essa configuração desativa a " "sincronização em tempo real." #: ../../docs/getting_started/editor/command_line_tutorial.rst:114 @@ -405,7 +405,7 @@ msgstr "``--print-fps``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:114 msgid "Print the frames per second to the stdout." -msgstr "Imprima os quadros por segundo para o stdout." +msgstr "Imprime os quadros por segundo para o stdout." #: ../../docs/getting_started/editor/command_line_tutorial.rst:117 msgid "**Standalone tools**" @@ -425,7 +425,7 @@ msgstr "``--check-only``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:124 msgid "Only parse for errors and quit (use with ``--script``)." -msgstr "Apenas procure erros e saia (use com `` --script``)." +msgstr "Apenas analisa erros e sai (use com ``--script``)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:126 msgid "``--export <target>``" @@ -437,8 +437,8 @@ msgid "" "path ends with .pck or .zip (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"Exporte o projeto usando o destino de exportação especificado. Exporte " -"apenas o pacote principal se o caminho terminar com .pck ou .zip (: ref: " +"Exporta o projeto usando o destino de exportação especificado. Exporta " +"apenas o pacote principal se o caminho terminar com .pck ou .zip (:ref:" "`tools <doc_introduction_to_the_buildsystem_tools>` deve estar ativado)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:128 @@ -450,7 +450,7 @@ msgid "" "Like ``--export``, but use debug template (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"Como o ``--export``, mas usa o template de debug (:ref:`tools " +"Como o ``--export``, mas usa o modelo de depuração (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` deve estar habilitado)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:130 @@ -522,14 +522,15 @@ msgid "``--export-pack <preset> <path>``" msgstr "``--export <destino>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:140 -#, fuzzy msgid "" "Like ``--export``, but only export the game pack for the given preset. The " "<path> extension determines whether it will be in PCK or ZIP format. (:ref:" "`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"Como o ``--export``, mas usa o template de debug (:ref:`tools " -"<doc_introduction_to_the_buildsystem_tools>` deve estar habilitado)." +"Como `` --export``, mas apenas exporta o pacote de jogo para o preset " +"fornecido. A extensão <caminho> determina se será no formato PCK ou ZIP. (:" +"ref:`tools <doc_introduction_to_the_buildsystem_tools>` deve estar " +"habilitado)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:145 msgid "Path" @@ -542,9 +543,9 @@ msgid "" "You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and " "making sure it is called ``godot``." msgstr "" -"É Recomendado que o seu binário no Godot esteja na sua variável de ambiente " +"É recomendado que o seu binário no Godot esteja na sua variável de ambiente " "PATH, de modo que possa ser executado facilmente de qualquer lugar digitando " -"`` godot``. Você pode fazer isso no Linux colocando o binário do Godot em ``/" +"``godot``. Você pode fazer isso no Linux colocando o binário do Godot em ``/" "usr/local/bin`` e certificando-se de que ele se chama ``godot``." #: ../../docs/getting_started/editor/command_line_tutorial.rst:153 @@ -566,12 +567,12 @@ msgid "" "This can be done by giving the path to the ``project.godot`` file of your " "project as either the first argument, like this:" msgstr "" -"Isto pode ser feito dando o caminho para o arquivo `` project.godot`` do seu " +"Isto pode ser feito dando o caminho para o arquivo ``project.godot`` do seu " "projeto como o primeiro argumento, assim:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:166 msgid "Or by using the ``--path`` argument:" -msgstr "Ou usando o argumento `` --path``:" +msgstr "Ou usando o argumento ``--path``:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:172 msgid "" @@ -630,7 +631,7 @@ msgid "" "scene or else an error will be thrown upon opening." msgstr "" "Godot é o amigo do seu sistema de arquivos e não criará arquivos extras de " -"metadados. Use `` rm`` para apagar um arquivo de cena. Certifique-se de que " +"metadados. Use ``rm`` para apagar um arquivo de cena. Certifique-se de que " "nada faça referência a essa cena, senão um erro será lançado na abertura." #: ../../docs/getting_started/editor/command_line_tutorial.rst:226 @@ -689,14 +690,18 @@ msgid "" "special characters (such as \"Windows Desktop\"), it must be surrounded with " "quotes." msgstr "" +"O nome do preset deve corresponder ao nome de um preset de exportação " +"definido no arquivo ``export_presets.cfg`` do projeto. Se o nome da " +"predefinição contiver espaços ou caracteres especiais (como \"Windows Desktop" +"\"), ele deve ser colocado entre aspas." #: ../../docs/getting_started/editor/command_line_tutorial.rst:275 msgid "" "To export a debug version of the game, use the ``--export-debug`` switch " "instead of ``--export``. Their parameters and usage are the same." msgstr "" -"Para exportar uma versão de depuração do jogo, use a opção `` --export-" -"debug`` em vez de `` --export``. Seus parâmetros e uso são os mesmos." +"Para exportar uma versão de depuração do jogo, use a opção ``--export-" +"debug`` em vez de ``--export``. Seus parâmetros e uso são os mesmos." #: ../../docs/getting_started/editor/command_line_tutorial.rst:278 msgid "" @@ -705,6 +710,10 @@ msgid "" "export``. The output path extension determines the package's format, either " "PCK or ZIP." msgstr "" +"Para exportar apenas um arquivo PCK, use a opção ``--export-pack`` seguida " +"pelo nome da predefinição e pelo caminho de saída, com a extensão do " +"arquivo, ao invés de ``--export``. A extensão do caminho de saída determina " +"o formato do pacote, PCK ou ZIP." #: ../../docs/getting_started/editor/command_line_tutorial.rst:284 msgid "" @@ -713,6 +722,9 @@ msgid "" "the ``project.godot`` file, **not** relative to the current working " "directory." msgstr "" +"Ao especificar um caminho relativo como o caminho para `--export`, `--export-" +"debug` ou `--export-pack`, o caminho será relativo ao diretório que contém o " +"arquivo ``project.godot``, **não** relativo ao diretório de trabalho atual." #: ../../docs/getting_started/editor/command_line_tutorial.rst:289 msgid "Running a script" @@ -729,27 +741,24 @@ msgstr "" "conversão em lote de ativos ou importação/exportação personalizada." #: ../../docs/getting_started/editor/command_line_tutorial.rst:295 -#, fuzzy msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." -msgstr "O script deve herdar do SceneTree ou do MainLoop." +msgstr "O script deve herdar de ``SceneTree`` ou ``MainLoop``." #: ../../docs/getting_started/editor/command_line_tutorial.rst:297 -#, fuzzy msgid "Here is a simple ``sayhello.gd`` example of how it works:" -msgstr "Aqui está um exemplo simples de como funciona:" +msgstr "Aqui está um exemplo simples ``sayhello.gd`` de como funciona:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:308 msgid "And how to run it:" msgstr "E como executá-lo:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:315 -#, fuzzy msgid "" "If no ``project.godot`` exists at the path, current path is assumed to be " "the current working directory (unless ``--path`` is specified)." msgstr "" -"Se nenhum project.godot existir no caminho, o caminho atual é assumido como " -"o diretório de trabalho atual (a menos que `` -path`` seja especificado)." +"Se nenhum ``project.godot`` existir no caminho, o caminho atual é assumido " +"como o diretório de trabalho atual (a menos que ``-path`` seja especificado)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:318 msgid "" @@ -758,6 +767,10 @@ msgid "" "you to run the script as follows in modern Linux distributions, as well as " "macOS:" msgstr "" +"A primeira linha de ``sayhello.gd`` acima é comumente referida como " +"*shebang*. Se o binário Godot estiver em seu ``PATH`` como ``godot``, ele " +"permite que você execute o script da seguinte forma em distribuições Linux " +"modernas, bem como no macOS:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:330 msgid "" @@ -765,3 +778,6 @@ msgid "" "always have the shebang run Godot straight from where it is located as " "follows:" msgstr "" +"Se o acima não funcionar em sua versão atual do Linux ou macOS, você sempre " +"pode fazer com que o shebang execute Godot diretamente de onde está " +"localizado da seguinte maneira:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/default_key_mapping.po index e1bf4efa21..11e8eef0c5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -114,7 +114,7 @@ msgstr "Windows, Linux" #: ../../docs/getting_started/editor/default_key_mapping.rst:478 #: ../../docs/getting_started/editor/default_key_mapping.rst:513 msgid "macOS" -msgstr "macOs" +msgstr "macOS" #: ../../docs/getting_started/editor/default_key_mapping.rst:24 #: ../../docs/getting_started/editor/default_key_mapping.rst:89 @@ -189,8 +189,8 @@ msgid "Search Help" msgstr "Pesquisar Ajuda" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po index e66b88f54a..6d2f9a5b49 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "Changes\" feature. <https://github.com/godotengine/godot/issues/10946>`__" msgstr "" "`Editores externos atualmente são incompatíveis com o recurso \"Sync Script " -"Changes\" do Godot. <https://github.com/godotengine/godot/issues/10946> `__" +"Changes\" do Godot. <https://github.com/godotengine/godot/issues/10946>`__" #: ../../docs/getting_started/editor/external_editor.rst:10 msgid "" @@ -48,9 +48,10 @@ msgid "" "placeholders in the flags string:" msgstr "" "Existem dois campos: o caminho do executável e os sinalizadores da linha de " -"comando. As flags permitem integrar melhor o editor com godot, passando o " -"caminho do arquivo para abrir e outros argumentos relevantes. Godot irá " -"substituir os seguintes espaços reservados dentro do texto da flag:" +"comando. As sinalizações permitem integrar melhor o editor com o Godot, " +"passando o caminho do arquivo para abrir e outros argumentos relevantes. O " +"Godot irá substituir os seguintes espaços reservados dentro do texto da " +"sinalização:" #: ../../docs/getting_started/editor/external_editor.rst:22 msgid "Field in Exec Flags" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po index 974eef5ffa..33da6e46d1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 80d724fe15..8ce805eefa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -71,7 +71,7 @@ msgstr "Licença MIT, grátis e código totalmente aberto sem nenhuma restriçã #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "OS (editor)" -msgstr "OS (editor)" +msgstr "SO (editor)" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 #, fuzzy @@ -84,7 +84,7 @@ msgstr "Windows, macOS, X11 (Linux, \\*BSD)" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "OS (export)" -msgstr "OS (exportar)" +msgstr "SO (exportação)" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "**Desktop:** Windows, macOS, Linux" @@ -210,7 +210,7 @@ msgid "" "games. The pictures below display the default layouts of both editors with " "colored blocks to indicate common functionalities." msgstr "" -"A Godot Engine fornece um editor rico em recursos que lhe permite construir " +"O Godot Engine fornece um editor rico em recursos que lhe permite construir " "seus jogos. As imagens abaixo exibem os dois editores com blocos coloridos " "para indicar funcionalidades em comum." @@ -350,20 +350,20 @@ msgid "" "you can compose a whole scene with different scenes stored in different " "files." msgstr "" -"O sistema de cena do Godot é parecido superficialmente com a da Unity. Um " -"'nível' consiste de uma coleção de nós, cada um com um propósito: Sprite, " -"Malha, Luz, etc. No entanto, os nós do Godot são organizados em forma de " -"árvore. Cada nó pode ter vários filhos, o que torna cada um sub-cena da cena " -"principal. Isso significa que você pode compor uma cena inteira com cenas " -"diferentes armazenadas em arquivos diferentes." +"O sistema de cena do Godot é superficialmente semelhante à Unity. Uma 'fase' " +"consiste em uma coleção de nós, cada um com sua própria finalidade: Sprite, " +"Malha, Luz, etc. No entanto, em Godot os nós são organizados em uma árvore. " +"Cada nó pode ter vários filhos, o que torna cada um uma subcena da cena " +"principal. Isso significa que você pode compor uma cena inteira com " +"diferentes cenas armazenadas em arquivos diferentes." #: ../../docs/getting_started/editor/unity_to_godot.rst:98 msgid "" "For example, think of a platformer level. You would compose it with multiple " "elements:" msgstr "" -"Por exemplo, pense em um nível de plataforma. Você poderia compor com vários " -"elementos:" +"Por exemplo, pense em uma fase de jogo de plataforma. Você poderia compor " +"com vários elementos:" #: ../../docs/getting_started/editor/unity_to_godot.rst:100 msgid "Bricks" @@ -390,12 +390,12 @@ msgid "" "the level: For example, you'd add a BoxCollider2D to all the elements of the " "scene so that they can collide. This principle is different in Godot." msgstr "" -"No Unity, você colocaria todos os GameObjects na cena: o jogador, várias " -"instâncias de inimigos, tijolos em todos os lugares para formar o chão do " -"nível e, em seguida, várias instâncias de moedas em todo o nível. Você " +"Em Unity, você colocaria todos os GameObjects na cena: o jogador, várias " +"instâncias de inimigos, tijolos em todos os lugares para formar o chão da " +"fase e, em seguida, várias instâncias de moedas em toda a fase. Você " "adicionaria vários componentes a cada elemento para vinculá-los e adicionar " -"lógica ao nível: por exemplo, você adicionaria um BoxCollider2D a todos os " -"elementos da cena para que eles pudessem colidir. Este princípio é diferente " +"lógica à fase: por exemplo, você adicionaria um BoxCollider2D a todos os " +"elementos da cena para que eles possam colidir. Este princípio é diferente " "no Godot." #: ../../docs/getting_started/editor/unity_to_godot.rst:110 @@ -417,34 +417,33 @@ msgid "" "at least an AnimatedSprite node. This node contains the sprite textures " "necessary for various animations (for example, a walking animation)." msgstr "" -"Considere o jogador como um elemento reutilizável em outros níveis. Em nosso " -"caso, o elemento de jogador precisa pelo menos de um nó AnimatedSprite. Este " -"nó contém as texturas do sprite necessárias para formar várias animações " -"(por exemplo, animação de andar)." +"Considere o jogador como um elemento que gostaríamos de usar em diferentes " +"cenas principais (por exemplo, cenas de 'fase'). Em nosso caso, o elemento " +"player precisa de pelo menos um nó AnimatedSprite. Este nó contém as " +"texturas de sprite necessárias para várias animações (por exemplo, uma " +"animação andando)." #: ../../docs/getting_started/editor/unity_to_godot.rst:116 msgid "**A scene for the Enemy.**" msgstr "**Uma cena para o Inimigo.**" #: ../../docs/getting_started/editor/unity_to_godot.rst:118 -#, fuzzy msgid "" "An enemy is also an element we'd like to use in several scenes. It's almost " "the same as the Player node. The only differences are the script (it needs " "'AI' routines to generate the enemy's behavior) and the sprite textures used " "by the AnimatedSprite node." msgstr "" -"Um inimigo também é um elemento que queremos reutilizar em outros níveis. É " -"quase o mesmo que o nó do Player. As únicas diferenças são o script (que " -"precisa de 'AI' para gerar o comportamento do inimigo) e as texturas de " -"sprites usadas pelo nó AnimatedSprite." +"Um inimigo também é um elemento que gostaríamos de usar em várias cenas. É " +"quase igual ao nó Player. As únicas diferenças são o script (ele precisa de " +"rotinas 'AI' para gerar o comportamento do inimigo) e as texturas de sprite " +"usadas pelo nó AnimatedSprite." #: ../../docs/getting_started/editor/unity_to_godot.rst:122 msgid "**A Level scene.**" msgstr "**Uma cena de nível.**" #: ../../docs/getting_started/editor/unity_to_godot.rst:124 -#, fuzzy msgid "" "A Level scene is composed of Bricks (for platforms), Coins (for the player " "to collect) and a number of instances of the Enemy scene. Each instance is a " @@ -453,12 +452,12 @@ msgid "" "You can set different properties for each Enemy node (to change its color, " "for example)." msgstr "" -"Uma cena de nível é composta de Bricks (para plataformas), Coins (para o " -"jogador pegar) e um certo número de instâncias da cena anterior do Inimigo. " -"Cada instância é considerada como um nó na árvore de cena de Level. Estes " -"serão inimigos distintos, separados, cujo comportamento e aparência serão os " -"mesmos definidos na cena Inimigo. Você pode definir propriedades diferentes " -"para cada nó do Inimigo (para alterar sua cor, por exemplo)." +"Uma cena de Fase é composta por Tijolos (para plataformas), Moedas (para o " +"jogador coletar) e uma série de instâncias da cena Inimigo. Cada instância é " +"um nó na árvore de cena Fase. Estas instâncias são inimigos separados, que " +"inicialmente têm comportamento e aparência compartilhados como definido na " +"cena inimiga. Você pode definir propriedades diferentes para cada nó Inimigo " +"(para alterar sua cor, por exemplo)." #: ../../docs/getting_started/editor/unity_to_godot.rst:128 msgid "" @@ -470,11 +469,11 @@ msgid "" "all GUI-related nodes)." msgstr "" "4. **Uma cena principal.** A cena principal seria composta de um nó raiz com " -"2 filhos: um nó de instância do Player e um nó de instância do Nível. O nó " -"raiz pode ser qualquer coisa, geralmente um tipo \"raiz\" como \"Node\", que " -"é o tipo mais global, ou \"Node2D\" (tipo raiz de todos os nós relacionados " -"a 2D), \"Espacial\" (tipo raiz de todos os nós relacionados a 3D) ou " -"\"Control\" (tipo raiz de todos os nós relacionados à GUI)." +"2 filhos: um nó de instância de Jogador e um nó de instância de Fase. O nó " +"raiz pode ser qualquer coisa, geralmente um tipo \"raiz\", como \"Node\", " +"que é o tipo mais global, ou \"Node2D\" (tipo de raiz de todos os nós " +"relacionados a 2D), \"Spacial\" (tipo de raiz de todos os nós relacionados a " +"3D) ou \"Control\" (tipo de raiz de todos os nós relacionados à GUI)." #: ../../docs/getting_started/editor/unity_to_godot.rst:134 msgid "" @@ -589,13 +588,13 @@ msgid "" "instances. However, any change you make to the instance will not have any " "impact on the 'template' scene." msgstr "" -"Godot não fornece prefabs como tal, mas esta funcionalidade está aqui, " -"graças ao seu sistema de cena: O sistema de cena é organizado como uma " -"árvore. Godot permite que você salve uma sub-árvore de uma cena como seu " +"O Godot não fornece prefabs como tal, mas esta funcionalidade está aqui, " +"graças ao seu sistema de cenas: O sistema de cena é organizado como uma " +"árvore. O Godot permite que você salve uma sub-árvore de uma cena como seu " "próprio arquivo de cena. Essa nova cena pode ser instanciada quantas vezes " -"você quiser. Qualquer alteração que você fizer nessa cena nova e separada " -"será aplicada a suas instâncias. No entanto, qualquer alteração feita na " -"instância não terá impacto na cena \"modelo\"." +"você quiser, como filha de qualquer nó. Qualquer alteração que você fizer " +"nessa cena nova e separada será aplicada a suas instâncias. No entanto, " +"qualquer alteração feita na instância não terá impacto na cena 'modelo'." #: ../../docs/getting_started/editor/unity_to_godot.rst:173 msgid "" @@ -664,22 +663,21 @@ msgstr "" "<doc_scripting>` bem como suporte para :ref:`Visual Script <toc-learn-" "scripting-visual_script>` e :ref:`C# <doc_c_sharp>`. O GDScript empresta sua " "sintaxe do Python, mas não está relacionado a ele. Se você quer saber sobre " -"por que é usada uma linguagem de script customizada, por favor leia :ref:" +"por que é usada uma linguagem de script personalizada, por favor leia :ref:" "`GDScript <doc_gdscript>` e :ref:`FAQ <doc_faq>`. GDScript é fortemente " "ligado à API de Godot e não demora para aprender: Entre uma noite para um " "programador experiente e uma semana para um iniciante completo." #: ../../docs/getting_started/editor/unity_to_godot.rst:204 -#, fuzzy msgid "" "Unity allows you to attach as many scripts as you want to a GameObject. Each " "script adds a behavior to the GameObject: For example, you can attach a " "script so that it reacts to the player's controls, and another that controls " "its specific game logic." msgstr "" -"Unity permite que você anexe quantos scripts quiser a um GameObject. Cada " -"script adiciona um comportamento ao GameObject: Por exemplo, você pode " -"anexar um script para que ele reaja aos controles do player e outro que " +"A Unity permite que você anexe quantos scripts desejar a um GameObject. Cada " +"script adiciona um comportamento ao GameObject: por exemplo, você pode " +"anexar um script para que ele reaja aos controles do jogador e outro que " "controle sua lógica de jogo específica." #: ../../docs/getting_started/editor/unity_to_godot.rst:208 @@ -779,9 +777,9 @@ msgid "" msgstr "" "Godot também possui um sistema de serialização de scripts embutido, mas " "funciona apenas explicitamente. Você pode serializar qualquer tipo " -"serializável (:ref: `embutidos e vários tipos da engine " -"<doc_binary_serialization_api>`, incluindo :ref: `class_Array` e :ref:" -"`class_Dictionary`) usando a palavra-chave ``export``. Veja a :ref: " +"serializável (:ref:`embutidos e vários tipos da engine " +"<doc_binary_serialization_api>`, incluindo :ref:`class_Array` e :ref:" +"`class_Dictionary`) usando a palavra-chave ``export``. Veja a :ref:" "`documentação sobre exportações <doc_gdscript_exports>` para detalhes." #: ../../docs/getting_started/editor/unity_to_godot.rst:242 @@ -792,7 +790,7 @@ msgid "" "`class_Resource` will allow you to create custom serializable objects. More " "information about resources can be found :ref:`here <doc_resources>`." msgstr "" -"Unity também tem um tipo de dados chamado `` ScriptableObject`` usado para " +"Unity também tem um tipo de dados chamado ``ScriptableObject`` usado para " "serializar objetos de recursos personalizados. Seu equivalente em Godot é a " "classe base para todos os recursos: :ref:`class_Resource`. Criar um script " "que herda :ref:`class_Resource` permitirá que você crie objetos " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 1821f5f972..bc687a7578 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,9 +42,8 @@ msgstr "" "`doc_using_the_web_editor_limitations` abaixo." #: ../../docs/getting_started/editor/using_the_web_editor.rst:16 -#, fuzzy msgid "Browser support" -msgstr "oferecer suporte a mods" +msgstr "Suporte de navegador" #: ../../docs/getting_started/editor/using_the_web_editor.rst:18 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 89a3366422..02cb79ff28 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,12 +34,12 @@ msgid "" "issues on the `documentation GitHub page <https://github.com/godotengine/" "godot-docs/issues>`_." msgstr "" -"Suporte a C# é um novo recurso no Godot 3.0. Por isso, você ainda pode se " -"deparar com alguns problemas ou encontrar lugares onde a documentação " -"poderia ser melhorada. Por favor relate problemas com C# no Godot na `página " -"do motor no Github <https://github.com/godotengine/godot/issues>`_, e " -"qualquer problema de documentação na `página da documentação no Github " -"<https://github.com/godotengine/godot-docs/issues>`_." +"O suporte a C# é um recurso novo disponível desde o Godot 3.0. Por isso, " +"você ainda pode se deparar com alguns problemas, ou encontrar lugares onde a " +"documentação poderia ser melhorada. Por favor relate problemas com C# no " +"Godot na `página do motor no Github <https://github.com/godotengine/godot/" +"issues>`_, e qualquer problema de documentação na `página da documentação no " +"Github <https://github.com/godotengine/godot-docs/issues>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17 #, fuzzy @@ -57,7 +57,6 @@ msgstr "" "Scripting <doc_scripting>` do tutorial passo-a-passo." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24 -#, fuzzy msgid "" "C# is a high-level programming language developed by Microsoft. In Godot, it " "is implemented with the Mono 6.x .NET framework, including full support for " @@ -68,12 +67,12 @@ msgid "" "documentation." msgstr "" "C# é uma linguagem de programação de alto nível desenvolvida pela Microsoft. " -"No Godot, é implementado com o framework Mono 5.2 .NET, incluindo suporte " -"completo para o C# 7.0. O Mono é uma implementação de código aberto do .NET " -"Framework da Microsoft, baseado nos padrões ECMA para C# e Common Language " -"Runtime. Um bom ponto de partida para verificar seus recursos é a `página " -"Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>'_ " -"na documentação do Mono." +"No Godot, ela é implementada com o framework Mono 5.2 .NET, incluindo " +"suporte completo para o C# 8.0. O Mono é uma implementação de código aberto " +"do .NET Framework da Microsoft, baseado nos padrões ECMA para C# e Common " +"Language Runtime. Um bom ponto de partida para verificar seus recursos é a " +"`página Compatibility <http://www.mono-project.com/docs/about-mono/" +"compatibility/>`_ na documentação do Mono." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32 msgid "" @@ -88,25 +87,28 @@ msgstr "" "index>`_ ou procure uma introdução adequada em outro lugar." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 -#, fuzzy msgid "Setting up C# for Godot" -msgstr "Configuração do C# para Godot" +msgstr "Configurando o C# para Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42 msgid "Prerequisites" -msgstr "" +msgstr "Pré-requisitos" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44 msgid "" "Install the latest stable version of `.NET Core SDK <https://dotnet." "microsoft.com/download/dotnet-core>`__ (3.1 as of writing)." msgstr "" +"Instale a versão estável mais recente do `.NET Core SDK <https://dotnet." +"microsoft.com/download/dotnet-core>`__ (3.1 no momento da escrita)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48 msgid "" "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, " "except it is required if you are building the engine from source." msgstr "" +"A partir do Godot 3.2.3, a instalação do Mono SDK não é mais um requisito, " +"exceto se você estiver compilando o motor a partir do código-fonte." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "" @@ -117,47 +119,51 @@ msgid "" "in the Mono SDK, but it can't build C# projects with the new ``csproj`` " "format, therefore .NET Core SDK is required for Godot 3.2.3+." msgstr "" +"O Godot empacota as partes do mono necessárias para executar jogos já " +"compilados, no entanto o Godot não inclui as ferramentas necessárias para " +"construir e compilar jogos, como MSBuild. Estas ferramentas precisam ser " +"instaladas separadamente. As ferramentas necessárias estão inclusas no SDK ." +"NET Core. O MSBuild também está incluso no SDK Mono, mas ele não pode " +"compilar projetos com o novo formato ``csproj``, portanto o SDK .NET Core é " +"necessário para o Godot 3.2.3+." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 -#, fuzzy msgid "" "In summary, you must have installed .NET Core SDK **and** the Mono-enabled " "version of Godot." msgstr "" -"Em resumo, você deve ter instalado 1) A versão correta do Mono SDK para a " -"sua versão do Godot, e 2) A versão Mono do Godot." +"Em resumo, você deve ter instalado o SDK .NET Core **e** a versão do Godot " +"com Mono habilitada." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62 -#, fuzzy msgid "Additional notes" -msgstr "Adicionando Nodes" +msgstr "Notas adicionais" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." msgstr "" +"Certifique-se de instalar a versão de 64 bits do(s) SDK(s) se estiver usando " +"a versão de 64 bits do Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 -#, fuzzy msgid "" "If you are building Godot from source, install the latest stable version of " "`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to " "follow the steps to enable Mono support in your build as outlined in the :" "ref:`doc_compiling_with_mono` page." msgstr "" -"Além disso, sua versão Godot deve ter o suporte ao Mono habilitado, por isso " -"tome cuidado para baixar a **versão Mono** do Godot. Se você estiver " -"compilando o Godot a partir do código-fonte, certifique-se de seguir as " -"etapas para incluir o suporte Mono em sua construção descrita na página: " -"ref: `doc_compiling_with_mono`." +"Se você estiver compilando o Godot a partir do código-fonte, instale a " +"versão estável mais recente do `Mono <https://www.mono-project.com/download/" +"stable/>`__, e certifique-se de seguir os passos para habilitar o suporte ao " +"Mono conforme descrito na página :ref:`doc_compiling_with_mono`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73 msgid "Configuring an external editor" msgstr "Configurando um editor externo" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75 -#, fuzzy msgid "" "C# support in Godot's built-in script editor is minimal. Consider using an " "external IDE or editor, such as `Visual Studio Code <https://code." @@ -167,14 +173,14 @@ msgid "" "Under **Mono**, click on **Editor**, and select your external editor of " "choice. Godot currently supports the following external editors:" msgstr "" -"O suporte de C# direto no editor de scripts do Godot é minimo. Considere " +"O suporte a C# no editor de scripts embutido do Godot é minimo. Considere " "usar uma IDE ou editor externos, como por exemplo `Visual Studio Code " "<https://code.visualstudio.com/>`_ ou MonoDevelop. Estes editores possuem " -"auto completar, ferramentas de depuração e outras funcionalidades úteis para " -"o desenvolvimento em C#. Para selecionar um editor externo no Godot, clique " -"em **Editor -> Editor Settings** e role a página até o **Mono**. Em " -"**Mono**, clique em **Editor** então selecione o editor de sua preferência. " -"Godot atualmente dá suporte aos seguintes editores externos:" +"preenchimento automático, ferramentas de depuração e outras funcionalidades " +"úteis para o desenvolvimento em C#. Para selecionar um editor externo no " +"Godot, clique em **Editor -> Configurações do Editor** e role a página até o " +"**Mono**. Em **Mono**, clique em **Editor** então selecione o editor de sua " +"preferência. Godot atualmente dá suporte aos seguintes editores externos:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84 #, fuzzy @@ -192,9 +198,8 @@ msgid "MonoDevelop" msgstr "Desenvolvimento" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87 -#, fuzzy msgid "Visual Studio for Mac" -msgstr "Visual Studio ou VS Code" +msgstr "Visual Studio para Mac" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93 @@ -203,7 +208,7 @@ msgstr "JetBrains Rider" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90 msgid "See the following sections for how to configure an external editor:" -msgstr "" +msgstr "Veja as seções a seguir sobre como configurar um editor externo:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 msgid "" @@ -216,29 +221,29 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142 -#, fuzzy msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "Nas Opções do Editor:" +msgstr "No menu **Editor → Configurações do Editor** do Godot:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100 msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**." msgstr "" +"Defina **Mono** -> **Editor** -> **External Editor** como **JetBrains " +"Rider**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101 msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**." -msgstr "" +msgstr "Defina **Mono** -> **Builds** -> **Build Tool** para **dotnet CLI**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103 msgid "In Rider:" -msgstr "" +msgstr "No Rider:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 msgid "Set **MSBuild version** to **.NET Core**." -msgstr "" +msgstr "Defina a **versão do MSBuild** para **.NET Core**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 -#, fuzzy msgid "Install the **Godot support** plugin." msgstr "Instale o plugin de **suporte do Godot**." @@ -256,19 +261,20 @@ msgstr "" msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**." msgstr "" +"Defina **Mono** -> **Editor** -> **External Editor** para **Visual Studio " +"Code**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 msgid "In Visual Studio Code:" -msgstr "Visual Studio Code:" +msgstr "No Visual Studio Code:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120 -#, fuzzy msgid "" "Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-" "dotnettools.csharp>`__ extension." msgstr "" -"Instale a extensão ``VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Instale a extensão `C# <https://marketplace.visualstudio.com/items?" +"itemName=ms-dotnettools.csharp>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 #, fuzzy @@ -280,13 +286,12 @@ msgstr "" "items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 -#, fuzzy msgid "" "Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?" "itemName=neikeq.godot-csharp-vscode>`__ extension." msgstr "" -"Instale a extensão ``VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Instale a extensão `C# Tools for Godot <https://marketplace.visualstudio.com/" +"items?itemName=neikeq.godot-csharp-vscode>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 msgid "" @@ -297,9 +302,8 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 -#, fuzzy msgid "Visual Studio (Windows only)" -msgstr "Visual Studio ou VS Code" +msgstr "Visual Studio (somente Windows)" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131 msgid "" @@ -315,20 +319,20 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 msgid "While installing Visual Studio, select these workloads:" -msgstr "" +msgstr "Ao instalar o Visual Studio, selecione estas cargas de trabalho:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 -#, fuzzy msgid "Mobile development with .NET" -msgstr "Desenvolvimento da Engine" +msgstr "Desenvolvimento mobile com .NET" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140 msgid ".NET Core cross-platform development" -msgstr "" +msgstr "Desenvolvimento de plataforma cruzada do .NET Core" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." msgstr "" +"Defina **Mono** -> **Editor** -> **External Editor** para **Visual Studio**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 msgid "" @@ -343,18 +347,16 @@ msgid "Creating a C# script" msgstr "Criando um script C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154 -#, fuzzy msgid "" "After you successfully set up C# for Godot, you should see the following " "option when selecting **Attach Script** in the context menu of a node in " "your scene:" msgstr "" "Depois de configurar com sucesso o C# para Godot, você deverá ver a seguinte " -"opção ao selecionar ``Attach script`` no menu de contexto de um nó em sua " +"opção ao selecionar **Attach Script** no menu de contexto de um nó em sua " "cena:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159 -#, fuzzy msgid "" "Note that while some specifics change, most concepts work the same when " "using C# for scripting. If you're new to Godot, you may want to follow the " @@ -362,19 +364,18 @@ msgid "" "documentation still lack C# examples, most concepts can be transferred " "easily from GDScript." msgstr "" -"Observe que, embora alguns detalhes sejam alterados, a maioria das coisas " -"funciona da mesma maneira quando se usa o C# para criação de scripts. Se " -"você é novo no Godot, você pode querer examinar os tutoriais em: ref: " -"`doc_scripting` neste momento. Enquanto alguns lugares na documentação ainda " -"não possuem exemplos de C#, a maioria das coisas pode ser facilmente " -"transferida do GDScript." +"Observe que, embora alguns detalhes sejam alterados, a maioria dos conceitos " +"funcionam da mesma maneira quando se usa o C# para criação de scripts. Se " +"você é novo no Godot, você pode querer examinar os tutoriais em :ref:" +"`doc_scripting` neste ponto. Enquanto alguns lugares na documentação ainda " +"não tenham exemplos de C#, a maioria dos conceitos podem ser facilmente " +"transferidos do GDScript." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:166 msgid "Project setup and workflow" msgstr "Configuração de projeto e fluxo de trabalho" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168 -#, fuzzy msgid "" "When you create the first C# script, Godot initializes the C# project files " "for your Godot project. This includes generating a C# solution (``.sln``) " @@ -386,13 +387,13 @@ msgid "" "let it regenerate." msgstr "" "Quando você cria o primeiro script C#, o Godot inicializa os arquivos de " -"projeto C# para seu projeto Godot. Isto inclui gerar uma solução em C# (``." -"sln``) e projeto (``.csproj``) assim como alguns arquivos e pastas de " -"utilitários (``.mono``, as vezes ``Properties``). Todos estes, exceto ``." -"mono``, são importantes e devem ser mantidos em seu sistema de controle de " -"versão. O ``.mono`` pode ser adicionado com segurança à lista de ignorados " -"do seu VCS. Para solucionar problemas, às vezes pode ajudar excluir a pasta " -"``.mono`` e deixá-la regenerar." +"projeto C# para seu projeto Godot. Isto inclui gerar uma solução C# (``." +"sln``) e um arquivo de projeto (``.csproj``) assim como alguns arquivos e " +"pastas de utilitários (``.mono``, as vezes ``Properties/AssemblyInfo.cs``). " +"Todos estes, exceto ``.mono``, são importantes e devem ser mantidos em seu " +"sistema de controle de versão. O ``.mono`` pode ser adicionado com segurança " +"à lista de ignorados do seu VCS. Para solucionar problemas, às vezes pode " +"ajudar excluir a pasta ``.mono`` e deixá-la regenerar." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:178 msgid "Example" @@ -406,7 +407,6 @@ msgstr "" "funciona." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207 -#, fuzzy msgid "" "As you can see, functions normally in global scope in GDScript like Godot's " "``print`` function are available in the ``GD`` class which is part of the " @@ -414,10 +414,11 @@ msgid "" "class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:" "`@GlobalScope <class_@globalscope>`." msgstr "" -"Como você pode ver, as coisas normalmente em escopo global no GDScript como " -"a função ``print`` do Godot estão disponíveis no namespace ``GD``. Para uma " -"lista destes, veja as páginas de referência da classe para: ref: `@GDScript " -"<class_ @ gdscript>` e: ref: `@GlobalScope <class_ @ globalscope>`." +"Como você pode ver, funções normalmente em escopo global no GDScript como a " +"função ``print`` do Godot estão disponíveis na classe ``GD`` que é parte do " +"namespace ``Godot``. Para uma lista de métodos na classe ``GD``, veja as " +"páginas de referência de classe para :ref:`@GDScript <class_@gdscript>` e :" +"ref:`@GlobalScope <class_@globalscope>`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214 msgid "" @@ -429,7 +430,7 @@ msgstr "" "Tenha em mente que a classe que você deseja anexar ao seu nó deve ser " "nomeada como um arquivo ``.cs``. Caso contrário, você receberá o seguinte " "erro e não poderá executar a cena: *\"Não é possível encontrar a classe XXX " -"para o script res:// XXX.cs\"*" +"para o script res://XXX.cs\"*" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220 msgid "General differences between C# and GDScript" @@ -448,9 +449,8 @@ msgstr "" "quanto for razoavelmente possível." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226 -#, fuzzy msgid "For more information, see the :ref:`doc_c_sharp_differences` page." -msgstr "Para mais, veja a página: ref: `doc_c_sharp_differences`." +msgstr "Para mais informações, veja a página :ref:`doc_c_sharp_differences`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 #, fuzzy @@ -472,13 +472,14 @@ msgid "" "You will also need to rebuild the project assemblies to apply changes in " "\"tool\" scripts." msgstr "" +"Você também precisará reconstruir os assemblies do projeto para aplicar " +"alterações nos scripts de \"ferramenta\"." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240 msgid "Current gotchas and known issues" -msgstr "Pegadinhas gerais e problemas conhecidos" +msgstr "Pegadas gerais e problemas conhecidos" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:242 -#, fuzzy msgid "" "As C# support is quite new in Godot, there are some growing pains and things " "that need to be ironed out. Below is a list of the most important issues you " @@ -486,12 +487,12 @@ msgid "" "a look over the official `issue tracker for Mono issues <https://github.com/" "godotengine/godot/labels/topic%3Amono>`_." msgstr "" -"Como o suporte ao C# é bastante novo para o Godot, existem alguns " -"sacrifícios e coisas que ainda precisam ser resolvidas. Abaixo segue uma " -"lista das questões mais importantes que você deve estar ciente ao mergulhar " -"em C# no Godot, mas em caso de dúvida, também dê uma olhada na documentação " -"oficial `issue tracker for Mono issues <https://github.com/godotengine/godot/" -"labels/topic%3Amono>`_." +"Como o suporte ao C# é bastante novo no Godot, existem alguns sacrifícios e " +"coisas que ainda precisam ser resolvidas. Abaixo segue uma lista das " +"questões mais importantes que você deve estar ciente ao mergulhar em C# no " +"Godot, mas em caso de dúvida, também dê uma olhada no `rastreador de " +"problemas para Mono <https://github.com/godotengine/godot/labels/topic" +"%3Amono>`_ oficial." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 msgid "" @@ -513,7 +514,7 @@ msgid "" "Attached C# scripts should refer to a class that has a class name that " "matches the file name." msgstr "" -"Os scripts C # anexados devem se referir a uma classe que tenha um nome de " +"Os scripts C# anexados devem se referir a uma classe que tenha um nome de " "classe que corresponda ao nome do arquivo." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:253 @@ -545,10 +546,9 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Performance of C# in Godot" -msgstr "Performance do C# no Godot" +msgstr "Desempenho do C# no Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267 -#, fuzzy msgid "" "According to some preliminary `benchmarks <https://github.com/cart/godot3-" "bunnymark>`_, the performance of C# in Godot — while generally in the same " @@ -558,9 +558,9 @@ msgid "" "scripting workloads. C# is faster, but requires some expensive marshalling " "when talking to Godot." msgstr "" -"De acordo com alguns `benchmarks preliminares <https://github.com/cart/" -"godot3-bunnymark>`_, o desempenho do C# no Godot - embora geralmente na " -"mesma ordem de magnitude - é aproximadamente **~ 4x** que no GDScript em " +"De acordo com alguns `benchmarks <https://github.com/cart/godot3-" +"bunnymark>`_ preliminares, o desempenho do C# no Godot — embora geralmente " +"na mesma ordem de magnitude — é aproximadamente **~ 4x** o do GDScript em " "alguns casos simples. Para o desempenho total, o C++ ainda é um pouco mais " "rápido; os detalhes vão variar de acordo com o seu caso de uso. O GDScript " "provavelmente é rápido o suficiente para a maioria das cargas de trabalho de " @@ -568,23 +568,21 @@ msgstr "" "quando falamos do Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 -#, fuzzy msgid "Using NuGet packages in Godot" -msgstr "Usando Pacotes Nuget no Godot" +msgstr "Usando pacotes NuGet no Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277 -#, fuzzy msgid "" "`NuGet <https://www.nuget.org/>`_ packages can be installed and used with " "Godot, as with any C# project. Many IDEs are able to add packages directly. " "They can also be added manually by adding the package reference in the ``." "csproj`` file located in the project root:" msgstr "" -"Pacotes `Nuget <https://www.nuget.org/>`_ podem ser instalados e usados com " -"Godot, como qualquer projeto. Muitas IDEs (como VS Code) podem adicionar " -"pacotes diretamente. Eles também podem ser adicionados manualmente " -"adicionando a referência do pacote no arquivo .csproj localizado na pasta " -"principal do projeto:" +"Pacotes `NuGet <https://www.nuget.org/>`_ podem ser instalados e usados com " +"o Godot, como qualquer projeto. Muitas IDEs podem adicionar pacotes " +"diretamente. Eles também podem ser adicionados manualmente adicionando a " +"referência do pacote no arquivo ``.csproj`` localizado na pasta principal do " +"projeto:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291 msgid "" @@ -597,15 +595,14 @@ msgid "Profiling your C# code" msgstr "Perfilando seu código C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297 -#, fuzzy msgid "" "`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/" "profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does " "not work on Windows currently." msgstr "" "`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/" -"profiler/>`_ está disponível através `deste PR <https://github.com/" -"godotengine/godot/pull/26513>`_." +"profiler/>`_ está disponível para Linux e macOS. Devido a uma mudança do " +"Mono, ele não funciona no Windows atualmente." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 545f53698f..3324a5b8b1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -223,7 +223,7 @@ msgid "" "parameters. Default values can be set by assigning a value." msgstr "" "Use o atributo ``[Export]`` em vez da palavra-chave de GDScript ``export``. " -"Este atributo também pode ser utilizado com parâmetros opcionais :ref:" +"Este atributo também pode ser fornecido com parâmetros opcionais :ref:" "`PropertyHint<enum_@GlobalScope_PropertyHint>` e ``hintString`` . Os valores " "padrão podem ser definidos atribuindo um valor." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 577025c036..c0343b56f1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,12 +18,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 -#, fuzzy msgid "C# features" -msgstr "Funções personalizadas" +msgstr "Funcionalidades do C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6 -#, fuzzy msgid "" "This page provides an overview of the commonly used features of both C# and " "Godot and how they are used together." @@ -32,12 +30,10 @@ msgstr "" "e no Godot e como eles são usados juntos." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12 -#, fuzzy msgid "Type conversion and casting" msgstr "Conversão de Tipos e Casting" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:14 -#, fuzzy msgid "" "C# is a statically typed language. Therefore, you can't do the following:" msgstr "" @@ -62,7 +58,6 @@ msgid "**Casting and Type Checking**" msgstr "**Casting e Verificação de Tipo**" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:28 -#, fuzzy msgid "" "Throws ``InvalidCastException`` if the returned node cannot be cast to " "Sprite. You would use it instead of the ``as`` operator if you are pretty " @@ -77,18 +72,16 @@ msgid "**Using the AS operator**" msgstr "**Usando o operador AS**" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:38 -#, fuzzy msgid "" "The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, " "and for that reason, it cannot be used with value types." msgstr "" -"O operador ``as`` retorna nulo se o nó não pode ser fundido para Sprite e " -"por esta razão não pode ser usado com tipos de valor." +"O operador ``as`` retorna ``null`` se o nó não pode ser convertido para " +"Sprite, e por esta razão, não pode ser usado com tipos de valor." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47 -#, fuzzy msgid "**Using the generic methods**" -msgstr "**Usando o operador AS**" +msgstr "**Usando os métodos genéricos**" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:49 msgid "" @@ -107,20 +100,18 @@ msgstr "" "para o tipo desejado." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58 -#, fuzzy msgid "" "``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if " "the node cannot be cast to the desired type." msgstr "" -"O operador ``as`` retorna nulo se o nó não pode ser fundido para Sprite e " -"por esta razão não pode ser usado com tipos de valor." +"``GetNodeOrNull<T>()`` usa o operador ``as`` e retornará ``null`` se o " +"código não puder ser convertido para o tipo desejado." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66 msgid "**Type checking using the IS operator**" msgstr "**Verificação de tipo usando o operador IS**" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:68 -#, fuzzy msgid "" "To check if the node can be cast to Sprite, you can use the ``is`` operator. " "The ``is`` operator returns false if the node cannot be cast to Sprite, " @@ -150,7 +141,7 @@ msgid "" "by step :ref:`doc_scripting` tutorial." msgstr "" "Para um exemplo completo de C#, veja a seção **Manipulando um sinal** no " -"tutorial passo a passo: ref: `doc_scripting`." +"tutorial passo a passo :ref:`doc_scripting`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:88 msgid "" @@ -196,7 +187,6 @@ msgstr "" "array." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 -#, fuzzy msgid "" "Signals support parameters and bound values of all the `built-in types " "<https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/" @@ -205,13 +195,12 @@ msgid "" "compatible automatically, but custom data objects will need to extend from " "`Godot.Object` or one of its subclasses." msgstr "" -"Os sinais suportam parâmetros e valores vinculados de todos os `tipos " -"incorporados <https://docs.microsoft.com/en-us/dotnet/csharp/language-" -"reference/keywords/built-in-types-table>`_ e Classes derivadas de: ref: " -"`Godot.Object <class_Object>`. Consequentemente, qualquer ``Node`` ou " -"``Reference`` será compatível automaticamente, mas os objetos de dados " -"personalizados precisarão ser estendidos de `Godot.Object` ou de uma de suas " -"subclasses." +"Sinais suportam parâmetros e valores vinculados de todos os `tipos internos " +"<https://docs.microsoft.com/pt-br/dotnet/csharp/language-reference/keywords/" +"built-in-types-table>`_ e Classes derivadas de :ref:`Godot.Object " +"<class_Object>`. Consequentemente, qualquer ``Node`` ou ``Reference`` será " +"compatível automaticamente, mas os objetos de dados personalizados " +"precisarão ser estendidos de `Godot.Object` ou de uma de suas subclasses." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:163 msgid "" @@ -224,9 +213,8 @@ msgstr "" "sinais (com ``Connect`` ou ``EmitSignal``)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:174 -#, fuzzy msgid "Preprocessor defines" -msgstr "Processamentos" +msgstr "Definições de pré-processamento" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:176 msgid "" @@ -237,7 +225,6 @@ msgstr "" "dependendo do ambiente para o qual está compilando." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:179 -#, fuzzy msgid "" "If you created your project before Godot 3.2, you have to modify or " "regenerate your `csproj` file to use this feature (compare " @@ -269,15 +256,15 @@ msgstr "Lista completa de definições" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:221 msgid "``GODOT`` is always defined for Godot projects." -msgstr "`` GODOT`` é sempre definido para projetos Godot." +msgstr "``GODOT`` é sempre definido para projetos Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:223 msgid "" "One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the " "architecture is 64-bit or 32-bit." msgstr "" -"Um dos `GODOT_64` ou `GODOT_32` é definido dependendo se a arquitetura é 64-" -"bit ou 32-bit." +"Um dos ``GODOT_64`` ou ``GODOT_32`` são definidos dependendo se a " +"arquitetura é 64-bit ou 32-bit." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 #, fuzzy @@ -285,54 +272,48 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" -"Um dos `GODOT_X11`, `GODOT_WINDOWS`, `GODOT_OSX`, `GODOT_ANDROID`, " -"`GODOT_HTML5`, ou `GODOT_SERVER` dependendo do sistema operacional. Esses " +"Um dos ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " +"``GODOT_IOS``, ``GODOT_HTML5``, ou ``GODOT_SERVER`` dependendo do SO. Esses " "nomes podem mudar no futuro. Estes são criados a partir do método " -"``get_name()`` do singleton :ref:``OS <class_OS>``, mas não todos os " -"possíveis S.O que o método retorna é um sistema operacional que Godot com o " -"Mono é executado." +"``get_name()`` do singleton :ref:`OS <class_OS>`, mas nem todo SO possível " +"que o método retorna é um SO que Godot com o Mono é executado." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:232 -#, fuzzy msgid "" "When **exporting**, the following may also be defined depending on the " "export features:" msgstr "" -"Quando **exportar**, também pode ser definido o seguinte, dependendo das " +"Ao **exportar**, o seguinte também pode ser definido dependendo das " "características de exportação:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:234 -#, fuzzy msgid "" "One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the " "platform type." msgstr "" -"Um dos ``GODOT_PC``, ``GODOT_MOBILE``, ou ``GODOT_WEB```, dependendo do tipo " +"Um dos ``GODOT_PC``, ``GODOT_MOBILE``, ou ``GODOT_WEB``, dependendo do tipo " "de plataforma." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:236 -#, fuzzy msgid "" "One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only " "depending on the architecture." msgstr "" -"Um dos ``GODOT_ARM64_V8A`` ou ``GODOT_ARMEABI_V7A`` apenas no Android, " +"Um dos ``GODOT_ARM64_V8A`` ou ``GODOT_ARMEABI_V7A`` apenas no Android " "dependendo da arquitetura." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:238 -#, fuzzy msgid "" "One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the " "architecture." msgstr "" -"Um dos ``GODOT_ARM64_V8A`` ou ``GODOT_ARMEABI_V7A`` apenas no Android, " -"dependendo da arquitetura." +"Um dos ``GODOT_ARM64`` ou ``GODOT_ARMV7`` apenas no iOS, dependendo da " +"arquitetura." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:240 -#, fuzzy msgid "" "Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the " "texture compression type." @@ -341,13 +322,12 @@ msgstr "" "de compressão de textura." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:242 -#, fuzzy msgid "" "Any custom features added in the export menu will be capitalized and " "prefixed: ``foo`` -> ``GODOT_FOO``." msgstr "" "Quaisquer recursos personalizados adicionados no menu de exportação serão " -"capitalizados e prefixados: ``foo`` -> ``GODOT_FOO```." +"capitalizados e prefixados: ``foo`` -> ``GODOT_FOO``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:244 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index b00a57c172..a14799621c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -81,15 +81,14 @@ msgstr "" "apenas no C# 7.1 ou posterior." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:27 -#, fuzzy msgid "" "For detailed information on C# features in different versions, please see " "`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/" ">`_." msgstr "" -"Para obter informações detalhadas sobre os recursos do C# em diferentes " -"versões, consulte `What's New in C# <https://docs.microsoft.com/en-us/dotnet/" -"csharp/whats-new/>`_." +"Para obter informações detalhadas sobre as funcionalidades do C# em " +"diferentes versões, consulte `Novidades no C# <https://docs.microsoft.com/pt-" +"br/dotnet/csharp/whats-new/>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:31 msgid "Formatting" @@ -116,13 +115,12 @@ msgstr "" "para arquivos `csproj`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38 -#, fuzzy msgid "" "Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/" "wiki/Byte_order_mark>`_." msgstr "" -"Use a codificação UTF-8 sem uma marca de ordem de byte (BOM <https://en." -"wikipedia.org/wiki/Byte_order_mark>)." +"Use a codificação UTF-8 sem uma `marca de ordem de byte <https://pt." +"wikipedia.org/wiki/Marca_de_ordem_de_byte>`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:39 #, fuzzy @@ -144,14 +142,13 @@ msgid "Line breaks and blank lines" msgstr "Quebras de Linha e Linhas em Branco" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:46 -#, fuzzy msgid "" "For a general indentation rule, follow `the \"Allman Style\" <https://en." "wikipedia.org/wiki/Indentation_style#Allman_style>`_ which recommends " "placing the brace associated with a control statement on the next line, " "indented to the same level:" msgstr "" -"Para uma regra geral de recuo, siga `The 'Allman Style' <https://en." +"Para uma regra geral de recuo, siga `o \"estilo Allman\" <https://en." "wikipedia.org/wiki/Indentation_style#Allman_style>`_ que recomenda colocar a " "chave associada a uma declaração de controle na próxima linha, recuada para " "a mesmo nível:" @@ -187,7 +184,6 @@ msgid "Between method, properties, and inner type declarations." msgstr "Entre o método, propriedades e declarações de tipo interno." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93 -#, fuzzy msgid "At the end of each file." msgstr "No final de cada arquivo." @@ -255,7 +251,6 @@ msgid "Between accessors in a single line accessor block." msgstr "Entre os acessadores em um bloco de acessador de linha única." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150 -#, fuzzy msgid "After a comma which is not at the end of a line." msgstr "Depois de uma vírgula que não está no fim de uma linha." @@ -390,9 +385,8 @@ msgid "Rather than:" msgstr "Ao invés de:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:268 -#, fuzzy msgid "Member variables" -msgstr "Funções e Variáveis" +msgstr "Variáveis de membro" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:270 msgid "" @@ -400,11 +394,13 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" +"Não declare variáveis de membro se elas forem usadas apenas localmente em um " +"método, pois torna o código mais difícil de seguir. Em vez disso, declare-as " +"como variáveis locais no corpo do método." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:275 -#, fuzzy msgid "Local variables" -msgstr "Variáveis Locais" +msgstr "Variáveis locais" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:277 msgid "" @@ -412,6 +408,9 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " +"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " +"onde a variável foi declarada." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:282 #, fuzzy diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 2e7774596f..9e6ba47afe 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 496ec8e3b7..8ba9fa8eef 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/creating_script_templates.rst:4 -#, fuzzy msgid "Creating script templates" -msgstr "Criando um Script" +msgstr "Criando modelos de script" #: ../../docs/getting_started/scripting/creating_script_templates.rst:6 msgid "" @@ -36,18 +35,17 @@ msgid "" "possible to modify existing and create new ones, both per project and the " "editor." msgstr "" -"Um conjunto de templates padrão para script já é providenciada, mas também é " -"possível modificar as já existentes ou criar novas, tanto para o projeto " +"Um conjunto de modelos de script já é fornecido por padrão, mas também é " +"possível modificar os já existentes ou criar novos, tanto para o projeto " "quanto para o editor." #: ../../docs/getting_started/scripting/creating_script_templates.rst:15 -#, fuzzy msgid "Locating the templates" -msgstr "Movendo o Jogador" +msgstr "Localizando os modelos" #: ../../docs/getting_started/scripting/creating_script_templates.rst:17 msgid "There are two places where templates can be managed." -msgstr "Existem dois lugares onde as templates pode ser manipuladas." +msgstr "Existem dois lugares onde os modelos pode ser manipulados." #: ../../docs/getting_started/scripting/creating_script_templates.rst:20 msgid "Editor-defined templates" @@ -58,8 +56,8 @@ msgid "" "These are available globally throughout any project. The location of these " "templates are determined per each OS:" msgstr "" -"Essa estão disponíveis para todos os projetos. A localização dessas " -"templates é determinada por cada SO(Sistema Operacional) em particular:" +"Estes estão disponíveis para todos os projetos. A localização destes modelos " +"é determinada por cada SO em particular:" #: ../../docs/getting_started/scripting/creating_script_templates.rst:25 msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" @@ -79,41 +77,38 @@ msgid "" "built-in templates automatically, so this logic can be used to reset the " "default templates in case you've accidentally overwritten them." msgstr "" -"Se nenhuma \"script_tamplates\" for detectada, o Godot irá criar um conjunto " -"de templates automaticamente, essa mesma lógica pode ser usada para reverter " -"as templates ao estado original, caso você acidentalmente tenha cometido " -"algum erro." +"Se nenhum \"script_templates\" for detectado, o Godot irá criar um conjunto " +"de modelos automaticamente, essa mesma lógica pode ser usada para reverter " +"os modelos ao estado original, caso você acidentalmente tenha cometido algum " +"erro." #: ../../docs/getting_started/scripting/creating_script_templates.rst:34 -#, fuzzy msgid "Project-defined templates" -msgstr "Arquivos do projeto" +msgstr "Modelos definidos pelo projeto" #: ../../docs/getting_started/scripting/creating_script_templates.rst:36 -#, fuzzy msgid "" "The default path to search for templates is the ``res://script_templates/`` " "directory. The path can be changed by configuring the ``editor/" "script_templates_search_path`` setting in the :ref:`ProjectSettings " "<class_ProjectSettings>`, both via code and the editor." msgstr "" -"O caminho padrão para buscar templates é o diretório ``res://" -"script_templates/``. O caminho pode ser mudado nas configurações do editor, " -"na propriedade ``editor/script_templates_search_path``, veja a :ref:" -"`ProjectSettings <class_ProjectSettings>`. Tanto via código quanto pelo " -"próprio editor." +"O caminho padrão para buscar modelos é o diretório ``res://script_templates/" +"``. O caminho pode ser mudado configurando a opção ``editor/" +"script_templates_search_path`` em :ref:`ProjectSettings " +"<class_ProjectSettings>`, tanto via código quanto pelo editor." #: ../../docs/getting_started/scripting/creating_script_templates.rst:41 msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." msgstr "" -"Se nenhum diretório para ``script_templates``for encontrado no projeto, " -"então é simplesmente ignorado." +"Se nenhum diretório``script_templates`` for encontrado no projeto, então é " +"simplesmente ignorado." #: ../../docs/getting_started/scripting/creating_script_templates.rst:45 msgid "Language support and overriding behavior" -msgstr "Suporte para línguas e mudaça de funcionalidades" +msgstr "Suporte para idiomas e comportamento de sobreposição" #: ../../docs/getting_started/scripting/creating_script_templates.rst:47 msgid "" @@ -123,9 +118,9 @@ msgid "" "GDScript and C#, the extensions must be ``gd`` and ``cs`` respectively." msgstr "" "Dependendo de como uma linguagem em particular implementa a geração de " -"scripts a partir de templates, é possível criar uma template que possa ser " -"reconhecida por essa linguagem de acordo com a extensão do arquivo template. " -"Para o Gdscript e o C#, as extensões devem ser ``gd`` e ``cs`` " +"scripts a partir de modelos, é possível criar um modelo que possa ser " +"reconhecido por essa linguagem de acordo com a extensão do arquivo do " +"modelo. Para o GDScript e o C#, as extensões devem ser ``gd`` e ``cs`` " "respectivamente." #: ../../docs/getting_started/scripting/creating_script_templates.rst:52 @@ -137,23 +132,25 @@ msgid "" "won't be visible throughout the project's filesystem anymore, yet the " "templates can be modified by an external text editor anytime." msgstr "" -"As templates para script têm a mesma extensão que arquivos de script " -"normais. Isso pode levar o analizador a tratar esse arquivos templates como " -"scripts. Para evitar isso, tenha certeza de criar um arquivo chamado ``." -"gdignore`` dentro da pasta que contém as templates. Essa pasta não será mais " -"visível através do sistema de arquivos do projeto; as templates ainda podem " -"ser modificadas por qualquer editor de texto externo." +"Os modelos de script têm a mesma extensão que arquivos de script normais. " +"Isso pode levar a um problema de um analisador de scripts que trata esses " +"modelos como scripts. Para evitar isso, tenha certeza de criar um arquivo " +"chamado ``.gdignore`` dentro da pasta que contém os modelos. Essa pasta não " +"será mais visível através do sistema de arquivos do projeto; os modelos " +"ainda podem ser modificados por qualquer editor de texto externo." #: ../../docs/getting_started/scripting/creating_script_templates.rst:59 msgid "" "The built-in editor templates are automatically shadowed by the project-" "specific templates given both scripts have the same filename." msgstr "" +"Os modelos de editor integrados são automaticamente ocultados pelos modelos " +"específicos do projeto, dado que ambos os scripts têm o mesmo nome de " +"arquivo." #: ../../docs/getting_started/scripting/creating_script_templates.rst:63 -#, fuzzy msgid "Default template" -msgstr "Recursos padrão" +msgstr "Modelo padrão" #: ../../docs/getting_started/scripting/creating_script_templates.rst:65 msgid "" @@ -161,25 +158,25 @@ msgid "" "cannot be configured nor overridden, but you can use these as the base for " "creating other templates." msgstr "" -"A template \"Padrão\" sempre é gerada dinamicamente para cada linguagem e " -"não pode ser configurada ou modificada, mas você pode usá-la como base para " -"criar outras templates." +"O modelo ``Padrão`` sempre é gerado dinamicamente por linguagem e não pode " +"ser configurado ou sobreposto, mas você pode usá-lo como base para criar " +"outros modelos." #: ../../docs/getting_started/scripting/creating_script_templates.rst:116 -#, fuzzy msgid "List of template placeholders" -msgstr "Múltiplos espaços reservados" +msgstr "Lista de placeholders de modelo" #: ../../docs/getting_started/scripting/creating_script_templates.rst:118 msgid "" "The following describes the complete list of built-in template placeholders " "which are currently implemented." msgstr "" +"O seguinte descreve a lista completa de placeholders de modelo integrados " +"que estão embutidos atualmente." #: ../../docs/getting_started/scripting/creating_script_templates.rst:122 -#, fuzzy msgid "Base placeholders" -msgstr "Múltiplos espaços reservados" +msgstr "Placeholders base" #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 @@ -217,15 +214,14 @@ msgid "" "``text_editor/indent/size`` settings in the :ref:`EditorSettings " "<class_EditorSettings>` respectively." msgstr "" -"Marcador de indentação. O tipo exato e quantidade de espaços em branco " +"Placeholder de indentação. O tipo exato e quantidade de espaços em branco " "usados para a indentação é determinado pelas propriedades ``text_editor/" "indent/type`` e ``text_editor/indent/size`` respectivamente, veja :ref:" "`EditorSettings <class_EditorSettings>`." #: ../../docs/getting_started/scripting/creating_script_templates.rst:139 -#, fuzzy msgid "Type placeholders" -msgstr "Múltiplos espaços reservados" +msgstr "Placeholders de tipo" #: ../../docs/getting_started/scripting/creating_script_templates.rst:141 msgid "" @@ -234,9 +230,9 @@ msgid "" "completion/add_type_hints`` setting in the :ref:`EditorSettings " "<class_EditorSettings>`." msgstr "" -"Essa só são relevantes para o Gdscript com tipo estático. Se os marcadores " -"serão realmente substituido, ou não, é determinado pela propriedade " -"``text_editor/completion/add_type_hints`` na :ref:`EditorSettings " +"Estes só são relevantes para o GDScript com tipo estático. Se os " +"placeholders são realmente substituidos é determinado pela propriedade " +"``text_editor/completion/add_type_hints`` em :ref:`EditorSettings " "<class_EditorSettings>`." #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 @@ -257,7 +253,6 @@ msgid "``%STRING_TYPE%``" msgstr "``%STRING_TYPE%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:151 -#, fuzzy msgid "``: String``" msgstr "``: String``" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 1c1b51a9fd..6bfadb7583 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,34 +18,30 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:4 -#, fuzzy msgid "Cross-language scripting" -msgstr "Criando um Script" +msgstr "Scripting entre linguagens" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:6 -#, fuzzy msgid "" "Godot allows you to mix and match scripting languages to suit your needs. " "This means a single project can define nodes in both C# and GDScript. This " "page will go through the possible interactions between two nodes written in " "different languages." msgstr "" -"Godot permite que você misture e combine linguagens de script para atender " +"O Godot permite que você misture e combine linguagens de script para atender " "às suas necessidades. Isso significa que um único projeto pode definir nós " "tanto em C# quanto em GDScript. Esta página passará pelas possíveis " "interações entre dois nós escritos em diferentes linguagens." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:11 -#, fuzzy msgid "" "The following two scripts will be used as references throughout this page." msgstr "" "Os dois scripts a seguir serão usados como referências ao longo desta página." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:66 -#, fuzzy msgid "Instantiating nodes" -msgstr "Criando instâncias de cenas" +msgstr "Instanciando nós" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:68 msgid "" @@ -56,51 +52,46 @@ msgstr "" "instanciar os nós diretamente do código." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:72 -#, fuzzy msgid "Instantiating C# nodes from GDScript" -msgstr "Uso na GDScript" +msgstr "Instanciando nós C# a partir do GDScript" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:74 -#, fuzzy msgid "" "Using C# from GDScript doesn't need much work. Once loaded (see :ref:" "`doc_gdscript_classes_as_resources`), the script can be instantiated with :" "ref:`new() <class_CSharpScript_method_new>`." msgstr "" "Usar C# a partir do GDScript não precisa de muito trabalho. Uma vez " -"carregado (veja :`doc_gdscript_classes_as_resources`) o script pode ser " +"carregado (veja :ref:`doc_gdscript_classes_as_resources`) o script pode ser " "instanciado com :ref:`new() <class_CSharpScript_method_new>`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:86 -#, fuzzy msgid "" "When creating ``.cs`` scripts, you should always keep in mind that the class " "Godot will use is the one named like the ``.cs`` file itself. If that class " "does not exist in the file, you'll see the following error: ``Invalid call. " "Nonexistent function `new` in base``." msgstr "" -"Ao criar scripts .cs você deve sempre ter em mente que a classe que Godot " -"usará é a nomeada como o próprio arquivo .cs. Se essa classe não existir no " -"arquivo, você verá o seguinte erro: ``Chamada inválida. Função inexistente " -"'new' na base``." +"Ao criar scripts ``.cs`` você deve sempre ter em mente que a classe que o " +"Godot usará é a nomeada como o próprio arquivo ``.cs.`` Se essa classe não " +"existir no arquivo, você verá o seguinte erro: ``Chamada inválida. Função " +"inexistente `new` na base``." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:91 msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode." msgstr "Por exemplo, MyCoolNode.cs deve conter uma classe chamada MyCoolNode." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:93 -#, fuzzy msgid "" "You also need to check your ``.cs`` file is referenced in the project's ``." "csproj`` file. Otherwise, the same error will occur." msgstr "" -"Você também precisa verificar se seu arquivo .cs é referenciado no arquivo ." -"csproj do projeto. Caso contrário, o mesmo erro ocorrerá." +"Você também precisa verificar se seu arquivo ``.cs`` é referenciado no " +"arquivo ``.csproj`` do projeto. Caso contrário, o mesmo erro ocorrerá." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:97 -#, fuzzy msgid "Instantiating GDScript nodes from C#" -msgstr "Internacionalização" +msgstr "Instanciando nós GDScript a partir do C#" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:99 msgid "" @@ -111,7 +102,6 @@ msgstr "" "pode ser instanciado com :ref:`GDScript.New() <class_GDScript_method_new>`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:107 -#, fuzzy msgid "" "Here we are using an :ref:`class_Object`, but you can use type conversion " "like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." @@ -121,14 +111,12 @@ msgstr "" "`doc_c_sharp_features_type_conversion_and_casting`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:111 -#, fuzzy msgid "Accessing fields" -msgstr "Acessando os Nós de Cena" +msgstr "Acessando campos" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:114 -#, fuzzy msgid "Accessing C# fields from GDScript" -msgstr "Uso na GDScript" +msgstr "Acessando campos C# a partir do GDScript" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:116 msgid "" @@ -139,7 +127,6 @@ msgstr "" "que se preocupar." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:128 -#, fuzzy msgid "" "Note that it doesn't matter if the field is defined as a property or an " "attribute. However, trying to set a value on a property that does not define " @@ -151,7 +138,7 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:133 msgid "Accessing GDScript fields from C#" -msgstr "Acessando campos do GDScript no C #" +msgstr "Acessando campos do GDScript no C#" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:135 msgid "" @@ -178,17 +165,14 @@ msgstr "" "`class_Object`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:153 -#, fuzzy msgid "Calling methods" -msgstr "Criando nós" +msgstr "Chamando métodos" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:156 -#, fuzzy msgid "Calling C# methods from GDScript" -msgstr "Uso na GDScript" +msgstr "Chamando métodos C# a partir do GDScript" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:158 -#, fuzzy msgid "" "Again, calling C# methods from GDScript should be straightforward. The " "marshalling process will do its best to cast the arguments to match function " @@ -202,10 +186,9 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:174 msgid "Calling GDScript methods from C#" -msgstr "Chamando métodos de GDScript no C #" +msgstr "Chamando métodos de GDScript no C#" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:176 -#, fuzzy msgid "" "To call GDScript methods from C# you'll need to use :ref:`Object.Call() " "<class_Object_method_call>`. The first argument is the name of the method " @@ -217,15 +200,14 @@ msgstr "" "método." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:198 -#, fuzzy msgid "" "As you can see, if the first argument of the called method is an array, " "you'll need to cast it as ``object``. Otherwise, each element of your array " "will be treated as a single argument and the function signature won't match." msgstr "" -"Como você pode ver, se o primeiro argumento do método chamado é uma matriz, " -"você precisará converte-la para ``object``. Caso contrário, cada elemento de " -"sua matriz será tratado como um único argumento e a assinatura da função não " +"Como você pode ver, se o primeiro argumento do método chamado é um array, " +"você precisará convertê-lo para ``object``. Caso contrário, cada elemento de " +"seu array será tratado como um único argumento e a assinatura da função não " "corresponderá." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:204 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index f112297d5b..2e8388e75d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -227,11 +227,11 @@ msgid "" msgstr "" "No GDScript, somente os tipos básicos (int, float, string e os tipos " "vetores) são passados por valor para funções (o valor é copiado). Todo o " -"resto (instances, arrays, dictionaries, etc) é passado como referência. As " -"classes que herdam: ref: `class_Reference` (o padrão se nada for " +"resto (instâncias, arrays, dicionários, etc) é passado como referência. As " +"classes que herdam :ref:`class_Reference` (o padrão se nada for " "especificado) serão liberadas quando não usadas, mas o gerenciamento de " -"memória manual também é permitido se herdar manualmente de: ref:` " -"class_Object`." +"memória manual também é permitido se herdar manualmente de :ref:" +"`class_Object`." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:174 msgid "Arrays" @@ -398,9 +398,9 @@ msgid "" "forward iterator follows:" msgstr "" "Você pode criar iteradores personalizados caso os existentes não satisfaçam " -"suas necessidades, sobrescrevendo as funções `` _iter_init``, `` " -"_iter_next`` e `` _iter_get`` da classe Variant em seu script. Aqui está um " -"exemplo de implementação de um iterador avançado:" +"suas necessidades, sobrescrevendo as funções ``_iter_init``, ``_iter_next`` " +"e ``_iter_get`` da classe Variant em seu script. Aqui está um exemplo de " +"implementação de um iterador avançado:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:454 msgid "And it can be used like any other iterator:" @@ -411,7 +411,7 @@ msgid "" "Make sure to reset the state of the iterator in ``_iter_init``, otherwise " "nested for-loops that use custom iterators will not work as expected." msgstr "" -"Certifique-se de redefinir o estado do iterador em `` _iter_init``, caso " +"Certifique-se de redefinir o estado do iterador em ``_iter_init``, caso " "contrário, loops for aninhados que usam iteradores personalizados não " "funcionarão como esperado." @@ -456,7 +456,7 @@ msgstr "" "pedra fossem todos quebráveis, eles precisariam herdar da classe Smashable, " "possivelmente exigindo herança múltipla. Se herança múltipla fosse " "indesejada, eles teriam que herdar uma classe comum como Entity. No entanto, " -"não seria muito elegante adicionar um método virtual ``smash ()`` à Entity " +"não seria muito elegante adicionar um método virtual ``smash()`` à Entity " "apenas se alguns deles puderem ser destruídos." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:492 @@ -465,8 +465,8 @@ msgid "" "sure you only have to define a ``smash()`` function where required and " "that's it. No need to consider inheritance, base classes, etc." msgstr "" -"Com linguagens dinamicamente tipadas, isso não é um problema. O tipo Duck " -"garante que você só precisa definir uma função ``smash ()`` onde for " +"Com linguagens dinamicamente tipadas, isso não é um problema. Duck typing " +"garante que você só precisa definir uma função ``smash()`` onde for " "necessário e pronto. Não há necessidade de considerar herança, classes base, " "etc." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 205c2d2cbd..1ce10a530f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,12 +34,12 @@ msgid "" "integrated with Godot Engine, allowing great flexibility for content " "creation and integration." msgstr "" -"*GDScript* é uma linguagem de auto nível, dinâmicamente tipada, usada para " -"criar conteúdo. Utiliza uma sintaxe similar a do `Python <https://en." -"wikipedia.org/wiki/Python_%28programming_language%29>`_ (blocos são baseados " -"em indentação e muitas palavras-chave são similares). Seu objetivo é ser " -"otimizada para e firmemente integrada ao motor Godot, permitindo grande " -"flexibilidade para a criação e integração de conteúdo." +"*GDScript* é uma linguagem de auto nível, dinamicamente tipada, usada para " +"criar conteúdo. Utiliza uma sintaxe similar a do `Python <https://pt." +"wikipedia.org/wiki/Python>`_ (blocos são baseados em indentação e muitas " +"palavras-chave são similares). Seu objetivo é ser otimizada para e " +"firmemente integrada ao Godot Engine, permitindo grande flexibilidade para a " +"criação e integração de conteúdo." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:17 msgid "History" @@ -380,15 +380,15 @@ msgstr "preload" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 msgid "Preloads a class or variable. See `Classes as resources`_." msgstr "" -"Pré-carrega uma classe ou uma variável. Consulte 'Classes como recursos' _." +"Pré-carrega uma classe ou uma variável. Consulte `Classes como recursos` _." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "yield" -msgstr "conceder" +msgstr "yield" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "Coroutine support. See `Coroutines with yield`_." -msgstr "Co-rotina de suporte. Consulte \" co-rotinas com o rendimento`_." +msgstr "Suporte a corrotina. Consulte `corrotinas com yield`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 msgid "assert" @@ -400,7 +400,7 @@ msgid "" "`Assert keyword`_." msgstr "" "Declara uma condição, erro de logs em caso de falha. Ignorado em compilações " -"de não-depuração. Consulte 'Afirmar a palavra-chave' _." +"de não-depuração. Consulte `Palavra-chave Assert` _." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:203 msgid "remote" @@ -416,8 +416,8 @@ msgid "" "Networking RPC annotation. See :ref:`high-level multiplayer docs " "<doc_high_level_multiplayer>`." msgstr "" -"Anotação de RPC de redes. Consulte: ref: 'documentos de multijogador de alto " -"nível <doc_high_level_multiplayer>'." +"Anotação de RPC em redes. Consulte :ref: `documentos de multijogador de alto " +"nível <doc_high_level_multiplayer>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:205 msgid "master" @@ -425,7 +425,7 @@ msgstr "master" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:207 msgid "puppet" -msgstr "fantoche" +msgstr "puppet" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:209 msgid "remotesync" @@ -654,9 +654,8 @@ msgid "``as``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 -#, fuzzy msgid "Type casting" -msgstr "Testando" +msgstr "Conversão de tipo" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:278 msgid "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``" @@ -748,6 +747,8 @@ msgid "" "Integers and floats can have their numbers separated with ``_`` to make them " "more readable. The following ways to write numbers are all valid::" msgstr "" +"Inteiros e flutuantes podem ter seus números separados por ``_`` para torná-" +"los mais legíveis. As seguintes formas de escrever números são todas válidas:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:313 msgid "Comments" @@ -866,7 +867,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 msgid "Newline (line feed)" -msgstr "" +msgstr "Nova linha (feed de linha)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "``\\t``" @@ -874,7 +875,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "Horizontal tab character" -msgstr "" +msgstr "Caractere tab horizontal" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "``\\r``" @@ -882,7 +883,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "Carriage return" -msgstr "" +msgstr "Retorno de transporte" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "``\\a``" @@ -890,7 +891,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "Alert (beep/bell)" -msgstr "" +msgstr "Alerta (bipe/campainha)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "``\\b``" @@ -898,7 +899,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "Backspace" -msgstr "" +msgstr "Backspace" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "``\\f``" @@ -906,7 +907,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "Formfeed page break" -msgstr "" +msgstr "Quebra de página do feed de formulário" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "``\\v``" @@ -914,7 +915,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "Vertical tab character" -msgstr "" +msgstr "Caractere tab vertical" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "``\\\"``" @@ -922,16 +923,15 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "Double quote" -msgstr "" +msgstr "Citação dupla" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 msgid "``\\'``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 -#, fuzzy msgid "Single quote" -msgstr "Singletons" +msgstr "Citação única" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "``\\\\``" @@ -939,7 +939,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "Backslash" -msgstr "" +msgstr "Barra invertida" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "``\\uXXXX``" @@ -948,10 +948,11 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "Unicode codepoint ``XXXX`` (hexadecimal, case-insensitive)" msgstr "" +"Ponto de código Unicode ``XXXX`` (hexadecimal, sem sensibilidade de caixa)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:396 msgid "GDScript also supports :ref:`doc_gdscript_printf`." -msgstr "" +msgstr "GDScript também suporta :ref:`doc_gdscript_printf`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:399 msgid "Vector built-in types" @@ -1229,6 +1230,11 @@ msgid "" "the :ref:`Object.get() <class_Object_method_get>` and :ref:`Object.set() " "<class_Object_method_set>` methods instead." msgstr "" +"A sintaxe de brackets pode ser usada para acessar propriedades de qualquer :" +"ref:`class_Object`, não apenas Dicionários. Tenha em mente que isso causará " +"um erro de script ao tentar indexar uma propriedade inexistente Para evitar " +"isto, use os métodos :ref:`Object.get() <class_Object_method_get>` e :ref:" +"`Object.set() <class_Object_method_set>`em vez disso." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 msgid "Data" @@ -1263,8 +1269,8 @@ msgid "" "Types are specified in the variable declaration using a ``:`` (colon) symbol " "after the variable name, followed by the type." msgstr "" -"Os tipos são especificados na declaração da variável usando um símbolo ``: " -"`` (dois-pontos) após o nome da variável, seguido pelo tipo." +"Os tipos são especificados na declaração da variável usando um símbolo ``:`` " +"(dois-pontos) após o nome da variável, seguido pelo tipo." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:597 msgid "" @@ -1299,8 +1305,8 @@ msgid "" "Constant names if they contain a script resource (``MyScript`` if you " "declared ``const MyScript = preload(\"res://my_script.gd\")``)." msgstr "" -"Nomes constantes se eles contiverem um recurso de script (`` MyScript`` se " -"você declarar `` const MyScript = preload (\"res: //my_script.gd\") ``)." +"Nomes constantes se eles contiverem um recurso de script (``MyScript`` se " +"você declarar ``const MyScript = preload(\"res://my_script.gd\")``)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:611 msgid "" @@ -1314,7 +1320,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:612 msgid "Script classes declared with the ``class_name`` keyword." -msgstr "Classes de script declaradas com a palavra-chave `` class_name``." +msgstr "Classes de script declaradas com a palavra-chave ``class_name``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615 msgid "Casting" @@ -1373,10 +1379,15 @@ msgid "" "give a constant value a name. Trying to assign a value to a constant after " "it's declared will give you an error." msgstr "" +"Constantes são valores que você não pode alterar quando o jogo está em " +"execução. Seu valor deve ser conhecido na hora da compilação. Usar a palavra-" +"chave ``const`` lhe permite dar um nome a um valor constante. Tentar " +"atribuir uma valor a uma constante depois de declarada resultará em um erro." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662 msgid "We recommend using constants whenever a value is not meant to change." msgstr "" +"Recomendamos usar constantes sempre que um valor não deve ser alterado." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:675 msgid "" @@ -1397,6 +1408,10 @@ msgid "" "still be modified afterwards. They can't be reassigned with another value " "though." msgstr "" +"Como matrizes e dicionários são passados por referência, as constantes são " +"\"planas\". Isto significa que se você declarar um array ou dicionário " +"constante, eles ainda podem ser modificados posteriormente. Eles não podem " +"ser reatribuídos com outro valor no entanto." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 msgid "Enums" @@ -1596,7 +1611,6 @@ msgstr "" "interrompidos utilizando ``break`` ou continuados utilizando ``continue``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 -#, fuzzy msgid "" "To iterate through a range, such as an array or table, a *for* loop is used. " "When iterating over an array, the current array element is stored in the " @@ -1604,9 +1618,9 @@ msgid "" "loop variable." msgstr "" "Para iterar através de uma faixa de valores, como em arrays ou tabelas, um " -"laço *for* é usado. Quando iterando por um array, o elemento atual é " -"armazenado na variável do laço. Ao iterar por um dicionário, o *índice* é " -"armazenado na variável do laço." +"loop *for* é usado. Quando iterando por um array, o elemento atual é " +"armazenado na variável do loop. Ao iterar por um dicionário, a *chave* é " +"armazenada na variável do loop." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:885 msgid "" @@ -1651,7 +1665,6 @@ msgid "**Control flow**:" msgstr "**Controle de fluxo**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909 -#, fuzzy msgid "" "The patterns are matched from top to bottom. If a pattern matches, the first " "corresponding block will be executed. After that, the execution continues " @@ -1660,9 +1673,9 @@ msgid "" msgstr "" "Os padrões são comparados de cima para baixo. Se um padrão coincide, o bloco " "correspondente é executado. Depois disso, a execução do código continua após " -"a expressão ``match``. Se quiser que ele continue dentro do ``match``, você " -"pode usar ``continue`` para parar a execução no bloco atual e verificar os " -"que vêm depois." +"a expressão ``match``. Você pode usar ``continue`` para parar a execução no " +"bloco atual e verificar se há uma correspondência adicional nos padrões " +"abaixo dele." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 msgid "There are 6 pattern types:" @@ -1836,6 +1849,10 @@ msgid "" "script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` " "for more information." msgstr "" +"Se o script estiver localizado no diretório ``res://addons/``, " +"``class_name`` só fará o com que o nó apareca na caixa de diálogo **Criar " +"Novo Node** se o script for parte de um plugin de editor *ativado*. Veja :" +"ref:`doc_making_plugins` para mais informações." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" @@ -1991,11 +2008,12 @@ msgstr "" "``e`` que foi passado para o ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "Se o construtor ``_init`` de ``Idle.gd`` não precisa de argumentos, ele " "ainda precisa passar algum valor para a classe base ``State.gd``, mesmo que " @@ -2093,8 +2111,8 @@ msgid "" "validating input." msgstr "" "Setters e getters são úteis especialmente ao :ref:`exportar variáveis " -"<doc_gdscript_exports>` ao editor em scripts de ferramentas ou plugins, para " -"validação de entrada." +"<doc_gdscript_exports>` para o editor em scripts de ferramentas ou plugins, " +"para validação de entrada." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292 msgid "" @@ -2153,13 +2171,14 @@ msgid "" "reference cycles that can't be freed, a :ref:`class_WeakRef` function is " "provided for creating weak references. Here is an example:" msgstr "" -"Se uma classe herdar de: ref: `class_Reference`, as instâncias serão " +"Se uma classe herdar de :ref:`class_Reference`, as instâncias serão " "liberadas quando não estiverem mais em uso. Nenhum coletor de lixo existe, " "apenas a contagem de referência. Por padrão, todas as classes que não " -"definem herança estendem **Reference**. Se isto não for desejado, então uma " -"classe deve herdar: ref: `class_Object` manualmente e deve chamar instance." -"free(). Para evitar ciclos de referência que não podem ser liberados, uma " -"função ``weakref`` é fornecida para criar referências fracas." +"definem herança estendem de **Reference**. Se isto não for desejado, então " +"uma classe deve herdar de :ref:`class_Object` manualmente e deve chamar " +"``instance.free()``. Para evitar ciclos de referência que não podem ser " +"liberados, uma função :ref:`class_WeakRef` é fornecida para criar " +"referências fracas. Eis um exemplo:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357 msgid "" @@ -2167,8 +2186,8 @@ msgid "" "``is_instance_valid(instance)`` can be used to check if an object has been " "freed." msgstr "" -"Alternativamente, quando não estiver usando referências, o `` " -"is_instance_valid (instance) `` pode ser usado para verificar se um objeto " +"Alternativamente, quando não estiver usando referências, o " +"``is_instance_valid (instance)`` pode ser usado para verificar se um objeto " "foi liberado." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364 @@ -2181,7 +2200,7 @@ msgid "" "react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" "Sinais são um modo de enviar mensagens de um objeto para que outros objetos " -"possam reagir. Crie sinais customizados para uma classe usando a palavra-" +"possam reagir. Crie sinais personalizados para uma classe usando a palavra-" "chave ``signal``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379 @@ -2239,19 +2258,18 @@ msgid "" "``Lifebar`` using the :ref:`Object.connect() <class_Object_method_connect>` " "method::" msgstr "" -"Em nosso script `` Character.gd``, definimos um sinal `` health_changed`` e " -"o emitimos com: ref: `Object.emit_signal () " -"<class_Object_method_emit_signal>` e no nó `` Game`` acima na árvore de " -"cenas, nós a conectamos à `` Lifebar`` usando o método: ref: `Object.connect " -"() <class_Object_method_connect>` ::" +"Em nosso script ``Character.gd``, definimos um sinal ``health_changed`` e o " +"emitimos com :ref:`Object.emit_signal() <class_Object_method_emit_signal>` e " +"no nó ``Game`` acima na árvore de cenas, nós a conectamos à ``Lifebar`` " +"usando o método :ref:`Object.connect() <class_Object_method_connect>`::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1450 msgid "" "To use signals, your class has to extend the ``Object`` class or any type " "extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -"Para usar sinais, sua classe precisa estender a classe do``Object`` ou " -"alguma classe como``Node``, ``KinematicBody``, ``Control``..." +"Para usar sinais, sua classe precisa estender a classe do ``Object`` ou " +"algum tipo que a estenda como ``Node``, ``KinematicBody``, ``Control``..." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1453 msgid "" @@ -2259,9 +2277,9 @@ msgid "" "then connect the character, that emits the signal, to the receiver, the " "``Lifebar`` node in this case." msgstr "" -"No nó `` Game``, obtemos os nós `` Character`` e `` Lifebar``, em seguida, " -"conectamos o personagem, que emite o sinal ao receptor`` Lifebar`` nesse " -"caso." +"No nó ``Game``, obtemos ambos os nós ``Character`` e ``Lifebar``, em " +"seguida, conectamos o personagem, que emite o sinal ao receptor, o nó " +"``Lifebar`` nesse caso." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467 msgid "" @@ -2269,7 +2287,7 @@ msgid "" "to the ``Character`` node." msgstr "" "Isso permite que a ``Lifebar`` reaja às alterações de saúde sem acoplá-la ao " -"nó `` Character``." +"nó ``Character``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470 msgid "" @@ -2332,7 +2350,7 @@ msgid "" "Our ``BattleLog`` node receives each element in the binds array as an extra " "argument::" msgstr "" -"Nosso nó ``BattleLog `` recebe cada elemento na matriz de vínculos como um " +"Nosso nó ``BattleLog`` recebe cada elemento na matriz de vínculos como um " "argumento extra::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1518 @@ -2350,7 +2368,7 @@ msgid "" "becomes invalid. Here is an example::" msgstr "" "GDScript oferece suporte para `corrotinas <https://pt.wikipedia.org/wiki/" -"Corotina>`_ através do comando embutido :ref:" +"Corrotina>`_ através do comando embutido :ref:" "`yield<class_@GDScript_method_yield>`. Chamar ``yield()`` irá sair " "imediatamente da função atual, com o estado atual congelado desta mesma " "função como valor de retorno. Chamar ``resume()`` neste objeto resultante " @@ -2397,14 +2415,14 @@ msgid "" "Coroutines themselves use the ``completed`` signal when they transition into " "an invalid state, for example::" msgstr "" -"As próprias corrotinas usam o sinal `` completed`` quando fazem a transição " +"As próprias corrotinas usam o sinal ``completed`` quando fazem a transição " "para um estado inválido, por exemplo::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1610 msgid "" "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -"`` my_func`` somente continuará a execução assim que ambos os botões forem " +"``my_func`` somente continuará a execução assim que ambos os botões forem " "pressionados." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1612 @@ -2416,6 +2434,8 @@ msgid "" "If there is more than one argument, ``yield`` returns an array containing " "the arguments::" msgstr "" +"Se houver mais de um argumento, ``yield`` retorna um array contendo os " +"argumentos::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637 msgid "" @@ -2423,6 +2443,9 @@ msgid "" "yield multiple times, you can yield to the ``completed`` signal " "conditionally:" msgstr "" +"Se você não tem certeza se uma função pode fazer yield ou não, ou se ela " +"pode fazer yield várias vezes, você pode fazer yield ao sinal ``completed`` " +"condicionalmente:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659 msgid "" @@ -2431,6 +2454,10 @@ msgid "" "``while`` would be redundant here as the ``completed`` signal is only " "emitted when the function didn't yield anymore." msgstr "" +"Isto garante que a função retorne o que deveria retornar, independentemente " +"de as corrotinas terem sido usadas internamente. Observe que usar ``while`` " +"seria redundante aqui, pois o sinal ``completed`` é apenas emitido quando a " +"função não faz mais yield." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667 #, fuzzy @@ -2474,12 +2501,13 @@ msgid "" "have side effects. Otherwise, the behavior of the script would vary " "depending on whether the project is run in a debug build." msgstr "" -"A palavra-chave ``assert`` pode ser usada para checar detalhes de depuração " -"de builds. Essas asserções são ignoradas em compilações sem depuração. Isso " -"significa que a expressão passada como argumento não vai ser compilada no " -"projeto final. Por esse motivo, elas ** não ** devem conter expressões que " -"sejam importantes para o código funcionar. Caso contrário, o comportamento " -"do script variará dependendo se está compilando em modo depuração ou não." +"A palavra-chave ``assert`` pode ser usada para checar detalhes em " +"compilações de depuração. Essas asserções são ignoradas em compilações sem " +"depuração. Isso significa que a expressão passada como argumento não será " +"avaliada num projeto exportado em modo de lançamento. Por esse motivo, elas " +"**não** devem conter expressões que sejam importantes para o código " +"funcionar. Caso contrário, o comportamento do script variará dependendo se " +"está compilando em modo depuração ou não." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1704 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 40239b5684..5ad16c07cc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -45,8 +45,8 @@ msgid "" "*Examples* section below)." msgstr "" "Uma variável exportada deve inicializada por uma expressão constante ou ter " -"uma dica de exportação na forma de um argumento da palavra-chave ``export`` " -"(veja abaixo a seção *Exemplos*)." +"uma inferência de exportação na forma de um argumento da palavra-chave " +"``export`` (veja abaixo a seção *Exemplos*)." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:22 msgid "" @@ -84,46 +84,47 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:141 msgid "Exporting bit flags" -msgstr "Exportando sinalizadores" +msgstr "Exportando sinalizadores de bits" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:143 -#, fuzzy msgid "" "Integers used as bit flags can store multiple ``true``/``false`` (boolean) " "values in one property. By using the export hint ``int, FLAGS, ...``, they " "can be set from the editor::" msgstr "" "Inteiros usados como sinalizadores podem armazenar múltiplos valores " -"``true``/``false`` (booleanos) em uma propriedade. Usando a dica de " -"exportação ``int, FLAGS``, eles podem ser configurados a partir do editor::" +"``true``/``false`` (booleanos) em uma propriedade. Usando a inferência de " +"exportação ``int, FLAGS, ...``, eles podem ser configurados a partir do " +"editor::" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 -#, fuzzy msgid "" "You must provide a string description for each flag. In this example, " "``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and " "``Wind`` corresponds to value 8. Usually, constants should be defined " "accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." msgstr "" -"Neste exemplo, ``Fire`` tem valor 1, ``Water`` tem valor 2, ``Earth`` tem " -"valor 4 e ``Wind`` corresponde ao valor 8. Normalmente, constantes deveriam " -"ser definidas em conformidade (por exemplo, ``const ELEMENT_WIND = 8`` e " -"assim por diante)." +"Você deve fornecer uma descrição em string para cada sinalizador. Neste " +"exemplo, ``Fire`` tem valor 1, ``Water`` tem valor 2, ``Earth`` tem valor 4 " +"e ``Wind`` corresponde ao valor 8. Normalmente, constantes deveriam ser " +"definidas em conformidade (por exemplo, ``const ELEMENT_WIND = 8`` e assim " +"por diante)." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:155 msgid "" "Export hints are also provided for the physics and render layers defined in " "the project settings::" msgstr "" +"Inferências de exportação também são fornecidas para as camadas de física e " +"de renderização definidas nas configurações do projeto::" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:162 -#, fuzzy msgid "" "Using bit flags requires some understanding of bitwise operations. If in " "doubt, use boolean variables instead." msgstr "" -"O uso de sinalizadores exige certo conhecimento de operações bit a bit. Na " -"dúvida, exporte variáveis boolianas." +"O uso de sinalizadores de bit exige certo conhecimento de operações bit a " +"bit. Na dúvida, exporte variáveis booleanas." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:166 msgid "Exporting arrays" @@ -133,6 +134,8 @@ msgstr "Exportando arrays" msgid "" "Exported arrays can have initializers, but they must be constant expressions." msgstr "" +"Arrays exportados podem ter inicializadores, mas devem ser expressões " +"constantes." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:170 msgid "" @@ -140,10 +143,13 @@ msgid "" "array values can be set in the inspector by dragging and dropping multiple " "files from the FileSystem dock at once." msgstr "" +"Se o array exportado especificar um tipo que herda de Resource, os valores " +"do array podem ser definidos no inspetor arrastando e soltando vários " +"arquivos da dock Arquivos de uma vez." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:208 msgid "Setting exported variables from a tool script" -msgstr "" +msgstr "Definindo variáveis exportadas a partir de um script de ferramenta" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:210 msgid "" @@ -153,11 +159,15 @@ msgid "" "<class_Object_method_property_list_changed_notify>` after setting the " "exported variable's value." msgstr "" +"Ao alterar o valor de uma variável exportada de um script em :ref:" +"`doc_gdscript_tool_mode`, o valor no inspetor não será atualizado " +"automaticamente. Para atualizá-lo chame :ref:`property_list_changed_notify() " +"<class_Object_method_property_list_changed_notify>` após definir o valor da " +"variável exportada." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:217 -#, fuzzy msgid "Advanced exports" -msgstr "Funções e Variáveis" +msgstr "Exports avançados" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:219 msgid "" @@ -165,6 +175,10 @@ msgid "" "to avoid unnecessary design complexity. The following describes some more or " "less common exporting features which can be implemented with a low-level API." msgstr "" +"Nem todo tipo de export pode ser fornecido no nível da própria linguagem " +"para evitar complexidade de design desnecessária. O seguinte descreve mais " +"ou menos alguns recursos de exportação comuns que podem ser implementados " +"com uma API de baixo nível." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:223 msgid "" @@ -175,23 +189,32 @@ msgid "" "<class_Object_method__get_property_list>` methods as described in :ref:" "`doc_accessing_data_or_logic_from_object`." msgstr "" +"Antes de continuar lendo, você deve se familiarizar com a forma como " +"propriedades são tratadas e como elas podem ser personalizadas com os " +"métodos :ref:`_set() <class_Object_method__get_property_list>`, :ref:`_get() " +"<class_Object_method__get_property_list>`, e :ref:`_get_property_list() " +"<class_Object_method__get_property_list>` como descrito em :ref:" +"`doc_accessing_data_or_logic_from_object`." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:230 msgid "" "For binding properties using the above methods in C++, see :ref:" "`doc_binding_properties_using_set_get_property_list`." msgstr "" +"Para propriedades de ligação usando os métodos acima em C++, veja :ref:" +"`doc_binding_properties_using_set_get_property_list`." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:233 msgid "" "The script must operate in the ``tool`` mode so the above methods can work " "from within the editor." msgstr "" +"O script deve operar no modo de ``ferramenta`` para que os métodos acima " +"possam funcionar dentro do editor." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:237 -#, fuzzy msgid "Adding script categories" -msgstr "Propriedades do Node" +msgstr "Adicionando categorias de script" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:239 msgid "" @@ -199,10 +222,13 @@ msgid "" "can be embedded into the inspector to act as a separator. ``Script " "Variables`` is one example of a built-in category." msgstr "" +"Para uma melhor distinção visual das propriedades, uma categoria especial de " +"script pode ser incorporada ao inspetor para atuar como um separador. " +"``Script Variables`` é um exemplo de categoria embutida." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:256 msgid "``name`` is the name of a category to be added to the inspector;" -msgstr "" +msgstr "``name`` é o nome de uma categoria a ser adicionada ao inspetor;" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:258 msgid "" @@ -211,21 +237,26 @@ msgid "" "it won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" +"``PROPERTY_USAGE_CATEGORY`` indica que a propriedade deve ser tratada como " +"uma categoria de script especificamente, então o tipo ``TYPE_NIL`` pode ser " +"ignorado pois não será realmente usado para a lógica de script, mas deve ser " +"definido de qualquer forma." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:263 -#, fuzzy msgid "Grouping properties" -msgstr "Propriedades do Node" +msgstr "Agrupando propriedades" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:265 msgid "A list of properties with similar names can be grouped." -msgstr "" +msgstr "Uma lista de propriedades com nomes semelhantes pode ser agrupada." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:279 msgid "" "``name`` is the name of a group which is going to be displayed as " "collapsible list of properties;" msgstr "" +"``name`` é o nome de um grupo que será exibido como uma lista de " +"propriedades que pode ser recolhida;" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:282 msgid "" @@ -234,6 +265,10 @@ msgid "" "key. For instance, ``rotate_speed`` is going to be shortened to ``speed`` in " "this case." msgstr "" +"cada propriedade sucessiva adicionada após a propriedade do grupo será " +"recolhida e encurtada conforme determinado pelo prefixo definido por meio da " +"chave ``hint_string``. Por exemplo, ``rotate_speed`` será encurtado para " +"``speed`` neste caso." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:286 msgid "" @@ -242,3 +277,7 @@ msgid "" "won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" +"``PROPERTY_USAGE_GROUP`` indica que a propriedade deve ser tratada como um " +"grupo de script especificamente, então o tipo ``TYPE_NIL`` pode ser " +"ignorado, pois não será realmente usado para a lógica de script, mas deve " +"ser definido de qualquer forma." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 7eaecbdc79..4228dc024b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 98606871d3..f2b1cb49a1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -100,7 +100,7 @@ msgid "" "wiki/Byte_order_mark>`_. *(editor default)*" msgstr "" "Use a codificação **UTF-8** sem uma `marca de ordem de byte <https://pt." -"wikipedia.org/wiki/Marca_de_ordem_de_byte>)`_. *(padrão do editor)*" +"wikipedia.org/wiki/Marca_de_ordem_de_byte>`_. *(padrão do editor)*" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" @@ -285,15 +285,14 @@ msgstr "" "texto de código desativado." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:363 -#, fuzzy msgid "" "In the script editor, to toggle the selected code commented, press :kbd:" "`Ctrl + K`. This feature adds a single # sign at the start of the selected " "lines." msgstr "" -"No editor de script, para desativar e ativar o código selecionado, aperte " -"<kbd>Ctrl</kbd><kbd>K</kbd>. Isso adiciona um sinal de # no início das " -"linhas selecionadas." +"No editor de script, para alternar o código selecionado comentado, aperte :" +"kbd:`Ctrl + K`. Este recurso adiciona um sinal de # no início das linhas " +"selecionadas." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:368 msgid "Whitespace" @@ -334,18 +333,19 @@ msgid "" "Otherwise, this makes them less readable and harder to distinguish from " "integers at a glance." msgstr "" +"Não omita o zero à esquerda ou à direita em números de ponto flutuante. Caso " +"contrário, isto os torna menos legíveis e mais difíceis de distinguir de " +"inteiros à primeira vista." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:428 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:441 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:452 -#, fuzzy msgid "**Good**::" msgstr "**Bom**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:433 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:445 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:460 -#, fuzzy msgid "**Bad**::" msgstr "**Ruim**:" @@ -354,12 +354,16 @@ msgid "" "Use lowercase for letters in hexadecimal numbers, as their lower height " "makes the number easier to read." msgstr "" +"Use letras minúsculas em números hexadecimais, pois sua altura mais baixa " +"torna o número mais fácil de ler." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:449 msgid "" "Take advantage of GDScript's underscores in literals to make large numbers " "more readable." msgstr "" +"Aproveite os sublinhados do GDScript em literais para tornar números grandes " +"mais legíveis." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:471 msgid "Naming conventions" @@ -376,15 +380,16 @@ msgstr "" "embutidas, o que deixa o seu código inconsistente." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:478 -#, fuzzy msgid "File names" -msgstr "Arquivos gerados" +msgstr "Nomes de arquivo" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:480 msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" msgstr "" +"Use snake_case para nomes de arquivo. Para classes nomeadas, converta o nome " +"da classe PascalCase em snake_case::" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:493 msgid "" @@ -392,6 +397,9 @@ msgid "" "also avoids case sensitivity issues that can crop up when exporting a " "project from Windows to other platforms." msgstr "" +"Isto é consistente com a forma como os arquivos C++ são nomeados no código-" +"fonte do Godot. Isto também evita problemas de sensibilidade de caixa que " +"podem surgir ao exportar um projeto do Windows para outras plataformas." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:498 msgid "Classes and nodes" @@ -559,7 +567,7 @@ msgid "" "Enums should come after signals, as you can use them as export hints for " "other properties." msgstr "" -"Enums vêm depois de sinais, já que você pode usá-los como dicas de " +"Enums vêm depois de sinais, já que você pode usá-los como inferências de " "exportação para outras propriedades." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637 @@ -583,9 +591,8 @@ msgstr "" "isso que o exemplo acima mostra." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:668 -#, fuzzy msgid "Member variables" -msgstr "Funções e Variáveis" +msgstr "Variáveis de membro" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:670 msgid "" @@ -593,11 +600,13 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" +"Não declare variáveis de membro se elas forem usadas apenas localmente em um " +"método, pois torna o código mais difícil de seguir. Em vez disso, declare-as " +"como variáveis locais no corpo do método." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:675 -#, fuzzy msgid "Local variables" -msgstr "Variáveis Locais" +msgstr "Variáveis locais" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:677 msgid "" @@ -605,6 +614,9 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " +"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " +"onde a variável foi declarada." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:682 msgid "Methods and static functions" @@ -625,12 +637,11 @@ msgstr "" "ela adiciona um nó à árvore da cena." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:690 -#, fuzzy msgid "" "These functions should come first because they show how the object is " "initialized." msgstr "" -"Essas funções devem vir primeiro por que elas mostram como o objeto é " +"Estas funções devem vir primeiro pois elas mostram como o objeto é " "inicializado." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:693 @@ -660,26 +671,24 @@ msgid "" "Since Godot 3.1, GDScript supports :ref:`optional static " "typing<doc_gdscript_static_typing>`." msgstr "" -"Desde o Godot 3.1, GDScript suporta :ref:`tipos estáticos " -"opcionais<doc_gdscript_static_typing>`." +"Desde o Godot 3.1, GDScript suporta :ref:`tipagem estática " +"opcional<doc_gdscript_static_typing>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:739 -#, fuzzy msgid "Declared types" -msgstr "Tipos de espaços reservados" +msgstr "Tipos declarados" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:741 msgid "To declare a variable's type, use ``<variable>: <type>``:" -msgstr "" +msgstr "Para declarar o tipo de uma variável, use ``<variável>: <tipo>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:747 msgid "To declare the return type of a function, use ``-> <type>``:" msgstr "Para declarar o tipo de retorno de uma função, use ``-> <type>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:754 -#, fuzzy msgid "Inferred types" -msgstr "Tipos de espaços reservados" +msgstr "Tipos inferidos" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:756 msgid "In most cases you can let the compiler infer the type, using ``:=``:" @@ -694,3 +703,7 @@ msgid "" "unless the scene or file of the node is loaded in memory. In this case, you " "should set the type explicitly." msgstr "" +"No entanto, em alguns casos em que falta contexto, o compilador volta ao " +"tipo de retorno da função. Por exemplo, ``get_node()`` não pode inferir um " +"tipo a menos que a cena ou arquivo do nó seja carregado na memória. Nesse " +"caso, você deve definir o tipo explicitamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po index a6c819498f..a7f4508a17 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 995aac12f1..56edfb3dc9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -53,26 +53,24 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:20 msgid "Typed GDScript is available since Godot 3.1." -msgstr "O GDScript digitado está disponível desde Godot 3.1." +msgstr "O GDScript tipado está disponível desde Godot 3.1." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:23 msgid "A brief look at static typing" msgstr "Uma breve olhada na tipagem estática" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:25 -#, fuzzy msgid "" "With typed GDScript, Godot can detect even more errors as you write code! It " "gives you and your teammates more information as you're working, as the " "arguments' types show up when you call a method." msgstr "" -"Com GDScript digitado, Godot pode detectar ainda mais erros enquanto você " +"Com GDScript tipado, Godot pode detectar ainda mais erros enquanto você " "escreve o código! Ele fornece a você e a seus colegas de equipe mais " "informações enquanto você trabalha, pois os tipos de argumentos aparecem " "quando você chama um método." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:29 -#, fuzzy msgid "" "Imagine you're programming an inventory system. You code an ``Item`` node, " "then an ``Inventory``. To add items to the inventory, the people who work " @@ -92,25 +90,23 @@ msgid "" "issues at runtime, but lets you decide whether or not you want to leave the " "code as it is. More on that in a moment." msgstr "" -"Outra vantagem significativa do GDScript digitado é o novo **sistema de " +"Outra vantagem significativa do GDScript tipado é o novo **sistema de " "alerta**. A partir da versão 3.1, Godot dá avisos sobre o seu código à " "medida que você o escreve: o motor identifica seções de seu código que podem " "levar a problemas em tempo de execução, mas permite que você decida se " "deseja ou não deixar o código como está. Mais sobre isso em um momento." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:55 -#, fuzzy msgid "" "Static types also give you better code completion options. Below, you can " "see the difference between a dynamic and a static typed completion options " "for a class called ``PlayerController``." msgstr "" -"Os tipos estáticos também oferecem melhores opções de conclusão de código. " -"Abaixo, você pode ver a diferença entre opções dinâmica e de estática " -"completa para uma classe chamada ``PlayerController``." +"Tipos estáticos também oferecem opções melhores de conclusão de código. " +"Abaixo, você pode ver a diferença entre opções de conclusão tipadas dinâmica " +"e estática completa para uma classe chamada ``PlayerController``." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:59 -#, fuzzy msgid "" "You've probably stored a node in a variable before, and typed a dot to be " "left with no autocomplete suggestions:" @@ -119,13 +115,12 @@ msgstr "" "para ficar sem sugestões de preenchimento automático:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:65 -#, fuzzy msgid "" "This is due to dynamic code. Godot cannot know what node or value type " "you're passing to the function. If you write the type explicitly however, " "you will get all public methods and variables from the node:" msgstr "" -"Isto é devido ao código dinâmico. Godot não pode saber qual nó ou tipo de " +"Isto é devido a código dinâmico. O Godot não pode saber qual nó ou tipo de " "valor você está passando para a função. Se você escrever o tipo " "explicitamente no entanto, você obterá todos os métodos e variáveis públicos " "do nó:" @@ -135,11 +130,10 @@ msgid "" "In the future, typed GDScript will also increase code performance: Just-In-" "Time compilation and other compiler improvements are already on the roadmap!" msgstr "" -"No futuro, o GDScript digitado também aumentará o desempenho do código: a " +"No futuro, o GDScript tipado também aumentará o desempenho do código: a " "compilação Just-In-Time e outras melhorias do compilador já estão no roteiro!" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:76 -#, fuzzy msgid "" "Overall, typed programming gives you a more structured experience. It helps " "prevent errors and improves the self-documenting aspect of your scripts. " @@ -149,20 +143,19 @@ msgid "" "clearer and the more structured the code, the faster it is to understand, " "the faster you can move forward." msgstr "" -"No geral, a programação digitada proporciona uma experiência mais " -"estruturada. Ajuda a evitar erros e melhora o aspecto de autodocumentação " -"dos seus scripts. Isso é especialmente útil quando você trabalha em equipe " -"ou em um projeto de longo prazo: estudos mostram que os desenvolvedores " -"passam a maior parte do tempo lendo o código de outras pessoas ou scripts " -"que escreveram no passado e esqueceram. Quanto mais claro e mais estruturado " -"o código, mais rápido será entender, mais rápido você poderá avançar." +"No geral, a programação tipada proporciona uma experiência mais estruturada. " +"Ajuda a evitar erros e melhora o aspecto de autodocumentação dos seus " +"scripts. Isso é especialmente útil quando você trabalha em equipe ou em um " +"projeto de longo prazo: estudos mostram que os desenvolvedores passam a " +"maior parte do tempo lendo o código de outras pessoas ou scripts que " +"escreveram no passado e esqueceram. Quanto mais claro e mais estruturado o " +"código, mais rápido será entender, mais rápido você poderá avançar." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:85 msgid "How to use static typing" -msgstr "Como usar a digitação estática" +msgstr "Como usar a tipagem estática" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:87 -#, fuzzy msgid "" "To define the type of a variable or a constant, write a colon after the " "variable's name, followed by its type. E.g. ``var health: int``. This forces " @@ -198,7 +191,7 @@ msgid "" "<doc_scripting_continued_class_name>` feature to register types in the " "editor." msgstr "" -"Suas próprias classes personalizadas. Veja o novo recurso: ref: `class_name " +"Suas próprias classes personalizadas. Veja o novo recurso :ref:`class_name " "<doc_scripting_continued_class_name>` para registrar tipos no editor." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:115 @@ -207,13 +200,13 @@ msgid "" "automatically from the assigned value. But you can still do so to make the " "intent of your code clearer." msgstr "" -"Você não precisa escrever dicas de tipo para constantes, já que Godot o " -"define automaticamente a partir do valor atribuído. Mas você ainda pode " -"fazer isso para tornar a intenção do seu código mais clara." +"Você não precisa escrever inferências de tipo para constantes, já que o " +"Godot o define automaticamente a partir do valor atribuído. Mas você ainda " +"pode fazer isso para tornar a intenção do seu código mais clara." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:118 msgid "Custom variable types" -msgstr "Tipos customizados de variável" +msgstr "Tipos de variável personalizados" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:120 msgid "" @@ -230,7 +223,7 @@ msgid "" "The second method is to use the ``class_name`` keyword when you create. For " "the example above, your Rifle.gd would look like this:" msgstr "" -"O segundo método é usar a palavra-chave `` class_name`` quando você cria. " +"O segundo método é usar a palavra-chave ``class_name`` quando você cria. " "Para o exemplo acima, o seu Rifle.gd ficaria assim:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:137 @@ -252,7 +245,7 @@ msgid "" "Type casting is a key concept in typed languages. Casting is the conversion " "of a value from one type to another." msgstr "" -"A conversão de tipos é um conceito-chave em idiomas tipados. Casting é a " +"A conversão de tipos é um conceito-chave em linguagens tipados. Casting é a " "conversão de um valor de um tipo para outro." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:151 @@ -281,7 +274,6 @@ msgstr "" "``PlayerController``:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:172 -#, fuzzy msgid "" "As we're dealing with a custom type, if the ``body`` doesn't extend " "``PlayerController``, the ``player``\\ variable will be set to ``null``. We " @@ -289,10 +281,10 @@ msgid "" "full autocompletion on the player variable thanks to that cast." msgstr "" "Como nós estamos lidando com um tipo personalizado, se o ``body`` não " -"extende ``PlayerController``, a variável do ``player``\\ vai ser definida " -"como ``null``. Nós podemos usar isso para checar se o body é o player or " -"não. Nós também poderemos usar preenchimento automático completo no variável " -"do player graças a essa conversão." +"extende ``PlayerController``, a variável ``player``\\ vai ser definida como " +"``null``. Nós podemos usar isso para checar se o body é o player or não. Nós " +"também poderemos usar preenchimento automático completo no variável player " +"graças a essa conversão." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:179 msgid "" @@ -306,7 +298,6 @@ msgid "Safe lines" msgstr "Linhas seguras" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:184 -#, fuzzy msgid "" "You can also use casting to ensure safe lines. Safe lines are a new tool in " "Godot 3.1 to tell you when ambiguous lines of code are type-safe. As you can " @@ -314,15 +305,13 @@ msgid "" "information to know if an instruction will trigger an error or not at " "runtime." msgstr "" -"Você também pode usar a moldagem para garantir linhas seguras. As linhas " +"Você também pode usar casting para garantir linhas seguras. As linhas " "seguras são uma nova ferramenta do Godot 3.1 para lhe dizer quando linhas de " "código ambíguas são seguras para o tipo. Como você pode misturar e combinar " -"códigos digitados e dinâmicos, às vezes, Godot não tem informações " -"suficientes para saber se uma instrução disparará um erro ou não em tempo de " -"execução." +"códigos tipados e dinâmicos, às vezes, Godot não tem informações suficientes " +"para saber se uma instrução disparará um erro ou não em tempo de execução." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:190 -#, fuzzy msgid "" "This happens when you get a child node. Let's take a timer for example: with " "dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-" @@ -331,7 +320,7 @@ msgid "" "classes it extends. With dynamic GDScript, you also don't care about the " "node's type as long as it has the methods you need to call." msgstr "" -"Isso acontece quando você pega um nó filho. Vamos tomar um Timer como " +"Isso acontece quando você pega um nó filho. Vamos tomar um timer como " "exemplo: com código dinâmico, você pode pegar o nó usando ``$Timer``. " "GDScript suporta `duck-typing <https://stackoverflow.com/" "a/4205163/8125343>`__, então mesmo que o seu timer seja do tipo ``Timer``, " @@ -347,9 +336,9 @@ msgid "" "of the script editor." msgstr "" "Você pode usar casting para dizer ao Godot o tipo que você espera quando " -"você obtém um nó: `` ($ Timer as Timer) ``, `` ($ Player as KinematicBody2D) " -"`` etc. O Godot irá verificar que o tipo funciona e, se funcionar, o número " -"da linha ficará verde à esquerda do editor de script." +"você obtém um nó: ``($Timer as Timer)``, ``($Player as KinematicBody2D)`` " +"etc. O Godot irá verificar que o tipo funciona e, se funcionar, o número da " +"linha ficará verde à esquerda do editor de script." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:206 msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" @@ -393,25 +382,24 @@ msgstr "Tipada ou dinâmica: Adote um estilo" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 #, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "GDScript tipado e GDScript dinâmico podem coexistir em um mesmo projeto. Mas " "eu recomendo adotar um dos dois estilos para manter a consistência do seu " "código base. Facilita para todos trabalharem juntos se vocês seguirem as " -"mesmas diretrizes, a acelera a leitura e o entendimento do código de outras " +"mesmas diretrizes, e acelera a leitura e o entendimento do código de outras " "pessoas." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 -#, fuzzy msgid "" "Typed code takes a little more writing, but you get the benefits we " "discussed above. Here's an example of the same, empty script, in a dynamic " "style:" msgstr "" -"Código tipado leva mais tempo para ser escrito, mas você terá os benefícios " +"Código tipado leva um pouco mais de escrita, mas você terá os benefícios " "discutidos acima. Aqui está um exemplo do mesmo script vazio utilizando a " "tipagem dinâmica:" @@ -420,42 +408,38 @@ msgid "And with static typing:" msgstr "E com a tipagem estática:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:286 -#, fuzzy msgid "" "As you can see, you can also use types with the engine's virtual methods. " "Signal callbacks, like any methods, can also use types. Here's a " "``body_entered`` signal in a dynamic style:" msgstr "" "Como você pode ver, você também pode usar tipos com os métodos virtuais da " -"engine. Sinais de chamada de retorno, como qualquer método, também pode usar " -"tipos. Aqui um sinal ``body_entered`` com a tipagem dinâmica:" +"engine. Chamadas de retorno de sinal, como quaisquer métodos, também podem " +"usar tipos. Aqui um sinal ``body_entered`` com a tipagem dinâmica:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:295 msgid "And the same callback, with type hints:" -msgstr "E a mesma chamada de retorno, com as dicas de tipo:" +msgstr "E a mesma chamada de retorno, com as inferências de tipo:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:302 -#, fuzzy msgid "" "You're free to replace, e.g. the ``CollisionObject2D``, with your own type, " "to cast parameters automatically:" msgstr "" -"Você é livre pra substituir, ex.: O ``CollisionObject2D``, com seu próprio " -"tipo, para converter os parâmetros automaticamente:" +"Você é livre pra substituir, por exemplo, o ``CollisionObject2D``, com seu " +"próprio tipo, para converter os parâmetros automaticamente:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:313 -#, fuzzy msgid "" "The ``bullet`` variable could hold any ``CollisionObject2D`` here, but we " "make sure it is our ``Bullet``, a node we created for our project. If it's " "anything else, like an ``Area2D``, or any node that doesn't extend " "``Bullet``, the ``bullet`` variable will be ``null``." msgstr "" -"Aqui a variável ``bullet`` pode guardar qualquer objeto " -"``CollisionObject2D``, mas temos que garantir que é o nosso ``Bullet``, um " -"nó que criamos para o nosso projeto. Se for qualquer outra coisa, como uma " -"``Area2D``, ou qualquer nó que não estenda ``Bullet``, a variável ``bullet`` " -"será ``null``." +"A variável ``bullet`` pode guardar qualquer objeto ``CollisionObject2D`` " +"aqui, mas temos que garantir que é o nosso ``Bullet``, um nó que criamos " +"para o nosso projeto. Se for qualquer outra coisa, como uma ``Area2D``, ou " +"qualquer nó que não estenda ``Bullet``, a variável ``bullet`` será ``null``." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:319 msgid "Warning system" @@ -466,52 +450,47 @@ msgid "" "Documentation about the GDScript warning system has been moved to :ref:" "`doc_gdscript_warning_system`." msgstr "" -"A documentação sobre o sistema de avisos do GDScript foi movido para :ref:" +"A documentação sobre o sistema de avisos do GDScript foi movida para :ref:" "`doc_gdscript_warning_system`." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:327 -#, fuzzy msgid "Cases where you can't specify types" -msgstr "Casos onde você não pode especificar os tipos" +msgstr "Casos onde você não pode especificar tipos" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:329 -#, fuzzy msgid "" "To wrap up this introduction, let's cover a few cases where you can't use " "type hints. All the examples below **will trigger errors**." msgstr "" -"Para finalizar essa introdução, vamos abordar alguns poucos casos onde você " -"não pode usar tipos. Todos os exemplos abaixo **vão disparar erros**." +"Para concluir essa introdução, vamos abordar alguns poucos casos onde você " +"não pode usar inferências de tipo. Todos os exemplos abaixo **irão acionar " +"erros**." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:332 -#, fuzzy msgid "You can't use Enums as types:" msgstr "Você não pode usar Enums como tipos:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:339 -#, fuzzy msgid "" "You can't specify the type of individual members in an array. This will give " "you an error:" msgstr "" -"Você não pode especificar o tipo de cada elemento em uma matriz. Isso lhe " -"dará um erro:" +"Você não pode especificar o tipo de membros individuais em um array. Isso " +"lhe dará um erro:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:346 -#, fuzzy msgid "" "You can't force the assignment of types in a ``for`` loop, as each element " "the ``for`` keyword loops over already has a different type. So you " "**cannot** write:" msgstr "" -"Você não pode forçar a atribuição de tipos em um laço ``for``, pois cada " -"elemento em que o laço ``for`` itera já possui um tipo diferente. Então você " -"**não pode** escrever:" +"Você não pode forçar a atribuição de tipos em um loop ``for``, pois cada " +"elemento em que o loop ``for`` executa em loop já possui um tipo diferente. " +"Então você **não pode** escrever:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:356 -#, fuzzy msgid "Two scripts can't depend on each other in a cyclic fashion:" -msgstr "Dois scripts não podem depender um do outro de forma cíclica:" +msgstr "Dois scripts não podem depender um do outro de maneira cíclica:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:379 msgid "Summary" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index ef78053c29..09fda98107 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:4 msgid "GDScript warning system" -msgstr "Sistema de avisos do GDScript" +msgstr "Sistema de alertas do GDScript" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:6 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po index 90bbffe4fb..9297a878ae 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 522b62babb..e93be27056 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,20 +18,21 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:4 -#, fuzzy msgid "Custom VisualScript nodes" -msgstr "Script Personalizado" +msgstr "Nós de VisualScript personalizados" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:6 msgid "" "Custom nodes are written in GDScript and can then be used in VisualScript. " "This is useful for offloading complex code to GDScript and reusing it." msgstr "" +"Nós personalizados são escritos em GDScript e podem então ser usados em " +"VisualScript. Isto é útil para descarregar código complexo para GDScript e " +"reutilizá-lo." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:10 -#, fuzzy msgid "Creating a custom node" -msgstr "Criando um projeto" +msgstr "Criando um nó personalizado" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:12 msgid "" @@ -39,6 +40,9 @@ msgid "" "a ``tool`` keyword at the top. This is needed for the script to run in the " "editor." msgstr "" +"Crie um novo script que estenda :ref:`class_VisualScriptCustomNode` e " +"coloque uma palavra-chave ``tool`` no topo. Isto é necessário para que o " +"script seja executado no editor." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:14 msgid "" @@ -47,34 +51,47 @@ msgid "" "``_has_input_sequence_port`` function is not necessary if it should return " "``false`` for example." msgstr "" +"Existem algumas funções que podem ser implementadas para definir parâmetros " +"do nó personalizado. Apenas adicione funções que são necessárias, uma função " +"``_has_input_sequence_port`` não é necessária se ela deve retornar ``false`` " +"por exemplo." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:17 msgid "" "The most important part of a custom node is the ``_step`` function. The " "logic of the node is defined there." msgstr "" +"A parte mais importante de um nó personalizado é a função ``_step``. A " +"lógica do nó é definida nela." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:19 msgid "The ``inputs`` parameter holds the value of the input ports." -msgstr "" +msgstr "O parâmetro ``inputs`` contém o valor das portas de entrada." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:21 msgid "" "The ``outputs`` parameter is an array where the indices represent the output " "port ids. It can be modified to set the values of the output ports." msgstr "" +"O parâmetro ``outputs`` é um array onde os índices representam os ids da " +"porta de saída. Ele pode ser modificado para definir os valores das portas " +"de saída." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:23 msgid "" "``start_mode`` can be checked to see if it is the first time ``_step`` is " "called." msgstr "" +"``start_mode`` pode ser verificado para ver se é a primeira vez que " +"``_step`` é chamado." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:25 msgid "" "``working_mem`` is persistent each ``_step`` call. It can be used to store " "information." msgstr "" +"``working_mem`` é persistente a cada chamada ``_step``. Ele pode ser usado " +"para armazenar informações." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:27 msgid "" @@ -83,22 +100,28 @@ msgid "" "return the id of the sequence port which should be called next. If your " "custom node doesn't have any, just return 0." msgstr "" +"Se você quiser lançar um erro, por exemplo, se os tipos de entrada estiverem " +"incorretos, você pode retornar a mensagem de erro como uma string. Quando " +"tudo der certo, retorne o id da porta de sequência que deve ser chamada a " +"seguir. Se o seu nó personalizado não tiver nenhum, apenas retorne 0." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:31 msgid "Example:" msgstr "Exemplo:" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:94 -#, fuzzy msgid "Using a custom node" -msgstr "Usando Godot com C ++" +msgstr "Usando um nó personalizado" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:96 msgid "" "To use the script, add a ``CustomNode``, select it and drag your custom node " "script into the ``script`` property shown in the inspector." msgstr "" +"Para usar o script, adicione um ``CustomNode``, selecione-o e arraste seu " +"script de nó personalizado para a propriedade ``script`` mostrada no " +"inspetor." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:100 msgid "Result:" -msgstr "" +msgstr "Resultado:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 88a2658434..b7d6975a47 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -38,8 +38,8 @@ msgid "" "In Godot, a Visual Script fits smoothly together with regular scripts in the " "Editor tab" msgstr "" -"Em Godot, um script visual se encaixa perfeitamente com scripts regulares na " -"guia Editor" +"No Godot, um Script Visual se encaixa perfeitamente com scripts normais na " +"aba Editor" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:15 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 220fc744a6..16b6ce495c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 9607202fe7..3b5c4780aa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -243,7 +243,7 @@ msgid "" "Name* of the property you want to edit (hint, *not* the value!) and drag it " "to the canvas:" msgstr "" -"Esse é o modo mais comum de editar *Nodes de Cena* com Visual Script. " +"Esse é o modo mais comum de editar *Nodes de Cena* com Visual Scripting. " "Selecione um *Node de Cena* da *Árvore da Cena*, vá ao Inspetor, encontre *o " "Nome* da propriedade que você quer editar (dica, *não é* o valor!) e arraste-" "a à tela:" @@ -305,9 +305,10 @@ msgid "" "step." msgstr "" "Como pode ser visto acima, o tipo e o valor inicial da variável podem ser " -"alterados, assim como alguns sinais de propriedade. Marcando a opção \"Export" -"\" torna a variável visível no Inspetor quando selecionar o nó. Isso também " -"a torna disponível a outros scripts pelo método descrito no passo anterior." +"alterados, assim como algumas inferências de propriedade. Marcando a opção " +"\"Export\" torna a variável visível no Inspetor quando selecionar o nó. Isso " +"também a torna disponível a outros scripts pelo método descrito no passo " +"anterior." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153 msgid "" @@ -433,10 +434,10 @@ msgid "" "this node is not used that often because of default input values in *Data " "Ports*, but it's good to know it exists." msgstr "" -"O primeiro é uma\"Constant\", que permite selecionar qualquer valor de " +"O primeiro é uma \"Constante\", que permite selecionar qualquer valor de " "qualquer tipo como constante, de um inteiro (42) para uma String (\"Hello!" "\"). Em geral, esse nó não é usado frequentemente devido a valores de " -"entrada padrão em * Data Ports *, mas é bom saber que existe." +"entrada padrão em *Data Ports*, mas é bom saber que existe." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:221 msgid "" @@ -572,7 +573,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" -msgstr "Árvore de cena" +msgstr "SceneTree" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 4fa5ef9eef..40df538b5e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po index ec4f84781a..c9e6df357b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po index f3aaf315c8..3cc8c85312 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -78,7 +78,6 @@ msgstr "" "e-mover." #: ../../docs/getting_started/step_by_step/exporting.rst:31 -#, fuzzy msgid "" "By default, Godot emulates mouse input from touch input. That means that if " "anything is coded to happen on a mouse event, touch will trigger it as well. " @@ -86,13 +85,11 @@ msgid "" "be able to keep playing our game on our computer after we switch to touch " "input." msgstr "" -"Por padrão o Godot emula o mouse quando há entrada de toque. Quer dizer que " +"Por padrão, o Godot emula o mouse quando há entrada de toque. Quer dizer que " "se tudo é programado para acontecer em um evento de mouse, o toque vai " "ativar da mesma forma. O Godot também pode emular o toque a partir de " "cliques do mouse, o que precisaremos para poder jogar nosso jogo no " -"computador depois que trocarmos para entrada de toque. Nas \"Configurações " -"do Projeto\" em *Input Devices* e *Pointing*, ligue a opção *Emulate Touch " -"From Mouse*." +"computador depois que trocarmos para entrada de toque." #: ../../docs/getting_started/step_by_step/exporting.rst:36 msgid "" @@ -116,13 +113,12 @@ msgstr "" "\"2d\" e *Aspect* para \"keep\"." #: ../../docs/getting_started/step_by_step/exporting.rst:45 -#, fuzzy msgid "" "Since we are already in the **Window** settings, we should also set under " "**Handheld** the **Orientation** to ``portrait``." msgstr "" -"Desde que já estamos nas configurações da *Janela*, também devemos definir a " -"*Orientação* para \"portrait\" em *Handheld*." +"Como já estamos nas configurações de **Janela**, também devemos definir em " +"**Handheld** a **Orientação** para ``portrait``." #: ../../docs/getting_started/step_by_step/exporting.rst:50 msgid "" @@ -148,16 +144,16 @@ msgid "Setting a main scene" msgstr "Definindo uma cena principal" #: ../../docs/getting_started/step_by_step/exporting.rst:244 -#, fuzzy msgid "" "The main scene is the one that your game will start in. For this *Dodge the " "Creeps* example, in **Project -> Project Settings -> Application -> Run**, " "set **Main Scene** to ``Main.tscn`` by clicking the folder icon and " "selecting it." msgstr "" -"A cena principal é na qual o seu jogo iniciará. Em *Projeto -> Opções do " -"Projeto -> Aplicação -> Rodar*, defina *Cena Principal* para \"Main.tscn\" " -"clicando no ícone da pasta e selecionando-a." +"A cena principal é aquela na qual o seu jogo iniciará. Para este exemplo de " +"*Dodge the Creeps*, em **Projeto -> Configurações do Projeto -> Aplicação -> " +"Rodar**, defina **Cena Principal** para ``Main.tscn`` clicando no ícone da " +"pasta e selecionando-a." #: ../../docs/getting_started/step_by_step/exporting.rst:250 msgid "Export templates" @@ -189,12 +185,11 @@ msgstr "" "exportação**." #: ../../docs/getting_started/step_by_step/exporting.rst:266 -#, fuzzy msgid "" "In the window that appears, you can click **Download** to get the template " "version that matches your version of Godot." msgstr "" -"Na janela que aparece, você pode clicar em \"Download\" para obter a versão " +"Na janela que aparecer, você pode clicar em **Download** para obter a versão " "do modelo que corresponde à sua versão do Godot." #: ../../docs/getting_started/step_by_step/exporting.rst:273 @@ -202,6 +197,9 @@ msgid "" "Export templates are bound to a specific Godot version. If you upgrade " "Godot, you must download templates that match the new version." msgstr "" +"Os modelos de exportação são vinculados a uma versão específica do Godot. Se " +"você atualizar o Godot, você deve baixar os modelos que correspondem à nova " +"versão." #: ../../docs/getting_started/step_by_step/exporting.rst:277 msgid "Export presets" @@ -216,12 +214,11 @@ msgstr "" "*Projeto -> Exportar*." #: ../../docs/getting_started/step_by_step/exporting.rst:281 -#, fuzzy msgid "" "Create a new export preset by clicking **Add...** and selecting a platform. " "You can make as many presets as you like with different settings." msgstr "" -"Crie uma nova predefinição de exportação clicando em \"Adicionar ...\" e " +"Crie uma nova predefinição de exportação clicando em **Adicionar ...** e " "selecionando uma plataforma. Você pode fazer quantas predefinições desejar " "com configurações diferentes." @@ -244,12 +241,11 @@ msgstr "" "do seu jogo, como um ``.apk`` para o Android ou um ``.exe`` para o Windows." #: ../../docs/getting_started/step_by_step/exporting.rst:293 -#, fuzzy msgid "" "In the **Resources** and **Features** tabs, you can customize how the game " "is exported for each platform. We can leave those settings alone for now." msgstr "" -"Nas abas \"Recursos\" e \"Funcionalidades\" você pode personalizar como o " +"Nas abas **Recursos** e **Funcionalidades** você pode personalizar como o " "jogo é exportado para cada plataforma. Podemos deixar essas configurações " "como estão por enquanto." @@ -283,9 +279,8 @@ msgstr "" "destino. Escolha um local *fora* da pasta do seu projeto." #: ../../docs/getting_started/step_by_step/exporting.rst:310 -#, fuzzy msgid "Click **Save** and the engine will build the export files." -msgstr "Clique em \"Salvar\" e o mecanismo criará os arquivos de exportação." +msgstr "Clique em **Salvar** e o motor criará os arquivos de exportação." #: ../../docs/getting_started/step_by_step/exporting.rst:314 msgid "" @@ -300,14 +295,13 @@ msgstr "" "um ``.app`` do macOS que você pode clicar duas vezes e executar." #: ../../docs/getting_started/step_by_step/exporting.rst:321 -#, fuzzy msgid "" "On Windows, if you want your exported executable to have a different icon " "than the default one, you need to change it manually. See :ref:" "`doc_changing_application_icon_for_windows`." msgstr "" "No Windows, se você deseja que o executável exportado tenha um ícone " -"diferente do padrão, será necessário alterá-lo manualmente. Veja:: ref: " +"diferente do padrão, será necessário alterá-lo manualmente. Veja :ref:" "`doc_changing_application_icon_for_windows`." #: ../../docs/getting_started/step_by_step/exporting.rst:326 @@ -340,24 +334,22 @@ msgid "Android SDK: https://developer.android.com/studio/" msgstr "Android SDK: https://developer.android.com/studio/" #: ../../docs/getting_started/step_by_step/exporting.rst:339 -#, fuzzy msgid "" "Open JDK (**version 8 is required**, more recent versions won't work): " "https://adoptopenjdk.net/index.html" msgstr "" -"Open JDK(A versão 8 é necessária, versões mais recentes não funcionarão): " -"https://adoptopenjdk.net/index.html" +"Open JDK(**a versão 8 é necessária**, versões mais recentes não " +"funcionarão): https://adoptopenjdk.net/index.html" #: ../../docs/getting_started/step_by_step/exporting.rst:341 -#, fuzzy msgid "" "When you run Android Studio for the first time, click on **Configure -> SDK " "Manager** and install **Android SDK Platform Tools**. This installs the " "``adb`` command-line tool that Godot uses to communicate with your device." msgstr "" "Quando você executar o Android Studio pela primeira vez, clique em " -"*Configure -> SDK Manager* e instale \"Android SDK Platform Tools\". Isso " -"instala a ferramenta de linha de comando `adb` que o Godot usa para se " +"**Configure -> SDK Manager** e instale **Android SDK Platform Tools**. Isso " +"instala a ferramenta de linha de comando ``adb`` que o Godot usa para se " "comunicar com o seu dispositivo." #: ../../docs/getting_started/step_by_step/exporting.rst:345 @@ -412,14 +404,13 @@ msgstr "" "documentação do seu dispositivo para detalhes." #: ../../docs/getting_started/step_by_step/exporting.rst:374 -#, fuzzy msgid "" "If your system supports it, connecting a compatible Android device will " "cause a **One-click Deploy** button to appear in Godot's playtest button " "area:" msgstr "" "Se o seu sistema for compatível, a conexão de um dispositivo Android " -"compatível fará com que um botão \"Implantação com um clique\" apareça na " +"compatível fará com que um botão **Implantação com um clique** apareça na " "área de botões de teste de jogo (playtest) do Godot:" #: ../../docs/getting_started/step_by_step/exporting.rst:379 @@ -435,13 +426,12 @@ msgid "iOS" msgstr "iOS" #: ../../docs/getting_started/step_by_step/exporting.rst:386 -#, fuzzy msgid "" "To build your game for iOS, you must have a computer running macOS with " "Xcode installed." msgstr "" "Para compilar seu jogo para iOS, você deve ter um computador executando o " -"MacOS com o Xcode instalado." +"macOS com o Xcode instalado." #: ../../docs/getting_started/step_by_step/exporting.rst:389 msgid "" @@ -474,7 +464,6 @@ msgstr "" "e arquivos foram criados no local selecionado:" #: ../../docs/getting_started/step_by_step/exporting.rst:404 -#, fuzzy msgid "" "You can now open the project in Xcode and build the project for iOS. The " "Xcode build procedure is beyond the scope of this tutorial. See https://help." @@ -506,29 +495,26 @@ msgstr "" "seguintes arquivos:" #: ../../docs/getting_started/step_by_step/exporting.rst:420 -#, fuzzy msgid "" "Viewing the ``.html`` file in your browser lets you play the game. However, " "you can't open the file directly. Instead, it needs to be served by a web " "server. If you don't have one set up on your computer, you can search online " "to find suggestions for your specific OS." msgstr "" -"Visualizar o arquivo `.html` no seu navegador permite que você abra o jogo. " -"No entanto, você não pode abrir o arquivo diretamente, é necessário que ele " -"seja disponibilizado por um servidor web. Se você não tiver um em seu " -"computador, pesquise na internet sugestões para seu sistema operacional " -"específico." +"Visualizar o arquivo ``.html`` no seu navegador permite que você abra o " +"jogo. No entanto, você não pode abrir o arquivo diretamente, é necessário " +"que ele seja disponibilizado por um servidor web. Se você não tiver um em " +"seu computador, pesquise na internet sugestões para seu SO específico." #: ../../docs/getting_started/step_by_step/exporting.rst:425 -#, fuzzy msgid "" "Point your browser at the URL where you've placed the HTML file. You may " "have to wait a few moments while the game loads before you see the start " "screen." msgstr "" -"Aponte seu navegador para a URL onde você colocou o arquivo html. Você pode " -"ter que esperar alguns momentos enquanto o jogo carrega antes de ver a tela " -"inicial." +"Aponte seu navegador para a URL onde você colocou o arquivo HTML. Você pode " +"ter que esperar alguns momentos enquanto o jogo carrega antes que você veja " +"a tela inicial." #: ../../docs/getting_started/step_by_step/exporting.rst:430 msgid "" @@ -541,7 +527,6 @@ msgstr "" "arquivo final que aparece quando você exporta o projeto." #: ../../docs/getting_started/step_by_step/exporting.rst:438 -#, fuzzy msgid "" "While WebAssembly is supported in all major browsers, it is still an " "emerging technology and you may find some things that don't work. Make sure " @@ -549,7 +534,7 @@ msgid "" "bugs you find on the `Godot GitHub repository <https://github.com/" "godotengine/godot/issues>`_." msgstr "" -"Apesar de WASM ter suporte na maioria dos navegadores, ainda é uma " +"Apesar do WebAssembly ter suporte na maioria dos navegadores, ainda é uma " "tecnologia emergente e você pode encontrar algumas coisas que ainda não " "funcionam. Certifique-se de ter atualizado seu navegador para a versão mais " "recente, e relate quaisquer erros que você encontrar no repositório do " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 3563cf1ab1..57c409e5ba 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 3e1d537993..5b3bbf7f7e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -102,8 +102,8 @@ msgid "" "you're free to design it by using the editor, using only the code, or mixing " "and matching the two." msgstr "" -"Uma cena Godot poderia ser uma arma, um personagem, um item, uma porta, um " -"nível, parte de um nível... qualquer coisa que você quiser. Funciona como " +"Uma cena do Godot poderia ser uma Arma, um Personagem, um Item, uma Porta, " +"uma Fase, parte de uma fase... qualquer coisa que você quiser. Funciona como " "uma classe em código puro, com a exceção de que você é livre para projetá-la " "usando o editor, usando apenas o código ou misturando e combinando os dois." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po index 3fe75c6da3..43a63934d9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po index 403dba484f..62919ff29a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index da69392ad2..6771d0ffe0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 65e1499fbf..570c021d7a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -198,9 +198,8 @@ msgid "" "The **Scene dock** lists the active scene's content and the **Inspector** " "allows for the management of the properties of a scene's content." msgstr "" -"O **Painél de Cenas(Scene dock)** lista o conteúdo da cena ativa e o " -"**Inspetor(Inspector)** permite o gerenciamento das propriedades do conteúdo " -"da Cena." +"A **dock Cena** lista o conteúdo da cena ativa e o **Inspetor** permite o " +"gerenciamento das propriedades do conteúdo de uma cena." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102 msgid "" @@ -276,8 +275,8 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "O espaço de trabalho **Script** é um editor de código completo, com um " "depurador, um rico autocompletar e referência de código embutida. Pressione :" @@ -292,7 +291,7 @@ msgid "" msgstr "" "Para procurar informações sobre uma classe, método, propriedade, constante " "ou sinal na engine enquanto você escreve um script, pressione o botão " -"\"Procurar Ajuda\" no canto superior direito do espaço de trabalho de Script." +"\"Pesquisar Ajuda\" no canto superior direito do espaço de trabalho Script." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po index e11b7b0973..efdec906bf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -266,7 +266,7 @@ msgid "" "`Resource <class_Resource>` features:" msgstr "" "Isto apresenta várias vantagens distintas sobre estruturas de dados " -"alternativas como JSON, CSV ou arquivos TXT customizados. Os usuários só " +"alternativas como JSON, CSV ou arquivos TXT personalizados. Os usuários só " "podem importar estes assets como um :ref:`Dictionary <class_Dictionary>` " "(JSON) ou como um :ref:`File <class_File>`. O que diferencia os recursos são " "suas características de herança de :ref:`Object <class_Object>`, :ref:" @@ -470,12 +470,12 @@ msgid "" "keyword in GDScript) won't work. Godot will not serialize the custom " "properties on the script subclass properly." msgstr "" -"Esteja ciente de que os arquivos de recursos (\\ *. Tres / \\ *. Res) " +"Esteja ciente de que os arquivos de recursos (\\ *.tres / \\ *.res) " "armazenarão o caminho do script que eles usam no arquivo. Quando carregados, " "eles buscarão e carregarão esse script como uma extensão do tipo. Isso " "significa que tentar atribuir uma subclasse, ou seja, uma classe interna de " "um script (como usar a palavra-chave `` class`` no GDScript) não funcionará. " -"Godot não serializará as propriedades customizadas na subclasse do script " +"Godot não serializará as propriedades personalizadas na subclasse do script " "adequadamente." #: ../../docs/getting_started/step_by_step/resources.rst:337 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index e0b5be3722..f59dcfd86e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -80,7 +80,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 msgid "SceneTree" -msgstr "Árvore de cena" +msgstr "SceneTree" #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index f952874ec1..323040ae57 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -263,8 +263,8 @@ msgid "" "This will open the Create Node dialog, showing the long list of nodes that " "can be created:" msgstr "" -"Isso abre o diálogo Criar Nó, mostrando a longa lista de nós que podem ser " -"criados:" +"Isso abre a caixa de diálogo Criar Nó, mostrando a longa lista de nós que " +"podem ser criados:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:121 msgid "" @@ -303,7 +303,7 @@ msgid "" "The next step will be to change the \"Text\" Property of the label. Let's " "change it to \"Hello World\":" msgstr "" -"O próximo passo é mudar a propriedade \"Texto\" do rótulo. Vamos alterá-la " +"O próximo passo é mudar a propriedade \"Text\" do rótulo. Vamos alterá-la " "para \"Olá, mundo!\":" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141 @@ -323,8 +323,8 @@ msgid "" "Scenes need to be saved to be run, so save the scene to something like Hello." "tscn in Scene -> Save:" msgstr "" -"Cenas precisam ser salvas para serem executadas, então salve a cena com um " -"nome terminado em \".tscn\" (Ex.: Hello.tscn) em Cena -> Salvar:" +"As cenas precisam ser salvas para serem executadas, então salve a cena em " +"algo como Ola.tscn em Cena -> Salvar:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155 msgid "" @@ -411,7 +411,7 @@ msgid "" msgstr "" "Assim que a janela abrir, vamos selecionar uma cena principal. Localize a " "propriedade `Application/Run/Main Scene` (Aplicação/Execução/Cena Principal) " -"e clique nela para selecionar \"ola.tscn\"." +"e clique nela para selecionar 'Ola.tscn'." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po index 7c3213b27c..fd5889cc38 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 61a3ab5dc2..cf774131a2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -360,11 +360,14 @@ msgstr "" "o arquivo diretamente." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Você pode nomear um script e o registrar como um tipo no editor com a " "palavra chave ``class_name`` seguido pelo nome da classe. Você pode " @@ -372,11 +375,11 @@ msgstr "" "ícone. Então, você encontrará seu novo tipo na janela de criação de Nodes e " "recursos." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "Em Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -384,6 +387,6 @@ msgstr "" "Apenas GDScript e NativeScript (ex: C++) e outras linguagens baseadas em " "GDNative, podem registrar scripts." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "Apenas GDScript pode criar variáveis globais para cada script nomeado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po index 2f1115bb8c..aa8a05737c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 3ae3dfe3f2..50f0a2a426 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -66,7 +66,6 @@ msgstr "" "continuamente esses dados ao alterar cenas é trabalhoso e pode ser lento." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23 -#, fuzzy msgid "" "The `Singleton pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`_ " "is a useful tool for solving the common use case where you need to store " @@ -74,10 +73,10 @@ msgid "" "the same scene or class for multiple singletons as long as they have " "different names." msgstr "" -"O `Padrão Singleton <https://en.wikipedia.org/wiki/Singleton_pattern>`_ é " -"uma ferramenta útil para se usar quando é necessário armazenar informações " -"entre cenas. No nosso caso é possível reusar a mesma cena ou classe para " -"múltiplos singletons, contanto que eles tenham diferentes nomes." +"O `padrão Singleton <https://pt.wikipedia.org/wiki/Singleton>`_ é uma " +"ferramenta útil para se usar quando é necessário armazenar informações entre " +"cenas. No nosso caso é possível reusar a mesma cena ou classe para múltiplos " +"singletons, contanto que eles tenham diferentes nomes." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29 msgid "Using this concept, you can create objects that:" @@ -113,16 +112,21 @@ msgid "" "design pattern. It may still be instanced more than once by the user if " "desired." msgstr "" +"Godot não tornará AutoLoad um singleton \"true\" de acordo com o design " +"pattern. Ele ainda pode ser instanciado mais de uma vez pelo usuário, se " +"desejado." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:44 msgid "AutoLoad" -msgstr "O AutoLoad" +msgstr "AutoLoad" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46 msgid "" "You can create an AutoLoad to load a scene or a script that inherits from :" "ref:`class_Node`." msgstr "" +"Você pode criar um Autoload para carregar a cena ou um script que herda :ref:" +"`class_Node`." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51 #, fuzzy @@ -329,3 +333,8 @@ msgid "" "scene is changed. This can be used to indicate to the player that a scene is " "being loaded." msgstr "" +"Alternativamente, se o tempo de carregamento é relativamente curto (menos " +"que 3 segundos ou por aí), você pode exibir uma \"placa de carregamento\" " +"mostrando algum tipo de elemento 2D logo antes de trocar a cena. Você pode, " +"então, escondê-lo logo após a cena ser trocada. Isto pode ser usado para " +"indicar ao jogador que uma cena está sendo carregada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index b70604201f..3ce6c914b8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 9b5232350c..8043def01a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -551,7 +551,7 @@ msgid "" "method already, the \"Make Function\" option will keep it. You may replace " "the name with anything you'd like." msgstr "" -"Quando você conecta nós no editor, Godot gera um nome de método com o " +"Quando você conecta nós no editor, o Godot gera um nome de método com o " "seguinte padrão: `` _on_EmitterName_signal_name``. Se você já escreveu o " "método, a opção \"Make Function\" irá mantê-lo. Você pode substituir o nome " "com o que quiser." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 718f9cdef3..b1360f979a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:4 msgid "Design the GUI" -msgstr "Projetar a GUI" +msgstr "Projetando a GUI" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:6 msgid "" @@ -184,12 +184,11 @@ msgid "" "parent, the viewport by default. It will resize automatically on the " "vertical axis to make space for its child UI components." msgstr "" -"Queremos que nossa interface ancore no topo da tela. Selecione o nó `` GUI`` " +"Queremos que nossa interface ancore no topo da tela. Selecione o nó ``GUI`` " "e clique no botão Layout na parte superior da janela de exibição. Selecione " -"a opção \"Top Wide\". O nó `` GUI`` irá ancorar na borda superior de seu " -"pai, a janela de exibição por padrão. Ele será redimensionado " -"automaticamente no eixo vertical para criar espaço para seus componentes de " -"UI filho." +"a opção ``Top Wide``. O nó ``GUI`` irá ancorar na borda superior de seu pai, " +"a janela de exibição por padrão. Ele será redimensionado automaticamente no " +"eixo vertical para criar espaço para seus componentes de UI filho." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:80 msgid "Save the scene as ``GUI.tscn``. We will put the entire GUI in it." @@ -550,17 +549,17 @@ msgstr "" "vamos duplicá-lo e usá-lo como modelo." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:259 -#, fuzzy msgid "" "Under the ``Bar`` node, select ``Count`` and press :kbd:`Ctrl + D` to " "duplicate it. Drag and drop the new node under the ``Counters`` " "``HBoxContainer`` at the bottom of the scene tree. You should see it resize " "automatically. Don't worry about this for now, we'll fix the size soon." msgstr "" -"Sob o nó ``Bar``, selecione ``Count`` e pressione Ctrl D para duplicá-lo. " -"Arraste e solte o novo nó sob o ``Counters`` ``HBoxContainer`` na parte " -"inferior da árvore de cena. Você deve vê-lo redimensionar automaticamente. " -"Não se preocupe com isso por enquanto, vamos corrigir o tamanho em breve." +"Sob o nó ``Bar``, selecione ``Count`` e pressione :kbd:`Ctrl + D` para " +"duplicá-lo. Arraste e solte o novo nó sob o ``Counters`` ``HBoxContainer`` " +"na parte inferior da árvore de cena. Você deve vê-lo redimensionar " +"automaticamente. Não se preocupe com isso por enquanto, vamos corrigir o " +"tamanho em breve." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:264 msgid "" @@ -604,7 +603,6 @@ msgstr "" "Os nós ancoram em todo o plano de fundo, mas sua posição está desativada" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:287 -#, fuzzy msgid "" "Let's change the ``Number``'s align properties to move it to the left and " "center of the ``Background``. Select the ``Number`` node, change its " @@ -612,15 +610,13 @@ msgid "" "resize its left edge a bit to add some padding between the left edge of the " "``Background`` and the text." msgstr "" -"Vamos alterar as propriedades de alinhamento do ``Number`` para movê-lo para " -"a esquerda e para o centro do ``Background``. Selecione o nó ``Number``, " -"altere sua propriedade ``Align`` para `left`(esquerda) e a propriedade " -"``VAlign`` para `center`(centro). Em seguida, redimensione um pouco a borda " -"esquerda para adicionar um preenchimento entre a borda esquerda do " -"``Background`` e o texto." +"Vamos mudar as propriedades de alinhamento do ``Number`` para movê-lo para a " +"esquerda e centro do ``Background``. Selecione o nó ``Number``, altere sua " +"propriedade ``Align`` para a esquerda e a propriedade ``Valign`` para o " +"centro. Em seguida, redimensione sua borda esquerda um pouco para adicionar " +"algum preenchimento entre a borda esquerda do ``Background`` e o texto." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:295 -#, fuzzy msgid "The Number node aligned to the left and center" msgstr "O nó Number alinhado à esquerda e ao centro" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index f35b8dbae2..b5ad28bec7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,7 +77,7 @@ msgid "" "ref:`Build your first game UI in Godot <doc_ui_game_user_interface>`." msgstr "" "Para aprender como controlar a interface e conectá-la a outros scripts, " -"leia: ref:`Crie sua primeira interface de jogo em Godot " +"leia :ref:`Crie sua primeira interface de jogo em Godot " "<doc_ui_game_user_interface>`." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:28 @@ -271,7 +271,6 @@ msgid "TextureButton" msgstr "TextureButton" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:100 -#, fuzzy msgid "" "**TextureButton** is like TextureRect, except it has 6 texture slots: one " "for each of the button's states. Most of the time, you'll use the Normal, " @@ -279,7 +278,7 @@ msgid "" "the keyboard's input. The sixth image slot, the Click Mask, lets you define " "the clickable area using a 1-bit, pure black and white image." msgstr "" -"**TextureButton** é como TextureRect, exceto que tem 5 slots de textura: um " +"**TextureButton** é como TextureRect, exceto por ter 6 slots de textura: um " "para cada um dos estados do botão. Na maioria das vezes, você usará as " "texturas Normal, Pressed e Hover. Focused é útil se sua interface monitora a " "entrada do teclado. O sexto slot de imagem, o Click Mask, permite definir a " @@ -347,9 +346,9 @@ msgstr "" "Para animar a barra, você vai querer olhar para a seção Range. Defina as " "propriedades ``Min`` e ``Max`` para definir o intervalo do medidor. Por " "exemplo, para representar a vida de um personagem, você vai querer definir " -"``Min`` para ``0, `` e ``Max`` para a vida máxima do personagem. Altere a " +"``Min`` para ``0,`` e ``Max`` para a vida máxima do personagem. Altere a " "propriedade ``Value`` para atualizar a barra. Se você deixar os valores " -"``Min`` e ``Max`` para o padrão de ``0`` e ``100, `` e definir a propriedade " +"``Min`` e ``Max`` para o padrão de ``0`` e ``100,`` e definir a propriedade " "``Value`` para ``40``, 40% da textura ``Progress`` aparecerá, e 60% dela " "permanecerá oculta." @@ -413,20 +412,20 @@ msgstr "" "flexíveis no Godot:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174 -#, fuzzy msgid "" "**Place UI elements precisely with anchors:** Use the **Layout** menu to " "place and resize a UI element relative to its parent." msgstr "" -"Do outro lado, você tem o menu de layout. Ele ajuda você a ancorar, " -"posicionar e redimensionar um elemento de interface do usuário dentro de seu " -"pai." +"**Coloque elementos de UI precisamente com âncoras:** Use o menu **Layout** " +"para posicionar e redimensionar um elemento de UI em relação ao seu pai." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:175 msgid "" "**Arrange control nodes automatically with containers:** Use container nodes " "to automatically scale and place UI elements." msgstr "" +"**Organize nós de controle automaticamente com contêineres:** Use os nós de " +"contêiner para dimensionar e posicionar automaticamente os elementos da UI." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:177 msgid "" @@ -585,7 +584,7 @@ msgid "" "up to a third of the available space, but no more. The container will take " "over the node and resize it automatically." msgstr "" -"Todo nó de controle possui sinalizadores de tamanho. Eles dizem aos " +"Todo nó de controle possui Sinalizadores de Tamanho. Eles dizem aos " "contêineres como os elementos da interface do usuário devem ser " "dimensionados. Se você adicionar o sinalizador \"Fill\" à propriedade " "Horizontal ou Vertical, a caixa delimitadora do nó ocupará todo o espaço " @@ -667,11 +666,8 @@ msgstr "" "a maioria dos jogos, um punhado será suficiente:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294 -#, fuzzy msgid "MarginContainer, to add margins around parts of the UI" -msgstr "" -"MarginContainer, para adicionar margens em torno da parte da interface do " -"usuário" +msgstr "MarginContainer, para adicionar margens em torno da parte da UI" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:295 msgid "CenterContainer, to center its children in its bounding box" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 1f0ab2da6b..a00f71eafc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -285,12 +285,18 @@ msgid "" "editor then change **Display > Window > Size > Width** to ``1366`` and " "**Display > Window > Size > Height** to ``768``." msgstr "" +"Este tutorial é baseado em um tamanho de janela de 1366×768. Para alterar o " +"tamanho da janela base do projeto, abra **Projeto > Configurações do " +"Projeto** na parte superior do editor e altere **Display > Window > Size > " +"Width** para ``1366`` e **Display > Window > Size > Height** para ``768``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:130 msgid "" "If you forget to change the window size, anchors and containers may not " "behave as expected." msgstr "" +"Caso você esqueça de mudar o tamanho da janela, âncoras e containeres podem " +"não se comportar como esperado." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:133 msgid "" @@ -448,7 +454,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Nosso menu principal tem alguma margem ao redor das bordas da tela. É " "dividido em duas partes: à esquerda, você tem o logotipo e as opções de " @@ -458,8 +464,8 @@ msgstr "" "direito ou um lado superior e um lado inferior. Eles também permitem que o " "usuário redimensione as áreas esquerda e direita usando uma barra " "interativa. Por outro lado, o ``HBoxContainer`` apenas se divide em tantas " -"colunas quanto suas filhas. Embora você possa desativar o comportamento de " -"redimensionamento do contêiner de divisão, recomendo favorecer os box " +"colunas quanto seus filhos. Embora você possa desativar o comportamento de " +"redimensionamento do contêiner de divisão, é recomendado favorecer os box " "contêineres." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207 @@ -549,12 +555,12 @@ msgid "" "at all." msgstr "" "Para espaçar as opções de menu e o logotipo à esquerda, usaremos um ultimo " -"contêiner e suas flags de tamanho. Selecione ``VBoxContainer`` e pressione " -"``Ctrl+A`` para adicionar um novo Node dentro dele. Adicione um segundo " -"``VBoxContainer`` e nomeie-o como *MenuOptions*. Selecione todas as três " -"menu de opções, ``Continue``, ``NewGame`` e ``Options``, arraste eles e " -"solte-os dentro do novo ``VBoxContainer``. A Interface de Usuário deve mudar " -"um pouco, isso se mudar." +"contêiner e seus sinalizadores de tamanho. Selecione ``VBoxContainer`` e " +"pressione ``Ctrl+A`` para adicionar um novo Node dentro dele. Adicione um " +"segundo ``VBoxContainer`` e nomeie-o como *MenuOptions*. Selecione todas as " +"três menu de opções, ``Continue``, ``NewGame`` e ``Options``, arraste eles e " +"solte-os dentro do novo ``VBoxContainer``. A UI deve mudar um pouco, se é " +"que deve mudar." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:255 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 1e776bb679..b7700517ce 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -221,10 +221,10 @@ msgid "" "`doc_c_sharp_styleguide`). Be careful to type the method names precisely " "when connecting signals." msgstr "" -"** C # **: Classes, variáveis de exportação e métodos usam PascalCase, " -"campos privados usam _camelCase, variáveis locais e parâmetros usam " -"camelCase (Veja: ref: `doc_c_sharp_styleguide`). Tenha o cuidado de digitar " -"os nomes dos métodos com precisão ao conectar os sinais." +"**C#**: Classes, variáveis de exportação e métodos usam PascalCase, campos " +"privados usam _camelCase, variáveis locais e parâmetros usam camelCase " +"(Veja :ref: `doc_c_sharp_styleguide`). Tenha o cuidado de digitar os nomes " +"dos métodos com precisão ao conectar os sinais." #: ../../docs/getting_started/step_by_step/your_first_game.rst:108 msgid "Sprite animation" @@ -372,10 +372,10 @@ msgid "" "triggered by clicking the word \"Mono\" at the bottom of the editor window " "to reveal the Mono Panel, then clicking the \"Build Project\" button." msgstr "" -"Se você estiver usando o C #, precisará (re) construir os assemblies do " -"projeto sempre que desejar ver novas variáveis ou sinais de exportação. Essa " +"Se você estiver usando o C#, precisará (re) construir os assemblies do " +"projeto sempre que desejar ver novas variáveis exportadas ou sinais. Essa " "construção pode ser acionada manualmente clicando na palavra \"Mono\" na " -"parte inferior da janela do editor para revelar o Mono Panel e, em seguida, " +"parte inferior da janela do editor para revelar o Painel Mono e, em seguida, " "clicando no botão \"Build Project\"." #: ../../docs/getting_started/step_by_step/your_first_game.rst:208 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index 97f39a0b53..e4463fd0bd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,9 +34,8 @@ msgid "transform animation of pose bones" msgstr "transformar animação de ossos de pose" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:6 -#, fuzzy msgid "shape key animation" -msgstr "Animação por Sprites" +msgstr "animação de chaves de forma" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:7 msgid "light animation" @@ -69,7 +68,6 @@ msgstr "" "de como utilizar esta funcionalidade:" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:19 -#, fuzzy msgid "**1. Stash active action**" msgstr "**2. Esconder a ação ativa**" @@ -90,7 +88,7 @@ msgstr "Ou pode ser feito juntando a ação em ``Dope Sheet``" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:33 msgid "**2. Check mute status of NLA tracks**" -msgstr "**2. Verificar o status 'mute' das faixas NLA **" +msgstr "**2. Verificar o estado mute das faixas NLA**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35 msgid "" @@ -104,58 +102,52 @@ msgstr "" "ação) sendo exportadas." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 -#, fuzzy msgid "**3. Export the scene**" -msgstr "**4. Exporte a cena**" +msgstr "**4. Exportar a cena**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:43 msgid "Make sure the ``Export Stashed Actions`` option has been turned on." msgstr "Certifique-se de que a opção ``Export Stashed Actions`` está ativada." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:47 -#, fuzzy msgid "" "Then all the stashed actions, as well as the active action, are exported to " "an AnimationPlayer." msgstr "" -"Todas as ações ocultas, assim como as ações ativas, são exportadas para um " -"AnimationPlayer." +"Em seguida, todas as ações escondidas, bem como a ação ativa, são exportadas " +"para um AnimationPlayer." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:54 -#, fuzzy msgid "Constraints" -msgstr "Constantes" +msgstr "Restrições" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:55 -#, fuzzy msgid "" "Sometimes complicated animation is built with object constraint; a usual " "example is inverse kinematics. The add-on would automatically check if an " "object has some constraint; if it does, all the constraints are baked into " "actions and then exported along with the object." msgstr "" -"Às vezes, a animação complicada é construída com restrição de objetos; Um " +"Às vezes, umaa animação complicada é construída com restrição de objetos; Um " "exemplo usual é a cinemática inversa. O complemento verifica automaticamente " "se um objeto tem alguma restrição; se isso acontecer, todas as restrições " "serão inseridas em todas suas ações e depois exportadas." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:62 -#, fuzzy msgid "Animation Mode" -msgstr "Animação" +msgstr "Modo de Animação" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:63 -#, fuzzy msgid "" "Godot and Blender have different structure to store animation data. In Godot " "animation data is stored in an AnimationPlayer node, instead of in each " "animated node. In order to fix this inconsistence and still make the " "animation play versatile, this add-on has three animation exporting modes." msgstr "" -"Godot e Blender tem estruturas diferentes para armazenar dados de animação. " +"Godot e Blender têm estruturas diferentes para armazenar dados de animação. " "No Godot os dados de animação são armazenados em um nó AnimationPlayer, em " -"vez de em cada nó animado. Para contornar esse problema e manter a animação " -"versátil, esses add-on têm três modos de exportar animação." +"vez de em cada nó animado. Para contornar este problema e manter a animação " +"versátil, este add-on tem três modos de exportar animação." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70 msgid "**Mode 'Animation as Actions'**" @@ -188,7 +180,6 @@ msgid "**Mode 'Animation as Action with Squash'**" msgstr "**Modo 'Animações como Ações com Alongamento'**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:84 -#, fuzzy msgid "" "This mode has very similar behavior of mode 'Animation as Action', but it " "can generate fewer AnimationPlayers; objects in parent-children relationship " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 5db319f99c..160b427c82 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:2 -#, fuzzy msgid "Blender ESCN exporter" -msgstr "Godot-Blender-Exporter" +msgstr "Exportador ESCN do Blender" #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:4 msgid "" @@ -70,12 +69,10 @@ msgstr "" "Godot." #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:40 -#, fuzzy msgid "Build pipeline integration" -msgstr "Construir Integração de Pipeline" +msgstr "Integração da pipeline de construção" #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:42 -#, fuzzy msgid "" "If you have hundreds of model files, you don't want your artists to waste " "time manually exporting their blend files. To combat this, the exporter " @@ -84,10 +81,10 @@ msgid "" "systems. An example Makefile and python script that exports all the blends " "in a directory are present in the Godot-Blender-exporter repository." msgstr "" -"Se você tem centenas de arquivos de modelo, não quer que seus artistas " -"percam tempo exportando manualmente seus arquivos de mesclagem. Para " -"combater isso, o exportador fornece uma função python `` io_scene_godot." -"export (out_file_path) `` que pode ser chamada para exportar um arquivo. " -"Isso permite fácil integração com outros sistemas de compilação. Um exemplo " -"de script Makefile e python que exporta todas as misturas em um diretório " -"está presente no repositório Godot-Blender-exportador." +"Se você tem centenas de arquivos de modelo, você não quer que seus artistas " +"percam tempo exportando manualmente seus arquivos blend. Para combater isso, " +"o exportador fornece uma função python ``io_scene_godot.export " +"(out_file_path)`` que pode ser chamada para exportar um arquivo. Isso " +"permite fácil integração com outros sistemas de compilação. Um exemplo de " +"script Makefile e python que exporta todos os blends em um diretório está " +"presente no repositório Godot-Blender-exporter." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 3c2ef136dd..2c6d144438 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "By default, lamps in Blender have shadows enabled. This can cause " "performance issues in Godot." msgstr "" -"Por padrão, lâmpadas no Blender possuem sombras ativadas. Isso pode causar " -"problemas de performance no Godot." +"Por padrão, lâmpadas no Blender possuem sombras ativadas. Isto pode causar " +"problemas de desempenho no Godot." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:8 msgid "" @@ -56,9 +56,9 @@ msgid "" "clamped by the attenuation distance. To most closely match between the " "viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" msgstr "" -"No Blender, uma luz ilumina todo o caminho até o infinito. Em Godot, é preso " -"pela distância de atenuação. Para corresponder mais de perto entre a " -"viewport e Godot, ative a caixa de seleção \"Esfera\". (Verde realçado)" +"No Blender, uma luz ilumina todo o caminho até o infinito. No Godot, ela é " +"fixada pela distância de atenuação. Para combinar mais de perto entre a " +"viewport e o Godot, ative a caixa de seleção \"Sphere\". (Verde realçado)" #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:21 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index d08a62ea8b..c0a8460822 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -50,18 +50,17 @@ msgid "" msgstr "" "Para fazer isso, o exportador tenta encontrar materiais do Godot com nomes " "que correspondam aos do nome do material no Blender. Então, se você exportar " -"um objeto no Blender com o nome do material `` PurpleDots``, o exportador " -"procurará o arquivo `` PurpleDots.tres`` e o atribuirá ao objeto. Se este " -"arquivo não for um `` SpatialMaterial`` ou `` ShaderMaterial`` ou se não " -"puder ser encontrado, o exportador irá retornar a exportar o material do " -"Blender." +"um objeto no Blender com o nome do material ``PurpleDots``, o exportador " +"procurará o arquivo ``PurpleDots.tres`` e o atribuirá ao objeto. Se este " +"arquivo não for um ``SpatialMaterial`` ou ``ShaderMaterial`` ou se não puder " +"ser encontrado, o exportador irá retornar a exportar o material do Blender." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:20 msgid "" "Where the exporter searches for the ``.tres`` file is determined by the " "\"Material Search Paths\" option:" msgstr "" -"Onde o exportador procura o arquivo `` .tres`` é determinado pela opção " +"Onde o exportador procura o arquivo ``.tres`` é determinado pela opção " "\"Material Search Paths\":" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:34 @@ -75,10 +74,10 @@ msgid "" "will throw an error. This is useful for most projects where naming conflicts " "are unlikely." msgstr "" -"Diretório do Projeto - Tenta encontrar o `` project.Godot`` e procura " -"recursivamente através de subdiretórios. Se `` project.Godot`` não puder ser " -"encontrado, será lançado um erro. Isso é útil para a maioria dos projetos em " -"que conflitos de nomenclatura são improváveis." +"Diretório do Projeto - Tenta encontrar o ``project.Godot`` e procura " +"recursivamente através de subdiretórios. Se ``project.Godot`` não puder ser " +"encontrado ocorrerá um erro. Isso é útil para a maioria dos projetos em que " +"conflitos de nomenclatura são improváveis." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:30 msgid "" @@ -86,19 +85,18 @@ msgid "" "location. This is useful for projects where you may have duplicate material " "names and need more control over what material gets assigned." msgstr "" -"Diretório de Exportação - Procure materiais em subdiretórios do local de " -"exportação. Isso é útil para projetos em que você pode ter nomes de " +"Diretório de Exportação - Procura materiais em subdiretórios do local de " +"exportação. Isst é útil para projetos em que você pode ter nomes de " "materiais duplicados e precisar de mais controle sobre qual material é " "atribuído." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:33 msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "Nenhum - Não procure materiais. Exportá-los do arquivo do Blender." +msgstr "Nenhum - Não procura materiais. Exporta-os do arquivo do Blender." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:37 -#, fuzzy msgid "Export of Cycles/EEVEE materials" -msgstr "Modelos de Exportação" +msgstr "Exportação de materiais Cycles/EEVEE" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:39 msgid "" @@ -128,11 +126,10 @@ msgid "" "shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " "``add shader`` and ``mix shader``" msgstr "" -"nós de sombreamento, exceto``PrincipledBSDF``, ``Diffuse``, ``Glossy``, " +"nós de sombreamento, exceto ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, " "``Glass``, ``add shader`` e ``mix shader``" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:50 -#, fuzzy msgid "" "If possible, try to use PrincipledBSDF node with GGX distribution as the " "output shader node, it is the only one guaranteed to be exactly correct. " @@ -143,20 +140,20 @@ msgstr "" "apenas baseados em aproximação." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:53 -#, fuzzy msgid "" "Sometimes materials may not be valid for exporting (e.g. has some " "unsupported node) or it is using Blender Internal Engine, only the diffuse " "color and a few flags (e.g. unshaded) are exported and form a Spatial " "Material." msgstr "" -"A outra maneira que os materiais são manipulados é o exportador para exportá-" -"los do Blender. Atualmente, apenas a cor difusa e algumas bandeiras (por " -"exemplo, sem sombra) são exportadas." +"Às vezes, os materiais podem não ser válidos para exportação (por exemplo, " +"tem algum nó não suportado) ou está usando o mecanismo interno do Blender, " +"apenas a cor difusa e alguns sinalizadores (por exemplo, sem sombra) são " +"exportados e formam um Material Spatial." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:59 msgid "Generate external materials" -msgstr "Gere materiais externos" +msgstr "Gerar materiais externos" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:61 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 8982bb0d0d..609f6f86e8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,32 +22,30 @@ msgid "Mesh" msgstr "Malha" #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:5 -#, fuzzy msgid "Modifiers" -msgstr "Identificadores" +msgstr "Modificadores" #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:6 msgid "" "There is an exporting option :code:`Apply Modifiers` to control whether mesh " "modifiers are applied to the exported mesh." msgstr "" -"Há uma opção de exportação: código:`Apply Modifiers` para controlar se os " -"modificadores de mesh são aplicados à mesh exportada." +"Há uma opção de exportação :code:`Apply Modifiers` para controlar se os " +"modificadores de malha são aplicados à malha exportada." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:11 msgid "Shape Key" msgstr "Forma chave" #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:12 -#, fuzzy msgid "" "Exporting mesh shape key is supported, however exporting each shape key is " "almost like exporting the mesh again, so don't be surprised it takes a " "relatively long time." msgstr "" -"Exportação de formas de mesh chave é suportada, contudo exportando cada " -"forma chave é quase como exportar a mesh novamente, então não fique surpreso " -"se levar muito tempo." +"Exportação de formas chave de malha é suportada, contudo exportando cada " +"forma chave é quase como exportar a malha novamente, então não fique " +"surpreso se levar muito tempo." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:17 msgid "" @@ -60,8 +58,8 @@ msgid "" msgstr "" "Um monte de modificadores não são compatíveis com shape keys (por exemplo, o " "subsurface modifier), por isso, se você descobriu que você tem shape keys " -"incorretamente exportadas, tente desativar :code:`Apply Modifiers\" e fazer " -"a exportação novamente. Além disso, vale a pena relatar os modificadores " +"incorretamente exportadas, tente desativar :code:`Apply Modifiers` e fazer a " +"exportação novamente. Além disso, vale a pena relatar os modificadores " "incompatíveis para a `lista de problemas <https://github.com/godotengine/" "godot-blender-exporter/issues>`__, que ajuda a desenvolver o exportador para " "ter uma maior precisão de checagem de modificadores." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 471a7c72ff..76d7d00b6f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,18 +18,16 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:2 -#, fuzzy msgid "Physics properties" -msgstr "Propriedades Físicas" +msgstr "Propriedades de física" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:4 -#, fuzzy msgid "" "Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " "physics tab:" msgstr "" -"A exportação das propriedades físicas é feita habilitando o \"Corpo Rígido\" " -"na aba física dos Misturadores:" +"A exportação das propriedades de física é feita habilitando o \"Rigid Body\" " +"na aba de física do Blender:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:10 msgid "" @@ -40,7 +38,6 @@ msgstr "" "como três nós: um PhysicsBody, um CollisionShape e um MeshInstance." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14 -#, fuzzy msgid "Body type" msgstr "Tipo de corpo" @@ -86,17 +83,16 @@ msgstr "" "quanto no Godot" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:36 -#, fuzzy msgid "" "In Godot, you can have different collision groups and collision masks. In " "Blender you only have collision groups. As a result, the exported object's " "collision mask is equal to its collision group. Most of the time, this is " "what you want." msgstr "" -"Em Godot, você pode ter diferentes grupos de colisão e máscaras de colisão. " +"No Godot, você pode ter diferentes grupos de colisão e máscaras de colisão. " "No Blender você só tem grupos de colisão. Como resultado, a máscara de " "colisão do objeto exportado é igual ao seu grupo de colisão. Na maioria das " -"vezes, isso é o que você quer." +"vezes, é isso que você deseja." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:42 msgid "" @@ -104,27 +100,25 @@ msgid "" "rigid body enabled. The physics properties are taken from the parent-most " "rigid body, and the rest are used as collision shapes." msgstr "" -"Para criar compostos de formas de física, aparente vários objetos com rigid " -"body habilitado. As propriedades de física são tiradas do corpo rígido pai " -"mais superior, e o resto são usados como formas de colisão." +"Para criar formas de física compostas, agrupe vários objetos com rigid body " +"habilitado. As propriedades de física são tiradas do rigid body pai mais " +"superior, e o resto é usado como formas de colisão." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:47 -#, fuzzy msgid "Collision geometry only" msgstr "Apenas geometria de colisão" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:49 -#, fuzzy msgid "" "Frequently you want different geometry for your collision meshes and your " "graphical meshes, but by default, the exporter will export a mesh along with " "the collision shape. To only export the collision shape, set the object's " "maximum draw type to Wire:" msgstr "" -"Freqüentemente você quer uma geometria diferente para suas malhas de colisão " +"Frequentemente você quer uma geometria diferente para suas malhas de colisão " "e suas malhas gráficas, mas por padrão o exportador exportará uma malha " "junto com a forma de colisão. Para exportar apenas o formato de colisão, " -"defina o tipo de empate máximo do objeto como Fio:" +"defina o tipo de desenho máximo do objeto para Wire:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:56 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 3f488b8704..dec9728f27 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,14 +77,13 @@ msgid "Non-Deform Bone" msgstr "Osso não-deformável" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:32 -#, fuzzy msgid "" "Note that the non-deform bone can be configured as not exported by enabling " "the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " "picture." msgstr "" "Note que o osso não deformado pode ser configurado como não exportado " -"habilitando o: code: `Exclude Control Bones`, a caixa de seleção deform bone " +"habilitando o :code:`Exclude Control Bones`, a caixa de seleção deform bone " "é mostrada na figura." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:38 @@ -92,10 +91,9 @@ msgid "Bone Attachment" msgstr "Ligação do osso" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:39 -#, fuzzy msgid "" "A bone can be the parent of an object in Blender; this relation is exported " "as a BoneAttachment node in the Godot scene." msgstr "" -"O bone pode ser pai de objeto no Blender, esta relação é exportada como um " -"nó BoneAttachment na cena Godot." +"Um osso pode ser pai de um objeto no Blender, esta relação é exportada como " +"um nó BoneAttachment na cena do Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po index f3881ac53c..d3502bfc59 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,20 +23,19 @@ msgstr "Processo de importação" #: ../../docs/getting_started/workflow/assets/import_process.rst:7 msgid "Importing assets in Godot 3.0+" -msgstr "Importando ativos em Godot 3.0+" +msgstr "Importando assets no Godot 3.0+" #: ../../docs/getting_started/workflow/assets/import_process.rst:9 -#, fuzzy msgid "" "Previously, importing assets in Godot 2.x required manual maintenance of a " "separate directory with source assets. Without doing this, it was impossible " "to specify how to convert and change import flags for textures, audio files, " "scenes, etc." msgstr "" -"Anteriormente, a importação de ativos no Godot 2.x exigia a manutenção " -"manual de um diretório separado com recursos de origem. Sem isso, era " -"impossível especificar como converter e alterar os flags de importação para " -"texturas, áudios, cenas etc." +"Anteriormente, a importação de assets no Godot 2.x exigia a manutenção " +"manual de um diretório separado com assets de origem. Sem isso, era " +"impossível especificar como converter e alterar os sinalizadores de " +"importação para texturas, arquivos de áudio, cenas, etc." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 #, fuzzy @@ -45,13 +44,13 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" -"Em Godot 3.0, usamos uma abordagem mais moderna para importar: basta soltar " -"seus ativos (arquivos de imagem, cenas, áudios, fontes, etc) diretamente na " -"pasta do projeto (copiá-los manualmente com o explorador de arquivos do " -"sistema operacional). O Godot importará automaticamente esses arquivos " -"internamente e manterá os recursos importados ocultos em uma pasta res: //." +"No Godot 3.0+, usamos uma abordagem mais moderna para importação: basta " +"largar seus assets (arquivos de imagem, cenas, arquivos de áudio, fontes, " +"etc) diretamente na pasta do projeto (copie-os manualmente com o explorador " +"de arquivos do SO). O Godot importará automaticamente esses arquivos " +"internamente e manterá os recursos importados ocultos em uma pasta res://." "import." #: ../../docs/getting_started/workflow/assets/import_process.rst:20 @@ -62,54 +61,57 @@ msgid "" "try and access an imported asset using the :ref:`File <class_File>` class it " "will work in the editor, but break in the exported project." msgstr "" +"Isto significa que ao tentar acessar assets importados através de código " +"você precisa usar o :ref:`Resource Loader<class_ResourceLoader>`, pois ele " +"levará automaticamente em conta onde os arquivos internos são salvos. Se " +"você tentar e acessar um asset importado utilizando a classe :ref:`File " +"<class_File>` ele irá funcionar no editor, mas quebrará no projeto exportado." #: ../../docs/getting_started/workflow/assets/import_process.rst:26 msgid "" "However, the :ref:`Resource Loader<class_ResourceLoader>` cannot access non " "imported files, only the :ref:`File <class_File>` class can." msgstr "" +"No entanto, o :ref:`Resource Loader<class_ResourceLoader>` não pode acessar " +"arquivos não importados, apenas a classe :ref:`File <class_File>`pode." #: ../../docs/getting_started/workflow/assets/import_process.rst:30 msgid "Changing import parameters" msgstr "Alterando Parâmetros de Importação" #: ../../docs/getting_started/workflow/assets/import_process.rst:32 -#, fuzzy msgid "" "To change the import parameters of an asset in Godot (again, keep in mind " "import parameters are only present in non-native Godot resource types) " "select the relevant resource in the filesystem dock:" msgstr "" -"Alterar os parâmetros de importação de um ativo em Godot (novamente, lembre-" -"se de que os parâmetros de importação estão presentes apenas nos tipos de " -"recursos não nativo de Godot) é fácil. Selecione o recurso relevante na doca " +"Para alterar os parâmetros de importação de um asset no Godot (novamente, " +"lembre-se de que os parâmetros de importação estão presentes apenas nos " +"tipos de recursos não nativo do Godot) selecione o recurso relevante na dock " "do sistema de arquivos:" #: ../../docs/getting_started/workflow/assets/import_process.rst:38 -#, fuzzy msgid "" "Then, after adjusting the parameters, press \"Reimport\". These parameters " "will only be used for this asset and on future reimports." msgstr "" -"Depois de ajustar os parâmetros, pressione \"Reimport\". Os parâmetros " -"utilizados serão apenas para este ativo e serão usados em futuras " +"Em seguida, depois de ajustar os parâmetros, pressione \"Reimportar\". Os " +"parâmetros utilizados serão apenas para este asset e serão usados em futuras " "reimportações." #: ../../docs/getting_started/workflow/assets/import_process.rst:41 -#, fuzzy msgid "" "Changing the import parameters of several assets at the same time is also " "possible. Simply select all of them together in the resources dock and the " "exposed parameters will apply to all of them when reimporting." msgstr "" -"Alterar os parâmetros de importação de vários ativos ao mesmo tempo também é " -"possível. Basta selecionar todos eles juntos na doca de recursos e os " +"Alterar os parâmetros de importação de vários assets ao mesmo tempo também é " +"possível. Basta selecionar todos eles juntos na dock de recursos e os " "parâmetros expostos serão aplicados a todos eles ao reimportar." #: ../../docs/getting_started/workflow/assets/import_process.rst:46 -#, fuzzy msgid "Reimporting multiple assets" -msgstr "Importando Imagens" +msgstr "Reimportando múltiplos assets" #: ../../docs/getting_started/workflow/assets/import_process.rst:48 msgid "" @@ -119,6 +121,12 @@ msgid "" "reimport in the file system. In the import tab there will now be a checkbox " "to the left of every import parameter." msgstr "" +"Ao trabalhar em um projeto, você pode descobrir que vários assets precisam " +"ter os mesmos parâmetros alterados, como a ativação de mipmaps, mas você só " +"quer que esses parâmetros específicos sejam alterados. Para fazer isto, " +"selecione todos os assets que você quer reimportar no sistema de arquivos. " +"Na aba de importação agora haverá uma caixa de seleção à esquerda de cada " +"parâmetro de importação." #: ../../docs/getting_started/workflow/assets/import_process.rst:56 msgid "" @@ -127,6 +135,10 @@ msgid "" "button and every selected asset will be reimported with only those " "parameters changed." msgstr "" +"Marque a caixa de seleção dos parâmetros que você deseja alterar nos seus " +"assets importados e, em seguida, altere os parâmetros normalmente. " +"Finalmente, clique no botão de reimportação e todos os assets selecionados " +"serão reimportados apenas com esses parâmetros alterados." #: ../../docs/getting_started/workflow/assets/import_process.rst:62 msgid "Automatic reimport" @@ -140,30 +152,32 @@ msgid "" msgstr "" "Quando a soma de verificação MD5 do ativo de origem for alterada, Godot " "executará uma reimportação automática, aplicando a predefinição configurada " -"para esse ativo específico." +"para esse asset específico." #: ../../docs/getting_started/workflow/assets/import_process.rst:69 msgid "Files generated" msgstr "Arquivos gerados" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" -"A importação adicionará um arquivo extra <asset> .import, contendo a " -"configuração de importação. Certifique-se de cometer estes para o seu " +"A importação adicionará um arquivo extra <asset>.import, contendo a " +"configuração de importação. Certifique-se de fazer commit destes para o seu " "sistema de controle de versão!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" -"Além disso, os ativos extras serão predefinidos na pasta res: //.import " +"Além disso, os assets extras serão predefinidos na pasta res: //.import " "oculta:" #: ../../docs/getting_started/workflow/assets/import_process.rst:80 -#, fuzzy msgid "" "If any of the files present in this folder is erased (or the whole folder), " "the asset or assets will be reimported automatically. As such, committing " @@ -171,29 +185,29 @@ msgid "" "reimporting time when checking out on another computer, but it takes " "considerably more space and transfer time. Pick your poison!" msgstr "" -"Se qualquer um dos arquivos presentes nessa pasta for apagado (ou a pasta " -"inteira), o recurso ou os ativos serão reimportados automaticamente. Dessa " -"forma, confirmar essa pasta no sistema de controle de versão é opcional. " -"Pode poupar tempo na reimportação do tempo ao fazer o check-out em outro " -"computador, mas leva consideravelmente mais espaço e tempo de transferência. " -"Escolha seu veneno!" +"Se algum dos arquivos presentes nesta pasta for apagado (ou a pasta " +"inteira), o asset ou assets serão reimportados automaticamente. Dessa forma, " +"fazer o commit desta pasta para sistema de controle de versão é opcional. " +"Pode poupar tempo na reimportação ao fazer o check-out em outro computador, " +"mas leva consideravelmente mais espaço e tempo de transferência. Escolha seu " +"veneno!" #: ../../docs/getting_started/workflow/assets/import_process.rst:87 msgid "Changing import resource type" -msgstr "Alterando o Tipo de Recurso de Importação" +msgstr "Alterando o tipo de recurso de importação" #: ../../docs/getting_started/workflow/assets/import_process.rst:89 msgid "" "Some source assets can be imported as different types of resources. For " "this, select the relevant type of resource desired and press \"Reimport\":" msgstr "" -"Alguns recursos de origem podem ser importados como tipos diferentes de " +"Alguns assets de origem podem ser importados como tipos diferentes de " "recursos. Para isso, selecione o tipo relevante de recurso desejado e " -"pressione \"Reimport\":" +"pressione \"Reimportar\":" #: ../../docs/getting_started/workflow/assets/import_process.rst:97 msgid "Changing default import parameters" -msgstr "Alterando Parâmetros de Importação Padrão" +msgstr "Alterando parâmetros de importação padrão" #: ../../docs/getting_started/workflow/assets/import_process.rst:99 msgid "" @@ -203,9 +217,9 @@ msgid "" "cleared too:" msgstr "" "Diferentes tipos de jogos podem exigir padrões diferentes. Alterar os " -"padrões por projeto pode ser obtido usando o menu \"Preset ..\". Além de " -"alguns tipos de recursos que oferecem predefinições, a configuração padrão " -"também pode ser salva e desmarcada:" +"padrões por projeto pode ser obtido usando o menu \"Predefinição..\". Além " +"de alguns tipos de recursos que oferecem predefinições, a configuração " +"padrão também pode ser salva e apagada:" #: ../../docs/getting_started/workflow/assets/import_process.rst:107 msgid "Simplicity is key!" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index be502716df..fc94190bd8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,39 +19,34 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:4 msgid "Importing audio samples" -msgstr "Importando samples de áudio" +msgstr "Importando amostras de áudio" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:7 -#, fuzzy msgid "Supported files" -msgstr "Animação por Sprites" +msgstr "Arquivos suportados" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9 -#, fuzzy msgid "" "Godot provides three options to import your audio data: WAV, Ogg Vorbis and " "MP3." msgstr "" -"Em geral, dados de audio bruto são grandes e desnecessários. Godot fornece " -"duas opções principais para importar seus dados de audio: WAV e OGG Vorbis." +"Godot fornece três opções para importar seus dados de áudio: WAV, Ogg Vorbis " +"e MP3." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 msgid "Each has different advantages." msgstr "Cada um tem vantagens diferentes." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 -#, fuzzy msgid "" "WAV files use raw data or light compression (IMA-ADPCM). They are " "lightweight on the CPU to play back (hundreds of simultaneous voices in this " "format are fine). The downside is that they take up a lot of disk space." msgstr "" -"Cada um tem vantagens diferentes. * Arquivos Wav usam dados brutos ou baixa " -"compressão, fazem poucas exigências na CPU para serem reproduzidos (Centenas " -"de vozes simultâneas neste formato são aceitaveis), mas ocupam um espaço " -"significativo. * Arquivos Ogg Vorbis usam uma compressão mais alta, " -"resultando em arquivos de tamanho muito menor, mas exigem significativamente " -"mais poder de processamento para serem reproduzidos." +"Arquivos WAV usam dados brutos ou compressão leve (IMA-ADPCM). Eles são " +"leves na CPU para serem reproduzidos (centenas de vozes simultâneas neste " +"formato são aceitáveis). A desvantagem é que eles ocupam muito espaço em " +"disco." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:17 msgid "" @@ -71,6 +66,13 @@ msgid "" "and HTML5 projects where CPU resources are limited, especially when playing " "multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" +"Arquivos MP3 usam uma compressão melhor que WAV com IMA-ADPCM, porém pior " +"que Ogg Vorbis. Isto significa que um arquivo MP3 com qualidade " +"aproximadamente igual ao Ogg Vorbis será significantemente maior. Pelo lado " +"positivo, o MP3 requer menos uso de CPO para ser reproduzido comparado ao " +"Ogg Vorbis. Isto torna o MP3 útil para projetos mobile e HTML5 onde os " +"recursos da CPU são limitados, especialmente ao reproduzir vários sons " +"comprimidos ao mesmo tempo (como sons ambientes longos)." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 msgid "Here is a comparative chart." @@ -81,73 +83,64 @@ msgid "Format" msgstr "Formato" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31 -#, fuzzy msgid "1 second of audio" msgstr "1 segundo de áudio" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 -#, fuzzy msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24 bits, 96 kHz, Stereo" +msgstr "WAV 24 bits, 96 kHz, estéreo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 msgid "576 KB" msgstr "576 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 -#, fuzzy msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16 bits, 44 kHz, Mono" +msgstr "WAV 16 bits, 44 kHz, mono" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 msgid "88 KB" msgstr "88 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:37 -#, fuzzy msgid "WAV 16-bit, IMA-ADPCM, mono" -msgstr "WAV 16 bits, IMA-ADPCM, Mono" +msgstr "WAV 16 bits, IMA-ADPCM, mono" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:37 msgid "22 KB" msgstr "22 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 -#, fuzzy msgid "MP3 192 Kb/s, stereo" -msgstr "OGG Vorbis 96kbps, Stereo" +msgstr "MP3 192 Kb/s, estéreo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 msgid "24 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 -#, fuzzy msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "OGG Vorbis 96kbps, Stereo" +msgstr "Ogg Vorbis 128 Kb/s, estéreo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 msgid "16 KB" msgstr "16 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:43 -#, fuzzy msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "OGG Vorbis 96kbps, Stereo" +msgstr "Ogg Vorbis 96 Kb/s, estéreo" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:43 msgid "12 KB" msgstr "12 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:46 -#, fuzzy msgid "" "Consider using WAV for short and repetitive sound effects, and Ogg Vorbis " "for music, speech, and long sound effects." msgstr "" -"Em geral, o que se é recomendado, é usar formato WAV para a maioria dos " -"efeitos sonoros, especialmentes aqueles quem são curtos e repetitivos, e OGG " -"para musicas, vozes e efeitos sonoros longos." +"Considere usar WAV para efeitos sonoros curtos e repetitivos, e Ogg Vorbis " +"para músicas, vozes e efeitos sonoros longos." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:50 msgid "Best practices" @@ -182,37 +175,35 @@ msgid "" "saving to a waveform, increase their size unnecessarily and add latency to " "the moment they are played back." msgstr "" -"Um problema que se produz com frequência é a que a forma de onda é exportada " -"com longos silêncios no início e no fim. Elas são inseridas pelos DAWs ao " +"Um problema que acontece com frequência é que a forma de onda é exportada " +"com longos silêncios no início e no fim. Elas são inseridas pelas DAWs ao " "salvar a forma de onda, aumentando seus tamanhos desnecessariamente e " -"adicionando latência no momento em que são tocadas." +"adicionando latência no momento em que são reproduzidas." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:69 -#, fuzzy msgid "Importing as WAV with the **Trimming** option enabled solves this." msgstr "" -"A importação de WAV com a opção de corte ativada resolve esse problema." +"A importação de WAV com a opção **Trimming** ativada resolve este problema." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:73 msgid "Looping" msgstr "Looping" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:75 -#, fuzzy msgid "" "Godot supports looping in the samples (tools such as Sound Forge or Audition " "can add loop points to WAV files). This is useful for sound effects, such as " "engines, machine guns etc. Ping-pong looping is also supported." msgstr "" -"Godot supports looping in the samples (tools such as Sound Forge or Audition " -"can add loop points to wav files). This is useful for sound effects, such as " -"engines, machine guns etc. Ping-pong looping is also supported." +"O Godot suporta looping nas amostras (ferramentas como Sound Forge ou " +"Audition podem adicionar pontos de loop a arquivos WAV). Isto é útil para " +"efeitos sonoros como motores, metralhadoras, etc. Looping de ping-pong " +"também é suportado." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:80 -#, fuzzy msgid "" "As an alternative, the Import dock has a **Loop** option that enables " "looping for the entire sample when importing." msgstr "" -"Como uma alternativa, a cena de importação tem uma opção de \"loop\" que " -"ativa looping para o entire sample when importing." +"Como alternativa, a dock de importação tem uma opção de **Loop** que ativa " +"looping para o toda a amostra ao importar." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index c80cf1b305..02519b638d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,39 +18,37 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/assets/importing_images.rst:4 -#, fuzzy msgid "Importing images" -msgstr "Importando Imagens" +msgstr "Importação de imagens" #: ../../docs/getting_started/workflow/assets/importing_images.rst:7 -#, fuzzy msgid "Supported image formats" -msgstr "Animação por Sprites" +msgstr "Formatos de imagem suportados" #: ../../docs/getting_started/workflow/assets/importing_images.rst:9 -#, fuzzy msgid "Godot can import the following image formats:" -msgstr "Godot suporta os seguintes *formatos de arquivo de cena* 3D:" +msgstr "O Godot pode importar os seguintes formatos de imagem:" #: ../../docs/getting_started/workflow/assets/importing_images.rst:11 msgid "" "BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " "8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" +"BMP (``.bmp``) - Sem suporte para imagens de 16 bits por pixel. Apenas " +"imagens de 1 bit, 4 bits, 8 bits, 24 bits, e 32 bits por pixel são " +"suportadas." #: ../../docs/getting_started/workflow/assets/importing_images.rst:13 -#, fuzzy msgid "" "DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " "will be loaded directly. This can be used to achieve effects using custom " "mipmaps." msgstr "" -"Superfície do DirectDraw (`` .dds``) - Se houver mipmaps na textura, eles " -"serão carregados diretamente. Isso pode ser usado para obter efeitos usando " -"mipmaps personalizados." +"DirectDraw Surface (``.dds``) - Se mipmaps estiverem presentes na textura, " +"eles serão carregados diretamente. Isso pode ser usado para obter efeitos " +"usando mipmaps personalizados." #: ../../docs/getting_started/workflow/assets/importing_images.rst:16 -#, fuzzy msgid "" "OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." msgstr "" @@ -58,7 +56,6 @@ msgstr "" "panorâmicos)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:18 -#, fuzzy msgid "" "Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " "skies)." @@ -67,30 +64,26 @@ msgstr "" "panorâmicos)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:20 -#, fuzzy msgid "" "JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " "limitations." msgstr "" -"JPEG (``.jpg``, ``.jpeg```) - Não suporta transparência de acordo com as " -"limitações do formato." +"JPEG (``.jpg``, ``.jpeg``) - Não suporta transparência pelas limitações do " +"formato." #: ../../docs/getting_started/workflow/assets/importing_images.rst:22 -#, fuzzy msgid "" "PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " "(no HDR images)." msgstr "" -"PNG (``.png```) - A precisão é limitada a 8 bits por canal na importação " -"(sem imagens HDR)." +"PNG (``.png``) - A precisão é limitada a 8 bits por canal na importação (sem " +"imagens HDR)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:24 -#, fuzzy msgid "Truevision Targa (``.tga``)" msgstr "Truevision Targa (``.tga``)" #: ../../docs/getting_started/workflow/assets/importing_images.rst:25 -#, fuzzy msgid "" "SVG (``.svg``, ``.svgz``) - SVGs are rasterized using `NanoSVG <https://" "github.com/memononen/nanosvg>`__ when importing them. Support is limited; " @@ -99,32 +92,29 @@ msgid "" "automated thanks to its `command-line interface <https://wiki.inkscape.org/" "wiki/index.php/Using_the_Command_Line#Export_files>`__." msgstr "" -"SVG (``.svg``, ``.svgz``) - SVGs são rasterizados utilizando ``NanoSVG " +"SVG (``.svg``, ``.svgz``) - SVGs são rasterizados utilizando `NanoSVG " "<https://github.com/memononen/nanosvg>`__ ao importá-los. O suporte é " -"limitado; os vetores complexos podem não renderizar corretamente. Para " -"vetores complexos, renderizá-los a PNGs usando o Inkscape é muitas vezes uma " -"solução melhor. Isto pode ser automatizado graças à sua \"interface de linha " -"de comando\" <https://wiki.inkscape.org/wiki/index.php/" +"limitado; vetores complexos podem não renderizar corretamente. Para vetores " +"complexos, renderizá-los paraa PNGs usando o Inkscape é muitas vezes uma " +"solução melhor. Isto pode ser automatizado graças à sua `interface de linha " +"de comando <https://wiki.inkscape.org/wiki/index.php/" "Using_the_Command_Line#Export_files>`__." #: ../../docs/getting_started/workflow/assets/importing_images.rst:30 -#, fuzzy msgid "WebP (``.webp``)" -msgstr "WebP (``.webp```)" +msgstr "WebP (``.webp``)" #: ../../docs/getting_started/workflow/assets/importing_images.rst:34 -#, fuzzy msgid "" "If you've compiled the Godot editor from source with specific modules " "disabled, some formats may not be available." msgstr "" -"Se você compilou o editor Godot a partir da fonte com módulos específicos " +"Se você compilou o editor do Godot a partir da fonte com módulos específicos " "desabilitados, alguns formatos podem não estar disponíveis." #: ../../docs/getting_started/workflow/assets/importing_images.rst:38 -#, fuzzy msgid "Importing textures" -msgstr "Importando Texturas" +msgstr "Importação de Texturas" #: ../../docs/getting_started/workflow/assets/importing_images.rst:40 msgid "" @@ -152,11 +142,12 @@ msgid "" "enabled and compression is changed to VRAM). Texture is also reimported " "automatically." msgstr "" -"Esta opção faz Godot ficar ciente de quando uma textura (a qual é importada " -"para 2D por padrão) é usada em 3D. Se isso acontecer, as configurações são " -"mudadas de modo que as flags da textura são favoráveis à 3D (mipmaps, filtro " -"e repeat se tornam habilitados e compressão é mudada para VRAM). Textura " -"também é reimportada automaticamente." +"Esta opção faz o Godot ficar ciente de quando uma textura (a qual é " +"importada para 2D por padrão) é usada em 3D. Se isso acontecer, as " +"configurações são mudadas de modo que os sinalizadores da textura são mais " +"amigáveis para 3D (mipmaps, filtro e repeat se tornam habilitados e " +"compressão é mudada para VRAM). A textura também é reimportada " +"automaticamente." #: ../../docs/getting_started/workflow/assets/importing_images.rst:55 msgid "Compression" @@ -177,19 +168,18 @@ msgid "Compress Mode" msgstr "Modo de compactação" #: ../../docs/getting_started/workflow/assets/importing_images.rst:63 -#, fuzzy msgid "" "**VRAM Compression:** This is the most common compression mode for 3D " "assets. Size on disk is reduced and video memory usage is also decreased " "considerably (usually by a factor between 4 and 6). This mode should be " "avoided for 2D as it exhibits noticeable artifacts." msgstr "" -"Compressão VRAM: Este é o modo de compressão mais comum para recursos 3D. O " -"arquivo no disco é reduzido e o uso de memória de vídeo também é reduzido " -"consideravelmente. Para 3D, pode apresentar artefatos indesejados no entanto." +"**Compressão VRAM:** Este é o modo de compressão mais comum para assets 3D. " +"O arquivo no disco é reduzido e o uso de memória de vídeo também é reduzido " +"consideravelmente (geralmente por um fator entre 4 e 6). Este modo deve ser " +"evitado para 2D, pois exibe artefatos perceptíveis." #: ../../docs/getting_started/workflow/assets/importing_images.rst:67 -#, fuzzy msgid "" "**Lossless Compression:** This is the most common compression mode for 2D " "assets. It shows assets without any kind of artifacting, and disk " @@ -197,58 +187,56 @@ msgid "" "than VRAM Compression, though. This is also the recommended setting for " "pixel art." msgstr "" -"Compactação sem perdas: essa é a compactação mais comum para ativos 2D. Ele " -"mostra ativos sem qualquer tipo de artefato e a compactação de disco é " -"decente. Ele vai usar uma quantidade consideravelmente maior de memória de " -"vídeo do que a VRAM." +"**Compressão sem perdas:** Esta é a compactação mais comum para assets 2D. " +"Ela mostra assets sem qualquer tipo de artefato, e a compactação do disco é " +"decente. No entanto, ela vai usar uma quantidade consideravelmente maior de " +"memória de vídeo do que a VRAM. Esta também é a configuração recomentada " +"para pixel art." #: ../../docs/getting_started/workflow/assets/importing_images.rst:71 -#, fuzzy msgid "" "**Lossy Compression:** This is a good choice for large 2D assets. It has " "some artifacts, but less than VRAM and the file size is several times lower " "compared to Lossless or Uncompressed. Video memory usage isn't decreased by " "this mode; it's the same as with Lossless Compression or Uncompressed." msgstr "" -"** Compressão com perdas: ** Esta é uma boa opção para grandes recursos 2D. " -"Ele possui alguns artefatos, mas menos que a VRAM e o tamanho do arquivo é " -"várias vezes menor em comparação com Sem Perdas ou Descomprimido. O uso da " -"memória de vídeo não diminui nesse modo; é o mesmo que com a compactação sem " -"perdas ou sem compactação." +"**Compressão com perdas:** Esta é uma boa opção para grandes assets 2D. Ela " +"possui alguns artefatos, mas menos que a VRAM e o tamanho do arquivo é " +"várias vezes menor em comparação com Sem Perdas ou Sem Compressão. O uso da " +"memória de vídeo não diminui nesse modo; é o mesmo que com a Compressão Sem " +"Serdas ou Sem Compressão." #: ../../docs/getting_started/workflow/assets/importing_images.rst:75 -#, fuzzy msgid "" "**Uncompressed:** Only useful for formats that can't be compressed (such as " "raw float images)." msgstr "" -"Descompactado: Útil apenas para formatos que não podem ser compactados (como " -"float bruto)." +"**Sem Compressão:** Útil apenas para formatos que não podem ser comprimidos " +"(como imagens flutuantes brutas)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:78 -#, fuzzy msgid "" "In this table, each of the four options are described together with their " "advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -"Nesta tabela, cada uma das quatro opções é descrita junto com suas vantagens " -"e desvantagens (| boa | = Melhor, | ruim | = Pior):" +"Nesta tabela, cada uma das quatro opções são descritas junto com suas " +"vantagens e desvantagens (|good| = melhor, |bad| = pior):" #: ../../docs/getting_started/workflow/assets/importing_images.rst:82 msgid "Uncompressed" -msgstr "Descomprimido" +msgstr "Sem Compressão" #: ../../docs/getting_started/workflow/assets/importing_images.rst:82 msgid "Compress Lossless (PNG)" -msgstr "Comprimir sem perdas (PNG)" +msgstr "Compressão sem perdas (PNG)" #: ../../docs/getting_started/workflow/assets/importing_images.rst:82 msgid "Compress Lossy (WebP)" -msgstr "Comprimir com perdas (WebP)" +msgstr "Compressão com perdas (WebP)" #: ../../docs/getting_started/workflow/assets/importing_images.rst:82 msgid "Compress VRAM" -msgstr "Comprimir com VRAM" +msgstr "Compressão com VRAM" #: ../../docs/getting_started/workflow/assets/importing_images.rst:84 msgid "Description" @@ -278,7 +266,7 @@ msgstr "Tamanho no Disco" #: ../../docs/getting_started/workflow/assets/importing_images.rst:86 #: ../../docs/getting_started/workflow/assets/importing_images.rst:88 msgid "|bad| Large" -msgstr "|ruim| Ampla" +msgstr "|bad| Grande" #: ../../docs/getting_started/workflow/assets/importing_images.rst:86 msgid "|regular| Small" @@ -286,7 +274,7 @@ msgstr "|regular| Pequeno" #: ../../docs/getting_started/workflow/assets/importing_images.rst:86 msgid "|good| Very Small" -msgstr "|bom| Muito Pequeno" +msgstr "|good| Muito Pequeno" #: ../../docs/getting_started/workflow/assets/importing_images.rst:88 msgid "Memory Usage" @@ -294,11 +282,11 @@ msgstr "Uso de Memória" #: ../../docs/getting_started/workflow/assets/importing_images.rst:88 msgid "|good| Small" -msgstr "|bom| Pequeno" +msgstr "|good| Pequeno" #: ../../docs/getting_started/workflow/assets/importing_images.rst:90 msgid "Performance" -msgstr "Performance" +msgstr "Desempenho" #: ../../docs/getting_started/workflow/assets/importing_images.rst:90 #: ../../docs/getting_started/workflow/assets/importing_images.rst:94 @@ -308,7 +296,7 @@ msgstr "|regular| Normal" #: ../../docs/getting_started/workflow/assets/importing_images.rst:90 #: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "|good| Fast" -msgstr "|bom | Rápido" +msgstr "|good| Rápido" #: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Quality Loss" @@ -316,7 +304,7 @@ msgstr "Perda de Qualidade" #: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "|good| None" -msgstr "|bom| Nenhum" +msgstr "|good| Nenhum" #: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "|regular| Slight" @@ -324,7 +312,7 @@ msgstr "|regular| Leve" #: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "|bad| Moderate" -msgstr "|ruim| Moderado" +msgstr "|bad| Moderado" #: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Load Time" @@ -332,7 +320,7 @@ msgstr "Tempo de Carregamento" #: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "|bad| Slow" -msgstr "|ruim| Lento" +msgstr "|bad| Lento" #: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "HDR Mode" @@ -347,10 +335,10 @@ msgid "" "that do not." msgstr "" "O Godot suporta texturas de alta faixa dinâmica (como .HDR ou .EXR). Esses " -"são principalmente úteis como céus panorâmicos equirretangulares (ou " -"[i]skyboxes[/i]) de alta faixa dinâmica (a Internet tem muitos se você " -"pesquisar por eles), que substituem Cubemaps no Godot 2.x. Os PCs modernos " -"suportam o formato VRAM BC6H, mas ainda existem muitos que não suportam." +"são mais úteis como céus panorâmicos equirretangulares de alta faixa " +"dinâmica (a Internet tem muitos se você pesquisar por eles), que substituem " +"Cubemaps no Godot 2.x. Os PCs modernos suportam o formato VRAM BC6H, mas " +"ainda existem muitos que não suportam." #: ../../docs/getting_started/workflow/assets/importing_images.rst:109 msgid "" @@ -418,7 +406,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:133 msgid "Flags" -msgstr "Bandeiras" +msgstr "Sinalizadores" #: ../../docs/getting_started/workflow/assets/importing_images.rst:135 msgid "" @@ -430,19 +418,17 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:138 msgid "Repeat" -msgstr "Repetir" +msgstr "Repetição" #: ../../docs/getting_started/workflow/assets/importing_images.rst:140 -#, fuzzy msgid "" "This setting is most commonly used in 3D, and is therefore generally " "disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to " "\"loop\"." msgstr "" -"Esta configuração é mais utilizada em 3D do que em 2D (por isso geralmente é " -"desativada em 2D). Ela faz coordenadas UV que ultrapassem intervalo 0,0 - " -"1,1 fazerem um \"laço\" (loop). Repetição pode opcionalmente ser definida " -"para o modo espelhado." +"Esta configuração é mais utilizada em 3D, por isso geralmente é desativada " +"em 2D. Ela faz coordenadas UV que ultrapassem intervalo 0,0 - 1,1 fazerem um " +"\"laço\" (loop)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:142 msgid "Repeating can optionally be set to mirrored mode." @@ -453,17 +439,16 @@ msgid "Filter" msgstr "Filtro" #: ../../docs/getting_started/workflow/assets/importing_images.rst:147 -#, fuzzy msgid "" "When pixels become larger than the screen pixels, this option enables linear " "interpolation for them. The result is a smoother (less blocky) texture. This " "setting can be commonly used in 2D and 3D, but it's usually disabled when " "making pixel perfect games." msgstr "" -"Quando os pixels se tornam maiores que os pixels da tela, essas opções " -"ativam a interpolação linear para eles. O resultado é uma textura mais suave " -"(menos parecida com blocos). Essa configuração pode ser comumente usada em " -"2D e 3D, mas geralmente é desativada ao criar jogos pixel-perfect." +"Quando os pixels se tornam maiores que os pixels da tela, esta opção ativa a " +"interpolação linear para eles. O resultado é uma textura mais suave (menos " +"parecida com blocos). Essa configuração pode ser comumente usada em 2D e 3D, " +"mas geralmente é desativada ao criar jogos pixel-perfect." #: ../../docs/getting_started/workflow/assets/importing_images.rst:150 msgid "Mipmaps" @@ -540,7 +525,6 @@ msgid "Process" msgstr "Processo" #: ../../docs/getting_started/workflow/assets/importing_images.rst:176 -#, fuzzy msgid "" "Some special processes can be applied to images when imported as textures." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 890fa9bb60..04cde88afb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,7 +23,7 @@ msgstr "Importando cenas 3D" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:7 msgid "Godot scene importer" -msgstr "Importador de cena Godot" +msgstr "Importador de cena do Godot" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9 msgid "" @@ -40,33 +40,32 @@ msgstr "" "trabalhada no seu DCC 3D favorito será transferida o mais próximo possível." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14 -#, fuzzy msgid "Godot supports the following 3D *scene file formats*:" msgstr "Godot suporta os seguintes *formatos de arquivo de cena* 3D:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 -#, fuzzy msgid "" "glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " "and binary (``.glb``) formats." -msgstr "glTF 2.0. Godot tem suporte total para formatos de texto e binários." +msgstr "" +"glTF 2.0 **(recomendado)**. Godot tem suporte total para formatos de texto " +"(``gltf``) e binários (``.glb``)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "DAE (COLLADA), an older format that is fully supported." msgstr "DAE (COLLADA), um formato mais antigo que é totalmente suportado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 -#, fuzzy msgid "" "OBJ (Wavefront) format + their MTL material files. This is also fully " "supported, but pretty limited (no support for pivots, skeletons, animations, " "PBR materials, ...)." msgstr "" -"Formatos OBJ (Wavefront). Também é oferecido suporte completo, mas bastante " -"limitado (sem suporte para pivots, esqueletos, etc)." +"Formatos OBJ (Wavefront) + seus arquivos de material MTL. Também é oferecido " +"suporte completo, mas bastante limitado (sem suporte para pivôs, esqueletos, " +"animações, materiais PBR, ...)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19 -#, fuzzy msgid "ESCN, a Godot-specific format that Blender can export with a plugin." msgstr "" "ESCN, um formato específico do Godot que o Blender pode exportar com um " @@ -78,7 +77,7 @@ msgid "" "proprietary, so we recommend using other formats listed above, if suitable " "for your workflow." msgstr "" -"FBX, suportado através da biblioteca Open Asset Import. No entanto, FBX é " +"FBX, suportado através da biblioteca Open Asset Import. No entanto, o FBX é " "proprietário, por isso recomendamos o uso de outros formatos listados acima, " "se adequado para o seu fluxo de trabalho." @@ -120,9 +119,8 @@ msgstr "" "versão do software." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39 -#, fuzzy msgid "Exporting glTF 2.0 files from Blender" -msgstr "Exportando arquivos DAE no Blender" +msgstr "Exportando arquivos glTF 2.0 do Blender" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:41 msgid "" @@ -140,9 +138,9 @@ msgid "" "mesh and textures set up in Blender. When brought into Godot the textures " "are part of the object's material file." msgstr "" -"arquivos binários glTF são as menores das três opções. Eles incluem a malha " -"e texturas configuradas no Blender. Quando trazidas para Godot, as texturas " -"fazem parte do arquivo do material do objeto." +"Arquivos binários glTF são as menores das três opções. Eles incluem a malha " +"e texturas configuradas no Blender. Quando trazidas para o Godot, as " +"texturas fazem parte do arquivo do material do objeto." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47 msgid "" @@ -150,9 +148,9 @@ msgid "" "provide extra functionality in Godot, and shouldn't be used since they have " "a larger file size." msgstr "" -"arquivos embedded glTF funcionam da mesma forma que arquivos binários. Eles " -"não fornecem funcionalidade extra em Godot, e não devem ser usados, pois têm " -"um tamanho de arquivo maior." +"Arquivos incorporados glTF funcionam da mesma forma que arquivos binários. " +"Eles não fornecem funcionalidade extra no Godot, e não devem ser usados, " +"pois têm um tamanho de arquivo maior." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:50 msgid "" @@ -171,7 +169,6 @@ msgstr "" "Se você não precisa de nenhum desses arquivos, tudo bem usar glTF binários." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57 -#, fuzzy msgid "" "Blender does not export emissive textures with the glTF file. If your model " "uses one, it must be brought in separately." @@ -184,31 +181,30 @@ msgid "Exporting DAE files from Blender" msgstr "Exportando arquivos DAE no Blender" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 -#, fuzzy msgid "" "Blender has built-in COLLADA support, but it does not work properly for the " "needs of game engines and should not be used as is." msgstr "" -"O Blender possui suporte ao formato COLLADA nativamente, mas está quebrado e " -"não deveria ser usado." +"O Blender possui suporte ao COLLADA nativamente, mas não funciona " +"adequadamente para as necessidades de game engines e não deve ser usado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 -#, fuzzy msgid "" "Godot provides a `Blender plugin <https://github.com/godotengine/collada-" "exporter>`_ that will correctly export COLLADA scenes for use in Godot. It " "does not work in Blender 2.8 or newer, but there are plans to update it in " "the future." msgstr "" -"A Godot oferece um `Plugin Python <https://github.com/godotengine/collada-" -"exporter>`__ que faz um trabalho bem melhor de exportar cenas." +"O Godot oferece um `plugin do Blender <https://github.com/godotengine/" +"collada-exporter>`__ que irá exportar corretamente cenas COLLADA para uso em " +"Godot. Ele não funciona no Blender 2.8 ou mais recente, mas há planos para " +"atualizá-lo no futuro." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "Exporting ESCN files from Blender" msgstr "Exportando arquivos ESCN do Blender" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73 -#, fuzzy msgid "" "The most powerful one, called `godot-blender-exporter <https://github.com/" "godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind " @@ -217,22 +213,22 @@ msgid "" "experimental." msgstr "" "O mais poderoso, chamado `godot-blender-exporter <https://github.com/" -"godotengine/godot-blender-exporter>`__. Ele usa um arquivo .escn, o que é " -"uma espécie de arquivo .tscn (arquivo Godot Scene); ele retém o máximo de " -"informações possível sobre uma Blender Scene." +"godotengine/godot-blender-exporter>`__. Ele usa um arquivo .escn, que é uma " +"espécie de arquivo .tscn (arquivo de cena do Godot); ele retém o máximo de " +"informações possível sobre uma cena do Blender. Entretanto, ele é " +"considerado experimental." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "" "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ " "describing its functionality and usage." msgstr "" -"O exportador ESCN tem um detalhado `document <escn_exporter/index.html>`__ " +"O exportador ESCN tem um `documento <escn_exporter/index.html>`__ detalhado " "descrevendo seu uso e funcionalidade." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 -#, fuzzy msgid "Exporting textures separately" -msgstr "Importando Texturas" +msgstr "Exportando texturas separadamente" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" @@ -244,17 +240,24 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/" "RodZill4/material-maker>`__." msgstr "" +"Embora as texturas possam ser exportadas com um modelo em certos formatos de " +"arquivo, como glTF 2.0, você também pode exportá-los separadamente. Godot " +"usa PBR (renderização fisicamente baseada) para seus materiais, então se um " +"programa de texturização pode exportar texturas PBR, eles podem funcionar no " +"Godot. Isto inclui o `conjunto Substance <https://www.substance3d.com/>`__, " +"`ArmorPaint (código aberto) <https://armorpaint.org/>`__, e `Material Maker " +"(open source) <https://github.com/RodZill4/material-maker>`__." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 -#, fuzzy msgid "" "For more information on Godot's materials, see :ref:`doc_spatial_material`." -msgstr "Para mais, veja a página: ref: `doc_c_sharp_differences`." +msgstr "" +"Para mais informações sobre os materiais do Godot, veja :ref:" +"`doc_spatial_material`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 -#, fuzzy msgid "Exporting considerations" -msgstr "Outras considerações" +msgstr "Considerações de exportação" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95 msgid "" @@ -265,6 +268,12 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" +"Como as GPUs só podem renderizar triângulos, as malhas que contêm quads ou N-" +"gons precisam ser *trianguladas* antes de poderem ser renderizadas. O Godot " +"pode triangular malhas na importação, mas os resultados podem ser " +"imprevisíveis ou incorretos, especialmente com N-gons. Independentemente da " +"aplicação alvo, triangular *antes* de exportar a cena levará a resultados " +"mais consistentes e deve ser feita sempre que possível." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -275,16 +284,25 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" +"Para evitar problemas com triangulação incorreta após a importação no Godot, " +"é recomendado fazer o DCC 3D triangular objetos por conta própria. No " +"Blender, isto pode ser feito ao adicionar um modificador Triangular aos seus " +"objetos e certificar-se de que **Aplicar Modificadores** esteja marcado na " +"caixa de diálogo de exportação. Alternativamente, dependendo do exportador, " +"você pode encontrar e ativar a opção **Triangular Faces** na caixa de " +"diálogo de exportação." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" +"Para evitar problemas com a seleção 3D no editor, é recomendado aplicar a " +"transformação do objeto no DCC 3D antes de exportar a cena." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" -msgstr "Importar fluxos de trabalho" +msgstr "Fluxos de trabalho de importação" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:115 msgid "" @@ -336,8 +354,8 @@ msgid "" "As different developers have different needs, this import process is highly " "customizable." msgstr "" -"O processo de importação é altamente customizável, já que diferentes " -"desenvolvedores possuem diferentes necessidades." +"Já que diferentes desenvolvedores possuem diferentes necessidades, este " +"processo de importação é altamente personalizável." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:129 msgid "Import options" @@ -372,9 +390,8 @@ msgid "Allows setting a specific name to the generated root node." msgstr "Permite setar um nome específico para o nó raiz gerado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149 -#, fuzzy msgid "Root Scale" -msgstr "Nome da Raiz" +msgstr "Escala da Raiz" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:151 msgid "The scale of the root node." @@ -474,6 +491,9 @@ msgid "" "Godot will not reimport materials that are stored in external files unless " "you remove the associated ``.material`` file before reimporting." msgstr "" +"O Godot não irá reimportar materiais que estão armazenados em arquivos " +"externos, a menos que você remova o arquivo ``.material`` associado antes de " +"reimportar." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "" @@ -482,6 +502,10 @@ msgid "" "dock, going to the Import dock then setting **Material > Storage** to " "**Built-In** instead of **Files**." msgstr "" +"Para forçar a reimportação de materiais sempre que a cena 3D é reimportada, " +"altere o modo de armazenamento na cena 3D selecionando-o na dock do " +"FileSystem, indo para a dock de Importação e configurando **Material > " +"Storage** para **Built-In** em vez de **Files**." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 msgid "Keep On Reimport" @@ -633,7 +657,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Ensure Tangents" -msgstr "Garanta tangentes" +msgstr "Garantir tangentes" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255 msgid "" @@ -666,9 +690,8 @@ msgstr "" "diretamente com malhas em vez de cenas." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270 -#, fuzzy msgid "Light Baking" -msgstr "Light Baking" +msgstr "Gerando e Gravando Iluminação" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272 msgid "Whether or not the mesh is used in baked lightmaps." @@ -710,9 +733,8 @@ msgstr "" "subdiretório com o nome da cena." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287 -#, fuzzy msgid "Animation options" -msgstr "Animações" +msgstr "Opções de animação" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289 msgid "" @@ -738,6 +760,10 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" +"Para modificar animações de uma cena 3D importada, você precisa alterar a " +"opção de armazenamento da animação de **Embutido** para **Arquivos** na dock " +"de Importação. Caso contrário, alterações feitas nas animações do Godot " +"serão perdidas quando o projeto for executado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" @@ -897,11 +923,16 @@ msgid "" "greater than zero. You can then name a clip, specify which frames it starts " "and stops on, and choose whether the animation loops or not." msgstr "" +"É possível especificar várias animações de uma única linha do tempo como " +"clipes. Para que isso funcione, o modelo deve ter apenas uma animação " +"chamada ``default``. Para criar clipes, altere a quantidade do clipe para " +"algo maior que zero. Em seguida, você pode nomear um clipe, especificar em " +"quais quadros ele começa e termina e escolher se a animação será repetida ou " +"não." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 -#, fuzzy msgid "Scene inheritance" -msgstr "Usar a herança de cena" +msgstr "Herança de cena" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 msgid "" @@ -946,9 +977,8 @@ msgid "Other than that, everything is allowed!" msgstr "Fora isso, tudo é permitido!" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 -#, fuzzy msgid "Import hints" -msgstr "Importando" +msgstr "Inferências de importação" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 msgid "" @@ -987,25 +1017,24 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "All the suffixes described below are *case-sensitive*." -msgstr "" +msgstr "Todos os sufixos descritos abaixo possuem *sensibilidade de caixa*." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419 msgid "Remove nodes (-noimp)" msgstr "Remover os Nós (-noimp)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 -#, fuzzy msgid "" "Objects that have the ``-noimp`` suffix will be removed at import-time no " "matter what their type is. They will not appear in the imported scene." msgstr "" -"Nomes de nó que tenham esse sufixo serão removidos no horário de importação, " -"não importa qual seja o seu tipo. Eles não aparecerão na cena importada." +"Nomes de nó que tenham o sufixo ``-noimp`` serão removidos no momento da " +"importação, não importa qual seja o seu tipo. Eles não aparecerão na cena " +"importada." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 -#, fuzzy msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "Criar colisões (-col, -colionly, -convcolonly)" +msgstr "Criar colisões (-col, -convcol, -colionly, -convcolonly)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 msgid "" @@ -1015,6 +1044,12 @@ msgid "" "accurate option for collision detection. This option is usually what you " "want for level geometry (but see also ``-colonly`` below)." msgstr "" +"A opção ``-col`` funcionará apenas para objetos Mesh. Se for detectado, um " +"nó de colisão estática filho será adicionado, usando a mesma geometria da " +"malha. Isto criará uma forma de colisão de malha de triângulo, que é uma " +"opção lenta, mas precisa para a detecção de colisão. Esta opção é " +"normalmente o que você quer para geometria de fase (mas veja também ``-" +"colonly`` abaixo)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 msgid "" @@ -1028,49 +1063,55 @@ msgid "" "shape. This option is ideal for simple or dynamic objects that require " "mostly-accurate collision detection." msgstr "" +"A opção ``-convcol`` criará uma :ref:`class_convexpolygonshape` em vez de " +"uma :ref:`class_concavepolygonshape`. Ao contrário das malhas triangulares " +"que podem ser côncavas, uma forma convexa só pode representar com precisão " +"uma forma que não tenha ângulos côncavos (uma pirâmide é convexa, mas uma " +"caixa oca é côncava). Devido a isso, formas de colisão convexas geralmente " +"não são adequadas para geometria de fase. Ao representar malhas simples o " +"suficiente, formas de colisão convexas podem resultar em desempenho melhor " +"em comparação a formas de colisão triangulares. Esta opção é ideal para " +"objetos simples ou dinâmicos que requerem detecção de colisão mais precisa." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:442 -#, fuzzy msgid "" "However, in both cases, the visual geometry may be too complex or not smooth " "enough for collisions. This can create physics glitches and slow down the " "engine unneccesarily." msgstr "" -"No entanto, muitas vezes é o caso de que a geometria visual é muito complexa " -"ou muito irregular para colisões, o que acaba não funcionando bem." +"No entanto, em ambos os casos, a geometria visual é muito complexa ou muito " +"irregular para colisões. Isto pode criar falhas físicas e retardar o motor " +"desnecessariamente." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:446 -#, fuzzy msgid "" "To solve this, the ``-colonly`` modifier exists. It will remove the mesh " "upon importing and will create a :ref:`class_staticbody` collision instead. " "This helps the visual mesh and actual collision to be separated." msgstr "" -"Para resolver isso, existe o modificador \"-colonly\", que removerá a malha " -"na importação e criará uma colisão de :ref:`class_staticbody` ao invés. Isso " -"ajuda a malha visual e a colisão atual a serem separadas." +"Para resolver isso, existe o modificador ``-colonly``. Ele removerá a malha " +"na importação e criará uma colisão de :ref:`class_staticbody` em seu lugar. " +"Isso ajuda a separação da malha visual e da colisão real." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 -#, fuzzy msgid "" "The option ``-convcolonly`` works in a similar way, but will create a :ref:" "`class_convexpolygonshape` instead." msgstr "" -"A opção \"-convcolonly\" criará um :ref:`class_convexpolygonshap` em vez de " -"um :ref:`class_concavepolygonshape`." +"A opção ``-convcolonly`` funciona de maneira semelhante, mas criará um :ref:" +"`class_convexpolygonshap` em vez disso." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 -#, fuzzy msgid "" "The option ``-colonly`` can also be used with Blender's empty objects. On " "import, it will create a :ref:`class_staticbody` with a collision node as a " "child. The collision node will have one of a number of predefined shapes, " "depending on Blender's empty draw type:" msgstr "" -"Opção \"-colonly\" também pode ser usada com os objetos vazios do Blender. " -"Na importação, criará um :ref:`class_staticbody` com um nó de colisão como " -"filho. O nó de colisão terá uma das várias formas predefinidas, dependendo " -"do tipo de desenho vazio do Blender:" +"A opção ``-colonly`` também pode ser usada com os objetos vazios do Blender. " +"Na importação, ela criará um :ref:`class_staticbody` com um nó de colisão " +"como filho. O nó de colisão terá uma das várias formas predefinidas, " +"dependendo do tipo de desenho vazio do Blender:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:459 msgid "Single arrow will create a :ref:`class_rayshape`." @@ -1123,59 +1164,54 @@ msgid "Create navigation (-navmesh)" msgstr "Criar navegação (-navmesh)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:482 -#, fuzzy msgid "" "A mesh node with the ``-navmesh`` suffix will be converted to a navigation " "mesh. The original Mesh object will be removed at import-time." msgstr "" -"Um nó de malha com este sufixo será convertido em uma malha de navegação. O " -"nó original da Malha será removido." +"Um nó de malha com o sufixo ``-navmesh`` será convertido em uma malha de " +"navegação. O nó original da Malha será removido no momento da importação." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:486 msgid "Create a VehicleBody (-vehicle)" msgstr "Cria um Veículo (-vehicle)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:488 -#, fuzzy msgid "" "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" "ref:`class_VehicleBody` node." msgstr "" -"Um nó de malha com este sufixo será importado como um filho de um nó :ref:" -"`VeículoBody <class_VehicleBody>`." +"Um nó de malha com o sufixo ``-vehicle`` será importado como um filho de um " +"nó :ref:`class_VehicleBody`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:492 msgid "Create a VehicleWheel (-wheel)" msgstr "Crie uma Roda de Veículo (-wheel)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:494 -#, fuzzy msgid "" "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" "`class_VehicleWheel` node." msgstr "" -"Um nó de malha com este sufixo será importado como um filho de um nó :ref:" -"`VehicleWheel <class_VehicleWheel>`." +"Um nó de malha com o sufixo ``-wheel`` será importado como um filho de um " +"nó :ref:`class_VehicleWheel`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:498 msgid "Rigid Body (-rigid)" msgstr "Rigid Body (-rigid)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:500 -#, fuzzy msgid "" "A mesh node with the ``-rigid`` suffix will be imported as a :ref:" "`class_RigidBody`." msgstr "" -"Um nó de malha com este sufixo será importado como um filho de um nó :ref:" -"`VeículoBody <class_VehicleBody>`." +"Um nó de malha com o sufixo ``-rigid`` será importado como um filho de um " +"nó :ref:`<class_RigidBody>`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:503 msgid "Animation loop (-loop, -cycle)" msgstr "Loop de animação (-loop, -cycle)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:505 -#, fuzzy msgid "" "Animation clips in the COLLADA document that start or end with the token " "``loop`` or ``cycle`` will be imported as a Godot Animation with the loop " @@ -1183,14 +1219,14 @@ msgid "" "a hyphen.**" msgstr "" "Clipes de animação no documento COLLADA que começam ou terminam com o token " -"\"loop\" ou \"cycle\" serão importados como uma Animação do Godot com a flag " -"de loop marcada. Isso é case-sensitive e não requer um hífen." +"``loop`` ou ``cycle`` serão importados como uma Animação do Godot com o " +"sinalizador de loop marcado. **Ao contrário dos outros sufixos descritos " +"acima, isto não requer um hífen.**" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:509 -#, fuzzy msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " "the ``loop`` or ``cycle`` prefix or suffix." msgstr "" "No Blender, isso requer o uso do Editor NLA e nomear a Ação com o prefixo ou " -"sufixo \"loop\" ou \"cycle\"." +"sufixo ``loop`` ou ``cycle``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index b0c0f27ae0..a762e67c93 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,16 +26,14 @@ msgid "Games and internationalization" msgstr "Jogos e internacionalização" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 -#, fuzzy msgid "" "The world is full of different languages and cultures, so nowadays games are " "released in several languages. To handle this, internationalized text must " "be supported in any modern game engine." msgstr "" -"O mundo é cheio de diferentes mercados e culturas e, para maximizar lucros™, " -"hoje em dia os jogos são lançados em várias línguas. Para resolver isso, " -"texto internacionalizado precisa ser suportado em qualquer game engine " -"moderna." +"O mundo é cheio de diferentes idiomas e culturas, por isso hoje em dia os " +"jogos são lançados em vários idiomas. Para resolver isso, texto " +"internacionalizado precisa ser suportado em qualquer game engine moderna." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:13 msgid "" @@ -102,7 +100,7 @@ msgid "" "without a `byte order mark <https://en.wikipedia.org/wiki/" "Byte_order_mark>`__." msgstr "" -"Para permitir suporte eficiente a traduções, Godot possui um importador " +"Para permitir suporte eficiente a traduções, o Godot possui um importador " "especial que pode ler arquivos CSV. Todos os editores de planilhas (seja ele " "LibreOffice, Microsoft Office, Google Docs, etc.) podem exportar para este " "formato, então o único requisito é que os arquivos tenham uma organização " @@ -123,7 +121,6 @@ msgstr "" "excel-to-csv-with-utf8-encoding>`__." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 -#, fuzzy msgid "" "We recommend using `LibreOffice <https://www.libreoffice.org/>`__ or Google " "Sheets instead." @@ -132,15 +129,13 @@ msgstr "" "Google Sheets em seu lugar." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:54 -#, fuzzy msgid "CSV files must be formatted as follows:" -msgstr "Os arquivos CSV devem ser formatados da seguinte forma:" +msgstr "Arquivos CSV devem ser formatados da seguinte forma:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:57 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 -#, fuzzy msgid "keys" -msgstr "Chaves" +msgstr "chaves" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:57 msgid "<lang1>" @@ -183,7 +178,7 @@ msgid "" "left empty or having any content. Here's an example:" msgstr "" "As tags \"lang\" precisam representar um idioma, que precisa ser uma dos :" -"ref:`locales válidos <doc_locales>` suportados pela engine. As tags\"KEY\" " +"ref:`locales válidos <doc_locales>` suportados pela engine. As tags \"KEY\" " "devem ser únicas e representar uma string universalmente (elas geralmente " "são em caixa alta, para diferenciar de outras strings). Estas chaves serão " "substituídas durante a execução pela string traduzida correspondente. Note " @@ -226,7 +221,7 @@ msgstr "PERGUNTAR" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:80 msgid "How are you?" -msgstr "Como vai você?" +msgstr "How are you?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:80 msgid "Cómo está?" @@ -241,7 +236,6 @@ msgid "BYE" msgstr "DESPEDIDA" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:82 -#, fuzzy msgid "Goodbye" msgstr "Goodbye" @@ -301,7 +295,7 @@ msgid "" "Godot will treat CSV files as translations by default. It will import them " "and generate one or more compressed translation resource files next to it." msgstr "" -"Godot tratará os arquivos CSV como traduções por padrão. Ele irá importá-los " +"O Godot tratará arquivos CSV como traduções por padrão. Ele irá importá-los " "e gerar um ou mais arquivos de recursos de tradução comprimidos ao lado dele." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:111 @@ -316,19 +310,17 @@ msgstr "" "tempo de execução também." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:116 -#, fuzzy msgid "" "Select the ``.csv`` file and access the **Import** dock to define import " "options. You can toggle the compression of the imported translations, and " "select the delimiter to use when parsing the CSV file." msgstr "" -"Selecione o arquivo ``.csv`` e acesse o dock \"Importar\" para definir as " +"Selecione o arquivo ``.csv`` e acesse a dock **Importar** para definir as " "opções de importação. Você pode alternar a compressão das traduções " "importadas e selecionar o delimitador para usar ao analisar o arquivo CSV." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:122 -#, fuzzy msgid "Be sure to click **Reimport** after any change to these options." msgstr "" -"Certifique-se de clicar em \"Reimportar\" após qualquer alteração nessas " +"Certifique-se de clicar em **Reimportar** após qualquer alteração nessas " "opções." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po index f6f9a62a5d..d120e7a8b2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index e74cfaaf0c..db956e99e1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:4 msgid "Autoloads versus regular nodes" -msgstr "" +msgstr "Autoloads versus nós normais" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:6 msgid "" @@ -29,17 +29,23 @@ msgid "" "freed when you change the scene from code with :ref:`SceneTree.change_scene " "<class_SceneTree_method_change_scene>`." msgstr "" +"O Godot oferece um recurso para carregar automaticamente nós na raiz do seu " +"projeto, permitindo que você os acesse globalmente, que pode cumprir o papel " +"de um Singleton: :ref:`doc_singletons_autoload`. Estes nós auto-carregados " +"não são liberados quando você muda a cena pelo código com :ref:`SceneTree." +"change_scene <class_SceneTree_method_change_scene>`." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:11 msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." msgstr "" +"Neste guia, você aprenderá quando usar a funcionalidade Autoload e as " +"técnicas que você pode usar para evitá-lo." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:15 -#, fuzzy msgid "The cutting audio issue" -msgstr "O valor inicial" +msgstr "O problema do corte de áudio" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:17 msgid "" @@ -48,6 +54,10 @@ msgid "" "Godot offers many ways to avoid global state thanks to the node tree and " "signals." msgstr "" +"Outros motores podem encorajar o uso da criação de classes de gerenciador, " +"singletons que organizam muita funcionalidade em um objeto globalmente " +"acessível. O Godot oferece muitas maneiras de evitar o estado global graças " +"à árvore de nós e aos sinais." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:21 msgid "" @@ -57,6 +67,11 @@ msgid "" "``AudioStreamPlayer`` while it is already playing a sound, the new sound " "interrupts the first." msgstr "" +"Por exemplo, digamos que estamos construindo um jogo de plataforma e " +"queremos coletar moedas que reproduzam um efeito sonoro. Há um nó para isso: " +"o :ref:`AudioStreamPlayer <class_AudioStreamPlayer>`. Mas se chamarmos o " +"``AudioStreamPlayer`` enquanto ele já está tocando um som, o novo som " +"interrompe o primeiro." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:26 msgid "" @@ -67,6 +82,12 @@ msgid "" "play(\"coin_pickup.ogg\")``. This solves the problem in the short term but " "causes more problems:" msgstr "" +"Uma solução é codificar uma classe de gestão de som global e auto-carregada. " +"Ele gera um conjunto de nós ``AudioStreamPlayer`` que se movimentam à medida " +"que cada nova solicitação de efeitos sonoros chega. Digamos que chamamos " +"essa classe ``Sound``, você pode utilizá-la de qualquer lugar do seu projeto " +"chamando ``Sound.play(\"coin_pickup.ogg\")``. Isto resolve o problema a " +"curto prazo, mas causa mais problemas:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:32 msgid "" @@ -74,12 +95,18 @@ msgid "" "the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " "available, all the nodes calling it can break." msgstr "" +"**Estado global**: um objeto agora é responsável pelos dados de todos os " +"objetos. Se a classe ``Sound`` tem erros ou não tem um AudioStreamPlayer " +"disponível, todos os nós que o chamam podem quebrar." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:36 msgid "" "**Global access**: now that any object can call ``Sound.play(sound_path)`` " "from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" +"**Acesso global**: agora que qualquer objeto pode chamar ``Sound." +"play(sound_path)`` de qualquer lugar, não há mais uma maneira fácil de " +"encontrar a origem de um bug." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:39 msgid "" @@ -87,6 +114,10 @@ msgid "" "stored from the start, you can either have too few and face bugs, or too " "many and use more memory than you need." msgstr "" +"**Alocação global de recursos***: com um conjunto de nós " +"``AudioStreamPlayer`` armazenados desde o início, você pode ou ter muito " +"poucos e enfrentar bugs, ou muitos e utilizar mais memória do que você " +"precisa." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:45 msgid "" @@ -94,30 +125,41 @@ msgid "" "data to the ``Sound`` autoload in our example. As a result, the domain to " "explore to fix the bug spans the entire project." msgstr "" +"Sobre o acesso global, o problema é que qualquer código em qualquer lugar " +"pode passar dados errados para o autoload ``Sound`` no nosso exemplo. Como " +"resultado, o domínio a explorar para corrigir o bug abrange todo o projeto." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:49 msgid "" "When you keep code inside a scene, only one or two scripts may be involved " "in audio." msgstr "" +"Quando você mantém o código dentro de uma cena, apenas um ou dois scripts " +"podem estar envolvidos no áudio." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:52 msgid "" "Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " "it needs within itself and all these problems go away:" msgstr "" +"Contraste isto com cada cena mantendo tantos nós ``AudioStreamPlayer`` " +"quantos forem necessários dentro de si e todos estes problemas desaparecem:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:55 msgid "" "Each scene manages its own state information. If there is a problem with the " "data, it will only cause issues in that one scene." msgstr "" +"Cada cena gerencia suas próprias informações de estado. Se houver um " +"problema com os dados, isso causará problemas apenas naquela cena." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:58 msgid "" "Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " "find which node is at fault." msgstr "" +"Cada cena acessa apenas seus próprios nós. Agora, se houver um bug, é fácil " +"descobrir qual nó é o culpado." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:61 msgid "Each scene allocates exactly the amount of resources it needs." @@ -125,13 +167,15 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:64 msgid "Managing shared functionality or data" -msgstr "" +msgstr "Gestão de funcionalidades ou dados compartilhados" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:66 msgid "" "Another reason to use an Autoload can be that you want to reuse the same " "method or data across many scenes." msgstr "" +"Outra razão para usar um Autoload pode ser que você queira reutilizar o " +"mesmo método ou dados em muitas cenas." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:69 msgid "" @@ -139,29 +183,37 @@ msgid "" "provides that feature for an individual scene using the :ref:`class_name " "<doc_scripting_continued_class_name>` keyword in GDScript." msgstr "" +"No caso de funções, você pode criar um novo tipo de ``Node`` que fornece " +"esse recurso para uma cena individual utilizando a palavra-chave :ref:" +"`class_name <doc_scripting_continued_class_name>` em GDScript." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:73 msgid "When it comes to data, you can either:" -msgstr "" +msgstr "Quando se trata de dados, você pode:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:75 msgid "" "Create a new type of :ref:`Resource <class_Resource>` to share the data." msgstr "" +"Cria um novo tipo de :ref:`Resource <class_Resource>` para compartilhar os " +"dados." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:77 msgid "" "Store the data in an object to which each node has access, for example using " "the ``owner`` property to access the scene's root node." msgstr "" +"Armazenar os dados em um objeto ao qual cada nó tem acesso, por exemplo " +"utilizando a propriedade ``owner`` para acessar o nó raiz da cena." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:81 msgid "When you should use an Autoload" -msgstr "" +msgstr "Quando você deve usar um Autoload" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:83 msgid "Auto-loaded nodes can simplify your code in some cases:" msgstr "" +"Nós carregados automaticamente podem simplificar seu código em alguns casos:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:85 msgid "" @@ -169,12 +221,18 @@ msgid "" "database, then an autoload can be a good tool. There is no scripting API in " "Godot to create and manage static data otherwise." msgstr "" +"**Dados estáticos**: se você precisa de dados exclusivos de uma classe, como " +"um banco de dados, então um auto-carregamento pode ser uma boa ferramenta. " +"Não há API de scripting no Godot para criar e gerenciar dados estáticos de " +"outra forma." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:89 msgid "" "**Static functions**: creating a library of functions that only return " "values." msgstr "" +"**Funções estáticas**: criar uma biblioteca de funções que só retornam " +"valores." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:91 msgid "" @@ -183,6 +241,10 @@ msgid "" "way to create systems that handle broad-scoped tasks. For example, a quest " "or a dialogue system." msgstr "" +"**Sistemas com amplo escopo**: se o singleton está gerenciando suas próprias " +"informações e não invadindo os dados de outros objetos, então é uma ótima " +"maneira de criar sistemas que lidam com tarefas de amplo escopo. Por " +"exemplo, uma quest ou um sistema de diálogo." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:96 msgid "" @@ -192,6 +254,11 @@ msgid "" "``class_name`` keyword instead to get auto-completion for a type in your " "entire project." msgstr "" +"Até o Godot 3.1, outro uso era apenas por conveniência: os autoloads têm uma " +"variável global para seu nome gerada no GDScript, permitindo que você os " +"chame a partir de qualquer arquivo de script em seu projeto. Mas agora, você " +"pode usar a palavra-chave ``class_name`` para obter o preenchimento " +"automático de um tipo em todo o seu projeto." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:103 msgid "" @@ -200,9 +267,16 @@ msgid "" "automatically as a child of the root of your scene tree, regardless of your " "game's node structure or which scene you run, e.g. by pressing :kbd:`F6` key." msgstr "" +"Autoload não é exatamente um Singleton. Nada o impede de instanciar cópias " +"de um nó carregado automaticamente. É apenas uma ferramenta que faz um nó " +"carregar automaticamente como um filho da raiz da sua árvore de cenas, " +"independentemente da estrutura do seu jogo ou da cena que você executar, por " +"exemplo, pressionando a tecla :kbd:`F6`." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:108 msgid "" "As a result, you can get the auto-loaded node, for example an autoload " "called ``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" +"Como resultado, você pode obter o nó carregado automaticamente, por exemplo, " +"um autoload chamado ``Sound``, chamando ``get_node(\"/root/Sound\")``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 912881bc2c..4e81d89acf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,6 +27,9 @@ msgid "" "Ever wondered whether one should approach problem X with data structure Y or " "Z? This article covers a variety of topics related to these dilemmas." msgstr "" +"Já se perguntou se devemos abordar o problema X com a estrutura de dados Y " +"ou Z? Este artigo cobre uma variedade de tópicos relacionados a esses " +"dilemas." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:11 msgid "" @@ -34,30 +37,37 @@ msgid "" "terminology comes from algorithm analysis' `Big O Notation <https://rob-bell." "net/2009/06/a-beginners-guide-to-big-o-notation/>`_." msgstr "" +"Este artigo faz referência a operações \"[algo]-tempo\". Esta terminologia " +"vem da análise de algoritmos do `Big O Notation <https://rob-bell." +"net/2009/06/a-beginners-guide-to-big-o-notation/>`_." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:15 msgid "" "Long-story short, it describes the worst-case scenario of runtime length. In " "laymen's terms:" msgstr "" +"Resumindo, ele descreve o pior cenário de duração do tempo de execução. Em " +"termos leigos:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:18 msgid "" "\"As the size of a problem domain increases, the runtime length of the " "algorithm...\"" msgstr "" +"\"À medida que o tamanho de um domínio problemático aumenta, o comprimento " +"de execução do algoritmo...\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:21 msgid "Constant-time, ``O(1)``: \"...does not increase.\"" -msgstr "" +msgstr "Tempo constante, ``O(1)``O(1)``: \"...não aumenta.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:22 msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" -msgstr "" +msgstr "Tempo logarítmico, ``O(log n)``: \"... aumenta em uma taxa lenta.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:23 msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" -msgstr "" +msgstr "Tempo linear, ``O(n)``: \"... aumenta na mesma taxa.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:24 msgid "Etc." @@ -71,6 +81,11 @@ msgid "" "time allotted. In comparison, using a constant-time algorithm could handle " "the operation without issue." msgstr "" +"Imagine se fosse necessário processar 3 milhões de pontos de dados em um " +"único quadro. Seria impossível criar o recurso com um algoritmo de tempo " +"linear, pois o tamanho dos dados aumentaria o tempo de execução muito além " +"do tempo alocado. Em comparação, o uso de um algoritmo de tempo constante " +"pode lidar com a operação sem problemas." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:32 msgid "" @@ -81,10 +96,16 @@ msgid "" "algorithm / data structure for the job is part of what makes programmers' " "skills valuable." msgstr "" +"Em geral, os desenvolvedores desejam evitar o envolvimento em operações de " +"tempo linear o máximo possível. Mas, se mantivermos a escala de uma operação " +"de tempo linear pequena e se não for necessário realizar a operação com " +"frequência, isso pode ser aceitável. Equilibrar esses requisitos e escolher " +"o algoritmo / estrutura de dados certa para o trabalho é parte do que torna " +"as habilidades dos programadores valiosas." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:40 msgid "Array vs. Dictionary vs. Object" -msgstr "" +msgstr "Array vs. Dicionário vs. Objeto" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:42 msgid "" @@ -94,6 +115,11 @@ msgid "" "<class_Array>` and :ref:`Dictionary <class_Dictionary>` as well as :ref:" "`Object <class_Object>` s." msgstr "" +"O Godot armazena todas as variáveis na API de scripting na classe `Variant " +"<https://docs.godotengine.org/en/latest/development/cpp/variant_class.html>` " +"_. As variantes podem armazenar estruturas de dados compatíveis com Variant, " +"como :ref:`Array <class_Array>` e :ref:`Dictionary <class_Dictionary>`, bem " +"como :ref:`Object <class_Object>`." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:48 msgid "" @@ -101,6 +127,9 @@ msgid "" "contents in a contiguous section of memory, i.e. they are in a row adjacent " "to each other." msgstr "" +"O Godot implementa o Array como um ``Vector<Variant>``. O motor armazena o " +"conteúdo do Array em uma seção contígua da memória, ou seja, eles estão em " +"uma fileira adjacente um ao outro." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:53 msgid "" @@ -110,86 +139,107 @@ msgid "" "for example, a :ref:`PoolStringArray <class_PoolStringArray>` would be " "something like a ``Vector<String>``." msgstr "" +"Para aqueles não familiarizados com C++, um Vetor é o nome do objeto Array " +"em bibliotecas C++ tradicionais. É um tipo \"modelado\", o que significa que " +"seus registros podem conter apenas um tipo particular (denotado por brackets " +"angulares). Então, por exemplo, um :ref:`PoolStringArray " +"<class_PoolStringArray>` seria algo como um ``Vector<String>``." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:60 msgid "Contiguous memory stores imply the following operation performance:" msgstr "" +"Armazenamentos de memória contígua implicam no seguinte desempenho de " +"operação:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:62 msgid "**Iterate:** Fastest. Great for loops." -msgstr "" +msgstr "**Iterar:** O mais rápido. Ótimo para loops." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:64 msgid "Op: All it does is increment a counter to get to the next record." msgstr "" +"Op: Tudo que ele faz é incrementar um contador para chegar ao próximo " +"registro." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:66 msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." -msgstr "" +msgstr "**Inserir, Apagar, Mover:** Dependente da posição. Geralmente lento." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:68 msgid "" "Op: Adding/removing/moving content involves moving the adjacent records over " "(to make room / fill space)." msgstr "" +"Op: Adicionar/remover/mover conteúdo envolve mover os registros adjacentes " +"(para criar espaço / preencher espaço)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:71 msgid "Fast add/remove *from the end*." -msgstr "" +msgstr "Adicionar/remover rapidamente *do final*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:73 msgid "Slow add/remove *from an arbitrary position*." -msgstr "" +msgstr "Adicionar/remover lentamente *de uma posição arbitrária*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:75 msgid "Slowest add/remove *from the front*." -msgstr "" +msgstr "Adicionar/remover mais devagar *da frente*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:77 msgid "If doing many inserts/removals *from the front*, then..." -msgstr "" +msgstr "Se fizer muitas inserções/remoções *da frente*, então..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:79 msgid "invert the array." -msgstr "" +msgstr "inverta o array." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:81 msgid "do a loop which executes the Array changes *at the end*." -msgstr "" +msgstr "faça um loop que executa as mudanças do Array *no final*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:83 msgid "re-invert the array." -msgstr "" +msgstr "reinverta o array." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:85 msgid "" "This makes only 2 copies of the array (still constant time, but slow) versus " "copying roughly 1/2 of the array, on average, N times (linear time)." msgstr "" +"Isto faz apenas duas cópias do array (tempo ainda constante, mas lento) em " +"comparação com a cópia de cerca de 1/2 do array, em média, N vezes (tempo " +"linear)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" +"**Get, Set:** Mais rápido *por posição*. Ex. pode solicitar 0º, 2º, 10º " +"registro, etc. mas não pode especificar qual registro você deseja." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:91 msgid "Op: 1 addition operation from array start position up to desired index." msgstr "" +"Op: 1 operação de adição desde a posição de início do array até o índice " +"desejado." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:93 msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "" +msgstr "**Find:** O mais lento. Identifica o índice/posição de um valor." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:95 msgid "" "Op: Must iterate through array and compare values until one finds a match." msgstr "" +"Op: Deve iterar através de array e comparar valores até encontrar uma " +"correspondência." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:97 msgid "" "Performance is also dependent on whether one needs an exhaustive search." -msgstr "" +msgstr "O desempenho também depende da necessidade de uma busca exaustiva." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:100 msgid "" @@ -198,6 +248,10 @@ msgid "" "by re-sorting the Array after every edit and writing an ordered-aware search " "algorithm." msgstr "" +"Se mantidas em ordem, as operações de busca personalizadas podem levar ao " +"tempo logarítmico (relativamente rápido). Os usuários leigos não ficarão " +"confortáveis com isso. Feito reordenando o Array após cada edição e " +"escrevendo um algoritmo de busca com reconhecimento ordenado." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:105 msgid "" @@ -210,6 +264,15 @@ msgid "" "becomes too full, it increases to the next power of 2 (so, 16 records, then " "32, etc.) and rebuilds the structure." msgstr "" +"O Godot implementa o Dicionário como um ``OrderedHashMap<Variant, " +"Variant>```. O motor armazena um pequeno array (inicializado a 2^3 ou 8 " +"registros) de pares de valor-chave. Quando se tenta acessar um valor, eles " +"fornecem uma chave. Ele então *hasha* a chave, ou seja, converte-a em um " +"número. O \"hash\" é usado para calcular o índice para o array. Como um " +"array, o OHM então tem uma rápida procura dentro da \"tabela\" de chaves " +"mapeadas para valores. Quando o HashMap fica muito cheio, ele aumenta para a " +"próxima potência de 2 (assim, 16 registros, depois 32, etc.) e reconstrói a " +"estrutura." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:113 msgid "" @@ -218,10 +281,14 @@ msgid "" "position into account. In all, this results in constant-time access to all " "records at the expense of memory and some minor operational efficiency." msgstr "" +"Os hashes são para reduzir a chance de uma colisão de chave. Se ocorrer, a " +"tabela deve recalcular outro índice para o valor que leva em conta a posição " +"anterior. Ao todo, isto resulta em acesso constante a todos os registros em " +"detrimento da memória e de alguma eficiência operacional menor." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:118 msgid "Hashing every key an arbitrary number of times." -msgstr "" +msgstr "Hashear cada chave um número arbitrário de vezes." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:120 msgid "" @@ -229,10 +296,14 @@ msgid "" "one, as long as the number of hash calculations doesn't become too dependent " "on the density of the table, things will stay fast. Which leads to..." msgstr "" +"Operações de hash são constantes, portanto, mesmo se um algoritmo precisar " +"fazer mais de um, desde que o número de cálculos de hash não se torne muito " +"dependente da densidade da tabela, as coisas permanecerão rápidas. O que " +"leva a..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:125 msgid "Maintaining an ever-growing size for the table." -msgstr "" +msgstr "Fazendo a manutenção de um tamanho cada vez maior para a tabela." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:127 msgid "" @@ -240,12 +311,18 @@ msgid "" "to reduce hash collisions and maintain the speed of accesses. This is why it " "constantly increases in size quadratically by powers of 2." msgstr "" +"HashMaps mantêm lacunas de memória não utilizada intercaladas na tabela de " +"propósito para reduzir as colisões de hash e manter a velocidade dos " +"acessos. É por isso que aumenta constantemente de tamanho quadraticamente em " +"potências de 2." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:132 msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" msgstr "" +"Como se pode notar, os Dicionários se especializam em tarefas que os Arrays " +"não fazem. Uma visão geral de seus detalhes operacionais é a seguinte:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:135 msgid "**Iterate:** Fast." @@ -259,7 +336,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:141 msgid "**Insert, Erase, Move:** Fastest." -msgstr "" +msgstr "**Inserir, Apagar, mover:** O mais rápido." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:143 msgid "" @@ -267,44 +344,56 @@ msgid "" "value (array start + offset). Move is two of these (one insert, one erase). " "The map must do some maintenance to preserve its capabilities:" msgstr "" +"Op: Hasheia a chave fornecida. Faça 1 operação de adição para pesquisar o " +"valor apropriado (início do array + deslocamento). Mover é dois deles (um " +"inserir, um apagar). O mapa deve fazer alguma manutenção para preservar suas " +"capacidades:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:148 msgid "update ordered List of records." -msgstr "" +msgstr "atualizar Lista encomendada de registros." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:150 msgid "determine if table density mandates a need to expand table capacity." msgstr "" +"determinar se a densidade da tabela exige a ampliação da capacidade da " +"tabela." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:152 msgid "" "The Dictionary remembers in what order users inserted its keys. This enables " "it to execute reliable iterations." msgstr "" +"O Dicionário lembra em que ordem os usuários inseriram suas chaves. Isso " +"permite que ele execute iterações confiáveis." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:155 msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "" +msgstr "**Get, Set:** Mais rápido. O mesmo que uma pesquisa *por chave*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:157 msgid "Op: Same as insert/erase/move." -msgstr "" +msgstr "Op: O mesmo que inserir/apagar/mover." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:159 msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "" +msgstr "**Find:** Mais lento. Identifica a chave de um valor." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:161 msgid "" "Op: Must iterate through records and compare the value until a match is " "found." msgstr "" +"Op: Deve iterar através de registros e comparar o valor até que uma " +"correspondência seja encontrada." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:164 msgid "" "Note that Godot does not provide this feature out-of-the-box (because they " "aren't meant for this task)." msgstr "" +"Observe que o Godot não fornece este funcionalidade de forma imediata " +"(porque eles não foram feitos para essa tarefa)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:167 msgid "" @@ -315,6 +404,13 @@ msgid "" "find more information about what objects are and how they work in the :ref:" "`doc_what_are_godot_classes` article." msgstr "" +"O Godot implementa Objetos como recipientes estúpidos, mas dinâmicos, de " +"conteúdo de dados. Objetos consultam fontes de dados quando são feitas " +"perguntas. Por exemplo, para responder à pergunta, \"você tem uma " +"propriedade chamada, 'posição'?\", ele pode perguntar a sua :ref:`script " +"<class_Script>` ou a :ref:`ClassDB <class_ClassDB>`. É possível encontrar " +"mais informações sobre o que são objetos e como eles funcionam no artigo :" +"ref:`doc_what_are_godot_classes`." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:174 msgid "" @@ -328,6 +424,15 @@ msgid "" "that it must make so many checks is what makes them slower than both of the " "alternatives for looking up data." msgstr "" +"O detalhe importante aqui é a complexidade da tarefa do Objeto. Cada vez que " +"ele executa uma destas consultas multi-fonte, ele passa por *vários* loops " +"de iteração e pesquisas de HashMap. Além disso, as consultas são operações " +"de tempo linear dependentes do tamanho da hierarquia de herança do Objeto. " +"Se a classe que o Objeto consulta (sua classe atual) não encontra nada, a " +"solicitação adia para a próxima classe base, até a classe Objeto original. " +"Embora estas sejam cada uma das operações rápidas isoladamente, o fato de " +"que deve fazer tantas verificações é o que as torna mais lentas do que as " +"duas alternativas para a pesquisa de dados." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:186 msgid "" @@ -337,12 +442,20 @@ msgid "" "API operations will take much longer. They must locate the source of any " "relevant data before they can attempt to access it." msgstr "" +"Quando os desenvolvedores mencionam o quão lenta é a API de scripting, é " +"esta cadeia de consultas a que eles se referem. Comparado ao código C++ " +"compilado onde o aplicativo sabe exatamente para onde ir para encontrar " +"qualquer coisa, é inevitável que as operações do API de scripting levem " +"muito mais tempo. Eles devem localizar a fonte de quaisquer dados relevantes " +"antes de tentarem acessá-los." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:192 msgid "" "The reason GDScript is slow is because every operation it performs passes " "through this system." msgstr "" +"O motivo pelo qual o GDScript é lento é porque todas as operações que ele " +"executa passam por esse sistema." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:195 msgid "" @@ -350,6 +463,10 @@ msgid "" "But, if the C# script calls into an engine class' content or if the script " "tries to access something external to it, it will go through this pipeline." msgstr "" +"O C# pode processar algum conteúdo em velocidades mais altas por meio de " +"bytecode mais otimizado. Mas, se o script C# chamar o conteúdo de uma classe " +"do motor ou se o script tentar acessar algo externo a ele, ele passará por " +"este pipeline." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:200 msgid "" @@ -359,12 +476,20 @@ msgid "" "a manual task. It is at this point that external, non-C++ classes will use " "the API to locate them." msgstr "" +"O NativeScript C++ vai ainda mais longe e mantém tudo interno por padrão. " +"Chamadas para estruturas externas irão através da API de scripting. No " +"NativeScript C++, registrar métodos para expô-los à API de scripting é uma " +"tarefa manual. É neste ponto que as classes externas, não-C++, utilizarão a " +"API para localizá-las." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:206 msgid "" "So, assuming one extends from Reference to create a data structure, like an " "Array or Dictionary, why choose an Object over the other two options?" msgstr "" +"Portanto, supondo que se estenda de Reference para criar uma estrutura de " +"dados, como um Array ou Dicionário, por que escolher um Objeto em vez das " +"outras duas opções?" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:209 msgid "" @@ -373,6 +498,11 @@ msgid "" "API doesn't change in response to internal data structure changes. What's " "more, Objects can have signals, allowing for reactive behavior." msgstr "" +"**Controle:** Com objetos vem a capacidade de criar estruturas mais " +"sofisticadas. É possível colocar abstrações sobre os dados para garantir que " +"a API externa não mude em resposta às mudanças na estrutura de dados " +"interna. Além do mais, Objetos podem ter sinais, permitindo um comportamento " +"reativo." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:214 msgid "" @@ -381,6 +511,10 @@ msgid "" "values one expects, but one doesn't need to worry about whether the property " "exists in the first place." msgstr "" +"**Clareza:** Objetos são uma fonte de dados confiável quando se trata dos " +"dados que os scripts e as classes do motor definem para eles. Propriedades " +"podem não conter os valores esperados, mas não é necessário se preocupar se " +"a propriedade existe em primeiro lugar." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:219 msgid "" @@ -389,6 +523,10 @@ msgid "" "structure much easier. In comparison, Arrays and Dictionaries don't fulfill " "all use cases one might have." msgstr "" +"**Conveniência:** Se já houver uma estrutura de dados semelhante em mente, " +"então estender a partir de uma classe existente torna a tarefa de construir " +"a estrutura de dados muito mais fácil. Em comparação, Arrays e Dicionários " +"não atendem a todos os casos de uso que podemos ter." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:224 msgid "" @@ -396,6 +534,10 @@ msgid "" "structures. With it, one can design their own List, Binary Search Tree, " "Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." msgstr "" +"Objetos também dão aos usuários a oportunidade de criar estruturas de dados " +"ainda mais especializadas. Com ele, é possível projetar sua própria Lista, " +"Árvore de Busca Binária, Heap, Splay Tree, Gráfico, Conjunto Desarticulado e " +"qualquer hospedeiro de outras opções." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:228 msgid "" @@ -404,40 +546,57 @@ msgid "" "As such, it can be helpful to construct one's own node type when building " "tree structures." msgstr "" +"\"Porque não usar Node para estruturas de árvores?\" pode-se perguntar. Bem, " +"a classe Node contém coisas que não serão relevantes para a estrutura de " +"dados personalizada. Como tal, pode ser útil construir o seu próprio tipo de " +"nó ao construir estruturas em árvore." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" +"A partir daqui, é possível criar suas próprias estruturas com " +"funcionalidades específicas, limitadas apenas por sua imaginação." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" -msgstr "" +msgstr "Enumerações: int vs. string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " "strings for the enum values (the latter only when using the ``export`` " "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" +"A maioria das linguagens oferecem uma opção do tipo enumeração. GDScript não " +"é diferente, mas ao contrário da maioria das outras linguagens, ele permite " +"usar inteiros ou strings para os valores do enum (este último apenas quando " +"se utiliza a palavra-chave ``export`` no GDScript). Surge então a pergunta: " +"\"qual deve ser usado?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" +"A resposta curta é: aquele com o qual você se sentir mais confortável\". " +"Este é um recurso específico do GDScript e não do scripting do Godot em " +"geral; As linguagens priorizam usabilidade em vez do desempenho." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" +"Em um nível técnico, comparações de inteiros (tempo constante) acontecerão " +"mais rápido que comparações de strings (tempo linear). Se for preciso manter " +"convenções de outras linguagens, então deve-se usar números inteiros." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -445,49 +604,69 @@ msgid "" "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" +"O problema principal com o uso de inteiros surge quando se deseja *imprimir* " +"um valor enum. Como inteiros, tentar imprimir MY_ENUM imprimirá ``5``ou sei " +"lá o quê, ao invés de algo como ``MyEnum``. Para imprimir um enum inteiro, " +"seria preciso escrever um dicionário que mapeia o valor da string " +"correspondente para cada enum." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " "use them as strings. That way, a separate data structure to execute on the " "printing is unnecessary." msgstr "" +"Se o objetivo principal de usar um enum é para imprimir valores e se deseja " +"agrupá-los como conceitos relacionados, então faz sentido utilizá-los como " +"strings. Dessa forma, uma estrutura de dados separada para executar na " +"impressão é desnecessária." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" +"AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" +"Em que circunstâncias se deve usar cada uma das classes de animação do " +"Godot? A resposta não pode ser imediatamente clara para novos usuários do " +"Godot." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 -msgid "the rate at which it moves across each section of the texture (fps)." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 -msgid "the number of regions contained within the texture (frames)." -msgstr "" +":ref:`AnimatedTexture <class_AnimatedTexture>` é uma textura que o motor " +"desenha como um loop animado em vez de uma imagem estática. Usuários podem " +"manipular..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +msgid "the rate at which it moves across each section of the texture (fps)." +msgstr "a taxa na qual ela se move através de cada seção da textura (fps)." + +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 +msgid "the number of regions contained within the texture (frames)." +msgstr "o número de regiões contidas dentro da textura (quadros)." + +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " "extra logic on the part of the engine. The bad news is that users have very " "little control." msgstr "" +"O :ref:`VisualServer <class_VisualServer>` do Godot então desenha as regiões " +"em sequência na taxa prescrita. A boa notícia é que isto não envolve lógica " +"extra por parte do motor. A má notícia é que os usuários têm muito pouco " +"controle." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -497,8 +676,15 @@ msgid "" "`TileMap <class_TileMap>` for many auto-animating backgrounds that all " "render in a single batched draw call." msgstr "" +"Observe também que o AnimatedTexture é um :ref:`Resource <class_Resource>` " +"ao contrário dos outros objetos :ref:`Node <class_Node>` discutidos aqui. " +"Pode-se criar um nó :ref:`Sprite <class_Sprite>` que usa Animated Texture " +"como sua textura. Ou (algo que os outros não podem fazer) pode-se adicionar " +"AnimatedTextures como tiles em um :ref:`TileSet <class_TileSet>` e intergrá-" +"lo com um :ref:`TileMap <class_TileMap>` para muitos fundos autoanimados que " +"renderizam em uma única chamada de desenho em lote." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -506,8 +692,13 @@ msgid "" "speed, regional offset, and orientation. This makes them well-suited to " "controlling 2D frame-based animations." msgstr "" +"O nó AnimatedSprite, em combinação com o recurso :ref:`SpriteFrames " +"<class_SpriteFrames>`, permite criar uma variedade de sequências de animação " +"através de spritesheets, alternar entre animações, e controlar sua " +"velocidade, deslocamento regional e orientação. Isto os torna bem adequados " +"para controlar animações 2D baseadas em quadros." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -515,29 +706,41 @@ msgid "" "use an :ref:`AnimationPlayer <class_AnimationPlayer>` node in conjunction " "with the AnimatedSprite." msgstr "" +"Se for necessário acionar outros efeitos em relação a mudanças na animação " +"(por exemplo, criar efeitos de partícula, chamar funções ou manipular outros " +"elementos periféricos além da animação baseada em quadros), será necessário " +"usar um nó :ref:`AnimationPlayer <class_AnimationPlayer>` em conjunto com o " +"AnimatedSprite." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" +"AnimationPlayers também são a ferramenta necessária para projetar sistemas " +"de animação 2D mais complexos, como..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" +"**Animações de recorte:** editar transformações de sprites durante a " +"execução." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" +"**Animações de Malha 2D:** definir uma região para a textura do sprite e " +"armando um esqueleto nela. Em seguida anima-se os ossos que esticam e dobram " +"a textura em proporção às relações dos ossos entre si." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." -msgstr "" +msgstr "Uma mistura das opções acima." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " @@ -547,3 +750,10 @@ msgid "" "<class_AnimationTree>` shines. One can find an in-depth guide on using the " "AnimationTree :ref:`here <doc_animation_tree>`." msgstr "" +"Embora seja necessário um AnimationPlayer para projetar cada uma das " +"sequências individuais de animação para um jogo, também pode ser útil " +"combinar animações para misturar, ou seja, permitir transições suaves entre " +"estas animações. Também pode haver uma estrutura hierárquica entre animações " +"que se planeja para seu objeto. Estes são casos onde a :ref:`AnimationTree " +"<class_AnimationTree>` brilha. Pode-se encontrar um guia detalhado sobre o " +"uso da AnimationTree :ref:`aqui <doc_animation_tree>`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 39d178078c..e04bc3c2a9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,32 +18,34 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:4 -#, fuzzy msgid "Godot interfaces" -msgstr "Modificar a interface" +msgstr "Interfaces em Godot" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:6 msgid "" "Often one needs scripts that rely on other objects for features. There are 2 " "parts to this process:" msgstr "" +"Muitas vezes são necessários scripts que dependem de outros objetos para " +"funcionalidades. Este processo tem 2 partes:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:9 msgid "Acquiring a reference to the object that presumably has the features." msgstr "" +"Adquirir uma referência ao objeto que presumivelmente possui as " +"funcionalidades." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:11 msgid "Accessing the data or logic from the object." -msgstr "" +msgstr "Acessar os dados ou a lógica do objeto." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:13 msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "" +msgstr "O resto deste tutorial descreve as várias formas de fazer tudo isto." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:16 -#, fuzzy msgid "Acquiring object references" -msgstr "Referência de Atributo" +msgstr "Adquirindo referências de objetos" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:18 msgid "" @@ -51,6 +53,9 @@ msgid "" "them is to get a reference to an existing object from another acquired " "instance." msgstr "" +"Para todos os :ref:`Object <class_Object>`\\s, a forma mais básica de " +"referenciá-los é obtendo uma referência para um objeto existente de outra " +"instância adquirida." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:32 msgid "" @@ -58,26 +63,33 @@ msgid "" "While users often access :ref:`Node <class_Node>` and :ref:`Resource " "<class_Resource>` this way, alternative measures are available." msgstr "" +"O mesmo princípio se aplica a objetos :ref:`Reference <class_Reference>`. " +"enquanto usuários geralmente acessam :ref:`Node <class_Node>` e :ref:" +"`Resource <class_Resource>` desta forma, medidas alternativas estão " +"disponíveis." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:36 msgid "" "Instead of property or method access, one can get Resources by load access." msgstr "" +"Em vez de acesso a propriedade ou método, pode-se obter Recursos por acesso " +"de carregamento." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:115 -#, fuzzy msgid "Note the following:" -msgstr "Adicione o código abaixo:" +msgstr "Observe o seguinte:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:117 msgid "There are many ways in which a language can load such resources." -msgstr "" +msgstr "Existem muitas maneiras de uma linguagem carregar tais recursos." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:119 msgid "" "When designing how objects will access data, don't forget that one can pass " "resources around as references as well." msgstr "" +"Ao projetar como os objetos acessarão os dados, não se esqueça de que também " +"se pode passar recursos como referências." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:122 msgid "" @@ -86,14 +98,18 @@ msgid "" "<class_Resource_method_duplicate>` an existing reference or instantiate one " "from scratch with ``new()``." msgstr "" +"Tenha em mente que carregar um recurso bisca a instância do recurso em cache " +"mantida pelo motor. Para obter um novo objeto, deve-se :ref:`duplicar " +"<class_Resource_method_duplicate>` uma referência existente ou instanciar " +"uma do zero com ``new()``." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:127 msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "" +msgstr "Nós também têm um ponto de acesso alternativo: a SceneTree." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:245 msgid "Accessing data or logic from an object" -msgstr "" +msgstr "Acessando dados ou lógica a partir de um objeto" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:247 msgid "" @@ -102,6 +118,10 @@ msgid "" "**type**. It instead checks that the object **implements** the individual " "method." msgstr "" +"A API de scripting do Godot é duck-typed. Isto significa que se um script " +"executa uma operação, o Godot não valida que ele suporta a operação por " +"**type***. Em vez disso, ele verifica se o objeto **implementa** o método " +"individual." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:251 msgid "" @@ -111,6 +131,12 @@ msgid "" "`CanvasItem.visible <class_CanvasItem_property_visible>`, then Godot would " "do the following checks, in order:" msgstr "" +"Por exemplo, a classe :ref:`CanvasItem <class_CanvasItem>` tem uma " +"propriedade ``visible``. Todas as propriedades expostas à API de scripting " +"são na verdade um par de setter e getter vinculado a um nome. Se alguém " +"tentasse acessar :ref:`CanvasItem.visible " +"<class_CanvasItem_property_visible>`, então o Godot faria as seguintes " +"verificações, na ordem:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:257 msgid "" @@ -119,6 +145,10 @@ msgid "" "a property defined on a base object by overriding the setter method for the " "property." msgstr "" +"Se o objeto tiver um script anexado, ele tentará definir a propriedade " +"através do script. Isto deixa aberta a oportunidade para os scripts " +"sobreporem uma propriedade definida em um objeto base sobrepondo o método " +"setter para a propriedade." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:262 msgid "" @@ -128,12 +158,19 @@ msgid "" "getter. For more information about HashMaps, see the :ref:`data preferences " "<doc_data_preferences>` docs." msgstr "" +"Se o script não tiver a propriedade, ele realiza uma pesquisa HashMap na " +"ClassDB pela propriedade \"visible\" na classe CanvasItem e todos os seus " +"tipos herdados. Se encontrada, ela chamará o setter ou getter vinculado. " +"Para mais informações sobre HashMaps, veja a documentação :ref:`preferências " +"de dados <doc_data_preferences>`." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:268 msgid "" "If not found, it does an explicit check to see if the user wants to access " "the \"script\" or \"meta\" properties." msgstr "" +"Se não for encontrado, ele faz uma verificação explícita para ver se o " +"usuário deseja acessar as propriedades \"script\" ou \"meta\"." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:271 msgid "" @@ -142,6 +179,10 @@ msgid "" "execute logic that gives the impression that the Object has a property. This " "is also the case with the ``_get_property_list`` method." msgstr "" +"Caso contrário, ele verifica se há uma implementação ``_set``/ ``_get`` " +"(dependendo do tipo de acesso) no CanvasItem e seus tipos herdados. Estes " +"métodos podem executar uma lógica que dá a impressão de que o objeto possui " +"uma propriedade. Este também é o caso com o método ``_get_property_list``." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:276 msgid "" @@ -150,6 +191,10 @@ msgid "" "the name of the tile with ID 1, i.e. :ref:`TileSet.tile_get_name(1) " "<class_TileSet_method_tile_get_name>`." msgstr "" +"Observe que isto acontece mesmo para nomes de símbolos não legais, como no " +"caso da propriedade \"1/tile_name\" de :ref:`TileSet <class_TileSet>`. Isto " +"refere-se ao nome do tile com ID 1, ou seja, :ref:`TileSet.tile_get_name(1) " +"<class_TileSet_method_method_tile_get_name>`." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:281 msgid "" @@ -157,18 +202,26 @@ msgid "" "script, the object's class, or any class that object inherits, but only for " "things which extend Object." msgstr "" +"Como resultado, este sistema duck-typed pode localizar uma propriedade no " +"script, na classe do objeto ou em qualquer classe que o objeto herda, mas " +"apenas para coisas que estendem de Object." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:285 msgid "" "Godot provides a variety of options for performing runtime checks on these " "accesses:" msgstr "" +"O Godot fornece uma variedade de opções para realizar verificações durante a " +"execução nestes acessos:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:288 msgid "" "A duck-typed property access. These will property check (as described " "above). If the operation isn't supported by the object, execution will halt." msgstr "" +"Um acesso de propriedade duck-typed. Estes irão verificar a propriedade " +"(como descrito acima). Se a operação não for suportada pelo objeto, a " +"execução será interrompida." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:316 msgid "" @@ -176,6 +229,9 @@ msgid "" "<class_CanvasItem_property_visible>`, one can access the methods, " "``set_visible`` and ``is_visible`` like any other method." msgstr "" +"Uma verificação de método. No caso de :ref:`CanvasItem.visible " +"<class_CanvasItem_property_visible>`, pode-se acessar os métodos, " +"``set_visible`` e ``is_visible`` como qualquer outro método." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:454 msgid "" @@ -183,9 +239,16 @@ msgid "" "useful in cases where one needs the max level of freedom from dependencies. " "In this case, one relies on an external context to setup the method." msgstr "" +"Terceirizar o acesso a uma :ref:`FuncRef <class_FuncRef>`. Isto pode ser " +"útil nos casos em que é necessário o nível máximo de liberdade de " +"dependências. Neste caso, conta-se com um contexto externo para configurar o " +"método." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:513 msgid "" "These strategies contribute to Godot's flexible design. Between them, users " "have a breadth of tools to meet their specific needs." msgstr "" +"Estas estratégias contribuem para o design flexível do Godot. Entre elas, os " +"usuários têm uma grande variedade de ferramentas para atender às suas " +"necessidades específicas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index f51986c411..0aeca2df66 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:4 -#, fuzzy msgid "Godot notifications" -msgstr "Notificações" +msgstr "Notificações em Godot" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:6 msgid "" @@ -30,12 +29,20 @@ msgid "" "it. For example, if the engine tells a :ref:`CanvasItem <class_CanvasItem>` " "to \"draw\", it will call ``_notification(NOTIFICATION_DRAW)``." msgstr "" +"Cada objeto no Godot implementa um método :ref:`_notification " +"<class_Object_method__notification>`. Sua finalidade é permitir que o Objeto " +"responda a uma variedade de chamadas de retorno em nível de motor que possam " +"estar relacionadas a ele. Por exemplo, se o motor diz a um :ref:`CanvasItem " +"<class_CanvasItem>` para \"desenhar\", ele irá chamar " +"``_notification(NOTIFICATION_DRAW)``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:13 msgid "" "Some of these notifications, like draw, are useful to override in scripts. " "So much so that Godot exposes many of them with dedicated functions:" msgstr "" +"Algumas destas notificações, como desenhar, são úteis para sobrepor em " +"scripts. Tanto que o Godot expões muitas delas com funções dedicadas:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:16 msgid "``_ready()`` : NOTIFICATION_READY" @@ -74,6 +81,8 @@ msgid "" "What users might *not* realize is that notifications exist for types other " "than Node alone:" msgstr "" +"O que os usuários podem *não* perceber é que existem notificações para " +"outros tipos além do Node sozinho:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:35 msgid "" @@ -81,6 +90,9 @@ msgid "" "<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`: a callback that " "triggers during object initialization. Not accessible to scripts." msgstr "" +":ref:`Object::NOTIFICATION_POSTINITIALIZE " +"<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`: uma chamada de retorno " +"que aciona durante a inicialização do objeto. Não acessível a scripts." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:38 msgid "" @@ -88,6 +100,9 @@ msgid "" "<class_Object_constant_NOTIFICATION_PREDELETE>`: a callback that triggers " "before the engine deletes an Object, i.e. a 'destructor'." msgstr "" +":ref:`Object::NOTIFICATION_PREDELETE " +"<class_Object_constant_NOTIFICATION_PREDELETE>`: uma chamada de retorno que " +"aciona antes do motor deletar um Objeto, ou seja, um 'destruidor'." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:42 msgid "" @@ -96,12 +111,18 @@ msgid "" "triggers when the mouse enters the window in the operating system that " "displays the game content." msgstr "" +":ref:`MainLoop::NOTIFICATION_WM_MOUSE_ENTER " +"<class_MainLoop_constant_NOTIFICATION_WM_MOUSE_ENTER>`: uma chamada de " +"retorno que aciona quando o mouse entra na janela no sistema operacional que " +"exibe o conteúdo do jogo." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:46 msgid "" "And many of the callbacks that *do* exist in Nodes don't have any dedicated " "methods, but are still quite useful." msgstr "" +"E muitas das chamadas de retorno que *existem* em Nós não têm métodos " +"dedicados mas ainda são bastante úteis." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:49 msgid "" @@ -109,6 +130,9 @@ msgid "" "<class_Node_constant_NOTIFICATION_PARENTED>`: a callback that triggers " "anytime one adds a child node to another node." msgstr "" +":ref:`Node::NOTIFICATION_PARENTED " +"<class_Node_constant_NOTIFICATION_PARENTED>`: uma chamada de retorno que " +"aciona sempre que se adiciona um nó filho a outro nó." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:52 msgid "" @@ -116,6 +140,9 @@ msgid "" "<class_Node_constant_NOTIFICATION_UNPARENTED>`: a callback that triggers " "anytime one removes a child node from another node." msgstr "" +":ref:`Node::NOTIFICATION_UNPARENTED " +"<class_Node_constant_NOTIFICATION_UNPARENTED>`: uma chamada de retorno que " +"aciona sempre que se remove um nó filho de outro nó." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:56 msgid "" @@ -124,18 +151,26 @@ msgid "" "after a Popup node completes any ``popup*`` method. Note the difference from " "its ``about_to_show`` signal which triggers *before* its appearance." msgstr "" +":ref:`Popup::NOTIFICATION_POST_POPUP " +"<class_Popup_constant_NOTIFICATION_POST_POPUP>`: uma chamada de retorno que " +"aciona após um nó Popup completar qualquer método ``Popup*``. Observe a " +"diferença do seu sinal ``about_to_show`` que aciona *antes* de sua aparência." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:61 msgid "" "One can access all these custom notifications from the universal " "``_notification`` method." msgstr "" +"Pode-se acessar todas essas notificações personalizadas a partir do método " +"universal ``_notification``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:65 msgid "" "Methods in the documentation labeled as \"virtual\" are also intended to be " "overridden by scripts." msgstr "" +"Os métodos na documentação rotulados como \"virtual\" também são destinados " +"a serem substituídos por scripts." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:68 msgid "" @@ -143,12 +178,18 @@ msgid "" "Object. While it has no ``NOTIFICATION_*`` equivalent, the engine still " "calls the method. Most languages (except C#) rely on it as a constructor." msgstr "" +"Um exemplo clássico é o método :ref:`_init <class_Object_method__init>` em " +"Object. Embora ele não tenha uma ``NOTIFICAÇÃO_*`` equivalente, o motor " +"ainda chama o método. A maioria das linguagens (exceto C#) dependem dele " +"como um construtor." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:73 msgid "" "So, in which situation should one use each of these notifications or virtual " "functions?" msgstr "" +"Então, em que situação se deve usar cada uma destas notificações ou funções " +"virtuais?" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:77 msgid "_process vs. _physics_process vs. \\*_input" @@ -163,6 +204,13 @@ msgid "" "the evaluations to update. If they don't need to execute every frame, then " "implementing a Timer-yield-timeout loop is another option." msgstr "" +"Use ``_process``` quando precisar de um deltatime dependente de framerate " +"entre frames. Se o código que atualiza os dados do objeto precisa ser " +"atualizado o mais frequentemente possível, este é o lugar certo. As " +"verificações lógicas recorrentes e o armazenamento em cache de dados " +"costumam ser executados aqui, mas se resume à frequência na qual se precisa " +"das avaliações para atualizar. Se eles não precisarem executar cada frame, " +"então implementar um loop Timer-yield-timeout é outra opção." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:97 msgid "" @@ -171,6 +219,11 @@ msgid "" "how fast or slow time advances, this is the right place. Recurring kinematic " "and object transform operations should execute here." msgstr "" +"Use ``_physics_process`` quando precisar de um deltatime entre frames " +"independente de framerate. Se o código precisa de atualizações consistentes " +"ao longo do tempo, independentemente de quão rápido ou lento o tempo avança, " +"este é o lugar certo. As operações recorrentes de cinemática e transformação " +"de objetos devem ser executadas aqui." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:102 msgid "" @@ -180,6 +233,11 @@ msgid "" "by default). In contrast, ``*_input`` callbacks will trigger only on frames " "in which the engine has actually detected the input." msgstr "" +"Embora seja possível, para obter o melhor desempenho, deve-se evitar fazer " +"verificações de entrada durante estas chamadas de retorno. ``_process`` e " +"``_physics_process`` acionarão em todas as oportunidades (eles não " +"\"descançam\" por padrão). Em contraste, as chamadas de retorno ``*_input`` " +"acionarão apenas nos quadros nos quais o motor realmente detectou a entrada." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:108 msgid "" @@ -187,6 +245,9 @@ msgid "" "one wants to use delta time, one can fetch it from the related deltatime " "methods as needed." msgstr "" +"É possível verificar se há ações de entrada dentro das chamadas de retorno " +"de entrada da mesma forma. Se alguém quiser usar o tempo delta, pode-se " +"buscá-lo a partir dos métodos deltatime relacionados conforme necessário." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:156 msgid "_init vs. initialization vs. export" @@ -199,18 +260,27 @@ msgid "" "should also run here. This triggers before ``_ready`` or ``_enter_tree``, " "but after a script creates and initializes its properties." msgstr "" +"Se o script inicializa sua própria sub-árvore de nó, sem uma cena, esse " +"código deve ser executado aqui. Outras propriedades ou inicializações " +"independentes da SceneTree-independent também devem ser executadas aqui. " +"Isto aciona antes de ``_ready`` ou ``_enter_tree``, mas depois que um script " +"cria e inicializa suas propriedades." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:163 msgid "" "Scripts have three types of property assignments that can occur during " "instantiation:" msgstr "" +"Scripts têm três tipos de atribuições de propriedade que podem ocorrer " +"durante a instanciação:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:210 msgid "" "When instantiating a scene, property values will set up according to the " "following sequence:" msgstr "" +"Ao instanciar uma cena, os valores das propriedades serão configurados de " +"acordo com a seguinte sequência:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:213 msgid "" @@ -218,6 +288,9 @@ msgid "" "initialization value or the init assignment value. Init assignments take " "priority over initialization values." msgstr "" +"**Atribuição de valor inicial:** a instanciação atribuirá o valor de " +"inicialização ou o valor de atribuição inicial. As atribuições de " +"inicialização têm prioridade sobre os valores de inicialização." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:217 msgid "" @@ -225,12 +298,17 @@ msgid "" "script, Godot will assign the exported value to replace the initial value " "defined in the script." msgstr "" +"**Atribuição de valor exportado:** Se criar uma instância de uma cena em vez " +"de um script, o Godot atribuirá o valor exportado para substituir o valor " +"inicial definido no script." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:221 msgid "" "As a result, instantiating a script versus a scene will affect both the " "initialization *and* the number of times the engine calls the setter." msgstr "" +"Como resultado, instanciar um script versus uma cena afetará tanto a " +"inicialização *como* o número de vezes que o mecanismo chama o setter." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:225 msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" @@ -245,6 +323,13 @@ msgid "" "will call this method once all child nodes have finished calling theirs. " "This then causes a reverse cascade going up back to the tree's root." msgstr "" +"Ao instanciar uma cena conectada à primeira cena executada, o Godot irá " +"instanciar nós abaixo da árvore (fazendo chamadas ``_init``) e construir a " +"árvore descendo a partir da raiz. Isto faz com que as chamadas " +"``_enter_tree`` desçam em cascata pela árvore. Quando a árvore estiver " +"completa, os nós da folha chamam ``_ready``. Um nó chamará este método assim " +"que todos os nós filhos tenham terminado de chamar o seu. Isto então causa " +"uma cascata inversa que volta à raiz da árvore." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:234 msgid "" @@ -252,6 +337,10 @@ msgid "" "the SceneTree upon creation, so no ``_enter_tree`` callbacks trigger. " "Instead, only the ``_init`` and later ``_ready`` calls occur." msgstr "" +"Ao instanciar um script ou uma cena isolada, nós não são adicionados à " +"SceneTree após a criação, então nenhuma chamada de retorno ``_enter_tree`` " +"aciona. Em vez disso, apenas as chamadas ``_init`` e depois ``_ready`` " +"ocorrem." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:238 msgid "" @@ -262,3 +351,10 @@ msgid "" "to a custom signal on the parent node without failing. Useful on data-" "centric nodes that one might create at runtime." msgstr "" +"Se for necessário disparar o comportamento que ocorre como nós pais de " +"outro, independentemente de ocorrer como parte da cena principal/ativa ou " +"não, pode-se usar a notificação :ref:`PARENTED " +"<class_Node_constant_NOTIFICATION_PARENTED>`. Por exemplo, aqui está um " +"trecho que conecta o método de um nó a um sinal personalizado no nó pai sem " +"falhar. Útil em nós centrados em dados que podem ser criados durante a " +"execução." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 2b010b3ba7..065573ae85 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 6567ff555b..fb2bdbed38 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,17 +30,16 @@ msgstr "" "eficientemente com Godot." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:9 -#, fuzzy msgid "" "Godot allows for a great amount of flexibility in how you structure a " "project's codebase and break it down into scenes. Each approach has its pros " "and cons, and they can be hard to weigh until you've worked with the engine " "for long enough." msgstr "" -"Godot permite uma grande flexibilidade na forma como você estrutura uma base " -"de código do projeto e a divide em cenas. Cada abordagem tem seus próprios " -"prós e contras, e eles podem ser difíceis de balancear até que você trabalhe " -"com o motor por tempo suficiente." +"O Godot permite uma grande flexibilidade na forma como você estrutura uma " +"base de código do projeto e a divide em cenas. Cada abordagem tem seus " +"próprios prós e contras, e eles podem ser difíceis de balancear até que você " +"trabalhe com o motor por tempo suficiente." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:13 msgid "" @@ -51,7 +50,6 @@ msgstr "" "específicos de programação. Seria impossível de cobrir todos eles aqui." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:16 -#, fuzzy msgid "" "That is why each article starts from a real-world problem. We will break " "down each problem in fundamental questions, suggest solutions, analyze the " @@ -64,7 +62,6 @@ msgstr "" "ação para o problema em questão." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:20 -#, fuzzy msgid "" "You should start by reading :ref:`doc_what_are_godot_classes`. It explains " "how Godot's nodes and scenes relate to classes and objects in other Object-" @@ -72,9 +69,9 @@ msgid "" "the series." msgstr "" "Você deve começar lendo :ref:`doc_what_are_godot_classes`. Ele explica como " -"os nós e as cenas de Godot se relacionam com classes e objetos em outra " -"linguagem de programação Orientada a Objetos. Isso o ajudará a entender o " -"resto da série." +"nós e cenas do Godot se relacionam com classes e objetos em outra linguagem " +"de programação Orientada a Objetos. Isto o ajudará a entender o resto da " +"série." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:26 msgid "" @@ -83,3 +80,8 @@ msgid "" "Single_responsibility_principle>`_ principle and `encapsulation <https://en." "wikipedia.org/wiki/Encapsulation_(computer_programming)>`_." msgstr "" +"As melhores práticas em Godot dependem de princípios de design Orientado a " +"Objetos. Utilizamos ferramentas como os princípios `responsabilidade única " +"<https://en.wikipedia.org/wiki/Single_responsibility_principle>`_ e " +"`encapsulamento <https://pt.wikipedia.org/wiki/Programa" +"%C3%A7%C3%A3o_orientada_a_objetos#Encapsulamento>`_." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index c868047273..9dec251600 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,20 +18,20 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:4 -#, fuzzy msgid "Logic preferences" -msgstr "Alterando a cena atual" +msgstr "Preferências de lógica" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:6 msgid "" "Ever wondered whether one should approach problem X with strategy Y or Z? " "This article covers a variety of topics related to these dilemmas." msgstr "" +"Já se perguntou se devemos abordar o problema X com a estratégia Y ou Z? " +"Este artigo cobre uma variedade de tópicos relacionados a esses dilemas." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:10 -#, fuzzy msgid "Loading vs. preloading" -msgstr "Carregando cenas" +msgstr "Carregamento vs. pré-carregamento" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:12 msgid "" @@ -40,6 +40,10 @@ msgid "" "possible to front-load the \"loading\" operations and avoid loading " "resources while in the middle of performance-sensitive code." msgstr "" +"No GDScript, existe o método global :ref:`preload " +"<class_@GDScript_method_preload>`. Ele carrega recursos o mais cedo possível " +"para antecipar as operações de \"carregamento\" e evitar o carregamento de " +"recursos no meio de um código sensível ao desempenho." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:17 msgid "" @@ -50,12 +54,20 @@ msgid "" "`ResourceLoader.load(path) <class_ResourceLoader_method_load>` which is " "accessible to *all* scripting languages." msgstr "" +"Sua contraparte, o método :ref:`load <class_@GDScript_method_load>`, carrega " +"um recurso somente quando ele atinge a instrução de carregamento. Ou seja, " +"ele carregará um recurso no local que pode causar lentidão quando ele ocorre " +"no meio de processos sensíveis. A função ``load`` também é um apelido para :" +"ref:`ResourceLoader.load(path) <class_ResourceLoader_method_load>` que é " +"acessível a *todas* as linguagens de scripting." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:24 msgid "" "So, when exactly does preloading occur versus loading, and when should one " "use either? Let's see an example:" msgstr "" +"Então, quando exatamente ocorre o pré-carregamento versus carregamento, e " +"quando se deve usar qualquer algum deles? Vejamos um exemplo:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:88 msgid "" @@ -64,6 +76,10 @@ msgid "" "wish for it. To distinguish these situations, there are a few things one can " "consider:" msgstr "" +"O pré-carregamento permite que o script manuseie todo o carregamento no " +"momento em que se carrega o script. Pré-carregar é útil, mas também há " +"momentos em que não se deseja. Para distinguir estas situações há algumas " +"coisas que podemos considerar:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:93 msgid "" @@ -72,6 +88,11 @@ msgid "" "does not expect. This could lead to unintentional, variable-length load " "times on top of the original script's load operations." msgstr "" +"Se não for possível determinar quando o script pode carregar, então pré-" +"carregar um recurso, especialmente uma cena ou script, pode resultar em " +"carregamentos adicionais inesperados. Isso pode levar a tempos de " +"carregamento não intencionais e de comprimento variável em cima das " +"operações de carregamento do script." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:98 msgid "" @@ -79,13 +100,20 @@ msgid "" "initialization), then preloading the value has no meaning. This point isn't " "a significant factor if one intends to always create the script on its own." msgstr "" +"Se algo mais pudesse substituir o valor (como a inicialização exportada de " +"uma cena), então pre-carregar o valor não teria sentido. Este ponto não é um " +"fator significativo se a intenção é sempre criar o script por conta própria." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" +"Se alguém deseja apenas 'importar' outro recurso de classe (script ou cena), " +"usar uma constante pré-carregada é geralmente o melhor curso de ação. No " +"entanto, em casos excepcionais, não se deseja fazer isso:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 msgid "" @@ -93,6 +121,9 @@ msgid "" "instead, initialized either using an ``export`` or a ``load`` (and perhaps " "not even initialized until later)." msgstr "" +"Se a classe 'importada' estiver sujeita a mudanças, então ela deve ser uma " +"propriedade, inicializada utilizando um ``export`` ou um ``load`` (e talvez " +"nem mesmo inicializada até mais tarde)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:110 msgid "" @@ -105,10 +136,19 @@ msgid "" "(which, as a :ref:`Reference <class_Reference>`-extending type, will cause " "the resources to delete themselves from memory)." msgstr "" +"Se o script requer muitas dependências, e não se deseja consumir tanta " +"memória, então pode-se desejar carregar e descarregar várias dependências " +"durante a execução, conforme as circunstâncias mudam. Se alguém pré-carregar " +"recursos em constantes, então a única maneira de descarregar estes recursos " +"seria descarregar o script inteiro. Se ao invés disso eles são carregados, " +"então pode-se defini-los como ``null`` e remover todas as referências ao " +"recurso por completo (o que, como um tipo de extensão :ref:`Referência " +"<referência_classe_Referência>`, fará com que os recursos se apaguem da " +"memória)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:121 msgid "Large levels: static vs. dynamic" -msgstr "" +msgstr "Fases grandes: estática vs. dinâmica" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:123 msgid "" @@ -116,6 +156,10 @@ msgid "" "Should they create the level as one static space? Or should they load the " "level in pieces and shift the world's content as needed?" msgstr "" +"Se alguém está criando uma fase grande, quais circunstâncias são mais " +"apropriadas? Eles deveriam criar a fase como um espaço estático? Ou eles " +"deveriam carregar a fase em pedaços e mudar o conteúdo do mundo conforme " +"necessário?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:127 msgid "" @@ -123,6 +167,9 @@ msgid "" "dilemma associated with the two options is one of the age-old programming " "choices: does one optimize memory over speed, or vice versa?" msgstr "" +"Bem, a resposta simples é \"quando o desempenho assim o exigir.\" O dilema " +"associado às duas opções é uma das antigas opções de programação: a memória " +"é otimizada em relação à velocidade ou vice-versa?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:131 msgid "" @@ -131,6 +178,10 @@ msgid "" "Wasting users' RAM leads to programs running slow or outright crashing from " "everything else the computer tries to do at the same time." msgstr "" +"A resposta ingênua é usar uma fase estática que carrega tudo ao mesmo tempo. " +"Mas, dependendo do projeto, isto pode consumir uma grande quantidade de " +"memória. Desperdiçar a RAM dos usuários leva a programas executarem devagar " +"ou travamento total de tudo o que o computador tenta fazer ao mesmo tempo." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:136 msgid "" @@ -140,6 +191,12 @@ msgid "" "Games with large and varied environments or procedurally generated elements " "often implement these strategies to avoid wasting memory." msgstr "" +"Não importa o que aconteça. deve-se quebrar cenas maiores em cenas menores " +"(para ajudar na reutilização de assets). Desenvolvedores podem então " +"projetar um nó que gerencia criação/carregamento e exclusão/descarregamento " +"de recursos e nós em tempo real. Jogos com ambientes variáveis e grandes ou " +"elementos gerados proceduralmente geralmente implementam estas estratégias " +"para evitar o desperdício de memória." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:142 msgid "" @@ -148,14 +205,18 @@ msgid "" "isn't careful, they can develop a system that bloats the technical debt of " "the application." msgstr "" +"Por outro lado, codificar um sistema dinâmico é mais complexo, ou seja, usa " +"lógica mais programada, o que resulta em oportunidades para erros e bugs. Se " +"não tomar cuidado, é possível desenvolver um sistema que incha a dívida " +"técnica da aplicação." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:147 msgid "As such, the best options would be..." -msgstr "" +msgstr "Sendo assim, as melhores opções seriam..." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:149 msgid "To use a static level for smaller games." -msgstr "" +msgstr "Para usar uma fase estática para jogos menores." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:151 msgid "" @@ -164,6 +225,10 @@ msgid "" "time, so as to improve usability and stability, then it could evolve into a " "reliable tool across projects." msgstr "" +"Se alguém tiver tempo/recursos em um jogo médio/grande, crie uma biblioteca " +"ou plugin que possa codificar a gestão de nós e recursos. Se aperfeiçoada ao " +"longo do tempo, de modo a melhorar a usabilidade e estabilidade, então ela " +"pode evoluir para uma ferramenta confiável em todos os projetos." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:156 msgid "" @@ -171,6 +236,10 @@ msgid "" "skills, but not the time or resources to refine the code (game's gotta get " "done). Could potentially refactor later to outsource the code into a plugin." msgstr "" +"Codificar a lógica dinâmica para um jogo médio/grande porque se tem as " +"habilidades de codificação, mas não o tempo ou recursos para refinar o " +"código (o jogo tem que ser feito). Poderia potencialmente refatorar mais " +"tarde para terceirizar o código em um plugin." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:161 msgid "" @@ -178,3 +247,6 @@ msgid "" "please see the :ref:`\"Change scenes manually\" " "<doc_change_scenes_manually>` documentation." msgstr "" +"Para um exemplo das várias formas de trocar cenas durante a execução, por " +"favor veja a documentação :ref:`\"Mudar cenas manualmente\" " +"<doc_change_scenes_manually>`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 9534818ad4..2f7f8b86b5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:4 msgid "When and how to avoid using nodes for everything" -msgstr "" +msgstr "Quando e como evitar o uso de nós para tudo" #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:7 msgid "" @@ -28,6 +28,10 @@ msgid "" "behavior though, the larger the strain each one adds to a project's " "performance." msgstr "" +"Nós são baratos de produzir, mas até eles têm os seus limites. Um projeto " +"pode ter dezenas de milhares de nós fazendo coisas. Quanto mais complexo for " +"o seu comportamento, maior será a tensão que cada um adiciona ao desempenho " +"de um projeto." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:12 msgid "" @@ -35,6 +39,9 @@ msgid "" "Be sure to keep these in mind as options when designing how you wish to " "build your project's features." msgstr "" +"O Godot fornece objetos mais leves para a criação de APIs que os nós usam. " +"Lembre-se de ter isso em mente como opções ao projetar como deseja construir " +"os recursos do seu projeto." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:16 msgid "" @@ -43,6 +50,10 @@ msgid "" "difficult to create one's own custom data structures, even node structures, " "that are also lighter than the :ref:`Node <class_Node>` class." msgstr "" +":ref:`Object <class_Object>`: O supremo objeto leve, o Objeto original deve " +"usar gerenciamento manual de memória. Dito isso, não é muito difícil criar " +"suas próprias estruturas de dados personalizadas, mesmo estruturas de nós, " +"que também são mais leves que a classe :ref:`Node <class_Node>`." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:21 msgid "" @@ -51,6 +62,10 @@ msgid "" "columns. The data that it uses to generate its visualization though is " "actually a tree of :ref:`TreeItem <class_TreeItem>` Objects." msgstr "" +"**Exemplo:** Veja o nó :ref:`Tree <árvore_classe>`. Ele suporta um alto " +"nível de personalização para uma tabela de conteúdo com um número arbitrário " +"de linhas e colunas. Os dados que ele utiliza para gerar sua visualização " +"são na verdade uma árvore de Objetos :ref:`TreeItem <class_TreeItem>`." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:26 msgid "" @@ -59,6 +74,11 @@ msgid "" "the entire Node library, one creates an abbreviated set of Objects from " "which a node can generate and manage the appropriate sub-nodes." msgstr "" +"**Vantagens:** A simplificação da API para objetos com escopo menor ajuda a " +"melhorar sua acessibilidade e melhorar o tempo de iteração. Ao invés de " +"trabalhar com toda a biblioteca de Nós, cria-se um conjunto abreviado de " +"Objetos a partir dos quais um nó pode gerar e gerenciar os sub-nós " +"apropriados." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:31 msgid "" @@ -67,6 +87,10 @@ msgid "" "example, if the object's creator decides to delete it out of nowhere, this " "would trigger an error state when one next accesses it." msgstr "" +"Deve-se ter cuidado ao manuseá-los. É possível armazenar um Objeto em uma " +"variável, mas essas referências podem se tornar inválidas sem aviso prévio. " +"Por exemplo, se o criador do objeto decidir excluí-lo do nada, isso " +"acionaria um estado de erro no próximo acesso." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:36 msgid "" @@ -75,16 +99,22 @@ msgid "" "further references to themselves exist. These are useful in the majority of " "cases where one needs data in a custom class." msgstr "" +":ref:`Reference <class_Reference>`: Apenas um pouco mais complexo que " +"Objeto. Elas rastreiam referências a eles mesmos, apagando apenas a memória " +"carregada quando não há mais referências a eles mesmos. Elas são úteis na " +"maioria dos casos em que se precisa de dados em uma classe personalizada." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:41 msgid "" "**Example:** See the :ref:`File <class_File>` object. It functions just like " "a regular Object except that one need not delete it themselves." msgstr "" +"**Exemplo:** Veja o objeto :ref:`File <class_File>`. Ele funciona como um " +"Objeto normal, exceto que não é necessário excluí-lo." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:44 msgid "**Advantages:** same as the Object." -msgstr "" +msgstr "**Vantagens:** o mesmo que o Objeto." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:46 msgid "" @@ -92,6 +122,9 @@ msgid "" "They have the innate ability to serialize/deserialize (i.e. save and load) " "their object properties to/from Godot resource files." msgstr "" +":ref:`Resource <class_Resource>`: Apenas um pouco mais complexo que " +"Referência. Eles têm a capacidade inata de serializar/deserializar (ou seja, " +"salvar e carregar) suas propriedades de/para arquivos de recursos do Godot." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:50 msgid "" @@ -99,6 +132,9 @@ msgid "" "each of the :ref:`AudioEffect <class_AudioEffect>` classes. Each of these " "can be save and loaded, therefore they extend from Resource." msgstr "" +"**Exemplo:** Scripts, PackedScene (para arquivos de cena), e outros tipos " +"como cada uma das classes :ref:`AudioEffect <class_AudioEffect>`. Cada uma " +"delas pode ser salva e carregada, portanto elas se estendem de Resource." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:54 msgid "" @@ -111,3 +147,11 @@ msgid "" "usability front, but also improve performance if one plans to have many such " "Resources/Nodes in their scenes." msgstr "" +"**Vantagens:** Muito :ref:`já foi dito <doc_resources>` sobre as vantagens " +"de :ref:`Resource <class_Resource>` em relação aos métodos tradicionais de " +"armazenamento de dados. No contexto da utilização de Recursos sobre Nós, " +"porém, sua principal vantagem está na compatibilidade com o Inspetor. Embora " +"quase tão leves quanto Objeto/Referência, eles ainda podem exibir e exportar " +"propriedades no Inspetor. Isso permite que eles cumpram um propósito muito " +"parecido com os sub-nós na frente de usabilidade, mas também melhora o " +"desempenho se alguém planeja ter muitos desses Recursos/Nós em suas cenas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 85d5ff5524..528c86a5a7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,16 +28,21 @@ msgid "" "content. Which nodes should one use? Where should one place them? How should " "they interact?" msgstr "" +"Este artigo cobre tópicos relacionados à organização eficaz do conteúdo da " +"cena. Quais nós devemos usar? Onde devemos colocá-los? Como eles devem " +"interagir?" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:11 msgid "How to build relationships effectively" -msgstr "" +msgstr "Como construir relações de forma eficaz" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:13 msgid "" "When Godot users begin crafting their own scenes, they often run into the " "following problem:" msgstr "" +"Quando os usuários do Godot começam a criar suas próprias cenas, eles " +"geralmente se deparam com o seguinte problema:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16 msgid "" @@ -49,6 +54,13 @@ msgid "" "because the node paths do not find their targets and signal connections " "established in the editor break." msgstr "" +"Eles criam sua primeira cena e a preenchem com conteúdo apenas para, " +"eventualmente, acabar salvando ramos de sua cena em cenas separadas, à " +"medida que a sensação incômoda de que devem dividir as coisas começa a se " +"acumular. No entanto, eles percebem que as referências concretas nas quais " +"podiam confiar antes não são mais possíveis. Reutilizar a cena em vários " +"lugares cria problemas porque os caminhos dos nós não encontram seus alvos e " +"as conexões de sinal estabelecidas na quebra do editor." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24 msgid "" @@ -57,6 +69,9 @@ msgid "" "that the sub-scene will create itself without being picky about how one uses " "it." msgstr "" +"Para resolver estes problemas, é preciso instanciar as subcenas sem que elas " +"exijam detalhes sobre seu ambiente. É preciso ser capaz de confiar que a " +"subcena criará a si mesma sem ser exigente quanto à forma como se a utiliza." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29 msgid "" @@ -65,12 +80,18 @@ msgid "" "Loose_coupling>`_ to other parts of the codebase. This keeps the size of " "objects small (for maintainability) and improves their reusability." msgstr "" +"Uma das maiores coisas a considerar no POO é manter as classes focadas e de " +"propósito único, com `acoplamento fraco <https://pt.wikipedia.org/wiki/" +"Acoplamento_fraco>`_ para outras partes da base do código. Isto mantém o " +"tamanho dos objetos pequenos (para manutenção) e melhora a sua reusabilidade." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:35 msgid "" "These OOP best practices have *several* implications for best practices in " "scene structure and script usage." msgstr "" +"Essas melhores práticas de POO têm *várias* implicações para as melhores " +"práticas na estrutura da cena e uso de script." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:38 msgid "" @@ -78,6 +99,8 @@ msgid "" "That is, one should create scenes that keep everything they need within " "themselves." msgstr "" +"**Se possível, deve-se projetar cenas para não ter dependências.** Ou seja, " +"deve-se criar cenas que mantenham tudo o que precisam dentro de si." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 msgid "" @@ -88,12 +111,20 @@ msgid "" "which rely on their external environment can inadvertently trigger bugs and " "unexpected behavior." msgstr "" +"Se uma cena deve interagir com um contexto externo, desenvolvedores " +"experientes recomendam o uso de `Injeção de Dependência <https://pt." +"wikipedia.org/wiki/Inje%C3%A7%C3%A3o_de_depend%C3%AAncia>`_. Esta técnica " +"envolve ter uma API de alto nível que fornece as dependências da API de " +"baixo nível. Por que fazer isto? Porque classes que dependem de seu ambiente " +"externo podem inadvertidamente acionar bugs e comportamentos inesperados." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:49 msgid "" "To do this, one must expose data and then rely on a parent context to " "initialize it:" msgstr "" +"Para isto, é necessário expor dados e, em seguida, confiar em um contexto " +"pai para inicializá-los:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:52 msgid "" @@ -101,24 +132,31 @@ msgid "" "to behavior, not start it. Note that signal names are usually past-tense " "verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" +"Conecte a um sinal. Extremamente seguro, mas deve ser usado apenas para " +"\"responder\" ao comportamento, não para o iniciar. Note que os nomes dos " +"sinais são normalmente verbos no past-tense (passado) como \"entered\", " +"\"skill_activated\" ou \"item_collected\"." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:73 msgid "Call a method. Used to start behavior." -msgstr "" +msgstr "Chame um método. Usado para iniciar o comportamento." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:92 msgid "" "Initialize a :ref:`FuncRef <class_FuncRef>` property. Safer than a method as " "ownership of the method is unnecessary. Used to start behavior." msgstr "" +"Inicialize uma propriedade :ref:`FuncRef <class_FuncRef>`. Mais seguro do " +"que um método, pois a propriedade do método é desnecessária. Utilizado para " +"iniciar o comportamento." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." -msgstr "" +msgstr "Inicialize um Nó ou outra referência de Objeto." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:131 msgid "Initialize a NodePath." -msgstr "" +msgstr "Inicialize um NodePath." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:150 msgid "" @@ -126,6 +164,9 @@ msgid "" "keeps the child **loosely coupled** to its environment. One can re-use it in " "another context without any extra changes to its API." msgstr "" +"Essas opções ocultam os pontos de acesso do nó filho. Isso, por sua vez, " +"mantém o filho **vagamente acoplado** ao ambiente. Pode-se reutilizá-lo em " +"outro contexto sem quaisquer alterações extras em sua API." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 msgid "" @@ -134,6 +175,10 @@ msgid "" "should only be aware of their hierarchies while an ancestor mediates their " "communications and references." msgstr "" +"Embora os exemplos acima ilustrem as relações entre pai-filho, os mesmos " +"princípios se aplicam a todas as relações de objetos. Nós que são irmãos só " +"devem estar cientes de suas hierarquias enquanto um ancestral media suas " +"comunicações e referências." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "" @@ -141,6 +186,9 @@ msgid "" "dependencies on other objects. Whichever object actually owns the objects " "should manage the relationships between them." msgstr "" +"Os mesmos princípios também se aplicam a objetos não-Nó que mantêm " +"dependências em outros objetos. Qualquer objeto que realmente possui os " +"objetos deve gerenciar as relações entre eles." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:209 msgid "" @@ -153,6 +201,15 @@ msgid "" "is otherwise known as development hell. Writing code that relies on external " "documentation for one to use it safely is error-prone by default." msgstr "" +"Deve-se favorecer a manutenção dos dados internamente (internos a uma cena), " +"embora colocar uma dependência em um contexto externo, mesmo um vagamente " +"acoplado, ainda signifique que o nó esperará que algo em seu ambiente seja " +"verdadeiro. As filosofias de design do projeto devem evitar que isso " +"aconteça. Do contrário, as responsabilidades inerentes ao código forçarão os " +"desenvolvedores a usar a documentação para controlar as relações de objeto " +"em uma escala microscópica; isso também é conhecido como inferno do " +"desenvolvimento. Escrever código que depende de documentação externa para " +"usá-lo com segurança está sujeito a erros por padrão." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:218 msgid "" @@ -167,6 +224,16 @@ msgid "" "then self-documents the scene through the script code. No content " "duplication via documentation is necessary." msgstr "" +"Para evitar a criação e manutenção de tal documentação, converte-se o nó " +"dependente (\"filho\" acima) em um script de ferramenta que implementa :ref:" +"`_get_configuration_warning() " +"<class_Node_method__get_configuration_warning>`. Retornar uma string não " +"vazia fará com que a dock Cena gere um ícone de aviso com a string como uma " +"dica de ferramenta pelo nó. Este é o mesmo ícone que aparece para nós como o " +"nó :ref:`Area2D <class_Area2D>` quando não tem nós filhos :ref:" +"`CollisionShape2D <class_CollisionShape2D>` definidos. O editor então " +"autodocumenta a cena por meio do código do script. Nenhuma duplicação de " +"conteúdo por meio de documentação é necessária." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:229 msgid "" @@ -176,6 +243,11 @@ msgid "" "will need clear instructions in the messages telling them what to do to " "configure it." msgstr "" +"Uma GUI como essa pode informar melhor os usuários do projeto sobre " +"informações críticas sobre um Nó.Ele possui dependências externas? Essas " +"dependências foram satisfeitas? Outros programadores, e especialmente " +"designers e escritores, precisarão de instruções claras nas mensagens " +"dizendo-lhes o que fazer para configurá-lo." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:234 msgid "" @@ -188,43 +260,60 @@ msgid "" "indirection is to avoid ending up in a situation where changing one class " "results in adversely effecting other classes." msgstr "" +"Então, por que toda esta troca complexa funciona? Bem, porque as cenas " +"funcionam melhor quando funcionam sozinhas. Se não conseguir trabalhar " +"sozinho, trabalhar com outras pessoas anonimamente (com dependências rígidas " +"mínimas, ou seja, acoplamento fraco) é a segunda melhor opção. " +"Inevitavelmente, mudanças podem precisar ser feitas em uma classe e se essas " +"mudanças fizerem com que ela interaja com outras cenas de maneiras " +"imprevistas, então as coisas começarão a quebrar. O objetivo de toda essa " +"indireção é evitar acabar em uma situação em que a mudança de uma classe " +"resulte em efeitos adversos em outras classes." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:243 msgid "" "Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." msgstr "" +"Scripts e cenas, como extensões de classes do motor, devem obedecer a " +"*todos* os princípios de POO. Exemplos incluem..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 msgid "`SOLID <https://en.wikipedia.org/wiki/SOLID>`_" -msgstr "" +msgstr "`SOLID <https://pt.wikipedia.org/wiki/SOLID>`_" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:247 msgid "`DRY <https://en.wikipedia.org/wiki/Don%27t_repeat_yourself>`_" -msgstr "" +msgstr "`DRY <https://pt.wikipedia.org/wiki/Don%27t_repeat_yourself>`_" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:248 msgid "`KISS <https://en.wikipedia.org/wiki/KISS_principle>`_" -msgstr "" +msgstr "`KISS <https://pt.wikipedia.org/wiki/Princ%C3%ADpio_KISS>`_" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:249 msgid "`YAGNI <https://en.wikipedia.org/wiki/You_aren%27t_gonna_need_it>`_" -msgstr "" +msgstr "`YAGNI <https://pt.wikipedia.org/wiki/YAGNI>`_" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:252 -#, fuzzy msgid "Choosing a node tree structure" -msgstr "Estrutura de nós" +msgstr "Escolhendo uma estrutura de árvore de nós" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" +"Então, um desenvolvedor começa a trabalhar em um jogo apenas para parar nas " +"vastas possibilidades à sua frente. Eles podem saber o que querem fazer, que " +"sistemas desejam ter, mas *onde* colocar todos? Bem, como alguém vai fazer " +"seu jogo depende sempre dele. Pode-se construir árvores de nós de uma " +"infinidade de maneiras. Mas, para aqueles que não têm certeza, este guia " +"útil pode dar uma amostra de uma estrutura decente para começar." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:261 msgid "" @@ -235,6 +324,12 @@ msgid "" "applications, this would be the \"main\" function. In this case, it would be " "a Main node." msgstr "" +"Um jogo deve sempre ter uma espécie de \"ponto de entrada\"; em algum lugar, " +"o desenvolvedor pode rastrear definitivamente onde as coisas começam para " +"que possam seguir a lógica enquanto ela continua em outro lugar. Este local " +"também serve como uma visão geral de todos os outros dados e lógicas do " +"programa. Para aplicações tradicionais, esta seria a função \"main\". Nesse " +"caso, seria um nó Main." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:267 #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 @@ -246,6 +341,7 @@ msgid "" "The ``main.gd`` script would then serve as the primary controller of one's " "game." msgstr "" +"O script ``main.gd`` então serviria como o controlador principal do jogo." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:272 msgid "" @@ -253,6 +349,9 @@ msgid "" "child of Main. In addition, one will need a primary GUI for their game that " "manages the various menus and widgets the project needs." msgstr "" +"Então, se tem seu \"Mundo\" real no jogo (um 2D ou 3D). Este pode ser um " +"filho de Main. Além disso, será necessária uma GUI principal para o jogo que " +"gerencie os vários menus e widgets de que o projeto precisa." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 msgid "Node2D/Spatial \"World\" (game_world.gd)" @@ -268,30 +367,37 @@ msgid "" "node. :ref:`Changing scenes manually <doc_change_scenes_manually>` gives " "users full control over how their game world transitions." msgstr "" +"Ao mudar de fase, é possível trocar os filhos do nó \"Mundo\". :ref:`Mudar " +"as cenas manualmente <doc_change_scenes_manually>` dá aos usuários controle " +"total sobre como suas transições de mundo de jogo." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:284 msgid "" "The next step is to consider what gameplay systems one's project requires. " "If one has a system that..." msgstr "" +"O próximo passo é considerar quais sistemas de jogabilidade o projeto " +"requer. Se houver um sistema que..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 msgid "tracks all of its data internally" -msgstr "" +msgstr "rastreia todos os seus dados internamente" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 msgid "should be globally accessible" -msgstr "" +msgstr "deve ser globalmente acessível" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:289 msgid "should exist in isolation" -msgstr "" +msgstr "deve existir isoladamente" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:291 msgid "" "... then one should create an :ref:`autoload 'singleton' node " "<doc_singletons_autoload>`." msgstr "" +"... então deve-se criar um nó :ref:`autoload 'singleton' " +"<doc_singletons_autoload>`." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:295 msgid "" @@ -301,6 +407,11 @@ msgid "" "content. This structure more or less keeps the \"World\" as the main game " "node." msgstr "" +"Para jogos menores, uma alternativa mais simples com menos controle seria " +"ter um singleton \"Game\" que simplesmente chama o método :ref:`SceneTree." +"change_scene() <class_SceneTree_method_change_scene>` para trocar o conteúdo " +"da cena principal. Esta estrutura mantém mais ou menos o \"Mundo\" como o nó " +"principal do jogo." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:301 msgid "" @@ -308,14 +419,23 @@ msgid "" "\"World\"; or be manually added as a direct child of the root. Otherwise, " "the GUI nodes would also delete themselves during scene transitions." msgstr "" +"Qualquer GUI também precisaria ser um singleton; ser uma parte transitória " +"do \"Mundo\"; ou ser adicionado manualmente como filho direto da raiz. Caso " +"contrário, os nós da GUI também se excluiriam durante as transições de cena." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" +"Se houverem sistemas que modificam os dados de outros sistemas, deve-se " +"defini-los como seus próprios scripts ou cenas, em vez de carregamentos " +"automáticos. Para mais informações sobre os motivos, consulte a " +"documentação :ref:`Autoloads versus nós normais " +"<doc_autoloads_versus_internal_nodes>`." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:312 msgid "" @@ -326,6 +446,11 @@ msgid "" "should have its own place in the hierarchy as a sibling or some other " "relation." msgstr "" +"Cada subsistema dentro do jogo deve ter sua própria seção dentro da " +"SceneTree. Deve-se usar relacionamentos pai-filho apenas nos casos em que os " +"nós são efetivamente elementos de seus pais. Remover o pai significa " +"razoavelmente que também se deve remover os filhos? Do contrário, deve ter " +"seu próprio lugar na hierarquia como irmão ou algum outro parente." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:320 msgid "" @@ -337,17 +462,27 @@ msgid "" "node. To assign the ``target`` :ref:`NodePath <class_NodePath>`, use one of " "the following:" msgstr "" +"Em alguns casos, é necessário que esses nós separados *também* se posicionem " +"uns em relação aos outros. É possível usar os nós :ref:`RemoteTransform " +"<class_RemoteTransform>` / :ref:`RemoteTransform2D " +"<class_RemoteTransform2D>` para este propósito. Eles permitirão que um nó de " +"destino herde condicionalmente os elementos de transformação selecionados do " +"nó Remoto*. Para atribuir o :ref: `NodePath <class_NodePath>` ``target``, " +"use um dos seguintes:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" +"Um terceiro confiável, provavelmente um nó pai, para mediar a atribuição." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:329 msgid "" "A group, to easily pull a reference to the desired node (assuming there will " "only ever be one of the targets)." msgstr "" +"Um grupo, para puxar facilmente uma referência para o nó desejado (assumindo " +"que haverá apenas um dos alvos)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:332 msgid "" @@ -355,49 +490,55 @@ msgid "" "one must micro-manage when a node must move around the SceneTree to preserve " "itself. For example..." msgstr "" +"Quando fazer isto? Bem, isto é subjetivo. O dilema surge quando é necessário " +"microgerenciar quando um nó deve se mover ao redor da SceneTree para se " +"preservar. Por exemplo..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:336 msgid "Add a \"player\" node to a \"room\"." -msgstr "" +msgstr "Adicionar um nó \"jogador\" a uma \"sala\"." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:337 msgid "Need to change rooms, so one must delete the current room." -msgstr "" +msgstr "É necessário mudar de sala, portanto, deve-se excluir a sala atual." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:338 msgid "" "Before the room can be deleted, one must preserve and/or move the player." msgstr "" +"Antes que a sala possa ser excluída, deve-se preservar e/ou mover o jogador." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:340 msgid "Is memory a concern?" -msgstr "" +msgstr "A memória é uma preocupação?" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:342 msgid "" "If not, one can just create the two rooms, move the player and delete the " "old one. No problem." msgstr "" +"Caso não, pode-se simplesmente criar as duas salas, mover o jogador e " +"deletar a antiga. Sem problemas." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:345 msgid "If so, one will need to..." -msgstr "" +msgstr "Se sim, será necessário..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 msgid "Move the player somewhere else in the tree." -msgstr "" +msgstr "Mover o jogador para outro lugar na árvore." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 msgid "Delete the room." -msgstr "" +msgstr "Deletar a sala." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 msgid "Instantiate and add the new room." -msgstr "" +msgstr "Instanciar e adicionar a nova sala." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:350 msgid "Re-add the player." -msgstr "Adicione novamente o jogador." +msgstr "Adicionar novamente o jogador." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:352 msgid "" @@ -408,32 +549,47 @@ msgid "" "is dangerous. It's a maintenance burden, strains code readability, and " "bloats the intellectual content of a project unnecessarily." msgstr "" +"A questão é que o jogador aqui é um \"caso especial\"; aquele em que os " +"desenvolvedores devem *saber* que precisam lidar com o jogador desta maneira " +"para o projeto. Como tal, a única maneira confiável de compartilhar essas " +"informações em equipe é *documentá-las*. Manter os detalhes da implementação " +"na documentação, entretanto, é perigoso. É um fardo de manutenção, restringe " +"a legibilidade do código e incha o conteúdo intelectual de um projeto " +"desnecessariamente." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:359 msgid "" "In a more complex game with larger assets, it can be a better idea to simply " "keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" +"Em um jogo mais complexo com assets maiores, pode ser uma ideia melhor " +"simplesmente manter o jogador inteiramente em outro lugar no SceneTree. Isto " +"resulta em:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:362 msgid "More consistency." -msgstr "" +msgstr "Mais consistência." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:363 msgid "No \"special cases\" that must be documented and maintained somewhere." msgstr "" +"Nenhum \"caso especial\" que deva ser documentado e mantido em algum lugar." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:364 msgid "" "No opportunity for errors to occur because these details are not accounted " "for." msgstr "" +"Nenhuma oportunidade para erros ocorrerem porque estes detalhes não são " +"levados em consideração." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:367 msgid "" "In contrast, if one ever needs to have a child node that does *not* inherit " "the transform of their parent, one has the following options:" msgstr "" +"Em contraste, se alguém precisa ter um nó filho que *não* herda a " +"transformação de seu pai, tem-se as seguintes opções:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:370 msgid "" @@ -441,6 +597,9 @@ msgid "" "them. As nodes with no transform, Nodes will not pass along such information " "to their children." msgstr "" +"A solução **declarativa**: coloque um :ref:`Node <class_Node>` entre eles. " +"Como nós sem transformação, Nodes não passarão essas informações para seus " +"filhos." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:373 msgid "" @@ -449,6 +608,10 @@ msgid "" "<class_Spatial_method_set_as_toplevel>` node. This will make the node ignore " "its inherited transform." msgstr "" +"A solução **imperativa**: Use o setter ``set_as_toplevel`` para o nó :ref:" +"`CanvasItem <class_CanvasItem_method_set_as_toplevel>` ou :ref:`Spatial " +"<class_Spatial_method_set_as_toplevel>`. Isso fará com que o nó ignore sua " +"transformação herdada." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:380 msgid "" @@ -459,6 +622,13 @@ msgid "" "keeping these in a separate branch from the \"world\" can help simplify the " "management of game connections and the like." msgstr "" +"Se estiver criando um jogo em rede, tenha em mente quais nós e sistemas de " +"jogo são relevantes para todos os jogadores e aqueles apenas pertinentes ao " +"servidor autorizado. Por exemplo, nem todos os usuários precisam ter uma " +"cópia da lógica \"PlayerController\" de todos os jogadores. Em vez disso, " +"eles precisam apenas dos seus próprios. Como tal, mantê-los em um ramo " +"separado do \"mundo\" pode ajudar a simplificar o gerenciamento de conexões " +"de jogos e similares." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:387 msgid "" @@ -468,6 +638,11 @@ msgid "" "they are dependent, then it stands to reason that they should be children of " "that parent (and likely part of that parent's scene if they aren't already)." msgstr "" +"A chave para a organização da cena é considerar a SceneTree em termos " +"relacionais, em vez de termos espaciais. Os nós são dependentes da " +"existência de seus pais? Do contrário, eles podem prosperar sozinhos em " +"outro lugar. Se forem dependentes, é lógico que devam ser filhos desse pai " +"(e provavelmente parte da cena desse pai, se ainda não o forem)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:393 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 34ed7a77bb..9320fa299d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,13 +19,16 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:4 msgid "When to use scenes versus scripts" -msgstr "" +msgstr "Quando usar cenas versus scripts" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:6 msgid "" "We've already covered how scenes and scripts are different. Scripts define " "an engine class extension with imperative code, scenes with declarative code." msgstr "" +"Já abordamos como cenas e scripts são diferentes. Scripts definem uma " +"extensão de classe de mecanismo com código imperativo, cenas com código " +"declarativo." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:10 msgid "" @@ -34,10 +37,15 @@ msgid "" "are often used in conjunction with a script so that the scene acts as an " "extension of the scripts declarative code." msgstr "" +"Como resultado, as capacidades de cada sistema são diferentes. As cenas " +"podem definir como uma classe estendida é inicializada, mas não o que seu " +"comportamento realmente é. As cenas são frequentemente usadas em conjunto " +"com um script para que a cena atue como uma extensão do código declarativo " +"do script." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:16 msgid "Anonymous types" -msgstr "" +msgstr "Tipos anônimos" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:18 msgid "" @@ -45,6 +53,9 @@ msgid "" "alone. This is, in essence, what the Godot Editor does, only in the C++ " "constructor of its objects." msgstr "" +"*É* possível definir completamente o conteúdo de uma cena usando apenas um " +"script. Isto é, em essência, o que o Editor do Godot faz, apenas no " +"construtor em C++ des seus objetos." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:22 msgid "" @@ -52,6 +63,9 @@ msgid "" "is identical to creating in-engine classes whereas handling scenes requires " "a change in API:" msgstr "" +"Mas, escolher qual deles usar pode ser um dilema. A criação de instâncias de " +"script é idêntica à criação de classes no motor, enquanto o manuseio de " +"cenas requer uma mudança na API:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:59 msgid "" @@ -59,11 +73,14 @@ msgid "" "differences between engine and script code. The larger and more complex the " "node, the more reason there is to build it as a scene." msgstr "" +"Além disso, os scripts irão operar um pouco mais lentamente do que as cenas " +"devido às diferenças de velocidade entre o motor e o código do script. " +"Quanto maior e mais complexo o nó, mais razão haverá para construí-lo como " +"uma cena." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:64 -#, fuzzy msgid "Named types" -msgstr "Tipos de espaços reservados" +msgstr "Tipos nomeados" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:66 msgid "" @@ -72,46 +89,51 @@ msgid "" "dialog with an optional icon. In these cases, the user's ability to use the " "script is much more streamlined. Rather than having to..." msgstr "" +"Em alguns casos, um usuário pode registrar um script como um novo tipo " +"dentro do próprio editor. Isso o exibe como um novo tipo na caixa de diálogo " +"de criação de nó ou recurso com um ícone opcional. Nestes casos, a " +"capacidade do usuário de usar o script é muito mais simplificada. Em vez de " +"ter que..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:71 msgid "Know the base type of the script they would like to use." -msgstr "" +msgstr "Conhecer o tipo base do script que eles gostariam de usar." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:73 msgid "Create an instance of that base type." -msgstr "Crie uma instância desse tipo base." +msgstr "Criar uma instância desse tipo base." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:75 msgid "Add the script to the node." -msgstr "Inclua o script no nó." +msgstr "Incluir o script ao nó." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:77 msgid "(Drag-n-drop method)" -msgstr "" +msgstr "(Método arrastar e soltar)" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:79 -#, fuzzy msgid "Find the script in the FileSystem dock." -msgstr "Executa o script no editor." +msgstr "Encontrar o script na dock Arquivos." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:81 -#, fuzzy msgid "Drag and drop the script onto the node in the Scene dock." -msgstr "Escrever um roteiro que pode acessar outros nós na cena." +msgstr "Arrastar e soltar o script no nó na dock Cena." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:83 msgid "(Property method)" -msgstr "" +msgstr "(Método de propriedade)" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:85 msgid "" "Scroll down to the bottom of the Inspector to find the ``script`` property " "and select it." msgstr "" +"Role até a parte inferior do Inspetor para encontrar a propriedade " +"``script`` e selecione-a." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:87 msgid "Select \"Load\" from the dropdown." -msgstr "" +msgstr "Selecione \"Carregar\" no menu suspenso." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:89 msgid "Select the script from the file dialog." @@ -124,85 +146,99 @@ msgid "" "of the above work. The creation dialog even has a search bar to look up the " "type by name." msgstr "" +"Com um script registrado, o tipo com script se torna uma opção de criação " +"como os outros nós e recursos no sistema. Não é necessário fazer nenhum dos " +"trabalhos acima. A caixa de diálogo de criação tem até uma barra de pesquisa " +"para pesquisar o tipo por nome." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:96 msgid "There are two systems for registering types..." msgstr "Existem dois sistemas para registrar tipos..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:98 -#, fuzzy msgid ":ref:`Custom Types <doc_making_plugins>`" -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr ":ref:`Tipos Personalizados <doc_making_plugins>`" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:100 msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "" +msgstr "Apenas editor. Os nomes de tipo não são acessíveis durante a execução." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:102 msgid "Does not support inherited custom types." -msgstr "" +msgstr "Não suporta tipos personalizados herdados." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:104 msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "" +msgstr "Uma ferramenta de inicialização. Cria o nó com o script. Nada mais." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:106 msgid "" "Editor has no type-awareness of the script or its relationship to other " "engine types or scripts." msgstr "" +"O editor não reconhece o tipo do script ou seu relacionamento com outros " +"tipos do motor ou scripts." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:109 #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:127 msgid "Allows users to define an icon." -msgstr "" +msgstr "Permite que os usuários definam um ícone." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:111 msgid "" "Works for all scripting languages because it deals with Script resources in " "abstract." msgstr "" +"Funciona para todas as linguagens de scripting pois lida com recursos de " +"Script em abstrato." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:113 msgid "" "Set up using :ref:`EditorPlugin.add_custom_type " "<class_EditorPlugin_method_add_custom_type>`." msgstr "" +"Configurado usando :ref:`EditorPlugin.add_custom_type " +"<class_EditorPlugin_method_add_custom_type>`." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:115 msgid ":ref:`Script Classes <doc_scripting_continued_class_name>`" -msgstr "" +msgstr ":ref:`Classes de Script <doc_scripting_continued_class_name>`" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:117 msgid "Editor and runtime accessible." -msgstr "" +msgstr "Acessíveis pelo editor e pela execução." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:119 -#, fuzzy msgid "Displays inheritance relationships in full." -msgstr "Herança múltipla não é permitida." +msgstr "Exibe relações de herança na íntegra." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:121 msgid "" "Creates the node with the script, but can also change types or extend the " "type from the editor." msgstr "" +"Cria o nó com o script, mas também pode alterar os tipos ou estender o tipo " +"a partir do editor." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:124 msgid "" "Editor is aware of inheritance relationships between scripts, script " "classes, and engine C++ classes." msgstr "" +"O editor está ciente das relações de herança entre scripts, classes de " +"script e classes C++ do motor." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:129 msgid "" "Engine developers must add support for languages manually (both name " "exposure and runtime accessibility)." msgstr "" +"Os desenvolvedores do motor devem adicionar suporte a linguagens manualmente " +"(tanto a exposição do nome quanto a acessibilidade durante a execução)." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:132 msgid "Godot 3.1+ only." -msgstr "Godot 3.1+ apenas." +msgstr "Apenas em Godot 3.1+." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:134 msgid "" @@ -210,6 +246,9 @@ msgid "" "scripting languages. Each scripting language must implement its own support " "for exposing this information." msgstr "" +"O Editor verifica pastas do projeto e registra todos os nomes expostos para " +"todas as linguagens de scripting. Cada linguagem de scripting deve " +"implementar seu próprio suporte para expor estas informações." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:138 msgid "" @@ -218,6 +257,10 @@ msgid "" "script resource. Creating instances and accessing constants or static " "methods is viable from anywhere." msgstr "" +"Ambas as metodologias adicionam nomes à caixa de diálogo de criação, mas as " +"classes de script, em particular, também permitem que os usuários acessem o " +"nome do tipo sem carregar o recurso de script. Criar instâncias e acessar " +"constantes ou métodos estáticos é viável de qualquer lugar." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:143 msgid "" @@ -226,21 +269,29 @@ msgid "" "creating in-house tools for designers to use will find an easier time of " "things this way." msgstr "" +"Com funcionalidades como estas, pode-se desejar que seu tipo seja um script " +"sem uma cena devido à facilidade de uso que ele proporciona aos usuários. " +"Aqueles que desenvolvem plug-ins ou criam ferramentas internas para os " +"designers usarem acharão mais fácil as coisas desta forma." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:148 msgid "" "On the downside, it also means having to use largely imperative programming." msgstr "" +"No lado negativo, também significa ter de utilizar uma programação " +"imperativa." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:151 msgid "Performance of Script vs PackedScene" -msgstr "" +msgstr "Desempenho do Script vs PackedScene" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:153 msgid "" "One last aspect to consider when choosing scenes and scripts is execution " "speed." msgstr "" +"Um último aspecto a considerar ao escolher cenas e scripts é a velocidade de " +"execução." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:155 msgid "" @@ -248,6 +299,10 @@ msgid "" "initialize them grows much larger. Creating node hierarchies demonstrates " "this. Each Node's logic could be several hundred lines of code in length." msgstr "" +"Conforme o tamanho dos objetos aumenta, o tamanho necessário dos scripts " +"para criá-los e inicializá-los fica muito maior. A criação de hierarquias de " +"nós demonstra isso. A lógica de cada Nó pode ter várias centenas de linhas " +"de código." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:159 msgid "" @@ -255,6 +310,10 @@ msgid "" "script to it, sets its future parent as its owner so it gets saved to disk " "along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" +"O exemplo de código abaixo cria um novo ``Node``, muda seu nome, atribui um " +"script a ele, define seu futuro pai como seu proprietário para que seja " +"salvo no disco junto com ele e, finalmente, o adiciona como filho do nó " +"``Main``:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:195 msgid "" @@ -262,6 +321,9 @@ msgid "" "instruction makes a call to the scripting API which leads to many \"lookups" "\" on the back-end to find the logic to execute." msgstr "" +"Um código de script como este é muito mais lento do que o código C++ do lado " +"do motor. Cada instrução faz uma chamada para a API de scripting que leva a " +"muitas \"pesquisas\" no back-end para encontrar a lógica a ser executada." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:199 msgid "" @@ -271,15 +333,19 @@ msgid "" "scenes in batches on the back-end and provide much better performance than " "scripts." msgstr "" +"Cenas ajudam a evitar este problema de desempenho. :ref:`PackedScene " +"<class_PackedScene>`, o tipo base do qual as cenas herdam, define recursos " +"que utilizam dados serializados para criar objetos. O motor pode processar " +"cenas em lotes no back-end e fornecer um desempenho muito melhor do que os " +"scripts." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:205 msgid "Conclusion" msgstr "Conclusão" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:207 -#, fuzzy msgid "In the end, the best approach is to consider the following:" -msgstr "Ao longo desta série, nós cobriremos como:" +msgstr "No final, a melhor abordagem é considerar o seguinte:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:209 msgid "" @@ -289,6 +355,11 @@ msgid "" "chances are that it should probably be a script, likely one with a custom " "name/icon." msgstr "" +"Se alguém deseja criar uma ferramenta básica que será reutilizada em vários " +"projetos diferentes e que pessoas de todos os níveis de habilidade " +"provavelmente usarão (incluindo aqueles que não se rotulam como " +"\"programadores\"), então é provável que deva ser um script, provavelmente " +"um com um nome/ícone personalizado." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:214 msgid "" @@ -296,6 +367,9 @@ msgid "" "should always be a scene. Scenes are easier to track/edit and provide more " "security than scripts." msgstr "" +"Se alguém deseja criar um conceito que seja específico para seu jogo, então " +"deve ser sempre uma cena. As cenas são mais fáceis de rastrear/editar e " +"fornecem mais segurança do que os scripts." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:218 msgid "" @@ -303,3 +377,6 @@ msgid "" "this in 3.1 by declaring a script class and giving it a scene as a constant. " "The script becomes, in effect, a namespace:" msgstr "" +"Se alguém quiser dar um nome a uma cena, então eles ainda podem fazer isso " +"no 3.1, declarando uma classe de script e dando a ela uma cena como uma " +"constante. O script se torna, de fato, um namespace:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index f337e21149..ea713134a5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,13 +19,15 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:4 msgid "Applying object-oriented principles in Godot" -msgstr "" +msgstr "Aplicando princípios de orientação a objetos em Godot" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:6 msgid "" "The engine offers two main ways to create reusable objects: scripts and " "scenes. Neither of these technically define classes under the hood." msgstr "" +"O motor oferece duas maneiras principais de criar objetos reutilizáveis: " +"scripts e cenas. Nenhum deles define tecnicamente as classes subjacentes." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:9 msgid "" @@ -33,22 +35,30 @@ msgid "" "programming principles to the scripts and scenes that compose your game. " "That is why it's useful to understand how we can think of them as classes." msgstr "" +"Ainda assim, muitas das melhores práticas usando o Godot envolvem a " +"aplicação de princípios de programação orientada a objetos aos scripts e " +"cenas que compõem seu jogo. É por isso que é útil entender como podemos " +"pensar neles como classes." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:13 msgid "" "This guide briefly explains how scripts and scenes work in the engine's core " "to help you understand how they work under the hood." msgstr "" +"Este guia explica resumidamente como os scripts e as cenas funcionam no " +"núcleo do motor para ajudá-lo a entender como eles funcionam nos bastidores." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:17 msgid "How scripts work in the engine" -msgstr "" +msgstr "Como os scripts funcionam no motor" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:19 msgid "" "The engine provides built-in classes like :ref:`Node <class_Node>`. You can " "extend those to create derived types using a script." msgstr "" +"O motor fornece classes incorporadas como :ref:`Node <class_Node>`. Você " +"pode estendê-las para criar tipos derivados usando um script." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:22 msgid "" @@ -56,6 +66,9 @@ msgid "" "tell the engine a sequence of initializations to perform on one of the " "engine's built-in classes." msgstr "" +"Esses scripts não são tecnicamente classes. Em vez disso, são recursos que " +"informam ao motor uma sequência de inicializações para executar em uma das " +"classes integradas do motor." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:25 msgid "" @@ -63,26 +76,26 @@ msgid "" "ref:`ClassDB <class_ClassDB>`. This database provides runtime access to " "class information. ``ClassDB`` contains information about classes like:" msgstr "" +"As classes internas do Godot possuem métodos que registram os dados de uma " +"classe com um :ref: `ClassDB <class_ClassDB>`. Este banco de dados fornece " +"acesso em tempo de execução às informações da classe. ``ClassDB`` contém " +"informações sobre classes como:" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:29 -#, fuzzy msgid "Properties." -msgstr "Propriedades do Node" +msgstr "Propriedades." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:30 -#, fuzzy msgid "Methods." -msgstr "Métodos Estáticos" +msgstr "Métodos." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:31 -#, fuzzy msgid "Constants." -msgstr "Constantes" +msgstr "Constantes." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:32 -#, fuzzy msgid "Signals." -msgstr "Sinais" +msgstr "Sinais." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:34 msgid "" @@ -91,12 +104,18 @@ msgid "" "records and the object's base types' records to see if the object supports " "the operation." msgstr "" +"Este ``ClassDB`` é o que os objetos verificam ao realizar uma operação como " +"acessar uma propriedade ou chamar um método. Ele verifica os registros do " +"banco de dados e os registros dos tipos base do objeto para ver se o objeto " +"suporta a operação." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:38 msgid "" "Attaching a :ref:`Script <class_Script>` to your object extends the methods, " "properties, and signals available from the ``ClassDB``." msgstr "" +"Anexar um :ref:`Script <class_Script>` ao seu objeto estende os métodos, " +"propriedades e sinais disponíveis da ``ClassDB``." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:43 msgid "" @@ -106,6 +125,11 @@ msgid "" "they extend ``Reference`` though, you cannot attach them to a :ref:`Node " "<class_Node>`." msgstr "" +"Mesmo os scripts que não usam a palavra-chave ``extends`` herdam " +"implicitamente da classe :ref:`Reference <class_Reference>` da base do " +"motor. Como resultado, você pode instanciar scripts sem a palavra-chave " +"``extends`` do código. Uma vez que eles estendem ``Reference``, você não " +"pode anexá-los a um :ref:`Node <class_Node>`." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:49 msgid "Scenes" @@ -118,6 +142,10 @@ msgid "" "inheritable groups of nodes. Creating a scene is similar to having a script " "that creates nodes and adds them as children using ``add_child()``." msgstr "" +"O comportamento das cenas tem muitas semelhanças com as classes, então pode " +"fazer sentido pensar em uma cena como uma classe. As cenas são grupos de nós " +"reutilizáveis, instanciados e herdáveis. Criar uma cena é semelhante a ter " +"um script que cria nós e os adiciona como filhos usando ``add_child()``." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:55 msgid "" @@ -125,27 +153,29 @@ msgid "" "scene's nodes. As such, the scene is often an extension of the script's " "declarative code." msgstr "" +"Muitas vezes emparelhamos uma cena com um nó raiz com script que faz uso dos " +"nós da cena. Como tal, a cena é muitas vezes uma extensão do código " +"declarativo do script." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:58 msgid "The content of a scene helps to define:" -msgstr "" +msgstr "O conteúdo de uma cena ajuda a definir:" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:60 -#, fuzzy msgid "What nodes are available to the script" -msgstr "O papel do roteiro" +msgstr "Quais nós estão disponíveis para o script" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:61 msgid "How they are organized" -msgstr "" +msgstr "Como eles são organizados" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:62 msgid "How they are initialized" -msgstr "" +msgstr "Como eles são inicializados" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:63 msgid "What signal connections they have with each other" -msgstr "" +msgstr "Que conexões de sinal eles têm uns com os outros" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:65 msgid "" @@ -154,15 +184,23 @@ msgid "" "apply to written code also apply to scenes: single responsibility, " "encapsulation, and others." msgstr "" +"Por que isto é importante para a organização da cena? Porque instâncias de " +"cenas *são* objetos. Como resultado, muitos princípios de orientação a " +"objetos que se aplicam ao código escrito também se aplicam a cenas: " +"responsabilidade única, encapsulamento e outros." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:69 msgid "" "The scene is *always an extension of the script attached to its root node*, " "so you can interpret it as part of a class." msgstr "" +"A cena é *sempre uma extensão do script anexado ao seu nó raiz*, então você " +"pode interpretá-la como parte de uma classe." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:72 msgid "" "Most of the techniques explained in this best practices series build on this " "point." msgstr "" +"A maioria das técnicas explicadas nesta série de melhores práticas se baseia " +"neste ponto." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index abc8f1d00e..aead3b53b7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:4 -#, fuzzy msgid "Custom builds for Android" -msgstr "Exportando para Android" +msgstr "Compilações personalizadas para Android" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:6 msgid "" @@ -42,11 +41,11 @@ msgstr "Existem algumas razões para você querer fazer isso:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:13 msgid "Modify the project before it's built." -msgstr "Modifique o projeto antes dele ser construído." +msgstr "Modificar o projeto antes dele ser compilado." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:14 msgid "Add external SDKs that build with your project." -msgstr "Adicione SDKs externos utilizados no seu projeto." +msgstr "Adicionar SDKs externos utilizados no seu projeto." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:16 msgid "" @@ -58,17 +57,19 @@ msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" -msgstr "" +msgstr "Configure o ambiente de compilação personalizado" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:23 msgid "Go to the Project menu, and install the *Custom Build* template:" -msgstr "" +msgstr "Vá para o menu Projeto e instale o modelo de *Custom Build*:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:27 msgid "" "Make sure export templates are downloaded. If not, this menu will help you " "download them." msgstr "" +"Certifique-se de que os modelos de exportação estejam baixados. Caso " +"contrário, este menu ajudará você a baixá-los." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:30 msgid "" @@ -77,16 +78,22 @@ msgid "" "your own add-ons<doc_android_plugin>`, or you really need to modify the " "project." msgstr "" +"Um projeto Android baseado em Gradle será criado em ``res://android/build``. " +"Editar estes arquivos não é necessário a menos que você queira :ref:`criar " +"seus próprios add-ons <doc_android_plugin>`, ou você realmente precise " +"modificar o projeto." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:36 msgid "Enabling the custom build and exporting" -msgstr "" +msgstr "Habilitando a compilação personalizada e exportando" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:38 msgid "" "When setting up the Android project in the **Project > Export** dialog, " "**Custom Build** needs to be enabled:" msgstr "" +"Ao configurar o projeto Android na caixa de diálogo **Projeto > Exportar**, " +"**Custom Build** precisa ser ativado:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:43 msgid "" @@ -94,9 +101,14 @@ msgid "" "the `Gradle <https://gradle.org/>`__ build system to generate fresh " "templates (this window will appear every time):" msgstr "" +"A partir de agora, tentar exportar o projeto ou implantar com um clique irá " +"chamar o sistema de compilação do `Gradle <https://gradle.org/>`__ para " +"gerar novos modelos (esta janela aparecerá todas as vezes):" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:49 msgid "" "The templates built will be used automatically afterwards, so no further " "configuration is needed." msgstr "" +"Os modelos construídos serão usados automaticamente depois, portanto, " +"nenhuma configuração adicional é necessária." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 3c54d295d4..34e34f904c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:4 msgid "Changing application icon for Windows" -msgstr "" +msgstr "Alterando o ícone do aplicativo para Windows" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:6 msgid "" @@ -27,11 +27,14 @@ msgid "" "most likely want to change that for your project. There are two types of " "icons that can be changed on Windows: the file icon and the taskbar icon." msgstr "" +"Por padrão, o ícone do projeto exportado será o ícone do Godot. Você " +"provavelmente vai querer mudar isso para seu projeto. Existem dois tipos de " +"ícones que podem ser alterados no Windows: o ícone do arquivo e o ícone da " +"barra de tarefas." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:11 -#, fuzzy msgid "Creating an ICO file" -msgstr "Criando um projeto" +msgstr "Criando um arquivo ICO" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:13 msgid "" @@ -40,18 +43,26 @@ msgid "" "application icon in any program but you will have to convert it to an ICO " "file using a program such as GIMP." msgstr "" +"O Windows não usa formatos como png ou jpg para ícones de aplicativo. Em vez " +"disso, ele usa um formato somente para Windows chamado ICO. Você pode criar " +"seu ícone de aplicativo em qualquer programa, mas terá que convertê-lo para " +"um arquivo ICO usando um programa como o GIMP." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:18 msgid "" "`This video tutorial <https://www.youtube.com/watch?v=uqV3UfM-n5Y>`_ goes " "over how to export an ICO file with GIMP." msgstr "" +"`Este tutorial em vídeo <https://www.youtube.com/watch?v=uqV3UfM-n5Y>`_ " +"explica como exportar um arquivo ICO com o GIMP." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:21 msgid "" "It is also possible to convert a PNG image to an hiDPI-friendly ICO file " "using this `ImageMagick <https://www.imagemagick.org/>`_ command:" msgstr "" +"Também é possível converter uma imagem PNG para um arquivo ICO amigável ao " +"hiDPI usando este comando do `ImageMagick <https://www.imagemagick.org/>`_:" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:30 msgid "" @@ -75,17 +86,18 @@ msgid "" "The taskbar icon is the icon that shows up on the taskbar when your project " "is running." msgstr "" +"O ícone da barra de tarefas é o ícone que aparece na barra de tarefas quando " +"seu projeto está sendo executado." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:45 -#, fuzzy msgid "" "To change the taskbar icon, go to **Project → Project Settings → Application " "→ Config → Windows Native Icon**. Click on the folder icon and select your " "ICO file." msgstr "" -"A cena principal é na qual o seu jogo iniciará. Em *Projeto -> Opções do " -"Projeto -> Aplicação -> Rodar*, defina *Cena Principal* para \"Main.tscn\" " -"clicando no ícone da pasta e selecionando-a." +"Para alterar o ícone da barra de tarefas, vá para **Projeto → Opções do " +"Projeto → Aplicação → Config → Windows Native Icon**. Clique no ícone da " +"pasta e selecione seu arquivo ICO." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:51 msgid "" @@ -93,6 +105,9 @@ msgid "" "the icon for macOS, use ``Macos Native Icon``. And for any other platform, " "use the ``Icon`` setting." msgstr "" +"Esta configuração só altera o ícone do jogo exportado no Windows. Para " +"definir o ícone para macOS, use ``Macos Native Icon``. E para qualquer outra " +"plataforma, use a configuração ``Icon``." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:56 msgid "Changing the file icon" @@ -106,12 +121,19 @@ msgid "" "choose to enable the **Embed Pck** option for your Windows export preset in " "the Export dialog." msgstr "" +"Existem `problemas conhecidos <https://github.com/godotengine/godot/" +"issues/33466>`__ ao alterar o ícone do aplicativo em executáveis que " +"incorporam um arquivo PCK. É recomendado evitar usar o rcedit por enquanto " +"se você excolher a opção **Embed Pck** para sua predefinição de exportação " +"no diálogo de Exportar." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:65 msgid "" "The file icon is the icon of the executable that you click on to start the " "project." msgstr "" +"O ícone do arquivo é o ícone do executável que você clica para iniciar o " +"projeto." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:70 msgid "" @@ -119,6 +141,9 @@ msgid "" "tool called **rcedit**. You can download it `here <https://github.com/" "electron/rcedit/releases>`_." msgstr "" +"Antes de selecioná-lo nas opções de exportação, você precisará instalar uma " +"ferramenta extra chamada **rcedit**. Você pode baixá-la `aqui <https://" +"github.com/electron/rcedit/releases>`_." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:74 msgid "" @@ -127,12 +152,18 @@ msgid "" "Click on the folder icon for the **rcedit** entry. Navigate to and select " "the rcedit executable." msgstr "" +"Após o download, você precisa dizer ao Godot o caminho para o executável " +"rcedit em seu computador. Vá para **Editor → Configurações do Editor → " +"Export → Windows**. Clique no ícone da pasta para a entrada **rcedit**. " +"Navegue e selecione o executável rcedit." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:82 msgid "" "Linux and macOS users will also need to install `WINE <https://www.winehq." "org/>`_ to use rcedit." msgstr "" +"Os usuários de Linux e macOS também precisarão instalar o `WINE <https://www." +"winehq.org/>`_ para usar o rcedit." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:87 msgid "" @@ -141,6 +172,10 @@ msgid "" "Export**. Assuming you have already created a Windows Desktop preset, select " "your icon in ICO format in the **Application → Icon** field." msgstr "" +"Agora você deve ter tudo pronto para alterar o ícone do arquivo. Para fazer " +"isso, você precisa especificar o ícone ao exportar. Vá para **Projeto → " +"Exportar**. Assumindo que você já tenha criado uma predefinição Windows " +"Desktop, selecione seu ícone em formato ICO no campo **Application → Icon**." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:97 msgid "" @@ -150,12 +185,21 @@ msgid "" "godotengine/godot/blob/master/platform/windows/godot.ico>`__ with your own " "ICO file *before* compiling export templates." msgstr "" +"Se o rcedit falhar em alterar o ícone, você pode em vez disso :ref:`compilar " +"seus próprios modelos de exportação Windows <doc_compiling_for_windows>` com " +"o ícone alterado. Para isso, substitua o `platform/windows/godot.ico " +"<https://github.com/godotengine/godot/blob/master/platform/windows/godot." +"ico>`__ pelo seu próprio arquivo ICO *antes* de compilar os modelos de " +"exportação." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:103 msgid "" "Once this is done, you can specify your export templates as custom export " "templates in your project's Windows export preset." msgstr "" +"Uma vez feito isso, você pode especificar seus modelos de exportação como " +"modelos de exportação personalizados na predefinição de exportação do " +"Windows do seu projeto." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:107 msgid "Testing the result" @@ -165,6 +209,8 @@ msgstr "Testando o resultado" msgid "" "You can now export the project. If it worked correctly, you should see this:" msgstr "" +"Agora você pode exportar o projeto. Se funcionou corretamente, você deve ver " +"isto:" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:115 msgid "" @@ -172,3 +218,6 @@ msgid "" "cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" "ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" +"Se seu ícone não estiver aparecendo corretamente, no Windows 10, tente " +"limpar o cache de ícones. Para isso, abra a caixa de diálogo **Executar** e " +"digite ``ie4uinit.exe -ClearIconCache`` ou ``ie4uinit.exe -show``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 3a60ed6fa3..47deb2c750 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,15 +22,14 @@ msgid "Exporting for Android" msgstr "Exportando para Android" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:6 -#, fuzzy msgid "" "Exporting for Android has fewer requirements than compiling Godot for " "Android. The following steps detail what is needed to set up the Android SDK " "and the engine." msgstr "" "Exportar para Android possui menos requisitos do que compilar o Godot para " -"ele. Os passos seguintes detalham o que é necessário para configurar o SDK e " -"o motor." +"Android. Os passos seguintes detalham o que é necessário para configurar o " +"Android SDK e o motor." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:10 msgid "Download the Android SDK" @@ -53,12 +52,17 @@ msgid "" "Run it once to complete the SDK setup using these `instructions <https://" "developer.android.com/studio/intro/update#sdk-manager>`__." msgstr "" +"Execute-o uma vez para concluir a configuração do SDK usando estas " +"`instruções <https://developer.android.com/studio/intro/update#sdk-" +"manager>`__." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:17 msgid "" "Ensure that the `required packages <https://developer.android.com/studio/" "intro/update#recommended>`__ are installed as well." msgstr "" +"Certifique-se de que os `pacotes necessários <https://developer.android.com/" +"studio/intro/update#recommended>`__ estão instalados também." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:19 msgid "Android SDK Platform-Tools version 30.0.5 or later" @@ -75,17 +79,16 @@ msgid "Android SDK Platform 29" msgstr "Plataforma Android SDK" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22 -#, fuzzy msgid "Android SDK Command-line Tools (latest)" -msgstr "Instalar o Android SDK (versão de linha de comando)" +msgstr "Android SDK Command-line Tools (o mais recente)" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:23 msgid "CMake version 3.10.2.4988404" -msgstr "" +msgstr "CMake versão 3.10.2.4988404" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "NDK version 21.4.7075529" -msgstr "" +msgstr "NDK versão 21.4.7075529" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "" @@ -101,12 +104,17 @@ msgid "" "developer.android.com/studio/command-line/sdkmanager>`__ command to complete " "the setup process:" msgstr "" +"Assim que as ferramentas de linha de comando estiverem instaladas, execute o " +"comando `sdkmanager <https://developer.android.com/studio/command-line/" +"sdkmanager>`__ para concluir o processo de configuração:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" +"Se você estiver usando Linux, **não use um SDK do Android fornecido pelos " +"repositórios de sua distribuição, pois geralmente estará desatualizado**." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 msgid "Install OpenJDK 8" @@ -126,7 +134,6 @@ msgid "Create a debug.keystore" msgstr "Crie um debug.keystore" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:47 -#, fuzzy msgid "" "Android needs a debug keystore file to install to devices and distribute non-" "release APKs. If you have used the SDK before and have built projects, ant " @@ -137,7 +144,8 @@ msgstr "" "O Android precisa de um arquivo de debug keystore para instalar em " "dispositivos e distribuir APKs sem lançamento. Se você já usou o SDK antes e " "construiu projetos, ant ou eclipse provavelmente gerou um para você (no " -"Linux e macOS, você pode encontrá-lo no diretório ``~/.android```)." +"diretório ``~/.android`` em Linux e macOS, e no diretório ``C:\\Users\\<user>" +"\\.android\\`` no Windows)." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:52 msgid "" @@ -181,9 +189,8 @@ msgstr "" "localizadas:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:72 -#, fuzzy msgid "In that screen, 2 paths need to be set:" -msgstr "Nessa tela, o caminho para 3 arquivos precisa ser definido:" +msgstr "Nessa tela, o caminho para 2 arquivos precisa ser definido:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:74 msgid "" @@ -200,18 +207,33 @@ msgid "" "The debug ``.keystore`` file - It can be found in the folder where you put " "the ``debug.keystore`` file you created above." msgstr "" -"O arquivo debug ``.keystore``` - Pode ser encontrado na pasta onde você " -"coloca o arquivo ``debug.keystore``` que você criou acima." +"O arquivo debug ``.keystore`` - Pode ser encontrado na pasta onde você " +"coloca o arquivo ``debug.keystore`` que você criou acima." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 msgid "Once that is configured, everything is ready to export to Android!" msgstr "Uma vez configurado, tudo está pronto para exportar para o Android!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Fornecendo ícones de launcher" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -223,11 +245,11 @@ msgstr "" "resolução (para telas de densidade ``xxxhdpi``), e irá gerar automaticamente " "variantes para resoluções menores." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Há dois tipos de ícones requisitados pelo Godot:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -236,7 +258,7 @@ msgstr "" "versões do Android até o Android 8 (Oreo), exclusivo. Deve ter pelo menos " "192×192 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -245,14 +267,14 @@ msgid "" "launcher application will control the icon's animation and masking. Must be " "at least 432×432 px." msgstr "" -"**Ícones Adaptáveis**: A partir do Android 8 (inclusivo), 'Ícones Adaptáveis " +"**Ícones Adaptáveis**: A partir do Android 8 (inclusivo), `Ícones Adaptáveis " "<https://developer.android.com/guide/practices/ui_guidelines/" -"icon_design_adaptive>'_ foram introduzidos. Aplicativos vão precisar incluir " +"icon_design_adaptive>`_ foram introduzidos. Aplicativos vão precisar incluir " "separadamente ícones de fundo e de frente para terem um visual nativo. O " "aplicativo de launcher do usuário vai controlar a animação e máscara do " "ícone. Deve ter no minimo 432x432 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -261,10 +283,10 @@ msgid "" msgstr "" "É importante seguir algumas regras ao criar ícones adaptáveis. `O Google " "Design forneceu um bom artigo <https://medium.com/google-design/designing-" -"adaptive-icons-515af294c783>` _ que ajuda a entender essas regras e alguns " +"adaptive-icons-515af294c783>`_ que ajuda a entender essas regras e alguns " "dos recursos dos ícones adaptáveis." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -275,7 +297,7 @@ msgstr "" "um diâmetro de 66dp (264 pixels em ``xxxhdpi``) para evitar ser cortado pelo " "launcher." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -284,14 +306,14 @@ msgstr "" "usando uma cadeia de fallback, tentando a próxima na linha quando a atual " "falhar:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Ícone principal:** Ícone principal fornecido -> Ícone do projeto -> Ícone " "principal do Godot padrão." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -299,7 +321,7 @@ msgstr "" "**Ícone Adaptativo (frente)**: Ícone de frente fornecido -> Ícone principal " "fornecido -> Ícone do projeto -> Ícone principal do Godot padrão." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -307,22 +329,21 @@ msgstr "" "**Ícone Adaptativo (verso):** Ícone de verso fornecido -> Ícone principal do " "Godot padrão." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -"É altamente recomendado fornecer todos os ícones requeridos, e ao menos com " -"as resoluções especificadas. Só assim seu aplicativo vai parecer ótimo em " -"todos os dispositivos Android e suas versões." +"É altamente recomendável fornecer todos os ícones solicitados com suas " +"resoluções especificadas. Desta forma, seu aplicativo ficará ótimo em todos " +"os dispositivos e versões do Android." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Exportando para a Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -330,7 +351,7 @@ msgstr "" "Enviar um APK para a Play Store do Google requer que você o assine usando um " "arquivo keystore não-depuração; tal arquivo pode ser gerado assim:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -342,43 +363,50 @@ msgstr "" "guias de Desenvolvedor Android do Google para aprender mais sobre `Assinar o " "app <https://developer.android.com/studio/publish/app-signing>`__." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Agora preencha-o nos seguintes campos nas suas Predefinições de Exportação " "Android:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" +"**Release:** Insira o caminho para o arquivo keystore que você acabou de " +"gerar." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." -msgstr "" +msgstr "**Release User:** Substitua pelo alias da chave." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" +"**Release Password:** Senha da chave. Observe que a senha do keystore e a " +"senha da chave atualmente precisam ser as mesmas." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" +"**Seu arquivo export_presets.cfg agora contém informações sensíveis.** Se " +"você usa um sistema de controle de versão, deve removê-lo dos repositórios " +"públicos e adicioná-lo ao arquivo ``.gitignore`` ou equivalente." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" -msgstr "" +msgstr "Otimizando o tamanho do APK" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -387,8 +415,15 @@ msgid "" "for a single architecture. Note that applications targeting ARMv7 can also " "run on ARMv8 devices, but the opposite is not true." msgstr "" +"Por padrão, o APK conterá bibliotecas nativas para as arquiteturas ARMv7 e " +"ARMv8. Isso aumenta seu tamanho significativamente. Para criar um APK menor, " +"desmarque **Armeabi-v 7a** ou **Arm 64 -v 8a** na predefinição de exportação " +"do Android do seu projeto. Isto criará um APK que contém apenas uma " +"biblioteca para uma única arquitetura. Observe que os aplicativos voltados " +"para ARMv7 também podem ser executados em dispositivos ARMv8, mas o oposto " +"não acontece." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -398,10 +433,21 @@ msgid "" "creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most " "devices in use today." msgstr "" +"Desde agosto de 2019, o Google Play exige que todos os aplicativos estejam " +"disponíveis no formato de 64 bits. Isso significa que você não pode fazer " +"upload de um APK que contenha *apenas* uma biblioteca ARMv7. Para resolver " +"isso, você pode fazer upload de vários APKs para o Google Play usando sua " +"`Compatibilidade com vários APKs <https://developer.android.com/google/play/" +"publishing/multiple-apks>`__. Cada APK deve ter como alvo uma única " +"arquitetura; criar um APK para ARMv7 e ARMv8 geralmente é suficiente para " +"cobrir a maioria dos dispositivos em uso hoje." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " "information." msgstr "" +"Você pode otimizar o tamanho ainda mais compilando um modelo de exportação " +"Android com apenas as funcionalidades que você precisa. Veja :ref:" +"`doc_optimizing_for_size` para mais informações." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 9052a092a0..1c00cafbc6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:4 -#, fuzzy msgid "Exporting for dedicated servers" -msgstr "Exportando para a Web" +msgstr "Exportando para servidores dedicados" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:6 msgid "" @@ -28,23 +27,21 @@ msgid "" "doesn't have a GPU or display server available, you'll need to use a server " "build of Godot." msgstr "" -"Se você quer rodar seu projeto em um servidor dedicado, que não possue GPU " -"ou uma tela disponível, você vai precisar usar uma build do Godot para " -"servidor." +"Se você quer executar seu projeto em um servidor dedicado, que não possui " +"GPU ou uma tela disponível, você vai precisar usar uma compilação do Godot " +"para servidor." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:10 -#, fuzzy msgid "Platform support" -msgstr "oferecer suporte a mods" +msgstr "Suporte de plataforma" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:12 -#, fuzzy msgid "" "**Linux:** `Download an official Linux server binary <https://godotengine." "org/download/server>`__. To compile a server binary from source, follow " "instructions in :ref:`doc_compiling_for_x11`." msgstr "" -"**Linux:** `Download an official Linux server binary <https://godotengine." +"**Linux:** `Baixe um binário oficial de servidor Linux <https://godotengine." "org/download/server>`__. Para compilar o binário do servidor, da fonte, siga " "as instruções em :ref:`doc_compiling_for_x11`." @@ -57,7 +54,6 @@ msgstr "" "<doc_compiling_for_osx>`." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:16 -#, fuzzy msgid "" "**Windows:** There is no dedicated server build for Windows yet. As an " "alternative, you can use the ``--no-window`` command-line argument to " @@ -66,20 +62,21 @@ msgid "" "on the Windows machine." msgstr "" "**Windows:** Não existe uma build de servidor para Windows no momento. Como " -"alternatina, você pode usar o argumento de linha de comando ``--no-window`` " -"para previnir que o Godot crie uma janela." +"alternativa, você pode usar o argumento de linha de comando ``--no-window`` " +"para prevenir que o Godot crie uma janela. Observe que mesmo com o argumento " +"de linha de comando ``--no-window``, você precisará ter o suporte a OpenGL " +"disponível na máquina Windows." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:21 -#, fuzzy msgid "" "If your project uses C#, you'll have to use a Mono-enabled server binary." msgstr "" -"Se o seu projeto usa C#, você precisará usar um servidor binário Mono-" -"enabled." +"Se o seu projeto usa C#, você precisará usar um servidor binário habilitado " +"para Mono." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:24 msgid "\"Headless\" versus \"server\" binaries" -msgstr "" +msgstr "Binários \"headless\" versus \"server\"" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:26 msgid "" @@ -95,7 +92,7 @@ msgid "" "editor functionality, and is therefore smaller and more optimized." msgstr "" "**Servidor:** Use este para rodar servidores dedicados. Este não contém a " -"funcionalidade editor, e portanto, é menor e mais otimizado." +"funcionalidade do editor, e portanto é menor e mais otimizado." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:32 msgid "" @@ -103,32 +100,40 @@ msgid "" "be used for exporting projects. This binary *can* be used to run dedicated " "servers, but it's not recommended as it's larger and less optimized." msgstr "" +"**Headless:** Este binário contém a funcionalidade do editor e destina-se a " +"ser usado para exportar projetos. Este binário *pode* ser usado para rodar " +"servidores dedicados, mas não é recomendado porque é maior e menos otimizado." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:37 -#, fuzzy msgid "Exporting a PCK file" -msgstr "Exportação para PC" +msgstr "Exportando um arquivo PCK" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:39 -#, fuzzy msgid "There are two ways to export a project for a server:" -msgstr "Há algumas coisas para observar:" +msgstr "Há duas maneiras de exportar um projeto para um servidor:" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:41 msgid "" "Create a Linux/X11 export preset, define a custom Release export template " "that points to the server binary then export the project as usual." msgstr "" +"Crie uma predefinição de exportação Linux/X11, defina um modelo de " +"exportação Release personalizado que aponte para o binário do servidor e " +"exporte o projeto normalmente." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:43 msgid "Export a PCK file only, preferably from a Linux/X11 export preset." msgstr "" +"Exporte apenas um arquivo PCK, de preferência de uma predefinição de " +"exportação Linux/X11." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:45 msgid "" "Both methods should result in identical output. The text below describes the " "PCK file approach." msgstr "" +"Ambos os métodos devem resultar em saída idêntica. O texto abaixo descreve a " +"abordagem do arquivo PCK." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:48 msgid "" @@ -146,11 +151,8 @@ msgstr "" "PCK final, então você pode deixá-lo como está." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:54 -#, fuzzy msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "" -"Veja :ref:`Executando código no editor <doc_running_code_in_the_editor>` " -"para mais informações." +msgstr "Veja :ref:`doc_exporting_projects` para mais informações." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:58 msgid "" @@ -158,6 +160,9 @@ msgid "" "editor with the `--export-pack` option while in the project folder to export " "only a PCK file." msgstr "" +"Se você estiver exportando o projeto de um editor headless, chame o editor " +"headless com a opção `--export-pack` enquanto estiver na pasta do projeto " +"para exportar apenas um arquivo PCK." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:64 msgid "" @@ -166,10 +171,10 @@ msgid "" "possibly be. Support for stripping unneeded resources from a PCK for server " "usage is planned in a future Godot release." msgstr "" -"O arquivo PCK incluirá recursos que não são necesssário para o servidor, " +"O arquivo PCK incluirá recursos que não são necessários para o servidor, " "como texturas e efeitos sonoros. Isso significa que o arquivo PCK será maior " -"do que possivelmente seria. Suporte para retirar recursos desnecessários do " -"PCK para uso em servidor, está planejado para uma atualização futura do " +"do que possivelmente seria. O suporte para retirar recursos desnecessários " +"do PCK para uso em servidor está planejado para uma atualização futura do " "Godot." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:69 @@ -178,15 +183,14 @@ msgid "" "client and dedicated server build. This can be useful if you want to ship a " "single archive that can be used both as a client and dedicated server." msgstr "" -"O lado bom é que isso permite que o mesmo arquivo PCK seja usado, tanto por " -"cliente, quanto por servidor. Isso pode ser útil se você deseja enviar um " -"único arquivo que pode ser usado, tanto por cliente, quanto por servidor " -"dedicado." +"O lado bom é que isto permite que o mesmo arquivo PCK seja usado tanto por " +"um cliente quanto por uma compilação dedicada de servidor. Isto pode ser " +"útil se você deseja enviar um único arquivo que pode ser usado tanto como " +"cliente quanto como um servidor dedicado." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:74 -#, fuzzy msgid "Preparing the server distribution" -msgstr "Preparando o projeto" +msgstr "Preparando a distribuição do servidor" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:76 msgid "" @@ -198,16 +202,15 @@ msgid "" "file using the ``--main-pack`` command-line argument::" msgstr "" "Depois de baixar ou compilar um binário de servidor, você deve colocá-lo na " -"mesma pasta que o arquivo PCk que você exportou. O binário de servidor deve " -"ter o mesmo nome que o PCK(sem contar a extensão). Isso permite que o Godot " +"mesma pasta que o arquivo PCK que você exportou. O binário de servidor deve " +"ter o mesmo nome que o PCK (sem contar a extensão). Isto permite que o Godot " "detecte e use o arquivo PCK automaticamente. Se você quer iniciar um " "servidor com um PCK que tem um nome diferente , você pode especificar o " "caminho para o arquivo PCK utilizando o argumento ``--main-pack``::" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:86 -#, fuzzy msgid "Starting the dedicated server" -msgstr "Exportando para a Web" +msgstr "Iniciando o servidor dedicado" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:88 msgid "" @@ -216,12 +219,19 @@ msgid "" "argument. This can be done by adding the following code snippet in your main " "scene (or a singleton)'s ``_ready()`` method::" msgstr "" +"Se o cliente e o servidor fizerem parte do mesmo projeto do Godot, você terá " +"que adicionar uma maneira de iniciar o servidor diretamente usando um " +"argumento de linha de comando. Isto pode ser feito adicionando o seguinte " +"trecho de código no método ``_ready()`` de sua cena principal (ou um " +"singleton) ::" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:99 msgid "" "Alternatively, you can make the dedicated server always start up if a " "headless or server binary is detected::" msgstr "" +"Alternativamente, você pode fazer com que o servidor dedicado sempre seja " +"inicializado se um binário headless ou de servidor for detectado:" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:109 msgid "" @@ -229,6 +239,9 @@ msgid "" "most likely be configured in a way where running the main scene starts a " "server automatically." msgstr "" +"Se seu cliente e servidor são projetos do Godot separados, seu servidor " +"provavelmente deve ser configurado de uma maneira onde a execução da cena " +"principal iniciará um servidor automaticamente." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:114 msgid "Next steps" @@ -256,6 +269,6 @@ msgid "" "outside the scope of this tutorial)." msgstr "" "Se você já tem experiência com contêineres, você pode considerar colocar seu " -"servidor dedicado em um `Docker <https://www.docker.com/>`__ contêiner. " -"Dessa maneira, ele pode ser usado mais facilmente em uma configuração " +"servidor dedicado em um contêiner `Docker <https://www.docker.com/>`__. " +"Desta maneira, ele pode ser usado mais facilmente em uma configuração " "escalar automática (que está fora do escopo desse tutorial)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 3cd7bec430..1f71275d5e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,7 +60,7 @@ msgid "" "When the Export window opens, click **Add..** and select **iOS**." msgstr "" "No editor do Godot, abra a janela **Exportar** do menu **Projeto** Quando a " -"janela de exportação for aberta, clique em **Adicionar.. ** e selecione " +"janela de exportação for aberta, clique em **Adicionar..** e selecione " "**iOS**." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:22 @@ -72,11 +72,12 @@ msgstr "" "branco fará com que o exportador dê um erro:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:25 -#, fuzzy msgid "" "In the **Application** category * **App Store Team ID** and (Bundle) " "**Identifier**" -msgstr "Na categoria **Application** o campo **App Store Team ID**" +msgstr "" +"Na categoria **Application** os campos **App Store Team ID** e (Bundle) " +"**Identifier**" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:27 msgid "Everything in the **Required Icons** category" @@ -95,7 +96,7 @@ msgid "" "After you click **Export Project**, there are still two important options " "left:" msgstr "" -"Depois de clicar em **Projeto de Exportação**, ainda restam duas opções " +"Depois de clicar em **Exportar Projeto**, ainda restam duas opções " "importantes:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:33 @@ -115,44 +116,39 @@ msgstr "" "específicos do projeto." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:38 -#, fuzzy msgid "" "This tutorial uses **exported_xcode_project_name**, but you will use your " "project's name. When you see **exported_xcode_project_name** in the " "following steps, replace it with the name you used instead." msgstr "" "Este tutorial usa **exported_xcode_project_name**, mas você vai usar o nome " -"do seu projeto. Quando você ver **exported_xcode_project_name*** nos passos " +"do seu projeto. Quando você ver **exported_xcode_project_name** nos passos " "seguintes, substitua-o pelo nome que você usou." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:42 -#, fuzzy msgid "" "Avoid using spaces when you choose your **exported_xcode_project_name** as " "this can lead to corruption in your XCode project file." msgstr "" -"Evite usar espaços ao escolher seu ** exported_xcode_project_name **, pois " -"isso pode causar corrupção no seu arquivo de projeto do XCode." +"Evite usar espaços ao escolher seu **exported_xcode_project_name**, pois " +"isso pode corromper seu arquivo de projeto do XCode." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:45 -#, fuzzy msgid "When the export completes, the output folder should look like this:" msgstr "" "Quando a exportação for concluída, a pasta de saída deverá ficar assim:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:49 -#, fuzzy msgid "" "Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy " "like any other iOS app." msgstr "" -"Abrindo **exported_xcode_project_name.xcodeproj*** permite que você compile " -"e implemente como qualquer outra aplicação iOS." +"Abrindo **exported_xcode_project_name.xcodeproj** permite você compilar e " +"implementar como qualquer outro aplicativo para iOS." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:53 -#, fuzzy msgid "Active development considerations" -msgstr "Considerações de desenvolvimento ativas" +msgstr "Considerações de desenvolvimento ativo" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:55 msgid "" @@ -172,17 +168,15 @@ msgstr "" "arquivos de projeto do Godot diretamente no seu aplicativo." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:61 -#, fuzzy msgid "In the following example:" msgstr "No exemplo a seguir:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:63 -#, fuzzy msgid "" "**exported_xcode_project_name** is the name of the exported iOS application " "(as above)." msgstr "" -"**exported_xcode_project_name*** é o nome da aplicação iOS exportada (como " +"**exported_xcode_project_name*** é o nome do aplicativo iOS exportado (como " "acima)." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:64 @@ -194,21 +188,22 @@ msgid "" "**godot_project_to_export** must not be the same as " "**exported_xcode_project_name** to prevent signing issues in Xcode." msgstr "" +"**godot_project_to_export** não deve ser igual a " +"**exported_xcode_project_name** para evitar problemas de assinatura no Xcode." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:70 msgid "Steps to link a Godot project folder to Xcode" msgstr "Etapas para vincular uma pasta de projeto do Godot ao Xcode" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:72 -#, fuzzy msgid "Start from an exported iOS project (follow the steps above)." msgstr "Comece a partir de um projeto iOS exportado (siga os passos acima)." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:73 msgid "In Finder, drag the Godot project folder into the Xcode file browser." msgstr "" -"No Buscador, arraste a pasta do projeto do Godot para o navegador de " -"arquivos Xcode." +"No Finder, arraste a pasta do projeto do Godot para o navegador de arquivos " +"do Xcode." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:77 msgid "" @@ -216,15 +211,14 @@ msgid "" "means you will be able to continue to edit your Godot project in its current " "location." msgstr "" -"3. Na caixa de diálogo, certifique-se de **Criar referências de pasta** está " -"selecionado. Isto significa que você poderá continuar editando seu projeto " -"no Godot em sua localização atual." +"3. Na caixa de diálogo, certifique-se de que **Criar referências de pasta** " +"está selecionado. Isto significa que você poderá continuar editando seu " +"projeto do Godot em sua localização atual." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:82 -#, fuzzy msgid "See the **godot_project_to_export** folder in the Xcode file browser." msgstr "" -"Consulte a pasta **godot_project_to_export** no navegador de arquivos Xcode." +"Veja a pasta **godot_project_to_export** no navegador de arquivos do Xcode." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:83 msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." @@ -250,15 +244,13 @@ msgstr "" "lo no Xcode quando quiser executá-lo em um dispositivo." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:97 -#, fuzzy msgid "Plugins for iOS" -msgstr "Serviços para iOS" +msgstr "Plugins para iOS" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:99 -#, fuzzy msgid "" "Special iOS plugins can be used in Godot. Check out the :ref:" "`doc_plugins_for_ios` page." msgstr "" -"Serviços especiais para iOS podem ser usados no Godot. Veja a página :ref:" -"`doc_services_for_ios`." +"Plugins especiais para iOS podem ser usados no Godot. Veja a página :ref:" +"`doc_plugins_for_ios`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index c99bc2d0e6..79b65f83eb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -50,6 +50,8 @@ msgid "" "If you export for Windows with embedded PCK files, you will not be able to " "sign the program as it will break." msgstr "" +"Se você exportar para Windows com arquivos PCK embutidos, você não poderá " +"assinar o programa pois ele irá quebrar." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:21 msgid "" @@ -58,3 +60,7 @@ msgid "" "you're distributing your project via Steam as it bypasses code signing and " "antivirus checks." msgstr "" +"No Windows, a incorporação do PCK também é conhecida por causar falsos " +"positivos em programas antivírus. Portanto, é recomendável evitar usá-lo a " +"menos que você esteja distribuindo seu projeto via Steam, pois ele ignora a " +"assinatura de código e as verificações de antivírus." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 73602bd71d..0c1ff2d1b1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:4 -#, fuzzy msgid "Exporting for Universal Windows Platform" msgstr "Exportando para a Plataforma Universal do Windows" @@ -34,7 +33,6 @@ msgstr "" "não apenas do Windows." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:10 -#, fuzzy msgid "" "However, if you want to install and run the app, you need to sign it with a " "trusted signature. Godot supports automatic signing of packages with " @@ -46,21 +44,18 @@ msgstr "" "fazer isso." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:14 -#, fuzzy msgid "" "Also, make sure the Publisher Name you set when exporting the package " "matches the name used on the certificate." msgstr "" -"Além disso, certifique-se de que o Nome do Editor que você definiu ao " +"Além disso, certifique-se de que o Nome de Publicador que você definiu ao " "exportar o pacote corresponde ao nome usado no certificado." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:18 -#, fuzzy msgid "Limitations on Xbox One" msgstr "Limitações no Xbox One" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:20 -#, fuzzy msgid "" "As described in the `UWP documentation <https://docs.microsoft.com/en-us/" "windows/uwp/xbox-apps/system-resource-allocation>`__:" @@ -73,60 +68,50 @@ msgid "Submitted as an \"App\"" msgstr "Enviado como um \"App\"" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:23 -#, fuzzy msgid "available memory is 1GB" msgstr "memória disponível é de 1GB" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:24 -#, fuzzy msgid "share of 2-4 CPU cores" msgstr "compartilhamento de 2-4 núcleos de CPU" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25 -#, fuzzy msgid "shared access of GPU power (45%)" msgstr "acesso compartilhado de energia da GPU (45%)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30 -#, fuzzy msgid "" "Submitted as a \"Game\" (through `Xbox Live Creators Program <https://www." "xbox.com/en-US/developers/creators-program>`__)" msgstr "" -"Enviado como um \"Jogo\" (através do \"Xbox Live Creators Program\" <https://" -"www.xbox.com/en-US/developers/creators-program>`__)" +"Enviado como um \"Jogo\" (através do `Programa de Criadores do Xbox Live " +"<https://www.xbox.com/pt-BR/developers/creators-program>`__)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:28 -#, fuzzy msgid "available memory is 5GB" msgstr "memória disponível é de 5GB" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:29 -#, fuzzy msgid "4 exclusive CPU cores and 2 shared CPU cores" msgstr "4 núcleos de CPU exclusivos e 2 núcleos de CPU compartilhados" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30 -#, fuzzy msgid "exclusive access to GPU power (100%)" msgstr "acesso exclusivo à energia da GPU (100%)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:32 -#, fuzzy msgid "" "Exceeding these memory limitations will cause allocation failures and the " "application will crash." msgstr "" -"Excedendo estas limitações de memória irá causar falhas de alocação e a " -"aplicação irá falhar." +"Exceder estas limitações de memória irá causar falhas de alocação e o " +"aplicativo irá crashar." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:35 -#, fuzzy msgid "Creating a signing certificate" msgstr "Criando um certificado de assinatura" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:37 -#, fuzzy msgid "" "This requires the ``MakeCert.exe`` and ``Pvk2Pfx.exe`` tools, which come " "with the Windows SDK. If you use Visual Studio, you can open one of its " @@ -139,41 +124,36 @@ msgstr "" "caminho." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:41 -#, fuzzy msgid "" "You can get more detailed instructions from `Microsoft's documentation " "<https://msdn.microsoft.com/en-us/library/windows/desktop/jj835832(v=vs.85)." "aspx>`__." msgstr "" "Você pode obter instruções mais detalhadas na `documentação da Microsoft " -"<https://msdn.microsoft.com/en-us/library/windows/desktop/jj835832(v=vs.85)." +"<https://msdn.microsoft.com/pt-br/library/windows/desktop/jj835832(v=vs.85)." "aspx>`__." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:44 -#, fuzzy msgid "First, run ``MakeCert`` to create a private key::" -msgstr "Primeiro, execute ``MakeCert``` para criar uma chave privada::" +msgstr "Primeiro, execute o ``MakeCert`` para criar uma chave privada::" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:48 -#, fuzzy msgid "" "Where ``publisherName`` matches the Publisher Name of your package and " "``expirationDate`` is in the ``mm/dd/yyyy`` format." msgstr "" -"Onde `` publisherName`` corresponde ao Nome do Publicador do seu pacote e `` " -"expirationDate`` está no formato `` mm / dd / aaaa``." +"Onde ``publisherName`` corresponde ao Nome de Publicador do seu pacote e " +"``expirationDate`` está no formato ``mm/dd/aaaa``." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:51 -#, fuzzy msgid "" "Next, create a Personal Information Exchange (.pfx) file using ``Pvk2Pfx." "exe``::" msgstr "" "Em seguida, crie um arquivo de Troca de Informações Pessoais (.pfx) usando " -"''Pvk2Pfx.exe'::" +"``Pvk2Pfx.exe``::" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:55 -#, fuzzy msgid "" "If you don't specify a password with ``/po`` argument, the PFX will have the " "same password as the private key." @@ -182,7 +162,6 @@ msgstr "" "mesma senha da chave privada." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:58 -#, fuzzy msgid "" "You will also need to trust this certificate in order to be able to install " "your app. Open the Command Prompt as Administrator and run the following " @@ -193,9 +172,8 @@ msgstr "" "comando::" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:64 -#, fuzzy msgid "Setting up automatic signing" -msgstr "Configurando" +msgstr "Configurando a assinatura automática" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:66 msgid "" @@ -205,7 +183,7 @@ msgid "" msgstr "" "Para configurar a assinatura automática na exportação, você precisa ir para " "Configurações do Editor > Exportar > Uwp. A partir daí, você precisa clicar " -"na pasta `` Signtool`` e navegar até o arquivo `` SignTool.exe`` em seu " +"na pasta para ``Signtool`` e navegar até o arquivo ``SignTool.exe`` em seu " "computador." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:72 @@ -215,20 +193,26 @@ msgid "" "next to ``Certificate`` and go to the certificate file. Then enter the " "pfxPassword in the password field." msgstr "" +"Depois de definir isso, feche as configurações do editor, vá para Projeto > " +"Exportar e selecione a predefinição UWP. Nas opções de ``Signing``, clique " +"na pasta ao lado de ``Certificate`` e vá para o arquivo do certificado. Em " +"seguida, insira a pfxPassword no campo de senha." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:79 msgid "Your project will now be automatically signed on export." -msgstr "" +msgstr "Seu projeto agora será assinado automaticamente na exportação." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:81 msgid "" "If you want to sign an exported app manually run ``SignTool.exe`` and use " "the following command." msgstr "" +"Se você deseja assinar um aplicativo exportado manualmente, execute " +"``SignTool.exe`` e use o seguinte comando." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:84 msgid "SignTool sign /fd SHA256 /a /f MyKey.pfx /p pfxPassword package.appx" -msgstr "" +msgstr "SignTool sign /fd SHA256 /a /f MyKey.pfx /p pfxPassword pacote.appx" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:87 msgid "Installing the package" @@ -247,7 +231,7 @@ msgid "" "It's also possible to install by using the ``Add-AppxPackage`` PowerShell " "cmdlet." msgstr "" -"Também é possível instalar usando o ``Add-AppxPackage`` PowerShell cmdlet." +"Também é possível instalar usando o cmdlet ``Add-AppxPackage`` do PowerShell." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:94 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 44d45afcd0..dde89ffb14 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,13 +27,12 @@ msgid "" "This requires support for `WebAssembly <https://webassembly.org/>`__ and " "`WebGL <https://www.khronos.org/webgl/>`__ in the user's browser." msgstr "" -"Exportar HTML5 permite que jogos feitos com Godot Engine sejam publicados " -"para navegadores. É necessário que o navegador do usuário tenha suporte para " -"`WebAssembly <https://webassembly.org/>`__ e `WebGL <https://www.khronos.org/" -"webgl/>`__ ." +"A exportação HTML5 permite que jogos feitos com Godot Engine sejam " +"publicados para navegadores. É necessário que o navegador do usuário tenha " +"suporte para `WebAssembly <https://webassembly.org/>`__ e `WebGL <https://" +"www.khronos.org/webgl/>`__ ." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:11 -#, fuzzy msgid "" "Use the browser-integrated developer console, usually opened with :kbd:" "`F12`, to view **debug information** like JavaScript, engine, and WebGL " @@ -61,8 +60,9 @@ msgid "" "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, " "HTML5 export uses *WebGL 2* when the *GLES3* option is selected." msgstr "" -"Enquanto o renderizador *OpenGL ES 3* é substituído pelo *Vulkan*, projetos " -"exportados para HTML5 usam *WebGL 2* quando *GLES3* está selecionado." +"Até que o renderizador *OpenGL ES 3* seja substituído em favor do *Vulkan*, " +"projetos exportados para HTML5 usam *WebGL 2* quando *GLES3* está " +"selecionado." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:26 msgid "" @@ -94,7 +94,6 @@ msgid "Export options" msgstr "Opções de exportação" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:41 -#, fuzzy msgid "" "If a runnable web export template is available, a button appears between the " "*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " @@ -197,7 +196,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 -#, fuzzy msgid "" "Check the `list of open HTML5 issues on GitHub <https://github.com/" "godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__ to see " @@ -214,7 +212,6 @@ msgid "Using cookies for data persistence" msgstr "Usar cookies para dados persistentes" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96 -#, fuzzy msgid "" "Users must **allow cookies** (specifically IndexedDB) if persistence of the " "``user://`` file system is desired. When playing a game presented in an " @@ -237,7 +234,6 @@ msgstr "" "em alguns casos." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:106 -#, fuzzy msgid "Threads" msgstr "Threads" @@ -293,15 +289,14 @@ msgstr "" "suficiente, o evento relevante precisa estar ativo no momento." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:135 -#, fuzzy msgid "" "For the same reason, the full screen project setting doesn't work unless the " "engine is started from within a valid input event handler. This requires :" "ref:`customization of the HTML page <doc_customizing_html5_shell>`." msgstr "" -"Pela mesma razão, a opção Tela Cheia nas Configurações do Projeto não " -"funcionam a não ser que o motor seja iniciado a partir de um evento de input " -"válido. Isso requer :ref:`customização da página HTML " +"Pelo mesmo motivo, a opção de projeto de tela cheia não funciona a não ser " +"que o motor seja iniciado a partir de um manipulador de evento de entrada " +"válido. Isso requer uma :ref:`personalização da página HTML " "<doc_customizing_html5_shell>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 @@ -313,19 +308,18 @@ msgid "" "Chrome restricts how websites may play audio. It may be necessary for the " "player to click or tap or press a key to enable audio." msgstr "" -"Chrome restringe como os sites reproduzem áudio. Pode ser necessário que o " +"O Chrome restringe como os sites reproduzem áudio. Pode ser necessário que o " "jogador clique, toque ou pressione uma tecla para ativar o áudio." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145 -#, fuzzy msgid "" "Google offers additional information about their `Web Audio autoplay " "policies <https://sites.google.com/a/chromium.org/dev/audio-video/" "autoplay>`__." msgstr "" -"Google oferece informações adicionais sobe suas `Políticas de autoplay (Web " -"Audio autoplay policies) <https://sites.google.com/a/chromium.org/dev/audio-" -"video/autoplay>`__." +"O Google oferece informações adicionais sobre suas `Políticas de autoplay " +"(Web Audio autoplay policies) <https://sites.google.com/a/chromium.org/dev/" +"audio-video/autoplay>`__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:148 msgid "" @@ -354,18 +348,19 @@ msgid "The HTTP classes also have several restrictions on the HTML5 platform:" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:163 -#, fuzzy msgid "Accessing or changing the ``StreamPeer`` is not possible" msgstr "Acessar ou modificar o``StreamPeer`` não é possível" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:164 msgid "Threaded/Blocking mode is not available" -msgstr "" +msgstr "O modo Threaded/Blocking não está disponível" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:165 msgid "" "Cannot progress more than once per frame, so polling in a loop will freeze" msgstr "" +"Não pode progredir mais de uma vez por quadro, então a sondagem em loop irá " +"congelar" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:166 msgid "No chunked responses" @@ -380,6 +375,8 @@ msgid "" "Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/" "Security/Same-origin_policy>`__" msgstr "" +"Sujeito à `política de mesma origem <https://developer.mozilla.org/en-US/" +"docs/Web/Security/Same-origin_policy>`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" @@ -414,7 +411,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" -msgstr "" +msgstr "O splash de inicialização não é exibido" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:194 msgid "" @@ -422,20 +419,25 @@ msgid "" "However, the image is exported as a PNG file, so :ref:`custom HTML pages " "<doc_customizing_html5_shell>` can display it." msgstr "" +"A página HTML padrão não exibe o splash de inicialização durante o " +"carregamento. No entanto, a imagem é exportada como um arquivo PNG, para " +"que :ref:`páginas HTML personalizadas <doc_customizing_html5_shell>` possam " +"exibi-la." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:199 -#, fuzzy msgid "Shader language limitations" -msgstr "Especificação de Linguagem" +msgstr "Limitações de linguagem de shader" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:201 msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" +"Ao exportar um projeto GLES2 para HTML5, o WebGL 1.0 será usado. O WebGL 1.0 " +"não oferece suporte a loops dinâmicos, portanto, os shaders que os usam não " +"funcionam lá." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:205 -#, fuzzy msgid "Serving the files" msgstr "Servindo os arquivos" @@ -446,8 +448,8 @@ msgid "" "can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" "Exportar para a web gera muitos arquivos que serão servidos a partir de um " -"servidor web, incluindo uma página de apresentação padrão em HTML. Um " -"arquivo customizado pode ser usado, veja:ref:`doc_customizing_html5_shell`." +"servidor web, incluindo uma página HTML padrão para apresentação. Um arquivo " +"HTML personalizado pode ser usado, veja :ref:`doc_customizing_html5_shell`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:211 msgid "" @@ -456,8 +458,8 @@ msgid "" "never depended on by default." msgstr "" "O arquivo ``.html`` gerado pode ser usado como ``DirectoryIndex`` em " -"servidores Apache e podem ser renomeados para e.g. ``index.html``a qualquer " -"momento, ele não depende do nome por padrão." +"servidores Apache e podem ser renomeados para, por exemplo, ``index.html`` a " +"qualquer momento, ele não depende do nome por padrão." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:215 msgid "" @@ -465,6 +467,10 @@ msgid "" "way it can be inserted into an ``<iframe>`` with the game's size, as is " "common on most web game hosting sites." msgstr "" +"A página HTML desenha o jogo no tamanho máximo dentro da janela do " +"navegador. Desta forma, ele pode ser inserido em um ``<iframe>`` com o " +"tamanho do jogo, como é comum na maioria dos sites de hospedagem de jogos na " +"web." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:219 msgid "" @@ -491,12 +497,18 @@ msgid "" "`application/octet-stream`. The ``.wasm`` file is delivered as :mimetype:" "`application/wasm`." msgstr "" +"O arquivo ``.pck`` é binário, normalmente entregue com o tipo MIME :mimetype:" +"`application/octet-stream`. O arquivo ``.wasm`` é entregue como :mimetype:" +"`application/wasm`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:231 msgid "" "Delivering the WebAssembly module (``.wasm``) with a MIME-type other than :" "mimetype:`application/wasm` can prevent some start-up optimizations." msgstr "" +"Entregar o módulo WebAssembly (``.wasm``) com um tipo MIME diferente de :" +"mimetype: `application/wasm` pode prevenir algumas otimizações de " +"inicialização." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:235 msgid "" @@ -522,9 +534,8 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:248 -#, fuzzy msgid "Calling JavaScript from script" -msgstr "Chamando JavaScript por script" +msgstr "Chamando JavaScript a partir do script" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:250 msgid "" @@ -534,6 +545,11 @@ msgid "" "as JavaScript code. This allows interacting with the browser in ways not " "possible with script languages integrated into Godot." msgstr "" +"Em compilações web, o singleton ``JavaScript`` é implementado. Ele oferece " +"um único método chamado ``eval`` que funciona de forma semelhante à função " +"JavaScript de mesmo nome. Ele pega uma string como argumento e a executa " +"como código JavaScript. Isso permite interagir com o navegador de maneiras " +"não possíveis com linguagens de script integradas ao Godot." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:261 msgid "" @@ -573,19 +589,29 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "Qualquer outro valor no JavaScript é retornado como ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" +"Os modelos de exportação HTML5 podem ser :ref:`construídos " +"<doc_compiling_for_web>` sem suporte para o singleton para melhorar a " +"segurança. Com esses modelos, e em plataformas diferentes de HTML5, chamar " +"``JavaScript.eval`` também retornará ``null``. A disponibilidade do " +"singleton pode ser verificada com a tag ``JavaScript`` :ref:`feature " +"<doc_feature_tags>`::" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:292 msgid "" "GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in " "``my_func3()`` above, are useful to keep JavaScript code readable." msgstr "" +"As strings de várias linhas do GDScript, cercadas por 3 aspas ``\"\"\"`` " +"como em ``my_func3()``acima, são úteis para manter o código JavaScript " +"legível." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:295 msgid "" @@ -593,6 +619,6 @@ msgid "" "specifies whether to execute the code in the global execution context, " "defaulting to ``false`` to prevent polluting the global namespace::" msgstr "" -"O método``eval`` também aceita um segundo argumento do tipo ``Booleano`` que " -"determina se o código deve ser executado no contexto global, padrão " -"``falso``para prevenir poluir o espaço de nome global::" +"O método ``eval`` também aceita um segundo argumento do tipo ``Booleano`` " +"que determina se o código deve ser executado no contexto global, padrão " +"``falso`` para prevenir poluir o namespace global::" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 9661037d07..dc518b3328 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -100,9 +100,8 @@ msgid "more modular project structure" msgstr "estrutura de projeto mais modular" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:34 -#, fuzzy msgid "users don't have to replace the entire game" -msgstr "usuários não têm que substituir todo o jogo" +msgstr "os usuários não precisam substituir o jogo inteiro" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:36 msgid "" @@ -234,7 +233,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:90 msgid "Opening PCK files at runtime" -msgstr "Abrindo arquivos PCK em tempo de execução" +msgstr "Abrindo arquivos PCK durante a execução" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:92 msgid "" @@ -251,7 +250,6 @@ msgstr "" "contém uma cena de teste \"mod_scene.tscn\" em sua raiz." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:117 -#, fuzzy msgid "" "By default, if you import a file with the same file path/name as one you " "already have in your project, the imported one will replace it. This is " @@ -260,12 +258,12 @@ msgid "" "of creating patches for one's own game. A PCK file of this kind can fix the " "content of a previously loaded PCK." msgstr "" -"Se você importar um arquivo com o mesmo caminho/nome do arquivo que você já " -"tem em seu projeto, o importado irá substituí-lo. Isso é algo para se ter " -"cuidado ao criar DLC ou mods (resolvido facilmente com uma ferramenta " -"isolando mods para uma subpasta de mods específicos). No entanto, também é " -"uma maneira de criar patches para o próprio jogo. Um arquivo PCK deste tipo " -"pode corrigir o conteúdo de um PCK anteriormente carregado." +"Por padrão, se você importar um arquivo com o mesmo caminho/nome do arquivo " +"que você já tem em seu projeto, o importado irá substituí-lo. Isso é algo " +"para se ter cuidado ao criar DLC ou mods (resolvido facilmente com uma " +"ferramenta isolando mods para uma subpasta de mods específicos). No entanto, " +"também é uma maneira de criar patches para o próprio jogo. Um arquivo PCK " +"deste tipo pode corrigir o conteúdo de um PCK anteriormente carregado." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:123 msgid "" @@ -273,17 +271,20 @@ msgid "" "`ProjectSettings.load_resource_pack() " "<class_ProjectSettings_method_load_resource_pack>`." msgstr "" +"Para cancelar este comportamento, passe ``false`` como o segundo argumento " +"para :ref:`ProjectSettings.load_resource_pack() " +"<class_ProjectSettings_method_load_resource_pack>`." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:127 -#, fuzzy msgid "" "For a C# project, you need to build the DLL and place it in the project " "directory first. Then, before loading the resource pack, you need to load " "its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" msgstr "" "Para um projeto em C#, você precisa construir a DLL e colocá-la no diretório " -"do projeto primeiro. Depois, antes de carregar o pacote de recursos, você " -"precisa carregar a DLL da seguinte forma: ``Assembly.LoadFile(\"mod.dll\")``" +"do projeto primeiro. Em seguida, antes de carregar o pacote de recursos, " +"você precisa carregar a DLL da seguinte forma: ``Assembly.LoadFile(\"mod.dll" +"\")``" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:132 msgid "Summary" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 533a64ce22..6b2961851a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -78,13 +78,12 @@ msgstr "" "mais otimizado e não inclui ferramentas como o editor e o depurador." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:34 -#, fuzzy msgid "" "Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " "extra package files <doc_exporting_pcks>`." msgstr "" -"Finalmente, Godot tem um sistema simples, mas eficiente para criar DLCs como " -"arquivos extras de pacotes." +"Finalmente, Godot tem um sistema simples, mas eficiente para :ref:`criar " +"DLCs como arquivos extras de pacotes. <doc_exporting_pcks>`." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:39 msgid "" @@ -93,6 +92,10 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>` " "and loading them at run-time." msgstr "" +"Godot ainda não suporta o carregamento de arquivos PCK maiores que 2 GB. Se " +"os dados de seu projeto exportado forem maiores que 2GM, você precisará " +"dividi-los em vários arquivos PCK :ref:`exportando PCKs adicionais " +"<doc_exporting_pcks>` e carregando-os em tempo de execução." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -252,6 +255,10 @@ msgid "" "you a list of the scenes or resources in the project, and you have to select " "every scene or resource you want to export." msgstr "" +"**Exportar todos os recursos do projeto** exportará todos os recursos do " +"projeto. **Exportar cenas selecionadas** e **Exportar recursos " +"selecionados** fornece uma lista das cenas ou recursos do projeto, e você " +"deve selecionar cada cena ou recurso que deseja exportar." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:133 msgid "Exporting from the command line" @@ -296,13 +303,13 @@ msgid "" "It is often useful to combine the ``--export`` flag with the ``--path`` " "flag, and to create a dedicated export preset for automated export:" msgstr "" -"Muitas vezes é útil combinar o argumento ``-export`` com o argumento ``-" +"Muitas vezes é útil combinar o sinalizador ``-export`` com o sinalizador ``-" "path`` e criar um conjunto prévio de exportação dedicado para exportação " "automatizada:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:161 msgid "PCK versus ZIP pack file formats" -msgstr "" +msgstr "Formatos de arquivo PCK versus ZIP" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:163 msgid "" @@ -310,15 +317,19 @@ msgid "" "recommended format for most use cases, but you may want to use a ZIP archive " "instead depending on your needs." msgstr "" +"Cada formato tem suas vantagens e desvantagens. PCK é o formato padrão e " +"recomendado para a maioria dos casos de uso, mas você pode querer usar um " +"arquivo ZIP, dependendo de suas necessidades." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:167 -#, fuzzy msgid "**PCK format:**" -msgstr "Formato" +msgstr "**Formato PCK:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:169 msgid "Uncompressed format. Larger file size, but faster to read/write." msgstr "" +"Formato sem compressão; Tamanho de arquivo maior, mas mais rápido para ler/" +"gravar." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:170 msgid "" @@ -326,15 +337,20 @@ msgid "" "operating system, even though there are `third-party tools <https://github." "com/hhyyrylainen/GodotPckTool>`__ to extract and create PCK files." msgstr "" +"Não é legível e gravável utilizando ferramentas normalmente presentes no " +"sistema operacional do usuário, embora existam `ferramentas de terceiros " +"<https://github.com/hhyyrylainen/GodotPckTool>`__ para extrair e criar " +"arquivos PCK." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:175 -#, fuzzy msgid "**ZIP format:**" -msgstr "Formato" +msgstr "**Formato ZIP:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:177 msgid "Compressed format. Smaller file size, but slower to read/write." msgstr "" +"Formato comprimido. Tamanho de arquivo menor, porém mais lento para ler/" +"gravar." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:178 msgid "" @@ -342,6 +358,9 @@ msgid "" "system. This can be useful to make modding easier (see also :ref:" "`doc_exporting_pcks`)." msgstr "" +"Legível e gravável usando ferramentas normalmente presentes no sistema " +"operacional do usuário. Isto pode ser útil para tornar o modding mais fácil " +"(veja também :ref:`doc_exporting_pcks`)." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:183 msgid "" @@ -350,6 +369,11 @@ msgid "" "use it automatically. Therefore, you have to create a *launcher script* that " "the player can double-click or run from a terminal to launch the project::" msgstr "" +"Devido a um `bug conhecido <https://github.com/godotengine/godot/" +"pull/42123>`__, ao usar um arquivo ZIP como um arquivo de pacote, o binário " +"exportado não tentará usá-lo automaticamente. Portanto, você deve criar um " +"*script de inicialização* que o player pode clicar duas vezes ou executar a " +"partir de um terminal para iniciar o projeto::" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:195 msgid "" @@ -357,3 +381,6 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" +"Salve o script do iniciador e coloque-o na mesma pasta do binário exportado. " +"No Linux, certifique-se de dar permissões executáveis ao script do iniciador " +"usando o comando ``chmod +x launch.sh``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 0b5f35973f..3cde1365e8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -159,7 +159,7 @@ msgstr "Executando no X11 (desktop Linux/BSD)" #: ../../docs/getting_started/workflow/export/feature_tags.rst:52 msgid "**Server**" -msgstr "**Servidor**" +msgstr "**Server**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:52 msgid "Running on the headless server platform" @@ -167,7 +167,7 @@ msgstr "Executando na plataforma de servidor headless" #: ../../docs/getting_started/workflow/export/feature_tags.rst:54 msgid "**debug**" -msgstr "**debug***" +msgstr "**debug**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:54 msgid "Running on a debug build (including the editor)" @@ -187,18 +187,16 @@ msgid "**editor**" msgstr "**Operador**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:58 -#, fuzzy msgid "Running on an editor build" -msgstr "Executando o editor" +msgstr "Executando em uma compilação de editor" #: ../../docs/getting_started/workflow/export/feature_tags.rst:60 msgid "**standalone**" -msgstr "**sozinho**" +msgstr "**standalone**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:60 -#, fuzzy msgid "Running on a non-editor build" -msgstr "Executando o editor" +msgstr "Executando em uma compilação não-editor" #: ../../docs/getting_started/workflow/export/feature_tags.rst:62 msgid "**64**" @@ -250,11 +248,11 @@ msgstr "Executando uma compilação ARM de 32-bits" #: ../../docs/getting_started/workflow/export/feature_tags.rst:74 msgid "**mobile**" -msgstr "**móvel**" +msgstr "**mobile**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:74 msgid "Host OS is a mobile platform" -msgstr "Host OS é uma plataforma móvel" +msgstr "SO hospedeiro é uma plataforma móvel" #: ../../docs/getting_started/workflow/export/feature_tags.rst:76 msgid "**pc**" @@ -262,7 +260,7 @@ msgstr "**pc**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:76 msgid "Host OS is a PC platform (desktop/laptop)" -msgstr "Host OS é uma plataforma para PC (desktop/laptop)" +msgstr "SO hospedeiro é uma plataforma de PC (desktop/laptop)" #: ../../docs/getting_started/workflow/export/feature_tags.rst:78 msgid "**web**" @@ -270,7 +268,7 @@ msgstr "**web**" #: ../../docs/getting_started/workflow/export/feature_tags.rst:78 msgid "Host OS is a Web browser" -msgstr "Host OS é um navegador da Web" +msgstr "SO hospedeiro é um navegador da Web" #: ../../docs/getting_started/workflow/export/feature_tags.rst:80 msgid "**etc**" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po index 5c8731ec1d..a8265b5d96 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/workflow/export/index.rst:2 msgid "Export" -msgstr "Exportar" +msgstr "Exportação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index e4f68c90cd..b71d1d7165 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Implantação com um clique" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Parece bom, o que é?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Passos para implantação com um clique" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -41,11 +43,12 @@ msgstr "" "bom deixar o usuário saber que existe." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Algumas plataformas (no momento da escrita deste texto, somente Android) " "podem detectar quando um dispositivo USB está conectado ao computador, e " @@ -53,32 +56,81 @@ msgstr "" "projeto (no modo de depuração) no dispositivo. Esta função é chamada, em " "chavões da indústria, de \"Implantação com um clique\"." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Passos para implantação com um clique" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -#, fuzzy -msgid "Configure target platform." -msgstr "Configurar plataforma-alvo." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 -#, fuzzy +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Configure o dispositivo(tenha certeza de que está no modo desenvolvedor, " -"assim como o computador, com cabo USB plugado, com USB reconhecido, etc.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Conecte o dispositivo..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "E voilà!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Suporta todas as plataformas." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Clique novamente... e envie!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Implantação com um clique" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po index dc323fd4a4..9fed1ab611 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po index a0f5db3afe..dfdb1a1f06 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index b7e989e055..67339d1618 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -118,7 +118,7 @@ msgid "" "if you use third-party game assets for a character, it makes more sense to " "include them within the same folder as the character scenes and scripts." msgstr "" -"Em geral, mantenha os recursos de terceiros em uma pasta ``addons /`` de " +"Em geral, mantenha os recursos de terceiros em uma pasta ``addons/`` de " "nível superior, mesmo se eles não forem plugins do editor. Isto torna mais " "fácil rastrear quais arquivos são de terceiros. Existem algumas exceções a " "esta regra; por exemplo, se você usar recursos de jogo de terceiros para um " @@ -201,6 +201,13 @@ msgid "" "stick to ``snake_case`` naming for all files in the project (and lowercase " "characters in general)." msgstr "" +"Windows e versões recentes do macOS usam sistemas de arquivos sem " +"sensibilidade de caixa por padrão, enquanto distribuições Linux usam um " +"sistema de arquivo com sensibilidade de caixa por padrão. Isto pode causar " +"problemas após exportar um projeto, já que o sistema de arquivos virtual do " +"PCK do Godot tem sensibilidade de caixa, para evitar isto, é recomendado " +"manter a nomeação ``snake_case``para todos os arquivos no projeto (e " +"caracteres minúsculos em geral)." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:107 msgid "" @@ -217,6 +224,10 @@ msgid "" "Subsystem for Linux feature, run the following command in a PowerShell " "window::" msgstr "" +"No Windows 10, para evitar ainda mais erros relacionados à sensibilidade de " +"caixa, você também pode fazer a pasta do projeto suportar sensibilidade. " +"Após ativar o recurso Subsistema Windows para Linux, execute o seguinte " +"comando em uma janela do PowerShell::" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:120 msgid "" @@ -224,3 +235,6 @@ msgid "" "following line in a PowerShell window *running as Administrator* then reboot " "when asked::" msgstr "" +"Se você não habilitou o Subsistema Windows para Linux, você pode inserir a " +"seguinte linha em uma janela do PowerShell *executando como Administrador* e " +"reinicializar quando solicitado::" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index 420f456442..5feb0d12c4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,11 +33,11 @@ msgid "" "you are using. VCS can be setup or shut down in the editor under **Project > " "Version Control**." msgstr "" -"Godot tem como objetivo ser amigável ao VCS e gerar arquivos legíveis e " +"Godot tem como objetivo ser amigável ao SCV e gerar arquivos legíveis e " "mescláveis em sua maioria. Godot também suporta o uso de sistemas de " -"controle de versão no próprio editor. No entanto, o VCS no editor requer um " -"plug-in para o VCS específico que você está usando. O VCS pode ser " -"configurado ou encerrado no editor em **Projeto > Controle de versão**." +"controle de versão no próprio editor. No entanto, o SCV no editor requer um " +"plug-in para o SCV específico que você está usando. O SCV pode ser " +"configurado ou encerrado no editor em **Projeto > Controle de Versão**." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:17 msgid "Official Git plugin" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/index.po b/sphinx/po/pt_BR/LC_MESSAGES/index.po index 1a9ddcb29c..baed53a3c1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -75,7 +75,7 @@ msgid "" "hosted.weblate.org/projects/godot-engine/godot-docs>`_." msgstr "" "Esta documentação é traduzida do `original em inglês <https://docs." -"godotengine.org/en/latest>`_ por membros da comunidade em `Weblate <https://" +"godotengine.org/en/latest>`_ por membros da comunidade no `Weblate <https://" "hosted.weblate.org/projects/godot-engine/godot-docs>`_." #: ../../docs/index.rst:22 @@ -85,9 +85,10 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" -"Dependendo do nível do progresso da tradução, você pode encontrar parágrafos " -"ou páginas inteiras que ainda estão em inglês. Você pode ajudar a comunidade " -"fornecendo novas traduções ou revisando as existentes no Weblate." +"Dependendo do nível de esforço para a conclusão da tradução, você pode " +"encontrar parágrafos ou páginas inteiras que ainda estão em inglês. Você " +"pode ajudar a comunidade fornecendo novas traduções ou revisando as " +"existentes no Weblate." #: ../../docs/index.rst:27 msgid "" @@ -159,12 +160,12 @@ msgid "" "discord.gg/zH7NUgz>`_, or the ``#documentation`` channel on the `Godot " "Contributors Chat <https://chat.godotengine.org/>`_!" msgstr "" -"Submeta um problema ou solicitação no `Repositório do GitHub <https://github." -"com/godotengine/godot-docs/issues>`, ajude-nos a `traduzir a documentação em " -"<https://hosted.weblate.org/engage/godot-engine/>`_ para o seu idioma, ou " -"fale conosco sobre qualquer coisa no canal ``#documentation`` do `Discord " -"<https://discord.gg/zH7NUgz>`_, ou no canal ``#documentation`` do `Chat de " -"Contribuidores do Godot em <https://chat.godotengine.org/>´!" +"Envie um problema ou uma pull request no `repositório do GitHub <https://" +"github.com/godotengine/godot-docs/issues>`_, ajude-nos a `traduzir a " +"documentação <https://hosted.weblate.org/engage/godot-engine/>`_ para o seu " +"idioma, ou fale conosco sobre qualquer coisa no canal ``#documentation`` do " +"`Discord <https://discord.gg/zH7NUgz>`_, ou no canal ``#documentation`` do " +"`Chat de Contribuidores do Godot em <https://chat.godotengine.org/>`_!" #: ../../docs/index.rst:62 msgid "weblate_widget" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index fcbc260886..86386a153f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po index ec75114027..5c38192e0b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po index 0770440533..82b1af4036 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/2d_movement.rst:4 -#, fuzzy msgid "2D movement overview" msgstr "Visão geral de movimento 2D" @@ -66,6 +65,9 @@ msgid "" "the following input actions (see :ref:`InputEvent <doc_inputevent>` for " "details):" msgstr "" +"Abra ``Projeto -> Configurações do Projeto`` e selecione a guia \"Mapa de " +"Entrada\". Adicione as seguintes ações de entrada (consulte :ref:`InputEvent " +"<doc_inputevent>` para obter detalhes):" #: ../../docs/tutorials/2d/2d_movement.rst:31 msgid "8-way movement" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 46bff5a873..0211f34192 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,14 +32,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -138,7 +138,7 @@ msgstr "Animação" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -150,44 +150,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -295,6 +295,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po index a30c8a1cc8..5998e2f4a6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po index 12587628a7..565fd1714a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,11 +19,11 @@ msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:4 msgid "Canvas layers" -msgstr "" +msgstr "Camadas de canvas" #: ../../docs/tutorials/2d/canvas_layers.rst:7 msgid "Viewport and Canvas items" -msgstr "" +msgstr "Janela de Exibição e itens de Canvas" #: ../../docs/tutorials/2d/canvas_layers.rst:9 msgid "" @@ -33,6 +33,11 @@ msgid "" "Each item will inherit its parent's transform. This means that when the " "parent is moved, the children will move too." msgstr "" +"Nós 2D normais, como :ref:`Node2D <class_Node2D>` ou :ref:`Control " +"<class_Control>` ambos herdam de :ref:`CanvasItem <class_CanvasItem>`, que é " +"a base para todos os nós 2D. CanvasItems podem ser organizados em árvores. " +"Cada item herdará a transformação de seu pai. Isso significa que quando o " +"pai é movido, os filhos também se movem." #: ../../docs/tutorials/2d/canvas_layers.rst:16 msgid "" @@ -40,6 +45,8 @@ msgid "" "children of a :ref:`Viewport <class_Viewport>`, and will be displayed " "through it." msgstr "" +"Os nós CanvasItem, e nós herdados deles, são filhos diretos ou indiretos de " +"uma :ref:`Viewport <class_Viewport>`, e serão exibidos através dela." #: ../../docs/tutorials/2d/canvas_layers.rst:19 msgid "" @@ -49,6 +56,11 @@ msgid "" "it contains. Nodes such as :ref:`Camera2D <class_Camera2D>` work by changing " "that transform." msgstr "" +"Uma Viewport tem a propriedade :ref:`Viewport.canvas_transform " +"<class_Viewport_property_canvas_transform>`, que permite aplicar uma " +"transformação personalizada :ref:`Transform2D <class_Transform2D>` à " +"hierarquia CanvasItem que a contém. Nós como :ref:`Camera2D " +"<class_Camera2D>` funcionam alterando essa transformação." #: ../../docs/tutorials/2d/canvas_layers.rst:25 msgid "" @@ -56,18 +68,25 @@ msgid "" "transform property. This approach is more efficient than moving the root " "canvas item (and hence the whole scene)." msgstr "" +"Efeitos como rolagem são melhor alcançados manipulando a propriedade de " +"transformação do canvas. Essa abordagem é mais eficiente do que mover o item " +"do canvas raiz (e, portanto, toda a cena)." #: ../../docs/tutorials/2d/canvas_layers.rst:28 msgid "" "Usually though, we don't want *everything* in the game or app to be subject " "to the canvas transform. Examples of this are:" msgstr "" +"Normalmente, porém, não queremos que *tudo* no jogo ou aplicativo estejam " +"sujeitos à transformação de canvas. Exemplos disso são:" #: ../../docs/tutorials/2d/canvas_layers.rst:31 msgid "" "**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " "stage." msgstr "" +"**Planos de fundo Paralax**: planos de fundo que se movem mais lentamente do " +"que o resto do estágio." #: ../../docs/tutorials/2d/canvas_layers.rst:33 msgid "" @@ -76,16 +95,22 @@ msgid "" "display and other elements to retain their screen positions even when our " "view of the game world is changing." msgstr "" +"**UI**: Pense em uma interface de usuário (UI) ou uma head-up display (HUD) " +"sobreposta à nossa visão do mundo do jogo. Queremos um contador de vida, " +"exibição de pontuação e outros elementos para manter suas posições na tela " +"mesmo quando nossa visão do mundo do jogo está mudando." #: ../../docs/tutorials/2d/canvas_layers.rst:34 msgid "" "**Transitions**: We may want visual effects used for transitions (fades, " "blends) to remain at a fixed screen location." msgstr "" +"**Transições**: Podemos desejar que os efeitos visuais usados para as " +"transições (fades, misturas) permaneçam em um local fixo na tela." #: ../../docs/tutorials/2d/canvas_layers.rst:36 msgid "How can these problems be solved in a single scene tree?" -msgstr "" +msgstr "Como esses problemas podem ser resolvidos em uma única árvore de cena?" #: ../../docs/tutorials/2d/canvas_layers.rst:39 msgid "CanvasLayers" @@ -101,6 +126,14 @@ msgid "" "transform and do not depend on the transform of other layers. This allows " "the UI to be fixed in screen-space while our view on the game world changes." msgstr "" +"A resposta é :ref:`CanvasLayer <class_CanvasLayer>`, que é um nó que " +"adiciona uma camada de renderização 2D separada para todos os seus filhos e " +"netos. Filhos da janela de visualização desenharão por padrão na camada " +"\"0\", enquanto um CanvasLayer desenhará em qualquer camada numérica. " +"Camadas com um número maior serão desenhadas acima daquelas com um número " +"menor. CanvasLayers também têm sua própria transformação e não dependem da " +"transformação de outras camadas. Isso permite que a UI seja fixada no espaço " +"da tela enquanto nossa visão do mundo do jogo muda." #: ../../docs/tutorials/2d/canvas_layers.rst:50 msgid "" @@ -108,6 +141,9 @@ msgid "" "a CanvasLayer at layer \"-1\". The screen with the points, life counter and " "pause button can also be created at layer \"1\"." msgstr "" +"Um exemplo disso é a criação de um fundo de paralax. Isso pode ser feito com " +"um CanvasLayer na camada \"-1\". A tela com os pontos, contador de vida e " +"botão de pausa também pode ser criada na camada \"1\"." #: ../../docs/tutorials/2d/canvas_layers.rst:54 msgid "Here's a diagram of how it looks:" @@ -118,6 +154,8 @@ msgid "" "CanvasLayers are independent of tree order, and they only depend on their " "layer number, so they can be instantiated when needed." msgstr "" +"CanvasLayers são independentes da ordem da árvore e dependem apenas do " +"número da camada, portanto, podem ser instanciados quando necessário." #: ../../docs/tutorials/2d/canvas_layers.rst:61 msgid "" @@ -129,3 +167,10 @@ msgid "" "controlling their drawing order (see :ref:`Node2D.z_index " "<class_Node2D_property_z_index>`)." msgstr "" +"CanvasLayers não são necessários para controlar a ordem de desenho dos nós. " +"A maneira padrão de garantir que um nó seja desenhado corretamente 'na " +"frente' ou 'atrás' dos outros é manipular a ordem dos nós no painel da cena. " +"Talvez contraintuitivamente, os nós superiores no painel de cena são " +"desenhados *atrás* dos inferiores na janela de exibição. Os nós 2d também " +"possuem uma propriedade para controlar sua ordem de desenho (veja :ref:" +"`Node2D.z_index <class_Node2D_property_z_index>`)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 5059239727..176313b015 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -156,6 +156,16 @@ msgid "" "In our example, we will simply use a fixed number of points, no matter the " "radius." msgstr "" +"Basicamente, desenhar uma forma na tela requer que ela seja decomposta em um " +"certo número de pontos vinculados de um para o outro. Como você pode " +"imaginar, quanto mais pontos sua forma for feita, mais lisa ela aparecerá, " +"mas mais pesada também será em termos de custo de processamento. Em geral, " +"se sua forma for enorme (ou em 3D, perto da câmera), será necessário que " +"mais pontos sejam desenhados sem ter uma aparência angular. Ao contrário, se " +"o seu formato for pequeno (ou em 3D, longe da câmera), você pode diminuir o " +"número de pontos para economizar custos de processamento; isso é conhecido " +"como *Nível de Detalhe (LOD)*. Em nosso exemplo, vamos simplesmente usar um " +"número fixo de pontos, não importa o raio." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:201 msgid "" @@ -221,7 +231,7 @@ msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:263 msgid "Result:" -msgstr "" +msgstr "Resultado:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:268 msgid "Arc polygon function" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po index c3ca2f8e45..1ff67d1db9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index c9b3c4c135..1c8378d580 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 81ceae4432..0d6eef5dfa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 0641945f37..a79dcbf94e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -168,17 +168,16 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:99 -#, fuzzy msgid "" "If you want a material to fade with distance, use the SpatialMaterial " "distance fade mode **Pixel Dither** or **Object Dither** instead of " "**PixelAlpha**. This will make the material opaque. This way, it can also " "cast shadows." msgstr "" -"Se você quiser que um material desapareça gradualmente com a distância, use " -"o modo \"SpatialMaterial distance fade\" **Matização de Pixel** ou " -"**Matização de Objeto** ao invés de **PixelAlpha**. Isso tornará o material " -"opaco. Dessa forma, ele também poderá projetar sombras." +"Se você quiser que um material desapareça com a distância, use o modo de " +"atenuação de distância do SpatialMaterial **Pixel Dither** ou **Object " +"Dither** em vez de **PixelAlpha**. Isso tornará o material opaco. Dessa " +"forma, ele também pode projetar sombras." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:105 #, fuzzy diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 82d67ede5a..e44ae79cb1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,54 +27,66 @@ msgstr "Introdução" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 #, fuzzy msgid "Visual comparison" msgstr "Comparações" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Configurando" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -82,36 +94,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -119,290 +193,376 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 #, fuzzy msgid "Setting up the scene" msgstr "Configurando" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 #, fuzzy msgid "Setting up meshes" msgstr "Configurando" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 #, fuzzy msgid "Setting up lights" msgstr "Configurando" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 #, fuzzy msgid "The modes are:" msgstr "As principais razões são:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Variável" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 #, fuzzy msgid "Configuring bake" msgstr "Configurando o projeto" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +msgid "Atlas" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Capturar" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Dados" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 #, fuzzy msgid "Dynamic objects" msgstr "Natureza dinâmica" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po index 6d4dbc76ea..f3bcce3c89 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index d5be4f7847..06f17f5aac 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index f0222d1f62..1cd0b77b12 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index e916a7a5e2..42bc963d9c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -776,11 +776,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 -#, fuzzy msgid "" "We first set the mode of the :ref:`RigidBody <class_RigidBody>` we are " "holding to ``MODE_RIGID``." -msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (chamado ``Turba``)" +msgstr "" +"Primeiro definimos o modo do :ref:`RigidBody <class_RigidBody>` que estamos " +"segurando para ``MODE_RIGID``." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:551 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 2377796416..59dd320178 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index a7bbf89f5f..175caab17a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 36e579694d..448d4f90a4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,13 +55,12 @@ msgid "Adding the main menu" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:24 -#, fuzzy msgid "" "Firstly, open up ``Main_Menu.tscn`` and take a look at how the scene is set " "up." msgstr "" -"Depois de abrir ``Player.tscn``, vamos dar uma olhada rápida em como ela " -"está configurada" +"Em primeiro lugar, abra ``Main_Menu.tscn`` e veja como a cena está " +"configurada." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:26 msgid "" @@ -969,9 +968,8 @@ msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 -#, fuzzy msgid "Now all the weapons will reset when the player dies." -msgstr "Clareia a barra quando o jogador morre" +msgstr "Agora todas as armas serão reiniciadas quando o jogador morrer." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:732 #, fuzzy diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 227e2c082d..ba10379e5e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index bf3cd61ce4..f6bccc2347 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1705,13 +1705,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1215 -#, fuzzy msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "<class_RigidBody>` nodes we want to affect." msgstr "" -"Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " -"<class_RigidBody>`" +"Agora precisamos anexar este script a todos os nós :ref:`RigidBody " +"<class_RigidBody>` que queremos afetar." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po index 4cb70f2a21..e81ecec3bf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 827be5a89b..416578f836 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po index 5f677ac1ef..6414da16a5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 05fb508176..6b911a345f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -190,6 +190,10 @@ msgid "" "attempting to use a different scale is usually a bad idea (unless you know " "what you are doing)." msgstr "" +"O Godot usa o sistema `métrico <https://pt.wikipedia.org/wiki/Sistema_m" +"%C3%A9trico>`__ para tudo. A física 3D e outras áreas são ajustadas para " +"isso, então tentar usar uma escala diferente é geralmente uma má ideia (a " +"menos que você saiba o que está fazendo)." #: ../../docs/tutorials/3d/introduction_to_3d.rst:133 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 6a3a8708e2..b1d44aff67 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po index 72ba975bc0..6c5d18cb1a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po index 0d1a632d80..7c9791b499 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -58,7 +58,7 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:30 msgid "Flags" -msgstr "Bandeiras" +msgstr "Sinalizadores" #: ../../docs/tutorials/3d/spatial_material.rst:32 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po index fed899c5dc..bdba4cb31a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 8ca88076b8..eaa3029569 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po index 79aef8f475..89cb61d582 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -171,6 +171,10 @@ msgid "" "freedom is lost). See `Wikipedia's page on Gimbal Lock <https://en.wikipedia." "org/wiki/Gimbal_lock>`_ for a detailed explanation of this problem." msgstr "" +"O gimbal lock está em jogo (o primeiro e o último eixo girado se alinham, " +"portanto, um grau de liberdade é perdido). Veja a `página da Wikipedia sobre " +"Gimbal Lock <https://pt.wikipedia.org/wiki/Gimbal_lock> `_ para uma " +"explicação detalhada deste problema." #: ../../docs/tutorials/3d/using_transforms.rst:80 msgid "Say no to Euler angles" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 4bd9907d86..5e6e439beb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -182,7 +182,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -212,8 +212,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -341,9 +341,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 3bfeea550d..a013ad6440 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,7 +64,7 @@ msgstr "Existem as seguintes ressalvas:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 9905945678..b9935d20e3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 0f8d475caf..6805b6ecc0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po index 853c0dd0dc..a99aabcaac 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -94,9 +94,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/animation/animation_tree.rst:40 -#, fuzzy msgid "Creating a tree" -msgstr "Criando uma Tree" +msgstr "Criando uma árvore" #: ../../docs/tutorials/animation/animation_tree.rst:42 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po index 0fedd59d89..b4962b1ca6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -463,9 +463,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/animation/cutout_animation.rst:302 -#, fuzzy msgid "Create a new animation, rename it \"rest\"." -msgstr "Criando a animação" +msgstr "Crie uma nova animação e renomeie-a como \"rest\"." #: ../../docs/tutorials/animation/cutout_animation.rst:304 msgid "Select all nodes in your rig (box selection should work fine)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po index ac0ee7a8a8..c95f736373 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po index 8a221d8f26..c324768fcc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -192,7 +192,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -200,289 +213,282 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 #, fuzzy msgid "Track mode" msgstr "Modo de Ferramenta" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -490,13 +496,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -505,56 +511,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po index 1d6710daad..b88966dde9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 6207f0a5a4..1c8aa41a2c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index b6ab058cf6..ed05b884e5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 22a2e3cd0f..bc343f2939 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po index fcd49878a2..5cf8029a7e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po index 3acdd8dc38..6dc7b5278c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po index 7d9de05356..0b56b7a650 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 3780c3aad3..d450a9b8fd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po index b7f2545237..9d45cc1e65 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/index.po index 2b777efe7e..c7c4bb5b2f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/making_trees.po index e49f3984e2..8d4f9cc3bd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 3a889fcc13..a089274306 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,7 @@ msgstr "PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" @@ -144,9 +144,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:54 -#, fuzzy msgid "Next, add a script to the MeshInstance." -msgstr "Adicione este código à função:" +msgstr "Em seguida, adicione um script à MeshInstance." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:56 msgid "Under ``_ready()``, create a new Array." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index e3f146acdc..d63712c92c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -73,6 +73,5 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:38 -#, fuzzy msgid "The example code below draws a single triangle." -msgstr "Aqui está um exemplo simples de como funciona:" +msgstr "O código de exemplo abaixo desenha um único triângulo." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index 86189fc15c..7d0e5df63a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,11 +150,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/index.rst:86 -#, fuzzy msgid "" "For more information about the ArrayMesh, please see the :ref:`ArrayMesh " "tutorial <doc_arraymesh>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para obter mais informações sobre o ArrayMesh, consulte o :ref:`tutorial do " +"ArrayMesh <doc_arraymesh>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:89 msgid "MeshDataTool" @@ -167,11 +168,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/index.rst:94 -#, fuzzy msgid "" "For more information about the MeshDataTool, please see the :ref:" "`MeshDataTool tutorial <doc_meshdatatool>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para mais informações sobre o MeshDataTool, consulte o :ref:`tutorial " +"MeshDataTool <doc_meshdatatool>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:97 msgid "SurfaceTool" @@ -184,11 +186,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/index.rst:101 -#, fuzzy msgid "" "For more information about the SurfaceTool, please see the :ref:`SurfaceTool " "tutorial <doc_surfacetool>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para obter mais informações sobre a SurfaceTool, consulte o :ref:`tutorial " +"da SurfaceTool <doc_surfacetool>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:104 msgid "ImmediateGeometry" @@ -212,11 +215,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/content/procedural_geometry/index.rst:115 -#, fuzzy msgid "" "For more information about ImmediateGeometry, please see the :ref:" "`ImmediateGeometry tutorial <doc_immediategeometry>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para obter mais informações sobre ImmediateGeometry, consulte o :ref:" +"`tutorial de ImmediateGeometry <doc_immediategeometry>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:118 #, fuzzy diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 0419a53f90..3303076780 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 0164afbb3d..38f870d5a7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/debugger_panel.po index 79b853f5af..50a58e65a0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -102,12 +102,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/debug/debugger_panel.rst:46 -#, fuzzy msgid "" "You can disable specific warnings in **Project Settings > Debug > GDScript**." msgstr "" -"Você pode configurar os alertas nas configurações do projeto, na nova seção " -"chamada ``GDScript``:" +"Você pode desativar alertas específicos em **Configurações do Projeto > " +"Debug > GDScript**." #: ../../docs/tutorials/debug/debugger_panel.rst:49 msgid "Profiler" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po index a148335ffc..3d593dd31e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index f2a51ffc14..4c089c4f1e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 12e58a362e..84f63f87b9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/control_node_gallery.po index da0574bedb..31a13698d7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 7905570d90..1967966bf5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_containers.po index b54f4a2706..0932d7f7f3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,7 +151,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po index f946050bdd..75ed9aa857 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -162,7 +162,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:118 msgid "Customizing a control" -msgstr "" +msgstr "Personalizando um controle" #: ../../docs/tutorials/gui/gui_skinning.rst:120 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po index 5cf1a77bd7..abee9c4af0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 6c2d8c796d..e03975b85f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po index 83b0e4b44f..fc871e82e3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 937d0f8504..7091e55f75 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -195,9 +195,9 @@ msgid "" "Language can be tested when running Godot from the command line. For " "example, to test a game in French, the following argument can be supplied:" msgstr "" -"A linguagem pode ser testada ao executar o Godot a partir da linha de " -"comando. Por exemplo, para testar um jogo em francês, o seguinte argumento " -"pode ser fornecido:" +"O idioma pode ser testado ao executar o Godot a partir da linha de comando. " +"Por exemplo, para testar um jogo em francês, o seguinte argumento pode ser " +"fornecido:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:121 msgid "Translating the project name" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po index df9538fe57..56a3254167 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -75,7 +75,7 @@ msgstr "af" #: ../../docs/tutorials/i18n/locales.rst:22 msgid "Afrikaans" -msgstr "Africânder" +msgstr "Africâner" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "af_ZA" @@ -83,7 +83,7 @@ msgstr "af_ZA" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "Afrikaans (South Africa)" -msgstr "Afrikaans (África do Sul)" +msgstr "Africâner (África do Sul)" #: ../../docs/tutorials/i18n/locales.rst:26 msgid "agr_PE" @@ -484,7 +484,6 @@ msgid "ca" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:124 -#, fuzzy msgid "Catalan" msgstr "Catalão" @@ -493,7 +492,6 @@ msgid "ca_AD" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:126 -#, fuzzy msgid "Catalan (Andorra)" msgstr "Catalão (Andorra)" @@ -502,7 +500,6 @@ msgid "ca_ES" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:128 -#, fuzzy msgid "Catalan (Spain)" msgstr "Catalão (Espanha)" @@ -511,7 +508,6 @@ msgid "ca_FR" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:130 -#, fuzzy msgid "Catalan (France)" msgstr "Catalão (França)" @@ -520,7 +516,6 @@ msgid "ca_IT" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:132 -#, fuzzy msgid "Catalan (Italy)" msgstr "Catalão (Itália)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index ec764e9054..72e413202b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,6 +28,9 @@ msgid "" "supports loading translation files written in the GNU gettext (``.po``) " "format." msgstr "" +"Em adição a :ref:`doc_importing_translations` em formato CSV, Godot também " +"suporta carregar arquivos de tradução escritos no formato GNU gettext (``." +"po``)." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:10 msgid "" @@ -36,16 +39,22 @@ msgid "" "html>`_. It's written with C projects in mind, but much of the advice also " "applies to Godot (with the exception of ``xgettext``)." msgstr "" +"Para obter uma introdução ao gettext, consulte `A Quick Gettext Tutorial " +"<https://www.labri.fr/perso/fleury/posts/programming/a-quick-gettext-" +"tutorial.html>`_. Ele foi escrito com projetos em C em mente, mas muitos dos " +"conselhos também se aplicam ao Godot (com exceção de ``xgettext``)." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:16 msgid "Advantages" -msgstr "" +msgstr "Vantagens" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:18 msgid "" "gettext is a standard format, which can be edited using any text editor or " "GUI editors such as `Poedit <https://poedit.net/>`_." msgstr "" +"gettext é um formato padrão, que pode ser editado usando qualquer editor de " +"texto ou editores de GUI como `Poedit <https://poedit.net/>`_." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:20 msgid "" @@ -53,6 +62,9 @@ msgid "" "www.transifex.com/>`_ and `Weblate <https://weblate.org/>`_, which makes it " "easier for people to collaborate to localization." msgstr "" +"gettext é suportado por plataformas de tradução como `Transifex <https://www." +"transifex.com/>`_ e `Weblate <https://weblate.org/>`_, o que torna mais " +"fácil para as pessoas colaborarem na localização." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:23 msgid "" @@ -67,16 +79,20 @@ msgid "" "Multiline strings are more convenient to edit in gettext files compared to " "CSV files." msgstr "" +"Strings multilinhas são mais convenientes para editar em arquivos gettext em " +"comparação com arquivos CSV." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:29 msgid "Disadvantages" -msgstr "" +msgstr "Desvantagens" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:31 msgid "" "gettext is a more complex format than CSV and can be harder to grasp for " "people new to software localization." msgstr "" +"gettext é um formato mais complexo do que o CSV e pode ser mais difícil de " +"entender para quem não conhece localização de software." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:33 msgid "" @@ -85,10 +101,14 @@ msgid "" "(``.mo``), translators can test their work without having to install gettext " "tools." msgstr "" +"Pessoas que mantêm arquivos de localização terão que instalar ferramentas " +"gettext em seus sistemas. No entanto, como o Godot não usa arquivos de " +"objeto de mensagem compilados (``.mo``), os tradutores podem testar seu " +"trabalho sem ter que instalar ferramentas gettext." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:39 msgid "Caveats" -msgstr "" +msgstr "Ressalvas" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:41 msgid "" @@ -96,11 +116,13 @@ msgid "" "limited than the reference GNU gettext implementation), some features such " "as pluralization aren't supported." msgstr "" +"Como o Godot usa seu próprio analisador de arquivo PO nos bastidores (que é " +"mais limitado do que a implementação GNU gettext de referência), alguns " +"recursos como pluralização não são suportados." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:46 -#, fuzzy msgid "Installing gettext tools" -msgstr "Instalando o pacote" +msgstr "Instalando ferramentas gettext" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:48 msgid "" @@ -108,6 +130,9 @@ msgid "" "operations, such as updating message files. Therefore, it's strongly " "recommended to install them." msgstr "" +"As ferramentas gettext de linha de comando são necessárias para executar " +"operações de manutenção, como atualizar arquivos de mensagens. Portanto, é " +"altamente recomendável instalá-las." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:52 msgid "" @@ -115,6 +140,10 @@ msgid "" "io/articles/gettext-iconv-windows.html>`_. Any architecture and binary type " "(shared or static) works; if in doubt, choose the 64-bit static installer." msgstr "" +"**Windows:** Baixe um instalador a partir `desta página <https://mlocati." +"github.io/articles/gettext-iconv-windows.html>`_. Qualquer arquitetura e " +"tipo binário (compartilhado ou estático) funciona; em caso de dúvida, " +"escolha o instalador estático de 64 bits." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:56 msgid "" @@ -128,11 +157,12 @@ msgid "" "**Linux:** On most distributions, install the ``gettext`` package from your " "distribution's package manager." msgstr "" +"**Linux:** Na maioria das distribuições, instale o pacote ``gettext`` do " +"gerenciador de pacotes de sua distribuição." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:64 -#, fuzzy msgid "Creating the PO template (POT) manually" -msgstr "Configurando" +msgstr "Criando o modelo PO (POT) manualmente" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:66 msgid "" @@ -141,12 +171,19 @@ msgid "" "be placed anywhere in the project directory, but it's recommended to keep it " "in a subdirectory, as each locale will be defined in its own file." msgstr "" +"O Godot atualmente não suporta a extração de strings de origem usando " +"``xgettext``, então o arquivo ``.pot`` deve ser criado manualmente. Este " +"arquivo pode ser colocado em qualquer lugar do diretório do projeto, mas " +"recomenda-se mantê-lo em um subdiretório, pois cada local será definido em " +"seu próprio arquivo." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:71 msgid "" "Create a directory named `locale` in the project directory. In this " "directory, save a file named ``messages.pot`` with the following contents:" msgstr "" +"Crie um diretório chamado `locale` no diretório do projeto. Neste diretório, " +"salve um arquivo denominado ``messages.pot`` com o seguinte conteúdo:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:83 msgid "" @@ -154,17 +191,20 @@ msgid "" "the source string (usually in English), ``msgstr`` will be the translated " "string." msgstr "" +"Mensagens em gettext são feitas de pares ``msgid`` e ``msgstr``. ``msgid`` é " +"a string fonte (geralmente em inglês), ``msgstr`` será a string traduzida." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:87 msgid "" "The ``msgstr`` value in PO template files (``.pot``) should **always** be " "empty. Localization will be done in the generated ``.po`` files instead." msgstr "" +"O valor ``msgstr`` em arquivos de modelo PO (``.pot``) deve **sempre** estar " +"vazio. A localização será feita nos arquivos ``.po`` gerados." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:91 -#, fuzzy msgid "Creating the PO template (POT) using pybabel" -msgstr "Configurando" +msgstr "Criando o modelo PO (POT) usando pybabel" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:93 msgid "" @@ -172,10 +212,14 @@ msgid "" "automatically create and update the POT file from your scene files and " "scripts." msgstr "" +"A ferramenta Python pybabel tem suporte para Godot e pode ser usada para " +"criar e atualizar automaticamente o arquivo POT de seus arquivos de cena e " +"scripts." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:96 msgid "After installing ``babel`` and ``babel-godot``, for example using pip:" msgstr "" +"Depois de instalar ``babel`` e ``babel-godot``, por exemplo, usando pip:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:102 msgid "" @@ -183,10 +227,13 @@ msgid "" "files pybabel needs to process (note that we process GDScript as Python, " "which is generally sufficient):" msgstr "" +"Escreva um arquivo de mapeamento (por exemplo ``babelrc``) que indicará " +"quais arquivos pybabel precisa processar (observe que processamos GDScript " +"como Python, o que geralmente é suficiente):" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:114 msgid "You can then run pybabel like so:" -msgstr "" +msgstr "Você pode então executar o pybabel assim:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:120 msgid "" @@ -195,10 +242,14 @@ msgid "" "well as properties named \"text\" (commonly used by Control nodes) and " "LineEdit's \"placeholder_text\" property." msgstr "" +"Use a opção ``-k`` para especificar o que precisa ser extraído. Neste caso, " +"os argumentos para :ref:`tr() <class_Object_method_tr>` serão traduzidos, " +"assim como as propriedades chamadas \"text\" (comumente usadas pelos nós de " +"Controle) e a propriedade \"placeholder_text\" do LineEdit." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:126 msgid "Creating a messages file from a PO template" -msgstr "" +msgstr "Criando um arquivo de mensagens a partir de um modelo PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:128 msgid "" @@ -206,23 +257,29 @@ msgid "" "For instance, to create a French localization file, use the following " "command while in the ``locale`` directory:" msgstr "" +"O comando ``msginit`` é usado para transformar um modelo PO em um arquivo de " +"mensagens. Por exemplo, para criar um arquivo de localização em francês, use " +"o seguinte comando enquanto estiver no diretório ``locale``:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:136 msgid "" "The command above will create a file named ``fr.po`` in the same directory " "as the PO template." msgstr "" +"O comando acima criará um arquivo chamado ``fr.po`` no mesmo diretório do " +"modelo PO." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:139 msgid "" "Alternatively, you can do that graphically using Poedit, or by uploading the " "POT file to your web platform of choice." msgstr "" +"Alternativamente, você pode fazer isso graficamente usando o Poedit ou " +"enviando o arquivo POT para a plataforma web de sua escolha." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:143 -#, fuzzy msgid "Loading a messages file in Godot" -msgstr "Importando ativos em Godot 3.0+" +msgstr "Carregando um arquivo de mensagens no Godot" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:145 msgid "" @@ -232,43 +289,61 @@ msgid "" "dialog. The locale will be inferred from the ``\"Language: <code>\\n\"`` " "property in the messages file." msgstr "" +"Para registrar um arquivo de mensagens como uma tradução em um projeto, abra " +"as **Configurações do Projeto** e vá para a aba ** Localização **. Em " +"**Traduções**, clique em **Adicionar…** e escolha o arquivo ``.po`` na caixa " +"de diálogo do arquivo. O locale será inferido da propriedade ``\"Language: " +"<code>\\n\"`` no arquivo de mensagens." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:151 msgid "" "See :ref:`doc_internationalizing_games` for more information on importing " "and testing translations in Godot." msgstr "" +"Veja :ref:`doc_internationalizing_games` para mais informações sobre como " +"importar e testar traduções no Godot." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:155 msgid "Updating message files to follow the PO template" -msgstr "" +msgstr "Atualizando arquivos de mensagem para seguir o modelo PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" +"Depois de atualizar o modelo de PO, você terá que atualizar os arquivos de " +"mensagem para que contenham novas sequências, enquanto remove as sequências " +"que não estão mais presentes no modelo de PO. Isso pode ser feito " +"automaticamente usando a ferramenta ``msgmerge``:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 msgid "" "If you want to keep a backup of the original message file (which would be " "saved as ``fr.po~`` in this example), remove the ``--backup=none`` argument." msgstr "" +"Se você deseja manter um backup do arquivo da mensagem original (que seria " +"salvo como ``fr.po~`` neste exemplo), remova o argumento ``--backup=none``." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:171 msgid "Checking the validity of a PO file or template" -msgstr "" +msgstr "Verificando a validade de um arquivo ou modelo PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:173 msgid "" "It is possible to check whether a gettext file's syntax is valid by running " "the command below:" msgstr "" +"É possível verificar se a sintaxe de um arquivo gettext é válida executando " +"o comando abaixo:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:180 msgid "" "If there are syntax errors or warnings, they will be displayed in the " "console. Otherwise, ``msgfmt`` won't output anything." msgstr "" +"Se houver erros de sintaxe ou avisos, eles serão exibidos no console. Caso " +"contrário, ``msgfmt`` não exibirá nada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index edad315c67..eca247d244 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -262,7 +262,7 @@ msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:231 msgid "macOS" -msgstr "macOs" +msgstr "macOS" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:233 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 34cbd4ee5a..872915efbd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:4 -#, fuzzy msgid "Customizing the mouse cursor" -msgstr "Personalizando a compilação" +msgstr "Personalizando o cursor do mouse" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:6 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po index 0d148e15d0..c9bc7f6484 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po index e92c300dc6..96f11d1603 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -190,7 +190,7 @@ msgstr "Modificadores temporários" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po index 7f16d57ef1..6e6fe15319 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -149,8 +149,8 @@ msgstr "" "<class_Control_method__gui_input>` e o sinal \"gui_input\" será emitido " "(esta função é reimplementável por script ao herdar dele). Se o controle " "quer \"consumir\" o evento, ele irá chamar :ref:`Control.accept_event() " -"<class_Control_method_accept_event>`e o evento não irá mais se espalhar. Use " -"a propriedade :ref:`Control.mouse_filter " +"<class_Control_method_accept_event>` e o evento não irá mais se espalhar. " +"Use a propriedade :ref:`Control.mouse_filter " "<class_Control_property_mouse_filter>` para controlar se um :ref:`Control " "<class_Control>` é notificado de eventos de mouse através da chamada de " "retorno :ref:`Control <class_Control>`, e se esses eventos são propagados " @@ -178,14 +178,18 @@ msgstr "" "ativa." #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" "Se ninguém quis o evento até agora, e uma :ref:`Camera <class_Camera>` for " "atribuída ao Viewport, um raio para o mundo da física (na direção do raio do " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index ba4584dcad..4434422fd1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po index 93a980cee3..9729d5672b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/io/background_loading.rst:4 msgid "Background loading" -msgstr "" +msgstr "Carregamento em segundo plano" #: ../../docs/tutorials/io/background_loading.rst:6 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po index c03b1822b0..9356ec1887 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po index 1ed0845c6f..8265827553 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po index 2b538d0954..d62715f5fe 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index e622d132a9..7667a72c72 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,7 +77,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -88,14 +88,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -195,10 +195,22 @@ msgstr "" "neles." #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 +#, fuzzy +msgid "Link to the license" +msgstr "Aceitando as licenças" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 msgid "Third-party licenses" msgstr "Licenças de terceiros" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -215,16 +227,16 @@ msgstr "" "Isto significa que você precisa fornecer a atribuição para todas as " "bibliotecas listadas abaixo." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "Eis uma lista de bibliotecas que requerem atribuição:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "Tipo" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " @@ -234,17 +246,17 @@ msgstr "" "Sua licença requer atribuição, então o seguinte texto deve ser incluído " "junto com a licença do Godot:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" @@ -253,15 +265,15 @@ msgstr "" "multiplayer de alto nível. A ENet possui termos de licenciamento similares " "aos do Godot:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " @@ -271,22 +283,22 @@ msgstr "" "por meio de solicitações HTTP), a licença Apache `MBedTLS <https://tls.mbed." "org>`_ precisará ser cumprida incluindo o seguinte texto:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -295,7 +307,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/index.po index 168ac5a932..3f9cc98c74 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po index a3c00c11f3..1f6cc838eb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -267,7 +267,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po index 53502c290e..eaa14cdca2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po index 069bd6c0ca..fdcd924e87 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index c88fc831f5..3cbd273684 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po index fb6b3b6e9a..649685cdf0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po index f470947092..ddce311b88 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po index 8a57a41cf7..f4ef0b6361 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 3023579362..f1140fa3f0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -317,7 +317,7 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:59 msgid "color" -msgstr "" +msgstr "cor" #: ../../docs/tutorials/misc/binary_serialization_api.rst:61 msgid "15" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index f37e7530ed..cb7430c24e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,9 +79,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/change_scenes_manually.rst:66 -#, fuzzy msgid "Processing stops." -msgstr "Processamentos" +msgstr "O processamento é interrompido." #: ../../docs/tutorials/misc/change_scenes_manually.rst:68 msgid "" @@ -121,9 +120,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/change_scenes_manually.rst:87 -#, fuzzy msgid "Processing continues." -msgstr "Processamentos" +msgstr "O processamento continua." #: ../../docs/tutorials/misc/change_scenes_manually.rst:89 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index e57f97fd16..b33f49832e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -86,7 +86,7 @@ msgstr "Cor" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -105,46 +105,53 @@ msgstr "HUD" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 #, fuzzy msgid "SpatialMaterial features" msgstr "Recursos decisivos" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -152,89 +159,89 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 #, fuzzy msgid "Environment features" msgstr "Funções e Variáveis" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 #, fuzzy msgid "Ambient light" msgstr "Adicionando um script" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 #, fuzzy msgid "Light performance" msgstr "Performance" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -242,11 +249,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -254,7 +261,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -262,132 +269,132 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "Formas de colisão" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" -msgstr "" +msgstr "Linguagem de shading" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -395,30 +402,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index dd28248399..c64c5b1206 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po index f8edcf42cf..42ab2f0c75 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index ba97117076..71a8084bf7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/jitter_stutter.po index c9c2d87c94..bb0bda343c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -156,7 +156,7 @@ msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:84 msgid "macOS" -msgstr "macOs" +msgstr "macOS" #: ../../docs/tutorials/misc/jitter_stutter.rst:86 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po index 4caaab5364..15600629b6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -106,9 +106,10 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "Você pode alcançar o mesmo resultado em código:" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -124,11 +125,11 @@ msgstr "" "usado. Isso significa que, por padrão, quando o jogo é pausado, todos os nós " "serão pausados." -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "Assim, os três estados possíveis para um nó são:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." @@ -136,7 +137,7 @@ msgstr "" "**Herdar**: Processa dependendo do estado do pai, avô, etc. O primeiro pai " "que tem um estado não Inherit." -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." @@ -144,7 +145,7 @@ msgstr "" "**Stop**: Para o nó não importa o que aconteça (e filhos no modo Inherit). " "Quando pausado, este nó não será processado." -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -152,11 +153,11 @@ msgstr "" "**Process**: Processa o nó independentemente do que aconteça (e os filhos no " "modo Inherit). Pausado ou não, este nó será processado." -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Exemplo" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" @@ -164,7 +165,7 @@ msgstr "" "Um exemplo disso é criar um pop-up ou painel com controles internos e " "definir seu modo de pausa para \"Process\" e ocultá-lo:" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " @@ -174,7 +175,7 @@ msgstr "" "e netos herdarão esse estado. Dessa forma, este ramo da árvore da cena " "continuará funcionando quando estiver em pausa." -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." @@ -182,11 +183,11 @@ msgstr "" "Finalmente, faça isso quando um botão de pausa for pressionado (qualquer " "botão serve), habilite a pausa e mostre a tela de pausa." -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" "Para remover a pausa, faça o oposto quando a tela de pausa for fechada:" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "E é isso!" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 686f013618..eb29d744d8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -72,9 +72,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:28 -#, fuzzy msgid "How to use it" -msgstr "E como executá-lo:" +msgstr "Como utilizá-lo" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:30 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 854bed881c..942e0d7dfd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -90,18 +90,17 @@ msgid "Script setup" msgstr "GDScript" #: ../../docs/tutorials/misc/state_design_pattern.rst:30 -#, fuzzy msgid "" "The feature of inheritance is useful for getting started with this design " "principle. A class should be created that describes the base features of the " "player. For now, a player will be limited to two actions: **move left**, " "**move right**. This means there will be two states: **idle** and **run**." msgstr "" -"A funcionalidade de herança é útil para começar com esse princípio de " +"A funcionalidade de herança é útil para começar com este princípio de " "design. Uma classe deve ser criada que descreva as funcionalidades básicas " "do jogador. Por enquanto, um jogador estará limitado a duas ações: **move " -"left**, ** move right**. Isso significa que haverá dois estados: **idle** e " -"** run**." +"left**, **move right**. Isso significa que haverá dois estados: **idle** e " +"**run**." #: ../../docs/tutorials/misc/state_design_pattern.rst:35 msgid "Below is the generic state, from which all other states will inherit." @@ -142,15 +141,14 @@ msgstr "" "cohesion.html" #: ../../docs/tutorials/misc/state_design_pattern.rst:78 -#, fuzzy msgid "" "Second, there are some methods in the script for moving, but no " "implementation. The state script just uses ``pass`` to show that it will not " "execute any instructions when the methods are called. This is important." msgstr "" -"Segundo, existem alguns métodos no script para mover, mas nenhuma " +"Em segundo lugar, existem alguns métodos no script para mover, mas nenhuma " "implementação. O script de estado apenas usa ``pass`` para mostrar que não " -"executará nenhuma instrução quando os métodos forem chamados. Isto é " +"executará nenhuma instrução quando os métodos forem chamados. Isso é " "importante." #: ../../docs/tutorials/misc/state_design_pattern.rst:81 @@ -251,7 +249,6 @@ msgid "Project setup" msgstr "Configuração do projeto" #: ../../docs/tutorials/misc/state_design_pattern.rst:236 -#, fuzzy msgid "" "This tutorial made an assumption that the node it would be attached to " "contained a child node which is an :ref:`AnimatedSprite " @@ -260,11 +257,12 @@ msgid "" "idle and run animations. Also, the top-level node is assumed to be a :ref:" "`KinematicBody2D <class_KinematicBody2D>`." msgstr "" -"Este tutorial fez uma suposição que o nó seria anexado que contém um nó " -"filho é um :ref:`AnimatedSprite <class_AnimatedSprite>`. Também existe a " -"suposição de que :ref:`AnimatedSprite <class_AnimatedSprite>` tenha pelo " -"menos duas animações, as animações idle e run. Além disso, supõe-se que o nó " -"de nível superior seja :ref:`KinematicBody2D <class_KinematicBody2D>`." +"Este tutorial assumiu que o nó ao qual seria anexado continha um nó filho " +"que é um :ref:`AnimatedSprite <class_AnimatedSprite>`. Também existe a " +"suposição de que este :ref:`AnimatedSprite <class_AnimatedSprite>` tem pelo " +"menos duas animações, as animações inativas e de execução. Além disso, o nó " +"de nível superior é considerado um :ref:`KinematicBody2D " +"<class_KinematicBody2D>`." #: ../../docs/tutorials/misc/state_design_pattern.rst:243 #, fuzzy diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index b69e970216..7a43ef63c9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -431,9 +431,8 @@ msgid "``master``" msgstr "master" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:240 -#, fuzzy msgid "``puppet``" -msgstr "fantoche" +msgstr "``puppet``" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:242 msgid "" @@ -662,6 +661,16 @@ msgid "" "words, those peers are set as puppets for that node by virtue of not being " "the network master of it)." msgstr "" +"A configuração acima significa que apenas o par que possui o corpo afetado " +"será responsável por dizer a todos os outros pares que seu corpo foi " +"atordoado, após ser remotamente instruído a fazê-lo pela bomba do " +"hospedeiro. O par proprietário, portanto (ainda no método ``exploded``) diz " +"a todos os outros pares que seu nó de jogador foi atordoado. O par faz isso " +"chamando remotamente o método ``stun`` em todas as instâncias daquele nó do " +"jogador (nos outros pares). Porque o método ``stun`` tem a palavra-chave " +"``puppet``, apenas os pares que não se definiram como o mestre da rede do nó " +"irão chamá-lo (em outras palavras, esses pares são definidos como fantoches " +"para aquele nó em virtude de não ser o mestre da rede)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:439 msgid "" @@ -686,9 +695,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:453 -#, fuzzy msgid "Exporting for dedicated servers" -msgstr "Exportando para a Web" +msgstr "Exportando para servidores dedicados" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:455 msgid "" @@ -709,7 +717,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po index fe70584d42..cea59010b6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po index d0b8ee4936..cd2ba9ce37 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po index f8578f125e..271c09d13e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po index ac9ee7b495..1b838650e3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po index 508c33de46..2c8556c546 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po index e22aaf2b06..b01dda4cea 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/batching.po index 10334f75ca..dc08d1be19 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,17 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -#, fuzzy -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "ETC1 (recomendado ao utilizar o renderizador GLES2)." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "Desvantagens" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -61,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -69,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -86,12 +81,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 -#, fuzzy +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" -msgstr "Aqui está um exemplo simples de como funciona:" +msgstr "Como funciona" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -101,23 +95,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -125,41 +119,40 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 -#, fuzzy +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." -msgstr "Importando Texturas" +msgstr "Mudança de textura." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -167,35 +160,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 -#, fuzzy +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." -msgstr "O jogador" +msgstr "A camada de canvas." + +#: ../../docs/tutorials/optimization/batching.rst:96 +msgid ":ref:`class_YSort` nodes." +msgstr "nós :ref:`class_YSort`." #: ../../docs/tutorials/optimization/batching.rst:100 -#, fuzzy -msgid ":ref:`class_YSort` nodes." -msgstr ":ref:`RID <class_rid>`" - -#: ../../docs/tutorials/optimization/batching.rst:104 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -203,29 +194,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "Tijolos" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -234,11 +225,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -249,17 +240,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Luzes" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -270,7 +261,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -278,44 +269,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "Funções substituíveis" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -325,7 +316,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -335,12 +326,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "Processo de importação" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -349,7 +340,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -359,7 +350,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -370,7 +361,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -381,37 +372,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "Tipos básicos de vetor" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -421,37 +412,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "Iteradores personalizados" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -459,21 +450,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "Configuração do Projeto" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -483,25 +474,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Animações" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -509,12 +500,12 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 #, fuzzy msgid "rendering/batching/parameters" msgstr "Alterando Parâmetros de Importação" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -526,7 +517,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -537,7 +528,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -545,7 +536,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -554,17 +545,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -573,11 +564,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -587,18 +578,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -608,18 +599,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -630,15 +621,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -647,7 +638,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -656,150 +647,184 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Recursos padrão" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Perguntas Frequentes" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +msgid "Batched primitives" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index fe53a4b18c..352a3f1a63 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -89,11 +89,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:48 -#, fuzzy msgid "" "For more info about using Godot's built-in profiler, see :ref:" "`doc_debugger_panel`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para mais informações sobre como usar o analisador de perfis embutido do " +"Godot, veja :ref:`doc_debugger_panel`." #: ../../docs/tutorials/optimization/cpu_optimization.rst:52 #, fuzzy @@ -209,6 +210,18 @@ msgid "" "slowly load in some data. This delay can result in the CPU sitting around " "idle for a long time, and is referred to as a \"cache miss\"." msgstr "" +"Os caches de CPU são algo que deve ser particularmente atento, especialmente " +"ao comparar resultados de temporização de duas versões diferentes de uma " +"função. Os resultados podem ser altamente dependentes se os dados estão no " +"cache da CPU ou não. As CPUs não carregam dados diretamente da RAM do " +"sistema, embora seja enorme em comparação com o cache da CPU (vários " +"gigabytes em vez de alguns megabytes). Isso ocorre porque o acesso à RAM do " +"sistema é muito lento. Em vez disso, as CPUs carregam dados de um banco de " +"memória menor e mais rápido chamado cache. Carregar dados do cache é muito " +"rápido, mas toda vez que você tenta carregar um endereço de memória que não " +"está armazenado no cache, o cache deve fazer uma viagem para a memória " +"principal e carregar lentamente alguns dados. Esse atraso pode fazer com que " +"a CPU fique ociosa por um longo tempo e é conhecido como \"falha de cache\"." #: ../../docs/tutorials/optimization/cpu_optimization.rst:141 msgid "" @@ -296,9 +309,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:196 -#, fuzzy msgid "C++" -msgstr "C++:" +msgstr "C++" #: ../../docs/tutorials/optimization/cpu_optimization.rst:198 msgid "" @@ -310,7 +322,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/cpu_optimization.rst:205 -#, fuzzy msgid "Threads" msgstr "Threads" @@ -345,7 +356,7 @@ msgstr "Para mais, veja a página: ref: `doc_c_sharp_differences`." #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 msgid "SceneTree" -msgstr "Árvore de cena" +msgstr "SceneTree" #: ../../docs/tutorials/optimization/cpu_optimization.rst:226 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/general_optimization.po index 32a2918372..2e39921942 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -124,14 +124,12 @@ msgid "Putting a start/stop timer around code of interest." msgstr "" #: ../../docs/tutorials/optimization/general_optimization.rst:58 -#, fuzzy msgid "Using the Godot profiler." -msgstr "Usando materiais existentes no Godot" +msgstr "Usando o analisador de perfil do Godot." #: ../../docs/tutorials/optimization/general_optimization.rst:59 -#, fuzzy msgid "Using external third-party CPU profilers." -msgstr "Arquivos Externos" +msgstr "Usando perfis de CPU externos de terceiros." #: ../../docs/tutorials/optimization/general_optimization.rst:60 msgid "" @@ -270,11 +268,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/general_optimization.rst:131 -#, fuzzy msgid "" "For more info about using Godot's built-in profiler, see :ref:" "`doc_debugger_panel`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para mais informações sobre como usar o analisador de perfis embutido do " +"Godot, veja :ref:`doc_debugger_panel`." #: ../../docs/tutorials/optimization/general_optimization.rst:134 msgid "Principles" @@ -408,9 +407,8 @@ msgid "Optimize bottleneck." msgstr "" #: ../../docs/tutorials/optimization/general_optimization.rst:210 -#, fuzzy msgid "Return to step 1." -msgstr "Return" +msgstr "Volte ao passo 1." #: ../../docs/tutorials/optimization/general_optimization.rst:213 msgid "Optimizing bottlenecks" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index fd55106e3d..567d79071c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -143,8 +143,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/index.po index d7f75bc0a0..97d045663c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index fa7e4382c5..5be7d029bc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -124,11 +124,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:73 -#, fuzzy msgid "" "For more information, see the :ref:`GPU optimizations " "<doc_gpu_optimization>` doc." -msgstr "Para mais, veja a página: ref: `doc_c_sharp_differences`." +msgstr "" +"Para mais, veja o documento :ref:`Otimizações de GPU <doc_gpu_optimization>` " +"doc." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:77 msgid "Level of detail (LOD)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_multimesh.po index c8a5720a01..91238812ef 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_servers.po index 4b9cfe38b8..4102deace7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 47f311ce1f..a725e4947f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -237,9 +237,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:129 -#, fuzzy msgid "Performance caveats" -msgstr "Performance" +msgstr "Ressalvas de desempenho" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:131 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po index 333fec8290..c9643221b5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index d62daa812c..22dffc9280 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po index 8142e595e8..eeab5b7ba8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -479,8 +479,9 @@ msgstr "" "etc." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" "Você pode modificar o comportamento de um corpo rígido através de " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 7c2efcc165..bc70d8cd14 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -136,7 +136,7 @@ msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:56 msgid "This is the final result:" -msgstr "Esse é o resultado final:" +msgstr "Este é o resultado final:" #: ../../docs/tutorials/physics/ragdoll_system.rst:61 msgid "Simulating the ragdoll" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po index d50de9cddc..b91b8b6f79 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po index 9e70329e8b..96c7c7cbef 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po index 5b6aa09a25..66d27ea58d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po index 4939fb6f25..e0a3b72547 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -261,10 +261,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/physics/using_area_2d.rst:139 -#, fuzzy msgid "" "You can download this project here: :download:`using_area_2d.zip <files/" "using_area_2d.zip>`" msgstr "" -"Primeiro faça o download do modelo aqui:: download: `autoload.zip <files / " -"autoload.zip>` e abra-o." +"Você pode baixar este projeto aqui: :download:`using_area_2d.zip <files/" +"using_area_2d.zip>`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 143dec1502..2105a37f88 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index d3c039d831..d6c5c99ff6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,9 +70,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:27 -#, fuzzy msgid "Support for subscriptions" -msgstr "As opções de importação são vastas:" +msgstr "Suporte para assinaturas" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:28 msgid "Signals (no polling or callback objects)" @@ -121,9 +120,8 @@ msgstr "" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:83 #: ../../docs/tutorials/platform/android_in_app_purchases.rst:115 -#, fuzzy msgid "Full example:" -msgstr "Eventos de entrada" +msgstr "Exemplo completo:" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:96 msgid "Purchase an item" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po index c00ae4bae0..968e5c602a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,7 +151,7 @@ msgid "" "they are a licensed console developer. Doing so would violate the console " "manufacturer's NDA." msgstr "" -"Na prática, o processo é bastante similar ao Unity e Unreal Engine, exceto " +"Na prática, o processo é bastante similar à Unity e Unreal Engine, exceto " "que você precisa contatar um desenvolvedor de terceiros para lidar com o " "processo de port. Em outras palavras, não há motor que esteja legalmente " "permitido a distribuir modelos de exportação para consoles sem exigir que o " @@ -177,21 +177,20 @@ msgid "Following is the list of providers:" msgstr "A seguir uma lista de fornecedoras:" #: ../../docs/tutorials/platform/consoles.rst:65 -#, fuzzy msgid "" "`Lone Wolf Technology <http://www.lonewolftechnology.com/>`_ offers Switch " "and PS4 porting and publishing of Godot games." msgstr "" "A `Lone Wolf Technology <http://www.lonewolftechnology.com/>`_ oferece " -"porting e publicação de jogos em Godot para Switch, PS4 e Xbox One." +"portabilidade e publicação de jogos em Godot para Switch, PS4 e Xbox One." #: ../../docs/tutorials/platform/consoles.rst:67 msgid "" "`Pineapple Works <https://pineapple.works/>`_ offers Switch and Xbox One " "porting and publishing of Godot games." msgstr "" -"A `Pineapple Works <https://pineapple.works/>`_ oferece porting e publicação " -"de jogos em Godot para Switch e Xbox One." +"A `Pineapple Works <https://pineapple.works/>`_ oferece portabilidade e " +"publicação de jogos em Godot para Switch e Xbox One." #: ../../docs/tutorials/platform/consoles.rst:70 msgid "" @@ -199,6 +198,7 @@ msgid "" "feel free to `open an issue or pull request <https://github.com/godotengine/" "godot-docs>`_ to add your company to the list above." msgstr "" -"Se sua empresa oferece serviços de porting e/ou publicação para jogos em " -"Godot, sinta-se livre para `abrir um issue ou pull request <https://github." -"com/godotengine/godot-docs>`_ para adicionar sua empresa à lista acima." +"Se sua empresa oferece serviços de portabilidade e/ou publicação para jogos " +"em Godot, sinta-se livre para `abrir um problema ou pull request <https://" +"github.com/godotengine/godot-docs>`_ para adicionar sua empresa à lista " +"acima." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 14dd4bb5ce..d889a0c2fa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -85,9 +85,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:49 -#, fuzzy msgid "The only required placeholders are:" -msgstr "Múltiplos espaços reservados" +msgstr "Os únicos placeholders necessários são:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:51 msgid "" @@ -213,9 +212,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:142 -#, fuzzy msgid "Customizing the behavior" -msgstr "Personalizando a compilação" +msgstr "Personalizando o comportamento" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:143 msgid "" @@ -242,9 +240,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:156 -#, fuzzy msgid "Customizing the presentation" -msgstr "Customizando a apresentação" +msgstr "Personalizando a apresentação" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:157 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index d197e5f749..543d1e30d2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -57,7 +57,7 @@ msgstr "" "A classe ``Engine`` fornece métodos para carregar e inicializar projetos " "exportados na Web. Para configurações de exportação padrão, isto já é parte " "da página HTML exportada. Para entender o uso prático da classe ``Engine``, " -"veja :ref: `Personalizar página HTML para exportação Web " +"veja :ref:`Personalizar página HTML para exportação Web " "<doc_customizing_html5_shell>`." #: ../../docs/tutorials/platform/html5_shell_classref.rst:20 @@ -240,9 +240,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:109 -#, fuzzy msgid "The file to preload." -msgstr "O resultado final" +msgstr "O arquivo a ser pré-carregado." #: ../../docs/tutorials/platform/html5_shell_classref.rst:111 msgid "If a ``string`` the file will be loaded from that path." @@ -332,9 +331,8 @@ msgid "The location where the file will be created." msgstr "A ação oculta, enquanto desativada, ainda será exportada." #: ../../docs/tutorials/platform/html5_shell_classref.rst:167 -#, fuzzy msgid "The content of the file." -msgstr "O caminho absoluto para o arquivo" +msgstr "O conteúdo do arquivo." #: ../../docs/tutorials/platform/html5_shell_classref.rst:172 #, fuzzy @@ -629,10 +627,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:325 -#, fuzzy msgid "Files are delivered with server-side chunked compression" msgstr "" -"Os arquivos são entregues com compactação em pedaços por parte do servidor" +"Os arquivos são entregues com compressão fragmentada do lado do servidor" #: ../../docs/tutorials/platform/html5_shell_classref.rst:326 msgid "Files are delivered with server-side compression on Chromium" @@ -640,13 +637,12 @@ msgstr "" "Os arquivos são entregues com compactação do lado do servidor no Chromium" #: ../../docs/tutorials/platform/html5_shell_classref.rst:327 -#, fuzzy msgid "" "Not all file downloads have started yet (usually on servers without multi-" "threading)" msgstr "" -"Nem todos os downloads de arquivos começaram ainda(normalmente em servidores " -"sem multi-threading )" +"Nem todos os downloads de arquivos foram iniciados ainda (geralmente em " +"servidores sem multi-threading)" #: ../../docs/tutorials/platform/html5_shell_classref.rst:329 msgid "The current amount of downloaded bytes so far." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po index eaf2f86a17..8c0ac6d2d4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po index 04c1d3c0ce..f6574e5882 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 7e16a0f0c6..87bcfccf2e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -105,12 +105,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:42 -#, fuzzy msgid "" "The `Godot iOS Plugins <https://github.com/godotengine/godot-ios-plugins>`_ " "Godot iOS plugins." msgstr "" -"Dê um Fork no `repositório do Godot<https://github.com/godotengine/godot>`_" +"Os `Plugins Godot iOS <https://github.com/godotengine/godot-ios-plugins>`_." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:44 msgid "" @@ -120,9 +119,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:47 -#, fuzzy msgid "To build an iOS plugin:" -msgstr "Criando um script C#" +msgstr "Para construir um plugin para iOS:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:49 msgid "Create an Objective-C static library for your plugin inside Xcode." @@ -162,12 +160,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -177,65 +173,63 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 #, fuzzy msgid "The configuration file format is as follow::" msgstr "Os arquivos CSV devem ser formatados da seguinte forma:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -243,35 +237,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -280,19 +274,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 7d840ee7d6..8bbe1746f2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:4 -#, fuzzy msgid "Plugins for iOS" -msgstr "Serviços para iOS" +msgstr "Plugins para iOS" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:6 msgid "" @@ -45,9 +44,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:18 -#, fuzzy msgid "Here's an example of how to do this in GDScript:" -msgstr "Segue abaixo um exemplo de arquivo de uma classe." +msgstr "Eis um exemplo de como fazer isso no GDScript:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:32 msgid "Asynchronous methods" @@ -99,13 +97,12 @@ msgid "Store Kit" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:85 -#, fuzzy msgid "" "Implemented in `Godot iOS InAppStore plugin <https://github.com/godotengine/" "godot-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm>`_." msgstr "" -"`Plugin de pagamento do Godot <https://github.com/godotengine/godot/tree/" -"master/platform/android/java/plugins/godotpayment>`_" +"Implementado no `plugin Godot iOS InAppStore <https://github.com/godotengine/" +"godot-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm>`_." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:87 msgid "" @@ -230,13 +227,12 @@ msgid "Game Center" msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:196 -#, fuzzy msgid "" "Implemented in `Godot iOS GameCenter plugin <https://github.com/godotengine/" "godot-ios-plugins/blob/master/plugins/gamecenter/game_center.mm>`_." msgstr "" -"`Plugin de pagamento do Godot <https://github.com/godotengine/godot/tree/" -"master/platform/android/java/plugins/godotpayment>`_" +"Implementado no `plugin Godot iOS GameCenter <https://github.com/godotengine/" +"godot-ios-plugins/blob/master/plugins/gamecenter/game_center.mm>`_." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:198 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/platform_html5.po index 14dacca6ae..1e91705b46 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 66bd063828..10461929b9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,87 +144,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Criando um script C#" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,64 +233,82 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 #, fuzzy msgid "The configuration file format is as follow::" msgstr "Os arquivos CSV devem ser formatados da seguinte forma:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -298,12 +316,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -311,48 +329,50 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Criando um script C#" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 #, fuzzy msgid "From your script:" msgstr "Em seu script::" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Liberando recursos" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -360,13 +380,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -374,7 +394,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -384,51 +404,46 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Implementação" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" -msgstr "" -"Dê um Fork no `repositório do Godot<https://github.com/godotengine/godot>`_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "" "Dê um Fork no `repositório do Godot<https://github.com/godotengine/godot>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Solução de problemas" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/index.po index e4f119a679..b94dd427a8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 0c61e7d749..e7b3f9e568 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po index 0733b63d58..23bf9ccba1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 19bd740b1c..8b615ef9a8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr ":ref:`Plugins de inspetor <doc_inspector_plugins>`" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "Desenvolvimento de Engine" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 94c61bd2c7..4f5c4958d8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index cf51326768..63e00966f7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 36d8d1192a..696d95d545 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -114,14 +114,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -131,15 +131,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -148,7 +148,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -156,7 +156,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -167,14 +167,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -184,36 +184,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -221,28 +221,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -251,7 +251,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -260,24 +260,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -285,18 +285,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -304,7 +304,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index f2d4c8ff48..ce3dd77bdf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 725b31ed39..584f2bd731 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index d5af8d2635..77b64d017a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -66,7 +66,7 @@ msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:47 msgid "Prerequisites" -msgstr "" +msgstr "Pré-requisitos" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:49 msgid "Before we start you'll need a few things:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 0821597cb4..b1365e32e7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 760202ac42..3a701cd296 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po index 91343a6b1b..a356a38fb5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index b29b5bdd9e..418d1fe09c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index a1a0c80ab7..e541d4e434 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -102,7 +102,7 @@ msgid "" "wiki/Byte_order_mark>`_. *(editor default)*" msgstr "" "Use a codificação **UTF-8** sem uma `marca de ordem de byte <https://pt." -"wikipedia.org/wiki/Marca_de_ordem_de_byte>)`_. *(padrão do editor)*" +"wikipedia.org/wiki/Marca_de_ordem_de_byte>`_. *(padrão do editor)*" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:58 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" @@ -361,9 +361,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:351 -#, fuzzy msgid "Local variables" -msgstr "Variáveis Locais" +msgstr "Variáveis locais" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:353 msgid "" @@ -371,3 +370,6 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " +"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " +"onde a variável foi declarada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po index 01edf50bba..70075b98e4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index c787bb4d7e..cad768fb3c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -43,12 +43,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:21 -#, fuzzy msgid "" "`Intro to Shader Programming <https://www.youtube.com/watch?v=xoyk_A0RSpI>`__" msgstr "" -"Você pode assistir a este tutorial em um `vídeo no Youtube <https://www." -"youtube.com/watch?v=y1E_y9AIqow>`_." +"`Introdução à programação de Shader <https://www.youtube.com/watch?" +"v=xoyk_A0RSpI>` __" #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:22 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index f84cc4fe9d..2f93d80357 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 051a1ae463..6f991b560e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "Introdução" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po index d5c38e50d0..21a3e0af1f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -65,9 +65,8 @@ msgid "Animate vertices, like tree leaves or grass." msgstr "" #: ../../docs/tutorials/shading/shader_materials.rst:23 -#, fuzzy msgid "Create custom particle code." -msgstr "Criando nós" +msgstr "Criar código de partículas personalizado." #: ../../docs/tutorials/shading/shader_materials.rst:24 msgid "And much more!" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 3737d1a105..778ba1b505 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,9 +35,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:14 -#, fuzzy msgid "Render modes" -msgstr "Modificadores temporários" +msgstr "Modos de renderização" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:17 msgid "Render mode" @@ -299,9 +298,8 @@ msgid "inout vec2 **UV**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:132 -#, fuzzy msgid "Texture coordinates." -msgstr "Próxima Coordenada" +msgstr "Coordenadas da textura." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:134 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:180 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 9a4841b211..e1c58eeda4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,6 +18,5 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/shading_reference/index.rst:2 -#, fuzzy msgid "Shading reference" -msgstr "Alterando a cena atual" +msgstr "Referência de shading" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 975f95c117..5ae4218081 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -56,9 +56,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:27 -#, fuzzy msgid "Render modes" -msgstr "Modificadores temporários" +msgstr "Modos de renderização" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:30 msgid "Render mode" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 99dab005a3..cbe17c6f60 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,6 +35,14 @@ msgid "" "they output a final color to the screen and then move on. Accordingly, there " "is no way of accessing the color output from the last run of the shader." msgstr "" +"Shaders são programas únicos que rodam na GPU. Eles são usados para " +"especificar como pegar os dados de malha (posições dos vértices, cores, " +"normais, etc.) e desenhá-los na tela. Os shaders não processam as " +"informações da mesma forma que um programa normal porque são otimizados para " +"execução na GPU. Uma consequência disso é que os shaders não retêm seus " +"dados depois de executados; eles exibem uma cor final na tela e depois " +"seguem em frente. Consequentemente, não há como acessar a saída de cor da " +"última execução do shader." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:16 msgid "" @@ -47,6 +55,15 @@ msgid "" "use it to affect the rendering pipeline. For more advanced shaders, you can " "turn this functionality off using a render_mode." msgstr "" +"O Godot usa uma linguagem de shader muito semelhante ao GLSL, mas com " +"funcionalidade adicional e um pouco menos de flexibilidade. A razão para " +"fazer isso é que o Godot integra uma funcionalidade embutida para tornar a " +"escrita de shaders complexos substancialmente mais fácil. O Godot envolve o " +"código de shader escrito pelo usuário em código próprio. Dessa forma, Godot " +"lida com muitas das coisas de baixo nível com as quais o usuário não precisa " +"se preocupar e é capaz de analisar seu código de shader e usá-lo para afetar " +"a pipeline de renderização. Para shaders mais avançados, você pode desligar " +"essa funcionalidade usando um render_mode." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:23 msgid "" @@ -54,11 +71,13 @@ msgid "" "Godot. For a detailed reference of the shading language in Godot see the :" "ref:`Godot shading language doc<doc_shading_language>`." msgstr "" +"Este documento fornece algumas informações sobre shaders, específicas para o " +"Godot. Para uma referência detalhada da linguagem de shader no Godot, " +"consulte :ref:`Linguagem de shading do Godot <doc_shading_language>`." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:27 -#, fuzzy msgid "Shader types" -msgstr "Tipos de espaços reservados" +msgstr "Tipos de shader" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:29 msgid "" @@ -67,12 +86,18 @@ msgid "" "types support different render modes, built-in variables, and processing " "functions." msgstr "" +"Em vez de fornecer uma configuração de propósito geral para todos os usos " +"(2D, 3D, partículas), os shaders do Godot devem especificar a que se " +"destinam. Diferentes tipos oferecem suporte a diferentes modos de " +"renderização, variáveis integradas e funções de processamento." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:33 msgid "" "All shaders need to specify their type in the first line, in the following " "format:" msgstr "" +"Todos os shaders precisam especificar o seu tipo na primeira linha, no " +"seguinte formato:" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:39 msgid "Valid types are:" @@ -80,26 +105,27 @@ msgstr "Tipos válidos são:" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:41 msgid ":ref:`spatial <doc_spatial_shader>`: For 3D rendering." -msgstr "" +msgstr ":ref:`spatial <doc_spatial_shader>`: Para renderização 3D." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:42 msgid ":ref:`canvas_item <doc_canvas_item_shader>`: For 2D rendering." -msgstr "" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>`: Para renderização 2D." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:43 msgid ":ref:`particles <doc_particle_shader>`: For particle systems." -msgstr "" +msgstr ":ref:`particles <doc_particle_shader>`: Para sistemas de partículas." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:45 msgid "" "For detailed information on each shading type, see the corresponding " "reference document." msgstr "" +"Para obter informações detalhadas sobre cada tipo de shading, consulte o " +"documento de referência correspondente." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:48 -#, fuzzy msgid "Render modes" -msgstr "Modificadores temporários" +msgstr "Modos de renderização" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:50 msgid "" @@ -109,21 +135,29 @@ msgid "" "to use the render mode ``unshaded`` to skip the built-in light processor " "function." msgstr "" +"Diferentes tipos de shader oferecem suporte a diferentes modos de " +"renderização. Eles são opcionais e, se especificados, devem estar após o " +"*shader_type*. Os modos de renderização são usados para alterar a maneira " +"como a funcionalidade integrada é tratada. Por exemplo, é comum usar o modo " +"de renderização ``unshaded`` para pular a função embutida do processador de " +"luz." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:55 msgid "Render modes are specified underneath the shader type:" -msgstr "" +msgstr "Os modos de renderização são especificados sob o tipo de shader:" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:62 msgid "" "Each shader type has a different list of render modes available. See the " "document for each shader type for a complete list of render modes." msgstr "" +"Cada tipo de shader possui uma lista diferente de modos de renderização " +"disponíveis. Consulte o documento de cada tipo de shader para obter uma " +"lista completa dos modos de renderização." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:66 -#, fuzzy msgid "Processor functions" -msgstr "Processamentos" +msgstr "Funções de processador" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:68 msgid "" @@ -132,11 +166,14 @@ msgid "" "to override ``vertex``, ``fragment``, and ``light``. For \"particles\", only " "``vertex`` can be overridden." msgstr "" +"Dependendo do tipo de shader, diferentes funções de processador podem ser " +"substituídas opcionalmente. Para \"spatial\" e \"canvas_item\", é possível " +"sobrepor ``vertex``, ``fragment`` e ``light``. Para \"particles\", apenas o " +"``vertex`` pode ser substituído." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:73 -#, fuzzy msgid "Vertex processor" -msgstr "Processo de importação" +msgstr "Processador de vértice" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:75 msgid "" @@ -144,6 +181,9 @@ msgid "" "\"spatial\" and \"canvas_item\" shaders. For \"particles\" shaders, it is " "called once for every particle." msgstr "" +"A função de processamento ``vertex`` é chamada uma vez para cada vértice nos " +"shaders \"spatial\" e \"canvas_item\". Para shaders \"particles\", é chamado " +"uma vez para cada partícula." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:78 msgid "" @@ -152,6 +192,10 @@ msgid "" "variables that will be sent to the fragment function by using varyings(see " "other doc)." msgstr "" +"A função ``vertex`` é usada para modificar a informação por vértice que será " +"passada para a função de fragmento. Também pode ser usado para estabelecer " +"variáveis que serão enviadas para a função de fragmento usando " +"variações(consulte outro documento)." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:82 msgid "" @@ -160,11 +204,14 @@ msgid "" "transform the data yourself; see the :ref:`Spatial shader doc " "<doc_spatial_shader>` for an example of this." msgstr "" +"Por padrão, o Godot pegará suas informações de vértice e as transformará de " +"acordo com o desenho. Se isso for indesejável, você pode usar modos de " +"renderização para transformar os dados você mesmo; veja o :ref:`Documento do " +"shader espacial <doc_spatial_shader>` para um exemplo disso." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:87 -#, fuzzy msgid "Fragment processor" -msgstr "Processo de importação" +msgstr "Processador de fragmentos" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:89 msgid "" @@ -173,6 +220,10 @@ msgid "" "primitive draws. It is only available in \"spatial\" and \"canvas_item\" " "shaders." msgstr "" +"A função de processamento ``fragment`` é usada para configurar os parâmetros " +"do material do Godot por pixel. Este código é executado em cada pixel " +"visível que o objeto ou primitivo desenha. Ele está disponível apenas nos " +"shaders \"spatial\" e \"canvas_item\"." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:93 msgid "" @@ -188,11 +239,22 @@ msgid "" "is used; if not, it cuts all the corresponding code out. Therefore, you will " "not waste calculations on effects that you do not use." msgstr "" +"O uso padrão da função de fragmento é configurar as propriedades do material " +"que serão usadas para calcular a iluminação. Por exemplo, você definiria " +"valores para ``ROUGHNESS``, ``RIM``, ou ``TRANSMISSION`` que diria à função " +"de luz como as luzes respondem a esse fragmento. Isso torna possível " +"controlar uma pipeline de sombreamento complexa sem que o usuário precise " +"escrever muito código. Se você não precisa dessa funcionalidade integrada, " +"pode ignorá-la e escrever sua própria função de processamento de luz e o " +"Godot a otimizará. Por exemplo, se você não escrever um valor para ``RIM``, " +"Godot não calculará a iluminação do aro. Durante a compilação, o Godot " +"verifica se ``RIM`` é usado; caso contrário, elimina todo o código " +"correspondente. Portanto, você não desperdiçará cálculos com efeitos que não " +"usa." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:103 -#, fuzzy msgid "Light processor" -msgstr "Processo de importação" +msgstr "Processador de luz" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:105 msgid "" @@ -202,6 +264,11 @@ msgid "" "typically operates on the material properties setup inside the ``fragment`` " "function." msgstr "" +"O processador ``light`` funciona por pixel também, mas também funciona para " +"cada luz que afeta o objeto (e não funciona se nenhuma luz afetar o objeto). " +"Ele existe como uma função chamada dentro do processador ``fragment`` e " +"normalmente opera na configuração das propriedades do material dentro da " +"função ``fragment``." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:110 msgid "" @@ -210,3 +277,7 @@ msgid "" "`CanvasItem shaders <doc_canvas_item_shader>` and :ref:`Spatial shaders " "<doc_spatial_shader>`, respectively." msgstr "" +"O processador ``light`` funciona de maneira diferente em 2D do que em 3D; " +"para uma descrição de como funciona em cada um, consulte suas " +"documentações, :ref:` Shaders CanvasItem <doc_canvas_item_shader>` e :ref:" +"`Shaders Spatial <doc_spatial_shader>`, respectivamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 609b120ccd..48c41ccd1a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:4 msgid "Shading language" -msgstr "" +msgstr "Linguagem de shading" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:7 msgid "Introduction" @@ -31,6 +31,9 @@ msgid "" "functions are supported, and the few remaining ones will likely be added " "over time." msgstr "" +"Godot usa uma linguagem de shading semelhante à GLSL ES 3.0. A maioria dos " +"tipos de dados e funções são suportados e os poucos restantes provavelmente " +"serão adicionados com o tempo." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:12 msgid "" @@ -38,14 +41,18 @@ msgid "" "Guide<doc_migrating_to_godot_shader_language>` is a resource that will help " "you transition from regular GLSL to Godot's shading language." msgstr "" +"Se você já está familiarizado com GLSL, o :ref:`Guia de Migração para o " +"Shader do Godot <doc_migrating_to_godot_shader_language>` é um recurso que o " +"ajudará a fazer a transição de GLSL normal para a linguagem de shading do " +"Godot." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:16 msgid "Data types" -msgstr "" +msgstr "Tipos de dados" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:18 msgid "Most GLSL ES 3.0 datatypes are supported:" -msgstr "" +msgstr "A maioria dos tipos de dados de GLSL ES 3.0 são suportados:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 @@ -55,7 +62,7 @@ msgstr "Tipo" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Descrição" @@ -703,6 +710,9 @@ msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" +"Ao exportar um projeto GLES2 para HTML5, o WebGL 1.0 será usado. O WebGL 1.0 " +"não oferece suporte a loops dinâmicos, portanto, os shaders que os usam não " +"funcionam lá." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:381 msgid "Discarding" @@ -970,784 +980,813 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 #, fuzzy +msgid "Built-in variables" +msgstr "Editando instâncias" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`Shaders Spatial <doc_spatial_shader>`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>`: Para renderização 2D." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`Shading de particulas <doc_shading_language>`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#, fuzzy msgid "Built-in functions" msgstr "Funções estáticas" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "Outras considerações" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "Outras considerações" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "Tamanho de linha" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #, fuzzy msgid "Invert boolean vector" msgstr "Inverter Cor" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 2296c484fa..3b4c9dfeae 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:12 -#, fuzzy msgid "Render modes" -msgstr "Modificadores temporários" +msgstr "Modos de renderização" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:15 msgid "Render mode" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/visual_shaders.po index 6d2ba40b2a..c1a8532f9f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 5d38e3e0b9..332ff2cae5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/your_first_shader/index.rst:2 -#, fuzzy msgid "Your first shader" -msgstr "Seu primeiro jogo" +msgstr "Seu primeiro shader" #: ../../docs/tutorials/shading/your_first_shader/index.rst:4 msgid "" @@ -31,21 +30,33 @@ msgid "" "overview of shaders in Godot see the :ref:`Shading Reference Page <toc-" "shading-reference>`." msgstr "" +"Esta série de tutoriais irá levá-lo através da escrita do seu primeiro " +"shader. Destina-se a pessoas que têm muito pouca experiência prévia com " +"shaders e querem começar com o básico. Este tutorial não abordará tópicos " +"avançados e não é abrangente. Para obter uma visão geral abrangente e " +"detalhada dos shaders em Godot, consulte a :ref:`Página de Referência de " +"Shading <toc-shading-reference>`." #: ../../docs/tutorials/shading/your_first_shader/index.rst:10 msgid "" "\"What are shaders\" gives you a high-level overview of what shaders are and " "how they fit into the rendering pipeline." msgstr "" +"\"O que são shaders\" oferece uma visão geral de alto nível do que são " +"shaders e como eles se encaixam na pipeline de renderização." #: ../../docs/tutorials/shading/your_first_shader/index.rst:13 msgid "" "The \"your first shader\" tutorials walk you through the process of writing " "a shader step-by-step." msgstr "" +"Os tutoriais do \"seu primeiro shader\" orientam você através do processo de " +"escrita de um shader passo a passo." #: ../../docs/tutorials/shading/your_first_shader/index.rst:16 msgid "" "For a more general introduction into shaders and the OpenGL Shading " "Language, use `The Book of Shaders <https://thebookofshaders.com>`_." msgstr "" +"Para uma introdução mais geral sobre shaders e a Linguagem de Shading do " +"OpenGL, use `The Book of Shaders <https://thebookofshaders.com>`_." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 2ee8b651b5..be27caefcb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:4 msgid "What are shaders?" -msgstr "O que são sombreadores(shaders)?" +msgstr "O que são shaders?" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:7 msgid "Introduction" @@ -31,12 +31,18 @@ msgid "" "can be used to create interesting effects that run incredibly fast. You have " "also likely heard that they are terrifying. Both are true." msgstr "" +"Então, você decidiu experimentar os shaders. Você provavelmente já ouviu " +"falar que eles podem ser usados para criar efeitos interessantes que são " +"executados de forma incrivelmente rápida. Você também deve ter ouvido falar " +"que eles são assustadores. Ambos são verdadeiros." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:13 msgid "" "Shaders can be used to create a wide range of effects (in fact everything " "drawn in a modern rendering engine is done with shaders)." msgstr "" +"Shaders podem ser usados para criar uma ampla gama de efeitos (na verdade, " +"tudo desenhado em um mecanismo de renderização moderno é feito com shaders)." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:16 msgid "" @@ -47,10 +53,16 @@ msgid "" "still unintuitive and restricting, especially for users who are used to " "GDScript." msgstr "" +"Escrever shaders também pode ser muito difícil para pessoas não " +"familiarizadas com eles. O Godot tenta tornar a escrita de shaders um pouco " +"mais fácil, expondo muitos recursos integrados úteis e lidando com parte do " +"trabalho de inicialização de nível inferior para você. No entanto, GLSL (a " +"Linguagem de Shading do OpenGL, que o Godot usa) ainda não é intuitiva e é " +"restritiva, especialmente para usuários que estão acostumados com GDScript." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:22 msgid "But what are they?" -msgstr "" +msgstr "Mas o que são eles?" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:24 msgid "" @@ -61,6 +73,12 @@ msgid "" "rendering because they are optimized for running thousands of instructions " "in parallel." msgstr "" +"Shaders são um tipo especial de programa executado em Unidades de " +"Processamento Gráfico (GPUs). A maioria dos computadores tem algum tipo de " +"GPU, seja integrado em sua CPU ou discreto (o que significa que é um " +"componente de hardware separado, por exemplo, a típica placa de vídeo). As " +"GPUs são especialmente úteis para renderização porque são otimizadas para " +"executar milhares de instruções em paralelo." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:29 msgid "" @@ -72,24 +90,38 @@ msgid "" "or corner of a Sprite) goes and the fragment shader decides what color " "individual pixels receive." msgstr "" +"A saída do shader normalmente são os pixels coloridos do objeto desenhado na " +"janela de exibição. Mas alguns shaders permitem saídas especializadas (isso " +"é especialmente verdadeiro para APIs como Vulkan). Shaders operam dentro da " +"pipeline de shaders. O processo padrão é a pipeline de shader vertex -> " +"fragment. O shader de vértice é usado para decidir onde cada vértice (ponto " +"em um modelo 3D ou canto de um Sprite) vai e o shader de fragmento decide " +"qual cor os pixels individuais recebem." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:35 msgid "" "Suppose you want to update all the pixels in a texture to a given color, on " "the CPU you would write:" msgstr "" +"Suponha que você queira atualizar todos os pixels em uma textura para uma " +"determinada cor, na CPU você escreveria:" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:43 msgid "" "In a shader you are given access only to the inside of the loop so what you " "write looks like this:" msgstr "" +"Em um shader você tem acesso apenas ao interior do loop, de modo que o que " +"você escreve se parece com isto:" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:52 msgid "" "You have no control over how this function is called. So you have to design " "your shaders differently from how you would design programs on the CPU." msgstr "" +"Você não tem controle sobre como esta função é chamada. Portanto, você deve " +"projetar seus shaders de maneira diferente de como projetaria programas na " +"CPU." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:55 msgid "" @@ -100,6 +132,13 @@ msgid "" "parallel, as they do not depend on each other. This lack of flexibility is " "designed to work with the GPU which allows shaders to be incredibly fast." msgstr "" +"Uma consequência da pipeline do shader é que você não pode acessar os " +"resultados de uma execução anterior do shader, não pode acessar outros " +"pixels do pixel que está sendo desenhado e não pode escrever fora do pixel " +"atual que está sendo desenhado. Isto permite que a GPU execute o shader para " +"pixels diferentes em paralelo, pois eles não dependem um do outro. Essa " +"falta de flexibilidade foi projetada para funcionar com a GPU, o que permite " +"que os shaders sejam incrivelmente rápidos." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:62 msgid "What can they do" @@ -174,11 +213,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:93 -#, fuzzy msgid "" "For more information about how shaders operate specifically in Godot, see " "the :ref:`Shaders <doc_shaders>` doc." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para mais informações sobre como os shaders operam especificamente no Godot, " +"consulte o documento :ref:`Shaders <doc_shaders>`." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:97 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index dc6eb84379..1157a8df59 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,9 +19,8 @@ msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:4 #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:51 -#, fuzzy msgid "Your first CanvasItem shader" -msgstr "Seu primeiro jogo" +msgstr "Seu primeiro shader CanvasItem" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:7 msgid "Introduction" @@ -216,9 +215,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:142 -#, fuzzy msgid "Uniform input" -msgstr "Verificação de entradas." +msgstr "Entrada uniforme" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:144 msgid "" @@ -232,11 +230,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:152 -#, fuzzy msgid "" "For more information about usage see the :ref:`Shading Language doc " "<doc_shading_language>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para mais informações sobre o uso, veja :ref:`Linguagem de Sombreamento " +"<doc_shading_language>`." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:154 msgid "Add a uniform to change the amount of blue in our Sprite." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 434b9d9f80..8e3e48fb9a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -285,6 +285,17 @@ msgid "" "of the channels as the height. In this case we'll use the ``r``, or ``x`` " "channel." msgstr "" +"Agora, acesse a textura de ruído usando a função ``texture()``. " +"``texture()`` pega uma textura como o primeiro argumento e um ``vec2`` para " +"a posição na textura como o segundo argumento. Usamos os canais ``x`` e " +"``z`` do ``VERTEX`` para determinar onde procurar na textura. Observe que as " +"coordenadas do PlaneMesh estão dentro do intervalo [-1,1] (para um tamanho " +"de 2), enquanto as coordenadas da textura estão dentro de [0,1], então para " +"normalizar dividimos pelo tamanho do PlaneMesh 2.0 e adicionamos 0,5 . " +"``texture()`` retorna um ``vec4`` dos canais ``r, g, b, a`` na posição. Como " +"a textura do ruído é em tons de cinza, todos os valores são iguais, então " +"podemos usar qualquer um dos canais como altura. Neste caso, usaremos o " +"canal ``r`` ou ``x``." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:183 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index c6b54f946d..a708bb35e7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -83,11 +83,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:45 -#, fuzzy msgid "" "For a full list of render modes see the :ref:`Spatial shader reference " "<doc_spatial_shader>`." -msgstr ":ref:`Facilidade para escrever Shaders <doc_shading_language>`" +msgstr "" +"Para uma lista completa de modos de renderização veja a :ref:`Referência de " +"shader espacial <doc_spatial_shader>`." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:47 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/index.po index e6136d4e60..be44107508 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index e56fb689d6..b9a55d49e5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Thread-safe APIs" msgstr "" #: ../../docs/tutorials/threads/thread_safe_apis.rst:7 -#, fuzzy msgid "Threads" msgstr "Threads" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 047678f638..6b13a69e6e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Using multiple threads" msgstr "" #: ../../docs/tutorials/threads/using_multiple_threads.rst:7 -#, fuzzy msgid "Threads" msgstr "Threads" @@ -91,9 +90,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/threads/using_multiple_threads.rst:71 -#, fuzzy msgid "Here is an example of using a Mutex:" -msgstr "Segue abaixo um exemplo de arquivo de uma classe." +msgstr "Eis um exemplo de uso de um Mutex:" #: ../../docs/tutorials/threads/using_multiple_threads.rst:106 msgid "Semaphores" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index e5fab2d95d..5eb602a1c9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po index 38a71d8e52..7310a6a48f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 1c0af11418..cd1954c441 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -377,10 +377,243 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Como devem ser criados os assets para lidar com múltiplas resoluções ou " +"proporções de tela?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Formato PCK:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Especificação de Linguagem" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Suporte de terceiros" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -389,19 +622,19 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 #, fuzzy msgid "Handling aspect ratios" msgstr "Manipulando um sinal" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -409,11 +642,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -421,7 +654,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -429,11 +662,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -442,7 +675,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -452,11 +685,11 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 -#, fuzzy +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ for examples." msgstr "" -"Para ver um exemplo de projeto, veja um teste de demo de OS: https://github." -"com/godotengine/godot-demo-projects/tree/master/misc/os_test" +"Veja a `demonstração de escalonamento da janela de exibição 3D <https://" +"github.com/godotengine/godot-demo-projects/tree/master/" +"viewport/3d_scaling>`__ para exemplos." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index fe254bb954..ca487ef65b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po index ea98194592..eca6cd3a50 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -200,6 +200,21 @@ msgid "" "you might want to show a separate character in 3D imposed over the game " "(like in StarCraft)." msgstr "" +"Para 3D, uma :ref:`Viewport <class_Viewport>` conterá um :ref:`World " +"<class_World>`. Este é basicamente o universo que une a física e a " +"renderização. Nós baseados em espaço serão registrados usando o :ref:`World " +"<class_World>` da :ref:`Viewport <class_Viewport>` mais próxima. Por padrão, " +"as novas :ref:`Viewports <class_Viewport>` não contêm um :ref:`World " +"<class_World>`, mas usam o mesmo que seu pai :ref:`Viewport " +"<class_Viewport>` (a raiz :ref:` Viewport <class_Viewport>`sempre contém um :" +"ref:`World <class_World>`, que é para onde os objetos são renderizados por " +"padrão). A :ref:`World <class_World>` pode ser definido em uma :ref:" +"`Viewport <class_Viewport>` usando a propriedade \"world\", e isso irá " +"separar todos os nós filhos dessa :ref:`Viewport <class_Viewport>` " +"interagindo com o pai :ref:`World <class_World>` :ref:`<class_Viewport> da " +"viewport`. Isso é especialmente útil em cenários onde, por exemplo, você " +"pode querer mostrar um personagem separado em 3D imposto sobre o jogo (como " +"em StarCraft)." #: ../../docs/tutorials/viewports/viewports.rst:121 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 5888f777ff..314b122f73 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -130,7 +130,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po index a6e5367508..0c75a0626b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po index 5031b2cc74..999736dfb6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,6 +150,17 @@ msgid "" "HMD is tracked in relation to this center position and the tracking is " "mirror in the virtual world." msgstr "" +":ref:`ARVROrigin <class_ARVROrigin>` é um nó importante, você deve ter um e " +"apenas um deles em algum lugar em sua cena. Este nó mapeia o centro de seu " +"espaço de rastreamento do mundo real para um local em seu mundo virtual. " +"Todo o resto é rastreado posicionalmente em relação a este ponto. Onde esse " +"ponto está exatamente difere de uma implementação para outra, mas o melhor " +"exemplo para entender como esse nó funciona é dar uma olhada em um local em " +"escala de sala. Embora tenhamos funções para ajustar o ponto para centralizá-" +"lo no player por padrão, o ponto de origem será o local central da sala em " +"que você está. Conforme você anda fisicamente pela sala, a localização do " +"HMD é rastreada em relação a esta posição central e o rastreamento é " +"espelhado no mundo virtual." #: ../../docs/tutorials/vr/vr_primer.rst:89 msgid "" @@ -241,46 +252,45 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -296,8 +306,21 @@ msgid "" "scale. For instance, setting this to a value of 10 changes our coordinate " "system so 10 units = 1 meter." msgstr "" +"A primeira são as nossas unidades. Em jogos 3D normais, você não precisa " +"pensar muito sobre as unidades. Contanto que tudo esteja na mesma escala, " +"uma caixa com o tamanho de 1 por 1 por 1 unidade pode ser de qualquer " +"tamanho, desde um filho que você pode segurar na mão até algo do tamanho de " +"um edifício. Em AR e VR, isso muda porque as coisas em seu mundo virtual são " +"mapeadas para coisas no mundo real. Se você avança 1 metro no mundo real, " +"mas só avança 1 cm no mundo virtual, você tem um problema. O mesmo com a " +"posição de seus controladores; se não aparecerem no espaço relativo correto, " +"quebra a imersão para o jogador. A maioria das plataformas VR, incluindo " +"nosso servidor AR/VR, assume que 1 unidade = 1 metro. O servidor AR/VR, no " +"entanto, possui uma propriedade que, por conveniência, também é exposta no " +"nó ARVROrigin chamada de escala mundial. Por exemplo, definir isso para um " +"valor de 10 muda nosso sistema de coordenadas, então 10 unidades = 1 metro." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -305,7 +328,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -313,7 +336,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -322,7 +345,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -330,7 +353,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 5331285855..82e8e07664 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 3e7099870d..cd3fdec0dd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -88,28 +88,25 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:26 -#, fuzzy msgid "" "How to create a :ref:`RigidBody <class_RigidBody>`-based system that allows " "for picking up, dropping, and throwing RigidBody nodes using the VR " "controllers." msgstr "" -"Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " -"<class_RigidBody>`" +"Como criar um sistema baseado em :ref:`RigidBody <class_RigidBody>` que " +"permite pegar, largar e lançar nós RigidBody utilizando os controladores VR." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:27 -#, fuzzy msgid "How to create simple destroyable target." -msgstr "Adicionando uma torre" +msgstr "Como criar um alvo simples e destruível." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:28 -#, fuzzy msgid "" "How to create some special :ref:`RigidBody <class_RigidBody>`-based objects " "that can destroy the targets." msgstr "" -"Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " -"<class_RigidBody>`" +"Como criar alguns objetos especiais baseados em :ref:`RigidBody " +"<class_RigidBody>`que podem destruir os alvos." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:30 #, fuzzy @@ -161,11 +158,8 @@ msgid "The font used is Titillium-Regular" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:49 -#, fuzzy msgid "The font is licensed under the SIL Open Font License, Version 1.1" -msgstr "" -"A fonte usada é **Titillium-Regular**, licenciada sob a ``SIL Open Font " -"License, Version 1.1``." +msgstr "A fonte é licenciada sob a SIL Open Font License, Versão 1.1" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:51 msgid "" @@ -1196,7 +1190,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " @@ -1288,6 +1282,19 @@ msgid "" "name ``NO_PICKUP``, then we assign the ``rigid_body`` variable to the :ref:" "`RigidBody <class_RigidBody>` node and break the for loop." msgstr "" +"Para cada nó :ref:`PhysicsBody <class_PhysicsBody>`, verificamos se ele é, " +"ou se estende, um nó :ref:`RigidBody <class_RigidBody>` usando ``se body for " +"RigidBody``, que retornará ``true`` se o nó :ref:`PhysicsBody " +"<class_PhysicsBody>`for ou estender o nó :ref:`RigidBody <class_RigidBody>`. " +"Se o objeto é um :ref:`RigidBody <class_RigidBody>`, então verificamos para " +"ter certeza de que não há uma variável/constante chamada ``NO_PICKUP`` " +"definida no corpo. Fazemos isso porque se você deseja ter nós :ref:" +"`RigidBody <class_RigidBody>` que não podem ser captados, tudo que você " +"precisa fazer é definir uma constante/variável chamada ``NO_PICKUP`` e o " +"controlador VR será incapaz de pegar. Se o nó :ref:`RigidBody " +"<class_RigidBody>` não tem uma variável/constante definida com o nome " +"``NO_PICKUP``, então atribuímos a variável ``rigid_body`` ao nó :ref:" +"`RigidBody <class_RigidBody>` e quebramos o loop for." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:814 msgid "" @@ -1655,9 +1662,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:999 -#, fuzzy msgid "Let's quickly go through what this script." -msgstr "O papel do roteiro" +msgstr "Vamos examinar rapidamente o que é este script." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1003 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 6e0f801e3f..ca0091ce23 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1215,7 +1215,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po index 37e6f31882..f9407dba17 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -347,7 +347,7 @@ msgstr ":ref:`doc_animation_tree`" #: ../../docs/about/docs_changelog.rst:159 msgid "GUI" -msgstr "Интерфейс" +msgstr "GUI" #: ../../docs/about/docs_changelog.rst:161 msgid ":ref:`doc_gui_containers`" diff --git a/sphinx/po/ru/LC_MESSAGES/about/faq.po b/sphinx/po/ru/LC_MESSAGES/about/faq.po index 47d2f46e6e..3646a17ac8 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/faq.po +++ b/sphinx/po/ru/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -38,10 +38,13 @@ msgid "" "opensource.org/licenses/MIT>`_ MIT license. This means it is free as in " "\"free speech\" as well as in \"free beer.\"" msgstr "" -"Godot — это `Свободное и открытое программное обеспечение <https://en." -"wikipedia.org/wiki/Free_and_open-source_software>`_, которое доступно под " -"`OSI-утверждённой <https://opensource.org/licenses/MIT>`_ MIT лицензией. Это " -"подразумевает как свободу распространения, так и свободу взаимодействия." +"Godot - это `свободное программное обеспечение с открытым исходным кодом` " +"<https://ru.wikipedia.org/wiki/%D0%A1%D0%B2%D0%BE%D0%B1%D0%BE%D0%B4%D0%BD" +"%D0%BE%D0%B5_%D0%B8_%D0%BE%D1%82%D0%BA%D1%80%D1%8B%D1%82%D0%BE%D0%B5_%D0%BF" +"%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%BD%D0%BE%D0%B5_%D0%BE" +"%D0%B1%D0%B5%D1%81%D0%BF%D0%B5%D1%87%D0%B5%D0%BD%D0%B8%D0%B5>`_, доступное " +"по `одобренной OSI` <https://opensource.org/licenses/MIT>`_ лицензии MIT. " +"Это означает, что движок бесплатен и его использование ничем не ограничено." #: ../../docs/about/faq.rst:14 msgid "In short:" @@ -70,10 +73,10 @@ msgid "" "creativecommons.org/licenses/by/3.0/>`_) license, with attribution to \"Juan " "Linietsky, Ariel Manzur and the Godot Engine community.\"" msgstr "" -"Всё содержимое этой документации публикуется под разрешительной лицензией " -"Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/" -"licenses/by/3.0/>`_), за авторством \"Juan Linietsky, Ariel Manzur и " -"сообщество Godot Engine\"." +"Все содержимое этой сопроводительной документации опубликовано под " +"разрешительной лицензией Creative Commons Attribution 3.0 (`CC-BY 3.0 " +"<https://creativecommons.org/licenses/by/3.0/>`_) с указанием авторства " +"\"Хуан Линецкий, Ариэль Манзур и сообщество Godot Engine.\"" #: ../../docs/about/faq.rst:23 msgid "" @@ -269,16 +272,17 @@ msgstr "" "<doc_gdscript>`." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" -"Есть несколько причин использовать GDScript — особенно если ваш проект " -"находится на стадии прототипа, альфа/бета тестирования, или же просто не " -"претендует на звание ААА-игры — но наиболее существенной причиной является " -"общее **снижение сложности**." +"Есть несколько причин использовать GDScript - особенно когда вы создаете " +"прототип, находитесь на альфа-/бета-стадиях проекта или не создаете " +"следующую игру класса AAA - но самая главная причина - это общее **снижение " +"сложности.**" #: ../../docs/about/faq.rst:106 msgid "" @@ -548,7 +552,6 @@ msgstr "" "Почему Godot стремится сохранить свой набор основных функций маленьким?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -572,14 +575,13 @@ msgid "" "never fixed. On top of that, the \"API surface\" that needs to be tested and " "checked for regressions keeps increasing over time." msgstr "" -"**Техническое обслуживание и поверхность кода для ошибок.** Каждый раз, " -"когда мы принимаем новый код в репозитории Godot, существующие участники " -"часто берут на себя ответственность за его поддержание. Некоторые участники " -"не всегда остаются после того, как их код объединили, что может затруднить " -"нам поддержание кода. Это может привести к плохо поддерживаемым функциям с " -"ошибками, которые никогда не будут исправлены. Вдобавок ко всему, " -"«поверхность API», которую необходимо тестировать и проверять на наличие " -"регрессий, со временем увеличивается." +"**Сопровождение кода и поиск ошибок.** Каждый раз, когда мы принимаем новый " +"код в репозиторий Godot, существующие авторы часто берут на себя " +"ответственность за его сопровождение. Некоторые авторы не всегда остаются с " +"нами после слияния их кода, что может затруднить сопровождение кода. Это " +"может привести к появлению плохо поддерживаемых функций с ошибками, которые " +"никогда не исправляются. Кроме того, \"поверхность API\", которую необходимо " +"тестировать и проверять на наличие регрессий, со временем увеличивается." #: ../../docs/about/faq.rst:221 msgid "" @@ -932,18 +934,17 @@ msgstr "" "случаев или проектов-примеров (если возможно)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Можно ли использовать Godot как библиотеку?" +msgstr "Можно ли использовать Godot для создания не игровых приложений?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Небольшой размер дистрибутива Godot может сделать его подходящей " +"Да! Godot обладает обширной встроенной системой пользовательского " +"интерфейса, а небольшой размер дистрибутива может сделать его подходящей " "альтернативой таким фреймворкам, как Electron или Qt." #: ../../docs/about/faq.rst:366 @@ -952,12 +953,19 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"При создании неигрового приложения не забудьте включить :ref:`low-processor " +"mode <class_ProjectSettings_property_application/run/low_processor_mode>` в " +"настройках проекта, чтобы уменьшить использование центрального и " +"графического процессоров." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Это значит, что мы бы не рекомендовали использовать Godot для создания " +"*мобильного* приложения, поскольку режим с низким использованием процессора " +"еще не поддерживается на мобильных платформах." #: ../../docs/about/faq.rst:373 msgid "" @@ -965,6 +973,9 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"Загляните в `Material Maker <https://github.com/RodZill4/material-maker>` __ " +"и `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>` __ для " +"примеров приложений с открытым исходным кодом, созданных с помощью Годо." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -997,7 +1008,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Какой инструментарий пользовательского интерфейса использует Godot?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1008,6 +1019,13 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot не использует стандартный набор инструментов :abbr: `ГИП (графический " +"интерфейс пользователя)`, наподобие GTK, Qt или wxWidgets. Вместо этого " +"Godot использует собственный набор инструментов пользовательского " +"интерфейса, созданный с помощью OpenGL ES или Vulkan. Этот инструментарий " +"представлен в виде узлов управления, которые используются для визуализации " +"редактора (написанного на C++). Эти узлы управления также можно использовать " +"в проектах на любом языке сценариев, поддерживаемом Godot." #: ../../docs/about/faq.rst:402 msgid "" @@ -1017,6 +1035,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Этот собственный набор инструментов позволяет использовать преимущества " +"аппаратного ускорения и иметь единообразный внешний вид на всех платформах. " +"Вдобавок ко всему, ему не нужно иметь дело с оговорками лицензирования LGPL, " +"которые идут с GTK или Qt. Наконец, это означает, что Godot «ест свою " +"собачью еду», поскольку сам редактор является одним из самых сложных " +"пользователей системы пользовательского интерфейса Godot." #: ../../docs/about/faq.rst:408 msgid "" @@ -1024,9 +1048,14 @@ msgid "" "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"Этот собственный набор инструментов пользовательского интерфейса :ref:" +"`нельзя использовать в качестве библиотеки <doc_faq_use_godot_as_library>`, " +"но вы все равно можете :ref:`использовать Godot для создания неигровых " +"приложений с помощью редактора <doc_faq_non_game_applications>`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Почему Godot не использует STL (Стандартную библиотеку шаблонов)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/ru/LC_MESSAGES/about/index.po b/sphinx/po/ru/LC_MESSAGES/about/index.po index b72a64aa6f..bce52923a3 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/index.po +++ b/sphinx/po/ru/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/about/introduction.po b/sphinx/po/ru/LC_MESSAGES/about/introduction.po index bbb1000aa2..d9345a2225 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/ru/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po b/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po index 8b3e58b2c9..fcae007c1f 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,16 +28,15 @@ msgstr "" "момент." #: ../../docs/about/list_of_features.rst:10 -#, fuzzy msgid "" "This page lists features supported by the current stable version of Godot " "(3.3). `More features <https://docs.godotengine.org/en/latest/about/" "list_of_features.html>`__ are available in the latest development version " "(4.0)." msgstr "" -"Эта страница содержит список всех функций, которые поддерживаются в " -"стабильной версии Godot (3.2). `Дополнительные функции <https://docs." -"godotengine.org/en/latest/about/list_of_features.html>`__ присутствуют в " +"Эта страница содержит список возможностей, которые поддерживаются в " +"стабильной версии Godot (3.3). `Больше возможностей <https://docs." +"godotengine.org/en/latest/about/list_of_features.html>`__ доступно в " "последней разрабатываемой версии (4.0)." #: ../../docs/about/list_of_features.rst:15 @@ -101,6 +100,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`Безголовые серверы Linux и macOS " +"<doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -537,8 +538,7 @@ msgstr "Карты освещения запекаются на процессо #: ../../docs/about/list_of_features.rst:191 msgid "*GLES3:* GI probes (slower, semi-real-time). Supports reflections." msgstr "" -"*GLES3:* Зонды GI (GI probes) (медленнее, в режиме полуреального " -"времени(semi-real-time)). Поддерживает отражения." +"*GLES3:* GI зонды (медленнее, полуреальное время). Поддерживает отражения." #: ../../docs/about/list_of_features.rst:193 msgid "**Reflections:**" @@ -640,6 +640,8 @@ msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." msgstr "" +"*GLES3:* Дополнительная отладка во избежание цветовых полос (эффективно, " +"когда включен HDR-рендеринг)." #: ../../docs/about/list_of_features.rst:226 msgid "" @@ -698,9 +700,8 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "Множественная выборка сглаживания (MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "Множественная выборка сглаживания (MSAA)." +msgstr "Быстрое приблизительное сглаживание (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -767,10 +768,8 @@ msgid "Ragdolls." msgstr "Система Ragdolls." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "" -"Встроенные формы: куб, сфера, капсула, цилиндр (только с физикой Bullet)." +msgstr "Встроенные формы: куб, сфера, капсула, цилиндр." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -872,7 +871,8 @@ msgstr "" "асинхронных действий или использования нескольких процессорных ядер." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 @@ -992,6 +992,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Аудиовход для записи микрофонов с доступом в реальном времени используя " +"класс AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1148,6 +1150,8 @@ msgstr "Перо и планшет с поддержкой давления." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"Поддержка ввода с помощью геймпада, клавиатуры и мыши также доступна на " +"Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1335,7 +1339,7 @@ msgstr "Поддержка рекламы с использованием сто #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "Поддержка внедрения подвида на Android." #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" diff --git a/sphinx/po/ru/LC_MESSAGES/about/release_policy.po b/sphinx/po/ru/LC_MESSAGES/about/release_policy.po index ad63710363..87eff3f1ca 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/ru/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -44,7 +44,7 @@ msgid "" "each term adapted to the complexity of a game engine:" msgstr "" "Godot вольно следует за `Semantic Versioning <https://semver.org/>` __ с " -"системой управления версиями основная.незначительная.патч, хотя и с " +"системой управления версиями ``основная.дополнительная.патч ``, хотя и с " "интерпретацией каждого термина, адаптированной к сложности игрового движка:" #: ../../docs/about/release_policy.rst:18 @@ -63,7 +63,7 @@ msgid "" "running the project through a conversion tool, and then performing a number " "of further adjustments manually for what the tool could not do automatically." msgstr "" -"Например, для переноса проектов Godot с Godot 2.1 на Godot 3.0 потребовалось " +"Например, для переноса проектов Godot с Godot 2.1 на Godot 3.0 требовалось " "запустить проект с помощью инструмента преобразования, а затем вручную " "выполнить ряд дополнительных настроек, которые инструмент не мог сделать " "автоматически." @@ -89,7 +89,7 @@ msgid "" "feature, or modifying the interface of a given class, even if the rest of " "the engine API remains backwards compatible." msgstr "" -"Причина этого в том, что как игровой движок Godot охватывает многие области, " +"Причина этого в том, как игровой движок Godot охватывает многие области, " "такие как рендеринг, физика, написание сценариев и т. д., и для исправления " "ошибок или внедрения новых функций в определенной области иногда может " "потребоваться изменение поведения функции или изменение интерфейса заданного " @@ -113,7 +113,7 @@ msgid "" "support, and backporting safe usability enhancements. Patch releases are " "backwards compatible." msgstr "" -"Версия ``патч`` увеличивается для выпусков обслуживания, которые " +"Версия ``исправление`` увеличивается для выпусков обслуживания, которые " "сосредоточены на исправлении ошибок и проблем безопасности, реализации новых " "требований для поддержки платформы и резервном копировании улучшений для " "безопасного использования. Релизы исправлений обратно совместимы." @@ -132,8 +132,8 @@ msgid "" "Updating to new patch versions is therefore considered safe and strongly " "recommended to all users of a given stable branch." msgstr "" -"Поэтому обновление до новых версий патчей считается безопасным и " -"настоятельно рекомендуется всем пользователям данной стабильной ветки." +"Поэтому обновление до новых версий исправлений считается безопасным и " +"настоятельно рекомендуется всем пользователям данной стабильной ветви." #: ../../docs/about/release_policy.rst:56 msgid "" @@ -143,11 +143,11 @@ msgid "" "name (for example patch updates for the 3.3 stable branch are developed in " "the ``3.3`` Git branch)." msgstr "" -"Мы называем комбинации ``основная.второстепенная`` *стабильными ветками*. " -"Каждая стабильная ветка начинается с выпуска ``основной.второстепенной`` " -"(без ``0`` вместо ``исправление``) и дорабатывается для отладочных выпусков " -"в одноименной ветке Git (например, обновления исправлений для стабильной " -"ветки 3.3 разрабатываются в ветке Git 3.3)." +"Мы называем комбинации ``основная.второстепенная`` *стабильными ветвями*. " +"Каждая стабильная ветвь начинается с ``основного.второстепенного`` выпуска " +"(без ``0`` для ``исправлений``) и дорабатывается для отладочных выпусков в " +"одноименной ветви Git (например, обновления исправлений для стабильной ветки " +"3.3 разрабатываются в Git ветви ``3.3``)." #: ../../docs/about/release_policy.rst:64 msgid "" @@ -157,9 +157,9 @@ msgid "" "3.2.2 which would have warranted a ``minor`` version increment." msgstr "" "Как упоминалось во введении, политика выпуска Godot постоянно развивается, и " -"более ранние выпуски Godot не следовали вышеуказанным правилам в точности. В " -"частности, стабильная ветка 3.2 получила ряд новых функций в 3.2.2, которые " -"требовали увеличения `` второстепенной`` версии." +"более ранние выпуски Godot, возможно, не следовали вышеуказанным правилам в " +"точности. В частности, стабильная ветвь 3.2 получила ряд новых функций в " +"3.2.2, которые требовали бы увеличения ``дополнительной`` версии." #: ../../docs/about/release_policy.rst:70 msgid "Release support timeline" @@ -172,11 +172,11 @@ msgid "" "stable branches on a *best effort* basis for as long as they have active " "users who need maintenance updates." msgstr "" -"Стабильные ветки поддерживаются *как минимум* до тех пор, пока не будет " -"выпущена следующая стабильная ветка и не будет получено первое обновление " -"патча. На практике мы поддерживаем стабильные ветки на основе *максимальных " -"усилий* до тех пор, пока в них есть активные пользователи, которым требуются " -"обновления для обслуживания." +"Стабильные ветви поддерживаются *как минимум* до тех пор, пока не будет " +"выпущена следующая стабильная ветвь и не будет получено первое обновление с " +"исправлениями. На практике мы поддерживаем стабильные ветви на основе " +"*наилучших усилий* до тех пор, пока у них есть активные пользователи, " +"которым нужны обновления обслуживания." #: ../../docs/about/release_policy.rst:77 msgid "" @@ -218,37 +218,36 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|unstable| *Текущий фокус развития (нестабильный).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.2" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 или Q3 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|поддерживается| *Бета.* Получает новые функции и исправления ошибок в " +"процессе разработки." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.2" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Март/Апрель 2021" +msgstr "Апрель 2021" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." msgstr "" -"|поддерживается| Получает исправления ошибок, безопасности и поддержки " -"платформы, а также улучшения удобства использования с обратной " +"|поддерживается| Получает исправления ошибок, вопросов безопасности и " +"поддержки платформ, а также улучшения удобства использования с обратной " "совместимостью." #: ../../docs/about/release_policy.rst:94 @@ -260,11 +259,12 @@ msgid "January 2020" msgstr "Январь 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Больше не поддерживается." +msgstr "" +"|eol| Больше не поддерживается как полностью замененный совместимым релизом " +"3.3(последнее обновление:3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" @@ -275,12 +275,12 @@ msgid "March 2019" msgstr "Март 2019" #: ../../docs/about/release_policy.rst:97 -#, fuzzy msgid "" "|partial| Only critical, security and platform support fixes (last update: " "3.1.2)." msgstr "" -"|partial| Только критические, исправления безопасности и поддержки платформ." +"|partial| Только критические исправления, исправления безопасности и " +"поддержки платформ(последнее обновление:3.1.2)." #: ../../docs/about/release_policy.rst:100 msgid "Godot 3.0" @@ -291,9 +291,8 @@ msgid "January 2018" msgstr "Январь 2018" #: ../../docs/about/release_policy.rst:100 -#, fuzzy msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Больше не поддерживается." +msgstr "|eol| Больше не поддерживается (последнее обновление: 3.0.6)." #: ../../docs/about/release_policy.rst:102 msgid "Godot 2.1" @@ -304,12 +303,12 @@ msgid "July 2016" msgstr "Июль 2016" #: ../../docs/about/release_policy.rst:102 -#, fuzzy msgid "" "|partial| Only critical, security and platform support fixes (last update: " "2.1.6)." msgstr "" -"|partial| Только критические, исправления безопасности и поддержки платформ." +"|partial| Только критические исправления, исправления безопасности и " +"поддержки платформ (последнее обновление: 2.1.6)." #: ../../docs/about/release_policy.rst:105 msgid "Godot 2.0" @@ -345,13 +344,12 @@ msgid "December 2014" msgstr "Декабрь 2014" #: ../../docs/about/release_policy.rst:117 -#, fuzzy msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" msgstr "" "**Легенда:** |supported| Полная поддержка - |partial| Частичная поддержка - |" -"eol| Без поддержки (завершено) - |unstable| Версия в разработке" +"eol| Не поддерживается (завершено) - |unstable| Разрабатываемая версия" #: ../../docs/about/release_policy.rst:123 msgid "" @@ -366,15 +364,14 @@ msgid "When is the next release out?" msgstr "Когда следующий релиз?" #: ../../docs/about/release_policy.rst:131 -#, fuzzy msgid "" "While Godot contributors aren't working under any deadlines, we have " "historically had one major or minor release per year, with several " "maintenance updates between each." msgstr "" "Несмотря на то, что участники Godot не работают по установленным срокам, " -"обычно выпускается большой или маленький релиз Godot каждый год. Следуя этой " -"тенденции, скорее всего Godot 4.0 будет выпущен в **2021**." +"исторически выпускается большой или маленький релиз Godot каждый год, с " +"несколькими обслуживающими обновлениями между ними." #: ../../docs/about/release_policy.rst:135 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/ru/LC_MESSAGES/about/troubleshooting.po index c45294156a..6f529c4016 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/ru/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,8 +34,8 @@ msgid "" "See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 " "version of the Godot editor." msgstr "" -"Смотрите .: ref: `doc_using_the_web_editor` для предостережений, относящихся " -"к версии HTML5 редактора Godot." +"Смотрите :ref: `doc_using_the_web_editor`, чтобы познакомиться с " +"особенностями, относящимися к HTML5 версии редактора Godot." #: ../../docs/about/troubleshooting.rst:14 msgid "" @@ -120,10 +120,23 @@ msgstr "" "запуском редактора, после чего подключить вновь." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "Godot-редактор явно подвисает после нажатия на системную консоль." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -137,7 +150,7 @@ msgstr "" "выделить текст в системной консоли. Godot не может отменить это " "специфическое для системы поведение." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -145,7 +158,7 @@ msgstr "" "Для решения проблемы, выберите окно этой системной консоли и нажмите Enter, " "чтобы отключить режим выделения." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -153,38 +166,38 @@ msgstr "" "Текст «NO DC», появляется в верхнем левом углу менеджера проектов и окна " "редактора." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" -"Это вызвано тем, что графический драйвер NVIDIA вводит оверлей для " +"Это вызвано тем, что графические драйверы NVIDIA выводят оверлей для " "отображения информации." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" -"Чтобы отключить этот режим наложения в Windows, в NVIDIA Control Panel " -"восстановите настройки графического драйвера на значения по умолчанию." +"Чтобы отключить этот оверлей в Windows, восстановите настройки видеодрайвера " +"по умолчанию в контрольной панели NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -"Чтобы отключить этот режим наложения в LInux, откройте ``nvidia-settings``, " -"и в **X Screen 0 > OpenGL Settings** снимите отметку с **Enable Graphics API " -"Visual Indicator**." +"Чтобы отключить этот оверлей в Linux, откройте ``nvidia-settings``, " +"перейдите в **X Screen 0> OpenGL Settings**, затем снимите флажок **Enable " +"Graphics API Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "" "Отображение в окне проекта выглядит размытым, в отличии от показанного в " "редакторе." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -194,7 +207,7 @@ msgstr "" "DPI-поддержки. Это сделано для повышения производительности, особенно для " "интегрированной графики, где рендеринг 3D-сцен в hiDPI происходит медленно." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -205,11 +218,11 @@ msgstr "" "проект настроен на поддержку :ref:`нескольких разрешений " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "Когда я запускаю проект, окно проекта не отображается по центру." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -222,7 +235,7 @@ msgstr "" "убедитесь, что ваш проект настроен на поддержку :ref:`нескольких разрешений " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -230,7 +243,7 @@ msgstr "" "Проект работает при запуске из редактора, но не может загрузить некоторые " "файлы при запуске из экспортированной копии." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -247,7 +260,7 @@ msgstr "" "фильтре экспорта без ресурсов. Смотреть :ref:" "`doc_exporting_projects_export_mode` для получения информации." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/ru/LC_MESSAGES/community/channels.po b/sphinx/po/ru/LC_MESSAGES/community/channels.po index 578ad3ac40..611bd739ce 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/channels.po +++ b/sphinx/po/ru/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,7 +42,7 @@ msgid "" "A brief overview over these and other channels is also available on the " "`Godot website <https://godotengine.org/community>`_." msgstr "" -"Краткий обзор этих и других каналов также доступен на `Веб-сайте Godot " +"Краткий обзор этих и других каналов также доступен на `веб-сайте Godot " "<https://godotengine.org/community>`_." #: ../../docs/community/channels.rst:13 @@ -126,7 +126,7 @@ msgstr "Языковые сообщества" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" @@ -168,4 +168,4 @@ msgstr "Форум" #: ../../docs/community/channels.rst:54 msgid "`Godot Forums <https://godotforums.org/>`_" -msgstr "" +msgstr "`Форумы Godot <https://godotforums.org/>`_" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index f33be38d46..efdd80877c 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/bisecting_regressions.po index ab21bf0a3d..8117425635 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,7 +36,7 @@ msgstr "" #: ../../docs/community/contributing/bisecting_regressions.rst:17 msgid "What is bisecting?" -msgstr "" +msgstr "Что такое рассечение?" #: ../../docs/community/contributing/bisecting_regressions.rst:19 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 60eeaa47c2..c798766ff2 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -176,6 +176,12 @@ msgid "" "usability. Or *Feature proposal* and *Discussion* if it's a non-consensual " "feature request, or one that is not precise enough to be worked on." msgstr "" +"Категории используются для общей сортировки проблем. При необходимости они " +"могут быть объединены, например, проблема может быть помечена как " +"*Улучшение* и *Удобство* одновременно, если это проблема улучшения удобства " +"использования. Или *Feature proposal* и *Discussion*, если это " +"неконсенсусный запрос функции, или запрос, который недостаточно точен для " +"работы над ним." #: ../../docs/community/contributing/bug_triage_guidelines.rst:83 msgid "**Topics:**" @@ -183,67 +189,74 @@ msgstr "**Темы:**" #: ../../docs/community/contributing/bug_triage_guidelines.rst:85 msgid "*Assetlib*: relates to issues with the asset library." -msgstr "" +msgstr "*Assetlib*: относится к проблемам с библиотекой активов." #: ../../docs/community/contributing/bug_triage_guidelines.rst:86 msgid "*Audio*: relates to the audio features (low and high level)." -msgstr "" +msgstr "*Audio*: относится к аудиофункциям (низкий и высокий уровень)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:87 msgid "" "*Buildsystem*: relates to building issues, either linked to the SCons " "buildsystem or to compiler peculiarities." msgstr "" +"*Buildsystem*: относится к вопросам сборки, связанным либо с системой сборки " +"SCons, либо с особенностями компилятора." #: ../../docs/community/contributing/bug_triage_guidelines.rst:89 msgid "" "*Core*: anything related to the core engine. It might be further split later " "on as it's a pretty big topic." msgstr "" +"*Core*: все, что связано с основным движком. Это может быть разделено позже, " +"так как это довольно большая тема." #: ../../docs/community/contributing/bug_triage_guidelines.rst:91 msgid "*Drivers*: relates to issues with the drivers used by the engine." msgstr "" +"*Drivers*: относится к проблемам с драйверами, используемыми двигателем." #: ../../docs/community/contributing/bug_triage_guidelines.rst:92 msgid "*Editor*: relates to issues in the editor (mainly UI)." msgstr "" +"*Editor*: относится к проблемам в редакторе (в основном к пользовательскому " +"интерфейсу)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:93 msgid "*GDNative*: relates to the GDNative module." -msgstr "" +msgstr "*GDNative*: относится к модулю GDNative." #: ../../docs/community/contributing/bug_triage_guidelines.rst:94 msgid "*GDScript*: relates to GDScript." -msgstr "" +msgstr "*GDScript*: относится к GDScript." #: ../../docs/community/contributing/bug_triage_guidelines.rst:95 msgid "*Mono*: relates to the C# / Mono bindings." -msgstr "" +msgstr "*Mono*: относится к привязке C# / Mono." #: ../../docs/community/contributing/bug_triage_guidelines.rst:96 msgid "*Network*: relates to networking." -msgstr "" +msgstr "*Network*: относится к работе с сетями." #: ../../docs/community/contributing/bug_triage_guidelines.rst:97 msgid "*Physics*: relates to the physics engine (2D/3D)." -msgstr "" +msgstr "*Physics*: относится к физическому движку (2D/3D)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:98 msgid "*Plugin*: relates to problems encountered while writing plugins." -msgstr "" +msgstr "*Plugin*: относится к проблемам, возникающим при написании плагинов." #: ../../docs/community/contributing/bug_triage_guidelines.rst:99 msgid "*Porting*: relates to some specific platforms." -msgstr "" +msgstr "*Porting*: относится к некоторым конкретным платформам." #: ../../docs/community/contributing/bug_triage_guidelines.rst:100 msgid "*Rendering*: relates to the 2D and 3D rendering engines." -msgstr "" +msgstr "*Rendering*: относится к движкам 2D и 3D рендеринга." #: ../../docs/community/contributing/bug_triage_guidelines.rst:101 msgid "*VisualScript*: relates to issues with the visual scripting language." -msgstr "" +msgstr "*VisualScript*: относится к проблемам с языком визуальных сценариев." #: ../../docs/community/contributing/bug_triage_guidelines.rst:103 msgid "" @@ -252,6 +265,10 @@ msgid "" "will be specialized contributors teams behind all topics, so they can focus " "on the issues labelled with their team's topic." msgstr "" +"Вопросы обычно соответствуют только одной теме, хотя не исключено, что " +"вопросы будут соответствовать двум темам. Общая идея заключается в том, что " +"за всеми темами будут стоять специализированные команды авторов, и они " +"смогут сосредоточиться на вопросах, помеченных темой их команды." #: ../../docs/community/contributing/bug_triage_guidelines.rst:108 msgid "**Platforms:**" @@ -259,7 +276,7 @@ msgstr "**Платформы:**" #: ../../docs/community/contributing/bug_triage_guidelines.rst:110 msgid "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*" -msgstr "" +msgstr "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*" #: ../../docs/community/contributing/bug_triage_guidelines.rst:112 msgid "" @@ -268,6 +285,11 @@ msgid "" "assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux " "exclusively, select those two platforms)." msgstr "" +"По умолчанию предполагается, что данная проблема относится ко всем " +"платформам. Если используется один из ярлыков платформы, то он является " +"эксклюзивным, и предыдущее предположение больше не действует (поэтому, если " +"это ошибка, например, только для Android и Linux, выберите эти две " +"платформы)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:118 msgid "Milestones" @@ -291,3 +313,6 @@ msgid "" "if a fix is proposed for a bug that was not deemed urgent and thus without " "milestone, it would likely still be very welcome." msgstr "" +"Вкладчики могут выбирать проблемы независимо от назначенной им вехи; если " +"предлагается исправление ошибки, которая не считалась срочной и поэтому не " +"имела вехи, оно, вероятно, все равно будет очень приветствоваться." diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..966968b49e --- /dev/null +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,147 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ru\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Создание простого плагина" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"В дополнение к этой документации вы также можете посмотреть на различные " +"`демонстрационные проекты Godot <https://github.com/godotengine/godot-demo-" +"projects>`_." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 2.7+ или Python 3.5+ <https://www.python.org/downloads/>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"В дополнение к этой документации вы также можете посмотреть на различные " +"`демонстрационные проекты Godot <https://github.com/godotengine/godot-demo-" +"projects>`_." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "Чтобы клонировать ваш форк из GitHub, используйте следующую команду:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po index 743e3e2ef4..ff6d049e5c 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -426,9 +426,8 @@ msgid "" msgstr "" #: ../../docs/community/contributing/code_style_guidelines.rst:329 -#, fuzzy msgid "**Bad:**" -msgstr "**Плохо**:" +msgstr "**Плохо:**" #: ../../docs/community/contributing/code_style_guidelines.rst:336 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 88517e693c..44f5a9dbb7 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:4 msgid "Docs writing guidelines" -msgstr "" +msgstr "Руководство по написанию документов" #: ../../docs/community/contributing/docs_writing_guidelines.rst:6 msgid "" @@ -29,40 +29,46 @@ msgid "" "class reference, the goal is to make it easy to read for everyone and " "precise." msgstr "" +"Сообщество Godot богато и интернационально. Пользователи приезжают со всего " +"мира. Некоторые из них молоды, и для многих английский язык не является " +"родным. Поэтому мы все должны писать, используя понятный и общий язык. Для " +"классной справки цель - сделать ее легко читаемой для всех и точной." #: ../../docs/community/contributing/docs_writing_guidelines.rst:12 msgid "In summary, always try to:" -msgstr "" +msgstr "В общем, всегда старайтесь:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:14 #: ../../docs/community/contributing/docs_writing_guidelines.rst:39 msgid "Use the direct voice" -msgstr "" +msgstr "Используйте прямой голос" #: ../../docs/community/contributing/docs_writing_guidelines.rst:15 #: ../../docs/community/contributing/docs_writing_guidelines.rst:74 msgid "Use precise action verbs" -msgstr "" +msgstr "Используйте точные глаголы действия" #: ../../docs/community/contributing/docs_writing_guidelines.rst:16 #: ../../docs/community/contributing/docs_writing_guidelines.rst:96 msgid "Avoid verbs that end in -ing" -msgstr "" +msgstr "Избегайте глаголов, которые оканчиваются на -ing" #: ../../docs/community/contributing/docs_writing_guidelines.rst:17 msgid "Remove unnecessary adverbs and adjectives." -msgstr "" +msgstr "Уберите ненужные наречия и прилагательные." #: ../../docs/community/contributing/docs_writing_guidelines.rst:18 msgid "" "Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and " "however" msgstr "" +"Запретите эти 8 слов: очевидный, простой, основной, легкий, фактический, " +"просто, ясно, и однако" #: ../../docs/community/contributing/docs_writing_guidelines.rst:19 #: ../../docs/community/contributing/docs_writing_guidelines.rst:214 msgid "Use explicit references" -msgstr "" +msgstr "Используйте явные ссылки" #: ../../docs/community/contributing/docs_writing_guidelines.rst:20 #: ../../docs/community/contributing/docs_writing_guidelines.rst:235 @@ -71,26 +77,26 @@ msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:21 msgid "Use the Oxford comma" -msgstr "" +msgstr "Используйте оксфордскую запятую" #: ../../docs/community/contributing/docs_writing_guidelines.rst:23 msgid "There are 3 rules to describe classes:" -msgstr "" +msgstr "Есть 3 правила для описания классов:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:25 #: ../../docs/community/contributing/docs_writing_guidelines.rst:372 msgid "Give an overview of the node in the brief description" -msgstr "" +msgstr "Дайте обзор узла в кратком описании" #: ../../docs/community/contributing/docs_writing_guidelines.rst:26 #: ../../docs/community/contributing/docs_writing_guidelines.rst:401 msgid "Mention what methods return if it's useful" -msgstr "" +msgstr "Упоминайте о том, что возвращают методы, если это полезно" #: ../../docs/community/contributing/docs_writing_guidelines.rst:27 #: ../../docs/community/contributing/docs_writing_guidelines.rst:426 msgid "Use \"if true\" to describe booleans" -msgstr "" +msgstr "Используйте \"if true\" для описания булевых чисел" #: ../../docs/community/contributing/docs_writing_guidelines.rst:31 msgid "" @@ -98,10 +104,13 @@ msgid "" "smallest and clearest sentences possible. These guidelines will help you " "work towards that goal." msgstr "" +"Работа технического писателя заключается в том, чтобы вместить как можно " +"больше информации в минимально возможные и ясные предложения. Эти " +"рекомендации помогут вам достичь этой цели." #: ../../docs/community/contributing/docs_writing_guidelines.rst:36 msgid "7 rules for clear English" -msgstr "" +msgstr "7 правил ясного английского языка" #: ../../docs/community/contributing/docs_writing_guidelines.rst:41 msgid "" @@ -109,6 +118,10 @@ msgid "" "you describe as the subject. It's natural to write using the passive voice, " "but it's harder to read and produces longer sentences." msgstr "" +"По возможности используйте прямой залог. Возьмите классы, методы и " +"константы, которые вы описываете, в качестве подлежащего. Естественно " +"писать, используя пассивный залог, но его труднее читать и он создает более " +"длинные предложения." #: ../../docs/community/contributing/docs_writing_guidelines.rst:47 msgid "Passive:" @@ -121,23 +134,28 @@ msgstr "Активный:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:59 #: ../../docs/community/contributing/docs_writing_guidelines.rst:407 msgid "**Don't** use the passive voice:" -msgstr "" +msgstr "**Не** используйте пассивный залог:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:66 msgid "**Do** use the node's name as a noun:" -msgstr "" +msgstr "**Не** используйте имя узла в качестве существительного:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:76 msgid "" "Favor precise yet common verbs over generic ones like ``make``, ``set``, and " "any expression you can replace with a single word." msgstr "" +"Отдавайте предпочтение точным, но распространенным глаголам, а не общим, " +"таким как ``make``, ``set`` и любым выражениям, которые можно заменить одним " +"словом." #: ../../docs/community/contributing/docs_writing_guidelines.rst:79 msgid "" "**Don't** repeat the method's name. It already states it sets the pivot " "value to a new one:" msgstr "" +"**Не** повторяйте название метода. В нем уже указано, что он устанавливает " +"значение pivot на новое значение:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:87 msgid "" @@ -150,14 +168,16 @@ msgid "" "The progressive forms describe continuous actions. E.g. \"is calling\", \"is " "moving\"." msgstr "" +"Прогрессивные формы описывают непрерывные действия. Например, \"звонит\", " +"\"движется\"." #: ../../docs/community/contributing/docs_writing_guidelines.rst:101 msgid "**Don't** use the progressive form for instant changes." -msgstr "" +msgstr "**Не** используйте прогрессивную форму для мгновенных изменений." #: ../../docs/community/contributing/docs_writing_guidelines.rst:108 msgid "**Do** use simple present, preterit or future." -msgstr "" +msgstr "**Используйте** простое настоящее, претерит или будущее время." #: ../../docs/community/contributing/docs_writing_guidelines.rst:115 msgid "" @@ -165,6 +185,9 @@ msgid "" "improvement. For example, in the previous sentence, \"it replaces\" would " "not make much sense where \"replacing\" currently is." msgstr "" +"Исключение: Если тема неясна, замена глаголов \"ing\" не является " +"улучшением. Например, в предыдущем предложении \"it replaces\" не будет " +"иметь особого смысла там, где сейчас стоит \"replacing\"." #: ../../docs/community/contributing/docs_writing_guidelines.rst:119 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po index 382bf8885a..43739242db 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index b8ab1a330e..7f6d022550 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po index b7627f8438..919956b6e8 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po index 4ed2378a7b..1cba986748 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/testing_pull_requests.po index a2bc970882..c64a2c944c 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 3e365bbb69..ef6c07acae 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po index 2bd750daea..1416b2ce9b 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po b/sphinx/po/ru/LC_MESSAGES/community/tutorials.po index cac2b19e15..da72fc8acc 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/ru/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -82,6 +82,9 @@ msgid "" "and GDScript, the unofficial `Godot Tutorials <https://www.youtube.com/" "channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube channel is a good place to start." msgstr "" +"Если вам интересно полноценное обучение программированию на GDScript в " +"Godot, хорошим местом для начала будет Youtube-канал Godot Tutorials " +"<https://www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ ." #: ../../docs/community/tutorials.rst:19 msgid "" @@ -156,21 +159,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D и 3D, GDScript, VisualScript и C#)." - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D и 3D, GDScript и VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." @@ -178,7 +173,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -187,31 +182,31 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." + #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -msgstr "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:37 -msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript и VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." @@ -219,7 +214,7 @@ msgstr "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." @@ -227,16 +222,15 @@ msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D и 3D, GDScript)." -#: ../../docs/community/tutorials.rst:40 -#, fuzzy +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." msgstr "" "`BornCG <https://www.youtube.com/playlist?" -"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)." +"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D и 3D, GDScript)." -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -245,7 +239,7 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D и " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -254,7 +248,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -263,35 +257,35 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "Текстовые уроки" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "Дневники разработчиков" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -299,7 +293,7 @@ msgstr "" "`Andrea Catania (Физика и ИИ) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -307,20 +301,19 @@ msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Ресурсы" -#: ../../docs/community/tutorials.rst:62 -#, fuzzy +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "<https://github.com/godotengine/awesome-godot>`_" msgstr "" -"`awesome-godot: Курируемый список ресурсов от Calinou <https://github.com/" -"Calinou/awesome-godot>`_" +"`awesome-godot: Курируемый список бесплатных/свободных плагинов, скриптов и " +"аддонов <https://github.com/godotengine/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po index d271ca7938..49c85a87ea 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po index 4a429b1173..fa5ffa9998 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po index baf2ab8eaa..ce7a30b5ec 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 9e91907be1..fce6279814 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po index 5bba6b4f4a..813774c8ec 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgstr "Требования" #: ../../docs/development/compiling/compiling_for_web.rst:11 msgid "To compile export templates for the Web, the following is required:" -msgstr "" +msgstr "Для составления шаблонов экспорта для Web необходимо следующее:" #: ../../docs/development/compiling/compiling_for_web.rst:13 #, fuzzy @@ -62,6 +62,9 @@ msgid "" "usually configured by the Emscripten SDK, e.g. when invoking ``emsdk " "activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." msgstr "" +"Перед началом работы убедитесь, что ``emcc`` доступен в вашем PATH. Обычно " +"это настраивается Emscripten SDK, например, при вызове ``emsdk activate`` и " +"``source ./emsdk_env.sh``/ ``emsdk_env.bat``." #: ../../docs/development/compiling/compiling_for_web.rst:27 msgid "" @@ -70,6 +73,10 @@ msgid "" "``target`` as either ``release`` for a release build or ``release_debug`` " "for a debug build::" msgstr "" +"Откройте терминал и перейдите в корневой каталог исходного кода движка. " +"Затем дайте команду SCons на сборку платформы JavaScript. Укажите ``target`` " +"либо как ``release`` для сборки release, либо как ``release_debug`` для " +"сборки debug::" #: ../../docs/development/compiling/compiling_for_web.rst:34 msgid "" @@ -78,6 +85,11 @@ msgid "" "singleton enabled. Since ``eval()`` calls can be a security concern, the " "``javascript_eval`` option can be used to build without the singleton::" msgstr "" +"По умолчанию в движок будет встроен :ref:`JavaScript синглтон " +"<doc_javascript_eval>`. В официальных шаблонах экспорта также включен " +"синглтон JavaScript. Поскольку вызовы ``eval()`` могут представлять угрозу " +"безопасности, опция ``javascript_eval`` может быть использована для сборки " +"без синглтона::" #: ../../docs/development/compiling/compiling_for_web.rst:42 msgid "" @@ -86,16 +98,22 @@ msgid "" "``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug." "zip`` for debug." msgstr "" +"Теперь движок будет скомпилирован в WebAssembly с помощью Emscripten. После " +"завершения работы полученный файл будет помещен в подкаталог ``bin``. Его " +"имя будет ``godot.javascript.opt.zip`` для релиза или ``godot.javascript.opt." +"debug.zip`` для отладки." #: ../../docs/development/compiling/compiling_for_web.rst:47 msgid "" "Finally, rename the zip archive to ``webassembly_release.zip`` for the " "release template::" msgstr "" +"Наконец, переименуйте zip-архив в ``webassembly_release.zip`` для шаблона " +"релиза::" #: ../../docs/development/compiling/compiling_for_web.rst:52 msgid "And ``webassembly_debug.zip`` for the debug template::" -msgstr "" +msgstr "И ``webassembly_debug.zip`` для отладочного шаблона::" #: ../../docs/development/compiling/compiling_for_web.rst:57 msgid "Threads and GDNative" @@ -107,39 +125,47 @@ msgid "" "performance and compatibility reasons. See the :ref:`export page " "<doc_javascript_export_options>` for more info." msgstr "" +"Шаблоны экспорта по умолчанию не включают поддержку потоков и GDNative по " +"причинам производительности и совместимости. Дополнительную информацию см. " +"на странице :ref:`экспорт <doc_javascript_export_options>`." #: ../../docs/development/compiling/compiling_for_web.rst:63 msgid "" "You can build the export templates using the option ``threads_enabled=yes`` " "or ``gdnative_enabled=yes`` to enable threads or GDNative support::" msgstr "" +"Вы можете создавать шаблоны экспорта, используя опцию " +"``threads_enabled=yes`` или ``gdnative_enabled=yes`` для включения поддержки " +"потоков или GDNative::" #: ../../docs/development/compiling/compiling_for_web.rst:72 -#, fuzzy msgid "" "Once finished, the resulting file will be placed in the ``bin`` " "subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` " "suffix." msgstr "" -"Полученные исполняемые файлы помещаются в под-директорию bin/, и называются " -"в соответствии с данными правилами наименования:" +"По завершению итоговый файл будет сохранен в подкаталог ``bin``. Его имя " +"будет иметь либо суффикс ``.threads``, либо ``.gdnative``." #: ../../docs/development/compiling/compiling_for_web.rst:75 msgid "" "Finally, rename the zip archives to ``webassembly_release_threads.zip`` and " "``webassembly_release_gdnative.zip`` for the release template::" msgstr "" +"Наконец, переименуйте zip-архивы в ``webassembly_release_threads.zip`` и " +"``webassembly_release_gdnative.zip`` для шаблона релиза::" #: ../../docs/development/compiling/compiling_for_web.rst:81 msgid "" "And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` " "for the debug template::" msgstr "" +"И ``webassembly_debug_threads.zip`` и ``webassembly_debug_gdnative.zip`` для " +"шаблона отладки::" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "Встроенный редактор тем." +msgstr "Сборка редактора" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" @@ -147,6 +173,9 @@ msgid "" "the browser. The editor version requires threads support and is not " "recommended over the native build. You can build the editor with::" msgstr "" +"Также можно собрать версию редактора Godot, которая может работать в " +"браузере. Версия редактора требует поддержки потоков и не рекомендуется к " +"использованию вместо нативной сборки. Вы можете собрать редактор с помощью::" #: ../../docs/development/compiling/compiling_for_web.rst:96 msgid "" @@ -155,9 +184,15 @@ msgid "" "You can upload the zip content to your web server and visit it with your " "browser to use the editor." msgstr "" +"После завершения работы полученный файл будет помещен в подкаталог ``bin``. " +"Его имя будет ``godot.javascript.opt.tools.threads.zip``. Вы можете " +"загрузить содержимое zip-файла на свой веб-сервер и посетить его с помощью " +"браузера, чтобы воспользоваться редактором." #: ../../docs/development/compiling/compiling_for_web.rst:100 msgid "" "Refer to the :ref:`export page <doc_javascript_export_options>` for the web " "server requirements." msgstr "" +"Требования к веб-серверу см. на странице :ref:`экспорта " +"<doc_javascript_export_options>`." diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po index 6979266036..3b0162faf5 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po index 1f4d6cddec..62e6ad997b 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po index 9876bed8ab..66f82a0c8b 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_with_mono.rst:4 msgid "Compiling with Mono" -msgstr "" +msgstr "Компиляция с помощью Mono" #: ../../docs/development/compiling/compiling_with_mono.rst:9 msgid "Requirements" @@ -27,7 +27,7 @@ msgstr "Требования" #: ../../docs/development/compiling/compiling_with_mono.rst:11 msgid "Mono 6.12.0 or greater" -msgstr "" +msgstr "Mono 6.12.0 или выше" #: ../../docs/development/compiling/compiling_with_mono.rst:12 msgid "MSBuild" @@ -35,23 +35,27 @@ msgstr "MSBuild" #: ../../docs/development/compiling/compiling_with_mono.rst:13 msgid "NuGet" -msgstr "" +msgstr "NuGet" #: ../../docs/development/compiling/compiling_with_mono.rst:14 msgid "**On Linux/macOS only:** pkg-config" -msgstr "" +msgstr "** Только для Linux/macOS:** pkg-config" #: ../../docs/development/compiling/compiling_with_mono.rst:16 msgid "" "You may need to import necessary certificates for NuGet to perform HTTPS " "requests." msgstr "" +"Вам может понадобиться импортировать необходимые сертификаты для NuGet для " +"выполнения HTTPS-запросов." #: ../../docs/development/compiling/compiling_with_mono.rst:19 msgid "" "The recommended method is to use **curl**'s CA (Certificate Autorities) " "certificate bundle." msgstr "" +"Рекомендуемый метод - использовать пакет сертификатов **curl** для CA " +"(Certificate Autorities)." #: ../../docs/development/compiling/compiling_with_mono.rst:21 msgid "" @@ -59,12 +63,18 @@ msgid "" "run it from the Mono command line prompt (or the regular prompt if you added " "Mono's ``bin`` directory to your ``PATH`` environment variable)::" msgstr "" +"Выполните следующие команды, чтобы загрузить и импортировать его. В Windows " +"вы можете запустить ее из приглашения командной строки Mono (или из обычного " +"приглашения, если вы добавили каталог Mono ``bin`` в переменную окружения " +"``PATH``)::" #: ../../docs/development/compiling/compiling_with_mono.rst:29 msgid "" "Alternatively, you can use the following command, though it's deprecated and " "may not work correctly::" msgstr "" +"В качестве альтернативы можно использовать следующую команду, хотя она " +"устарела и может работать некорректно::" #: ../../docs/development/compiling/compiling_with_mono.rst:34 #, fuzzy @@ -78,22 +88,28 @@ msgid "" "installation directory by passing the ``mono_prefix`` command-line option to " "SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``." msgstr "" +"По умолчанию SCons пытается найти Mono в реестре Windows в Windows или через " +"``pkg-config`` на других платформах. Вы можете указать другой каталог " +"установки, передав SCons параметр командной строки ``mono_prefix``; " +"например, ``scons [...] mono_prefix=%ProgramFiles%/Mono``." #: ../../docs/development/compiling/compiling_with_mono.rst:41 msgid "" "This is the directory that contains the subdirectories ``include`` and " "``lib``." -msgstr "" +msgstr "Это каталог, который содержит подкаталоги ``include`` и ``lib``." #: ../../docs/development/compiling/compiling_with_mono.rst:44 msgid "Enable the Mono module" -msgstr "" +msgstr "Включите модуль Mono" #: ../../docs/development/compiling/compiling_with_mono.rst:46 msgid "" "By default, the Mono module is disabled when building. To enable it, add the " "option ``module_mono_enabled=yes`` to the SCons command line." msgstr "" +"По умолчанию модуль Mono отключен при сборке. Чтобы включить его, добавьте " +"опцию ``module_mono_enabled=yes`` в командную строку SCons." #: ../../docs/development/compiling/compiling_with_mono.rst:50 msgid "Generate the glue" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 22e5546b5e..c3284c4843 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 8013e66384..02c33f49de 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po index e50d93dfd1..ce41d9c0b7 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,7 +79,7 @@ msgstr "" "Если вы используете команду ``git`` из терминала командной строки, это может " "выполнено вводом:" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -91,20 +91,20 @@ msgstr "" "вы хотите. Тогда вы сможете загрузить и распаковать исходный код из " "загрузочной ссылки на странице." -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "" "Также существуют большие ветки помимо ``master`` для каждой крупной версии " "движка." -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po index 731a970434..01ab04d497 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 522c0bd2c7..cf0c422648 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -322,14 +322,12 @@ msgstr "" "игнорируются где-то ещё." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173 -#, fuzzy msgid "**32**: Build binaries for 32-bit platforms." -msgstr "**32**: Строит бинарные файлы для 32-битной платформы." +msgstr "**32**: Собирает бинарные файлы для 32-битной платформы." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174 -#, fuzzy msgid "**64**: Build binaries for 64-bit platforms." -msgstr "**64**: Строит бинарные файлы для 64-битной платформы." +msgstr "**64**: Собирает бинарные файлы для 64-битной платформы." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175 msgid "**default**: Build for the architecture that matches the host platform." diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/optimizing_for_size.po index 98599a5715..ac5a507907 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index ed4b57b931..4bd3824d49 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -82,11 +82,12 @@ msgstr "" "модуль:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" "Вам нужно установить внешнюю библиотеку на ваш компьютер чтобы получить " "библиотечные файлы .a. Посмотрите в официальную документацию библиотеки для " @@ -109,10 +110,11 @@ msgstr "" "Лицензией MIT. Проверяйте лицензии и правила использования." #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -134,9 +136,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 #, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" "**Важно:** Пожалуйста имейте ввиду что под-модули Git не используются в " @@ -163,18 +165,18 @@ msgstr "" "вы должны сначала клонировать `env`, чтобы он не добавлял флаги целиком в " "Godot (что вызовет ошибки). К примеру `SCsub` с собственными флагами:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "В итоге скрипт должен выглядеть так:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "Использование модуля" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "Теперь вы можете использовать ваш новый модуль из любого скрипта:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "А вывод будет ``is_spoken: True`` если текст будет произнесён." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 6782aed91a..b7f12afe91 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 368be7711b..2a95a67d69 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:4 -#, fuzzy msgid "Android Studio" -msgstr "Android" +msgstr "Android Studio" #: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:6 msgid "" @@ -66,5 +65,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 9e1f1de101..be5dd29f52 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -81,8 +81,7 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:47 #, fuzzy diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 17e9b90a6d..86c40a7073 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -195,13 +195,14 @@ msgid "" msgstr "" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +#, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" -"Вот и все. Вы готовы начать вносить свой вклад в Godot с помощью IDE Code::" -"Blocks. Не забудьте сохранить файл проекта и **Workspace**. Если у вас " -"возникнут какие-либо проблемы, обратитесь за помощью в один из `Каналов " -"сообщества Godot <https://godotengine.org/community>`__." +"Вот и все. Вы готовы начать вносить свой вклад в Godot, используя IDE " +"Code :: Blocks. Не забудьте сохранить файл проекта и **Рабочее пространство " +"**. Если у вас возникнут какие-либо проблемы, обратитесь за помощью в`один " +"из каналов сообщества Godot <https://godotengine.org/community> `__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 20fecb9db8..d7f5f5284b 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index 961de65b42..6e57935405 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,5 +144,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 59b609bdc3..84ab7f5900 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:4 msgid "Qt Creator" -msgstr "" +msgstr "Qt Creator" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:6 #, fuzzy @@ -205,5 +205,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index dfc3dbca86..8a6e507401 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -128,5 +128,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 4660d2fa73..07a5e82d33 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -132,5 +132,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index a839d076c4..05d5628e0c 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -126,13 +126,13 @@ msgid "Uncheck **Create external build system project**." msgstr "Снимите флажок **Create external build system project**." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:60 -#, fuzzy msgid "" "Next select **Create groups** for the **Added folders** option and check " "*only* your command line indexing target in the **Add to targets** section." msgstr "" -"Далее выберите **Create groups** для опции **Added folders** и проверьте " -"*only* your command line indexing target in the **Add to targets** section." +"Далее выберите **Создать группы** (Create groups) для опции **Добавленные " +"папки** (Added folders) и отметьте *только* (only) вашу цель индексирования " +"командной строки в разделе **Добавить в цели** (Add to targets)." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:67 #, fuzzy @@ -228,5 +228,4 @@ msgid "" "channels <https://godotengine.org/community>`__." msgstr "" "Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"каналов сообщества `Каналов сообщества Godot <https://godotengine.org/" -"community>`__." +"`каналов сообщества Godot <https://godotengine.org/community>`__." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po index a9f5ae8c0d..4e29327e09 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -147,7 +147,6 @@ msgstr "" "помогает смягчать проблему сегментации но не разрешает её." #: ../../docs/development/cpp/core_types.rst:58 -#, fuzzy msgid "" "However, in many studies and tests, it is shown that given enough memory, if " "the maximum allocation size is below a given threshold in proportion to the " @@ -164,7 +163,6 @@ msgstr "" "свободной и выполняя лишь маленькие аллокации все будет в порядке." #: ../../docs/development/cpp/core_types.rst:65 -#, fuzzy msgid "" "Godot ensures that all objects that can be allocated dynamically are small " "(less than a few kb at most). But what happens if an allocation is too large " @@ -174,11 +172,11 @@ msgid "" "rearranged and compacted on demand. Depending on the need of the game, the " "programmer can configure the dynamic memory pool size." msgstr "" -"Godot гарантирует что все объекты которые могут быть выделенны динамически - " +"Godot гарантирует что все объекты которые могут быть выделены динамически - " "маленькие (по большей части меньше чем пара килобайт). Но что если аллокация " "слишком большая (такая как рисунок или геометрия сеток или большой массив)? " "В этом случае Godot имеет опцию использования динамического пула памяти. Эта " -"память нужно закрыть(locked) прежде чем иметь к ней доступ, и если память " +"память должна быть закрыта(locked) прежде чем будет доступна, и если память " "для аллокации закончится, пул будет перегруппирован и сжат по усмотрению. В " "зависимости от потребностей игры, программист может настроить размер " "динамического пула." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po index e01e8fe990..3e828154dd 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po index 120ac246ce..e79f07d852 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 478f0d5246..85c33cd247 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -94,9 +94,10 @@ msgid "Creating a new module" msgstr "Создание нового модуля" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" "Перед созданием модуля, убедитесь что загрузили исходный код Godot и можете " "его скомпилировать. Существуют обучающие материалы в документации для этого." @@ -113,23 +114,15 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"Для примера возьмём модуль который назовём \"summator\", и поместим его " -"внутри дерева кода Godot (``C:\\godot`` ссылается на место где размещается " -"коды Godot):" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "Внутри мы создадим простой класс для сложения суммы:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "А затем файл cpp." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" @@ -137,18 +130,18 @@ msgstr "" "Затем, новый класс нужно где-то зарегистрировать, для этого нужно создать " "еще два файла:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 #, fuzzy msgid "These files should contain the following:" msgstr "Сцена Моба будет использовать следующие узлы:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" @@ -156,7 +149,7 @@ msgstr "" "Далее, мы должны создать файл ``SCsub`` чтобы система сборки скомпилировала " "этот модуль:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" @@ -164,7 +157,7 @@ msgstr "" "С несколькими файлами кода, вы также можете добавить каждый файл отдельно в " "список строк Python:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 #, fuzzy msgid "" "This allows for powerful possibilities using Python to construct the file " @@ -175,7 +168,7 @@ msgstr "" "файлов используя циклы и логические выражения. Посмотрите в другие модули " "Godot для примеров." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" @@ -183,7 +176,7 @@ msgstr "" "Чтобы добавить директории включения(include) для компилятора, вы может " "добавить их в пути переменных сред:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 #, fuzzy msgid "" "If you want to add custom compiler flags when building your module, you need " @@ -194,7 +187,7 @@ msgstr "" "вы должны сначала клонировать `env`, чтобы он не добавлял флаги целиком в " "Godot (что вызовет ошибки). К примеру `SCsub` с собственными флагами:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" @@ -202,7 +195,7 @@ msgstr "" "И наконец, файл конфигурации для модуля, это просто файл скрипта питона " "который должен быть назван ``config.py``:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 #, fuzzy msgid "" "The module is asked if it's OK to build for the specific platform (in this " @@ -211,7 +204,7 @@ msgstr "" "Модуль спросит если ему нужно быть собранным для определённой платформа (в " "этом случае, True означает что он будет построен для каждой платформы)." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" @@ -219,7 +212,7 @@ msgstr "" "Вот так. Надеемся это не было слишком сложным! Ваш модуль должен выглядеть " "примерно так:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " @@ -228,27 +221,27 @@ msgstr "" "Затем вы можете сжать и раздать модуль всем желающим. При сборке под каждую " "платформу (инструкции в предыдущих разделах), ваш модуль будет включен." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "Использование модуля" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "Теперь вы можете использовать ваш новый модуль из любого скрипта:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 #, fuzzy msgid "The output will be ``60``." msgstr "И вывод будет ``60``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 #, fuzzy msgid "" "The previous Summator example is great for small, custom modules, but what " @@ -261,7 +254,7 @@ msgstr "" "ref:`doc_binding_to_external_libraries` для подробностей связки внешних " "библиотек." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -271,11 +264,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -283,7 +276,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -293,7 +286,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -302,27 +295,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -330,17 +323,17 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "Улучшение системы сборки для разработки" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." @@ -348,7 +341,7 @@ msgstr "" "Итак мы определили чистый и простой SCsub что позволило нам добавить код в " "новый модуль как часть бинарного файла Godot." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." @@ -356,7 +349,7 @@ msgstr "" "Статический подход хорош когда вы хотите собрать конечную версию вашей игры, " "когда мы хотим все модули в одном исполняемом файле." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 #, fuzzy msgid "" "However, the trade-off is every single change means a full recompilation of " @@ -369,7 +362,7 @@ msgstr "" "изменён, нахождение таких файлов и линковка в готовую библиотеку это долгий " "и ресурсоёмкий процесс." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." @@ -378,7 +371,7 @@ msgstr "" "общей(shared) библиотеки которая динамически загрузится при старте нашей " "игры." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 #, fuzzy msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " @@ -392,7 +385,7 @@ msgstr "" "нашему бинарному файлу найти его в среде выполнения через переменную среды " "``LD_LIBRARY_PATH``:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 #, fuzzy msgid "" "You have to ``export`` the environment variable otherwise you won't be able " @@ -401,7 +394,7 @@ msgstr "" "**замечание**: Будьте внимательны в экспорте переменной среды иначе вы не " "сможете запустить ваш проект из редактора." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -413,7 +406,7 @@ msgstr "" "часть бинарного файла Godot (для релиза). Для этого мы можем установить " "собственный флаг для SCons используя команду `ARGUMENT`:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 #, fuzzy msgid "" "Now by default ``scons`` command will build our module as part of Godot's " @@ -423,7 +416,7 @@ msgstr "" "бинарного файла godot, а в общую библиотеку когда будет передано " "``summator_shared=yes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 #, fuzzy msgid "" "Finally, you can even speed up the build further by explicitly specifying " @@ -432,11 +425,11 @@ msgstr "" "Наконец вы можете даже ускорить сборку явно определяя ваш общий модуль как " "цель для команды scons:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "Написание собственной документации" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -450,12 +443,12 @@ msgstr "" "который вы написали один год назад может быть спутан с кодом который был " "написан другим человеком, так что будьте добры к самим себе!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" "Существует много шагов для установки собственной документации в модуль:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " @@ -464,14 +457,14 @@ msgstr "" "Создайте новую папку в корне модуля. Имя папки может быть любым, но мы " "используем ``doc_classes`` в этом разделе." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 #, fuzzy msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" "Теперь нам нужно добавить перезарядку для винтовки. Откройте ``Weapon_Rifle." "gd`` и добавьте следующие переменные класса:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 #, fuzzy msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " @@ -483,7 +476,7 @@ msgstr "" "позиции документации. В нашем случае, они располагаются в папке " "``doc_classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 #, fuzzy msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " @@ -495,52 +488,52 @@ msgstr "" "позиции документации. В нашем случае, они располагаются в папке " "``doc_classes``." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "Пример:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Теперь мы можем генерировать документацию:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "Команда запуска:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 #, fuzzy msgid "" "Once the compilation process is finished, the docs will become accessible " @@ -550,7 +543,7 @@ msgstr "" "соединит их в базовые типы. После завершения процесса компиляции, " "документация будет доступна через встроенную систему документации движка." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 #, fuzzy msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " @@ -559,7 +552,7 @@ msgstr "" "Для содержания документации в актуальном состоянии, все что вам нужно делать " "это редактировать один из файлов ``ClassName.xml`` и компилировать движок." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -567,71 +560,71 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 #, fuzzy msgid "Adding custom editor icons" msgstr "Сложение векторов" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "Итоги" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "Запомните:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" "используйте ``GDCLASS`` для наследования, чтобы Godot мог распознать класс" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -639,7 +632,7 @@ msgstr "" "используйте ``_bind_methods`` для связки ваших функций для скриптинга, и " "разрешите им работать как обратные вызовы для сигналов." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -647,7 +640,7 @@ msgstr "" "Но это еще не все, в зависимости от того что вы делаете, вы столкнётесь с " "некоторыми (надеемся позитивными) сюрпризами." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -657,7 +650,7 @@ msgstr "" "как Sprite), ваш новый класс будет показан в редакторе, в дереве " "наследований в диалоге \"Add Node\"." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -666,7 +659,7 @@ msgstr "" "ресурсов, и все ваши открытые свойства будут сериализованы во время загрузки/" "сохранения." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index d6bae4c607..6d1ef98169 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po index b961084483..517174b8a0 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Разработка движка" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Тестирование версий, находящихся в разработке" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Загрузка исходного кода Godot" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Подготовка проекта" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 8d9b324778..72a6ff33ca 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 4b69d1a5e9..90e61daa3a 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po index 9164090960..1af6d2db7f 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -185,7 +185,6 @@ msgid "Objects export properties, properties are useful for the following:" msgstr "Объекты экспортируют свойства, которые полезны для следующего:" #: ../../docs/development/cpp/object_class.rst:129 -#, fuzzy msgid "Serializing and deserializing the object." msgstr "Сериализации и десирализации объекта." diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..9900d53e56 --- /dev/null +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,340 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: ru\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Использование карт тайлов" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "Внешние ресурсы" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "Настройка Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +msgid "Profiler-specific instructions" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "В итоге ваша сцена должна выглядеть примерно так:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "Нажмите **Установить и изменить**, и проект откроется в редакторе." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po index 8a46e1fb72..79f8d7c721 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -102,15 +102,15 @@ msgid "Be used for dictionaries, arrays, parsers, etc." msgstr "Использоваться для словарей, массивов, парсеров, итд." #: ../../docs/development/cpp/variant_class.rst:33 -#, fuzzy msgid "" "Basically, thanks to the Variant class, writing Godot itself was a much, " "much easier task, as it allows for highly dynamic constructs not common of C+" "+ with little effort. Become a friend of Variant today." msgstr "" -"Благодаря классу Variant, разработка самого Godot во много раз облегчилась, " -"так как он позволил в упрощенной форме создавать сложные динамические " -"конструкции, не типичные для C++. Подружитесь с Variant-ом, уже сегодня." +"По сути, благодаря классу Variant, разработка самого Godot была более " +"простой задачей, так как он позволил с небольшими усилиями создавать сложные " +"динамические конструкции, не типичные для C++. Подружитесь с Variant уже " +"сегодня." #: ../../docs/development/cpp/variant_class.rst:38 #: ../../docs/development/cpp/variant_class.rst:57 diff --git a/sphinx/po/ru/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/ru/LC_MESSAGES/development/editor/creating_icons.po index e32ebb2af6..ff67b7218b 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/ru/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/ru/LC_MESSAGES/development/editor/editor_style_guide.po index c765849dd8..45677cba92 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/ru/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/editor/index.po b/sphinx/po/ru/LC_MESSAGES/development/editor/index.po index 31bec03541..830b842012 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/ru/LC_MESSAGES/development/editor/introduction_to_editor_development.po index be234577ca..5ac54751fa 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/ru/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,10 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." -msgstr "https://github.com/godotengine/godot-demo-projects" +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Файл инициализации основного редактора." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: Файл инициализации основного редактора." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -108,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -116,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -124,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -159,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Разработка" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/ru/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/ru/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 4bd4aa22b5..5bf7f06a0c 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/ru/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po index 68c349870d..83c14a4c7b 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po index 2a3f3ee414..540146f648 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -58,12 +58,12 @@ msgid "File Descriptor" msgstr "Дескриптор файла" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "Внешние ресурсы" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "Внутренние ресурсы" @@ -76,11 +76,15 @@ msgid "Connections" msgstr "Соединения" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "Дескриптор файла выглядит следующим образом ``[gd_scene load_steps=1 " "format=2]`` и должен располагаться в начале файла. Дескриптор имеет " @@ -88,7 +92,7 @@ msgstr "" "должен отображать количество ресурсов внутри файла, однако, на практике, он " "ни на что не влияет." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -96,85 +100,84 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:54 -#, fuzzy -msgid "``connection``" -msgstr "`connection_failed`" - #: ../../docs/development/file_formats/tscn.rst:56 +msgid "``connection``" +msgstr "``connection``" + +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy msgid "``instance``" msgstr "``in``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 #, fuzzy msgid "``groups``" msgstr "Группы" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -184,19 +187,26 @@ msgid "" "should be ``\".\"``. Here is an example scene tree (but without any node " "content):" msgstr "" +"Первый узел в файле, который также является корнем сцены, не должен иметь " +"запись ``parent=Path/To/Node`` в своем заголовке. Все файлы сцен должны " +"иметь ровно *один* корень сцены. Если этого не произойдет, Godot не сможет " +"импортировать файл. Родительский путь других узлов должен быть абсолютным, " +"но не должен содержать имя корня сцены. Если узел является прямым потомком " +"корня сцены, путь должен быть `\".\"`. Вот пример дерева сцены (но без " +"содержимого узла):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -205,92 +215,98 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Скелет" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``имя``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 #, fuzzy msgid "Here's an example of a skeleton node with two bones:" msgstr "Вот простой пример того, как это работает:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " "``bone_name=NameOfBone`` attribute, and the corresponding bone being the " "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" +"Узел BoneAttachment является промежуточным узлом для описания некоторого " +"узла, являющегося родительским для одной кости в узле Skeleton. Узел " +"BoneAttachment имеет атрибут ``bone_name=NameOfBone``, а соответствующая " +"кость, являющаяся родителем, имеет узел BoneAttachment в списке " +"``bound_children``." -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:237 -msgid "AnimationPlayer" -msgstr "" +"Пример одного MeshInstance, родительского по отношению к кости в Skeleton:" #: ../../docs/development/file_formats/tscn.rst:239 +msgid "AnimationPlayer" +msgstr "AnimationPlayer" + +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -298,19 +314,27 @@ msgid "" "AnimationPlayer. The root node is stored as ``root_node=NodePath(Path/To/" "Node)``." msgstr "" +"AnimationPlayer работает как библиотека анимаций. Он хранит анимации, " +"перечисленные в формате ``anim/Name=SubResource(ResourceId)``; каждая строка " +"ссылается на ресурс анимации. Все анимационные ресурсы используют корневой " +"узел AnimationPlayer. Корневой узел хранится как ``root_node=NodePath(Path/" +"To/Node)``." -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Ресурсы" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" +"Ресурсы - это компоненты, из которых состоят узлы. Например, узел " +"MeshInstance будет иметь сопутствующий ресурс ArrayMesh. Ресурс ArrayMesh " +"может быть как внутренним, так и внешним по отношению к файлу TSCN." -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -318,38 +342,53 @@ msgid "" "have different methods to refer to internal and external resources, you can " "have the same ID for both an internal and external resource." msgstr "" +"Ссылки на ресурсы обрабатываются номерами ``id`` в заголовке ресурса. " +"Внешние и внутренние ресурсы обозначаются соответственно ``ExtResource(id)`` " +"и ``SubResource(id)``. Поскольку существуют различные методы ссылки на " +"внутренние и внешние ресурсы, вы можете иметь один и тот же ID для " +"внутреннего и внешнего ресурса." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" +"Например, чтобы обратиться к ресурсу ``[ext_resource id=3 type=\"PackedScene" +"\" path=....]``, вы будете использовать ``ExtResource(3)``." -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" +"Внешние ресурсы - это ссылки на ресурсы, не содержащиеся в самом файле TSCN. " +"Внешний ресурс состоит из пути, типа и идентификатора." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" +"Godot всегда генерирует абсолютные пути относительно каталога ресурсов и, " +"следовательно, с префиксом ``res://``, но пути относительно местоположения " +"файла TSCN также допустимы." -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" -msgstr "" +msgstr "Примерами внешних ресурсов являются:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" +"Как и файлы TSCN, файл TRES может содержать однострочные комментарии, " +"начинающиеся с точки с запятой (``;``). Однако комментарии будут отброшены " +"при сохранении ресурса с помощью редактора Godot." -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -357,206 +396,235 @@ msgid "" "that it doesn't have a path. Internal resources also have ``key=value`` " "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" +"Файл TSCN может содержать сетки, материалы и другие данные. Они содержатся в " +"разделе *внутренние ресурсы* файла. Заголовок внутреннего ресурса выглядит " +"так же, как и заголовки внешних ресурсов, за исключением того, что у него " +"нет пути. Внутренние ресурсы также имеют пары ``ключ=значение'' под каждым " +"заголовком. Например, форма столкновения капсулы выглядит следующим образом:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " "*before* the reference to it. This means that order matters in the file's " "internal resources section." msgstr "" +"Некоторые внутренние ресурсы содержат ссылки на другие внутренние ресурсы " +"(например, сетка, имеющая материал). В этом случае ссылающийся ресурс должен " +"появиться *перед* ссылкой на него. Это означает, что порядок имеет значение " +"в разделе внутренних ресурсов файла." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" +"К сожалению, документация по форматам этих подресурсов неполная. Некоторые " +"примеры можно найти, изучив сохраненные файлы ресурсов, но другие можно " +"найти, только просмотрев исходный текст Godot." -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:328 -msgid "TSCN files support two surface formats:" -msgstr "" +"ArrayMesh состоит из нескольких поверхностей, каждая из которых имеет формат " +"``surface\\Index={}`. Каждая поверхность представляет собой набор вершин и " +"материал." #: ../../docs/development/file_formats/tscn.rst:330 -msgid "For the old format, each surface has three essential keys:" -msgstr "" +msgid "TSCN files support two surface formats:" +msgstr "Файлы TSCN поддерживают два формата поверхности:" #: ../../docs/development/file_formats/tscn.rst:332 +msgid "For the old format, each surface has three essential keys:" +msgstr "В старом формате каждая поверхность имеет три основные клавиши:" + +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "Массив" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "Массив" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:339 -msgid "``arrays`` is a two-dimensional array, it contains:" -msgstr "" +"``primitive`` - это переменная перечисления, часто используется " +"``primitive=4``, которая является ``PRIMITIVE_TRIANGLES``." #: ../../docs/development/file_formats/tscn.rst:341 +msgid "``arrays`` is a two-dimensional array, it contains:" +msgstr "``arrays`` - это двумерный массив, он содержит:" + +#: ../../docs/development/file_formats/tscn.rst:343 #, fuzzy msgid "Vertex positions array" msgstr "Векторные встроенные типы" -#: ../../docs/development/file_formats/tscn.rst:342 -msgid "Tangents array" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:343 -msgid "Vertex colors array" -msgstr "" - #: ../../docs/development/file_formats/tscn.rst:344 -msgid "UV array 1" -msgstr "" +msgid "Tangents array" +msgstr "Массив касательных" #: ../../docs/development/file_formats/tscn.rst:345 -msgid "UV array 2" -msgstr "" +msgid "Vertex colors array" +msgstr "Массив цветов вершин" #: ../../docs/development/file_formats/tscn.rst:346 -msgid "Bone indexes array" -msgstr "" +msgid "UV array 1" +msgstr "UV массив 1" #: ../../docs/development/file_formats/tscn.rst:347 -msgid "Bone weights array" -msgstr "" +msgid "UV array 2" +msgstr "UV массив 2" #: ../../docs/development/file_formats/tscn.rst:348 -msgid "Vertex indexes array" -msgstr "" +msgid "Bone indexes array" +msgstr "Массив индексов костей" + +#: ../../docs/development/file_formats/tscn.rst:349 +msgid "Bone weights array" +msgstr "Массив весов костей" #: ../../docs/development/file_formats/tscn.rst:350 +msgid "Vertex indexes array" +msgstr "Массив вершинных индексов" + +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" -msgstr "" +msgstr "Пример ArrayMesh:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Анимация" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:382 -msgid "``length`` and ``step`` are both durations in seconds." -msgstr "" +"Анимационный ресурс состоит из дорожек. Кроме того, у него есть " +"``длительность`` (length), ``петля`` (loop) и ``шаг`` (step), применяемые ко " +"всем дорожкам." #: ../../docs/development/file_formats/tscn.rst:384 +msgid "``length`` and ``step`` are both durations in seconds." +msgstr "``длительность`` и ``шаг`` - это продолжительность в секундах." + +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" +"Каждый трек описывается списком пар ключ-значение в формате ``tracks/Id/" +"Attribute``. Каждый трек включает в себя:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" -msgstr "" +msgstr "``тип`` (type)" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "Путь ресурса" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "``in``" -#: ../../docs/development/file_formats/tscn.rst:390 -msgid "``keys``" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:391 -msgid "``loop_wrap``" -msgstr "" - #: ../../docs/development/file_formats/tscn.rst:392 -msgid "``imported``" -msgstr "" +msgid "``keys``" +msgstr "``ключи`` (keys)" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:393 +msgid "``loop_wrap``" +msgstr "``loop_wrap``" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "``imported``" +msgstr "``импортировано`` (imported)" + +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" +"Атрибут ``type`` должен быть первым атрибутом каждого трека. Значение " +"``type`` может быть:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 #, fuzzy msgid "``transform``" msgstr "Преобразование" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "Значение" -#: ../../docs/development/file_formats/tscn.rst:400 -msgid "``method``" -msgstr "" - #: ../../docs/development/file_formats/tscn.rst:402 +msgid "``method``" +msgstr "``метод`` (method)" + +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" +"``path`` имеет формат ``NodePath(Path/To/Node:attribute)``. Это путь к " +"анимированному узлу или атрибуту, относительно корневого узла, определенного " +"в AnimationPlayer." -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" +"``interp`` - это метод интерполяции кадров из ключевых кадров. Это " +"переменная enum с одним из следующих значений:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (константа)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 6583430573..0601a36abf 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/default_key_mapping.po index f3d1c6020b..d92cad1bb9 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -138,9 +138,8 @@ msgid "Open 2D Editor" msgstr "Открыть 2D-редактор" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F12`" +msgstr ":kbd:`Ctrl + F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 msgid ":kbd:`Alt + 1`" @@ -172,9 +171,8 @@ msgid "Open Script Editor" msgstr "Открыть редактор скриптов" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F`" +msgstr ":kbd:`Ctrl + F3`" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 msgid ":kbd:`Alt + 3`" @@ -189,8 +187,8 @@ msgid "Search Help" msgstr "Справка" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" @@ -596,7 +594,7 @@ msgstr "``editor/play_custom_scene``" #: ../../docs/getting_started/editor/default_key_mapping.rst:82 msgid "Expand Bottom Panel" -msgstr "Расширить боковую панель" +msgstr "Развернуть нижнюю панель" #: ../../docs/getting_started/editor/default_key_mapping.rst:82 msgid ":kbd:`Shift + F12`" @@ -608,7 +606,7 @@ msgstr "``editor/bottom_panel_expand``" #: ../../docs/getting_started/editor/default_key_mapping.rst:86 msgid "2D / Canvas Item Editor" -msgstr "2D / Редактор Canvas Item" +msgstr "2D / Редактор элементов холста" #: ../../docs/getting_started/editor/default_key_mapping.rst:91 #: ../../docs/getting_started/editor/default_key_mapping.rst:334 @@ -866,7 +864,7 @@ msgstr "``canvas_item_editor/frame_selection``" #: ../../docs/getting_started/editor/default_key_mapping.rst:127 msgid "Preview Canvas Scale" -msgstr "Предпросмотр Canvas Scale" +msgstr "Предпросмотр масштаба холста" #: ../../docs/getting_started/editor/default_key_mapping.rst:127 msgid ":kbd:`Ctrl + Shift + P`" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po index c3869560ea..50c0b98f31 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/editor/external_editor.rst:4 msgid "Using an external text editor" -msgstr "Использование внешнего текстового редактора" +msgstr "Использование стороннего текстового редактора" #: ../../docs/getting_started/editor/external_editor.rst:8 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po index 5ebeac7622..7d8eddf030 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 8ebc908aa3..321853d1e8 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -236,10 +236,10 @@ msgid "" "has a specific function, the approach used by Godot is more visually " "descriptive. It's easier to understand what a scene does at a glance." msgstr "" -"Панель \"Scene\" (Scene Tree - прим. перевод.) Godot аналогична панели " -"\"Hierarchy\" в Unity, но, поскольку каждый узел имеет свою конкретную " -"функцию, подход, используемый Godot, визуально более описателен. Легче " -"понять, что делает сцена с первого взгляда." +"Панель \"Scene\" Godot аналогична панели \"Hierarchy\" в Unity, но, " +"поскольку каждый узел имеет свою конкретную функцию, подход, используемый " +"Godot, более наглядный визуально. Легче понять, что делает сцена с первого " +"взгляда." #: ../../docs/getting_started/editor/unity_to_godot.rst:67 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 7d1f9dbd2b..17add8946e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/editor/using_the_web_editor.rst:4 -#, fuzzy msgid "Using the Web editor" -msgstr "Запуск редактора" +msgstr "Использование веб-редактора" #: ../../docs/getting_started/editor/using_the_web_editor.rst:6 msgid "" @@ -43,9 +42,8 @@ msgstr "" "`doc_using_the_web_editor_limitations` ниже." #: ../../docs/getting_started/editor/using_the_web_editor.rst:16 -#, fuzzy msgid "Browser support" -msgstr "даёт возможность поддержки модификаций(модов)" +msgstr "Поддержка браузерами" #: ../../docs/getting_started/editor/using_the_web_editor.rst:18 msgid "" @@ -60,11 +58,11 @@ msgstr "" #: ../../docs/getting_started/editor/using_the_web_editor.rst:22 msgid "Chrome 68 or later" -msgstr "Chrome 68 или новее" +msgstr "Chrome 68 или позднее" #: ../../docs/getting_started/editor/using_the_web_editor.rst:23 msgid "Firefox 79 or later" -msgstr "Firefox 79 или новее" +msgstr "Firefox 79 или позднее" #: ../../docs/getting_started/editor/using_the_web_editor.rst:24 msgid "Edge 79 or later" @@ -115,9 +113,8 @@ msgstr "" "отсутствуют следующие функции:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:48 -#, fuzzy msgid "No C#/Mono support." -msgstr "|eol| Больше не поддерживается." +msgstr "C#/Mono не поддерживается." #: ../../docs/getting_started/editor/using_the_web_editor.rst:49 msgid "No GDNative support." @@ -159,29 +156,25 @@ msgstr "" "веб-платформе:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:61 -#, fuzzy msgid "No support for external script editors." -msgstr "Поддержки выхода MIDI пока нет." +msgstr "Внешние редакторы сценариев не поддерживаются." #: ../../docs/getting_started/editor/using_the_web_editor.rst:62 -#, fuzzy msgid "No support for Android one-click deploy." -msgstr "Шаги по развёртыванию в один клик" +msgstr "Развёртывание в один клик для Android не поддерживается." #: ../../docs/getting_started/editor/using_the_web_editor.rst:66 -#, fuzzy msgid "" "See the `list of open issues on GitHub related to the web editor <https://" "github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform" "%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs." msgstr "" -"Проверьте `список открытых проблем HTML5 на GitHub <https://github.com/" -"godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__, чтобы " -"увидеть, есть ли проблема, которая вас еще интересует. Если нет, откройте " -"одну, чтобы сообщить свой интерес." +"Посмотрите `список нерешенных проблем на GitHub связанных с веб-редактором " +"<https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label" +"%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ для получения списка " +"известных ошибок." #: ../../docs/getting_started/editor/using_the_web_editor.rst:70 -#, fuzzy msgid "Importing a project" msgstr "Импортирование проекта" @@ -242,9 +235,8 @@ msgstr "" "в ``/home/web_user/projects``, что сохранит ее безопасность." #: ../../docs/getting_started/editor/using_the_web_editor.rst:94 -#, fuzzy msgid "Editing and running a project" -msgstr "Создание нового проекта" +msgstr "Редактирование и запуск проекта" #: ../../docs/getting_started/editor/using_the_web_editor.rst:96 msgid "" @@ -272,9 +264,8 @@ msgstr "" "вкладками." #: ../../docs/getting_started/editor/using_the_web_editor.rst:107 -#, fuzzy msgid "Where are my project files?" -msgstr "Где мои префабы?" +msgstr "Где мои файлы проекта?" #: ../../docs/getting_started/editor/using_the_web_editor.rst:109 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 423db854cd..10f90fe89a 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -148,17 +148,16 @@ msgstr "" "версию Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 -#, fuzzy msgid "" "If you are building Godot from source, install the latest stable version of " "`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to " "follow the steps to enable Mono support in your build as outlined in the :" "ref:`doc_compiling_with_mono` page." msgstr "" -"Ваша версия Godot должна иметь включенную поддержку Mono, поэтому " -"обязательно загрузите **Mono версию** Godot. Если вы собираете Godot из " -"исходников, обязательно выполните действия, чтобы включить поддержку Mono в " -"вашей сборке, как описано на странице :ref:`doc_compiling_with_mono`." +"Если вы собираете Godot из исходников, установите последнюю стабильную " +"версию `Mono <https://www.mono-project.com/download/stable/>`__, и убедитесь " +"что следуете шагам для включения поддержки Mono в вашей сборке на странице :" +"ref:`doc_compiling_with_mono`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73 msgid "Configuring an external editor" @@ -219,31 +218,27 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142 -#, fuzzy msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "В настройках редактора Godot:" +msgstr "В меню **Редактор→ Настройки редактора** Godot:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100 -#, fuzzy msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**." -msgstr "Установите **Mono External Editor** на **JetBrains Rider**." +msgstr "" +"Установите **Mono** -> **Editor** -> **External Editor** на **JetBrains " +"Rider**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101 -#, fuzzy msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**." -msgstr "выставьте **Mono Build Tool** на **JetBrains Mono**." +msgstr "Установите **Mono** -> **Builds** -> **Build Tool** на **dotnet CLI**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103 msgid "In Rider:" msgstr "В Rider:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 -#, fuzzy msgid "Set **MSBuild version** to **.NET Core**." -msgstr "" -"Установите **MSBuild version** либо **в комплекте с Rider**, либо с **.NET " -"Core**." +msgstr "Установите **MSBuild version** на **.NET Core**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 msgid "Install the **Godot support** plugin." @@ -260,61 +255,55 @@ msgstr "" "(он же VS Code)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116 -#, fuzzy msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**." -msgstr "Установите **Mono External Editor** на **JetBrains Rider**." +msgstr "" +"Установите **Mono** -> **Editor** -> **External Editor** на **Visual Studio " +"Code**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 -#, fuzzy msgid "In Visual Studio Code:" -msgstr "Visual Studio Code" +msgstr "В Visual Studio Code:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120 -#, fuzzy msgid "" "Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-" "dotnettools.csharp>`__ extension." msgstr "" -"Установите `расширение VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Установите расширение `C# <https://marketplace.visualstudio.com/items?" +"itemName=ms-dotnettools.csharp>`__ ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 -#, fuzzy msgid "" "Install the `Mono Debug <https://marketplace.visualstudio.com/items?" "itemName=ms-vscode.mono-debug>`__ extension." msgstr "" -"Установите `расширение VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Установите расширение `Mono Debug <https://marketplace.visualstudio.com/" +"items?itemName=ms-vscode.mono-debug>`__ ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 -#, fuzzy msgid "" "Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?" "itemName=neikeq.godot-csharp-vscode>`__ extension." msgstr "" -"Установите `расширение VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Установите расширение `C# Tools for Godot <https://marketplace.visualstudio." +"com/items?itemName=neikeq.godot-csharp-vscode>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 -#, fuzzy msgid "" "To configure a project for debugging open the Godot project folder in VS " "Code. Go to the Run tab and click on **create a launch.json file**. Select " "**C# Godot** from the dropdown menu. Now, when you start the debugger in VS " "Code your Godot project will run." msgstr "" -"Чтобы настроить отладку, откройте Visual Studio Code и загрузите расширение " -"Mono Debug от Microsoft и расширение Godot от Ignacio. Затем откройте папку " -"проекта Godot в VS Code. Перейдите на вкладку Run и нажмите **create a " -"launch.json file**. В раскрывающемся меню выберите **C# Godot**. Теперь, " -"когда вы запустите отладчик в VS Code, ваш проект Godot будет запущен." +"Чтобы настроить проект для отладки, откройте папку Godot-проекта в Visual " +"Studio Code. Перейдите на вкладку Run и нажмите **create a launch.json " +"file**. В раскрывающемся меню выберите **C# Godot**. Теперь, когда вы " +"запустите отладчик в VS Code, ваш проект Godot будет запущен." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 -#, fuzzy msgid "Visual Studio (Windows only)" -msgstr "Visual Studio или VS Code" +msgstr "Visual Studio (Только windows)" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131 msgid "" @@ -333,18 +322,18 @@ msgid "While installing Visual Studio, select these workloads:" msgstr "При установке Visual Studio, выберите эти нагрузки:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 -#, fuzzy msgid "Mobile development with .NET" -msgstr "Разработка движка" +msgstr "Мобильная разработка с .NET" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140 msgid ".NET Core cross-platform development" msgstr "Кросс-платформенная разработка .NET Core" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 -#, fuzzy msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." -msgstr "Установите **Mono External Editor** на **JetBrains Rider**." +msgstr "" +"Установите **Mono** -> **Editor** -> **External Editor** на **Visual " +"Studio**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 msgid "" @@ -353,6 +342,9 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"Затем вам необходимо загрузить расширение Godot Visual Studio с github " +"`здесь <https://github.com/godotengine/godot-csharp-visualstudio/" +"releases>`__. Дважды щелкните загруженный файл и следуйте процессу установки." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" @@ -465,7 +457,6 @@ msgstr "" "`doc_c_sharp_differences`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -473,11 +464,11 @@ msgid "" "editor. You can also click **Mono** at the bottom of the editor window to " "reveal the Mono panel, then click the **Build Project** button." msgstr "" -"Чтобы видеть новые экспортируемые переменные и сигналы в редакторе, вам " -"необходимо каждый раз (пере)собирать C#-проект. Эта сборка может быть " -"запущена нажатием на **Mono**, в нижней части окна редактора; в открытой " -"Mono Panel (Панели Mono) кликаем на кнопку **Build Project**(**Собрать " -"проект**)." +"Вам необходимо каждый раз (пере)собирать проект, чтобы видеть новые " +"экспортируемые переменные и сигналы в редакторе . Эта сборка может быть " +"запущена нажатием на **Build**, в правом верхнем углу окна редактора. Также " +"вы можете нажать **Mono** в нижней части окна редактора для открытия панели " +"Mono, после кликнуть на кнопку **Build Project**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" @@ -602,6 +593,8 @@ msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"Начиная с Godot 3.2.3, Godot автоматически загружает и устанавливает недавно " +"добавленные пакеты NuGet при следующей сборке проекта." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" @@ -623,6 +616,6 @@ msgid "" "profiler/>`_ can be used as described `here <https://github.com/godotengine/" "godot/pull/34382>`_." msgstr "" -"Внешний моно-профилировщик, такой как `JetBrains dotTrace <https://www." +"Внешний Mono профилировщик, такой как `JetBrains dotTrace <https://www." "jetbrains.com/profiler/>`_, можно использовать, как описано `здесь <https://" "github.com/godotengine/godot/pull/34382>`_." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 853cc406ac..a069fa1b58 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -235,9 +235,8 @@ msgid "See also: :ref:`doc_c_sharp_signals`." msgstr "См. также: :ref:`doc_c_sharp_signals`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127 -#, fuzzy msgid "`onready` keyword" -msgstr "Ключевое слово Onready" +msgstr "ключевое слово `onready`" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129 msgid "" @@ -598,7 +597,7 @@ msgstr "Это подробно объясняется в :ref:`doc_cross_langua #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:328 msgid "Yield" -msgstr "Ключевое слово Yield" +msgstr "Yield" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:330 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 7c082cc4b8..1c7a4ee2c3 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -172,12 +172,11 @@ msgstr "" "ключевое слово ``nameof`` (применяется к самому делегату)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -#, fuzzy msgid "" "It is possible to bind values when establishing a connection by passing a " "Godot array." msgstr "" -"При установлении соединения можно связать значения, передав массив объектов." +"Возможно связывать значения при установке соединения передавая массив Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "" @@ -260,11 +259,12 @@ msgstr "" "если архитектура будет 64-bit или 32-bit соответственно." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "Один из ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 712d7002bd..b771fe8951 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -108,7 +108,7 @@ msgid "" "files." msgstr "" "Используйте один символ перевода строки в конце каждого файла, за " -"исключением `csproj` файлов." +"исключением файлов `csproj`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 565ec0df1f..d921db6b8c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index d71a05ba7c..4d0eff1d7e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,9 +64,8 @@ msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 -#, fuzzy msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux: ``$HOME/.local/share/godot/script_templates/``" +msgstr "Linux: ``$HOME/.config/godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 79342807b8..77ae767def 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -220,7 +220,8 @@ msgid "" "GitHub issue <https://github.com/godotengine/godot/issues/38352>`__ for more " "information." msgstr "" -"GDScript файлы не могу наследоваться от C# скриптов, аналогично и обратное. " -"Из-за того, что такое сложно реализовать, это ограничение вряд ли будет " -"снято в будущем. Для более подробной информации смотрите `GitHub <https://" -"github.com/godotengine/godot/issues/38352>`." +"GDScript файл может не наследоваться от C# скрипта. Также С# скрипт может не " +"наследоваться из GDScript файла. Из-за того, что такое сложно реализовать, " +"это ограничение вряд ли будет снято в будущем. Для более подробной " +"информации ознакомьтесь с `этой проблемой на GitHub <https://github.com/" +"godotengine/godot/issues/38352>`." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 4700b17ad9..2d180e5e91 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -315,8 +315,8 @@ msgid "" "In most cases, two-dimensional arrays can often be implemented more easily " "with dictionaries. Here's a simple battleship game example:" msgstr "" -"В большинстве случаев двумерные массивы могут быть реализованы с помощью " -"словарей. Вот простой пример игры \"морской бой\":" +"В большинстве случаев двумерные массивы могут быть проще реализованы с " +"помощью словарей. Вот простой пример игры \"морской бой\":" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:294 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index de369ccabe..d0d0c7ae6e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1684,7 +1684,7 @@ msgstr "Существует 6 типов шаблонов:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 msgid "Constant pattern" -msgstr "Постоянный (константный) шаблон" +msgstr "Постоянный шаблон" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916 msgid "Constant primitives, like numbers and strings::" @@ -1771,8 +1771,8 @@ msgid "" "Works in the same way as the array pattern. Every key has to be a constant " "pattern." msgstr "" -"Работает так же, как и шаблон массива. Каждый ключ должен быть постоянным " -"шаблоном (constant pattern)." +"Работает так же, как шаблон массива. Каждый ключ должен быть постоянным " +"шаблоном." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 msgid "" @@ -1938,14 +1938,12 @@ msgid "" "are called in all parent classes automatically. There is no need to call " "them explicitly when overloading them." msgstr "" -"Помните, что функции по умолчанию, такие как ``_init``, и большинство " -"уведомлений (notifications), таких как ``_enter_tree``, ``_exit_tree``, " -"``_process``, ``_physics_process`` и др. вызываются во всех базовых классах " -"автоматически. А значит, нет необходимости вызывать их вручную при " -"перегрузке этих функций." +"Функции по умолчанию, такие как ``_init``, и большинство уведомлений, таких " +"как ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process`` и " +"др. вызываются во всех родительских классах автоматически. Нет необходимости " +"вызывать их вручную при перегрузке этих функций." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -#, fuzzy msgid "Class constructor" msgstr "Конструктор класса" @@ -1969,7 +1967,7 @@ msgid "" msgstr "" "В отличие от вызова обычной функции, как в приведенном выше примере с ``." "some_func``, если конструктор из унаследованного класса принимает аргументы, " -"то они передаются следующим образом:" +"то они передаются следующим образом::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160 msgid "This is better explained through examples. Consider this scenario::" @@ -2008,11 +2006,12 @@ msgstr "" "является тем же ``e`` переданным в ``Idle.gd``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "если конструктор ``_init`` в ``Idle.gd`` принимает ноль аргументов, то ему " "все равно нужно передать некоторое значение в родительский класс ``State." @@ -2157,7 +2156,6 @@ msgid "Memory management" msgstr "Управление памятью" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335 -#, fuzzy msgid "" "If a class inherits from :ref:`class_Reference`, then instances will be " "freed when no longer in use. No garbage collector exists, just reference " @@ -2173,7 +2171,7 @@ msgstr "" "наследование, расширяются **Reference**. Если это нежелательно, то класс " "должен наследовать :ref:`class_Object` вручную и вызывать instance.free(). " "Чтобы избежать циклов ссылок, которые не могут быть освобождены, для " -"создания слабых ссылок предусмотрена функция ``weakref``." +"создания слабых ссылок предусмотрена функция ``weakref``. Вот пример:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357 msgid "" @@ -2390,7 +2388,7 @@ msgid "" "Remember to save the new function state, when using multiple ``yield``\\s::" msgstr "" "Не забывайте сохранять новое состояние функции при использовании нескольких " -"``yield``:" +"``yield``::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1583 msgid "Coroutines & signals" @@ -2456,9 +2454,8 @@ msgstr "" "промежуточных возвратов." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667 -#, fuzzy msgid "`onready` keyword" -msgstr "Ключевое слово Onready" +msgstr "ключевое слово `onready`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1669 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index f07a9b33f9..0ab5766b4d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 3f384d245b..6623dda4fc 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -130,9 +130,9 @@ msgid "" "are handed in the form of an array, one value per placeholder (unless using " "a format specifier with ``*``, see `dynamic padding`_):" msgstr "" -"Строки формата могут содержать несколько заполнителей. В таком случае " +"Форматирование строк может содержать несколько заполнителей. В таком случае " "значения передаются в виде массива, по одному значению на заполнитель (если " -"не используется спецификатор формата ``*``, см. `динамическое заполнение`_)::" +"не используется спецификатор формата ``*``, см. `динамический отступ`_)::" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:85 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 47c313cc58..9eda48fe93 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -87,8 +87,8 @@ msgid "" "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " "default)*" msgstr "" -"Для перевода строки используйте символы перевода строки (**LF**), а не CRLF " -"или CR. *(редактор по умолчанию)*" +"Используйте символы подачи строк (**LF**) для разрыва строк, а не CRLF или " +"CR. *(редактор по умолчанию)*" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:100 msgid "Use one line feed character at the end of each file. *(editor default)*" @@ -107,8 +107,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" msgstr "" -"Используйте **4 пробела** вместо табов для отступа (которые называются " -"«мягкими табами»). *(редактор по умолчанию)*" +"Используйте **табы** вместо пробелов для отступов. *(редактор по умолчанию)*" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:105 msgid "Indentation" @@ -365,8 +364,8 @@ msgid "" "Take advantage of GDScript's underscores in literals to make large numbers " "more readable." msgstr "" -"Используйте преимущество разделения больших чисел в переменных GDScript — " -"задействовав символ нижнего подчеркивания, для удобства." +"Используйте преимущество использования нижнего подчеркивания в переменных " +"GDScript чтобы сделать большие числа более читаемыми." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:471 msgid "Naming conventions" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 6a3c6ccf13..67a7e59dbd 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,3 +26,6 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"См. :ref:`doc_gdscript_grammar`, если вы заинтересованы в написании " +"стороннего инструмента, который взаимодействует с GDScript, такого как " +"статический анализатор или форматировщик." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 275041b9a6..1fc2603735 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -394,11 +394,12 @@ msgid "Typed or dynamic: stick to one style" msgstr "Типизированный или динамичный: придерживайтесь одного стиля" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "Типизированный GDScript и динамический GDScript могут сосуществовать в одном " "проекте. Но я бы порекомендовал придерживаться любого из этих стилей для " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 441b326382..212e6d5fe5 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po index 62f15b89f0..fc199a40a8 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index dcfb119d71..541f0d6748 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index ef4da9d4d6..95a299bdbf 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -113,7 +113,7 @@ msgid "" "of its own, allowing for more organization." msgstr "" "Один скрипт может содержать множество функций, каждая из которых имеет свое " -"полотно, что позволяет добиться лучше организации." +"полотно, что позволяет добиться большей организации." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:53 msgid "There are three main ways to add functions in a script:" @@ -177,8 +177,8 @@ msgid "" "inspecting the signals. Once they are displayed, connect the \"pressed\" " "signal:" msgstr "" -"Для этого узел должен быть выбран и вкладка узла открыта. Это позволит " -"проверять сигналы. Как только они отобразятся, подключите «нажатый» сигнал:" +"Для этого нужно выбрать узел и открыть вкладку Сигналы. Это позволит увидеть " +"имеющиеся сигналы. Когда они отобразятся, присоедините сигнал \"pressed\":" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:94 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po index ad5e2d8f1f..51a3d57d14 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 7721e78a92..1defcaf78a 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -435,10 +435,9 @@ msgid "" "time, can be useful as reference values. Most of the time they are integer " "or float." msgstr "" -"Постоянные узлы - это узлы, которые предоставляют значения, которые, не " -"изменяясь во времени, могут быть полезны в качестве эталонных значений. " -"Большую часть времени они имеют целочисленные значения или числовые значения " -"с плавающей точкой." +"Constant узлы - это узлы предоставляющие значения, которые, не изменяясь во " +"времени, могут быть полезны в качестве эталонных значений. Чаще всего они " +"целочисленные или с плавающей запятой." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:219 msgid "" @@ -911,7 +910,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:452 msgid "Yield" -msgstr "Ключевое слово Yield" +msgstr "Yield" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454 msgid "" @@ -924,7 +923,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:458 msgid "Yield Signal" -msgstr "Ключевое слово Yield Signal" +msgstr "Yield Signal" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460 msgid "Same as Yield, but will wait until a given signal is emitted." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index aab79b5380..7b6ed8d91d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po index ffc9ac7934..7bd50d0677 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po index 5e1378ee25..66a6c5bac7 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,7 +39,6 @@ msgstr "" "открыть любой пользователь." #: ../../docs/getting_started/step_by_step/exporting.rst:14 -#, fuzzy msgid "" "The way you export your game depends on what platform you are targeting. In " "this tutorial, you'll learn how to export the *Dodge the Creeps* game for a " @@ -48,7 +47,7 @@ msgid "" msgstr "" "Способ экспорта вашей игры зависит от того, на какую платформу вы " "ориентируетесь. В этом уроке вы научитесь экспортировать игру \"Увернись от " -"Крипов!\" на различные платформы. Во-первых, нам нужно внести некоторые " +"Крипов\" на различные платформы. Во-первых, нам нужно внести некоторые " "изменения в работу игры." #: ../../docs/getting_started/step_by_step/exporting.rst:19 @@ -64,7 +63,6 @@ msgid "Preparing the project" msgstr "Подготовка проекта" #: ../../docs/getting_started/step_by_step/exporting.rst:25 -#, fuzzy msgid "" "In *Dodge the Creeps*, we used keyboard controls to move the player's " "character. This is fine if your game is being played on a PC platform, but " @@ -72,14 +70,13 @@ msgid "" "event can be treated the same as a touch event, we'll convert the game to a " "click-and-move input style." msgstr "" -"В \"Увернись от Крипов!\" мы использовали управление с клавиатуры для " +"В \"Увернись от Крипов\" мы использовали управление с клавиатуры для " "перемещения игрока. Это хорошо, если ваша игра для PC, но на телефоне или " "планшете требуется поддержка сенсорного ввода. Поскольку событие щелчка мыши " "может обрабатываться так же, как сенсорное событие, мы переведем игру на " "стиль ввода click-and-move (клик и перемещение)." #: ../../docs/getting_started/step_by_step/exporting.rst:31 -#, fuzzy msgid "" "By default, Godot emulates mouse input from touch input. That means that if " "anything is coded to happen on a mouse event, touch will trigger it as well. " @@ -89,12 +86,9 @@ msgid "" msgstr "" "По умолчанию Godot эмулирует ввод мыши с сенсорного ввода. Это означает что " "все, что запрограммировано случаться по событию мыши, также будет " -"реагировать и при событии сенсорного ввода. Godot также может эмулировать " +"реагировать и при события сенсорного ввода. Godot также может эмулировать " "сенсорный ввод из щелчков мыши, что позволяет нам продолжать играть в нашу " -"игру на компьютере после перехода на сенсорный ввод. В \"Настройках проекта" -"\" в разделе \"Input Devices\" (Устройства ввода) в пункте \"Pointing" -"\" (Указатели) включите \"Emulate Touch From Mouse\" (Эмулировать сенсорный " -"ввод с мыши)." +"игру на компьютере после перехода на сенсорный ввод." #: ../../docs/getting_started/step_by_step/exporting.rst:36 msgid "" @@ -105,7 +99,6 @@ msgstr "" "включите**Эмулировать нажатие из мыши**." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " @@ -113,18 +106,17 @@ msgid "" "**Aspect** to ``keep``." msgstr "" "Нам также надо убедиться, что игра будет корректно масштабироваться при " -"разных размерах экрана, поэтому в настройках проекта перейдите в *Display*, " -"затем кликните на *Window*. В разделе *Stretch* измените *Mode* на \"2d\" и " -"*Aspect* на \"keep\"." +"разных размерах экрана, поэтому в настройках проекта перейдите в " +"**Display**, затем кликните на **Window**. В разделе **Stretch** измените " +"**Mode** на ``2d`` и **Aspect** на ``keep``." #: ../../docs/getting_started/step_by_step/exporting.rst:45 -#, fuzzy msgid "" "Since we are already in the **Window** settings, we should also set under " "**Handheld** the **Orientation** to ``portrait``." msgstr "" -"Так как мы уже в настройках *Window*, нам также необходимо установить под " -"*Handheld* значение \"portrait\" для *Orientation*." +"Так как мы уже в настройках **Window**, нам также необходимо установить под " +"**Handheld** значение **Orientation** в ``portrait``." #: ../../docs/getting_started/step_by_step/exporting.rst:50 msgid "" @@ -148,34 +140,32 @@ msgid "Setting a main scene" msgstr "Настройка главной сцены" #: ../../docs/getting_started/step_by_step/exporting.rst:244 -#, fuzzy msgid "" "The main scene is the one that your game will start in. For this *Dodge the " "Creeps* example, in **Project -> Project Settings -> Application -> Run**, " "set **Main Scene** to ``Main.tscn`` by clicking the folder icon and " "selecting it." msgstr "" -"Главная сцена - это то, где начинается ваша игра. В *Проект -> Настройки " -"проекта -> Application -> Run* задайте для *Main Scene* (главной сцены) " -"\"Main.tscn\", кликнув по иконке папки и выбрав её." +"Главная сцена - это то, где начинается ваша игра. Для примера \"Уклонись от " +"Крипов\", в **Проект -> Настройки проекта -> Application -> Run** измените " +"**Main Scene** на \"Main.tscn\", кликнув по иконке папки и выбрав её." #: ../../docs/getting_started/step_by_step/exporting.rst:250 msgid "Export templates" msgstr "Экспорт шаблонов" #: ../../docs/getting_started/step_by_step/exporting.rst:252 -#, fuzzy msgid "" "To export the project, you need to download the *export templates* from the " "http://godotengine.org/download. These templates are optimized versions of " "the engine without the editor pre-compiled for each platform. You can also " "download them in Godot by clicking on **Editor -> Manage Export Templates**:" msgstr "" -"Чтобы экспортировать, вам потребуется скачать *шаблоны экспорта* из http://" -"godotengine.org/download. Эти шаблоны представляют собой оптимизированные " -"версии движка без редактора, предварительно скомпилированного для каждой " -"платформы. Вы также можете скачать их в самом Godot, кликнув на *Редактор -> " -"Управление шаблонами экспорта*:" +"Чтобы экспортировать проект, вам потребуется скачать **шаблоны экспорта** из " +"http://godotengine.org/download. Эти шаблоны представляют собой " +"оптимизированные версии движка без редактора, предварительно " +"скомпилированного для каждой платформы. Вы также можете скачать их в самом " +"Godot, кликнув на **Редактор -> Управление шаблонами экспорта**:" #: ../../docs/getting_started/step_by_step/exporting.rst:261 msgid "" @@ -190,12 +180,11 @@ msgstr "" "экспорта **." #: ../../docs/getting_started/step_by_step/exporting.rst:266 -#, fuzzy msgid "" "In the window that appears, you can click **Download** to get the template " "version that matches your version of Godot." msgstr "" -"В окне, которое откроется, вы сможете нажать \"Загрузка\" и получить версию " +"В окне, которое откроется, вы сможете нажать **Загрузка** и получить версию " "шаблона, соответствующую вашей версии Godot." #: ../../docs/getting_started/step_by_step/exporting.rst:273 @@ -211,51 +200,46 @@ msgid "Export presets" msgstr "Экспорт предустановок" #: ../../docs/getting_started/step_by_step/exporting.rst:279 -#, fuzzy msgid "" "Next, you can configure the export settings by clicking on **Project -> " "Export**." msgstr "" -"Далее, вы можете настроить параметры экспорта, кликнув на *Проект -> " -"Экспортировать*." +"Далее, вы можете настроить параметры экспорта, кликнув на **Проект -> " +"Экспортировать**." #: ../../docs/getting_started/step_by_step/exporting.rst:281 -#, fuzzy msgid "" "Create a new export preset by clicking **Add...** and selecting a platform. " "You can make as many presets as you like with different settings." msgstr "" -"Создайте новую предустановку экспорта, нажав на \"Добавить...\" и выбрав " +"Создайте новую предустановку экспорта, нажав на **Добавить...** и выбрав " "платформу. Вы можете создать сколько угодно предустановок с различными " "настройками." #: ../../docs/getting_started/step_by_step/exporting.rst:286 -#, fuzzy msgid "" "At the bottom of the window are two buttons. **Export PCK/ZIP** only creates " "a packed version of your project's data. This doesn't include an executable " "so the project can't be run on its own." msgstr "" -"Внизу окна есть две кнопки. \"Экпортировать PCK/Zip\" лишь создает " +"Внизу окна есть две кнопки. **Экпортировать PCK/Zip** лишь создает " "упакованную версию данных вашего проекта. Исполняемый файл при этом не " "включается, поэтому проект не сможет быть запущен самостоятельно." #: ../../docs/getting_started/step_by_step/exporting.rst:290 -#, fuzzy msgid "" "The second button, **Export Project**, creates a complete executable version " "of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows." msgstr "" -"Вторая кнопка, \"Экспортировать проект\", создает полную исполняемую версию " -"вашего проекта, например `.apk` для Android или `.exe` для Windows." +"Вторая кнопка, **Экспортировать проект**, создает полную исполняемую версию " +"вашего проекта, например ``.apk`` для Android или ``.exe`` для Windows." #: ../../docs/getting_started/step_by_step/exporting.rst:293 -#, fuzzy msgid "" "In the **Resources** and **Features** tabs, you can customize how the game " "is exported for each platform. We can leave those settings alone for now." msgstr "" -"Во вкладках \"Ресурсы\" и \"Свойства\" вы можете настроить экспорт игры для " +"Во вкладках **Ресурсы** и **Свойства** вы можете настроить экспорт игры для " "каждой платформы. Эти настройки пока оставим." #: ../../docs/getting_started/step_by_step/exporting.rst:297 @@ -276,7 +260,6 @@ msgid "PC (Linux/macOS/Windows)" msgstr "ПК (Linux/macOS/Windows)" #: ../../docs/getting_started/step_by_step/exporting.rst:305 -#, fuzzy msgid "" "Exporting PC platforms works the same across the three supported operating " "systems. Open the export window and click **Add...** to create the preset(s) " @@ -284,18 +267,16 @@ msgid "" "destination folder. Choose a location *outside* of your project folder." msgstr "" "Экспорт на платформы ПК работает одинаково для трех поддерживаемых " -"операционных систем. Откройте окно экспорта и кликните \"Добавить...\", " -"чтобы создать жалаемую предустановку(-и). Затем кликните \"Экспортировать " -"проект\" и подберите имя и целевую папку. Выберите расположение *снаружи* " +"операционных систем. Откройте окно экспорта и кликните **Добавить...**, " +"чтобы создать жалаемую предустановку(-и). Затем кликните **Экспортировать " +"проект** и подберите имя и целевую папку. Выберите расположение *снаружи* " "вашей папки с проектом." #: ../../docs/getting_started/step_by_step/exporting.rst:310 -#, fuzzy msgid "Click **Save** and the engine will build the export files." -msgstr "Кликните \"Сохранить\", и движок соберёт экспортируемые файлы." +msgstr "Кликните **Сохранить**, и движок соберёт экспортируемые файлы." #: ../../docs/getting_started/step_by_step/exporting.rst:314 -#, fuzzy msgid "" "When exporting for macOS, if you export from a macOS computer, you'll end up " "with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In " @@ -303,12 +284,11 @@ msgid "" "double-click and run." msgstr "" "При экспорте для macOS, если вы экспортируете на компьютере с macOS, то вы " -"получите файл `.dmg`, в то время как при использовании Linux или Windows " -"создается файл `.zip`. В любом случае сжатый файл содержит в себе `.app` " +"получите файл ``.dmg``, в то время как при использовании Linux или Windows " +"создается файл ``.zip``. В любом случае сжатый файл содержит в себе ``.app`` " "macOS'а, который вы можете запустить двойным нажатием." #: ../../docs/getting_started/step_by_step/exporting.rst:321 -#, fuzzy msgid "" "On Windows, if you want your exported executable to have a different icon " "than the default one, you need to change it manually. See :ref:" @@ -348,23 +328,21 @@ msgid "Android SDK: https://developer.android.com/studio/" msgstr "Android SDK: https://developer.android.com/studio/" #: ../../docs/getting_started/step_by_step/exporting.rst:339 -#, fuzzy msgid "" "Open JDK (**version 8 is required**, more recent versions won't work): " "https://adoptopenjdk.net/index.html" msgstr "" -"Open JDK (требуется версия 8, более поздние версии не будут работать): " +"Open JDK (**требуется версия 8**, более поздние версии не будут работать): " "https://adoptopenjdk.net/index.html" #: ../../docs/getting_started/step_by_step/exporting.rst:341 -#, fuzzy msgid "" "When you run Android Studio for the first time, click on **Configure -> SDK " "Manager** and install **Android SDK Platform Tools**. This installs the " "``adb`` command-line tool that Godot uses to communicate with your device." msgstr "" -"При первом запуске Android Studio щелкните на *Настройки -> SDK Manager* и " -"установите \"Android SDK Platform Tools\". Это установит `adb` " +"При первом запуске Android Studio щелкните на **Настройки -> SDK Manager** и " +"установите **Android SDK Platform Tools**. Это установит ``adb`` " "инструментарий командной строки, который Godot использует для взаимодействия " "с вашим устройством." @@ -389,7 +367,6 @@ msgstr "" "создали." #: ../../docs/getting_started/step_by_step/exporting.rst:358 -#, fuzzy msgid "" "Now you're ready to export. Click on **Project -> Export** and add a preset " "for Android (see above). Select the newly added Android preset. Under " @@ -397,18 +374,20 @@ msgid "" "your game is in landscape mode (i.e. the window width in pixels is greater " "than the window height), leave this on **Landscape**." msgstr "" -"Теперь вы готовы экспортировать. Нажмите на *Проект -> Экспортировать...* и " -"добавьте предустановку для Android (см. выше). Выберете Android и в " -"*Параметры* перейдите к *Screen* и установите *Orientation* на \"Portrait\"." +"Теперь вы готовы экспортировать. Нажмите на **Проект -> Экспортировать...** " +"и добавьте предустановку для Android (см. выше). Выберете недавно " +"добавленную предустановку Android. В **Параметры** перейдите к **Screen** и " +"установите **Orientation** на **Portrait**. Если ваша игра в ландшафтном " +"режиме(т.е. ширина окна в пикселях больше высоты), оставьте ее на " +"**Landscape**." #: ../../docs/getting_started/step_by_step/exporting.rst:364 -#, fuzzy msgid "" "Click the **Export Project** button and Godot will build an APK you can " "download on your device. To do this on the command line, use the following:" msgstr "" -"Нажмите кнопку \"Экспортировать проект\", и Godot скомпилирует файл APK, " -"который вы сможете загрузить на своё устройство. Чтобы сделать это с помощью " +"Нажмите кнопку **Экспортировать проект**, и Godot соберет файл APK, который " +"вы сможете загрузить на своё устройство. Чтобы сделать это с помощью " "консоли, выполните следующую команду:" #: ../../docs/getting_started/step_by_step/exporting.rst:371 @@ -421,15 +400,14 @@ msgstr "" "информации." #: ../../docs/getting_started/step_by_step/exporting.rst:374 -#, fuzzy msgid "" "If your system supports it, connecting a compatible Android device will " "cause a **One-click Deploy** button to appear in Godot's playtest button " "area:" msgstr "" "Если ваша система поддерживает это, подключение совместимого Android-" -"устройства вызовет появление кнопки \"Развертывание в один клик\" в области " -"кнопок тестирования игры Godot:" +"устройства вызовет появление кнопки **Развертывание в один клик** в области " +"кнопок игрового тестирования Godot:" #: ../../docs/getting_started/step_by_step/exporting.rst:379 msgid "" @@ -444,7 +422,6 @@ msgid "iOS" msgstr "iOS" #: ../../docs/getting_started/step_by_step/exporting.rst:386 -#, fuzzy msgid "" "To build your game for iOS, you must have a computer running macOS with " "Xcode installed." @@ -453,7 +430,6 @@ msgstr "" "системой MacOS с установленным Xcode." #: ../../docs/getting_started/step_by_step/exporting.rst:389 -#, fuzzy msgid "" "Before exporting, there are some settings that you *must* complete for the " "project to export successfully. First, the **App Store Team Id**, which you " @@ -461,10 +437,9 @@ msgid "" "**Membership** section." msgstr "" "Перед экспортом вы *должны* выполнить некоторые настройки для успешного " -"экспорта проекта. В первую очередь это касается \"Идентификатора команды App " -"Store\" (\"App Store Team Id\"), который вы можете найти, войдя в вашу " -"учетную запись разработчика Apple и посмотреть в разделе \"Членство" -"\" (\"Membership\")." +"экспорта проекта. В первую очередь это касается **App Store Team Id**, " +"который вы можете найти, войдя в вашу учетную запись разработчика Apple и " +"посмотреть в разделе **Membership**." #: ../../docs/getting_started/step_by_step/exporting.rst:393 msgid "You must also provide icons and splash screen images as shown below:" @@ -473,9 +448,8 @@ msgstr "" "ниже:" #: ../../docs/getting_started/step_by_step/exporting.rst:397 -#, fuzzy msgid "Click **Export Project** and select a destination folder." -msgstr "Нажмите кнопку \"Экспортировать проект\" и выберите папку назначения." +msgstr "Нажмите кнопку **Экспортировать проект** и выберите папку назначения." #: ../../docs/getting_started/step_by_step/exporting.rst:399 msgid "" @@ -486,27 +460,25 @@ msgstr "" "выбранном месте созданы следующие папки и файлы:" #: ../../docs/getting_started/step_by_step/exporting.rst:404 -#, fuzzy msgid "" "You can now open the project in Xcode and build the project for iOS. The " "Xcode build procedure is beyond the scope of this tutorial. See https://help." "apple.com/xcode/mac/current/#/devc8c2a6be1 for more information." msgstr "" -"Теперь вы можете открыть проект в Xcode и скомпилировать его для iOS. " -"Порядок сборки Xcode выходит за рамки данного урока. См. https://help.apple." -"com/xcode/mac/current/#/devc8c2a6be1 для получения дополнительной информации." +"Теперь вы можете открыть проект в Xcode и собрать его для iOS. Порядок " +"сборки Xcode выходит за рамки данного урока. См. https://help.apple.com/" +"xcode/mac/current/#/devc8c2a6be1 для получения дополнительной информации." #: ../../docs/getting_started/step_by_step/exporting.rst:410 msgid "HTML5 (web)" msgstr "HTML5 (web)" #: ../../docs/getting_started/step_by_step/exporting.rst:412 -#, fuzzy msgid "" "Click **Export Project** on the HTML5 preset. We don't need to change any of " "the default settings." msgstr "" -"Нажмите кнопку \"Экспортировать проект\" на базе предустановки HTML5. Нам не " +"Нажмите кнопку **Экспортировать проект** на базе предустановки HTML5. Нам не " "нужно изменять какие-либо параметры по умолчанию." #: ../../docs/getting_started/step_by_step/exporting.rst:415 @@ -518,20 +490,18 @@ msgstr "" "файлы:" #: ../../docs/getting_started/step_by_step/exporting.rst:420 -#, fuzzy msgid "" "Viewing the ``.html`` file in your browser lets you play the game. However, " "you can't open the file directly. Instead, it needs to be served by a web " "server. If you don't have one set up on your computer, you can search online " "to find suggestions for your specific OS." msgstr "" -"Просмотр файла `.html` в браузере позволяет вам воспроизводить игру. Однако, " -"вы не сможете открыть файл напрямую, т.к. он должен обслуживаться веб-" -"сервером. Если он не установлен у вас на компьютере, то можете поискать в " -"сети варианты решений для вашей операционной системы." +"Просмотр файла ``.html`` в браузере позволяет вам воспроизводить игру. " +"Однако, вы не сможете открыть файл напрямую. Вместо этого он должен " +"обслуживаться веб-сервером. Если он не установлен у вас на компьютере, то " +"можете поискать в сети варианты решений для вашей операционной системы." #: ../../docs/getting_started/step_by_step/exporting.rst:425 -#, fuzzy msgid "" "Point your browser at the URL where you've placed the HTML file. You may " "have to wait a few moments while the game loads before you see the start " @@ -542,18 +512,16 @@ msgstr "" "стартовый экран." #: ../../docs/getting_started/step_by_step/exporting.rst:430 -#, fuzzy msgid "" "The console window beneath the game tells you if anything goes wrong. You " "can disable it by disabling **Export With Debug** in the final file dialog " "that appears when you export the project." msgstr "" "Если что-то пойдёт не так, окно консоли ниже игры скажет, в чём проблема. Вы " -"можете его отключить, сняв опцию \"Экспорт в режиме отладки\" при экспорте " -"проекта." +"можете его отключить, сняв опцию **Экспорт в режиме отладки** в завершающем " +"окне файла при экспорте проекта." #: ../../docs/getting_started/step_by_step/exporting.rst:438 -#, fuzzy msgid "" "While WebAssembly is supported in all major browsers, it is still an " "emerging technology and you may find some things that don't work. Make sure " @@ -561,8 +529,8 @@ msgid "" "bugs you find on the `Godot GitHub repository <https://github.com/" "godotengine/godot/issues>`_." msgstr "" -"Хотя WASM поддерживается во всех основных браузерах, это все еще " +"Хотя WebAssembly поддерживается во всех основных браузерах, это все еще " "развивающаяся технология, и вы можете обнаружить, что некоторые вещи не " "работают. Убедитесь, что вы обновили браузер до последней версии и сообщите " -"о любых обнаруженных ошибках в `репозитории Godot на Github <https://github." +"о любых обнаруженных ошибках в `репозиторий Godot на Github <https://github." "com/godotengine/godot/issues>`_." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 3357b03fe0..5259f5f557 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -66,9 +66,9 @@ msgid "" "to play along with SVN, Git, Mercurial, Perforce, etc." msgstr "" "Файловая система Godot избегает использования файлов метаданных. " -"Существующие менеджеры активов и VCS лучше всего, чем все, что мы можем " +"Существующие менеджеры ресурсов и VCS лучше, чем все, что мы можем " "реализовать, поэтому Godot старается всеми силами работать вместе с SVN, " -"Git, Mercurial, Perfce и т.д." +"Git, Mercurial, Perforce и т.д." #: ../../docs/getting_started/step_by_step/filesystem.rst:28 msgid "Example of file system contents:" @@ -124,8 +124,8 @@ msgid "" "cumbersome and non-portable. To solve this problem, the special path ``res://" "`` was created." msgstr "" -"При доступе к ресурсам, использование компоновки файловой системы хоста " -"может быть громоздким и не переносимым. Для решения этой проблемы был создан " +"При доступе к ресурсам, использование структуры файловой системы ОС может " +"быть громоздким и непортируемым. Для решения этой проблемы был создан " "специальный путь ``res://``." #: ../../docs/getting_started/step_by_step/filesystem.rst:64 @@ -145,8 +145,8 @@ msgid "" msgstr "" "Эта файловая система читает-записывает только при локальном запуске проекта " "из редактора. При экспорте или при работе на различных устройствах (таких " -"как телефоны или консоли, или с DVD) файловая система станет доступна только " -"для чтения и запись больше не будет разрешена." +"как телефоны или консоли, или при запуске с DVD) файловая система станет " +"доступна только для чтения и запись больше не будет разрешена." #: ../../docs/getting_started/step_by_step/filesystem.rst:74 msgid "User path" @@ -160,11 +160,11 @@ msgid "" "differently depending on the OS the project is running on. Local path " "resolution is further explained in :ref:`doc_data_paths`." msgstr "" -"Запись на диск для различных задач, таких как сохранение игрового состояния " -"или загрузка пакетов контента, часто все еще необходима. Для этого движок " +"Запись на диск все еще необходима для различных задач, таких как сохранение " +"игрового состояния или загрузка пакетов контента. Для этого движок " "обеспечивает специальный путь ``user://``, который всегда доступен для " "записи. Этот путь меняется в зависимости от операционной системы, на которой " -"запущен проект. Решение локального пути далее объясняется в разделе :ref:" +"запущен проект. Расположение локального пути объясняется в разделе :ref:" "`doc_data_paths`." #: ../../docs/getting_started/step_by_step/filesystem.rst:83 @@ -179,8 +179,8 @@ msgid "" "writing development tools in Godot." msgstr "" "В качестве альтернативы можно также использовать пути родительской файловой " -"системы, но этого не рекомендуется делать для собранного продукта, так как " -"эти пути не гарантируют работу на всех платформах. Однако использование " +"системы, но этого не рекомендуется делать для выпущенного продукта, так как " +"не гарантируется работа этих путей на всех платформах. Однако использование " "путей родительской файловой системы может быть полезно при написании средств " "разработки в Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 440ca8fbdf..b3d860383c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po index 8ad4c69734..a281bcdd2d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po index ea12547ada..40db150321 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -88,8 +88,8 @@ msgid "" "Unzip this project anywhere you like. Then open Godot and add this project " "to the project manager using the 'Import' button:" msgstr "" -"Распакуйте этот проект в любое место. Затем откройте Godot и добавьте этот " -"проект в менеджер проектов с помощью кнопки 'Import':" +"Разархивируйте этот проект в любом месте. Затем откройте Godot и добавьте " +"этот проект в менеджер проекта с помощью кнопки 'Импорт':" #: ../../docs/getting_started/step_by_step/instancing.rst:44 msgid "" @@ -99,7 +99,7 @@ msgid "" msgstr "" "Перейдите в папку, которую вы извлекли, и откройте файл \"project.godot\", " "который вы найдете внутри нее. После этого новый проект появится в списке " -"проектов. Отредактируйте проект, нажав кнопку 'Edit'." +"проектов. Отредактируйте проект, нажав кнопку 'Редактировать'." #: ../../docs/getting_started/step_by_step/instancing.rst:48 msgid "" @@ -108,10 +108,11 @@ msgid "" "behavior while the main scene has a set of obstacles for the ball to collide " "with (using :ref:`StaticBody2D <class_StaticBody2D>`)." msgstr "" -"Этот проект содержит две сцены: \"Ball.tscn\" и \"Main.tscn\". Сцена Ball " -"(мяч) использует :ref:`RigidBody2D <class_RigidBody2D>`, чтобы обеспечить " -"физическое поведение, в то время как сцена Main имеет множество препятствий " -"для столкновения мяча (использует :ref:`StaticBody2D <class_StaticBody2D>`)." +"Этот проект содержит две сцены: \"Ball.tscn\" и \"Main.tscn\". Сцена мяча " +"использует :ref:`RigidBody2D <class_RigidBody2D>`, чтобы обеспечить " +"физическое поведение, в то время как основная сцена имеет множество " +"препятствий для столкновения мяча (используя :ref:`StaticBody2D " +"<class_StaticBody2D>`)." #: ../../docs/getting_started/step_by_step/instancing.rst:57 msgid "Open the ``Main`` scene, and then select the root node:" @@ -151,9 +152,10 @@ msgid "" "\"Instance\" button again, or by clicking on the ball instance and pressing :" "kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate it:" msgstr "" -"Вы можете добавить на сцену столько экземпляров, сколько захотите, либо с " -"помощью кнопки «Добавить файл сцены как узел», либо нажав на экземпляр " -"шарика и нажав «Дублировать» (:kbd:`Ctrl + D`):" +"Вы можете добавить на сцену так много экземпляров объекта, как захотите: " +"либо вновь воспользовавшись кнопкой «Instance», либо выделив экземпляр " +"шарика и нажав :kbd:`Ctrl + D` (:kbd:`Cmd + D` в macOS) чтобы его " +"дублировать:" #: ../../docs/getting_started/step_by_step/instancing.rst:86 msgid "Run the scene again and all of the balls will fall." @@ -207,7 +209,7 @@ msgid "" "Pressing the revert button will restore the property to the value in the " "saved scene." msgstr "" -"Обратите внимание, что рядом с измененным свойством появится серая кнопка " +"Обратите внимание, что рядом с измененным свойством появляется серая кнопка " "\"вернуться\". Наличие этой кнопки означает, что вы изменили свойство в " "экземпляре сцены, чтобы переопределить его значение в сохраненной сцене. " "Даже если это свойство будет изменено в исходной сцене, пользовательское " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index a975d02ad6..f964c389a3 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgstr "Резюме" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:9 msgid "Instancing has many handy uses. At a glance, with instancing you have:" msgstr "" -"У экземпляров есть много полезных применений. С помощью экземпляров вы " -"можете:" +"У экземпляров есть много полезных применений. С первого взгляда очевидно,что " +"с экземплярами вы имеете:" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:11 msgid "The ability to subdivide scenes and make them easier to manage." @@ -52,7 +52,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:17 msgid "Design language" -msgstr "Дизайн" +msgstr "Язык дизайна" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:19 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index a49a1950de..eff18ee017 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -76,10 +76,10 @@ msgid "" "downloading click install and choose where you want the project to go. You " "can learn more about it in :ref:`doc_what_is_assetlib`." msgstr "" -"Во вкладке **Templates** вы можете скачать шаблоны проектов с открытым " +"Во вкладке **Шаблоны** вы можете скачать шаблоны проектов с открытым " "исходным кодом и демо из библиотеки шаблонов, которые помогут вам начать " "работу быстрее. Просто выберите шаблон или демо, которое хотите, кликните " -"\"загрузить\", после завершения скачивания нажмите кнопку \"установить\" и " +"\"Загрузка\", после завершения скачивания нажмите кнопку \"Установить\" и " "выберите место, куда вы хотите поместить проект. Вы можете узнать больше об " "этом в :ref:`doc_what_is_assetlib`." @@ -233,26 +233,24 @@ msgstr "" "и AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" "`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it." msgstr "" -"Вы будете использовать **рабочее пространство 2D** для всех типов игр. Кроме " +"Вы будете использовать **2D рабочее пространство** для всех типов игр. Кроме " "непосредственно 2D-игр, там вы будете создавать свои интерфейсы. Нажмите :" -"kbd:`F1` (или :kbd:`Alt + 1` на macOS) для доступа к нему." +"kbd:`Ctrl + F1` (или :kbd:`Alt + 1` на macOS) для доступа к нему." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " "it." msgstr "" -"В **рабочем пространстве 3D** вы можете работать с сетками (mesh), " -"освещением и проектированием уровней для 3D-игр. Нажмите :kbd:`F2` (или :kbd:" -"`Alt + 2` на macOS) для доступа к нему." +"В **3D рабочем пространстве** вы можете работать с сетками (mesh), " +"освещением и проектированием уровней для 3D-игр. Нажмите :kbd:`Ctrl + F2` " +"(или :kbd:`Alt + 2` на macOS) для доступа к нему." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" @@ -274,13 +272,13 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "Рабочее пространство **Script** представляет собой полноценный редактор кода " "с отладчиком, расширенным автозаполнением и встроенной справкой. Нажмите :" -"kbd:`F3` (или :kbd:`Alt + 3` в macOS) для доступа к нему и :kbd:`Shift + F1` " -"для поиска по справке." +"kbd:`Ctrl + F3` (или :kbd:`Alt + 3` в macOS) для доступа к нему, и :kbd:" +"`Shift + F1` для поиска по справке." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po index dd4e0a8fa1..696ec2035c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,10 +60,10 @@ msgid "" msgstr "" "Все, что Godot сохраняет на диск или загружает с него, является ресурсом. " "Будь то сцена (``.tscn`` или ``.scn`` файл), изображение, скрипт... Вот " -"несколько примеров :ref:`Texture <class_Texture>`, :ref:`Script " -"<class_Script>`, :ref:`Mesh <class_Mesh>`, :ref:`Animation " -"<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font " -"<class_Font>`, :ref:`Translation <class_Translation>`." +"несколько примеров ``Ресурсов`` : :ref:`Текстура <class_Texture>`, :ref:" +"`Скрипт <class_Script>`, :ref:`Сетка <class_Mesh>`, :ref:`Анимация " +"<class_Animation>`, :ref:`Аудиопоток <class_AudioStream>`, :ref:`шрифт " +"<class_Font>`, :ref:`Перевод <class_Translation>`." #: ../../docs/getting_started/step_by_step/resources.rst:26 msgid "" @@ -106,8 +106,8 @@ msgid "" "**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " "attached to." msgstr "" -"**Встроенный**, сохраненный в файле \\*.tscn или в файле \\*.scn, к которому " -"они прикреплены." +"**Встроенный** сохраненный в ``.tscn`` или ``.scn`` файле, к которому они " +"прикреплены." #: ../../docs/getting_started/step_by_step/resources.rst:46 msgid "" @@ -191,7 +191,7 @@ msgid "" msgstr "" "Сцены также являются ресурсами, но есть подвох. Сцены, записанные на диск, " "представляют собой ресурсы типа :ref:`PackedScene <class_PackedScene>`. " -"Сцена упакованая внутри ресурса." +"Сцена упакована в ресурс." #: ../../docs/getting_started/step_by_step/resources.rst:112 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index ececbc8d9d..2e006d97fc 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,7 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" msgstr "Дерево сцены" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index ef67a6ef94..76765a03f4 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -315,7 +315,7 @@ msgid "" "Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the " "top bar (or hit :kbd:`F6`):" msgstr "" -"Отлично, сцена готова к запуску! Нажмите кнопку \"Воспроизвести\" в правой " +"Отлично, сцена готова к запуску! Нажмите кнопку \"Запустить сцену\" в правой " "верхней панели (или нажмите :kbd:`F6`):" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:146 @@ -366,10 +366,9 @@ msgid "" "one of your monitors, go to **Project → Project Settings → Display → " "Window** then enable **Allow Hidpi** under **Dpi**." msgstr "" -"Если это не сработает немедленно, и будет дисплей hiDPI хотя бы на одном из " -"ваших мониторов, перейдите в **Проект → Настройки проекта → Экран → Окно " -"(Project → Project Settings → Display → Window)**, затем включите **Allow " -"Hidpi** находящееся под **Dpi**." +"Если это не сработает немедленно, и вы имеете hiDPI хотя бы на одном из " +"ваших мониторов, перейдите в **Проект → Настройки проекта → Display → " +"Window**, затем включите **Allow Hidpi** находящееся под **Dpi**." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:180 msgid "Configuring the project" @@ -422,7 +421,7 @@ msgid "" "Now, with this change, when you press the regular Play button (or F5), this " "scene will run, no matter which scene is actively being edited." msgstr "" -"Теперь, после этих изменений, когда вы нажимаете кнопку Воспроизвести (или " +"Теперь, после этих изменений, когда вы нажимаете кнопку \"Запустить\" (или " "F5), эта сцена будет запускаться независимо от того, какая сцена " "редактируется в данный момент." @@ -459,4 +458,4 @@ msgid "" "on that..." msgstr "" "В этом уроке рассказывалось о \"сценах и узлах\", но до сих пор была только " -"*одна* сцена и *один* узел! Не волнуйтесь, следующий урок будет шире..." +"*одна* сцена и *один* узел! Не волнуйтесь, следующий урок углубится в это..." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po index c249eef5d8..dd49424904 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 6ddb0fe622..ed6b7ee635 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -210,11 +210,11 @@ msgid "" "`Object._notification() <class_Object_method__notification>` function in " "your script:" msgstr "" -"Godot имеет систему уведомлений. Они, как правило, не нужны для сценариев, " -"так как они слишком низкоуровневые и для большинства из них есть виртуальные " -"функции. Просто приятно знать, что они существуют. Например, можно добавить :" -"ref:`Object._notification() <class_Object_method__notification>` в вашем " -"сценарии:" +"Godot имеет систему уведомлений. Они, как правило, не нужны для написания " +"скриптов, так как это слишком низкоуровневый вариант и для большинства из " +"них есть виртуальные функции. Просто приятно знать, что они существуют. " +"Например, можно добавить функцию :ref:`Object._notification() " +"<class_Object_method__notification>` в ваш скрипт:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 msgid "" @@ -357,22 +357,25 @@ msgstr "" "файл напрямую." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Вы можете назвать скрипт и зарегистрировать его как тип в редакторе с " "ключевым словом ``class_name``, за которым следует имя класса. При желании " "вы можете через запятую указать путь к иконке. Таким образом вы найдете свой " "новый тип в диалоговом окне создания узла или ресурса." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "В Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -380,7 +383,7 @@ msgstr "" "Только GDScript и NativeScript, например, C++ и другие языки, поддерживаемые " "GDNative, могут зарегистрировать скрипты." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "" "Только GDScript создает глобальные переменные для каждого именованного " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po index ca8063ba6e..d13300631e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 272992c844..982d804a42 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -267,9 +267,10 @@ msgid "" "This means that the last child of root is always the loaded scene." msgstr "" "Возвращаясь к скрипту, он должен получить текущую сцену в функции " -"`_ready()`. Как текущая сцена (сцена с кнопкой), так и сцена ``global.gd`` " +"`_ready()`. Как текущая (сцена с кнопкой), так и сцена ``Global.gd`` " "являются дочерними корня, но узлы автозагрузки всегда загружаются первыми. " -"Это означает, что последним дочерним корня всегда будет загруженная сцена." +"Это означает, что последним дочерним элементом корня всегда будет " +"загруженная сцена." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:167 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 2a2e4314da..dacbe2fd82 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index d17801c33f..efadcc920f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -198,12 +198,12 @@ msgstr "" msgid "" "``number_label`` displays a life count as a number. It's a ``Label`` node" msgstr "" -"``number_label`` отображает количество здоровья в числовом виде. Этот узел - " +"``number_label`` отображает количество здоровья в числовом виде. Это узел " "``Label``" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:107 msgid "``bar`` is the life bar itself. It's a ``TextureProgress`` node" -msgstr "``bar`` - это сама шкала здоровья. Этот узле - ``TextureProgress``" +msgstr "``bar`` - сама шкала здоровья. Это узел ``TextureProgress``" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:108 msgid "" @@ -233,7 +233,7 @@ msgstr "" "В корне проекта, в папке `res://` вы найдете `LevelMockup`. Это основная " "игровая сцена с которой мы будем работать. Все компоненты, составляющие " "игру, находятся в папке `scenes/`. Папка `assets/` содержит игровые спрайты " -"и шрифт для счетчика HP. В папке ' scripts/' вы найдете скрипты для врага, " +"и шрифт для счетчика HP. В папке `scripts/` вы найдете скрипты для врага, " "игрока и GUI-контроллера." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:117 @@ -243,8 +243,8 @@ msgid "" "themselves." msgstr "" "Щелкните на значок редактирования сцены справа от узла в дереве сцены, чтобы " -"открыть сцену в редакторе. Вы увидите, LifeBar и EnergyBar которые также " -"являются сценами." +"открыть сцену в редакторе. Вы увидите, LifeBar и EnergyBar которые являются " +"под-сценами." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:121 msgid "The scene tree, with the Player scene set to display its children" @@ -784,7 +784,7 @@ msgid "" "``Tween``'s interpolate\\_property takes the property's name as a string. " "That's why we write it as ``\"animated_health\"``." msgstr "" -"Мы нацелены на ``animated_health`` на ``self``, то есть на узел ``GUI``. " +"Мы нацеливаем ``animated_health`` на ``self``, то есть на узел ``GUI``. " "Второе свойство interpolate\\_property узла ``Tween`` принимается в виде " "строки. Вот почему мы пишем это как ``\"animated_health\"``." @@ -929,7 +929,6 @@ msgstr "" "несколькими анимациями параллельно для нас." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " @@ -937,9 +936,9 @@ msgid "" "to the Inspector." msgstr "" "Во-первых, ``GUI`` необходимо подключиться к сигналу ``died`` у ``Player``, " -"чтобы узнать, когда тот умер. Нажмите :kbd:`F1` для возврата в 2D-среду. " -"Выберите вкладку ``Player`` в панели Сцен и щелкните на вкладку Узел рядом с " -"Инспектором." +"чтобы узнать, когда тот умер. Нажмите :kbd:`Ctrl + F1` для возврата в 2D-" +"среду. Выберите узел ``Player`` в панели Сцен и щелкните на вкладку Узел " +"рядом с Инспектором." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574 msgid "Find the ``died`` signal, select it, and click the Connect button." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 330b9e3478..d30c37cedd 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -409,14 +409,14 @@ msgid "" msgstr "" "Выберите ``Title`` и в инспекторе, измените его ``Stretch Mode`` на ``Keep " "Centered``. Далее найдите ``Rect`` в инспекторе и измените его свойство " -"``Size`` на (50, 40), так что это займет только левую половину заднего " -"фона. Затем выберите узел ``Number``. В окне просмотра щелкните на " -"``Layout`` (Макет) и выберите ``Full Rect`` (Полный прямоугольник). Размер " -"узла будет изменен в соответствии с ``Background``. Отправляйтесь к " -"инспектору и измените его свойство ``Align`` на ``Right`` и ``VAlign`` на " -"``Center``. Текст должен быть привязан к центру правого края " -"``Background``'a. Измените размер узла по горизонтали так, чтобы он занимал " -"правую половину ``Background`` и было немного отступа с правого края." +"``Size`` на (50, 40), так что он займет только левую половину заднего фона. " +"Затем выберите узел ``Number``. В окне просмотра щелкните на ``Макет`` и " +"выберите ``Полный прямоугольник``. Размер узла будет изменен в соответствии " +"с ``Background``. Отправляйтесь к инспектору и измените его свойство " +"``Align`` на ``Right`` и ``VAlign`` на ``Center``. Текст должен быть " +"привязан к центру правого края ``Background``. Измените размер узла по " +"горизонтали так, чтобы он занимал правую половину ``Background`` и было " +"немного отступа с правого края." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:195 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index bd8f64ab49..773489e98c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -410,13 +410,13 @@ msgid "" msgstr "Есть два способа создания масштабируемых и гибких интерфейсов в Godot:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174 -#, fuzzy msgid "" "**Place UI elements precisely with anchors:** Use the **Layout** menu to " "place and resize a UI element relative to its parent." msgstr "" -"С другой стороны, у вас есть меню макета расположения (layout). Оно помогает " -"вам закрепить, разместить и изменить размер элемента внутри его родителя." +"**Размещать UI элементы точно при помощи якорей:** Используйте меню " +"**Layout** для размещения и изменения размера UI элемента относительно его " +"родителя." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:175 msgid "" @@ -665,7 +665,6 @@ msgstr "" "для большинства игр достаточно нескольких:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294 -#, fuzzy msgid "MarginContainer, to add margins around parts of the UI" msgstr "" "MarginContainer, для добавления полей вокруг частей пользовательского " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 8c769feff5..302debe974 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,9 @@ msgid "" "In the next two tutorials, you will build two responsive UI (user interface) " "scenes step-by-step using the engine's UI system:" msgstr "" -"В следующих двух уроках мы шаг за шагом разберем как создать адаптивный " -"пользовательский интерфейс:" +"В следующих двух уроках вы создадите две сцены с адаптивным пользовательским " +"интерфейсом шаг за шагом используя систему пользовательского интерфейса " +"движка:" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:9 msgid "A main menu." @@ -43,10 +44,10 @@ msgid "" "Control nodes. This page focuses on the visual part: everything you do from " "the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`." msgstr "" -"Вы научитесь разрабатывать UI эффективно, а так же использовать узлы типа " -"\"Control\". Эта страница фокусируется на визуальной части: все что вы " -"можете сделать с помощью редактора. Для того, чтобы научиться писать код для " -"шкалы здоровья, читайте :doc:`ui_code_a_life_bar`." +"Вы научитесь разрабатывать UI эффективно, а так же использовать узлы Control " +"Godot. Эта страница фокусируется на визуальной части: все что вы можете " +"сделать с помощью редактора. Для того, чтобы научиться писать код для шкалы " +"здоровья, читайте :doc:`ui_code_a_life_bar`." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20 msgid "The GUI you're going to create." @@ -76,7 +77,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:34 msgid "How to design your game UI" -msgstr "Как разработать UI для вашей игры" +msgstr "Как спроектировать пользовательский интерфейс для вашей игры" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:36 msgid "" @@ -433,6 +434,7 @@ msgid "Add containers to place UI elements automatically" msgstr "Добавьте контейнеры для автоматического размещения элементов UI" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -442,7 +444,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Наше главное меню имеет некоторые отступы по краям экрана. Они делятся на " "две части: слева у вас есть логотип и меню. Справа - персонажи. Мы можем " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index e9535fbf2c..48e65d0462 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -405,7 +405,7 @@ msgstr "Перемещение в заданном направлении." #: ../../docs/getting_started/step_by_step/your_first_game.rst:231 msgid "Play the appropriate animation." -msgstr "Воспроизведение соответствующей анимации." +msgstr "Воспроизвести соответствующую анимацию." #: ../../docs/getting_started/step_by_step/your_first_game.rst:233 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index 403028a8ad..3e8a11311c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 6a6d73cc95..45cf9db8ae 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index ce55e9cc1d..e2bad0b4f3 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 971562a997..d82711023c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 0843edda5d..09c6f54835 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 79b1663196..a1c673bb9e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 377285edbc..464227209e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 361e386d87..25811ab572 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -38,12 +38,13 @@ msgstr "" "и т.д." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "В Godot 3.0+ мы используем более современный подход к импорту: просто " "перетащите свои ассеты (файлы изображений, сцены, аудиофайлы, шрифты и т.д.) " @@ -158,8 +159,9 @@ msgid "Files generated" msgstr "Генерируемые файлы" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "При импорте будет добавлен дополнительный файл <asset> .import, содержащий " @@ -167,8 +169,10 @@ msgstr "" "версий!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Кроме того, дополнительные ресурсы будут предварительно настроены в скрытой " "папке res://.import:" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 4a0fe81c80..ee2a87b721 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,33 +22,31 @@ msgid "Importing audio samples" msgstr "Importing audio samples (импорт звуковых образцов)" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:7 -#, fuzzy msgid "Supported files" -msgstr "Поддерживаемые форматы изображения" +msgstr "Поддерживаемые файлы" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9 -#, fuzzy msgid "" "Godot provides three options to import your audio data: WAV, Ogg Vorbis and " "MP3." msgstr "" -"Необработанные аудиоданные обычно имеют большой размер и нежелательны. Godot " -"предоставляет два основных варианта импорта аудиоданных: WAV и Ogg Vorbis." +"Godot предоставляет три основных варианта импорта ваших аудиоданных: WAV, " +"Ogg Vorbis и MP3." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 msgid "Each has different advantages." msgstr "Каждый из них имеет различные преимущества." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 -#, fuzzy msgid "" "WAV files use raw data or light compression (IMA-ADPCM). They are " "lightweight on the CPU to play back (hundreds of simultaneous voices in this " "format are fine). The downside is that they take up a lot of disk space." msgstr "" -"Файлы WAV используют необработанные данные или лёгкое сжатие, мало требуют " -"от ЦП воспроизведения (сотни одновременных голосов в этом формате вполне " -"подойдут), но занимают значительное место." +"Файлы WAV используют необработанные данные или лёгкое сжатие(IMA-ADPCM). Они " +"легковесны для CPU при воспроизведении (сотни одновременных голосов в этом " +"формате - норма). Недостатком является то, что они занимают много места на " +"диске." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:17 msgid "" @@ -113,9 +111,8 @@ msgid "22 KB" msgstr "22 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 -#, fuzzy msgid "MP3 192 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, стерео" +msgstr "MP3 192 Kb/s, стерео" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 msgid "24 KB" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index c87ac1968f..fe76d3f9f8 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -348,7 +348,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:112 msgid "Normal Map" -msgstr "Normal Map" +msgstr "Карта Нормалей" #: ../../docs/getting_started/workflow/assets/importing_images.rst:114 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 0de9f6f64e..4dd28d2817 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -43,31 +43,31 @@ msgid "Godot supports the following 3D *scene file formats*:" msgstr "Godot поддерживает следующие *3D форматы файлов сцен*:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 -#, fuzzy msgid "" "glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " "and binary (``.glb``) formats." -msgstr "glTF 2.0. Godot полностью поддерживает текстовые и двоичные форматы." +msgstr "" +"glTF 2.0 **(рекомендовано)**. Godot полностью поддерживает текстовый (``." +"gltf``) и двоичный (``.glb``) форматы." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "DAE (COLLADA), an older format that is fully supported." msgstr "DAE (COLLADA), более старый формат, который полностью поддерживается." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 -#, fuzzy msgid "" "OBJ (Wavefront) format + their MTL material files. This is also fully " "supported, but pretty limited (no support for pivots, skeletons, animations, " "PBR materials, ...)." msgstr "" -"OBJ (Wavefront) формат. Он также полностью поддерживается, но довольно " -"ограничен (без поддержки точек привязки, скелетов и т.д.)." +"Формат OBJ (Wavefront) + их файлы материалов MTL. Также полностью " +"поддерживается, но довольно ограничен (без поддержки точек привязки, " +"скелетов, анимаций, PBR материалов,...)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19 -#, fuzzy msgid "ESCN, a Godot-specific format that Blender can export with a plugin." msgstr "" -"ESCN, специальный формат Godot, который Blender может экспортировать с " +"ESCN, специфический формат Godot, который Blender может экспортировать с " "помощью плагина." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20 @@ -226,9 +226,8 @@ msgstr "" "описывающий его функции и использование." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 -#, fuzzy msgid "Exporting textures separately" -msgstr "Импортирование текстур" +msgstr "Экспортирование текстур раздельно" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" @@ -240,19 +239,25 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/" "RodZill4/material-maker>`__." msgstr "" +"Хотя текстуры можно экспортировать вместе с моделью в определенных форматах " +"файлов, таких как glTF 2.0, вы также можете экспортировать их отдельно. " +"Godot использует PBR (физически основанный рендеринг) для своих материалов, " +"поэтому если программа текстурирования может экспортировать PBR текстуры, " +"они могут работать в Godot. К ним относятся `Substance suite <https://www." +"substance3d.com/>`__, `ArmorPaint (open source) <https://armorpaint.org/" +">`__, и `Material Maker (open source) <https://github.com/RodZill4/material-" +"maker>`__." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 -#, fuzzy msgid "" "For more information on Godot's materials, see :ref:`doc_spatial_material`." msgstr "" -"Для получения дополнительной информации о самих событиях посмотрите " -"руководство :ref:`doc_inputevent`." +"Для получения дополнительной информации о материалах Godot, посмотрите :ref:" +"`doc_spatial_material`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 -#, fuzzy msgid "Exporting considerations" -msgstr "Другие соображения" +msgstr "Размышления о экспорте" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95 msgid "" @@ -263,6 +268,13 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" +"Поскольку графические процессоры могут отображать только треугольники, " +"сетки, содержащие квадраты или N-угольники, должны быть *триангулированы*, " +"прежде чем их можно будет визуализировать. Godot может триангулировать сетки " +"при импорте, но результаты могут быть непредсказуемыми или неверными, " +"особенно с N-угольниками. Независимо от целевого приложения, триангуляция " +"*перед* экспортом сцены приведет к более согласованным результатам и должна " +"выполняться по возможности." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -273,12 +285,21 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" +"Чтобы избежать проблем с неправильной триангуляцией после импорта в Godot, " +"рекомендуется выполнять триангуляцию объектов в 3D-пакете самостоятельно. В " +"Blender это можно сделать, добавив к вашим объектам модификатор " +"Триангулировать и убедившись, что **Применить Модификаторы ** отмечен в " +"диалоговом окне экспорта. В качестве альтернативы, в зависимости от " +"экспортера, вы можете найти и включить параметр **Триангулировать грани** в " +"диалоговом окне экспорта." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" +"Чтобы избежать проблем с 3D-выбором в редакторе, рекомендуется применить " +"преобразование объекта в 3D-пакете перед экспортом сцены." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" @@ -731,6 +752,10 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" +"Чтобы изменить анимацию из импортированной 3D-сцены, вам необходимо изменить " +"параметр хранения анимации с **Встроенный** на **Файлы** в доке «Импорт». В " +"противном случае изменения, внесенные в анимацию из Godot, будут потеряны " +"при запуске проекта." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index ed7dbe24cb..5358de4a05 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,16 +26,14 @@ msgid "Games and internationalization" msgstr "Игры и интернационализация" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 -#, fuzzy msgid "" "The world is full of different languages and cultures, so nowadays games are " "released in several languages. To handle this, internationalized text must " "be supported in any modern game engine." msgstr "" -"В мире много разных рынков и культур, и, чтобы максимизировать прибыль™, в " -"настоящее время игры выпускаются на нескольких языках. Чтобы решить эту " -"проблему, любой современный игровой движок должен поддерживать " -"интернационализированный текст." +"В мире много разных языков и культур, так что в настоящее время игры " +"выпускаются на нескольких языках. Чтобы справиться с этим, любой современный " +"игровой движок должен поддерживать интернационализированный текст." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:13 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po index fd1cd0d028..b09de06159 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index b44802f140..56e401393f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -102,13 +102,12 @@ msgstr "" "AudioStreamPlayer, то все вызывающие его узлы могут сломаться." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:36 -#, fuzzy msgid "" "**Global access**: now that any object can call ``Sound.play(sound_path)`` " "from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" "**Глобальный доступ**: теперь, когда любой объект может вызвать ``Sound." -"play(sound_path)`` откуда угодно, нет более простого способа найти источник " +"play(sound_path)`` откуда угодно, более нет простого способа найти источник " "ошибки." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:39 diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index cc61d61ac9..0ff38327c9 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -215,8 +215,9 @@ msgstr "" "(линейное время)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**Получить, установить:** Самый быстрый *по позиции*. Может запрашивать 0-ю, " @@ -559,7 +560,7 @@ msgstr "" "структуре данных. Таким образом, при построении древовидных структур может " "быть полезно создать собственный тип узла." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." @@ -567,11 +568,11 @@ msgstr "" "Здесь можно создавать свои собственные структуры с определенными функциями, " "ограниченными только собственным воображением." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "Перечисления: int vs. string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -584,17 +585,17 @@ msgstr "" "(последнее только при использовании ключевого слова ``export`` в GDScript). " "Тогда возникает вопрос: \"какой использовать?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -"Короткий ответ: «то, что вам удобнее». Это особенность GDScript, а не " -"скриптов Godot в целом; Языки ставят удобство использования выше " -"производительности." +"Короткий ответ: «то, что вам удобнее». Это особенность, специфическая для " +"GDScript, а не для скриптов Godot в целом; Языки ставят удобство " +"использования выше производительности." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " @@ -605,7 +606,7 @@ msgstr "" "то хочет сохранить конвенции других языков, то следует использовать целые " "числа." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -620,7 +621,7 @@ msgstr "" "словарь, который отображает соответствующее строковое значение для каждого " "перечисления." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -632,14 +633,14 @@ msgstr "" "смысл использовать их как строки. Таким образом, отдельная структура данных " "для выполнения при печати не нужна." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" "AnimatedTexture против AnimatedSprite против AnimationPlayer против " "AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -647,7 +648,7 @@ msgstr "" "При каких обстоятельствах следует использовать каждый из классов анимации " "Godot? Ответ может быть не сразу понятен новым пользователям Godot." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -656,17 +657,17 @@ msgstr "" "движок рисует как анимированный цикл, а не как статическое изображение. " "Пользователи могут манипулировать ..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "" "скорость, с которой он перемещается по каждому участку текстуры (кадров в " "секунду)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "количество областей, содержащихся в текстуре (кадрах)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -678,7 +679,7 @@ msgstr "" "это не требует дополнительной логики со стороны движка. Плохая новость в " "том, что у пользователей очень мало контроля." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -697,7 +698,7 @@ msgstr "" "многих автоанимированных фонов, которые все визуализируют в одном вызове " "пакетной отрисовки." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -711,7 +712,7 @@ msgstr "" "управлять их скоростью, региональным смещением и ориентацией. Это делает их " "удобными для управления 2D-анимацией на основе кадра." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -725,7 +726,7 @@ msgstr "" "необходимо использовать :ref:`AnimationPlayer <class_AnimationPlayer>` узел " "в сочетании с AnimatedSprite." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -733,13 +734,13 @@ msgstr "" "AnimationPlayers - это также инструмент, который необходимо использовать, " "если они хотят создавать более сложные системы 2D-анимации, такие как ..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" "**Cut-Out animations:** редактирование преобразований спрайтов во время " "выполнения." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -749,11 +750,11 @@ msgstr "" "к ней скелета. Затем анимируются кости, которые растягивают и изгибают " "текстуру пропорционально соотношению костей друг с другом." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "Смесь вышеперечисленного." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 3e0318ad71..dee75e4708 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 8d2a9cebd8..d61e491890 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 167eabf98c..da63899ed1 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 70da11d395..0f38356adc 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 1245290d7e..a9a4a5b6c2 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -107,15 +107,16 @@ msgstr "" "всегда создавать сценарий самостоятельно." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" -"Если кто-то хочет только «импортировать» ресурс другого класса (сценарий или " +"Если кто-то хочет только 'импортировать' ресурс другого класса (сценарий или " "сцену), то использование предварительно загруженной константы часто является " -"лучшим способом действий. Однако в исключительных случаях я не хочу этого " -"делать:" +"лучшим способом действий. Однако в исключительных случаях одно мое желание " +"не делать этого:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 msgid "" @@ -123,9 +124,9 @@ msgid "" "instead, initialized either using an ``export`` or a ``load`` (and perhaps " "not even initialized until later)." msgstr "" -"Если «импортированный» класс может быть изменен, то вместо этого он должен " -"быть свойством, инициализированным либо с помощью «экспорта», либо " -"«загрузки» (и, возможно, даже не инициализированного позже)." +"Если 'импортированный' класс подлежит изменению, то вместо этого он должен " +"быть свойством, инициализированным либо с помощью ``export``, либо ``load`` " +"(и, возможно, даже не инициализированного позже)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:110 msgid "" @@ -149,7 +150,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:121 msgid "Large levels: static vs. dynamic" -msgstr "Крупные уровни: статические и динамические" +msgstr "Большие уровни: статические против динамических" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:123 msgid "" @@ -169,7 +170,7 @@ msgid "" "choices: does one optimize memory over speed, or vice versa?" msgstr "" "Что ж, простой ответ: «когда этого требует производительность». Дилемма, " -"связанная с этими двумя вариантами, является одним из старых вариантов " +"связанная с этими двумя вариантами, является одним из старых вопросов " "программирования: оптимизировать ли память вместо скорости или наоборот?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:131 @@ -218,7 +219,7 @@ msgstr "Таким образом, лучшими вариантами были #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:149 msgid "To use a static level for smaller games." -msgstr "Использовать статику для небольших игр." +msgstr "Использовать статические уровни для небольших игр." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:151 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index e906d57f26..fbe8e19bb4 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index a646fe17f2..ab57fbc8c7 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -68,9 +68,9 @@ msgid "" "that the sub-scene will create itself without being picky about how one uses " "it." msgstr "" -"Чтобы исправить эти проблемы, необходимо создать экземпляры подсцены, не " -"требуя подробностей об их среде. Нужно быть уверенным в том, что подсцена " -"создаст сама себя, не придавая значения тому, как её использовать." +"Чтобы исправить эти проблемы, необходимо создать экземпляры под-сцены, не " +"требуя подробностей об их окружении. Нужно быть уверенным в том, что под-" +"сцена создаст сама себя, не придавая значения тому, как её использовать." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29 msgid "" @@ -107,7 +107,6 @@ msgstr "" "всё, что им нужно, в пределах самих себя." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 -#, fuzzy msgid "" "If a scene must interact with an external context, experienced developers " "recommend the use of `Dependency Injection <https://en.wikipedia.org/wiki/" @@ -116,7 +115,7 @@ msgid "" "which rely on their external environment can inadvertently trigger bugs and " "unexpected behavior." msgstr "" -"Если сцена должна взаимодействовать с внешним содержанием, опытные " +"Если сцена должна взаимодействовать с внешним контекстом, опытные " "разработчики рекомендуют использовать `Внедрение Зависимости <https://ru." "wikipedia.org/wiki/%D0%92%D0%BD%D0%B5%D0%B4%D1%80%D0%B5%D0%BD%D0%B8%D0%B5_" "%D0%B7%D0%B0%D0%B2%D0%B8%D1%81%D0%B8%D0%BC%D0%BE%D1%81%D1%82%D0%B8>`_. Эта " @@ -126,13 +125,12 @@ msgstr "" "и неожиданное поведение." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:49 -#, fuzzy msgid "" "To do this, one must expose data and then rely on a parent context to " "initialize it:" msgstr "" -"Чтобы это сделать, вам стоит раскрыть данные и затем положиться на " -"родительскую связь чтобы все это инициализировать:" +"Для этого необходимо предоставить данные, а затем положиться на родительскую " +"связь чтобы все это инициализировать:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:52 #, fuzzy @@ -172,28 +170,26 @@ msgid "Initialize a NodePath." msgstr "Инициализируйте NodePath (\"Путь узла\")." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:150 -#, fuzzy msgid "" "These options hide the points of access from the child node. This in turn " "keeps the child **loosely coupled** to its environment. One can re-use it in " "another context without any extra changes to its API." msgstr "" -"Эти опции прячут точки доступа от узла-ребенка. Этот ход оставляет ребенка " -"**слабо связанным** со своим окружением. Вы можете использовать это в другом " -"контексте без дополнительных изменений в его API." +"Эти опции прячут точки доступа от дочернего узла. Этот ход оставляет " +"дочерний элемент **слабо связанным** со своим окружением. Можно использовать " +"это в другом контексте без дополнительных изменений в его API." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 -#, fuzzy msgid "" "Although the examples above illustrate parent-child relationships, the same " "principles apply towards all object relations. Nodes which are siblings " "should only be aware of their hierarchies while an ancestor mediates their " "communications and references." msgstr "" -"Хотя примеры выше иллюстрируют отношения родитель-ребенок, идентичные " -"принципы применимы ко всем связям объектов. Узлы которые являются братьями и " -"сестрами должны знать свои иерархии только когда предок посредничает в их " -"коммуникациях и ссылках." +"Хотя примеры выше иллюстрируют отношения родительский элемент-дочерний " +"элемент, идентичные принципы применимы ко всем связям объектов. Узлы которые " +"являются соседними должны знать свои иерархии только когда предок " +"посредничает в их коммуникациях и ссылках." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "" @@ -319,11 +315,12 @@ msgid "Choosing a node tree structure" msgstr "Структура нода" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -444,10 +441,11 @@ msgstr "" "сценами." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" "Если у вас есть системы, которые изменяют данные других систем, следует " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index eed5a90f19..c950571abd 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -299,7 +299,6 @@ msgstr "" "это скорость выполнения." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:155 -#, fuzzy msgid "" "As the size of objects increases, the scripts' necessary size to create and " "initialize them grows much larger. Creating node hierarchies demonstrates " @@ -311,14 +310,12 @@ msgstr "" "кода." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:159 -#, fuzzy msgid "" "The code example below creates a new ``Node``, changes its name, assigns a " "script to it, sets its future parent as its owner so it gets saved to disk " "along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" -"Давайте посмотрим на простой пример создания единственного дочернего " -"``узла``. Приведенный ниже код создаёт новый узел, меняет его имя, назначает " +"Приведенный ниже код создаёт новый узел ``Node``, меняет его имя, назначает " "ему сценарий, устанавливает его будущего родителя в качестве его владельца, " "чтобы он сохранялся на диске вместе с ним, и, наконец, добавляет его в " "качестве дочернего элемента главного узла ``Main``:" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 1c2c47913d..5465f9e543 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index a37ddd541a..06f7beb2ae 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -54,6 +54,9 @@ msgid "" "android<doc_exporting_for_android>` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"Настройка пользовательской сборки — довольно простой процесс. Но сначала вам " +"нужно выполнить шаги :ref:`экспорт для android <doc_exporting_for_android>` " +"вплоть до **Настройка в Godot**. После этого выполните следующие действия." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 65eb8ca230..30eb3f6bd8 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -71,10 +71,15 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"Чтобы файл ICO эффективно заменял значок Godot по умолчанию, он должен " +"содержать *все* размеры, включенные в значок Godot по умолчанию: 16×16, " +"32×32, 48×48, 64×64, 128×128, 256×256 . Если файл ICO не содержит всех " +"размеров, значок Godot по умолчанию будет сохранен для размеров, которые не " +"были переопределены." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "Приведенная выше команда ImageMagick учитывает это." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 690e2cfcec..e47c2e4e9f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,13 +40,12 @@ msgid "Download and install the Android SDK." msgstr "Скачайте и установите Android SDK." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:14 -#, fuzzy msgid "" "You can install it using `Android Studio version 4.1 or later <https://" "developer.android.com/studio/>`__." msgstr "" -"Вы можете установить это используя Android Studio: https://developer.android." -"com/studio/." +"Вы можете установить это используя `Android Studio версии 4.1 или старше " +"<https://developer.android.com/studio/>`__." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:16 msgid "" @@ -66,29 +65,27 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:19 msgid "Android SDK Platform-Tools version 30.0.5 or later" -msgstr "" +msgstr "Инструменты сборки Android SDK версии 30.0.5 или более поздней" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 msgid "Android SDK Build-Tools version 30.0.3" -msgstr "" +msgstr "Инструменты сборки Android SDK версии 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 -#, fuzzy msgid "Android SDK Platform 29" -msgstr "Платформа Android SDK" +msgstr "Платформа Android SDK 29" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22 -#, fuzzy msgid "Android SDK Command-line Tools (latest)" -msgstr "Установка Android SDK (версия для командной строки)" +msgstr "Инструменты Android SDK для командной строки(последние)" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:23 msgid "CMake version 3.10.2.4988404" -msgstr "" +msgstr "CMake версии 3.10.2.4988404" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "NDK version 21.4.7075529" -msgstr "" +msgstr "NDK версии 21.4.7075529" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "" @@ -113,6 +110,8 @@ msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" +"Если вы используете Linux, **не используйте Android SDK, предоставляемый " +"репозиториями вашего дистрибутива, поскольку он часто будет устаревшим**." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 #, fuzzy @@ -211,11 +210,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "Как только это настроено, все готово к экспорту на Android!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Предоставление иконок для лаунчера" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -227,11 +241,11 @@ msgstr "" "высоким разрешением (для экранов с плотностью ``xxxhdpi``) и автоматически " "генерирует варианты с более низким разрешением." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Существует два вида иконок необходимых в Godot:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -240,7 +254,7 @@ msgstr "" "использоваться исключительно на всех версиях Android до Android 8 (Oreo). " "Размер должен быть не менее 192×192 пикселей." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -256,7 +270,7 @@ msgstr "" "запуска пользователя будет управлять анимацией и маскировкой значка. Размер " "должен быть не менее 432 × 432 пикселей." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -268,7 +282,7 @@ msgstr "" "designing-adaptive-icons-515af294c783>`_, которая помогает понять эти " "правила и некоторые возможности адаптивных значков." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -279,7 +293,7 @@ msgstr "" "диаметром 66dp (264 пикселя на ``xxxhdpi``), чтобы избежать обрезки при " "запуске." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -288,14 +302,14 @@ msgstr "" "используя цепь отката, перебирая следующую в очереди, когда текущая не " "удаётся:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Главная иконка:**(**Main Icon:**) Предоставленная главная иконка -> Иконка " "проекта -> Стандартная иконка Godot." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -304,7 +318,7 @@ msgstr "" "foreground icon -> Provided main icon -> Project icon -> Default Godot " "foreground icon." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -312,7 +326,7 @@ msgstr "" "**Adaptive Icon Background:** (Адаптивный значок фона) - Provided background " "icon -> Default Godot background icon." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 #, fuzzy msgid "" "It's highly recommended to provide all the requested icons with their " @@ -323,11 +337,11 @@ msgstr "" "крайней мере с указанными разрешениями. Только так ваше приложение будет " "отлично смотреться на всех устройствах и версиях Android." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Экспортирование в Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -335,7 +349,7 @@ msgstr "" "Для загрузки APK-файла в Google Play Store необходимо подписаться, используя " "не отладочный файл хранилища ключей; такой файл можно сгенерировать так:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -348,21 +362,21 @@ msgstr "" "больше о `подписывании APK <https://developer.android.com/studio/publish/app-" "signing>`__." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Теперь заполните следующие формы в ваших предустановках экспорта Android:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release: ** Введите путь к только что созданному файлу хранилища ключей." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** Замените псевдонимом ключа." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -370,7 +384,7 @@ msgstr "" "**Release Password:** Пароль ключа. Обратите внимание, что в настоящее время " "пароль хранилища ключей и пароль ключа должны совпадать." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -381,7 +395,7 @@ msgstr "" "общедоступных репозиториев и добавить в свой файл ``.gitignore`` или " "аналогичный." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 #, fuzzy msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." @@ -389,11 +403,11 @@ msgstr "" "Не забудьте снять флажок **Export With Debug** (экспорт с отладкой) при " "выборе имени APK." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "Оптимизация размера APK" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -410,7 +424,7 @@ msgstr "" "приложения, ориентированные на ARMv7, также могут работать на устройствах " "ARMv8, но обратное неверно." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -428,7 +442,7 @@ msgstr "" "должен быть ориентирован на одну архитектуру; создания APK для ARMv7 и ARMv8 " "обычно достаточно для охвата большинства устройств, используемых сегодня." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 200069c54b..8df7dfeb52 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 7e4bb5ca6f..c79a079b75 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -243,15 +243,13 @@ msgstr "" "создавать его в Xcode, если хотите запустить его на устройстве." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:97 -#, fuzzy msgid "Plugins for iOS" -msgstr "Services for iOS (сервисы для iOS)" +msgstr "Плагины для iOS" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:99 -#, fuzzy msgid "" "Special iOS plugins can be used in Godot. Check out the :ref:" "`doc_plugins_for_ios` page." msgstr "" -"В Godot можно использовать специальные сервисы iOS. Посетите страницу :ref:" +"В Godot можно использовать специальные iOS плагины. Посетите страницу :ref:" "`doc_services_for_ios`." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 23af5b5dfc..858df5568f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -61,3 +61,7 @@ msgid "" "you're distributing your project via Steam as it bypasses code signing and " "antivirus checks." msgstr "" +"В Windows встраивание PCK также может вызывать ложные срабатывания " +"антивирусных программ. Поэтому рекомендуется избегать его использования, " +"если вы не распространяете свой проект через Steam, поскольку он позволяет " +"обходить подписывание кода и антивирусные проверки." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index c977a13c15..9561b7bd01 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 82dc7f9a09..239b0ce59e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -116,12 +116,16 @@ msgid "" "You can choose the **Export Type** to select which features will be " "available:" msgstr "" +"Вы можете выбрать **Тип экспорта**, чтобы выбрать, какие функции будут " +"доступны:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 msgid "" "*Regular*: is the most compatible across browsers, will not support threads, " "nor GDNative." msgstr "" +"*Regular*: наиболее совместим с браузерами, не будет поддерживать потоки и " +"GDNative." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "" @@ -129,12 +133,17 @@ msgid "" "developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" "SharedArrayBuffer>`__" msgstr "" +"*Threads*: потребуется, чтобы браузер поддерживал `SharedArrayBuffer " +"<https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/" +"Global_Objects/SharedArrayBuffer>`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." msgstr "" +"*GDNative*: включает поддержку GDNative, но увеличивает размер двоичного " +"файла и замедляет загрузку." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -143,6 +152,10 @@ msgid "" "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" +"Если вы планируете использовать :ref:`Сжатие VRAM <doc_import_images>`, " +"убедитесь, что **Сжатие текстур Vram** включено для целевых платформ " +"(включение **для настольных компьютеров** и **для мобильных** приведет к " +"большему, но более совместимому экспорту)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56 msgid "" @@ -182,7 +195,7 @@ msgstr "" msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." -msgstr "" +msgstr "**Типы экспорта**, кроме *Regular*, пока не поддерживаются версией C#." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -208,6 +221,11 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"Поставщики браузеров делают все больше и больше функций, доступных только в " +"`безопасных контекстах <https://developer.mozilla.org/en-US/docs/Web/" +"Security/Secure_Contexts>` _, это означает, что такие функции доступны " +"только в том случае, если веб-страница обслуживается через безопасное " +"соединение HTTPS (localhost обычно освобождается от такого требования)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -258,6 +276,10 @@ msgid "" "only available if the appropriate **Export Type** is set and support for it " "across browsers is still limited." msgstr "" +"Как уже упоминалось :ref:`выше <doc_javascript_export_options>` " +"многопоточность доступна только в том случае, если установлен " +"соответствующий **Тип экспорта** и его поддержка в браузерах по-прежнему " +"ограничена." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "" @@ -266,6 +288,10 @@ msgid "" "`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/" "Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__." msgstr "" +"Требуется :ref:`безопасный контекст <doc_javascript_secure_contexts>`. " +"Браузеры также начинают требовать, чтобы веб-страница обслуживалась с " +"определенными `заголовками изоляции между источниками <https://developer." +"mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy > `__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "GDNative" @@ -276,12 +302,17 @@ msgid "" "As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only " "available if the appropriate **Export Type** is set." msgstr "" +"Как уже упоминалось :ref:`выше <doc_javascript_export_options>` GDNative " +"доступен, только если установлен соответствующий **Тип экспорта**." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"При экспорте также будут скопированы необходимые файлы GDNative с " +"расширением ``.wasm `` в выходную папку (их необходимо загрузить на ваш " +"сервер вместе с игрой)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" @@ -341,6 +372,8 @@ msgid "" "Access to microphone requires a :ref:`secure context " "<doc_javascript_secure_contexts>`." msgstr "" +"Для доступа к микрофону требуется :ref:`безопасный контекст " +"<doc_javascript_secure_contexts>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 msgid "Networking" @@ -350,6 +383,7 @@ msgstr "Сеть" msgid "" "Low level networking is not implemented due to lacking support in browsers." msgstr "" +"Сеть на низком уровне не реализована из-за отсутствия поддержки в браузерах." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -357,6 +391,9 @@ msgid "" "requests <doc_http_request_class>`, :ref:`WebSocket (client) " "<doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are supported." msgstr "" +"В настоящее время поддерживаются только :ref:`HTTP-клиент " +"<doc_http_client_class>`, :ref:`HTTP-запросы <doc_http_request_class>`, :ref:" +"`WebSocket (клиент) <doc_websocket>` и :ref:`WebRTC <doc_webrtc>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 #, fuzzy @@ -396,7 +433,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "Буфер обмена" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -405,15 +442,19 @@ msgid "" "docs/Web/API/Clipboard_API>`__, additionally, due to the API asynchronous " "nature might not be reliable when accessed from GDScript." msgstr "" +"Синхронизация буфера обмена между движком и операционной системой требует " +"браузер, поддерживающий API буфера обмена `<https://developer.mozilla.org/en-" +"US/docs/Web/API/Clipboard_API> `__, кроме того, из-за асинхронного характера " +"API может быть ненадежным при доступе из GDScript." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:178 #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:189 msgid "Requires a :ref:`secure context <doc_javascript_secure_contexts>`." -msgstr "" +msgstr "Требуется :ref:`безопасный контекст <doc_javascript_secure_contexts>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 msgid "Gamepads" -msgstr "" +msgstr "Геймпады" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -424,6 +465,13 @@ msgid "" "reliable way to detect the gamepad information necessary to remap them based " "on model/vendor/OS due to privacy considerations." msgstr "" +"Геймпады не будут обнаружены, пока не будет нажата одна из их кнопок. " +"Геймпады могут иметь неправильное отображение в зависимости от комбинации " +"браузера/ОС/геймпада, к сожалению, `API Геймпада <https://developer.mozilla." +"org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__ не обеспечивают " +"надежный способ обнаружения информации геймпада, необходимой для их " +"переназначения на основе модели/поставщика/ОС из соображений " +"конфиденциальности." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" @@ -537,7 +585,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:240 msgid "**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)" -msgstr "" +msgstr "**Хосты, предоставляющие сжатие на лету:** GitHub Pages (gzip)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:242 msgid "" @@ -545,6 +593,9 @@ msgid "" "(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-" "compression/>`__)" msgstr "" +"**Хосты, которые не предоставляют сжатие на лету:**itch.io, GitLab Pages " +"(`поддерживает предварительное сжатие gzip вручную <https://webd97.de/post/" +"gitlab-pages-compression/>`__)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:248 msgid "Calling JavaScript from script" @@ -603,11 +654,12 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "Любое другое значение в Javascript возвращено как ``null`` (``ноль``)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" "Шаблоны экспорта HTML5 могут быть :ref:`собраны <doc_compiling_for_web>` без " diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index f16a587497..35be5a8529 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 84583ba6fe..924bfcdb0c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -78,13 +78,12 @@ msgstr "" "инструменты, как редактор и отладчик." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:34 -#, fuzzy msgid "" "Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " "extra package files <doc_exporting_pcks>`." msgstr "" -"Наконец, у Godot есть простая, но эффективная система для создания DLC в " -"качестве дополнительных пакетных файлов." +"Наконец, Godot имеет простую но эффективную систему :ref:`создания DLC как " +"дополнительных пакетов файлов <doc_exporting_pcks>`." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:39 msgid "" @@ -93,6 +92,10 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>` " "and loading them at run-time." msgstr "" +"Godot пока не поддерживает загрузку файлов PCK размером более 2 ГБ. Если " +"ваши экспортированные данные проекта превышают 2 ГБ, вам нужно будет " +"разделить их на несколько файлов PCK :ref:`экспортировав дополнительные " +"файлы PCK <doc_exporting_pcks>` и загрузив их во время выполнения." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -362,6 +365,11 @@ msgid "" "use it automatically. Therefore, you have to create a *launcher script* that " "the player can double-click or run from a terminal to launch the project::" msgstr "" +"Из-за `известной ошибки <https://github.com/godotengine/godot/pull/42123> " +"`__ при использовании файла ZIP в качестве файла пакета экспортированный " +"двоичный файл не будет пытаться использовать его автоматически. " +"Следовательно, вы должны создать *сценарий запуска*, на который игрок может " +"дважды щелкнуть или запустить из терминала для запуска проекта::" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:195 msgid "" @@ -369,3 +377,6 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" +"Сохраните сценарий запуска и поместите его в ту же папку, что и " +"экспортированный двоичный файл. В Linux обязательно предоставьте исполняемые " +"права для сценария запуска с помощью команды ``chmod +x launch.sh``." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index a94d2b0746..46298d85d2 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -349,6 +349,11 @@ msgid "" "setting with the desired feature tag(s) if you want them to override base " "project settings on all platforms and configurations." msgstr "" +"При использовании :ref: `настройки проекта \"override.cfg\" функциональности " +"<class_ProjectSettings>` (которая не связана с тегами функций) помните, что " +"теги функций все еще применяются. Поэтому не забудьте *также* переопределить " +"настройку с помощью желаемого тега(-ов) функции, если вы хотите, чтобы они " +"переопределяли настройки базового проекта на всех платформах и конфигурациях." #: ../../docs/getting_started/workflow/export/feature_tags.rst:122 msgid "Default overrides" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po index 63fd6c05d8..2a81e53e6d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index d7be7939c8..a3d3182368 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Развёртывание в один клик" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Звучит хорошо, но что это?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Шаги по развёртыванию в один клик" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -40,11 +42,12 @@ msgstr "" "настроено и т.д.), хорошо сообщить пользователю, что она существует." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Некоторые платформы (на момент написания этой статьи только Android) могут " "обнаруживать, когда USB-устройство подключено к компьютеру, и предлагать " @@ -52,30 +55,81 @@ msgstr "" "режиме отладки) на устройстве. В промышленности эта функция называется " "\"Развёртывание в один клик\" (One-Click Deploy)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Шаги по развёртыванию в один клик" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Настройка целевой платформы." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Настройте устройство (убедитесь, что оно находится в режиме разработчика, " -"«видит» компьютер, USB-кабель подключен, USB распознан и т.д.)." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Подключите устройство..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "И вуаля!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Поддерживает все платформы." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Щёлкните один раз ... и разверните!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Развёртывание в один клик" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po index b2d132d72e..61ec52b2ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 244a04031a..fe18c54f59 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index e7e393f55a..a1ab197b66 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index 19b0972cec..8813ccf49f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/index.po b/sphinx/po/ru/LC_MESSAGES/index.po index 59d09a23e0..760089e28f 100644 --- a/sphinx/po/ru/LC_MESSAGES/index.po +++ b/sphinx/po/ru/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -107,11 +107,12 @@ msgid "" "`introduction page <doc_about_intro>` to get an overview of what this " "documentation has to offer." msgstr "" -"Добро пожаловать на официальную документацию `Godot Engine <https://" -"godotengine.org>`__ — бесплатного и открытого 2D- и 3D-движка, " -"разрабатываемым сообществом! Если вы здесь впервые, мы рекомендуем вам " -"прочесть :ref:`Введение <doc_about_intro>`, чтобы иметь представление о том, " -"что данная документация собой представляет." +"Добро пожаловать в официальную документацию `Godot Engine <https://" +"godotengine.org>`__, бесплатного и открытого игрового движка 2D и 3D, " +"управляемого сообществом! Если вы впервые знакомитесь с этой документацией, " +"мы рекомендуем вам прочитать :ref:`вводную страницу <doc_about_intro>`, " +"чтобы получить общее представление о том, что эта документация может " +"предложить." #: ../../docs/index.rst:37 msgid "" @@ -124,7 +125,6 @@ msgstr "" "поиска в верхнем левом углу." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index d0a91c96d7..df33323884 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:4 msgid "2D lights and shadows" -msgstr "" +msgstr "2D свет и тени" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:7 msgid "Introduction" @@ -33,6 +33,11 @@ msgid "" "the resources used in the final demo and then describes how to make a scene " "like the demo step by step." msgstr "" +"В этом руководстве объясняется, как работает двумерное освещение в " +"демонстрационном проекте `lights and shadows <https://github.com/godotengine/" +"godot-demo-projects/tree/master/2d/lights_and_shadows>`_. Он начинается с " +"краткого описания ресурсов, использованных в финальной демонстрации, а затем " +"шаг за шагом описывает, как создать сцену наподобие демонстрационной." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:16 msgid "" @@ -42,6 +47,11 @@ msgid "" "downloaded from the Project Manager. Launch Godot and in the top bar select " "\"Templates\" and search for \"2D Lights and Shadows Demo\"." msgstr "" +"Все ресурсы для этого руководства можно найти в `официальном " +"демонстрационном репозитории <https://github.com/godotengine/godot-demo-" +"projects>`_ на GitHub. Предлагаю вам скачать его перед тем как начать. Кроме " +"того, его можно загрузить из Менеджера проектов. Запустите Godot и в верхней " +"панели выберите «Шаблоны» и выполните поиск «2D Lights and Shadows Demo»." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:22 msgid "Setup" @@ -53,6 +63,9 @@ msgid "" "casters, and one for the background. I've included links to them all here if " "you want to download them separately from the demo." msgstr "" +"Для этой демонстрации мы используем четыре текстуры: две для источников " +"света, одну для отбрасывания тени и одну для фона. Я включил ссылки на все " +"из них здесь, если вы хотите загрузить их отдельно от демо." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:28 msgid "" @@ -61,6 +74,10 @@ msgid "" "lights_and_shadows/background.png>`_) used in the demo. You do not " "necessarily need a background, but we use one for the demo." msgstr "" +"Первое — это фоновое изображение (`background.png <https://raw." +"githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"lights_and_shadows/background.png>`_), используемое в демонстрации. Вам не " +"обязательно нужен фон, но мы используем его для демонстрации." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:31 msgid "" @@ -69,6 +86,11 @@ msgid "" "lights_and_shadows/caster.png>`_) to use as our shadow caster object. For a " "top down game this could be a wall or any other object that casts a shadow." msgstr "" +"Второе — это обыкновенное черное изображение (`caster.png <https://raw." +"githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"lights_and_shadows/caster.png>` _) для использования в качестве нашего " +"объекта, отбрасывающего тени. Для игры сверху вниз это может быть стена или " +"любой другой объект, отбрасывающий тень." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:35 msgid "" @@ -79,6 +101,12 @@ msgid "" "1024x1024 pixels, so you should use it to cover 1024x1024 pixels in your " "game." msgstr "" +"Далее идет сам свет (`light.png <https://raw.githubusercontent.com/" +"godotengine/godot-demo-projects/master/2d/lights_and_shadows/light.png>`_). " +"Если вы нажмете на ссылку, вы заметите, насколько оно велико. Изображение, " +"которое вы используете для освещения, должно охватывать ту область, которую " +"вы хотите осветить. Это изображение имеет размер 1024x1024 пикселей, поэтому " +"вы должны использовать его для покрытия 1024x1024 пикселей в своей игре." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:40 msgid "" @@ -88,6 +116,11 @@ msgid "" "light is and the larger light image to show the effect of the light upon the " "rest of the scene." msgstr "" +"Наконец, у нас есть изображение-прожектор (`spot.png <https://raw." +"githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"lights_and_shadows/spot.png>`_). В демонстрации используется капля, чтобы " +"показать, где находится свет, и более крупное световое изображение, чтобы " +"показать влияние света на остальную часть сцены." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:46 msgid "Nodes" @@ -95,11 +128,11 @@ msgstr "Узлы (ноды)" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:52 msgid "The demo uses four different nodes:" -msgstr "" +msgstr "В демонстрации используются четыре разных узла:" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:49 msgid ":ref:`CanvasModulate <class_CanvasModulate>`" -msgstr "" +msgstr ":ref:`CanvasModulate <class_CanvasModulate>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:50 #, fuzzy @@ -113,18 +146,22 @@ msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:52 msgid ":ref:`LightOccluder2D <class_LightOccluder2D>`" -msgstr "" +msgstr ":ref:`LightOccluder2D <class_LightOccluder2D>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:54 msgid "" ":ref:`CanvasModulate<class_CanvasModulate>` is used to darken the scene." msgstr "" +":ref:`CanvasModulate<class_CanvasModulate>` используется для затемнения " +"сцены." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:56 msgid "" ":ref:`Sprites <class_Sprite>` are used to display the textures for the light " "blobs, the background, and for the shadow casters." msgstr "" +":ref:`Спрайты <class_Sprite>` используются для отображения текстур для " +"световых пятен, фона и отбрасывающих тени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:59 msgid "" @@ -133,6 +170,10 @@ msgid "" "to simulate lighting. But it can be used in other ways, for example masking " "out parts of the scene." msgstr "" +":ref:`Light2Ds <class_Light2D>` используются для освещения сцены. Обычно " +"свет работает путем добавления выбранной текстуры поверх остальной части " +"сцены для имитации освещения. Но его можно использовать и по-другому, " +"например, для маскировки частей сцены." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:63 msgid "" @@ -141,6 +182,10 @@ msgid "" "covered by the :ref:`Light2D <class_Light2D>` and their direction is based " "on the center of the :ref:`Light <class_Light2D>`." msgstr "" +":ref:`LightOccluder2Ds <class_LightOccluder2D>` используются, чтобы сообщить " +"шейдеру, какие части сцены отбрасывают тени. Тени появляются только в " +"областях, покрытых :ref:`Light2D <class_Light2D>`, и их направление зависит " +"от центра :ref:`Light <class_Light2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:68 msgid "Lights" @@ -152,24 +197,31 @@ msgid "" "Texture. They use additive blending to add the color of their texture to the " "scene." msgstr "" +":ref:`Lights <class_Light2D>` покрывают весь размер соответствующей " +"текстуры. Они используют аддитивное смешивание, чтобы добавить цвет своей " +"текстуры к сцене." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:75 msgid "" ":ref:`Lights <class_Light2D>` have four ``Modes``: ``Add``, ``Sub``, " "``Mix``, and ``Mask``." msgstr "" +":ref:`Lights <class_Light2D>`имеет четыре ``Режима``: ``Add``, ``Sub``, " +"``Mix``, и ``Mask``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:77 msgid "" "``Add`` adds the color of the light texture to the scene. It brightens the " "area under the light." msgstr "" +"``Add`` добавляет к сцене цвет световой текстуры. Осветляет участки под " +"светом." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:79 msgid "" "``Sub`` subtracts the color of the light from the scene. It darkens the area " "under the light." -msgstr "" +msgstr "``Sub`` вычитает цвет света из сцены. Он затемняет область под светом." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:81 msgid "" @@ -177,12 +229,16 @@ msgid "" "resulting brightness is halfway between the color of the light and the color " "underneath." msgstr "" +"``Mix`` смешивает цвет света с основной сценой. Результирующая яркость " +"находится посередине между цветом света и цветом под ним." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:84 msgid "" "``Mask`` is used to mask out areas that are covered by the light. Masked out " "areas are hidden or revealed based on the color of the light." msgstr "" +"``Mask`` используется для маскировки участков, покрытых светом. Скрытые " +"области скрываются или раскрываются в зависимости от цвета света." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:87 msgid "" @@ -192,22 +248,31 @@ msgid "" "light source. A child :ref:`Sprite <class_Sprite>` is not necessary to make " "a :ref:`Light <class_Light2D>` work." msgstr "" +"Для демонстрации источники света состоят из двух компонентов : самого :ref:" +"`Light <class_Light2D>` (который является эффектом света) и капли :ref:" +"`Sprite <class_Sprite>`, который является изображением, показывающим " +"расположение источника света. Дочерний элемент :ref:`Sprite <class_Sprite>` " +"не нужен для работы :ref:`Light <class_Light2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:95 msgid "Shadows" -msgstr "" +msgstr "Тени" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:97 msgid "" "Shadows are made by intersecting a :ref:`Light <class_Light2D>` with a :ref:" "`LightOccluder2D <class_LightOccluder2D>`." msgstr "" +"Тени создаются путем пересечения :ref:`Light <class_Light2D>` с :ref:" +"`LightOccluder2D <class_LightOccluder2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:99 msgid "" "By default shadows are turned off. To turn them on click on the :ref:`Light " "<class_Light2D>` and under the Shadows section check ``Enabled``." msgstr "" +"По умолчанию тени отключены. Чтобы включить их, щелкните :ref:`Light <class " +"Light2D>` и в разделе Тени отметьте ``Включено``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:102 msgid "" @@ -217,6 +282,12 @@ msgid "" "`LightOccluder2D <class_LightOccluder2D>` looks like a dark spot and in this " "demo the :ref:`Sprite <class_Sprite>` is just a black square." msgstr "" +"В демонстрации мы используем :ref:`Sprite <class_Sprite>` с текстурой на нем " +"для создания «Отбрасывателей теней», но на самом деле все, что вам нужно, " +"это пара :ref:`LightOccluder2Ds <class_LightOccluder2D>`. Сам по себе :ref:" +"`LightOccluder2D <class_LightOccluder2D>` выглядит как темное пятно, а в " +"этой демонстрации :ref:`Sprite <class_Sprite>` представляет собой просто " +"черный квадрат." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 msgid "Step by step" @@ -228,6 +299,9 @@ msgid "" "step by step through the process of making a scene like the one found in the " "demo." msgstr "" +"Теперь, когда мы рассмотрели основы используемых узлов, мы можем шаг за " +"шагом пройти через процесс создания сцены наподобие той, что была в " +"демонстрации." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:113 msgid "" @@ -237,6 +311,11 @@ msgid "" "can be any background you choose. For this style of shadow it is most likely " "to be a floor texture." msgstr "" +"Сначала добавьте :ref:`Sprite <class_Sprite>` и установите его текстуру на " +"`фоновое изображение <https://raw.githubusercontent.com/godotengine/godot-" +"demo-projects/master/2d/lights_and_shadows/background.png>`_. Для вашей игры " +"это может быть любой фон на ваш выбор. Для этого стиля тени это, скорее " +"всего, будет текстура пола." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:118 msgid "" @@ -247,6 +326,12 @@ msgid "" "is set to ``add``. This means that each light adds its own color to whatever " "is underneath." msgstr "" +"Затем создайте три :ref:`Light2D's <class_Light2D>` и установите их текстуры " +"на `светлое изображение <https://raw.githubusercontent.com/godotengine/godot-" +"demo-projects/master/2d/lights_and_shadows/light.png>`_.Вы можете изменить " +"их цвет в верхней части. По умолчанию тени отключены, а для параметра " +"``режим`` установлено значение ``добавить``. Это означает, что каждый свет " +"добавляет свой цвет всему, что находится под ним." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:124 msgid "" @@ -261,12 +346,25 @@ msgid "" "of the :ref:`Light <class_Light2D>` node, which is why we want the blob to " "be centered on its parent :ref:`Light <class_Light2D>`." msgstr "" +"Затем добавьте дочерний элемент :ref:`Sprite <class_Sprite>` к каждому из " +"узлов :ref:`Light <class_Light2D>` и установите текстуру :ref:`Sprite " +"<class_Sprite>` на `изображение капли <https: / /raw.githubusercontent.com/" +"godotengine/godot-demo-projects/master/2d/lights_and_shadows/spot.png>`_. " +"Каждый из них должен оставаться в центре узла: ref: `Light <class_Light2D>`. " +"Капля — это изображение самого источника света, а :ref:`Light " +"<class_Light2D>` показывает эффект, который свет оказывает на сцену. " +"Элемент :ref:`LightOccluder2D <class_LightOccluder2D>` будет рассматривать " +"положение источника света как центр узла :ref:`Light <class_Light2D>`, " +"поэтому мы хотим, чтобы капля была центрирована на её родительском элементе :" +"ref:` Свет <class_Light2D> `." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:133 msgid "" "The animations in the demo will not be covered here. See :ref:" "`doc_introduction_animation` for information on creating animations." msgstr "" +"Анимации в демонстраци не будутрассматриваться здесь. См. :ref:" +"`doc_introduction_animation` для получения информации о создании анимации." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:136 msgid "" @@ -276,6 +374,11 @@ msgid "" "`CanvasModulate <class_CanvasModulate>` multiples the entire viewport by a " "specific color." msgstr "" +"Сейчас сцена должна выглядеть слишком яркой. Это потому, что все три " +"источника света добавляют цвет сцене. Вот почему в демонстрации в сцене " +"используется :ref:`CanvasModulate <class_CanvasModulate>`. :ref:" +"`CanvasModulate <class_CanvasModulate>` умножает всю область просмотра на " +"определенный цвет." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:140 msgid "" @@ -283,10 +386,13 @@ msgid "" "color to ``rgb(70, 70, 70)``. This will make the scene sufficiently dark to " "see the effects of the lights distinctly." msgstr "" +"Добавьте в сцену :ref:`CanvasModulate <class_CanvasModulate>` и установите " +"его цвет на ``rgb (70, 70, 70)``. Это сделает сцену достаточно темной, чтобы " +"отчетливо увидеть эффекты света." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:145 msgid "Now we add the shadow casters." -msgstr "" +msgstr "Теперь мы добавляем отбрасываемые тени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:147 msgid "" @@ -295,6 +401,10 @@ msgid "" "used to group all the shadow casters together. This way we can show and hide " "them all at the same time." msgstr "" +"В демонстрации используется :ref:`Node <class_Node2D>` с именем \"casters\" " +"для организации теневых отбрасывателей. Добавьте в сцену :ref:`Node2D " +"<class_Node2D>`. Он будет использоваться для группировки всех отбрасывающих " +"теней вместе. Таким образом, мы можем показать и скрыть их все одновременно." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:151 msgid "" @@ -308,6 +418,15 @@ msgid "" "could be an image of whatever object is casting the shadow: a wall, a " "magical chest, or anything else." msgstr "" +"Каждый отбрасыватель тени состоит из :ref:`Sprite <class_Sprite>` с дочерним " +"элементом :ref:`LightOccluder2D <class_LightOccluder2D>`. Для демонстрации :" +"ref:`Sprite <class_Sprite>` имеет текстуру, установленную на `изображение " +"отбрасывателя <https://raw.githubusercontent.com/godotengine/godot-demo-" +"projects/master/2d/lights_and_shadows/caster.png >`_ и больше ничего. В " +"дочернем элементе :ref:`LightOccluder2D <class_LightOccluder2D>` происходит " +"вся магия. В игре :ref:`Sprite <class_Sprite>` может быть чем-то большим, " +"чем черный ящик; это может быть изображение любого объекта, отбрасывающего " +"тень: стены, волшебного сундука или чего-нибудь еще." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:159 msgid "" @@ -317,6 +436,12 @@ msgid "" "other information. For this demo, since our wall is a square, we set " "``Polygon`` to a square. The other default settings are fine." msgstr "" +":ref:`LightOccluder2Ds <class_LightOccluder2D>` сообщает игре, какую форму " +"имеет окклюдер. Они содержат :ref:`OccluderPolygon2D " +"<class_OccluderPolygon2D>`, который является контейнером для многоугольника " +"и некоторой другой информации. В этой демонстрации, поскольку наша стена " +"представляет собой квадрат, мы устанавливаем для параметра ``Полигон`` " +"квадрат. Остальные настройки по умолчанию подходят." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:164 msgid "" @@ -324,6 +449,9 @@ msgid "" "polygon occludes light coming from all directions. An open polygon only " "occludes light from one direction" msgstr "" +"Первая настройка ``Замкнутый`` может быть включена или выключена. Замкнутый " +"многоугольник перекрывает свет, идущий со всех сторон. Открытый " +"многоугольник закрывает свет только с одного направления" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:167 msgid "" @@ -334,6 +462,13 @@ msgid "" "winding order is used to determine which side of the line is inside the " "polygon. Only outward facing lines cast shadows." msgstr "" +"``Режим отбраковки`` позволяет выбрать направление отбраковки. По умолчанию " +"установлено значение ``Отключено``, что означает, что окклюдер будет " +"отбрасывать тень независимо от того, с какой стороны горит свет. Две другие " +"настройки ``По часовой стрелке`` и ``Против часовой стрелки`` относятся к " +"порядку поворота вершин многоугольника. Порядок намотки используется для " +"определения стороны линии внутри многоугольника. Только линии, обращенные " +"наружу, отбрасывают тени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:172 msgid "" @@ -342,16 +477,24 @@ msgid "" "corresponding :ref:`OccluderPolygon2D <class_OccluderPolygon2D>`, so that " "the lines of the polygon can be seen:" msgstr "" +"Чтобы проиллюстрировать разницу, вот изображение :ref:`LightOccluder2D " +"<class_LightOccluder2D>` с параметром ``Замкнутый``, установленным на " +"``Выключено`` в соответствующем :ref:`OccluderPolygon2D " +"<class_OccluderPolygon2D>`, так что линии многоугольника можно увидеть:" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:178 msgid "``Cull Mode`` is set to ``Disabled``. All three lines cast shadows." msgstr "" +"Для параметра ``Режим отбраковки`` установлено значение ``Отключено``. Все " +"три линии отбрасывают тени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:182 msgid "" "``Cull Mode`` is set to ``Clockwise``. Only the top and right lines cast " "shadows." msgstr "" +"Для параметра ``Режим отбраковки`` установлено значение ``По часовой " +"стрелке``. Только верхняя и правая линии отбрасывают тени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:186 msgid "" @@ -359,6 +502,10 @@ msgid "" "shadow. If ``Closed`` was set to ``on`` there would be an additional " "vertical line on the left which would cast a shadow as well." msgstr "" +"Для параметра ``Режим отбраковки`` установлено значение ``Против часовой " +"стрелки``. Только нижняя строка отбрасывает тень. Если параметру " +"``Замкнутый`` установить значение ``Включено``, слева будет дополнительная " +"вертикальная линия, которая также отбрасывает тень." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:190 msgid "" @@ -367,6 +514,10 @@ msgid "" "<class_Light2D>` and under the Shadow section set ``Enable`` to ``on``. This " "turns on shadows with hard edges like in the image below." msgstr "" +"Когда вы добавите :ref:`LightOccluder2Ds <class_LightOccluder2D>`, тени все " +"равно не появятся. Вам нужно вернуться в :ref:`Light2Ds <class_Light2D>` и в " +"разделе «Тень» установить для параметра ``Включено`` значение ``Включено``. " +"Это включает тени с резкими краями, как на изображении ниже." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:196 msgid "" @@ -379,6 +530,15 @@ msgid "" "will run. That is why Godot provides 3-13 samples by default and allows you " "to choose. The demo uses PCF7." msgstr "" +"Чтобы придать теням приятный вид с мягкими краями, мы устанавливаем " +"переменные ``фильтр``, ``фильтр гладкости`` и ``длина градиента``. Godot " +"поддерживает `Более точная фильтрация в процентах <https://developer.nvidia." +"com/gpugems/GPUGems/gpugems_ch11.html>`_ (PCF), который берет несколько " +"образцов карты теней вокруг пикселя и размывает их для создания эффекта " +"плавной тени. Чем больше количество образцов, тем более гладкой будет " +"выглядеть тень, но тем медленнее она будет двигаться. Вот почему Godot по " +"умолчанию предоставляет 3-13 образцов и позволяет вам выбирать. В " +"демонстрации используется PCF7." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:205 msgid "" @@ -386,6 +546,9 @@ msgid "" "set to ``1.3``, ``filter smooth`` is set to ``11.1``, and ``filter`` is set " "to ``PCF7``." msgstr "" +"Это тень, созданная с настройками демонстрации. Параметру ``gradient " +"lenght`` установлено значение ``1.3``, ``filter smooth`` — ``11.1``, а " +"``filter`` — ``PCF7``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:210 msgid "" @@ -393,6 +556,9 @@ msgid "" "because the distance between samples is based on the variable ``filter " "smooth``." msgstr "" +"Параметру ``filter`` установлено значение ``PCF13``. Обратите внимание, как " +"тень становится шире, это потому, что расстояние между выборками основано на " +"переменной ``filter smooth``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:213 msgid "" @@ -402,20 +568,29 @@ msgid "" "However, with few samples and a large filter smooth, you can see lines " "forming between the samples." msgstr "" +"Чтобы использовать фильтрацию, вам необходимо установить переменную ``фильтр " +"гладкости``. Это определяет, насколько далеко друг от друга находятся " +"образцы. Если вы хотите, чтобы мягкая область простиралась достаточно " +"далеко, вы можете увеличить размер ``фильтр гладкости``. Однако с небольшим " +"количеством образцов и большим фильтром гладкости вы можете увидеть линии, " +"образующиеся между образцами." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:220 msgid "``filter smooth`` is set to ``30``." -msgstr "" +msgstr "``filter smooth`` установлено значение``30``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:222 msgid "" "The different :ref:`Light <class_Light2D>` nodes in the demo use different " "values for filter smooth. Play around with it and see what you like." msgstr "" +"Различные узлы :ref:`Light <class Light2D>` в демонстрации используют разные " +"значения для сглаживания фильтра. Поиграйте с ним и посмотрите, что вам " +"нравится." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:227 msgid "``filter smooth`` is set to ``0``." -msgstr "" +msgstr "Переменной ``filter smooth`` установлено значение ``0``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:229 msgid "" @@ -424,14 +599,18 @@ msgid "" "this produces a hard edge. The gradient length variable creates a smooth " "gradient to begin the shadow to reduce the effect of the hard edge." msgstr "" +"Наконец, есть переменная ``gradient length``. Для некоторых плавных теней " +"желательно, чтобы тень не начиналась сразу на объекте, так как это дает " +"резкие края. Переменная длины градиента создает плавный градиент для начала " +"тени, чтобы уменьшить эффект резкого края." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:235 msgid "``gradient length`` is set to ``0``." -msgstr "" +msgstr "``gradient length`` установлено значение ``0``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:239 msgid "``gradient length`` is set to ``10``." -msgstr "" +msgstr "Переменной ``gradient length`` установлено значение ``10``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:241 msgid "" @@ -440,3 +619,7 @@ msgid "" "Godot provides so much flexibility. Just keep in mind that the higher " "``filter`` set the more expensive the shadows will be." msgstr "" +"Вам нужно будет немного поэкспериментировать с параметрами, чтобы найти " +"настройки, подходящие для вашего проекта. Не существует подходящего решения " +"для всех, поэтому Godot обеспечивает такую гибкость. Просто имейте в виду, " +"что чем выше установлен ``фильтр``, тем затратнее будут тени." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po index f2e394a3b7..903296b255 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po index f6c8f80beb..6fa909c985 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 7d2856c9b1..fda0a89f44 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,32 +27,47 @@ msgid "Introduction" msgstr "Введение" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" +"В этом уроке вы узнаете, как создавать анимированных 2D персонажей с помощью " +"класса AnimatedSprite и AnimationPlayer. Как правило, когда вы создаете или " +"загружаете анимированного персонажа, он представлен одним из двух способов: " +"в виде отдельных изображений или в виде одного спрайт-листа, содержащего все " +"кадры анимации. Оба могут быть анимированы в Godot с помощью класса " +"AnimatedSprite." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" +"Для начала мы будем использовать :ref:`AnimatedSprite <class_Animated " +"Sprite>` для анимации коллекции отдельных изображений. Затем мы анимируем " +"спрайт-лист, используя этот класс. Наконец, мы изучим еще один способ " +"анимации спрайт-листа с помощью :ref:`Animation Player <class_Animation " +"Player>` и свойства *Animation* узла : ref:`Sprite <class_Sprite>`." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:19 msgid "" "Art for the following examples by https://opengameart.org/users/ansimuz and " "by https://opengameart.org/users/tgfcoder" msgstr "" +"Изображения для следующих примеров предоставлены https://opengameart.org/" +"users/ansimuz и https://opengameart.org/users/tgfcoder" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:23 msgid "Individual images with AnimatedSprite" -msgstr "" +msgstr "Отдельные изображения и AnimatedSprite" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:25 msgid "" @@ -60,6 +75,9 @@ msgid "" "your character's animation frames. For this example, we'll use the following " "animation:" msgstr "" +"В этом случае у вас есть коллекция изображений, каждое из которых содержит " +"один из анимационных кадров вашего персонажа. Для этого примера мы будем " +"использовать следующую анимацию:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:31 msgid "" @@ -74,6 +92,8 @@ msgid "" "Unzip the images and place them in your project folder. Set up your scene " "tree with the following nodes:" msgstr "" +"Распакуйте изображения и поместите их в папку вашего проекта. Настройте " +"дерево сцены со следующими узлами:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:39 #: ../../docs/tutorials/2d/2d_sprite_animation.rst:169 @@ -84,18 +104,27 @@ msgid "" "CollisionShape2D. See :ref:`Physics Introduction <doc_physics_introduction>` " "for more information." msgstr "" +"Корневым узлом также может быть :ref:`Area2D <class_Area2D>` или :ref:" +"`RigidBody2D <class_RigidBody2D>`. Анимация по - прежнему будет выполнена " +"таким же образом. Как только анимация будет завершена, вы можете назначить " +"фигуру CollisionShape2D. См. :ref:`Введение в физику " +"<doc_physics_introduction>` для получения дополнительной информации." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:46 msgid "" "Now select the ``AnimatedSprite`` and in its *SpriteFrames* property, select " "\"New SpriteFrames\"." msgstr "" +"Теперь выберите ``AnimatedSprite`` и в свойстве *Frames* выберите \"Новый " +"SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:51 msgid "" "Click on the new SpriteFrames resource and you'll see a new panel appear at " "the bottom of the editor window:" msgstr "" +"Нажмите на новый ресурс Sprite Frames, и вы увидите, что в нижней части окна " +"редактора появится новая панель:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:56 msgid "" @@ -103,6 +132,9 @@ msgid "" "the center part of the SpriteFrames panel. On the left side, change the name " "of the animation from \"default\" to \"run\"." msgstr "" +"Из панели \"Файловая система\" слева перетащите 8 отдельных изображений в " +"центральную часть панели \"Спрайт кадры\". С левой стороны измените название " +"анимации с \"default\" на \"run\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:62 msgid "" @@ -110,12 +142,18 @@ msgid "" "now see the animation playing in the viewport. However, it is a bit slow. To " "fix this, change the *Speed (FPS)* setting in the SpriteFrames panel to 10." msgstr "" +"Вернувшись в Инспектор, установите флажок для свойства *Playing*. Теперь вы " +"должны увидеть анимацию, воспроизводимую в окне просмотра. Однако она " +"немного медленная. Чтобы исправить это, измените параметр *Скорость (FPS)* " +"на панели \"Спрайт кадры\" на 10." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:66 msgid "" "You can add additional animations by clicking the \"New Animation\" button " "and adding additional images." msgstr "" +"Вы можете добавить дополнительные анимации, нажав кнопку \"Новая анимация\" " +"и добавив дополнительные изображения." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:70 #, fuzzy @@ -129,6 +167,10 @@ msgid "" "animation while the right arrow key is held, and stop it when the key is " "released." msgstr "" +"После завершения анимации вы можете управлять ею с помощью кода, используя " +"методы ``play()`` и ``stop()``. Вот краткий пример воспроизведения анимации " +"при удержании клавиши со стрелкой вправо и ее остановки при отпускании " +"клавиши." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:116 #, fuzzy @@ -136,60 +178,90 @@ msgid "Sprite sheet with AnimatedSprite" msgstr "Анимация Спрайтов" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" +"Вы также можете легко анимировать с спрайт-лист с помощью класса " +"``AnimatedSprite``. Мы будем использовать этот спрайт-лист из открытых " +"источников:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 msgid "" "Right-click the image and choose \"Save Image As\" to download it, and then " "copy the image into your project folder." msgstr "" +"Щелкните правой кнопкой мыши изображение и выберите \"Сохранить картинку как" +"\", чтобы загрузить его, а затем скопируйте изображение в папку вашего " +"проекта." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" +"Настройте дерево сцены так же, как вы делали это ранее при использовании " +"отдельных изображений. Выберите ``AnimatedSprite`` и в свойстве *Frames* " +"выберите \"Новый SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" +"Нажмите на новый ресурс Sprite Frames. На этот раз, когда появится нижняя " +"панель, выберите \"Добавить кадры из спрайт-листа\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." -msgstr "" +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." +msgstr "Вам будет предложено открыть файл. Выберите свой спрайт-лист." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" +"Откроется новое окно, в котором будет показан ваш спрайт-лист. Первое, что " +"вам нужно будет сделать, это изменить количество вертикальных и " +"горизонтальных изображений на листе спрайта. На этом спрайт-листе у нас есть " +"четыре изображения по горизонтали и два изображения по вертикали." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" +"Затем выберите кадры из спрайт-листа, которые вы хотите включить в свою " +"анимацию. Мы выберем четыре верхних, затем нажмем \"Добавить кадров: 4\", " +"чтобы создать анимацию." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" +"Теперь вы увидите свою анимацию в списке анимаций на нижней панели. Дважды " +"щелкните по \"default\", чтобы изменить название анимации на \"jump\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" +"Наконец, отметьте \"Playing\" у \"AnimatedSprite\" в инспекторе, чтобы " +"увидеть, как прыгает ваша лягушка!" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:151 #, fuzzy @@ -203,22 +275,30 @@ msgid "" "animating the change from texture to texture with :ref:`AnimationPlayer " "<class_AnimationPlayer>`." msgstr "" +"Другой способ, которым вы можете создавать анимацию используя спрайт-лист, - " +"это использовать стандартный узел :ref:`Sprite <class_Sprite>` для " +"отображения текстуры, а затем анимировать замену текстуры на текстуру с " +"помощью :ref:`AnimationPlayer <class_AnimationPlayer>`." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:157 msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "" +msgstr "Рассмотрим этот спрайт-лист, который содержит 6 кадров анимации:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:161 msgid "" "Right-click the image and choose \"Save Image As\" to download, then copy " "the image into your project folder." msgstr "" +"Щелкните правой кнопкой мыши изображение и выберите \"Сохранить изображение " +"как\" для загрузки, затем скопируйте изображение в папку вашего проекта." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:164 msgid "" "Our goal is to display these images one after another in a loop. Start by " "setting up your scene tree:" msgstr "" +"Наша цель состоит в том, чтобы отображать эти изображения одно за другим в " +"цикле. Начните с настройки дерева сцены:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:176 msgid "" @@ -228,6 +308,11 @@ msgid "" "*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " "vertical frames in your sprite sheet." msgstr "" +"Перетащите спрайт-лист в свойство *Texture* спрайта, и вы увидите весь лист " +"на экране. Чтобы разделить его на отдельные кадры, разверните раздел " +"*Animation* в Инспекторе и установите для *Hframes* значение ``6``. " +"*Hframes* и *Vframes* - это количество горизонтальных и вертикальных кадров " +"на спрайт-листе." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:184 msgid "" @@ -235,6 +320,9 @@ msgid "" "ranges from ``0`` to ``5`` and the image displayed by the Sprite changes " "accordingly. This is the property we'll be animating." msgstr "" +"Теперь попробуйте изменить значение свойства *Frame*. Вы увидите, что он " +"колеблется от ``0`` до ``5``, и изображение, отображаемое спрайтом, " +"соответственно меняется. Это свойство, которое мы будем анимировать." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:188 msgid "" @@ -242,11 +330,17 @@ msgid "" "by \"New\". Name the new animation \"walk\". Set the animation length to " "``0.6`` and click the \"Loop\" button so that our animation will repeat." msgstr "" +"Выберите ``AnimationPlayer`` и нажмите кнопку \"Анимация\", за которой " +"следует \"Новый\". Назовите новую анимацию \"walk\". Установите длину " +"анимации на ``0.6`` и нажмите кнопку \"Зацикливание анимации\", чтобы наша " +"анимация повторялась." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:194 msgid "" "Now select the ``Sprite`` node and click the key icon to add a new track." msgstr "" +"Теперь выберите узел ``Sprite`` и нажмите значок ключа, чтобы добавить новую " +"дорожку." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:198 msgid "" @@ -254,10 +348,15 @@ msgid "" "default), until you have all the frames from 0 to 5. You'll see the frames " "actually appearing in the animation track:" msgstr "" +"Продолжайте добавлять кадры в каждой точке временной шкалы (по " +"умолчанию``0.1`` секунды), пока не получите все кадры от 0 до 5. Вы увидите " +"кадры, которые на самом деле появляются в анимационной дорожке:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:204 msgid "Press \"Play\" on the animation to see how it looks." msgstr "" +"Нажмите \"Воспроизвести выбранную анимацию с текущей позиции\" , чтобы " +"увидеть, как она выглядит." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:209 #, fuzzy @@ -271,6 +370,10 @@ msgid "" "animation while the right arrow key is held, and stop it when the key is " "released." msgstr "" +"Как и в случае с AnimatedSprite, вы можете управлять анимацией с помощью " +"кода, используя методы ``play()`` и ``stop()``. Опять же, вот пример " +"воспроизведения анимации при удержании клавиши со стрелкой вправо и ее " +"остановки при отпускании клавиши." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:253 msgid "" @@ -284,17 +387,34 @@ msgid "" "this turns out to be a problem, after calling ``play()``, you can call " "``advance(0)`` to update the animation immediately." msgstr "" +"Если обновлять одновременно анимацию и отдельное свойство (например, " +"платформер может обновлять свойства ``h_flip``/``v_flip`` спрайта, когда " +"персонаж поворачивается при запуске анимации 'поворота'), важно иметь в " +"виду, что ``play ()`` не применяется мгновенно. Вместо этого он применяется " +"при следующей обработке узла :ref:`AnimationPlayer <class_AnimationPlayer>`. " +"Это может оказаться в следующем кадре, что приведет к 'сбою' кадра, в " +"котором уже было применено изменение свойств, но еще не применено изменение " +"анимации. Если это окажется проблемой, после вызова ``play ()`` вы можете " +"вызвать ``advance(0)``, чтобы немедленно обновить анимацию." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:264 msgid "Summary" msgstr "Подведение итогов" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" +"Эти примеры иллюстрируют два класса, которые вы можете использовать в Godot " +"для 2D-анимации. ``AnimationPlayer`` немного сложнее, чем " +"``AnimatedSprite``, но он обеспечивает дополнительную функциональность, " +"поскольку вы также можете анимировать другие свойства, такие как положение " +"или масштаб. Класс ``AnimationPlayer`` также может использоваться с " +"``AnimatedSprite``. Поэкспериментируйте, чтобы увидеть, что лучше всего " +"подходит для ваших нужд." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po index 602faf56db..6fba90310f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:4 msgid "Viewport and canvas transforms" -msgstr "Преобразование Viewport и холста" +msgstr "Преобразование области просмотра и холста" #: ../../docs/tutorials/2d/2d_transforms.rst:7 msgid "Introduction" @@ -37,7 +37,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:14 msgid "Canvas transform" -msgstr "Преобразование холста" +msgstr "Преобразования холста" #: ../../docs/tutorials/2d/2d_transforms.rst:16 msgid "" @@ -183,7 +183,7 @@ msgid "" "coordinates, just multiply in the following order:" msgstr "" "Наконец, чтобы преобразовать локальные координаты CanvasItem в экранные " -"координаты, мы умножаем в следующем порядке:" +"координаты, просто умножьте в следующем порядке:" #: ../../docs/tutorials/2d/2d_transforms.rst:84 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po index 460a0cba0e..2204f72d9d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -87,7 +87,7 @@ msgid "" "**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " "stage." msgstr "" -"**Плавающие (parallax) фоны**: такие фоновые изображения двигаются медленнее " +"**Параллакс-фоны**: Фоновые изображения которые двигаются медленнее " "остальной сцены." #: ../../docs/tutorials/2d/canvas_layers.rst:33 @@ -151,7 +151,7 @@ msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:54 msgid "Here's a diagram of how it looks:" -msgstr "Это можно изобразить в виде следующей схемы:" +msgstr "Вот схема того, как это выглядит:" #: ../../docs/tutorials/2d/canvas_layers.rst:58 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 5fbe056b42..a1b09e67ef 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:4 msgid "Custom drawing in 2D" -msgstr "" +msgstr "Пользовательская отрисовка в 2D" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:7 msgid "Why?" @@ -35,16 +35,25 @@ msgid "" "<class_Node2D>` based) draw custom commands. It is *really* easy to do it, " "too." msgstr "" +"В Godot есть узлы для рисования спрайтов, многоугольников, частиц и прочего. " +"В большинстве случаев этого достаточно; но не всегда. Прежде чем плакать от " +"страха, тоски и ярости из-за того, что узла для рисования этого конкретного " +"*чего-то* не существует... было бы хорошо знать, что можно легко заставить " +"любой 2D-узел (на основе :ref:`Control < class_Control> `или :ref:` Node2D " +"<class_Node2D> `) рисовать пользовательские команды. Также это " +"*действительно* легко сделать." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:17 msgid "But..." -msgstr "" +msgstr "Но..." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:19 msgid "" "Custom drawing manually in a node is *really* useful. Here are some examples " "why:" msgstr "" +"Пользовательское рисование вручную в узле *действительно* полезно. Вот " +"несколько примеров, почему:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:22 msgid "" @@ -52,28 +61,40 @@ msgid "" "that draws a circle, an image with trails, a special kind of animated " "polygon, etc)." msgstr "" +"Рисование фигур или логики, которые не обрабатываются узлами (пример: " +"создание узла, который рисует круг, изображение со следами, особый вид " +"анимированного многоугольника и т. д.)." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:25 msgid "" "Visualizations that are not that compatible with nodes: (example: a tetris " "board). The tetris example uses a custom draw function to draw the blocks." msgstr "" +"Визуализации, несовместимые с узлами: (пример: доска тетриса). В примере с " +"тетрисом для рисования блоков используется пользовательская функция " +"рисования." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:28 msgid "" "Drawing a large number of simple objects. Custom drawing avoids the overhead " "of using nodes which makes it less memory intensive and potentially faster." msgstr "" +"Рисование большого количества простых предметов. Пользовательское рисование " +"позволяет избежать накладных расходов на использование узлов, что делает его " +"менее затратным по памяти и потенциально более быстрым." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:31 msgid "" "Making a custom UI control. There are plenty of controls available, but it's " "easy to run into the need to make a new, custom one." msgstr "" +"Создание настраиваемого элемента управления пользовательского интерфейса. " +"Доступно множество элементов управления, но легко столкнуться с " +"необходимостью создать новый, настраиваемый." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:35 msgid "OK, how?" -msgstr "" +msgstr "Хорошо, как?" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:37 msgid "" @@ -81,22 +102,29 @@ msgid "" "ref:`Control <class_Control>` or :ref:`Node2D <class_Node2D>`. Then override " "the ``_draw()`` function." msgstr "" +"Добавьте сценарий к любому производному узлу :ref:`CanvasItem " +"<class_CanvasItem>`, например :ref:`Control <class_Control>` или :ref:" +"`Node2D <class_Node2D>`. Затем переопределите функцию ``_draw ()``." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:57 msgid "" "Draw commands are described in the :ref:`CanvasItem <class_CanvasItem>` " "class reference. There are plenty of them." msgstr "" +"Команды рисования описаны в справочнике по классу :ref:`CanvasItem " +"<class_CanvasItem>`. Их много." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:61 msgid "Updating" -msgstr "" +msgstr "Обновление" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:63 msgid "" "The ``_draw()`` function is only called once, and then the draw commands are " "cached and remembered, so further calls are unnecessary." msgstr "" +"Функция ``_draw ()`` вызывается только один раз, а затем команды рисования " +"кэшируются и запоминаются, поэтому дальнейшие вызовы не нужны." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:66 msgid "" @@ -104,22 +132,30 @@ msgid "" "call :ref:`CanvasItem.update() <class_CanvasItem_method_update>` in that " "same node and a new ``_draw()`` call will happen." msgstr "" +"Если требуется повторная отрисовка из-за того, что состояние или что-то еще " +"изменилось, просто вызовите :ref:`CanvasItem.update () " +"<class_CanvasItem_method_update>` в том же узле, и произойдет новый вызов " +"``_draw ()``." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70 msgid "" "Here is a little more complex example, a texture variable that will be " "redrawn if modified:" msgstr "" +"Вот немного более сложный пример, переменная текстуры, которая будет " +"перерисована при изменении:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:114 msgid "" "In some cases, it may be desired to draw every frame. For this, just call " "``update()`` from the ``_process()`` callback, like this:" msgstr "" +"В некоторых случаях может потребоваться отрисовка каждого кадра. Для этого " +"просто вызовите ``update ()`` из обратного вызова ``_process ()``, например:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:146 msgid "An example: drawing circular arcs" -msgstr "" +msgstr "Пример: рисование дуг окружности" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:148 msgid "" @@ -129,10 +165,15 @@ msgid "" "what about drawing a portion of a circle? You will have to code a function " "to perform this and draw it yourself." msgstr "" +"Теперь мы будем использовать пользовательские функции рисования Godot " +"Engine, чтобы рисовать то, для чего Godot не предоставляет функций. В " +"качестве примера Godot предоставляет функцию ``draw_circle ()``, которая " +"рисует весь круг. Однако как насчет рисования части круга? Вам нужно будет " +"написать функцию для этого и нарисовать ее самостоятельно." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:154 msgid "Arc function" -msgstr "" +msgstr "Функция дуги" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:156 msgid "" @@ -142,6 +183,11 @@ msgid "" "we have to provide to our drawing function. We'll also provide the color " "value, so we can draw the arc in different colors if we wish." msgstr "" +"Дуга определяется параметрами опорной окружности, то есть положением центра " +"и радиусом. Сама дуга затем определяется углом, с которого она начинается, и " +"углом, под которым она заканчивается. Это 4 аргумента, которые мы должны " +"предоставить нашей функции рисования. Мы также предоставим значение цвета, " +"чтобы при желании можно было нарисовать дугу разными цветами." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:161 msgid "" @@ -156,6 +202,16 @@ msgid "" "In our example, we will simply use a fixed number of points, no matter the " "radius." msgstr "" +"По сути, рисование фигуры на экране требует, чтобы она была разложена на " +"определенное количество точек, связанных между собой. Как вы понимаете, чем " +"из большего количества точек состоит ваша фигура, тем более гладкой она " +"будет выглядеть, но тем тяжелее она будет также с точки зрения затрат на " +"обработку. В общем, если ваша фигура огромна (или в 3D, близко к камере), " +"для ее рисования потребуется больше точек, но она не будет угловатой. " +"Напротив, если ваша фигура маленькая (или в 3D, вдали от камеры), вы можете " +"уменьшить количество точек, чтобы сократить затраты на обработку; это " +"известно как *Уровень Детализации (LOD)*. В нашем примере мы просто будем " +"использовать фиксированное количество точек независимо от радиуса." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:201 msgid "" @@ -164,6 +220,10 @@ msgid "" "initialize an empty ``PoolVector2Array``, which is simply an array of " "``Vector2``\\ s." msgstr "" +"Помните, на сколько точек нужно разложить нашу фигуру? Мы зафиксировали это " +"число в переменной ``nb_points`` на значение ``32``. Затем мы инициализируем " +"пустой ``PoolVector2Array``, который представляет собой просто массив " +"``Vector2 ``\\s." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:205 msgid "" @@ -173,6 +233,11 @@ msgid "" "include the last point. We first determine the angle of each point, between " "the starting and ending angles." msgstr "" +"Следующий шаг состоит в вычислении фактического положения этих 32 точек, " +"составляющих дугу. Это делается в первом цикле for: мы перебираем количество " +"точек, для которых мы хотим вычислить позиции, плюс одна, чтобы включить " +"последнюю точку. Сначала мы определяем угол каждой точки между начальным и " +"конечным углами." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:210 msgid "" @@ -183,6 +248,12 @@ msgid "" "start counting at 12 o'clock. So we decrease each angle by 90° in order to " "start counting from 12 o'clock." msgstr "" +"Причина, по которой каждый угол уменьшается на 90°, заключается в том, что " +"мы будем вычислять 2D-положения для каждого угла, используя тригонометрию " +"(вы знаете, косинус и синус...). Однако для простоты ``cos ()`` и ``sin ()`` " +"используют радианы, а не градусы. Угол 0° (0 радиан) начинается с 3 часов, " +"хотя мы хотим начать отсчет с 12 часов. Таким образом, мы уменьшаем каждый " +"угол на 90 °, чтобы начать отсчет с 12 часов." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:216 msgid "" @@ -195,6 +266,15 @@ msgid "" "which is performed by adding it to our ``Vector2`` value. Finally, we insert " "the point in the ``PoolVector2Array`` which was previously defined." msgstr "" +"Фактическое положение точки, расположенной на окружности под углом ``angle`` " +"(в радианах), определяется как ``Vector2(cos (angle), sin (angle))``. Так " +"как ``cos ()`` и ``sin ()`` возвращают значения от -1 до 1, позиция " +"находится на окружности с радиусом 1. Чтобы это положение было на нашей " +"опорной окружности, которая имеет радиус ``radius``, нам просто нужно " +"умножить позицию на ``radius``. Наконец, нам нужно расположить наш опорный " +"круг в ``центральном`` положении, что выполняется путем добавления его к " +"нашему значению ``Vector2``. Наконец, мы вставляем точку в массив " +"``PoolVector2Array``, который был определен ранее." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:224 msgid "" @@ -207,6 +287,15 @@ msgid "" "line between a pair of points will never be long enough to see them. If that " "were to happen, we would simply need to increase the number of points." msgstr "" +"Теперь нам нужно на самом нарисовать наши точки. Как вы можете себе " +"представить, мы не просто нарисуем наши 32 точки: нам нужно нарисовать все, " +"что находится между каждой из них. Мы могли бы сами вычислить каждую точку, " +"используя предыдущий метод, и нарисовать ее одну за другой. Но это слишком " +"сложно и неэффективно (за исключением случаев, когда это явно необходимо), " +"поэтому мы просто проводим линии между каждой парой точек. Если радиус " +"нашего круга поддержки не велик, длина каждой линии между парой точек " +"никогда не будет достаточной, чтобы их увидеть. Если бы это произошло, нам " +"просто нужно было бы увеличить количество точек." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:234 #, fuzzy @@ -218,6 +307,8 @@ msgid "" "We now have a function that draws stuff on the screen; it is time to call it " "inside the ``_draw()`` function:" msgstr "" +"Теперь у нас есть функция, которая рисует что-то на экране; пришло время " +"вызвать ее внутри функции ``_draw ()``:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:263 msgid "Result:" @@ -225,7 +316,7 @@ msgstr "Результат:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:268 msgid "Arc polygon function" -msgstr "" +msgstr "Функция сегмента" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:270 msgid "" @@ -234,10 +325,14 @@ msgid "" "is exactly the same as before, except that we draw a polygon instead of " "lines:" msgstr "" +"Мы можем сделать шаг вперед и не только написать функцию, которая рисует " +"простую часть диска, определенную дугой, но и ее форму. Метод точно такой " +"же, как и раньше, за исключением того, что мы рисуем многоугольник вместо " +"линий:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:310 msgid "Dynamic custom drawing" -msgstr "" +msgstr "Динамическое пользовательское рисование" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:312 msgid "" @@ -247,6 +342,12 @@ msgid "" "our example, we will simply increment them by 50. This increment value has " "to remain constant or else the rotation speed will change accordingly." msgstr "" +"Хорошо, теперь мы можем рисовать на экране пользовательские объекты. Однако " +"они статичны; давайте заставим эту фигуру вращаться вокруг центра. Решение " +"состоит в том, чтобы просто изменять значения angle_from и angle_to с " +"течением времени. Для нашего примера мы просто увеличим их на 50. Это " +"значение приращения должно оставаться постоянным, иначе скорость вращения " +"соответственно изменится." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:318 msgid "" @@ -254,10 +355,13 @@ msgid "" "top of our script. Also note that you can store them in other nodes and " "access them using ``get_node()``." msgstr "" +"Во-первых, мы должны сделать переменные angle_from и angle_to глобальными в " +"верхней части нашего скрипта. Также обратите внимание, что вы можете хранить " +"их в других узлах и получать к ним доступ с помощью ``get_node()``." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:340 msgid "We make these values change in the _process(delta) function." -msgstr "" +msgstr "Мы изменяем эти значения в функции _process(delta)." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:342 msgid "" @@ -269,6 +373,14 @@ msgid "" "can manage (``2^31 - 1``). When this happens, Godot may crash or produce " "unexpected behavior." msgstr "" +"Здесь мы также увеличиваем наши значения angle_from и angle_to. Однако мы не " +"должны забывать применять ``wrap()`` в диапазоне от 0 до 360° для " +"результирующих значений! То есть, если угол равен 361°, то на самом деле он " +"равен 1°. Если вы не обернете эти значения, скрипт будет работать правильно, " +"но значения угла будут со временем увеличиваться и увеличиваться, пока не " +"достигнут максимального целочисленного значения, которым может управлять " +"Godot (``2^31 - 1``). Когда это произойдет, Godot может выйти из строя или " +"привести к неожиданному поведению." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:349 msgid "" @@ -276,17 +388,23 @@ msgid "" "automatically calls ``_draw()``. This way, you can control when you want to " "refresh the frame." msgstr "" +"Наконец, мы не должны забывать вызывать функцию ``update()``, которая " +"автоматически вызывает ``_draw()``. Таким образом, вы можете контролировать, " +"когда вы хотите обновить кадр." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:389 msgid "" "Also, don't forget to modify the ``_draw()`` function to make use of these " "variables:" msgstr "" +"Кроме того, не забудьте изменить функцию ``_draw()``, чтобы использовать эти " +"переменные:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:413 msgid "" "Let's run! It works, but the arc is rotating insanely fast! What's wrong?" msgstr "" +"Давайте запустим! Это работает, но дуга вращается безумно быстро! Что не так?" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:416 msgid "" @@ -298,6 +416,14 @@ msgid "" "hardware), so using ``delta`` to control your drawing ensures that your " "program runs at the same speed on everybody's hardware." msgstr "" +"Причина в том, что ваш графический процессор на самом деле отображает кадры " +"так быстро, как только может. Нам нужно \"нормализовать\" рисунок под эту " +"скорость; для этого мы должны использовать параметр ``delta`` функции " +"``_process ()``. ``delta`` содержит время, прошедшее между двумя последними " +"отрисованными кадрами. Как правило, он невелик (около 0,0003 секунды, но это " +"зависит от вашего оборудования), поэтому использование ``delta`` для " +"управления вашим рисунком гарантирует, что ваша программа будет работать с " +"одинаковой скоростью на любом оборудовании." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:424 msgid "" @@ -306,6 +432,10 @@ msgid "" "increased by a much smaller value, which directly depends on the rendering " "speed." msgstr "" +"В нашем случае нам просто нужно умножить нашу переменную ``rotation_angle`` " +"на ``delta`` в функции ``_process()``. Таким образом, наши 2 угла будут " +"увеличены на гораздо меньшее значение, которое напрямую зависит от скорости " +"рендеринга." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:458 msgid "Let's run again! This time, the rotation displays fine!" @@ -320,9 +450,14 @@ msgid "" "Drawing your own nodes might also be desired while running them in the " "editor to use as a preview or visualization of some feature or behavior." msgstr "" +"Рисование ваших собственных узлов также может быть желательно во время их " +"запуска в редакторе, чтобы использовать их в качестве предварительного " +"просмотра или визуализации какой-либо функции или поведения." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:467 msgid "" "Remember to use the \"tool\" keyword at the top of the script (check the :" "ref:`doc_gdscript` reference if you forgot what this does)." msgstr "" +"Не забудьте использовать ключевое слово \"tool\" в верхней части сценария " +"(посмотрите :ref:`doc_gdscript`, если вы забыли, что оно делает)." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po index 711fa18baf..ece905d668 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 3961a67ec5..e484f4d400 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -205,7 +205,7 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:104 msgid "Explosiveness" -msgstr "Взрывчатость" +msgstr "Взрывоопасность" #: ../../docs/tutorials/2d/particle_systems_2d.rst:106 msgid "" @@ -213,9 +213,9 @@ msgid "" "emitted every 0.1 seconds. The explosiveness parameter changes this, and " "forces particles to be emitted all together. Ranges are:" msgstr "" -"Если время жизни равно ``1`` и количество частиц 10, это означает, что " -"частица будет испускаться каждые 0,1 секунды. Параметр ``explosiveness`` " -"изменяет это и заставляет частицы испускаться все разом. Диапазоны:" +"Если продолжительность жизни равна ``1`` и имеется 10 частиц, это означает, " +"что частица будет испускаться каждую 0,1 секунды. Параметр \"explosiveness\" " +"меняет это и заставляет частицы испускаться все вместе. Диапазоны:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:110 msgid "0: Emit particles at regular intervals (default value)." @@ -410,15 +410,15 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:207 msgid "Flatness" -msgstr "** Flatness **" +msgstr "Flatness" #: ../../docs/tutorials/2d/particle_systems_2d.rst:209 msgid "This property is only useful for 3D particles." -msgstr "Это свойство применяется только для 3D-частиц." +msgstr "Это свойство полезно только для 3D-частиц." #: ../../docs/tutorials/2d/particle_systems_2d.rst:212 msgid "Gravity" -msgstr "** Gravity **" +msgstr "Gravity" #: ../../docs/tutorials/2d/particle_systems_2d.rst:214 msgid "The gravity applied to every particle." @@ -426,7 +426,7 @@ msgstr "Гравитация применяется к каждой частиц #: ../../docs/tutorials/2d/particle_systems_2d.rst:219 msgid "Initial Velocity" -msgstr "** Initial Velocity **" +msgstr "Initial Velocity" #: ../../docs/tutorials/2d/particle_systems_2d.rst:221 msgid "" @@ -435,17 +435,17 @@ msgid "" "described further below)." msgstr "" "Начальная скорость - это скорость, с которой будут испускаться частицы (в " -"пикселях / сек). Позднее скорость может быть изменена под действием " -"гравитации или сил (как описано ниже)." +"пикселях/сек). Позднее скорость может быть изменена под действием силы " +"тяжести или других ускорений (как описано ниже)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:228 msgid "Angular Velocity" -msgstr "** Angular Velocity **" +msgstr "Angular Velocity" #: ../../docs/tutorials/2d/particle_systems_2d.rst:230 msgid "Angular velocity is the initial angular velocity applied to particles." msgstr "" -"Угловая скорость — это начальная угловая скорость, применяемая к частицам." +"Угловая скорость - это начальная угловая скорость, применяемая к частицам." #: ../../docs/tutorials/2d/particle_systems_2d.rst:233 msgid "Spin Velocity" @@ -461,12 +461,11 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:241 msgid "Orbit Velocity" -msgstr "** Orbit Velocity **" +msgstr "Orbit Velocity" #: ../../docs/tutorials/2d/particle_systems_2d.rst:243 msgid "Orbit velocity is used to make particles turn around their center." -msgstr "" -"``Orbit Velocity`` используется для вращения частиц вокруг своего центра." +msgstr "Orbit Velocity используется для вращения частиц вокруг своего центра." #: ../../docs/tutorials/2d/particle_systems_2d.rst:248 msgid "Linear Acceleration" @@ -486,7 +485,7 @@ msgid "" "center. If negative, they are absorbed towards it." msgstr "" "Если это ускорение положительное, частицы ускоряются от центра. Если " -"отрицательное, то стремятся к нему." +"отрицательное, они поглощаются им." #: ../../docs/tutorials/2d/particle_systems_2d.rst:261 msgid "Tangential Acceleration" @@ -497,8 +496,8 @@ msgid "" "This acceleration will use the tangent vector to the center. Combining with " "radial acceleration can do nice effects." msgstr "" -"Это ускорение будет использовать касательный вектор к центру. Комбинирование " -"с радиальным ускорением может создать красивые эффекты." +"Это ускорение будет использовать касательный вектор к центру. Комбинация с " +"радиальным ускорением может дать хорошие эффекты." #: ../../docs/tutorials/2d/particle_systems_2d.rst:269 msgid "Damping" @@ -510,9 +509,9 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" -"Демпфирование придаёт трение частицам, заставляя их останавливаться. Это " -"особенно полезно для искр или взрывов, частицы в которых рождаются с высокой " -"линейной скоростью, а затем замедляются по мере своего угасания." +"Демпфирование приводит к трению частиц, заставляя их останавливаться. Это " +"особенно полезно для искр или взрывов, которые обычно начинаются с высокой " +"линейной скорости и затем прекращаются по мере исчезновения." #: ../../docs/tutorials/2d/particle_systems_2d.rst:278 msgid "Angle" @@ -524,7 +523,7 @@ msgid "" "mostly useful randomized." msgstr "" "Определяет начальный угол частицы (в градусах). Этот параметр в основном " -"применяется случайно." +"полезен в случайном порядке." #: ../../docs/tutorials/2d/particle_systems_2d.rst:286 msgid "Scale" @@ -576,12 +575,12 @@ msgid "" "Ensure that a ParticlesMaterial is set, and the Particles2D node is " "selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" -"Убедитесь, что установлен ``ParticlesMaterial`` и выбран узел " -"``Particles2D``. На Панели инструментов должно появиться меню «Частицы»:" +"Убедитесь, что задан ParticlesMaterial и выбран узел Particles2D. На панели " +"инструментов должно появиться меню «Частицы»:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:316 msgid "Open it and select \"Load Emission Mask\":" -msgstr "Откройте его и выберите ``Load Emission Mask``:" +msgstr "Откройте его и выберите \"Загрузить маску излучения\":" #: ../../docs/tutorials/2d/particle_systems_2d.rst:320 msgid "Then select which texture you want to use as your mask:" @@ -605,13 +604,13 @@ msgid "" "Solid Pixels: Particles will spawn from any area of the texture, excluding " "transparent areas." msgstr "" -"Твердые пиксели: частицы будут появляться из любой области текстуры, за " +"Залитые пиксели: Частицы будут появляться из любой области текстуры, за " "исключением прозрачных областей." #: ../../docs/tutorials/2d/particle_systems_2d.rst:336 msgid "" "Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "Пограничные пиксели: Частицы появляются из внешних краев текстуры." +msgstr "Граничные пиксели: Частицы будут появляться на внешних краях текстуры." #: ../../docs/tutorials/2d/particle_systems_2d.rst:340 msgid "" @@ -634,24 +633,24 @@ msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." msgstr "" -"``Capture from Pixel `` заставит частицы наследовать цвет маски в своих " -"точках рождения." +"``Из пикселя`` заставит частицы унаследовать цвет маски в своих точках " +"появления." #: ../../docs/tutorials/2d/particle_systems_2d.rst:352 msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticlesMaterial, under the ``Emission Shape`` section:" msgstr "" -"После того, как вы нажмете «ОК», маска будет сгенерирована и установлена на " -"``ParticlesMaterial`` в разделе ``Emission Shape``:" +"После того, как вы нажмете \"ОК\", маска будет сгенерирована и установлена " +"на ParticlesMaterial в разделе ``Emission Shape``:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:356 msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" -"Все значения в этом разделе были автоматически сгенерированы ``Load Emission " -"Mask``, поэтому их обычно не изменяют." +"Все значения в этом разделе были автоматически сгенерированы меню «Загрузить " +"маску излучения», поэтому их, как правило, следует оставить в покое." #: ../../docs/tutorials/2d/particle_systems_2d.rst:359 msgid "" @@ -659,5 +658,5 @@ msgid "" "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" "Изображение не следует добавлять напрямую в ``Point Texture`` или ``Color " -"Texture``. Вместо этого всегда следует использовать меню ``Load Emission " -"Mask``." +"Texture``. Вместо этого всегда следует использовать меню «Загрузить маску " +"излучения»." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po index fb30618b5a..ba96d3683d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -94,8 +94,8 @@ msgid "" msgstr "" "Добавьте в сцену новый узел :ref:`TileMap <class_TileMap>`. По умолчанию " "TileMap использует квадратную сетку плиток. Вы также можете использовать " -"перспективный «Изометрический» режим или определить свою собственную форму " -"плитки." +"основанный на перспективе «Изометрический» режим или определить свою " +"собственную форму плитки." #: ../../docs/tutorials/2d/using_tilemaps.rst:45 msgid "" @@ -165,8 +165,8 @@ msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:68 msgid "All of these options can be left at their defaults for this demo." msgstr "" -"Для всех этих параметров в этой демонстрации можно оставить значения по " -"умолчанию." +"Все эти настройки могут быть оставлены в их значениях по-умолчанию для этой " +"демонстрации." #: ../../docs/tutorials/2d/using_tilemaps.rst:71 msgid "Creating a TileSet" @@ -192,7 +192,7 @@ msgid "" "TileSet\"." msgstr "" "Чтобы добавить новый TileSet, нажмите на свойство \"Tile Set\" и выберите " -"\"New TileSet\"." +"\"Новый TileSet\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:84 msgid "" @@ -208,9 +208,9 @@ msgid "" "the \"Add Texture(s) to TileSet\" button and select the ``tilesheet.png`` " "image." msgstr "" -"Во-первых, вам нужно добавить текстуры, которые вы будете использовать для " -"плиток. Нажмите кнопку «Add Texture(s) to TileSet» и выберите изображение " -"``tilesheet.png``." +"Во-первых, вам нужно добавить текстурy(-ы), которую(-ые) вы будете " +"использовать для плиток. Нажмите кнопку «Добавить текстуру(-ы) в Набор " +"плиток» и выберите изображение ``tilesheet.png``." #: ../../docs/tutorials/2d/using_tilemaps.rst:92 msgid "" @@ -370,10 +370,10 @@ msgid "" "add collisions, occlusion, navigation shapes, tile priorties, and select an " "icon tile in the same manner as for atlas tiles." msgstr "" -"Щёлкните «New Autotile» и выделите плитки, которые вы хотите использовать. " -"Вы можете добавлять столкновения, перекрытие, формы навигации, приоритеты " -"плитки и выбирать плитку для иконки так же, как и при работе с атласом " -"плиток." +"Нажмите «Новый автотайл» и перетащите, чтобы выбрать тайлы, которые вы " +"хотите использовать. Вы можете добавлять столкновения, перекрытие, формы " +"навигации, приоритеты тайла и выбирать тайл значка таким же образом, как и " +"для тайлов атласа." #: ../../docs/tutorials/2d/using_tilemaps.rst:175 msgid "" @@ -603,12 +603,11 @@ msgstr "Желтый: верх стены" #: ../../docs/tutorials/2d/using_tilemaps.rst:281 msgid "Grey: hidden due to overlap" -msgstr "" +msgstr "Серый: скрыт из-за перекрытия" #: ../../docs/tutorials/2d/using_tilemaps.rst:282 -#, fuzzy msgid "Transparent: air" -msgstr "Сортировка прозрачности" +msgstr "Прозрачный: воздух" #: ../../docs/tutorials/2d/using_tilemaps.rst:286 msgid "**Template - Top-down wall in 3/4 perspective:**" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index dc969badb3..5dc298a49e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 9ee22ec2bd..19df822c99 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,54 +27,66 @@ msgstr "Введение" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 #, fuzzy msgid "Visual comparison" msgstr "Сравнения" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Настройка" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -82,36 +94,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -119,289 +193,377 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 #, fuzzy msgid "Setting up the scene" msgstr "Создание сценариев сцены" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 #, fuzzy msgid "Setting up meshes" msgstr "Настройка вашего проекта" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 #, fuzzy msgid "Setting up lights" msgstr "Настройка вашего проекта" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 #, fuzzy msgid "The modes are:" msgstr "Приведём главные причины:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "Переменная" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 #, fuzzy msgid "Configuring bake" msgstr "Настройка проекта" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Атлас плиток" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Захват" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Данные" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po index cc753cc97b..7e2559b191 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index af3cc904cf..f07ef396b5 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -198,7 +198,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:113 msgid "Fog" -msgstr "" +msgstr "Туман" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:115 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index cfb6cb5227..cd6e26fd39 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 0e6371090e..bc982b5457 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 9ac8fa6b60..4cbb073947 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -223,7 +223,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:216 msgid "Let's go over what's happening:" -msgstr "" +msgstr "Давайте пройдемся по тому, что происходит:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:218 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index beacea449f..e0d325ff42 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -76,21 +76,18 @@ msgid "A normal grenade" msgstr "обычную гранату" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:23 -#, fuzzy msgid "A sticky grenade" -msgstr "гранату-\"липучку\"" +msgstr "Липкую гранату" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:24 -#, fuzzy msgid "" "To add the ability to grab and throw :ref:`RigidBody <class_RigidBody>` nodes" msgstr "" "Добавим возможность брать и бросать узлы :ref:`RigidBody <class_RigidBody>`" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:25 -#, fuzzy msgid "To add joypad input for the player" -msgstr "Добавми для игрока ввод с джойпада" +msgstr "Добавим для игрока ввод с джойпада" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:26 msgid "To add ammo and reloading for all weapons that consume ammo." @@ -111,10 +108,9 @@ msgid "To add an automatic turret" msgstr "Добавим автоматическую турель" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:30 -#, fuzzy msgid "That can fire using bullet objects or a :ref:`Raycast <class_Raycast>`" msgstr "" -"Которая сможет стрелять, используя для пуль обьекты или :ref:`Raycast " +"Которая сможет стрелять, используя для пуль объекты или :ref:`Raycast " "<class_Raycast>`" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:31 @@ -130,38 +126,34 @@ msgid "To add a simple main menu:" msgstr "Как добавить простое главное меню:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:34 -#, fuzzy msgid "With an options menu for changing how the game runs" -msgstr "с настройками игры" +msgstr "С меню настроек для того, как игра работает" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:35 msgid "With a level select screen" msgstr "с экраном выбора уровня" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:36 -#, fuzzy msgid "To add a universal pause menu we can access anywhere" -msgstr "Добавим возможность ставить игру на паузу в любом месте" +msgstr "Добавим универсальное меню паузы, доступное из любого места" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:38 -#, fuzzy msgid "" "While this tutorial can be completed by beginners, it is highly advised to " "complete :ref:`doc_your_first_game`, if you are new to Godot and/or game " "development **before** going through this tutorial series." msgstr "" -"Несмотря на то, что этот урок может быть выполнен начинающими, мы советуем " -"для начала выполнить :ref:`doc_your_first_game`, если у вас не было опыта " -"работы с Godot или разработки игр." +"Несмотря на то, что этот урок может быть выполнен начинающими, мы крайне " +"рекомендуем для начала выполнить :ref:`doc_your_first_game`, если вы новичок " +"в Godot и/или разработке игр **перед** изучением этой серии уроков." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:43 -#, fuzzy msgid "" "Remember: Making 3D games is much harder than making 2D games. If you do not " "know how to make 2D games, you will likely struggle making 3D games." msgstr "" "Помните: делать 3D игры намного сложнее чем 2D игры. Если вы не знаете как " -"делать 2D игры, то при создании 3D игр, у вас возникнут струдности." +"делать 2D игры, вероятнее всего вам будет трудно делать игры в 3D." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:46 #, fuzzy @@ -175,44 +167,40 @@ msgstr "" "игр." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:49 -#, fuzzy msgid "" "You can find the start assets for this tutorial here: :download:" "`Godot_FPS_Starter.zip <files/Godot_FPS_Starter.zip>`" msgstr "" -"Ассеты для этого урока можно найти здесь: :download:`Godot_FPS_Starter.zip " +"Ресурсы для этого урока можно найти здесь: :download:`Godot_FPS_Starter.zip " "<files/Godot_FPS_Starter.zip>`" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:51 -#, fuzzy msgid "" "The provided starter assets contain an animated 3D model, a bunch of 3D " "models for making levels, and a few scenes already configured for this " "tutorial." msgstr "" -"Предоставленные материалы содержат анимированую 3D модель, кучу моделей для " -"создания уровней, и несколько уже настроеных сцен для урока." +"Предоставленные стартовые материалы содержат анимированную 3D модель, кучу " +"моделей для создания уровней, и несколько уже настроенных сцен для урока." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:54 -#, fuzzy msgid "" "All assets provided (unless otherwise noted) were originally created by " "TwistedTwigleg, with changes/additions by the Godot community. All original " "assets provided for this tutorial are released under the ``MIT`` license." msgstr "" -"Все предоставленные материалы () были созданы за авторством TwistedTwigleg, " -"с изменениями и добавлениями от сообщества Godot. Все оригинальные материалы " -"для этого урока выпущены под лицензией ``MIT``." +"Все предоставленные материалы (если иное не указано) были созданы " +"TwistedTwigleg, с изменениями/добавлениями от сообщества Godot. Все " +"оригинальные материалы для этого урока выпущены под лицензией ``MIT``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:57 -#, fuzzy msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -"Можете использовать эти ассеты как захотите! Все оригинальные материалы " -"принадлежат сообществу Godot, с остальными в списке ниже:" +"Можете использовать эти ресурсы как захотите! Все оригинальные материалы " +"принадлежат сообществу Godot, остальные принадлежат перечисленным ниже:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:59 #, fuzzy @@ -276,45 +264,42 @@ msgstr "" "Запустите Godot и откройте проект, включенный в предоставленных материалах." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:82 -#, fuzzy msgid "" "While these assets are not necessarily required to use the scripts provided " "in this tutorial, they will make the tutorial much easier to follow, as " "there are several pre-setup scenes we will be using throughout the tutorial " "series." msgstr "" -"Хотя данные ассеты и не обязательны для работы со скриптами описанных в этих " -"уроках, с ними следовать уроку будет намного легче, т.к среди них " +"Хотя данные ресурсы и не обязательны для работы со скриптами описанных в " +"этих уроках, с ними следовать уроку будет намного легче, т.к среди них " "присутствуют несколько заранее построенных сцен, которые мы будем " -"использовать в течене всего этого курса." +"использовать в течение всего этого курса." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:86 -#, fuzzy msgid "" "First, open the project settings and go to the \"Input Map\" tab. You'll " "find several actions have already been defined. We will be using these " "actions for our player. Feel free to change the keys bound to these actions " "if you want." msgstr "" -"Для начала, откройте параметры проекта и откройте вкладку \"Список действий" -"\". Заметьте, что определенные действия уже настроены. Мы будем использовать " -"эти действия для нашего игрока. Если желаете, можете заменить горячие " -"клавиши для этих действий на те, что вам удобнее." +"Для начала, откройте настройки проекта и откройте вкладку \"Список действий" +"\". Вы заметите, что некоторые действия уже определены. Мы будем " +"использовать эти действия для нашего игрока. Если желаете, можете заменить " +"горячие клавиши для этих действий." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:92 -#, fuzzy msgid "Let's take a second to see what we have in the starter assets." -msgstr "Посмотрим, что же у нас есть в наших ассетах." +msgstr "Давайте на секунду взглянем, что мы имеем в начальных ресурсах." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:94 -#, fuzzy msgid "" "Included in the starter assets are several scenes. For example, in ``res://" "`` we have 14 scenes, most of which we will be visiting as we go through " "this tutorial series." msgstr "" -"У нас есть несколько сцен. Например, в папке ресурсов ``res://``имеется 14 " -"сцен, большинство из которых мы просмотрим по ходу обучающего курса." +"В стартовый набор входит несколько сцен. Например, в папке ресурсов ``res://" +"``имеется 14 сцен, большинство из которых мы просмотрим по ходу обучающего " +"курса." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:97 msgid "For now let's open up ``Player.tscn``." @@ -338,11 +323,11 @@ msgid "Making the FPS movement logic" msgstr "Создаем логику передвижения FPS" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:106 -#, fuzzy msgid "" "Once you have ``Player.tscn`` open, let's take a quick look at how it is set " "up:" -msgstr "После того, как вы открыли ``Player.tscn``, посмотрите как он построен" +msgstr "" +"После того, как вы открыли ``Player.tscn``, посмотрите как он построен:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:110 #, fuzzy diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 01892be0b5..fac2fb170a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1380,14 +1380,13 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1029 -#, fuzzy msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -"Можете использовать эти ассеты как захотите! Все оригинальные материалы " -"принадлежат сообществу Godot, с остальными в списке ниже:" +"Можете использовать эти ресурсы как захотите! Все оригинальные материалы " +"принадлежат сообществу Godot, остальные принадлежат перечисленным ниже:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1031 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index f78e98f116..e085c217d3 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -200,10 +200,13 @@ msgid "" "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or not all our weapons have the same variables." msgstr "" +"Если бы мы не добавили переменные патронов для ножа, нам пришлось бы " +"добавить проверки для ножа. Добавив переменные патронов для ножа, нам не " +"нужно беспокоиться о том, есть ли у всех наших оружий одинаковые переменные." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:125 msgid "Add the following class variables to ``Weapon_Rifle.gd``:" -msgstr "" +msgstr "Добавьте следующие переменные класса в ``Weapon_Rifle.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:133 msgid "" @@ -212,50 +215,61 @@ msgid "" "is_colliding()`` check so the player loses ammo regardless of whether the " "player hit something or not." msgstr "" +"Затем добавьте следующее в ``fire_weapon``: ``ammo_in_weapon -= 1``. " +"Убедитесь, что ``ammo_in_weapon -= 1`` находится вне проверки ``if ray." +"is_colliding()``, чтобы игрок терял патроны независимо от того, ударил он по " +"чему-то или нет." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:136 msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" +"Теперь остался только нож. Добавьте следующее в файл ``Weapon_Knife.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:144 msgid "Because the knife does not consume ammo, that is all we need to add." -msgstr "" +msgstr "Поскольку нож не расходует патроны, это все, что нам нужно добавить." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:148 msgid "Now we need to change one thing in ``Player.gd``, that is to say," -msgstr "" +msgstr "Теперь нам нужно изменить одну вещь в ``Player.gd``, а именно," #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:150 msgid "" "how we're firing the weapons in ``process_input``. Change the code for " "firing weapons to the following:" msgstr "" +"как мы стреляем из оружия в ``process_input``. Измените код для стрельбы из " +"оружия следующим образом:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:165 msgid "" "Now the weapons have a limited amount of ammo, and will stop firing when the " "player runs out." msgstr "" +"Теперь оружие имеет ограниченное количество патронов и прекращает стрельбу, " +"когда они заканчиваются." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:169 msgid "" "Ideally, we'd like to let the player be able to see how much ammo is left. " "Let's make a new function called ``process_UI``." msgstr "" +"В идеале мы бы хотели, чтобы игрок мог видеть, сколько патронов осталось. " +"Давайте создадим новую функцию ``process_UI``." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:171 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." -msgstr "" +msgstr "Во-первых, добавьте ``process_UI(delta)`` к ``_physics_process``." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:173 msgid "Now add the following to ``Player.gd``:" -msgstr "" +msgstr "Теперь добавьте следующее в ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:185 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 msgid "Let's go over what's happening:" -msgstr "" +msgstr "Давайте пройдемся по тому, что происходит:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:187 msgid "" @@ -263,12 +277,18 @@ msgid "" "``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " "the player's health since ``UNARMED`` and ``KNIFE`` do not consume ammo." msgstr "" +"Во-первых, мы проверяем, является ли текущее оружие ``UNARMED`` или " +"``KNIFE``. Если да, то мы изменяем текст метки ``UI_status_label``, чтобы " +"она показывала только здоровье игрока, так как ``UNARMED`` и ``KNIFE`` не " +"расходуют патроны." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" +"Если игрок использует оружие, которое расходует патроны, мы сначала получаем " +"узел оружия." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 msgid "" @@ -282,29 +302,35 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:196 msgid "Now we can see how much ammo the player has through the HUD." -msgstr "" +msgstr "Теперь мы можем видеть, сколько патронов у игрока, через HUD." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:199 msgid "Adding reloading to the weapons" -msgstr "" +msgstr "Добавление перезарядки к оружию" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "Now that the player can run out of ammo, we need a way to let the player " "fill them back up. Let's add reloading next!" msgstr "" +"Теперь, когда у игрока могут закончиться патроны, нам нужен способ позволить " +"игроку пополнить их. Давайте добавим перезарядку!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "For reloading, we need to add a few more variables and a function to every " "weapon." msgstr "" +"Для перезарядки нам нужно добавить еще несколько переменных и функцию к " +"каждому оружию." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:214 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" +"``CAN_RELOAD``: Булево значение для отслеживания того, имеет ли это оружие " +"возможность перезарядки" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:215 msgid "" @@ -312,22 +338,29 @@ msgid "" "ammo. We will not be using ``CAN_REFILL`` in this part, but we will in the " "next part!" msgstr "" +"``CAN_REFILL``: Булево значение для отслеживания того, можем ли мы пополнить " +"запасные патроны этого оружия. Мы не будем использовать ``CAN_REFILL`` в " +"этой части, но будем использовать в следующей!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:216 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." -msgstr "" +msgstr "``RELOADING_ANIM_NAME``: Имя анимации перезарядки для этого оружия." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:218 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" +"Теперь нам нужно добавить функцию для обработки перезарядки. Добавьте " +"следующую функцию в ``Weapon_Pistol.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 msgid "" "First we define a variable to see whether or not this weapon can reload." msgstr "" +"Сначала мы определим переменную, чтобы узнать, может ли это оружие " +"перезаряжаться или нет." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 9c9ca9e22b..ceaff2a647 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po index bee2eafee4..459d2652af 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,6 +32,9 @@ msgid "" "`doc_baked_lightmaps` can be used as an alternative when using the GLES2 " "renderer." msgstr "" +"Эта функция доступна только при использовании бэкенда GLES3. :ref:" +"`doc_baked_lightmaps` можно использовать в качестве альтернативы при " +"использовании рендера GLES2." #: ../../docs/tutorials/3d/gi_probes.rst:13 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 5064bf8e87..e1b8a52d81 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po index fd5b1cf074..b1145993ac 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 92806fbdc4..4f073fecf6 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -81,7 +81,7 @@ msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:39 msgid "3D content" -msgstr "" +msgstr "3D контент" #: ../../docs/tutorials/3d/introduction_to_3d.rst:41 msgid "" @@ -99,7 +99,7 @@ msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:48 msgid "DCC-created models" -msgstr "" +msgstr "Модели, созданные DCC" #: ../../docs/tutorials/3d/introduction_to_3d.rst:53 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 82d2e1fda6..fbc9f5e35e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po index c956149fb0..301a2e96f8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -157,6 +157,11 @@ msgid "" "when using perfectly mirrored reflections. Normally, scenes have normal " "mapping and varying levels of roughness, which can hide this." msgstr "" +"Как вы можете видеть, такое смешивание никогда не бывает идеальным (в конце " +"концов, это отражения коробки, а не реальные отражения), но эти артефакты " +"видны только при использовании идеально зеркальных отражений. Обычно сцены " +"имеют нормальное отображение и различные уровни шероховатости, которые могут " +"скрыть это." #: ../../docs/tutorials/3d/reflection_probes.rst:93 msgid "" @@ -165,6 +170,10 @@ msgid "" "reflections appear more faithful, while probes are only used as a fallback " "when no screen-space information is found:" msgstr "" +"Альтернативно, зонды отражения хорошо сочетаются с отражениями экранного " +"пространства для решения этих проблем. Комбинируя их, локальные отражения " +"выглядят более достоверно, а зонды используются только в качестве запасного " +"варианта, когда информация об экранном пространстве не найдена:" #: ../../docs/tutorials/3d/reflection_probes.rst:99 msgid "" @@ -173,6 +182,10 @@ msgid "" "a probe can be marked as *exterior* (so it will get sky reflections) while " "on the inside, it can be interior." msgstr "" +"Наконец, смешивание внутренних и внешних зондов - это рекомендуемый подход " +"при создании уровней, сочетающих как внутренние, так и внешние помещения. " +"Возле двери зонд может быть помечен как *внешний* (так он будет получать " +"отражения неба), в то время как внутри он может быть внутренним." #: ../../docs/tutorials/3d/reflection_probes.rst:104 #, fuzzy @@ -185,6 +198,9 @@ msgid "" "fit into a Reflection Atlas. The size and amount of probes can be customized " "in Project Settings -> Quality -> Reflections" msgstr "" +"В текущей реализации рендерера все зонды имеют одинаковый размер и " +"помещаются в атлас отражений. Размер и количество зондов можно настроить в " +"Настройки проекта -> Качество -> Отражения" #: ../../docs/tutorials/3d/reflection_probes.rst:110 msgid "" @@ -192,3 +208,6 @@ msgid "" "in a scene. This value needs to be increased if you need more reflection " "probes." msgstr "" +"Значение по умолчанию Atlas Subdiv: 8 позволяет использовать в сцене до 16 " +"зондов отражения. Это значение необходимо увеличить, если вам нужно больше " +"зондов отражения." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po index 2156e83b96..eff66f8e08 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -76,7 +76,7 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:37 msgid "Transparent" -msgstr "" +msgstr "Прозрачность" #: ../../docs/tutorials/3d/spatial_material.rst:39 msgid "" @@ -316,7 +316,7 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:155 msgid "Is sRGB" -msgstr "" +msgstr "Является SRGB" #: ../../docs/tutorials/3d/spatial_material.rst:157 msgid "" @@ -326,7 +326,7 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:161 msgid "Parameters" -msgstr "" +msgstr "Параметры" #: ../../docs/tutorials/3d/spatial_material.rst:163 msgid "" @@ -449,6 +449,8 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:222 msgid "**Back:** The back of the object is culled when not visible (default)." msgstr "" +"**Назад:** Задняя часть объекта отбраковывается, когда не видна (по " +"умолчанию)." #: ../../docs/tutorials/3d/spatial_material.rst:223 msgid "**Front:** The front of the object is culled when not visible." @@ -583,7 +585,7 @@ msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:299 msgid "Material colors, maps and channels" -msgstr "" +msgstr "Цвета материалов, карт и каналов" #: ../../docs/tutorials/3d/spatial_material.rst:301 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po index b17e835b9e..83f744c809 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -88,7 +88,7 @@ msgstr "" #: ../../docs/tutorials/3d/using_gridmaps.rst:43 msgid "Collisions" -msgstr "" +msgstr "Столкновения" #: ../../docs/tutorials/3d/using_gridmaps.rst:45 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 8504d0fd5f..6a9253b202 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po index 43b1fa013c..ff6c4e03cf 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,8 +42,8 @@ msgid "" "At first this seems easy and for simple games, this way of thinking may even " "be enough. Unfortunately, it's often incorrect." msgstr "" -"Для простых игр такой способ мышления может показаться вполне подходящим. К " -"сожалению, на самом деле это не так." +"На первый взгляд это выглядит просто и для простых игр такой способ мышления " +"может даже оказаться достаточным. К сожалению, часто это не так." #: ../../docs/tutorials/3d/using_transforms.rst:14 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index fde60e4616..00b8238ab2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -183,7 +183,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -214,8 +214,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -306,6 +306,15 @@ msgid "" "``Byte`` will take less memory and be faster, but you may see some visual " "artifacts." msgstr "" +"Как для ``color_format``, так и для ``custom_data_format`` вы можете выбрать " +"между ``None``, ``Byte`` и ``Float``. ``None`` означает, что вы не будете " +"передавать эти данные (либо переменную ``COLOR`` для каждого экземпляра, " +"либо ``INSTANCE_CUSTOM``) шейдеру. ``Byte`` означает, что каждое число, " +"составляющее цвет, который вы передаете, будет храниться с 8 битами, в то " +"время как ``Float`` означает, что каждое число будет храниться в числе с " +"плавающей запятой (32 бита). ``Float`` медленнее, но точнее, ``Byte`` займет " +"меньше памяти и будет быстрее, но вы можете увидеть некоторые визуальные " +"артефакты." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:210 msgid "Now, set ``instance_count`` to the number of fish you want to have." @@ -343,9 +352,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index e5519b018c..59aab9b52d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -64,7 +64,7 @@ msgstr "Существуют следующие предостережения:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 1aacadac9e..345370860f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 2ce77fb50e..2fb2f24a7e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po index 2fc3103864..ff3217ddf9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po index 14ba4e7dd4..6cbef63d86 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po index 0a04a8f32c..b4e5e5eb72 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po index 2e698e801d..74f1b2f7c2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -227,7 +227,20 @@ msgstr "" msgid "Our scene setup" msgstr "Наши установки сцены" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 #, fuzzy msgid "" "The sprite holds an image texture. We animate that sprite to move between " @@ -240,17 +253,7 @@ msgstr "" "проекте по умолчанию) в качестве текстуры спрайта. В качестве отправной " "точки переместите спрайт в левую позицию на экране." -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" -"Добавление узлов с анимацией в качестве дочерних к узлу AnimationPlayer не " -"требуется, но это хороший способ отличить узлы с анимацией от узлов без " -"анимации в дереве сцены." - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " @@ -260,26 +263,26 @@ msgstr "" "анимации. В списке выберите «Новый» (|Add Animation|), чтобы добавить новую " "анимацию. И введите имя для анимации в диалоговом окне." -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Добавление новой анимации" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "Добавление трека" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" "Чтобы добавить новый трек для нашего спрайта, выберите спрайт и посмотрите " "на панель инструментов:" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "Удобные кнопки" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." @@ -287,7 +290,7 @@ msgstr "" "Эти переключатели позволяют добавлять ключевые кадры для местоположения, " "поворота и масштаба выбранного узла." -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." @@ -295,7 +298,7 @@ msgstr "" "Отмените выбор вращения(rot), сейчас нас интересует только анимация " "местоположения нашего спрайта и нажмите кнопку ключа." -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 #, fuzzy msgid "" "As we don't have a track already set up for the transform/location property, " @@ -304,7 +307,7 @@ msgstr "" "Поскольку у нас еще нет трека, настроенного для свойства transform/location, " "Godot спрашивает, должен ли он создать его для нас. Нажмите «Создать»." -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" @@ -312,15 +315,15 @@ msgstr "" "Наш новый трек создан и наш первый ключевой кадр находится в начале " "временной шкалы:" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "Дорожка спрайта" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "Второй ключевой кадр" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." @@ -328,7 +331,7 @@ msgstr "" "Теперь нам нужно указать позицию, куда должен направляться наш спрайт, и " "сколько времени потребуется, чтобы туда добраться." -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " @@ -338,11 +341,11 @@ msgstr "" "умолчанию анимация длится всего 1 секунду, поэтому измените ее на 2 в " "элементах управления временной шкалой(в нижней части панели анимации)." -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "Длительность анимации" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 #, fuzzy msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " @@ -351,34 +354,34 @@ msgstr "" "Нажмите на заголовок временной шкалы рядом с 2-секундной отметкой и " "переместите спрайт в другое место(например правее)." -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" "Опять же, нажмите кнопку ключа на панели инструментов. Это создает наш " "второй ключевой кадр." -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "Запуск анимации" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "Нажмите на кнопку «Воспроизвести с начала» (|Play from beginning|)." -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "Ура! Наша анимация работает:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "Анимация" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "Назад и вперед" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " @@ -389,11 +392,11 @@ msgstr "" "также является последним ключевым кадром, если ключевой кадр не указан в " "конце." -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "Цикл анимации" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 #, fuzzy msgid "" "If you set the animation length to 4 seconds now, the animation moves back " @@ -404,12 +407,12 @@ msgstr "" "вперед и назад. Вы можете изменить это поведение, если измените режим цикла " "дорожки. Это описано в следующей главе." -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "Настройки трека" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." @@ -417,7 +420,7 @@ msgstr "" "Каждый трек имеет панель настроек в конце, где вы можете установить режим " "обновления, интерполяцию трека и режим зацикливания." -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" @@ -425,21 +428,21 @@ msgstr "" "Режим обновления дорожки сообщает Godot, когда обновлять значения свойств. " "Это может быть:" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "Непрерывная(сontinuous): свойство обновляется в каждом кадре" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "Дискретная(discrete): свойство обновляется только на ключевых кадрах" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" "Триггер(trigger): свойство обновляется только на ключевых кадрах или " "триггерах" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" @@ -447,11 +450,11 @@ msgstr "" "Захват(capture): текущее значение свойства запоминается, и оно будет " "смешиваться с первым найденным ключом анимации" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "Режим трека" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." @@ -459,7 +462,7 @@ msgstr "" "Для нормальной анимации используется режим «Непрерывная». Другие режимы " "используются для сложных анимаций." -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" @@ -467,11 +470,11 @@ msgstr "" "Интерполяция говорит Godot, как рассчитать значения кадра между ключевыми " "кадрами. Поддерживаются следующие режимы интерполяции:" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "Ближайший(Nearest): установить значение ближайшего ключевого кадра" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" @@ -479,7 +482,7 @@ msgstr "" "Линейный(Linear): установить значение на основе вычисления линейной функции " "между двумя ключевыми кадрами" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" @@ -487,11 +490,11 @@ msgstr "" "Кубическая(Cubic): установить значение на основе вычисления кубической " "функции между двумя ключевыми кадрами" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "Переходы трека" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " @@ -501,7 +504,7 @@ msgstr "" "переход между ключевыми кадрами. Это обычно используется для анимации " "персонажа. Линейная интерполяция создает ощущение роботизированного движения." -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" @@ -509,11 +512,11 @@ msgstr "" "Godot поддерживает два режима обработки зацикливания, которые влияют на " "анимацию:" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "Режимы циклов" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " @@ -524,7 +527,7 @@ msgstr "" "первый ключевой кадр будет достигнут снова, анимация вернется к своим " "значениям." -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " @@ -534,12 +537,12 @@ msgstr "" "последнего ключевого кадра, чтобы снова достичь значений первого ключевого " "кадра." -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "Ключевые кадры для других свойств" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." @@ -547,7 +550,7 @@ msgstr "" "В Godot можно анимировать не только свойства трансформации. Любое свойство " "может иметь трек с ключевыми кадрами." -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 #, fuzzy msgid "" "If you select your sprite while the animation panel is visible, you get a " @@ -559,11 +562,11 @@ msgstr "" "кнопку, и Godot автоматически добавит трек и ключевой кадр к текущей " "анимации." -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "Редактирование ключевых кадров" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " @@ -573,11 +576,11 @@ msgstr "" "редактор ключевых кадров в инспекторе. Вы можете использовать это для " "редактирования значений выбранного ключевого кадра." -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " @@ -588,7 +591,7 @@ msgstr "" "как изменять значения свойства, когда анимация достигает этого ключевого " "кадра." -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." @@ -596,11 +599,11 @@ msgstr "" "Используйте такой способ для настройки своей анимации, когда движение " "выглядит \"не очень\"." -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "Дополнительно: Трек Вызова Метода" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -612,7 +615,7 @@ msgstr "" "знаете, что каждый узел в сцене является экземпляром класса и имеет " "множество методов которые можно вызывать." -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." @@ -620,7 +623,7 @@ msgstr "" "Например, тип узла :ref:`class_AudioStreamPlayer` имеет метод для " "воспроизведения аудиопотока." -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -634,7 +637,7 @@ msgstr "" "содержит имя и аргументы метода, который Godot должен вызывать при " "достижении этого ключевого кадра." -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " @@ -645,49 +648,49 @@ msgstr "" "воспроизведения аудио вы должны использовать “Трек Аудио Дорожки”, но для " "демонстрации мы собираемся сделать это следующим образом." -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po index ca758b98c4..e34add9e22 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 7cd365b5ce..c29e249d13 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index bcad5a5729..4174d0548e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -284,15 +284,24 @@ msgid "" msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" +"Примечательно, что вы можете извлекать ресурсы только для текущей версии " +"Godot, которую вы используете. Проекты, демо-версии и шаблоны можно " +"загрузить из окна Менеджера проектов AssetLib. Аддоны (инструменты, скрипты, " +"материалы и т.д.) можно загрузить из встроенного в проект AssetLib и " +"добавить в текущий проект. Кроме того, в отличие от использования веб-" +"интерфейса, результаты поиска обновляются в режиме реального времени (вам не " +"нужно нажимать кнопку поиск после каждого изменения поискового запроса, " +"чтобы изменения произошли)." #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 66a8f08c37..01efaf15bc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po index 9956dd21af..906483bac0 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,9 +70,9 @@ msgid "" "power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" "`10`\\ (P/P\\ :sub:`0`\\ ))." msgstr "" -"Шкала децибел (дБ) это относительная шкала. Она представляет собой отношение " -"мощностей звука с применением десятичного логарифма умноженного на 20 (20 * " -"log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." +"Шкала децибел (дБ) — это относительная шкала. Она представляет собой " +"отношение мощностей звука с применением десятичного логарифма умноженного на " +"20 (20 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." #: ../../docs/tutorials/audio/audio_buses.rst:28 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po index bc3ccf7a81..db66f80e9c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po index 0139327303..9b69a74ba7 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 72112a25dd..0b6a20d99a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 08f7bd43dd..874aa01015 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/index.po index 6496f6e895..4869846a97 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/making_trees.po index 3519233941..d4d4662540 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 0299b3e72a..722b9c6e0b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -61,7 +61,7 @@ msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 386d3c02ba..aa7c3952ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index f14925bb17..0f59f0a25e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index bb0ae2aac9..c67afa4cef 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index b8b7caa654..955bdb458c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/debugger_panel.po index 3a4c3a173e..df6a719e82 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po index d434692b16..98491f1d30 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 74207d5f9c..94c7ae3d62 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index ff95ef9f97..befca1335b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 326a971200..9086904edd 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 3f0cd464a1..1e5f268110 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_containers.po index 36a8f02ea7..5c373af15b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -152,7 +152,7 @@ msgstr "Контейнеры" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po index f6133a5f6e..459ba29e5e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po index caef960add..44b7cdea65 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/gui/index.rst:2 msgid "GUI" -msgstr "Интерфейс" +msgstr "GUI" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po index d4a22ea275..fbf53b63c2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po index 3d449175cb..29946d8a56 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 0b426f638f..2653fec473 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,20 +144,26 @@ msgid "" "removed during run-time; the current language can also be changed at run-" "time." msgstr "" +"В Godot есть сервер для низкоуровневого управления переводами, который " +"называется :ref:`TranslationServer <class_TranslationServer>`. Переводы " +"могут быть добавлены или удалены во время выполнения; текущий язык также " +"может быть изменен во время выполнения." #: ../../docs/tutorials/i18n/internationalizing_games.rst:110 msgid "Command line" -msgstr "" +msgstr "Командная строка" #: ../../docs/tutorials/i18n/internationalizing_games.rst:112 msgid "" "Language can be tested when running Godot from the command line. For " "example, to test a game in French, the following argument can be supplied:" msgstr "" +"Язык можно проверить при запуске Godot из командной строки. Например, чтобы " +"проверить игру на французском языке, можно указать следующий аргумент:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:121 msgid "Translating the project name" -msgstr "" +msgstr "Перевод названия проекта" #: ../../docs/tutorials/i18n/internationalizing_games.rst:123 msgid "" @@ -167,9 +173,16 @@ msgid "" "Settings** and append the locale identifier to it. For instance, for " "Spanish, this would be ``application/name_es``:" msgstr "" +"Имя проекта становится именем приложения при экспорте в различные " +"операционные системы и платформы. Чтобы указать имя проекта на нескольких " +"языках, создайте новый параметр ``application/name`` в **Project Settings** " +"и добавьте к нему идентификатор локали. Например, для испанского языка это " +"будет ``application/name_es``:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:131 msgid "" "If you are unsure about the language code to use, refer to the :ref:`list of " "locale codes <doc_locales>`." msgstr "" +"Если вы не уверены в том, какой код языка использовать, обратитесь к :ref:" +"`списку кодов локалей <doc_locales>`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po index b9f3d2a01b..b1356c45ed 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,6 +26,8 @@ msgid "" "This is the list of supported locales and variants in the engine. It's based " "on the Unix standard locale strings:" msgstr "" +"Это список поддерживаемых локалей и их вариантов в движке. Он основан на " +"стандартных строках локалей Unix:" #: ../../docs/tutorials/i18n/locales.rst:12 msgid "Locale" @@ -41,7 +43,7 @@ msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:14 msgid "Afar" -msgstr "" +msgstr "Афарский" #: ../../docs/tutorials/i18n/locales.rst:16 msgid "aa_DJ" @@ -53,7 +55,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:18 msgid "aa_ER" -msgstr "" +msgstr "aa_ER" #: ../../docs/tutorials/i18n/locales.rst:18 msgid "Afar (Eritrea)" @@ -69,7 +71,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:22 msgid "af" -msgstr "" +msgstr "af" #: ../../docs/tutorials/i18n/locales.rst:22 msgid "Afrikaans" @@ -77,7 +79,7 @@ msgstr "Африкаанс" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "af_ZA" -msgstr "" +msgstr "af_ZA" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "Afrikaans (South Africa)" @@ -101,7 +103,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:30 msgid "am_ET" -msgstr "" +msgstr "am_ET" #: ../../docs/tutorials/i18n/locales.rst:30 msgid "Amharic (Ethiopia)" @@ -117,7 +119,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:34 msgid "anp_IN" -msgstr "" +msgstr "anp_IN" #: ../../docs/tutorials/i18n/locales.rst:34 msgid "Angika (India)" @@ -125,7 +127,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:36 msgid "ar" -msgstr "" +msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:36 msgid "Arabic" @@ -133,7 +135,7 @@ msgstr "Арабский" #: ../../docs/tutorials/i18n/locales.rst:38 msgid "ar_AE" -msgstr "" +msgstr "ar_AE" #: ../../docs/tutorials/i18n/locales.rst:38 msgid "Arabic (United Arab Emirates)" @@ -244,9 +246,8 @@ msgid "Arabic (Sudan)" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:66 -#, fuzzy msgid "ar_SS" -msgstr "ar_SA" +msgstr "ar_SS" #: ../../docs/tutorials/i18n/locales.rst:66 msgid "Arabic (South Sudan)" @@ -562,7 +563,7 @@ msgstr "cs" #: ../../docs/tutorials/i18n/locales.rst:144 msgid "Czech" -msgstr "" +msgstr "Чешский" #: ../../docs/tutorials/i18n/locales.rst:146 msgid "cs_CZ" @@ -690,7 +691,7 @@ msgstr "el" #: ../../docs/tutorials/i18n/locales.rst:176 msgid "Greek" -msgstr "" +msgstr "Греческий" #: ../../docs/tutorials/i18n/locales.rst:178 msgid "el_CY" @@ -866,7 +867,7 @@ msgstr "eo" #: ../../docs/tutorials/i18n/locales.rst:220 msgid "Esperanto" -msgstr "" +msgstr "Эсперанто" #: ../../docs/tutorials/i18n/locales.rst:222 msgid "es" @@ -1066,7 +1067,7 @@ msgstr "eu" #: ../../docs/tutorials/i18n/locales.rst:270 msgid "Basque" -msgstr "" +msgstr "Баскский" #: ../../docs/tutorials/i18n/locales.rst:272 msgid "eu_ES" @@ -1082,7 +1083,7 @@ msgstr "fa" #: ../../docs/tutorials/i18n/locales.rst:274 msgid "Persian" -msgstr "" +msgstr "Персидский" #: ../../docs/tutorials/i18n/locales.rst:276 msgid "fa_IR" @@ -1299,7 +1300,7 @@ msgstr "he" #: ../../docs/tutorials/i18n/locales.rst:328 msgid "Hebrew" -msgstr "" +msgstr "Иврит" #: ../../docs/tutorials/i18n/locales.rst:330 msgid "he_IL" @@ -2094,7 +2095,7 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:526 msgid "Papiamento" -msgstr "" +msgstr "Папьяменто" #: ../../docs/tutorials/i18n/locales.rst:528 msgid "pap_AN" @@ -2150,7 +2151,7 @@ msgstr "pr" #: ../../docs/tutorials/i18n/locales.rst:540 msgid "Pirate" -msgstr "" +msgstr "Пиратский" #: ../../docs/tutorials/i18n/locales.rst:542 msgid "ps_AF" @@ -2383,7 +2384,7 @@ msgstr "so" #: ../../docs/tutorials/i18n/locales.rst:598 msgid "Somali" -msgstr "" +msgstr "Сомалийский" #: ../../docs/tutorials/i18n/locales.rst:600 msgid "so_DJ" @@ -2650,7 +2651,7 @@ msgstr "ti" #: ../../docs/tutorials/i18n/locales.rst:664 msgid "Tigrinya" -msgstr "" +msgstr "Тигринья" #: ../../docs/tutorials/i18n/locales.rst:666 msgid "ti_ER" @@ -2778,7 +2779,7 @@ msgstr "ur" #: ../../docs/tutorials/i18n/locales.rst:696 msgid "Urdu" -msgstr "" +msgstr "Урду" #: ../../docs/tutorials/i18n/locales.rst:698 msgid "ur_IN" @@ -2946,4 +2947,4 @@ msgstr "zu_ZA" #: ../../docs/tutorials/i18n/locales.rst:738 msgid "Zulu (South Africa)" -msgstr "" +msgstr "Зулу (Южная Африка)" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 9939dbe3fd..c3dc6c5b01 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:4 -#, fuzzy msgid "Localization using gettext" -msgstr "Локализация" +msgstr "Локализация с помощью gettext" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:6 msgid "" @@ -28,6 +27,9 @@ msgid "" "supports loading translation files written in the GNU gettext (``.po``) " "format." msgstr "" +"В дополнение к :ref:`doc_importing_translations` в формате CSV, Godot также " +"поддерживает загрузку файлов переводов, написанных в формате GNU gettext (``." +"po``)." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:10 msgid "" @@ -36,16 +38,23 @@ msgid "" "html>`_. It's written with C projects in mind, but much of the advice also " "applies to Godot (with the exception of ``xgettext``)." msgstr "" +"Для ознакомления с gettext посмотрите `A Quick Gettext Tutorial <https://www." +"labri.fr/perso/fleury/posts/programming/a-quick-gettext-tutorial.html>`_. Он " +"написан для проектов на C, но большая часть советов применима и к Godot (за " +"исключением ``xgettext``)." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:16 msgid "Advantages" -msgstr "" +msgstr "Преимущества" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:18 msgid "" "gettext is a standard format, which can be edited using any text editor or " "GUI editors such as `Poedit <https://poedit.net/>`_." msgstr "" +"gettext - это стандартный формат, который можно редактировать с помощью " +"любого текстового редактора или редакторов с графическим интерфейсом, таких " +"как `Poedit <https://poedit.net/>`_." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:20 msgid "" @@ -53,28 +62,38 @@ msgid "" "www.transifex.com/>`_ and `Weblate <https://weblate.org/>`_, which makes it " "easier for people to collaborate to localization." msgstr "" +"gettext поддерживается такими платформами перевода, как `Transifex <https://" +"www.transifex.com/>`_ и `Weblate <https://weblate.org/>`_, что облегчает " +"совместную работу людей над локализацией." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:23 msgid "" "Compared to CSV, gettext works better with version control systems like Git, " "as each locale has its own messages file." msgstr "" +"По сравнению с CSV, gettext лучше работает с системами контроля версий, " +"такими как Git, поскольку каждая локаль имеет свой собственный файл " +"сообщений." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:25 msgid "" "Multiline strings are more convenient to edit in gettext files compared to " "CSV files." msgstr "" +"Многострочные строки удобнее редактировать в gettext-файлах по сравнению с " +"CSV-файлами." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:29 msgid "Disadvantages" -msgstr "" +msgstr "Недостатки" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:31 msgid "" "gettext is a more complex format than CSV and can be harder to grasp for " "people new to software localization." msgstr "" +"gettext - это более сложный формат, чем CSV, и его может быть труднее понять " +"тем, кто только начинает заниматься локализацией программного обеспечения." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:33 msgid "" @@ -83,10 +102,14 @@ msgid "" "(``.mo``), translators can test their work without having to install gettext " "tools." msgstr "" +"Людям, поддерживающим файлы локализации, придется установить в своей системе " +"инструменты gettext. Однако, поскольку Godot не использует скомпилированные " +"объектные файлы сообщений (``.mo``), переводчики могут тестировать свою " +"работу без установки инструментов gettext." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:39 msgid "Caveats" -msgstr "" +msgstr "Оговорки" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:41 msgid "" @@ -94,10 +117,13 @@ msgid "" "limited than the reference GNU gettext implementation), some features such " "as pluralization aren't supported." msgstr "" +"Поскольку Godot использует свой собственный парсер PO-файлов за кулисами " +"(который более ограничен, чем эталонная реализация GNU gettext), некоторые " +"функции, такие как множественное число, не поддерживаются." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:46 msgid "Installing gettext tools" -msgstr "" +msgstr "Установка инструментов gettext" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:48 msgid "" @@ -105,6 +131,9 @@ msgid "" "operations, such as updating message files. Therefore, it's strongly " "recommended to install them." msgstr "" +"Инструменты командной строки gettext необходимы для выполнения операций " +"обслуживания, таких как обновление файлов сообщений. Поэтому настоятельно " +"рекомендуется их установить." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:52 msgid "" @@ -112,6 +141,10 @@ msgid "" "io/articles/gettext-iconv-windows.html>`_. Any architecture and binary type " "(shared or static) works; if in doubt, choose the 64-bit static installer." msgstr "" +"**Windows:** Загрузите программу установки с этой страницы <https://mlocati." +"github.io/articles/gettext-iconv-windows.html>`_. Работает любая архитектура " +"и бинарный тип (разделяемый или статический); если есть сомнения, выбирайте " +"64-битный статический инсталлятор." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:56 msgid "" @@ -119,17 +152,21 @@ msgid "" "the ``brew install gettext`` command, or using `MacPorts <https://www." "macports.org/>`_ with the ``sudo port install gettext`` command." msgstr "" +"**macOS:** Установите gettext либо с помощью `Homebrew <https://brew.sh/>`_ " +"с командой ``brew install gettext``, либо с помощью ``MacPorts <https://www." +"macports.org/>`_ с командой ``sudo port install gettext``." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:60 msgid "" "**Linux:** On most distributions, install the ``gettext`` package from your " "distribution's package manager." msgstr "" +"**Linux:** В большинстве дистрибутивов установите пакет ``gettext'' из " +"менеджера пакетов вашего дистрибутива." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:64 -#, fuzzy msgid "Creating the PO template (POT) manually" -msgstr "Создание сценариев сцены" +msgstr "Создание шаблона PO (POT) вручную" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:66 msgid "" @@ -138,12 +175,19 @@ msgid "" "be placed anywhere in the project directory, but it's recommended to keep it " "in a subdirectory, as each locale will be defined in its own file." msgstr "" +"В настоящее время Godot не поддерживает извлечение исходных строк с помощью " +"``xgettext``, поэтому файл ``.pot`` должен быть создан вручную. Этот файл " +"может быть размещен в любом месте каталога проекта, но рекомендуется хранить " +"его в подкаталоге, так как каждая локаль будет определена в своем " +"собственном файле." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:71 msgid "" "Create a directory named `locale` in the project directory. In this " "directory, save a file named ``messages.pot`` with the following contents:" msgstr "" +"Создайте каталог с именем `locale` в каталоге проекта. В этом каталоге " +"сохраните файл с именем ``messages.pot`` со следующим содержимым:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:83 msgid "" @@ -151,17 +195,22 @@ msgid "" "the source string (usually in English), ``msgstr`` will be the translated " "string." msgstr "" +"Сообщения в gettext состоят из пар ``msgid`` и ``msgstr``. ``msgid`` - это " +"исходная строка (обычно на английском языке), ``msgstr`` - это переведенная " +"строка." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:87 msgid "" "The ``msgstr`` value in PO template files (``.pot``) should **always** be " "empty. Localization will be done in the generated ``.po`` files instead." msgstr "" +"Значение ``msgstr`` в файлах шаблонов PO (``.pot``) должно **всегда** быть " +"пустым. Локализация будет выполнена в сгенерированных файлах ``.po`` вместо " +"этого." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:91 -#, fuzzy msgid "Creating the PO template (POT) using pybabel" -msgstr "Создание сценариев сцены" +msgstr "Создание шаблона PO (POT) с помощью pybabel" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:93 msgid "" @@ -169,10 +218,13 @@ msgid "" "automatically create and update the POT file from your scene files and " "scripts." msgstr "" +"Python инструмент pybabel имеет поддержку Godot и может быть использован для " +"автоматического создания и обновления POT файла из ваших файлов сцен и " +"сценариев." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:96 msgid "After installing ``babel`` and ``babel-godot``, for example using pip:" -msgstr "" +msgstr "После установки ``babel`` и ``babel-godot``, например, с помощью pip:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:102 msgid "" @@ -180,10 +232,13 @@ msgid "" "files pybabel needs to process (note that we process GDScript as Python, " "which is generally sufficient):" msgstr "" +"Напишите файл отображения (например, ``babelrc``), который будет указывать, " +"какие файлы должен обрабатывать pybabel (обратите внимание, что мы " +"обрабатываем GDScript как Python, чего обычно достаточно):" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:114 msgid "You can then run pybabel like so:" -msgstr "" +msgstr "Затем вы можете запустить pybabel следующим образом:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:120 msgid "" @@ -192,10 +247,14 @@ msgid "" "well as properties named \"text\" (commonly used by Control nodes) and " "LineEdit's \"placeholder_text\" property." msgstr "" +"Используйте опцию ``-k``, чтобы указать, что должно быть извлечено. В этом " +"случае будут переведены аргументы к :ref:`tr() <class_Object_method_tr>`, а " +"также свойства с именем \"text\" (обычно используется узлами Control) и " +"свойство LineEdit \"placeholder_text\"." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:126 msgid "Creating a messages file from a PO template" -msgstr "" +msgstr "Создание файла сообщений из шаблона PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:128 msgid "" @@ -203,22 +262,29 @@ msgid "" "For instance, to create a French localization file, use the following " "command while in the ``locale`` directory:" msgstr "" +"Команда ``msginit`` используется для превращения шаблона PO в файл " +"сообщений. Например, чтобы создать файл французской локализации, используйте " +"следующую команду, находясь в каталоге ``locale``:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:136 msgid "" "The command above will create a file named ``fr.po`` in the same directory " "as the PO template." msgstr "" +"Приведенная выше команда создаст файл с именем ``fr.po`` в том же каталоге, " +"что и шаблон PO." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:139 msgid "" "Alternatively, you can do that graphically using Poedit, or by uploading the " "POT file to your web platform of choice." msgstr "" +"Кроме того, это можно сделать графически с помощью Poedit или загрузив файл " +"POT на выбранную вами веб-платформу." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:143 msgid "Loading a messages file in Godot" -msgstr "" +msgstr "Загрузка файла сообщений в Godot" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:145 msgid "" @@ -228,43 +294,62 @@ msgid "" "dialog. The locale will be inferred from the ``\"Language: <code>\\n\"`` " "property in the messages file." msgstr "" +"Чтобы зарегистрировать файл сообщений в качестве перевода в проекте, " +"откройте **Настройки проекта**, затем перейдите на вкладку **Локализация**. " +"В разделе **Переводы** нажмите **Добавить...** и выберите файл ``.po`` в " +"диалоге файлов. Локаль будет определена из ``Язык: <code>\\n\"`` в файле " +"сообщений." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:151 msgid "" "See :ref:`doc_internationalizing_games` for more information on importing " "and testing translations in Godot." msgstr "" +"Смотрите :ref:`doc_internationalizing_games` для получения дополнительной " +"информации об импорте и тестировании переводов в Godot." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:155 msgid "Updating message files to follow the PO template" -msgstr "" +msgstr "Обновление файлов сообщений в соответствии с шаблоном PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" +"После обновления шаблона PO вам нужно будет обновить файлы сообщений, чтобы " +"они содержали новые строки, одновременно удалив строки, которые больше не " +"присутствуют в шаблоне PO, удаленные в шаблоне PO. Это можно сделать " +"автоматически с помощью инструмента ``msgmerge``:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 msgid "" "If you want to keep a backup of the original message file (which would be " "saved as ``fr.po~`` in this example), remove the ``--backup=none`` argument." msgstr "" +"Если вы хотите сохранить резервную копию исходного файла сообщения (который " +"в данном примере будет сохранен как ``fr.po~``), удалите аргумент ``--" +"backup=none``." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:171 msgid "Checking the validity of a PO file or template" -msgstr "" +msgstr "Проверка достоверности файла или шаблона PO" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:173 msgid "" "It is possible to check whether a gettext file's syntax is valid by running " "the command below:" msgstr "" +"Проверить правильность синтаксиса файла gettext можно, выполнив приведенную " +"ниже команду:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:180 msgid "" "If there are syntax errors or warnings, they will be displayed in the " "console. Otherwise, ``msgfmt`` won't output anything." msgstr "" +"Если есть синтаксические ошибки или предупреждения, они будут выведены в " +"консоль. В противном случае ``msgfmt'' ничего не выведет." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index b05ea99581..31f1cf2ba5 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 81572e5259..3c40a5bb1c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po index 1756815a16..47e4aeda36 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/input_examples.po index 96bd9be36f..6b9e51d2a3 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -244,9 +244,10 @@ msgid "Keyboard modifiers" msgstr "Модификаторы клавиатуры" #: ../../docs/tutorials/inputs/input_examples.rst:219 +#, fuzzy msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po index f51d531922..9a586bfd76 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -181,14 +181,18 @@ msgstr "" "активен." #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" "Если до сих пор никто не хотел этого события, и :ref:`Camera <class_Camera>` " "назначена Viewport, то будет брошен луч в физический мир (в направлении луча " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 6f07888585..9eef67de02 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po index 95f996324e..f7c42b725b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po index c1c5421611..3b05b4a327 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po index a63e466912..25d7ae3dbf 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po index 0c025f9afc..0f144a1ea7 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -100,6 +100,14 @@ msgid "" "and store them in a file. Doing it this way ensures that each line is its " "own object, so we have an easy way to pull the data out of the file as well." msgstr "" +"Как описано в руководстве :ref:`doc_filesystem`, нам нужно будет открыть " +"файл, чтобы мы могли записывать в него или читать из него. Теперь, когда у " +"нас есть способ вызвать наши группы и получить их соответствующие данные, " +"давайте используем :ref:`to_json() <class_@GDScript_method_to_json>`, чтобы " +"преобразовать его в легко сохраняемую строку и сохранить их в файле. " +"Выполнение этого таким образом гарантирует, что каждая строка является " +"собственным объектом, поэтому у нас есть простой способ извлечь данные из " +"файла." #: ../../docs/tutorials/io/saving_games.rst:202 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/ru/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 9a425ea3ed..5e1a55b204 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -69,7 +69,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -80,14 +80,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -172,10 +172,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Принятие лицензий" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Сторонние инструменты" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -185,69 +197,69 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "Тип" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -256,7 +268,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/legal/index.po index 1379d75ce8..31d2916e13 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 1fa0864c3b..7bd396da21 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -268,7 +268,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po index 3697e5cb67..ff6581d1cc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/interpolation.po index 8e9a92e944..314f11ae04 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 0aa10d3be5..aef7e07732 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/random_number_generation.po index a97ce2f08f..fd48d30c79 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po index 7430918be6..a6f0cdcb9f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po index 759a6a218d..d2d44c233b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 070788fad5..7c50580998 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -45,15 +45,14 @@ msgid "Packet specification" msgstr "Пакетная сериализация" #: ../../docs/tutorials/misc/binary_serialization_api.rst:18 -#, fuzzy msgid "" "The packet is designed to be always padded to 4 bytes. All values are little-" "endian-encoded. All packets have a 4-byte header representing an integer, " "specifying the type of data." msgstr "" -"Пакет спроектирован так чтобы всегда укладываться в 4 байта. Все значения " -"закодированы от младшего к старшему(little endian). Все пакеты имеют " -"целочисленный заголовок в 4 байта, определяющий тип данных:" +"Пакет спроектирован всегда укладываться в 4 байта. Все значения закодированы " +"от младшего к старшему(little endian). Все пакеты имеют целочисленный " +"заголовок в 4 байта, определяющий тип данных." #: ../../docs/tutorials/misc/binary_serialization_api.rst:22 msgid "" @@ -327,7 +326,7 @@ msgstr "14" #: ../../docs/tutorials/misc/binary_serialization_api.rst:59 msgid "color" -msgstr "color" +msgstr "цвет" #: ../../docs/tutorials/misc/binary_serialization_api.rst:61 msgid "15" @@ -1134,9 +1133,8 @@ msgid "Array length (Floats)" msgstr "Длина Массива (Числа с плавающей точкой)" #: ../../docs/tutorials/misc/binary_serialization_api.rst:443 -#, fuzzy msgid "32-bits IEEE 754 float" -msgstr "32 Битное IEE 754 Число с плавающей точкой" +msgstr "32 Битное IEEE 754 Число с плавающей точкой" #: ../../docs/tutorials/misc/binary_serialization_api.rst:447 msgid "23: :ref:`PoolStringArray<class_poolstringarray>`" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 8e5dcf15dc..1ebe1e134f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -194,9 +194,8 @@ msgstr "" "сцену от древа." #: ../../docs/tutorials/misc/change_scenes_manually.rst:106 -#, fuzzy msgid "Memory still exists (similar pros/cons as with hiding it from view)." -msgstr "Память все ещё занимается (те же за/против что мы скрыли от взгляда)." +msgstr "Память все ещё занимается (те же за/против что от скрытия)." #: ../../docs/tutorials/misc/change_scenes_manually.rst:108 msgid "Processing stops (similar pros/cons as with deleting it completely)." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index fd67c9820c..1a62660a0d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -104,7 +104,7 @@ msgstr "Цветовое пространство" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -127,15 +127,22 @@ msgstr "HUD" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "Возможности SpatialMaterial" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" @@ -143,31 +150,31 @@ msgstr "" "В GLES2, следующие продвинутые возможности отрисовки отсутствуют в :ref:" "`SpatialMaterial <class_SpatialMaterial>`:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "Отображение глубины" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -175,87 +182,87 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 #, fuzzy msgid "Environment features" msgstr "Функции и Переменные" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "Авто экспозиция" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "Тонирование" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "Отражения в экранном пространстве" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "Это означает что в среде GLES2 вы можете установить только:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "Небо (включая процедурное небо)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "Окружающий свет" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" -msgstr "" +msgstr "Туман" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "Глубина резкости" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "Сияние (также известное как блюм)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "Регулировка параметров цвета" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -263,11 +270,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -275,7 +282,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -283,26 +290,26 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "Видимые области соприкосновения" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "Язык шейдеров" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 #, fuzzy msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " @@ -311,108 +318,109 @@ msgstr "" "Для получения дополнительной информации о самих событиях ввода посмотрите " "руководство :ref:`Input Event Tutorial<doc_inputevent>`." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Функция" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" -msgstr "" +"vec_type dPdy )" +msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 #, fuzzy msgid "Built in variables and render modes" msgstr "Опции Отрисовки" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -420,31 +428,31 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 #, fuzzy msgid "Variable / Render Mode" msgstr "Опции Отрисовки" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 1ccd6de4d3..6039dd4615 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po index 6863cd058d..d68b73120f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 754c80ba1e..302e3f3565 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/jitter_stutter.po index dec9da8e91..d2e708e082 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -157,7 +157,6 @@ msgstr "" "помогает, но может не до конца исправлять задержки." #: ../../docs/tutorials/misc/jitter_stutter.rst:66 -#, fuzzy msgid "" "Eliminating this completely requires giving your game full privileges to " "become \"time critical\", which is not advised. Some games may do it, but it " @@ -165,11 +164,12 @@ msgid "" "games and most users won't play games windowed (games that are played in a " "window, e.g. puzzle games, will usually not exhibit this problem anyway)." msgstr "" -"Полностью исправление этого требует передачи вашей игре полных привилегий на " -"то чтобы стать *критичным по времени* что не рекомендуется. Некоторые игры " -"делают это, но лучше научитесь жить с этой проблемой, она обычная для игр " -"Windows и большинство пользователей не играют в оконные игры (игры которые " -"играются в окне, напр. головоломки, по любому не будут иметь эту проблему)." +"Полное исправление этого требует передачи вашей игре полных привилегий на то " +"чтобы стать *критичной по времени*, что не рекомендуется. Некоторые игры " +"могут делать это, но лучше научиться жить с этой проблемой, так как она " +"распространена для Windows игр и большинство пользователей не играют в " +"оконном режиме (игры которые играются в окне, напр. головоломки, в любом " +"случае обычно не проявят эту проблему)." #: ../../docs/tutorials/misc/jitter_stutter.rst:70 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po index a3275b0934..ee44daf900 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -107,9 +107,10 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -125,11 +126,11 @@ msgstr "" "будет использовано состояние SceneTree/ Это означает, что по умолчанию, " "когда игра ставится на паузу каждая нода будет остановлена." -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "Существует три возможных состояния для ноды:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." @@ -137,7 +138,7 @@ msgstr "" "**Inherit**: Процесс зависит от состояния родителя, родителя-родителя, итд. " "Т.е первый родитель который будет иметь не-Inherit состояние." -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." @@ -145,7 +146,7 @@ msgstr "" "**Stop**: Останавливает ноду в любом случае (и потомков в состоянии " "Inherit). Когда пауза происходит эта нода не будет обрабатываться." -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -153,11 +154,11 @@ msgstr "" "**Process**: Обрабатывать эту ноду в любом случае (и потомков в состоянии " "Inherit). Вне зависимости от паузы эта нода будет обрабатываться." -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Пример" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" @@ -165,7 +166,7 @@ msgstr "" "Например создадим поп-ап или панель с элементами управления внутри, " "установим режим паузы в \"Process\" а затем скроем её:" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " @@ -175,7 +176,7 @@ msgstr "" "потомки потомков будут наследовать это состояние. Таким образом, эта часть " "дерева сцены продолжит работу во время паузы." -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." @@ -183,10 +184,10 @@ msgstr "" "Наконец, сделайте так чтобы нажатая кнопка паузы (любая кнопка подойдёт), " "включала паузу и показывала экран паузы." -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "Для отключения паузы, сделайте обратное когда экран паузы закрывается:" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "Вот и всё!" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 6d6131d0f4..d4836a5c7b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 4bb662a33f..9b06048284 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index caaee00024..e2b767ee9a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -146,13 +146,14 @@ msgid "" "currently only offers WebSocket support and lacks some of the higher level " "features as well as raw access to low-level protocols like TCP and UDP." msgstr "" -"Большинство поддерживаемых платформ предлагают все или большинство из " -"упомянутых высокоуровневых и низкоуровневых сетевых функций. Поскольку сеть " -"всегда в значительной степени зависит от оборудования и операционной " -"системы, некоторые функции могут изменяться или быть недоступны на некоторых " -"целевых платформах. Платформа HTML5 в настоящее время предлагает только " -"поддержку WebSocket и не имеет некоторых функций более высокого уровня, а " -"также необработанный доступ к протоколам низкого уровня, таким как TCP и UDP." +"Большинство поддерживаемых Godot платформ предлагают все или большинство " +"упомянутых высокоуровневых и низкоуровневых сетевых функций. Однако, " +"поскольку сетевое взаимодействие всегда зависит от оборудования и " +"операционной системы, некоторые функции могут быть изменены или недоступны " +"на некоторых целевых платформах. В частности, платформа HTML5 в настоящее " +"время предлагает только поддержку WebSocket и не обладает некоторыми " +"функциями более высокого уровня, а также необработанным доступом к " +"протоколам низкого уровня, таким как TCP и UDP." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:34 #, fuzzy @@ -373,7 +374,6 @@ msgid "``network_peer_disconnected(int id)``" msgstr "`network_peer_connected(int id)`" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:129 -#, fuzzy msgid "" "The above signals are called on every peer connected to the server " "(including on the server) when a new peer connects or disconnects. Clients " @@ -387,28 +387,27 @@ msgid "" msgstr "" "Вышеуказанные сигналы вызываются на каждом узле, подключенном к серверу (в " "том числе на сервере), когда новый узел подключается или отключается. " -"Клиенты будут подключаться с уникальным id больше 1, в то время как ID 1 " -"всегда у сервера. Все что ниже 1 должно рассматриваться как недействительные " -"id. Идентификатор локальной системы можно получить с помощью :ref:`SceneTree." -"get_network_unique_id() <class_SceneTree_method_get_network_unique_id>`. Эти " -"идентификаторы будут полезны в основном для управления лобби и, как правило, " -"должны храниться, поскольку они идентифицируют подключенные узлы и, " -"следовательно, игроков. Можно также использовать идентификаторы для отправки " -"сообщений только определенным узлам." +"Клиенты будут подключаться с уникальным ID больше 1, в то время как ID 1 " +"всегда у сервера. Все что ниже 1 должны рассматриваться как " +"недействительные. Вы можете получить ID локальной системы с помощью :ref:" +"`SceneTree.get_network_unique_id() " +"<class_SceneTree_method_get_network_unique_id>`. Эти идентификаторы будут " +"полезны в основном для управления лобби и, как правило, должны храниться, " +"поскольку они идентифицируют подключенные узлы и, следовательно, игроков. " +"Можно также использовать идентификаторы для отправки сообщений только " +"определенным узлам." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:135 msgid "Clients:" msgstr "Клиенты:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:137 -#, fuzzy msgid "``connected_to_server``" -msgstr "`connected_to_server`" +msgstr "``connected_to_server``" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:138 -#, fuzzy msgid "``connection_failed``" -msgstr "`connection_failed`" +msgstr "``connection_failed``" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:139 #, fuzzy @@ -885,12 +884,20 @@ msgid "" msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +#, fuzzy msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " "(``stun``) on all of the other peers and itself." msgstr "" +"Пример игры bomberman дан здесь, по большей части, в иллюстративных целях и " +"ничего не делает на стороне хоста для отслеживания случаев, когда " +"подключающийся использует измененный клиент для жульничества, например " +"отказываясь себя оглушать. В данной реализации такой обман вполне возможен " +"потому что каждый клиент является сетевым мастером своего собственного " +"персонажа и он решает, вызывать ли \"я-был-оглушен\"-метод (``stun``) на " +"всех других пользователей и себя." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po index 3ee7ebfb0d..e6d447e7cd 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po index 24b1b702c9..f4f69c50c8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po index 122c2749b3..a6dc725e3e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 5f34ca79e6..899ef2ee71 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/webrtc.po index cf436db15c..8b42c3665c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/websocket.po index 7380269158..13f0dfe9a0 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/batching.po index 6cb262f40e..cdd0d39046 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,17 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -#, fuzzy -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "ETC1 (рекомендуется при использовании рендерера GLES2)." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "Недостатки" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -61,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -69,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -86,12 +81,12 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 #, fuzzy msgid "How it works" msgstr "Как работает пауза" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -101,24 +96,24 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 #, fuzzy msgid "Breaking batching" msgstr "Ветвление" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -126,40 +121,40 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "Смена текстуры." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "Определение порядка рендеринга" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -167,33 +162,33 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "Слой холста." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` узлы." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -201,29 +196,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "Кирпичи" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -232,11 +227,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -247,17 +242,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Свет" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -268,7 +263,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -276,44 +271,44 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 #, fuzzy msgid "Overlap test" msgstr "Переопределяемые функции" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -323,7 +318,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -333,12 +328,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "Световой процессор" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -347,7 +342,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -357,7 +352,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -368,7 +363,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -379,37 +374,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "Векторные встроенные типы" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -419,37 +414,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "Пользовательские сигналы" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -457,21 +452,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "Настройка Проекта" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -481,25 +476,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Анимации" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -507,11 +502,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -523,7 +518,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -534,7 +529,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -542,7 +537,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -551,17 +546,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -570,11 +565,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -584,18 +579,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -605,18 +600,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -627,15 +622,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -644,7 +639,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -653,150 +648,185 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Основные особенности" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Часто задаваемые вопросы" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Случайные приоритеты плитки" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index e4817929a5..81cc89150a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/general_optimization.po index 8b048b5906..52d7adf38c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index ce458ee0f0..ff6e9f91ba 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -130,6 +130,14 @@ msgid "" "this, the benefits of joining static objects often outweigh other " "considerations, especially for large numbers of distant or low-poly objects." msgstr "" +"Существуют также издержки объединения объектов в 3D. Несколько объектов, " +"отображаемых как один, не могут быть отбракованы по отдельности. Весь город, " +"который находится за пределами экрана, все равно будет отображаться, если он " +"соединен с одной травинкой, которая находится на экране. Таким образом, вы " +"всегда должны учитывать местоположение и отбраковку объектов при попытке " +"объединить 3D-объекты вместе. Несмотря на это, преимущества объединения " +"статических объектов часто перевешивают другие соображения, особенно для " +"большого количества удаленных или низкополигональных объектов." #: ../../docs/tutorials/optimization/gpu_optimization.rst:75 #, fuzzy @@ -149,8 +157,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/index.po index e690ed6e70..ce94ffc5f9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 5c9ed4877a..5150ac6416 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_multimesh.po index cc33758c40..e39ff12f38 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_servers.po index d1e683a97b..4163ef0f69 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -138,6 +138,14 @@ msgid "" "RIDs. Just make sure to keep references to the resources outside the server, " "because if the resource is erased, the internal RID is erased too." msgstr "" +"Большинство узлов и ресурсов Godot содержат эти RID с внутренних серверов, и " +"их можно получить с помощью различных функций. Фактически, все, что " +"наследует :ref:`Resource <class_Resource>`, может быть непосредственно " +"приведено к RID (не все ресурсы содержат RID, хотя в таких случаях RID будет " +"пустым). Фактически, ресурсы могут передаваться в API-интерфейсы сервера в " +"виде RID. Просто убедитесь, что ссылки на ресурсы за пределами сервера " +"сохраняются, потому что если ресурс удален, внутренний RID также будет " +"удален." #: ../../docs/tutorials/optimization/using_servers.rst:58 msgid "For nodes, there are many functions available:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index e93c29f413..a5fa2f5a16 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po index 104acc6071..9f1d42338d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index ee552cbbf6..447af91120 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po index 5aa67efcef..d1896a0ed4 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -376,7 +376,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 459ea9c569..e90e058523 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po index 396b2c5a04..afc8b74800 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po index 800ce820c4..731c5b8093 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/soft_body.po index 8270dc27db..8656f28a7e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_area_2d.po index c3b662751f..64ab5ae956 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 1f696fda24..753746fbab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 133475cd60..9a9a9313b7 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po index 83f8082d45..01a8efd6ee 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 085e082ce2..5da7d574bc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -85,9 +85,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:49 -#, fuzzy msgid "The only required placeholders are:" -msgstr "Типы заполнителей" +msgstr "Единственные необходимые заполнители:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:51 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index e164c54e73..a2f170bf9f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -233,9 +233,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:109 -#, fuzzy msgid "The file to preload." -msgstr "Окончательный результат" +msgstr "Файл для предварительной загрузки." #: ../../docs/tutorials/platform/html5_shell_classref.rst:111 msgid "If a ``string`` the file will be loaded from that path." @@ -324,9 +323,8 @@ msgid "The location where the file will be created." msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:167 -#, fuzzy msgid "The content of the file." -msgstr "Абсолютный путь к файлу" +msgstr "Содержимое файла." #: ../../docs/tutorials/platform/html5_shell_classref.rst:172 #, fuzzy @@ -340,9 +338,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/html5_shell_classref.rst:178 -#, fuzzy msgid "Engine configuration" -msgstr "Конфигурация запуска:" +msgstr "Настройка движка" #: ../../docs/tutorials/platform/html5_shell_classref.rst:180 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po index 15ebaf743a..ca0de5c77b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/index.po index 8ccc14051d..2bbe462146 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 48a2cfbcbd..7eef26c4ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -105,11 +105,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:42 -#, fuzzy msgid "" "The `Godot iOS Plugins <https://github.com/godotengine/godot-ios-plugins>`_ " "Godot iOS plugins." -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"`iOS плагины Godot <https://github.com/godotengine/godot-ios-plugins>`_ iOS " +"плагины Godot." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:44 msgid "" @@ -119,9 +120,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:47 -#, fuzzy msgid "To build an iOS plugin:" -msgstr "Создание простого плагина" +msgstr "Для сборки iOS плагина:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:49 msgid "Create an Objective-C static library for your plugin inside Xcode." @@ -162,12 +162,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -177,64 +175,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -242,35 +238,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -279,19 +275,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index c54a109d3d..6799bf58b1 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:4 -#, fuzzy msgid "Plugins for iOS" -msgstr "Services for iOS (сервисы для iOS)" +msgstr "Плагины для iOS" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:6 msgid "" @@ -128,7 +127,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:102 msgid "purchase" -msgstr "" +msgstr "purchase" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:104 msgid "Purchases a product id through the Store Kit API." @@ -140,7 +139,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:294 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:439 msgid "Parameters" -msgstr "" +msgstr "Параметры" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:109 msgid "" @@ -195,7 +194,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:142 msgid "request_product_info" -msgstr "" +msgstr "request_product_info" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:144 msgid "Requests the product info on a list of product IDs." @@ -288,7 +287,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:245 msgid "post_score" -msgstr "" +msgstr "post_score" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:247 msgid "Posts a score to a Game Center leaderboard." @@ -314,7 +313,7 @@ msgstr "Пример:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:289 msgid "award_achievement" -msgstr "" +msgstr "award_achievement" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:291 msgid "Modifies the progress of a Game Center achievement." @@ -342,7 +341,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:335 msgid "reset_achievements" -msgstr "" +msgstr "reset_achievements" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:337 msgid "Clears all Game Center achievements. The function takes no parameters." @@ -350,7 +349,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:364 msgid "request_achievements" -msgstr "" +msgstr "request_achievements" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:366 msgid "" @@ -360,7 +359,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:396 msgid "request_achievement_descriptions" -msgstr "" +msgstr "request_achievement_descriptions" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:398 msgid "" @@ -370,7 +369,7 @@ msgstr "" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:433 msgid "show_game_center" -msgstr "" +msgstr "show_game_center" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:435 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/platform_html5.po index 27b6e23f4b..0bba7ba75e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index e826929580..a72d3fde82 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -104,9 +104,8 @@ msgid "Push notifications" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:33 -#, fuzzy msgid "Android plugin" -msgstr "Android" +msgstr "Android плагин" #: ../../docs/tutorials/plugins/android/android_plugin.rst:35 msgid "" @@ -144,87 +143,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Создание простого плагина" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,63 +232,82 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "именем этого параметра;" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -297,12 +315,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -310,47 +328,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Создание простого плагина" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "Из вашего скрипта:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Получение исходного кода" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -358,13 +378,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -372,7 +392,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -382,50 +402,46 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Реализация" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "https://github.com/godotengine/godot-demo-projects" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Устранение неполадок" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "Более сложные типы данных пока не поддерживаются." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/index.po index 09c7fb95d2..afe76a601f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index eded04dbca..77ca230b25 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po index be8bac0d74..0e8899967e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/plugins/editor/index.rst:2 msgid "Editor plugins" -msgstr "" +msgstr "Плагины редактора" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 87ae3f3b55..2f5431a7ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr ":ref:`doc_inspector_plugins`" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "Разработка движка" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 8a4df565ad..f1b523b463 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 4484056476..178907329e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 7c8bb3de82..4f11830478 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,14 +19,13 @@ msgstr "" #: ../../docs/tutorials/plugins/editor/making_plugins.rst:4 msgid "Making plugins" -msgstr "" +msgstr "Создание плагинов" #: ../../docs/tutorials/plugins/editor/making_plugins.rst:7 msgid "About plugins" msgstr "О плагинах" #: ../../docs/tutorials/plugins/editor/making_plugins.rst:9 -#, fuzzy msgid "" "A plugin is a great way to extend the editor with useful tools. It can be " "made entirely with GDScript and standard scenes, without even reloading the " @@ -40,19 +39,19 @@ msgstr "" "полезными инструментами. Его можно создать используя лишь GDScript и " "стандартные сцены, без необходимости перезапускать редактор. В отличие от " "модулей, вам не надо писать код на C++ или заново компилировать движок. Это " -"делает плагины менее эффективными, но благодяря им можно делать многие вещи. " -"Плагин схож со сценами с тем отличием, что использует скрипт для добавления " -"функционала." +"делает плагины менее эффективными, но благодаря им можно делать многие вещи. " +"Обратите внимание что плагин схож с любой сценой, которые вы уже делали, " +"исключая то, что он создается используя скрипт для добавления функционала " +"редактора." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:16 -#, fuzzy msgid "" "This tutorial will guide you through the creation of two simple plugins so " "you can understand how they work and be able to develop your own. The first " "will be a custom node that you can add to any scene in the project and the " "other will be a custom dock added to the editor." msgstr "" -"Этот туториал покажет вам как создать два простых плагина, чтобы вы смогли " +"Этот урок покажет вам как создать два простых плагина, чтобы вы смогли " "понять как они работают и научиться создавать свои собственные. Первый " "плагин это пользовательский узел, который можно добавить в любую сцену " "проекта. Вторым будет пользовательская панель, которую можно будет добавить " @@ -129,14 +128,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -146,15 +145,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -163,7 +162,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -171,7 +170,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -182,14 +181,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -199,36 +198,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -236,28 +235,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -266,7 +265,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -275,24 +274,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -300,18 +299,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -319,7 +318,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 8a193fbf8b..8c639d407d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index c28ae4d41a..315ca15050 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 363fd3f8a9..1a1499b0a4 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 1e576e8b4a..8763e33a82 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -304,7 +304,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:326 -#, fuzzy msgid "" "The other method of note is our ``_process`` function, which simply keeps " "track of how much time has passed and calculates a new position for our " @@ -314,8 +313,8 @@ msgid "" "actual Sprite node our script relates to. In the upcoming NativeScript 1.1, " "``set_position`` can be called directly on our class." msgstr "" -"Следующим методом узла является наша ``_process`` функция, которая просто " -"следит за количеством пройденного времени и высчитывает новую позицию для " +"Другим методом узла является наша функция ``_process``, которая просто " +"следит за количеством прошедшего времени и высчитывает новую позицию для " "нашего Спрайта, используя простые функции синуса и косинуса. Всё, что " "остаётся это вызвать ``owner->set_position`` для вызова одного из встроенных " "методов нашего Спрайта. Смысл в том, что наш класс это класс контейнер; " @@ -324,7 +323,6 @@ msgstr "" "вызвана напрямую из нашего класса." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:334 -#, fuzzy msgid "" "There is one more C++ file we need; we'll name it ``gdlibrary.cpp``. Our " "GDNative plugin can contain multiple NativeScripts, each with their own " @@ -335,7 +333,7 @@ msgstr "" "Есть ещё один файл C++, который нам нужен; мы назовём его ``gdlibrary.cpp``. " "Наш GDNative плагин может содержать несколько NativeScripts, каждый со своим " "заголовком и исходным файлом, такими, как мы реализовывали ``GDExample`` " -"выше. Всё что нам нужно это небольшая часть кода, котора говорит Godot обо " +"выше. Всё что нам нужно это небольшая часть кода, которая говорит Godot обо " "всех NativeScripts в нашем GDNative плагине." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:358 @@ -366,9 +364,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:373 -#, fuzzy msgid "Compiling the plugin" -msgstr "Компилировать дополнение" +msgstr "Компиляция плагина" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:375 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po index b85aaadca8..2ce13f0d0f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po index 9dc3c4f8f6..cea8b1f68d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index fecf2a8d10..076201ada0 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index f012fd6a28..40382a4f0e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -89,8 +89,8 @@ msgid "" "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " "default)*" msgstr "" -"Для перевода строки используйте символы перевода строки (**LF**), а не CRLF " -"или CR. *(редактор по умолчанию)*" +"Используйте символы подачи строк (**LF**) для разрыва строк, а не CRLF или " +"CR. *(редактор по умолчанию)*" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:56 msgid "Use one line feed character at the end of each file. *(editor default)*" @@ -109,8 +109,7 @@ msgstr "" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:58 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" msgstr "" -"Используйте **4 пробела** вместо табов для отступа (которые называются " -"«мягкими табами»). *(редактор по умолчанию)*" +"Используйте **табы** вместо пробелов для отступов. *(редактор по умолчанию)*" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:61 msgid "Indentation" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po index 753c1f5d05..c8cb49340e 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 5c31d01b1f..bd7c7ed3a6 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index c7dc96cb68..eac0b0d9e8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 7866fd6c1b..402a9f2b7a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "Введение" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po index c771a665a7..c9f893e714 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index aca720648a..cd42e227c2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -53,7 +53,7 @@ msgstr "Описание" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:19 msgid "**blend_mix**" -msgstr "" +msgstr "**blend_mix**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:19 msgid "Mix blend mode (alpha is transparency), default." @@ -61,7 +61,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:21 msgid "**blend_add**" -msgstr "" +msgstr "**blend_add**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:21 msgid "Additive blend mode." @@ -69,7 +69,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:23 msgid "**blend_sub**" -msgstr "" +msgstr "**blend_sub**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:23 msgid "Subtractive blend mode." @@ -77,7 +77,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:25 msgid "**blend_mul**" -msgstr "" +msgstr "**blend_mul**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:25 msgid "Multiplicative blend mode." @@ -85,7 +85,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:27 msgid "**blend_premul_alpha**" -msgstr "" +msgstr "**blend_premul_alpha**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:27 msgid "Pre-multiplied alpha blend mode." @@ -101,7 +101,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:31 msgid "**unshaded**" -msgstr "" +msgstr "**unshaded**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:31 msgid "Result is just albedo. No lighting/shading happens in material." @@ -109,7 +109,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:33 msgid "**light_only**" -msgstr "" +msgstr "**light_only**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:33 msgid "Only draw on light pass." @@ -117,7 +117,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:35 msgid "**skip_vertex_transform**" -msgstr "" +msgstr "**skip_vertex_transform**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:35 msgid "VERTEX/NORMAL/etc need to be transformed manually in vertex function." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 6862f66067..31c1d05e73 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index ee0e427613..2c047639bb 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -72,7 +72,7 @@ msgstr "Описание" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:32 msgid "**keep_data**" -msgstr "" +msgstr "**keep_data**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:32 msgid "Do not clear previous data on restart." @@ -80,7 +80,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:34 msgid "**disable_force**" -msgstr "" +msgstr "**disable_force**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:34 msgid "Disable attractor force. (Not currently implemented in 3.1)" @@ -88,7 +88,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:36 msgid "**disable_velocity**" -msgstr "" +msgstr "**disable_velocity**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:36 msgid "Ignore **VELOCITY** value." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 58bd44554b..6c747e9962 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 2c148a255a..2577befe25 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,7 +60,7 @@ msgstr "Тип" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Описание" @@ -431,7 +431,7 @@ msgid "" msgstr "" "Создание матрицы требует векторов той же размерности, что и матрица. Вы " "можете собрать диагональную матрицу, используя синтаксис ``matx(float)``. " -"Соответственно, ``mat4(1.0)`` это единичная матрица." +"Соответственно, ``mat4(1.0)`` – это единичная матрица." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:142 msgid "" @@ -1039,819 +1039,843 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 #, fuzzy +msgid "Built-in variables" +msgstr "Редактирование экземпляров" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>`: Для 2D визуализации." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#, fuzzy msgid "Built-in functions" msgstr "Статические функции" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Функция" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" -msgstr "" +msgstr "Преобразование радианов в градусы" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Синус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Косинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Тангенс" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" -msgstr "" +msgstr "Абсолют" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#, fuzzy msgid "Sign" -msgstr "" +msgstr "Знак" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" -msgstr "" +msgstr "Пол" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" -msgstr "" +msgstr "Округление" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#, fuzzy msgid "Truncation" -msgstr "" +msgstr "Усечение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#, fuzzy msgid "Fractional" -msgstr "" +msgstr "Дробная часть" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 #, fuzzy msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#, fuzzy msgid "Remainder" -msgstr "" +msgstr "Остаток" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 #, fuzzy msgid "vec_type **mod** (vec_type x , float y)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#, fuzzy msgid "Minimum" -msgstr "" +msgstr "Минимум" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" -msgstr "" +msgstr "Максимум" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "float **mix** (float a, float b, float c)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "Операции над векторами" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 #, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "Операции над векторами" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "Длина вектора" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "Расстояние между векторами, т.е. ``length(a - b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "Скалярное произведение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "Векторное произведение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#, fuzzy msgid "Reflect" -msgstr "" +msgstr "Отражение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#, fuzzy msgid "Refract" -msgstr "" +msgstr "Преломление" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 #, fuzzy msgid "Matrix component multiplication" msgstr "Скалярное перемножение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 #, fuzzy msgid "Matrix outer product" msgstr "Скалярное произведение" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 #, fuzzy msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 #, fuzzy msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 #, fuzzy msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 #, fuzzy msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 #, fuzzy msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 #, fuzzy msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 #, fuzzy msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 #, fuzzy msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 #, fuzzy msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 #, fuzzy msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 #, fuzzy msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 #, fuzzy msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 #, fuzzy msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#, fuzzy +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -msgstr "" -"vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 #, fuzzy msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index 062bc5f4a7..394a4a0c1b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -51,7 +51,7 @@ msgstr "Описание" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:17 msgid "**blend_mix**" -msgstr "" +msgstr "**blend_mix**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:17 msgid "Mix blend mode (alpha is transparency), default." @@ -59,7 +59,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:19 msgid "**blend_add**" -msgstr "" +msgstr "**blend_add**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:19 msgid "Additive blend mode." @@ -67,7 +67,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:21 msgid "**blend_sub**" -msgstr "" +msgstr "**blend_sub**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:21 msgid "Subtractive blend mode." @@ -75,7 +75,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:23 msgid "**blend_mul**" -msgstr "" +msgstr "**blend_mul**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:23 msgid "Multiplicative blend mode." @@ -83,7 +83,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:25 msgid "**depth_draw_opaque**" -msgstr "" +msgstr "**depth_draw_opaque**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:25 msgid "Only draw depth for opaque geometry (not transparent)." @@ -91,7 +91,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:27 msgid "**depth_draw_always**" -msgstr "" +msgstr "**depth_draw_always**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:27 msgid "Always draw depth (opaque and transparent)." @@ -99,7 +99,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:29 msgid "**depth_draw_never**" -msgstr "" +msgstr "**depth_draw_never**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:29 msgid "Never draw depth." @@ -107,7 +107,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:31 msgid "**depth_draw_alpha_prepass**" -msgstr "" +msgstr "**depth_draw_alpha_prepass**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:31 msgid "Do opaque depth pre-pass for transparent geometry." @@ -115,7 +115,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:33 msgid "**depth_test_disable**" -msgstr "" +msgstr "**depth_test_disable**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:33 msgid "Disable depth testing." @@ -123,7 +123,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:35 msgid "**cull_front**" -msgstr "" +msgstr "**cull_front**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:35 msgid "Cull front-faces." @@ -131,7 +131,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:37 msgid "**cull_back**" -msgstr "" +msgstr "**cull_back**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:37 msgid "Cull back-faces (default)." @@ -139,7 +139,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:39 msgid "**cull_disabled**" -msgstr "" +msgstr "**cull_disabled**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:39 msgid "Culling disabled (double sided)." @@ -147,7 +147,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:41 msgid "**unshaded**" -msgstr "" +msgstr "**unshaded**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:41 msgid "Result is just albedo. No lighting/shading happens in material." @@ -155,7 +155,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:43 msgid "**diffuse_lambert**" -msgstr "" +msgstr "**diffuse_lambert**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:43 msgid "Lambert shading for diffuse (default)." @@ -163,7 +163,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:45 msgid "**diffuse_lambert_wrap**" -msgstr "" +msgstr "**diffuse_lambert_wrap**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:45 msgid "Lambert wrapping (roughness dependent) for diffuse." @@ -171,7 +171,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:47 msgid "**diffuse_oren_nayar**" -msgstr "" +msgstr "**diffuse_oren_nayar**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:47 msgid "Oren Nayar for diffuse." @@ -179,7 +179,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:49 msgid "**diffuse_burley**" -msgstr "" +msgstr "**diffuse_burley**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:49 msgid "Burley (Disney PBS) for diffuse." @@ -187,7 +187,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:51 msgid "**diffuse_toon**" -msgstr "" +msgstr "**diffuse_toon**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:51 msgid "Toon shading for diffuse." @@ -195,7 +195,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:53 msgid "**specular_schlick_ggx**" -msgstr "" +msgstr "**specular_schlick_ggx**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:53 msgid "Schlick-GGX for specular (default)." @@ -203,7 +203,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:55 msgid "**specular_blinn**" -msgstr "" +msgstr "**specular_blinn**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:55 msgid "Blinn for specular (compatibility)." @@ -211,7 +211,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:57 msgid "**specular_phong**" -msgstr "" +msgstr "**specular_phong**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:57 msgid "Phong for specular (compatibility)." @@ -219,7 +219,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:59 msgid "**specular_toon**" -msgstr "" +msgstr "**specular_toon**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:59 msgid "Toon for specular." @@ -227,7 +227,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:61 msgid "**specular_disabled**" -msgstr "" +msgstr "**specular_disabled**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:61 msgid "Disable specular." @@ -235,7 +235,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:63 msgid "**skip_vertex_transform**" -msgstr "" +msgstr "**skip_vertex_transform**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:63 msgid "VERTEX/NORMAL/etc. need to be transformed manually in vertex function." @@ -243,7 +243,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:65 msgid "**world_vertex_coords**" -msgstr "" +msgstr "**world_vertex_coords**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:65 msgid "VERTEX/NORMAL/etc. are modified in world coordinates instead of local." @@ -259,7 +259,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:69 msgid "**vertex_lighting**" -msgstr "" +msgstr "**vertex_lighting**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:69 msgid "Use vertex-based lighting." @@ -997,7 +997,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:352 msgid "Roughness." -msgstr "" +msgstr "Шероховатость." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:354 msgid "in vec3 **TRANSMISSION**" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/visual_shaders.po index 92c20574c0..30233136ee 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index f42934c5ea..851bb46de5 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index af35a928ae..287efa3fa0 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index c94b61a6d4..b3a7b69657 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index c3c4a7615f..103263bada 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index b455eb6d88..d2d266fb45 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -107,19 +107,23 @@ msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:54 msgid "Let's set it to a nice shade of blue." -msgstr "" +msgstr "Давайте установим красивый оттенок синего." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:64 msgid "" "We set it to a very dark shade of blue because most of the blueness of the " "water will come from reflections from the sky." msgstr "" +"Мы установили очень темный оттенок синего, потому что большая часть синевы " +"воды будет обусловлена отражением от неба." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:67 msgid "" "The PBR model that Godot uses relies on two main parameters: ``METALLIC`` " "and ``ROUGHNESS``." msgstr "" +"Модель PBR, которую использует Godot, опирается на два основных параметра: " +"``МЕТАЛЛИЧЕСКИЙ`` и ``РОГАННОСТЬ``." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:69 msgid "" @@ -127,6 +131,10 @@ msgid "" "``ROUGHNESS`` will make a material appear like a shiny plastic, while a high " "roughness makes the material appear more solid in color." msgstr "" +"``ROUGHNESS`` определяет, насколько гладкой/шероховатой является поверхность " +"материала. Низкая ``ROUGHNESS`` сделает материал похожим на блестящий " +"пластик, в то время как высокая шероховатость заставит материал казаться " +"более твердым по цвету." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:73 msgid "" @@ -137,18 +145,28 @@ msgid "" "low ``METALLIC`` has a more equal representation of sky color and ``ALBEDO`` " "color." msgstr "" +"``METALLIC`` определяет, насколько объект похож на металл. Лучше установить " +"значение, близкое к ``0`` или ``1``. Думайте о ``METALLIC`` как об изменении " +"баланса между отражением и цветом ``ALBEDO``. При высоком ``METALLIC`` почти " +"полностью игнорируется ``ALBEDO`` и выглядит как зеркало неба. В то время " +"как низкий ``METALLIC`` имеет более равное представление цвета неба и " +"``ALBEDO``." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:78 msgid "" "``ROUGHNESS`` increases from ``0`` to ``1`` from left to right while " "``METALLIC`` increase from ``0`` to ``1`` from top to bottom." msgstr "" +"``ROUGHNESS`` увеличивается от ``0`` к ``1`` слева направо, а ``METALLIC`` " +"увеличивается от ``0`` к ``1`` сверху вниз." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:83 msgid "" "``METALLIC`` should be close to ``0`` or ``1`` for proper PBR shading. Only " "set it between them for blending between materials." msgstr "" +"``METALLIC`` должен быть близок к ``0`` или ``1`` для правильного затенения " +"PBR. Для смешивания материалов устанавливайте только между ними." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:86 msgid "" @@ -156,6 +174,9 @@ msgid "" "Water is also highly reflective, so we will set its ``ROUGHNESS`` property " "to be quite low as well." msgstr "" +"Вода не является металлом, поэтому мы установим ее свойство ``METALLIC`` на " +"``0.0``. Вода также обладает высокой отражательной способностью, поэтому мы " +"установим ее свойство ``ROUGHNESS`` на довольно низком уровне." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:99 msgid "" @@ -168,6 +189,15 @@ msgid "" "objects to become more reflective at shallow angles. It is the reason why " "you can see into water below you, but farther away it reflects the sky." msgstr "" +"Теперь у нас есть гладкая поверхность, похожая на пластик. Пришло время " +"подумать о некоторых свойствах воды, которые мы хотим имитировать. Есть два " +"основных свойства, которые позволят нам превратить странную пластиковую " +"поверхность в красивую стилизованную воду. Первое - это зеркальные " +"отражения. Спекулярные отражения - это яркие пятна, которые вы видите, когда " +"солнце отражается прямо в ваш глаз. Второе - отражение Френеля. Отражение " +"Френеля - это свойство объектов становиться более отражающими под небольшим " +"углом. Именно по этой причине вы можете видеть воду под собой, а вдали от " +"вас отражается небо." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:106 msgid "" @@ -175,6 +205,9 @@ msgid "" "we will change the render mode for specular to toon because the toon render " "mode has larger specular highlights." msgstr "" +"Для того чтобы увеличить зеркальные отражения, мы сделаем две вещи. Во-" +"первых, мы изменим режим рендеринга для specular на toon, потому что режим " +"рендеринга toon имеет больше спекулярных бликов." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:115 msgid "" @@ -183,6 +216,10 @@ msgid "" "through fabric on the edges of an object, but we will use it here to help " "achieve a nice watery effect." msgstr "" +"Во-вторых, мы добавим ободковое освещение. Окантовочное освещение усиливает " +"эффект света под скользящими углами. Обычно оно используется для имитации " +"прохождения света через ткань на краях объекта, но мы будем использовать его " +"здесь, чтобы добиться красивого эффекта воды." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:131 msgid "" @@ -195,6 +232,14 @@ msgid "" "way to tell when you are looking at the surface head-on or at a glancing " "angle." msgstr "" +"Чтобы добавить френелевое отражение, мы вычислим член Френеля в нашем " +"фрагментном шейдере. Здесь мы не будем использовать реальный терм Френеля по " +"соображениям производительности. Вместо этого мы аппроксимируем его с " +"помощью точечного произведения векторов ``NORMAL`` и ``VIEW``. Вектор " +"``NORMAL`` направлен в сторону от поверхности сетки, а вектор ``VIEW`` - это " +"направление между вашим глазом и этой точкой на поверхности. Точечное " +"произведение между ними - удобный способ определить, когда вы смотрите на " +"поверхность в упор или под углом." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:143 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/index.po index 67c6de698c..1babcda4fe 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 5c3d52d834..d0c6efe1ea 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 18ef724ab7..1852b49aa5 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index f03b0d2764..bbbcb2c9b2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po index 0faccfa11e..2d39b9bba8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 2f5b51e87a..0533d065ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -160,6 +160,14 @@ msgid "" "(scenes loaded are instanced as a child of it, and it can always be accessed " "by calling ``get_tree().get_root()`` or ``get_node(\"/root\")``)." msgstr "" +"Существует несколько типов устройств с несколькими типами экранов, которые, " +"в свою очередь, имеют различную плотность пикселей и разрешение. Обработка " +"всех из них может быть большой работой, поэтому Godot пытается немного " +"облегчить жизнь разработчика. Узел :ref:`Viewport <class_Viewport>` имеет " +"несколько функций для обработки изменения размера, и корневой узел дерева " +"сцен всегда является окном просмотра (загруженные сцены создаются как его " +"дочерние элементы, и к нему всегда можно получить доступ, вызвав " +"``get_tree().get_root()`` или ``get_node(\"/root\")``)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:99 msgid "" @@ -378,10 +386,242 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Как создавать ресурсы под множество разрешений и соотношений сторон дисплея?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Формат PCK:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Нормализация" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Поддерживаемые платформы" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -390,19 +630,19 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 #, fuzzy msgid "Handling aspect ratios" msgstr "Обработка уведомления" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -410,11 +650,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -422,7 +662,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -430,11 +670,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -443,7 +683,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -453,7 +693,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ for examples." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index c48e047832..8ae2e96c53 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po index dfcee56faf..e6e4ba59bc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/viewports/viewports.rst:4 -#, fuzzy msgid "Using Viewports" -msgstr "2 Окна" +msgstr "Использование окон просмотра" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" @@ -103,7 +102,7 @@ msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:51 msgid "Listener" -msgstr "" +msgstr "Слушатель" #: ../../docs/tutorials/viewports/viewports.rst:53 msgid "" @@ -271,7 +270,7 @@ msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:174 msgid "Rendering" -msgstr "" +msgstr "Визуализация" #: ../../docs/tutorials/viewports/viewports.rst:176 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index eb60b9cc22..196e13cf31 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -129,7 +129,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po index 878118fe89..bf3cccdd1d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po index 8f1a0cf561..c788fe5b02 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -150,6 +150,17 @@ msgid "" "HMD is tracked in relation to this center position and the tracking is " "mirror in the virtual world." msgstr "" +":ref:`ARVROrigin <class_ARVROrigin>` - это важный узел, у вас должен быть " +"один и только один такой узел в вашей сцене. Этот узел отображает центр " +"пространства отслеживания реального мира на местоположение в виртуальном " +"мире. Все остальное позиционно отслеживается относительно этой точки. Где " +"именно находится эта точка, зависит от конкретной реализации, но лучшим " +"примером для понимания работы этого узла будет рассмотрение местоположения в " +"масштабе комнаты. Хотя у нас есть функции для настройки точки, чтобы по " +"умолчанию центрировать ее на игроке, исходной точкой будет центр комнаты, в " +"которой вы находитесь. Когда вы физически ходите по комнате, местоположение " +"HMD отслеживается относительно этого центрального положения, и это " +"отслеживание зеркально отражается в виртуальном мире." #: ../../docs/tutorials/vr/vr_primer.rst:89 msgid "" @@ -238,20 +249,19 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 #, fuzzy msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "" @@ -259,29 +269,29 @@ msgstr "" "`демонстрационные проекты Godot <https://github.com/godotengine/godot-demo-" "projects>`_." -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -297,8 +307,22 @@ msgid "" "scale. For instance, setting this to a value of 10 changes our coordinate " "system so 10 units = 1 meter." msgstr "" +"Первое - это наши юниты. В обычных 3D-играх вам не нужно много думать о " +"единицах. Пока все находится в одном масштабе, коробка размером 1 единица на " +"1 единицу на 1 единицу может быть любого размера - от кубика, который можно " +"держать в руке, до чего-то размером со здание. В AR и VR все меняется, " +"поскольку вещи в вашем виртуальном мире отображаются на вещи в реальном " +"мире. Если вы делаете шаг на 1 метр вперед в реальном мире, но в виртуальном " +"мире продвигаетесь только на 1 см, у вас возникает проблема. То же самое с " +"положением ваших контроллеров; если они не отображаются в правильном " +"относительном пространстве, это нарушает погружение игрока. Большинство " +"платформ VR, включая наш AR/VR-сервер, считают, что 1 единица = 1 метр. " +"Однако у сервера AR/VR есть свойство, которое для удобства также " +"отображается на узле ARVROrigin, называемое мировым масштабом. Например, " +"установка этого свойства на значение 10 изменяет нашу систему координат так, " +"что 10 единиц = 1 метр." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -306,7 +330,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -314,7 +338,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -323,7 +347,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -331,7 +355,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 5bed46d814..a2c688beb1 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 39b149f446..d7ba3c6247 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1204,7 +1204,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index b4b2ae831c..002c0ce74b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1220,7 +1220,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/uk/LC_MESSAGES/about/docs_changelog.po index 952918d5dc..8735bd9d95 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/uk/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/about/faq.po b/sphinx/po/uk/LC_MESSAGES/about/faq.po index c8f33b3986..dcb94d87d2 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/faq.po +++ b/sphinx/po/uk/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -268,11 +268,12 @@ msgstr "" "`GDScript scripting guide <doc_gdscript>`." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "Є декілька причин використовувати GDScript -- особливо, якщо ви займаєтесь " "прототипуванням, знаходитесь в альфа/беті стадіях розробки вашого проєкту " @@ -547,7 +548,6 @@ msgid "Why does Godot aim to keep its core feature set small?" msgstr "Чому Godot зберігає невеликий набір основних функцій?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -925,19 +925,18 @@ msgstr "" "або прикладних проєктів (якщо це застосовується)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Чи можливо використовувати Godot як бібліотеку ?" +msgstr "Чи можливо використовувати Godot для створення не ігрових додатків?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" -"Невеликий розмір дистрибутиву Godot робить його непоганою альтернативою для " -"таких фреймворків, як Electron, чи Qt." +"Так! Godot має об'ємну вбудовану систему інтерфейсу користувача, і невеликий " +"розмір, що робить його непоганою альтернативою для таких фреймворків, як " +"Electron, чи Qt." #: ../../docs/about/faq.rst:366 msgid "" @@ -945,12 +944,18 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"При створенні не ігрового додатка не забудьте увімкнути :ref:`low-processor " +"mode <class_ProjectSettings_property_application/run/low_processor_mode>` в " +"Параметрах Проекту щоб зменшити використання CPU і GPU." #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"Тим не менш, ми не рекомендуємо використовувати Godot для створення " +"*мобільного* додатка, оскільки режим з низьким процесором поки не " +"підтримується на мобільних платформах." #: ../../docs/about/faq.rst:373 msgid "" @@ -958,6 +963,9 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"Загляньте в `Material Maker <https://github.com/RodZill4/material-maker>`__ " +"і `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ для " +"прикладів програм із відкритим кодом, зроблених за допомогою Godot." #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -990,6 +998,7 @@ msgstr "" #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" msgstr "" +"Який набір інструментів користувальницького інтерфейсу використовує Godot?" #: ../../docs/about/faq.rst:395 msgid "" @@ -1000,6 +1009,14 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot не використовує стандартний набір інструментів :abbr:`GUI (Графічного " +"Інтерфейсу Користувача)`, як GTK, Qt або wxWidgets. Натомість Godot " +"використовує власний набір інструментів користувальницького інтерфейсу, " +"відтворений за допомогою OpenGL ES або Vulkan. Цей набір інструментів " +"представлений у вигляді вузлів керування, які використовуються для " +"візуалізації редактора (який написаний на C++). Ці вузли управління також " +"можуть бути використані в проектах на будь-якій скриптовій мові, що " +"підтримується Godot." #: ../../docs/about/faq.rst:402 msgid "" @@ -1009,6 +1026,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"Цей спеціальний набір інструментів дає змогу отримати вигоду від апаратного " +"прискорення та мати стабільний вигляд на всіх платформах. На додачу до " +"цього, йому не доведеться мати справу із застереженнями щодо ліцензування " +"LGPL, які поставляються з GTK або Qt. Нарешті, це означає, що Godot «їсть " +"власну собачу їжу», оскільки сам редактор є одним із найскладніших " +"користувачів системи інтерфейсу Godot." #: ../../docs/about/faq.rst:408 msgid "" @@ -1016,9 +1039,14 @@ msgid "" "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"Цей власний набір інструментів інтерфейсу користувача :ref:`не можна " +"використати, як бібліотеку <doc_faq_use_godot_as_library>`, проте ви все ще " +"можете :ref:`використати Godot для створення не ігрових додатків " +"<doc_faq_non_game_applications>`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Чому Godot не використовує STL (Standard Template Library)" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/uk/LC_MESSAGES/about/index.po b/sphinx/po/uk/LC_MESSAGES/about/index.po index 5368be4da9..60d5dbbd7a 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/index.po +++ b/sphinx/po/uk/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/about/introduction.po b/sphinx/po/uk/LC_MESSAGES/about/introduction.po index f3899335d0..54889c7364 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/uk/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/about/list_of_features.po b/sphinx/po/uk/LC_MESSAGES/about/list_of_features.po index 6f71810d6c..7989f3d844 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/uk/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -99,6 +99,8 @@ msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`Позбавлені керівництва сервери Linux та " +"macOS<doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" @@ -763,9 +765,8 @@ msgid "Ragdolls." msgstr "Система Ragdolls (\"rag\" - ганчірка, \"doll\" - лялька)." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "Вбудовані форми: куб, куля, капсула, циліндр (лише з фізикою Bullet)." +msgstr "Вбудовані форми: куб, куля, капсула, циліндр." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -866,7 +867,8 @@ msgstr "" "асинхронних дій, або використання декількох ядер процесора." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 @@ -982,6 +984,8 @@ msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." msgstr "" +"Аудіо вхід для запису мікрофонів з доступом в реальному часі за допомогою " +"класу AudioEffectCapture." #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -1137,6 +1141,7 @@ msgstr "Ввід пера/планшета з підтримкою тиску." msgid "" "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" +"Підтримка вводу з геймпада, клавіатури та мишки також доступна на Android." #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" diff --git a/sphinx/po/uk/LC_MESSAGES/about/release_policy.po b/sphinx/po/uk/LC_MESSAGES/about/release_policy.po index 062a9ded2e..771840d7d7 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/uk/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -215,37 +215,36 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "|unstable| * Поточний фокус розвитку (нестабільний). *" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "Q2 або Q3 2021" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." msgstr "" +"|supported| *Бета.* Отримує нові функції, а також виправлення помилок під " +"час розробки." #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "Березень/Квітень 2021" +msgstr "Квітень 2021" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." msgstr "" "|supported| Отримує виправлення помилок, безпеки та підтримки платформ, а " -"також покращені зручності використання." +"також покращені зручності використання зі зворотною сумісністю." #: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" @@ -256,11 +255,12 @@ msgid "January 2020" msgstr "Січень 2020" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| Більше не підтримується (останнє оновлення: 3.0.6)." +msgstr "" +"|eol| Більше не підтримується оскільки повністю замінено сумісним випуском " +"3.3 (останнє оновлення: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" diff --git a/sphinx/po/uk/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/uk/LC_MESSAGES/about/troubleshooting.po index 1c41c479f0..9491ceeb2a 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/uk/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -120,10 +120,23 @@ msgstr "" "відкривати редактор. Потім можна знову підключити периферійний пристрій." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "Редактор Godot зависає при натисканні на системну консоль." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -137,7 +150,7 @@ msgstr "" "вибрати текст усередині системної консолі. Godot не може замінити цю " "специфічну для системи поведінку." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." @@ -145,7 +158,7 @@ msgstr "" "Щоб вирішити цю проблему, виберіть вікно системної консолі та натисніть " "Enter, щоб вийти з режиму вибору." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." @@ -153,7 +166,7 @@ msgstr "" "У верхньому лівому куті менеджера проектів та вікна редактора з'являється " "якийсь текст, наприклад \"NO DC\"." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." @@ -161,7 +174,7 @@ msgstr "" "Це спричинено тим, що графічний драйвер NVIDIA вводить накладку для " "відображення інформації." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." @@ -169,7 +182,7 @@ msgstr "" "Щоб вимкнути це накладання в Windows, відновіть налаштування графічного " "драйвера до значень за замовчуванням на панелі керування NVIDIA." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." @@ -178,11 +191,11 @@ msgstr "" "до **X Screen 0> OpenGL Settings**, а потім зніміть галочку **Enable " "Graphics API Visual Indicator**." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "Вікно проєкту виглядає розмитим, на відміну від редактора." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -192,7 +205,7 @@ msgstr "" "відомий. Це робиться для покращення продуктивності, особливо в інтегрованій " "графіці, де промальовування 3D-сцен у hiDPI відбувається повільно." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -203,11 +216,11 @@ msgstr "" "проєкт налаштований на підтрмку :ref:`декількох розширень " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "При запуску вікно проєкта не відображається по центрі." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -220,7 +233,7 @@ msgstr "" "проєкт налаштований на підтримку :ref:`декількох розширень " "<doc_multiple_resolutions>`." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." @@ -228,7 +241,7 @@ msgstr "" "Проєкт працює при запуску з редактора, але не вдається завантажити деякі " "файли при запуску з експортованої копії." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -245,7 +258,7 @@ msgstr "" "``*.json`` у фільтрі експорту не-ресурсів. Дивіться :ref:" "`doc_exporting_projects_export_mode` для отримання додаткової інформації." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/uk/LC_MESSAGES/community/channels.po b/sphinx/po/uk/LC_MESSAGES/community/channels.po index bb4a314c9c..143d8415cb 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/channels.po +++ b/sphinx/po/uk/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -136,7 +136,7 @@ msgstr "" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index d1fd37c6f1..182592af47 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/bisecting_regressions.po index 8a808623ef..fc1c9c6bbb 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index ea8ab67e57..1f453b8b0b 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..2b2cb80171 --- /dev/null +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,143 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: uk\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "Створення простого додатка" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"Якщо хочете взяти участь у написанні документації, сховище її коду " +"розташовано `тут <https://github.com/godotengine/godot-docs>`_." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"Якщо хочете взяти участь у написанні документації, сховище її коду " +"розташовано `тут <https://github.com/godotengine/godot-docs>`_." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +msgid "If you run into errors, you may try the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po index 74cd33f883..a9164b46fc 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index a57b658eff..16565e3146 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po index 09f88ce738..ae3a468ab0 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index 48c9b8b246..80bffa4b96 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po index 7537477b5b..8a043199dc 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po index 96c308746e..91f1144ac8 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/testing_pull_requests.po index 3e06518cee..1c752b5548 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 1c830e7966..348bd9ddea 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po index 91259775ef..b43f21fc8d 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/tutorials.po b/sphinx/po/uk/LC_MESSAGES/community/tutorials.po index 530077d1ed..2ef3fe174e 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/uk/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -136,43 +136,37 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>` __ (2D та 3D, GDScript і VisualScript)." -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 msgid "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." msgstr "" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." @@ -180,25 +174,25 @@ msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>` __ (2D, " "GDScript і VisualScript)." -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 msgid "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -207,13 +201,13 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>` _ (2D, " "3D, GDScript, Shaders)." -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" "list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -222,58 +216,58 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 #, fuzzy msgid "Text tutorials" msgstr "Навчальні посібники" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 #, fuzzy msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`_" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" msgstr "" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" msgstr "" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "Ресурси" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "<https://github.com/godotengine/awesome-godot>`_" msgstr "" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po index 893b554569..f3b2d447ab 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po index ba405b0a87..a1cbbb257a 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po index 5d514e2ac1..2973c49d2c 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 7cd06189ec..b8393161e6 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po index 14a282f0ba..4aa5e38ec0 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po index e7bce76487..989483fe87 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po index d1dd058741..ee7134877c 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po index 40812ce1b0..e3063dca62 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index e7f9fc3ba6..a92b0491a9 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index c1c76d06b8..ac27578a1a 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po index 47e2d80015..43ebc77d57 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -70,7 +70,7 @@ msgid "" "the following in a terminal:" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -78,19 +78,19 @@ msgid "" "the page." msgstr "" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" -msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "" + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po index b66434068c..b51dfe293e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 8435bcb00e..659099ccbf 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/optimizing_for_size.po index 4ad9595968..73252d9168 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index ab98aa6fe1..3e47a1e97e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -72,9 +72,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 @@ -90,7 +90,7 @@ msgstr "" msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -104,9 +104,9 @@ msgstr "" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" @@ -123,18 +123,18 @@ msgid "" "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "Користування модулем" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 0d07388204..0dcaa3288e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index e69f208109..78f3300be6 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 883c20d192..9fb6d5152c 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 3531b0334d..95d2403a94 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -196,7 +196,7 @@ msgstr "" #, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index f28e78597f..8c370fafe4 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index c80a453d25..149259e368 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 3cb55a559d..41dec0e77f 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 35b2143512..cf65968477 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 95c75cfa7c..d2fbf2daaf 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index b4011eb148..f83323aa5e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po index afafe97162..444c192e77 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po index b0660b5d78..480899d335 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po index 5271c02420..b731b81cc7 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 28055287f9..ea10eedcb3 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,8 +79,8 @@ msgstr "Створення модуля" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 @@ -92,112 +92,107 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "Користування модулем" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -205,7 +200,7 @@ msgid "" "libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -215,11 +210,11 @@ msgid "" "compiling>` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -227,7 +222,7 @@ msgid "" "be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -237,7 +232,7 @@ msgid "" "needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -246,27 +241,27 @@ msgid "" "changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -274,29 +269,29 @@ msgid "" "specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -304,13 +299,13 @@ msgid "" "a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -318,13 +313,13 @@ msgid "" "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -332,23 +327,23 @@ msgid "" "using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -357,22 +352,22 @@ msgid "" "someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -380,7 +375,7 @@ msgid "" "your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -388,64 +383,64 @@ msgid "" "classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 #, fuzzy msgid "Example output::" msgstr "Приклад:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "Тепер ми можемо створити документацію:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -453,95 +448,95 @@ msgid "" "from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 #, fuzzy msgid "Adding custom editor icons" msgstr "Додавання нетипових черг обробки звукових даних" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 1ef6c9f052..06d6abb9eb 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po index 5d6dbd6de2..921e67d0a7 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "Розробка движка" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "Тестування версій, які перебувають у розробці" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "Початок роботи з Visual Scripting" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "Приготування проєкту" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 4fea45aa77..516daf0287 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 2f9716d0da..3bb055df2d 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po index a712eab560..553b3988bd 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..39957ab183 --- /dev/null +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,343 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: uk\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "Використання пробілів" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "External Files (Зовнішні файли)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +#, fuzzy +msgid "Setting up Godot" +msgstr "Налаштовування вашого проєкту" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +msgid "Profiler-specific instructions" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "Ваша заключна сцена повинна виглядати приблизно так." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" +"Натисніть **Install & Edit**(**Встановити та редагувати**), і проект " +"відкриється в редакторі." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po index 4605b1b1f7..f9f00cac7f 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/uk/LC_MESSAGES/development/editor/creating_icons.po index 5b8fe28cf6..b79560f341 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/uk/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/uk/LC_MESSAGES/development/editor/editor_style_guide.po index 9f2bfaffa4..0001cf612c 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/uk/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/editor/index.po b/sphinx/po/uk/LC_MESSAGES/development/editor/index.po index bda67d354b..61bd03303e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/uk/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 3a34c1729e..9c56a2fc05 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/uk/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -97,12 +97,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" "`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" "master/core/io/resource_loader.cpp#L258>`__" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" +"master/core/io/resource_loader.cpp#L258>`__" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -110,7 +121,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -118,7 +129,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -126,34 +137,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -161,19 +172,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "Розробка" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/uk/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/uk/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 0c43290794..a865d73176 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/uk/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po index 2b531f9f03..b7972353a0 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po index 977643a136..0e1ddf0385 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,12 +60,12 @@ msgid "File Descriptor" msgstr "" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "" @@ -79,13 +79,16 @@ msgstr "З'єднання" #: ../../docs/development/file_formats/tscn.rst:31 msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -93,90 +96,90 @@ msgid "" "external resources should start with ``[ext_resource .....]``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 #, fuzzy msgid "``ext_resource``" msgstr "ext_resource" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 #, fuzzy msgid "``sub_resource``" msgstr "sub_resource" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 #, fuzzy msgid "``node``" msgstr "node" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 #, fuzzy msgid "``connection``" msgstr "З'єднання" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 #, fuzzy msgid "``instance``" msgstr "Екземпляр" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 #, fuzzy msgid "``instance_placeholder``" msgstr "instance_placeholder" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 #, fuzzy msgid "``owner``" msgstr "Center" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 #, fuzzy msgid "``groups``" msgstr "Групи" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -187,18 +190,18 @@ msgid "" "content):" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -207,80 +210,80 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "Каркас" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "Назва" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 #, fuzzy msgid "``parent``" msgstr "parent" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 #, fuzzy msgid "``rest``" msgstr "rest" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 #, fuzzy msgid "``pose``" msgstr "pose" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 #, fuzzy msgid "``enabled``" msgstr "enabled" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 #, fuzzy msgid "``bound_children``" msgstr "bound_children" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -288,15 +291,15 @@ msgid "" "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -305,18 +308,18 @@ msgid "" "Node)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "Ресурси" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " "may be either internal or external to the TSCN file." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -325,37 +328,37 @@ msgid "" "have the same ID for both an internal and external resource." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "Ось декілька прикладів зовнішніх ресурсів:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -364,7 +367,7 @@ msgid "" "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -372,207 +375,207 @@ msgid "" "internal resources section." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 #, fuzzy msgid "``primitive``" msgstr "primitive" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 #, fuzzy msgid "``arrays``" msgstr "PoolFloatArray" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 #, fuzzy msgid "``morph_arrays``" msgstr "morph_arrays" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 #, fuzzy msgid "Vertex positions array" msgstr "``x.attribute``" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "Масив дотичних" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 #, fuzzy msgid "Bone indexes array" msgstr "Масив дотичних" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 #, fuzzy msgid "Bone weights array" msgstr "Масив дотичних" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "Приклад ArrayMesh:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "Анімація" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 #, fuzzy msgid "``path``" msgstr "``$NodePath``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 #, fuzzy msgid "``interp``" msgstr "Center" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 #, fuzzy msgid "``keys``" msgstr "keys" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 #, fuzzy msgid "``loop_wrap``" msgstr "loop_wrap" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 #, fuzzy msgid "``imported``" msgstr "imported" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 #, fuzzy msgid "``transform``" msgstr "'transform'" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 #, fuzzy msgid "``value``" msgstr "'value'" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 #, fuzzy msgid "``method``" msgstr "'method'" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 #, fuzzy msgid "``0`` (constant)" msgstr "0 (сталий)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 #, fuzzy msgid "``1`` (linear)" msgstr "1 (лінійний)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 #, fuzzy msgid "``2`` (cubic)" msgstr "2 (кубічний)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 2914898c5b..2bb7fe2ee6 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 4d194f5193..556b4f9414 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -138,9 +138,8 @@ msgid "Open 2D Editor" msgstr "Відкрити 2D редактор" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F12`" +msgstr ":kbd:`Ctrl + F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 msgid ":kbd:`Alt + 1`" @@ -172,9 +171,8 @@ msgid "Open Script Editor" msgstr "Відкрити редактор скриптів" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F`" +msgstr ":kbd:`Ctrl + F3`" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 msgid ":kbd:`Alt + 3`" @@ -189,8 +187,8 @@ msgid "Search Help" msgstr "Пошук довідки" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po index 6f6366c613..0f59649f52 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po index a7eefe0849..45d80e4036 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 51562f5bcc..19c50eb292 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index a2ef8300cb..9ea461f4f4 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 2090b5819e..39e88512f5 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4 -#, fuzzy msgid "C# basics" -msgstr "базовий (basic)" +msgstr "Основи C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:7 msgid "Introduction" @@ -93,19 +92,23 @@ msgstr "Налаштування C# для Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42 msgid "Prerequisites" -msgstr "" +msgstr "Передумови" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44 msgid "" "Install the latest stable version of `.NET Core SDK <https://dotnet." "microsoft.com/download/dotnet-core>`__ (3.1 as of writing)." msgstr "" +"Встановіть останню стабільну версію `.NET Core SDK <https://dotnet.microsoft." +"com/download/dotnet-core>`__ (3.1 на момент написання)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48 msgid "" "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, " "except it is required if you are building the engine from source." msgstr "" +"Починаючи з Godot 3.2.3 і далі, установка Mono SDK більше не є вимогою, за " +"винятком того, що вона потрібна, якщо ви створюєте движок із джерела." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "" @@ -116,15 +119,20 @@ msgid "" "in the Mono SDK, but it can't build C# projects with the new ``csproj`` " "format, therefore .NET Core SDK is required for Godot 3.2.3+." msgstr "" +"Godot поєднує в собі частини Mono, необхідні для запуску вже складених ігор, " +"однак Godot не включає інструменти, необхідні для побудови та компіляції " +"ігор, такі як MSBuild. Ці інструменти потрібно встановлювати окремо. " +"Потрібні інструменти входять до складу .NET Core SDK. MSBuild також входить " +"до складу Mono SDK, але він не може створювати проекти C# з новим форматом " +"``csproj``, тому для Godot 3.2.3+ потрібен .NET Core SDK." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 -#, fuzzy msgid "" "In summary, you must have installed .NET Core SDK **and** the Mono-enabled " "version of Godot." msgstr "" -"В результаті, ви повинні встановити Visual Studio, або Mono, (залежно від " -"вашої операційної системи) **та** придатну для Mono версію Godot." +"В результаті, ви повинні встановити .NET Core SDK **та** версію Godot, що " +"підтримує Mono." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62 msgid "Additional notes" @@ -135,26 +143,26 @@ msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." msgstr "" +"Обов’язково встановіть 64-бітну версію SDK, якщо ви використовуєте 64-бітну " +"версію Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 -#, fuzzy msgid "" "If you are building Godot from source, install the latest stable version of " "`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to " "follow the steps to enable Mono support in your build as outlined in the :" "ref:`doc_compiling_with_mono` page." msgstr "" -"У вашій версії Godot повинна бути включена підтримка Mono, тому обов'язково " -"завантажте **Mono версію** Godot. Якщо ви створюєте Godot з джерела, не " -"забудьте виконати кроки для увімкнення підтримки Mono у вашій збірці, як " -"зазначено на сторінці :ref:`doc_compiling_with_mono`." +"Якщо ви монтуєте Godot із джерела, встановіть останню стабільну версію `Mono " +"<https://www.mono-project.com/download/stable/>`__, та дотримуйтесь " +"інструкцій, щоб увімкнути підтримку Mono у вашій збірці, як зазначено на " +"сторінці :ref:`doc_compiling_with_mono`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73 msgid "Configuring an external editor" msgstr "Налаштування зовнішнього редактора" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75 -#, fuzzy msgid "" "C# support in Godot's built-in script editor is minimal. Consider using an " "external IDE or editor, such as `Visual Studio Code <https://code." @@ -169,7 +177,7 @@ msgstr "" "Code<https://code.visualstudio.com/>`_ або MonoDevelop. Вони забезпечують " "автоматичне завершення, налагодження та інші корисні функції для C#. Щоб " "вибрати зовнішній редактор у Godot, натисніть **Редактор → Параметри " -"редактора** та прокрутіть униз до **Mono**. У розділі **Mono** натисніть на " +"редактора** та прогорніть униз до **Mono**. У розділі **Mono** натисніть на " "**Editor**(Редактор) та виберіть зовнішній редактор на вибір. На даний " "момент Godot підтримує такі зовнішні редактори:" @@ -198,40 +206,45 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90 msgid "See the following sections for how to configure an external editor:" msgstr "" +"Перегляньте наступні розділи, щоб дізнатися, як налаштувати зовнішній " +"редактор:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`JetBrains Rider <https://www.jetbrains.com/rider/download>`__." msgstr "" +"Прочитавши розділ \"Передумови\", ви можете завантажити та встановити " +"`JetBrains Rider <https://www.jetbrains.com/rider/download>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142 -#, fuzzy msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "Додатки редактора" +msgstr "В меню Godot **Редактор → Параметри редактора**:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100 msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**." msgstr "" +"Встановіть **Mono** -> **Editor** -> **External Editor** на **JetBrains " +"Rider**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101 msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**." -msgstr "" +msgstr "Встановіть **Mono** -> **Builds** -> **Build Tool** на **dotnet CLI**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103 msgid "In Rider:" -msgstr "" +msgstr "В Rider:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 msgid "Set **MSBuild version** to **.NET Core**." -msgstr "" +msgstr "Встановіть **MSBuild version** на **.NET Core**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 msgid "Install the **Godot support** plugin." -msgstr "" +msgstr "Встановіть плагін **Godot support**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111 msgid "" @@ -239,43 +252,44 @@ msgid "" "`Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS " "Code)." msgstr "" +"Прочитавши розділ \"Передумови\", ви можете завантажити та встановити " +"`Visual Studio Code <https://code.visualstudio.com/download>`__ (він же VS " +"Code)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116 msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**." msgstr "" +"Встановіть **Mono** -> **Editor** -> **External Editor**на **Visual Studio " +"Code**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 -#, fuzzy msgid "In Visual Studio Code:" -msgstr "Visual Studio або VS Code" +msgstr "В Visual Studio Code:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120 -#, fuzzy msgid "" "Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-" "dotnettools.csharp>`__ extension." msgstr "" -"Встановіть `розширення VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Встановіть розширення `C# <https://marketplace.visualstudio.com/items?" +"itemName=ms-dotnettools.csharp>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 -#, fuzzy msgid "" "Install the `Mono Debug <https://marketplace.visualstudio.com/items?" "itemName=ms-vscode.mono-debug>`__ extension." msgstr "" -"Встановіть `розширення VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Встановіть розширення `Mono Debug <https://marketplace.visualstudio.com/" +"items?itemName=ms-vscode.mono-debug>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 -#, fuzzy msgid "" "Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?" "itemName=neikeq.godot-csharp-vscode>`__ extension." msgstr "" -"Встановіть `розширення VSMonoDebugger <https://marketplace.visualstudio.com/" -"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." +"Встановіть розширення `C# Tools for Godot <https://marketplace.visualstudio." +"com/items?itemName=neikeq.godot-csharp-vscode>`__." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 msgid "" @@ -284,11 +298,14 @@ msgid "" "**C# Godot** from the dropdown menu. Now, when you start the debugger in VS " "Code your Godot project will run." msgstr "" +"Щоб налаштувати проект для налагодження, відкрийте папку проекту Godot у VS " +"Code. Перейдіть на вкладку Виконати і натисніть на **створити файл launch." +"json**. Виберіть **C# Godot** з спливаючого меню. Тепер ваш проект Godot " +"буде запущений, коли ви запускаєте налагоджувач у VS Code." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 -#, fuzzy msgid "Visual Studio (Windows only)" -msgstr "Visual Studio або VS Code" +msgstr "Visual Studio (тільки Windows)" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131 msgid "" @@ -297,23 +314,28 @@ msgid "" "required SDKs if you have the correct workloads selected, so you don't need " "to manually install the things listed in the \"Prerequisites\" section." msgstr "" +"Завантажте та встановіть останню версію `Visual Studio <https://visualstudio." +"microsoft.com/downloads/>`__. Visual Studio включатиме необхідні пакети SDK, " +"якщо ви вибрали правильні робочі навантаження, тому вам не потрібно вручну " +"встановлювати речі, перелічені в розділі \"Передумови\"." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 msgid "While installing Visual Studio, select these workloads:" -msgstr "" +msgstr "Під час встановлення Visual Studio виберіть такі робочі навантаження:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 -#, fuzzy msgid "Mobile development with .NET" -msgstr "Розробка движка" +msgstr "Мобільна розробка за допомогою .NET" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140 msgid ".NET Core cross-platform development" -msgstr "" +msgstr "Кроссплатформна розробка .NET Core" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." msgstr "" +"Встановіть **Mono** -> **Editor** -> **External Editor** на **Visual " +"Studio**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 msgid "" @@ -322,20 +344,23 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"Далі вам потрібно завантажити розширення Godot Visual Studio з github `тут " +"<https://github.com/godotengine/godot-csharp-visualstudio/releases>`__. " +"Двічі клацніть на завантажений файл і виконайте процес встановлення." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" msgstr "Створення скрипту C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154 -#, fuzzy msgid "" "After you successfully set up C# for Godot, you should see the following " "option when selecting **Attach Script** in the context menu of a node in " "your scene:" msgstr "" -"Після успішного встановлення C# для Godot, ви маєте побачити наступний " -"варіант при виборі ``Долучити скрипт вузла``:" +"Після того, як ви успішно налаштували C# для Godot, ви повинні побачити " +"наступну опцію при виборі **Attach Script** у контекстному меню вузла на " +"вашій сцені:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159 msgid "" @@ -434,7 +459,6 @@ msgstr "" "`doc_c_sharp_differences`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -442,16 +466,19 @@ msgid "" "editor. You can also click **Mono** at the bottom of the editor window to " "reveal the Mono panel, then click the **Build Project** button." msgstr "" -"Якщо ви використовуєте C#, вам потрібно (пере)будувати збірки проєктів, коли " -"ви хочете бачити нові змінні експорту, чи сигнали. Цю збірку можна вручну " -"запустити, натиснувши слово \"Mono\" внизу вікна редактора, щоб відкрити " -"панель Mono, а потім натиснути кнопку \"Build Project\"." +"Вам потрібно (пере)збирувати збірки проектів кожен раз, коли ви хочете " +"бачити нові змінні експорту, чи сигнали в редакторі. Цю збірку можна вручну " +"запустити, натиснувши слово **Build** у верхньому правому куті редактора. Ви " +"також можете натиснути **Mono** внизу вікна редактора, щоб відкрити панель " +"Mono, а потім натиснути кнопку **Build Project**." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" "You will also need to rebuild the project assemblies to apply changes in " "\"tool\" scripts." msgstr "" +"Вам також потрібно буде перезбирувати збірки проектів, щоб застосувати зміни " +"в скриптах \"інструментів\"." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240 msgid "Current gotchas and known issues" @@ -510,18 +537,14 @@ msgstr "" "цього обмеження." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261 -#, fuzzy msgid "" "Exporting Mono projects is supported for desktop platforms (Linux, Windows " "and macOS), Android, HTML5, and iOS. The only platform not supported yet is " "UWP." msgstr "" -"Експорт проєктів Mono підтримується лише для настільних платформ (Linux, " -"Windows та macOS). Android, iOS, HTML5 та UWP наразі не підтримуються " -"(`#20267 <https://github.com/godotengine/godot/issues/20267>`_, `#20268 " -"<https://github.com/godotengine/godot/issues/20268>`_ `#20270 <https://" -"github.com/godotengine/godot/issues/20270>`_ `#20271 <https://github.com/" -"godotengine/godot/issues/20271>`_)." +"Експорт проектів Mono підтримується лише для настільних платформ (Linux, " +"Windows та macOS), Android, HTML5 та iOS. Тільки UWP наразі ще не " +"підтримується." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Performance of C# in Godot" @@ -565,6 +588,8 @@ msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"Від Godot 3.2.3, Godot автоматично завантажує та налаштовує нещодавно додані " +"пакети NuGet під час наступного створення проекту." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index f72871b284..d0cd573a92 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4 -#, fuzzy msgid "C# API differences to GDScript" -msgstr "Відмінності API в GDScript" +msgstr "Відмінності API C# в GDScript" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6 msgid "This is a (incomplete) list of API differences between C# and GDScript." @@ -96,15 +95,15 @@ msgstr "C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:32 msgid "``SPKEY``" -msgstr "" +msgstr "``SPKEY``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:32 msgid "``GD.SpKey``" -msgstr "" +msgstr "``GD.SpKey``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33 msgid "``TYPE_*``" -msgstr "" +msgstr "``TYPE_*``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33 msgid "``Variant.Type`` enum" @@ -112,7 +111,7 @@ msgstr "перелік ``Variant.Type``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:34 msgid "``OP_*``" -msgstr "" +msgstr "``OP_*``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:34 msgid "``Variant.Operator`` enum" @@ -162,19 +161,19 @@ msgstr "Винятки:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:61 msgid "``weakref(obj)``" -msgstr "" +msgstr "``weakref(obj)``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:61 msgid "``Object.WeakRef(obj)``" -msgstr "" +msgstr "``Object.WeakRef(obj)``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:62 msgid "``is_instance_valid(obj)``" -msgstr "" +msgstr "``is_instance_valid(obj)``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:62 msgid "``Object.IsInstanceValid(obj)``" -msgstr "" +msgstr "``Object.IsInstanceValid(obj)``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:66 msgid "Tips" @@ -231,14 +230,12 @@ msgstr "" "сигналу." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124 -#, fuzzy msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "Дивіться також: :ref:`c_sharp_signals`" +msgstr "Дивіться також: :ref:`doc_c_sharp_signals`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127 -#, fuzzy msgid "`onready` keyword" -msgstr "Ключове слово Onready" +msgstr "Ключове слово `onready`" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129 msgid "" @@ -246,29 +243,32 @@ msgid "" "until the ready function is called with `onready` (cf. :ref:" "`doc_gdscript_onready_keyword`). For example:" msgstr "" +"GDScript має можливість відкласти ініціалізацію змінної-члена, доки функція " +"ready не буде викликана з допомогою `onready` (дивіться :ref:" +"`doc_gdscript_onready_keyword`). Наприклад:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137 msgid "" "However C# does not have this ability. To achieve the same effect you need " "to do this." msgstr "" +"Однак C# не має цієї можливості. Для досягнення того ж ефекту вам потрібно " +"зробити таке." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149 msgid "Singletons" msgstr "Сінглтони" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151 -#, fuzzy msgid "" "Singletons are available as static classes rather than using the singleton " "pattern. This is to make code less verbose than it would be with an " "``Instance`` property." msgstr "" -"Синглтони доступні як статичні класи, а не використанням шаблону синглтону. " -"Це робить код менш багатослівним, ніж це було б з властивістю ``Instance``." +"Синглтони доступні як статичні класи, а не з допомогою шаблону синглтону. Це " +"робить код менш багатослівним, ніж це було б з властивістю ``Instance``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:160 -#, fuzzy msgid "" "However, in some very rare cases this is not enough. For example, you may " "want to access a member from the base class ``Godot.Object``, like " @@ -321,14 +321,14 @@ msgstr "" "регістру:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201 -#, fuzzy msgid "" "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides " "``Match`` and ``Matchn``, which allows you to explicitly specify case " "sensitivity:" msgstr "" -"``Match``/``Matchn``/``ExprMatch``: Додатковий спосіб, крім ``Match`` і " -"``Matchn``, що дозволяє явно вказати чутливість до регістру:" +"``Match``/``Matchn``/``ExprMatch`` : Додатковий спосіб передбачений на " +"додаток до ``Match`` і ``Matchn``, який дозволяє явно вказати чутливість до " +"регістру:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212 msgid "Basis" @@ -352,15 +352,13 @@ msgstr "Наступний метод був перетворений у вла #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239 -#, fuzzy msgid "``get_scale()``" -msgstr "get_scale()" +msgstr "``get_scale()``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239 -#, fuzzy msgid "``Scale``" -msgstr "Scale" +msgstr "``Scale``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227 msgid "Transform2D" @@ -414,7 +412,7 @@ msgstr "``Center``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:254 msgid "Rect2" -msgstr "" +msgstr "Rect2" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:256 msgid "" @@ -424,11 +422,11 @@ msgstr "Наступне поле було перетворене у власт #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261 msgid "``end``" -msgstr "" +msgstr "``end``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261 msgid "``End``" -msgstr "" +msgstr "``End``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269 msgid "``get_area()``" @@ -468,11 +466,11 @@ msgstr "``Length``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285 msgid "``length_squared()``" -msgstr "" +msgstr "``length_squared()``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285 msgid "``LengthSquared``" -msgstr "" +msgstr "``LengthSquared``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:289 msgid "Array" @@ -488,7 +486,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296 msgid "``Array``" -msgstr "" +msgstr "``Array``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296 msgid "``Godot.Collections.Array``" @@ -638,7 +636,7 @@ msgstr "``Color8``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:353 msgid "``Color.Color8``" -msgstr "" +msgstr "``Color.Color8``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:354 msgid "``is_inf``" @@ -662,7 +660,6 @@ msgstr "``dict2inst``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:356 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:357 -#, fuzzy msgid "TODO" msgstr "ЩЕ НЕ НАПИСАНО." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 2ff692157b..950eac0706 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 -#, fuzzy msgid "C# features" -msgstr "Нетипові можливості" +msgstr "Особливості C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6 msgid "" @@ -32,7 +31,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12 msgid "Type conversion and casting" -msgstr "" +msgstr "Перетворення типів і кастинг" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:14 msgid "" @@ -61,6 +60,9 @@ msgid "" "Sprite. You would use it instead of the ``as`` operator if you are pretty " "sure it won't fail." msgstr "" +"Повертає ``InvalidCastException`` якщо повернутий вузол неможливо " +"перетворити в Sprite. Ви можете використовувати його замість оператора " +"``as``, тільки, якщо впевнені, що він не викине помилку." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36 msgid "**Using the AS operator**" @@ -71,6 +73,8 @@ msgid "" "The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, " "and for that reason, it cannot be used with value types." msgstr "" +"Оператор ``as`` повертає ``null``, якщо вузол не може бути переведений в " +"Sprite, і з цієї причини він не може використовуватися з типами значень." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47 msgid "**Using the generic methods**" @@ -88,12 +92,16 @@ msgid "" "``GetNode<T>()`` casts the node before returning it. It will throw an " "``InvalidCastException`` if the node cannot be cast to the desired type." msgstr "" +"``GetNode<T>()`` переводить вузол перед поверненням. Він видасть, " +"``InvalidCastException`` якщо вузол не може бути приведений до бажаного типу." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58 msgid "" "``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if " "the node cannot be cast to the desired type." msgstr "" +"``GetNodeOrNull<T>()`` використовує оператор ``as`` і поверне ``null``, якщо " +"вузол неможливо перетворити на потрібний тип." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66 msgid "**Type checking using the IS operator**" @@ -105,6 +113,9 @@ msgid "" "The ``is`` operator returns false if the node cannot be cast to Sprite, " "otherwise it returns true." msgstr "" +"Щоб перевірити, чи можна перевести вузол у Sprite, можна скористатися " +"оператором ``is``. Оператор ``is`` повертає false, якщо вузол не може бути " +"приведений до Sprite, в іншому випадку він повертає true." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:79 msgid "" @@ -159,13 +170,12 @@ msgstr "" "ключового слова ``nameof`` (застосованого до самого делегата)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -#, fuzzy msgid "" "It is possible to bind values when establishing a connection by passing a " "Godot array." msgstr "" -"Можна прив'язувати значення при встановленні з'єднання, передаючи масив " -"об'єктів." +"Можна встановити прив'язку значень при встановленні з'єднання, передавши " +"масив Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "" @@ -194,9 +204,8 @@ msgstr "" "зазначених сигналів (з ``Connect``, або ``EmitSignal``)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:174 -#, fuzzy msgid "Preprocessor defines" -msgstr "Обробка" +msgstr "Preprocessor визначення" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:176 msgid "" @@ -254,22 +263,22 @@ msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "Щось одне з ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " -"``GODOT_ANDROID``, ``GODOT_HTML5``, або ``GODOT_SERVER``, залежно від " -"операційної системи. Ці імена можуть змінитися в майбутньому. Вони створені " -"за допомогою методу get_name() :ref:``ОС <class_OS>``, але далеко не кожна " -"можлива ОС повертається методом як ОС, на якій працює Godot з Mono." +"``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, або ``GODOT_SERVER``, " +"залежно від операційної системи. Ці імена можуть змінитися в майбутньому. " +"Вони створені за допомогою методу ``get_name()`` синглтона :ref:``ОС " +"<class_OS>``, але далеко не кожна можлива ОС повертається методом як ОС, на " +"якій працює Godot з Mono." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:232 -#, fuzzy msgid "" "When **exporting**, the following may also be defined depending on the " "export features:" msgstr "" -"Під час **експортування** також можна визначити таке, що залежить від " +"Під час **експортування** також можна визначити наступне залежно від " "особливостей експорту:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:234 @@ -288,34 +297,32 @@ msgstr "" "архітектури." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:238 -#, fuzzy msgid "" "One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the " "architecture." msgstr "" -"``GODOT_ARM64_V8A``, або ``GODOT_ARMEABI_V7A`` на Android, залежно від " -"архітектури." +"Або ``GODOT_ARM64``, або ``GODOT_ARMV7`` на iOS, залежно від архітектури." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:240 -#, fuzzy msgid "" "Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the " "texture compression type." msgstr "" -"Залежно від типу стиснення текстури ``GODOT_S3TC``, ``GODOT_ETC``, або " -"``GODOT_ETC``." +"Будь що з ``GODOT_S3TC``, ``GODOT_ETC``, чи ``GODOT_ETC2``, залежно від типу " +"стиснення текстури." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:242 msgid "" "Any custom features added in the export menu will be capitalized and " "prefixed: ``foo`` -> ``GODOT_FOO``." msgstr "" +"Будь-які користувацькі функції, додані в меню експорту, будуть написані " +"великими літерами та матимуть префікс: ``foo`` -> ``GODOT_FOO``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:244 -#, fuzzy msgid "" "To see an example project, see the OS testing demo: https://github.com/" "godotengine/godot-demo-projects/tree/master/misc/os_test" msgstr "" -"Окрім цієї документації, ви також можете поглянути на різні `демонстраційні " -"проєкти \"Godot\" <https://github.com/godotengine/godot-demo-projects>`_." +"Щоб побачити приклад проекту, дивіться демонстраційну версію тестування ОС: " +"https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 941a725f4a..556587447a 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -161,6 +161,7 @@ msgstr "Для простих ініціалізаторів об'єктів, м #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:67 msgid "For abstract auto property, indexer, or event declarations." msgstr "" +"Для абстрактних автоматичних властивостей, оголошень індексатора або подій." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:89 msgid "Insert a blank line:" @@ -361,9 +362,8 @@ msgid "Rather than:" msgstr "Замість:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:268 -#, fuzzy msgid "Member variables" -msgstr "Змінні середовища" +msgstr "Змінні-члени" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:270 msgid "" @@ -371,9 +371,11 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" +"Не оголошуйте змінні-члени, якщо вони використовуються лише локально в " +"методі, оскільки це ускладнює код. Натомість оголосіть їх як локальні змінні " +"в тілі методу." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:275 -#, fuzzy msgid "Local variables" msgstr "Локальні змінні" @@ -383,6 +385,9 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Оголошуйте локальні змінні якомога ближче до їх першого використання. Це " +"полегшує відстеження коду, без необхідності прокручувати занадто багато, щоб " +"знайти де оголошено змінну." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:282 msgid "Implicitly typed local variables" @@ -408,7 +413,7 @@ msgstr "Використовуйте явні модифікатори дост #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:317 msgid "Use properties instead of non-private fields." -msgstr "" +msgstr "Використовуйте властивості замість неприватних полів." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:318 msgid "" @@ -449,3 +454,6 @@ msgid "" "Use safe cast when there is a possibility of the value being a different " "type, and use direct cast otherwise." msgstr "" +"Використовуйте безпечне переведення (каст), коли існує можливість, що " +"значення має інший тип, в противному випадку використовуйте - пряме " +"переведення (каст)." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 3f6bc23691..549e064a5f 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 066e993085..886c1ff5fd 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,15 +18,16 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/creating_script_templates.rst:4 -#, fuzzy msgid "Creating script templates" -msgstr "Створення скрипту" +msgstr "Створення скриптових шаблонів" #: ../../docs/getting_started/scripting/creating_script_templates.rst:6 msgid "" "Godot provides a way to use script templates as seen in the ``Script Create " "Dialog`` while creating a new script:" msgstr "" +"Godot надає спосіб використання скриптових шаблонів, як це видно в ``Script " +"Create Dialog`` під час створення нового скрипта:" #: ../../docs/getting_started/scripting/creating_script_templates.rst:11 msgid "" @@ -34,38 +35,40 @@ msgid "" "possible to modify existing and create new ones, both per project and the " "editor." msgstr "" +"Набір шаблонів скриптів надається за замовчуванням, але також можна " +"змінювати існуючі та створювати нові, як для проекту, так і для редактора." #: ../../docs/getting_started/scripting/creating_script_templates.rst:15 -#, fuzzy msgid "Locating the templates" -msgstr "Переміщення гравця" +msgstr "Розташування шаблонів" #: ../../docs/getting_started/scripting/creating_script_templates.rst:17 msgid "There are two places where templates can be managed." -msgstr "" +msgstr "Є два місця, де можна керувати шаблонами." #: ../../docs/getting_started/scripting/creating_script_templates.rst:20 -#, fuzzy msgid "Editor-defined templates" -msgstr "Шаблони експорту" +msgstr "Шаблони, визначені редактором" #: ../../docs/getting_started/scripting/creating_script_templates.rst:22 msgid "" "These are available globally throughout any project. The location of these " "templates are determined per each OS:" msgstr "" +"Вони доступні глобально в рамках будь-якого проекту. Розташування цих " +"шаблонів визначається для кожної ОС:" #: ../../docs/getting_started/scripting/creating_script_templates.rst:25 msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" -msgstr "" +msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "" +msgstr "Linux: ``$HOME/.config/godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" -msgstr "" +msgstr "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:29 msgid "" @@ -73,11 +76,14 @@ msgid "" "built-in templates automatically, so this logic can be used to reset the " "default templates in case you've accidentally overwritten them." msgstr "" +"Якщо ``script_templates`` не виявлено, то Godot автоматично створить набір " +"вбудованих шаблонів за замовчуванням, тому ця логіка може бути використана " +"для скидання шаблонів за замовчуванням у випадку, якщо ви їх випадково " +"перезаписали." #: ../../docs/getting_started/scripting/creating_script_templates.rst:34 -#, fuzzy msgid "Project-defined templates" -msgstr "Файли проєкту" +msgstr "Шаблони, визначені проектом" #: ../../docs/getting_started/scripting/creating_script_templates.rst:36 msgid "" @@ -86,16 +92,22 @@ msgid "" "script_templates_search_path`` setting in the :ref:`ProjectSettings " "<class_ProjectSettings>`, both via code and the editor." msgstr "" +"За замовчуванням шаблони знаходяться в каталозі ``res://script_templates/``. " +"Шлях можна змінити, налаштувавши параметр ``editor/" +"script_templates_search_path`` в :ref:`ProjectSettings " +"<class_ProjectSettings>`, як з допомогою кода, так і редактора." #: ../../docs/getting_started/scripting/creating_script_templates.rst:41 msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." msgstr "" +"Якщо в проекті не знайдено каталог ``script_templates``, то він просто " +"ігнорується." #: ../../docs/getting_started/scripting/creating_script_templates.rst:45 msgid "Language support and overriding behavior" -msgstr "" +msgstr "Підтримка мов та визначаюча поведінка" #: ../../docs/getting_started/scripting/creating_script_templates.rst:47 msgid "" @@ -104,6 +116,10 @@ msgid "" "recognized by that language according to template's file extension. For " "GDScript and C#, the extensions must be ``gd`` and ``cs`` respectively." msgstr "" +"Залежно від того, чи реалізує певна мова спосіб генерації скриптів із " +"шаблонів, можна створити шаблон, який може розпізнаватися цією мовою " +"відповідно до розширення файлу шаблону. Для GDScript та C# розширення " +"повинні бути ``gd`` і ``cs`` відповідно." #: ../../docs/getting_started/scripting/creating_script_templates.rst:52 msgid "" @@ -114,17 +130,24 @@ msgid "" "won't be visible throughout the project's filesystem anymore, yet the " "templates can be modified by an external text editor anytime." msgstr "" +"Шаблони скриптів мають те саме розширення, що і звичайні файли скриптів. Це " +"може призвести до проблеми з парсером скриптів, який розглядає ці шаблони як " +"справжні скрипти в рамках проекту. Щоб цього уникнути, не забудьте " +"проігнорувати каталог, що їх містить, створивши файл ``.gdignore``. Каталог " +"більше не буде видно у всій файловій системі проекту, проте шаблони можуть " +"бути змінені зовнішнім текстовим редактором у будь-який час." #: ../../docs/getting_started/scripting/creating_script_templates.rst:59 msgid "" "The built-in editor templates are automatically shadowed by the project-" "specific templates given both scripts have the same filename." msgstr "" +"Вбудовані шаблони редактора автоматично перекриваються шаблонами для " +"конкретного проекта, оскільки обидва скрипти мають однакову назву файлу." #: ../../docs/getting_started/scripting/creating_script_templates.rst:63 -#, fuzzy msgid "Default template" -msgstr "Типові можливості" +msgstr "Шаблон Default (за замовчуванням)" #: ../../docs/getting_started/scripting/creating_script_templates.rst:65 msgid "" @@ -132,22 +155,25 @@ msgid "" "cannot be configured nor overridden, but you can use these as the base for " "creating other templates." msgstr "" +"Шаблон ``Default`` завжди генерується динамічно для кожної мови і не може " +"бути налаштований і перевизначений, але ви можете використовувати його в " +"якості основи для створення інших шаблонів." #: ../../docs/getting_started/scripting/creating_script_templates.rst:116 -#, fuzzy msgid "List of template placeholders" -msgstr "Кілька заповнювачів" +msgstr "Список заповнювачів шаблону" #: ../../docs/getting_started/scripting/creating_script_templates.rst:118 msgid "" "The following describes the complete list of built-in template placeholders " "which are currently implemented." msgstr "" +"Далі описується повний перелік вбудованих заповнювачів шаблонів, які " +"реалізовані на даний момент." #: ../../docs/getting_started/scripting/creating_script_templates.rst:122 -#, fuzzy msgid "Base placeholders" -msgstr "Кілька заповнювачів" +msgstr "Основні заповнювачі" #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 @@ -160,23 +186,23 @@ msgstr "Опис" #: ../../docs/getting_started/scripting/creating_script_templates.rst:127 msgid "``%CLASS%``" -msgstr "" +msgstr "``%CLASS%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:127 msgid "The name of the new class (used in C# only)." -msgstr "" +msgstr "Назва нового класу (використовується лише в C#)." #: ../../docs/getting_started/scripting/creating_script_templates.rst:129 msgid "``%BASE%``" -msgstr "" +msgstr "``%BASE%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:129 msgid "The base type a new script inherits from." -msgstr "" +msgstr "Базовий тип, який успадковує новий скрипт." #: ../../docs/getting_started/scripting/creating_script_templates.rst:131 msgid "``%TS%``" -msgstr "" +msgstr "``%TS%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:131 msgid "" @@ -185,11 +211,14 @@ msgid "" "``text_editor/indent/size`` settings in the :ref:`EditorSettings " "<class_EditorSettings>` respectively." msgstr "" +"Заповнення відступу. Точний тип та кількість пробілів, що використовуються " +"для відступу, визначається відповідно параметрами ``text_editor/indent/" +"type`` і ``text_editor/indent/size`` в :ref:`EditorSettings " +"<class_EditorSettings>`." #: ../../docs/getting_started/scripting/creating_script_templates.rst:139 -#, fuzzy msgid "Type placeholders" -msgstr "Кілька заповнювачів" +msgstr "Типи заповнювачів" #: ../../docs/getting_started/scripting/creating_script_templates.rst:141 msgid "" @@ -198,6 +227,9 @@ msgid "" "completion/add_type_hints`` setting in the :ref:`EditorSettings " "<class_EditorSettings>`." msgstr "" +"Вони стосуються лише GDScript із статичною типізацією. Чи будуть ці " +"заповнювачі фактично замінені, визначається параметром ``text_editor/" +"completion/add_type_hints`` в :ref:`EditorSettings <class_EditorSettings>`." #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 msgid "Value" @@ -205,35 +237,32 @@ msgstr "Значення" #: ../../docs/getting_started/scripting/creating_script_templates.rst:149 msgid "``%INT_TYPE%``" -msgstr "" +msgstr "``%INT_TYPE%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:149 -#, fuzzy msgid "``: int``" -msgstr "parent" +msgstr "``: int``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:151 msgid "``%STRING_TYPE%``" -msgstr "" +msgstr "``%STRING_TYPE%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:151 -#, fuzzy msgid "``: String``" -msgstr "``String[]``" +msgstr "``: String``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:153 msgid "``%FLOAT_TYPE%``" -msgstr "" +msgstr "``%FLOAT_TYPE%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:153 -#, fuzzy msgid "``: float``" -msgstr "``float[]``" +msgstr "``: float``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:155 msgid "``%VOID_RETURN%``" -msgstr "" +msgstr "``%VOID_RETURN%``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:155 msgid "``-> void``" -msgstr "" +msgstr "``-> void``" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 3a8458c5a8..59f67650da 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Cross-language scripting" msgstr "Багатомовні скрипти" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:6 -#, fuzzy msgid "" "Godot allows you to mix and match scripting languages to suit your needs. " "This means a single project can define nodes in both C# and GDScript. This " @@ -30,7 +29,7 @@ msgid "" "different languages." msgstr "" "Godot дозволяє змішувати та поєднувати мови скриптів відповідно до ваших " -"потреб. Це означає, що один проєкт може визначати вузли як у C#, так і в " +"потреб. Це означає, що один проект може визначати вузли як у C#, так і в " "GDScript. Ця сторінка продемонструє можливі взаємодії між двома вузлами, " "написаними різними мовами." @@ -56,41 +55,39 @@ msgid "Instantiating C# nodes from GDScript" msgstr "Вставка екземплярів (Instantiating) вузлів C# на GDScript" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:74 -#, fuzzy msgid "" "Using C# from GDScript doesn't need much work. Once loaded (see :ref:" "`doc_gdscript_classes_as_resources`), the script can be instantiated with :" "ref:`new() <class_CSharpScript_method_new>`." msgstr "" "Використання C# на GDScript не потребує великих зусиль. Після завантаження " -"(дивіться :ref:`doc_gdscript_classes_as_resources`) скрипту може бути " -"вставлений (instantiated) з :ref:`new() <class_CSharpScript_method_new>`." +"(дивіться :ref:`doc_gdscript_classes_as_resources`) скрипт може бути " +"вставлений з допомогою :ref:`new() <class_CSharpScript_method_new>`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:86 -#, fuzzy msgid "" "When creating ``.cs`` scripts, you should always keep in mind that the class " "Godot will use is the one named like the ``.cs`` file itself. If that class " "does not exist in the file, you'll see the following error: ``Invalid call. " "Nonexistent function `new` in base``." msgstr "" -"Створюючи .cs-скрипти, ви завжди повинні мати на увазі, що клас, який " -"використовуватиме Godot, називається так же, як сам файл .cs. Якщо клас не " -"існує в файлі, ви побачите наступне повідомлення про помилку: ``Invalid " -"call. Nonexistent function `new` in base``." +"Створюючи скрипти ``.cs``, ви завжди повинні мати на увазі, що клас, який " +"використовуватиме Godot, називається так же, як сам файл ``.cs``. Якщо клас " +"не існує в файлі, ви побачите наступне повідомлення про помилку: ``Invalid " +"call. Nonexistent function `new` in base`` (Помилковий виклик. Не знайдено " +"функцію new у базі)." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:91 msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode." msgstr "Наприклад, MyCoolNode.cs повинен містити клас під назвою MyCoolNode." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:93 -#, fuzzy msgid "" "You also need to check your ``.cs`` file is referenced in the project's ``." "csproj`` file. Otherwise, the same error will occur." msgstr "" -"Вам також потрібно перевірити, чи ваш файл .cs посилається на файл проєкту ." -"csproj. Інакше відбудеться та сама помилка." +"Вам також потрібно перевірити, чи ваш файл ``.cs`` посилається на файл " +"проекту ``.csproj``. Інакше відбудеться та сама помилка." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:97 msgid "Instantiating GDScript nodes from C#" @@ -106,7 +103,6 @@ msgstr "" "()<class_GDScript_method_new>`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:107 -#, fuzzy msgid "" "Here we are using an :ref:`class_Object`, but you can use type conversion " "like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." @@ -130,7 +126,6 @@ msgid "" msgstr "Доступ до полів C# з GDScript нескладний, вам нема про що хвилюватися." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:128 -#, fuzzy msgid "" "Note that it doesn't matter if the field is defined as a property or an " "attribute. However, trying to set a value on a property that does not define " @@ -177,24 +172,23 @@ msgid "Calling C# methods from GDScript" msgstr "Виклик методів C# з GDScript" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:158 -#, fuzzy msgid "" "Again, calling C# methods from GDScript should be straightforward. The " "marshalling process will do its best to cast the arguments to match function " "signatures. If that's impossible, you'll see the following error: ``Invalid " "call. Nonexistent function `FunctionName```." msgstr "" -"Створюючи .cs-скрипти, ви завжди повинні мати на увазі, що клас, який " -"використовуватиме Godot, називається так же, як сам файл .cs. Якщо клас не " -"існує в файлі, ви побачите наступне повідомлення про помилку: ``Invalid " -"call. Nonexistent function `new` in base``." +"Знову ж таки, виклик методів C# з GDScript повинен бути простим. Процес " +"маршування зробить все можливе, щоб привести аргументи до відповідності " +"підписів функцій. Якщо це неможливо, ви побачите наступне повідомлення про " +"помилку: ``Invalid call. Nonexistent function `FunctionName``` (Помилковий " +"виклик. Не знайдено функцію FunctionName)." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:174 msgid "Calling GDScript methods from C#" msgstr "Виклик методів GDScript з C#" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:176 -#, fuzzy msgid "" "To call GDScript methods from C# you'll need to use :ref:`Object.Call() " "<class_Object_method_call>`. The first argument is the name of the method " @@ -206,7 +200,6 @@ msgstr "" "вказаному методу." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:198 -#, fuzzy msgid "" "As you can see, if the first argument of the called method is an array, " "you'll need to cast it as ``object``. Otherwise, each element of your array " @@ -228,3 +221,8 @@ msgid "" "GitHub issue <https://github.com/godotengine/godot/issues/38352>`__ for more " "information." msgstr "" +"Файл GDScript може не успадковуватися від скрипта C#. Подібним чином скрипт " +"C# може не успадковуватись із файлу GDScript. Через те, наскільки складним " +"буде це впровадження, це обмеження навряд чи буде знято в майбутньому. Для " +"отримання додаткової інформації ознайомтеся з `цією проблемою на GitHub " +"<https://github.com/godotengine/godot/issues/38352>`__." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 8de4c570db..8962ca5b23 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 9947c8ff9b..467f2081e8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -648,7 +648,7 @@ msgstr "Потрійне if/else (якщо/інакше)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 msgid "``as``" -msgstr "" +msgstr "``as``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 #, fuzzy @@ -684,9 +684,8 @@ msgid "Base 10 integer" msgstr "Ціле число за десятковою системою числення" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 -#, fuzzy msgid "``0x8f51``" -msgstr "``0x8F51``" +msgstr "``0x8f51``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 msgid "Base 16 (hexadecimal) integer" @@ -745,6 +744,8 @@ msgid "" "Integers and floats can have their numbers separated with ``_`` to make them " "more readable. The following ways to write numbers are all valid::" msgstr "" +"Цілі та десяткові числа можуть розділятись символом ``_`` для кращої " +"читабельності. Усі наступні способи запису чисел є дійсними:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:313 msgid "Comments" @@ -763,7 +764,6 @@ msgid "Built-in types" msgstr "Вбудовані типи" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:327 -#, fuzzy msgid "" "Built-in types are stack-allocated. They are passed as values. This means a " "copy is created on each assignment or when passing them as arguments to " @@ -840,67 +840,64 @@ msgid ":ref:`String <class_String>`" msgstr ":ref:`String <class_String>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:366 -#, fuzzy msgid "" "A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/" "Unicode>`_. Strings can contain the following escape sequences:" msgstr "" "Послідовність символів у `форматі Unicode <https://en.wikipedia.org/wiki/" -"Unicode>`_. Рядки (текст) можуть містити `стандартні escape послідовності з " -"С <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_. GDScript також " -"підтримує :ref:`doc_gdscript_printf`." +"Unicode>`_. Рядки (текст) можуть містити наступні escape послідовності:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 msgid "**Escape sequence**" -msgstr "" +msgstr "**Escape послідовності**" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 msgid "**Expands to**" -msgstr "" +msgstr "**Розширюються**" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 msgid "``\\n``" -msgstr "" +msgstr "``\\n``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 msgid "Newline (line feed)" -msgstr "" +msgstr "Новий рядок (перенесення рядка)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "``\\t``" -msgstr "" +msgstr "``\\t``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "Horizontal tab character" -msgstr "" +msgstr "Горизонтальний символ табуляції" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "``\\r``" -msgstr "" +msgstr "``\\r``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "Carriage return" -msgstr "" +msgstr "Повернення каретки" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "``\\a``" -msgstr "" +msgstr "``\\a``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "Alert (beep/bell)" -msgstr "" +msgstr "Попередження (звуковий сигнал/дзвінок)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "``\\b``" -msgstr "" +msgstr "``\\b``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "Backspace" -msgstr "" +msgstr "Backspace" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "``\\f``" -msgstr "" +msgstr "``\\f``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "Formfeed page break" @@ -908,47 +905,47 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "``\\v``" -msgstr "" +msgstr "``\\v``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "Vertical tab character" -msgstr "" +msgstr "Вертикальний символ табуляції" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "``\\\"``" -msgstr "" +msgstr "``\\\"``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "Double quote" -msgstr "" +msgstr "Подвійні лапки" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 msgid "``\\'``" -msgstr "" +msgstr "``\\'``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 msgid "Single quote" -msgstr "" +msgstr "Одинарні лапки" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "``\\\\``" -msgstr "" +msgstr "``\\\\``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "Backslash" -msgstr "" +msgstr "Зворотний слеш" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "``\\uXXXX``" -msgstr "" +msgstr "``\\uXXXX``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "Unicode codepoint ``XXXX`` (hexadecimal, case-insensitive)" -msgstr "" +msgstr "Символ Unicode ``XXXX`` (шіснадцятковий, без урахування регістру)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:396 msgid "GDScript also supports :ref:`doc_gdscript_printf`." -msgstr "" +msgstr "GDScript також підтримує :ref:`doc_gdscript_printf`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:399 msgid "Vector built-in types" @@ -1199,7 +1196,6 @@ msgstr "" "ключі." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:532 -#, fuzzy msgid "" "Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:" "`` and doesn't use quotes to mark string keys (making for slightly less to " @@ -1208,9 +1204,8 @@ msgid "" msgstr "" "Також підтримується синтаксис таблиць в стилі Lua. Стиль Lua використовує " "``=`` замість ``:`` і не використовує лапки для позначення ключів (що " -"дозволяє писати трохи менше). Однак зауважте, що, як і будь-який " -"ідентифікатор GDScript, ключі, записані у цій формі, не можуть починатися з " -"цифри." +"дозволяє писати трохи менше). Однак, ключі, записані у цій формі, не можуть " +"починатися з цифри (як і будь-який ідентифікатор GDScript)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:546 msgid "" @@ -1228,6 +1223,11 @@ msgid "" "the :ref:`Object.get() <class_Object_method_get>` and :ref:`Object.set() " "<class_Object_method_set>` methods instead." msgstr "" +"Синтаксис дужок може використовуватися для доступу до властивостей будь-" +"якого :ref:`class_Object`, а не лише до словників. Майте на увазі, що спроба " +"індексувати неіснуючу властивість спричинить помилку скрипту . Щоб цього " +"уникнути, використовуйте методи :ref:`Object.get() " +"<class_Object_method_get>` та :ref:`Object.set() <class_Object_method_set>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 msgid "Data" @@ -1369,10 +1369,16 @@ msgid "" "give a constant value a name. Trying to assign a value to a constant after " "it's declared will give you an error." msgstr "" +"Константи - це значення, які ви не можете змінити під час роботи гри. Їх " +"значення має бути відоме під час компіляції. Використання ключового слова " +"``const`` дозволяє надати значенню константи назву. Спроба присвоїти " +"значення константі після її оголошення буде давати вам помилку." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662 msgid "We recommend using constants whenever a value is not meant to change." msgstr "" +"Ми рекомендуємо використовувати константи для значень які не призначені для " +"зміни." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:675 msgid "" @@ -1393,6 +1399,10 @@ msgid "" "still be modified afterwards. They can't be reassigned with another value " "though." msgstr "" +"Оскільки масиви та словники передаються за посиланням, константи є \"плоскими" +"\". Це означає, що якщо ви оголосите в якості константи масив, чи словник, " +"його все ще можна буде змінити згодом. Однак їх не можна замінити іншим " +"значенням." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 msgid "Enums" @@ -1500,9 +1510,8 @@ msgstr "" "функція не матиме значення для повернення." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 -#, fuzzy msgid "Referencing functions" -msgstr "Довідка функцій" +msgstr "Посилання на функції" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771 msgid "" @@ -1540,9 +1549,8 @@ msgstr "" "основному корисно для створення бібліотек допоміжних функцій:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800 -#, fuzzy msgid "Statements and control flow" -msgstr "Оператори і контрольний потік" +msgstr "Оператори і управління потоком" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802 msgid "" @@ -1591,14 +1599,13 @@ msgstr "" "бути перервані, з допомогою ``break``, або продовжені з ``continue``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 -#, fuzzy msgid "" "To iterate through a range, such as an array or table, a *for* loop is used. " "When iterating over an array, the current array element is stored in the " "loop variable. When iterating over a dictionary, the *key* is stored in the " "loop variable." msgstr "" -"Для повторення(ітерації) діапазону, наприклад масиву, або таблиці, " +"Для повторення (ітерації) діапазону, наприклад масиву, або таблиці, " "використовується цикл *for*. Під час ітерації над масивом поточний елемент " "масиву зберігається у змінній циклу. Під час ітерації над словником у " "змінній циклу зберігається індекс." @@ -1646,7 +1653,6 @@ msgid "**Control flow**:" msgstr "**Потік керування**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909 -#, fuzzy msgid "" "The patterns are matched from top to bottom. If a pattern matches, the first " "corresponding block will be executed. After that, the execution continues " @@ -1655,9 +1661,9 @@ msgid "" msgstr "" "Шаблони перевіряються зверху вниз. Якщо шаблон відповідає, відповідний блок " "буде виконаний. Після цього виконання продовжується нижче оператора " -"``match``. Якщо ви хочете продовжити перевірку, ви можете скористатися " -"``continue`` для зупинки виконання в поточному блоці і перевірки тих, що " -"знаходяться під ним." +"``match``. Ви можете скористатися ``continue`` для зупинки виконання в " +"поточному блоці і перевірки на наявність додаткового збігу в шаблонах під " +"ним." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 msgid "There are 6 pattern types:" @@ -1684,9 +1690,8 @@ msgid "Wildcard pattern" msgstr "Шаблон Wildcard" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940 -#, fuzzy msgid "This pattern matches everything. It's written as a single underscore." -msgstr "Цей шаблон відповідає всім. Це написано як окреме підкреслення." +msgstr "Цей шаблон відповідає усьому. Він прописаний як окреме підкреслення." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "" @@ -1720,7 +1725,7 @@ msgid "" "Matches an array. Every single element of the array pattern is a pattern " "itself, so you can nest them." msgstr "" -"Відповідає масиву. Кожен окремий елемент шаблону масиву є самим шаблоном, " +"Відповідає масиву. Кожен окремий елемент масиву шаблона є самим шаблоном, " "тому ви можете вкласти їх." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 @@ -1732,13 +1737,12 @@ msgstr "" "шаблон, інакше шаблон не збігатиметься." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971 -#, fuzzy msgid "" "**Open-ended array**: An array can be bigger than the pattern by making the " "last subpattern ``..``." msgstr "" -"**Масив відкритого типу**: Масив може бути більшим за шаблон, зробивши " -"останній під-шаблон ``..``." +"**Масив відкритого типу**: Масив може стати більшим за шаблон, під час " +"виконання останнього під-шаблону ``..``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973 msgid "Every subpattern has to be comma-separated." @@ -1769,6 +1773,8 @@ msgid "" "**Open-ended dictionary**: A dictionary can be bigger than the pattern by " "making the last subpattern ``..``." msgstr "" +"**Відкритий словник**: Словник може стати більшим за шаблон при виконанні " +"останнього підшаблону ``..``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994 msgid "Every subpattern has to be comma separated." @@ -1830,6 +1836,10 @@ msgid "" "script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` " "for more information." msgstr "" +"Якщо скрипт знаходиться в каталозі ``res://addons/``, вузол ``class_name`` " +"з’явиться у діалоговому вікні **Створити новий вузол** лише в тому випадку, " +"якщо скрипт є частиною *увімкненого* плагіна редактора. Дивіться :ref:" +"`doc_making_plugins` для додаткової інформації." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" @@ -1908,7 +1918,6 @@ msgstr "" "слово ``super`` в інших мовах):" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139 -#, fuzzy msgid "" "Default functions like ``_init``, and most notifications such as " "``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. " @@ -1921,7 +1930,6 @@ msgstr "" "викликати при перевантаженні." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -#, fuzzy msgid "Class constructor" msgstr "Конструктор класу" @@ -1989,9 +1997,9 @@ msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" -"Якщо ``_init`` конструктор ``Idle.gd`` приймає 0 аргументів, він все одно " +"Якщо ``_init`` конструктор в ``Idle.gd`` приймає 0 аргументів, він все одно " "потребує якогось значення для батьківського класу ``State.gd``, навіть якщо " "нічого з ним не робить. Це приводить нас до того, що ви можете передавати " "літерали в базовий конструктор, а не лише змінні. Наприклад:" @@ -2101,7 +2109,6 @@ msgid "Tool mode" msgstr "Режим інструмента" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311 -#, fuzzy msgid "" "By default, scripts don't run inside the editor and only the exported " "properties can be changed. In some cases, it is desired that they do run " @@ -2135,7 +2142,6 @@ msgid "Memory management" msgstr "Управління пам'яттю" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335 -#, fuzzy msgid "" "If a class inherits from :ref:`class_Reference`, then instances will be " "freed when no longer in use. No garbage collector exists, just reference " @@ -2150,8 +2156,8 @@ msgstr "" "лише підрахунок посилань. За замовчуванням усі класи, які не визначають " "успадкування, поширюють **Довідку**. Якщо цього не потрібно, клас повинен " "успадкувати :ref:`class_Object` вручну і повинен викликати instance.free (). " -"Щоб уникнути еталонних циклів, які неможливо звільнити, передбачена функція " -"``weakref`` створення слабких посилань." +"Щоб уникнути еталонних циклів, які неможливо звільнити, передбачена функція :" +"ref:`class_WeakRef` створення слабких посилань." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357 msgid "" @@ -2399,32 +2405,42 @@ msgstr "``my_func`` продовжить виконання лише після #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1612 msgid "You can also get the signal's argument once it's emitted by an object:" msgstr "" +"Ви також можете отримати аргумент сигналу, коли його випромінює об'єкт:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1619 msgid "" "If there is more than one argument, ``yield`` returns an array containing " "the arguments::" msgstr "" +"Якщо аргументів є більше, ``yield`` повертає масив, що містить аргументи:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637 +#, fuzzy msgid "" "If you're unsure whether a function may yield or not, or whether it may " "yield multiple times, you can yield to the ``completed`` signal " "conditionally:" msgstr "" +"Якщо ви не впевнені, може функція повертати чи ні, чи може вона повертати " +"кілька разів, ви можете подати ``completed`` сигналу через умову:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659 +#, fuzzy msgid "" "This ensures that the function returns whatever it was supposed to return " "regardless of whether coroutines were used internally. Note that using " "``while`` would be redundant here as the ``completed`` signal is only " "emitted when the function didn't yield anymore." msgstr "" +"Це гарантує, що функція повертає те, що вона повинна була повернути, " +"незалежно від того, чи використовувались coroutines програми всередині. " +"Зверніть увагу, що використання тут ``while`` було б зайвим, оскільки сигнал " +"``completed`` випромінюється лише тоді, коли функція більше не дає " +"результату." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667 -#, fuzzy msgid "`onready` keyword" -msgstr "Ключове слово Onready" +msgstr "Ключове слово `onready`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1669 msgid "" @@ -2455,7 +2471,6 @@ msgid "Assert keyword" msgstr "Ключове слово Assert" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1692 -#, fuzzy msgid "" "The ``assert`` keyword can be used to check conditions in debug builds. " "These assertions are ignored in non-debug builds. This means that the " @@ -2465,12 +2480,11 @@ msgid "" "depending on whether the project is run in a debug build." msgstr "" "Ключове слово ``assert`` може бути використано для перевірки умов в " -"налагоджувальних збірках. У твердженнях, що не налагоджують, ці твердження " -"ігноруються. Це означає, що вираз, переданий як аргумент, не буде оцінено в " -"проєкті, експортованому в режимі випуску. Через це твердження не повинні " +"налагоджувальних збірках. Ці твердження ігноруються у не налагоджуваних " +"збірках. Це означає, що вираз, переданий як аргумент, не буде оцінено в " +"проекті, експортованому в режимі випуску. Через це твердження повинні **не** " "містити виразів, які мають побічні ефекти. В іншому випадку поведінка " -"скрипту може змінюватись залежно від того, чи виконується проєкт у " -"налагодженні." +"скрипту може змінюватись залежно від того в якій збірці запускається проект." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1704 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 04f22a742f..d6dd193ccd 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -92,6 +92,10 @@ msgid "" "values in one property. By using the export hint ``int, FLAGS, ...``, they " "can be set from the editor::" msgstr "" +"Цілі числа, що використовуються як бітові позначки, можуть зберігати " +"декілька ``true``/``false`` (булевих) значень в одній властивості. За " +"допомогою підказки щодо експорту ``int, FLAGS, ...``, їх можна встановити з " +"редактора:" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 msgid "" @@ -100,18 +104,26 @@ msgid "" "``Wind`` corresponds to value 8. Usually, constants should be defined " "accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." msgstr "" +"Ви повинні надати опис рядка для кожної позначки. У цьому прикладі ``Fire`` " +"має значення 1, ``Water`` - 2, ``Earth`` - 4 і ``Wind`` відповідає значенню " +"8. Зазвичай константи слід визначати відповідно (наприклад ``const " +"ELEMENT_WIND = 8`` тощо)." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:155 msgid "" "Export hints are also provided for the physics and render layers defined in " "the project settings::" msgstr "" +"Також передбачені підказки щодо експорту для фізики та шарів візуалізації, " +"визначених у параметрах проекту:" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:162 msgid "" "Using bit flags requires some understanding of bitwise operations. If in " "doubt, use boolean variables instead." msgstr "" +"Використання бітових значень вимагає певного розуміння побітових операцій. " +"Якщо ви сумніваєтесь, використовуйте замість них логічні змінні." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:166 msgid "Exporting arrays" @@ -121,6 +133,8 @@ msgstr "Експорт масивів" msgid "" "Exported arrays can have initializers, but they must be constant expressions." msgstr "" +"Експортовані масиви можуть мати ініціалізатори, але вони повинні бути " +"постійними виразами." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:170 msgid "" @@ -128,10 +142,13 @@ msgid "" "array values can be set in the inspector by dragging and dropping multiple " "files from the FileSystem dock at once." msgstr "" +"Якщо експортований масив задає тип, який успадковується від Ресурса, " +"значення масиву можна встановити в інспекторі, перетягуючи одночасно кілька " +"файлів із панелі Файлова система." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:208 msgid "Setting exported variables from a tool script" -msgstr "" +msgstr "Встановлення експортованих змінних зі скрипту інструмента" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:210 msgid "" @@ -141,11 +158,15 @@ msgid "" "<class_Object_method_property_list_changed_notify>` after setting the " "exported variable's value." msgstr "" +"При зміні значення експортованої змінної зі скрипту в :ref:" +"`doc_gdscript_tool_mode`, значення в інспекторі не оновлюється автоматично. " +"Щоб оновити його, викликайте :ref:`property_list_changed_notify() " +"<class_Object_method_property_list_changed_notify>` після встановлення " +"значення експортованої змінної." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:217 -#, fuzzy msgid "Advanced exports" -msgstr "Змінні середовища" +msgstr "Розширений експорт" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:219 msgid "" @@ -153,6 +174,9 @@ msgid "" "to avoid unnecessary design complexity. The following describes some more or " "less common exporting features which can be implemented with a low-level API." msgstr "" +"Не кожен вид експорту можна забезпечити на рівні самої мови, щоб уникнути " +"зайвої складності проектування. Далі описуються деякі більш-менш загальні " +"функції експорту, які можна реалізувати за допомогою API низького рівня." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:223 msgid "" @@ -163,23 +187,32 @@ msgid "" "<class_Object_method__get_property_list>` methods as described in :ref:" "`doc_accessing_data_or_logic_from_object`." msgstr "" +"Перш ніж читати далі, ви повинні ознайомитися з тим, як обробляються " +"властивості та як їх можна налаштувати за допомогою методів :ref:`_set() " +"<class_Object_method__get_property_list>`, :ref:`_get() " +"<class_Object_method__get_property_list>`, та :ref:`_get_property_list() " +"<class_Object_method__get_property_list>`, як описано в :ref:" +"`doc_accessing_data_or_logic_from_object`." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:230 msgid "" "For binding properties using the above methods in C++, see :ref:" "`doc_binding_properties_using_set_get_property_list`." msgstr "" +"Для прив'язки властивостей, що використовуються в вищезгаданих методах в C+" +"+, дивіться :ref:`doc_binding_properties_using_set_get_property_list`." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:233 msgid "" "The script must operate in the ``tool`` mode so the above methods can work " "from within the editor." msgstr "" +"Скрипт повинен працювати в режимі ``tool``, щоб вищезазначені методи могли " +"працювати з редактора." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:237 -#, fuzzy msgid "Adding script categories" -msgstr "Властивості вузла" +msgstr "Додавання скрипту категорій" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:239 msgid "" @@ -187,10 +220,13 @@ msgid "" "can be embedded into the inspector to act as a separator. ``Script " "Variables`` is one example of a built-in category." msgstr "" +"Для кращого візуального розрізнення властивостей в інспектор може бути " +"вбудована спеціальна категорія скрипту, щоб діяти як розділювач. ``Script " +"Variables`` є одним із прикладів вбудованої категорії." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:256 msgid "``name`` is the name of a category to be added to the inspector;" -msgstr "" +msgstr "``name`` це назва категорії, яка буде додана до інспектора;" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:258 msgid "" @@ -199,21 +235,26 @@ msgid "" "it won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" +"``PROPERTY_USAGE_CATEGORY`` вказує на те, що властивість слід розглядати як " +"категорію скрипта, тому тип ``TYPE_NIL`` можна ігнорувати, оскільки він " +"фактично не використовуватиметься для логіки скрипта, але його все одно " +"потрібно визначити." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:263 -#, fuzzy msgid "Grouping properties" -msgstr "Властивості вузла" +msgstr "Групування властивостей" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:265 msgid "A list of properties with similar names can be grouped." -msgstr "" +msgstr "Список властивостей з подібними назвами можна згрупувати." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:279 msgid "" "``name`` is the name of a group which is going to be displayed as " "collapsible list of properties;" msgstr "" +"``name`` це назва групи, яка буде відображатися як розбірний список " +"властивостей;" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:282 msgid "" @@ -222,6 +263,10 @@ msgid "" "key. For instance, ``rotate_speed`` is going to be shortened to ``speed`` in " "this case." msgstr "" +"кожна наступна властивість додана після властивості групи, буде згорнуто та " +"скорочено відповідно до префікса, визначеного за допомогою ключа " +"``hint_string``. Наприклад, у цьому випадку ``rotate_speed`` буде скорочено " +"до ``speed``." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:286 msgid "" @@ -230,3 +275,7 @@ msgid "" "won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" +"``PROPERTY_USAGE_GROUP`` вказує на те, що властивість слід розглядати як " +"групу скриптів, тому тип ``TYPE_NIL`` можна ігнорувати, оскільки він " +"фактично не використовуватиметься для логіки скрипта, але його все одно " +"потрібно визначити." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 2f5afcbfbb..c53e95e0eb 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -200,13 +200,12 @@ msgid "``d``" msgstr "``d``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111 -#, fuzzy msgid "" "A **decimal integral** number. Expects an integral or real number (will be " "floored)." msgstr "" -"**Десятковий інтеграл**. Очікує інтегральне, або дійсне, число (буде " -"похилене)." +"**Десятковий інтеграл**. Очікує інтегральне, або дійсне, число (буде в " +"десятковому вигляді)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114 msgid "``o``" @@ -287,7 +286,6 @@ msgid "``.``" msgstr "``.``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140 -#, fuzzy msgid "" "Before ``f``, set **precision** to 0 decimal places. Can be followed up with " "numbers to change. Padded with zeroes." @@ -320,7 +318,6 @@ msgid "Padding" msgstr "Фаска" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:153 -#, fuzzy msgid "" "The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-" "``9``) characters are used for padding. This allows printing several values " @@ -376,12 +373,18 @@ msgid "" "in the format specifier. The values for padding and precision are then " "passed when formatting:" msgstr "" +"За допомогою символу ``*`` (*зірочки*), можна встановити відступ або " +"точність, не змінюючи рядок форматування. Він використовується замість " +"цілого числа у специфікаторі формату. Потім при форматуванні передаються " +"значення для заповнення та точності:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:212 msgid "" "It is still possible to pad with zeroes in integer placeholders by adding " "``0`` before ``*``:" msgstr "" +"Все ще можна заповнити нулями в цілочисельних заповнювачах, додавши ``0`` " +"перед ``*``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:222 msgid "Escape sequence" @@ -392,6 +395,8 @@ msgid "" "To insert a literal ``%`` character into a format string, it must be escaped " "to avoid reading it as a placeholder. This is done by doubling the character:" msgstr "" +"Щоб вставити символ ``%`` у форматований рядок, його потрібно приховати, щоб " +"він перестав читатися як заповнювач. Це робиться шляхом подвоєння символа:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:235 msgid "Format method examples" @@ -442,6 +447,8 @@ msgid "" "``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" "\"3.0\"})``" msgstr "" +"``\"Привіт, {name} {version}!\".format({\"name\":\"Godette\", \"version\":" +"\"3.0\"})``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246 @@ -451,7 +458,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:256 msgid "Hi, Godette v3.0!" -msgstr "" +msgstr "Привіт, Godette 3.0!" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252 @@ -460,7 +467,7 @@ msgstr "індекс" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246 msgid "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" -msgstr "" +msgstr "``\"Привіт, {0} {1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254 @@ -471,6 +478,8 @@ msgstr "суміш" msgid "" "``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" msgstr "" +"``\"Привіт, {0} {version}!\".format({\"0\":\"Godette\", \"version\":" +"\"3.0\"})``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252 @@ -484,22 +493,24 @@ msgid "" "``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," "\"Godette\"]])``" msgstr "" +"``\"Привіт, {name} {version}!\".format([[\"version\",\"3.0\"], [\"name\"," +"\"Godette\"]])``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252 msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgstr "" +msgstr "``\"Привіт, {0} {1}!\".format([\"Godette\",\"3.0\"])``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254 msgid "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" -msgstr "" +msgstr "``\"Привіт, {name} {0}!\".format([3.0, [\"name\",\"Godette\"]])``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:256 msgid "no index" -msgstr "" +msgstr "без індекса" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:256 msgid "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" -msgstr "" +msgstr "``\"Привіт, {} {}!\".format([\"Godette\", 3.0], \"{}\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259 msgid "" @@ -515,7 +526,7 @@ msgstr "Інфікс (за замовчанням)" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266 msgid "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" -msgstr "" +msgstr "``\"Привіт, {0} {1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268 @@ -529,7 +540,7 @@ msgstr "Суфікс" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268 msgid "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" -msgstr "" +msgstr "``\"Привіт, 0% 1%\".format([\"Godette\", \"3.0\"], \"_%\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:270 msgid "Prefix" @@ -537,7 +548,7 @@ msgstr "Префікс" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:270 msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" -msgstr "" +msgstr "``\"Привіт, %0 %1\".format([\"Godette\", \"3.0\"], \"%_\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:273 msgid "" @@ -545,12 +556,16 @@ msgid "" "useful, as ``String.format`` does not have a way to manipulate the " "representation of numbers." msgstr "" +"Поєднання метода ``String.format`` з оператором може бути корисним, оскільки " +"``String.format`` не має способу маніпулювати поданням чисел." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279 msgid "" "``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " "3.114})``" msgstr "" +"``\"Привіт, {0} {version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " +"3.114})``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279 msgid "Hi, Godette v3.11" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 4914801b4c..5eae2a2c4c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -325,9 +325,8 @@ msgstr "" "треба вивести, як текст, на екрані. Дивіться приклади нижче:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:422 -#, fuzzy msgid "Numbers" -msgstr "Члени" +msgstr "Числа" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:424 msgid "" @@ -335,32 +334,36 @@ msgid "" "Otherwise, this makes them less readable and harder to distinguish from " "integers at a glance." msgstr "" +"Не пропускайте початкові чи кінцеві нулі у десяткових числах. Це робить їх " +"менш читабельними і їх важче відразу відрізнити від цілих чисел." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:428 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:441 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:452 -#, fuzzy msgid "**Good**::" -msgstr "**Правильно**:" +msgstr "**Добре**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:433 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:445 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:460 -#, fuzzy msgid "**Bad**::" -msgstr "**Неправильно**:" +msgstr "**Погано**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:438 msgid "" "Use lowercase for letters in hexadecimal numbers, as their lower height " "makes the number easier to read." msgstr "" +"Використовуйте малі літери для літер у шістнадцяткових числах, оскільки їх " +"менша висота полегшує читання числа." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:449 msgid "" "Take advantage of GDScript's underscores in literals to make large numbers " "more readable." msgstr "" +"Скористайтеся підкресленнями GDScript у літералах, щоб зробити великі числа " +"більш читабельними." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:471 msgid "Naming conventions" @@ -377,15 +380,17 @@ msgstr "" "непослідовного коду." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:478 -#, fuzzy msgid "File names" -msgstr "В'єтнамська" +msgstr "Назви файлів" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:480 msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" msgstr "" +"Використовуйте snake_case (слова маленькими буквами через підкреслення) для " +"імен файлів. Для іменованих класів перетворіть ім’я класу PascalCase " +"(нерозділені слова з великої букви) в snake_case:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:493 msgid "" @@ -393,6 +398,9 @@ msgid "" "also avoids case sensitivity issues that can crop up when exporting a " "project from Windows to other platforms." msgstr "" +"Це узгоджується з тим, як файли C++ називаються у вихідному коді Godot. Це " +"також дозволяє уникнути проблем з чутливістю до регістру, які можуть " +"виникнути під час експорту проекту з Windows на інші платформи." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:498 msgid "Classes and nodes" @@ -583,9 +591,8 @@ msgstr "" "клас. Це демонструє приклад вище." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:668 -#, fuzzy msgid "Member variables" -msgstr "Змінні середовища" +msgstr "Змінні-члени" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:670 msgid "" @@ -593,9 +600,11 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" +"Не оголошуйте змінні-члени, якщо вони використовуються лише локально в " +"методі, оскільки це ускладнює код. Натомість оголосіть їх як локальні змінні " +"в тілі методу." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:675 -#, fuzzy msgid "Local variables" msgstr "Локальні змінні" @@ -605,6 +614,9 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Оголошуйте локальні змінні якомога ближче до їх першого використання. Це " +"полегшує відстеження коду, без необхідності прокручувати занадто багато, щоб " +"знайти де оголошено змінну." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:682 msgid "Methods and static functions" @@ -625,7 +637,6 @@ msgstr "" "додає вузол до дерева сцен." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:690 -#, fuzzy msgid "" "These functions should come first because they show how the object is " "initialized." @@ -663,27 +674,26 @@ msgstr "" "типізацію<doc_gdscript_static_typing>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:739 -#, fuzzy msgid "Declared types" -msgstr "Типи даних" +msgstr "Заявлені типи" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:741 msgid "To declare a variable's type, use ``<variable>: <type>``:" -msgstr "" +msgstr "Щоб оголосити тип змінної, використовуйте ``<variable>: <type>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:747 -#, fuzzy msgid "To declare the return type of a function, use ``-> <type>``:" -msgstr "Визначте тип повернення функції за допомогою стрілки ->" +msgstr "Визначте тип повернення функції використовуючи ``-> <type>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:754 -#, fuzzy msgid "Inferred types" -msgstr "Типи даних" +msgstr "Визначені типи" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:756 msgid "In most cases you can let the compiler infer the type, using ``:=``:" msgstr "" +"У більшості випадків можна дозволити компілятору вивести тип, використовуючи " +"``:=``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:762 msgid "" @@ -692,3 +702,7 @@ msgid "" "unless the scene or file of the node is loaded in memory. In this case, you " "should set the type explicitly." msgstr "" +"Однак у деяких випадках, коли контекст відсутній, компілятор повертається до " +"типу повернення функції. Наприклад, ``get_node()`` не може вивести тип, якщо " +"сцена чи файл вузла не завантажені в пам'ять. У цьому випадку слід чітко " +"встановити тип." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 19c41d2070..6fbf478432 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,3 +26,6 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"Дивіться :ref:`doc_gdscript_grammar`, якщо ви зацікавлені в написанні " +"стороннього інструменту, який взаємодіє з GDScript, наприклад лінтера або " +"форматера." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 0c9025f8e8..6d23bd3ed1 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,7 +60,6 @@ msgid "A brief look at static typing" msgstr "Короткий огляд статичної типізації" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:25 -#, fuzzy msgid "" "With typed GDScript, Godot can detect even more errors as you write code! It " "gives you and your teammates more information as you're working, as the " @@ -72,7 +71,6 @@ msgstr "" "виклику методу." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:29 -#, fuzzy msgid "" "Imagine you're programming an inventory system. You code an ``Item`` node, " "then an ``Inventory``. To add items to the inventory, the people who work " @@ -99,7 +97,6 @@ msgstr "" "таким, яким він є. Більше про це за мить." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:55 -#, fuzzy msgid "" "Static types also give you better code completion options. Below, you can " "see the difference between a dynamic and a static typed completion options " @@ -110,16 +107,14 @@ msgstr "" "для класу, який називається ``PlayerController``." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:59 -#, fuzzy msgid "" "You've probably stored a node in a variable before, and typed a dot to be " "left with no autocomplete suggestions:" msgstr "" -"Ви, ймовірно, раніше зберігали вузол у змінній і набирали крапку, щоб не " -"залишалося пропозицій щодо автозаповнення:" +"Ви, ймовірно, раніше зберігали вузол у змінній і набирали крапку, але " +"залишалися без пропозицій щодо автозаповнення:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:65 -#, fuzzy msgid "" "This is due to dynamic code. Godot cannot know what node or value type " "you're passing to the function. If you write the type explicitly however, " @@ -127,7 +122,7 @@ msgid "" msgstr "" "Це пов'язано з динамічним кодом. Godot не може знати, який вузол, або тип " "значення, ви передаєте до функції. Якщо ви явно напишете тип, ви отримаєте " -"всі відкриті методи та змінні з вузла:" +"всі загальні методи та змінні з вузла:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:72 msgid "" @@ -138,7 +133,6 @@ msgstr "" "компіляція Just-In-Time та інші вдосконалення компілятора вже є у планах!" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:76 -#, fuzzy msgid "" "Overall, typed programming gives you a more structured experience. It helps " "prevent errors and improves the self-documenting aspect of your scripts. " @@ -151,7 +145,7 @@ msgstr "" "Загалом, типізоване програмування дає вам більш структурований досвід. Воно " "допомагає запобігти помилкам і покращує само-документування аспектів ваших " "скриптів. Це особливо корисно, коли ви працюєте в команді, або над " -"довготривалим проєктом: дослідження показали, що розробники проводять більшу " +"довготривалим проектом: дослідження показали, що розробники проводять більшу " "частину свого часу за читанням кодів інших людей, або скриптів, які вони " "писали раніше і про які вже забули. Чим чіткіший і структурований код, тим " "легше його зрозуміти, і тим швидше ви зможете рухатися далі." @@ -161,7 +155,6 @@ msgid "How to use static typing" msgstr "Як використовувати статичну типізацію" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:87 -#, fuzzy msgid "" "To define the type of a variable or a constant, write a colon after the " "variable's name, followed by its type. E.g. ``var health: int``. This forces " @@ -256,7 +249,6 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:151 -#, fuzzy msgid "" "Imagine an Enemy in your game, that ``extends Area2D``. You want it to " "collide with the Player, a ``KinematicBody2D`` with a script called " @@ -273,20 +265,18 @@ msgstr "" "``_on_body_entered``." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:158 -#, fuzzy msgid "" "You can check if this ``PhysicsBody2D`` is your Player with the ``as`` " "casting keyword, and using the colon ``:`` again to force the variable to " "use this type. This forces the variable to stick to the ``PlayerController`` " "type:" msgstr "" -"Ви можете перевірити, чи цей ``PhysicsBody2D`` ваш гравець із ключовим " -"словом ``as``, і знову використовувати двокрапку ``:``, щоб змусити змінну " -"використовувати цей тип. Це змушує змінну дотримуватися типу " +"Ви можете перевірити, чи є цей ``PhysicsBody2D`` вашим гравцем за допомогою " +"ключового слова ``as``, і знову використати двокрапку ``:``, щоб змусити " +"змінну використовувати цей тип. Це змушує змінну дотримуватися типу " "``PlayerController``:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:172 -#, fuzzy msgid "" "As we're dealing with a custom type, if the ``body`` doesn't extend " "``PlayerController``, the ``player``\\ variable will be set to ``null``. We " @@ -328,7 +318,6 @@ msgstr "" "під час виконання." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:190 -#, fuzzy msgid "" "This happens when you get a child node. Let's take a timer for example: with " "dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-" @@ -360,7 +349,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:206 msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" -msgstr "" +msgstr "Небезпечний рядок (рядок 7) проти безпечних рядків (рядки 6 та 8)" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:210 msgid "" @@ -400,18 +389,17 @@ msgstr "Типізований, або динамічний: дотримуйт #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 #, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "Типізований GDScript та динамічний GDScript можуть співіснувати в одному " -"проєкті. Але я рекомендую дотримуватися якогось одного стилю в кодуванні вам " +"проекті. Але я рекомендую дотримуватися якогось одного стилю в кодуванні вам " "і вашим колегам. Всім буде простіше працювати разом, якщо дотримуватися " "одних і тих же вказівок і швидше читати та розуміти код інших людей." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 -#, fuzzy msgid "" "Typed code takes a little more writing, but you get the benefits we " "discussed above. Here's an example of the same, empty script, in a dynamic " @@ -426,7 +414,6 @@ msgid "And with static typing:" msgstr "І в статичному стилі:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:286 -#, fuzzy msgid "" "As you can see, you can also use types with the engine's virtual methods. " "Signal callbacks, like any methods, can also use types. Here's a " @@ -441,7 +428,6 @@ msgid "And the same callback, with type hints:" msgstr "І він же в типізованому стилі:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:302 -#, fuzzy msgid "" "You're free to replace, e.g. the ``CollisionObject2D``, with your own type, " "to cast parameters automatically:" @@ -450,7 +436,6 @@ msgstr "" "щоб автоматично задавати параметри:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:313 -#, fuzzy msgid "" "The ``bullet`` variable could hold any ``CollisionObject2D`` here, but we " "make sure it is our ``Bullet``, a node we created for our project. If it's " @@ -458,7 +443,7 @@ msgid "" "``Bullet``, the ``bullet`` variable will be ``null``." msgstr "" "Змінна ``bullet`` може займати тут будь - який ``CollisionObject2D``, але ми " -"впевнені , що це наша ``Bullet``, вузол ми створили для нашого проєкту. Якщо " +"впевнені , що це наша ``Bullet``, вузол ми створили для нашого проекту. Якщо " "це щось інше, наприклад ``Area2D``, або будь-який вузол, який не поширює " "``Bullet``, змінна ``bullet`` буде ``null``." @@ -467,19 +452,18 @@ msgid "Warning system" msgstr "Система попередження" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:323 -#, fuzzy msgid "" "Documentation about the GDScript warning system has been moved to :ref:" "`doc_gdscript_warning_system`." -msgstr "Документація про експорт переміщена до :ref:`doc_gdscript_exports`." +msgstr "" +"Документація про систему попередження GDScript переміщена до :ref:" +"`doc_gdscript_exports`." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:327 -#, fuzzy msgid "Cases where you can't specify types" msgstr "Випадки, коли ви не можете вказати типи" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:329 -#, fuzzy msgid "" "To wrap up this introduction, let's cover a few cases where you can't use " "type hints. All the examples below **will trigger errors**." @@ -489,12 +473,10 @@ msgstr "" "**спричинять помилки**." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:332 -#, fuzzy msgid "You can't use Enums as types:" msgstr "Ви не можете використовувати перерахунки, як типи:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:339 -#, fuzzy msgid "" "You can't specify the type of individual members in an array. This will give " "you an error:" @@ -502,17 +484,15 @@ msgstr "" "Ви не можете вказати тип окремих членів у масиві. Це призведе до помилки:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:346 -#, fuzzy msgid "" "You can't force the assignment of types in a ``for`` loop, as each element " "the ``for`` keyword loops over already has a different type. So you " "**cannot** write:" msgstr "" "Ви не можете примусово присвоювати типи в циклі ``for``, оскільки кожен " -"елемент ``for`` вже має інший тип. Тому ви не можете писати:" +"елемент ``for`` вже має інший тип. Тому ви **не можете** писати:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:356 -#, fuzzy msgid "Two scripts can't depend on each other in a cyclic fashion:" msgstr "Два скрипти не можуть залежати один від одного циклічно:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index bfc46089f4..26b5b8d12e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,38 +18,34 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:4 -#, fuzzy msgid "GDScript warning system" -msgstr "Система попередження" +msgstr "Система попередження GDScript" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:6 -#, fuzzy msgid "" "The GDScript warning system complements :ref:`static typing " "<doc_gdscript_static_typing>` (but it can work without static typing too). " "It's here to help you avoid mistakes that are hard to spot during " "development, and that may lead to runtime errors." msgstr "" -"Система попередження доповнює типізований GDScript. Вона допоможе вам " -"допомогти уникнути помилок, які важко помітити під час розробки, і це може " -"призвести до помилок при виконанні." +"Система попередження доповнює :ref:`статичну типізацію " +"<doc_gdscript_static_typing>` (але може працювати і без неї). Вона допоможе " +"вам допомогти уникнути помилок, які важко помітити під час розробки, і які " +"можуть призвести до помилок при виконанні." #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:11 -#, fuzzy msgid "" "You can configure warnings in the Project Settings under the section called " "**Gdscript**:" msgstr "" -"Ви можете налаштувати попередження в Параметрах проєкту в новому розділі під " -"назвою ``GDScript``:" +"Ви можете налаштувати попередження в Параметрах проекта в новому розділі під " +"назвою **Gdscript**:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:17 -#, fuzzy msgid "Warning system project settings" -msgstr "Система попередження в Параметрах проєкту" +msgstr "Система попередження в Параметрах проекта" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:19 -#, fuzzy msgid "" "You can find a list of warnings for the active GDScript file in the script " "editor's status bar. The example below has 3 warnings:" @@ -58,12 +54,10 @@ msgstr "" "редактора скриптів. У наведеному нижче прикладі є 3 попередження:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:25 -#, fuzzy msgid "Warning system example" msgstr "Приклад системи попередження" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:27 -#, fuzzy msgid "" "To ignore specific warnings in one file, insert a special comment of the " "form ``# warning-ignore:warning-id``, or click on the ignore link to the " @@ -72,13 +66,11 @@ msgid "" "anymore:" msgstr "" "Щоб ігнорувати конкретні попередження в одному файлі, вставте спеціальний " -"коментар до форми ``# warning-ignore:warning-id``, або натисніть на " -"посилання ігнорування праворуч від опису попередження. Godot додасть " -"коментар вище відповідного рядка, і код більше не викликатиме відповідне " -"попередження:" +"коментар в формі ``# warning-ignore:warning-id``, або натисніть на посилання " +"ігнорування праворуч від опису попередження. Godot додасть коментар вище " +"відповідного рядка, і код більше не викликатиме відповідне попередження:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:36 -#, fuzzy msgid "Warning system ignore example" msgstr "Приклад ігнорування системи попередження" @@ -94,7 +86,6 @@ msgstr "" "disable``." #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:42 -#, fuzzy msgid "" "Warnings won't prevent the game from running, but you can turn them into " "errors if you'd like. This way your game won't compile unless you fix all " @@ -104,11 +95,10 @@ msgid "" msgstr "" "Попередження не завадять запустити гру, але ви можете перетворити їх на " "помилки, якщо хочете. Таким чином ваша гра не складеться, якщо ви не " -"зафіксуєте всі попередження. Перейдіть в розділ ``GDScript`` в Параметрах " -"проєкту, щоб включити цю опцію. Ось такий самий файл, що і в попередньому " +"виправите всі попередження. Перейдіть в розділ ``GDScript`` в Параметрах " +"проекта, щоб включити цю опцію. Ось такий самий файл, що і в попередньому " "прикладі, із попередженнями, які повернуті як помилки:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:51 -#, fuzzy msgid "Warnings as errors" msgstr "Попередження, як помилки" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po index f4e90f08fb..8214c4718b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index bf7164222d..f677633f94 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,20 +18,21 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:4 -#, fuzzy msgid "Custom VisualScript nodes" -msgstr "Custom Script (Власний скрипт)" +msgstr "Власні вузли VisualScript" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:6 msgid "" "Custom nodes are written in GDScript and can then be used in VisualScript. " "This is useful for offloading complex code to GDScript and reusing it." msgstr "" +"Власні вузли можна створити в GDScript, а потім використовувати у " +"VisualScript. Це корисно для завантаження складного коду в GDScript і " +"повторного його використання." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:10 -#, fuzzy msgid "Creating a custom node" -msgstr "Як створити проєкт" +msgstr "Створення власного вузла" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:12 msgid "" @@ -39,6 +40,9 @@ msgid "" "a ``tool`` keyword at the top. This is needed for the script to run in the " "editor." msgstr "" +"Створіть новий скрипт, який розширює :ref:`class_VisualScriptCustomNode` і " +"помістіть зверху ключове слово ``tool``. Це потрібно для запуску скрипта в " +"редакторі." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:14 msgid "" @@ -47,34 +51,43 @@ msgid "" "``_has_input_sequence_port`` function is not necessary if it should return " "``false`` for example." msgstr "" +"Є кілька функцій, які можна реалізувати для встановлення параметрів власного " +"вузла. Додайте лише ті функції, які потрібні; наприклад функція " +"``_has_input_sequence_port``, якщо вона має повертати ``false``." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:17 msgid "" "The most important part of a custom node is the ``_step`` function. The " "logic of the node is defined there." msgstr "" +"Найважливішою частиною вузла є функція ``_step``. Там визначена логіка вузла." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:19 msgid "The ``inputs`` parameter holds the value of the input ports." -msgstr "" +msgstr "Параметр ``inputs`` містить значення вхідних портів." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:21 msgid "" "The ``outputs`` parameter is an array where the indices represent the output " "port ids. It can be modified to set the values of the output ports." msgstr "" +"Параметр ``outputs`` є масивом , в якому індекси являють собою " +"ідентифікатори вихідного порту. Його можна змінити, щоб встановити значення " +"вихідних портів." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:23 msgid "" "``start_mode`` can be checked to see if it is the first time ``_step`` is " "called." -msgstr "" +msgstr "``start_mode`` може перевірити, чи не вперше ``_step`` викликаний." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:25 msgid "" "``working_mem`` is persistent each ``_step`` call. It can be used to store " "information." msgstr "" +"``working_mem`` постійний при кожному виклику ``_step``. З його допомогою " +"можна зберігати інформацію." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:27 msgid "" @@ -83,21 +96,27 @@ msgid "" "return the id of the sequence port which should be called next. If your " "custom node doesn't have any, just return 0." msgstr "" +"Якщо ви хочете видалити помилку, наприклад, якщо типи введення неправильні, " +"ви можете повернути повідомлення про помилку в вигляді текста. Коли все піде " +"правильно, поверніть ідентифікатор порту послідовності, який слід викликати " +"наступним. Якщо ваш вузол не має жодного, просто поверніть 0." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:31 msgid "Example:" msgstr "Приклад:" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:94 -#, fuzzy msgid "Using a custom node" -msgstr "Користування модулем" +msgstr "Використання власного вузла" #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:96 msgid "" "To use the script, add a ``CustomNode``, select it and drag your custom node " "script into the ``script`` property shown in the inspector." msgstr "" +"Щоб скористатися скриптом, додайте ``CustomNode``, виберіть його та " +"перетягніть власний скрипт вузла у властивість ``script`` показану в " +"інспекторі." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:100 msgid "Result:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 7121ab7b84..a1c3026e55 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -121,7 +121,6 @@ msgid "Overriding a virtual function" msgstr "Перевизначення наявної вбудованої функції" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:58 -#, fuzzy msgid "" "Most types of nodes and other types of objects in Godot contain virtual " "functions. These are functions that will be called (run your code) when " @@ -129,7 +128,7 @@ msgid "" "are listed when pressing the \"Override\" icon in the member panel:" msgstr "" "Більшість типів вузлів, та інших типів об'єктів, у Godot містять віртуальні " -"функції. Це функції, які будуть викликані (запустіть ваш код), коли щось " +"функції. Це функції, які будуть викликані (роботою вашого коду), коли щось " "станеться, і їх можна знайти в характеристиках. Ці функції перераховуються " "при натисканні піктограми «Перевизначити» на панелі елементів:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 5e5ff27320..682b6cd829 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index aa755d815e..e954c3e323 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -423,7 +423,6 @@ msgstr "" "частину часу це цілі, або з десятковою комою, числа." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:219 -#, fuzzy msgid "" "The first one is \"Constant\", which allows you to select any value of any " "type as constant, from an integer (42) to a String (\"Hello!\"). In general, " @@ -528,7 +527,6 @@ msgstr "" "використання, і вони будуть посилатися на той самий фрагмент пам'яті." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270 -#, fuzzy msgid "" "As it can be seen above, there are two nodes available: A simple getter, and " "a sequenced setter (setting requires a sequence port)." @@ -968,15 +966,14 @@ msgid "Access local variables or properties:" msgstr "Мати доступ до локальних змінних, чи властивостей:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:498 -#, fuzzy msgid "" "Use most of the existing built-in functions that are available to GDScript, " "such as ``sin()``, ``cos()``, ``print()``, as well as constructors, such as " "``Vector3(x, y, z)``, ``Rect2(...)``, etc.:" msgstr "" "Використовувати більшість наявних вбудованих функцій, доступних для " -"GDScript, таких як sin(), cos(), print(), а також конструктори, такі як " -"Vector3(x, y, z), Rect2(..), тощо:" +"GDScript, таких як ``sin()``, ``cos()``, ``print()``, а також конструктори, " +"такі як ``Vector3(x, y, z)``, ``Rect2(...)``, тощо:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:503 msgid "Call API functions:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index d004cb07cd..23d8663aa8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po index 36edb25afa..373504ce2e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po index 78e3810bfb..86c0f7f44f 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -98,14 +98,13 @@ msgstr "" "дотику від миші*)." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " "**Window**. In the **Stretch** options, set **Mode** to ``2d`` and " "**Aspect** to ``keep``." msgstr "" -"Нам також необхідно впевнитись, що гра масштабується коректно на різних " +"Нам також необхідно впевнитись, що гра масштабується корректно на різних " "розмірах екранів, тому в параметрах проекту перейдіть до меню **Display** " "(*Екран*), натисніть **Window** (*Вікно*). У параметрах **Stretch** " "(*Розтягування*) встановіть для **Mode** (*Режим*) - ``2d``, а для " diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 3d2b181fbe..919a9da36d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 8211da8d08..2b8ee94d41 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po index 9d9e8cd7fc..4943da46b8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po index 891699da59..ad041792f4 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index a60856ae35..d4832664ef 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 41368400f4..2dbc6fbd6b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -233,7 +233,6 @@ msgstr "" "AssetLib." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" @@ -241,18 +240,17 @@ msgid "" msgstr "" "Ви будете використовувати **2D робочий простір** для всіх типів ігор. Окрім " "ігор 2D, в цьому просторі ви будете створювати ваші інтерфейси. Натисніть :" -"kbd:`F1` (або :kbd:`Alt + 1` на macOS), щоб отримати доступ до нього." +"kbd:`Ctrl +F1` (або :kbd:`Alt + 1` на macOS), щоб отримати доступ до нього." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " "it." msgstr "" "В **3D робочому просторі** ви можете працювати з сітками (мешами), світлом " -"та дизайном рівнів для 3D ігор. Натисніть :kbd:`F2` (або :kbd:`Alt + 2` на " -"macOS), щоб перейти до нього." +"та дизайном рівнів для 3D ігор. Натисніть :kbd:`Ctrl +F2` (або :kbd:`Alt + " +"2` на macOS), щоб перейти до нього." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" @@ -274,13 +272,13 @@ msgstr "" msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" -"Робочий простір **Script** є повний редактор коду з відлагоджувачем, " -"розширеним автозаповненням і вбудованою довідкою. Натисніть :kbd:`F3` (або :" -"kbd:` Alt + 3`в macOS) для доступу до нього і :kbd:`Shift + F1` для пошуку " -"по довідці." +"Робочий простір **Script** це повноцінний редактор коду з відлагоджувачем, " +"розширеним автозаповненням і вбудованою довідкою. Натисніть :kbd:`Ctrl + F3` " +"(або :kbd:` Alt + 3`на macOS) для доступу до нього і :kbd:`Shift + F1` для " +"пошуку по довідці." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po index 099bb0c1ad..52ad017c7e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 6c54253e33..380c777672 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" -msgstr "Дерево сцени" +msgstr "Використання Дерева сцени" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 msgid "Introduction" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 118d1403bb..52425f912a 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po index b738a35513..3b41f81331 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 7dff156c67..882b89db04 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -353,11 +353,14 @@ msgstr "" "скриптів, завантаживши файл безпосередньо." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "Ви можете назвати скрипт і зареєструвати його як тип у редакторі з " "``class_name`` ключовим словом, за яким вказується ім'я класу. Ви можете " @@ -365,11 +368,11 @@ msgstr "" "як значок. Потім ви знайдете новий тип у діалоговому вікні створення вузла " "або ресурсу." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "В Godot 3.1:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." @@ -377,7 +380,7 @@ msgstr "" "Лише GDScript і NativeScript, тобто C ++ та інші мови, що працюють на " "GDNative, можуть реєструвати скрипти." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "" "Тільки GDScript створює глобальні змінні для кожного названого скрипта." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/signals.po index 1a7c72e650..dd9a8cb588 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 3c06214d1f..307dfd5cd8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index cb16c9873d..155075ada4 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 804de52c21..e741ac08f3 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,16 +26,14 @@ msgid "Intro" msgstr "Вступ" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:9 -#, fuzzy msgid "" "In this tutorial, you will connect a character to a life bar and animate the " "health loss." msgstr "" -"У цьому уроці ви підключите персонажа до шкали здоров'я і оживите втрату " +"У цьому уроці ви підключите персонажа до шкали здоров'я і анімуєте втрату " "здоров'я." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:14 -#, fuzzy msgid "" "Here's what you'll create: the bar and the counter animate when the " "character takes a hit. They fade when it dies." @@ -48,7 +46,6 @@ msgid "You will learn:" msgstr "Ви навчитеся:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:20 -#, fuzzy msgid "How to **connect** a character to a GUI with signals" msgstr "**підключати** персонажа до графічного інтерфейсу з допомогою сигналів" @@ -935,7 +932,6 @@ msgstr "" "``Tween``, який паралельно управляє декількома анімаціями." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " @@ -943,7 +939,7 @@ msgid "" "to the Inspector." msgstr "" "Спершу, ``GUI`` необхідно підключитися до сигналу ``Player`` ``died``, щоб " -"знати, коли він помер. Натисніть :kbd:`F1` щоб повернутися до робочої " +"знати, коли він помер. Натисніть :kbd:`Ctrl + F1` щоб повернутися до робочої " "області 2D. Виберіть вузол ``Player`` на панелі Сцена та натисніть на " "вкладку Вузол біля Інспектора." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index ff6c0a1994..bb126cc1f7 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,12 +18,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:4 -#, fuzzy msgid "Design the GUI" -msgstr "Дизайн графічного інтерфейсу" +msgstr "Проектування графічного інтерфейсу" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:6 -#, fuzzy msgid "" "Now that you've nailed the basics, we're going to see how to build a game " "Graphical User Interface (GUI) with reusable UI components: a life bar, an " @@ -50,28 +48,24 @@ msgid "Create flexible UI components" msgstr "Створювати гнучкі компоненти інтерфейсу" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:18 -#, fuzzy msgid "Use scene inheritance" msgstr "Використовувати наслідування сцен" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:19 -#, fuzzy msgid "Build a complex UI" msgstr "Будувати складні інтерфейси" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:21 -#, fuzzy msgid "" "Download the project files: :download:`ui_gui_design.zip <files/" "ui_gui_design.zip>` and extract the archive. Import the `start/` project in " "Godot to follow this tutorial. The `end/` folder contains the final result." msgstr "" -"Завантажте файли проєкту: :download:`ui_gui_design.zip <files/ui_gui_design." -"zip>` і витягніть архів. Імпортуйте проєкт `start/` у Godot, щоб виконати " +"Завантажте файли проекту: :download:`ui_gui_design.zip <files/ui_gui_design." +"zip>` і витягніть архів. Імпортуйте проект `start/` у Godot, щоб виконати " "цей урок. Папка `end/` містить кінцевий результат." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:25 -#, fuzzy msgid "" "You can watch this tutorial as a `video on YouTube <https://www.youtube.com/" "watch?v=y1E_y9AIqow>`_." @@ -80,12 +74,10 @@ msgstr "" "watch?v=y1E_y9AIqow>`_." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:28 -#, fuzzy msgid "Breaking down the UI" msgstr "Розбивання інтерфейсу" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:30 -#, fuzzy msgid "" "Let's break down the final UI and plan the containers we'll use. As in the :" "doc:`ui_main_menu`, it starts with a ``MarginContainer``. Then, we can see " @@ -121,7 +113,6 @@ msgid "The life and energy bars on the left" msgstr "Шкали здоров'я та енергії зліва" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:44 -#, fuzzy msgid "" "This makes it easier to nest containers: we have some margins around the " "border of the screen using a ``MarginContainer``, followed by an " @@ -607,7 +598,6 @@ msgid "The nodes anchor to the entire Background, but their position is off" msgstr "Вузли прив'язуються до всього Background, але їх положення вимкнено" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:287 -#, fuzzy msgid "" "Let's change the ``Number``'s align properties to move it to the left and " "center of the ``Background``. Select the ``Number`` node, change its " @@ -617,12 +607,11 @@ msgid "" msgstr "" "Давайте змінимо в ``Number`` властивості вирівнювання, щоб перемістити його " "вліво та в центр ``Background``. Виберіть вузол ``Number``, змініть його " -"властивість ``Align`` на ``Left`` та властивість ``Valign`` на ``Center``. " -"Потім трохи змініть розмір лівого краю, щоб додати трохи простору між лівим " -"краєм ``Background`` та текстом." +"властивість ``Align`` на Left та властивість ``Valign`` на Center. Потім " +"трохи змініть розмір лівого краю, щоб додати трохи простору між лівим краєм " +"``Background`` та текстом." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:295 -#, fuzzy msgid "The Number node aligned to the left and center" msgstr "Вузол Number вирівняний ліворуч та по центру" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 4e3c02d29b..f93ca5cda0 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -480,7 +480,6 @@ msgid "How to change the anchor" msgstr "Як змінити прив'язку" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:197 -#, fuzzy msgid "" "Like any properties, you can edit the 4 anchor points in the Inspector, but " "this is not the most convenient way. When you select a control node, the " @@ -490,11 +489,11 @@ msgid "" "a control node." msgstr "" "Як і будь-які властивості, ви можете редагувати 4 точки прив'язки в " -"Інспекторі, але це самий зручніший спосіб. Коли ви вибираєте вузол контролю, " -"над вікном перегляду, на панелі інструментів, з’являється меню макета " -"(компонування). Воно дає вам список піктограм для встановлення всіх 4 якорів " -"одним клацанням, замість того, щоб використовувати 4 властивості інспектора. " -"Меню макета буде видно лише тоді, коли ви вибрали вузол контролю." +"Інспекторі, але це не самий зручний спосіб. Коли ви вибираєте вузол " +"контролю, над вікном перегляду, на панелі інструментів, з’являється меню " +"макета (компонування). Воно дає вам список піктограм для встановлення всіх 4 " +"якорів одним клацанням, замість того, щоб використовувати 4 властивості " +"інспектора. Меню макета буде видно лише тоді, коли ви вибрали вузол контролю." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:206 msgid "The layout menu in the viewport" @@ -505,7 +504,6 @@ msgid "Anchors are relative to the parent container" msgstr "Прив'язки відносно батьківського контейнера" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:211 -#, fuzzy msgid "" "Each anchor is a value between 0 and 1. For the left and top anchors, a " "value of 0 means that without any margin, the node's edges will align with " @@ -524,7 +522,6 @@ msgstr "" "контейнера." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:221 -#, fuzzy msgid "" "Margins are relative to the anchor position, which is relative to the " "anchors. In practice, you'll often let the container update margins for you" @@ -533,12 +530,10 @@ msgstr "" "практиці ви часто дозволяєте контейнеру оновлювати поля для вас" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:226 -#, fuzzy msgid "Margins change with the anchor" msgstr "Поля змінюються разом з прив'язкою" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:228 -#, fuzzy msgid "" "Margins update automatically when you move or resize a control node. They " "represent the distance from the control node's edges to its anchor, which is " @@ -556,14 +551,12 @@ msgstr "" "розділі Rect, у інспекторі." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:238 -#, fuzzy msgid "Margins on a CenterContainer set to the \"Full Rect\" anchor" msgstr "" -"Поля на контейнері CenterContainer встановлена на прив'язці \"Повний " +"Поля на контейнері CenterContainer встановлені на прив'язці \"Повний " "прямокутник\"" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:240 -#, fuzzy msgid "" "Try to change the anchors or nest your Control nodes inside Containers: the " "margins will update. You'll rarely need to edit the margins manually. Always " @@ -581,14 +574,12 @@ msgstr "" "Використовуйте VBoxContainer. Детальніше про них нижче." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:249 -#, fuzzy msgid "Use size tags to change how UI elements fill the available space" msgstr "" "Використовуйте теги розмірів, щоб впливати на заповнення елементами " "інтерфейсу доступного простору" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:251 -#, fuzzy msgid "" "Every control node has Size Flags. They tell containers how the UI elements " "should scale. If you add the \"Fill\" flag to the Horizontal or Vertical " @@ -599,36 +590,33 @@ msgid "" "over the node and resize it automatically." msgstr "" "Кожен вузол контролю має Size Flags. Вони розповідають контейнерам, як слід " -"змінювати елементи інтерфейсу. Якщо ви додасте прапор \"Fill\" до " +"змінювати елементи інтерфейсу. Якщо ви додасте галочку \"Fill\" до " "властивості Horizontal, або Vertical, обмежувальне поле вузла займе весь " "простір, який зможе, але воно поважатиме його братів та сестер і збереже їх " -"розмір. Якщо в HBoxContainer є 3 вузли TextureRect, з прапорами \"Fill\" на " +"розмір. Якщо в HBoxContainer є 3 вузли TextureRect, з галочками \"Fill\" на " "обох осях, вони займають третину наявного простору, але не більше. Контейнер " "візьме на себе вузол і змінить його розмір автоматично." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:261 -#, fuzzy msgid "3 UI elements in an HBoxContainer, they align horizontally" msgstr "3 елементи інтерфейсу в HBoxContainer вирівняні горизонтально" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:263 -#, fuzzy msgid "" "The \"Expand\" flag lets the UI element take all the space it can, and push " "against its siblings. Its bounding rectangle will grow against the edges of " "its parent, or until it's blocked by another UI node." msgstr "" -"Прапорець \"Expand\" дозволяє елементу інтерфейсу зайняти весь простір, який " +"Галочка \"Expand\" дозволяє елементу інтерфейсу зайняти весь простір, який " "він може, і потиснути своїх побратимів. Його обмежувальний прямокутник " "розшириться до країв його предка, або поки його розширення не заблокує інший " "вузол інтерфейсу." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:269 -#, fuzzy msgid "" "The same example as above, but the center node has the \"Expand\" size flag" msgstr "" -"Той самий приклад, що і вище, але центральний вузол має прапорець \"Expand\"" +"Той самий приклад, що і вище, але центральний вузол має галочку \"Expand\"" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:272 msgid "" @@ -639,12 +627,10 @@ msgstr "" "ефект може змінитися досить сильно, залежно від налаштування інтерфейсу." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:276 -#, fuzzy msgid "Arrange control nodes automatically with containers" msgstr "Автоматична організація вузлів контролю з контейнерами" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:278 -#, fuzzy msgid "" "Containers automatically arrange all children Control nodes including other " "containers in rows, columns, and more. Use them to add padding around your " @@ -658,7 +644,6 @@ msgstr "" "можете бачити ефект миттєво." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:284 -#, fuzzy msgid "" "Containers have a few special properties to control how they arrange UI " "elements. To change them, navigate down to the Custom Constants section in " @@ -669,12 +654,10 @@ msgstr "" "Custom Constants (Власні константи) в інспекторі." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:289 -#, fuzzy msgid "The 5 most useful containers" msgstr "5 найкорисніших контейнерів" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:291 -#, fuzzy msgid "" "If you build tools, you might need all of the containers. But for most " "games, a handful will be enough:" @@ -683,18 +666,15 @@ msgstr "" "для більшості ігор буде достатньо декількох:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294 -#, fuzzy msgid "MarginContainer, to add margins around parts of the UI" msgstr "" "MarginContainer, щоб додати поля навколо частини інтерфейсу користувача" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:295 -#, fuzzy msgid "CenterContainer, to center its children in its bounding box" msgstr "CenterContainer, центрує своїх нащадків у своїй обмежувальній коробці" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:296 -#, fuzzy msgid "" "VboxContainer and HboxContainer, to arrange UI elements in rows or columns" msgstr "" @@ -721,7 +701,6 @@ msgstr "" "текстури та кнопки, вони будуть складатися в купу." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:308 -#, fuzzy msgid "" "CenterContainer in action. The life bar centers inside its parent container." msgstr "" @@ -729,7 +708,6 @@ msgstr "" "батьківського контейнера." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:311 -#, fuzzy msgid "" "The MarginContainer adds a margin on any side of the child nodes. Add a " "MarginContainer that encompasses the entire viewport to add a separation " @@ -742,18 +720,16 @@ msgstr "" "MarginContainer, який охоплює все вікно перегляду, щоб додати розділення між " "краєм вікна та інтерфейсом користувача. Ви можете встановити поле у верхній, " "лівій, правій, або нижній частині контейнера. Не потрібно встановлювати " -"прапорець: натисніть відповідне поле та введіть будь-яке число. Він " +"галочку: натисніть відповідне поле та введіть будь-яке число. Він " "активується автоматично." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:320 -#, fuzzy msgid "The MarginContainer adds a 40px margin around the Game User Interface" msgstr "" "MarginContainer додає 40-піксельний відступ навколо ігрового інтерфейсу " "користувача" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:322 -#, fuzzy msgid "" "There are two BoxContainers: VBoxContainer and HBoxContainer. You cannot add " "the BoxContainer node itself, as it is a helper class, but you can use " @@ -770,12 +746,10 @@ msgstr "" "стовпцями різного розміру, оскільки ви можете вкладати їх як забажаєте." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:331 -#, fuzzy msgid "The HBoxContainer horizontally aligns UI elements" msgstr "HBoxContainer горизонтально вирівнює елементи інтерфейсу користувача" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:333 -#, fuzzy msgid "" "VBoxContainer automatically arranges its children into a column. It puts " "them one after the other. If you use the separation parameter, it will leave " @@ -792,7 +766,6 @@ msgstr "" "нащадком, або після останнього нащадка, зі скрипту." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:340 -#, fuzzy msgid "" "The GridContainer lets you arrange UI elements in a grid-like pattern. You " "can only control the number of columns it has, and it will set the number of " @@ -806,14 +779,13 @@ msgstr "" "GridContainer дозволяє розташовувати елементи інтерфейсу користувача за " "сіткою. Ви можете лише керувати кількістю стовпців, які він має, і він " "встановлюватиме кількість рядків самостійно, виходячи з кількості нащадків. " -"Якщо у вас дев'ять дітей і три стовпчики, у вас буде 9 ÷ 3 = 3 ряди. Додайте " -"ще трьох нащадків, і у вас буде чотири ряди. Іншими словами, це створить " -"нові рядки, коли ви додасте більше текстур і кнопок. Як і коробчасті " -"контейнери, він має дві властивості, які встановлюють вертикальне та " -"горизонтальне розділення між рядками та стовпцями відповідно." +"Якщо у вас дев'ять нащадків і три стовпчики, у вас буде 9 ÷ 3 = 3 ряди. " +"Додайте ще трьох нащадків, і у вас буде чотири ряди. Іншими словами, це " +"створить нові рядки, коли ви додасте більше текстур і кнопок. Як і " +"коробчасті контейнери, він має дві властивості, які встановлюють вертикальне " +"та горизонтальне розділення між рядками та стовпцями відповідно." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:351 -#, fuzzy msgid "A GridContainer with 2 columns. It sizes each column automatically." msgstr "GridContainer з 2 стовпцями. Він розміщує кожен стовпець автоматично." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index cef1610a3a..523f846991 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -429,6 +429,7 @@ msgstr "" "Додавання контейнерів для автоматичного розміщення елементів інтерфейсу" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -438,7 +439,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "Наше головне меню має деякі поля по краях екрана. Воно розділене на дві " "частини: зліва ви маєте логотип та параметри меню. Праворуч у вас є " @@ -526,7 +527,6 @@ msgstr "" "всередині CenterContainer." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245 -#, fuzzy msgid "" "To space out the menu options and the logo on the left, we'll use one final " "container and its size flags. Select the ``VBoxContainer`` and press :kbd:" @@ -538,11 +538,11 @@ msgid "" msgstr "" "Щоб додати простору між меню і логотипом, ми використаємо ще один контейнер " "``VBoxContainer`` і його прапорці розмірів (Size Flags). Виберіть " -"``VBoxContainer`` і натисніть ``Ctrl+A``, щоб додати в нього новий вузол. " -"Додайте другий ``VBoxContainer`` та назвіть його *MenuOptions*. Виберіть усі " -"три параметри меню ``Continue``, ``NewGame`` і ``Options`` та перетягніть їх " -"всередину нового ``VBoxContainer``. Макет інтерфейсу повинен ледь змінитися, " -"якщо він взагалі зміниться." +"``VBoxContainer`` і натисніть :kbd:`Ctrl+A` (:kbd:`Cmd + A` на macOS), щоб " +"додати в нього новий вузол. Додайте другий ``VBoxContainer`` та назвіть його " +"*MenuOptions*. Виберіть усі три параметри меню ``Continue``, ``NewGame`` і " +"``Options`` та перетягніть їх всередину нового ``VBoxContainer``. Макет " +"інтерфейсу повинен ледь змінитися, якщо він взагалі зміниться." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:255 msgid "" @@ -553,7 +553,6 @@ msgstr "" "інтерфейсу користувача." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:258 -#, fuzzy msgid "" "Now we grouped the menu options together, we can tell their container to " "expand to take as much vertical space as possible. Select the " @@ -565,30 +564,27 @@ msgid "" msgstr "" "Тепер, коли ми згрупували параметри меню разом, ми можемо змусити їх " "контейнер розширитись, щоб зайняти якомога більше вертикального простору. " -"Виберіть вузол ``MenuOptions``. У Інспекторі прокрутіть униз до розділу " +"Виберіть вузол ``MenuOptions``. У Інспекторі прогорніть униз до розділу " "**Size Flags**. Клацніть на полі праворуч від властивості **Vertical** і " -"встановіть прапорець **Expand** на додаток до **Fill**. Контейнер " +"встановіть галочку **Expand** на додаток до **Fill**. Контейнер " "розширюється, щоб зайняти весь доступний вертикальний простір, поважаючи " "своїх сусідів, елементи ``Logo`` та ``Version``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:266 -#, fuzzy msgid "" "To center the nodes in the ``VBoxContainer``, scroll to the top of the " "Inspector and change the **Alignment** property to **Center**." msgstr "" -"Щоб центрувати вузли у ``VBoxContainer``, прокрутіть до вершини Інспектора " +"Щоб центрувати вузли у ``VBoxContainer``, прогорніть до вершини Інспектора " "та змініть властивість **Alignment** (Вирівнювання) на **Center**." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:271 -#, fuzzy msgid "The menu options should center vertically in the UI's left column." msgstr "" "Параметри меню повинні розташовуватися по центрі вертикалі в лівій колонці " "інтерфейсу користувача." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:273 -#, fuzzy msgid "" "To wrap things up, let's add some separation between the menu options. " "Expand the **Custom Constants** category below **Size Flags**, and click the " @@ -603,7 +599,6 @@ msgstr "" "між параметрами меню." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:281 -#, fuzzy msgid "The final interface." msgstr "Кінцевий інтерфейс." @@ -613,7 +608,6 @@ msgid "" msgstr "Без єдиного рядка коду ми маємо точне та чутливе головне меню." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:286 -#, fuzzy msgid "" "Congratulations for getting there! You can download the final menu :download:" "`ui_main_menu_design.zip <files/ui_main_menu_design.zip>` to compare with " @@ -638,18 +632,18 @@ msgstr "" "положення та розміру елементів інтерфейсу." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:299 -#, fuzzy msgid "" "The order in which you nest matters. To see if your UI adapts nicely to " "different screen ratios, select the root node, press :kbd:`Q` to activate " "the Select Mode, select the container and click and drag on one of the " "container's corners to resize it. The UI components should flow inside of it." msgstr "" -"Порядок, в якому ви гніздите, має значення. Щоб побачити, чи ваш інтерфейс " -"користувача добре адаптується до різних співвідношень екрана, виберіть " -"кореневий вузол, натисніть клавішу Q, щоб активувати режим вибору, виберіть " -"контейнер і натисніть та перетягніть один з кутів контейнера, щоб змінити " -"його розмір. Компоненти інтерфейсу повинні текти всередині нього." +"Порядок, в якому ви розміщуєте вузли, має значення. Щоб побачити, чи ваш " +"інтерфейс користувача добре адаптується до різних співвідношень екрана, " +"виберіть кореневий вузол, натисніть клавішу :kbd:`Q`, щоб активувати режим " +"вибору, виберіть контейнер і натисніть та перетягніть один з кутів " +"контейнера, щоб змінити його розмір. Компоненти інтерфейсу повинні текти " +"всередині нього." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:305 msgid "" @@ -665,7 +659,6 @@ msgstr "" "та вниз." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:311 -#, fuzzy msgid "" "You can change the scale mode in the project settings: click **Project > " "Project Settings** in the top menu. In the window's left column, look for " @@ -674,10 +667,10 @@ msgid "" "**Mode**, **Aspect**, and **Shrink**, control the screen size. For more " "information, see :ref:`doc_multiple_resolutions`." msgstr "" -"Ви можете змінити режим масштабування у параметрах проєкту: натисніть " -"**Проєкт> Параметри проєкту** у верхньому меню. У лівій колонці вікна " +"Ви можете змінити режим масштабування у параметрах проекту: натисніть " +"**Проект> Параметри проекту** у верхньому меню. У лівій колонці вікна " "шукайте розділ **Display** (\"Відображення\"). Клацніть на підрозділ " -"**Window**. У правій частині вікна ви знайдете розділ *Stretch** " +"**Window**. У правій частині вікна ви знайдете розділ **Stretch** " "(Розтягування). Три налаштування **Mode** (Режим), **Aspect** (Аспект), і " "**Shrink** (Зменшення), керують розміром екрана. Для отримання додаткової " "інформації дивіться :ref:`doc_multiple_resolutions`." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 5734f34dd6..0ade1a5a2d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index 1c9a0b145c..72e9f9d68e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,30 +27,27 @@ msgstr "Анімація підтримується:" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:4 msgid "transform animation of all types of objects" -msgstr "" +msgstr "анімація перетворень всіх типів об'єктів" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:5 msgid "transform animation of pose bones" -msgstr "" +msgstr "анімація перетворень кісток" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:6 -#, fuzzy msgid "shape key animation" -msgstr "Зберегти анімацію" +msgstr "анімація по ключах форм" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:7 -#, fuzzy msgid "light animation" -msgstr "Дублювати анімацію" +msgstr "анімація світла" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:8 -#, fuzzy msgid "camera animation" -msgstr "Перейменувати анімацію" +msgstr "анімація камери" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:11 msgid "Multiple Actions For Single Object" -msgstr "" +msgstr "Кілька дій для одного об'єкта" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:12 msgid "" @@ -58,16 +55,21 @@ msgid "" "This add-on has support for exporting multiple actions all at once into a " "single AnimationPlayer and makes it easy to switch actions." msgstr "" +"У більшості ігор один об’єкт має кілька анімацій і перемикається між ними. " +"Цей додаток підтримує експорт декількох дій одночасно в один AnimationPlayer " +"і полегшує перемикання дій." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:16 msgid "" "This workflow makes use of blender nla_tracks. Here is a brief guide on how " "to use this feature:" msgstr "" +"Цей робочий процес використовує змішувач nla_tracks. Ось короткий посібник з " +"використання цієї функції:" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:19 msgid "**1. Stash active action**" -msgstr "" +msgstr "**1. Приховати активні дії**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:21 msgid "" @@ -75,14 +77,17 @@ msgid "" "several ways to place an active action into NLA track, one is of course " "doing it in ``NLA Editor``" msgstr "" +"Нова створена дія - це завжди активна дія, прив’язана до об’єкта. Є кілька " +"способів розмістити активну дію в треку НЛА, один з них, звичайно, зробити " +"це в ``NLA Editor``" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:28 msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "" +msgstr "Або це можна зробити, приховуючи дію в ``Dope Sheet``" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:33 msgid "**2. Check mute status of NLA tracks**" -msgstr "" +msgstr "**2. Перевірити стан NLA треків**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35 msgid "" @@ -90,25 +95,28 @@ msgid "" "``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " "tracks into every action (including the action action) being exported." msgstr "" +"Трек NLA може бути, ``mute`` або ``unmute``, експортер експортує весь " +"``mute`` NLA трек як окрему дію, в той час як всі ``unmute`` NLA треки " +"поєднуються з кожною дією (включаючи дію дії), що експортується." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 msgid "**3. Export the scene**" -msgstr "" +msgstr "**3. Експортувати сцену**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:43 msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "" +msgstr "Переконайтеся, що опція ``Export Stashed Actions`` увімкнена." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:47 msgid "" "Then all the stashed actions, as well as the active action, are exported to " "an AnimationPlayer." msgstr "" +"Потім усі приховані дії, а також активні дії експортуються в AnimationPlayer." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:54 -#, fuzzy msgid "Constraints" -msgstr "Константи" +msgstr "Обмеження" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:55 msgid "" @@ -117,11 +125,14 @@ msgid "" "object has some constraint; if it does, all the constraints are baked into " "actions and then exported along with the object." msgstr "" +"Іноді складна анімація будується з обмеженням об'єкта; звичайним прикладом є " +"зворотна кінематика. Додаток автоматично перевіряє, чи має об’єкт певні " +"обмеження; якщо це відбувається, всі обмеження обробляються у дії, а потім " +"експортуються разом з об'єктом." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:62 -#, fuzzy msgid "Animation Mode" -msgstr "Анімація" +msgstr "Режим Анімації" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:63 msgid "" @@ -130,20 +141,26 @@ msgid "" "animated node. In order to fix this inconsistence and still make the " "animation play versatile, this add-on has three animation exporting modes." msgstr "" +"Godot і Blender мають різну структуру для зберігання даних анімації. У Godot " +"дані анімації зберігаються у вузлі AnimationPlayer, а не в кожному " +"анімованому вузлі. Для того, щоб виправити цю непослідовність і при цьому " +"зробити анімацію універсальною, цей додаток має три режими експорту анімації." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70 msgid "**Mode 'Animation as Actions'**" -msgstr "" +msgstr "**Режим \"Анімація як дії\"**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:72 msgid "" "Treat all the animations as object actions, so in the exported scene, every " "object would have its own AnimationPlayer and hold its actions." msgstr "" +"Ставтесь до всієї анімації як до дій об’єкта, тому в експортованій сцені " +"кожен об’єкт матиме власний AnimationPlayer і зберігатиме свої дії." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:76 msgid "**Mode 'Scene Animation'**" -msgstr "" +msgstr "**Режим \"Анімація сцени\"**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:78 msgid "" @@ -151,10 +168,14 @@ msgid "" "Blender's timeline, this is what you want. In this mode, all the animations " "in the scene are placed in just one AnimationPlayer in the scene root." msgstr "" +"Якщо ви хочете, щоб ваша анімація давала такий самий результат, як " +"відтворення на часовій шкалі Blender, це те, що ви хочете. У цьому режимі " +"всі анімації сцени розміщуються лише в одному програвачі AnimationPlayer у " +"корені сцени." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:82 msgid "**Mode 'Animation as Action with Squash'**" -msgstr "" +msgstr "**Режим \"Анімація як дія зі стисненням\"**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:84 msgid "" @@ -164,3 +185,8 @@ msgid "" "and each Skeleton and Mesh has actions; then one rig would have just one " "AnimationPlayer." msgstr "" +"Цей режим має дуже подібну поведінку до режиму \"Анімація як дія\", але він " +"може генерувати менше AnimationPlayer; об'єкти у відносинах предки-нащадки " +"мали б спільний доступ до свого AnimationPlayer. Це корисно, коли у вас є " +"кілька скелетів, і кожен скелет і меш мають дії; тоді один скелет мав би " +"лише один AnimationPlayer." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 4778b294a2..82895f2bf8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -69,7 +69,6 @@ msgstr "" "приховані у сцені Godot." #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:40 -#, fuzzy msgid "Build pipeline integration" msgstr "Інтеграція конвеєра збирання" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 6b01771eb4..ecc1967eb9 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,18 +26,24 @@ msgid "" "By default, lamps in Blender have shadows enabled. This can cause " "performance issues in Godot." msgstr "" +"За замовчуванням у лампах Blender увімкнені тіні. Це може спричинити " +"проблеми в Godot." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:8 msgid "" "Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " "is released, this will be removed and this part of the exporter will change." msgstr "" +"Лампи експортуються за допомогою налаштувань \"Blender Render\". Після " +"випуску Blender 2.8 його буде видалено, і ця частина експортера зміниться." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:11 msgid "" "Sun, point and spot lamps are all exported from Blender along with many of " "their properties:" msgstr "" +"Сонце, точка та прожектор, всі лампи експортуються з Blender разом із " +"багатьма їх властивостями:" #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:16 msgid "There are some things to note:" @@ -49,12 +55,18 @@ msgid "" "clamped by the attenuation distance. To most closely match between the " "viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" msgstr "" +"У Blender світло проливає світло аж до нескінченності. У Godot воно " +"затискається на відстані загасання. Щоб найбільш точно співпасти між вікном " +"перегляду та Godot, поставте галочку \"Sphere\" (\"Сфера\"). (Виділено " +"зеленим)" #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:21 msgid "" "Light attenuation models differ between Godot and Blender. The exporter " "attempts to make them match, but it isn't always very good." msgstr "" +"Моделі затухання світла відрізняються між Godot та Blender. Експортер " +"намагається зрівняти їх, але не завжди дуже добре." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:23 msgid "" @@ -62,8 +74,11 @@ msgid "" "The exporter attempts to make them similar, but it doesn't always look the " "same." msgstr "" +"Моделі кутового загасання прожектора також відрізняються між Godot та " +"Blender. Експортер намагається зробити їх подібними, але це не завжди " +"виглядає однаково." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:26 msgid "" "There is no difference between buffer shadow and ray shadow in the export." -msgstr "" +msgstr "Немає різниці між буферною тінню та променевою тінню в експорті." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 13db33c5b6..cce12a4a83 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index c29064bd56..1cc6be78f3 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,10 +30,12 @@ msgid "" "There is an exporting option :code:`Apply Modifiers` to control whether mesh " "modifiers are applied to the exported mesh." msgstr "" +"Існує можливість експортувати :code:`Apply Modifiers`, щоб контролювати, чи " +"застосовуватимуться до експортованої сітки (меша) модифікатори." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:11 msgid "Shape Key" -msgstr "" +msgstr "Ключ форми" #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:12 msgid "" @@ -41,6 +43,9 @@ msgid "" "almost like exporting the mesh again, so don't be surprised it takes a " "relatively long time." msgstr "" +"Експорт ключа фігури сітки (меша) підтримується, однак експорт кожного ключа " +"фігури майже схожий на ще один експорт сітки, тому не дивуйтеся, що це " +"займає відносно багато часу." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:17 msgid "" @@ -51,3 +56,9 @@ msgid "" "github.com/godotengine/godot-blender-exporter/issues>`__, which helps to " "develop the exporter to have a more precise check of modifiers." msgstr "" +"Багато модифікаторів несумісні з ключами форми (наприклад, підповерхневий " +"модифікатор), тому, якщо ви виявили, що експортуєте неправильні ключі форми, " +"спробуйте вимкнути :code:`Apply Modifiers` та виконати експорт ще раз. Крім " +"того, варто внести несумісний модифікатор до `списку спірних питань<https://" +"github.com/godotengine/godot-blender-exporter/issues>`__, що допомагає " +"розвивати експортер для більш точної перевірки модифікаторів." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index faefc20cc3..afb1206cea 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,15 +26,19 @@ msgid "" "Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " "physics tab:" msgstr "" +"Експорт фізичних властивостей здійснюється шляхом увімкнення \"Твердого тіла" +"\" (\"Rigid Body\") на вкладці фізики Blender:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:10 msgid "" "By default, a single Blender object with rigid body enabled will export as " "three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance." msgstr "" +"За замовчуванням один об’єкт Blender із увімкненим твердим тілом " +"експортується у вигляді трьох вузлів: PhysicsBody, CollisionShape та " +"MeshInstance." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14 -#, fuzzy msgid "Body type" msgstr "Тип тіла" @@ -44,11 +48,14 @@ msgid "" "These turn into Static and RigidBody nodes. To create a kinematic body, " "enable the \"animated\" checkbox on an \"Active\" body:" msgstr "" +"Блендер має лише поняття \"Активне\" та \"Пасивне\" тверде тіло. Вони " +"перетворюються на Static (статичні) та RigidBody (тверді) вузли. Щоб " +"створити кінематичне тіло, увімкніть \"анімований\" (\"animated\") галочку " +"на \"Активному\" (\"Active\") тілі:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:23 -#, fuzzy msgid "Collision shapes" -msgstr "Зіткнення" +msgstr "Форми зіткнень" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:25 msgid "" @@ -57,10 +64,13 @@ msgid "" "the options in Blender's rigid body collision and rigid body dynamics " "interfaces are supported:" msgstr "" +"Багато параметрів для форм зіткнень відсутні в Blender, а багато з форм " +"зіткнень також відсутні. Однак підтримуються майже всі варіанти твердого " +"зіткнення кузова та динаміки твердого тіла:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:39 msgid "There are the following caveats:" -msgstr "" +msgstr "Є такі застереження:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:33 msgid "" @@ -68,6 +78,8 @@ msgid "" "Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " "and Godot" msgstr "" +"Не всі форми зіткнення підтримуються. Тільки ``Mesh``, ``Convex Hull``, " +"``Capsule``, ``Sphere`` і ``Box`` підтримуються і в Blender, і в Godot" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:36 msgid "" @@ -76,6 +88,9 @@ msgid "" "collision mask is equal to its collision group. Most of the time, this is " "what you want." msgstr "" +"У Godot ви можете мати різні групи зіткнень та маски зіткнень. У Blender у " +"вас є лише групи зіткнень. Як результат, маска зіткнення експортованого " +"об’єкта дорівнює його групі зіткнень. Найчастіше це те, що ви хочете." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:42 msgid "" @@ -83,10 +98,13 @@ msgid "" "rigid body enabled. The physics properties are taken from the parent-most " "rigid body, and the rest are used as collision shapes." msgstr "" +"Для побудови складених фізичних форм створіть разом кілька об’єктів з " +"увімкненим твердим тілом. Фізичні властивості взяті з найтвердішого для " +"батьків тіла, а решта використовуються як форми зіткнення." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:47 msgid "Collision geometry only" -msgstr "" +msgstr "Тільки геометрія зіткнення" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:49 msgid "" @@ -95,6 +113,10 @@ msgid "" "the collision shape. To only export the collision shape, set the object's " "maximum draw type to Wire:" msgstr "" +"Часто вам потрібні різні геометрії для ваших сіток зіткнень та графічних " +"сіток (мешів), але за замовчуванням експортер експортує сітку разом із " +"формою зіткнення. Щоб експортувати лише форму зіткнення, встановіть " +"максимальний тип витягування об’єкта на Wire:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:56 msgid "" @@ -102,3 +124,6 @@ msgid "" "of the time, you want your collision geometry to be shown see-through when " "working on the models, so this works out fairly nicely." msgstr "" +"Це також вплине на те, як об'єкт відображається у вікні перегляду Blender. " +"Здебільшого ви хочете, щоб ваша геометрія зіткнення відображалася прозорою " +"під час роботи з моделями, тому це працює досить гарно." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index ebc2271412..bdb8ffd557 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,13 +23,15 @@ msgstr "Каркас" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:7 msgid "Rest Bone" -msgstr "" +msgstr "Стартове положення скелета" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:9 msgid "" "Armature object in Blender is exported as a Skeleton node along with rest " "position (transform in Godot) of bones." msgstr "" +"Об'єкт арматури в Blender експортується як вузол скелета разом із стартовим " +"положенням (перетворення будуть в Godot) кісток." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:13 msgid "" @@ -38,6 +40,10 @@ msgid "" "Blender, so that the exported bone transform be consistent between Blender " "and Godot" msgstr "" +"Три галочки :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:`Local " +"Location` (зафарбовані червоним) повинні бути відзначені при складанні " +"арматури в Blender, так щоб експортовані перетворення кісток відповідали між " +"Blender і Godot" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:18 msgid "" @@ -45,10 +51,13 @@ msgid "" "Blender. Make sure that the skeleton is reset to its T-pose or default rest " "pose." msgstr "" +"Важливо, щоб сітка (меш) не деформувалась кістками під час експорту в " +"Blender. Переконайтеся, що скелет скинуто до Т-позиції або стартової пози за " +"замовчуванням." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:22 msgid "Bone Weights" -msgstr "" +msgstr "Вага кісток" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:24 msgid "" @@ -57,10 +66,14 @@ msgid "" "the mesh deformed. Therefore, the exporter would raise an error for any " "vertex with no bone weights detected in a rigged mesh." msgstr "" +"Блендер може створити скелет меша з вершинами, які не мають ваги кісток у " +"стартовому положенні, але ці вершини розміщувалися б у (0, 0, 0) в Godot, " +"деформуючи сітку (меш). Тому, експортер видасть помилку для будь-якої " +"вершини без ваги кістки, виявленої у меша зі скелетом." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:30 msgid "Non-Deform Bone" -msgstr "" +msgstr "Недеформована кістка" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:32 msgid "" @@ -68,6 +81,9 @@ msgid "" "the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " "picture." msgstr "" +"Зверніть увагу, що недеформовану кістку можна налаштувати як не " +"експортовану, увімкнувши :code:`Exclude Control Bones`; галочку деформації " +"кістки показано на малюнку." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:38 msgid "Bone Attachment" @@ -78,3 +94,5 @@ msgid "" "A bone can be the parent of an object in Blender; this relation is exported " "as a BoneAttachment node in the Godot scene." msgstr "" +"Кістка може бути предком об’єкта в Blender; це відношення експортується як " +"вузол BoneAttachment на сцені Godot." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 77811f2d00..484f7f3469 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -43,13 +43,13 @@ msgid "" "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "У Godot 3.0 ми використовуємо більш сучасний підхід до імпорту: просто " "скиньте свої активи (файли зображень, сцени, аудіофайли, шрифти тощо) " -"безпосередньо в теку проєкту (скопіюйте їх вручну за допомогою програми " +"безпосередньо в теку проекта (скопіюйте їх вручну за допомогою програми " "провідника файлів ОС). Godot автоматично імпортує ці файли всередину і " -"збереже імпортовані ресурси заховані у теці res://.import." +"збереже імпортовані ресурси заховані у теці ``res://.import``." #: ../../docs/getting_started/workflow/assets/import_process.rst:20 msgid "" @@ -59,30 +59,36 @@ msgid "" "try and access an imported asset using the :ref:`File <class_File>` class it " "will work in the editor, but break in the exported project." msgstr "" +"Це означає, що при спробі отримати доступ до імпортованих активів за " +"допомогою коду потрібно використовувати :ref:`завантажувач " +"ресурсів<class_ResourceLoader>`, оскільки він автоматично враховує, де " +"зберігаються внутрішні файли. Якщо ви спробуєте отримати доступ до " +"імпортованого об’єкта за допомогою класу :ref:`File <class_File>`, він буде " +"працювати в редакторі, але експортувати проект не вдасться." #: ../../docs/getting_started/workflow/assets/import_process.rst:26 msgid "" "However, the :ref:`Resource Loader<class_ResourceLoader>` cannot access non " "imported files, only the :ref:`File <class_File>` class can." msgstr "" +"Однак :ref:`завантажувач ресурсів<class_ResourceLoader>` не може отримати " +"доступ до неімпортних файлів, а клас :ref:`File <class_File>` може." #: ../../docs/getting_started/workflow/assets/import_process.rst:30 msgid "Changing import parameters" msgstr "Зміна параметрів імпорту" #: ../../docs/getting_started/workflow/assets/import_process.rst:32 -#, fuzzy msgid "" "To change the import parameters of an asset in Godot (again, keep in mind " "import parameters are only present in non-native Godot resource types) " "select the relevant resource in the filesystem dock:" msgstr "" -"Зміна параметрів імпорту об'єкта в Godot (знову ж таки, пам'ятайте, що " +"Зміна параметрів імпорту активів в Godot (знову ж таки, пам'ятайте, що " "параметри імпорту присутні лише у нерідних типах ресурсів Godot) дуже " "проста. Виберіть відповідний ресурс на панелі Файлова система:" #: ../../docs/getting_started/workflow/assets/import_process.rst:38 -#, fuzzy msgid "" "Then, after adjusting the parameters, press \"Reimport\". These parameters " "will only be used for this asset and on future reimports." @@ -101,9 +107,8 @@ msgstr "" "всіх при повторному імпорті." #: ../../docs/getting_started/workflow/assets/import_process.rst:46 -#, fuzzy msgid "Reimporting multiple assets" -msgstr "Імпортування зображень" +msgstr "Повторний імпорт кількох активів" #: ../../docs/getting_started/workflow/assets/import_process.rst:48 msgid "" @@ -113,6 +118,11 @@ msgid "" "reimport in the file system. In the import tab there will now be a checkbox " "to the left of every import parameter." msgstr "" +"Під час роботи над проектом ви можете виявити, що для кількох активів " +"потрібно змінити однакові параметри, наприклад, увімкнення mipmaps, але ви " +"хочете змінити лише ці конкретні параметри. Для цього виберіть усі активи, " +"які потрібно повторно імпортувати у файлову систему. На вкладці імпорту " +"тепер буде галочка ліворуч від кожного параметра імпорту." #: ../../docs/getting_started/workflow/assets/import_process.rst:56 msgid "" @@ -121,10 +131,14 @@ msgid "" "button and every selected asset will be reimported with only those " "parameters changed." msgstr "" +"Установіть галочку серед параметрів, які потрібно змінити для імпортованих " +"активів, а потім змініть параметри в звичайному режимі. Нарешті, натисніть " +"кнопку повторного імпорту, і кожен вибраний актив буде повторно імпортований " +"із зміною лише цих параметрів." #: ../../docs/getting_started/workflow/assets/import_process.rst:62 msgid "Automatic reimport" -msgstr "" +msgstr "Автоматичний повторний імпорт" #: ../../docs/getting_started/workflow/assets/import_process.rst:64 msgid "" @@ -141,16 +155,19 @@ msgid "Files generated" msgstr "Згенеровані файли" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "Імпорт додасть додатковий файл <asset> .import, що містить конфігурацію " "імпорту. Не забудьте скористатись цією системою контролю версій!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "" "Крім того, додаткові активи будуть встановлені в прихованій теці res://." "import:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 682d30b975..cd3d077c72 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,33 +22,30 @@ msgid "Importing audio samples" msgstr "Імпорт аудіо нарізків" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:7 -#, fuzzy msgid "Supported files" -msgstr "Підтримувані формати зображень" +msgstr "Підтримувані файли" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9 -#, fuzzy msgid "" "Godot provides three options to import your audio data: WAV, Ogg Vorbis and " "MP3." msgstr "" -"Сирі аудіодані загалом великі і небажані. Godot пропонує два основні " -"варіанти імпорту аудіоданих: WAV та Ogg Vorbis." +"Godot пропонує три основні варіанти імпорту аудіоданих: WAV, Ogg Vorbis і " +"MP3." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 msgid "Each has different advantages." msgstr "Кожен має різні переваги." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 -#, fuzzy msgid "" "WAV files use raw data or light compression (IMA-ADPCM). They are " "lightweight on the CPU to play back (hundreds of simultaneous voices in this " "format are fine). The downside is that they take up a lot of disk space." msgstr "" -"Файли WAV використовують необроблені дані, або легке стиснення, пред'являють " -"кілька вимог до процесора для відтворення (сотні одночасних голосів у цьому " -"форматі чудові), але займають значне місце." +"Файли WAV використовують необроблені дані або легке стиснення (IMA-ADPCM). " +"Вони легкі на процесорі для відтворення (сотні одночасних голосів у цьому " +"форматі є чудовими). Недоліком є те, що вони займають багато місця на диску." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:17 msgid "" @@ -68,6 +65,13 @@ msgid "" "and HTML5 projects where CPU resources are limited, especially when playing " "multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" +"Файли MP3 використовують краще стиснення, ніж WAV з IMA-ADPCM, але гірше, " +"ніж Ogg Vorbis. Це означає, що файл MP3 із приблизно рівною якістю з Ogg " +"Vorbis буде значно більшим. З іншого боку, MP3 вимагає менше використання " +"процесора для відтворення, ніж Ogg Vorbis. Це робить MP3 корисним для " +"мобільних проектів та проектів HTML5, де ресурси процесора обмежені, " +"особливо при одночасному відтворенні кількох стиснених звуків (наприклад, " +"довгих звуків навколишнього середовища)." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 msgid "Here is a comparative chart." @@ -106,9 +110,8 @@ msgid "22 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 -#, fuzzy msgid "MP3 192 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, стерео" +msgstr "MP3 192 Kb/s, стерео" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 msgid "24 KB" @@ -149,6 +152,10 @@ msgid "" "reducing their size greatly and ensuring correct trimming. Say no to SFX " "with baked reverb!" msgstr "" +"Godot має :ref:`розгалужену систему <doc_audio_buses>` із вбудованими " +"ефектами. Це позбавляє виконавців SFX необхідності додавати реверберацію до " +"звукових ефектів, значно зменшуючи їх розмір та забезпечуючи правильне " +"обрізання. Скажіть ні SFX із запеченим ревербератором!" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:59 msgid "As you can see above, sound effects become huge with reverb added." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 55c10ab7ad..0f147e9d80 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,6 +34,9 @@ msgid "" "BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " "8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" +"BMP (``.bmp``) - Немає підтримки 16-бітових зображень на піксель. " +"Підтримуються лише 1-бітні, 4-бітові, 8-бітові, 24-бітові та 32-бітні " +"зображення на піксель." #: ../../docs/getting_started/workflow/assets/importing_images.rst:13 msgid "" @@ -78,7 +81,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:24 msgid "Truevision Targa (``.tga``)" -msgstr "" +msgstr "Truevision Targa (``.tga``)" #: ../../docs/getting_started/workflow/assets/importing_images.rst:25 msgid "" @@ -381,6 +384,11 @@ msgid "" "you may have to convert the normal map so its Y axis is flipped. Otherwise, " "the normal map direction may appear to be inverted on the Y axis." msgstr "" +"Godot вимагає звичайної карти, щоб використовувати координати X+, Y- та Z+. " +"Іншими словами, якщо ви імпортували матеріал, призначений для використання з " +"іншим редактором, можливо, вам доведеться перетворити звичайну карту, щоб її " +"вісь Y перевернулася. В іншому випадку нормальний напрямок карти може " +"здатися оберненим на осі Y." #: ../../docs/getting_started/workflow/assets/importing_images.rst:128 msgid "" @@ -388,6 +396,9 @@ msgid "" "popular engines) can be found `here <http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details>`__." msgstr "" +"Більше інформації про карти нормалей (включаючи таблицю порядків координат " +"для популярних редакторів) можна знайти `тут <http://wiki.polycount.com/wiki/" +"Normal_Map_Technical_Details>`__." #: ../../docs/getting_started/workflow/assets/importing_images.rst:133 msgid "Flags" @@ -498,6 +509,10 @@ msgid "" "look correct. When set to \"Detect\" mode, the texture will be marked as " "SRGB when used in albedo channels." msgstr "" +"Godot використовує лінійний кольоровий простір під час візуалізації 3D. Для " +"текстур, зіставлених з альбедо або каналами деталей, потрібно ввімкнути цю " +"опцію, щоб кольори виглядали правильно. Якщо встановити режим \"Виявлення\", " +"текстура буде позначена як SRGB при використанні в каналах альбедо." #: ../../docs/getting_started/workflow/assets/importing_images.rst:174 msgid "Process" @@ -589,3 +604,6 @@ msgid "" "image. The default scale (1.0) will make the imported SVG match its original " "design scale." msgstr "" +"Цей параметр застосовується лише до файлів SVG. Він контролює масштаб " +"зображення SVG. Шкала за замовчуванням (1.0) дозволить імпортованому SVG " +"відповідати оригінальному масштабу проекту." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index e5d1dac3bd..576c8316a4 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -43,35 +43,34 @@ msgid "Godot supports the following 3D *scene file formats*:" msgstr "Godot підтримує такі *формати файлів 3D- сцен*:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 -#, fuzzy msgid "" "glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " "and binary (``.glb``) formats." -msgstr "glTF 2.0. Godot має повну підтримку тексту та бінарних форматів." +msgstr "" +"glTF 2.0 **(рекомендується)**. Godot має повну підтримку як текстового (``." +"gltf``), так і бінарного (``.glb``) форматів." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "DAE (COLLADA), an older format that is fully supported." msgstr "DAE (COLLADA), старіший формат, який повністю підтримується." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 -#, fuzzy msgid "" "OBJ (Wavefront) format + their MTL material files. This is also fully " "supported, but pretty limited (no support for pivots, skeletons, animations, " "PBR materials, ...)." msgstr "" -"OBJ (Wavefront) формати. Також повністю підтримується, але з деякими " -"обмеженнями (немає підтримки для поворотів, скелетів тощо)." +"OBJ (Wavefront) формат + його файли матеріалів MTL. Також повністю " +"підтримується, але з деякими обмеженнями (немає підтримки для поворотів, " +"скелетів, анімації, PBR матеріалів, ...)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19 -#, fuzzy msgid "ESCN, a Godot-specific format that Blender can export with a plugin." msgstr "" "ESCN, специфічний формат Godot, який Blender може експортувати за допомогою " "плагіна." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20 -#, fuzzy msgid "" "FBX, supported via the Open Asset Import library. However, FBX is " "proprietary, so we recommend using other formats listed above, if suitable " @@ -169,7 +168,6 @@ msgstr "" "актуальна, використовуйте бінарні glTF." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57 -#, fuzzy msgid "" "Blender does not export emissive textures with the glTF file. If your model " "uses one, it must be brought in separately." @@ -190,7 +188,6 @@ msgstr "" "для потреб ігрових движків і не повинна використовуватися як є." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 -#, fuzzy msgid "" "Godot provides a `Blender plugin <https://github.com/godotengine/collada-" "exporter>`_ that will correctly export COLLADA scenes for use in Godot. It " @@ -198,14 +195,15 @@ msgid "" "the future." msgstr "" "Godot пропонує `плагін Blender<https://github.com/godotengine/collada-" -"exporter>`_, який правильно експортує сцени COLLADA для використання в Godot." +"exporter>`_, який правильно експортує сцени COLLADA для використання в " +"Godot. Він не працює в Blender 2.8 або новіших версіях, але є плани оновити " +"його в майбутньому." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "Exporting ESCN files from Blender" msgstr "Експорт файлів ESCN з Blender" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73 -#, fuzzy msgid "" "The most powerful one, called `godot-blender-exporter <https://github.com/" "godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind " @@ -213,10 +211,10 @@ msgid "" "information as possible from a Blender scene. However, it is considered " "experimental." msgstr "" -"Найпотужніший`godot-blender -експортер <https://github.com/godotengine/godot-" +"Найпотужнішим є `godot-blender-exporter<https://github.com/godotengine/godot-" "blender-exporter>`__. Він використовує файл .escn, який є різновидом файлу ." "tscn (файл сцени Godot); він зберігає якомога більше інформації зі сцени " -"Blender." +"Blender. Однак він вважається експериментальним." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "" @@ -227,9 +225,8 @@ msgstr "" "описує його функціональність та використання." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 -#, fuzzy msgid "Exporting textures separately" -msgstr "Імпортування текстур" +msgstr "Експорт текстур окремо" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" @@ -241,19 +238,24 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/" "RodZill4/material-maker>`__." msgstr "" +"Хоча текстури можна експортувати з моделлю у певних форматах файлів, таких " +"як glTF 2.0, ви також можете експортувати їх окремо. Godot використовує PBR " +"(фізично правильну візуалізацію) для своїх матеріалів, тому, якщо програма " +"для текстурування може експортувати текстури PBR, вони можуть працювати в " +"Godot. Сюди входять `Substance suite <https://www.substance3d.com/>`__, " +"`ArmorPaint (з відкритим кодом) <https://armorpaint.org/>`__, і `Material " +"Maker (з відкритим кодом) <https://github.com/RodZill4/material-maker>`__." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 -#, fuzzy msgid "" "For more information on Godot's materials, see :ref:`doc_spatial_material`." msgstr "" -"Для додаткової інформації про запікання світла дивіться :ref:" -"`doc_baked_lightmaps`." +"Для отримання додаткової інформації про матеріали Godot дивіться :ref:" +"`doc_spatial_material`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 -#, fuzzy msgid "Exporting considerations" -msgstr "Інші загальноприйняті правила" +msgstr "Міркування щодо експорту" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95 msgid "" @@ -264,6 +266,13 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" +"Оскільки графічні процесори можуть відтворювати лише трикутники, сітки " +"(меші), що містять чотирикутники або N-кутники, повинні бути триангульовані " +"(переведені в трикутники) перед тим, як їх можна відтворити. Godot може " +"триангулювати сітки (меші) при імпорті, але результати можуть бути " +"непередбачуваними або неправильними, особливо для N-кутників. Незалежно від " +"цільової програми, тріангуляція перед експортом сцени призведе до більш " +"послідовних результатів і повинна виконуватися по можливості." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -274,12 +283,21 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" +"Щоб уникнути проблем із некоректною тріангуляцією після імпортування в " +"Godot, рекомендується зробити 3D-об'єкти триангуляції DCC самостійно. У " +"Blender це можна зробити, додавши модифікатор Triangulate до своїх об’єктів " +"і переконавшись, що у діалоговому вікні експорту встановлено галочку **Apply " +"Modifiers**. Як варіант, залежно від експортера, ви можете знайти та " +"ввімкнути опцію **Triangulate Faces** (Трикутні грані) у діалоговому вікні " +"експорту." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" +"Щоб уникнути проблем із виділенням 3D у редакторі, рекомендується " +"застосувати перетворення об’єкта в 3D DCC перед експортом сцени." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" @@ -471,6 +489,9 @@ msgid "" "Godot will not reimport materials that are stored in external files unless " "you remove the associated ``.material`` file before reimporting." msgstr "" +"Godot не буде повторно імпортувати матеріали, що зберігаються у зовнішніх " +"файлах, якщо ви не видалите пов'язаний файл ``.material`` перед повторним " +"імпортом." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "" @@ -479,6 +500,11 @@ msgid "" "dock, going to the Import dock then setting **Material > Storage** to " "**Built-In** instead of **Files**." msgstr "" +"Щоб змусити повторно імпортувати матеріали кожного разу, коли повторно " +"імпортується 3D-сцена, змініть режим зберігання матеріалів у 3D-сцені, " +"вибравши його на панелі Файлова система, перейшовши до панелі Імпорт, а " +"потім встановивши **Матеріал> Зберігання** на **Built-In** (Вбудований) " +"замість **Files** (Файли)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 msgid "Keep On Reimport" @@ -728,6 +754,10 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" +"Щоб змінити анімацію із імпортованої 3D сцени, потрібно змінити параметр " +"зберігання анімації з **Built-In** (Вбудований) на **Files** (Файли) на " +"панелі Імпорт. Інакше зміни, внесені до анімації з Godot, будуть загублені " +"під час запуску проекту." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" @@ -887,6 +917,11 @@ msgid "" "greater than zero. You can then name a clip, specify which frames it starts " "and stops on, and choose whether the animation loops or not." msgstr "" +"У якості кліпів можна вказати кілька анімацій з однієї шкали часу. Щоб це " +"працювало, модель повинна мати лише одну анімацію з іменем ``default``. Щоб " +"створити кліпи, змініть кількість кліпів на щось більше нуля. Потім можна " +"назвати кліп, вказати, на яких кадрах він запускається та зупиняється, і " +"вибрати, чи буде анімація циклічною чи ні." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 msgid "Scene inheritance" @@ -990,9 +1025,8 @@ msgstr "" "незалежно від їх типу. Вони не з’являться на імпортованій сцені." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 -#, fuzzy msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "Створити зіткнення (-col, -colonly, -convcolonly)" +msgstr "Створення зіткнень (-col, -colonly, -convcolonly)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 msgid "" @@ -1002,6 +1036,12 @@ msgid "" "accurate option for collision detection. This option is usually what you " "want for level geometry (but see also ``-colonly`` below)." msgstr "" +"Параметр ``-col`` працюватиме лише для об’єктів Mesh. Якщо він виявлений, " +"буде додано дочірній вузол статичного зіткнення, що використовує ту ж " +"геометрію, що і меш (сітка). Буде створена побудована з трикутників форма " +"зіткнення, яка є повільним, але точним варіантом виявлення зіткнень. Цей " +"варіант, як правило, потрібен для геометрії рівня (але дивіться також ``-" +"colonly`` нижче)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 msgid "" @@ -1015,72 +1055,73 @@ msgid "" "shape. This option is ideal for simple or dynamic objects that require " "mostly-accurate collision detection." msgstr "" +"Опція ``-convcol`` створить :ref:`class_convexpolygonshape` замість :ref:" +"`class_concavepolygonshape`. На відміну від побудованих з трикутників сіток, " +"які можуть бути увігнутими, опукла форма може точно представляти лише " +"фігуру, яка не має жодного увігнутого кута (піраміда опукла, а порожниста " +"коробка увігнута). Через це опуклі форми зіткнення, як правило, не підходять " +"для геометрії рівня. Представляючи досить прості сітки, опуклі форми " +"зіткнення можуть призвести до кращих показників порівняно з формою зіткнення " +"трикутникових сіток. Цей варіант ідеально підходить для простих або " +"динамічних об'єктів, які вимагають здебільшого точного виявлення зіткнень." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:442 -#, fuzzy msgid "" "However, in both cases, the visual geometry may be too complex or not smooth " "enough for collisions. This can create physics glitches and slow down the " "engine unneccesarily." msgstr "" -"Однак нерідко трапляється так, що видима геометрія є надто складною, або " -"занадто гладкою, для зіткнень, і в кінцевому підсумку не працює належним " -"чином." +"Однак в обох випадках візуальна геометрія може бути занадто складною або " +"недостатньо гладкою для зіткнень. Це може спричинити збої у фізиці та " +"непотрібно уповільнити роботу движка." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:446 -#, fuzzy msgid "" "To solve this, the ``-colonly`` modifier exists. It will remove the mesh " "upon importing and will create a :ref:`class_staticbody` collision instead. " "This helps the visual mesh and actual collision to be separated." msgstr "" -"Для таких випадків існує суфікс \"-colonly\", який видалить сітку при " -"імпорті та, натомість, створить зіткнення :ref:`class_staticbody`. Це " -"допомагає розділити видиму сітку та фактичне зіткнення." +"Для вирішення цієї проблеми існує модифікатор ``-colonly``. Він видалить " +"сітку (меш) під час імпорту та створить зіткнення :ref:`class_staticbody`. " +"Це допомагає відокремити візуальну сітку (меш) та фактичне зіткнення." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 -#, fuzzy msgid "" "The option ``-convcolonly`` works in a similar way, but will create a :ref:" "`class_convexpolygonshape` instead." msgstr "" -"Суфікс \"-convcolonly\" створить :ref:`class_convexpolygonshape` замість :" -"ref:`class_concavepolygonshape`." +"Параметр ``-convcolonly`` працює подібним чином, але замість нього буде " +"створено :ref:`class_convexpolygonshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 -#, fuzzy msgid "" "The option ``-colonly`` can also be used with Blender's empty objects. On " "import, it will create a :ref:`class_staticbody` with a collision node as a " "child. The collision node will have one of a number of predefined shapes, " "depending on Blender's empty draw type:" msgstr "" -"Суфікс \"-colonly\" також може використовуватися з порожніми об'єктами " -"Blender. При імпорті він створить :ref:`class_staticbody з вузлом зіткнення " +"Параметр ``-colonly`` також може використовуватися з порожніми об'єктами " +"Blender. При імпорті він створить :ref:`class_staticbody` з вузлом зіткнення " "в якості нащадка. Вузол зіткнення матиме одну з заздалегідь визначених форм, " "залежно від типу порожнього об'єкта Blender:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:459 -#, fuzzy msgid "Single arrow will create a :ref:`class_rayshape`." -msgstr "Просто стрілка створить форму :ref:`class_rayshape`" +msgstr "Просто стрілка створить форму :ref:`class_rayshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:460 -#, fuzzy msgid "Cube will create a :ref:`class_boxshape`." -msgstr "Куб створить :ref:`class_boxshape`" +msgstr "Куб створить :ref:`class_boxshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:461 -#, fuzzy msgid "Image will create a :ref:`class_planeshape`." -msgstr "Зображення створить форму :ref:`class_planeshape`" +msgstr "Зображення створить форму :ref:`class_planeshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:462 -#, fuzzy msgid "" "Sphere (and the others not listed) will create a :ref:`class_sphereshape`." msgstr "" -"Сфера (та інші, які не перераховані) створить форму :ref:`class_sphereshape`" +"Сфера (та інші, які не перераховані) створить форму :ref:`class_sphereshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:464 msgid "" @@ -1088,9 +1129,11 @@ msgid "" "triangle mesh or convex shapes. Primitive shapes often have the best " "performance and reliability." msgstr "" +"По можливості, **намагайтеся використовувати кілька примітивних форм " +"зіткнень** замість побудованої з трикутників сітки або опуклих фігур. " +"Первісні форми часто мають найкращі характеристики та надійність." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:470 -#, fuzzy msgid "" "For better visibility in Blender's editor, you can set the \"X-Ray\" option " "on collision empties and set some distinct color for them in Blender's " @@ -1098,72 +1141,69 @@ msgid "" msgstr "" "Для кращої видимості в редакторі Blender користувач може встановити параметр " "\"X-Ray\" на порожніх об'єктах зіткнення та встановити для них певний колір " -"у розділі Налаштування користувача / Теми / 3D Перегляд / Порожняки (Empty)." +"у розділі **Налаштування користувача > Теми > 3D Перегляд > Порожняки " +"(Empty)**." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:476 msgid "" "See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " "shapes." msgstr "" +"Дивіться :ref:`doc_collision_shapes_3d` для детального огляду форм зіткнення." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:480 msgid "Create navigation (-navmesh)" msgstr "Створити навігацію (-navmesh)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:482 -#, fuzzy msgid "" "A mesh node with the ``-navmesh`` suffix will be converted to a navigation " "mesh. The original Mesh object will be removed at import-time." msgstr "" -"Меш вузол (вузол сітки) з цим суфіксом буде перетворений на навігаційну " -"сітку. Оригінальний вузол сітки буде видалений." +"Вузол сітки (меша) з суфіксом ``-navmesh`` буде перетворений у навігаційну " +"сітку. Оригінальний об'єкт Mesh буде видалено під час імпорту." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:486 msgid "Create a VehicleBody (-vehicle)" msgstr "Створити VehicleBody (-vehicle)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:488 -#, fuzzy msgid "" "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" "ref:`class_VehicleBody` node." msgstr "" -"Вузол сітки з цим суфіксом буде імпортований в якості нащадка вузла :ref:" -"`VehicleBody <class_VehicleBody>`." +"Вузол сітки з суфіксом ``-vehicle`` буде імпортований в якості нащадка " +"вузла :ref:`class_VehicleBody`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:492 msgid "Create a VehicleWheel (-wheel)" msgstr "Створити VehicleWheel (-wheel)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:494 -#, fuzzy msgid "" "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" "`class_VehicleWheel` node." msgstr "" -"Вузол сітки з цим суфіксом буде імпортований в якості нащадка вузла :ref:" -"`VehicleWheel <class_VehicleWheel>`." +"Вузол сітки з суфіксом ``-wheel`` буде імпортований в якості нащадка вузла :" +"ref:`class_VehicleWheel`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:498 msgid "Rigid Body (-rigid)" -msgstr "" +msgstr "Тверде тіло (-rigid)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:500 -#, fuzzy msgid "" "A mesh node with the ``-rigid`` suffix will be imported as a :ref:" "`class_RigidBody`." msgstr "" -"Вузол сітки з цим суфіксом буде імпортований в якості нащадка вузла :ref:" -"`VehicleBody <class_VehicleBody>`." +"Вузол сітки з суфіксом ``-rigid`` буде імпортований як :ref:" +"`class_RigidBody`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:503 msgid "Animation loop (-loop, -cycle)" msgstr "Цикл анімації (-loop, -cycle)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:505 -#, fuzzy msgid "" "Animation clips in the COLLADA document that start or end with the token " "``loop`` or ``cycle`` will be imported as a Godot Animation with the loop " @@ -1171,14 +1211,14 @@ msgid "" "a hyphen.**" msgstr "" "Анімаційні кліпи в документі COLLADA, які починаються, або закінчуються " -"приставкою \"loop\", або \"cycle\", будуть імпортовані як анімація Godot з " -"встановленою галочкою циклу. Це залежне від регістру і не потребує дефісів." +"приставкою ``loop`` чи ``cycle``, будуть імпортовані як анімація Godot з " +"встановленою галочкою циклу. **На відміну від інших суфіксів, описаних вище, " +"для цих не потрібен дефіс.**" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:509 -#, fuzzy msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " "the ``loop`` or ``cycle`` prefix or suffix." msgstr "" "Для Blender це вимагає використання редактора NLA та іменування дії (Action) " -"з префіксом, або суфіксом, \"loop\" або \"cycle\"." +"з префіксом, або суфіксом, ``loop`` чи ``cycle``." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 7dcb3d4fb0..530d907f9e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,15 +26,14 @@ msgid "Games and internationalization" msgstr "Ігри та інтернаціоналізація" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 -#, fuzzy msgid "" "The world is full of different languages and cultures, so nowadays games are " "released in several languages. To handle this, internationalized text must " "be supported in any modern game engine." msgstr "" -"Світ переповнений різними ринками та культурами, і щоб отримати максимальний " -"прибуток ™, сьогодні ігри випускаються на декількох мовах. Тому різномовний " -"текст повинен підтримуватися в будь-якому сучасному ігровому движку." +"Світ насичений різними мовами та культурами, тому сьогодні ігри випускаються " +"кількома мовами. Щоб вирішити це, інтернаціоналізований текст повинен " +"підтримуватися в будь-якому сучасному ігровому редакторі." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:13 msgid "" @@ -206,9 +205,8 @@ msgid "Hello, friend!" msgstr "Hello, friend!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:78 -#, fuzzy msgid "Hola, amigo!" -msgstr "Hola, Amigo!" +msgstr "Hola, amigo!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:78 msgid "こんにちは" @@ -235,7 +233,6 @@ msgid "BYE" msgstr "ПРОЩАННЯ" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:82 -#, fuzzy msgid "Goodbye" msgstr "Good Bye" @@ -253,7 +250,7 @@ msgstr "ЦИТАТА" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:84 msgid "\"Hello\" said the man." -msgstr "" +msgstr "\"Hello\" said the man." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:84 msgid "\"Hola\" dijo el hombre." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po index 874142af23..8e69824c42 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/index.rst:2 msgid "Assets workflow" -msgstr "" +msgstr "Робота з активами (ассетами)" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index c055626346..26b1d49142 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:4 msgid "Autoloads versus regular nodes" -msgstr "" +msgstr "Автоматичне і звичайне завантаження вузлів" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:6 msgid "" @@ -29,17 +29,23 @@ msgid "" "freed when you change the scene from code with :ref:`SceneTree.change_scene " "<class_SceneTree_method_change_scene>`." msgstr "" +"Godot пропонує функцію автоматичного завантаження вузлів у корені проекту, " +"що дозволяє вам отримати до них глобальний доступ, які можуть виконувати " +"роль Singleton: :ref:`doc_singletons_autoload`. Ці автоматично завантажені " +"вузли не звільняються, коли ви змінюєте сцену з коду за допомогою :ref:" +"`SceneTree.change_scene <class_SceneTree_method_change_scene>`." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:11 msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." msgstr "" +"У цьому посібнику ви дізнаєтесь, коли слід використовувати функцію " +"автозавантаження, та прийоми уникнення цього." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:15 -#, fuzzy msgid "The cutting audio issue" -msgstr "Тестування та звітування щодо вад" +msgstr "Вирішення аудіо проблем" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:17 msgid "" @@ -48,6 +54,10 @@ msgid "" "Godot offers many ways to avoid global state thanks to the node tree and " "signals." msgstr "" +"Інші движки можуть заохочувати створення класів менеджерів, синглтонів, які " +"організовують багато функціональних можливостей, у доступний глобально " +"об'єкт. Godot пропонує багато способів уникнути глобального стану завдяки " +"дереву вузлів та сигналам." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:21 msgid "" @@ -57,6 +67,10 @@ msgid "" "``AudioStreamPlayer`` while it is already playing a sound, the new sound " "interrupts the first." msgstr "" +"Наприклад, припустимо, ми будуємо платформер і хочемо збирати монети, які " +"відтворюють звуковий ефект. Для цього є вузол: :ref:`AudioStreamPlayer " +"<class_AudioStreamPlayer>`. Проте якщо ми викликаємо ``AudioStreamPlayer`` в " +"час, коли він вже відтворює звук, новий звук перериває перший." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:26 msgid "" @@ -67,6 +81,12 @@ msgid "" "play(\"coin_pickup.ogg\")``. This solves the problem in the short term but " "causes more problems:" msgstr "" +"Рішенням є кодування глобального, автоматично завантаженого класу менеджера " +"звуку. Він генерує вузли ``AudioStreamPlayer``, які циклічно перетворюються " +"по мірі надходження кожного нового запиту на звукові ефекти. Скажімо, ми " +"викликаємо клас ``Sound``, ви можете використовувати його з будь-якого місця " +"у своєму проекті, викликавши ``Sound.play(\"coin_pickup.ogg\")``. Це вирішує " +"проблему в короткий термін, але спричиняє більше проблем:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:32 msgid "" @@ -74,12 +94,18 @@ msgid "" "the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " "available, all the nodes calling it can break." msgstr "" +"**Глобальний стан**: один об’єкт тепер відповідає за дані всіх об’єктів. " +"Якщо клас ``Sound`` має помилки, або не має AudioStreamPlayer, усі вузли, що " +"викликають його, можуть зламатися." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:36 msgid "" "**Global access**: now that any object can call ``Sound.play(sound_path)`` " "from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" +"**Глобальний доступ**: тепер, коли будь-який об’єкт може викликати ``Sound." +"play(sound_path)`` з будь-якого місця, більше не існує простого способу " +"знайти джерело помилки." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:39 msgid "" @@ -87,6 +113,10 @@ msgid "" "stored from the start, you can either have too few and face bugs, or too " "many and use more memory than you need." msgstr "" +"**Глобальний розподіл ресурсів**: за допомогою пулу вузлів " +"``AudioStreamPlayer``, що зберігається з самого початку, ви можете мати " +"занадто мало помилок і стикатися з ними, або занадто багато і " +"використовувати більше пам'яті, ніж вам потрібно." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:45 msgid "" @@ -94,44 +124,58 @@ msgid "" "data to the ``Sound`` autoload in our example. As a result, the domain to " "explore to fix the bug spans the entire project." msgstr "" +"Щодо глобального доступу, то проблема полягає в тому, що будь-який код де " +"завгодно може передати неправильні дані для автоматичного завантаження " +"``Sound`` в нашому прикладі. Як результат, досліджуваний домен для " +"виправлення помилки охоплює весь проект." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:49 msgid "" "When you keep code inside a scene, only one or two scripts may be involved " "in audio." msgstr "" +"Коли ви зберігаєте код всередині сцени, в аудіо можуть бути задіяні лише " +"один або два скрипти." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:52 msgid "" "Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " "it needs within itself and all these problems go away:" msgstr "" +"Порівняйте це з тим, коли кожна сцена зберігає в собі стільки вузлів " +"``AudioStreamPlayer``, скільки їй потрібно, і всі ці проблеми зникають:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:55 msgid "" "Each scene manages its own state information. If there is a problem with the " "data, it will only cause issues in that one scene." msgstr "" +"Кожна сцена управляє власною інформацією про стан. Якщо є проблема з даними, " +"це спричинить проблеми лише в одній сцені." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:58 msgid "" "Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " "find which node is at fault." msgstr "" +"Кожна сцена має доступ лише до власних вузлів. Тепер, якщо є помилка, легко " +"знайти, який вузол винен." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:61 msgid "Each scene allocates exactly the amount of resources it needs." -msgstr "" +msgstr "Кожна сцена розподіляє точно необхідну кількість ресурсів." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:64 msgid "Managing shared functionality or data" -msgstr "" +msgstr "Керування спільною функціональністю чи даними" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:66 msgid "" "Another reason to use an Autoload can be that you want to reuse the same " "method or data across many scenes." msgstr "" +"Ще однією причиною використання автозавантаження може бути те, що ви хочете " +"повторно використовувати той самий метод, або дані, для багатьох сцен." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:69 msgid "" @@ -139,29 +183,36 @@ msgid "" "provides that feature for an individual scene using the :ref:`class_name " "<doc_scripting_continued_class_name>` keyword in GDScript." msgstr "" +"У разі функцій, ви можете створити новий тип ``Node`` *(вузла)*, який " +"забезпечує цю функцію для окремої сцени з допомогою ключового слова :ref:" +"`class_name <doc_scripting_continued_class_name>` в GDScript." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:73 msgid "When it comes to data, you can either:" -msgstr "" +msgstr "Що стосується даних, то ви можете:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:75 msgid "" "Create a new type of :ref:`Resource <class_Resource>` to share the data." msgstr "" +"Створити новий тип :ref:`Ресурса <class_Resource>` для спільного " +"використання даних." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:77 msgid "" "Store the data in an object to which each node has access, for example using " "the ``owner`` property to access the scene's root node." msgstr "" +"Зберігати дані в об'єкті, до якого має доступ кожен вузол, наприклад, " +"використовуючи властивість ``owner`` для доступу до кореневого вузла сцени." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:81 msgid "When you should use an Autoload" -msgstr "" +msgstr "Коли слід використовувати автозавантаження" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:83 msgid "Auto-loaded nodes can simplify your code in some cases:" -msgstr "" +msgstr "Автозавантажені вузли можуть спростити ваш код у деяких випадках:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:85 msgid "" @@ -169,12 +220,18 @@ msgid "" "database, then an autoload can be a good tool. There is no scripting API in " "Godot to create and manage static data otherwise." msgstr "" +"**Статичні дані**: якщо вам потрібні дані, призначені виключно для одного " +"класу, наприклад бази даних, то автозавантаження може бути хорошим " +"інструментом. У Godot не існує API скриптів для створення та управління " +"статичними даними в іншому випадку." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:89 msgid "" "**Static functions**: creating a library of functions that only return " "values." msgstr "" +"**Статичні функції**: створення бібліотеки функцій, які повертають лише " +"значення." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:91 msgid "" @@ -183,6 +240,10 @@ msgid "" "way to create systems that handle broad-scoped tasks. For example, a quest " "or a dialogue system." msgstr "" +"**Системи з широким обсягом**: Якщо синглтон керує власною інформацією, а не " +"вторгується в дані інших об’єктів, то це чудовий спосіб створити системи, " +"які обробляють завдання широкого масштабу. Наприклад, квест або система " +"діалогу." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:96 msgid "" @@ -192,6 +253,11 @@ msgid "" "``class_name`` keyword instead to get auto-completion for a type in your " "entire project." msgstr "" +"До Godot 3.1 інше використання було лише для зручності: автозавантаження " +"мають глобальну змінну для свого імені, згенеровану в GDScript, що дозволяє " +"вам викликати їх із будь-якого файлу скрипта у вашому проекті. Але тепер ви " +"можете використовувати ключове слово ``class_name`` замість того, щоб " +"отримати автоматичне заповнення для типу у всьому вашому проекті." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:103 msgid "" @@ -200,9 +266,16 @@ msgid "" "automatically as a child of the root of your scene tree, regardless of your " "game's node structure or which scene you run, e.g. by pressing :kbd:`F6` key." msgstr "" +"Автозавантаження - це не зовсім синглтон. Ніщо не заважає створювати копії " +"автоматично завантаженого вузла. Це лише інструмент, який автоматично " +"завантажує вузол як дочірній матеріал кореня дерева ваших сцен, незалежно " +"від структури вузла вашої гри або сцени, яку ви запускаєте, наприклад, " +"натисканням клавіші :kbd:`F6`." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:108 msgid "" "As a result, you can get the auto-loaded node, for example an autoload " "called ``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" +"Як результат, ви можете отримати автоматично завантажений вузол, наприклад, " +"``Sound``, за допомогою виклику ``get_node(\"/root/Sound\")``." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 8759405ea4..0058653f10 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,15 +18,16 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:4 -#, fuzzy msgid "Data preferences" -msgstr "Посилання" +msgstr "Налаштування даних" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:6 msgid "" "Ever wondered whether one should approach problem X with data structure Y or " "Z? This article covers a variety of topics related to these dilemmas." msgstr "" +"Ніколи не замислювались, чи слід підходити до проблеми X зі структурою даних " +"Y або Z? Ця стаття охоплює різноманітні теми, пов’язані з цими дилемами." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:11 msgid "" @@ -34,34 +35,41 @@ msgid "" "terminology comes from algorithm analysis' `Big O Notation <https://rob-bell." "net/2009/06/a-beginners-guide-to-big-o-notation/>`_." msgstr "" +"Ця стаття містить посилання на операції \"[щось] -час\". Ця термінологія " +"виходить з алгоритму аналізу `Big O Notation <https://rob-bell.net/2009/06/a-" +"beginners-guide-to-big-o-notation/>`_." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:15 msgid "" "Long-story short, it describes the worst-case scenario of runtime length. In " "laymen's terms:" msgstr "" +"Коротко кажучи, він описує найгірший сценарій тривалості роботи. Якщо " +"говорити неспеціалістами:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:18 msgid "" "\"As the size of a problem domain increases, the runtime length of the " "algorithm...\"" msgstr "" +"\"Зі збільшенням розміру проблемного домену тривалість виконання " +"алгоритму ...\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:21 msgid "Constant-time, ``O(1)``: \"...does not increase.\"" -msgstr "" +msgstr "Постійний час, ``O(1)``: \"... не збільшується.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:22 msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" -msgstr "" +msgstr "Логарифмічний час, ``O(log n)``: \"... збільшується повільно.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:23 msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" -msgstr "" +msgstr "Лінійний час, ``O(n)``: \"... збільшується з тією ж швидкістю.\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:24 msgid "Etc." -msgstr "" +msgstr "І так далі." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:26 msgid "" @@ -71,6 +79,11 @@ msgid "" "time allotted. In comparison, using a constant-time algorithm could handle " "the operation without issue." msgstr "" +"Уявіть, якби потрібно було обробити 3 мільйони точок даних за один кадр. " +"Було б неможливо створити функцію за допомогою алгоритму лінійного часу, " +"оскільки обсяг даних збільшив би час виконання значно більше, ніж відведено " +"часу. Для порівняння, використання алгоритму з постійним часом може " +"впоратися з операцією без проблем." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:32 msgid "" @@ -81,10 +94,16 @@ msgid "" "algorithm / data structure for the job is part of what makes programmers' " "skills valuable." msgstr "" +"За великим рахунком, розробники хочуть якомога більше уникати участі в " +"операціях з лінійним часом. Але якщо масштаб операції з лінійним часом " +"зберігається невеликим, і якщо операції не потрібно часто виконувати, це " +"може бути прийнятним. Балансування цих вимог та вибір правильної алгоритму/" +"структури даних для роботи є частиною того, що робить навички програмістів " +"цінними." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:40 msgid "Array vs. Dictionary vs. Object" -msgstr "" +msgstr "Масив, Словник та Об'єкт" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:42 msgid "" @@ -94,6 +113,11 @@ msgid "" "<class_Array>` and :ref:`Dictionary <class_Dictionary>` as well as :ref:" "`Object <class_Object>` s." msgstr "" +"Godot зберігає всі змінні в API скриптів у класі `Variant <https://docs." +"godotengine.org/en/latest/development/cpp/variant_class.html>`_. Варіанти " +"можуть зберігати сумісні з варіантами структури даних, такі як :ref:`Масив " +"<class_Array>` and :ref:`Словник <class_Dictionary>` as well as :ref:`Об'єкт " +"<class_Object>`." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:48 msgid "" @@ -101,6 +125,9 @@ msgid "" "contents in a contiguous section of memory, i.e. they are in a row adjacent " "to each other." msgstr "" +"Godot реалізує Масив як ``Vector<Variant>``. Механізм зберігає вміст масиву " +"у суміжній частині пам'яті, тобто вони знаходяться в ряду, що прилягають " +"один до одного." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:53 msgid "" @@ -110,86 +137,104 @@ msgid "" "for example, a :ref:`PoolStringArray <class_PoolStringArray>` would be " "something like a ``Vector<String>``." msgstr "" +"Для тих, хто не знайомий з C++, Vector - це ім’я об’єкта масиву в " +"традиційних бібліотеках C++. Це \"шаблонний\" тип, що означає, що його " +"записи можуть містити лише певний тип (позначений кутовими дужками). Так, " +"наприклад, :ref:`PoolStringArray <class_PoolStringArray>` буде чимось типу " +"``Vector<String>``." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:60 msgid "Contiguous memory stores imply the following operation performance:" -msgstr "" +msgstr "Суміжні сховища пам’яті передбачають такі характерні операції:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:62 msgid "**Iterate:** Fastest. Great for loops." -msgstr "" +msgstr "**Ітерація:** Найшвидша. Відмінно підходить для циклів." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:64 msgid "Op: All it does is increment a counter to get to the next record." msgstr "" +"Oп: Все, що вона робить, це збільшує лічильник, щоб перейти до наступного " +"запису." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:66 msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." msgstr "" +"**Вставка, Стирання, Переміщення:** Залежить від положення. Загалом повільна." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:68 msgid "" "Op: Adding/removing/moving content involves moving the adjacent records over " "(to make room / fill space)." msgstr "" +"Oп: Додавання/видалення/переміщення вмісту включно з переміщенням сусідніх " +"записів (щоб звільнити/заповнити місце)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:71 msgid "Fast add/remove *from the end*." -msgstr "" +msgstr "Швидке додавання/видалення *з кінця*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:73 msgid "Slow add/remove *from an arbitrary position*." -msgstr "" +msgstr "Повільне додавання/видалення *з довільної позиції*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:75 msgid "Slowest add/remove *from the front*." -msgstr "" +msgstr "Найповільніше додавання/видалення *спереду*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:77 msgid "If doing many inserts/removals *from the front*, then..." -msgstr "" +msgstr "Якщо ви робите багато вставок/вилучень *спереду*, тоді ..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:79 msgid "invert the array." -msgstr "" +msgstr "інвертуйте масив." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:81 msgid "do a loop which executes the Array changes *at the end*." -msgstr "" +msgstr "виконайте цикл, який виконує зміни масиву *в кінці*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:83 msgid "re-invert the array." -msgstr "" +msgstr "повторно інвертуйте масив." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:85 msgid "" "This makes only 2 copies of the array (still constant time, but slow) versus " "copying roughly 1/2 of the array, on average, N times (linear time)." msgstr "" +"Це дає лише 2 копії масиву (все ще постійний час, хоча й повільний) проти " +"копіювання приблизно 1/2 масиву, в середньому N разів (лінійний час)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" +"**Отримання, Встановлення:** Найшвидша *за позицією*. Наприклад, може " +"запитувати 0-й, 2-й, 10-й запис, тощо, але не може вказати, який запис ви " +"хочете." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:91 msgid "Op: 1 addition operation from array start position up to desired index." msgstr "" +"Oп: 1 операція додавання від початкової позиції масиву до бажаного індексу." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:93 msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "" +msgstr "**Пошук:** Найповільніша. Визначає індекс/позицію значення." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:95 msgid "" "Op: Must iterate through array and compare values until one finds a match." msgstr "" +"Oп: Мусить перебирати масив і порівнювати значення, поки не знайдеться збіг." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:97 msgid "" "Performance is also dependent on whether one needs an exhaustive search." -msgstr "" +msgstr "Ефективність також залежить від того, чи потрібен вичерпний пошук." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:100 msgid "" @@ -198,6 +243,11 @@ msgid "" "by re-sorting the Array after every edit and writing an ordered-aware search " "algorithm." msgstr "" +"Якщо збережено впорядкування, користувацькі пошукові операції можуть " +"привести його до логарифмічного часу (відносно швидко). Непрофесійним " +"користувачам це буде неприємно. Виконується шляхом повторного сортування " +"масиву після кожного редагування та написання впорядкованого алгоритму " +"пошуку." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:105 msgid "" @@ -210,6 +260,14 @@ msgid "" "becomes too full, it increases to the next power of 2 (so, 16 records, then " "32, etc.) and rebuilds the structure." msgstr "" +"Godot реалізує Словник як ``OrderedHashMap<Variant, Variant>``. Механізм " +"зберігає невеликий масив (ініціалізований до 2^3 чи 8 записів) пар ключ-" +"значення. Коли хтось намагається отримати доступ до значення, вони надають " +"йому ключ. Потім він *хешує* ключ, тобто перетворює його в число. \"Хеш\" " +"використовується для обчислення індексу в масиві. Як масив, OHM має швидкий " +"пошук у \"таблиці\" ключів, зіставлених із значеннями. Коли HashMap стає " +"занадто заповненим, він збільшується до наступної степені 2 (тобто 16 " +"записів, потім 32 тощо) і відновлює структуру." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:113 msgid "" @@ -218,10 +276,14 @@ msgid "" "position into account. In all, this results in constant-time access to all " "records at the expense of memory and some minor operational efficiency." msgstr "" +"Хеші мають зменшити ймовірність зіткнення ключа. Якщо такий трапляється, " +"таблиця повинна перерахувати інший індекс значення, яке враховує попередню " +"позицію. Загалом, це призводить до постійного доступу до всіх записів за " +"рахунок пам'яті та незначної операційної ефективності." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:118 msgid "Hashing every key an arbitrary number of times." -msgstr "" +msgstr "Хешування кожного ключа довільну кількість разів." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:120 msgid "" @@ -229,10 +291,14 @@ msgid "" "one, as long as the number of hash calculations doesn't become too dependent " "on the density of the table, things will stay fast. Which leads to..." msgstr "" +"Операції хешування є постійними, тому, навіть якщо алгоритм повинен " +"виконувати більше одної операції, до тих пір, поки кількість обчислень хешу " +"не стане занадто залежною від щільності таблиці, все буде залишатися " +"швидким. Що веде до ..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:125 msgid "Maintaining an ever-growing size for the table." -msgstr "" +msgstr "Зберігання постійно зростаючого розміру таблиці." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:127 msgid "" @@ -240,26 +306,34 @@ msgid "" "to reduce hash collisions and maintain the speed of accesses. This is why it " "constantly increases in size quadratically by powers of 2." msgstr "" +"HashMaps підтримують прогалини невикористаної пам’яті, вбудовані в таблицю з " +"метою зменшення колізійних зіткнень і підтримки швидкості доступу. Ось чому " +"вона постійно збільшується в розмірі квадратично на ступінь 2." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:132 msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" msgstr "" +"Як можна було б зрозуміти, Словники спеціалізуються на завданнях, які Масиви " +"не виконують. Для них характерні такі операції:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:135 msgid "**Iterate:** Fast." -msgstr "" +msgstr "**Ітерація:** Швидка." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:137 msgid "" "Op: Iterate over the map's internal vector of hashes. Return each key. " "Afterwards, users then use the key to jump to and return the desired value." msgstr "" +"Oп: Ітерація внутрішніх векторів карти хешів. Повертає кожен ключ. Потім " +"користувачі використовують ключ, щоб перейти до потрібного значення та " +"повернути його." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:141 msgid "**Insert, Erase, Move:** Fastest." -msgstr "" +msgstr "**Вставка, Видалення, Переміщення:** Найшвидша." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:143 msgid "" @@ -267,44 +341,54 @@ msgid "" "value (array start + offset). Move is two of these (one insert, one erase). " "The map must do some maintenance to preserve its capabilities:" msgstr "" +"Oп: Хешує заданий ключ. Виконує 1 операцію додавання, щоб знайти відповідне " +"значення (початок масиву + зміщення). Переміщення включає дві операції (одна " +"вставка, одна видалення). Карта мусить виконати певні дії, щоб зберегти свої " +"можливості:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:148 msgid "update ordered List of records." -msgstr "" +msgstr "оновити впорядкований Список записів." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:150 msgid "determine if table density mandates a need to expand table capacity." -msgstr "" +msgstr "визначити, чи вимагає заповненість таблиці розширення ємності таблиці." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:152 msgid "" "The Dictionary remembers in what order users inserted its keys. This enables " "it to execute reliable iterations." msgstr "" +"Словник пам’ятає, в якому порядку користувачі вставляли його ключі. Це " +"дозволяє йому виконувати надійні ітерації." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:155 msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "" +msgstr "**Отримання, встановлення:** Найшвидша. Як і, що пошук *за ключем*." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:157 msgid "Op: Same as insert/erase/move." -msgstr "" +msgstr "Oп: Як і вставлення/видалення/переміщення." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:159 msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "" +msgstr "**Пошук:** Найповільніша. Ідентифікує ключ значення." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:161 msgid "" "Op: Must iterate through records and compare the value until a match is " "found." msgstr "" +"Oп: Потрібно перебрати записи та порівняти значення, поки не буде знайдено " +"збіг." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:164 msgid "" "Note that Godot does not provide this feature out-of-the-box (because they " "aren't meant for this task)." msgstr "" +"Зауважте, що Godot не надає цю функцію out-of-the-box *(з коробки)* " +"(оскільки вона не призначена для цього завдання)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:167 msgid "" @@ -315,6 +399,12 @@ msgid "" "find more information about what objects are and how they work in the :ref:" "`doc_what_are_godot_classes` article." msgstr "" +"Godot реалізує об’єкти як дурні, але динамічні контейнери вмісту даних. " +"Об’єкти запитують джерела даних, коли ставлять запитання. Наприклад, щоб " +"відповісти на запитання \"чи є у вас властивість, що називається, 'position'?" +"\", він може запитати свій :ref:`скрипт<class_Script>` або :ref:" +"`ClassDB<class_ClassDB>`. Більше інформації про те, що таке об’єкти та як " +"вони працюють, можна знайти в статті :ref:`doc_what_are_godot_classes`." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:174 msgid "" @@ -328,6 +418,15 @@ msgid "" "that it must make so many checks is what makes them slower than both of the " "alternatives for looking up data." msgstr "" +"Важливою деталлю тут є складність завдання Об’єкта. Кожного разу, коли він " +"виконує один із цих запитів із декількома джерелами, він проходить через " +"*кілька* циклів ітерацій та пошук HashMap. Більше того, запити - це операції " +"лінійного часу, що залежать від розміру ієрархії успадкування Об’єкта. Якщо " +"клас, який запитує Об'єкт (його поточний клас), нічого не знаходить, запит " +"переходить до наступного базового класу і так аж до початкового класу " +"Об'єкта. Хоча окремо кожна така операція швидка, той факт, що вона повинна " +"зробити стільки перевірок, робить їх повільнішою, за обидві альтернативи " +"пошуку даних." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:186 msgid "" @@ -337,12 +436,20 @@ msgid "" "API operations will take much longer. They must locate the source of any " "relevant data before they can attempt to access it." msgstr "" +"Коли розробники згадують, наскільки повільним є скриптове API, вони мають на " +"увазі саме цей ланцюжок запитів. Порівняно зі скомпільованим кодом С++, де " +"додаток точно знає, куди звернутися, щоб знайти що-небудь, неминуче операції " +"скриптового API займуть набагато більше часу. Вони повинні знайти джерело " +"будь-яких відповідних даних, перш ніж вони зможуть спробувати отримати до " +"них доступ." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:192 msgid "" "The reason GDScript is slow is because every operation it performs passes " "through this system." msgstr "" +"Причиною повільної роботи GDScript є те, що кожна операція, яку він виконує, " +"проходить через цю систему." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:195 msgid "" @@ -350,6 +457,10 @@ msgid "" "But, if the C# script calls into an engine class' content or if the script " "tries to access something external to it, it will go through this pipeline." msgstr "" +"C# може обробляти деякий вміст на більш високих швидкостях за допомогою " +"більш оптимізованого байт-коду. Але якщо скрипт C# викликає вміст класу " +"движка, або якщо скрипт намагається отримати доступ до чогось зовнішнього " +"для нього, він все-одно пройде цей конвеєр." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:200 msgid "" @@ -359,12 +470,20 @@ msgid "" "a manual task. It is at this point that external, non-C++ classes will use " "the API to locate them." msgstr "" +"NativeScript C++ іде ще далі і зберігає все внутрішнє за замовчуванням. " +"Виклики у зовнішні структури будуть проходити через скриптове API. У " +"NativeScript C++ реєстрація методів, щоб піддати їх скриптовому API, є " +"ручним завданням. Саме на цьому етапі зовнішні класи, що не належать C++, " +"використовуватимуть API для їх пошуку." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:206 msgid "" "So, assuming one extends from Reference to create a data structure, like an " "Array or Dictionary, why choose an Object over the other two options?" msgstr "" +"Отже, якщо припустити, що Посилання можна розширити, щоб створити структуру " +"даних, наприклад, Масив чи Словник, навіщо обирати Об’єкт коли є інші два " +"варіанти?" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:209 msgid "" @@ -373,6 +492,10 @@ msgid "" "API doesn't change in response to internal data structure changes. What's " "more, Objects can have signals, allowing for reactive behavior." msgstr "" +"**Контроль:** З об’єктами з’являється можливість створювати більш досконалі " +"структури. Можна накласти абстракції на дані, щоб переконатися, що зовнішній " +"API не змінюється у відповідь на внутрішні зміни структури даних. Більше " +"того, об’єкти можуть мати сигнали, що дозволяють реагувати на поведінку." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:214 msgid "" @@ -381,6 +504,10 @@ msgid "" "values one expects, but one doesn't need to worry about whether the property " "exists in the first place." msgstr "" +"**Чіткість:** Об’єкти є надійним джерелом даних, коли йдеться про дані, які " +"для них визначають скрипти та класи движка. Можливо, властивості не містять " +"очікуваних значень, але не потрібно турбуватися про те, чи існує властивість " +"взагалі." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:219 msgid "" @@ -389,6 +516,10 @@ msgid "" "structure much easier. In comparison, Arrays and Dictionaries don't fulfill " "all use cases one might have." msgstr "" +"**Зручність:** Якщо хтось вже має на увазі подібну структуру даних, то " +"розширення з існуючого класу значно полегшує завдання побудови структури " +"даних. Для порівняння, Масиви та Словники придатні не для всіх випадків, які " +"можуть бути." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:224 msgid "" @@ -396,6 +527,10 @@ msgid "" "structures. With it, one can design their own List, Binary Search Tree, " "Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." msgstr "" +"Об'єкти також дають користувачам можливість створювати ще більш " +"спеціалізовані структури даних. За допомогою них можна створити власний " +"Список, Двійкове Дерево Пошуку, Heap, Дерево Відтворення, Графік, " +"Неперервний Набір та будь-який набір інших варіантів." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:228 msgid "" @@ -404,40 +539,56 @@ msgid "" "As such, it can be helpful to construct one's own node type when building " "tree structures." msgstr "" +"Може виникнути запитання: \"Чому б не використовувати Вузли для структур " +"дерева?\". Ну, клас Вузол містить речі, які не будуть стосуватися власної " +"структури даних. Таким чином, може бути корисно побудувати власний тип вузла " +"при побудові структур дерева." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" +"Звідси можна створити власні структури зі специфічними особливостями, " +"обмеженими лише уявою." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" -msgstr "" +msgstr "Перерахунки: int та string" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " "strings for the enum values (the latter only when using the ``export`` " "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" +"Більшість мов пропонує перерахунки. GDScript не відрізняється, але на " +"відміну від більшості інших мов, він дозволяє використовувати цілі числа або " +"текст для значень перерахування (останнє лише при використанні ключового " +"слова ``export`` в GDScript). Тоді виникає запитання: \"що використовувати?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" +"Коротка відповідь: \"що тобі зручніше\". Це особливість, специфічна для " +"GDScript, а не скриптів Godot загалом; Мови надають перевагу зручності " +"використання порівняно з продуктивністю." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" +"На технічному рівні цілочисельні порівняння (постійний час) відбуватимуться " +"швидше текстових порівнянь (лінійний час). Якщо хтось хоче дотримуватися " +"конвенцій інших мов, тоді слід використовувати цілі числа." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -445,49 +596,66 @@ msgid "" "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" +"Основна проблема з використанням цілих чисел виникає, коли хочеться " +"*надрукувати* значення перерахунка. При використанні цілих чисел, спроба " +"надрукувати MY_ENUM буде друкувати ``5`` або те, що є у вас, а не щось " +"подібне ``\"MyEnum\"``. Щоб надрукувати ціле число, потрібно написати " +"Словник, який відображає відповідне значення рядка для кожного перерахунку." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " "use them as strings. That way, a separate data structure to execute on the " "printing is unnecessary." msgstr "" +"Якщо основною метою використання перерахунку є друк значень і хочеться " +"згрупувати їх як пов'язані поняття, то є сенс використовувати для них текст. " +"Таким чином, окрема структура даних для друку непотрібна." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -msgstr "" +msgstr "AnimatedTexture,. AnimatedSprite, AnimationPlayer та AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" +"За яких обставин слід користуватися кожним із класів анімації Godot? " +"Відповідь може бути не одразу зрозумілою для нових користувачів Godot." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 -msgid "the rate at which it moves across each section of the texture (fps)." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 -msgid "the number of regions contained within the texture (frames)." -msgstr "" +":ref:`AnimatedTexture <class_AnimatedTexture>` це текстура, яку движок малює " +"як анімований цикл, а не як статичне зображення. Користувачі можуть " +"маніпулювати ..." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +msgid "the rate at which it moves across each section of the texture (fps)." +msgstr "швидкістю, з якою цикл відтворює кожну ділянку текстури (fps)." + +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 +msgid "the number of regions contained within the texture (frames)." +msgstr "кількість областей, що містяться в текстурі (кадри)." + +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " "extra logic on the part of the engine. The bad news is that users have very " "little control." msgstr "" +"Потім :ref:`VisualServer<class_VisualServer>` Godot малює області послідовно " +"із встановленою швидкістю. Хороша новина полягає в тому, що це не передбачає " +"додаткової логіки з боку движка. Погана новина полягає в тому, що " +"користувачі мають дуже слабкий контроль." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -497,8 +665,16 @@ msgid "" "`TileMap <class_TileMap>` for many auto-animating backgrounds that all " "render in a single batched draw call." msgstr "" +"Також зверніть увагу, що AnimatedTexture - це :ref:`Ресурс " +"<class_Resource>`, на відміну від інших обговорених тут об'єктів :ref:" +"`Вузол<class_Node>`. Можна створити вузол :ref:`Спрайт <class_Sprite>`, який " +"використовує AnimatedTexture як свою текстуру. Або (те, що інші не можуть " +"зробити), можна додати AnimatedTexture як плитки в :ref:`TileSet " +"<class_TileSet>` та інтегрувати його з :ref:`TileMap<class_TileMap>` для " +"багатьох фонів з автоматичною анімацією, які всі відображаються в одному " +"пакетному виклику малювання." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -506,8 +682,13 @@ msgid "" "speed, regional offset, and orientation. This makes them well-suited to " "controlling 2D frame-based animations." msgstr "" +"Вузол AnimatedSprite у поєднанні з ресурсом :ref:" +"`SpriteFrames<class_SpriteFrames>` дозволяє створювати різноманітні " +"послідовності анімації за допомогою таблиць спрайтів, перебирати між " +"анімаціями та контролювати їх швидкість, регіональний зсув та орієнтацію. Це " +"робить їх чудовими для управління 2D-анімацією на основі кадру." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -515,29 +696,40 @@ msgid "" "use an :ref:`AnimationPlayer <class_AnimationPlayer>` node in conjunction " "with the AnimatedSprite." msgstr "" +"Якщо потрібно викликати інші ефекти щодо змін анімації (наприклад, створити " +"ефекти частинок, викликати функції або маніпулювати іншими периферійними " +"елементами, крім анімації на основі кадру), тоді потрібно буде " +"використовувати вузол :ref:`AnimationPlayer<class_AnimationPlayer>` спільно " +"з AnimatedSprite." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" +"AnimationPlayers - це також інструмент, який потрібно буде використовувати, " +"якщо ви хочете розробляти більш складні 2D-анімаційні системи, такі як ..." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "" +"**Вирізані анімації:** редагування перетворень спрайтів під час відтворення." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" +"**Анімація 2D Меша:** визначення області текстури спрайту та встановлення " +"скелета до нього. Потім анімуюються кістки, які розтягують і згинають " +"текстуру пропорційно відношенню кісток між собою." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." -msgstr "" +msgstr "Суміш вищезазначеного." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " @@ -547,3 +739,10 @@ msgid "" "<class_AnimationTree>` shines. One can find an in-depth guide on using the " "AnimationTree :ref:`here <doc_animation_tree>`." msgstr "" +"Хоча для розробки кожної з окремих послідовностей анімації для гри потрібен " +"AnimationPlayer, також може бути корисним поєднання анімації для змішування, " +"тобто забезпечення плавних переходів між цими анімаціями. Також може " +"існувати ієрархічна структура між анімацією, яку планується для свого " +"об’єкта. Це випадки для :ref:`AnimationTree <class_AnimationTree>`. Можна " +"знайти поглиблене керівництво по використанню AnimationTree :ref:" +"`тут<doc_animation_tree>`." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 799d182f53..da15209718 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,30 +19,31 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:4 msgid "Godot interfaces" -msgstr "" +msgstr "Інтерфейси Godot" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:6 msgid "" "Often one needs scripts that rely on other objects for features. There are 2 " "parts to this process:" msgstr "" +"Часто потрібні скрипти, які покладаються на інші об'єкти для функцій. Цей " +"процес має 2 частини:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:9 msgid "Acquiring a reference to the object that presumably has the features." -msgstr "" +msgstr "Отримання посилання на об’єкт, який, імовірно, має особливості." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:11 msgid "Accessing the data or logic from the object." -msgstr "" +msgstr "Доступ до даних або логіки від об’єкта." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:13 msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "" +msgstr "Решта цього посібника описує різні способи зробити все це." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:16 -#, fuzzy msgid "Acquiring object references" -msgstr "Довідник з атрибутів" +msgstr "Отримання посилань на об’єкти" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:18 msgid "" @@ -50,6 +51,8 @@ msgid "" "them is to get a reference to an existing object from another acquired " "instance." msgstr "" +"Для всіх :ref:`Об'єктів <class_Object>` основним способом посилання на них, " +"є отримання посилання на існуючий об’єкт з іншого придбаного екземпляра." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:32 msgid "" @@ -57,25 +60,32 @@ msgid "" "While users often access :ref:`Node <class_Node>` and :ref:`Resource " "<class_Resource>` this way, alternative measures are available." msgstr "" +"Той самий принцип застосовується до :ref:`Посилань <class_Reference>`. Таким " +"же чином користувачі часто отримують доступ до :ref:`Вузлів <class_Node>` " +"та :ref:`Ресурсів <class_Resource>`, але доступні альтернативні способи." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:36 msgid "" "Instead of property or method access, one can get Resources by load access." msgstr "" +"Замість доступу до властивостей або методів можна отримати Ресурси за " +"допомогою доступу до завантаження." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:115 msgid "Note the following:" -msgstr "" +msgstr "Пам'ятайте наступне:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:117 msgid "There are many ways in which a language can load such resources." -msgstr "" +msgstr "Існує багато способів, якими мова може завантажити такі ресурси." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:119 msgid "" "When designing how objects will access data, don't forget that one can pass " "resources around as references as well." msgstr "" +"Розробляючи спосіб доступу об'єктів до даних, не забувайте, що можна " +"передавати ресурси як посилання." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:122 msgid "" @@ -84,14 +94,18 @@ msgid "" "<class_Resource_method_duplicate>` an existing reference or instantiate one " "from scratch with ``new()``." msgstr "" +"Майте на увазі, що завантаження ресурсу отримує кешований екземпляр ресурсу, " +"який підтримує движок. Щоб отримати новий об'єкт, потрібно :ref:" +"`продублювати<class_Resource_method_duplicate>` існуюче посилання або " +"створити його з нуля з допомогою ``new()``." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:127 msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "" +msgstr "Вузли також мають альтернативну точку доступу: Дерево Сцен." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:245 msgid "Accessing data or logic from an object" -msgstr "" +msgstr "Доступ до даних або логіки від об’єкта" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:247 msgid "" @@ -100,6 +114,9 @@ msgid "" "**type**. It instead checks that the object **implements** the individual " "method." msgstr "" +"API скриптів Godot є качиною типізацією. Це означає, що якщо скрипт виконує " +"операцію, Godot не перевіряє, чи підтримується операція за **типом**. " +"Натомість він перевіряє, чи **реалізує об'єкт** індивідуальний метод." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:251 msgid "" @@ -109,6 +126,12 @@ msgid "" "`CanvasItem.visible <class_CanvasItem_property_visible>`, then Godot would " "do the following checks, in order:" msgstr "" +"Наприклад, клас :ref:`CanvasItem <class_CanvasItem>` має властивість " +"``visible``. Усі властивості, які піддаються API скриптів, насправді є " +"парами сеттер та геттер, прив'язаними до імені. Якби хтось спробував " +"отримати доступ до :ref:`CanvasItem.visible " +"<class_CanvasItem_property_visible>`, то Godot зробив би наступні перевірки " +"по порядку:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:257 msgid "" @@ -117,6 +140,10 @@ msgid "" "a property defined on a base object by overriding the setter method for the " "property." msgstr "" +"Якщо до об'єкта прикріплений скрипт, він спробує встановити властивість за " +"допомогою скрипта. Це залишає відкритою можливість для скриптів замінити " +"властивість, визначену на базовому об’єкті, замінивши метод сеттера для " +"властивості." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:262 msgid "" @@ -126,12 +153,19 @@ msgid "" "getter. For more information about HashMaps, see the :ref:`data preferences " "<doc_data_preferences>` docs." msgstr "" +"Якщо скрипт не має властивості, він виконує пошук HashMap у ClassDB для " +"властивості \"visible\" класу CanvasItem та всіх його успадкованих типів. " +"При знаходженні, він викличе пов’язаного сетера або геттера. Для отримання " +"додаткової інформації про HashMaps дивіться документи по :ref:`налаштуванні " +"даних<doc_data_preferences>`." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:268 msgid "" "If not found, it does an explicit check to see if the user wants to access " "the \"script\" or \"meta\" properties." msgstr "" +"Якщо пошук буде не вдалий, він явно перевіряє, чи хоче користувач отримати " +"доступ до властивостей \"script\" або \"meta\"." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:271 msgid "" @@ -140,6 +174,10 @@ msgid "" "execute logic that gives the impression that the Object has a property. This " "is also the case with the ``_get_property_list`` method." msgstr "" +"Якщо ні, то він перевіряє наявність реалізації ``_set``/``_get`` (залежно " +"від типу доступу) у CanvasItem та його успадкованих типах. Ці методи можуть " +"виконувати логіку, яка створює враження, що Об'єкт має властивість. Це також " +"стосується метода ``_get_property_list``." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:276 msgid "" @@ -148,6 +186,10 @@ msgid "" "the name of the tile with ID 1, i.e. :ref:`TileSet.tile_get_name(1) " "<class_TileSet_method_tile_get_name>`." msgstr "" +"Зауважте, що це відбувається навіть для неприйнятних іменами символів, " +"наприклад, у випадку властивості :ref:`TileSet <class_TileSet>` \"1/tile_name" +"\". Це стосується назви плитки з ідентифікатором 1, тобто :ref:`TileSet." +"tile_get_name(1) <class_TileSet_method_tile_get_name>`." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:281 msgid "" @@ -155,18 +197,23 @@ msgid "" "script, the object's class, or any class that object inherits, but only for " "things which extend Object." msgstr "" +"Як результат, система качиної типізації, може знаходити властивість або у " +"скрипт, і в класі об’єкта, і в будь-якому класі, який об’єкт успадковує, але " +"лише для речей, які розширюють Об’єкт." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:285 msgid "" "Godot provides a variety of options for performing runtime checks on these " "accesses:" -msgstr "" +msgstr "Godot пропонує безліч варіантів для виконання таких перевірок:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:288 msgid "" "A duck-typed property access. These will property check (as described " "above). If the operation isn't supported by the object, execution will halt." msgstr "" +"Доступ до властивості качиної типізації. Це буде перевірка властивостей (як " +"описано вище). Якщо об'єкт не підтримує операцію, виконання зупиняється." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:316 msgid "" @@ -174,6 +221,9 @@ msgid "" "<class_CanvasItem_property_visible>`, one can access the methods, " "``set_visible`` and ``is_visible`` like any other method." msgstr "" +"Перевірка метода. У випадку з :ref:`CanvasItem.visible " +"<class_CanvasItem_property_visible>`, можна отримати доступ до методів " +"``set_visible`` і ``is_visible`` як до будь-якого іншого методу." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:454 msgid "" @@ -181,9 +231,14 @@ msgid "" "useful in cases where one needs the max level of freedom from dependencies. " "In this case, one relies on an external context to setup the method." msgstr "" +"Передача доступу до :ref:`FuncRef <class_FuncRef>`. Це може бути корисними у " +"випадках, коли потрібен максимальний рівень позбавлення від залежностей. У " +"цьому випадку для налаштування методу використовується зовнішній контекст." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:513 msgid "" "These strategies contribute to Godot's flexible design. Between them, users " "have a breadth of tools to meet their specific needs." msgstr "" +"Цим стратегіям сприяє гнучка архітектура Godot. Окрім них користувачі мають " +"широкий спектр інструментів для задоволення своїх конкретних потреб." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index 803b8fa853..1ef0b26ea4 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:4 -#, fuzzy msgid "Godot notifications" -msgstr "Сповіщення" +msgstr "Сповіщення Godot" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:6 msgid "" @@ -30,50 +29,61 @@ msgid "" "it. For example, if the engine tells a :ref:`CanvasItem <class_CanvasItem>` " "to \"draw\", it will call ``_notification(NOTIFICATION_DRAW)``." msgstr "" +"Кожен об'єкт у Godot реалізує метод :ref:`_notification " +"<class_Object_method__notification>`. Його мета - дозволити Об'єкту " +"реагувати на різноманітні зворотні виклики на рівні движка, які можуть " +"стосуватися його. Наприклад, якщо движок каже :ref:`CanvasItem " +"<class_CanvasItem>` \"малювати\" *(\"draw\")*, він викликає " +"``_notification(NOTIFICATION_DRAW)``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:13 msgid "" "Some of these notifications, like draw, are useful to override in scripts. " "So much so that Godot exposes many of them with dedicated functions:" msgstr "" +"Деякі з цих сповіщень, наприклад, малювання (draw), корисно замінити у " +"скриптах. Настільки, що Godot поставляє багатьох із них зі спеціальними " +"функціями:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:16 msgid "``_ready()`` : NOTIFICATION_READY" -msgstr "" +msgstr "``_ready()`` : NOTIFICATION_READY" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:18 msgid "``_enter_tree()`` : NOTIFICATION_ENTER_TREE" -msgstr "" +msgstr "``_enter_tree()`` : NOTIFICATION_ENTER_TREE" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:20 msgid "``_exit_tree()`` : NOTIFICATION_EXIT_TREE" -msgstr "" +msgstr "``_exit_tree()`` : NOTIFICATION_EXIT_TREE" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:22 msgid "``_process(delta)`` : NOTIFICATION_PROCESS" -msgstr "" +msgstr "``_process(delta)`` : NOTIFICATION_PROCESS" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:24 msgid "``_physics_process(delta)`` : NOTIFICATION_PHYSICS_PROCESS" -msgstr "" +msgstr "``_physics_process(delta)`` : NOTIFICATION_PHYSICS_PROCESS" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:26 msgid "``_input()`` : NOTIFICATION_INPUT" -msgstr "" +msgstr "``_input()`` : NOTIFICATION_INPUT" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:28 msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -msgstr "" +msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:30 msgid "``_draw()`` : NOTIFICATION_DRAW" -msgstr "" +msgstr "``_draw()`` : NOTIFICATION_DRAW" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:32 msgid "" "What users might *not* realize is that notifications exist for types other " "than Node alone:" msgstr "" +"Користувачі можуть *не* усвідомлювати, що сповіщення крім Вузлів існують і " +"для інших типів:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:35 msgid "" @@ -81,6 +91,9 @@ msgid "" "<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`: a callback that " "triggers during object initialization. Not accessible to scripts." msgstr "" +":ref:`Object::NOTIFICATION_POSTINITIALIZE " +"<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`: зворотний виклик, який " +"спрацьовує під час ініціалізації об’єкта. Не доступний для скриптів." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:38 msgid "" @@ -88,6 +101,9 @@ msgid "" "<class_Object_constant_NOTIFICATION_PREDELETE>`: a callback that triggers " "before the engine deletes an Object, i.e. a 'destructor'." msgstr "" +":ref:`Object::NOTIFICATION_PREDELETE " +"<class_Object_constant_NOTIFICATION_PREDELETE>`: зворотний виклик, який " +"спрацьовує до того, як движок видалить Об’єкт, тобто 'деструктор'." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:42 msgid "" @@ -96,12 +112,18 @@ msgid "" "triggers when the mouse enters the window in the operating system that " "displays the game content." msgstr "" +":ref:`MainLoop::NOTIFICATION_WM_MOUSE_ENTER " +"<class_MainLoop_constant_NOTIFICATION_WM_MOUSE_ENTER>`: зворотний виклик, " +"який спрацьовує, коли мишка потрапляє у вікно операційної системи, що " +"відображає вміст гри." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:46 msgid "" "And many of the callbacks that *do* exist in Nodes don't have any dedicated " "methods, but are still quite useful." msgstr "" +"І багато зворотних викликів, які *існують* у вузлах, не мають спеціальних " +"методів, але все ще є досить корисними." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:49 msgid "" @@ -109,6 +131,9 @@ msgid "" "<class_Node_constant_NOTIFICATION_PARENTED>`: a callback that triggers " "anytime one adds a child node to another node." msgstr "" +":ref:`Node::NOTIFICATION_PARENTED " +"<class_Node_constant_NOTIFICATION_PARENTED>`: зворотний виклик, який " +"запускається щоразу, коли один додає дочірній вузол до іншого вузла." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:52 msgid "" @@ -116,6 +141,10 @@ msgid "" "<class_Node_constant_NOTIFICATION_UNPARENTED>`: a callback that triggers " "anytime one removes a child node from another node." msgstr "" +":ref:`Node::NOTIFICATION_UNPARENTED " +"<class_Node_constant_NOTIFICATION_UNPARENTED>`: зворотний виклик, який " +"запускається в будь-який час, коли один видаляє дочірній вузол з іншого " +"вузла." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:56 msgid "" @@ -124,18 +153,27 @@ msgid "" "after a Popup node completes any ``popup*`` method. Note the difference from " "its ``about_to_show`` signal which triggers *before* its appearance." msgstr "" +":ref:`Popup::NOTIFICATION_POST_POPUP " +"<class_Popup_constant_NOTIFICATION_POST_POPUP>`: зворотний виклик, який " +"запускається після того, як вузол спливаючого вікна завершує будь-який метод " +"``popup*``. Зверніть увагу на відмінність від сигнала ``about_to_show``, " +"який спрацьовує *до* появи." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:61 msgid "" "One can access all these custom notifications from the universal " "``_notification`` method." msgstr "" +"Доступ до всіх цих спеціальних сповіщень можна отримати за допомогою " +"універсального метода ``_notification``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:65 msgid "" "Methods in the documentation labeled as \"virtual\" are also intended to be " "overridden by scripts." msgstr "" +"Методи в документації, позначені як \"virtual\" *(віртуальні)*, також " +"призначені для перевизначення у скриптах." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:68 msgid "" @@ -143,16 +181,22 @@ msgid "" "Object. While it has no ``NOTIFICATION_*`` equivalent, the engine still " "calls the method. Most languages (except C#) rely on it as a constructor." msgstr "" +"Класичним прикладом є метод :ref:`_init <class_Object_method__init>` в " +"Об'єкті. Хоча він не має еквівалента ``NOTIFICATION_*`` движок все одно " +"викликає метод. Більшість мов (крім C#) покладаються на нього як на " +"конструктор." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:73 msgid "" "So, in which situation should one use each of these notifications or virtual " "functions?" msgstr "" +"Отже, в якій ситуації слід використовувати кожне з цих сповіщень або " +"віртуальні функції?" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:77 msgid "_process vs. _physics_process vs. \\*_input" -msgstr "" +msgstr "_process та _physics_process vs. \\*_input" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:79 msgid "" @@ -163,6 +207,12 @@ msgid "" "the evaluations to update. If they don't need to execute every frame, then " "implementing a Timer-yield-timeout loop is another option." msgstr "" +"Використовуйте ``_process`` коли потрібна різниця між кадрами, залежна від " +"частоти кадрів. Якщо коду, який оновлює дані об’єктів, потрібно оновлюватися " +"якомога частіше, це правильне місце. Тут часто виконуються повторювані " +"логічні перевірки та кешування даних, але це зводиться до частоти оновлення " +"оцінок. Якщо йому не потрібно виконуватися кожен кадр, то реалізація циклу " +"Timer-yield-timeout - кращий варіант." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:97 msgid "" @@ -171,6 +221,11 @@ msgid "" "how fast or slow time advances, this is the right place. Recurring kinematic " "and object transform operations should execute here." msgstr "" +"Використовуйте ``_physics_process`` коли потрібен часовий проміжок, " +"незалежний від частоти кадрів, між кадрами. Якщо код потребує постійного " +"оновлення з часом, незалежно від того, наскільки швидко чи повільно " +"просувається час, це правильне місце. Тут слід виконувати повторювані " +"операції кінематичного та об'єктного перетворення." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:102 msgid "" @@ -180,6 +235,11 @@ msgid "" "by default). In contrast, ``*_input`` callbacks will trigger only on frames " "in which the engine has actually detected the input." msgstr "" +"Хоча можливо, щоб досягти найкращої продуктивності, слід уникати перевірки " +"вводу під час цих зворотних викликів. ``_process`` і ``_physics_process`` " +"будуть спрацьовувати при будь-якій нагоді (вони не \"відпочивають\" за " +"замовчуванням). На відміну від них зворотні виклики ``*_input`` будуть " +"спрацьовувати лише на кадрах, в яких двигун фактично виявив ввід." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:108 msgid "" @@ -187,10 +247,13 @@ msgid "" "one wants to use delta time, one can fetch it from the related deltatime " "methods as needed." msgstr "" +"Можна перевірити наявність введення у зворотних викликах ввода. Якщо ви " +"хочете використовувати дельта-час *(проміжок часу)*, можете за необхідності " +"отримати його із відповідних методів." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:156 msgid "_init vs. initialization vs. export" -msgstr "" +msgstr "_init, initialization та export" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:158 msgid "" @@ -199,18 +262,27 @@ msgid "" "should also run here. This triggers before ``_ready`` or ``_enter_tree``, " "but after a script creates and initializes its properties." msgstr "" +"Якщо скрипт ініціалізує власне піддерево вузла без сцени, цей код повинен " +"виконуватися тут. Інші властивості або незалежні від Дерева Сцен " +"ініціалізації також повинні працювати тут. Це спрацьовує до ``_ready`` або " +"``_enter_tree``, проте після того, як скрипт створює та ініціалізує свої " +"властивості." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:163 msgid "" "Scripts have three types of property assignments that can occur during " "instantiation:" msgstr "" +"Скрипти мають три типи призначення властивостей, які можуть відбуватися під " +"час створення екземпляра:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:210 msgid "" "When instantiating a scene, property values will set up according to the " "following sequence:" msgstr "" +"При створенні екземпляра сцени значення властивостей встановлюються " +"відповідно до наступної послідовності:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:213 msgid "" @@ -218,6 +290,9 @@ msgid "" "initialization value or the init assignment value. Init assignments take " "priority over initialization values." msgstr "" +"**Присвоєння початкового значення:** примірник присвоює або значення " +"ініціалізації, або значення присвоєння init. Призначення Init мають " +"пріоритет над значеннями ініціалізації." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:217 msgid "" @@ -225,16 +300,21 @@ msgid "" "script, Godot will assign the exported value to replace the initial value " "defined in the script." msgstr "" +"**Присвоєння експортованого значення:** якщо створити екземпляр зі сцени, а " +"не зі скрипта, Godot призначить експортоване значення замінюючи початкове " +"значення, визначене у скрипті." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:221 msgid "" "As a result, instantiating a script versus a scene will affect both the " "initialization *and* the number of times the engine calls the setter." msgstr "" +"Як результат, створення екземпляра скрипта замість сцени вплине як на " +"ініціалізацію, *так і на* кількість разів, коли механізм викликає сеттер." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:225 msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" -msgstr "" +msgstr "_ready, _enter_tree та NOTIFICATION_PARENTED" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:227 msgid "" @@ -245,6 +325,13 @@ msgid "" "will call this method once all child nodes have finished calling theirs. " "This then causes a reverse cascade going up back to the tree's root." msgstr "" +"При створенні екземпляра сцени, підключеної до першої виконаної сцени, Godot " +"створює екземпляри вузлів по дереву (здійснюючи виклики ``_init`) і будує " +"дерево, що йде вниз від кореня. Це спричиняє виклики ``_enter_tree`` " +"каскадом вниз дерева. Після того, як дерево завершено, викликаються вузли " +"листів ``_ready``. Вузол викликає цей метод, як тільки всі дочірні вузли " +"закінчать виклик свого. Потім це призводить до зворотного каскаду, що " +"повертається до кореня дерева." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:234 msgid "" @@ -252,6 +339,10 @@ msgid "" "the SceneTree upon creation, so no ``_enter_tree`` callbacks trigger. " "Instead, only the ``_init`` and later ``_ready`` calls occur." msgstr "" +"Під час створення скрипта або автономної сцени вузли не додаються до Дерева " +"Сцен при створенні, тому жоден зворотний виклик ``_enter_tree`` не " +"запускається. Натомість трапляються лише виклики ``_init`` та пізніше " +"виклики ``_ready``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:238 msgid "" @@ -262,3 +353,10 @@ msgid "" "to a custom signal on the parent node without failing. Useful on data-" "centric nodes that one might create at runtime." msgstr "" +"Якщо потрібно ініціювати поведінку, яка виникає як поведінка батьківського " +"вузла до іншого, незалежно від того, відбувається вона як частина основної/" +"активної сцени чи ні, можна використовувати сповіщення :ref:`PARENTED " +"<class_Node_constant_NOTIFICATION_PARENTED>`. Наприклад, ось фрагмент, який " +"підключає метод вузла до користувацького сигналу на батьківському вузлі без " +"збоїв. Корисно для вузлів, орієнтованих на дані, які можна створити під час " +"виконання." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 8219ddbe77..e3a524f5ac 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index b5956134b6..0996ca91bf 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,16 +30,15 @@ msgstr "" "працювати з Godot." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:9 -#, fuzzy msgid "" "Godot allows for a great amount of flexibility in how you structure a " "project's codebase and break it down into scenes. Each approach has its pros " "and cons, and they can be hard to weigh until you've worked with the engine " "for long enough." msgstr "" -"Godot забезпечує велику гнучкість у структуруванні кодової бази проєкту та " +"Godot забезпечує велику гнучкість у структуруванні кодової бази проекта та " "розбитті його на сцени. У кожного підходу є свої плюси і мінуси, і їх важко " -"зважити, якщо ви ще не маєте достатньо практики." +"зважити, без тривалої роботи з движком." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:13 msgid "" @@ -61,7 +60,6 @@ msgstr "" "мінуси кожного варіанту та виділимо найкращий спосіб дій." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:20 -#, fuzzy msgid "" "You should start by reading :ref:`doc_what_are_godot_classes`. It explains " "how Godot's nodes and scenes relate to classes and objects in other Object-" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index d7cbdaa78d..5d9a8ea0aa 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,19 +18,20 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:4 -#, fuzzy msgid "Logic preferences" -msgstr "Посилання" +msgstr "Вибір логіки" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:6 msgid "" "Ever wondered whether one should approach problem X with strategy Y or Z? " "This article covers a variety of topics related to these dilemmas." msgstr "" +"Ви ніколи не замислювались, чи слід підходити до проблеми X із стратегією Y " +"чи Z? Ця стаття охоплює різноманітні теми, пов’язані з цими дилемами." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:10 msgid "Loading vs. preloading" -msgstr "" +msgstr "Завантаження та попереднє завантаження" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:12 msgid "" @@ -39,6 +40,11 @@ msgid "" "possible to front-load the \"loading\" operations and avoid loading " "resources while in the middle of performance-sensitive code." msgstr "" +"У GDScript існує глобальний метод :ref:`попереднє " +"завантаження<class_@GDScript_method_preload>`. Він завантажує ресурси " +"якомога раніше, щоб попередньо завантажити операції \"завантаження\" і " +"уникати завантаження ресурсів, перебуваючи в середині коду, що чутливий до " +"продуктивності." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:17 msgid "" @@ -49,12 +55,21 @@ msgid "" "`ResourceLoader.load(path) <class_ResourceLoader_method_load>` which is " "accessible to *all* scripting languages." msgstr "" +"Його аналог, метод :ref:`завантаження<class_@GDScript_method_load>`, " +"завантажує ресурс лише тоді, коли він досягає оператора завантаження. Тобто " +"він буде завантажувати ресурс на місці, що може спричинити уповільнення, " +"коли це відбувається в середині чутливих процесів. Функція ``load`` також є " +"псевдонімом для :ref:`ResourceLoader.load(шлях) " +"<class_ResourceLoader_method_load>`, який доступний для *всіх* скриптових " +"мов." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:24 msgid "" "So, when exactly does preloading occur versus loading, and when should one " "use either? Let's see an example:" msgstr "" +"Отже, коли саме відбувається попереднє завантаження порівняно із простим " +"завантаженням, і коли слід використовувати кожне з них? Подивимось приклад:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:88 msgid "" @@ -63,6 +78,10 @@ msgid "" "wish for it. To distinguish these situations, there are a few things one can " "consider:" msgstr "" +"Попереднє завантаження дозволяє скрипту обробляти все завантаження в момент " +"завантаження скрипта. Попереднє завантаження корисно, але бувають випадки, " +"коли ніхто цього не бажає. Щоб розрізнити ці ситуації, можна розглянути " +"кілька ситуацій:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:93 msgid "" @@ -71,6 +90,10 @@ msgid "" "does not expect. This could lead to unintentional, variable-length load " "times on top of the original script's load operations." msgstr "" +"Якщо не вдається визначити, коли скрипт може завантажитися, то попереднє " +"завантаження ресурсу, особливо сцени чи скрипта, може призвести до подальших " +"завантажень, яких ми не очікуємо. Це може призвести до ненавмисного " +"завантаження змінних поверх операцій завантаження оригінального скрипта." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:98 msgid "" @@ -78,13 +101,21 @@ msgid "" "initialization), then preloading the value has no meaning. This point isn't " "a significant factor if one intends to always create the script on its own." msgstr "" +"Якщо щось інше може замінити значення (наприклад, ініціалізація " +"експортованої сцени), то попереднє завантаження значення не має сенсу. Цей " +"момент не є суттєвим фактором, якщо кожен має намір завжди створювати скрипт " +"самостійно." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" +"Якщо хтось бажає лише 'імпортувати' інший ресурс класу (скрипт або сцену), " +"то використання попередньо завантаженої константи часто є найкращим " +"рішенням. Однак у виняткових випадках можна не бажати цього робити:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 msgid "" @@ -92,6 +123,9 @@ msgid "" "instead, initialized either using an ``export`` or a ``load`` (and perhaps " "not even initialized until later)." msgstr "" +"Якщо 'імпортований' клас може змінитися, тоді він повинен бути властивістю, " +"і ініційованим за допомогою ``export``, або ``load``, (можливо, навіть не " +"ініційованим до певного часу)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:110 msgid "" @@ -104,10 +138,18 @@ msgid "" "(which, as a :ref:`Reference <class_Reference>`-extending type, will cause " "the resources to delete themselves from memory)." msgstr "" +"Якщо скрипт вимагає великої кількості залежностей, і розробник не бажає " +"споживати стільки пам'яті, тоді варто, завантажувати та вивантажувати різні " +"залежності під час виконання, при зміні обставин. Якщо попередньо " +"завантажити ресурси в константи, тоді єдиним способом вивантажити ці ресурси " +"буде вивантажити весь скрипт. Якщо вони замість цього завантажені у " +"властивості, тоді можна встановити їх на ``null`` і повністю видалити всі " +"посилання на ресурс (що, як тип :ref:`Посилання<class_Reference>`, що " +"розширюється, призведе до того, що ресурси видаляться з пам'яті)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:121 msgid "Large levels: static vs. dynamic" -msgstr "" +msgstr "Великі рівні: статичний та динамічний" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:123 msgid "" @@ -115,6 +157,9 @@ msgid "" "Should they create the level as one static space? Or should they load the " "level in pieces and shift the world's content as needed?" msgstr "" +"Якщо хтось створює великий рівень, які обставини є найбільш доречними? Чи " +"повинні вони створювати рівень як один статичний простір? Або вони повинні " +"завантажувати рівень по шматочках і переміщувати вміст світу за потреби?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:127 msgid "" @@ -122,6 +167,9 @@ msgid "" "dilemma associated with the two options is one of the age-old programming " "choices: does one optimize memory over speed, or vice versa?" msgstr "" +"Ну, проста відповідь: \"коли виконання цього вимагає\". Дилема, пов’язана з " +"цими двома варіантами, є одним із найстаріших питань програмування: чи " +"оптимізувати пам’ять над швидкістю, чи навпаки?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:131 msgid "" @@ -130,6 +178,10 @@ msgid "" "Wasting users' RAM leads to programs running slow or outright crashing from " "everything else the computer tries to do at the same time." msgstr "" +"Наївна відповідь полягає у використанні статичного рівня, який завантажує " +"все відразу. Залежно від проекту, це може зайняти великий обсяг пам'яті. " +"Витрата оперативної пам'яті користувачів призводить до того, що програми " +"працюють повільно або взагалі вилітають." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:136 msgid "" @@ -139,6 +191,12 @@ msgid "" "Games with large and varied environments or procedurally generated elements " "often implement these strategies to avoid wasting memory." msgstr "" +"Незважаючи ні на що, слід розбивати великі сцени на менші (для сприяння " +"повторному використанню активів). Потім розробники можуть спроектувати " +"вузол, який керує створенням/завантаженням та видаленням/вивантаженням " +"ресурсів та вузлів у режимі реального часу. Ігри з великим та різноманітним " +"середовищем, або процедурно сформованими елементами, часто реалізують ці " +"стратегії, щоб уникнути марнотратства пам'яті." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:142 msgid "" @@ -147,14 +205,18 @@ msgid "" "isn't careful, they can develop a system that bloats the technical debt of " "the application." msgstr "" +"З іншого боку, кодування динамічної системи є більш складним, тобто " +"використовує більше програмованої логіки, що призводить до можливостей для " +"помилок та збоїв. Якщо хтось не буде обережним, вони можуть створити " +"систему, яка роздує технічний борг програми." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:147 msgid "As such, the best options would be..." -msgstr "" +msgstr "Таким чином, найкращими варіантами будуть ..." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:149 msgid "To use a static level for smaller games." -msgstr "" +msgstr "Використовувати статичний рівень для ігор менших розмірів." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:151 msgid "" @@ -163,6 +225,10 @@ msgid "" "time, so as to improve usability and stability, then it could evolve into a " "reliable tool across projects." msgstr "" +"Якщо у вас є час/ресурси для середньої/великої гри, створіть бібліотеку або " +"плагін, який може кодувати управління вузлами та ресурсами. Якщо його " +"вдосконалити з часом, щоб покращити зручність використання та стабільність, " +"він міг би стати надійним інструментом для різних проектів." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:156 msgid "" @@ -170,6 +236,10 @@ msgid "" "skills, but not the time or resources to refine the code (game's gotta get " "done). Could potentially refactor later to outsource the code into a plugin." msgstr "" +"Кодуйте динамічну логіку для середньої/великої гри, якщо маєте навички " +"кодування, але не час або ресурси для вдосконалення коду (гру потрібно " +"завершити). Пізніше це може потенційно рефакторировать, щоб передати код на " +"плагін." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:161 msgid "" @@ -177,3 +247,5 @@ msgid "" "please see the :ref:`\"Change scenes manually\" " "<doc_change_scenes_manually>` documentation." msgstr "" +"Для прикладу різних способів обміну сценами під час виконання дивіться " +"документацію :ref:`\"Зміна сцен вручну\"<doc_change_scenes_manually>`." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index c63d9deeca..3d9de3b76d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:4 msgid "When and how to avoid using nodes for everything" -msgstr "" +msgstr "Коли і як уникати використання вузлів для всього" #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:7 msgid "" @@ -28,6 +28,9 @@ msgid "" "behavior though, the larger the strain each one adds to a project's " "performance." msgstr "" +"Вузли дешеві у виробництві, але навіть вони мають свої межі. Проект може " +"мати десятки тисяч вузлів, які все роблять. Чим складнішою є їх поведінка, " +"тим більше напруження кожен з них додає до проекту." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:12 msgid "" @@ -35,6 +38,9 @@ msgid "" "Be sure to keep these in mind as options when designing how you wish to " "build your project's features." msgstr "" +"Godot забезпечує більш легкі об'єкти для створення API, які використовують " +"вузли. Обов’язково пам’ятайте про них, як про варіанти, під час розробки " +"функцій свого проекту." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:16 msgid "" @@ -43,6 +49,10 @@ msgid "" "difficult to create one's own custom data structures, even node structures, " "that are also lighter than the :ref:`Node <class_Node>` class." msgstr "" +":ref:`Об'єкт <class_Object>`: Самий легкий об'єкт, оригінальний Об'єкт " +"повинен використовувати ручне управління пам'яттю. З огляду на це, не надто " +"складно створити свої власні структури даних, навіть структури вузлів, які " +"також легші за клас :ref:`Вузла <class_Node>`." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:21 msgid "" @@ -51,6 +61,10 @@ msgid "" "columns. The data that it uses to generate its visualization though is " "actually a tree of :ref:`TreeItem <class_TreeItem>` Objects." msgstr "" +"**Зразок**: Дивіться вузол :ref:`Дерево<class_Tree>`. Він підтримує високий " +"рівень налаштування змісту із довільною кількістю рядків і стовпців. Дані, " +"які він використовує для створення своєї візуалізації, насправді є деревом " +"об'єктів :ref:`TreeItem <class_TreeItem>`." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:26 msgid "" @@ -59,6 +73,10 @@ msgid "" "the entire Node library, one creates an abbreviated set of Objects from " "which a node can generate and manage the appropriate sub-nodes." msgstr "" +"**Переваги:** Спрощення власного API для об’єктів меншого масштабу допомагає " +"покращити його доступність, покращити час ітерації. Замість того, щоб " +"працювати з усією бібліотекою Вузлів, ви створюєте скорочений набір " +"Об’єктів, з яких вузол може генерувати та управляти відповідними підвузлами." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:31 msgid "" @@ -67,6 +85,10 @@ msgid "" "example, if the object's creator decides to delete it out of nowhere, this " "would trigger an error state when one next accesses it." msgstr "" +"Потрібно бути обережним при поводженні з ними. Можна зберегти об’єкт у " +"змінній, але ці посилання без попередження можуть стати недійсними. " +"Наприклад, якщо творець об’єкта вирішить видалити його з нізвідки, це " +"спричинить стан помилки, при наступній спробі отримати доступ до нього." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:36 msgid "" @@ -75,16 +97,22 @@ msgid "" "further references to themselves exist. These are useful in the majority of " "cases where one needs data in a custom class." msgstr "" +":ref:`Reference (Посилання) <class_Reference>`: Тільки трохи складніше за " +"Object. Вони відстежують посилання на себе, лише видаляючи завантажену " +"пам'ять, коли подальших посилань на них не існує. Вони корисні в більшості " +"випадків, коли потрібні дані у власному класі." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:41 msgid "" "**Example:** See the :ref:`File <class_File>` object. It functions just like " "a regular Object except that one need not delete it themselves." msgstr "" +"**Зразок:** Дивіться об'єкт :ref:`Файл <class_File>`. Функціонують так само, " +"як звичайний Об'єкт, за винятком того, що їх не потрібно видаляти самостійно." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:44 msgid "**Advantages:** same as the Object." -msgstr "** Переваги: ** те саме, що і Об'єкт." +msgstr "** Переваги: ** ті самі, що і в Об'єкта." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:46 msgid "" @@ -92,6 +120,9 @@ msgid "" "They have the innate ability to serialize/deserialize (i.e. save and load) " "their object properties to/from Godot resource files." msgstr "" +":ref:`Ресурс <class_Resource>`: Тільки трохи складніший, за Посилання. " +"Ресурс мають вроджену здатність серіалізувати/десеріалізувати (тобто " +"зберігати та завантажувати) властивості об’єкта до/з файлів ресурсів Godot." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:50 msgid "" @@ -99,6 +130,9 @@ msgid "" "each of the :ref:`AudioEffect <class_AudioEffect>` classes. Each of these " "can be save and loaded, therefore they extend from Resource." msgstr "" +"**Зразок:** Скрипти, PackedScene (для файлів сцен) та інші типи, як кожен із " +"класів :ref:`AudioEffect <class_AudioEffect>`. Все це можна зберегти та " +"завантажити, тому воно поширюється як ресурс." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:54 msgid "" @@ -111,3 +145,12 @@ msgid "" "usability front, but also improve performance if one plans to have many such " "Resources/Nodes in their scenes." msgstr "" +"**Переваги:** Багато :ref:`вже було сказано<doc_resources>` про переваги :" +"ref:`Ресурсів <class_Resource>` в порівнянні з більш традиційними методами " +"зберігання даних. Однак, у контексті використання Ресурсів чи Вузлів, їх " +"головна перевага полягає у сумісності з Інспектором. Хоча вони майже такі ж " +"легкі, як Об'єкти/Посилання, вони все одно можуть відображати та " +"експортувати властивості в Інспектор. Це дозволяє їм виконувати цілі, " +"подібні до підвузлів зі сторони користувачів, а також покращувати " +"продуктивність, якщо хтось планує мати багато таких ресурсів/вузлів у своїх " +"сценах." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 8843dc0d06..b31b100abb 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:4 -#, fuzzy msgid "Scene organization" -msgstr "Організація" +msgstr "Організація сцени" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:6 msgid "" @@ -28,16 +27,21 @@ msgid "" "content. Which nodes should one use? Where should one place them? How should " "they interact?" msgstr "" +"Ця стаття охоплює теми, що стосуються ефективної організації вмісту сцени. " +"Які вузли слід використовувати? Де їх слід розмістити? Як вони повинні " +"взаємодіяти?" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:11 msgid "How to build relationships effectively" -msgstr "" +msgstr "Як ефективно будувати залежності" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:13 msgid "" "When Godot users begin crafting their own scenes, they often run into the " "following problem:" msgstr "" +"Коли користувачі Godot починають створювати свої сцени, вони часто " +"стикаються з такою проблемою:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16 msgid "" @@ -49,6 +53,13 @@ msgid "" "because the node paths do not find their targets and signal connections " "established in the editor break." msgstr "" +"Вони створюють свою першу сцену і наповнюють її вмістом лише для того, щоб " +"врешті-решт зберегти гілки своєї сцени в окремі сцени, оскільки починає " +"накопичуватися неприємне відчуття, що сцену потрібно розбити на кілька " +"окремих. Однак тоді вони помічають, що надійні посилання, на які вони могли " +"покластися раніше, стають непрацездатними. Повторне використання сцени в " +"кількох місцях створює проблеми, оскільки шляхи вузлів не знаходять своїх " +"цілей і встановлені сигнальні зв’язки розірвані." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24 msgid "" @@ -57,6 +68,9 @@ msgid "" "that the sub-scene will create itself without being picky about how one uses " "it." msgstr "" +"Щоб виправити ці проблеми, потрібно створити екземпляр під-сцени, що не " +"вимагає деталей про своє оточення. Потрібно мати можливість вірити, що під-" +"сцена створить себе, не звертаючи уваги на те, як хтось її використовує." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29 msgid "" @@ -65,12 +79,19 @@ msgid "" "Loose_coupling>`_ to other parts of the codebase. This keeps the size of " "objects small (for maintainability) and improves their reusability." msgstr "" +"Одна з найбільших речей, яку слід враховувати в ООП, - це підтримка " +"цілеспрямованих класів особливого призначення з `вільним зв'язком <https://" +"en.wikipedia.org/wiki/Loose_coupling>`_ з іншими частинами кодової бази. Це " +"зменшує розмір об’єктів (для ремонтопридатності) та покращує їх повторне " +"використання." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:35 msgid "" "These OOP best practices have *several* implications for best practices in " "scene structure and script usage." msgstr "" +"Ці найкращі практики ООП мають *деяку* причетність до найкращих практик у " +"структурі сцени та використанні скриптів." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:38 msgid "" @@ -78,6 +99,8 @@ msgid "" "That is, one should create scenes that keep everything they need within " "themselves." msgstr "" +"**Якщо це можливо, слід розробляти незалежні сцени.** Тобто слід створювати " +"сцени, які зберігають усе необхідне в собі." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 msgid "" @@ -88,12 +111,21 @@ msgid "" "which rely on their external environment can inadvertently trigger bugs and " "unexpected behavior." msgstr "" +"Якщо сцена повинна взаємодіяти із зовнішнім контекстом, досвідчені " +"розробники рекомендують використовувати `Dependency Injection (Ін'єкцію " +"Залежності)<https://en.wikipedia.org/wiki/Dependency_injection>`_. Ця " +"техніка передбачає наявність API високого рівня, що забезпечує залежності " +"API низького рівня. Навіщо це робити? Просто класи, які покладаються на своє " +"зовнішнє середовище, можуть ненавмисно викликати помилки та несподівану " +"поведінку." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:49 msgid "" "To do this, one must expose data and then rely on a parent context to " "initialize it:" msgstr "" +"Для цього потрібно виставити дані, а потім покластися на батьківський " +"контекст для їх ініціалізації:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:52 msgid "" @@ -101,24 +133,32 @@ msgid "" "to behavior, not start it. Note that signal names are usually past-tense " "verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" +"Підключіться до сигналу. Надзвичайно безпечно, але сигнал повинен " +"використовуватися лише для того, щоб \"реагувати\" на поведінку, а не " +"запускати її. Зверніть увагу, що імена сигналів, як правило, є дієсловами " +"минулого часу, такими як \"entered\", \"skill_activated\", чи " +"\"item_collected\"." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:73 msgid "Call a method. Used to start behavior." -msgstr "" +msgstr "Викличте метод. Використовується для початку поведінки." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:92 msgid "" "Initialize a :ref:`FuncRef <class_FuncRef>` property. Safer than a method as " "ownership of the method is unnecessary. Used to start behavior." msgstr "" +"Ініціалізуйте властивість :ref:`FuncRef <class_FuncRef>`. Безпечніша, ніж " +"метод, оскільки право власності на метод непотрібне. Використовується для " +"початку поведінки." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." -msgstr "" +msgstr "Ініціалізуйте посилання на Вузол або інший Об’єкт." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:131 msgid "Initialize a NodePath." -msgstr "" +msgstr "Ініціалізуйте NodePath *(Шлях вузла)*." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:150 msgid "" @@ -126,6 +166,10 @@ msgid "" "keeps the child **loosely coupled** to its environment. One can re-use it in " "another context without any extra changes to its API." msgstr "" +"Ці параметри приховують точки доступу від вузла-нащадка. Це, у свою чергу, " +"утримує нащадка в **слабкому зв’язку** з навколишнім середовищем. Можна " +"повторно використовувати його в іншому контексті без будь-яких додаткових " +"змін в його API." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 msgid "" @@ -134,6 +178,10 @@ msgid "" "should only be aware of their hierarchies while an ancestor mediates their " "communications and references." msgstr "" +"Хоча наведені вище приклади ілюструють зв'язок предка-нащадка, однакові " +"принципи застосовуються до всіх об'єктних відносин. Вузли, які є сусідніми, " +"повинні знати лише про їх ієрархію, тоді як предок опосередковує їх зв'язки " +"та посилання." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "" @@ -141,6 +189,9 @@ msgid "" "dependencies on other objects. Whichever object actually owns the objects " "should manage the relationships between them." msgstr "" +"Ті самі принципи також застосовуються до невузлових об'єктів, які " +"підтримують залежності від інших об'єктів. Який би об'єкт насправді не був " +"власником об'єктів, він повинен керувати відносинами між ними." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:209 msgid "" @@ -153,6 +204,15 @@ msgid "" "is otherwise known as development hell. Writing code that relies on external " "documentation for one to use it safely is error-prone by default." msgstr "" +"Слід віддавати перевагу збереженню даних *у приміщенні* (всередині сцени), " +"хоча розміщення залежності від зовнішнього контексту, навіть слабо " +"пов'язаної, все одно означає, що вузол буде очікувати, що щось у його " +"середовищі буде точно. Філософія дизайну проекта повинна запобігти цьому. " +"Якщо ні, властиві коду зобов’язання змусять розробників використовувати " +"документацію для відстеження об’єктних відносин у мікроскопічному масштабі; " +"це ще називають пеклом розвитку. Написання коду, який покладається на " +"зовнішню документацію для безпечного використання, за замовчуванням схильне " +"до помилок." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:218 msgid "" @@ -167,6 +227,15 @@ msgid "" "then self-documents the scene through the script code. No content " "duplication via documentation is necessary." msgstr "" +"Щоб уникнути створення та ведення такої документації, конвертуйте залежний " +"вузол (\"нащадок\" вище) у скрипт інструменту, який реалізує :ref:" +"`_get_configuration_warning() " +"<class_Node_method__get_configuration_warning>`. Повернення з нього " +"непустого рядка призведе до того, що панель сцени згенерує піктограму " +"попередження із рядком як підказкою від вузла. Це той самий значок, який " +"відображається для вузлів, таких як вузол :ref:`Area2D <class_Area2D>` коли " +"в ньому не визначено дочірніх вузлів . Потім редактор сам задокументує сцену " +"через код скрипта. Дублювання вмісту за допомогою документації не потрібно." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:229 msgid "" @@ -176,6 +245,11 @@ msgid "" "will need clear instructions in the messages telling them what to do to " "configure it." msgstr "" +"Такий графічний інтерфейс може краще інформувати користувачів проекту про " +"критичну інформацію про Вузол. Чи є у нього зовнішні залежності? Чи були " +"задоволені ці залежності? Іншим програмістам, а особливо дизайнерам і " +"авторам, у повідомленнях будуть потрібні чіткі інструкції, які " +"вказуватимуть, що робити для його налаштування." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:234 msgid "" @@ -188,12 +262,22 @@ msgid "" "indirection is to avoid ending up in a situation where changing one class " "results in adversely effecting other classes." msgstr "" +"Отже, чому весь цей складний комутатор працює? Ну, бо сцени працюють " +"найкраще, коли працюють поодинці. Якщо неможливо працювати на самоті, то " +"анонімна робота з іншими (з мінімальними жорсткими залежностями, тобто " +"вільним зв’язком) - наступне найкраще. Можливо неминуче, доведеться внести " +"зміни до класу, і якщо ці зміни змусять його взаємодіяти з іншими сценами " +"непередбаченими способами, тоді речі почнуть руйнуватися. Весь сенс усього " +"цього непрямого звернення полягає у тому, щоб не потрапити в ситуацію, коли " +"зміна одного класу призводить до негативного впливу на інші класи." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:243 msgid "" "Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." msgstr "" +"Скрипти та сцени, як продовження класів движка, повинні дотримуватися *всіх* " +"принципів ООП. Приклади включають ..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 msgid "`SOLID <https://en.wikipedia.org/wiki/SOLID>`_" @@ -212,19 +296,25 @@ msgid "`YAGNI <https://en.wikipedia.org/wiki/You_aren%27t_gonna_need_it>`_" msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:252 -#, fuzzy msgid "Choosing a node tree structure" -msgstr "Деструктор" +msgstr "Вибір дерева структури вузла" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" +"Отже, розробник починає роботу над грою лише для того, щоб зупинитися на " +"величезних можливостях, що стоять перед ним. Він може знати, чим хоче " +"займатися, які системи хоче мати, але *куди* їх усіх розмістити? Що ж, як " +"саме робити свою гру, це завжди залежить від нього. Можна побудувати дерева " +"вузлів безліччю способів. Але для тих, хто не впевнений, цей корисний " +"посібник може дати для початковий зразок гідної структури." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:261 msgid "" @@ -235,17 +325,23 @@ msgid "" "applications, this would be the \"main\" function. In this case, it would be " "a Main node." msgstr "" +"Гра завжди повинна мати своєрідну \"точку входу\"; де розробник може " +"остаточно відстежувати, з чого все починається, щоб він могли слідувати " +"логіці, як вона продовжується в інших місцях. Це місце також виконує функції " +"пташиного польоту на всі інші дані та логіку програми. Для традиційних " +"додатків це буде \"main\" *(головною)* функцією. У цьому випадку це буде " +"Main *(Головний)* вузол." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:267 #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 msgid "Node \"Main\" (main.gd)" -msgstr "" +msgstr "Вузол \"Main\" (main.gd)" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:269 msgid "" "The ``main.gd`` script would then serve as the primary controller of one's " "game." -msgstr "" +msgstr "Скрипт ``main.gd`` тоді буде служити головним контролером гри." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:272 msgid "" @@ -253,6 +349,9 @@ msgid "" "child of Main. In addition, one will need a primary GUI for their game that " "manages the various menus and widgets the project needs." msgstr "" +"Потім, власне, світ гри \"World\" *(Світ)* (2D або 3D). Він може бути " +"нащадком Main. Крім того, для гри потрібен основний графічний інтерфейс, " +"який керує різними меню та віджетами, необхідними проекту." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 msgid "Node2D/Spatial \"World\" (game_world.gd)" @@ -268,30 +367,37 @@ msgid "" "node. :ref:`Changing scenes manually <doc_change_scenes_manually>` gives " "users full control over how their game world transitions." msgstr "" +"Змінюючи рівні, можна міняти місцями нащадків вузла \"World\". :ref:`Зміна " +"сцен вручну<doc_change_scenes_manually>` дає користувачам повний контроль " +"над змінами ігрового світу." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:284 msgid "" "The next step is to consider what gameplay systems one's project requires. " "If one has a system that..." msgstr "" +"Наступним кроком є розгляд того, які ігрові системи вимагає проект. Якщо " +"хтось має систему, яка ..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 msgid "tracks all of its data internally" -msgstr "" +msgstr "відстежує всі свої дані зсередини" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 msgid "should be globally accessible" -msgstr "" +msgstr "має бути доступною глобально" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:289 msgid "should exist in isolation" -msgstr "" +msgstr "може існувати ізольовано" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:291 msgid "" "... then one should create an :ref:`autoload 'singleton' node " "<doc_singletons_autoload>`." msgstr "" +"... то слід створити :ref:`вузол автозавантаження 'singleton' " +"<doc_singletons_autoload>`." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:295 msgid "" @@ -301,6 +407,11 @@ msgid "" "content. This structure more or less keeps the \"World\" as the main game " "node." msgstr "" +"Для ігор менших розмірів, простішою альтернативою з меншим контролем була б " +"наявність синглтона «Game», який просто викликає метод :ref:`SceneTree." +"change_scene() <class_SceneTree_method_change_scene>` для заміни вмісту " +"головної сцени. Ця структура більш-менш зберігає \"World\" як головний " +"ігровий вузол." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:301 msgid "" @@ -308,14 +419,24 @@ msgid "" "\"World\"; or be manually added as a direct child of the root. Otherwise, " "the GUI nodes would also delete themselves during scene transitions." msgstr "" +"Будь-який графічний інтерфейс також повинен бути одностороннім; бути " +"тимчасовою частиною \"World\"; або бути доданим вручну як безпосередній " +"нащадок кореня. В іншому випадку вузли графічного інтерфейсу також " +"видаляються під час переходу між сценами." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" +"Якщо у когось є системи, що модифікують дані інших систем, слід визначати їх " +"як власні скрипти чи сцени, а не як автозавантаження. Для отримання " +"додаткової інформації про причини, будь ласка, дивіться документацію щодо :" +"ref:`автозавантаження і внутрішніх вузлів' " +"<doc_autoloads_versus_internal_nodes>`." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:312 msgid "" @@ -326,6 +447,11 @@ msgid "" "should have its own place in the hierarchy as a sibling or some other " "relation." msgstr "" +"Кожна підсистема в межах гри повинна мати свій розділ у Дереві Сцени. " +"Використовувати зв'язки предків та нащадків слід лише у тих випадках, коли " +"вузли фактично є елементами предків. Чи виправдано, що вилучення предка " +"прибирає його нащадків? Якщо ні, то нащадки повинні мати своє власне місце в " +"ієрархії." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:320 msgid "" @@ -337,17 +463,28 @@ msgid "" "node. To assign the ``target`` :ref:`NodePath <class_NodePath>`, use one of " "the following:" msgstr "" +"У деяких випадках ці відокремлені вузли потрібні *також*, для розташування " +"відносно один одного. Для цього можна використовувати вузли :ref:" +"`RemoteTransform <class_RemoteTransform>` / :ref:`RemoteTransform2D " +"<class_RemoteTransform2D>`. Вони дозволять цільовому вузлу умовно " +"успадкувати вибрані елементи перетворення від віддаленого (Remote) вузла. " +"Щоб призначити ``target`` :ref:`NodePath <class_NodePath>`, використовуйте " +"щось з наступного:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" +"Надійну третю сторону, ймовірно, батьківський вузол, який буде посередником " +"у призначенні." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:329 msgid "" "A group, to easily pull a reference to the desired node (assuming there will " "only ever be one of the targets)." msgstr "" +"Групу, яка легко отримує посилання на потрібний вузол (припускаючи, що " +"колись буде лише одна з цілей)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:332 msgid "" @@ -355,45 +492,53 @@ msgid "" "one must micro-manage when a node must move around the SceneTree to preserve " "itself. For example..." msgstr "" +"Коли потрібно це робити? Ну, це суб’єктивно. Виникає дилема, коли потрібно " +"мікрокерувати, коли вузол повинен рухатись по дереву сцени, щоб зберегти " +"себе. Наприклад..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:336 msgid "Add a \"player\" node to a \"room\"." -msgstr "" +msgstr "Додайте вузол \"player\" до \"room\"." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:337 msgid "Need to change rooms, so one must delete the current room." msgstr "" +"Потрібно поміняти кімнати, тому потрібно видалити поточну кімнату (room)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:338 msgid "" "Before the room can be deleted, one must preserve and/or move the player." msgstr "" +"Перш ніж кімнату можна буде видалити, потрібно зберегти та/або перемістити " +"гравця (player)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:340 msgid "Is memory a concern?" -msgstr "" +msgstr "Є проблеми з пам'яттю?" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:342 msgid "" "If not, one can just create the two rooms, move the player and delete the " "old one. No problem." msgstr "" +"Якщо ні, то можна просто створити дві кімнати, перемістити гравця і видалити " +"стару. Нема проблем." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:345 msgid "If so, one will need to..." -msgstr "" +msgstr "Якщо да, то потрібно..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 msgid "Move the player somewhere else in the tree." -msgstr "" +msgstr "Перемістити гравця ще кудись на дереві." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 msgid "Delete the room." -msgstr "Видаліть кімнату." +msgstr "Видалити кімнату." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 msgid "Instantiate and add the new room." -msgstr "" +msgstr "Створити і додати нову кімнату." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:350 msgid "Re-add the player." @@ -408,32 +553,44 @@ msgid "" "is dangerous. It's a maintenance burden, strains code readability, and " "bloats the intellectual content of a project unnecessarily." msgstr "" +"Справа в тому, що гравець тут - це \"особливий випадок\"; такий, де " +"розробники повинні *знати*, що їм потрібно поводитися з гравцем таким чином " +"для проекту. Таким чином, єдиний спосіб надійно ділитися цією інформацією в " +"команді - це документувати її. Однак зберігати деталі реалізації в " +"документації небезпечно. Це тягар технічного обслуговування, ускладнює " +"читабельність коду та надмірно роздуває інтелектуальний зміст проекту." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:359 msgid "" "In a more complex game with larger assets, it can be a better idea to simply " "keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" +"У складнішій грі з великими активами може бути кращою ідеєю просто повністю " +"утримати гравця де-небудь ще в Дереві Сцени. Це призводить до:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:362 msgid "More consistency." -msgstr "" +msgstr "Більшої послідовності." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:363 msgid "No \"special cases\" that must be documented and maintained somewhere." msgstr "" +"Ніяких \"особливих випадків\", які потрібно десь задокументувати та " +"підтримувати." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:364 msgid "" "No opportunity for errors to occur because these details are not accounted " "for." -msgstr "" +msgstr "Уникнення помилок, оскільки ці деталі не враховуються." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:367 msgid "" "In contrast, if one ever needs to have a child node that does *not* inherit " "the transform of their parent, one has the following options:" msgstr "" +"На відміну від цього, якщо коли-небудь потрібно мати дочірній вузол, який " +"*не* успадковує перетворення свого предка, у нього є такі варіанти:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:370 msgid "" @@ -441,6 +598,9 @@ msgid "" "them. As nodes with no transform, Nodes will not pass along such information " "to their children." msgstr "" +"**Декларативне** рішення: помістити :ref:`вузол <class_Node>` між ними. Як " +"вузли без перетворення, Вузли не передаватимуть таку інформацію своїм " +"нащадкам." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:373 msgid "" @@ -449,6 +609,10 @@ msgid "" "<class_Spatial_method_set_as_toplevel>` node. This will make the node ignore " "its inherited transform." msgstr "" +"**Імперативне** рішення: Використовуйте сетер ``set_as_toplevel`` для вузла :" +"ref:`CanvasItem<class_CanvasItem_method_set_as_toplevel>` або :ref:`Spatial " +"<class_Spatial_method_set_as_toplevel>`. Це змусить вузол ігнорувати " +"успадковане перетворення." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:380 msgid "" @@ -459,6 +623,12 @@ msgid "" "keeping these in a separate branch from the \"world\" can help simplify the " "management of game connections and the like." msgstr "" +"Створюючи мережеву гру, майте на увазі, які вузли та ігрові системи мають " +"відношення до всіх гравців проти тих, що стосуються лише авторитетного " +"сервера. Наприклад, не всім користувачам потрібно мати копію логіки кожного " +"гравця \"PlayerController\". Натомість їм потрібно лише своя. Таким чином, " +"утримання їх у відокремленій від \"світу\" гілці може допомогти спростити " +"управління ігровими зв’язками." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:387 msgid "" @@ -468,6 +638,11 @@ msgid "" "they are dependent, then it stands to reason that they should be children of " "that parent (and likely part of that parent's scene if they aren't already)." msgstr "" +"Ключ до організації сцени - розглядати Дерево Сцени в реляційних термінах, а " +"не просторових. Чи залежать вузли від існування предків? Якщо ні, то вони " +"можуть процвітати самі десь в іншому місці. Якщо вони перебувають на " +"утриманні, то цілком зрозуміло, що вони повинні бути нащадками цього предка " +"(і, можливо, частиною сцени цього предка, якщо вони ще не є такими)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:393 msgid "" @@ -476,3 +651,7 @@ msgid "" "one still has the flexibility to move nodes around, it is still best when " "such moves are unnecessary by default." msgstr "" +"Чи означає це, що самі вузли є компонентами? Зовсім ні. Дерево вузлів Godot " +"формує зв'язок агрегації, а не склад. Але незважаючи на те, що людина все ще " +"має гнучкість переміщення вузлів, все-таки краще, коли такі переміщення за " +"замовчуванням непотрібні." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index bbf0854251..e4619a0451 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,13 +19,15 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:4 msgid "When to use scenes versus scripts" -msgstr "" +msgstr "Коли використовувати сцени, а коли скрипти" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:6 msgid "" "We've already covered how scenes and scripts are different. Scripts define " "an engine class extension with imperative code, scenes with declarative code." msgstr "" +"Ми вже висвітлювали, чим відрізняються сцени та скрипти. Скрипти визначають " +"розширення класу движка з імперативним кодом, сцени з декларативним кодом." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:10 msgid "" @@ -34,10 +36,14 @@ msgid "" "are often used in conjunction with a script so that the scene acts as an " "extension of the scripts declarative code." msgstr "" +"В результаті можливості кожної системи різні. Сцени можуть визначати, як " +"розширений клас ініціалізується, але не те, якою є його поведінка насправді. " +"Сцени часто використовуються разом із скриптом, так що сцена діє як " +"продовження декларативного коду скрипта." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:16 msgid "Anonymous types" -msgstr "" +msgstr "Анонімні типи" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:18 msgid "" @@ -45,6 +51,9 @@ msgid "" "alone. This is, in essence, what the Godot Editor does, only in the C++ " "constructor of its objects." msgstr "" +"*Можна* повністю визначити зміст сцен, використовуючи лише один скрипт. Це, " +"по суті, те, що робить редактор Godot, тільки в конструкторі C++ зі своїх " +"об'єктів." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:22 msgid "" @@ -52,6 +61,9 @@ msgid "" "is identical to creating in-engine classes whereas handling scenes requires " "a change in API:" msgstr "" +"Але вибір того, який із них використовувати, може бути дилемою. Створення " +"примірників скриптів ідентично створенню внутрішніх класів движка, тоді як " +"обробка сцен вимагає зміни в API:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:59 msgid "" @@ -59,11 +71,13 @@ msgid "" "differences between engine and script code. The larger and more complex the " "node, the more reason there is to build it as a scene." msgstr "" +"Крім того, скрипти будуть працювати трохи повільніше, ніж сцени, через " +"різницю в швидкості між движком і кодом скрипта. Чим більший і складніший " +"вузол, тим більше підстав побудувати його як сцену." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:64 -#, fuzzy msgid "Named types" -msgstr "Типи даних" +msgstr "Названі типи" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:66 msgid "" @@ -72,48 +86,53 @@ msgid "" "dialog with an optional icon. In these cases, the user's ability to use the " "script is much more streamlined. Rather than having to..." msgstr "" +"У деяких випадках користувач може зареєструвати скрипт як новий тип у самому " +"редакторі. Це відображає його як новий тип у діалоговому вікні створення " +"вузла, або ресурса з необов’язковою піктограмою. У цих випадках можливість " +"користування скриптом набагато спрощується. Замість того, щоб ..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:71 msgid "Know the base type of the script they would like to use." -msgstr "" +msgstr "Знати базовий тип скрипта, який мав би використовуватися." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:73 msgid "Create an instance of that base type." -msgstr "" +msgstr "Створювати екземпляр цього базового типу." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:75 msgid "Add the script to the node." -msgstr "" +msgstr "Додавати скрипт до вузла." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:77 msgid "(Drag-n-drop method)" -msgstr "" +msgstr "(Метод перетягування)" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:79 msgid "Find the script in the FileSystem dock." -msgstr "" +msgstr "Знайти скрипт на вкладці Файлова система." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:81 msgid "Drag and drop the script onto the node in the Scene dock." -msgstr "" +msgstr "Перетягнути скрипт на вузол на вкладці Сцена." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:83 msgid "(Property method)" -msgstr "" +msgstr "(Метод властивості)" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:85 msgid "" "Scroll down to the bottom of the Inspector to find the ``script`` property " "and select it." msgstr "" +"Прогорнути вниз Інспектора, щоб знайти властивість ``script`` і вибрати її." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:87 msgid "Select \"Load\" from the dropdown." -msgstr "" +msgstr "Вибрати \"Завантажити\" зі спливаючого меню." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:89 msgid "Select the script from the file dialog." -msgstr "" +msgstr "Вибрати скрипт у діалоговому вікні файла." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:91 msgid "" @@ -122,83 +141,99 @@ msgid "" "of the above work. The creation dialog even has a search bar to look up the " "type by name." msgstr "" +"З зареєстрованим скриптом, скриптовий тип стає варіантом створення, як і " +"інші вузли та ресурси в системі. Не потрібно виконувати жодної з " +"вищезазначених робіт. У діалоговому вікні створення навіть є рядок пошуку " +"для пошуку типу за назвою." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:96 msgid "There are two systems for registering types..." -msgstr "" +msgstr "Існує дві системи реєстрації типів ..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:98 msgid ":ref:`Custom Types <doc_making_plugins>`" -msgstr "" +msgstr ":ref:`Користувацькі Типи <doc_making_plugins>`" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:100 msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "" +msgstr "Лише для редактора. Назви типів недоступні під час виконання." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:102 msgid "Does not support inherited custom types." -msgstr "" +msgstr "Не підтримує успадковані користувацькі типи." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:104 msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "" +msgstr "Інструмент ініціалізації. Створює вузол зі скриптом. Більше нічого." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:106 msgid "" "Editor has no type-awareness of the script or its relationship to other " "engine types or scripts." msgstr "" +"Редактор не знає про тип скрипта або його зв’язок з іншими типами механізмів " +"чи скриптів." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:109 #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:127 msgid "Allows users to define an icon." -msgstr "" +msgstr "Дозволяє користувачам визначати піктограму." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:111 msgid "" "Works for all scripting languages because it deals with Script resources in " "abstract." msgstr "" +"Працює для всіх скриптових мов, оскільки абстрактно стосується скриптових " +"ресурсів." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:113 msgid "" "Set up using :ref:`EditorPlugin.add_custom_type " "<class_EditorPlugin_method_add_custom_type>`." msgstr "" +"Налаштовується за допомогою :ref:`EditorPlugin.add_custom_type " +"<class_EditorPlugin_method_add_custom_type>`." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:115 msgid ":ref:`Script Classes <doc_scripting_continued_class_name>`" -msgstr "" +msgstr ":ref:`Класи Скриптів <doc_scripting_continued_class_name>`" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:117 msgid "Editor and runtime accessible." -msgstr "" +msgstr "Доступ до редактора та середовища виконання." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:119 msgid "Displays inheritance relationships in full." -msgstr "" +msgstr "Показує відносини спадкування в повному обсязі." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:121 msgid "" "Creates the node with the script, but can also change types or extend the " "type from the editor." msgstr "" +"Створює вузол зі скриптом, але також може змінювати типи або розширювати тип " +"із редактора." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:124 msgid "" "Editor is aware of inheritance relationships between scripts, script " "classes, and engine C++ classes." msgstr "" +"Редактору відомі відносини спадкування між скриптами, класами скриптів та C+" +"+ класами движка." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:129 msgid "" "Engine developers must add support for languages manually (both name " "exposure and runtime accessibility)." msgstr "" +"Розробники движка повинні додавати підтримку мов вручну (як для розголошення " +"імені, так і для доступності під час виконання)." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:132 msgid "Godot 3.1+ only." -msgstr "" +msgstr "Тільки Godot 3.1+." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:134 msgid "" @@ -206,6 +241,9 @@ msgid "" "scripting languages. Each scripting language must implement its own support " "for exposing this information." msgstr "" +"Редактор сканує папки проекту та реєструє будь-які відкриті імена для всіх " +"мов скриптів. Кожна скриптова мова повинна реалізовувати власну підтримку " +"для відкриття цієї інформації." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:138 msgid "" @@ -214,6 +252,10 @@ msgid "" "script resource. Creating instances and accessing constants or static " "methods is viable from anywhere." msgstr "" +"Обидві методології додають імена до діалогового вікна створення, але, " +"зокрема, класи скриптів також дозволяють користувачам отримувати доступ до " +"імені типу без завантаження ресурсу скрипта. Створення примірників та доступ " +"до констант або статичних методів життєздатне з будь-якого місця." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:143 msgid "" @@ -222,21 +264,29 @@ msgid "" "creating in-house tools for designers to use will find an easier time of " "things this way." msgstr "" +"Завдяки таким функціям, можна забажати, щоб тип був скриптом без сцени " +"завдяки простоті використання, яку він надає користувачам. Ті, хто розробляє " +"плагіни або створює власні інструменти для використання дизайнерами, оцінят " +"зручність." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:148 msgid "" "On the downside, it also means having to use largely imperative programming." msgstr "" +"З мінусів, це також означає необхідність використання, в основному, " +"імперативного програмування." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:151 msgid "Performance of Script vs PackedScene" -msgstr "" +msgstr "Виконання Скрипта та PackedScene" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:153 msgid "" "One last aspect to consider when choosing scenes and scripts is execution " "speed." msgstr "" +"Останній аспект, який слід враховувати при виборі сцен та скриптів, - це " +"швидкість виконання." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:155 msgid "" @@ -244,6 +294,9 @@ msgid "" "initialize them grows much larger. Creating node hierarchies demonstrates " "this. Each Node's logic could be several hundred lines of code in length." msgstr "" +"Зі збільшенням розміру об’єктів необхідний розмір скрипта для їх створення " +"та ініціалізації стає набагато більшим. Створення ієрархій вузлів це " +"демонструє. Логіка кожного вузла може складати кілька сотень рядків коду." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:159 msgid "" @@ -251,6 +304,10 @@ msgid "" "script to it, sets its future parent as its owner so it gets saved to disk " "along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" +"Наведений нижче приклад коду створює новий ``Node``, змінює його назву, " +"призначає йому скрипт, встановлює майбутнього предка як власника, щоб він " +"зберігався на диску разом з ним, і нарешті додає його в якості нащадка до " +"вузла ``Main``:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:195 msgid "" @@ -258,6 +315,9 @@ msgid "" "instruction makes a call to the scripting API which leads to many \"lookups" "\" on the back-end to find the logic to execute." msgstr "" +"Код скрипта набагато повільніший, ніж C++ код движка. Кожна інструкція " +"викликає API скриптів, що веде до багатьох прихованих \"пошуків\" логіки " +"виконання." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:199 msgid "" @@ -267,6 +327,11 @@ msgid "" "scenes in batches on the back-end and provide much better performance than " "scripts." msgstr "" +"Сцени допомагають уникнути цієї проблеми з продуктивністю. :ref:`PackedScene " +"<class_PackedScene>`, базовий тип, від якого сцени успадковуються, визначає " +"ресурси, які використовують серіалізовані дані для створення об’єктів. " +"Механізм може приховано обробляти сцени партіями та забезпечує набагато " +"кращу продуктивність, ніж скрипти." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:205 msgid "Conclusion" @@ -274,7 +339,7 @@ msgstr "Висновки" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:207 msgid "In the end, the best approach is to consider the following:" -msgstr "" +msgstr "Зрештою, найкращим підходом є врахування наступного:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:209 msgid "" @@ -284,6 +349,11 @@ msgid "" "chances are that it should probably be a script, likely one with a custom " "name/icon." msgstr "" +"Якщо хтось хоче створити базовий інструмент, який буде повторно використаний " +"у кількох різних проектах і який, ймовірно, будуть використовувати люди всіх " +"рівнів кваліфікації (включаючи тих, хто не називає себе \"програмістами\"), " +"то, швидше за все, це повинен бути скрипт, і, навіть, із власним ім’ям/" +"піктограмою." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:214 msgid "" @@ -291,6 +361,9 @@ msgid "" "should always be a scene. Scenes are easier to track/edit and provide more " "security than scripts." msgstr "" +"Якщо хтось хоче створити концепцію, яка є характерною для його гри, то це " +"завжди має бути сцена. Сцени легше відстежувати/редагувати і вони " +"забезпечують більший захист, ніж скрипти." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:218 msgid "" @@ -298,3 +371,6 @@ msgid "" "this in 3.1 by declaring a script class and giving it a scene as a constant. " "The script becomes, in effect, a namespace:" msgstr "" +"Якщо хтось хотів би назвати сцену, тоді він все одно може зробити це в 3.1, " +"оголосивши клас скрипта та надавши йому сцену як константу. Скрипт фактично " +"стає простором імен:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index f200edea0a..70bb166f7d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,13 +19,15 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:4 msgid "Applying object-oriented principles in Godot" -msgstr "" +msgstr "Застосування об’єктно-орієнтованого підходу у Godot" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:6 msgid "" "The engine offers two main ways to create reusable objects: scripts and " "scenes. Neither of these technically define classes under the hood." msgstr "" +"Движок пропонує два основних способи створення багаторазових об'єктів: " +"скрипти та сцени. Жоден з них технічно не визначає класи." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:9 msgid "" @@ -33,38 +35,40 @@ msgid "" "programming principles to the scripts and scenes that compose your game. " "That is why it's useful to understand how we can think of them as classes." msgstr "" +"Тим не менше, багато найкращих практик використання Godot передбачають " +"застосування об’єктно-орієнтованих принципів програмування до скриптів та " +"сцен, що складають вашу гру. Ось чому корисно зрозуміти, як ми можемо " +"сприймати їх як класи." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:13 -#, fuzzy msgid "" "This guide briefly explains how scripts and scenes work in the engine's core " "to help you understand how they work under the hood." msgstr "" -"Цей гайд пояснює, як скрипти та сцени працюють в ядрі движка, щоб допомогти " -"вам зрозуміти, як Godot працює всередині, а також краще зрозуміти, звідки " -"беруться деякі найкращі практики." +"Цей керівництво пояснює, як скрипти та сцени працюють в ядрі движка, щоб " +"допомогти вам зрозуміти, як вони працюють зсередини." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:17 msgid "How scripts work in the engine" -msgstr "" +msgstr "Як скрипти працюють в движку" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:19 msgid "" "The engine provides built-in classes like :ref:`Node <class_Node>`. You can " "extend those to create derived types using a script." msgstr "" +"Двигун забезпечує вбудовані класи, такі як :ref:`Вузли <class_Node>`. Ви " +"можете розширити їх для створення похідних типів за допомогою скрипта." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:22 -#, fuzzy msgid "" "These scripts are not technically classes. Instead, they are resources that " "tell the engine a sequence of initializations to perform on one of the " "engine's built-in classes." msgstr "" -"Godot Engine забезпечує вбудовані класи, такі як :ref:`Node <class_Node>`. " -"Створені користувачем типи технічно не є класами. Натомість це ресурси, які " -"повідомляють движку послідовність ініціалізацій, які потрібно виконати на " -"одному з вбудованих класів движка." +"Ці скрипти технічно не є класами. Натомість вони є ресурсами, які " +"повідомляють движку послідовність ініціалізацій для виконання в одному з " +"вбудованих класів движка." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:25 msgid "" @@ -77,24 +81,20 @@ msgstr "" "до інформації класу. ``ClassDB`` містить інформацію про такі класи, як:" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:29 -#, fuzzy msgid "Properties." -msgstr "властивості" +msgstr "Властивості." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:30 -#, fuzzy msgid "Methods." -msgstr "методи" +msgstr "Методи." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:31 -#, fuzzy msgid "Constants." -msgstr "Константи" +msgstr "Константи." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:32 -#, fuzzy msgid "Signals." -msgstr "Сигнали" +msgstr "Сигнали." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:34 msgid "" @@ -103,12 +103,17 @@ msgid "" "records and the object's base types' records to see if the object supports " "the operation." msgstr "" +"``ClassDB`` це те, що об’єкти перевіряють при виконанні такої операції, як " +"доступ до властивості чи виклик методу. Він перевіряє записи бази даних та " +"записи базових типів об'єкта, щоб перевірити, чи підтримує об'єкт операцію." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:38 msgid "" "Attaching a :ref:`Script <class_Script>` to your object extends the methods, " "properties, and signals available from the ``ClassDB``." msgstr "" +"Приєднання :ref:`скрипта <class_Script>` до вашого об'єкта розширює методи, " +"властивості та сигнали, доступні з ``ClassDB``." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:43 msgid "" @@ -118,6 +123,11 @@ msgid "" "they extend ``Reference`` though, you cannot attach them to a :ref:`Node " "<class_Node>`." msgstr "" +"Навіть скрипти, які не використовують ключове слово ``extends``, неявно " +"успадковують базовий клас :ref:`Reference <class_Reference>`. Як результат, " +"ви можете створити екземпляр скрипта без ключового слова ``extends`` з коду. " +"Оскільки вони розширюються ``Reference`` , ви не можете приєднати їх до :ref:" +"`вузла<class_Node>`." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:49 msgid "Scenes" @@ -130,6 +140,10 @@ msgid "" "inheritable groups of nodes. Creating a scene is similar to having a script " "that creates nodes and adds them as children using ``add_child()``." msgstr "" +"Поведінка сцен має багато схожого з класами, тому є сенс розглядати сцену як " +"клас. Сцени - це багаторазові, інстантовані та спадкові групи вузлів. " +"Створення сцени схоже на наявність скрипта, який створює вузли та додає їх " +"як нащадки з допомогою ``add_child()``." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:55 msgid "" @@ -137,26 +151,29 @@ msgid "" "scene's nodes. As such, the scene is often an extension of the script's " "declarative code." msgstr "" +"Ми часто поєднуємо сцену зі скриптовим кореневим вузлом, який використовує " +"вузли сцени. Таким чином, сцена часто є продовженням декларативного коду " +"скрипта." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:58 msgid "The content of a scene helps to define:" -msgstr "" +msgstr "Зміст сцени допомагає визначити:" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:60 msgid "What nodes are available to the script" -msgstr "" +msgstr "Які вузли доступні для скрипта" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:61 msgid "How they are organized" -msgstr "" +msgstr "Як вони організовані" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:62 msgid "How they are initialized" -msgstr "" +msgstr "Як вони ініціалізовані" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:63 msgid "What signal connections they have with each other" -msgstr "" +msgstr "Які сигнальні зв’язки вони мають між собою" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:65 msgid "" @@ -165,15 +182,23 @@ msgid "" "apply to written code also apply to scenes: single responsibility, " "encapsulation, and others." msgstr "" +"Чому все це важливо для організації сцени? Оскільки екземпляри сцен - *це* " +"об’єкти. Як результат, багато об’єктно-орієнтованих принципів, що " +"застосовуються до написання коду, стосуються і сцен: одинарної " +"відповідальності, інкапсуляції та інше." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:69 msgid "" "The scene is *always an extension of the script attached to its root node*, " "so you can interpret it as part of a class." msgstr "" +"Сцена *завжди є розширенням скрипта, прикріпленого до кореневого вузла*, " +"тому ви можете інтерпретувати її як частину класа." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:72 msgid "" "Most of the techniques explained in this best practices series build on this " "point." msgstr "" +"Більшість методів, описаних у цій серії найкращих практик, ґрунтуються на " +"цьому." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 3a26a86ffa..69e0e85177 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -54,6 +54,9 @@ msgid "" "android<doc_exporting_for_android>` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"Налаштування власної збірки є досить простим процесом. Але спочатку потрібно " +"виконати кроки :ref:`експорту для android<doc_exporting_for_android>` аж до " +"**налаштування в Godot**. Після цього виконайте наведені нижче дії." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 6d8858fa65..0804586976 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -72,10 +72,15 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"Щоб файл ICO ефективно замінив іконку Godot за замовчуванням, він повинен " +"містити *всі* розміри, включені до іконки Godot за замовчуванням: 16 × 16, " +"32 × 32, 48 × 48, 64 × 64, 128 × 128, 256 × 256. Якщо файл ICO містить не " +"всі розміри, іконка Godot за замовчуванням буде збережена для розмірів, які " +"не були замінені." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "Наведена вище команда ImageMagick враховує це." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 96e21fe938..7ca523e6b6 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -68,12 +68,10 @@ msgid "Android SDK Platform-Tools version 30.0.5 or later" msgstr "Android SDK Platform-Tools версії 30.0.5, чи новіша" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -#, fuzzy msgid "Android SDK Build-Tools version 30.0.3" -msgstr "Android SDK Build-Tools версії 30.0.1" +msgstr "Android SDK Build-Tools версії 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 -#, fuzzy msgid "Android SDK Platform 29" msgstr "Android SDK Platform 29" @@ -211,11 +209,26 @@ msgid "Once that is configured, everything is ready to export to Android!" msgstr "" "По завершенні цих налаштувань у вас буде все готово до експорту на Android!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "Надання піктограм панелі запуску" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -227,11 +240,11 @@ msgstr "" "високої роздільної здатності (для екранів щільності ``xxxhdpi``) і " "автоматично генерує варіанти нижчої роздільної здатності." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godot має два типи піктограм:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -240,7 +253,7 @@ msgstr "" "на всіх версіях Android до Android 8 (Oreo). Має бути принаймні 192 × 192 " "пікселів." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -256,7 +269,7 @@ msgstr "" "запуску користувача буде керувати анімацією та маскуванням значка. Має бути " "принаймні 432 × 432 пікселів." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -268,7 +281,7 @@ msgstr "" "designing-adaptive-icons-515af294c783>`_, яка допомагає зрозуміти ці правила " "та деякі можливості адаптивних піктограм." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -278,7 +291,7 @@ msgstr "" "елементів піктограм всередині безпечної зони: відцентроване коло діаметром " "66dp (264 пікселі на ``xxxhdpi``), щоб уникнути їх обрізки на панелі запуску." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -287,14 +300,14 @@ msgstr "" "допомогою резервного ланцюжка, вставляючи наступний у черзі, коли поточний " "не вдається:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" "**Головна піктограма:** Надана головна піктограма -> Піктограма проекту -> " "Основна піктограма Godot за замовчуванням." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -303,7 +316,7 @@ msgstr "" "плану -> Головна піктограма, що надається -> Піктограма проекту -> " "Піктограма переднього плану Godot за замовчуванням." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." @@ -311,7 +324,7 @@ msgstr "" "**Адаптивний фон піктограми:** Надана піктограма фону -> Піктограма фону " "Godot за замовчуванням." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " @@ -321,11 +334,11 @@ msgstr "" "роздільною здатністю. Таким чином, ваш додаток буде чудово виглядати на всіх " "пристроях та версіях Android." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "Експорт для Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -333,7 +346,7 @@ msgstr "" "Завантажуючи файл APK у Google Play Store вам потрібно підписатися " "використовуючи неналагоджуваний файл ключів; такий файл можна сформувати так:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -346,20 +359,20 @@ msgstr "" "більше про `підписування файлів APK <https://developer.android.com/studio/" "publish/app-signing>`__." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "Тепер заповніть такі форми у ваших зразках експорту Android:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release:** (Випуск:) Введіть шлях до щойно створеного файлу сховища ключів." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** Замінити псевдонімом ключа." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -367,7 +380,7 @@ msgstr "" "**Release Password:** Пароль ключа. Зверніть увагу, що пароль сховища ключів " "і пароль ключа в даний час мають бути однаковими." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -378,19 +391,18 @@ msgstr "" "загальнодоступних сховищ і додати у свій файл ``.gitignore``, або " "аналогічний." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -"Не забудьте зняти прапорець **Export With Debug** (Експортувати з " -"налагодженням), вибираючи назву файлу APK." +"Не забудьте зняти галочку **Export With Debug** (Експортувати з " +"налагодженням) під час експортування." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "Оптимізація розміру APK" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -406,7 +418,7 @@ msgstr "" "лише для однієї архітектури. Зауважте, що програми, націлені на ARMv7, також " "можуть працювати на пристроях ARMv8, але навпаки, ні." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -425,7 +437,7 @@ msgstr "" "APK для ARMv7 та ARMv8 зазвичай достатньо для охоплення більшості пристроїв, " "що використовуються сьогодні." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index e0faac4b2f..ae9d1522a2 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:4 -#, fuzzy msgid "Exporting for dedicated servers" -msgstr "Експорт для iOS" +msgstr "Експорт для виділених серверів" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:6 msgid "" @@ -28,11 +27,13 @@ msgid "" "doesn't have a GPU or display server available, you'll need to use a server " "build of Godot." msgstr "" +"Якщо ви хочете запустити виділений сервер для свого проекту на машині, яка " +"не має графічного процесора або сервера відображення, вам потрібно буде " +"використовувати збірку сервера Godot." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:10 -#, fuzzy msgid "Platform support" -msgstr "пропонує підтримку модів" +msgstr "Підтримувані платформи" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:12 msgid "" @@ -40,12 +41,17 @@ msgid "" "org/download/server>`__. To compile a server binary from source, follow " "instructions in :ref:`doc_compiling_for_x11`." msgstr "" +"**Linux:** `Завантажте офіційний двійковий файл сервера Linux<https://" +"godotengine.org/download/server>`__. Щоб скомпілювати двійковий файл сервера " +"з джерела, дотримуйтесь інструкцій у розділі :ref:`doc_compiling_for_x11`." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:15 msgid "" "**macOS:** :ref:`Compile a server binary from source for macOS " "<doc_compiling_for_osx>`." msgstr "" +"**macOS:** :ref:`Скомпілюйте двійковий файл сервера з вихідного коду для " +"macOS <doc_compiling_for_osx>`." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:16 msgid "" @@ -55,27 +61,38 @@ msgid "" "window`` command-line argument, you'll need to have OpenGL support available " "on the Windows machine." msgstr "" +"**Windows:** Спеціальної збірки серверів для Windows ще немає. Як " +"альтернативу можна використовувати аргумент командного рядка ``--no-" +"window``, щоб запобігти появі Godot вікна. Зверніть увагу, що навіть з " +"аргументом командного рядка ``--no-window``, вам потрібно мати підтримку " +"OpenGL на машині Windows." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:21 msgid "" "If your project uses C#, you'll have to use a Mono-enabled server binary." msgstr "" +"Якщо ваш проект використовує C#, вам доведеться використовувати двійковий " +"файл сервера з підтримкою Mono." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:24 msgid "\"Headless\" versus \"server\" binaries" -msgstr "" +msgstr "Бінарні файли \"headless\" і \"server\"" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:26 msgid "" "The `server download page <https://godotengine.org/download/server>`__ " "offers two kinds of binaries with several differences." msgstr "" +"`Сторінка завантаження сервера<https://godotengine.org/download/server>`__ " +"пропонує два типи бінарних файлів з декількома відмінностями." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:29 msgid "" "**Server:** Use this one for running dedicated servers. It does not contain " "editor functionality, and is therefore smaller and more optimized." msgstr "" +"**Server:** Використовуйте його для запуску виділених серверів. Він не " +"містить функціональних можливостей редактора, тому є меншим та оптимізованим." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:32 msgid "" @@ -83,11 +100,14 @@ msgid "" "be used for exporting projects. This binary *can* be used to run dedicated " "servers, but it's not recommended as it's larger and less optimized." msgstr "" +"**Headless:** Цей бінарний файл містить функціональність редактора і " +"призначений для використання при експорту проектів. Цей двійковий файл можна " +"використовувати для запуску виділених серверів, але він не рекомендується, " +"оскільки він більший і менш оптимізований." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:37 -#, fuzzy msgid "Exporting a PCK file" -msgstr "Експорт для ПК" +msgstr "Експорт файлу PCK" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:39 msgid "There are two ways to export a project for a server:" @@ -98,16 +118,21 @@ msgid "" "Create a Linux/X11 export preset, define a custom Release export template " "that points to the server binary then export the project as usual." msgstr "" +"Створіть пресет для експорту Linux/X11, визначте власний шаблон експорту " +"Release, який вказує на двійковий файл сервера, а потім експортуйте проект " +"як зазвичай." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:43 msgid "Export a PCK file only, preferably from a Linux/X11 export preset." -msgstr "" +msgstr "Експортуйте лише файл PCK, бажано з пресету експорту Linux/X11." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:45 msgid "" "Both methods should result in identical output. The text below describes the " "PCK file approach." msgstr "" +"Обидва методи повинні мати однакові результати. Текст нижче описує підхід до " +"файлів PCK." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:48 msgid "" @@ -117,11 +142,16 @@ msgid "" "destination path. The **Export With Debug** checkbox in the file dialog has " "no bearing on the final PCK file, so you can leave it as-is." msgstr "" +"Завантаживши двійковий файл сервера, вам слід експортувати файл PCK, що " +"містить дані вашого проекту. Після створення стилю експорту натисніть кнопку " +"**Експорт PCK/ZIP** внизу діалогового вікна Експорт, а потім виберіть шлях " +"призначення. Галочка **Export With Debug** *(Експорт з налагодженням)*в " +"діалоговому вікні файлу не має ніякого відношення кінцевого файлу PCK, так " +"що ви можете залишити її як є." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:54 -#, fuzzy msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "Додаткову інформацію дивіться в :ref:`doc_running_code_in_the_editor`." +msgstr "Додаткову інформацію дивіться в :ref:`doc_exporting_projects`." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:58 msgid "" @@ -129,6 +159,9 @@ msgid "" "editor with the `--export-pack` option while in the project folder to export " "only a PCK file." msgstr "" +"Якщо ви експортуєте проект із редактора headless, викликайте редактор " +"headless за допомогою опції `--export-pack`, перебуваючи в папці проекту, " +"щоб експортувати лише файл PCK." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:64 msgid "" @@ -137,6 +170,10 @@ msgid "" "possibly be. Support for stripping unneeded resources from a PCK for server " "usage is planned in a future Godot release." msgstr "" +"Файл PCK включатиме ресурси, які зазвичай не потрібні серверу, такі як " +"текстури та звуки. Це означає, що файл PCK буде більшим, ніж може бути. " +"Підтримка видалення непотрібних ресурсів з PCK для використання сервера " +"запланована в майбутньому випуску Godot." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:69 msgid "" @@ -144,11 +181,14 @@ msgid "" "client and dedicated server build. This can be useful if you want to ship a " "single archive that can be used both as a client and dedicated server." msgstr "" +"З іншого боку, це дозволяє використовувати один і той же файл PCK як " +"клієнтом, так і виділеним сервером. Це може бути корисно, якщо ви хочете " +"доставити єдиний архів, який може використовуватися як клієнт, так і як " +"виділений сервер." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:74 -#, fuzzy msgid "Preparing the server distribution" -msgstr "Приготування проєкту" +msgstr "Підготовка сервера" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:76 msgid "" @@ -159,11 +199,17 @@ msgid "" "with a PCK that has a different name, you can specify the path to the PCK " "file using the ``--main-pack`` command-line argument::" msgstr "" +"Після завантаження або компіляції двійкового файлу сервера тепер слід " +"помістити його в ту саму папку, що і файл PCK, який ви експортували. " +"Двійковий файл сервера повинен мати те саме ім'я, що і PCK (за винятком " +"розширення). Це дозволяє Godot автоматично виявляти та використовувати файл " +"PCK. Якщо ви хочете запустити сервер з PCK, який має інше ім'я, ви можете " +"вказати шлях до файлу PCK, використовуючи аргумент командного рядка ``--main-" +"pack``:" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:86 -#, fuzzy msgid "Starting the dedicated server" -msgstr "Експорт для iOS" +msgstr "Запуск виділеного сервера" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:88 msgid "" @@ -172,12 +218,18 @@ msgid "" "argument. This can be done by adding the following code snippet in your main " "scene (or a singleton)'s ``_ready()`` method::" msgstr "" +"Якщо і ваш клієнт, і сервер є частиною одного проекту Godot, вам доведеться " +"додати спосіб безпосереднього запуску сервера за допомогою аргументу " +"командного рядка. Це можна зробити, додавши наступний фрагмент коду у метод " +"``_ready()`` основної сцени (або синглтон) :" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:99 msgid "" "Alternatively, you can make the dedicated server always start up if a " "headless or server binary is detected::" msgstr "" +"Крім того, ви можете зробити так, щоб виділений сервер завжди запускався, " +"якщо виявлено headless або server двійковий файл:" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:109 msgid "" @@ -185,10 +237,13 @@ msgid "" "most likely be configured in a way where running the main scene starts a " "server automatically." msgstr "" +"Якщо ваш клієнт і сервер - це окремі проекти Godot, ваш сервер, швидше за " +"все, повинен бути налаштований таким чином, щоб при запуску основної сцени " +"автоматично запускався сервер." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:114 msgid "Next steps" -msgstr "" +msgstr "Наступні кроки" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:116 msgid "" @@ -198,6 +253,11 @@ msgid "" "view server logs in a more convenient fashion, with automatic log rotation " "provided by systemd." msgstr "" +"У Linux, щоб зробити ваш виділений сервер перезапущеним після аварії або " +"перезавантаження системи, ви можете `створити службу systemd<https://medium." +"com/@benmorel/creating-a-linux-service-with-systemd-611b5c8b91d6>`__. Вона " +"також дозволяє переглядати журнали сервера більш зручним способом з " +"автоматичним обертанням журналів, що надається systemd." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:122 msgid "" @@ -206,3 +266,7 @@ msgid "" "This way, it can be used more easily in an automatic scaling setup (which is " "outside the scope of this tutorial)." msgstr "" +"Якщо у вас є досвід роботи з контейнерами, ви можете також обгортати " +"виділений сервер у контейнер `Docker <https://www.docker.com/>`__. Таким " +"чином, його можна легше використовувати в автоматичному налаштуванні " +"масштабування (що виходить за рамки цього посібника)." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 3af7740bf1..22f9e452b1 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 084342b1f1..510d359138 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 1649ba89e2..d0943faade 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 50ecbc5a1b..7f331f975c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,7 +42,6 @@ msgstr "" "налагодження**, таку як помилки JavaScript, редактора і WebGL." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -#, fuzzy msgid "" "`There are significant bugs when running HTML5 projects on iOS <https://" "github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:" @@ -51,10 +50,10 @@ msgid "" "also result in better performance." msgstr "" "Трапляється багато помилок при запуску проектів HTML5 на iOS <https://github." -"com/godotengine/godot/issues/26554>`__ (незалежно від браузера). Ми " -"рекомендуємо використовувати :ref:`рідну функцію експорту iOS " -"<doc_exporting_for_ios>`, оскільки це також призведе до кращої " -"продуктивності." +"com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__ " +"(незалежно від браузера). Ми рекомендуємо використовувати :ref:`рідну " +"функцію експорту iOS <doc_exporting_for_ios>`, оскільки це також призведе до " +"кращої продуктивності." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:21 msgid "WebGL 2" @@ -103,18 +102,24 @@ msgid "" "*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " "the game in the default browser for testing." msgstr "" +"Якщо доступний робочий шаблон веб-експорту, у редакторі з’являється кнопка " +"між кнопками *Зупинити сцену* та *Відтворити відредаговану сцену*, щоб " +"швидко відкрити гру у браузері за замовчуванням для тестування." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:45 msgid "" "You can choose the **Export Type** to select which features will be " "available:" msgstr "" +"Ви можете вибрати **Тип експорту**, щоб вибрати, які функції будуть доступні:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 msgid "" "*Regular*: is the most compatible across browsers, will not support threads, " "nor GDNative." msgstr "" +"*Regular* *(Звичайний)*: є найбільш сумісним із браузерами, не підтримує " +"потоки, а також GDNative." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "" @@ -122,12 +127,17 @@ msgid "" "developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" "SharedArrayBuffer>`__" msgstr "" +"*Threads* *(Потоковий)*: вимагає від браузера підтримки `SharedArrayBuffer " +"<https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/" +"Global_Objects/SharedArrayBuffer>`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." msgstr "" +"*GDNative*: включає підтримку GDNative, але робить двійковий файл більшим і " +"повільнішим для завантаження." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -136,12 +146,19 @@ msgid "" "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" +"Якщо ви плануєте використовувати :ref:`стиснення VRAM<doc_import_images>`, " +"переконайтеся, що **Vram Texture Compression** увімкнено для цільових " +"платформ (увімкнення **For Desktop** *(для настільних)* і **For Mobile** " +"*(для мобільних)* призведе до більшого, але більш сумісного експорту)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56 msgid "" "If a path to a **Custom HTML shell** file is given, it will be used instead " "of the default HTML page. See :ref:`doc_customizing_html5_shell`." msgstr "" +"Якщо вказано шлях до файлу **Custom HTML shell** *(користувацької оболонки " +"HTML)*, то він буде використаний замість сторінки HTML за замовчуванням. " +"Дивіться :ref:`doc_customizing_html5_shell`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59 msgid "" @@ -149,6 +166,9 @@ msgid "" "HTML page. This allows to, for example, load webfonts and third-party " "JavaScript APIs, include CSS, or run JavaScript code." msgstr "" +"**Head Include** додається до елемента ``<head>`` згенерованої HTML-" +"сторінки. Це дозволяє, наприклад, завантажувати веб-шрифти та сторонні " +"JavaScript API, включати CSS, або запускати код JavaScript." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:63 msgid "" @@ -158,12 +178,18 @@ msgid "" "lost in future exports. To customize the generated file, use the **Custom " "HTML shell** option." msgstr "" +"Кожен проект повинен генерувати власний HTML-файл. При експорті декілька " +"текстових заповнювачів замінюються у згенерованому файлі HTML спеціально для " +"заданих параметрів експорту. Будь-які прямі зміни до цього файлу HTML будуть " +"втрачені в майбутньому експорті. Щоб налаштувати згенерований файл, " +"скористайтесь опцією **Custom HTML shell** *(Користувацька оболонка HTML)*." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." msgstr "" +"**Типи експорту**, всі, крім *Regular*, ще не підтримуються версією C#." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -189,6 +215,11 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"Постачальники браузерів роблять все більше функціональних можливостей " +"доступними лише в `захищеному контексті <https://developer.mozilla.org/en-US/" +"docs/Web/Security/Secure_Contexts>`_, це означає, що такі функції доступні " +"лише в тому випадку, якщо веб-сторінка обслуговується через захищене " +"з'єднання HTTPS (localhost зазвичай звільняється від такої вимоги)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -197,6 +228,10 @@ msgid "" "if the functionality you're interested in has an issue yet. If not, open one " "to communicate your interest." msgstr "" +"Перевірте `список відкритих проблем HTML5 на GitHub <https://github.com/" +"godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__, щоб " +"побачити, чи є серед них виявлена вами проблема. Якщо нема, відкрийте таку, " +"щоб повідомити про свій інтерес." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:94 msgid "Using cookies for data persistence" @@ -234,6 +269,9 @@ msgid "" "only available if the appropriate **Export Type** is set and support for it " "across browsers is still limited." msgstr "" +"Як зазначалося :ref:`вище<doc_javascript_export_options>`, багатопоточність " +"доступна лише в тому випадку, якщо встановлено відповідний **Export Type** " +"*(тип експорту)* і підтримка його в браузерах все ще обмежена." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "" @@ -242,6 +280,10 @@ msgid "" "`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/" "Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__." msgstr "" +"Потрібен :ref:`захищений контекст<doc_javascript_secure_contexts>`. Браузери " +"також починають вимагати, щоб веб-сторінка обслуговувалась специфічними " +"`заголовками ізоляції перехресного походження<https://developer.mozilla.org/" +"en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "GDNative" @@ -252,16 +294,21 @@ msgid "" "As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only " "available if the appropriate **Export Type** is set." msgstr "" +"Як зазначалося :ref:`вище<doc_javascript_export_options>`, GDNative " +"доступний лише за умови встановлення відповідного **Export Type** *(типу " +"експорту)*." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"Експорт також скопіює необхідні GDNative файли ``.wasm`` у вихідну папку (і " +"їх потрібно завантажити на ваш сервер разом із грою)." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" -msgstr "" +msgstr "Повний екран та захват мишки" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 msgid "" @@ -272,6 +319,12 @@ msgid "" "``_unhandled_input``. Querying the :ref:`class_Input` singleton is not " "sufficient, the relevant input event must currently be active." msgstr "" +"Браузери не дозволяють довільно **входити в повноекранний режим**. Те саме " +"стосується **захоплення курсору**. Натомість ці дії повинні відбуватися як " +"відповідь на подію введення JavaScript. У Godot, перехід в повноекранний " +"режим відбувається внаслідок натискання вхідної події зворотного виклику, " +"такої як ``_input`` або ``_unhandled_input``. Запиту синглтона :ref:" +"`class_Input` недостатньо, відповідна подія введення має бути активною." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:135 msgid "" @@ -279,6 +332,9 @@ msgid "" "engine is started from within a valid input event handler. This requires :" "ref:`customization of the HTML page <doc_customizing_html5_shell>`." msgstr "" +"З тієї ж причини налаштування проекту на весь екран не працює, якщо движок " +"не запускається з дійсного обробника вхідних подій. Це вимагає :ref:" +"`налаштування сторінки HTML <doc_customizing_html5_shell>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 msgid "Audio" @@ -289,6 +345,8 @@ msgid "" "Chrome restricts how websites may play audio. It may be necessary for the " "player to click or tap or press a key to enable audio." msgstr "" +"Chrome обмежує спосіб відтворення веб-сайтами аудіо. Можливо, гравцю буде " +"потрібно клацнути, торкнутися або натиснути клавішу, щоб увімкнути звук." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145 msgid "" @@ -296,12 +354,17 @@ msgid "" "policies <https://sites.google.com/a/chromium.org/dev/audio-video/" "autoplay>`__." msgstr "" +"Google пропонує додаткову інформацію про їх `політику автоматичного " +"відтворення Web Audio<https://sites.google.com/a/chromium.org/dev/audio-" +"video/autoplay>`__." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:148 msgid "" "Access to microphone requires a :ref:`secure context " "<doc_javascript_secure_contexts>`." msgstr "" +"Доступ до мікрофона вимагає :ref:`захищеного контексту " +"<doc_javascript_secure_contexts>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 msgid "Networking" @@ -311,6 +374,7 @@ msgstr "Робота у мережі" msgid "" "Low level networking is not implemented due to lacking support in browsers." msgstr "" +"Мережі низького рівня не реалізовані через відсутність підтримки у браузерах." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -318,41 +382,47 @@ msgid "" "requests <doc_http_request_class>`, :ref:`WebSocket (client) " "<doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are supported." msgstr "" +"В даний час підтримуються лише :ref:`HTTP клієнт <doc_http_client_class>`, :" +"ref:`HTTP запити <doc_http_request_class>`, :ref:`WebSocket (клієнт) " +"<doc_websocket>` і :ref:`WebRTC <doc_webrtc>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 msgid "The HTTP classes also have several restrictions on the HTML5 platform:" -msgstr "" +msgstr "Класи HTTP також мають кілька обмежень щодо платформи HTML5:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:163 msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "" +msgstr "Доступ або зміна ``StreamPeer`` неможлива" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:164 msgid "Threaded/Blocking mode is not available" -msgstr "" +msgstr "Потоковий/Блокуючий режими не доступні" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:165 msgid "" "Cannot progress more than once per frame, so polling in a loop will freeze" msgstr "" +"Неможливі зміни більше одного разу за кадр, тому опитування в циклі зависне" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:166 msgid "No chunked responses" -msgstr "" +msgstr "Немає фрагментованих відповідей" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:167 msgid "Host verification cannot be disabled" -msgstr "" +msgstr "Перевірку хосту не можна вимкнути" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:168 msgid "" "Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/" "Security/Same-origin_policy>`__" msgstr "" +"Підпорядковується `політиці того самого походження<https://developer.mozilla." +"org/en-US/docs/Web/Security/Same-origin_policy>`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "Буфер обміну" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -361,15 +431,19 @@ msgid "" "docs/Web/API/Clipboard_API>`__, additionally, due to the API asynchronous " "nature might not be reliable when accessed from GDScript." msgstr "" +"Синхронізація буфера обміну між движком та операційною системою вимагає " +"браузера, що підтримує `API буфера обміну<https://developer.mozilla.org/en-" +"US/docs/Web/API/Clipboard_API>`__, крім того, через асинхронний характер API " +"може бути ненадійним при доступі з GDScript." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:178 #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:189 msgid "Requires a :ref:`secure context <doc_javascript_secure_contexts>`." -msgstr "" +msgstr "Потрібен :ref:`захищений контекст<doc_javascript_secure_contexts>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 msgid "Gamepads" -msgstr "" +msgstr "Геймпади" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -380,10 +454,17 @@ msgid "" "reliable way to detect the gamepad information necessary to remap them based " "on model/vendor/OS due to privacy considerations." msgstr "" +"Геймпади не будуть виявлені, доки не буде натиснута одна з їхніх кнопок. " +"Геймпади можуть мати неправильне відображення залежно від комбінації " +"браузера/ОС/геймпада, на жаль `API Gamepad<https://developer.mozilla.org/en-" +"US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__ не забезпечує " +"надійного способу виявлення інформації про геймпад, необхідної для їх " +"повторного призначення на основі моделі/постачальника/ОС через міркування " +"конфіденційності." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" -msgstr "" +msgstr "Заставка завантаження не відображається" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:194 msgid "" @@ -391,21 +472,27 @@ msgid "" "However, the image is exported as a PNG file, so :ref:`custom HTML pages " "<doc_customizing_html5_shell>` can display it." msgstr "" +"Сторінка HTML за замовчуванням не відображає заставку завантаження під час " +"завантаження. Однак зображення експортується як файл PNG, тому :ref:" +"`користувацькі HTML-сторінки<doc_customizing_html5_shell>` можуть " +"відображати його." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:199 -#, fuzzy msgid "Shader language limitations" -msgstr "Зберегти анімацію" +msgstr "Обмеження мови шейдерів" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:201 msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" +"При експорті проекту GLES2 у HTML5 буде використовуватися WebGL 1.0. WebGL " +"1.0 не підтримує динамічні цикли, тому шейдери, що використовують їх, там не " +"працюватимуть." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:205 msgid "Serving the files" -msgstr "" +msgstr "Обслуговування файлів" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:207 msgid "" @@ -413,6 +500,10 @@ msgid "" "server, including a default HTML page for presentation. A custom HTML file " "can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" +"Експорт для Інтернету генерує декілька файлів, що подаються з веб-сервера, " +"включаючи сторінку HTML за замовчуванням для презентації. Можна " +"використовувати власний HTML-файл, дивіться :ref:" +"`doc_customizing_html5_shell`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:211 msgid "" @@ -420,6 +511,9 @@ msgid "" "servers and can be renamed to e.g. ``index.html`` at any time, its name is " "never depended on by default." msgstr "" +"Створений файл ``.html`` можна використовувати як ``DirectoryIndex`` на " +"серверах Apache, і його можна перейменовувати, наприклад, ``index.html`` у " +"будь-який час, за замовчуванням його назва незалежна." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:215 msgid "" @@ -427,6 +521,9 @@ msgid "" "way it can be inserted into an ``<iframe>`` with the game's size, as is " "common on most web game hosting sites." msgstr "" +"Сторінка HTML малює гру на максимальному розмірі у вікні браузера. Таким " +"чином його можна вставити в ``<iframe>`` розмір гри, як це поширено на " +"більшості веб-сайтів хостингу веб-ігор." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:219 msgid "" @@ -438,6 +535,14 @@ msgid "" "image. It is not used in the default HTML page, but is included for :ref:" "`custom HTML pages <doc_customizing_html5_shell>`." msgstr "" +"Інші експортовані файли подаються такими, якими вони є, поруч із файлом ``." +"html``, без зміни назв. Файл ``.wasm`` представляє собою двійковий модуль " +"WebAssembly реалізації движка. Файл ``.pck`` є основним пакетом Godot, що " +"містить вашу гру. Файл ``.js`` містить стартовий код і використовується " +"файлом ``.html`` для доступу до движка. Файл ``.png`` містить заставку " +"завантаження. Він не використовується на HTML-сторінці за замовчуванням, але " +"включений для :ref:`користувацьких сторінок " +"HTML<doc_customizing_html5_shell>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:227 msgid "" @@ -445,12 +550,17 @@ msgid "" "`application/octet-stream`. The ``.wasm`` file is delivered as :mimetype:" "`application/wasm`." msgstr "" +"Файл ``.pck`` є бінарним, і, як правило , поставляється з MIME-типом :" +"mimetype:`application/octet-stream`. Файл ``.wasm`` поставляється в вигляді :" +"mimetype:`application/wasm`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:231 msgid "" "Delivering the WebAssembly module (``.wasm``) with a MIME-type other than :" "mimetype:`application/wasm` can prevent some start-up optimizations." msgstr "" +"Постачання модуля WebAssembly (``.wasm``) з MIME-типом відмінним від :" +"mimetype:`application/wasm` може запобігти деякій оптимізації запуску." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:235 msgid "" @@ -459,10 +569,14 @@ msgid "" "WebAssembly module compresses particularly well, down to around a quarter of " "its original size with gzip compression." msgstr "" +"Передача файлів із стисненням на стороні сервера рекомендується, особливо " +"для файлів ``.pck`` і ``.wasm``, які зазвичай мають великий розмір. Модуль " +"WebAssembly стискає особливо добре, приблизно до чверті свого початкового " +"розміру за допомогою стиснення gzip." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:240 msgid "**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)" -msgstr "" +msgstr "**Хости, що забезпечують швидке стискання:** GitHub Pages (gzip)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:242 msgid "" @@ -470,10 +584,13 @@ msgid "" "(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-" "compression/>`__)" msgstr "" +"**Хости, які не забезпечують швидке стискання:** itch.io, GitLab Pages " +"(`підтримує ручне попереднє стиснення<https://webd97.de/post/gitlab-pages-" +"compression/>`__)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:248 msgid "Calling JavaScript from script" -msgstr "" +msgstr "Виклик JavaScript із скрипта" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:250 msgid "" @@ -483,49 +600,66 @@ msgid "" "as JavaScript code. This allows interacting with the browser in ways not " "possible with script languages integrated into Godot." msgstr "" +"У веб-збірках реалізовано синглтон ``JavaScript``. Він пропонує єдиний метод " +"із назвою ``eval``, який працює подібно до однойменної функції JavaScript. " +"Він приймає рядок як аргумент і виконує його як код JavaScript. Це дозволяє " +"скриптовим мовам інтегрованим в Godot взаємодіяти з браузером неможливими " +"шляхами." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:261 msgid "" "The value of the last JavaScript statement is converted to a GDScript value " "and returned by ``eval()`` under certain circumstances:" msgstr "" +"Значення останнього оператора JavaScript перетворюється у значення GDScript " +"і повертається ``eval()`` за певних обставин:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:264 msgid "JavaScript ``number`` is returned as GDScript :ref:`class_float`" -msgstr "" +msgstr "``number`` JavaScript повертається як :ref:`class_float` GDScript" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:265 msgid "JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`" -msgstr "" +msgstr "``boolean`` JavaScript повертається як :ref:`class_bool` GDScript" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:266 msgid "JavaScript ``string`` is returned as GDScript :ref:`class_String`" -msgstr "" +msgstr "``string`` JavaScript повертається як :ref:`class_String` GDScript" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:267 msgid "" "JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as " "GDScript :ref:`class_PoolByteArray`" msgstr "" +"JavaScript ``ArrayBuffer``, ``TypedArray`` і ``DataView`` повертаються як :" +"ref:`class_PoolByteArray` GDScript" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:276 msgid "Any other JavaScript value is returned as ``null``." -msgstr "" +msgstr "Будь-яке інше значення JavaScript повертається як ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" +"Шаблони експорту HTML5 можуть бути :ref:`побудовані <doc_compiling_for_web>` " +"без підтримки синглтонів для покращення безпеки. З такими шаблонами та на " +"платформах, відмінних від HTML5, виклик ``JavaScript.eval`` буде також " +"повертати ``null``. Наявність синглтона можна перевірити за допомогою " +"``JavaScript`` :ref:`тега функції <doc_feature_tags>`:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:292 msgid "" "GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in " "``my_func3()`` above, are useful to keep JavaScript code readable." msgstr "" +"Багаторядні рядки GDScript, оточені 3 лапками, ``\"\"\"`` як зазначено вище " +"в ``my_func3()``, корисні для збереження коду JavaScript читабельним." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:295 msgid "" @@ -533,3 +667,7 @@ msgid "" "specifies whether to execute the code in the global execution context, " "defaulting to ``false`` to prevent polluting the global namespace::" msgstr "" +"Метод ``eval`` також приймає другий, додатковий аргумент Boolean, який " +"визначає , чи слід виконати код в глобальному контексті виконання, за " +"замовчуванням ``false`` , щоб запобігти забрудненню глобального простору " +"імен:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index c7b572966e..52c4628227 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,9 +22,8 @@ msgid "Exporting packs, patches, and mods" msgstr "Експорт пакетів, патчів та модів" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:7 -#, fuzzy msgid "Use cases" -msgstr "case" +msgstr "Випадки використання" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:9 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 7798490bcd..80c4aa06f9 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -79,13 +79,12 @@ msgstr "" "налагоджувач." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:34 -#, fuzzy msgid "" "Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " "extra package files <doc_exporting_pcks>`." msgstr "" -"Нарешті, Godot має просту, але ефективну систему для створення DLC, як " -"додаткових пакетних файлів." +"Нарешті, Godot має просту, але ефективну систему для :ref:`створення DLC, як " +"додаткових пакетних файлів <doc_exporting_pcks>`." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:39 msgid "" @@ -94,6 +93,10 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>` " "and loading them at run-time." msgstr "" +"Godot поки не підтримує завантаження файлів PCK розміром більше 2 ГБ. Якщо " +"дані експортованого проекту перевищують 2 ГБ, вам потрібно буде розділити їх " +"на кілька файлів PCK, :ref:`експортуючи додаткові файли " +"PCK<doc_exporting_pcks>` та завантаживши їх під час виконання." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -251,6 +254,11 @@ msgid "" "you a list of the scenes or resources in the project, and you have to select " "every scene or resource you want to export." msgstr "" +"**Export all resources in the project** *(Експорт всіх ресурсів у проекті)* " +"експортуватиме кожен ресурс у проекті. **Export selected scenes** *(Експорт " +"вибраних сцен)* і **Export selected resources** *(Експорт вибраних " +"ресурсів)* надає вам список сцен або ресурсів у проекті, і ви повинні " +"вибрати кожну сцену або ресурс, який потрібно експортувати." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:133 msgid "Exporting from the command line" @@ -300,7 +308,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:161 msgid "PCK versus ZIP pack file formats" -msgstr "" +msgstr "Формати файлів PCK та ZIP" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:163 msgid "" @@ -308,15 +316,17 @@ msgid "" "recommended format for most use cases, but you may want to use a ZIP archive " "instead depending on your needs." msgstr "" +"Кожен формат має свої плюси і мінуси. PCK є типовим та рекомендованим " +"форматом для більшості випадків використання, але ви можете замість нього " +"скористатися архівом ZIP, залежно від ваших потреб." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:167 -#, fuzzy msgid "**PCK format:**" -msgstr "Платформи" +msgstr "**Формат PCK:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:169 msgid "Uncompressed format. Larger file size, but faster to read/write." -msgstr "" +msgstr "Нестиснутий формат. Більший розмір файлу, але швидше читання/запис." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:170 msgid "" @@ -324,15 +334,19 @@ msgid "" "operating system, even though there are `third-party tools <https://github." "com/hhyyrylainen/GodotPckTool>`__ to extract and create PCK files." msgstr "" +"Неможливо прочитати та записати за допомогою інструментів, які зазвичай " +"присутні в операційній системі користувача, хоча існують `сторонні " +"інструменти<https://github.com/hhyyrylainen/GodotPckTool>`__ для вилучення " +"та створення файлів PCK." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:175 -#, fuzzy msgid "**ZIP format:**" -msgstr "Платформи" +msgstr "**Формат ZIP:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:177 msgid "Compressed format. Smaller file size, but slower to read/write." msgstr "" +"Стиснутий формат. Менший розмір файлу, але повільніший для читання/запису." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:178 msgid "" @@ -340,6 +354,9 @@ msgid "" "system. This can be useful to make modding easier (see also :ref:" "`doc_exporting_pcks`)." msgstr "" +"доступний для читання та запису за допомогою інструментів, які зазвичай " +"присутні в операційній системі користувача. Це може бути корисно для " +"полегшення моддингу (дивіться також :ref:`doc_exporting_pcks`)." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:183 msgid "" @@ -348,6 +365,11 @@ msgid "" "use it automatically. Therefore, you have to create a *launcher script* that " "the player can double-click or run from a terminal to launch the project::" msgstr "" +"Через `відому помилку<https://github.com/godotengine/godot/pull/42123>`__, " +"під час використання ZIP-файлу як файлу пакета експортований двійковий файл " +"не намагатиметься використовувати його автоматично. Тому вам потрібно " +"створити *скрипт запуску*, який гравець може двічі клацнути або запустити з " +"терміналу, щоб запустити проект:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:195 msgid "" @@ -355,3 +377,6 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" +"Збережіть скрипт запуску та розмістіть його в тій же папці, що і " +"експортований двійковий файл. У Linux переконайтеся, що надаєте виконувані " +"дозволи скрипту запуску за допомогою команди ``chmod +x launch.sh``." diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 236de9efcf..685a1ab86d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -346,6 +346,11 @@ msgid "" "setting with the desired feature tag(s) if you want them to override base " "project settings on all platforms and configurations." msgstr "" +"Використовуючи :ref:`функцію параметрів проекту \"override.cfg\" " +"<class_ProjectSettings>` (яка не пов'язана з тегами функцій), пам'ятайте, що " +"теги функцій все ще застосовуються. Тому переконайтеся, що ви *також* " +"перевизначили налаштування за допомогою бажаних тегів, якщо хочете, щоб вони " +"замінили базові параметри проекту на всіх платформах та конфігураціях." #: ../../docs/getting_started/workflow/export/feature_tags.rst:122 msgid "Default overrides" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po index 7939e28447..84e5482d2b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index db4b103b18..5d58b3731b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "Розміщення в один клік" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "Звучить добре, що це?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "Послідовність кроків для розміщення в один клік" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -40,11 +42,12 @@ msgstr "" "т.і.), добре повідомити користувачу про таку можливість." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "Деякі платформи (на даний момент лише Android) можуть виявити, коли USB-" "пристрій підключено до комп'ютера, і пропонувати користувачеві автоматично " @@ -52,31 +55,81 @@ msgstr "" "пристрої. У галузевих термінах ця функція називається \"Розміщення в один " "клік\"." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "Послідовність кроків для розміщення в один клік" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "Сконфігурувати цільову платформу." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 -#, fuzzy +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"Сконфігурувати пристрій (впевніться, що він знаходиться в режимі " -"розробника, USB-кабель підключений, розпізнається USB тощо )" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "Підключіть пристрій..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "І все!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "Підтримує всі платформи." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "Один клік... і розміщено!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "Розміщення в один клік" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po index 24c333de53..7cc3706144 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po index f297ddbbd0..8ed26e0976 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index cca0b4650f..32b460bde8 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,14 +77,14 @@ msgstr "" "використовують їх." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:48 -#, fuzzy msgid "Style guide" -msgstr "Настанови по стилю C#" +msgstr "Настанови по стилю" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:50 msgid "" "For consistency across projects, we recommend following these guidelines:" msgstr "" +"Для узгодженості проектів рекомендуємо дотримуватися наступних вказівок:" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:52 msgid "" @@ -94,11 +94,18 @@ msgid "" "the convention is to name them after the class name which should be in " "PascalCase." msgstr "" +"Використовуйте **snake_case** для назв папок та файлів (за винятком скриптів " +"C#). Це обходить проблеми з чутливістю до регістру, які можуть з’явитися " +"після експорту проекту в Windows. Скрипти C# є винятком із цього правила, " +"оскільки домовленість полягає у присвоєнні їм назви класу, яка має бути в " +"PascalCase." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:57 msgid "" "Use **PascalCase** for node names, as this matches built-in node casing." msgstr "" +"Використовуйте **PascalCase** для назв вузлів, оскільки це відповідає " +"вбудованому стилю." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58 msgid "" @@ -108,6 +115,11 @@ msgid "" "if you use third-party game assets for a character, it makes more sense to " "include them within the same folder as the character scenes and scripts." msgstr "" +"Загалом, зберігайте сторонні ресурси в папці верхнього рівня ``addons/``, " +"навіть якщо це не плагіни редактора. Це полегшує відстеження файлів " +"сторонніх виробників. З цього правила є деякі винятки; наприклад, якщо ви " +"використовуєте сторонні ігрові ресурси для персонажа, то має сенс включити " +"їх до тієї самої папки, що і сцени персонажів та скрипти." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:65 msgid "Importing" @@ -171,7 +183,7 @@ msgstr "" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:96 msgid "Case sensitivity" -msgstr "" +msgstr "Чутливість до регістру" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:98 msgid "" @@ -182,12 +194,22 @@ msgid "" "stick to ``snake_case`` naming for all files in the project (and lowercase " "characters in general)." msgstr "" +"У Windows та останніх версіях macOS за замовчуванням використовуються " +"нечутливі до регістру файлові системи, тоді як у дистрибутивах Linux за " +"замовчуванням використовується чутлива до регістру файлова система. Це може " +"спричинити проблеми після експорту проекту, оскільки віртуальна файлова " +"система PCK Godot чутлива до регістру. Щоб цього уникнути, рекомендується " +"дотримуватися стилю snake_case для іменування усіх файлів у проекті (та " +"малих символів загалом)." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:107 msgid "" "You can break this rule when style guides say otherwise (such as the C# " "style guide). Still, be consistent to avoid mistakes." msgstr "" +"Ви можете порушити це правило, коли в керівництві по стилю рекомендує інше " +"(наприклад, в посібник зі стилю C#). Однак будьте послідовними, щоб уникнути " +"помилок." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:110 msgid "" @@ -196,6 +218,9 @@ msgid "" "Subsystem for Linux feature, run the following command in a PowerShell " "window::" msgstr "" +"У Windows 10, щоб уникнути помилок, пов’язаних з чутливістю до регістру, ви " +"також можете зробити папку проекту чутливою до регістру. Увімкнувши функцію " +"Windows Subsystem для Linux, запустіть таку команду у вікні PowerShell:" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:120 msgid "" @@ -203,3 +228,6 @@ msgid "" "following line in a PowerShell window *running as Administrator* then reboot " "when asked::" msgstr "" +"Якщо ви не ввімкнули Windows Subsystem для Linux, ви можете ввести наступний " +"рядок у вікні PowerShell, що *працює від імені адміністратора*, а потім " +"перезавантажити на запит:" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index d46df6a269..c8ea7eb3a5 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:4 msgid "Version Control Systems" -msgstr "" +msgstr "Системи контролю версій" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:7 msgid "Introduction" @@ -33,11 +33,15 @@ msgid "" "you are using. VCS can be setup or shut down in the editor under **Project > " "Version Control**." msgstr "" +"Godot прагне бути VCS доброзичливим та генерувати переважно читабельні та " +"об’єднуючі файли. Godot також підтримує використання систем контролю версій " +"у самому редакторі. Однак VCS у редакторі вимагає плагін для конкретного " +"VCS, який ви використовуєте. VCS можна налаштувати або вимкнути в редакторі " +"в меню **Проект> Керування версіями**." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:17 -#, fuzzy msgid "Official Git plugin" -msgstr "Компіляція нашого додатка" +msgstr "Офіційний плагін Git" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:19 msgid "" @@ -47,26 +51,35 @@ msgid "" "Documentation on how to use the Git plugin can be found `here <https://" "github.com/godotengine/godot-git-plugin/wiki>`__." msgstr "" +"Використання Git зсередини редактора підтримується офіційним плагіном. Ви " +"можете знайти найновіші випуски `тут <https://github.com/godotengine/godot-" +"git-plugin/releases>`__ (він недоступний у бібліотеці ресурсів). " +"Документацію щодо використання плагіна Git можна знайти `тут <https://github." +"com/godotengine/godot-git-plugin/wiki>`__." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:27 msgid "Files to exclude from VCS" -msgstr "" +msgstr "Файли для виключення з VCS" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:29 msgid "There are some folders Godot creates you should have your VCS ignore:" -msgstr "" +msgstr "Є кілька папок, які створює Godot, і які ваш VCS має ігнорувати:" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:31 msgid "" "``.import/``: This folder stores all the files it imports automatically " "based on your source assets and their import flags." msgstr "" +"``.import/``: Ця папка зберігає всі файли, які імпортується автоматично, на " +"основі ваших вихідних ресурсів та їх позначок імпорту." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:33 msgid "" "``*.translation``: These files are binary imported translations generated " "from CSV files." msgstr "" +"``*.translation``: Ці файли є двійковими імпортованими перекладами, " +"створеними з файлів CSV." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:34 msgid "" @@ -74,17 +87,21 @@ msgid "" "project, including sensitive information such as Android keystore " "credentials." msgstr "" +"``export_presets.cfg``: Цей файл містить усі попередні налаштування експорту " +"для проекту, включаючи конфіденційну інформацію, таку як облікові дані " +"сховища ключів Android." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:36 msgid "" "``.mono/``: This folder stores automatically-generated Mono files. It only " "exists in projects that use the Mono version of Godot." msgstr "" +"``.mono/``: Ця папка зберігає автоматично генеровані Mono файли. Вона існує " +"лише в проектах, що використовують Mono версію Godot." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:40 -#, fuzzy msgid "Working with Git on Windows" -msgstr "Працюємо у Windows" +msgstr "Робота з Git у Windows" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:42 msgid "" @@ -93,3 +110,7 @@ msgid "" "by Git due to their line endings being converted automatically. It is better " "to set this option as::" msgstr "" +"Більшість клієнтів Git для Windows налаштовано з ``core.autocrlf`` " +"встановленим на ``true``. Це може призвести до непотрібного позначення " +"файлів як модифікованих Git через автоматичне перетворення закінчень їх " +"рядків. Краще встановити цей параметр як:" diff --git a/sphinx/po/uk/LC_MESSAGES/index.po b/sphinx/po/uk/LC_MESSAGES/index.po index 70cb563004..526a550a0f 100644 --- a/sphinx/po/uk/LC_MESSAGES/index.po +++ b/sphinx/po/uk/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -123,7 +123,6 @@ msgstr "" "використовувати функцію пошуку у верхньому лівому куті." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " @@ -131,9 +130,9 @@ msgid "" "the top-level ``index.html`` in a web browser." msgstr "" "Ви також можете ` завантажити HTML-копію <https://nightly.link/godotengine/" -"godot-docs/workflows/build_offline_docs/3.3/godot-docs-html.zip>`__ для " -"читання в автономному режимі (оновлюється щопонеділка). Розпакуйте ZIP-" -"архів, а потім відкрийте ``index.html`` у веб-браузері." +"godot-docs/workflows/build_offline_docs/master/godot-docs-html-stable." +"zip>`__ для читання в автономному режимі (оновлюється щопонеділка). " +"Розпакуйте ZIP-архів, а потім відкрийте ``index.html`` у веб-браузері." #: ../../docs/index.rst:45 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 970525f10f..dba18e3ff1 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:4 msgid "2D lights and shadows" -msgstr "" +msgstr "2D світло і тінь" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:7 msgid "Introduction" @@ -33,6 +33,11 @@ msgid "" "the resources used in the final demo and then describes how to make a scene " "like the demo step by step." msgstr "" +"Цей урок пояснює, як працює 2D-освітлення в демонстраційному проекті `світло " +"і тінь <https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"lights_and_shadows>`_. Він починається з короткого опису ресурсів, " +"використаних у фінальній демонстрації, а потім описує, як поетапно зробити " +"сцену з демонстрації." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:16 msgid "" @@ -42,6 +47,11 @@ msgid "" "downloaded from the Project Manager. Launch Godot and in the top bar select " "\"Templates\" and search for \"2D Lights and Shadows Demo\"." msgstr "" +"Усі ресурси цього урока можна знайти в `офіційному демо сховищі <https://" +"github.com/godotengine/godot-demo-projects>`_ на GitHub. Пропоную " +"завантажити його перед початком роботи. Крім того, його можна завантажити з " +"Менеджера Проекта. Запустіть Godot і на верхній панелі виберіть **Шаблони** " +"та знайдіть \"2D Lights and Shadows Demo\"." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:22 msgid "Setup" @@ -53,6 +63,9 @@ msgid "" "casters, and one for the background. I've included links to them all here if " "you want to download them separately from the demo." msgstr "" +"Для цієї демонстрації ми використовуємо чотири текстури: дві для світла, " +"одну для тіні і одну для фону. Я включив тут посилання на всі, якщо ви " +"хочете завантажити їх окремо від демонстрації." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:28 msgid "" @@ -61,6 +74,10 @@ msgid "" "lights_and_shadows/background.png>`_) used in the demo. You do not " "necessarily need a background, but we use one for the demo." msgstr "" +"Перша - це фонове зображення (`background.png <https://raw.githubusercontent." +"com/godotengine/godot-demo-projects/master/2d/lights_and_shadows/background." +"png>`_), яке використовується в демонстраційній версії. Вам не обов’язково " +"потрібен фон, але ми використовуємо його для демонстрації." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:31 msgid "" @@ -69,6 +86,11 @@ msgid "" "lights_and_shadows/caster.png>`_) to use as our shadow caster object. For a " "top down game this could be a wall or any other object that casts a shadow." msgstr "" +"Друга - це звичайне чорне зображення (`caster.png <https://raw." +"githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"lights_and_shadows/caster.png>`_), яке буде використано в якості об'єкта, що " +"відкидає тінь. Для гри зверху вниз це може бути стіна, або будь-який інший " +"предмет, що кидає тінь." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:35 msgid "" @@ -79,6 +101,12 @@ msgid "" "1024x1024 pixels, so you should use it to cover 1024x1024 pixels in your " "game." msgstr "" +"Далі йде саме світло (`light.png <https://raw.githubusercontent.com/" +"godotengine/godot-demo-projects/master/2d/lights_and_shadows/light.png>`_). " +"Якщо натиснути посилання, ви помітите, наскільки воно велике. Зображення, " +"яке ви використовуєте для світла, повинно охоплювати область, яку ви хочете, " +"щоб ваше світло покривало. Це зображення має розмір 1024x1024 пікселів, тому " +"ви повинні використовувати його для покриття 1024x1024 пікселів у грі." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:40 msgid "" @@ -88,6 +116,11 @@ msgid "" "light is and the larger light image to show the effect of the light upon the " "rest of the scene." msgstr "" +"Нарешті, ми маємо зображення прожектора (`spot.png <https://raw." +"githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"lights_and_shadows/spot.png>`_). Демо використовує крапку, щоб показати, де " +"знаходиться світло, і більше світле зображення, щоб показати вплив світла на " +"решту сцени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:46 msgid "Nodes" @@ -95,37 +128,38 @@ msgstr "Вузли" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:52 msgid "The demo uses four different nodes:" -msgstr "" +msgstr "Демонстрація використовує чотири різні вузли:" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:49 -#, fuzzy msgid ":ref:`CanvasModulate <class_CanvasModulate>`" -msgstr ":ref:`Quat <class_Quat>`" +msgstr ":ref:`CanvasModulate <class_CanvasModulate>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:50 -#, fuzzy msgid ":ref:`Sprite <class_Sprite>`" -msgstr ":ref:`RID<class_rid>`" +msgstr ":ref:`Sprite <class_Sprite>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:51 -#, fuzzy msgid ":ref:`Light2D <class_Light2D>`" -msgstr ":ref:`Rect2 <class_Rect2>`" +msgstr ":ref:`Light2D <class_Light2D>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:52 msgid ":ref:`LightOccluder2D <class_LightOccluder2D>`" -msgstr "" +msgstr ":ref:`LightOccluder2D <class_LightOccluder2D>`" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:54 msgid "" ":ref:`CanvasModulate<class_CanvasModulate>` is used to darken the scene." msgstr "" +":ref:`CanvasModulate<class_CanvasModulate>` використовується для затемнення " +"сцени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:56 msgid "" ":ref:`Sprites <class_Sprite>` are used to display the textures for the light " "blobs, the background, and for the shadow casters." msgstr "" +":ref:`Sprites <class_Sprite>` використовуються для відображення текстур " +"світлових плям, фону та об'єктів, що відкидають тінь." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:59 msgid "" @@ -134,6 +168,10 @@ msgid "" "to simulate lighting. But it can be used in other ways, for example masking " "out parts of the scene." msgstr "" +":ref:`Light2Ds <class_Light2D>` використовуються для освітлення сцени. " +"Зазвичай світло працює шляхом додавання вибраної текстури до решти сцени для " +"імітації освітлення. Але його можна використовувати і іншими способами, " +"наприклад, маскуванням частин сцени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:63 msgid "" @@ -142,6 +180,10 @@ msgid "" "covered by the :ref:`Light2D <class_Light2D>` and their direction is based " "on the center of the :ref:`Light <class_Light2D>`." msgstr "" +":ref:`LightOccluder2Ds <class_LightOccluder2D>` використовуються, щоб " +"повідомляти шейдеру, які частини сцени відкидають тінь. Тіні з’являються " +"лише на ділянках, покритих :ref:`Light2D <class_Light2D>` і їх напрямок " +"залежить від центра :ref:`Світла <class_Light2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:68 msgid "Lights" @@ -153,24 +195,32 @@ msgid "" "Texture. They use additive blending to add the color of their texture to the " "scene." msgstr "" +":ref:`Світла <class_Light2D>` охоплюють всю протяжність відповідної " +"текстури. Вони використовують суміш добавок, щоб додати колір своєї фактури " +"до сцени." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:75 msgid "" ":ref:`Lights <class_Light2D>` have four ``Modes``: ``Add``, ``Sub``, " "``Mix``, and ``Mask``." msgstr "" +":ref:`Світло <class_Light2D>` має чотири **Mode** *(Режими)*: ``Add``, " +"``Sub``, ``Mix``, і ``Mask``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:77 msgid "" "``Add`` adds the color of the light texture to the scene. It brightens the " "area under the light." msgstr "" +"``Add`` додає колір текстури світла до сцени. Він освітлює область під " +"світлом." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:79 msgid "" "``Sub`` subtracts the color of the light from the scene. It darkens the area " "under the light." msgstr "" +"``Sub`` віднімає колір світла зі сцени. Він затемнює область під світлом." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:81 msgid "" @@ -178,12 +228,16 @@ msgid "" "resulting brightness is halfway between the color of the light and the color " "underneath." msgstr "" +"``Mix`` змішує колір світла з основою сцени. Отримана яскравість десь " +"посередині між кольором світла та кольором під ним." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:84 msgid "" "``Mask`` is used to mask out areas that are covered by the light. Masked out " "areas are hidden or revealed based on the color of the light." msgstr "" +"``Mask`` використовується для маскування ділянок, покритих світлом. " +"Замасковані ділянки приховані або розкриті залежно від кольору світла." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:87 msgid "" @@ -193,22 +247,31 @@ msgid "" "light source. A child :ref:`Sprite <class_Sprite>` is not necessary to make " "a :ref:`Light <class_Light2D>` work." msgstr "" +"В демонстрації світло має два компоненти: власне :ref:`Light " +"<class_Light2D>`(яке є ефектом світла) та пляма :ref:`Sprite " +"<class_Sprite>`, яка є зображенням, що показує розташування джерела світла. " +"Нащадок :ref:`Sprite <class_Sprite>` не потрібен для роботи :ref:`Light " +"<class_Light2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:95 msgid "Shadows" -msgstr "" +msgstr "Тіні" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:97 msgid "" "Shadows are made by intersecting a :ref:`Light <class_Light2D>` with a :ref:" "`LightOccluder2D <class_LightOccluder2D>`." msgstr "" +"Тіні створюються перетином :ref:`Light <class_Light2D>` з :ref:" +"`LightOccluder2D <class_LightOccluder2D>`." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:99 msgid "" "By default shadows are turned off. To turn them on click on the :ref:`Light " "<class_Light2D>` and under the Shadows section check ``Enabled``." msgstr "" +"За замовчуванням тіні вимкнені. Щоб увімкнути їх, натисніть на :ref:`Light " +"<class_Light2D>` і в розділі Тіні поставте галочку ``Enabled``." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:102 msgid "" @@ -218,6 +281,12 @@ msgid "" "`LightOccluder2D <class_LightOccluder2D>` looks like a dark spot and in this " "demo the :ref:`Sprite <class_Sprite>` is just a black square." msgstr "" +"У демонстраційній версії ми використовуємо :ref:`Sprite <class_Sprite>`з " +"текстурою на ньому для створення об'єктів, що відкидають тінь, але насправді " +"все, що вам потрібно - це пара :ref:`LightOccluder2D " +"<class_LightOccluder2D>`. Сам по собі :ref:`LightOccluder2D " +"<class_LightOccluder2D>` виглядає темною плямою, і в цій демонстрації :ref:" +"`Sprite <class_Sprite>` - це просто чорний квадрат." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 msgid "Step by step" @@ -229,6 +298,9 @@ msgid "" "step by step through the process of making a scene like the one found in the " "demo." msgstr "" +"Тепер, коли ми розкрили основи використовуваних вузлів, ми можемо крок за " +"кроком пройти процес створення сцени, подібної до тієї, що міститься в " +"демонстрації." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:113 msgid "" @@ -238,6 +310,11 @@ msgid "" "can be any background you choose. For this style of shadow it is most likely " "to be a floor texture." msgstr "" +"Спочатку додайте :ref:`Sprite <class_Sprite>` і встановіть його текстуру як " +"`фонове зображення <https://raw.githubusercontent.com/godotengine/godot-demo-" +"projects/master/2d/lights_and_shadows/background.png>`_. Для вашої гри це " +"може бути будь-який фон, який ви оберете. Для цього стилю тіней це, швидше " +"за все, текстура підлоги." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:118 msgid "" @@ -248,6 +325,12 @@ msgid "" "is set to ``add``. This means that each light adds its own color to whatever " "is underneath." msgstr "" +"Далі створіть три :ref:`Light2D <class_Light2D>` і встановіть їх текстуру на " +"`зображення світла <https://raw.githubusercontent.com/godotengine/godot-demo-" +"projects/master/2d/lights_and_shadows/light.png>`_. Ви можете змінити їх " +"колір у верхньому розділі. За замовчуванням тіні вимкнені, а **mode** " +"встановлений на значенні ``add``. Це означає, що кожне світло додає свій " +"колір усьому, що знаходиться під ним." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:124 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_meshes.po index 71d221bbc7..c050cca5c5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po index da9fc218ea..c1612ada72 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_movement.rst:4 msgid "2D movement overview" -msgstr "" +msgstr "Огляд руху в 2D просторі" #: ../../docs/tutorials/2d/2d_movement.rst:7 msgid "Introduction" @@ -31,6 +31,10 @@ msgid "" "the style of game you're making, you may have special requirements, but in " "general the movement in most 2D games is based on a small number of designs." msgstr "" +"Кожен початківець стикався з питанням: \"Як я буду переміщувати свого " +"персонажа?\" Залежно від стилю гри, яку ви робите, ви можете мати особливі " +"вимоги, але загалом рух у більшості 2D-ігор базується на невеликій кількості " +"конструкцій." #: ../../docs/tutorials/2d/2d_movement.rst:13 msgid "" @@ -38,6 +42,9 @@ msgid "" "but the principles will apply to other node types (Area2D, RigidBody2D) as " "well." msgstr "" +"Для цих прикладів ми використовуватимемо :ref:`KinematicBody2D " +"<class_KinematicBody2D>`, але принципи будуть застосовуватися і до інших " +"типів вузлів (Area2D, RigidBody2D)." #: ../../docs/tutorials/2d/2d_movement.rst:19 msgid "Setup" @@ -50,6 +57,10 @@ msgid "" "You can use the Godot icon (\"icon.png\") for the Sprite's texture or use " "any other 2D image you have." msgstr "" +"У кожному прикладі нижче використовується однакова настройка сцени. Почніть " +"з ``KinematicBody2D`` з двома нащадками: ``Sprite`` і ``CollisionShape2D``. " +"Ви можете використовувати піктограму Godot (\"icon.png\") для текстури " +"спрайта, або будь-яке інше 2D зображення, яке у вас є." #: ../../docs/tutorials/2d/2d_movement.rst:25 msgid "" @@ -57,11 +68,13 @@ msgid "" "the following input actions (see :ref:`InputEvent <doc_inputevent>` for " "details):" msgstr "" +"Відкрийте **Проект -> Параметри проекта** та виберіть вкладку **Карта " +"введення**. Додайте такі дії (щоб дізнатися більше дивіться :ref:`Події " +"Вводу <doc_inputevent>`):" #: ../../docs/tutorials/2d/2d_movement.rst:31 -#, fuzzy msgid "8-way movement" -msgstr "Пересування" +msgstr "8-бічний рух" #: ../../docs/tutorials/2d/2d_movement.rst:33 msgid "" @@ -70,10 +83,14 @@ msgid "" "way movement\" comes from the fact that the player can move diagonally by " "pressing two keys at the same time." msgstr "" +"У цьому випадку ви хочете, щоб користувач користувався чотирма клавішами " +"(стрілками вгору/вліво/вниз/вправо, або W/A/S/D) для переміщення у вибраному " +"напрямку. Назва «8-бічний рух» походить від того, що гравець може рухатися " +"по діагоналі, натискаючи дві клавіші одночасно." #: ../../docs/tutorials/2d/2d_movement.rst:39 msgid "Add a script to the kinematic body and add the following code:" -msgstr "" +msgstr "Додайте скрипт до кінематичного тіла з таким кодом:" #: ../../docs/tutorials/2d/2d_movement.rst:103 msgid "" @@ -82,18 +99,27 @@ msgid "" "opposite keys cancel each other out, but will also result in diagonal " "movement being faster due to the two directions being added together." msgstr "" +"У функції ``get_input()`` ми перевіряємо чотири клавішні події та " +"підсумовуємо їх, щоб отримати вектор швидкості. Це добре тому, що дві " +"протилежні клавіші відміняють одна одну, але також призведе до швидшого руху " +"діагоналі через додавання двох напрямків." #: ../../docs/tutorials/2d/2d_movement.rst:108 msgid "" "We can prevent that if we *normalize* the velocity, which means we set its " "*length* to ``1``, and multiply by the desired speed." msgstr "" +"Ми можемо запобігти цьому *нормалізувавши* швидкість, тобто встановивши " +"*довжину вектора* на ``1``, і помноживши на потрібну швидкість." #: ../../docs/tutorials/2d/2d_movement.rst:111 msgid "" "If you've never used vector math before, or need a refresher, you can see an " "explanation of vector usage in Godot at :ref:`doc_vector_math`." msgstr "" +"Якщо ви ніколи раніше не використовували векторну математику або вам " +"потрібно освіжити знання, ви можете переглянути пояснення використання " +"вектора у Godot на :ref:`doc_vector_math`." #: ../../docs/tutorials/2d/2d_movement.rst:116 msgid "" @@ -101,10 +127,13 @@ msgid "" "you've set up input actions correctly as described in the :ref:" "`doc_2d_movement_setup` part of this tutorial." msgstr "" +"Якщо вищенаведений код нічого не робить під час натискання клавіш, " +"перевірте, чи правильно ви налаштували дії введення, як описано в частині :" +"ref:`doc_2d_movement_setup` цього урока." #: ../../docs/tutorials/2d/2d_movement.rst:121 msgid "Rotation + movement" -msgstr "" +msgstr "Обертання + рух" #: ../../docs/tutorials/2d/2d_movement.rst:123 msgid "" @@ -113,6 +142,10 @@ msgid "" "the character, while up/down moves it forward or backward in whatever " "direction it's facing." msgstr "" +"Цей тип руху іноді називають \"Астероїдним стилем\", оскільки він нагадує " +"роботу цієї класичної аркадної гри. Натискання вліво/вправо обертає " +"персонажа, тоді як вгору/вниз рухає його вперед, або назад, у будь-якому " +"напрямку, до якого він спрямований." #: ../../docs/tutorials/2d/2d_movement.rst:198 msgid "" @@ -121,6 +154,10 @@ msgid "" "rotation. The rotation is applied directly to the body's ``rotation`` " "property." msgstr "" +"Тут ми додали дві нові змінні для відстеження нашого напрямку обертання та " +"швидкості. Знову ж таки, натискання обох клавіш одночасно призведе до " +"скасування та не призведе до обертання. Обертання застосовується " +"безпосередньо до властивості тіла ``rotation``." #: ../../docs/tutorials/2d/2d_movement.rst:202 msgid "" @@ -129,10 +166,14 @@ msgid "" "function that you can use in many circumstances where you would otherwise " "need to apply trigonometric functions." msgstr "" +"Для встановлення швидкості ми використовуємо метод ``Vector2.rotated()`` " +"так, щоб він вказував у тому ж напрямку, що і тіло. ``rotated()`` є корисною " +"векторною функцією, яку ви можете використовувати в багатьох випадках, в " +"яких за інших умов довелося б застосувати тригонометричні функції." #: ../../docs/tutorials/2d/2d_movement.rst:208 msgid "Rotation + movement (mouse)" -msgstr "" +msgstr "Обертання + рух (мишкою)" #: ../../docs/tutorials/2d/2d_movement.rst:210 msgid "" @@ -141,6 +182,9 @@ msgid "" "character will always \"look at\" the mouse pointer. The forward/back inputs " "remain the same, however." msgstr "" +"Цей стиль руху є різновидом попереднього. Цього разу напрямок задається " +"положенням мишки, замість клавіатури. Персонаж завжди буде \"дивитись\" на " +"курсор мишки. Однак вхідні дані вперед/назад залишаються незмінними." #: ../../docs/tutorials/2d/2d_movement.rst:269 msgid "" @@ -148,16 +192,21 @@ msgid "" "point the player towards a given position. Without this function, you could " "get the same effect by setting the angle like this:" msgstr "" +"Тут ми використовуємо метод :ref:`Node2D <class_Node2D>` ``look_at()``, щоб " +"спрямувати гравця на певну позицію. Без цієї функції ви можете отримати той " +"самий ефект, встановивши кут так:" #: ../../docs/tutorials/2d/2d_movement.rst:284 msgid "Click-and-move" -msgstr "" +msgstr "Клацай і рухайся" #: ../../docs/tutorials/2d/2d_movement.rst:286 msgid "" "This last example uses only the mouse to control the character. Clicking on " "the screen will cause the player to move to the target location." msgstr "" +"Цей останній приклад використовує лише мишку для управління персонажем. " +"Натискання на екрані призведе до переміщення гравця до цільового місця." #: ../../docs/tutorials/2d/2d_movement.rst:343 msgid "" @@ -166,18 +215,27 @@ msgid "" "moves slightly past the position and tries to move back, only to move too " "far and repeat." msgstr "" +"Зверніть увагу на перевірку ``distance_to()``, яку ми робимо перед " +"переміщенням. Без цього тесту тіло буде \"тремтіти\", досягнувши цільового " +"положення, коли воно просунеться трохи задалеко, спробує повернутися назад, " +"знову проскочивши цільове положення, і так без кінця." #: ../../docs/tutorials/2d/2d_movement.rst:348 msgid "" "Uncommenting the ``look_at()`` line will also turn the body to point in its " "direction of motion if you prefer." msgstr "" +"Знявши коментар з рядка ``look_at()``, ви також повернете тіло в напрямку " +"руху, якщо вам так більше подобається." #: ../../docs/tutorials/2d/2d_movement.rst:351 msgid "" "This technique can also be used as the basis of a \"following\" character. " "The ``target`` position can be that of any object you want to move to." msgstr "" +"Цей прийом також може бути використаний як основа \"відстежуючого\" " +"персонажа. Позицією ``target`` *(ціль)* може бути будь-який об'єкт, до якого " +"ви хочете перейти." #: ../../docs/tutorials/2d/2d_movement.rst:355 msgid "Summary" @@ -189,9 +247,14 @@ msgid "" "projects. Feel free to use them and experiment with them to see what you can " "make." msgstr "" +"Ці зразки коду можуть стати корисними в якості основи для ваших власних " +"проектів. Сміливо використовуйте їх і експериментуйте з ними, щоб побачити, " +"що ви можете зробити." #: ../../docs/tutorials/2d/2d_movement.rst:360 msgid "" "You can download this sample project here: :download:`2D_movement_demo.zip " "<files/2D_movement_demo.zip>`" msgstr "" +"Цей зразок проекту ви можете завантажити тут: :download:`2D_movement_demo." +"zip <files/2D_movement_demo.zip>`" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 07d16e2889..a9118dc573 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,14 +32,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -136,7 +136,7 @@ msgstr "AnimationPlayer" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -148,44 +148,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -293,6 +293,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po index 7851add64f..687d941ba4 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:4 msgid "Viewport and canvas transforms" -msgstr "" +msgstr "Перетворення вікна перегляду та полотна" #: ../../docs/tutorials/2d/2d_transforms.rst:7 msgid "Introduction" @@ -31,10 +31,13 @@ msgid "" "they draw their content locally to the time they are drawn onto the screen. " "This overview discusses very low level details of the engine." msgstr "" +"Це огляд 2D-перетворень, що відбуваються з вузлами від моменту, коли вони " +"малюють свій вміст локально, до того часу, коли вони потрапляють на екран. У " +"цьому огляді розглядаються деталі движка на дуже низькому рівні." #: ../../docs/tutorials/2d/2d_transforms.rst:14 msgid "Canvas transform" -msgstr "" +msgstr "Перетворення полотна" #: ../../docs/tutorials/2d/2d_transforms.rst:16 msgid "" @@ -44,6 +47,12 @@ msgid "" "has a transform (translation, rotation, scale, etc.) that can be accessed as " "a :ref:`Transform2D <class_Transform2D>`." msgstr "" +"Як уже згадувалося в попередньому посібнику :ref:`doc_canvas_layers`, кожен " +"вузол CanvasItem (пам’ятайте, що вузли на основі Node2D та Control " +"використовують CanvasItem як загальний корінь) буде знаходитись у *Шарі " +"Полотна*. Кожен шар полотна має перетворення (переміщення, обертання, " +"масштаб тощо), до якого можна отримати доступ як :ref:`Transform2D " +"<class_Transform2D>`." #: ../../docs/tutorials/2d/2d_transforms.rst:22 msgid "" @@ -51,10 +60,14 @@ msgid "" "0, in the built-in canvas. To put nodes in a different layer, a :ref:" "`CanvasLayer <class_CanvasLayer>` node can be used." msgstr "" +"Також в попередньому посібнику говорилося, що вузли за замовчуванням " +"малюються на рівні 0 на вбудованому полотні. Щоб розмістити вузли в іншому " +"шарі, можна використовувати вузол :ref:`CanvasLayer (Полотняні " +"Шари)<class_CanvasLayer>`." #: ../../docs/tutorials/2d/2d_transforms.rst:27 msgid "Global canvas transform" -msgstr "" +msgstr "Глобальне перетворення полотна" #: ../../docs/tutorials/2d/2d_transforms.rst:29 msgid "" @@ -63,10 +76,14 @@ msgid "" "individual *Canvas Layer* transforms. Generally, this transform is not of " "much use, but is used in the CanvasItem Editor in Godot's editor." msgstr "" +"Оглядові вікна також мають перетворення Global Canvas (також :ref:" +"`Transform2D <class_Transform2D>`). Це головне перетворення і впливає на всі " +"окремі перетворення *Шару полотна*. Як правило, це перетворення не надто " +"корисне, але використовується в Редакторі CanvasItem у Godot." #: ../../docs/tutorials/2d/2d_transforms.rst:36 msgid "Stretch transform" -msgstr "" +msgstr "Перетворення розтягування" #: ../../docs/tutorials/2d/2d_transforms.rst:38 msgid "" @@ -75,6 +92,11 @@ msgid "" "in :ref:`doc_multiple_resolutions`), but can also be manually set on each " "viewport." msgstr "" +"Нарешті, у вікна перегляду є *Перетворення Розтягування*, яке " +"використовується при зміні розміру або розтягуванні екрана. Це перетворення " +"використовується внутрішньо (як описано в розділі :ref:" +"`doc_multiple_resolutions`), але його також можна встановити вручну для " +"кожного вікна перегляду." #: ../../docs/tutorials/2d/2d_transforms.rst:43 msgid "" @@ -85,24 +107,31 @@ msgid "" "<class_CanvasItem_method_make_input_local>` function was added for " "convenience." msgstr "" +"Вхідні події, отримані у зворотному виклику :ref:`MainLoop._input_event() " +"<class_MainLoop_method__input_event>` помножуються на це перетворення, але " +"не мають зазначених вище. Для перетворення координат InputEvent в локальні " +"координати CanvasItem, для зручності була додана функція :ref:`CanvasItem." +"make_input_local() <class_CanvasItem_method_make_input_local>`." #: ../../docs/tutorials/2d/2d_transforms.rst:50 msgid "Transform order" -msgstr "" +msgstr "Порядок перетворень" #: ../../docs/tutorials/2d/2d_transforms.rst:52 msgid "" "For a coordinate in CanvasItem local properties to become an actual screen " "coordinate, the following chain of transforms must be applied:" msgstr "" +"Щоб координата в локальних властивостях CanvasItem стала фактичною " +"координатою екрана, необхідно застосувати такий ланцюжок перетворень:" #: ../../docs/tutorials/2d/2d_transforms.rst:58 msgid "Transform functions" -msgstr "" +msgstr "Функції перетворення" #: ../../docs/tutorials/2d/2d_transforms.rst:60 msgid "Obtaining each transform can be achieved with the following functions:" -msgstr "" +msgstr "Отримати кожне перетворення можна за допомогою таких функцій:" #: ../../docs/tutorials/2d/2d_transforms.rst:63 msgid "Type" @@ -114,39 +143,47 @@ msgstr "Перетворення" #: ../../docs/tutorials/2d/2d_transforms.rst:65 msgid "CanvasItem" -msgstr "" +msgstr "CanvasItem (Елемент Полотна)" #: ../../docs/tutorials/2d/2d_transforms.rst:65 msgid "" ":ref:`CanvasItem.get_global_transform() " "<class_CanvasItem_method_get_global_transform>`" msgstr "" +":ref:`CanvasItem.get_global_transform() " +"<class_CanvasItem_method_get_global_transform>`" #: ../../docs/tutorials/2d/2d_transforms.rst:67 msgid "CanvasLayer" -msgstr "" +msgstr "CanvasLayer (Шар Полотна)" #: ../../docs/tutorials/2d/2d_transforms.rst:67 msgid "" ":ref:`CanvasItem.get_canvas_transform() " "<class_CanvasItem_method_get_canvas_transform>`" msgstr "" +":ref:`CanvasItem.get_canvas_transform() " +"<class_CanvasItem_method_get_canvas_transform>`" #: ../../docs/tutorials/2d/2d_transforms.rst:69 msgid "CanvasLayer+GlobalCanvas+Stretch" -msgstr "" +msgstr "CanvasLayer+GlobalCanvas+Stretch(Розтягування)" #: ../../docs/tutorials/2d/2d_transforms.rst:69 msgid "" ":ref:`CanvasItem.get_viewport_transform() " "<class_CanvasItem_method_get_viewport_transform>`" msgstr "" +":ref:`CanvasItem.get_viewport_transform() " +"<class_CanvasItem_method_get_viewport_transform>`" #: ../../docs/tutorials/2d/2d_transforms.rst:72 msgid "" "Finally, then, to convert a CanvasItem local coordinates to screen " "coordinates, just multiply in the following order:" msgstr "" +"Нарешті, щоб перетворити локальні координати CanvasItem на екранні " +"координати, просто помножте їх у наступному порядку:" #: ../../docs/tutorials/2d/2d_transforms.rst:84 msgid "" @@ -155,13 +192,21 @@ msgid "" "coordinates (``CanvasItem.get_global_transform()``), to allow automatic " "screen resolution resizing to work properly." msgstr "" +"Однак майте на увазі, що, як правило, не бажано працювати з координатами " +"екрану. Рекомендований підхід полягає в тому, щоб просто працювати в " +"координатах Полотна (``CanvasItem.get_global_transform()``), щоб дозволити " +"автоматичній зміні розміру роздільної здатності екрана працювати належним " +"чином." #: ../../docs/tutorials/2d/2d_transforms.rst:90 msgid "Feeding custom input events" -msgstr "" +msgstr "Подача власних подій введення" #: ../../docs/tutorials/2d/2d_transforms.rst:92 msgid "" "It is often desired to feed custom input events to the scene tree. With the " "above knowledge, to correctly do this, it must be done the following way:" msgstr "" +"Часто бажано подавати власні події введення до дерева сцен. Маючи " +"вищезазначені знання, щоб правильно це зробити, це потрібно зробити " +"наступним чином:" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po index d436ba7f8f..c2ceb9632b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,11 +19,11 @@ msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:4 msgid "Canvas layers" -msgstr "" +msgstr "Полотняні шари" #: ../../docs/tutorials/2d/canvas_layers.rst:7 msgid "Viewport and Canvas items" -msgstr "" +msgstr "Елементи Вікно перегляду та Полотна" #: ../../docs/tutorials/2d/canvas_layers.rst:9 msgid "" @@ -33,6 +33,11 @@ msgid "" "Each item will inherit its parent's transform. This means that when the " "parent is moved, the children will move too." msgstr "" +"Звичайні 2D-вузли, такі як :ref:`Node2D<class_Node2D>` або :ref:" +"`Control<class_Control>`, успадковуються від :ref:`CanvasItem (Елемент " +"Полотна)<class_CanvasItem>`, який є основою для всіх 2D-вузлів. CanvasItem " +"можна розміщувати в дереві. Кожен елемент успадкує батьківські перетворення. " +"Це означає, що коли предка перенесуть, перемістяться і нащадки." #: ../../docs/tutorials/2d/canvas_layers.rst:16 msgid "" @@ -40,6 +45,9 @@ msgid "" "children of a :ref:`Viewport <class_Viewport>`, and will be displayed " "through it." msgstr "" +"Вузли CanvasItem та вузли, що успадковуються від них, є прямими або " +"непрямими дочірніми елементами :ref:`Viewport (Вікна " +"перегляду)<class_Viewport>` і відображатимуться через нього." #: ../../docs/tutorials/2d/canvas_layers.rst:19 msgid "" @@ -49,6 +57,11 @@ msgid "" "it contains. Nodes such as :ref:`Camera2D <class_Camera2D>` work by changing " "that transform." msgstr "" +"Viewport має властивість :ref:`Viewport." +"canvas_transform<class_Viewport_property_canvas_transform>`, що дозволяє " +"застосовувати власне перетворення :ref:`Transform2D<class_Transform2D>` до " +"ієрархії CanvasItem, яку воно містить. Такі вузли, як :ref:`Camera2D " +"<class_Camera2D>`, працюють змінюючи це перетворення." #: ../../docs/tutorials/2d/canvas_layers.rst:25 msgid "" @@ -56,18 +69,23 @@ msgid "" "transform property. This approach is more efficient than moving the root " "canvas item (and hence the whole scene)." msgstr "" +"Такі ефекти, як прокрутка, найкраще досягаються шляхом маніпулювання " +"властивістю перетворення полотна. Цей підхід є більш ефективним, ніж " +"переміщення елемента кореневого полотна (а отже, і цілої сцени)." #: ../../docs/tutorials/2d/canvas_layers.rst:28 msgid "" "Usually though, we don't want *everything* in the game or app to be subject " "to the canvas transform. Examples of this are:" msgstr "" +"Зазвичай, ми не хочемо, щоб *усе* в грі, чи додатку, підлягало перетворенню " +"полотна. Прикладами цього є:" #: ../../docs/tutorials/2d/canvas_layers.rst:31 msgid "" "**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " "stage." -msgstr "" +msgstr "**Паралакс фони**: Фони, які рухаються повільніше, ніж решта сцени." #: ../../docs/tutorials/2d/canvas_layers.rst:33 msgid "" @@ -76,20 +94,26 @@ msgid "" "display and other elements to retain their screen positions even when our " "view of the game world is changing." msgstr "" +"**UI**: Інтерфейс користувача (UI), або Heads-up display (HUD), накладений " +"поверх ігрового світу. Ми хочемо, щоб лічильник життя, балів та інші " +"елементи зберігали свої позиції на екрані, навіть коли наш погляд на ігровий " +"світ змінюється." #: ../../docs/tutorials/2d/canvas_layers.rst:34 msgid "" "**Transitions**: We may want visual effects used for transitions (fades, " "blends) to remain at a fixed screen location." msgstr "" +"**Переходи**: Ми можемо хотіти, щоб візуальні ефекти, що використовуються " +"для переходів (затухання, поєднання), залишалися у фіксованому місці екрана." #: ../../docs/tutorials/2d/canvas_layers.rst:36 msgid "How can these problems be solved in a single scene tree?" -msgstr "" +msgstr "Як ці проблеми можна вирішити в одному дереві сцен?" #: ../../docs/tutorials/2d/canvas_layers.rst:39 msgid "CanvasLayers" -msgstr "" +msgstr "CanvasLayers (Полотняні шари)" #: ../../docs/tutorials/2d/canvas_layers.rst:41 msgid "" @@ -101,6 +125,14 @@ msgid "" "transform and do not depend on the transform of other layers. This allows " "the UI to be fixed in screen-space while our view on the game world changes." msgstr "" +"Відповідь - :ref:`CanvasLayer (Полотняні шари) <class_CanvasLayer>`, це " +"вузол, який додає окремий шар 2D-рендерингу для всіх своїх нащадків. Нащадки " +"вікна перегляду за замовчуванням малюватимуть на шарі \"0\", тоді як " +"CanvasLayer малюватиме на будь-якому числовому шарі. Шари з більшим числом " +"будуть намальовані поверх шарів з меншим числом. CanvasLayers також мають " +"власну трансформацію і не залежать від трансформації інших шарів. Це " +"дозволяє інтерфейсу користувача фіксуватися в просторі екрана, поки наш " +"погляд на ігровий світ змінюється." #: ../../docs/tutorials/2d/canvas_layers.rst:50 msgid "" @@ -108,16 +140,21 @@ msgid "" "a CanvasLayer at layer \"-1\". The screen with the points, life counter and " "pause button can also be created at layer \"1\"." msgstr "" +"Прикладом цього є створення паралаксного фону. Його можна зробити за " +"допомогою CanvasLayer на шарі \"-1\". Екран з точками, лічильником життя та " +"кнопкою паузи також можна створити на шарі \"1\"." #: ../../docs/tutorials/2d/canvas_layers.rst:54 msgid "Here's a diagram of how it looks:" -msgstr "" +msgstr "Ось схема того, як це виглядає:" #: ../../docs/tutorials/2d/canvas_layers.rst:58 msgid "" "CanvasLayers are independent of tree order, and they only depend on their " "layer number, so they can be instantiated when needed." msgstr "" +"CanvasLayers не залежать від порядку в дереві, вони залежать лише від номера " +"шару, тому їх можна створити за потреби, коли це потрібно." #: ../../docs/tutorials/2d/canvas_layers.rst:61 msgid "" @@ -129,3 +166,10 @@ msgid "" "controlling their drawing order (see :ref:`Node2D.z_index " "<class_Node2D_property_z_index>`)." msgstr "" +"CanvasLayers не потрібні для управління порядком малювання вузлів. " +"Стандартний спосіб забезпечити, щоб вузол був правильно намальований " +"\"попереду\" або \"позаду\" інших, - це маніпулювати порядком вузлів на " +"панелі сцени. Можливо, протилежно інтуїтивно, верхні вузли на панелі сцени " +"намальовані позаду нижчих у вікні перегляду. 2d-вузли також мають " +"властивість для контролю порядку малювання (дивіться :ref:`Node2D.z_index " +"<class_Node2D_property_z_index>`)." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 5bd44d6f4e..fe16f7273e 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po index 02c380271d..0f301f2960 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index c23b777ac7..26d5d8c24d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/particle_systems_2d.rst:4 -#, fuzzy msgid "Particle systems (2D)" -msgstr "Файлова система" +msgstr "Системи частинок (2D)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:7 msgid "Intro" @@ -32,6 +31,9 @@ msgid "" "Particle systems are used to simulate complex physical effects, such as " "sparks, fire, magic particles, smoke, mist, etc." msgstr "" +"В Godot є проста (але досить гнучка для більшості застосувань) система " +"частинок. Системи частинок використовуються для імітації складних фізичних " +"ефектів, таких як іскри, вогонь, магічні частинки, дим, туман тощо." #: ../../docs/tutorials/2d/particle_systems_2d.rst:13 msgid "" @@ -42,11 +44,16 @@ msgid "" "essence, creating a particle system means setting base physics parameters " "and then adding randomness to them." msgstr "" +"Ідея полягає в тому, що \"частинка\" випромінюється з фіксованим інтервалом " +"і з фіксованим часом життя. Протягом свого життя кожна частинка матиме " +"однакову базову поведінку. Що відрізняє кожну частинку від решти і " +"забезпечує більш органічний вигляд, це \"випадковість\", пов'язана з кожним " +"параметром. По суті, створення системи частинок означає встановлення базових " +"фізичних параметрів, а потім додавання до них випадковості." #: ../../docs/tutorials/2d/particle_systems_2d.rst:21 -#, fuzzy msgid "Particle nodes" -msgstr "Частинки" +msgstr "Вузли частинок" #: ../../docs/tutorials/2d/particle_systems_2d.rst:23 msgid "" @@ -63,6 +70,18 @@ msgid "" "inspector, and selecting \"Convert to CPUParticles2D\" in the \"Particles\" " "menu of the toolbar." msgstr "" +"Godot пропонує два різні вузли для 2D-частинок, :ref:`class_Particles2D` і :" +"ref:`class_CPUParticles2D`. Particles2D є більш вдосконаленим і використовує " +"графічний процесор для обробки ефектів частинок, але це обмежує його " +"графічним API вищого класу, а в нашому випадку - візуалізатором GLES3. Для " +"проектів, що використовують GLES2 є CPUParticles2D, цей варіант керується " +"процесором, з майже такими ж функціями, що і в Particles2D, але меншою " +"продуктивністю. Поки Particles2D налаштовується за допомогою :ref:" +"`class_ParticlesMaterial` (і, за бажанням, із користувацьким шейдером), " +"параметри відповідності надаються через властивості вузла в CPUParticles2D " +"(за винятком налаштувань сліду). Ви можете перетворити вузол Particles2D у " +"вузол CPUParticles2D, натиснувши на вузол в інспекторі та вибравши пункт " +"**Перетворити на CPUParticles2D** у меню **Частинки** на панелі інструментів." #: ../../docs/tutorials/2d/particle_systems_2d.rst:36 msgid "" @@ -72,10 +91,15 @@ msgid "" "your Particles2D node in the inspector. This is because the node needs a " "ParticlesMaterial to function." msgstr "" +"Далі тут буде використовуватися вузол Particles2D. Спочатку додайте вузол " +"Particles2D до вашої сцени. Після створення цього вузла ви помітите, що була " +"створена лише біла крапка, а поруч із вашим вузлом Particles2D в інспекторі " +"є піктограма попередження. Це пов’язано з тим, що для роботи вузла потрібен " +"ParticlesMaterial." #: ../../docs/tutorials/2d/particle_systems_2d.rst:42 msgid "ParticlesMaterial" -msgstr "" +msgstr "ParticlesMaterial (Матеріал Частинок)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:44 msgid "" @@ -83,10 +107,14 @@ msgid "" "in your inspector panel. Click on the box next to ``Material``, and from the " "dropdown menu select ``New ParticlesMaterial``." msgstr "" +"Щоб додати технологічний матеріал у вузол частинок, перейдіть на панель " +"інспектора в **Process Material**. Клацніть на поле поруч **Material** і зі " +"спливаючого меню виберіть ``Новий ParticlesMaterial``." #: ../../docs/tutorials/2d/particle_systems_2d.rst:50 msgid "Your Particles2D node should now be emitting white points downward." msgstr "" +"Тепер ваш вузол Particles2D повинен випускати білі точки, що падають вниз." #: ../../docs/tutorials/2d/particle_systems_2d.rst:56 msgid "Texture" @@ -98,43 +126,49 @@ msgid "" "extended to animated textures via spritesheet). The texture is set via the " "relevant texture property:" msgstr "" +"Система частинок використовує одну текстуру (у майбутньому це може бути " +"розширено до анімованих текстур за допомогою спрайт-аркуша). Текстура " +"встановлюється за допомогою відповідної властивості текстури:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:65 -#, fuzzy msgid "Time parameters" -msgstr "Параметри" +msgstr "Параметри часу" #: ../../docs/tutorials/2d/particle_systems_2d.rst:68 msgid "Lifetime" -msgstr "" +msgstr "Lifetime (Час життя)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:70 msgid "" "The time in seconds that every particle will stay alive. When lifetime ends, " "a new particle is created to replace it." msgstr "" +"Час існування кожної частики у секундах. Коли закінчується термін життя, " +"створюється нова частинка, яка замінює її." #: ../../docs/tutorials/2d/particle_systems_2d.rst:73 msgid "Lifetime: 0.5" -msgstr "" +msgstr "Час життя: 0.5" #: ../../docs/tutorials/2d/particle_systems_2d.rst:77 msgid "Lifetime: 4.0" -msgstr "" +msgstr "Час життя: 4.0" #: ../../docs/tutorials/2d/particle_systems_2d.rst:82 msgid "One Shot" -msgstr "Один знімок" +msgstr "One Shot (Один постріл)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:84 msgid "" "When enabled, a Particles2D node will emit all of its particles once and " "then never again." msgstr "" +"Якщо увімкнений, вузол Particles2D буде випускати всі свої частинки за один " +"раз, і більше ніколи." #: ../../docs/tutorials/2d/particle_systems_2d.rst:88 msgid "Preprocess" -msgstr "" +msgstr "Preprocess (Попередня підготовка)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:90 msgid "" @@ -144,10 +178,16 @@ msgid "" "the system process a given number of seconds before it is actually drawn the " "first time." msgstr "" +"Системи частинок починаються з нуля випромінюваних частинок, потім починають " +"випромінювати. Це може бути незручністю, при завантаженні сцени та систем, " +"таких як факел, імла тощо, коли вони починають випромінювати частинки в " +"момент входу. Попередня обробка використовується для того, щоб система могла " +"обробити задану кількість секунд до того, як вона фактично буде намальована " +"вперше." #: ../../docs/tutorials/2d/particle_systems_2d.rst:97 msgid "Speed Scale" -msgstr "" +msgstr "Speed Scale (Шкала швидкості)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:99 msgid "" @@ -155,10 +195,14 @@ msgid "" "of a particle system. Lowering the value will make the particles slower " "while increasing the value will make the particles much faster." msgstr "" +"Шкала швидкості за замовчуванням має значення ``1`` і використовується для " +"регулювання швидкості системи частинок. Зменшення значення призводить до " +"того, що частинки будуть повільнішими, а збільшення значення - до їх " +"прискорення." #: ../../docs/tutorials/2d/particle_systems_2d.rst:104 msgid "Explosiveness" -msgstr "" +msgstr "Explosiveness (Вибуховість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:106 msgid "" @@ -166,34 +210,42 @@ msgid "" "emitted every 0.1 seconds. The explosiveness parameter changes this, and " "forces particles to be emitted all together. Ranges are:" msgstr "" +"Якщо час життя становить ``1`` і є 10 частинок, це означає, що одна частинка " +"буде випромінюватися кожні 0,1 секунди. Параметр вибуховості змінює це і " +"змушує частинки випромінюватися одночасно. Діапазони:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:110 msgid "0: Emit particles at regular intervals (default value)." msgstr "" +"0: Випускати частинки через рівні проміжки часу (значення за замовчуванням)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:111 msgid "1: Emit all particles simultaneously." -msgstr "" +msgstr "1: Випускати всі частинки одночасно." #: ../../docs/tutorials/2d/particle_systems_2d.rst:113 msgid "" "Values in the middle are also allowed. This feature is useful for creating " "explosions or sudden bursts of particles:" msgstr "" +"Також допускаються значення в середині. Ця функція корисна для створення " +"вибухів або раптових викидів частинок:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:119 msgid "Randomness" -msgstr "Випадковість" +msgstr "Randomness (Випадковість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:121 msgid "" "All physics parameters can be randomized. Random values range from ``0`` to " "``1``. The formula to randomize a parameter is:" msgstr "" +"Всі фізичні параметри можуть бути випадковими. Випадкові значення варіюються " +"від ``0`` до ``1``. Формула для параметра випадковості:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:129 msgid "Fixed FPS" -msgstr "" +msgstr "Fixed FPS (Фіксований FPS)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:131 msgid "" @@ -202,6 +254,10 @@ msgid "" "render at 2 frames per second. Note this does not slow down the particle " "system itself." msgstr "" +"Цей параметр можна використовувати для налаштування рендерингу системи " +"частинок із фіксованим FPS. Наприклад, зміна значення на ``2`` змусить " +"частинки відтворюватися зі швидкістю 2 кадри в секунду. Зауважте, це не " +"уповільнює саму систему частинок." #: ../../docs/tutorials/2d/particle_systems_2d.rst:136 msgid "Fract Delta" @@ -209,16 +265,15 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:138 msgid "This can be used to turn Fract Delta on or off." -msgstr "" +msgstr "Цим можна увімкнути або вимкнути Fract Delta." #: ../../docs/tutorials/2d/particle_systems_2d.rst:141 -#, fuzzy msgid "Drawing parameters" -msgstr "Параметри" +msgstr "Параметри малювання" #: ../../docs/tutorials/2d/particle_systems_2d.rst:144 msgid "Visibility Rect" -msgstr "" +msgstr "Visibility Rect (Прямокутник видимості)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:147 msgid "" @@ -226,6 +281,9 @@ msgid "" "If this rectangle is outside of the viewport, the engine will not render the " "particles on screen." msgstr "" +"Прямокутник видимості контролює видимість частинок на екрані. Якщо цей " +"прямокутник знаходиться за межами області перегляду, движок не відображатиме " +"частинки на екрані." #: ../../docs/tutorials/2d/particle_systems_2d.rst:149 msgid "" @@ -233,6 +291,9 @@ msgid "" "and its Height. The ``X`` and ``Y`` properties control the position of the " "upper-left corner of the rectangle, relative to the particle emitter." msgstr "" +"Властивості прямокутника, ``W`` та ``H`` відповідно, контролюють його ширину " +"та висоту. Властивості ``X`` і ``Y`` контролюють положення лівого верхнього " +"кута прямокутника відносно випромінювача частинок." #: ../../docs/tutorials/2d/particle_systems_2d.rst:153 msgid "" @@ -242,6 +303,12 @@ msgid "" "Particles2D node emitting particles for a few seconds and set the rectangle " "to fit the surface the particles take." msgstr "" +"Ви можете домогтися, щоб Godot автоматично створював Прямокутник Видимості, " +"використовуючи панель інструментів над 2d-видом. Для цього виберіть вузол " +"Particles2D та перейдіть **Частинки > Створити область видимості**. Godot " +"буде моделювати вузол Particles2D, що випромінює частинки, протягом " +"декількох секунд і встановлюватиме прямокутник відповідно до поверхні, яку " +"беруть частинки." #: ../../docs/tutorials/2d/particle_systems_2d.rst:155 msgid "" @@ -250,6 +317,10 @@ msgid "" "move around, you can temporarily change the ``preprocess`` duration on the " "Particles2D node." msgstr "" +"Ви можете регулювати тривалість випромінювання за допомогою опції **Час " +"генерації (сек)**. Максимальне значення - 25 секунд. Якщо вам потрібно " +"більше часу для переміщення частинок, ви можете тимчасово змінити тривалість " +"на вузлі Particles2D." #: ../../docs/tutorials/2d/particle_systems_2d.rst:158 msgid "Local Coords" @@ -261,16 +332,21 @@ msgid "" "emitted to is relative to the node. If the node is moved, all particles are " "moved with it:" msgstr "" +"За замовчуванням цей параметр увімкнений, і це означає, що простір, куди " +"випромінюються частинки, визначається відносно вузла. Якщо вузол " +"переміщений, усі частинки переміщуються разом з ним:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:166 msgid "" "If disabled, particles will emit to global space, meaning that if the node " "is moved, already emitted particles are not affected:" msgstr "" +"Якщо його вимкнути, частинки будуть випромінюватися у глобальний простір, це " +"означає, що переміщення вузла, не вплине на вже випущені частинки:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:172 msgid "Draw Order" -msgstr "" +msgstr "Draw Order (Порядок малювання)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:174 msgid "" @@ -278,15 +354,18 @@ msgid "" "means particles are drawn according to their emission order (default). " "``Lifetime`` means they are drawn in order of remaining lifetime." msgstr "" +"Це контролює порядок малювання окремих частинок. ``Index`` означає, що " +"частинки малюються відповідно до їх порядку викидання (за замовчуванням). " +"``Lifetime`` означає, що вони малюються в порядку часу, що залишився до " +"кінця життя." #: ../../docs/tutorials/2d/particle_systems_2d.rst:179 msgid "ParticlesMaterial settings" -msgstr "" +msgstr "Параметри ParticlesMaterial (Матеріал Частинок)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:182 -#, fuzzy msgid "Direction" -msgstr "Напрямок" +msgstr "Direction (Напрямок)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:184 msgid "" @@ -294,6 +373,9 @@ msgid "" "``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " "the default gravity settings, particles will go straight down." msgstr "" +"Це основний напрямок, в якому випромінюються частинки. За замовчуванням " +"``Vector3(1, 0, 0)``, це означає, що частинки випромінюються вправо. Однак, " +"з налаштуванням сили тяжіння за замовчуванням, частинки будуть падати вниз." #: ../../docs/tutorials/2d/particle_systems_2d.rst:190 msgid "" @@ -301,6 +383,9 @@ msgid "" "than 0. Here, we set the initial velocity to 40. You'll notice that " "particles emit toward the right, then go down because of gravity." msgstr "" +"Щоб ця властивість була помітною, вам потрібна *початкова швидкість*, більша " +"за 0. Тут ми встановлюємо початкову швидкість до 40. Ви помітите, що " +"частинки випромінюються вправо, а потім опускаються через гравітацію." #: ../../docs/tutorials/2d/particle_systems_2d.rst:197 msgid "Spread" @@ -313,26 +398,30 @@ msgid "" "all directions (+/- 180). For spread to do anything the \"Initial Velocity\" " "parameter must be greater than 0." msgstr "" +"Spread (Розсіювання) - кут у градусах, який буде випадковим чином доданий в " +"будь-якому напрямку до основного напряму. Розсіювання ``180`` буде " +"випромінюватися в усіх напрямках (+/- 180). Щоб розсіювання працювало, " +"параметр **Initial Velocity** *(Початкова швидкість)* повинен бути більше 0." #: ../../docs/tutorials/2d/particle_systems_2d.rst:207 msgid "Flatness" -msgstr "" +msgstr "Flatness (Рівність)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:209 msgid "This property is only useful for 3D particles." -msgstr "" +msgstr "Ця властивість корисна лише для 3D-частинок." #: ../../docs/tutorials/2d/particle_systems_2d.rst:212 msgid "Gravity" -msgstr "Тяжіння" +msgstr "Gravity (Тяжіння)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:214 msgid "The gravity applied to every particle." -msgstr "" +msgstr "Гравітація, що застосовується до кожної частинки." #: ../../docs/tutorials/2d/particle_systems_2d.rst:219 msgid "Initial Velocity" -msgstr "" +msgstr "Initial Velocity (Початкова швидкість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:221 msgid "" @@ -340,50 +429,56 @@ msgid "" "sec). Speed might later be modified by gravity or other accelerations (as " "described further below)." msgstr "" +"Це швидкість, з якою будуть випромінюватися частинки (у пікселях/сек). " +"Пізніше швидкість може бути змінена під дією сили тяжіння або інших " +"прискорень (як описано далі)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:228 msgid "Angular Velocity" -msgstr "" +msgstr "Angular Velocity (Кутова швидкість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:230 msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "" +msgstr "Це початкова кутова швидкість, що застосовується до частинок." #: ../../docs/tutorials/2d/particle_systems_2d.rst:233 msgid "Spin Velocity" -msgstr "" +msgstr "Spin Velocity (Швидкість Обертання)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:235 msgid "" "Spin velocity is the speed at which particles turn around their center (in " "degrees/sec)." msgstr "" +"Швидкість, з якою частинки обертаються навколо свого центру (у градусах/с)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:241 msgid "Orbit Velocity" -msgstr "" +msgstr "Orbit Velocity (Орбітальна швидкість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:243 msgid "Orbit velocity is used to make particles turn around their center." -msgstr "" +msgstr "Використовується, щоб змусити частинки повертати відносно їх центру." #: ../../docs/tutorials/2d/particle_systems_2d.rst:248 msgid "Linear Acceleration" -msgstr "" +msgstr "Linear Acceleration (Лінійне прискорення)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:250 msgid "The linear acceleration applied to each particle." -msgstr "" +msgstr "Лінійне прискорення, прикладене до кожної частинки." #: ../../docs/tutorials/2d/particle_systems_2d.rst:253 msgid "Radial Acceleration" -msgstr "" +msgstr "Radial Acceleration (Радіальне прискорення)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:255 msgid "" "If this acceleration is positive, particles are accelerated away from the " "center. If negative, they are absorbed towards it." msgstr "" +"Якщо це прискорення позитивне, частинки прискорюються далеко від центру. " +"Якщо негативне, вони поглинаються ним." #: ../../docs/tutorials/2d/particle_systems_2d.rst:261 msgid "Tangential Acceleration" @@ -394,10 +489,12 @@ msgid "" "This acceleration will use the tangent vector to the center. Combining with " "radial acceleration can do nice effects." msgstr "" +"Це прискорення використовуватиме дотичний вектор до центру. Поєднання з " +"радіальним прискоренням може принести хороші ефекти." #: ../../docs/tutorials/2d/particle_systems_2d.rst:269 msgid "Damping" -msgstr "В’язкість" +msgstr "Damping (В’язкість)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:271 msgid "" @@ -405,16 +502,21 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" +"Застосовує до частинок тертя, змушуючи їх зупинитися. Це особливо корисно " +"для іскор або вибухів, які зазвичай починаються з високою лінійною " +"швидкістю, а потім припиняються в міру згасання." #: ../../docs/tutorials/2d/particle_systems_2d.rst:278 msgid "Angle" -msgstr "Кут" +msgstr "Angle (Кут)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:280 msgid "" "Determines the initial angle of the particle (in degrees). This parameter is " "mostly useful randomized." msgstr "" +"Визначає початковий кут частинки (у градусах). Цей параметр переважно " +"корисний випадковим." #: ../../docs/tutorials/2d/particle_systems_2d.rst:286 msgid "Scale" @@ -422,7 +524,7 @@ msgstr "Scale" #: ../../docs/tutorials/2d/particle_systems_2d.rst:288 msgid "Determines the initial scale of the particles." -msgstr "" +msgstr "Визначає початковий масштаб частинок." #: ../../docs/tutorials/2d/particle_systems_2d.rst:293 msgid "Color" @@ -430,11 +532,11 @@ msgstr "Колір" #: ../../docs/tutorials/2d/particle_systems_2d.rst:295 msgid "Used to change the color of the particles being emitted." -msgstr "" +msgstr "Використовується для зміни кольору частинок, що виділяються." #: ../../docs/tutorials/2d/particle_systems_2d.rst:298 msgid "Hue variation" -msgstr "" +msgstr "Hue variation (Зміна відтінку)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:300 msgid "" @@ -442,11 +544,13 @@ msgid "" "particle. The ``Variation Random`` value controls the hue variation " "randomness ratio." msgstr "" +"Значення ``Variation`` задає початкову зміну колірного тону застосованого до " +"кожної частинки. Значення ``Variation Random`` визначає коефіцієнт варіації " +"колірного тону випадковістю." #: ../../docs/tutorials/2d/particle_systems_2d.rst:305 -#, fuzzy msgid "Emission Shapes" -msgstr "Зіткнення" +msgstr "Emission Shapes (Форми Випромінювання)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:307 msgid "" @@ -454,24 +558,29 @@ msgid "" "area and direction in which particles are emitted. These can be generated " "from textures in your project." msgstr "" +"ParticlesMaterials дозволяють встановити Маску Випромінювання, яка диктує " +"площу та напрямок, в якому випромінюються частинки. Вони можуть бути " +"сформовані з текстур у вашому проекті." #: ../../docs/tutorials/2d/particle_systems_2d.rst:311 msgid "" "Ensure that a ParticlesMaterial is set, and the Particles2D node is " "selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" +"Переконайтеся, що ParticlesMaterial встановлено та вибрано вузол " +"Particles2D. На панелі інструментів повинно з'явитися меню **Частинки**:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:316 msgid "Open it and select \"Load Emission Mask\":" -msgstr "" +msgstr "Відкрийте його та виберіть \"Завантажити маску випромінювання\":" #: ../../docs/tutorials/2d/particle_systems_2d.rst:320 msgid "Then select which texture you want to use as your mask:" -msgstr "" +msgstr "Потім виберіть, яку текстуру ви хочете використовувати як маску:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:324 msgid "A dialog box with several settings will appear." -msgstr "" +msgstr "З'явиться діалогове вікно з декількома налаштуваннями." #: ../../docs/tutorials/2d/particle_systems_2d.rst:327 msgid "Emission Mask" @@ -479,18 +588,20 @@ msgstr "Маска випромінювання" #: ../../docs/tutorials/2d/particle_systems_2d.rst:329 msgid "Three types of emission masks can be generated from a texture:" -msgstr "" +msgstr "З текстури можна створити три типи масок випромінювання:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:331 msgid "" "Solid Pixels: Particles will spawn from any area of the texture, excluding " "transparent areas." msgstr "" +"Залиті пікселі: Частинки виникають з будь-якої області текстури, за винятком " +"прозорих областей." #: ../../docs/tutorials/2d/particle_systems_2d.rst:336 msgid "" "Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "" +msgstr "Крайні Пікселі: Частинки виникають із зовнішніх країв текстури." #: ../../docs/tutorials/2d/particle_systems_2d.rst:340 msgid "" @@ -499,6 +610,10 @@ msgid "" "Note that an ``Initial Velocity`` will need to be set in order to utilize " "this." msgstr "" +"Направлені крайні пікселі: схожі на крайні пікселі, але додають додаткову " +"інформацію до маски, щоб дати частинкам здатність випромінюватись далеко від " +"меж. Зверніть увагу, що для того, щоб використовувати їх, потрібно " +"встановити **Початкову швидкість**." #: ../../docs/tutorials/2d/particle_systems_2d.rst:348 msgid "Emission Colors" @@ -509,21 +624,31 @@ msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." msgstr "" +"``Capture from Pixel`` призведе до того, що частинки успадкують колір маски " +"в місцях їх появи." #: ../../docs/tutorials/2d/particle_systems_2d.rst:352 msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticlesMaterial, under the ``Emission Shape`` section:" msgstr "" +"Після натискання кнопки **OK** маска буде сформована та встановлена в " +"ParticlesMaterial у розділі **Emission Shape** *(Форма випромінювання)*:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:356 msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" +"Всі значення в цьому розділі були автоматично сформовані за допомогою меню " +"**Завантажити маску випромінювання**, тому їх, як правило, слід залишити в " +"спокої." #: ../../docs/tutorials/2d/particle_systems_2d.rst:359 msgid "" "An image should not be added to ``Point Texture`` or ``Color Texture`` " "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" +"Зображення не слід додавати безпосередньо до **Point Texture** або **Color " +"Texture**. Натомість завжди слід використовувати меню **Завантажити маску " +"випромінювання**." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 3da82b442e..e403b15c28 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 -#, fuzzy msgid "Using TileMaps" -msgstr "Використання пробілів" +msgstr "Використання TileMaps (Карти Плиток)" #: ../../docs/tutorials/2d/using_tilemaps.rst:7 msgid "Introduction" @@ -37,6 +36,15 @@ msgid "" "Finally, you can add collision, occlusion, and navigation shapes to tiles, " "adding additional functionality to the TileMap." msgstr "" +"Карта плитки - це сітка плиток, яка використовується для створення макета " +"гри. Використання вузлів :ref:`TileMap (Карта Плиток)<class_TileMap>` для " +"проектування ваших рівнів має кілька переваг . По-перше, вони дають " +"можливість намалювати макет, \"намалювавши\" плитки на сітці, що набагато " +"швидше, ніж розміщення окремих вузлів :ref:`Sprite <class_Sprite>` по " +"одному. По-друге, вони дозволяють створювати набагато більші рівні, оскільки " +"вони оптимізовані для малювання великої кількості плиток. Нарешті, ви можете " +"додати зіткнення, оклюзії та фігури навігації до плиток, додавши додаткову " +"функціональність до TileMap." #: ../../docs/tutorials/2d/using_tilemaps.rst:21 msgid "Project setup" @@ -49,10 +57,15 @@ msgid "" "nl/assets/abstract-platformer>`_ but for this demo we'll stick to this small " "set." msgstr "" +"У цій демонстрації ми використаємо наступні плитки, взяті з художнього " +"набору Кенні \"Абстрактний платформер\". Ви можете знайти повний комплект " +"`тут <https://kenney.nl/assets/abstract-platformer>`_, але для цієї " +"демонстрації ми дотримуватимемось цього невеликого набору." #: ../../docs/tutorials/2d/using_tilemaps.rst:29 msgid "Create a new project and place the above image in the project folder." msgstr "" +"Створіть новий проект і помістіть вищевказане зображення в папку проекта." #: ../../docs/tutorials/2d/using_tilemaps.rst:31 msgid "" @@ -62,11 +75,15 @@ msgid "" "the Import tab. Turn off ``Filter`` and click \"Reimport\". See :ref:" "`doc_import_images` for details." msgstr "" +"При використанні набору плиток важливо, щоб сусідні плитки збігалися. За " +"замовчуванням Godot імпортує 2D-зображення за допомогою інтерпольованого " +"режиму \"фільтра\", що призведе до негарних меж між плитками. Виділіть " +"зображення та натисніть вкладку Імпорт. Вимкніть ``Filter`` і натисніть " +"\"Повторний імпорт\". Більше дивіться :ref:`doc_import_images`." #: ../../docs/tutorials/2d/using_tilemaps.rst:37 -#, fuzzy msgid "TileMap node" -msgstr "Фотоапарат" +msgstr "Вузол TileMap (Карта Плиток)" #: ../../docs/tutorials/2d/using_tilemaps.rst:39 msgid "" @@ -74,71 +91,84 @@ msgid "" "TileMap uses a square grid of tiles. You can also use a perspective-based " "\"Isometric\" mode or define your own custom tile shape." msgstr "" +"Додайте до сцени новий вузол :ref:`TileMap <class_TileMap>`. За " +"замовчуванням TileMap використовує квадратну сітку плиток. Ви також можете " +"використовувати режим \"Ізометричний\" на основі перспективи або визначити " +"власну форму плитки." #: ../../docs/tutorials/2d/using_tilemaps.rst:45 msgid "" "Under the \"Cell\" section in the Inspector are many properties you can " "adjust to customize your tilemap's behavior:" msgstr "" +"У розділі **Cell** *(Клітинка)* в Інспекторі є багато властивостей, які ви " +"можете налаштувати, щоб налаштувати поведінку плитки вашої карти:" #: ../../docs/tutorials/2d/using_tilemaps.rst:52 -#, fuzzy msgid "``Cell Size``" -msgstr "Center" +msgstr "``Cell Size``" #: ../../docs/tutorials/2d/using_tilemaps.rst:51 msgid "" "This defines the size of the grid. This should match the pixel size of your " "tiles. The default value is ``(64, 64)``." msgstr "" +"Визначає розмір плитки. Має відповідати розміру ваших плиток у пікселях. " +"Значення за замовчуванням - ``(64, 64)``." #: ../../docs/tutorials/2d/using_tilemaps.rst:56 msgid "``YSort``" -msgstr "" +msgstr "``YSort``" #: ../../docs/tutorials/2d/using_tilemaps.rst:55 msgid "" "This causes tiles to be drawn in order of their ``Y`` position, so that " "\"lower\" tiles are drawn on top of \"higher\" ones." msgstr "" +"Призводить до того, що плитки малюються в порядку їх ``Y`` розташування, так " +"що \"нижчі\" плитки малюються поверх \"вищих\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:59 msgid "``Half Offset`` and ``Tile Origin``" -msgstr "" +msgstr "``Half Offset`` і ``Tile Origin``" #: ../../docs/tutorials/2d/using_tilemaps.rst:59 msgid "" "These properties affect the position of the tile relative to the grid " "position." -msgstr "" +msgstr "Впливають на положення плитки відносно положення сітки." #: ../../docs/tutorials/2d/using_tilemaps.rst:63 msgid "``Quadrant``" -msgstr "" +msgstr "``Quadrant``" #: ../../docs/tutorials/2d/using_tilemaps.rst:62 msgid "" "Defines the chunk size used for batched drawing. This can negatively affect " "performance. Don't change it unless you know what you're doing." msgstr "" +"Визначає розмір шматка, який використовується для групового малювання. Може " +"негативно вплинути на продуктивність. Не змінюйте його, якщо ви не знаєте, " +"що робите." #: ../../docs/tutorials/2d/using_tilemaps.rst:66 -#, fuzzy msgid "``Custom Transform``" -msgstr "Перетворення" +msgstr "``Custom Transform``" #: ../../docs/tutorials/2d/using_tilemaps.rst:66 msgid "Used to alter the tile's shape. Use this if you have non-square tiles." msgstr "" +"Використовується для зміни форми плитки. Використовуйте його, якщо у вас " +"плитка не квадратна." #: ../../docs/tutorials/2d/using_tilemaps.rst:68 msgid "All of these options can be left at their defaults for this demo." msgstr "" +"Усі ці параметри можна залишити за замовчуванням для цієї демонстрації." #: ../../docs/tutorials/2d/using_tilemaps.rst:71 -#, fuzzy msgid "Creating a TileSet" -msgstr "Як створити проєкт" +msgstr "Створення TileSet" #: ../../docs/tutorials/2d/using_tilemaps.rst:73 msgid "" @@ -148,18 +178,27 @@ msgid "" "other properties. When the game runs, the TileMap combines the individual " "tiles into a single object." msgstr "" +"Після того, як ви налаштували свою карту плиток, настав час додати :ref:" +"`TileSet <class_TileSet>`. TileSet - це :ref:`Ресурс <class_Resource>`, що " +"містить дані про ваші плитки - їх текстури, форми зіткнень та інші " +"властивості. Коли гра запускається, TileMap об'єднує окремі плитки в один " +"об'єкт." #: ../../docs/tutorials/2d/using_tilemaps.rst:79 msgid "" "To add a new TileSet, click on the \"Tile Set\" property and select \"New " "TileSet\"." msgstr "" +"Щоб додати новий TileSet, клацніть на властивість **Tile Set** і виберіть " +"**Новий TileSet**." #: ../../docs/tutorials/2d/using_tilemaps.rst:84 msgid "" "Click on the TileSet property, and the \"TileSet\" panel will open at the " "bottom of the editor window:" msgstr "" +"Клацніть на властивість TileSet, і внизу вікна редактора відкриється панель " +"\"TileSet\":" #: ../../docs/tutorials/2d/using_tilemaps.rst:89 msgid "" @@ -167,6 +206,9 @@ msgid "" "the \"Add Texture(s) to TileSet\" button and select the ``tilesheet.png`` " "image." msgstr "" +"Спочатку потрібно додати текстуру(и), яку ви будете використовувати для " +"плиток. Натисніть кнопку **Додати текстуру(и) до TileSet** і виберіть " +"зображення ``tilesheet.png``." #: ../../docs/tutorials/2d/using_tilemaps.rst:92 msgid "" @@ -174,6 +216,10 @@ msgid "" "want. Click the \"Enable Snap\" button to make it easier to select the " "entire tile. A yellow rectangle appears around the selected tile." msgstr "" +"Далі натисніть **Нова окрема плитка** та перетягніть зображення, щоб вибрати " +"плитку, яку ви хочете. Натисніть кнопку **Увімкнути прилипання**, щоб " +"полегшити вибір плитки. Навколо вибраної плитки з’являється жовтий " +"прямокутник." #: ../../docs/tutorials/2d/using_tilemaps.rst:98 msgid "" @@ -181,17 +227,21 @@ msgid "" "created tile now appears on the right side. Click in the viewport and you " "can place tiles. Right-click to remove them." msgstr "" +"Клацніть на TileMap в дереві сцени, і ви побачите, що новостворена плитка " +"тепер відображається з правого боку. Клацніть у вікні перегляду, і ви " +"зможете розміщувати плитки. Клацніть правою кнопкою миші, щоб видалити їх." #: ../../docs/tutorials/2d/using_tilemaps.rst:104 msgid "" "It's easy to accidentally select and move the tilemap node. To avoid this, " "use the node's lock button:" msgstr "" +"Легко випадково вибрати та перемістити вузол карти плиток. Щоб цього " +"уникнути, використовуйте кнопку блокування вузла:" #: ../../docs/tutorials/2d/using_tilemaps.rst:110 -#, fuzzy msgid "Collision shapes" -msgstr "Зіткнення" +msgstr "Форми зіткнень" #: ../../docs/tutorials/2d/using_tilemaps.rst:112 msgid "" @@ -199,6 +249,9 @@ msgid "" "obstacles, for example - then you'll need to add collision shapes to any " "tiles that you want to be considered \"solid\"." msgstr "" +"Якщо ви створюєте карту, яка потребує зіткнень - наприклад, стін, підлоги чи " +"інших перешкод - тоді вам потрібно буде додати форми зіткнення до плиток, " +"які за вашим задумом мають бути \"твердими\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:116 msgid "" @@ -208,15 +261,22 @@ msgid "" "button. Make sure you still have grid snap enabled, then click and drag in " "the tile. A square collision shape appears in light blue:" msgstr "" +"Клацніть на \"TileSet\" внизу вікна редактора, щоб повернутися до " +"інструменту набору плиток. Клацніть плитку, яку ви визначили раніше " +"(позначену жовтим кольором). Виберіть вкладку **Зіткнення** та натисніть " +"кнопку **Створити прямокутник**. Переконайтеся, що у вас все ще ввімкнено " +"прилипання сітки, а потім клацніть та пере-крийте плитку. Квадратна форма " +"зіткнення виглядає світло-блакитним:" #: ../../docs/tutorials/2d/using_tilemaps.rst:124 msgid "" "You can add occlusion and navigation shapes to the tile in the same way." msgstr "" +"Ви можете таким же чином додати до плитки фігури перешкоди та навігації." #: ../../docs/tutorials/2d/using_tilemaps.rst:127 msgid "Atlas tiles" -msgstr "" +msgstr "Атлас плиток" #: ../../docs/tutorials/2d/using_tilemaps.rst:129 msgid "" @@ -224,10 +284,13 @@ msgid "" "tiles all at once using an atlas. This also allows you to randomly generate " "tiles from the group." msgstr "" +"Замість того, щоб додавати окремі плитки по черзі, ви можете одночасно " +"визначити групу плиток, використовуючи атлас. Він також дозволяє випадковим " +"чином генерувати плитки з групи." #: ../../docs/tutorials/2d/using_tilemaps.rst:133 msgid "Click \"New Atlas\" and drag to select the entire tile sheet." -msgstr "" +msgstr "Клацніть **Новий атлас** і виділіть увесь аркуш плиток." #: ../../docs/tutorials/2d/using_tilemaps.rst:137 msgid "" @@ -235,6 +298,9 @@ msgid "" "settings to `(64, 64)`, or your tiles may be chopped into smaller pieces. " "You can find this in the Inspector:" msgstr "" +"Якщо ви цього ще не зробили, обов’язково змініть **Крок** у **Snap options** " +"на ``(64, 64)``, інакше ваші плитки можуть бути порубані на менші шматки. Ви " +"можете знайти це в Інспекторі:" #: ../../docs/tutorials/2d/using_tilemaps.rst:143 msgid "" @@ -242,12 +308,17 @@ msgid "" "tiles as before. You can also click \"Icon\" to select one of the tiles to " "represent the atlas." msgstr "" +"Визначивши атлас, ви можете додати форми зіткнення до окремих плиток, як і " +"раніше. Ви також можете натиснути **Піктограма**, щоб вибрати одну з плиток " +"для представлення атласа." #: ../../docs/tutorials/2d/using_tilemaps.rst:147 msgid "" "Back in the TileMap, you can select the atlas tile and you'll see all of the " "tiles it contains:" msgstr "" +"Повернувшись до TileMap, ви можете вибрати плитку атласу, і побачите всі " +"плитки, які вона містить:" #: ../../docs/tutorials/2d/using_tilemaps.rst:152 msgid "" @@ -255,11 +326,12 @@ msgid "" "grouping similar tiles together when you're working with a large number of " "tiles." msgstr "" +"На додаток до економії часу при визначенні плиток, це може допомогти " +"групуванням подібних плиток, коли ви працюєте з великою кількістю плиток." #: ../../docs/tutorials/2d/using_tilemaps.rst:156 -#, fuzzy msgid "Random tile priorities" -msgstr "Випадковий нахил" +msgstr "Випадкові пріоритети плитки" #: ../../docs/tutorials/2d/using_tilemaps.rst:158 msgid "" @@ -270,16 +342,26 @@ msgid "" "twice as likely to be selected as a tile with priority 1, and a tile with " "priority 3 is 50% more likely to be selected than a tile with priority 2." msgstr "" +"Якщо малювати за допомогою плиток атласу, увімкнення параметра **Увімкнути " +"пріоритетність** призводить до випадкового вибору плиток. За замовчуванням " +"кожна плитка в наборі плиток має однакову ймовірність появи. Ви можете " +"змінити ймовірність, встановивши різні пріоритети для кожної плитки. " +"Наприклад, плитка з пріоритетом 2 удвічі частіше буде обрана, ніж плитка з " +"пріоритетом 1, а плитка з пріоритетом 3 на 50% частіше буде обрана, ніж " +"плитка з пріоритетом 2." #: ../../docs/tutorials/2d/using_tilemaps.rst:166 msgid "Autotiles" -msgstr "" +msgstr "Автоплитки" #: ../../docs/tutorials/2d/using_tilemaps.rst:168 msgid "" "Autotiles allow you to define a group of tiles, then add rules to control " "which tile gets used for drawing based on the content of adjacent cells." msgstr "" +"Автоплитки дозволяють визначити групу плиток, а потім додати правила для " +"керування тим, яка плитка буде використовуватися для малювання на основі " +"вмісту сусідніх клітинок." #: ../../docs/tutorials/2d/using_tilemaps.rst:171 msgid "" @@ -287,6 +369,10 @@ msgid "" "add collisions, occlusion, navigation shapes, tile priorties, and select an " "icon tile in the same manner as for atlas tiles." msgstr "" +"Клацніть на **Нова автоплитка** та виділіть плитки, які хочете " +"використовувати. Ви можете додати зіткнення, оклюзію, фігури навігації, " +"пріоритети плиток та вибрати піктограму плитки таким же чином, як для атласу " +"плиток." #: ../../docs/tutorials/2d/using_tilemaps.rst:175 msgid "" @@ -295,6 +381,11 @@ msgid "" "mask. Left-clicking an area of the tile adds a bit, right-click removes \"off" "\", and shift-left-click sets an \"ignore\" bit." msgstr "" +"Вибір плитки контролюється бітовими масками. Бітові маски можна додати, " +"натиснувши **Бітова маска**, і вибравши частину плиток, щоб додати або " +"видалити біти в масці. Клацання лівою кнопкою миші на ділянці плитки додає " +"біт, клацання правою кнопкою знімає \"вимкнено\", а клавіша Shift-ліва " +"кнопка встановлює біт \"ігнорувати\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:180 msgid "" @@ -305,6 +396,13 @@ msgid "" "more than one matching bitmask is found, one of them will be selected " "randomly, using the tile priorities." msgstr "" +"Щоразу, коли Godot оновлює клітинку за допомогою автоплитки, він спочатку " +"створює шаблон, на основі якого вже встановлені сусідні комірки. Потім він " +"здійснює пошук автоплитки для однієї плитки з бітовою маскою, що відповідає " +"створеному шаблону. Якщо відповідної бітової маски не знайдено, замість неї " +"буде використана плитка \"піктограма\". Якщо знайдено більше однієї збіжної " +"бітової маски, одна з них буде обрана випадковим чином, з використанням " +"пріоритету плиток." #: ../../docs/tutorials/2d/using_tilemaps.rst:187 msgid "" @@ -313,20 +411,28 @@ msgid "" "\"Selected Tile\" heading. Allowed values are \"2x2\", \"3x3 (minimal)\", " "and \"3x3\"." msgstr "" +"Правила узгодження бітової маски з шаблоном залежать від параметра режиму " +"**Autotile Bitmask Mode** *(Режим бітової маски автоплитки)*. Його можна " +"встановити на вкладці Інспектор під заголовком **Selected Tile** *(Вибрана " +"плитка)*. Допустимі значення: \"2x2\", \"3x3 (minimal)\" і \"3x3\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:191 msgid "" "All \"on\" and \"off\" bits must be satisfied for a bitmask to match, but " "\"ignore\" bits are ignored." msgstr "" +"Усі \"увімкнені\" та \"вимкнені\" біти повинні відповідати бітовій масці, " +"але біти \"ігнорування\" ігноруються." #: ../../docs/tutorials/2d/using_tilemaps.rst:195 msgid "2x2" -msgstr "" +msgstr "2x2" #: ../../docs/tutorials/2d/using_tilemaps.rst:197 msgid "In 2x2 mode, each bitmask contains four bits, one for each corner." msgstr "" +"У режимі 2x2 кожна бітова маска містить чотири біти, по одному для кожного " +"кута." #: ../../docs/tutorials/2d/using_tilemaps.rst:199 msgid "" @@ -335,12 +441,18 @@ msgid "" "the top-left bit is set, the cell directly above, directly left, and " "diagonally above-left must be filled." msgstr "" +"Якщо біт \"увімкнений\", всі клітинки, що межують з цим кутом, повинні бути " +"заповнені за допомогою одної і тої ж автоплитки, щоб бітова маска збігалася. " +"Наприклад, якщо встановлено біт ліворуч зверху, клітинки безпосередньо над, " +"прямо зліва і по діагоналі ліворуч, потрібно заповнити." #: ../../docs/tutorials/2d/using_tilemaps.rst:204 msgid "" "Where a bit is \"off\", at least one cell connected to that corner must not " "be set using the same autotile." msgstr "" +"Там, де біт \"вимкнений\", принаймні одну клітинку, що межує з цим кутом, не " +"можна встановлювати за допомогою одної і тої ж автоплитки." #: ../../docs/tutorials/2d/using_tilemaps.rst:207 msgid "" @@ -348,57 +460,69 @@ msgid "" "would be needed to provide exactly one tile for each arrangement that this " "mode can test for." msgstr "" +"Потрібно встановити принаймні один біт для плитки, яка буде " +"використовуватися, тому в цілому потрібно буде 15 плиток, щоб забезпечити " +"рівно одну плитку для кожного розташування, яке цей режим може перевірити." #: ../../docs/tutorials/2d/using_tilemaps.rst:211 msgid "" "2x2 mode can only match cells that are part of a 2-by-2 block - cells with " "no neighbors and lines only one cell wide are not supported." msgstr "" +"Режим 2x2 може збігатися лише з клітинками, які є частиною блоку 2 на 2 - " +"клітинки без сусідів та ліній шириною лише в одну клітинку не підтримуються." #: ../../docs/tutorials/2d/using_tilemaps.rst:214 #: ../../docs/tutorials/2d/using_tilemaps.rst:246 msgid "**Template - Generic:**" -msgstr "" +msgstr "**Шаблон - Загальний:**" #: ../../docs/tutorials/2d/using_tilemaps.rst:216 msgid "" "This template can be used for sideways or fully top-down perspectives. It's " "designed for a TileMap cell size of 64x64." msgstr "" +"Цей шаблон можна використовувати для перспектив убік або повністю зверху " +"вниз. Він розроблений для розміру клітинки TileMap 64x64." #: ../../docs/tutorials/2d/using_tilemaps.rst:219 #: ../../docs/tutorials/2d/using_tilemaps.rst:252 #: ../../docs/tutorials/2d/using_tilemaps.rst:265 msgid "Key:" -msgstr "" +msgstr "Ключ:" #: ../../docs/tutorials/2d/using_tilemaps.rst:221 #: ../../docs/tutorials/2d/using_tilemaps.rst:254 #: ../../docs/tutorials/2d/using_tilemaps.rst:267 msgid "Red: \"on\"" -msgstr "" +msgstr "Червоний: \"увімкнений\"" #: ../../docs/tutorials/2d/using_tilemaps.rst:222 #: ../../docs/tutorials/2d/using_tilemaps.rst:255 #: ../../docs/tutorials/2d/using_tilemaps.rst:268 msgid "White: \"off\"" -msgstr "" +msgstr "Білий: \"вимкнений\"" #: ../../docs/tutorials/2d/using_tilemaps.rst:227 msgid "3x3 (minimal)" -msgstr "" +msgstr "3x3 (minimal)" #: ../../docs/tutorials/2d/using_tilemaps.rst:229 msgid "" "In 3x3 (minimal) mode, each bitmask contains 9 bits (4 corners, 4 edges, 1 " "center). The 4 corner bits work the same as in 2x2 mode." msgstr "" +"У режимі 3x3 (minimal) кожна бітова маска містить 9 бітів (4 кути, 4 ребра, " +"1 центр). 4 кутові біти працюють так само, як і в режимі 2x2." #: ../../docs/tutorials/2d/using_tilemaps.rst:232 msgid "" "When an edge bit is \"on\", the cell which shares that edge must be filled. " "When an edge bit is \"off\", the cell which shares that edge must be empty." msgstr "" +"Коли бітовий край \"увімкнений\", клітинка, яка межує з цим краєм, повинна " +"бути заповнена. Коли бітовий край \"вимкнений\", сусідня клітинка, повинна " +"бути порожньою." #: ../../docs/tutorials/2d/using_tilemaps.rst:235 msgid "" @@ -406,16 +530,23 @@ msgid "" "this mode, it makes no sense for a corner bit to be \"on\" when either edge " "bit adjacent to it is not \"on\"." msgstr "" +"Центральний біт повинен бути \"увімкнений\" для будь-якої плитки, яку ви " +"хочете використовувати. Зверніть увагу, що в цьому режимі немає сенсу " +"\"вмикати\" кутовий біт , без \"увімкнення\", хоча б одного, сусіднього біта." #: ../../docs/tutorials/2d/using_tilemaps.rst:239 msgid "" "A total of 47 tiles would be needed to provide exactly one bitmask for each " "arrangement that this mode can test for." msgstr "" +"Загалом знадобиться 47 плиток, щоб забезпечити рівно одну бітову маску для " +"кожного розташування, яке цей режим може перевірити." #: ../../docs/tutorials/2d/using_tilemaps.rst:244 msgid "Right-click an image and choose **Save image as…** to save it." msgstr "" +"Клацніть зображення правою кнопкою мишки та виберіть **Зберегти зображення " +"як ...**, щоб зберегти його." #: ../../docs/tutorials/2d/using_tilemaps.rst:248 msgid "" @@ -424,67 +555,74 @@ msgid "" "have to use different subtile sizes for top-down templates as described " "below." msgstr "" +"Цей шаблон можна використовувати для перспектив убік або повністю зверху " +"вниз. Усі наведені нижче шаблони розроблені для розміру клітинки TileMap " +"64x64, але, можливо, вам доведеться використовувати різні розміри підплиток " +"для шаблонів зверху вниз, як описано нижче." #: ../../docs/tutorials/2d/using_tilemaps.rst:260 msgid "**Template - Generic 16 tiles:**" -msgstr "" +msgstr "**Шаблон - Загальний на 16 плиток:**" #: ../../docs/tutorials/2d/using_tilemaps.rst:262 msgid "" "This template can be used for tilesets that only have 16 tiles - for simpler " "art styles the missing tiles will not be noticeable." msgstr "" +"Цей шаблон можна використовувати для наборів плиток, які мають лише 16 " +"плиток - для більш простих художніх стилів відсутні плитки не будуть помітні." #: ../../docs/tutorials/2d/using_tilemaps.rst:269 msgid "Blue-checkered: \"ignore\"" -msgstr "" +msgstr "Синьо-білий: \"ігнорувати\"" #: ../../docs/tutorials/2d/using_tilemaps.rst:274 msgid "**Template - Top-down floor in 3/4 perspective:**" -msgstr "" +msgstr "**Шаблон - Зверху вниз у перспективі 3/4:**" #: ../../docs/tutorials/2d/using_tilemaps.rst:276 msgid "Key (applies to the four templates below):" -msgstr "" +msgstr "Ключ (відноситься до чотирьох шаблонів нижче):" #: ../../docs/tutorials/2d/using_tilemaps.rst:278 msgid "Green: floor" -msgstr "" +msgstr "Зелений: підлога" #: ../../docs/tutorials/2d/using_tilemaps.rst:279 msgid "Cyan: wall" -msgstr "" +msgstr "Голубий: стіна" #: ../../docs/tutorials/2d/using_tilemaps.rst:280 msgid "Yellow: top of wall" -msgstr "" +msgstr "Жовтий: верх стіни" #: ../../docs/tutorials/2d/using_tilemaps.rst:281 msgid "Grey: hidden due to overlap" -msgstr "" +msgstr "Сірий: прихований через перекриття" #: ../../docs/tutorials/2d/using_tilemaps.rst:282 -#, fuzzy msgid "Transparent: air" -msgstr "Прозорий" +msgstr "Прозорий: повітря" #: ../../docs/tutorials/2d/using_tilemaps.rst:286 msgid "**Template - Top-down wall in 3/4 perspective:**" -msgstr "" +msgstr "**Шаблон - Стіна зверху вниз у перспективі 3/4:**" #: ../../docs/tutorials/2d/using_tilemaps.rst:290 msgid "**Template - Top-down wall in 3/4 perspective (thick walls):**" -msgstr "" +msgstr "**Шаблон - Стіна зверху вниз у перспективі 3/4 (товсті стіни):**" #: ../../docs/tutorials/2d/using_tilemaps.rst:292 msgid "" "When using this template, set the TileSet subtile size to ``Vector2(64, " "88)``." msgstr "" +"При використанні цього шаблону встановіть для розміру підплитки TileSet " +"значення ``Vector2(64, 88)``." #: ../../docs/tutorials/2d/using_tilemaps.rst:296 msgid "**Template - Top-down wall in 3/4 perspective (tall walls):**" -msgstr "" +msgstr "**Шаблон - Стіна зверху вниз у перспективі 3/4 (високі стіни):**" #: ../../docs/tutorials/2d/using_tilemaps.rst:298 msgid "" @@ -492,32 +630,42 @@ msgid "" "184)`` and the \"Selected Tile\" Texture offset to height minus the cell " "size. This means the texture offset should be ``Vector2(0, -120)``:" msgstr "" +"При використанні цього шаблону встановіть **Snap Options -> Step** " +"*(Параметри прив'язки -> Крок)* значення ``Vector2(64, 184)`` і **Selected " +"Tile -> Texture offset** *(Вибрана плитка -> Зміщення текстури)* на висоту " +"мінус розмір клітинки. Це означає, що зміщення текстури має бути " +"``Vector2(0, -120)``:" #: ../../docs/tutorials/2d/using_tilemaps.rst:305 msgid "3x3" -msgstr "" +msgstr "3x3" #: ../../docs/tutorials/2d/using_tilemaps.rst:307 msgid "" "In 3x3 mode, each bitmaks contains 9 bits (4 corners, 4 edges, 1 center)" msgstr "" +"У режимі 3x3 кожна бітова маска містить 9 бітів (4 кути, 4 ребра, 1 центр)" #: ../../docs/tutorials/2d/using_tilemaps.rst:309 msgid "" "Each bit checks a single adjacent cell. Corner bits only check diagonally " "adjacent cells. The center bit should be \"on\" for any tile you wish to use." msgstr "" +"Кожен біт перевіряє одну сусідню клітинку. Кутові біти перевіряють лише " +"сусідні по діагоналі клітинки. Центральний біт повинен бути \"увімкнений\" " +"для будь-якої плитки, яку ви хочете використовувати." #: ../../docs/tutorials/2d/using_tilemaps.rst:312 msgid "" "A total of 256 tiles would be needed to provide exactly one bitmask for each " "arrangement that this mode can test for." msgstr "" +"Всього потрібно 256 плиток, щоб забезпечити рівно одну бітову маску для " +"кожного розташування, яке цей режим може перевірити." #: ../../docs/tutorials/2d/using_tilemaps.rst:317 -#, fuzzy msgid "Disabling autotile" -msgstr "Вимикання небажаних модулів" +msgstr "Відключення автоплиток" #: ../../docs/tutorials/2d/using_tilemaps.rst:319 msgid "" @@ -525,10 +673,13 @@ msgid "" "and select tiles manually, by clicking \"Disable Autotile\" at the top of " "the tile selection window." msgstr "" +"При використанні автоплитки можна вимкнути поведінку її та вибирати плитки " +"вручну, натискаючи кнопку **Вимкнути автоплитки** у верхній частині вікна " +"вибору плитки." #: ../../docs/tutorials/2d/using_tilemaps.rst:324 msgid "Autotile binding" -msgstr "" +msgstr "Прив'язка автоплиток" #: ../../docs/tutorials/2d/using_tilemaps.rst:326 msgid "" @@ -542,6 +693,17 @@ msgid "" "to the neighbor cell. You can find the id of an autotile using " "\"find_tile_by_name(name)\", empty cells are given an id of -1." msgstr "" +"За замовчуванням автоплитка перевіряє лише сусідні комірки, заповнені за " +"допомогою тих самих автоплиток. Цю поведінку можна замінити, щоб автоплитки " +"зв’язувались між собою, або навіть прив’язувались до порожніх комірок. В " +"даний час це можна зробити лише за допомогою скриптів. Вам потрібно буде " +"додати скрипт до вашого набору плиток і визначити функцію з назвою " +"``_is_tile_bound (drawn_id, сусед_id)``. Ця функція буде викликана для " +"кожної сусідньої клітинки, яка не містить такої самої автоплитки, і повинна " +"повертати значення ``true``, якщо ви хочете, щоб намальована клітинка " +"\"прив'язувалася\" до сусідньої клітинки. Ви можете знайти ідентифікатор " +"автоплитки за допомогою ``find_tile_by_name (ім'я)``, порожні клітинки " +"отримують ідентифікатор -1." #: ../../docs/tutorials/2d/using_tilemaps.rst:336 msgid "" @@ -549,10 +711,13 @@ msgid "" "declaration, and you may need to close and reload the scene for these " "changes to take effect." msgstr "" +"Зауважте, що для використання скрипта в редакторі він повинен починатися з " +"оголошення ``tool``, і можливо, вам доведеться закрити та перезавантажити " +"сцену, щоб ці зміни набрали чинності." #: ../../docs/tutorials/2d/using_tilemaps.rst:341 msgid "Tips and tricks" -msgstr "" +msgstr "Поради та підказки" #: ../../docs/tutorials/2d/using_tilemaps.rst:343 msgid "" @@ -560,19 +725,30 @@ msgid "" "may notice lines appearing between your tiles. To fix this, open Project " "Settings and enable \"Use Pixel Snap\" in the \"Rendering/Quality\" section." msgstr "" +"Якщо ви використовуєте :ref:`Camera2D<class_Camera2D>` для прокрутки свого " +"рівня, ви можете помітити рядки, що з’являються між вашими плитками. Щоб " +"виправити це, відкрийте **Параметри проекта** та ввімкніть **Use Pixel " +"Snap** *(Використовувати прив'язку пікселів)* у розділі **Rendering/" +"Quality** *(Візуалізація/Якість)*." #: ../../docs/tutorials/2d/using_tilemaps.rst:347 msgid "" "You can flip and rotate tiles using the icons at the top right of the editor." msgstr "" +"Ви можете перевертати та обертати плитки, використовуючи піктограми у " +"верхньому правому куті редактора." #: ../../docs/tutorials/2d/using_tilemaps.rst:349 msgid "" "To draw straight lines, hold :kbd:`Shift` while clicking and dragging a tile." msgstr "" +"Щоб намалювати прямі лінії, утримуйте :kbd:`Shift` клацаючи та перетягуючи " +"плитку." #: ../../docs/tutorials/2d/using_tilemaps.rst:351 msgid "" "Tools such as copy, paste, and bucket fill, can be found in the \"TileMap\" " "menu in the upper-right." msgstr "" +"Такі інструменти, як копіювання, вставлення та заповнення сегмента, можна " +"знайти в меню \"TileMap\" у верхньому правому куті." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 2dc0244d98..e94a159f45 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index a1fa4ef1bd..e34f4e2d7c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,54 +27,66 @@ msgstr "Вступ" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 #, fuzzy msgid "Visual comparison" msgstr "Порівняння" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "Налаштування" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -82,36 +94,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -119,291 +193,377 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 #, fuzzy msgid "Setting up the scene" msgstr "Як розпочати гру" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 #, fuzzy msgid "Configure bounds" msgstr "Налаштування" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 #, fuzzy msgid "Setting up meshes" msgstr "Налаштовування вашого проєкту" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 #, fuzzy msgid "Setting up lights" msgstr "Налаштовування вашого проєкту" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 #, fuzzy msgid "The modes are:" msgstr "Основними причинами є:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 -msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 -msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 #, fuzzy -msgid "Baking quality" -msgstr "рівність" +msgid "Disabled" +msgstr "Змінна" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 #, fuzzy msgid "Configuring bake" msgstr "Налаштування" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Атлас плиток" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "Захоплення" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "Дані" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "Динамічні об'єкти" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/csg_tools.po index 1792fcb721..d92492b116 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index fabf38c04f..0b16c2ff36 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 099275ec25..47eaf35f78 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index fe239084c2..19d394014e 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index adf869c6fd..dab9a839f0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index bcf9ac5852..5f6874aa99 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 7dc3e3b63a..ab17e72597 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index d8f530cb33..567e2db987 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 8b129cf2e3..6188ea6db0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po index c35c84d9fb..d90845d2ca 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index d046324b3d..7439bbcff2 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po index 610c88cb27..2ee7dd4d50 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index a11db3b1f2..8c55575bbd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 460f2e5c91..85503232c3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po index ed68609469..f4e90392b3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po index be869cf6b0..7eefafd125 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -629,6 +629,11 @@ msgid "" "you may have to convert the normal map so its Y axis is flipped. Otherwise, " "the normal map direction may appear to be inverted on the Y axis." msgstr "" +"Godot вимагає звичайної карти, щоб використовувати координати X+, Y- та Z+. " +"Іншими словами, якщо ви імпортували матеріал, призначений для використання з " +"іншим редактором, можливо, вам доведеться перетворити звичайну карту, щоб її " +"вісь Y перевернулася. В іншому випадку нормальний напрямок карти може " +"здатися оберненим на осі Y." #: ../../docs/tutorials/3d/spatial_material.rst:374 msgid "" @@ -636,6 +641,9 @@ msgid "" "popular engines) can be found `here <http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details>`__." msgstr "" +"Більше інформації про карти нормалей (включаючи таблицю порядків координат " +"для популярних редакторів) можна знайти `тут <http://wiki.polycount.com/wiki/" +"Normal_Map_Technical_Details>`__." #: ../../docs/tutorials/3d/spatial_material.rst:379 msgid "Rim" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 372333e75a..617663a5a6 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index a2ffb44ef1..23373b17cf 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po index 617e89035a..0e5e071ce7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 6f97aa91be..fe76e340be 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -181,7 +181,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -211,8 +211,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -339,9 +339,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index b0219ce795..7918bb5102 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 42c3a1bbb9..8869457830 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/2d_skeletons.po index a6049700a9..8b4de92967 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/animation_tree.po index 95b8f25b13..06791e785c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po index 07507a6c3f..1a21b477e5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po index b20829c994..083420057c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction.po index f92b15da89..6bb660ca5c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -192,7 +192,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -200,288 +213,281 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "Додати нову анімацію" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -489,13 +495,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -504,57 +510,57 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 #, fuzzy msgid "Add Call Method Track" msgstr "Додати доріжку" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po index 3d1cdc2950..0221921445 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 78328fca7d..4dff2a2331 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index ba5523d7f4..e06543e21b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index ab2ec58b9e..5eb3c57041 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po index 26cd7c76a8..a9771b3a08 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po index 6d00453d80..bd35ddc6cd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po index 17c0431532..0ff982d968 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index b6df9cdb76..4b3bfcec44 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 95861960ff..9a953bd927 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/index.po index 6f1889afbd..afaa4b5b5b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/making_trees.po index 38060f209c..39b0a974d5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 0ac8a06147..7faca23e81 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -62,7 +62,7 @@ msgstr "PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 74a148cd26..4598ccd8a3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index bb7fcf0327..3e6028269b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 802fbb15b2..b77fc2c888 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index a86a50d80e..0d33902c6a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/debugger_panel.po index b9a2d0631d..f4c72fbc64 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po index 5e35c32271..f2c95999a9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index d3ea015d81..7d3abede0a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index d639a35132..8ceebc6c30 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/control_node_gallery.po index c3869e6c01..f96670c0f4 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 356c991411..19a1a1594f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_containers.po index b960e77772..6b8bc87923 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,7 +151,7 @@ msgstr "Контейнер поля перегляду" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po index 75605aa6b6..ffbbba62ff 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po index 15d0c9094a..cf0f46e05d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 531bb02a5f..fbe542a0f9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po index 840f1889eb..034018e086 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 10c12df98d..54dceba1ad 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po index e8c9552853..4874a51594 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index a165061d00..05fe7e4e24 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -245,8 +245,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index eb248e9474..c2a12bb305 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 60ef2c050e..a1db940c5a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po index 69e17d285c..108ab58fd0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/input_examples.po index 6065b8f129..60583e1043 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -187,7 +187,7 @@ msgstr "" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po index 79318736c8..10a9d4e86d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -122,12 +122,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 0db450c72e..cd313b3f0b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po index 7977645e2c..2a1589eadd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po index 9d0be432b3..891a28d5db 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po index 9aa568e998..d427e3793b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po index d8dfacd946..58c0f3010f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/uk/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 7e54d87a3f..4c758c7df9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -67,7 +67,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -78,14 +78,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -169,10 +169,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "Як розпочати гру" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "Сторонні інструменти" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -182,69 +194,69 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 #, fuzzy msgid "FreeType" msgstr "Тип" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -253,7 +265,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/legal/index.po index 65acd011c0..68ec82a4ea 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 429bebdd1c..c2043510a2 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -261,7 +261,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po index 77135e0686..dad1e477f7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/interpolation.po index 5c6c8704e9..46f7f164ed 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index d76efab028..7b1a4e77a5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/random_number_generation.po index b4f87bd7e3..d3168b3910 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po index 831ee86868..ef65a9cb12 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po index 08e55a1a29..a9070a0f38 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index ec16373041..1336e471cd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 1deb1eec47..4aea55ba8b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index 4c5d53e8ba..cc30aeab3c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -85,7 +85,7 @@ msgstr "Моноширинний" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -103,47 +103,54 @@ msgstr "" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 #, fuzzy msgid "SpatialMaterial features" msgstr "Типові можливості" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Анізотропія" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 #, fuzzy msgid "Depth mapping" msgstr "Затінювання" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -151,92 +158,92 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 #, fuzzy msgid "Environment features" msgstr "Змінні середовища" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 #, fuzzy msgid "Auto exposure" msgstr "Експозиція" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 #, fuzzy msgid "Tonemapping" msgstr "Затінювання" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 #, fuzzy msgid "Ambient light" msgstr "Додавання освітлення" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "Туман" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 #, fuzzy msgid "Adjustment" msgstr "Коригування" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 #, fuzzy msgid "Light performance" msgstr "Швидкодія" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -244,11 +251,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -256,7 +263,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -264,133 +271,133 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 #, fuzzy msgid "Blend shapes" msgstr "Зіткнення" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "Функція" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 #, fuzzy msgid "Built in variables and render modes" msgstr "Обробка" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -398,31 +405,31 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 #, fuzzy msgid "Variable / Render Mode" msgstr "Обробка" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index a55c1cf7de..66dea5c1ed 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po index 79a5034acd..ff07e970be 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 8deb666e6c..626a4b80a9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 395512adac..fb4a90ecbb 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po index 890c8ad742..97bad49847 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "Приклад" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 7ceb1fa532..69a7fdd4d8 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/state_design_pattern.po index e81375fa2f..73db3d813b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index b1d114ba00..c8439be364 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -684,9 +684,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:453 -#, fuzzy msgid "Exporting for dedicated servers" -msgstr "Експорт для iOS" +msgstr "Експорт для виділених серверів" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:455 msgid "" @@ -707,7 +706,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po index 5d63e2176a..0d308af084 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po index 76c539f330..2709c0ac4a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po index 84feec108a..529b04fcc9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 0d3b210326..16a171644e 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/webrtc.po index 76bb4582a7..1116d5006f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/websocket.po index 54db35d3e4..c18bbc7af9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/batching.po index 5171ee5704..ce629c8f37 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,16 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "Недоліки" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -60,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -68,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -85,12 +81,12 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 #, fuzzy msgid "How it works" msgstr "Як усе це працює?" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -100,24 +96,24 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 #, fuzzy msgid "Breaking batching" msgstr "Створення гілки" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -125,41 +121,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 #, fuzzy msgid "Change of texture." msgstr "Імпортування текстур" -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -167,35 +163,35 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 #, fuzzy msgid "The canvas layer." msgstr "Гравець" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 #, fuzzy msgid ":ref:`class_YSort` nodes." msgstr ":ref:`RID<class_rid>`" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -203,29 +199,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "Цегла" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -234,11 +230,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -249,17 +245,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "Освітлення" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -270,7 +266,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -278,43 +274,43 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -324,7 +320,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -334,12 +330,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "Light Baking (Запікання світла)" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -348,7 +344,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -358,7 +354,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -369,7 +365,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -380,37 +376,37 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 #, fuzzy msgid "Vertex baking" msgstr "``x.attribute``" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -420,37 +416,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "Нетипові можливості" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -458,21 +454,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "Приготування проєкту" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -482,25 +478,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Параметри анімації" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -508,12 +504,12 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 #, fuzzy msgid "rendering/batching/parameters" msgstr "Параметри" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -525,7 +521,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -536,7 +532,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -544,7 +540,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -553,17 +549,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -572,11 +568,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -586,18 +582,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -607,18 +603,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -629,15 +625,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -646,7 +642,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -655,150 +651,185 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "Типові можливості" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "Поширені запитання" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "Випадкові пріоритети плитки" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 7a6bb0c8be..0230d9b777 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/general_optimization.po index acb4275e67..24e2d8af95 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index daa26d6c0b..6aff1a5a9d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -149,8 +149,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/index.po index cc2e2f9bd5..2787f0b94a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 989c7fe228..0d87bc58b3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 9bc26006a1..e9f1ad21a6 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_servers.po index 7dcdb24101..7049e671f0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 90aa8e5b01..be3a528d2f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po index d0c5b97294..4df739422d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 9f1215c9e2..86ee0d1b69 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po index f8daa5c9cc..3319bcaecd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -135,9 +135,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:62 -#, fuzzy msgid "Collision shapes" -msgstr "Зіткнення" +msgstr "Форми зіткнень" #: ../../docs/tutorials/physics/physics_introduction.rst:64 msgid "" @@ -377,7 +376,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 068671f0d3..05663b476d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po index 17ae00684e..cf99e7779f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po index 8eefd7434c..a454151931 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/soft_body.po index 792f97d10f..d85c2583b6 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_area_2d.po index ad4d7f3cee..af121002a3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index acf9dbbd54..13edf98c2f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 01762351da..8f5e0f6fd7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po index 47b7221924..e1d7d27cea 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 828b6e9ee3..963c110813 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 0979527d23..6707932a75 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po index 6afd9683ff..7c0f4c5ed1 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/index.po index 69188cbc30..53100885ce 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index b3a26bea26..f5a254fa14 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -162,12 +162,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -177,65 +175,63 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 #, fuzzy msgid "The configuration file format is as follow::" msgstr "Файли CSV повинні бути відформатовані таким чином:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -243,35 +239,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -280,19 +276,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index d3b5356c7e..bf21e80144 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/platform_html5.po index 47308c29b3..d2261d6620 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 52c7760be2..f7239e9828 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,87 +144,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "Створення простого додатка" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,65 +233,83 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 #, fuzzy msgid "The configuration file format is as follow::" msgstr "Файли CSV повинні бути відформатовані таким чином:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 #, fuzzy msgid "**binary**:" msgstr "**Категорія**:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -299,12 +317,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -312,47 +330,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "Створення простого додатка" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "З вашого сценарію:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "Як розпочати гру" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -360,13 +380,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -374,7 +394,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -384,24 +404,20 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 #, fuzzy msgid "Reference implementations" msgstr "Реалізація" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 #, fuzzy msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" @@ -409,26 +425,26 @@ msgid "" msgstr "" "`core/math <https://github.com/godotengine/godot/tree/master/core/math>`__" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "Вирішення проблем" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/index.po index aac31c95c8..03c6bbef71 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index eff965a4ff..9a54acdaa1 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po index 247ae1eb6f..08c48ecfdf 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index de04db62fe..7b7239b0a7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr "Додатки редактора" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "Розробка" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 2eeb4459db..ec24f4af7f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 7a3648eafa..5e1022b9c3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index e776682ab8..fc11d350b0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -112,14 +112,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -129,15 +129,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -146,7 +146,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -154,7 +154,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -165,14 +165,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -182,36 +182,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -219,28 +219,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -249,7 +249,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -258,24 +258,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -283,18 +283,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -302,7 +302,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index adebd7828f..3053e1ff50 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 8d1c420682..c2cca382a6 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index eb0c17532a..2b7df0f6b7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -66,7 +66,7 @@ msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:47 msgid "Prerequisites" -msgstr "" +msgstr "Передумови" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:49 msgid "Before we start you'll need a few things:" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 6d78eed9aa..0074255074 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -684,7 +684,7 @@ msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:849 msgid "Next steps" -msgstr "" +msgstr "Наступні кроки" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:851 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 6fd57461ac..b499821008 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po index 190a37c67b..6215d9f9dd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 0a1360c71d..920b67517b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index c9f9a34260..1edc240f57 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -366,7 +366,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:351 -#, fuzzy msgid "Local variables" msgstr "Локальні змінні" @@ -376,3 +375,6 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" +"Оголошуйте локальні змінні якомога ближче до їх першого використання. Це " +"полегшує відстеження коду, без необхідності прокручувати занадто багато, щоб " +"знайти де оголошено змінну." diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po index d456deed43..126cca487a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 766239aa81..3c41c6a25c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index c9d0cd3187..a7a5e04194 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 1582b9d703..61abda44d3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "Вступ" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po index e4c9728a68..c6848b5d0e 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 00abe72226..620854bd38 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 1c475f72e1..d381a546ea 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index dcda746803..e6ad9bbef8 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 26fd0e7123..45c3ede84c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 75c60ae9f0..0e866ec349 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,7 +55,7 @@ msgstr "Тип" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "Опис" @@ -717,6 +717,9 @@ msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" +"При експорті проекту GLES2 у HTML5 буде використовуватися WebGL 1.0. WebGL " +"1.0 не підтримує динамічні цикли, тому шейдери, що використовують їх, там не " +"працюватимуть." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:381 msgid "Discarding" @@ -985,799 +988,828 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 #, fuzzy +msgid "Built-in variables" +msgstr "Редагування екземплярів" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`doc_canvas_item_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#, fuzzy msgid "Built-in functions" msgstr "Вбудовані функції" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "Функція" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "Синус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "Синусоїда" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "Дотична" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 #, fuzzy msgid "Arcsine" msgstr "Арккосинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 #, fuzzy msgid "Arccosine" msgstr "Арккосинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 #, fuzzy msgid "Arctangent" msgstr "Обернений тангенс" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 #, fuzzy msgid "Hyperbolic sine" msgstr "Гіперболічний косинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 #, fuzzy msgid "Hyperbolic cosine" msgstr "Гіперболічний косинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 #, fuzzy msgid "Hyperbolic tangent" msgstr "Гіперболічний тангенс" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 #, fuzzy msgid "Inverse hyperbolic sine" msgstr "Обернений гіперболічний косинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 #, fuzzy msgid "Inverse hyperbolic cosine" msgstr "Обернений гіперболічний косинус" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 #, fuzzy msgid "Inverse hyperbolic tangent" msgstr "Гіперболічний арктангенс" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 #, fuzzy msgid "Natural logarithm" msgstr "Десятковий логарифм" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 #, fuzzy msgid "Base-2 logarithm" msgstr "Десятковий логарифм" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 #, fuzzy msgid "Square root" msgstr "Квадратний корінь" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 #, fuzzy msgid "Inverse square root" msgstr "Квадратний корінь" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "Абсолютний" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "Підписати" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "Підлога" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "Округлені" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 #, fuzzy msgid "Ceil" msgstr "ceiling" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "дробовий" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "Залишок" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "Мінімум" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "Максимальний" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 #, fuzzy msgid "Linear interpolate" msgstr "Інтерполяція" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 #, fuzzy msgid "Hermite interpolate" msgstr "Інтерполяція" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 #, fuzzy msgid "Vector length" msgstr "Довжина рядка" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "Віддзеркалення" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 #, fuzzy msgid "Transpose matrix" msgstr "&Транспонувати матрицю" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 #, fuzzy msgid "Inverse matrix" msgstr "&Транспонувати матрицю" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index bd143a7a51..07cc36bb26 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/visual_shaders.po index c121cd79a4..887636e612 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 90e8bd0025..00f3ee1df1 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 12e934a1f6..b5b17d8d33 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index ad12bf11cf..af6fdfa5cd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 0faf867d75..bd8ff7b176 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index bf3d0ca26a..88f706f1bc 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/index.po index ea0e9ac97c..77d0dcce12 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index ed4b450fad..a5285a3d18 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index f70ca9eab4..2a355b7cad 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index b3f69c4da8..4248994674 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po index 0a782196d6..f917b140ed 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 10f821873c..d3b6b201ec 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -376,10 +376,243 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "" +"Як слід створювати активи для обробки різних роздільних здатностей та " +"співвідношення сторін?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**Формат PCK:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "Специфікація мови" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "Підтримувані платформи" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -388,18 +621,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -407,11 +640,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -419,7 +652,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -427,11 +660,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -440,7 +673,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -450,7 +683,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index 262f3f9dd2..194c1a6e1f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po index a0bc76ef51..02db9542e4 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 3e43bf40c0..746504e670 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -127,7 +127,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po index 68ca056ef9..0315f21a1c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po index 9040f75e0b..4d8ea3de52 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -236,47 +236,46 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 #, fuzzy msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "`GitHub <https://github.com/godotengine/>`_" -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -293,7 +292,7 @@ msgid "" "system so 10 units = 1 meter." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -301,7 +300,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -309,7 +308,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -318,7 +317,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -326,7 +325,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 5336a55909..fa65ab0f1d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 87dc60c847..e08ac33d91 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1167,7 +1167,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 3305158755..1a25888bc3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1212,7 +1212,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/zh_CN/LC_MESSAGES/about/docs_changelog.po index ffd3070fa1..112ba7ce9b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,7 +28,7 @@ msgid "" "many updates to the :ref:`class reference <toc-class-ref>`. Below is a list " "of new tutorials added since version 3.1." msgstr "" -"文档正在不断完善中. 3.2版的发布加入了许多新教程,对旧版教程的修正和更新,以及" +"文档正在不断完善中. 3.2版的发布加入了许多新教程, 对旧版教程的修正和更新, 以及" "对 :ref:`类参考手册 <toc-class-ref>` 的诸多更新. 以下列出了自3.1版起添加的新" "教程." @@ -38,8 +38,8 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" -"本文档仅包含新教程,因此并未反映所有更改,许多教程已经大幅更新,但未反映在本文档" -"中." +"本文档仅包含新教程, 因此并未反映所有更改, 许多教程已经大幅更新, 但未反映在本" +"文档中." #: ../../docs/about/docs_changelog.rst:15 msgid "New tutorials since version 3.1" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po b/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po index 2891b2f1b2..b3486f1a59 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -49,15 +49,15 @@ msgstr "简而言之:" msgid "" "You are free to download and use Godot for any purpose, personal, non-" "profit, commercial, or otherwise." -msgstr "您可以出于任何目的,个人、非营利、商业或其他目的,下载和使用Godot." +msgstr "您可以出于任何目的, 个人, 非营利, 商业或其他目的, 下载和使用Godot." #: ../../docs/about/faq.rst:17 msgid "" "You are free to modify, distribute, redistribute, and remix Godot to your " "heart's content, for any reason, both non-commercially and commercially." msgstr "" -"您可以出于任何原因,非商业和商业原因,自由地修改、分发、再分发、重新组织Godot的" -"代码." +"您可以出于任何原因, 非商业和商业原因, 自由地修改, 分发, 再分发, 重新组织Godot" +"的代码." #: ../../docs/about/faq.rst:19 msgid "" @@ -67,8 +67,8 @@ msgid "" "Linietsky, Ariel Manzur and the Godot Engine community.\"" msgstr "" "该附带文档的所有内容均在宽松的知识共享署名3.0 ( `CC-BY 3.0 <https://" -"creativecommons.org/licenses/by/3.0/>`_ ) 许可下发布,署名为\"Juan Linietsky, " -"Ariel Manzur和Godot引擎社区\"" +"creativecommons.org/licenses/by/3.0/>`_ ) 许可下发布, 署名为\"Juan " +"Linietsky, Ariel Manzur和Godot引擎社区\"" #: ../../docs/about/faq.rst:23 msgid "" @@ -76,8 +76,8 @@ msgid "" "that some third-party libraries included with Godot's source code may have " "different licenses." msgstr "" -"Logo徽标和图标均在相同的CC共享许可下.注意,Godot的源代码中包含的某些第三方库可" -"能具有不同的许可." +"Logo徽标和图标均在相同的CC共享许可下. 注意,Godot的源代码中包含的某些第三方库" +"可能具有不同的许可." #: ../../docs/about/faq.rst:27 msgid "" @@ -87,7 +87,7 @@ msgid "" "txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ " "files in the Godot repository." msgstr "" -"有关详细信息,请查看Godot存储库中的 `COPYRIGHT.txt <https://github.com/" +"有关详细信息, 请查看Godot存储库中的 `COPYRIGHT.txt <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_ 以及 `LICENSE.txt <https://" "github.com/godotengine/godot/blob/master/LICENSE.txt>`_ 和 `LOGO_LICENSE.txt " "<https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ 文件." @@ -96,7 +96,8 @@ msgstr "" msgid "" "Also, see `the license page on the Godot website <https://godotengine.org/" "license>`_." -msgstr "还可以查阅 `Godot网站上的许可页面 <https://godotengine.org/license>`_." +msgstr "" +"还可以查阅 `Godot 网站上的许可页面 <https://godotengine.org/license>`_." #: ../../docs/about/faq.rst:34 msgid "Which platforms are supported by Godot?" @@ -142,14 +143,14 @@ msgstr "Web" msgid "" "Both 32- and 64-bit binaries are supported where it makes sense, with 64 " "being the default." -msgstr "同时支持32位和64位的二进制文件,默认为64位." +msgstr "同时支持32位和64位的二进制文件, 默认为64位." #: ../../docs/about/faq.rst:54 msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi." msgstr "" -"一些用户还报告在使用Linux的基于ARM的系统上成功构建和使用Godot,如树莓派 ." +"一些用户还报告在使用Linux的基于ARM的系统上成功构建和使用Godot, 如树莓派." #: ../../docs/about/faq.rst:57 msgid "" @@ -157,16 +158,16 @@ msgid "" "building for some consoles. However, none of this is included in the default " "build scripts or export templates at this time." msgstr "" -"此外,还有一些非官方的第三方工作正在为一些游戏机构建. 但是,目前默认构建脚本或" -"导出模板中都不包含这些内容." +"此外, 还有一些非官方的第三方工作正在为一些游戏机构建. 但是, 目前默认构建脚本" +"或导出模板中都不包含这些内容." #: ../../docs/about/faq.rst:61 msgid "" "For more on this, see the sections on :ref:`exporting <toc-learn-workflow-" "export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`." msgstr "" -"有关这方面的更多信息,请参阅 :ref:`导出 <toc-learn-workflow-export>` 和 :ref:`" -"编译Godot <toc-devel-compiling>` 章节." +"有关这方面的更多信息, 请参阅 :ref:`导出 <toc-learn-workflow-export>` 和 :ref:" +"`编译Godot <toc-devel-compiling>` 章节." #: ../../docs/about/faq.rst:65 msgid "Which programming languages are supported in Godot?" @@ -178,7 +179,7 @@ msgid "" "C#, and C++. See the subcategories for each language in the :ref:`scripting " "<toc-learn-scripting>` section." msgstr "" -"Godot官方支持的语言是GDScript、Visual Scripting、C#和C ++. 请参阅 :ref:`编写" +"Godot官方支持的语言是GDScript, Visual Scripting, C#和C ++. 请参阅 :ref:`编写" "脚本 <toc-learn-scripting>` 章节中的每种语言的子类别." #: ../../docs/about/faq.rst:71 @@ -190,10 +191,10 @@ msgid "" "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" -"如果你刚开始接触Godot或一般的游戏开发,GDScript是推荐学习和使用的语言,因为它是" -"Godot的原生语言.虽然从长远来看,脚本语言的性能往往不如低级语言,但对于原型设" -"计、开发最小可行产品(MVP)和关注上市时间(TTM)来说,GDScript将提供一种快速、友" -"好、有能力的游戏开发方式." +"如果你刚开始接触Godot或一般的游戏开发,GDScript是推荐学习和使用的语言, 因为它" +"是Godot的原生语言. 虽然从长远来看, 脚本语言的性能往往不如低级语言, 但对于原型" +"设计, 开发最小可行产品(MVP)和关注上市时间(TTM)来说,GDScript将提供一种快速, 友" +"好, 有能力的游戏开发方式." #: ../../docs/about/faq.rst:78 msgid "" @@ -205,9 +206,9 @@ msgid "" "github.com/godotengine/godot/issues>`_ is a great way to start your " "troubleshooting." msgstr "" -"请注意,C#的支持仍然相对较初级,因此,使用该语言可能会遇到一些问题. 我们友好且" -"勤奋的开发社区随时准备解决出现的新问题,但由于这是一个开源项目,我们建议您先自" -"己做一些排查. 通过在 `公开问题 <https://github.com/godotengine/godot/" +"请注意,C#的支持仍然相对较初级, 因此, 使用该语言可能会遇到一些问题. 我们友好" +"且勤奋的开发社区随时准备解决出现的新问题, 但由于这是一个开源项目, 我们建议您" +"先自己做一些排查. 通过在 `公开问题 <https://github.com/godotengine/godot/" "issues>`_ 的讨论里进行搜索是开始故障排除的好方法." #: ../../docs/about/faq.rst:85 @@ -218,8 +219,8 @@ msgid "" "bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ " "and `Nim <https://github.com/pragmagic/godot-nim>`_." msgstr "" -"对于新语言,可以通过使用GDNative / NativeScript / PluginScript第三方工具获得支" -"持.(请参阅下面关于插件的问题.)目前正在进行工作,例如,关于Godot与 `Python " +"对于新语言, 可以通过使用GDNative / NativeScript / PluginScript第三方工具获得" +"支持.(请参阅下面关于插件的问题.)目前正在进行工作, 例如, 关于Godot与 `Python " "<https://github.com/touilleMan/godot-python>`_ 和 `Nim <https://github.com/" "pragmagic/godot-nim>`_ 的非官方绑定." @@ -237,20 +238,22 @@ msgid "" "and a complete overview of the power GDScript offers you, check out the :ref:" "`GDScript scripting guide <doc_gdscript>`." msgstr "" -"GDScript是Godot的集成脚本语言.它是从头开始构建的,为了以最少的代码最大化Godot" -"的潜力,使新手和专家开发人员都能尽可能快地利用Godot的优势.如果你曾经用过像" -"Python这样的语言写过任何东西,那么你会感到宾至如归.如果您想要了解关于GDScript" -"的示例、历史、完整介绍和功能,查看 :ref:`GDScript脚本指南 <doc_gdscript>`." +"GDScript是Godot的集成脚本语言. 它是从头开始构建的, 为了以最少的代码最大化" +"Godot的潜力, 使新手和专家开发人员都能尽可能快地利用Godot的优势. 如果你曾经用" +"过像Python这样的语言写过任何东西, 那么你会感到宾至如归. 如果您想要了解关于" +"GDScript的示例, 历史, 完整介绍和功能, 查看 :ref:`GDScript 脚本指南 " +"<doc_gdscript>`." #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" -"使用GDScript有几个原因——特别是在进行原型设计时,在项目的alpha/beta阶段,或者没" -"有创建下一个3A大作——但最突出的原因是整体 **复杂度降低.**" +"使用GDScript有几个原因——特别是在进行原型设计时, 在项目的alpha/beta阶段, 或者" +"没有创建下一个3A大作——但最突出的原因是整体 **复杂度降低.**" #: ../../docs/about/faq.rst:106 msgid "" @@ -264,10 +267,10 @@ msgid "" "lot of time trying to get a small set of incremental features working across " "a large set of languages." msgstr "" -"为Godot创建一个紧密集成的自定义脚本语言的初衷是双重的:首先,关于生产力,它减少" -"了启动和运行Godot所需的时间,使开发人员能够快速接触引擎;其次,它减少了维护的总" -"体负担,减少了问题的维度,并允许引擎的开发人员专注于排除错误并改进与引擎核心相" -"关的功能——而不是花费大量时间来尝试在一大堆语言中获得一小组增量功能." +"为Godot创建一个紧密集成的自定义脚本语言的初衷是双重的: 首先, 关于生产力, 它减" +"少了启动和运行Godot所需的时间, 使开发人员能够快速接触引擎;其次, 它减少了维护" +"的总体负担, 减少了问题的维度, 并允许引擎的开发人员专注于排除错误并改进与引擎" +"核心相关的功能——而不是花费大量时间来尝试在一大堆语言中获得一小组增量功能." #: ../../docs/about/faq.rst:114 msgid "" @@ -281,11 +284,11 @@ msgid "" "once you see how powerful it is and rapid your development becomes, we think " "GDScript will grow on you." msgstr "" -"由于Godot是一个开源项目,因此从一开始就必须优先考虑更加集成和无缝的体验,而不是" -"通过支持更熟悉的编程语言来吸引更多用户——特别是在支持那些更熟悉的语言会导致更" -"糟糕的体验时. 我们理解您更愿意在Godot中使用其他语言(请参阅上面支持的选项列" -"表).话虽如此,如果你还没试过GDScript,先试 **三天**.就像Godot一样,一旦你看到它" -"有多强大并且开发多迅速,我们认为GDScript将在你的身上得到成长." +"由于Godot是一个开源项目, 因此从一开始就必须优先考虑更加集成和无缝的体验, 而不" +"是通过支持更熟悉的编程语言来吸引更多用户——特别是在支持那些更熟悉的语言会导致" +"更糟糕的体验时. 我们理解您更愿意在Godot中使用其他语言(请参阅上面支持的选项列" +"表). 话虽如此, 如果你还没试过GDScript, 先试 **三天** . 就像Godot一样, 一旦你" +"看到它有多强大并且开发多迅速, 我们认为GDScript将在你的身上得到成长." #: ../../docs/about/faq.rst:123 msgid "" @@ -293,7 +296,7 @@ msgid "" "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " "tutorial." msgstr "" -"有关熟悉GDScript或动态类型语言的更多信息,请参阅 :ref:" +"有关熟悉GDScript或动态类型语言的更多信息, 请参阅 :ref:" "`doc_gdscript_more_efficiently` 教程." #: ../../docs/about/faq.rst:127 @@ -308,9 +311,10 @@ msgid "" "of code. After some experiments with `Python <https://www.python.org>`__, it " "also proved difficult to embed." msgstr "" -"在早期,引擎使用 `Lua <https://www.lua.org>`__ 脚本语言.Lua速度很快,但是创建到" -"面向对象的系统的绑定(通过使用回退)是非常复杂且缓慢的,并且需要大量代码.在用 " -"`Python <https://www.python.org>`__ 进行了一些实验后, 它也被证明是难以嵌入的." +"在早期, 引擎使用 `Lua <https://www.lua.org>`__ 脚本语言.Lua速度很快, 但是创建" +"到面向对象的系统的绑定(通过使用回退)是非常复杂且缓慢的, 并且需要大量代码. 在" +"用 `Python <https://www.python.org>`__ 进行了一些实验后, 它也被证明是难以嵌入" +"的." #: ../../docs/about/faq.rst:135 msgid "" @@ -322,16 +326,16 @@ msgid "" "Poor threading support in most script VMs, and Godot uses threads (Lua, " "Python, Squirrel, JavaScript, ActionScript, etc.)." msgstr "" -"Godot使用多线程,而大多数脚本虚拟机(VM)中的线程支持不佳(Lua、Python、" -"Squirrel、JS、ActionScript等)." +"Godot使用多线程, 而大多数脚本虚拟机(VM)中的线程支持不佳(Lua, Python, " +"Squirrel, JS, ActionScript等)." #: ../../docs/about/faq.rst:139 msgid "" "Poor class-extending support in most script VMs, and adapting to the way " "Godot works is highly inefficient (Lua, Python, JavaScript)." msgstr "" -"大多数脚本语言(Lua、Python、JS)的虚拟机没有很好地支持类扩展,适配Godot工作方式" -"的效率极低." +"大多数脚本语言(Lua, Python, JS)的虚拟机没有很好地支持类扩展, 适配Godot工作方" +"式的效率极低." #: ../../docs/about/faq.rst:141 msgid "" @@ -340,9 +344,9 @@ msgid "" "inefficiency (Lua, Python, Squirrel, JavaScript, etc.) We wanted to focus on " "a great engine, not a great amount of integrations." msgstr "" -"许多现有语言具有绑定到C ++的糟糕接口,会导致产生大量代码、错误、瓶颈和普遍的效" -"率低下(Lua、Python、Squirrel、JS等).我们希望专注于一个更好的引擎,而不是大量的" -"整合." +"许多现有语言具有绑定到C ++的糟糕接口, 会导致产生大量代码, 错误, 瓶颈和普遍的" +"效率低下(Lua, Python, Squirrel, JS等). 我们希望专注于一个更好的引擎, 而不是大" +"量的整合." #: ../../docs/about/faq.rst:144 msgid "" @@ -350,8 +354,8 @@ msgid "" "performance when using custom types (Lua, Python, Squirrel, JavaScript, " "ActionScript, etc.)." msgstr "" -"没有原生向量类型(vector3、matrix4等),导致使用自定义类型实现时性能大大降低" -"(Lua、Python、Squirrel、JS、AS等)." +"没有原生向量类型(vector3, matrix4等), 导致使用自定义类型实现时性能大大降低" +"(Lua, Python, Squirrel, JS, AS等)." #: ../../docs/about/faq.rst:147 msgid "" @@ -366,8 +370,8 @@ msgid "" "Difficulty to integrate with the code editor for providing code completion, " "live editing, etc. (all of them). This is well-supported by GDScript." msgstr "" -"难以与Godot代码编辑器集成从而支持代码补全、动态编辑等.(所有这些语言).但这方面" -"GDScript支持得很好." +"难以与Godot代码编辑器集成从而支持代码补全, 动态编辑等.(所有这些语言). 但这方" +"面GDScript支持得很好." #: ../../docs/about/faq.rst:153 msgid "GDScript was designed to curtail the issues above, and more." @@ -384,9 +388,9 @@ msgid "" "using Blender, take a look at our own `Better Collada Exporter <https://" "godotengine.org/download>`_." msgstr "" -"即便如此,Godot对Collada的支持非常好,如果您在用Maya或3DS Max,请使用 " +"即便如此,Godot对Collada的支持非常好, 如果您在用Maya或3DS Max, 请使用 " "`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-" -"Tools>`_ 导出,以便得到最大程度地兼容.如果您使用的是Blender,可以用我们的 " +"Tools>`_ 导出, 以便得到最大程度地兼容. 如果您使用的是Blender, 可以用我们的 " "`Better Collada Exporter <https://godotengine.org/download>`_." #: ../../docs/about/faq.rst:161 @@ -399,13 +403,13 @@ msgid "" "proprietary so we recommend using other formats listed above, if suitable " "for your workflow." msgstr "" -"FBX可以通过开源的插件来支持.因此,我们建议您在适合您的工作流程的情况下使用上面" -"列出的其他格式." +"FBX可以通过开源的插件来支持. 因此, 我们建议您在适合您的工作流程的情况下使用上" +"面列出的其他格式." #: ../../docs/about/faq.rst:167 msgid "" "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "能否在Godot中加入闭源SDK,比如FMOD、GameWorks等?" +msgstr "能否在Godot中加入闭源SDK, 比如FMOD, GameWorks等?" #: ../../docs/about/faq.rst:169 msgid "" @@ -414,9 +418,9 @@ msgid "" "development community to support any third-party, closed-source/proprietary " "SDKs, as integrating with these would go against Godot's ethos." msgstr "" -"Godot的目的是创建一个遵循免费开源MIT许可的引擎,而且是模块化和可扩展的.核心引" -"擎开发社区没有计划支持任何第三方、闭源或专有SDK,因为这些SDK的集成会违背Godot" -"的精神." +"Godot的目的是创建一个遵循免费开源MIT许可的引擎, 而且是模块化和可扩展的. 核心" +"引擎开发社区没有计划支持任何第三方, 闭源或专有SDK, 因为这些SDK的集成会违背" +"Godot的精神." #: ../../docs/about/faq.rst:174 msgid "" @@ -424,14 +428,14 @@ msgid "" "anyone else interested in adding those libraries as a module and shipping " "your game with them--as either open- or closed-source." msgstr "" -"也就是说,正因为Godot是开源和模块化的,所以没有什么能阻止你或其他任何感兴趣的人" -"将这些库添加为模块并使用它们——无论是开源还是闭源——发布游戏." +"也就是说, 正因为Godot是开源和模块化的, 所以没有什么能阻止你或其他任何感兴趣的" +"人将这些库添加为模块并使用它们——无论是开源还是闭源——发布游戏." #: ../../docs/about/faq.rst:178 msgid "" "To see how support for your SDK of choice could still be provided, look at " "the Plugins question below." -msgstr "如欲了解如何支持您使用的SDK,请查看下面的插件问题." +msgstr "如欲了解如何支持您使用的SDK, 请查看下面的插件问题." #: ../../docs/about/faq.rst:181 msgid "" @@ -440,8 +444,8 @@ msgid "" "work yourself. Godot is not owned by one person; it belongs to the " "community, and it grows along with ambitious community contributors like you." msgstr "" -"如果您知道Godot不支持但是想提供免费和开源集成的第三方SDK,请考虑自己开始集成工" -"作.Godot不属于一个人;它属于社区,它与像您一样雄心勃勃的社区贡献者一起成长." +"如果您知道Godot不支持但是想提供免费和开源集成的第三方SDK, 请考虑自己开始集成" +"工作.Godot不属于一个人;它属于社区, 它与像您一样雄心勃勃的社区贡献者一起成长." #: ../../docs/about/faq.rst:187 msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" @@ -456,7 +460,7 @@ msgid "" "macOS, and more." msgstr "" "Godot的首要目标是实现跨平台兼容性和开放标准. OpenGL和Vulkan是在所有平台上都开" -"放且几乎可用的技术. 由于这一设计决定,在Windows上使用Godot开发的项目在Linux," +"放且几乎可用的技术. 由于这一设计决定, 在Windows上使用Godot开发的项目在Linux," "macOS等平台上同样可用." #: ../../docs/about/faq.rst:195 @@ -466,8 +470,8 @@ msgid "" "API on all platforms allows for greater consistency with fewer platform-" "specific issues." msgstr "" -"由于只有少数人开发Godot的渲染器,我们更倾向于只有少数几个渲染后端需要维护.在此" -"之上,所有平台使用单一的API,这样可以有更好的一致性和很少的平台特定的问题." +"由于只有少数人开发Godot的渲染器, 我们更倾向于只有少数几个渲染后端需要维护. 在" +"此之上, 所有平台使用单一的API, 这样可以有更好的一致性和很少的平台特定的问题." #: ../../docs/about/faq.rst:200 msgid "" @@ -475,15 +479,14 @@ msgid "" "for the Xbox's purposes), but Vulkan and OpenGL will remain the default " "rendering backends on all platforms, including Windows." msgstr "" -"未来一段时间后, 我们可能会为Godot开发一个Direct3D 12渲染器(主要面向Xbox),但是" -"Vulkan和OpenGL将仍然是包括Windows在内的所有平台的默认渲染后端." +"未来一段时间后, 我们可能会为Godot开发一个Direct3D 12渲染器(主要面向Xbox), 但" +"是Vulkan和OpenGL将仍然是包括Windows在内的所有平台的默认渲染后端." #: ../../docs/about/faq.rst:205 msgid "Why does Godot aim to keep its core feature set small?" msgstr "为什么Godot致力于保持小型的核心功能集?" #: ../../docs/about/faq.rst:207 -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of this would be advanced " @@ -506,10 +509,10 @@ msgid "" "never fixed. On top of that, the \"API surface\" that needs to be tested and " "checked for regressions keeps increasing over time." msgstr "" -"**代码维护和表面错误** 每次我们在Godot仓库中接受新的代码时,现有的贡献者往往会" -"承担起维护代码的责任.有些贡献者在合并了他们的代码后并不总是会继续关注,这可能" -"会使我们很难维护这些代码,会导致维护不善的功能与永远无法修复的bug.此外,随着时" -"间的推移,需要测试和检查的 \"API表层\" 不断增加." +"**代码维护和表面错误** 每次我们在Godot仓库中接受新的代码时, 现有的贡献者往往" +"会承担起维护代码的责任. 有些贡献者在合并了他们的代码后并不总是会继续关注, 这" +"可能会使我们很难维护这些代码, 会导致维护不善的功能与永远无法修复的bug. 此外, " +"随着时间的推移, 需要测试和检查的 \"API表层\" 不断增加." #: ../../docs/about/faq.rst:221 msgid "" @@ -518,8 +521,8 @@ msgid "" "contributors to get started with Godot, without requiring them to purchase " "high-end hardware." msgstr "" -"**易于贡献.**通过保持代码库小巧,整洁,可以从源代码中快速轻松地进行编译.这使得" -"新的贡献者起步更简单,而无需购买高端硬件." +"**易于贡献.** 通过保持代码库小巧, 整洁, 可以从源代码中快速轻松地进行编译. 这" +"使得新的贡献者起步更简单, 而无需购买高端硬件." #: ../../docs/about/faq.rst:226 msgid "" @@ -528,9 +531,9 @@ msgid "" "extract it and run it in less than 5 minutes makes Godot more accessible to " "developers in all countries." msgstr "" -"**将引擎的二进制文件的大小保持在较小的范围内.**并非每个人都有高速网络.这是为" -"了确保每个人都可以在不到5分钟的时间内下载、解压并运行Godot,方便世界各地的开发" -"者使用." +"**将引擎的二进制文件的大小保持在较小的范围内.** 并非每个人都有高速网络. 这是" +"为了确保每个人都可以在不到5分钟的时间内下载, 解压并运行Godot, 方便世界各地的" +"开发者使用." #: ../../docs/about/faq.rst:231 msgid "" @@ -541,9 +544,9 @@ msgid "" "high-speed Internet is not readily available. To add to this, strict data " "usage caps are often in effect in those countries." msgstr "" -"**保持导出模板较小的二进制大小.**这直接影响到Godot导出的项目的大小.在移动和" -"Web平台上,较小的文件大小是在功率不足的设备上快速安装和加载的首要条件.同上,在" -"许多国家,用上高速网络并不容易.并且这些国家往往有严格的数据使用上限." +"**保持导出模板较小的二进制大小.** 这直接影响到Godot导出的项目的大小. 在移动和" +"Web平台上, 较小的文件大小是在功率不足的设备上快速安装和加载的首要条件. 同上, " +"在许多国家, 用上高速网络并不容易. 并且这些国家往往有严格的数据使用上限." #: ../../docs/about/faq.rst:238 msgid "" @@ -556,17 +559,17 @@ msgid "" "<doc_optimizing_for_size>` to optimize the distribution size of your " "project.)" msgstr "" -"基于上述原因,我们必须选择哪些功能作为Godot的核心功能.这就是为什么我们计划在" -"Godot的未来版本里,转移一些核心功能到官方支持的附加组件中.在文件大小方面,还有" -"一个优点,即你的项目可以精简掉没有实际使用过的功能(与此同时,你可以 :ref:`编译" -"自定义导出模板,禁用未使用的功能<doc_optimizing_for_size>` 来优化项目的发布大" -"小)" +"基于上述原因, 我们必须选择哪些功能作为Godot的核心功能. 这就是为什么我们计划在" +"Godot的未来版本里, 转移一些核心功能到官方支持的附加组件中. 在文件大小方面, 还" +"有一个优点, 即你的项目可以精简掉没有实际使用过的功能(与此同时, 你可以 :ref:`" +"编译自定义导出模板, 禁用未使用的功能 <doc_optimizing_for_size>` 来优化项目的" +"发布大小)" #: ../../docs/about/faq.rst:247 msgid "" "How should assets be created to handle multiple resolutions and aspect " "ratios?" -msgstr "如果要适配多种分辨率和纵横比,素材应做哪些处理?" +msgstr "如果要适配多种分辨率和纵横比, 素材应做哪些处理?" #: ../../docs/about/faq.rst:249 msgid "" @@ -578,10 +581,10 @@ msgid "" "Android and Apple devices with different resolutions and aspect ratios were " "created, with a very wide range of sizes and DPIs." msgstr "" -"这个问题很常见,可能要归功于苹果公司.苹果一开始将它们的设备分辨率加倍,让人觉得" -"不同分辨率使用相同的素材是个好主意,所以很多人就这么做下去了.起初只有苹果设备" -"这么做,但安卓和后来的苹果设备又有了不同的分辨率和宽高比,它们的大小和DPI变得多" -"种多样." +"这个问题很常见, 可能要归功于苹果公司. 苹果一开始将它们的设备分辨率加倍, 让人" +"觉得不同分辨率使用相同的素材是个好主意, 所以很多人就这么做下去了. 起初只有苹" +"果设备这么做, 但安卓和后来的苹果设备又有了不同的分辨率和宽高比, 它们的大小和" +"DPI变得多种多样." #: ../../docs/about/faq.rst:257 msgid "" @@ -590,8 +593,8 @@ msgid "" "This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or " "YFov." msgstr "" -"最常见和最恰当的处理方法是,为游戏使用单一基本分辨率,并仅处理不同的屏幕宽高" -"比. 这主要是2D游戏所需要做的,因为在3D游戏中它只是相机 XFov或YFov的问题." +"最常见和最恰当的处理方法是, 为游戏使用单一基本分辨率, 并仅处理不同的屏幕宽高" +"比. 这主要是2D游戏所需要做的, 因为在3D游戏中它只是相机 XFov或YFov的问题." #: ../../docs/about/faq.rst:261 msgid "" @@ -602,10 +605,10 @@ msgid "" "mind the higher the resolution, the larger your assets, the more memory they " "will take and the longer the time it will take for loading." msgstr "" -"为游戏选择一个基本分辨率.即使有高达2K的设备和低至400p的设备,设备中的常规硬件" -"缩放也会在很少或没有性能成本的情况下解决这个问题. 最常见的选择是接近" -"1080p(1920x1080)或720p(1280x720). 请记住,分辨率越高,素材越大,占用的内存就越" -"多,加载所需的时间也就越长." +"为游戏选择一个基本分辨率. 即使有高达2K的设备和低至400p的设备, 设备中的常规硬" +"件缩放也会在很少或没有性能成本的情况下解决这个问题. 最常见的选择是接近" +"1080p(1920x1080)或720p(1280x720). 请记住, 分辨率越高, 素材越大, 占用的内存就" +"越多, 加载所需的时间也就越长." #: ../../docs/about/faq.rst:269 msgid "" @@ -613,7 +616,7 @@ msgid "" "works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to " "achieve this." msgstr "" -"使用Godot中的拉伸(Stretch)选项;2D保持宽高比时拉伸效果最好.参阅教程 :ref:" +"使用Godot中的拉伸(Stretch)选项;2D保持宽高比时拉伸效果最好. 参阅教程 :ref:" "`doc_multiple_resolutions` 来学习如何实现它." #: ../../docs/about/faq.rst:273 @@ -623,9 +626,9 @@ msgid "" "is one aspect ratio and you want black bars to appear instead. This is also " "explained in :ref:`doc_multiple_resolutions`." msgstr "" -"确定最小分辨率,然后决定是否希望游戏垂直或水平拉伸以获得不同的宽高比,或者如果" -"有一个宽高比并且您希望显示黑条. 这也在 :ref:`doc_multiple_resolutions` 有所解" -"释." +"确定最小分辨率, 然后决定是否希望游戏垂直或水平拉伸以获得不同的宽高比, 或者如" +"果有一个宽高比并且您希望显示黑条. 这也在 :ref:`doc_multiple_resolutions` 有所" +"解释." #: ../../docs/about/faq.rst:278 msgid "" @@ -633,8 +636,8 @@ msgid "" "determine where controls should stay and move. If UIs are more complex, " "consider learning about Containers." msgstr "" -"对于用户界面,请使用 :ref:`锚定 <doc_size_and_anchors>` 来确定控件应停留和移动" -"的位置. 如果UI更复杂,请考虑学习容器." +"对于用户界面, 请使用 :ref:`锚定 <doc_size_and_anchors>` 来确定控件应停留和移" +"动的位置. 如果UI更复杂, 请考虑学习容器." #: ../../docs/about/faq.rst:282 msgid "And that's it! Your game should work in multiple resolutions." @@ -647,8 +650,8 @@ msgid "" "to shrink images, and set that build to be used for certain screen sizes in " "the App Store or Google Play." msgstr "" -"如果希望让您的游戏也适用于具有小屏幕(宽度小于300像素)的古老设备,可以在导出选" -"项中缩小图像,并且在App Store或Google Play中将它设为用于特定的屏幕大小." +"如果希望让您的游戏也适用于具有小屏幕(宽度小于300像素)的古老设备, 可以在导出选" +"项中缩小图像, 并且在App Store或Google Play中将它设为用于特定的屏幕大小." #: ../../docs/about/faq.rst:290 msgid "How can I extend Godot?" @@ -660,24 +663,24 @@ msgid "" "for additional languages, take a look at :ref:`EditorPlugins " "<doc_making_plugins>` and tool scripts." msgstr "" -"要扩展Godot,比如创建Godot编辑器插件或添加对其他语言的支持,请参阅 :ref:`编辑器" -"插件 <doc_making_plugins>` 和工具脚本." +"要扩展Godot, 比如创建Godot编辑器插件或添加对其他语言的支持, 请参阅 :ref:`编辑" +"器插件 <doc_making_plugins>` 和工具脚本." #: ../../docs/about/faq.rst:296 msgid "Also, see the official blog posts on these topics:" -msgstr "另外,请参阅有关这些主题的官方博客:" +msgstr "另外, 请参阅有关这些主题的官方博客:" #: ../../docs/about/faq.rst:298 msgid "" "`A look at the GDNative architecture <https://godotengine.org/article/look-" "gdnative-architecture>`_" msgstr "" -"`GDNative架构概览 <https://godotengine.org/article/look-gdnative-" +"`GDNative 架构概览 <https://godotengine.org/article/look-gdnative-" "architecture>`_" #: ../../docs/about/faq.rst:299 msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_" -msgstr "`GDNative来了! <https://godotengine.org/article/dlscript-here>`_" +msgstr "`GDNative 来了! <https://godotengine.org/article/dlscript-here>`_" #: ../../docs/about/faq.rst:301 msgid "" @@ -686,8 +689,8 @@ msgid "" "godot-python>`_ for Godot. This would be a good starting point to see how " "another third-party library integrates with Godot." msgstr "" -"您还可以查看GDScript的实现、Godot模块以及Godot的 `非官方Python支持 <https://" -"github.com/touilleMan/godot-python>`_ .这个将是您了解如何将第三方库整合到" +"您还可以查看GDScript的实现, Godot模块以及Godot的 `非官方Python 支持 <https://" +"github.com/touilleMan/godot-python>`_ . 这个将是您了解如何将第三方库整合到" "Godot中的第一步." #: ../../docs/about/faq.rst:307 @@ -720,13 +723,13 @@ msgid "" "fork, modify, and submit a Pull Request (PR) with your changes." msgstr "" "开始的第一个地方是在 `问题列表 <https://github.com/godotengine/godot/" -"issues>`_.找到一个与您产生共鸣的问题,然后继续阅读 `如何贡献 <https://github." -"com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-" -"requests>`_ 指南,学习如何使用更改派生、修改和提交Pull Request (PR)." +"issues>`_. 找到一个与您产生共鸣的问题, 然后继续阅读 `如何贡献 <https://" +"github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-" +"requests>`_ 指南, 学习如何使用更改派生, 修改和提交Pull Request (PR)." #: ../../docs/about/faq.rst:323 msgid "I have a great idea for Godot. How can I share it?" -msgstr "有关于Godot的好主意.如何分享它?" +msgstr "有关于Godot的好主意. 如何分享它?" #: ../../docs/about/faq.rst:325 msgid "" @@ -740,12 +743,12 @@ msgid "" "github.com/godotengine/godot/issues>`_, and conversations between Godot " "community members." msgstr "" -"想要把一些想法带给Godot会很诱人,比如导致大量核心变化的想法,某种模仿其他游戏引" -"擎所做的事情,或者您想要在编辑器中构建另一种工作流程.这些都是伟大的,我们感谢有" -"这些想要积极贡献的人,但Godot的焦点是而且始终将是在 `路线图 <https://github." -"com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_ 中概述的核心功能.`排" -"查bug和解决问题 <https://github.com/godotengine/godot/issues>`_,以及与Godot社" -"区成员之间的讨论." +"想要把一些想法带给Godot会很诱人, 比如导致大量核心变化的想法, 某种模仿其他游戏" +"引擎所做的事情, 或者您想要在编辑器中构建另一种工作流程. 这些都是伟大的, 我们" +"感谢有这些想要积极贡献的人, 但Godot的焦点是而且始终将是在 `路线图 <https://" +"github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_ 中概述的核心功" +"能. `排查 bug 和解决问题 <https://github.com/godotengine/godot/issues>`_, 以" +"及与Godot社区成员之间的讨论." #: ../../docs/about/faq.rst:334 msgid "" @@ -764,7 +767,7 @@ msgstr "" msgid "" "The features you would like to see implemented because you need them for " "your project." -msgstr "您希望实现的功能,因为您需要它们用于您的项目." +msgstr "您希望实现的功能, 因为您需要它们用于您的项目." #: ../../docs/about/faq.rst:341 msgid "" @@ -787,8 +790,8 @@ msgid "" "reformulate them as a problem first, so developers and the community have a " "functional foundation to ground your ideas on." msgstr "" -"因此,请不要觉得您对Godot的想法是不受欢迎的.相反,首先尝试将它们作为问题重新表" -"述出来,这样开发人员和社区会有一个功能依据,可以为您的想法奠定基础." +"因此, 请不要觉得您对Godot的想法是不受欢迎的. 相反, 首先尝试将它们作为问题重新" +"表述出来, 这样开发人员和社区会有一个功能依据, 可以为您的想法奠定基础." #: ../../docs/about/faq.rst:349 msgid "" @@ -798,28 +801,28 @@ msgid "" "problems and ideas this way will help the whole community stay focused on " "improving developer experiences as a whole." msgstr "" -"与社区分享您的想法和问题的一个好方法是用案例来说明.解释您想做什么,您期望发生" -"什么行为,然后实际发生了什么行为.以这种方式体现问题和想法,将有助于整个社区始终" -"专注于作为一个整体改善开发者的体验." +"与社区分享您的想法和问题的一个好方法是用案例来说明. 解释您想做什么, 您期望发" +"生什么行为, 然后实际发生了什么行为. 以这种方式体现问题和想法, 将有助于整个社" +"区始终专注于作为一个整体改善开发者的体验." #: ../../docs/about/faq.rst:355 msgid "" "Bonus points for bringing screenshots, concrete numbers, test cases, or " "example projects (if applicable)." -msgstr "最好可以附上截图、具体数值、测试用例或示例项目(如果有的话)." +msgstr "最好可以附上截图, 具体数值, 测试用例或示例项目(如果有的话)." #: ../../docs/about/faq.rst:361 -#, fuzzy msgid "Is it possible to use Godot to create non-game applications?" msgstr "是否能将Godot作为库使用?" #: ../../docs/about/faq.rst:363 -#, fuzzy msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." -msgstr "Godot的发行软件包较小,使其适合替代Electron或Qt之类的框架." +msgstr "" +"是的! Godot 具有广泛的内置 UI 系统, 其较小的软件包可以使它成为 Electron 或 " +"Qt 等框架的合适替代品." #: ../../docs/about/faq.rst:366 msgid "" @@ -827,12 +830,17 @@ msgid "" "processor mode <class_ProjectSettings_property_application/run/" "low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgstr "" +"当创建一个非游戏的应用程序时,确保在项目设置中启用 :ref:`低处理器模式 " +"<class_ProjectSettings_property_application/run/low_processor_mode>` 以减少" +"CPU和GPU占用。" #: ../../docs/about/faq.rst:370 msgid "" "That said, we wouldn't recommend using Godot to create a *mobile* " "application since low-processor mode isn't supported on mobile platforms yet." msgstr "" +"也就是说,我们不建议使用Godot来创建 *移动* 应用程序,因为移动平台还不支持低处" +"理器模式。" #: ../../docs/about/faq.rst:373 msgid "" @@ -840,6 +848,9 @@ msgid "" "and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for " "examples of open source applications made with Godot." msgstr "" +"查看 `Material Maker <https://github.com/RodZill4/material-maker>`__ 和 " +"`Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__, 以了解用" +"Godot制作的开放源码应用程序的例子。" #: ../../docs/about/faq.rst:380 msgid "Is it possible to use Godot as a library?" @@ -852,9 +863,9 @@ msgid "" "make Godot usable as a library, as it would make the rest of the engine more " "convoluted and difficult to use for casual users." msgstr "" -"Godot旨在与其编辑器一起使用.我们建议您尝试一下编辑器,因为从长远来看,它很可能" -"会节省您的时间.目前尚无计划把Godot作为库(library)使用,因为这会使引擎的其余部" -"分更加混乱,难以为普通用户使用." +"Godot旨在与其编辑器一起使用. 我们建议您尝试一下编辑器, 因为从长远来看, 它很可" +"能会节省您的时间. 目前尚无计划把Godot作为库(library)使用, 因为这会使引擎的其" +"余部分更加混乱, 难以为普通用户使用." #: ../../docs/about/faq.rst:387 msgid "" @@ -863,12 +874,12 @@ msgid "" "smaller communities compared to Godot. This will make it more difficult to " "find answers to your questions." msgstr "" -"如果你想使用一个渲染库,那就使用一个已经建立的渲染引擎来代替.需要注意的是,与" -"Godot相比,渲染引擎通常拥有更小的社区,这将会使你解决问题的难度加大." +"如果你想使用一个渲染库, 那就使用一个已经建立的渲染引擎来代替. 需要注意的是, " +"与Godot相比, 渲染引擎通常拥有更小的社区, 这将会使你解决问题的难度加大." #: ../../docs/about/faq.rst:393 msgid "What user interface toolkit does Godot use?" -msgstr "" +msgstr "Godot使用的用户界面工具包是什么?" #: ../../docs/about/faq.rst:395 msgid "" @@ -879,6 +890,10 @@ msgid "" "in C++). These Control nodes can also be used in projects from any scripting " "language supported by Godot." msgstr "" +"Godot不使用标准的 :abbr:`GUI(Graphical User Interface)` 工具箱,如GTK、Qt或" +"wxWidgets。相反,Godot使用自己的用户界面工具包,使用OpenGL ES或Vulkan进行渲" +"染。这个工具包以控制节点(Control nodes)的形式暴露出来,用于渲染编辑器(用C+" +"+编写)。这些控制节点也可以在Godot支持的任何脚本语言的项目中使用。" #: ../../docs/about/faq.rst:402 msgid "" @@ -888,6 +903,9 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" +"这个定制的工具包使它能获益于硬件加速,并在全平台上拥有一致的外观。最重要的" +"是,它不必处理GTK或Qt所带来的LGPL许可注意事项。最后,这意味着Godot在 \"自产自" +"用\", 因为编辑器本身就是Godot UI系统中最复杂的用例之一。" #: ../../docs/about/faq.rst:408 msgid "" @@ -895,9 +913,13 @@ msgid "" "<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create " "non-game applications by using the editor <doc_faq_non_game_applications>`." msgstr "" +"这个自定义UI工具包 :ref:`不能作为一个库使用 <doc_faq_use_godot_as_library>`, " +"但你仍然可以 :ref:`通过 <doc_faq_non_game_applications> 使用Godot编辑器来创建" +"非游戏应用程序`." #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "为什么 Godot 不使用 STL(标准模板库)" #: ../../docs/about/faq.rst:415 @@ -906,15 +928,15 @@ msgid "" "STL. We believe STL is a great general purpose library, but we had special " "requirements for Godot." msgstr "" -"像许多其他库一样(Qt就是一个例子),Godot没有使用STL.我们相信STL是一个伟大的通用" -"库,但我们对Godot有特殊的要求." +"像许多其他库一样(Qt就是一个例子),Godot没有使用STL. 我们相信STL是一个伟大的通" +"用库, 但我们对Godot有特殊的要求." #: ../../docs/about/faq.rst:419 msgid "" "STL templates create very large symbols, which results in huge debug " "binaries. We use few templates with very short names instead." msgstr "" -"STL模板会创建大量符号,这会产生大量的调试二进制文件. 我们使用名称很短的少量模" +"STL模板会创建大量符号, 这会产生大量的调试二进制文件. 我们使用名称很短的少量模" "板来代替." #: ../../docs/about/faq.rst:420 @@ -924,28 +946,29 @@ msgid "" "O(1) access time for performance. Likewise, our hash map implementations are " "designed to integrate seamlessly with internal engine types." msgstr "" -"我们的大多数容器都满足特殊需求,例如Vector,它使用写时复制,我们用它来传递数据," -"或 RID 系统,这需要 O(1) 访问时间来提高性能.同样,我们的哈希映射实现旨在与内部" -"引擎类型无缝集成." +"我们的大多数容器都满足特殊需求, 例如Vector, 它使用写时复制, 我们用它来传递数" +"据, 或 RID 系统, 这需要 O(1) 访问时间来提高性能. 同样, 我们的哈希映射实现旨在" +"与内部引擎类型无缝集成." #: ../../docs/about/faq.rst:421 msgid "" "Our containers have memory tracking built-in, which helps better track " "memory usage." -msgstr "我们的容器内置了内存跟踪,这有助于更好地跟踪内存使用情况." +msgstr "我们的容器内置了内存跟踪, 这有助于更好地跟踪内存使用情况." #: ../../docs/about/faq.rst:422 msgid "" "For large arrays, we use pooled memory, which can be mapped to either a " "preallocated buffer or virtual memory." -msgstr "对于大型数组,我们使用内存池,可以映射到预先分配的缓冲区或虚拟内存." +msgstr "对于大型数组, 我们使用内存池, 可以映射到预先分配的缓冲区或虚拟内存." #: ../../docs/about/faq.rst:423 msgid "" "We use our custom String type, as the one provided by STL is too basic and " "lacks proper internationalization support." msgstr "" -"我们使用自定义字符串类型,由于STL提供的版本过于基础,并且缺乏适当的国际化支持." +"我们使用自定义字符串类型, 由于STL提供的版本过于基础, 并且缺乏适当的国际化支" +"持." #: ../../docs/about/faq.rst:426 msgid "Why does Godot not use exceptions?" @@ -958,14 +981,14 @@ msgid "" "script), but then it will try to recover as gracefully as possible and keep " "going." msgstr "" -"我们相信无论如何游戏都不应该崩溃.如果发生意外情况,Godot将打印一个错误(甚至可" -"以追溯到脚本),但之后它会尽可能优雅地恢复,并继续前进." +"我们相信无论如何游戏都不应该崩溃. 如果发生意外情况,Godot将打印一个错误(甚至可" +"以追溯到脚本), 但之后它会尽可能优雅地恢复, 并继续前进." #: ../../docs/about/faq.rst:433 msgid "" "Additionally, exceptions significantly increase binary size for the " "executable." -msgstr "此外,异常会显著增加可执行文件的二进制大小." +msgstr "此外, 异常会显著增加可执行文件的二进制大小." #: ../../docs/about/faq.rst:437 msgid "Why does Godot not enforce RTTI?" @@ -977,8 +1000,8 @@ msgid "" "internally. Disabling RTTI in Godot means considerably smaller binary sizes " "can be achieved, at a little performance cost." msgstr "" -"Godot提供了自己的类型转换系统,可以可选地在内部使用运行时类型识别(RTTI).在" -"Godot中禁用运行时类型识别,意味着可以以较小的性能代价实现相当小的二进制大小." +"Godot提供了自己的类型转换系统, 可以可选地在内部使用运行时类型识别(RTTI). 在" +"Godot中禁用运行时类型识别, 意味着可以以较小的性能代价实现相当小的二进制大小." #: ../../docs/about/faq.rst:444 msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" @@ -990,8 +1013,8 @@ msgid "" "use cache coherency as well as possible, we believe most users don't really " "need to be forced to use DoD practices." msgstr "" -"虽然Godot内部针对许多繁重的性能任务,尝试尽可能地使用缓存一致性,但我们相信大多" -"数用户并不真正需要被迫使用DoD实践." +"虽然Godot内部针对许多繁重的性能任务, 尝试尽可能地使用缓存一致性, 但我们相信大" +"多数用户并不真正需要被迫使用DoD实践." #: ../../docs/about/faq.rst:450 msgid "" @@ -1001,16 +1024,16 @@ msgid "" "in, if you are moving a few hundred sprites or enemies per frame, DoD won't " "help you, and you should consider a different approach to optimization." msgstr "" -"面向数据设计主要是缓存一致性优化,它只能在处理成千上万个对象时获得显著的性能提" -"升(每帧都经过少量修改).比如,如果你每帧移动几百个精灵或敌人,面向数据设计不会帮" -"您的,您应该考虑一种不同的优化方法." +"面向数据设计主要是缓存一致性优化, 它只能在处理成千上万个对象时获得显著的性能" +"提升(每帧都经过少量修改). 比如, 如果你每帧移动几百个精灵或敌人, 面向数据设计" +"不会帮您的, 您应该考虑一种不同的优化方法." #: ../../docs/about/faq.rst:457 msgid "" "The vast majority of games do not need this and Godot provides handy helpers " "to do the job for most cases when you do." msgstr "" -"绝大多数游戏都不需要这个,并且Godot提供了方便的辅助工具来完成大多数情况下的工" +"绝大多数游戏都不需要这个, 并且Godot提供了方便的辅助工具来完成大多数情况下的工" "作." #: ../../docs/about/faq.rst:460 @@ -1019,8 +1042,8 @@ msgid "" "needed, our recommendation is to use C++ and GDNative for the high " "performance parts and GDScript (or C#) for the rest of the game." msgstr "" -"如果一个游戏的确需要处理较多数量游戏对象,那么我们建议使用C++和GDNative来保证" -"高性能,使用GDScript(或C#)脚本来轻松地开发游戏." +"如果一个游戏的确需要处理较多数量游戏对象, 那么我们建议使用C++和GDNative来保证" +"高性能, 使用GDScript(或C#)脚本来轻松地开发游戏." #: ../../docs/about/faq.rst:465 msgid "How can I support Godot development or contribute?" @@ -1038,4 +1061,4 @@ msgstr "谁在为Godot工作?如何联系?" msgid "" "See the corresponding page on the `Godot website <https://godotengine.org/" "contact>`_." -msgstr "请参照 `Godot官网 <https://godotengine.org/contact>`_ 上的相应页面." +msgstr "请参照 `Godot 官网 <https://godotengine.org/contact>`_ 上的相应页面." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/index.po b/sphinx/po/zh_CN/LC_MESSAGES/about/index.po index 6d3cf6a12f..3d1cde0d80 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po b/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po index d4fc9e7f1a..01ece60987 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" -"欢迎使用Godot引擎的官方文档,这是一款由免费开源社区驱动的2D和3D游戏引擎!在此" -"之后,您将发现一个功能强大但十分友好的工具,您可以使用它为任何平台,没有任何使用" -"限制地开发任何类型的游戏." +"欢迎使用Godot引擎的官方文档, 这是一款由免费开源社区驱动的2D和3D游戏引擎!在此" +"之后, 您将发现一个功能强大但十分友好的工具, 您可以使用它为任何平台, 没有任何" +"使用限制地开发任何类型的游戏." #: ../../docs/about/introduction.rst:16 msgid "" @@ -38,8 +38,8 @@ msgid "" "this documentation, so that you know where to start if you are a beginner or " "where to look if you need info on a specific feature." msgstr "" -"本页旨在对引擎和本文档的内容进行宽泛的介绍,以便初学者知道从什么地方开始学习和" -"查找有关特定功能的信息." +"本页旨在对引擎和本文档的内容进行宽泛的介绍, 以便初学者知道从什么地方开始学习" +"和查找有关特定功能的信息." #: ../../docs/about/introduction.rst:21 msgid "Before you start" @@ -51,8 +51,8 @@ msgid "" "video tutorials contributed by the community. If you prefer video to text, " "those may be worth a look." msgstr "" -":ref:`教程与资源 <doc_community_tutorials>` 页列出了社区贡献的视频教程.如果你" -"更喜欢视频而非文本,这些可能值得一看." +":ref:`教程与资源 <doc_community_tutorials>` 页列出了社区贡献的视频教程. 如果" +"你更喜欢视频而非文本, 这些可能值得一看." #: ../../docs/about/introduction.rst:27 msgid "" @@ -60,9 +60,9 @@ msgid "" "find help on the various :ref:`Community channels <doc_community_channels>`, " "especially the Godot Discord community, Q&A, and IRC." msgstr "" -"如果在某个教程或你的项目中遇到了问题,可以在下列途径找到各种各样的帮助: :ref:`" -"社区频道 <doc_community_channels>`,特别是Godot的Discord社区、问答(Q&A)和网络" -"实时聊天室(IRC)." +"如果在某个教程或你的项目中遇到了问题, 可以在下列途径找到各种各样的帮助: :ref:" +"`社区频道 <doc_community_channels>`, 特别是Godot的Discord社区, 问答(Q&A)和网" +"络实时聊天室(IRC)." #: ../../docs/about/introduction.rst:32 msgid "About Godot Engine" @@ -74,9 +74,9 @@ msgid "" "Godot in a few words. Here's a quick synopsis, which you are free to reuse " "if you need a quick writeup about Godot Engine." msgstr "" -"游戏引擎是一个复杂的工具,因此很难用三言两语来概括 Godot .不管怎样我们还是在这" -"提供了相关介绍, 如果您想写一篇关于 Godot 引擎的简短介绍,那么您可以自由的使用" -"它们." +"游戏引擎是一个复杂的工具, 因此很难用三言两语来概括 Godot . 不管怎样我们还是在" +"这提供了相关介绍, 如果您想写一篇关于 Godot 引擎的简短介绍, 那么您可以自由的使" +"用它们." #: ../../docs/about/introduction.rst:38 msgid "" @@ -87,10 +87,10 @@ msgid "" "including the major desktop platforms (Linux, macOS, Windows) as well as " "mobile (Android, iOS) and web-based (HTML5) platforms." msgstr "" -"Godot引擎是一款功能丰富的跨平台游戏引擎,可通过统一界面创建2D和3D游戏. 它提供" -"了一套全面的通用工具,因此用户可以专注于制作游戏,而无需重新发明轮子. 游戏可以" -"一键导出到多个平台,包括主要的桌面平台(Linux、macOS、Windows)以及移动平台" -"(Android、iOS)和基于Web的(HTML5)平台." +"Godot引擎是一款功能丰富的跨平台游戏引擎, 可通过统一界面创建2D和3D游戏. 它提供" +"了一套全面的通用工具, 因此用户可以专注于制作游戏, 而无需重新发明轮子. 游戏可" +"以一键导出到多个平台, 包括主要的桌面平台(Linux, macOS, Windows)以及移动平台" +"(Android, iOS)和基于Web的(HTML5)平台." #: ../../docs/about/introduction.rst:45 msgid "" @@ -101,9 +101,9 @@ msgid "" "expectations. It is supported by the `Software Freedom Conservancy <https://" "sfconservancy.org>`_ not-for-profit." msgstr "" -"Godot在宽松的MIT许可证下完全自由且开源.没有附加条文,没有特许权使用费,没有任何" -"要求.用户的游戏乃至引擎的每一行代码,都是他们的.Godot的开发完全独立且由社区驱" -"动,允许用户以帮助塑造他们的引擎来满足他们的期望.它受到 `软件自由保护 " +"Godot在宽松的MIT许可证下完全自由且开源. 没有附加条文, 没有特许权使用费, 没有" +"任何要求. 用户的游戏乃至引擎的每一行代码, 都是他们的.Godot的开发完全独立且由" +"社区驱动, 允许用户以帮助塑造他们的引擎来满足他们的期望. 它受到 `软件自由保护 " "<https://sfconservancy.org>`_ 非营利组织的支持." #: ../../docs/about/introduction.rst:52 @@ -112,8 +112,8 @@ msgid "" "documentation further, especially the :ref:`Step by step <toc-learn-" "step_by_step>` tutorial." msgstr "" -"为了更深入地了解该引擎,建议您进一步阅读本文档,特别是 :ref:`渐进式 <toc-learn-" -"step_by_step>` 教程." +"为了更深入地了解该引擎, 建议您进一步阅读本文档, 特别是 :ref:`渐进式 <toc-" +"learn-step_by_step>` 教程." #: ../../docs/about/introduction.rst:57 msgid "About the documentation" @@ -128,9 +128,9 @@ msgid "" "open source `Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs <https://" "readthedocs.org/>`_ tools." msgstr "" -"本文档由Godot引擎社区的成员持续地编写、修正、编辑和改进.它的文本文件使用 " +"本文档由Godot引擎社区的成员持续地编写, 修正, 编辑和改进. 它的文本文件使用 " "`reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ 标记语言" -"进行编辑,然后使用开源工具 `Sphinx <http://www.sphinx-doc.org>`_ 与 " +"进行编辑, 然后使用开源工具 `Sphinx <http://www.sphinx-doc.org>`_ 与 " "`ReadTheDocs <https://readthedocs.org/>`_ 编译成一个静态网站/离线文档." #: ../../docs/about/introduction.rst:66 @@ -141,8 +141,8 @@ msgid "" "on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-" "docs/>`_." msgstr "" -"您可以为Godot文档作出贡献,通过在GitHub `源码仓库 <https://github.com/" -"godotengine/godot-docs>`_ 中提出问题,或提交推送请求发送补丁.或者在 `Hosted " +"您可以为Godot文档作出贡献, 通过在GitHub `源码仓库 <https://github.com/" +"godotengine/godot-docs>`_ 中提出问题, 或提交推送请求发送补丁. 或者在 `Hosted " "Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`_ 上把" "它翻译成您的语言." @@ -154,8 +154,8 @@ msgid "" "\"." msgstr "" "所有内容均在宽松的知识共享署名3.0(`CC-BY 3.0 <https://creativecommons.org/" -"licenses/by/3.0/>`_)许可下,并归属于 \"Juan Linietsky, Ariel Manzur 和Godot引" -"擎社区\"." +"licenses/by/3.0/>`_) 许可下, 并归属于 \"Juan Linietsky, Ariel Manzur 和Godot" +"引擎社区\"." #: ../../docs/about/introduction.rst:77 msgid "Organization of the documentation" @@ -166,7 +166,7 @@ msgid "" "This documentation is organized in five sections with an impressively " "unbalanced distribution of contents – but the way it is split up should be " "relatively intuitive:" -msgstr "本文档由五部分组成.虽然文本量分布很不均衡,但其划分方式应该相对直观:" +msgstr "本文档由五部分组成. 虽然文本量分布很不均衡, 但其划分方式应该相对直观:" #: ../../docs/about/introduction.rst:83 msgid "" @@ -174,8 +174,8 @@ msgid "" "information about the engine, its history, its licensing, authors, etc. It " "also contains the :ref:`doc_faq`." msgstr "" -":ref:`sec-general` 部分包括简介,以及关于引擎的信息,即历史、许可证和作者等.这" -"部分也包含 :ref:`doc_faq` ." +":ref:`sec-general` 部分包括简介, 以及关于引擎的信息, 即历史, 许可证和作者等. " +"这部分也包含 :ref:`doc_faq` ." #: ../../docs/about/introduction.rst:86 msgid "" @@ -184,16 +184,16 @@ msgid "" "games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` " "tutorial which should be the entry point for all new users." msgstr "" -":ref:`sec-learn` 部分是本文档的主要 *存在理由*,因为它包含所有使用该引擎制作游" -"戏所必需的信息.这一部分从 :ref:`渐进式 <toc-learn-step_by_step>` 教程开始.这" -"个教程应该作为所有新用户学习的起点." +":ref:`sec-learn` 部分是本文档的主要 *存在理由*, 因为它包含所有使用该引擎制作" +"游戏所必需的信息. 这一部分从 :ref:`渐进式 <toc-learn-step_by_step>` 教程开" +"始. 这个教程应该作为所有新用户学习的起点." #: ../../docs/about/introduction.rst:91 msgid "" "The :ref:`sec-tutorials` section can be read as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" -"另外, :ref:`sec-tutorials` 部分则可以根据您的需要以任意顺序去查阅.它包含特定" +"另外, :ref:`sec-tutorials` 部分则可以根据您的需要以任意顺序去查阅. 它包含特定" "于功能的教程和文档." #: ../../docs/about/introduction.rst:93 @@ -202,8 +202,8 @@ msgid "" "to the engine development, with information on compiling the engine, " "developing C++ modules or editor plugins." msgstr "" -":ref:`sec-devel` 部分是为高级用户以及引擎开发人员提供的,它包含了如何编译引" -"擎、开发C++模块和编辑器插件等信息." +":ref:`sec-devel` 部分是为高级用户以及引擎开发人员提供的, 它包含了如何编译引" +"擎, 开发C++模块和编辑器插件等信息." #: ../../docs/about/introduction.rst:96 msgid "" @@ -213,9 +213,9 @@ msgid "" "channels like IRC and Discord and contains a list of recommended third-party " "tutorials outside of this documentation." msgstr "" -":ref:`sec-community` 部分提供了引擎开发和社区生态的相关信息,例如,如何反馈错" -"误、帮助改善文档等等.它还列出了各种社区频道,如 IRC、Discord,并推荐了一些本文" -"档之外的第三方教程." +":ref:`sec-community` 部分提供了引擎开发和社区生态的相关信息, 例如, 如何反馈错" +"误, 帮助改善文档等等. 它还列出了各种社区频道, 如 IRC, Discord, 并推荐了一些本" +"文档之外的第三方教程." #: ../../docs/about/introduction.rst:101 msgid "" @@ -225,9 +225,9 @@ msgid "" "the generated files of the documentation are not meant to be modified. See :" "ref:`doc_updating_the_class_reference` for details." msgstr "" -"最后, :ref:`sec-class-ref` 部分是Godot API文档,也可以直接在引擎的脚本编辑器中" -"找到.它是从主源代码存储库中的文件自动生成的,因此文档的生成文件不打算修改.更多" -"信息请查看 :ref:`doc_updating_the_class_reference`." +"最后, :ref:`sec-class-ref` 部分是Godot API文档, 也可以直接在引擎的脚本编辑器" +"中找到. 它是从主源代码存储库中的文件自动生成的, 因此文档的生成文件不打算修" +"改. 更多信息请查看 :ref:`doc_updating_the_class_reference`." #: ../../docs/about/introduction.rst:107 msgid "" @@ -235,7 +235,7 @@ msgid "" "various `Godot demo projects <https://github.com/godotengine/godot-demo-" "projects>`_." msgstr "" -"除本文档外,您还可以学习各种 `Godot 示例项目 <https://github.com/godotengine/" +"除本文档外, 您还可以学习各种 `Godot 示例项目 <https://github.com/godotengine/" "godot-demo-projects>`_ ." #: ../../docs/about/introduction.rst:110 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/list_of_features.po b/sphinx/po/zh_CN/LC_MESSAGES/about/list_of_features.po index 4227f35775..e67468b03d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "list_of_features.html>`__ are available in the latest development version " "(4.0)." msgstr "" -"这个页面列出了当前稳定版本的Godot (3.3)所支持的特性.最新的开发版本(4.0)提供 `" -"更多特性 <https://docs.godotengine.org/en/latest/about/list_of_features." +"这个页面列出了当前稳定版本的Godot (3.3)所支持的特性. 最新的开发版本(4.0)提供 " +"`更多特性 <https://docs.godotengine.org/en/latest/about/list_of_features." "html>`_ ." #: ../../docs/about/list_of_features.rst:15 @@ -65,8 +65,8 @@ msgid "" "Binaries are statically linked and can run on any distribution if compiled " "on an old enough base distribution." msgstr "" -"二进制文件是静态链接的,并且如果在足够旧的基本发行版上进行编译,则可以在任何发" -"行版上运行." +"二进制文件是静态链接的, 并且如果在足够旧的基本发行版上进行编译, 则可以在任何" +"发行版上运行." #: ../../docs/about/list_of_features.rst:28 msgid "Official binaries are compiled on Ubuntu 14.04." @@ -75,7 +75,7 @@ msgstr "官方二进制文件是在Ubuntu 14.04上编译的." #: ../../docs/about/list_of_features.rst:30 msgid "HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera)." msgstr "" -"通过WebAssembly (火狐浏览器,谷歌浏览器,Edge浏览器,Opera浏览器) 的HMTL5." +"通过WebAssembly (火狐浏览器, 谷歌浏览器,Edge浏览器,Opera浏览器) 的HMTL5." #: ../../docs/about/list_of_features.rst:32 msgid "**Runs exported projects:**" @@ -91,19 +91,20 @@ msgstr "iOS 10.0及更高版本." #: ../../docs/about/list_of_features.rst:36 msgid ":ref:`Consoles <doc_consoles>`." -msgstr ":ref:`主机<doc_consoles>`." +msgstr ":ref:`主机 <doc_consoles>`." #: ../../docs/about/list_of_features.rst:37 msgid "" ":ref:`Headless Linux and macOS servers " "<doc_exporting_for_dedicated_servers>`." msgstr "" +":ref:`无界面的 Linux 和 macOS 服务器 <doc_exporting_for_dedicated_servers>`." #: ../../docs/about/list_of_features.rst:39 msgid "" "Godot aims to be as platform-independent as possible and can be ported to " "new platforms with relative ease." -msgstr "Godot的目标是尽可能地独立于平台,并且可以相对轻松地移植到新平台." +msgstr "Godot的目标是尽可能地独立于平台, 并且可以相对轻松地移植到新平台." #: ../../docs/about/list_of_features.rst:43 msgid "Editor" @@ -133,7 +134,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:51 msgid "GDScript :ref:`debugger <doc_debugger_panel>`." -msgstr "GDScript :ref:`调试器<doc_debugger_panel>`." +msgstr "GDScript :ref:`调试器 <doc_debugger_panel>`." #: ../../docs/about/list_of_features.rst:53 msgid "No support for debugging in threads yet." @@ -165,7 +166,7 @@ msgstr "远程检查器." msgid "" "Changes won't reflect in the editor and won't be kept after closing the " "running project." -msgstr "在关闭正在运行的项目后,更改不会被反映在编辑器中,也不会被保留." +msgstr "在关闭正在运行的项目后, 更改不会被反映在编辑器中, 也不会被保留." #: ../../docs/about/list_of_features.rst:64 msgid "Live camera replication." @@ -173,7 +174,7 @@ msgstr "实时摄像机复制." #: ../../docs/about/list_of_features.rst:66 msgid "Move the in-editor camera and see the result in the running project." -msgstr "移动编辑器中的摄像头,并在正在运行的项目中查看结果." +msgstr "移动编辑器中的摄像头, 并在正在运行的项目中查看结果." #: ../../docs/about/list_of_features.rst:68 msgid "Use the editor in dozens of languages contributed by the community." @@ -188,20 +189,20 @@ msgid "" "Editor plugins can be downloaded from the :ref:`asset library " "<doc_what_is_assetlib>` to extend editor functionality." msgstr "" -"可以从 :ref:`asset library <doc_what_is_assetlib>`下载编辑器插件,以扩展编辑器" -"功能." +"可以从 :ref:`asset library <doc_what_is_assetlib>` 下载编辑器插件, 以扩展编辑" +"器功能." #: ../../docs/about/list_of_features.rst:74 msgid "" "Create your own plugins using GDScript to add new features or speed up your " "workflow." -msgstr "使用 GDScript 创建您自己的插件,以添加新功能或加快工作流程." +msgstr "使用 GDScript 创建您自己的插件, 以添加新功能或加快工作流程." #: ../../docs/about/list_of_features.rst:75 msgid "" "Download projects from the asset library in the project manager and import " "them directly." -msgstr "从项目管理器中的Asset library下载项目,然后直接导入." +msgstr "从项目管理器中的Asset library下载项目, 然后直接导入." #: ../../docs/about/list_of_features.rst:78 msgid "2D graphics" @@ -220,7 +221,7 @@ msgstr "OpenGL ES 3.0 渲染器(在桌面平台上使用 OpenGL 3.3)." #: ../../docs/about/list_of_features.rst:83 #: ../../docs/about/list_of_features.rst:147 msgid "High-end visuals. Recommended on desktop platforms." -msgstr "高端的视觉效果.推荐在桌面平台上使用." +msgstr "高端的视觉效果. 推荐在桌面平台上使用." #: ../../docs/about/list_of_features.rst:85 #: ../../docs/about/list_of_features.rst:153 @@ -234,12 +235,12 @@ msgstr "推荐在移动和 Web 平台上使用." #: ../../docs/about/list_of_features.rst:89 msgid "Sprite, polygon and line rendering." -msgstr "精灵,多边形和线条渲染." +msgstr "精灵, 多边形和线条渲染." #: ../../docs/about/list_of_features.rst:91 msgid "" "High-level tools to draw lines and polygons such as Polygon2D and Line2D." -msgstr "绘制线和多边形的高级工具,例如Polygon2D和Line2D." +msgstr "绘制线和多边形的高级工具, 例如Polygon2D和Line2D." #: ../../docs/about/list_of_features.rst:93 msgid "AnimatedSprite as a helper for creating animated sprites." @@ -275,7 +276,7 @@ msgstr "位图字体可以通过例如 BMFont 的工具被导出." msgid "" "DynamicFont supports monochrome fonts as well as colored fonts. Supported " "formats are TTF and OTF." -msgstr "动态字体支持单色字体和彩色字体.支持的格式是 TTF 和 OTF." +msgstr "动态字体支持单色字体和彩色字体. 支持的格式是 TTF 和 OTF." #: ../../docs/about/list_of_features.rst:107 msgid "" @@ -285,7 +286,7 @@ msgstr "动态字体支持具有可调整宽度和颜色的可选字体轮廓." #: ../../docs/about/list_of_features.rst:108 msgid "" "Support for font oversampling to keep fonts sharp at higher resolutions." -msgstr "支持字体超采样,以在更高的分辨率下保持字体的清晰度." +msgstr "支持字体超采样, 以在更高的分辨率下保持字体的清晰度." #: ../../docs/about/list_of_features.rst:110 msgid "GPU-based particles with support for custom particle shaders." @@ -366,7 +367,7 @@ msgstr "**碰撞检测:**" #: ../../docs/about/list_of_features.rst:138 msgid "Built-in shapes: line, box, circle, capsule." -msgstr "内置形状:线条,框体,圆圈,胶囊." +msgstr "内置形状: 线条, 框体, 圆圈, 胶囊." #: ../../docs/about/list_of_features.rst:139 msgid "" @@ -391,8 +392,8 @@ msgid "" "Not all features are available. Features available only when using the " "OpenGL ES 3.0 renderer are marked *GLES3* below." msgstr "" -"并不是所有的特性都可用.只有在使用下方标有*GLES3*的 OpenGLES 3.0 渲染器时,特性" -"才可用." +"并不是所有的特性都可用. 只有在使用下方标有 *GLES3* 的 OpenGLES 3.0 渲染器时, " +"特性才可用." #: ../../docs/about/list_of_features.rst:155 msgid "**Camera:**" @@ -400,7 +401,7 @@ msgstr "**摄像机**" #: ../../docs/about/list_of_features.rst:157 msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "透视、正交和截锥式(frustrum-offset)摄像机." +msgstr "透视, 正交和截锥式(frustrum-offset)摄像机." #: ../../docs/about/list_of_features.rst:159 msgid "**Physically-based rendering:**" @@ -448,7 +449,7 @@ msgstr "**实时光照:**" #: ../../docs/about/list_of_features.rst:173 msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "定向光(日光/月光).每个场景最多4个." +msgstr "定向光(日光/月光). 每个场景最多4个." #: ../../docs/about/list_of_features.rst:174 msgid "Omnidirectional lights." @@ -466,19 +467,19 @@ msgstr "**阴影贴图:**" msgid "" "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " "blending between splits." -msgstr "*方向光:*正交(最快),PSSM 2-split和4-split.支持分割之间的混合." +msgstr "*方向光:* 正交(最快), PSSM 2-split和4-split. 支持分割之间的混合." #: ../../docs/about/list_of_features.rst:181 msgid "" "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " "Supports colored projector textures in the form of panoramas." msgstr "" -"*OmniLight(全向光):*双抛物面(快速)或立方映射(较慢但更精确).支持全景形式的彩色" -"投影纹理." +"*OmniLight(全向光):* 双抛物面(快速)或立方映射(较慢但更精确). 支持全景形式的彩" +"色投影纹理." #: ../../docs/about/list_of_features.rst:183 msgid "*SpotLight:* Single texture." -msgstr "*SpotLight(点光):*单个材质." +msgstr "*SpotLight(点光):* 单个材质." #: ../../docs/about/list_of_features.rst:185 msgid "**Global illumination with indirect lighting:**" @@ -486,7 +487,7 @@ msgstr "**具有间接照明的全局照明:**" #: ../../docs/about/list_of_features.rst:187 msgid "Baked lightmaps (fast, but can't be updated at run-time)." -msgstr "烘焙光照贴图(快速,但无法在运行时更新)." +msgstr "烘焙光照贴图(快速, 但无法在运行时更新)." #: ../../docs/about/list_of_features.rst:189 msgid "Lightmaps are baked on the CPU." @@ -494,7 +495,7 @@ msgstr "光照贴图在CPU上烘培." #: ../../docs/about/list_of_features.rst:191 msgid "*GLES3:* GI probes (slower, semi-real-time). Supports reflections." -msgstr "*GLES3:*GI(全局光照)探头(较慢,半实时).支持反射." +msgstr "*GLES3:* GI(全局光照)探头(较慢, 半实时). 支持反射." #: ../../docs/about/list_of_features.rst:193 msgid "**Reflections:**" @@ -509,7 +510,7 @@ msgid "" "Fast baked reflections or slow real-time reflections using ReflectionProbe. " "Parallax correction can optionally be enabled." msgstr "" -"使用反射探头(ReflectionProbe)进行快速烘培反射或缓慢的实时反射.视差校正可以选" +"使用反射探头(ReflectionProbe)进行快速烘培反射或缓慢的实时反射. 视差校正可以选" "择启用." #: ../../docs/about/list_of_features.rst:198 @@ -542,7 +543,7 @@ msgstr "具有可调衰减曲线的深度雾." #: ../../docs/about/list_of_features.rst:209 msgid "Height fog (floor or ceiling) with adjustable attenuation." -msgstr "高度雾(floor 或 ceiling),衰减可调." +msgstr "高度雾(floor 或 ceiling), 衰减可调." #: ../../docs/about/list_of_features.rst:210 msgid "" @@ -552,7 +553,7 @@ msgstr "支持基于相机角度的自动深度雾颜色(依据日光的颜色). #: ../../docs/about/list_of_features.rst:212 msgid "Optional transmittance to make lights more visible in the fog." -msgstr "可选透光率,使灯光在雾中更清晰可见." +msgstr "可选透光率, 使灯光在雾中更清晰可见." #: ../../docs/about/list_of_features.rst:214 msgid "**Particles:**" @@ -568,11 +569,11 @@ msgstr "**自定义后期处理:**" #: ../../docs/about/list_of_features.rst:221 msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "色调映射(线性、Reinhard、Filmic、ACES)." +msgstr "色调映射(线性, Reinhard, Filmic, ACES)." #: ../../docs/about/list_of_features.rst:222 msgid "*GLES3:* Automatic exposure adjustments based on viewport brightness." -msgstr "*GLES3:*根据视窗亮度自动调整曝光." +msgstr "*GLES3:* 根据视窗亮度自动调整曝光." #: ../../docs/about/list_of_features.rst:223 msgid "*GLES3:* Near and far depth of field." @@ -586,14 +587,15 @@ msgstr "*GLES3:* 屏幕空间环境光遮挡." msgid "" "*GLES3:* Optional debanding to avoid color banding (effective when HDR " "rendering is enabled)." -msgstr "" +msgstr "*GLES3:* 可选的去斑,以避免产生色带(在启用HDR渲染时有效)。" #: ../../docs/about/list_of_features.rst:226 msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace." msgstr "" -"发光(glow/bloom)可以使用可选的双三次放大和多种混合模式:屏幕,柔和光,添加,替换." +"发光(glow/bloom)可以使用可选的双三次放大和多种混合模式: 屏幕, 柔和光, 添加, " +"替换." #: ../../docs/about/list_of_features.rst:228 msgid "Color correction using an one-dimensional ramp." @@ -601,7 +603,7 @@ msgstr "使用一维渐变进行颜色校正." #: ../../docs/about/list_of_features.rst:229 msgid "Brightness, contrast and saturation adjustments." -msgstr "亮度、对比度和饱和度调整." +msgstr "亮度, 对比度和饱和度调整." #: ../../docs/about/list_of_features.rst:231 msgid "**Texture filtering:**" @@ -609,7 +611,7 @@ msgstr "**纹理过滤:**" #: ../../docs/about/list_of_features.rst:233 msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "最近、双线性、三线性或各向异性滤波." +msgstr "最近, 双线性, 三线性或各向异性滤波." #: ../../docs/about/list_of_features.rst:235 msgid "**Texture compression:**" @@ -617,7 +619,7 @@ msgstr "**纹理压缩:**" #: ../../docs/about/list_of_features.rst:237 msgid "*GLES3:* BPTC for high-quality compression (not supported on macOS)." -msgstr "*GLES3:*用于高质量压缩的BPTC(macOS不支持)." +msgstr "*GLES3:* 用于高质量压缩的BPTC(macOS不支持)." #: ../../docs/about/list_of_features.rst:238 msgid "*GLES3:* ETC2 (not supported on macOS)." @@ -629,7 +631,7 @@ msgstr "ETC1(建议在使用GLES2渲染器时使用)." #: ../../docs/about/list_of_features.rst:240 msgid "*GLES3:* S3TC (not supported on mobile/Web platforms)." -msgstr "*GLES3:*S3TC(移动/网络平台不支持)." +msgstr "*GLES3:* S3TC(移动/网络平台不支持)." #: ../../docs/about/list_of_features.rst:242 msgid "**Anti-aliasing:**" @@ -640,16 +642,15 @@ msgid "Multi-sample antialiasing (MSAA)." msgstr "多采样抗锯齿(MSAA)." #: ../../docs/about/list_of_features.rst:245 -#, fuzzy msgid "Fast approximate antialiasing (FXAA)." -msgstr "多采样抗锯齿(MSAA)." +msgstr "快速近似抗锯齿 (FXAA)." #: ../../docs/about/list_of_features.rst:247 msgid "" "Most of these effects can be adjusted for better performance or to further " "improve quality. This can be helpful when using Godot for offline rendering." msgstr "" -"这些效果中的大多数都可以调整以获得更好的性能或进一步提高质量.这在使用Godot进" +"这些效果中的大多数都可以调整以获得更好的性能或进一步提高质量. 这在使用Godot进" "行脱机渲染时非常有用." #: ../../docs/about/list_of_features.rst:251 @@ -658,7 +659,7 @@ msgstr "3D工具" #: ../../docs/about/list_of_features.rst:253 msgid "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad." -msgstr "内置网格:立方体、圆柱体/圆锥体、(半)球体、棱柱体、平面、四边形." +msgstr "内置网格: 立方体, 圆柱体/圆锥体, (半)球体, 棱柱体, 平面, 四边形." #: ../../docs/about/list_of_features.rst:254 msgid "" @@ -677,7 +678,7 @@ msgstr "Path3D节点表示三维空间中的路径." #: ../../docs/about/list_of_features.rst:259 msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "PathFollow3D节点,使节点跟随Path3D." +msgstr "PathFollow3D节点, 使节点跟随Path3D." #: ../../docs/about/list_of_features.rst:261 msgid "3D geometry helper class." @@ -689,7 +690,7 @@ msgstr "3D物理学" #: ../../docs/about/list_of_features.rst:271 msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "车身(用于街机物理,而非模拟)." +msgstr "车身(用于街机物理, 而非模拟)." #: ../../docs/about/list_of_features.rst:273 msgid "Soft bodies." @@ -700,9 +701,8 @@ msgid "Ragdolls." msgstr "布娃娃系统." #: ../../docs/about/list_of_features.rst:279 -#, fuzzy msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." -msgstr "内置形状:长方体、球体、胶囊、圆柱体(仅适用于子弹物理)." +msgstr "内置形状: 长方体,球体, 胶囊, 圆柱体." #: ../../docs/about/list_of_features.rst:280 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -719,17 +719,17 @@ msgstr "着色器" #: ../../docs/about/list_of_features.rst:286 msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:*自定义顶点、片段和灯光着色器." +msgstr "*2D:* 自定义顶点, 片段和灯光着色器." #: ../../docs/about/list_of_features.rst:287 msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "*3D:*自定义顶点、片段、灯光和天空着色器." +msgstr "*3D:* 自定义顶点, 片段, 灯光和天空着色器." #: ../../docs/about/list_of_features.rst:288 msgid "" "Text-based shaders using a `shader language inspired by GLSL " "<doc_shading_language>`." -msgstr "基于文本的着色器使用 `受GLSL启发的着色器语言<doc_shading_language>`." +msgstr "基于文本的着色器使用 `受GLSL 启发的着色器语言 <doc_shading_language>`." #: ../../docs/about/list_of_features.rst:289 msgid "Visual shader editor." @@ -763,7 +763,7 @@ msgstr "支持 :ref:`cross language scripting<doc_cross_language_scripting>`." #: ../../docs/about/list_of_features.rst:301 msgid "" "Many 2D and 3D linear algebra data types such as vectors and transforms." -msgstr "多种二维和三维线性代数数据类型,如向量和变换." +msgstr "多种二维和三维线性代数数据类型, 如向量和变换." #: ../../docs/about/list_of_features.rst:303 msgid ":ref:`GDScript: <toc-learn-scripting-gdscript>`" @@ -794,12 +794,13 @@ msgstr "" "内核." #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "打包成一个单独的二进制文件,以保持文件大小和依赖性." +msgstr "打包成一个单独的二进制文件, 以保持文件大小和依赖性." #: ../../docs/about/list_of_features.rst:315 msgid "Uses Mono 6.x." @@ -833,7 +834,7 @@ msgid "" "Works best when used for specific purposes (such as level-specific logic) " "rather than as a language to create entire projects." msgstr "" -"当用于特定的目的(如特定级别的逻辑)而不是作为一种语言来创建整个项目时,效果最" +"当用于特定的目的(如特定级别的逻辑)而不是作为一种语言来创建整个项目时, 效果最" "好." #: ../../docs/about/list_of_features.rst:328 @@ -844,13 +845,13 @@ msgstr "**GDNative (C, C++, Rust, D, ...):**" msgid "" "When you need it, link to native libraries for higher performance and third-" "party integrations." -msgstr "在需要时,可以链接到本机库以获得更高的性能和第三方集成." +msgstr "在需要时, 可以链接到本机库以获得更高的性能和第三方集成." #: ../../docs/about/list_of_features.rst:332 msgid "" "For scripting game logic, GDScript or C# are recommended if their " "performance is suitable." -msgstr "对于脚本游戏逻辑,如果性能足够,建议使用 GDScript 或 C#." +msgstr "对于脚本游戏逻辑, 如果性能足够, 建议使用 GDScript 或 C#." #: ../../docs/about/list_of_features.rst:335 msgid "Official bindings for C and C++." @@ -864,7 +865,7 @@ msgstr "使用任何你想要的构建系统和语言功能." msgid "" "Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the " "community." -msgstr "维护社区提供的 D、Kotlin、Python、Nim 和 Rust 绑定." +msgstr "维护社区提供的 D, Kotlin, Python, Nim 和 Rust 绑定." #: ../../docs/about/list_of_features.rst:342 msgid "Audio" @@ -872,7 +873,7 @@ msgstr "音频" #: ../../docs/about/list_of_features.rst:346 msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "单声道、立体声、5.1和7.1输出." +msgstr "单声道, 立体声, 5.1和7.1输出." #: ../../docs/about/list_of_features.rst:347 msgid "Non-positional and positional playback in 2D and 3D." @@ -897,7 +898,7 @@ msgstr "Listener3D 节点从不同于 3D 摄像机的位置进行侦听." msgid "" "Audio input to record microphones with real-time access using the " "AudioEffectCapture class." -msgstr "" +msgstr "使用AudioEffectCapture类实时访问记录麦克风的音频输入。" #: ../../docs/about/list_of_features.rst:355 msgid "MIDI input." @@ -945,7 +946,7 @@ msgstr "*音频:*" #: ../../docs/about/list_of_features.rst:375 msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV,可选IMA-ADPCM压缩." +msgstr "WAV, 可选IMA-ADPCM压缩." #: ../../docs/about/list_of_features.rst:376 msgid "Ogg Vorbis." @@ -981,7 +982,7 @@ msgstr "Collada (.dae)." #: ../../docs/about/list_of_features.rst:386 msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)." -msgstr "Wavefront OBJ(仅静态场景,可直接被加载为mesh)." +msgstr "Wavefront OBJ(仅静态场景, 可直接被加载为mesh)." #: ../../docs/about/list_of_features.rst:389 msgid "Input" @@ -991,13 +992,13 @@ msgstr "输入" msgid "" "Input mapping system using hardcoded input events or remappable input " "actions." -msgstr "该输入映射系统使用硬编码的输入事件,也可以使用可重定向的输入动作." +msgstr "该输入映射系统使用硬编码的输入事件, 也可以使用可重定向的输入动作." #: ../../docs/about/list_of_features.rst:393 msgid "" "Axis values can be mapped to two different actions with a configurable " "deadzone." -msgstr "坐标轴参数可以映射到两个不同的操作上,这些操作可以配置死区." +msgstr "坐标轴参数可以映射到两个不同的操作上, 这些操作可以配置死区." #: ../../docs/about/list_of_features.rst:394 msgid "Use the same code to support both keyboards and gamepads." @@ -1011,7 +1012,7 @@ msgstr "键盘输入." msgid "" "Keys can be mapped in \"physical\" mode to be independent of the keyboard " "layout." -msgstr "按键可以被映射到\"物理\"模式,该模式下按键行为和键盘布局无关." +msgstr "按键可以被映射到 \"物理\" 模式, 该模式下按键行为和键盘布局无关." #: ../../docs/about/list_of_features.rst:400 msgid "Mouse input." @@ -1021,14 +1022,14 @@ msgstr "鼠标输入." msgid "" "The mouse cursor can be visible, hidden, captured or confined within the " "window." -msgstr "鼠标箭头可以配置为可见,隐藏,捕获,或者限制在窗口范围内." +msgstr "鼠标箭头可以配置为可见, 隐藏, 捕获, 或者限制在窗口范围内." #: ../../docs/about/list_of_features.rst:403 msgid "" "When captured, raw input will be used on Windows and Linux to sidestep the " "OS' mouse acceleration settings." msgstr "" -"当捕获了鼠标的原始输入时,将会绕过windows或者linux操作系统的鼠标加速设置." +"当捕获了鼠标的原始输入时, 将会绕过windows或者linux操作系统的鼠标加速设置." #: ../../docs/about/list_of_features.rst:406 msgid "Gamepad input (up to 8 simultaneous controllers)." @@ -1041,7 +1042,7 @@ msgstr "支持带压感的绘图笔和平板输入." #: ../../docs/about/list_of_features.rst:408 msgid "" "Gamepad, keyboard and mouse input support are also available on Android." -msgstr "" +msgstr "安卓系统也支持游戏手柄、键盘和鼠标输入。" #: ../../docs/about/list_of_features.rst:411 msgid "Navigation" @@ -1085,7 +1086,7 @@ msgstr "使用HTTPRequest 开发上层HTTP请求." #: ../../docs/about/list_of_features.rst:426 msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "使用打包的证书相关工具,支持开箱即用的HTTPS功能." +msgstr "使用打包的证书相关工具, 支持开箱即用的HTTPS功能." #: ../../docs/about/list_of_features.rst:428 msgid "High-level multiplayer API using UDP and ENet." @@ -1097,7 +1098,7 @@ msgstr "使用远程过程调用(RPCS)实现的自动同步复制功能." #: ../../docs/about/list_of_features.rst:431 msgid "Supports unreliable, reliable and ordered transfers." -msgstr "支持不可靠,可靠和有序传输模型." +msgstr "支持不可靠, 可靠和有序传输模型." #: ../../docs/about/list_of_features.rst:433 msgid "WebSocket client and server, available on all platforms." @@ -1111,7 +1112,7 @@ msgstr "全平台可用的WebRTC 客户端和服务器实现." msgid "" "Support for UPnP to sidestep the requirement to forward ports when hosting a " "server behind a NAT." -msgstr "当在NAT后部署服务器时,支持使用UPnP来避免对转发端口的需求." +msgstr "当在NAT后部署服务器时, 支持使用UPnP来避免对转发端口的需求." #: ../../docs/about/list_of_features.rst:439 msgid "Internationalization" @@ -1146,7 +1147,7 @@ msgstr "窗口功能与操作系统整合" #: ../../docs/about/list_of_features.rst:451 msgid "Move, resize, minimize, and maximize the window spawned by the project." -msgstr "移动,调整大小,最小化和最大化项目产生的窗口." +msgstr "移动, 调整大小, 最小化和最大化项目产生的窗口." #: ../../docs/about/list_of_features.rst:452 msgid "Change the window title and icon." @@ -1165,7 +1166,7 @@ msgstr "全屏模式." msgid "" "Doesn't use exclusive fullscreen, so the screen resolution can't be changed " "this way. Use a Viewport with a different resolution instead." -msgstr "不使用全屏独占模式,不会更改屏幕分辨率.可使用不同分辨率的视图来代替." +msgstr "不使用全屏独占模式, 不会更改屏幕分辨率. 可使用不同分辨率的视图来代替." #: ../../docs/about/list_of_features.rst:459 msgid "Borderless window (fullscreen or non-fullscreen)." @@ -1211,7 +1212,7 @@ msgstr "支持第三方广告组件." #: ../../docs/about/list_of_features.rst:472 msgid "Support for subview embedding on Android." -msgstr "" +msgstr "支持Android上的子视图嵌入。" #: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" @@ -1229,7 +1230,7 @@ msgstr "支持 OpenXR 和 OpenVR API." msgid "" "Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks " "to plugins." -msgstr "藉由插件可支持主流VR头戴设备,例如Oculus Quest和HTC Vive." +msgstr "藉由插件可支持主流VR头戴设备, 例如Oculus Quest和HTC Vive." #: ../../docs/about/list_of_features.rst:482 msgid "GUI system" @@ -1240,8 +1241,8 @@ msgid "" "Godot's GUI is built using the same Control nodes used to make games in " "Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" -"Godot的GUI使用与制作游戏时相同的控件节点搭建.编辑器UI可通过附加插件轻松地进行" -"扩展." +"Godot的GUI使用与制作游戏时相同的控件节点搭建. 编辑器UI可通过附加插件轻松地进" +"行扩展." #: ../../docs/about/list_of_features.rst:487 msgid "**Nodes:**" @@ -1253,7 +1254,7 @@ msgstr "按钮." #: ../../docs/about/list_of_features.rst:490 msgid "Checkboxes, check buttons, radio buttons." -msgstr "复选框,复选按钮,单选按钮." +msgstr "复选框, 复选按钮, 单选按钮." #: ../../docs/about/list_of_features.rst:491 msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)." @@ -1276,7 +1277,7 @@ msgid "" "RichTextLabel for :ref:`text formatted using BBCode " "<doc_bbcode_in_richtextlabel>`." msgstr "" -"富文本标签 :ref:`使用 BBCode格式化文本 <doc_bbcode_in_richtextlabel>` ." +"富文本标签 :ref:`使用 BBCode 格式化文本 <doc_bbcode_in_richtextlabel>` ." #: ../../docs/about/list_of_features.rst:496 msgid "Trees (can also be used to represent tables)." @@ -1286,7 +1287,7 @@ msgstr "树状图(可用于显示表格)." msgid "" "Containers (horizontal, vertical, grid, center, margin, draggable " "splitter, ...)." -msgstr "容器(水平、垂直、网格、中心、边距、可拖拽分割器……)." +msgstr "容器(水平, 垂直, 网格, 中心, 边距, 可拖拽分割器……)." #: ../../docs/about/list_of_features.rst:498 msgid "Controls can be rotated and scaled." @@ -1298,7 +1299,7 @@ msgstr "**调整大小:**" #: ../../docs/about/list_of_features.rst:502 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "锚点可将固定GUI元素在特定的角落、边缘、或者居中." +msgstr "锚点可将固定GUI元素在特定的角落, 边缘, 或者居中." #: ../../docs/about/list_of_features.rst:503 msgid "Containers to place GUI elements automatically following certain rules." @@ -1332,7 +1333,7 @@ msgstr "使用 ``2d`` 或 ``视图`` 拉伸模式缩放多种分辨率." #: ../../docs/about/list_of_features.rst:512 msgid "" "Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "使用锚点和 ``expand`` 等比例缩放,支持任意纵横比." +msgstr "使用锚点和 ``expand`` 等比例缩放, 支持任意纵横比." #: ../../docs/about/list_of_features.rst:514 msgid "**Theming:**" @@ -1352,7 +1353,7 @@ msgstr "使用 :ref:`class_StyleBoxFlat` 进行基于过程矢量的主题设计 #: ../../docs/about/list_of_features.rst:522 msgid "Supports rounded/beveled corners, drop shadows and per-border widths." -msgstr "支持圆角/斜角、阴影和每边框宽度." +msgstr "支持圆角/斜角, 阴影和每边框宽度." #: ../../docs/about/list_of_features.rst:524 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." @@ -1362,7 +1363,7 @@ msgstr "使用 :ref:`class_StyleBoxTexture` 进行基于纹理的主题设计." msgid "" "Godot's small distribution size can make it a suitable alternative to " "frameworks like Electron or Qt." -msgstr "Godot的发行软件包较小,使其适合替代Electron或Qt之类的框架." +msgstr "Godot的发行软件包较小, 使其适合替代Electron或Qt之类的框架." #: ../../docs/about/list_of_features.rst:530 msgid "Animation" @@ -1374,7 +1375,7 @@ msgstr "正向运动学与反向运动学." #: ../../docs/about/list_of_features.rst:533 msgid "Support for animating any property with customizable interpolation." -msgstr "支持为任何属性制作动画,可自定义插值." +msgstr "支持为任何属性制作动画, 可自定义插值." #: ../../docs/about/list_of_features.rst:534 msgid "Support for calling methods in animation tracks." @@ -1401,7 +1402,7 @@ msgstr "场景和资源可保存为 :ref:`文本 <doc_tscn_file_format>` 或二 #: ../../docs/about/list_of_features.rst:543 msgid "" "Text-based formats are human-readable and more friendly to version control." -msgstr "基于文本的格式易于阅读,并且对版本控制更友好." +msgstr "基于文本的格式易于阅读, 并且对版本控制更友好." #: ../../docs/about/list_of_features.rst:544 msgid "Binary formats are faster to save/load for large scenes/resources." @@ -1426,7 +1427,7 @@ msgstr "使用 :ref:`class_ConfigFile` 读写 INI 样式的配置文件." #: ../../docs/about/list_of_features.rst:553 msgid "Can (de)serialize any Godot datatype, including Vector, Color, ..." -msgstr "可以(反)序列化任何Godot数据类型,包括Vector、Color等." +msgstr "可以(反)序列化任何Godot数据类型, 包括Vector, Color等." #: ../../docs/about/list_of_features.rst:555 msgid "Read XML files using :ref:`class_XMLParser`." @@ -1438,7 +1439,7 @@ msgid "" "into a ZIP archive, or directly into the executable for single-file " "distribution." msgstr "" -"将游戏数据打包到 PCK 文件(针对快速搜索优化的自定义格式)、ZIP 存档或直接打包到" +"将游戏数据打包到 PCK 文件(针对快速搜索优化的自定义格式), ZIP 存档或直接打包到" "可执行文件中以进行单文件分发." #: ../../docs/about/list_of_features.rst:558 @@ -1446,8 +1447,8 @@ msgid "" ":ref:`Export additional PCK files<doc_exporting_pcks>` that can be read by " "the engine to support mods and DLCs." msgstr "" -":ref:`导出额外的PCK文件<doc_exporting_pcks>` ,引擎可以读取这些文件以支持mod和" -"DLC." +":ref:`导出额外的PCK 文件 <doc_exporting_pcks>` , 引擎可以读取这些文件以支持" +"mod和DLC." #: ../../docs/about/list_of_features.rst:562 msgid "Miscellaneous" @@ -1458,7 +1459,7 @@ msgid "" ":ref:`Low-level access to servers <doc_using_servers>` which allows " "bypassing the scene tree's overhead when needed." msgstr "" -":ref:`对服务器的低级别访问 <doc_using_servers>` ,能够在必要时绕过场景树的开" +":ref:`对服务器的低级别访问 <doc_using_servers>` , 能够在必要时绕过场景树的开" "销." #: ../../docs/about/list_of_features.rst:566 @@ -1482,7 +1483,8 @@ msgid "" "Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked " "into the engine binary." msgstr "" -"支持将 :ref:`C++ 模块 <doc_custom_modules_in_c++>`静态链接到引擎二进制文件中." +"支持将 :ref:`C++ 模块 <doc_custom_modules_in_c++>` 静态链接到引擎二进制文件" +"中." #: ../../docs/about/list_of_features.rst:574 msgid "Engine and editor written in C++03." @@ -1493,8 +1495,8 @@ msgid "" "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, " "Clang and MSVC. MinGW is also supported." msgstr "" -"可使用GCC、Clang和MSVC进行 :ref:`编译<doc_introduction_to_the_buildsystem>` ." -"同时支持MinGW." +"可使用GCC, Clang和MSVC进行 :ref:`编译 " +"<doc_introduction_to_the_buildsystem>` . 同时支持MinGW." #: ../../docs/about/list_of_features.rst:578 msgid "" @@ -1502,8 +1504,8 @@ msgid "" "instead of the ones provided by Godot. The build system doesn't download " "anything. Builds can be fully reproducible." msgstr "" -"对打包者友好.通常情况下,可以使用系统库代替Godot提供的库.构建(Build)系统不会下" -"载任何东西.构建完全可重现." +"对打包者友好. 通常情况下, 可以使用系统库代替Godot提供的库. 构建(Build)系统不" +"会下载任何东西. 构建完全可重现." #: ../../docs/about/list_of_features.rst:581 msgid "Godot 4.0 will be written in C++17." @@ -1526,4 +1528,4 @@ msgid "" "future Godot releases." msgstr "" "`Roadmap <https://github.com/godotengine/godot-roadmap>`__ 存储库记录了已经商" -"定的功能,并可能会在未来Godot发布的版本实装." +"定的功能, 并可能会在未来Godot发布的版本实装." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/release_policy.po b/sphinx/po/zh_CN/LC_MESSAGES/about/release_policy.po index e8ba8e419b..45f8e186e5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "happen depends on the choices of core contributors, and the needs of the " "community at a given time." msgstr "" -"Godot的发布政策是不断变化的.以下内容是为了给各位提供一个大致的预期,但实际会发" -"生什么取决于核心贡献者的选择,以及社区在特定时期的需求." +"Godot的发布政策是不断变化的. 以下内容是为了给各位提供一个大致的预期, 但实际会" +"发生什么取决于核心贡献者的选择, 以及社区在特定时期的需求." #: ../../docs/about/release_policy.rst:12 msgid "Godot versioning" @@ -41,8 +41,9 @@ msgid "" "``major.minor.patch`` versioning system, albeit with an interpretation of " "each term adapted to the complexity of a game engine:" msgstr "" -"Godot松散地遵循了 `语义版本学<https://semver.org/>`__ ,采用了 ``major.minor." -"patch`` 的版本系统,尽管对每个术语的解释都根据游戏引擎的复杂性进行了调整:" +"Godot松散地遵循了 `语义版本学 <https://semver.org/>`__ , 采用了 ``major." +"minor.patch`` 的版本系统, 尽管对每个术语的解释都根据游戏引擎的复杂性进行了调" +"整:" #: ../../docs/about/release_policy.rst:18 msgid "" @@ -50,8 +51,8 @@ msgid "" "happen which imply significant porting work to move projects from one major " "version to another." msgstr "" -"``major`` [主要]版本在发生重大不兼容时会增加,这意味着项目需要大量的移植工作才" -"能从一个主要版本迁移另一个主要版本." +"``major`` [主要]版本在发生重大不兼容时会增加, 这意味着项目需要大量的移植工作" +"才能从一个主要版本迁移另一个主要版本." #: ../../docs/about/release_policy.rst:22 msgid "" @@ -59,8 +60,8 @@ msgid "" "running the project through a conversion tool, and then performing a number " "of further adjustments manually for what the tool could not do automatically." msgstr "" -"例如,将Godot项目从Godot 2.1移植到Godot 3.0时,需要通过转换工具运行项目,然后对" -"工具无法自动完成的工作进行进一步的手动调整." +"例如, 将Godot项目从Godot 2.1移植到Godot 3.0时, 需要通过转换工具运行项目, 然后" +"对工具无法自动完成的工作进行进一步的手动调整." #: ../../docs/about/release_policy.rst:26 msgid "" @@ -69,9 +70,9 @@ msgid "" "areas *may* happen in minor versions, but the vast majority of projects " "should not be affected or require significant porting work." msgstr "" -"``minor`` [次要]版本在不严重破坏兼容性的功能发布时增加.在非常特定的领域中,小" -"版本*可能*会出现轻微的兼容性问题,但绝大部分项目并不会受到影响或需要做大量的移" -"植工作." +"``minor`` [次要]版本在不严重破坏兼容性的功能发布时增加. 在非常特定的领域中, " +"小版本 *可能* 会出现轻微的兼容性问题, 但绝大部分项目并不会受到影响或需要做大" +"量的移植工作." #: ../../docs/about/release_policy.rst:31 msgid "" @@ -81,9 +82,9 @@ msgid "" "feature, or modifying the interface of a given class, even if the rest of " "the engine API remains backwards compatible." msgstr "" -"原因在于,作为一个游戏引擎,Godot涵盖了渲染、物理、脚本等多个领域,修复某个领域" -"的bug或实现新功能,有时可能需要改变某个功能的行为,或者修改某个类的接口,即便是" -"引擎API的其他部分仍然向后兼容." +"原因在于, 作为一个游戏引擎,Godot涵盖了渲染, 物理, 脚本等多个领域, 修复某个领" +"域的bug或实现新功能, 有时可能需要改变某个功能的行为, 或者修改某个类的接口, 即" +"便是引擎API的其他部分仍然向后兼容." #: ../../docs/about/release_policy.rst:39 msgid "" @@ -91,8 +92,8 @@ msgid "" "some testing is necessary to ensure that your project still behaves as " "expected in a new minor version." msgstr "" -"因此,建议所有用户升级到新的次要版本,但有必要进行一些测试,以确保你的项目在新的" -"次要版本中仍能按照预期的方式运行." +"因此, 建议所有用户升级到新的次要版本, 但有必要进行一些测试, 以确保你的项目在" +"新的次要版本中仍能按照预期的方式运行." #: ../../docs/about/release_policy.rst:43 msgid "" @@ -101,22 +102,22 @@ msgid "" "support, and backporting safe usability enhancements. Patch releases are " "backwards compatible." msgstr "" -"``patch`` [补丁]版本是为维护版本而增加的,其重点是修复错误和安全问题,实现平台" -"支持的新要求,以及可用性安全性增强.补丁版本是向后兼容的." +"``patch`` [补丁]版本是为维护版本而增加的, 其重点是修复错误和安全问题, 实现平" +"台支持的新要求, 以及可用性安全性增强. 补丁版本是向后兼容的." #: ../../docs/about/release_policy.rst:48 msgid "" "Patch versions may include minor new features which do not impact the " "existing API, and thus have no risk of impacting existing projects." msgstr "" -"补丁版本可能包含一些不影响现有API的小的新功能,因此没有影响现有项目的风险." +"补丁版本可能包含一些不影响现有API的小的新功能, 因此没有影响现有项目的风险." #: ../../docs/about/release_policy.rst:53 msgid "" "Updating to new patch versions is therefore considered safe and strongly " "recommended to all users of a given stable branch." msgstr "" -"因此,更新到新的补丁版本被认为是安全的,并强烈推荐给特定稳定分支的所有用户." +"因此, 更新到新的补丁版本被认为是安全的, 并强烈推荐给特定稳定分支的所有用户." #: ../../docs/about/release_policy.rst:56 msgid "" @@ -126,9 +127,9 @@ msgid "" "name (for example patch updates for the 3.3 stable branch are developed in " "the ``3.3`` Git branch)." msgstr "" -"我们将 ``major.minor`` 组合称为 *table branches* [稳定分支].每个稳定分支都从" -"一个 ``major.minor`` 版本开始(没有 ``0`` 表示 ``patch`` ),并在同名的Git分支中" -"进一步开发维护版本(例如,3.3稳定分支的补丁更新在 ``3.3`` Git分支中开发)." +"我们将 ``major.minor`` 组合称为 *table branches* [稳定分支]. 每个稳定分支都从" +"一个 ``major.minor`` 版本开始(没有 ``0`` 表示 ``patch`` ), 并在同名的Git分支" +"中进一步开发维护版本(例如,3.3稳定分支的补丁更新在 ``3.3`` Git分支中开发)." #: ../../docs/about/release_policy.rst:64 msgid "" @@ -137,9 +138,9 @@ msgid "" "In particular, the 3.2 stable branch received a number of new features in " "3.2.2 which would have warranted a ``minor`` version increment." msgstr "" -"如导言中所述,Godot的发布规则在不断变化,早期的Godot版本可能没有严格遵守上述规" -"则.特别是,3.2稳定分支在3.2.2中获得一些新的功能,这些新功能需要进行 ``minor`` " -"版本递增." +"如导言中所述,Godot的发布规则在不断变化, 早期的Godot版本可能没有严格遵守上述规" +"则. 特别是,3.2稳定分支在3.2.2中获得一些新的功能, 这些新功能需要进行 " +"``minor`` 版本递增." #: ../../docs/about/release_policy.rst:70 msgid "Release support timeline" @@ -152,8 +153,8 @@ msgid "" "stable branches on a *best effort* basis for as long as they have active " "users who need maintenance updates." msgstr "" -"在下一个稳定分支发布并获得第一个补丁更新之前,我们 至少会支持稳定分支.在实践" -"中,只要有需要维护更新的活跃用户,我们就会以最大努力 的方式支持稳定分支." +"在下一个稳定分支发布并获得第一个补丁更新之前, 我们 至少会支持稳定分支. 在实践" +"中, 只要有需要维护更新的活跃用户, 我们就会以最大努力 的方式支持稳定分支." #: ../../docs/about/release_policy.rst:77 msgid "" @@ -163,9 +164,9 @@ msgid "" "new major version. This is the case for the 2.1 branch, and will be the case " "for the latest 3.x stable branch by the time Godot 4.0 is released." msgstr "" -"每当一个新的主要版本发布时,我们都会对上一个稳定分支提供长期的支持,并尽最大努" -"力为那些无法将复杂项目移植到新的主要版本中的旧版用户提供修复帮助.2.1分支如此," -"到Godot 4.0发布时,最新的3.x稳定分支也会如此." +"每当一个新的主要版本发布时, 我们都会对上一个稳定分支提供长期的支持, 并尽最大" +"努力为那些无法将复杂项目移植到新的主要版本中的旧版用户提供修复帮助.2.1分支如" +"此, 到Godot 4.0发布时, 最新的3.x稳定分支也会如此." #: ../../docs/about/release_policy.rst:84 msgid "**Version**" @@ -192,35 +193,33 @@ msgid "|unstable| *Current focus of development (unstable).*" msgstr "[unstable]*当前开发重点(不稳定).*" #: ../../docs/about/release_policy.rst:88 -#, fuzzy msgid "Godot 3.4" -msgstr "Godot 3.3" +msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:88 msgid "Q2 or Q3 2021" -msgstr "" +msgstr "2021年第二或第三季度" #: ../../docs/about/release_policy.rst:88 msgid "" "|supported| *Beta.* Receives new features as well as bug fixes while under " "development." -msgstr "" +msgstr "|支持| *Beta.* 在开发过程中接收新功能以及错误修复。" #: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "April 2021" -msgstr "2021年3月/4月" +msgstr "2021年4月" #: ../../docs/about/release_policy.rst:91 -#, fuzzy msgid "" "|supported| Receives fixes for bugs, security and platform support issues, " "as well as backwards-compatible usability enhancements." -msgstr "|supported| 接收错误、安全和平台支持的修复,以及向后兼容的可用性增强." +msgstr "" +"|supported| 接受对错误, 安全和平台支持问题的修复, 以及向后兼容的可用性增强." #: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" @@ -231,11 +230,10 @@ msgid "January 2020" msgstr "2020年1月" #: ../../docs/about/release_policy.rst:94 -#, fuzzy msgid "" "|eol| No longer supported as fully superseded by the compatible 3.3 release " "(last update: 3.2.3)." -msgstr "|eol| 不再支持(最后更新:3.0.6)." +msgstr "|eol| 不再支持, 因为被兼容的 3.3 版本完全取代了(最后更新: 3.2.3)." #: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" @@ -249,7 +247,7 @@ msgstr "三月2019" msgid "" "|partial| Only critical, security and platform support fixes (last update: " "3.1.2)." -msgstr "|partial| 仅关键、安全和平台支持修复(最后更新:3.1.2)." +msgstr "|partial| 仅关键, 安全和平台支持修复(最后更新:3.1.2)." #: ../../docs/about/release_policy.rst:100 msgid "Godot 3.0" @@ -275,7 +273,7 @@ msgstr "2016年7月" msgid "" "|partial| Only critical, security and platform support fixes (last update: " "2.1.6)." -msgstr "|partial| 仅关键、安全和平台支持修复(最后更新:2.1.6)." +msgstr "|partial| 仅关键, 安全和平台支持修复(最后更新:2.1.6)." #: ../../docs/about/release_policy.rst:105 msgid "Godot 2.0" @@ -322,7 +320,7 @@ msgstr "" msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." -msgstr "预览版的Godot版本并不打算用于生产,仅用于测试目的." +msgstr "预览版的Godot版本并不打算用于生产, 仅用于测试目的." #: ../../docs/about/release_policy.rst:129 msgid "When is the next release out?" @@ -334,16 +332,16 @@ msgid "" "historically had one major or minor release per year, with several " "maintenance updates between each." msgstr "" -"虽然Godot的贡献者并没有截止日期,但通常每年都会发布一个主要或次要的Godot版本," -"每一个版本之间都有数次维护更新." +"虽然Godot的贡献者并没有截止日期, 但通常每年都会发布一个主要或次要的Godot版" +"本, 每一个版本之间都有数次维护更新." #: ../../docs/about/release_policy.rst:135 msgid "" "Starting with Godot 3.3, we aim to accelerate our development cycles for " "minor releases, so you can expect a new minor release every 3 to 6 months." msgstr "" -"自Godot 3.3以来,我们的目标是加快次要版本的开发周期,所以可以预期每3到6个月更新" -"一个次要版本." +"自Godot 3.3以来, 我们的目标是加快次要版本的开发周期, 所以可以预期每3到6个月更" +"新一个次要版本." #: ../../docs/about/release_policy.rst:138 msgid "" @@ -351,8 +349,8 @@ msgid "" "very short development cycles, to provide users of the current stable branch " "with the latest bug fixes for their production needs." msgstr "" -"维护(补丁)版本将根据需要发布,开发周期可能很短,作用是为当前稳定分支的用户提供" -"最新的错误修复,以满足他们的生产需求." +"维护(补丁)版本将根据需要发布, 开发周期可能很短, 作用是为当前稳定分支的用户提" +"供最新的错误修复, 以满足他们的生产需求." #: ../../docs/about/release_policy.rst:142 msgid "" @@ -361,5 +359,6 @@ msgid "" "builds will be published as soon as the main features for Godot 4.0 are " "finalized." msgstr "" -"至于即将到来的Godot 4.0,我们只能说,我们的目标是在 **2021年** 发布,再近的预期" -"就很难保证了.一旦Godot 4.0的主要功能最终确定下来,我们就会尽快发布Alpha版本." +"至于即将到来的Godot 4.0, 我们只能说, 我们的目标是在 **2021年** 发布, 再近的预" +"期就很难保证了. 一旦Godot 4.0的主要功能最终确定下来, 我们就会尽快发布Alpha版" +"本." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/zh_CN/LC_MESSAGES/about/troubleshooting.po index 71df82d719..1c76a8365d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,7 +32,7 @@ msgid "" "See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 " "version of the Godot editor." msgstr "" -"关于Godot编辑器HTML5版本特定的注意事项,请参阅 :ref:" +"关于Godot编辑器HTML5版本特定的注意事项, 请参阅 :ref:" "`doc_using_the_web_editor` ." #: ../../docs/about/troubleshooting.rst:14 @@ -57,14 +57,14 @@ msgid "" "provided by your desktop or laptop's manufacturer because their version is " "often outdated." msgstr "" -"你应该使用Intel提供的显卡驱动而非你的笔记本生产厂商提供的,因为他们的驱动版本" +"你应该使用Intel提供的显卡驱动而非你的笔记本生产厂商提供的, 因为他们的驱动版本" "经常是过期了的." #: ../../docs/about/troubleshooting.rst:25 msgid "" "The grid disappears and meshes turn black when I rotate the 3D camera in the " "editor." -msgstr "当我在编辑器中旋转 3D 相机时,栅格消失了,并且网格变黑了." +msgstr "当我在编辑器中旋转 3D 相机时, 栅格消失了, 并且网格变黑了." #: ../../docs/about/troubleshooting.rst:27 msgid "" @@ -80,7 +80,7 @@ msgid "" "switch the renderer in the top-right corner of the editor or the Project " "Settings." msgstr "" -"目前唯一的解决办法是切换到GLES2渲染器.你可以在编辑器的右上角或者项目设置中切" +"目前唯一的解决办法是切换到GLES2渲染器. 你可以在编辑器的右上角或者项目设置中切" "换." #: ../../docs/about/troubleshooting.rst:33 @@ -88,7 +88,7 @@ msgid "" "If you use a computer allowing you to switch your graphics card, like NVIDIA " "Optimus, you can use the dedicated graphics card to run Godot." msgstr "" -"如果你使用的电脑支持切换显卡,比如 NVIDIA Optimus,你可以使用独立显卡运行 " +"如果你使用的电脑支持切换显卡, 比如 NVIDIA Optimus, 你可以使用独立显卡运行 " "Godot." #: ../../docs/about/troubleshooting.rst:37 @@ -104,16 +104,29 @@ msgid "" "to disconnect the faulty peripherals before opening the editor. You can then " "connect the peripheral again." msgstr "" -"当您连接了特定的USB外设时,这是Windows上的一个 `已知错误 <https://github.com/" -"godotengine/godot/issues/20566>`_ . 特别是,海盗船的iCUE软件似乎引起了该错误. " -"尝试将USB外设的驱动程序更新为最新版本. 如果错误仍然存在,则需要在打开编辑器之" -"前断开故障外围设备的连接. 然后,您可以再次连接外围设备." +"当您连接了特定的USB外设时, 这是Windows上的一个 `已知错误 <https://github.com/" +"godotengine/godot/issues/20566>`_ . 特别是, 海盗船的iCUE软件似乎引起了该错" +"误. 尝试将USB外设的驱动程序更新为最新版本. 如果错误仍然存在, 则需要在打开编辑" +"器之前断开故障外围设备的连接. 然后, 您可以再次连接外围设备." #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "点击系统控制台后,Godot 编辑器没有响应." -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -121,88 +134,89 @@ msgid "" "inside the system console. Godot cannot override this system-specific " "behavior." msgstr "" -"在启用了系统控制台的Windows上运行Godot时,您可以通过在命令窗口中单击来意外启用" -"*选择模式*. Windows的这种特定行为会暂停应用程序,以便您在系统控制台内选择文" -"本. Godot无法覆盖此系统特定的行为." +"在启用了系统控制台的Windows上运行Godot时, 您可以通过在命令窗口中单击来意外启" +"用 *选择模式*. Windows的这种特定行为会暂停应用程序, 以便您在系统控制台内选择" +"文本. Godot无法覆盖此系统特定的行为." -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." -msgstr "要解决此问题,请选择系统控制台窗口,然后按Enter退出选择模式." +msgstr "要解决此问题, 请选择系统控制台窗口, 然后按Enter退出选择模式." -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." msgstr "在项目管理器和编辑器窗口的左上角出现诸如\" NO DC\"之类的文本." -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "这是由于NVIDIA显卡驱动程序注入了覆盖显示信息造成的." -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" -"要在Windows上禁用此覆盖,请在NVIDIA控制面板中将图形驱动程序设置恢复为默认值." +"要在Windows上禁用此覆盖, 请在NVIDIA控制面板中将图形驱动程序设置恢复为默认值." -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -"要在Linux上禁用此覆盖,请打开 ``nvidia-settings`` ,转到 **X Screen 0 > OpenGL " -"Settings** ,然后取消选中 **Enable Graphics API Visual Indicator** ." +"要在Linux上禁用此覆盖, 请打开 ``nvidia-settings`` , 转到 **X Screen 0 > " +"OpenGL Settings** , 然后取消选中 **Enable Graphics API Visual Indicator** ." -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." -msgstr "项目窗口看起来很模糊,但编辑器没有模糊." +msgstr "项目窗口看起来很模糊, 但编辑器没有模糊." -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " "rendering 3D scenes in hiDPI is slow." msgstr "" -"与编辑器不同,默认情况下,该项目未标记为支持DPI. 这样做是为了提高性能,特别是在" -"hiDPI中渲染3D场景较慢的集成图形上." +"与编辑器不同, 默认情况下, 该项目未标记为支持DPI. 这样做是为了提高性能, 特别是" +"在hiDPI中渲染3D场景较慢的集成图形上." -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " "configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`." msgstr "" -"要解决此问题,请打开 **项目>项目设置** 然后启用 **显示 > 窗口 > Dpi > 允许" -"Hidpi**.最重要的是,确保将您的项目配置为支持多种分辨率t :ref:`multiple " -"resolutions <doc_multiple_resolutions>`." +"要解决此问题, 请打开 **项目 > 项目设置** 然后启用 **显示 > 窗口 > Dpi > 允许" +"Hidpi** . 此外, 请确保你的项目已经配置为支持 :ref:`多分辨率 " +"<doc_multiple_resolutions>` ." -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." -msgstr "启动项目后,项目窗口没有居中显示." +msgstr "启动项目后, 项目窗口没有居中显示." -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " "configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`." msgstr "" -"这是一个 `已知问题 <https://github.com/godotengine/godot/issues/13017>`_ .解" -"决方法是打开**项目>项目设置** 并开启 **显示 >窗口 > Dpi > 允许 Hidpi**. 此外," -"请确保你的项目已经配置为支持 :ref:`多分辨率 <doc_multiple_resolutions>` ." +"这是一个 `已知问题 <https://github.com/godotengine/godot/issues/13017>`_ . 解" +"决方法是打开 **项目 > 项目设置** 并开启 **显示 > 窗口 > Dpi > 允许 Hidpi**. " +"此外, 请确保你的项目已经配置为支持 :ref:`多分辨率 " +"<doc_multiple_resolutions>` ." -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." -msgstr "项目在编辑器中正常运行,但在导出后无法加载部分文件." +msgstr "项目在编辑器中正常运行, 但在导出后无法加载部分文件." -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -211,12 +225,12 @@ msgid "" "exported project, you need to specify ``*.json`` in the non-resource export " "filter. See :ref:`doc_exporting_projects_export_mode` for more information." msgstr "" -"这通常是在导出对话框中忘记筛选非资源文件所导致的.默认情况下,Godot只会将实际的" -"*资源*包含在PCK文件中.一些常用的文件,例如JSON文件,不会被视为资源.例如,当你在" -"导出的项目中加载 ``test.json``时,你需要在非资源导出过滤器中指定 ``*.json`` ." -"详见: :ref:`doc_exporting_projects_export_mode` ." +"这通常是在导出对话框中忘记筛选非资源文件所导致的. 默认情况下,Godot只会将实际" +"的 *资源* 包含在PCK文件中. 一些常用的文件, 例如JSON文件, 不会被视为资源. 例" +"如, 当你在导出的项目中加载 ``test.json`` 时, 你需要在非资源导出过滤器中指定 " +"``*.json`` . 详见: :ref:`doc_exporting_projects_export_mode` ." -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " @@ -225,7 +239,7 @@ msgid "" "PCK filesystem is case-sensitive, while Windows's filesystem is case-" "insensitive by default." msgstr "" -"在Windows上,也可能是 :ref:`大小写敏感性" -"<doc_project_organization_case_sensitivity>` 的问题.如果你在脚本里引用资源时" -"所使用的大小写与文件系统中的不符,在导出项目后就会载入失败.这是因为虚拟PCK文件" -"系统是大小写敏感的,而Windows的文件系统是大小写不敏感的." +"在Windows上, 也可能是 :ref:`大小写敏感性 " +"<doc_project_organization_case_sensitivity>` 的问题. 如果你在脚本里引用资源时" +"所使用的大小写与文件系统中的不符, 在导出项目后就会载入失败. 这是因为虚拟PCK文" +"件系统是大小写敏感的, 而Windows的文件系统是大小写不敏感的." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po b/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po index 8fe0cd9d12..19dc6d7210 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,14 +31,14 @@ msgstr "那么,Godot社区在哪里?在哪里可以提出问题并获得帮助 msgid "" "Note that some of these channels are run and moderated by members of the " "Godot community or third parties." -msgstr "请注意,其中一些渠道由Godot社区的或第三方的成员运营和审核." +msgstr "请注意, 其中一些渠道由Godot社区的或第三方的成员运营和审核." #: ../../docs/community/channels.rst:10 msgid "" "A brief overview over these and other channels is also available on the " "`Godot website <https://godotengine.org/community>`_." msgstr "" -"有关这些渠道的简要概述也可在 `Godot网站 <https://godotengine.org/" +"有关这些渠道的简要概述也可在 `Godot 网站 <https://godotengine.org/" "community>`_ 上找到." #: ../../docs/community/channels.rst:13 @@ -47,7 +47,7 @@ msgstr "问答" #: ../../docs/community/channels.rst:15 msgid "`Official Godot Questions & Answers <https://godotengine.org/qa/>`_" -msgstr "`Godot官方问题与解答 <https://godotengine.org/qa/>`_" +msgstr "`Godot 官方问题与解答 <https://godotengine.org/qa/>`_" #: ../../docs/community/channels.rst:18 msgid "IRC on Freenode" @@ -102,7 +102,7 @@ msgstr "" #: ../../docs/community/channels.rst:26 msgid "`IRC logs <https://godot.eska.me/irc-logs/>`_" -msgstr "`IRC日志 <https://godot.eska.me/irc-logs/>`_" +msgstr "`IRC 日志 <https://godot.eska.me/irc-logs/>`_" #: ../../docs/community/channels.rst:29 msgid "Other chats" @@ -122,11 +122,12 @@ msgid "Language-based communities" msgstr "基于语言的社区" #: ../../docs/community/channels.rst:37 +#, fuzzy msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" -"有关本地社区的列表,参见 `用户组<https://godotengine.org/community/user-" +"有关本地社区的列表, 参见 `用户组 <https://godotengine.org/community/user-" "groups>` 页面." #: ../../docs/community/channels.rst:41 @@ -139,7 +140,7 @@ msgstr "`GitHub <https://github.com/godotengine/>`_" #: ../../docs/community/channels.rst:44 msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_" -msgstr "`Facebook组 <https://www.facebook.com/groups/godotengine/>`_" +msgstr "`Facebook 组 <https://www.facebook.com/groups/godotengine/>`_" #: ../../docs/community/channels.rst:45 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 789e526b3a..3b9117b589 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,9 +34,9 @@ msgid "" "common misunderstandings and bad practices during the process of " "contributing code to the project." msgstr "" -"由于项目本身主要针对具有编程能力的用户,因此Godot拥有大量具有贡献能力的用户. " -"尽管如此,并非所有人都具有在大型项目或软件工程中工作的相同水平的经验,这可能会" -"在为项目贡献代码的过程中导致常见的误解和不良做法." +"由于项目本身主要针对具有编程能力的用户, 因此Godot拥有大量具有贡献能力的用户. " +"尽管如此, 并非所有人都具有在大型项目或软件工程中工作的相同水平的经验, 这可能" +"会在为项目贡献代码的过程中导致常见的误解和不良做法." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:16 msgid "Language" @@ -49,8 +49,8 @@ msgid "" "refer to common situations that arise in the process of submitting their " "contributions." msgstr "" -"本文档的范围将是供贡献者遵循的最佳实践列表,以及创建一种语言,供他们用来指代提" -"交文稿过程中出现的常见情况." +"本文档的范围将是供贡献者遵循的最佳实践列表, 以及创建一种语言, 供他们用来指代" +"提交文稿过程中出现的常见情况." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:22 msgid "" @@ -58,8 +58,8 @@ msgid "" "development, our intention is to just restrict to situations that are most " "common in our project." msgstr "" -"尽管有些人可能认为将其扩展到通用软件开发很有用,但我们的意图是仅将其限制在项目" -"中最常见的情况下." +"尽管有些人可能认为将其扩展到通用软件开发很有用, 但我们的意图是仅将其限制在项" +"目中最常见的情况下." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:26 msgid "" @@ -67,8 +67,8 @@ msgid "" "new features. To abstract this idea, we will call them *Solutions*, because " "they always seek to solve something that can be described as a *Problem*." msgstr "" -"贡献大部分时间都归类为错误修复,增强功能或新功能. 为了抽象化这个想法,我们将它" -"们称为*解决方案*,因为它们总是寻求解决可以描述为*问题*的问题." +"贡献大部分时间都归类为错误修复, 增强功能或新功能. 为了抽象化这个想法, 我们将" +"它们称为 *解决方案*, 因为它们总是寻求解决可以描述为 *问题* 的问题." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:31 msgid "Best Practices" @@ -76,7 +76,7 @@ msgstr "最佳实践" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:34 msgid "#1: The problem always comes first" -msgstr "#1:这问题总是第一个" +msgstr "#1: 这问题总是第一个" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:36 msgid "" @@ -85,9 +85,9 @@ msgid "" "love programming. Whatever the case may be, they come up with cool ideas, " "which may not be actually solving any actual problems." msgstr "" -"许多贡献者非常有创造力,他们只是享受设计抽象数据结构,创建漂亮的用户界面,或者纯" -"粹喜欢编程.不管是什么情况,他们都会想出很酷的想法,但这些想法可能并不能真正解决" -"任何实际问题." +"许多贡献者非常有创造力, 他们只是享受设计抽象数据结构, 创建漂亮的用户界面, 或" +"者纯粹喜欢编程. 不管是什么情况, 他们都会想出很酷的想法, 但这些想法可能并不能" +"真正解决任何实际问题." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:43 msgid "" @@ -97,21 +97,21 @@ msgid "" "Avoiding the addition of anything unnecessary is always considered a good " "practice in software development." msgstr "" -"这些通常称为*寻找问题的解决方案*. 在理想的情况下,它们并不会有害,但是实际上,代" -"码需要花费一些时间来编写,占用空间作为源代码和二进制文件,并且一旦存在就需要维" -"护. 在软件开发中,始终避免避免添加不必要的内容." +"这些通常称为 *寻找问题的解决方案*. 在理想的情况下, 它们并不会有害, 但是实际" +"上, 代码需要花费一些时间来编写, 占用空间作为源代码和二进制文件, 并且一旦存在" +"就需要维护. 在软件开发中, 始终避免避免添加不必要的内容." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:50 msgid "#2: To solve the problem, it has to exist in the first place" -msgstr "#2: 为了解决这个问题,它必须放在开始位置" +msgstr "#2: 为了解决这个问题, 它必须放在开始位置" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:52 msgid "" "This is a variation of the previous practice. Adding anything unnecessary is " "not a good idea, but what constitutes what is necessary and what isn't?" msgstr "" -"以前有过类似的尝试.添加任何不必要的东西不是一个好主意,但什么是必要的,什么不" -"是?" +"以前有过类似的尝试. 添加任何不必要的东西不是一个好主意, 但什么是必要的, 什么" +"不是?" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:57 msgid "" @@ -122,10 +122,10 @@ msgid "" "to proceed, or in order to achieve greater productivity. In this case, *a " "solution is needed*." msgstr "" -"这个问题的答案是,问题需要确实存在,才能真正解决.不应该只是推测或认为问题存在." -"用户使用软件的意图必须是创造一些他们\"需要\"的东西.在这个过程中,用户可能会遇" -"到需要解决了才能继续进行的问题,或者为了实现更高的生产率.在这种情况下,*需要一" -"个解决方案*." +"这个问题的答案是, 问题需要确实存在, 才能真正解决. 不应该只是推测或认为问题存" +"在. 用户使用软件的意图必须是创造一些他们 \"需要\" 的东西. 在这个过程中, 用户" +"可能会遇到需要解决了才能继续进行的问题, 或者为了实现更高的生产率. 在这种情况" +"下,*需要一个解决方案*." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:63 msgid "" @@ -133,8 +133,8 @@ msgid "" "to be ready to solve them by the time they appear is called *\"Future " "proofing\"* and its characterized by lines of thought such as:" msgstr "" -"认为将来可能会出现问题,并且该软件需要在问题出现时就已准备好解决它们,这被称为*" -"\"面向未来的证明\" *,其特点是思路如下:" +"认为将来可能会出现问题, 并且该软件需要在问题出现时就已准备好解决它们, 这被称" +"为*\"面向未来的证明\" *, 其特点是思路如下:" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:67 msgid "I think it would be useful for users to..." @@ -151,12 +151,12 @@ msgid "" "be written but never used, or that is considerably more complex to use and " "maintain than it needs to be." msgstr "" -"这通常被认为是一个坏习惯,因为试图解决当前不存在的问题往往会导致代码被编写但从" -"未使用,或者使用和维护起来比需要的复杂得多." +"这通常被认为是一个坏习惯, 因为试图解决当前不存在的问题往往会导致代码被编写但" +"从未使用, 或者使用和维护起来比需要的复杂得多." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:76 msgid "#3: The problem has to be complex or frequent" -msgstr "#3:这问题有点复杂或频繁" +msgstr "#3: 这问题有点复杂或频繁" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:78 msgid "" @@ -165,15 +165,15 @@ msgid "" "solve problems for you, so it helps you to make games better and faster, but " "it won't make the *entire game* for you. A line must be drawn somewhere." msgstr "" -"软件是为解决问题而设计的,但我们不能指望它能解决太阳底下存在的所有问题.作为一" -"个游戏引擎,Godot会为你解决问题,所以它可以帮助你把游戏做得更好更快,但它不会让" -"整个游戏为你服务.必须在某处划一条线." +"软件是为解决问题而设计的, 但我们不能指望它能解决太阳底下存在的所有问题. 作为" +"一个游戏引擎,Godot会为你解决问题, 所以它可以帮助你把游戏做得更好更快, 但它不" +"会让整个游戏为你服务. 必须在某处划一条线." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:85 msgid "" "Whether a problem is worth solving is determined by the difficulty the user " "has to work around it. This difficulty can be expressed as:" -msgstr "一个问题是否值得解决取决于用户解决问题的难度.这种困难可以表示为:" +msgstr "一个问题是否值得解决取决于用户解决问题的难度. 这种困难可以表示为:" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:88 msgid "The complexity of the problem" @@ -190,8 +190,8 @@ msgid "" "user to workaround, offering such a solution is unnecessary and it's up to " "the user to do it." msgstr "" -"如果问题对于大多数用户来说太复杂了,那么软件必须提供一个现成的解决方案.同样地," -"如果问题很容易被用户解决,那么提供这样的解决方案是不必要的,这取决于用户." +"如果问题对于大多数用户来说太复杂了, 那么软件必须提供一个现成的解决方案. 同样" +"地, 如果问题很容易被用户解决, 那么提供这样的解决方案是不必要的, 这取决于用户." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:96 msgid "" @@ -200,8 +200,8 @@ msgid "" "an annoyance. In this case, the software must offer a solution to simplify " "this use case." msgstr "" -"然而,例外情况是,当用户频繁地遇到这个问题时,每次都要做简单的解决方案就成了一件" -"麻烦事.在这种情况下,软件必须提供一个解决方案来简化这个用例." +"然而, 例外情况是, 当用户频繁地遇到这个问题时, 每次都要做简单的解决方案就成了" +"一件麻烦事. 在这种情况下, 软件必须提供一个解决方案来简化这个用例." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:100 msgid "" @@ -210,9 +210,9 @@ msgid "" "difficult. This is why discussing with other developers (next point) is " "always advised." msgstr "" -"根据我们的经验,在大多数情况下,当一个问题是复杂的或频繁的,通常是显而易见的,但" -"可能出现的情况下,绘制这条线是困难的.这就是为什么总是建议与其他开发人员讨论(下" -"一点)." +"根据我们的经验, 在大多数情况下, 当一个问题是复杂的或频繁的, 通常是显而易见" +"的, 但可能出现的情况下, 绘制这条线是困难的. 这就是为什么总是建议与其他开发人" +"员讨论(下一点)." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:105 msgid "#4: The solution must be discussed with others" @@ -224,8 +224,8 @@ msgid "" "immersed in their own project, so they will naturally try to solve the " "problem from their own perspective, thinking only about their use case." msgstr "" -"通常情况下,当用户偶然发现问题时,他们只是沉浸在自己的项目中,所以他们自然会从自" -"己的角度来解决问题,只考虑自己的用例." +"通常情况下, 当用户偶然发现问题时, 他们只是沉浸在自己的项目中, 所以他们自然会" +"从自己的角度来解决问题, 只考虑自己的用例." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:111 msgid "" @@ -233,8 +233,8 @@ msgid "" "cases that developers are often aware of, so they are often biased towards " "their own requirements." msgstr "" -"正因为如此,用户提出的解决方案并不总是考虑开发人员经常意识到的其他用例,因此他" -"们常常偏向于自己的需求." +"正因为如此, 用户提出的解决方案并不总是考虑开发人员经常意识到的其他用例, 因此" +"他们常常偏向于自己的需求." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:117 msgid "" @@ -244,9 +244,9 @@ msgid "" "that applies to a wider range of known problems, and leave the rest of the " "solution up to the user." msgstr "" -"对于开发者来说,视角是不同的.他们可能会发现用户的问题过于独特,无法证明解决方案" -"的合理性(而不是用户的变通方法),或者他们可能会建议一个适用于更广泛的已知问题的" -"部分(通常更简单或更低级别)解决方案,并将解决方案的其余部分留给用户." +"对于开发者来说, 视角是不同的. 他们可能会发现用户的问题过于独特, 无法证明解决" +"方案的合理性(而不是用户的变通方法), 或者他们可能会建议一个适用于更广泛的已知" +"问题的部分(通常更简单或更低级别)解决方案, 并将解决方案的其余部分留给用户." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:123 msgid "" @@ -254,8 +254,8 @@ msgid "" "the actual problems with the other developers or contributors, so a better " "agreement on implementation can be reached." msgstr "" -"无论如何,在尝试贡献之前,与其他开发人员或贡献者讨论实际问题是很重要的,这样就可" -"以在实现上达成更好的协议." +"无论如何, 在尝试贡献之前, 与其他开发人员或贡献者讨论实际问题是很重要的, 这样" +"就可以在实现上达成更好的协议." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:127 msgid "" @@ -263,8 +263,8 @@ msgid "" "(agreed by the other contributors), who talks to users directly and has the " "most knowledge to implement a solution directly." msgstr "" -"在这种情况下,唯一的例外是当一个代码区域有一个明确的所有者(得到其他贡献者的同" -"意)时,该所有者直接与用户交谈,并且最了解如何直接实现解决方案." +"在这种情况下, 唯一的例外是当一个代码区域有一个明确的所有者(得到其他贡献者的同" +"意)时, 该所有者直接与用户交谈, 并且最了解如何直接实现解决方案." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:131 msgid "" @@ -273,13 +273,13 @@ msgid "" "may not be accepted if they make something too difficult to use or if they " "add too much complexity to the codebase." msgstr "" -"另外,Godot的理念是支持易用性和维护性,而不是绝对性能.性能优化将被考虑,但是如果" -"它们使得某些东西太难使用或者给代码库增加了太多的复杂性,那么它们可能不会被接" -"受." +"另外,Godot的理念是支持易用性和维护性, 而不是绝对性能. 性能优化将被考虑, 但是" +"如果它们使得某些东西太难使用或者给代码库增加了太多的复杂性, 那么它们可能不会" +"被接受." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:137 msgid "#5: To each problem, its own solution" -msgstr "#5:针对每个问题,都有自己的解决方案" +msgstr "#5: 针对每个问题, 都有自己的解决方案" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:139 msgid "" @@ -288,8 +288,8 @@ msgid "" "and programmers will try to come up with solutions that solve as many " "problems as possible." msgstr "" -"对于程序员来说,找到问题的最佳解决方案总是一个最令人愉快的挑战.然而,有时事情可" -"能会过火,程序员会试图想出解决尽可能多问题的解决方案." +"对于程序员来说, 找到问题的最佳解决方案总是一个最令人愉快的挑战. 然而, 有时事" +"情可能会过火, 程序员会试图想出解决尽可能多问题的解决方案." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:144 msgid "" @@ -297,8 +297,8 @@ msgid "" "this solution appear even more fantastic and flexible, the pure speculation-" "based problems (as described in #2) also make their appearance on stage." msgstr "" -"当为了使这个解决方案显得更加奇妙和灵活,纯粹的基于推测的问题(如#2所述)也出现在" -"舞台上时,情况往往会变得更糟." +"当为了使这个解决方案显得更加奇妙和灵活, 纯粹的基于推测的问题(如#2所述)也出现" +"在舞台上时, 情况往往会变得更糟." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:150 msgid "" @@ -306,8 +306,8 @@ msgid "" "time, just writing an individual solution to each problem results in code " "that is simpler and more maintainable." msgstr "" -"主要问题是,在现实中,它很少以这种方式工作.大多数情况下,只要为每个问题编写一个" -"单独的解决方案,代码就会变得更简单、更易于维护." +"主要问题是, 在现实中, 它很少以这种方式工作. 大多数情况下, 只要为每个问题编写" +"一个单独的解决方案, 代码就会变得更简单, 更易于维护." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:154 msgid "" @@ -316,8 +316,8 @@ msgid "" "having to learn and remember a more complex system they will only need for " "simple tasks." msgstr "" -"此外,针对个别问题的解决方案对用户来说更好,因为他们找到的东西正是他们所需要的," -"而不必学习和记忆一个更复杂的系统,他们只需要简单的任务." +"此外, 针对个别问题的解决方案对用户来说更好, 因为他们找到的东西正是他们所需要" +"的, 而不必学习和记忆一个更复杂的系统, 他们只需要简单的任务." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:159 msgid "" @@ -326,18 +326,19 @@ msgid "" "requesting more functions added (and making the API and codebase more and " "more complex)." msgstr "" -"大而灵活的解决方案还有一个额外的缺点,那就是,随着时间的推移,它们很少对所有用户" -"都有足够的灵活性,这会不断请求添加更多的函数(并使API和代码库变得越来越复杂)." +"大而灵活的解决方案还有一个额外的缺点, 那就是, 随着时间的推移, 它们很少对所有" +"用户都有足够的灵活性, 这会不断请求添加更多的函数(并使API和代码库变得越来越复" +"杂)." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:164 msgid "#6: Cater to common use cases, leave the door open for the rare ones" -msgstr "#6:迎合常见的用例,为罕见的用例敞开大门" +msgstr "#6: 迎合常见的用例, 为罕见的用例敞开大门" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:166 msgid "" "This is a continuation of the previous point, which further explains why " "this way of thinking and designing software is preferred." -msgstr "这是前一点的延续,这进一步解释了为什么这种思维方式和设计软件是首选." +msgstr "这是前一点的延续, 这进一步解释了为什么这种思维方式和设计软件是首选." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:169 msgid "" @@ -346,8 +347,8 @@ msgid "" "Trying to write very flexible structures that cater to many use cases at " "once is often a mistake." msgstr "" -"如前所述(第2点),我们(作为设计软件的人)很难真正理解所有未来的用户需求.试图同时" -"编写满足许多用例的非常灵活的结构常常是一个错误." +"如前所述(第2点), 我们(作为设计软件的人)很难真正理解所有未来的用户需求. 试图同" +"时编写满足许多用例的非常灵活的结构常常是一个错误." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:174 msgid "" @@ -356,9 +357,9 @@ msgid "" "that they will require features that don't quite accommodate our original " "design, forcing us to either throw it away or make it even more complex." msgstr "" -"我们可能会想出一些我们认为很出色的东西,但当它被实际使用时,我们会发现用户甚至" -"永远不会使用它的一半,或者他们会要求一些不太符合我们最初设计的功能,迫使我们要" -"么扔掉它,要么让它变得更复杂." +"我们可能会想出一些我们认为很出色的东西, 但当它被实际使用时, 我们会发现用户甚" +"至永远不会使用它的一半, 或者他们会要求一些不太符合我们最初设计的功能, 迫使我" +"们要么扔掉它, 要么让它变得更复杂." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:179 msgid "" @@ -366,8 +367,8 @@ msgid "" "they need*, but that is flexible enough to allow them to do *what we don't " "know they might need* in the future?" msgstr "" -"现在的问题是,如何设计软件,让用户得到我们知道他们需要的东西,但又足够灵活,让他" -"们在将来做我们不知道他们可能需要的事情?" +"现在的问题是, 如何设计软件, 让用户得到我们知道他们需要的东西, 但又足够灵活, " +"让他们在将来做我们不知道他们可能需要的事情?" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:185 msgid "" @@ -376,9 +377,9 @@ msgid "" "use to achieve what they want, even if it's more work for them because it " "means reimplementing some logic that already exists." msgstr "" -"这个问题的答案是,为了确保用户仍然可以做他们想做的事情,我们需要让他们访问一个" -"\"低级API\",他们可以用它来实现他们想要的,即使这对他们来说是更大的工作,因为这" -"意味着重新实现一些已经存在的逻辑." +"这个问题的答案是, 为了确保用户仍然可以做他们想做的事情, 我们需要让他们访问一" +"个 \"低级API\", 他们可以用它来实现他们想要的, 即使这对他们来说是更大的工作, " +"因为这意味着重新实现一些已经存在的逻辑." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:190 msgid "" @@ -386,8 +387,8 @@ msgid "" "anyway, so it makes sense a custom solution needs to be written. This is why " "it's important to still provide users the basic building blocks to do it." msgstr "" -"在现实场景中,这些用例无论如何都是非常罕见的,所以需要编写一个定制的解决方案是" -"有意义的.这就是为什么仍然要为用户提供基本的构建块来实现这一点很重要." +"在现实场景中, 这些用例无论如何都是非常罕见的, 所以需要编写一个定制的解决方案" +"是有意义的. 这就是为什么仍然要为用户提供基本的构建块来实现这一点很重要." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:195 msgid "#7: Solutions must be local" @@ -399,8 +400,8 @@ msgid "" "or fixing a bug, sometimes the easiest path is to add data or a new function " "in the core layers of code." msgstr "" -"当寻找一个问题的解决方法时,例如实现新特性或者修复一个BUG,有时最简单的方式是在" -"核心代码层中,添加数据或是一个新的代码函数." +"当寻找一个问题的解决方法时, 例如实现新特性或者修复一个BUG, 有时最简单的方式是" +"在核心代码层中, 添加数据或是一个新的代码函数." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:201 msgid "" @@ -409,8 +410,8 @@ msgid "" "difficult to follow (split in two), but also make the core API larger, more " "complex, more difficult to understand in general." msgstr "" -"这里的主要问题是,在核心层中添加一些只在很远的地方使用的东西,不仅会使代码更难" -"理解(一分为二),而且还会使核心API更大、更复杂、更难理解." +"这里的主要问题是, 在核心层中添加一些只在很远的地方使用的东西, 不仅会使代码更" +"难理解(一分为二), 而且还会使核心API更大, 更复杂, 更难理解." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:206 msgid "" @@ -418,15 +419,15 @@ msgid "" "extreme importance given how much code relies on it, and because it's key " "for new contributors as a starting point to learning the codebase." msgstr "" -"这是不好的,因为核心api的可读性和干净性总是非常重要的,因为它是新贡献者学习代码" -"库的一个起点." +"这是不好的, 因为核心api的可读性和干净性总是非常重要的, 因为它是新贡献者学习代" +"码库的一个起点." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:214 msgid "" "The common reasoning for wanting to do this is that it's usually less code " "to simply add a hack in the core layers." msgstr "" -"想要做到这一点的常见理由是,只需在核心层中添加一个hack,通常代码就更少了." +"想要做到这一点的常见理由是, 只需在核心层中添加一个hack, 通常代码就更少了." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:217 msgid "" @@ -435,9 +436,9 @@ msgid "" "involves more code, duplicated, more complex or is less efficient. More " "creativity might be needed, but this path is always the advised one." msgstr "" -"尽管如此,不建议这种做法.通常,解决方案的代码应更接近问题的根源,即使它涉及更多" -"的代码,重复的代码,更复杂的代码或效率较低的代码也是如此.可能需要更多的创造力," -"但这始终是建议之路." +"尽管如此, 不建议这种做法. 通常, 解决方案的代码应更接近问题的根源, 即使它涉及" +"更多的代码, 重复的代码, 更复杂的代码或效率较低的代码也是如此. 可能需要更多的" +"创造力, 但这始终是建议之路." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:223 msgid "#8: Don't use complex canned solutions for simple problems" @@ -448,16 +449,16 @@ msgid "" "Not every problem has a simple solution and, many times, the right choice is " "to use a third party library to solve the problem." msgstr "" -"并非每个问题都有一个简单的解决方案,很多时候,正确的选择是使用第三方库来解决问" -"题." +"并非每个问题都有一个简单的解决方案, 很多时候, 正确的选择是使用第三方库来解决" +"问题." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:228 msgid "" "As Godot requires to be shipped in a large amount of platforms, we just " "can't link libraries dynamically. Instead, we bundle them in our source tree." msgstr "" -"由于Godot需要在大量的平台上发布,我们就是不能动态链接库.相反,我们将它们捆绑在" -"我们的源代码树中." +"由于Godot需要在大量的平台上发布, 我们就是不能动态链接库. 相反, 我们将它们捆绑" +"在我们的源代码树中." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:233 msgid "" @@ -465,8 +466,8 @@ msgid "" "smaller libraries (in fact, single header ones are our favorite). Only in " "cases where there is no other choice we end up bundling something larger." msgstr "" -"结果,我们对所输入的内容非常挑剔,并且倾向于使用较小的库(实际上,单头库是我们的" -"最爱).只有在别无选择的情况下,我们最终将更大的东西捆绑在一起." +"结果, 我们对所输入的内容非常挑剔, 并且倾向于使用较小的库(实际上, 单头库是我们" +"的最爱). 只有在别无选择的情况下, 我们最终将更大的东西捆绑在一起." #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:237 msgid "" @@ -479,8 +480,8 @@ msgid "" "run it on iOS in the long term. Since iOS doesn't support dynamic linking, " "static linking the only option on that platform." msgstr "" -"此外,库必须使用足够的许可证才能包含在Godot中.可接受的许可证的一些例子有" -"Apache2.0、BSD、MIT、ISC和MPL2.0.特别是,我们不能接受GPL或LGPL下许可的库,因为" -"这些许可有效地禁止专有软件中的静态链接(Godot在大多数导出项目中都是这样分发" -"的).这个要求也适用于编辑器,因为我们可能希望长期在iOS上运行它.由于iOS不支持动" -"态链接,因此静态链接是该平台上的唯一选项." +"此外, 库必须使用足够的许可证才能包含在Godot中. 可接受的许可证的一些例子有" +"Apache2.0, BSD, MIT, ISC和MPL2.0. 特别是, 我们不能接受GPL或LGPL下许可的库, 因" +"为这些许可有效地禁止专有软件中的静态链接(Godot在大多数导出项目中都是这样分发" +"的). 这个要求也适用于编辑器, 因为我们可能希望长期在iOS上运行它. 由于iOS不支持" +"动态链接, 因此静态链接是该平台上的唯一选项." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bisecting_regressions.po index 309bdd1c7f..c187aaade1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,10 +29,10 @@ msgid "" "possible for contributors to fix bugs faster, as they can know in advance " "which commit caused the regression. Your effort will be widely appreciated :)" msgstr "" -"平分是在软件中查找回归的一种方法.在GitHub 上的`Godot存储库<https://github." -"com/godotengine/godot>`__ 中报告了一个错误之后,贡献者可能会要求您\"将内容\" " -"* bisect *.两分法使贡献者可以更快地修复错误,因为他们可以提前知道是哪个提交导" -"致了回归.您的努力将受到广泛赞赏:)" +"平分是在软件中查找回归的一种方法. 在GitHub 上的 `Godot 存储库 <https://" +"github.com/godotengine/godot>`__ 中报告了一个错误之后, 贡献者可能会要求您 " +"\"将内容\" * bisect *. 两分法使贡献者可以更快地修复错误, 因为他们可以提前知道" +"是哪个提交导致了回归. 您的努力将受到广泛赞赏:)" #: ../../docs/community/contributing/bisecting_regressions.rst:14 msgid "The guide below explains how to find a regression by bisecting." @@ -51,10 +51,10 @@ msgid "" "it's typically used for bugs, it can also be used to find other kinds of " "unexpected changes such as performance regressions." msgstr "" -"Godot开发人员使用 `Git <https://git-scm.com/>`__ 版本控制系统.在Git的上下文" -"中,二等分是执行手动 `二进制搜索<https://en.wikipedia.org/wiki/" -"Binary_search_algorithm>`__ 的过程,以确定什么时候出现了回归. 尽管它通常用于错" -"误,但也可以用于查找其他种类的意外更改,例如性能下降." +"Godot开发人员使用 `Git <https://git-scm.com/>`__ 版本控制系统. 在Git的上下文" +"中, 二等分是执行手动 `二进制搜索 <https://en.wikipedia.org/wiki/" +"Binary_search_algorithm>`__ 的过程, 以确定什么时候出现了回归. 尽管它通常用于" +"错误, 但也可以用于查找其他种类的意外更改, 例如性能下降." #: ../../docs/community/contributing/bisecting_regressions.rst:27 msgid "Using official builds to speed up bisecting" @@ -69,10 +69,10 @@ msgid "" "betas, and release candidates `here <https://downloads.tuxfamily.org/" "godotengine/>`__." msgstr "" -"在使用Git的 ``bisect``命令之前,我们强烈建议尝试使用较旧的(或较新的)正式版本重" -"现该错误.这大大减少了可能需要从源构建和测试的提交范围.您可以在 `此处<https://" -"downloads.tuxfamily.org/godotengine/>`__ 找到官方发行版的二进制文件以及alpha," -"beta和发行候选文件." +"在使用Git的 ``bisect`` 命令之前, 我们强烈建议尝试使用较旧的(或较新的)正式版本" +"重现该错误. 这大大减少了可能需要从源构建和测试的提交范围. 您可以在 `此处 " +"<https://downloads.tuxfamily.org/godotengine/>`__ 找到官方发行版的二进制文件" +"以及alpha,beta和发行候选文件." #: ../../docs/community/contributing/bisecting_regressions.rst:35 msgid "" @@ -84,11 +84,11 @@ msgid "" "and RC builds. If you do manage to reproduce the bug with Godot 3.2 beta 1, " "then try older alpha builds." msgstr "" -"例如,如果您已报告针对Godot 3.2的错误,则应首先尝试重现Godot 3.1中的错误(不是补" -"丁程序版本,原因请参见下文).如果那里没有发生该错误,请尝试在Godot 3.2 * beta 1 " -"*中重现该错误(大约在所有可用测试版本的中间).如果您无法使用Godot 3.2 beta 1重" -"现该错误,请尝试使用较新的beta和RC版本.如果您确实设法用Godot 3.2 beta 1重现了" -"该错误,请尝试使用较早的alpha版本." +"例如, 如果您已报告针对Godot 3.2的错误, 则应首先尝试重现Godot 3.1中的错误(不是" +"补丁程序版本, 原因请参见下文). 如果那里没有发生该错误, 请尝试在Godot 3.2 * " +"beta 1 *中重现该错误(大约在所有可用测试版本的中间). 如果您无法使用Godot 3.2 " +"beta 1重现该错误, 请尝试使用较新的beta和RC版本. 如果您确实设法用Godot 3.2 " +"beta 1重现了该错误, 请尝试使用较早的alpha版本." #: ../../docs/community/contributing/bisecting_regressions.rst:44 msgid "" @@ -98,9 +98,9 @@ msgid "" "of branch doesn't follow the rest of Godot's development, which is done in " "the ``master`` branch." msgstr "" -"对于二等分回归,请勿使用修补程序版本,例如Godot 3.1.2.而是使用次要版本的第一个" -"发行版,例如Godot 3.1.这是因为修补程序版本是从单独的* stable分支*构建的.这种分" -"支没有遵循Godot的其余开发,而是在\" master\"分支中完成的." +"对于二等分回归, 请勿使用修补程序版本, 例如Godot 3.1.2. 而是使用次要版本的第一" +"个发行版, 例如Godot 3.1. 这是因为修补程序版本是从单独的* stable分支*构建的. " +"这种分支没有遵循Godot的其余开发, 而是在\" master\"分支中完成的." #: ../../docs/community/contributing/bisecting_regressions.rst:51 msgid "The Git bisect command" @@ -114,9 +114,9 @@ msgid "" "process semi-automated as you only have to build the engine, run it and try " "to reproduce the bug." msgstr "" -"如果您发现在上述测试过程中未显示该错误的构建,则可以立即将回归二等分. Git版本" -"控制系统为此提供了一个内置命令:git bisect.这使过程成为半自动化的过程,因为您只" -"需要构建引擎,运行它并尝试重现该错误即可." +"如果您发现在上述测试过程中未显示该错误的构建, 则可以立即将回归二等分. Git版本" +"控制系统为此提供了一个内置命令:git bisect. 这使过程成为半自动化的过程, 因为您" +"只需要构建引擎, 运行它并尝试重现该错误即可." #: ../../docs/community/contributing/bisecting_regressions.rst:61 msgid "" @@ -125,9 +125,9 @@ msgid "" "compiling>` page for your target platform. (Compiling Godot from source " "doesn't require C++ programming knowledge.)" msgstr "" -"在平分回归之前,您需要设置一个构建环境以从源代码编译Godot.为此,请阅读目标平台" -"的 :ref:`Compiling <toc-devel-compiling>`页面. (从源代码编译Godot不需要C ++编" -"程知识.)" +"在平分回归之前, 您需要设置一个构建环境以从源代码编译Godot. 为此, 请阅读目标平" +"台的 :ref:`Compiling <toc-devel-compiling>` 页面. (从源代码编译Godot不需要C +" +"+编程知识.)" #: ../../docs/community/contributing/bisecting_regressions.rst:66 msgid "" @@ -137,10 +137,10 @@ msgid "" "there and report the results of your \"pre-bisecting\" on the GitHub issue " "so another contributor can continue bisecting from there." msgstr "" -"请注意,编译 Godot 可能需要在缓慢的硬件上一段时间(在缓慢的双核 CPU 上,每次完全" -"重建需要一个小时).这意味着整个过程最多可能需要几个小时.如果您的硬件太慢,您可" -"能希望停止并报告 GitHub 问题的\"预分节\"结果,以便其他参与者可以继续从该部分开" -"始参与." +"请注意, 编译 Godot 可能需要在缓慢的硬件上一段时间(在缓慢的双核 CPU 上, 每次完" +"全重建需要一个小时). 这意味着整个过程最多可能需要几个小时. 如果您的硬件太慢, " +"您可能希望停止并报告 GitHub 问题的 \"预分节\" 结果, 以便其他参与者可以继续从" +"该部分开始参与." #: ../../docs/community/contributing/bisecting_regressions.rst:72 msgid "" @@ -152,24 +152,24 @@ msgid "" ">`__, go to the folder that contains the pre-release you downloaded and look " "for the ``README.txt`` file. The commit hash is written inside that file." msgstr "" -"要开始划分,你必须首先确定 \"坏\" 和 \"好\" 的版本提交散列值(标识符).\"坏\" 指" -"的是表现出错误的版本,而 \"好\" 指的是没有表现出错误的版本.如果你使用一个预发" -"布版本作为 \"好\" 或 \"坏\" `下载镜像 <https://downloads.tuxfamily.org/" -"godotengine/>`__, 进入包含你下载的预发布版本的文件夹,寻找 ``README.txt`` 文" -"件.提交的哈希值就写在该文件中." +"要开始划分, 你必须首先确定 \"坏\" 和 \"好\" 的版本提交散列值(标识符).\"坏\" " +"指的是表现出错误的版本, 而 \"好\" 指的是没有表现出错误的版本. 如果你使用一个" +"预发布版本作为 \"好\" 或 \"坏\" `下载镜像 <https://downloads.tuxfamily.org/" +"godotengine/>`__, 进入包含你下载的预发布版本的文件夹, 寻找 ``README.txt`` 文" +"件. 提交的哈希值就写在该文件中." #: ../../docs/community/contributing/bisecting_regressions.rst:80 msgid "" "If you're using a stable release as the \"good\" or \"bad\" build, use one " "of the following commit hashes depending on the version:" msgstr "" -"如果您使用稳定版本作为\"好\"或\"坏\"版本,请根据版本使用以下提交哈希之一:" +"如果您使用稳定版本作为 \"好\" 或 \"坏\" 版本, 请根据版本使用以下提交哈希之一:" #: ../../docs/community/contributing/bisecting_regressions.rst:89 msgid "" "To refer to the latest state of the master branch, you can use ``master`` " "instead of a commit hash." -msgstr "要引用master分支的最新状态,可以使用\" master\"代替提交哈希." +msgstr "要引用master分支的最新状态, 可以使用\" master\"代替提交哈希." #: ../../docs/community/contributing/bisecting_regressions.rst:92 msgid "" @@ -177,12 +177,12 @@ msgid "" "done, in the terminal window, use ``cd`` to reach the Godot repository " "folder and enter the following command:" msgstr "" -":ref:`使用Git <doc_getting_source>` 获取Godot的源代码.完成此操作后,在终端窗口" -"中,使用cd进入Godot存储库文件夹并输入以下命令:" +":ref:`使用Git <doc_getting_source>` 获取Godot的源代码. 完成此操作后, 在终端窗" +"口中, 使用cd进入Godot存储库文件夹并输入以下命令:" #: ../../docs/community/contributing/bisecting_regressions.rst:104 msgid "Compile Godot. This assumes you've set up a build environment:" -msgstr "编译Godot.这假定您已设置一个生成环境:" +msgstr "编译Godot. 这假定您已设置一个生成环境:" #: ../../docs/community/contributing/bisecting_regressions.rst:112 msgid "" @@ -190,8 +190,8 @@ msgid "" "as possible to the task. This is what the ``-j`` parameter does. Here, the " "command assigns 4 CPU threads to compiling Godot." msgstr "" -"由于构建Godot需要一些时间,因此您希望为任务分配尽可能多的CPU线程.这就是-j参数" -"的作用.在此,该命令分配4个CPU线程来编译Godot." +"由于构建Godot需要一些时间, 因此您希望为任务分配尽可能多的CPU线程. 这就是-j参" +"数的作用. 在此, 该命令分配4个CPU线程来编译Godot." #: ../../docs/community/contributing/bisecting_regressions.rst:116 msgid "" @@ -200,11 +200,11 @@ msgstr "运行位于``bin /``文件夹中的二进制文件并尝试重现该错 #: ../../docs/community/contributing/bisecting_regressions.rst:118 msgid "If the build **still** exhibits the bug, run the following command:" -msgstr "如果构建\"仍然\"显示错误,请运行以下命令:" +msgstr "如果构建 \"仍然\" 显示错误, 请运行以下命令:" #: ../../docs/community/contributing/bisecting_regressions.rst:124 msgid "If the build **does not** exhibit the bug, run the following command:" -msgstr "如果构建 **没有** 显示错误,请运行以下命令:" +msgstr "如果构建 **没有** 显示错误, 请运行以下命令:" #: ../../docs/community/contributing/bisecting_regressions.rst:130 msgid "" @@ -216,10 +216,10 @@ msgid "" "most regressions; Git will remind you of the number of steps remaining (in " "the worst case scenario)." msgstr "" -"输入上述命令之一后,Git 将切换到其他提交.现在,您应该再次构建 Godot,尝试重现 " -"Bug,然后根据结果输入\"git 一部分好\"或\"git 一次坏\".你必须重复几次.提交范围" -"越长,所需的步骤就越多.5 到 10 个步骤通常足以查找大多数回归;Git 将提醒您剩余步" -"骤数(在最坏的情况下)." +"输入上述命令之一后,Git 将切换到其他提交. 现在, 您应该再次构建 Godot, 尝试重" +"现 Bug, 然后根据结果输入\"git 一部分好 \"或\"git 一次坏\". 你必须重复几次. 提" +"交范围越长, 所需的步骤就越多.5 到 10 个步骤通常足以查找大多数回归;Git 将提醒" +"您剩余步骤数(在最坏的情况下)." #: ../../docs/community/contributing/bisecting_regressions.rst:137 msgid "" @@ -228,13 +228,13 @@ msgid "" "issue you've bisected. This will help in solving the issue. Thanks again for " "contributing to Godot :)" msgstr "" -"完成足够的步骤后,Git将在出现回归的位置显示提交哈希.将此提交哈希值写成对一分为" -"二的GitHub问题的评论.这将有助于解决问题.再次感谢您对Godot的贡献:)" +"完成足够的步骤后,Git将在出现回归的位置显示提交哈希. 将此提交哈希值写成对一分" +"为二的GitHub问题的评论. 这将有助于解决问题. 再次感谢您对Godot的贡献:)" #: ../../docs/community/contributing/bisecting_regressions.rst:144 msgid "" "You can read the full documentation on ``git bisect`` `here <https://git-scm." "com/docs/git-bisect>`__." msgstr "" -"您可以在 ``git bisect`` 上阅读完整文档, `这里<https://git-scm.com/docs/git-" +"您可以在 ``git bisect`` 上阅读完整文档, `这里 <https://git-scm.com/docs/git-" "bisect>`__ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 29d02fafd7..6d48e23a9e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,8 +30,8 @@ msgid "" "guidelines." msgstr "" "本页面描述了bug分类团队即bugsquad在处理问题和从Godot的 `GitHub <https://" -"github.com/godotengine/godot>`_ 存储库上拉取请求时的典型工作流程.它一定会与" -"bugsquad一起发展,所以不要犹豫对下面的指导方针提出修改." +"github.com/godotengine/godot>`_ 存储库上拉取请求时的典型工作流程. 它一定会与" +"bugsquad一起发展, 所以不要犹豫对下面的指导方针提出修改." #: ../../docs/community/contributing/bug_triage_guidelines.rst:12 msgid "Issues management" @@ -67,13 +67,13 @@ msgid "" "it on the issue ticket and/or discussing the best way to resolve it with " "other developers." msgstr "" -"由于GitHub上的Godot引擎组织目前的贡献者数量有限,我们暂时不会广泛使用受托者.欢" -"迎所有贡献者讨论任何问题,如果在问题单上提及和/或讨论,是与其他开发人员解决此问" -"题的最佳方式." +"由于GitHub上的Godot引擎组织目前的贡献者数量有限, 我们暂时不会广泛使用受托者. " +"欢迎所有贡献者讨论任何问题, 如果在问题单上提及和/或讨论, 是与其他开发人员解决" +"此问题的最佳方式." #: ../../docs/community/contributing/bug_triage_guidelines.rst:28 msgid "For the time being we do not use the project dashboard feature either." -msgstr "目前,我们也不使用项目仪表板功能." +msgstr "目前, 我们也不使用项目仪表板功能." #: ../../docs/community/contributing/bug_triage_guidelines.rst:30 msgid "" @@ -97,11 +97,11 @@ msgstr "**分类:**" msgid "" "*Archived*: either a duplicate of another issue, or invalid. Such an issue " "would also be closed." -msgstr "*Archived*:是另一个问题的副本,或无效.这样的问题也将被关闭." +msgstr "*Archived*: 是另一个问题的副本, 或无效. 这样的问题也将被关闭." #: ../../docs/community/contributing/bug_triage_guidelines.rst:42 msgid "*Bug*: describes something that is not working properly." -msgstr "*Bug*:描述无法正常工作的内容." +msgstr "*Bug*: 描述无法正常工作的内容." #: ../../docs/community/contributing/bug_triage_guidelines.rst:43 msgid "" @@ -113,17 +113,18 @@ msgid "" "reproduced; if a developer looks at the issue one year later, the " "*Confirmed* label may not be relevant anymore." msgstr "" -"*Confirmed*:已由至少一个其他贡献者而不是错误报告者(通常用于 *Bug* 报告)确认." -"该标签的目的是让开发人员知道当他们想要选择要解决的问题时仍然可以重现的问题.因" -"此,在一个评论中添加评论:可以再现该问题的是什么平台、什么版本或Godot的提交是一" -"个好的做法;如果开发人员在一年后查看该问题,则 *Confirmed* 标签可能不再相关." +"*Confirmed*: 已由至少一个其他贡献者而不是错误报告者(通常用于 *Bug* 报告)确" +"认. 该标签的目的是让开发人员知道当他们想要选择要解决的问题时仍然可以重现的问" +"题. 因此, 在一个评论中添加评论: 可以再现该问题的是什么平台, 什么版本或Godot的" +"提交是一个好的做法;如果开发人员在一年后查看该问题, 则 *Confirmed* 标签可能不" +"再相关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:51 msgid "" "*Discussion*: the issue is not consensual and needs further discussion to " "define what exactly should be done to address the topic." msgstr "" -"*Discussion*:这个问题不是共识,需要进一步讨论以定义解决该主题的确切方法." +"*Discussion*: 这个问题不是共识, 需要进一步讨论以定义解决该主题的确切方法." #: ../../docs/community/contributing/bug_triage_guidelines.rst:54 msgid "" @@ -132,19 +133,19 @@ msgid "" "documentation should be filed on the `godot-docs <https://github.com/" "godotengine/godot-docs>`_ repository." msgstr "" -"*Documentation*:与文档相关的问题.主要是要求改进API文档.与ReadTheDocs文档相关" -"的问题应该在 `godot-docs <https://github.com/godotengine/godot-docs>`_ 储存库" -"上提交." +"*Documentation*: 与文档相关的问题. 主要是要求改进API文档. 与ReadTheDocs文档相" +"关的问题应该在 `godot-docs <https://github.com/godotengine/godot-docs>`_ 储存" +"库上提交." #: ../../docs/community/contributing/bug_triage_guidelines.rst:58 msgid "" "*Enhancement*: describes a proposed enhancement to an existing functionality." -msgstr "*Enhancement*:描述对现有功能的建议增强." +msgstr "*Enhancement*: 描述对现有功能的建议增强." #: ../../docs/community/contributing/bug_triage_guidelines.rst:60 msgid "" "*Feature proposal*: describes a wish for a new feature to be implemented." -msgstr "*Feature proposal*:描述了实现新功能的愿望." +msgstr "*Feature proposal*: 描述了实现新功能的愿望." #: ../../docs/community/contributing/bug_triage_guidelines.rst:62 msgid "" @@ -152,12 +153,12 @@ msgid "" "it a great fit for junior contributors who need to become familiar with the " "code base." msgstr "" -"*Junior job*:*假设* 是一个容易修复的问题,这使得它非常适合需要熟悉代码库的初级" -"贡献者." +"*Junior job*: *假设* 是一个容易修复的问题, 这使得它非常适合需要熟悉代码库的初" +"级贡献者." #: ../../docs/community/contributing/bug_triage_guidelines.rst:65 msgid "*Needs rebase*: the issue need a Git rebase to be merged." -msgstr "*Needs rebase* :该问题需要Git rebase才能合并." +msgstr "*Needs rebase* : 该问题需要Git rebase才能合并." #: ../../docs/community/contributing/bug_triage_guidelines.rst:66 msgid "" @@ -166,8 +167,8 @@ msgid "" "different hardware/software configurations or even that the steps to " "reproduce are not certain." msgstr "" -"*Needs testing*:问题/拉取请求无法完全测试,因此需要进一步测试.这可能意味着需要" -"在不同的硬件/软件配置上进行测试,或者甚至重现的步骤不确定." +"*Needs testing*: 问题/拉取请求无法完全测试, 因此需要进一步测试. 这可能意味着" +"需要在不同的硬件/软件配置上进行测试, 或者甚至重现的步骤不确定." #: ../../docs/community/contributing/bug_triage_guidelines.rst:70 msgid "" @@ -175,18 +176,18 @@ msgid "" "especially welcome. Note that this **doesn't** mean you can't work on issues " "without these labels." msgstr "" -"*PR welcome / hero wanted!*:特别欢迎对这些标签的问题的贡献.请注意,这 **并不" -"** 意味着您无法处理没有这些标签的问题." +"*PR welcome / hero wanted!*: 特别欢迎对这些标签的问题的贡献. 请注意, 这 **并" +"不** 意味着您无法处理没有这些标签的问题." #: ../../docs/community/contributing/bug_triage_guidelines.rst:73 msgid "" "*Tracker*: issue used to track other issues (like all issues related to the " "plugin system)." -msgstr "*Tracker*:用于跟踪其他问题的问题(例如与插件系统相关的所有问题)." +msgstr "*Tracker*: 用于跟踪其他问题的问题(例如与插件系统相关的所有问题)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:75 msgid "*Usability*: issues that directly impact user usability." -msgstr "*Usability*:直接影响用户可用性的问题." +msgstr "*Usability*: 直接影响用户可用性的问题." #: ../../docs/community/contributing/bug_triage_guidelines.rst:77 msgid "" @@ -196,10 +197,10 @@ msgid "" "usability. Or *Feature proposal* and *Discussion* if it's a non-consensual " "feature request, or one that is not precise enough to be worked on." msgstr "" -"这些类别用于问题的一般分类.它们可以在相关时以某种方式组合,例如, 如果这是一个" -"提高可用性的问题,则可以同时将问题标记为 *Enhancement* 和 *Usability*.或者如果" -"它是非自愿的功能请求,或者不够精确的功能请求,可以标记为 *Feature proposal* 和 " -"*Discussion*." +"这些类别用于问题的一般分类. 它们可以在相关时以某种方式组合, 例如, 如果这是一" +"个提高可用性的问题, 则可以同时将问题标记为 *Enhancement* 和 *Usability*. 或者" +"如果它是非自愿的功能请求, 或者不够精确的功能请求, 可以标记为 *Feature " +"proposal* 和 *Discussion*." #: ../../docs/community/contributing/bug_triage_guidelines.rst:83 msgid "**Topics:**" @@ -207,68 +208,69 @@ msgstr "**话题:**" #: ../../docs/community/contributing/bug_triage_guidelines.rst:85 msgid "*Assetlib*: relates to issues with the asset library." -msgstr "*Assetlib*:与在线资源库的问题有关." +msgstr "*Assetlib*: 与在线资源库的问题有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:86 msgid "*Audio*: relates to the audio features (low and high level)." -msgstr "*Audio*:与音频功能(低级别和高级别)有关." +msgstr "*Audio*: 与音频功能(低级别和高级别)有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:87 msgid "" "*Buildsystem*: relates to building issues, either linked to the SCons " "buildsystem or to compiler peculiarities." -msgstr "*Buildsystem*:与构建问题有关,可以链接到SCons构建系统或编译器特性." +msgstr "*Buildsystem*: 与构建问题有关, 可以链接到SCons构建系统或编译器特性." #: ../../docs/community/contributing/bug_triage_guidelines.rst:89 msgid "" "*Core*: anything related to the core engine. It might be further split later " "on as it's a pretty big topic." msgstr "" -"*Core*:与核心引擎有关的任何事物.稍后可能会进一步拆分,因为这是一个很大的话题." +"*Core*: 与核心引擎有关的任何事物. 稍后可能会进一步拆分, 因为这是一个很大的话" +"题." #: ../../docs/community/contributing/bug_triage_guidelines.rst:91 msgid "*Drivers*: relates to issues with the drivers used by the engine." -msgstr "*Drivers*:与引擎使用的驱动程序有关." +msgstr "*Drivers*: 与引擎使用的驱动程序有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:92 msgid "*Editor*: relates to issues in the editor (mainly UI)." -msgstr "*Editor*:与编辑器中的问题(主要是UI)有关." +msgstr "*Editor*: 与编辑器中的问题(主要是UI)有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:93 msgid "*GDNative*: relates to the GDNative module." -msgstr "*GDNative*:与GDNative模块有关." +msgstr "*GDNative*: 与GDNative模块有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:94 msgid "*GDScript*: relates to GDScript." -msgstr "*GDScript*:与GDScript有关." +msgstr "*GDScript*: 与GDScript有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:95 msgid "*Mono*: relates to the C# / Mono bindings." -msgstr "*Mono*:与C# / Mono绑定有关." +msgstr "*Mono*: 与C# / Mono绑定有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:96 msgid "*Network*: relates to networking." -msgstr "*Network*:与网络有关." +msgstr "*Network*: 与网络有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:97 msgid "*Physics*: relates to the physics engine (2D/3D)." -msgstr "*Physics*:与物理引擎(2D/3D)有关." +msgstr "*Physics*: 与物理引擎(2D/3D)有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:98 msgid "*Plugin*: relates to problems encountered while writing plugins." -msgstr "*Plugin*:与编写插件时遇到的问题有关." +msgstr "*Plugin*: 与编写插件时遇到的问题有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:99 msgid "*Porting*: relates to some specific platforms." -msgstr "*Porting*:与某些特定平台有关." +msgstr "*Porting*: 与某些特定平台有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:100 msgid "*Rendering*: relates to the 2D and 3D rendering engines." -msgstr "*Rendering*:与2D和3D渲染引擎相关." +msgstr "*Rendering*: 与2D和3D渲染引擎相关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:101 msgid "*VisualScript*: relates to issues with the visual scripting language." -msgstr "*VisualScript*:与可视化脚本语言的问题有关." +msgstr "*VisualScript*: 与可视化脚本语言的问题有关." #: ../../docs/community/contributing/bug_triage_guidelines.rst:103 msgid "" @@ -277,8 +279,8 @@ msgid "" "will be specialized contributors teams behind all topics, so they can focus " "on the issues labelled with their team's topic." msgstr "" -"问题通常只对应一个主题,但看到符合两个主题的问题并不是不可想象的.一般的想法是," -"将有专门的贡献者团队支持所有主题,因此他们可以专注于标记为团队主题的问题." +"问题通常只对应一个主题, 但看到符合两个主题的问题并不是不可想象的. 一般的想法" +"是, 将有专门的贡献者团队支持所有主题, 因此他们可以专注于标记为团队主题的问题." #: ../../docs/community/contributing/bug_triage_guidelines.rst:108 msgid "**Platforms:**" @@ -286,7 +288,7 @@ msgstr "**平台:**" #: ../../docs/community/contributing/bug_triage_guidelines.rst:110 msgid "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*" -msgstr "*Android*、*HTML5*、*iOS*、*Linux*、*macOS*、*Windows*、*UWP*" +msgstr "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*" #: ../../docs/community/contributing/bug_triage_guidelines.rst:112 msgid "" @@ -295,9 +297,9 @@ msgid "" "assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux " "exclusively, select those two platforms)." msgstr "" -"默认情况下,假定给定的问题适用于所有平台.如果使用其中一个平台标签,则它不是通用" -"的,之前的假设不再适用(因此,如果它是例如Android和Linux上的错误,请选择这两个平" -"台)." +"默认情况下, 假定给定的问题适用于所有平台. 如果使用其中一个平台标签, 则它不是" +"通用的, 之前的假设不再适用(因此, 如果它是例如Android和Linux上的错误, 请选择这" +"两个平台)." #: ../../docs/community/contributing/bug_triage_guidelines.rst:118 msgid "Milestones" @@ -315,10 +317,10 @@ msgid "" "anything that Juan wants to work on right now. :)" msgstr "" "`里程碑 <https://github.com/godotengine/godot/milestones>`_ 对应于已有路线图" -"的Godot未来计划版本.符合上述路线图的问题应归入相应的里程碑下;如果它们不符合" -"任何现有的路线图,则应将其放在没有里程碑的地方.根据经验,如果一个问题涉及到一个" -"里程碑中的新功能,或者一个不能在未来稳定版本中被接受的关键错误,或者任何Juan现" -"在想做的事情,那么它就对应于一个特定的里程碑.)" +"的Godot未来计划版本. 符合上述路线图的问题应归入相应的里程碑下;如果它们不符合" +"任何现有的路线图, 则应将其放在没有里程碑的地方. 根据经验, 如果一个问题涉及到" +"一个里程碑中的新功能, 或者一个不能在未来稳定版本中被接受的关键错误, 或者任何" +"Juan现在想做的事情, 那么它就对应于一个特定的里程碑.)" #: ../../docs/community/contributing/bug_triage_guidelines.rst:129 msgid "" @@ -326,5 +328,5 @@ msgid "" "if a fix is proposed for a bug that was not deemed urgent and thus without " "milestone, it would likely still be very welcome." msgstr "" -"无论指定的里程碑如何,贡献者都可以自由选择问题;如果针对一个不被认为是紧急的错" -"误提出修复,因此没有里程碑,那么它可能仍然非常受欢迎." +"无论指定的里程碑如何, 贡献者都可以自由选择问题;如果针对一个不被认为是紧急的" +"错误提出修复, 因此没有里程碑, 那么它可能仍然非常受欢迎." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..dc5a75920c --- /dev/null +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: zh_CN\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "构建C++绑定" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +#, fuzzy +msgid "To get started, you need to:" +msgstr "在我们开始之前, 您需要一些东西:" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"`godot-cpp repository <https://github.com/godotengine/godot-cpp>`__ 的副本." + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 3.5+ <https://www.python.org/>`__." + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"`godot-cpp repository <https://github.com/godotengine/godot-cpp>`__ 的副本." + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "要从GitHub克隆您的fork, 请使用以下命令:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po index 053ac724aa..6e46451f02 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "best setup your system as outlined below to ensure all your commits follow " "the guidelines." msgstr "" -"在给Godot的源代码做贡献时,您需要遵循下面概述的样式指南.其中一些是通过持续集成" -"过程进行检查的,评审人员将要求您修复潜在的问题,因此最好按照下面概述的方式设置" -"系统,以确保所有提交都遵循指导原则." +"在给Godot的源代码做贡献时, 您需要遵循下面概述的样式指南. 其中一些是通过持续集" +"成过程进行检查的, 评审人员将要求您修复潜在的问题, 因此最好按照下面概述的方式" +"设置系统, 以确保所有提交都遵循指导原则." #: ../../docs/community/contributing/code_style_guidelines.rst:15 msgid "C++ and Objective-C" @@ -44,9 +44,9 @@ msgid "" "ClangFormat.html>`__ code beautifier, which takes care for you of all our " "conventions. To name a few:" msgstr "" -"没有书面的指导方针,但是开发人员默认的代码风格是通过 `clang-format <http://" -"clang.llvm.org/docs/ClangFormat.html>`__ 代码美化器强制执行的,它可以满足我们" -"所有的约定.举几个示例:" +"没有书面的指导方针, 但是开发人员默认的代码风格是通过 `clang-format <http://" +"clang.llvm.org/docs/ClangFormat.html>`__ 代码美化器强制执行的, 它可以满足我们" +"所有的约定. 举几个示例:" #: ../../docs/community/contributing/code_style_guidelines.rst:22 msgid "" @@ -61,11 +61,11 @@ msgstr "数学和赋值运算符以及逗号后面有一个空格" msgid "" "Pointer and reference operators are affixed to the variable identifier, not " "to the type name" -msgstr "指针和引用运算符附加到变量标识符,而不是类型名称" +msgstr "指针和引用运算符附加到变量标识符, 而不是类型名称" #: ../../docs/community/contributing/code_style_guidelines.rst:26 msgid "See further down regarding header includes" -msgstr "有关标头引入,请参见下文" +msgstr "有关标头引入, 请参见下文" #: ../../docs/community/contributing/code_style_guidelines.rst:28 msgid "" @@ -84,9 +84,9 @@ msgid "" "advise that you setup clang-format locally to check and automatically fix " "all your commits." msgstr "" -"只要您确保您的样式与周围的代码匹配,并且您没有引入尾随空格或基于空格的缩进,就" -"应该没问题. 但如果您计划定期贡献,我们强烈建议您在本地设置clang-format以检查并" -"自动修复所有提交." +"只要您确保您的样式与周围的代码匹配, 并且您没有引入尾随空格或基于空格的缩进, " +"就应该没问题. 但如果您计划定期贡献, 我们强烈建议您在本地设置clang-format以检" +"查并自动修复所有提交." #: ../../docs/community/contributing/code_style_guidelines.rst:37 msgid "" @@ -96,9 +96,9 @@ msgid "" "own style guides (or lack thereof), and don't want to introduce differences " "that would make syncing with upstream repositories harder." msgstr "" -"Godot的代码风格 *不应该* 适用于第三方代码,即包含在Godot的源代码树中,但不是专" -"门为我们的项目编写的.这样的代码通常来自不同的上游项目,有他们自己的风格指南(或" -"缺乏风格规则),我们不想引入差异,使其与上游仓库的同步更加困难." +"Godot的代码风格 *不应该* 适用于第三方代码, 即包含在Godot的源代码树中, 但不是" +"专门为我们的项目编写的. 这样的代码通常来自不同的上游项目, 有他们自己的风格指" +"南(或缺乏风格规则), 我们不想引入差异, 使其与上游仓库的同步更加困难." #: ../../docs/community/contributing/code_style_guidelines.rst:44 msgid "" @@ -108,10 +108,10 @@ msgid "" "you can use ``/* clang-format off */`` and ``/* clang-format on */`` to tell " "clang-format to ignore a chunk of code." msgstr "" -"第三方代码通常包含在 ``thirdparty/`` 文件夹中,因此可以很容易地从格式化脚本中" -"排除.在极少数情况下,第三方代码片段需要直接包含在Godot文件中,你可以使用 ``/* " -"clang-format off */`` 和 ``/* clang-format on */`` 来告诉clang-format忽略某块" -"儿的代码." +"第三方代码通常包含在 ``thirdparty/`` 文件夹中, 因此可以很容易地从格式化脚本中" +"排除. 在极少数情况下, 第三方代码片段需要直接包含在Godot文件中, 你可以使用 ``/" +"* clang-format off */`` 和 ``/* clang-format on */`` 来告诉clang-format忽略某" +"块儿的代码." #: ../../docs/community/contributing/code_style_guidelines.rst:52 msgid "Using clang-format locally" @@ -124,9 +124,9 @@ msgid "" "versions might be suitable, but previous versions had bugs that will cause " "formatting changes to the current code base." msgstr "" -"首先,您需要安装clang-format.截至目前,您需要使用 **clang-format 8.x** 与Godot" -"的格式兼容.更高版本可能是合适的,但以前的版本有错误,将导致当前代码库的格式更" -"改." +"首先, 您需要安装clang-format. 截至目前, 您需要使用 **clang-format 8.x** 与" +"Godot的格式兼容. 更高版本可能是合适的, 但以前的版本有错误, 将导致当前代码库的" +"格式更改." #: ../../docs/community/contributing/code_style_guidelines.rst:60 #: ../../docs/community/contributing/code_style_guidelines.rst:261 @@ -145,10 +145,10 @@ msgid "" "releases.llvm.org/download.html>`__, or if you are on a Debian derivative, " "use the `upstream repos <http://apt.llvm.org/>`__." msgstr "" -"Linux:通常会随您的发行版打包的clang工具链一起提供.如果您的分发版本不是必需的" -"版本,您可以从 `LLVM网站 <http://releases.llvm.org/download.html>`__ 下载预编" -"译的版本,或者,如果您使用的是Debian衍生版本,请使用 `上游仓库 <http://apt.llvm." -"org/>`__." +"Linux: 通常会随您的发行版打包的clang工具链一起提供. 如果您的分发版本不是必需" +"的版本, 您可以从 `LLVM 网站 <http://releases.llvm.org/download.html>`__ 下载" +"预编译的版本, 或者, 如果您使用的是Debian衍生版本, 请使用 `上游仓库 <http://" +"apt.llvm.org/>`__." #: ../../docs/community/contributing/code_style_guidelines.rst:69 msgid "" @@ -157,14 +157,14 @@ msgid "" "path to the binary's folder to your system's ``PATH`` environment variable " "to be able to call ``clang-format`` out of the box." msgstr "" -"macOS和Windows:您可以从 `LLVM网站 <http://releases.llvm.org/download." -"html>`__ 下载预编译的二进制文件.您可能需要将二进制文件的文件夹的路径添加到系" -"统的 ``PATH`` 环境变量中,以便能够直接调用 ``clang-format``." +"macOS和Windows: 您可以从 `LLVM 网站 <http://releases.llvm.org/download." +"html>`__ 下载预编译的二进制文件. 您可能需要将二进制文件的文件夹的路径添加到系" +"统的 ``PATH`` 环境变量中, 以便能够直接调用 ``clang-format``." #: ../../docs/community/contributing/code_style_guidelines.rst:74 msgid "" "You then have different possibilities to apply clang-format to your changes:" -msgstr "然后,您就有不同的可能性将clang-format应用于您的更改:" +msgstr "然后, 您就有不同的可能性将clang-format应用于您的更改:" #: ../../docs/community/contributing/code_style_guidelines.rst:77 #: ../../docs/community/contributing/code_style_guidelines.rst:273 @@ -192,9 +192,9 @@ msgid "" "don't run clang-format on compiled objects (.o and .a files) that are in " "Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``." msgstr "" -"该路径可以指向几个文件,一个接一个,也可以使用如在典型的Unix shell中的通配符.在" -"通配时要小心,以免对Godot树中的已编译对象(.o和.a文件)运行clang格式.因此,最好使" -"用 ``core/*.{cpp,h}`` 而不是 ``core/*``." +"该路径可以指向几个文件, 一个接一个, 也可以使用如在典型的Unix shell中的通配" +"符. 在通配时要小心, 以免对Godot树中的已编译对象(.o和.a文件)运行clang格式. 因" +"此, 最好使用 ``core/*. {cpp,h}`` 而不是 ``core/*``." #: ../../docs/community/contributing/code_style_guidelines.rst:94 #: ../../docs/community/contributing/code_style_guidelines.rst:288 @@ -207,15 +207,15 @@ msgid "" "format automatically on all your commits to check them, and let you apply " "its changes in the final commit." msgstr "" -"为了易于使用,我们为Git提供了一个预提交钩子,它将在您的所有提交上自动运行clang-" -"format来检查它们,并允许您在最终提交中应用其更改." +"为了易于使用, 我们为Git提供了一个预提交钩子, 它将在您的所有提交上自动运行" +"clang-format来检查它们, 并允许您在最终提交中应用其更改." #: ../../docs/community/contributing/code_style_guidelines.rst:100 msgid "" "This \"hook\" is a script which can be found in ``misc/hooks``, refer to " "that folder's README.md for installation instructions." msgstr "" -"这个 ``钩子`` 是一个可以在 ``misc/hooks`` 中找到的脚本,请参阅该文件夹的" +"这个 ``钩子`` 是一个可以在 ``misc/hooks`` 中找到的脚本, 请参阅该文件夹的" "README.md以获取安装说明." #: ../../docs/community/contributing/code_style_guidelines.rst:103 @@ -225,9 +225,9 @@ msgid "" "hook was tested on Linux and macOS, but should also work in the Git Shell on " "Windows." msgstr "" -"如果您的clang-format不在 ``PATH`` 中,您可能需要编辑 ``pre-commit-clang-" -"format`` 来指向正确的二进制格式才能工作.钩子在Linux和macOS上测试过,但也应该在" -"Windows上的Git Shell中运行." +"如果您的clang-format不在 ``PATH`` 中, 您可能需要编辑 ``pre-commit-clang-" +"format`` 来指向正确的二进制格式才能工作. 钩子在Linux和macOS上测试过, 但也应该" +"在Windows上的Git Shell中运行." #: ../../docs/community/contributing/code_style_guidelines.rst:109 msgid "IDE plugin" @@ -238,8 +238,8 @@ msgid "" "Most IDEs or code editors have beautifier plugins that can be configured to " "run clang-format automatically, for example each time you save a file." msgstr "" -"大多数IDE或代码编辑器都有美化插件,可以配置为自动运行clang-format,例如每次保存" -"文件时." +"大多数IDE或代码编辑器都有美化插件, 可以配置为自动运行clang-format, 例如每次保" +"存文件时." #: ../../docs/community/contributing/code_style_guidelines.rst:114 msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:" @@ -285,21 +285,21 @@ msgid "" "When adding new C++ or Objective-C files or including new headers in " "existing ones, the following rules should be followed:" msgstr "" -"当添加新的C++或Objective-C文件或在现有文件中引入新的标头时,应遵循以下规则:" +"当添加新的C++或Objective-C文件或在现有文件中引入新的标头时, 应遵循以下规则:" #: ../../docs/community/contributing/code_style_guidelines.rst:129 msgid "" "The first lines in the file should be Godot's copyright header and MIT " "license, copy-pasted from another file. Make sure to adjust the filename." msgstr "" -"文件中的第一行应该是Godot的版权标头和MIT许可证,从另一个文件复制粘贴.确保调整" -"文件名." +"文件中的第一行应该是Godot的版权标头和MIT许可证, 从另一个文件复制粘贴. 确保调" +"整文件名." #: ../../docs/community/contributing/code_style_guidelines.rst:131 msgid "" "In a ``.h`` header, include guards should be used with the form " "``FILENAME_H``." -msgstr "在 ``.h`` 头文件中,引入防护应该与 ``FILENAME_H`` 形式一起使用." +msgstr "在 ``.h`` 头文件中, 引入防护应该与 ``FILENAME_H`` 形式一起使用." #: ../../docs/community/contributing/code_style_guidelines.rst:134 msgid "" @@ -307,8 +307,8 @@ msgid "" "one where the class is declared (e.g. ``#include \"filename.h\"``), followed " "by an empty line for separation." msgstr "" -"在 ``.cpp`` 文件(如 ``filename.cpp`` )中,第一个引入应该是声明类的那个(例如 " -"``#include \"filename.h\"``),然后使用空行分隔." +"在 ``.cpp`` 文件(如 ``filename.cpp`` )中, 第一个引入应该是声明类的那个(例如 " +"``#include \"filename.h\"``), 然后使用空行分隔." #: ../../docs/community/contributing/code_style_guidelines.rst:137 msgid "" @@ -318,9 +318,9 @@ msgid "" "The block of Godot header includes should then be followed by an empty line " "for separation." msgstr "" -"然后来自Godot自己的代码库的标头,按字母顺序(由 ``clang-format`` 强制)引入,并具" -"有相对于根文件夹的路径.这些引入应该用引号来完成,例如 ``#include \"core/" -"object.h\"``.然后,Godot标头引入的块应用一个空行以进行分隔." +"然后来自Godot自己的代码库的标头, 按字母顺序(由 ``clang-format`` 强制)引入, 并" +"具有相对于根文件夹的路径. 这些引入应该用引号来完成, 例如 ``#include \"core/" +"object.h\"``. 然后,Godot标头引入的块应用一个空行以进行分隔." #: ../../docs/community/contributing/code_style_guidelines.rst:142 msgid "" @@ -329,9 +329,9 @@ msgid "" "symbols, e.g. ``#include <png.h>``. The block of third-party headers should " "also be followed by an empty line for separation." msgstr "" -"最后,第三方头文件(无论是来自 ``thirdparty`` 还是来自系统的包含路径)接下来,应" -"该用 < and > 符号包含,例如 ``#include <png.h>`` .第三方头文件块的后面也应该有" -"一个空行来分隔." +"最后, 第三方头文件(无论是来自 ``thirdparty`` 还是来自系统的包含路径)接下来, " +"应该用 < and > 符号包含, 例如 ``#include <png.h>`` . 第三方头文件块的后面也应" +"该有一个空行来分隔." #: ../../docs/community/contributing/code_style_guidelines.rst:146 msgid "" @@ -339,8 +339,8 @@ msgid "" "them, i.e. in the `.h` header if used in the declarative code or in the `." "cpp` if used only in the imperative code." msgstr "" -"Godot和第三方标头应包含在需要它们的文件中,即,如果在声明性代码中使用,则在 `." -"h` 标头中;如果仅在命令性代码中使用,则在 `.cpp` 中." +"Godot和第三方标头应包含在需要它们的文件中, 即, 如果在声明性代码中使用, 则在 " +"`.h` 标头中;如果仅在命令性代码中使用, 则在 `.cpp` 中." #: ../../docs/community/contributing/code_style_guidelines.rst:150 msgid "Example:" @@ -358,8 +358,8 @@ msgid "" "not third-party code such as the ``java/src/com/google`` subfolder." msgstr "" "Godot的Java代码(主要在 ``platform/android`` 中)也是通过 ``clang-format`` 来执" -"行的,所以请看上面的说明来设置它.请记住,本风格规则只适用于Godot编写和维护的代" -"码,而不是第三方代码,如 ``java/src/com/google`` 子文件夹." +"行的, 所以请看上面的说明来设置它. 请记住, 本风格规则只适用于Godot编写和维护的" +"代码, 而不是第三方代码, 如 ``java/src/com/google`` 子文件夹." #: ../../docs/community/contributing/code_style_guidelines.rst:246 msgid "Python" @@ -370,7 +370,7 @@ msgid "" "Godot's SCons buildsystem is written in Python, and various scripts included " "in the source tree are also using Python." msgstr "" -"Godot的SCons构建系统是用Python编写的,源代码树中包含的各种脚本也使用Python." +"Godot的SCons构建系统是用Python编写的, 源代码树中包含的各种脚本也使用Python." #: ../../docs/community/contributing/code_style_guidelines.rst:251 msgid "" @@ -378,8 +378,8 @@ msgid "" "black#the-black-code-style>`__. Blacken your Python changes using `Black " "<https://pypi.org/project/black/>`__." msgstr "" -"对于这些,我们遵循 `黑色风格指南<https://github.com/psf/black#the-黑色代码样式" -">`__ .使用 `Black使Python更改变黑<https://pypi.org/project/black/>`__ ." +"对于这些, 我们遵循 `黑色风格指南 <https://github.com/psf/black#the-黑色代码样" +"式>`__ . 使用 `Black使Python 更改变黑 <https://pypi.org/project/black/>`__ ." #: ../../docs/community/contributing/code_style_guidelines.rst:255 msgid "Using black locally" @@ -389,7 +389,7 @@ msgstr "本地使用黑色" msgid "" "First of all, you will need to install black. Black requires Python 3.6.0+ " "to run." -msgstr "首先,您需要安装black.Black需要python3.6.0+才能运行." +msgstr "首先, 您需要安装black.Black需要python3.6.0+才能运行." #: ../../docs/community/contributing/code_style_guidelines.rst:263 msgid "Here's how to install black:" @@ -397,7 +397,7 @@ msgstr "下面介绍如何安装black:" #: ../../docs/community/contributing/code_style_guidelines.rst:270 msgid "You then have different possibilities to apply black to your changes:" -msgstr "然后,您有不同的可能性将黑色应用于您的更改:" +msgstr "然后, 您有不同的可能性将黑色应用于您的更改:" #: ../../docs/community/contributing/code_style_guidelines.rst:275 msgid "" @@ -409,14 +409,15 @@ msgstr "您可以使用以下命令将 ``black`` 手动应用于一个或多个 msgid "" "``-l 120`` means that the allowed number of characters per line is 120. This " "number was agreed upon by the developers." -msgstr "``-l 120``表示每行允许的字符数为120.这个数字是开发商商定的." +msgstr "``-l 120``表示每行允许的字符数为120. 这个数字是开发商商定的." #: ../../docs/community/contributing/code_style_guidelines.rst:284 msgid "" "The path can point to several files, either one after the other or using " "wildcards like in a typical Unix shell." msgstr "" -"该路径可以指向多个文件,可以一个接一个,也可以像典型的unixshell一样使用通配符." +"该路径可以指向多个文件, 可以一个接一个, 也可以像典型的unixshell一样使用通配" +"符." #: ../../docs/community/contributing/code_style_guidelines.rst:290 msgid "" @@ -424,16 +425,16 @@ msgid "" "automatically on all your commits to check them, and let you apply its " "changes in the final commit." msgstr "" -"为了便于使用,我们为Git提供了一个预提交钩子,它将在您的所有提交上自动运行以检查" -"您的提交,并让您在最终提交中应用其更改." +"为了便于使用, 我们为Git提供了一个预提交钩子, 它将在您的所有提交上自动运行以检" +"查您的提交, 并让您在最终提交中应用其更改." #: ../../docs/community/contributing/code_style_guidelines.rst:294 msgid "" "This \"hook\" is a script which can be found in ``misc/hooks``. Refer to " "that folder's ``README.md`` for installation instructions." msgstr "" -"这个 \"hook\" 是一个脚本,可以在 ``misc/hooks`` 中找到.请参考该文件夹的 " -"``README.md`` ,了解安装说明." +"这个 \"hook\" 是一个脚本, 可以在 ``misc/hooks`` 中找到. 请参考该文件夹的 " +"``README.md`` , 了解安装说明." #: ../../docs/community/contributing/code_style_guidelines.rst:299 msgid "Editor integration" @@ -446,8 +447,8 @@ msgid "" "you can check `Black editor integration <https://github.com/psf/black#editor-" "integration>`__." msgstr "" -"许多集成开发环境或代码编辑器都有美化插件,可以配置为自动运行black,例如每次保存" -"文件时.有关详细信息,可以查看 `black编辑器集成<https://github.com/psf/" +"许多集成开发环境或代码编辑器都有美化插件, 可以配置为自动运行black, 例如每次保" +"存文件时. 有关详细信息, 可以查看 `black 编辑器集成 <https://github.com/psf/" "black#editor-integration>`__ ." #: ../../docs/community/contributing/code_style_guidelines.rst:306 @@ -463,13 +464,13 @@ msgstr "本注释风格指南适用于Godot代码库中使用的所有编程语 #: ../../docs/community/contributing/code_style_guidelines.rst:311 msgid "" "Begin comments with a space character to distinguish them from disabled code." -msgstr "以空间字符开始注释,以将其与禁用代码区分开来." +msgstr "以空间字符开始注释, 以将其与禁用代码区分开来." #: ../../docs/community/contributing/code_style_guidelines.rst:312 msgid "" "Use sentence case for comments. Begin comments with an uppercase character " "and always end them with a period." -msgstr "注释使用句子大小写.注释以大写字母开头,并始终以句号结束." +msgstr "注释使用句子大小写. 注释以大写字母开头, 并始终以句号结束." #: ../../docs/community/contributing/code_style_guidelines.rst:314 msgid "Reference variable/function names and values using backticks." @@ -484,8 +485,8 @@ msgid "" "You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as adominitions " "when needed." msgstr "" -"你可以在需要的时候使用 ``TODO:`` 、 ``FIXME:`` 、 ``NOTE:`` 、 ``HACK:`` 作为" -"强调." +"你可以在需要的时候使用 ``TODO:`` , ``FIXME:`` , ``NOTE:`` , ``HACK:`` 作为强" +"调." #: ../../docs/community/contributing/code_style_guidelines.rst:319 #: ../../docs/community/contributing/code_style_guidelines.rst:342 @@ -496,7 +497,7 @@ msgstr "**示例:**" msgid "" "Don't repeat what the code says in a comment. Explain the *why* rather than " "*how*." -msgstr "不要在注释中重复代码的内容.解释 *为什么* 而不是 *如何* ." +msgstr "不要在注释中重复代码的内容. 解释 *为什么* 而不是 *如何* ." #: ../../docs/community/contributing/code_style_guidelines.rst:329 msgid "**Bad:**" @@ -509,12 +510,12 @@ msgid "" "exposed to scripting. This is because exposed methods should be documented " "in the :ref:`class reference XML <doc_updating_the_class_reference>` instead." msgstr "" -"你可以在函数或宏定义上面使用Javadoc风格的注释.建议只对不公开给脚本的方法使用" -"Javadoc风格的注释.这是因为公开的方法应该在 :ref:`class reference XML " +"你可以在函数或宏定义上面使用Javadoc风格的注释. 建议只对不公开给脚本的方法使用" +"Javadoc风格的注释. 这是因为公开的方法应该在 :ref:`class reference XML " "<doc_updating_the_class_reference>` 中进行记录." #: ../../docs/community/contributing/code_style_guidelines.rst:354 msgid "" "For member variables, don't use Javadoc-style comments but use single-line " "comments instead:" -msgstr "对于成员变量,不要使用Javadoc式的注释,而是使用单行注释:" +msgstr "对于成员变量, 不要使用Javadoc式的注释, 而是使用单行注释:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 3c35d8d58e..56d7b324e6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,13 +29,13 @@ msgid "" "class reference, the goal is to make it easy to read for everyone and " "precise." msgstr "" -"Godot社区丰富且具国际化.用户来自世界各地.他们中的一些人很年轻,很多人不是母语" -"为英语的人.这就是为什么我们都必须使用清晰和通用的语言写作.对于类参考手册,目标" -"是让每个人都能轻松和精确阅读." +"Godot社区丰富且具国际化. 用户来自世界各地. 他们中的一些人很年轻, 很多人不是母" +"语为英语的人. 这就是为什么我们都必须使用清晰和通用的语言写作. 对于类参考手" +"册, 目标是让每个人都能轻松和精确阅读." #: ../../docs/community/contributing/docs_writing_guidelines.rst:12 msgid "In summary, always try to:" -msgstr "总之,始终尝试:" +msgstr "总之, 始终尝试:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:14 #: ../../docs/community/contributing/docs_writing_guidelines.rst:39 @@ -61,8 +61,8 @@ msgid "" "Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and " "however" msgstr "" -"禁止这8个词:显然(obvious)、简单(simple)、基本(basic)、容易(easy)、实际" -"(actual)、仅仅(just)、明显(clear)、然而(however)" +"禁止这8个词: 显然(obvious), 简单(simple), 基本(basic), 容易(easy), 实际" +"(actual), 仅仅(just), 明显(clear), 然而(however)" #: ../../docs/community/contributing/docs_writing_guidelines.rst:19 #: ../../docs/community/contributing/docs_writing_guidelines.rst:214 @@ -90,7 +90,7 @@ msgstr "在简述中概述节点" #: ../../docs/community/contributing/docs_writing_guidelines.rst:26 #: ../../docs/community/contributing/docs_writing_guidelines.rst:401 msgid "Mention what methods return if it's useful" -msgstr "如果它有用,请提及方法返回什么" +msgstr "如果它有用, 请提及方法返回什么" #: ../../docs/community/contributing/docs_writing_guidelines.rst:27 #: ../../docs/community/contributing/docs_writing_guidelines.rst:426 @@ -103,8 +103,8 @@ msgid "" "smallest and clearest sentences possible. These guidelines will help you " "work towards that goal." msgstr "" -"技术作家的工作是将尽可能多的信息打包成尽可能最小和最清晰的句子.这些指南将帮助" -"您实现这一目标." +"技术作家的工作是将尽可能多的信息打包成尽可能最小和最清晰的句子. 这些指南将帮" +"助您实现这一目标." #: ../../docs/community/contributing/docs_writing_guidelines.rst:36 msgid "7 rules for clear English" @@ -116,8 +116,8 @@ msgid "" "you describe as the subject. It's natural to write using the passive voice, " "but it's harder to read and produces longer sentences." msgstr "" -"尽可能使用陈述句型.将您描述的类、方法和常量作为主题.使用被动语态编写是很自然" -"的,但它更难阅读并会产生更长的句子." +"尽可能使用陈述句型. 将您描述的类, 方法和常量作为主题. 使用被动语态编写是很自" +"然的, 但它更难阅读并会产生更长的句子." #: ../../docs/community/contributing/docs_writing_guidelines.rst:47 msgid "Passive:" @@ -141,21 +141,21 @@ msgid "" "Favor precise yet common verbs over generic ones like ``make``, ``set``, and " "any expression you can replace with a single word." msgstr "" -"优先使用精确而通用的动词,而不要使用诸如 ``make``、``set`` 以及可以用一个单词" +"优先使用精确而通用的动词, 而不要使用诸如 ``make``, ``set`` 以及可以用一个单词" "替换的任何表达之类的通用动词." #: ../../docs/community/contributing/docs_writing_guidelines.rst:79 msgid "" "**Don't** repeat the method's name. It already states it sets the pivot " "value to a new one:" -msgstr "**不要** 重复该方法的名称,它已经声明,将枢轴值设置为一个新的值:" +msgstr "**不要** 重复该方法的名称, 它已经声明, 将枢轴值设置为一个新的值:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:87 msgid "" "**Do** explain what's the consequence of this \"set\": use precise verbs " "like ``place``, ``position``, ``rotate``, ``fade``, etc." msgstr "" -"**Do** 解释这个 \"set\" 集合的结果是什么:使用准确的动词,如 ``place``, " +"**Do** 解释这个 \"set\" 集合的结果是什么: 使用准确的动词, 如 ``place``, " "``position``, ``rotate``, ``fade`` 等." #: ../../docs/community/contributing/docs_writing_guidelines.rst:98 @@ -163,7 +163,7 @@ msgid "" "The progressive forms describe continuous actions. E.g. \"is calling\", \"is " "moving\"." msgstr "" -"渐进形式描述了连续行动.例如:``正在呼唤(is calling)``、``正在移动(is " +"渐进形式描述了连续行动. 例如:``正在呼唤(is calling)``, ``正在移动(is " "moving)``." #: ../../docs/community/contributing/docs_writing_guidelines.rst:101 @@ -172,7 +172,7 @@ msgstr "**不要** 使用渐进形式描述即时更改." #: ../../docs/community/contributing/docs_writing_guidelines.rst:108 msgid "**Do** use simple present, preterit or future." -msgstr "**请** 使用简单的现在、过去或将来." +msgstr "**请** 使用简单的现在, 过去或将来." #: ../../docs/community/contributing/docs_writing_guidelines.rst:115 msgid "" @@ -180,23 +180,24 @@ msgid "" "improvement. For example, in the previous sentence, \"it replaces\" would " "not make much sense where \"replacing\" currently is." msgstr "" -"例外情况:如果主语不清楚,替换\"ing\"动词不是一种进步.例如,在前一句中,\"it " -"replaces\"在\"replacing\"当前所在的位置没有多大意义." +"例外情况: 如果主语不清楚, 替换 \"ing\" 动词不是一种进步. 例如, 在前一句中," +"\"it replaces\"在 \"replacing\" 当前所在的位置没有多大意义." #: ../../docs/community/contributing/docs_writing_guidelines.rst:119 msgid "" "You may use the progressive tense to describe actions that are continuous in " "time. Anything like animation or coroutines." msgstr "" -"您可以使用渐进式时态来描述在时间上连续的动作.任何像动画或协同程序的东西." +"您可以使用渐进式时态来描述在时间上连续的动作. 任何像动画或协同程序的东西." #: ../../docs/community/contributing/docs_writing_guidelines.rst:124 msgid "" "Verbs can turn into adjectival nouns with -ing. This is not a conjugation, " "so you may use them: ``the remaining movement``, ``the missing file``, etc." msgstr "" -"动词可以变成带有-ing的形容词名词.这不是一个动词时态变换,所以您可以使用它们:``" -"剩余的运动(the remaining movement)``、``缺少的文件(the missing file)`` 等等." +"动词可以变成带有-ing的形容词名词. 这不是一个动词时态变换, 所以您可以使用它们:" +"``剩余的运动(the remaining movement)``, ``缺少的文件(the missing file)`` 等" +"等." #: ../../docs/community/contributing/docs_writing_guidelines.rst:129 msgid "Remove unnecessary adverbs and adjectives" @@ -206,13 +207,13 @@ msgstr "删除不必要的副词和形容词" msgid "" "Write as few adjectives and adverbs as possible. Only use them if they add " "key information to the description." -msgstr "写尽可能少的形容词和副词.仅当它们在说明中添加关键信息时,才使用它们." +msgstr "写尽可能少的形容词和副词. 仅当它们在说明中添加关键信息时, 才使用它们." #: ../../docs/community/contributing/docs_writing_guidelines.rst:134 msgid "" "**Don't** use redundant or meaningless adverbs. Words that lengthen the " "documentation but don't add any information:" -msgstr "**不要** 使用冗余或无意义的副词.延长文档长度但不添加任何信息的词:" +msgstr "**不要** 使用冗余或无意义的副词. 延长文档长度但不添加任何信息的词:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:141 msgid "**Do** write short sentences in a simple, descriptive language:" @@ -266,15 +267,15 @@ msgid "" "corresponding adverbs either: obviously, simply, basically, easily, " "actually, clearly." msgstr "" -"游戏的创建和编程并不简单,对于初次学习使用API的人来说,更是如此.列表中的其他单" -"词,如 ``just`` 或 ``actual``,不会在句子中添加任何信息.也不要使用相应的副词:" -"obviously、simply、basically、easily、actually、clearly." +"游戏的创建和编程并不简单, 对于初次学习使用API的人来说, 更是如此. 列表中的其他" +"单词, 如 ``just`` 或 ``actual``, 不会在句子中添加任何信息. 也不要使用相应的副" +"词:obviously, simply, basically, easily, actually, clearly." #: ../../docs/community/contributing/docs_writing_guidelines.rst:167 msgid "" "**Don't** example. The banned words lengthen the description and take " "attention away from the most important info:" -msgstr "**不要** 举例.禁止使用的单词加长了说明,并让注意力从最重要信息上移开:" +msgstr "**不要** 举例. 禁止使用的单词加长了说明, 并让注意力从最重要信息上移开:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:175 msgid "**Do** remove them:" @@ -287,9 +288,9 @@ msgid "" "cringe. Here's the old brief description, the first sentence on the Timer " "node's page:" msgstr "" -"``简单`` 永远不会有帮助.请记住,对于其他用户来说,任何事情都可能很复杂或令人沮" -"丧.没有什么像老套的 *它很简单* 让您畏缩的了.这是旧的简述,即Timer节点页面上的" -"第一句话:" +"``简单`` 永远不会有帮助. 请记住, 对于其他用户来说, 任何事情都可能很复杂或令人" +"沮丧. 没有什么像老套的 *它很简单* 让您畏缩的了. 这是旧的简述, 即Timer节点页面" +"上的第一句话:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:192 msgid "**Do** explain what the node does instead:" @@ -297,7 +298,7 @@ msgstr "**请** 代替为解释节点的作用:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:199 msgid "**Don't** use \"basic\", it is too vague:" -msgstr "**不要** 用 \"basic\" ,太含糊:" +msgstr "**不要** 用 \"basic\" , 太含糊:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:206 msgid "**Do** use the brief description to offer an overview of the node:" @@ -312,25 +313,26 @@ msgid "" "**Don't** use words like \"the former\", \"the latter\", etc. They're not " "the most common in English, and they require you to check the reference." msgstr "" -"**不要** 使用 \"前者\" 、 \"后者\" 等词语.这些词在英语中并不是最常见的,需要你" -"去查阅参考资料." +"**不要** 使用 \"前者\" , \"后者\" 等词语. 这些词在英语中并不是最常见的, 需要" +"你去查阅参考资料." #: ../../docs/community/contributing/docs_writing_guidelines.rst:225 msgid "**Do** repeat words. They remove all ambiguity:" -msgstr "**请** 重复单词.他们消除了所有歧义:" +msgstr "**请** 重复单词. 他们消除了所有歧义:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:231 msgid "" "If you need to repeat the same variable name 3 or 4 times, you probably need " "to rephrase your description." -msgstr "如果需要重复相同的变量名3到4次,则你可能需要修改你的描述." +msgstr "如果需要重复相同的变量名3到4次, 则你可能需要修改你的描述." #: ../../docs/community/contributing/docs_writing_guidelines.rst:237 msgid "" "Avoid \"The milk **of** the cow\". It feels unnatural in English. Write " "\"The cow's milk\" instead." msgstr "" -"避免\"The milk **of** the cow\".英语里感觉不自然.使用\"The cow's milk\"代替." +"避免\"The milk **of** the cow\". 英语里感觉不自然. 使用\"The cow's milk\"代" +"替." #: ../../docs/community/contributing/docs_writing_guidelines.rst:240 msgid "**Don't** write \"of the X\":" @@ -340,7 +342,7 @@ msgstr "**不要** 写 \"of the X\":" msgid "" "**Do** use ``'s``. It lets you put the main subject at the start of the " "sentence, and keep it short:" -msgstr "**请** 使用 ``'s`` .它使您可以将主要主题放在句子的开头,并使其简短:" +msgstr "**请** 使用 ``'s`` . 它使您可以将主要主题放在句子的开头, 并使其简短:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:254 msgid "Use the Oxford comma to enumerate anything" @@ -364,9 +366,9 @@ msgid "" "of a sentence when the items in a list are not single words: *These items " "are available in black and white, red and yellow, and blue and green.*" msgstr "" -"[...]并非所有作家和出版商都使用它,但是当列表中的项目不是单个单词时,它可以阐明" -"句子的含义:*These items are available in black and white, red and yellow, " -"and blue and green.(这些物品黑白相间、红黄相间、蓝绿相间)*" +"[...]并非所有作家和出版商都使用它, 但是当列表中的项目不是单个单词时, 它可以阐" +"明句子的含义:*These items are available in black and white, red and yellow, " +"and blue and green.(这些物品黑白相间, 红黄相间, 蓝绿相间)*" #: ../../docs/community/contributing/docs_writing_guidelines.rst:264 msgid "**Don't** leave the last element of a list without a comma:" @@ -393,8 +395,8 @@ msgid "" "we chose to stick to writing dynamic code. This leads to writing GDScript " "that is concise and accessible." msgstr "" -"文档中的代码示例应遵循一致的样式,以免混淆用户. 由于静态类型提示是GDScript的可" -"选功能,因此我们选择坚持编写动态代码. 这导致编写简洁明了的GDScript." +"文档中的代码示例应遵循一致的样式, 以免混淆用户. 由于静态类型提示是GDScript的" +"可选功能, 因此我们选择坚持编写动态代码. 这导致编写简洁明了的GDScript." #: ../../docs/community/contributing/docs_writing_guidelines.rst:289 msgid "The exception is topics that explain static typing concepts to users." @@ -414,7 +416,7 @@ msgstr "**不要** 用推断的参数或返回类型编写函数:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:322 msgid "**Do** write functions using dynamic typing:" -msgstr "**Do**使用动态类型来写函数:" +msgstr "**Do** 使用动态类型来写函数:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:334 msgid "Use real-world code examples where appropriate" @@ -426,8 +428,8 @@ msgid "" "and ``bars``. You can also copy them directly from your game projects, " "ensuring that any code snippet compiles without errors." msgstr "" -"对于初学者来说,比起抽象的foos和bars,现实世界中的示例更容易被使用.您还可以直接" -"从游戏项目中复制它们,以确保所有代码段都能正确编译." +"对于初学者来说, 比起抽象的foos和bars, 现实世界中的示例更容易被使用. 您还可以" +"直接从游戏项目中复制它们, 以确保所有代码段都能正确编译." #: ../../docs/community/contributing/docs_writing_guidelines.rst:340 msgid "" @@ -435,7 +437,7 @@ msgid "" "to understand code better. It gives them a frame of reference as to where " "they could use the code snippets in a live project." msgstr "" -"编写 ``var speed = 10`` 而不是 ``var my_var = 10`` 可使初学者更好地理解代码." +"编写 ``var speed = 10`` 而不是 ``var my_var = 10`` 可使初学者更好地理解代码. " "它为他们提供了有关在实际项目中可以在何处使用代码段的参考框架." #: ../../docs/community/contributing/docs_writing_guidelines.rst:344 @@ -453,14 +455,14 @@ msgid "" "``foo()`` or ``my_func()`` and consider more meaningful names for your " "examples." msgstr "" -"当然,有时候使用实际示例是不切实际的.在这种情况下,您仍应避免使用诸如\" my_var" -"\",\" foo()\"或\" my_func()\"之类的名称,并考虑示例中更有意义的名称." +"当然, 有时候使用实际示例是不切实际的. 在这种情况下, 您仍应避免使用诸如\" " +"my_var\",\" foo()\"或\" my_func()\"之类的名称, 并考虑示例中更有意义的名称." #: ../../docs/community/contributing/docs_writing_guidelines.rst:374 msgid "" "The brief description is the reference's most important sentence. It's the " "user's first contact with a node:" -msgstr "简述是参考手册中最重要的一句话.这是用户与节点的第一次接触:" +msgstr "简述是参考手册中最重要的一句话. 这是用户与节点的第一次接触:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:377 msgid "It's the only description in the \"Create New Node\" dialog." @@ -474,7 +476,7 @@ msgstr "它位于参考手册中每个页面的顶部" msgid "" "The brief description should explain the node's role and its functionality, " "in up to 200 characters." -msgstr "简述应解释节点的角色及其功能,最多200个字符." +msgstr "简述应解释节点的角色及其功能, 最多200个字符." #: ../../docs/community/contributing/docs_writing_guidelines.rst:383 msgid "**Don't** write tiny and vague summaries:" @@ -488,7 +490,7 @@ msgstr "**请** 概述节点的功能:" msgid "" "Use the node's full description to provide more information, and a code " "example, if possible." -msgstr "如果可能的话,请使用节点的完整描述来提供更多信息和代码示例." +msgstr "如果可能的话, 请使用节点的完整描述来提供更多信息和代码示例." #: ../../docs/community/contributing/docs_writing_guidelines.rst:403 msgid "" @@ -496,8 +498,8 @@ msgid "" "description, ideally on a new line. No need to mention the return values for " "any method whose name starts with ``set`` or ``get``." msgstr "" -"一些方法返回重要值.在描述的结尾,最好在新行上描述它们.对于名称以 ``set`` 或 " -"``get`` 开头的任何方法,无需提及其返回值." +"一些方法返回重要值. 在描述的结尾, 最好在新行上描述它们. 对于名称以 ``set`` " +"或 ``get`` 开头的任何方法, 无需提及其返回值." #: ../../docs/community/contributing/docs_writing_guidelines.rst:414 msgid "**Do** always use \"Returns\"." @@ -509,8 +511,8 @@ msgid "" "external collider can influence the method and the body that calls ``move``. " "In this case, you can use the passive voice." msgstr "" -"注意 ``陈述句`` 规则的例外:通过移动方法,外部对撞可以影响方法和调用 ``移动`` " -"的主体.在这种情况下,您可以使用被动语态." +"注意 ``陈述句`` 规则的例外: 通过移动方法, 外部对撞可以影响方法和调用 ``移动" +"`` 的主体. 在这种情况下, 您可以使用被动语态." #: ../../docs/community/contributing/docs_writing_guidelines.rst:428 msgid "" @@ -518,14 +520,14 @@ msgid "" "stay explicit. ``Controls whether or not`` may be ambiguous and won't work " "for every member variable." msgstr "" -"对于布尔成员变量,总是使用 ``if true`` 和/或 ``if false`` 来保持显式.``控制是" -"否`` 可能不明确,且不适用于每个成员变量." +"对于布尔成员变量, 总是使用 ``if true`` 和/或 ``if false`` 来保持显式.``控制是" +"否`` 可能不明确, 且不适用于每个成员变量." #: ../../docs/community/contributing/docs_writing_guidelines.rst:432 msgid "" "Also, surround boolean values, variable names and methods with ``[code][/" "code]``." -msgstr "另外,在布尔值、变量名和方法周围用 ``[code][/code]`` ." +msgstr "另外, 在布尔值, 变量名和方法周围用 ``[code][/code]`` ." #: ../../docs/community/contributing/docs_writing_guidelines.rst:434 msgid "**Do** start with \"if true\":" @@ -542,9 +544,9 @@ msgid "" "XML files in the Godot repository, replace existing arguments written like " "'this' or \\`this\\` with ``[code]this[/code]``." msgstr "" -"在类参考手册中,始终使用 ``[code][/code]`` 包围参数.在文档和Godot中,它将显示" -"为 ``这样``.在Godot存储库中编辑XML文件时,用 ``[code]this[/code]`` 替换现在的" -"参数,如 ``'this'`` 或 ```this``` ." +"在类参考手册中, 始终使用 ``[code][/code]`` 包围参数. 在文档和Godot中, 它将显" +"示为 ``这样``. 在Godot存储库中编辑XML文件时, 用 ``[code]this[/code]`` 替换现" +"在的参数, 如 ``'this'`` 或 ```this``` ." #: ../../docs/community/contributing/docs_writing_guidelines.rst:452 msgid "Common vocabulary to use in Godot's documentation" @@ -556,8 +558,8 @@ msgid "" "They're used in the sources, in the documentation, and you should always use " "them instead of synonyms, so the users know what you're talking about." msgstr "" -"开发人员选择了一些特定的单词来引用界面的区域.它们在文档以及源代码中使用,您应" -"该始终使用它们而不是同义词,因此用户知道您在谈论什么." +"开发人员选择了一些特定的单词来引用界面的区域. 它们在文档以及源代码中使用, 您" +"应该始终使用它们而不是同义词, 因此用户知道您在谈论什么." #: ../../docs/community/contributing/docs_writing_guidelines.rst:462 msgid "Overview of the interface and common vocabulary" @@ -571,10 +573,10 @@ msgid "" "the 2D or the 3D space, is the ``viewport``. At its top, you find a list of " "``tools`` inside the ``toolbar``." msgstr "" -"在编辑器的左上角是 ``主菜单(main menus)``.在中心,按钮改变了 ``工作区" -"(workspace)``.右上角的按钮是 ``播放测试按钮(playtest buttons)``.显示在2D或3D" -"空间中心区域的是 ``视图(viewport)``.在它的顶部,您会在 ``工具栏(toolbar)`` 中" -"找到一个 ``工具(tools)`` 列表." +"在编辑器的左上角是 ``主菜单(main menus)``. 在中心, 按钮改变了 ``工作区" +"(workspace)``. 右上角的按钮是 ``播放测试按钮(playtest buttons)``. 显示在2D或" +"3D空间中心区域的是 ``视图(viewport)``. 在它的顶部, 您会在 ``工具栏" +"(toolbar)`` 中找到一个 ``工具(tools)`` 列表." #: ../../docs/community/contributing/docs_writing_guidelines.rst:470 msgid "" @@ -584,20 +586,20 @@ msgid "" "``Inspector dock``. With the default layout you may call the tabbed docks " "``tabs``: the ``Scene tab``, the ``Node tab``..." msgstr "" -"视图两侧的选项卡或可停靠面板是 ``停靠面板(docks)``.有 ``文件系统停靠面板" -"(FileSystem dock)``、包含您的场景树的 ``场景停靠面板(Scene dock)``、``导入停" -"靠面板(Import dock)``、``节点停靠面板(node dock)``、以及 ``属性检查器" -"(Inspector)`` 或 ``检查器停靠面板(Inspector dock)``.使用默认布局,您可以调用选" -"项卡式停靠面板 ``选项卡(tabs)``:``场景选项卡(Scene tab)``、``节点选项卡(Node " -"tab)``……" +"视图两侧的选项卡或可停靠面板是 ``停靠面板(docks)``. 有 ``文件系统停靠面板" +"(FileSystem dock)``, 包含您的场景树的 ``场景停靠面板(Scene dock)``, ``导入停" +"靠面板(Import dock)``, ``节点停靠面板(node dock)``, 以及 ``属性检查器" +"(Inspector)`` 或 ``检查器停靠面板(Inspector dock)``. 使用默认布局, 您可以调用" +"选项卡式停靠面板 ``选项卡(tabs)``:`` 场景选项卡(Scene tab)``, ``节点选项卡" +"(Node tab)``……" #: ../../docs/community/contributing/docs_writing_guidelines.rst:476 msgid "" "The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. " "Together they make up the ``bottom panels``." msgstr "" -"视图底部的动画、调试器等是 ``面板(panels)``.它们一起构成了 ``底部面板(bottom " -"panels)``." +"视图底部的动画, 调试器等是 ``面板(panels)``. 它们一起构成了 ``底部面板" +"(bottom panels)``." #: ../../docs/community/contributing/docs_writing_guidelines.rst:479 msgid "" @@ -606,9 +608,9 @@ msgid "" "class``. And individual lines with key-value pairs are ``properties``. E.g. " "``position`` or ``modulate color`` are both ``properties``." msgstr "" -"属性检查器的可折叠区域是 ``部分(sections)``.您无法折叠的节点的父类名称是 ``类" -"(Classes)``,例如 ``KinematicBody2D class``.具有键值对的单独行是 ``属性" -"(properties)``.例如,``位置(position)`` 或 ``调整颜色(modulate color)`` 都是 " +"属性检查器的可折叠区域是 ``部分(sections)``. 您无法折叠的节点的父类名称是 ``" +"类(Classes)``, 例如 ``KinematicBody2D class``. 具有键值对的单独行是 ``属性" +"(properties)``. 例如,``位置(position)`` 或 ``调整颜色(modulate color)`` 都是 " "``属性(properties)``." #: ../../docs/community/contributing/docs_writing_guidelines.rst:486 @@ -624,15 +626,15 @@ msgid "" "``+`` symbol with a space on either side of the symbol." msgstr "" "键盘和鼠标快捷方式应使用 `` :kbd:`` 标记, 该标记可使快捷方式在其余文本和内联" -"代码中脱颖而出.使用紧凑形式的修饰键( :kbd:`Ctrl`/ :kbd:`Cmd`)而不是其拼写形式" -"( :kbd:`Control`/ :kbd:`Command`).对于组合,请在符号的两侧使用 ``+`` 符号." +"代码中脱颖而出. 使用紧凑形式的修饰键( :kbd:`Ctrl`/ :kbd:`Cmd`)而不是其拼写形" +"式( :kbd:`Control`/ :kbd:`Command`). 对于组合, 请在符号的两侧使用 ``+`` 符号." #: ../../docs/community/contributing/docs_writing_guidelines.rst:494 msgid "" "Make sure to mention shortcuts that differ on macOS compared to other " "platforms. On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts." msgstr "" -"确保提及与其他平台相比在macOS上不同的快捷方式.在macOS上,\" Cmd\"通常会替换键" +"确保提及与其他平台相比在macOS上不同的快捷方式. 在macOS上,\" Cmd\"通常会替换键" "盘快捷键中的\" Ctrl\"." #: ../../docs/community/contributing/docs_writing_guidelines.rst:497 @@ -640,14 +642,14 @@ msgid "" "Try to integrate the shortcut into sentences the best you can. Here are some " "examples with the ``:kbd:`` tag left as-is for better visibility:" msgstr "" -"尽量将快捷方式集成到句子中.以下是带有`` :kbd:``标记的示例,以便更好地查看:" +"尽量将快捷方式集成到句子中. 以下是带有`` :kbd:``标记的示例, 以便更好地查看:" #: ../../docs/community/contributing/docs_writing_guidelines.rst:500 msgid "" "Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + " "T``` on macOS)." msgstr "" -"按`` :kbd:`Ctrl + Alt + T`''来切换面板(在MacOS上为: :kbd:`Cmd + Alt + T```)." +"按`` :kbd:`Ctrl + Alt + T`'' 来切换面板(在MacOS上为: :kbd:`Cmd + Alt + T```)." #: ../../docs/community/contributing/docs_writing_guidelines.rst:501 msgid "" @@ -667,13 +669,13 @@ msgstr "图像贡献指南" msgid "" "A significant part of the documentation is images, and there are several " "important guidelines to follow." -msgstr "文档中很重要的一部分是图像,并且要遵循几个重要的准则." +msgstr "文档中很重要的一部分是图像, 并且要遵循几个重要的准则." #: ../../docs/community/contributing/docs_writing_guidelines.rst:510 msgid "" "First, you should always be using the default editor theme and text when " "taking screenshots." -msgstr "首先,在截屏时应始终使用默认编辑器主题和文本." +msgstr "首先, 在截屏时应始终使用默认编辑器主题和文本." #: ../../docs/community/contributing/docs_writing_guidelines.rst:513 msgid "" @@ -681,14 +683,14 @@ msgid "" "filtering on the project's textures, and set the anisotropic filter quality " "to 16× in Project Settings." msgstr "" -"对于3D屏幕截图,使用4xMSAA,对项目纹理启用各向异性过滤,并在项目设置中将各向异性" -"过滤器质量设置为16x." +"对于3D屏幕截图, 使用4xMSAA, 对项目纹理启用各向异性过滤, 并在项目设置中将各向" +"异性过滤器质量设置为16x." #: ../../docs/community/contributing/docs_writing_guidelines.rst:517 msgid "" "Screenshot sizes should not exceed 1920×1080 to ensure fast loading on " "slower connections." -msgstr "屏幕截图尺寸不应超过1920×1080,以确保在较慢的连接上快速加载." +msgstr "屏幕截图尺寸不应超过1920×1080, 以确保在较慢的连接上快速加载." #: ../../docs/community/contributing/docs_writing_guidelines.rst:520 msgid "" @@ -698,9 +700,9 @@ msgid "" "easily seen by colorblind people. Please do not use red as it won't be " "visible for some users." msgstr "" -"当您需要高亮显示编辑器的某个区域以显示某些内容(如按钮或选项)时,请使用不带倒角" -"的2像素厚的黄色轮廓.如果轮廓是在一个黑暗的背景,轮廓应该是黄色的,这样就可以很" -"容易地看到色盲的人.请不要使用红色,因为它对某些用户不可见." +"当您需要高亮显示编辑器的某个区域以显示某些内容(如按钮或选项)时, 请使用不带倒" +"角的2像素厚的黄色轮廓. 如果轮廓是在一个黑暗的背景, 轮廓应该是黄色的, 这样就可" +"以很容易地看到色盲的人. 请不要使用红色, 因为它对某些用户不可见." #: ../../docs/community/contributing/docs_writing_guidelines.rst:526 msgid "" @@ -711,13 +713,13 @@ msgid "" "<https://pngquant.org/>`_. With it, almost no image quality is lost during " "compression." msgstr "" -"在你添加或替换文档中的任何图片之前,它们应该通过运行PNG压缩器以节省尺寸.你可以" -"使用 `Squoosh <https://squoosh.app/>`__ 中包含的无损OxiPNG压缩器来达到这个目" -"的.对于较大的图像,可以考虑使用像 `pngquant <https://pngquant.org/>`_ 的有损压" -"缩器.有了它,在压缩过程中几乎没有图像质量损失." +"在你添加或替换文档中的任何图片之前, 它们应该通过运行PNG压缩器以节省尺寸. 你可" +"以使用 `Squoosh <https://squoosh.app/>`__ 中包含的无损OxiPNG压缩器来达到这个" +"目的. 对于较大的图像, 可以考虑使用像 `pngquant <https://pngquant.org/>`_ 的有" +"损压缩器. 有了它, 在压缩过程中几乎没有图像质量损失." #: ../../docs/community/contributing/docs_writing_guidelines.rst:535 msgid "" "The program pngquant must be installed locally as it's not available in " "Squoosh." -msgstr "程序pngquant必须在本地安装,因为它在Squoosh中不可用." +msgstr "程序pngquant必须在本地安装, 因为它在Squoosh中不可用." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po index 682915582b..a76dde0cf9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,10 +30,10 @@ msgid "" "page <https://docs.godotengine.org>`_ on what steps to follow and how to " "contact the docs team." msgstr "" -"本页介绍了如果你想通过编写或审阅文档,或翻译现有的文档来为Godot引擎做贡献,需要" -"遵循的规则.另外,请看 `godot-docs GitHub仓库的README <https://github.com/" +"本页介绍了如果你想通过编写或审阅文档, 或翻译现有的文档来为Godot引擎做贡献, 需" +"要遵循的规则. 另外, 请看 `godot-docs GitHub仓库的README <https://github.com/" "godotengine/godot-docs>`_ 和 `docs front page <https://docs.godotengine." -"org>`_ ,了解应该遵循哪些步骤以及如何联系docs团队." +"org>`_ , 了解应该遵循哪些步骤以及如何联系docs团队." #: ../../docs/community/contributing/documentation_guidelines.rst:14 msgid "How to contribute" @@ -48,10 +48,10 @@ msgid "" "in a pull request and getting it merged will trigger a rebuild of the online " "documentation." msgstr "" -"创建或修改文档页面主要通过 `godot-docs GitHub存储库 <https://github.com/" +"创建或修改文档页面主要通过 `godot-docs GitHub 存储库 <https://github.com/" "godotengine/godot-docs>`_ 来完成.HTML(或PDF和EPUB)文档是从该存储库中的.rst文" -"件(reStructuredText标记语言)生成的.在拉取请求中修改这些页面并将其合并将触发重" -"建在线文档." +"件(reStructuredText标记语言)生成的. 在拉取请求中修改这些页面并将其合并将触发" +"重建在线文档." #: ../../docs/community/contributing/documentation_guidelines.rst:23 msgid "" @@ -59,8 +59,8 @@ msgid "" "ref:`doc_pr_workflow` page. Most of what it describes regarding the main " "godotengine/godot repository is also valid for the docs repository." msgstr "" -"有关Git用法和拉取请求工作流程的详细信息,请参阅 :ref:`doc_pr_workflow` 页面.它" -"描述的关于主godotengine/godot存储库的大部分内容,这对文档存储库也是有效的." +"有关Git用法和拉取请求工作流程的详细信息, 请参阅 :ref:`doc_pr_workflow` 页面. " +"它描述的关于主godotengine/godot存储库的大部分内容, 这对文档存储库也是有效的." #: ../../docs/community/contributing/documentation_guidelines.rst:28 msgid "" @@ -68,8 +68,8 @@ msgid "" "please read it. In particular, it contains some tips and tricks and links to " "reference documentation about the reStructuredText markup language." msgstr "" -"README.md文件包含了开始所需的所有信息,请阅读它.特别是,它包含一些提示和技巧以" -"及有关reStructuredText标记语言的参考文档的链接." +"README.md文件包含了开始所需的所有信息, 请阅读它. 特别是, 它包含一些提示和技巧" +"以及有关reStructuredText标记语言的参考文档的链接." #: ../../docs/community/contributing/documentation_guidelines.rst:32 msgid "" @@ -79,9 +79,9 @@ msgid "" "used to generate the in-editor documentation as well as the API reference of " "the online docs. Read more here: :ref:`doc_updating_the_class_reference`." msgstr "" -"如果您想编辑 **API参考手册** ,请注意它 *不* 应该在godot-docs存储库中完成.而" -"是,您应该编辑Godot的主存储库的 ``doc/classes/*`` XML文件.这些文件随后将用于生" -"成编辑器内文档以及在线文档的API参考手册.在这里 :ref:" +"如果您想编辑 **API参考手册** , 请注意它 *不* 应该在godot-docs存储库中完成. 而" +"是, 您应该编辑Godot的主存储库的 ``doc/classes/*`` XML文件. 这些文件随后将用于" +"生成编辑器内文档以及在线文档的API参考手册. 在这里 :ref:" "`doc_updating_the_class_reference` 阅读更多." #: ../../docs/community/contributing/documentation_guidelines.rst:40 @@ -96,8 +96,8 @@ msgid "" "changes to a page you're reading as follows:" msgstr "" "如果你正在阅读 `docs.godotengine.org <https://docs.godotengine.org>`_ 上的文" -"档,你会在页面的右上方看到一个 **Edit on GitHub** 的超链接.一旦你创建了GitHub" -"账户,你就可以对你正在阅读的页面提出修改意见,方法如下:" +"档, 你会在页面的右上方看到一个 **Edit on GitHub** 的超链接. 一旦你创建了" +"GitHub账户, 你就可以对你正在阅读的页面提出修改意见, 方法如下:" #: ../../docs/community/contributing/documentation_guidelines.rst:47 msgid "Click the **Edit on GitHub** button." @@ -109,9 +109,9 @@ msgid "" "corner near the **Raw**, **Blame** and **History** buttons. It has the " "tooltip \"Edit the file in a fork of this project\"." msgstr "" -"在您转到的GitHub页面上,点击右上角靠近 **Raw**、 **Blame** 和 **History** 按钮" -"的铅笔图标.它的工具提示是 \"Edit the file in a fork of this project\" 在这个" -"项目的分叉中编辑文件." +"在您转到的GitHub页面上, 点击右上角靠近 **Raw** , **Blame** 和 **History** 按" +"钮的铅笔图标. 它的工具提示是 \"Edit the file in a fork of this project\" 在这" +"个项目的分叉中编辑文件." #: ../../docs/community/contributing/documentation_guidelines.rst:53 msgid "Complete all the edits you want to make for that page." @@ -122,8 +122,8 @@ msgid "" "Summarize the changes you made in the form at the bottom of the page and " "click the button labelled **Propose file change** when done." msgstr "" -"在页面底部的表格中总结你所做的修改,完成后点击标有**Propose file change**的按" -"钮." +"在页面底部的表格中总结你所做的修改, 完成后点击标有 **Propose file change** 的" +"按钮." #: ../../docs/community/contributing/documentation_guidelines.rst:58 msgid "" @@ -131,7 +131,7 @@ msgid "" "see a message like *Username wants to merge 1 commit into godotengine:master " "from Username:patch-6*." msgstr "" -"在接下来的页面上,点击 **创建请求请求** 按钮,直到看到诸如 *Open. " +"在接下来的页面上, 点击 **创建请求请求** 按钮, 直到看到诸如 *Open. " "yourGitHubUsername wants to merge 1 commit into godotengine:master from " "yourGitHubUsername:patch-6*的讯息." @@ -141,8 +141,8 @@ msgid "" "they're acceptable. You might also be asked to make modifications to your " "changes before they're included." msgstr "" -"审核者会评估你的修改,如果你的修改可以接受,就把它们纳入文档.可能还会要求您对更" -"改进行修改,然后再将其包括在内." +"审核者会评估你的修改, 如果你的修改可以接受, 就把它们纳入文档. 可能还会要求您" +"对更改进行修改, 然后再将其包括在内." #: ../../docs/community/contributing/documentation_guidelines.rst:67 msgid "What makes good documentation?" @@ -154,8 +154,8 @@ msgid "" "sentences and various levels of sections and subsections. It should be clear " "and objective. Also, have a look at the :ref:`doc_docs_writing_guidelines`." msgstr "" -"文件应该用通俗的英语写好,使用格式良好的句子和不同层次的章节和分节.它应该是清" -"晰和客观的.另请看 :ref:`doc_docs_writing_guidelines` ." +"文件应该用通俗的英语写好, 使用格式良好的句子和不同层次的章节和分节. 它应该是" +"清晰和客观的. 另请看 :ref:`doc_docs_writing_guidelines` ." #: ../../docs/community/contributing/documentation_guidelines.rst:73 msgid "" @@ -170,8 +170,8 @@ msgid "" "purpose (e.g. \"Making a simple 2d Pong game\", \"Applying forces to an " "object\")." msgstr "" -"教程:该页面旨在说明如何在编辑器或脚本中使用一个或多个概念,以达到具有学习目的" -"的特定目标(例如\"制作简单的2d Pong游戏\",\"向对象施加力\")." +"教程: 该页面旨在说明如何在编辑器或脚本中使用一个或多个概念, 以达到具有学习目" +"的的特定目标(例如\"制作简单的2d Pong游戏 \",\" 向对象施加力\")." #: ../../docs/community/contributing/documentation_guidelines.rst:80 msgid "" @@ -179,14 +179,15 @@ msgid "" "time, if possible exhaustively (e.g. the list of methods of the Sprite " "class, or an overview of the input management in Godot)." msgstr "" -"文档:一个页面,如果可能的话,一次只描述一个且只有一个概念(例如Sprite类的方法列" -"表,或者Godot中输入管理的概述)." +"文档: 一个页面, 如果可能的话, 一次只描述一个且只有一个概念(例如Sprite类的方法" +"列表, 或者Godot中输入管理的概述)." #: ../../docs/community/contributing/documentation_guidelines.rst:84 msgid "" "You are free to write the kind of documentation you wish, as long as you " "respect the following rules (and the ones on the repo)." -msgstr "只要您遵守以下规则(以及储存库中的规则),你可以自由地编写你想的那种文档." +msgstr "" +"只要您遵守以下规则(以及储存库中的规则), 你可以自由地编写你想的那种文档." #: ../../docs/community/contributing/documentation_guidelines.rst:88 msgid "Titles" @@ -202,7 +203,7 @@ msgid "" "``:ref:`doc_insert_your_title_here``` would link to the above example page " "(note the lack of leading underscore in the reference)." msgstr "" -"引用允许使用 `` :ref:`` 格式链接到这个页面,例如 `` :ref:" +"引用允许使用 `` :ref:`` 格式链接到这个页面, 例如 `` :ref:" "`doc_insert_your_title_here``` 将链接到上面的例子页面(注意引用中没有前导下划" "线)." @@ -212,8 +213,8 @@ msgid "" "a capitalized letter, and every following word should not. Thus, this is a " "good example:" msgstr "" -"另外,避免使用美国驼峰式标题:标题的第一个单词应以大写字母开头,而后面的每个单词" -"都不应该大写.因此,这是一个很好的示例:" +"另外, 避免使用美国驼峰式标题: 标题的第一个单词应以大写字母开头, 而后面的每个" +"单词都不应该大写. 因此, 这是一个很好的示例:" #: ../../docs/community/contributing/documentation_guidelines.rst:107 msgid "Insert your title here" @@ -231,7 +232,7 @@ msgstr "Insert Your Title Here" msgid "" "Only project, people and node class names should have capitalized first " "letter." -msgstr "只有项目、人员和节点类名称应该首字母大写." +msgstr "只有项目, 人员和节点类名称应该首字母大写." #: ../../docs/community/contributing/documentation_guidelines.rst:117 msgid "Translating existing pages" @@ -251,8 +252,8 @@ msgid "" "godotengine/godot-docs-l10n>`_ where you can see when the data was last " "synchronized." msgstr "" -"还有官方的 `Godot i18n仓库<https://github.com/godotengine/godot-docs-" -"l10n>`_ ,在那里你可以看到数据最后一次被同步的时间." +"还有官方的 `Godot i18n 仓库 <https://github.com/godotengine/godot-docs-" +"l10n>`_ , 在那里你可以看到数据最后一次被同步的时间." #: ../../docs/community/contributing/documentation_guidelines.rst:133 msgid "License" @@ -266,11 +267,11 @@ msgid "" "to \"Juan Linietsky, Ariel Manzur and the Godot community\"." msgstr "" "本文档及其包含的每个页面均根据 `知识共享署名3.0许可证(CC-BY-3.0) <https://" -"tldrlegal.com/license/creative-commons-attribution-(cc)>`_ 的条款发布 ,归属于" +"tldrlegal.com/license/creative-commons-attribution-(cc)>`_ 的条款发布, 归属于" "\"Juan Linietsky,Ariel Manzur和Godot社区\"." #: ../../docs/community/contributing/documentation_guidelines.rst:138 msgid "" "By contributing to the documentation on the GitHub repository, you agree " "that your changes are distributed under this license." -msgstr "通过贡献GitHub存储库上的文档,您同意您的更改是根据此许可证分发的." +msgstr "通过贡献GitHub存储库上的文档, 您同意您的更改是根据此许可证分发的." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index cff842697c..af8d959810 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "to make the most important resources available in many languages, thanks to " "the translation effort of the community." msgstr "" -"Godot的目标是让游戏开发提供给每个人,包括那些可能不知道或不习惯英语的人.因此," -"多亏了社区的翻译工作,我们尽最大努力使最重要的资源以多种语言提供." +"Godot的目标是让游戏开发提供给每个人, 包括那些可能不知道或不习惯英语的人. 因" +"此, 多亏了社区的翻译工作, 我们尽最大努力使最重要的资源以多种语言提供." #: ../../docs/community/contributing/editor_and_docs_localization.rst:13 msgid "These resources include:" @@ -40,7 +40,7 @@ msgid "" "The `Godot editor's interface <https://hosted.weblate.org/projects/godot-" "engine/godot/>`__ (ca. 15,000 words)." msgstr "" -"`Godot编辑界面 <https://hosted.weblate.org/projects/godot-engine/godot/>`__ " +"`Godot 编辑界面 <https://hosted.weblate.org/projects/godot-engine/godot/>`__ " "(约15,000个字)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:17 @@ -49,7 +49,7 @@ msgid "" "godot-docs/>`__ (editor manual and tutorials, ca. 300,000 words)." msgstr "" "`online documentation <https://hosted.weblate.org/projects/godot-engine/" -"godot-docs/>` __(编辑器手册和教程,约30万字)." +"godot-docs/>` __(编辑器手册和教程, 约30万字)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:19 msgid "" @@ -57,8 +57,8 @@ msgid "" "class-reference/>`__, available both online and in the editor (ca. 200,000 " "words)." msgstr "" -"`类引用<https://hosted.weblate.org/projects/godot-engine/godot-class-" -"reference/>`__ ,可在网上和编辑(约200000字)." +"`类引用 <https://hosted.weblate.org/projects/godot-engine/godot-class-" +"reference/>`__ , 可在网上和编辑(约200000字)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:22 msgid "" @@ -68,9 +68,10 @@ msgid "" "the translation for the various components, and keep them up to date. Click " "the bold links above to access each resource on Weblate." msgstr "" -"为了管理翻译,我们使用gnugetext文件格式( ``PO`` 文件)和开源的 " -"`Weblate<https://weblate.org>`__ 基于web的本地化平台,允许许多贡献者轻松协作来" -"完成各种组件的翻译,并使其保持最新.单击上面粗体的链接访问Weblate上的每个资源." +"为了管理翻译, 我们使用gnugetext文件格式( ``PO`` 文件)和开源的 " +"`Weblate<https://weblate.org>`__ 基于web的本地化平台, 允许许多贡献者轻松协作" +"来完成各种组件的翻译, 并使其保持最新. 单击上面粗体的链接访问Weblate上的每个资" +"源." #: ../../docs/community/contributing/editor_and_docs_localization.rst:28 msgid "" @@ -78,8 +79,8 @@ msgid "" "and some resource-specific instructions on e.g. how to handle some keywords " "or the localization of images." msgstr "" -"本页概述了Weblate上的一般翻译工作流程,以及一些特定于资源的说明,例如如何处理某" -"些关键字或图像的本地化." +"本页概述了Weblate上的一般翻译工作流程, 以及一些特定于资源的说明, 例如如何处理" +"某些关键字或图像的本地化." #: ../../docs/community/contributing/editor_and_docs_localization.rst:34 msgid "" @@ -88,8 +89,8 @@ msgid "" "interface, then the online documentation, and eventually the class reference " "if there are enough translators to keep up with updates." msgstr "" -"翻译所有的官方Godot内容是一项艰巨的任务,因此我们建议优先考虑上面列出的资源:首" -"先是编辑器界面,然后是在线文档,如果有足够的翻译人员跟上更新,最后是类参考." +"翻译所有的官方Godot内容是一项艰巨的任务, 因此我们建议优先考虑上面列出的资源: " +"首先是编辑器界面, 然后是在线文档, 如果有足够的翻译人员跟上更新, 最后是类参考." #: ../../docs/community/contributing/editor_and_docs_localization.rst:40 msgid "Using Weblate for translations" @@ -103,16 +104,16 @@ msgid "" "not accepted. Translations are synced manually between Weblate and the Godot " "repositories by maintainers." msgstr "" -"虽然我们的翻译最终驻留在Godot引擎及其文档的Git存储库中,但所有翻译更新都是通过" -"Weblate处理的,因此不接受对Git存储库的直接pull请求.维护人员在Weblate和Godot存" -"储库之间手动同步翻译." +"虽然我们的翻译最终驻留在Godot引擎及其文档的Git存储库中, 但所有翻译更新都是通" +"过Weblate处理的, 因此不接受对Git存储库的直接pull请求. 维护人员在Weblate和" +"Godot存储库之间手动同步翻译." #: ../../docs/community/contributing/editor_and_docs_localization.rst:48 msgid "" "You should therefore `register on Weblate <https://hosted.weblate.org/" "accounts/register/>`__ to contribute to Godot's translations." msgstr "" -"因此,您应该 `在Weblate上注册<https://hosted.weblate.org/accounts/register/" +"因此, 您应该 `在Weblate 上注册 <https://hosted.weblate.org/accounts/register/" ">`__ 为戈多的翻译贡献力量." #: ../../docs/community/contributing/editor_and_docs_localization.rst:51 @@ -122,7 +123,7 @@ msgid "" "org/projects/godot-engine/godot/>`__ as an example) to find the list of all " "languages:" msgstr "" -"登录后,浏览到您要参与的Godot资源(在本页中,我们将使用 `编辑器翻译<https://" +"登录后, 浏览到您要参与的Godot资源(在本页中, 我们将使用 `编辑器翻译 <https://" "hosted.weblate.org/projects/godot-engine/godot/>`__ 例如)要查找所有语言的列" "表:" @@ -132,8 +133,8 @@ msgid "" "workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for " "more details." msgstr "" -"请随意查阅Weblate自己的 `翻译工作流程文档<https://docs.weblate.org/en/latest/" -"user/translating.html>`__ 更多细节." +"请随意查阅Weblate自己的 `翻译工作流程文档 <https://docs.weblate.org/en/" +"latest/user/translating.html>`__ 更多细节." #: ../../docs/community/contributing/editor_and_docs_localization.rst:64 msgid "Adding a new language" @@ -143,7 +144,7 @@ msgstr "增加一种新的语言" msgid "" "If your language is already listed, click on its name to access the " "overview, and skip the rest of this section." -msgstr "如果您的语言已经列出,请单击其名称以访问概述,然后跳过本节的其余部分." +msgstr "如果您的语言已经列出, 请单击其名称以访问概述, 然后跳过本节的其余部分." #: ../../docs/community/contributing/editor_and_docs_localization.rst:69 msgid "" @@ -151,8 +152,8 @@ msgid "" "languages and click the \"Start new translation\" button, and select the " "language you want to translate to:" msgstr "" -"如果您的语言未列出,请滚动到语言列表的底部,单击\"开始新翻译\"按钮,然后选择要翻" -"译的语言:" +"如果您的语言未列出, 请滚动到语言列表的底部, 单击 \"开始新翻译\" 按钮, 然后选" +"择要翻译的语言:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:77 msgid "" @@ -161,9 +162,9 @@ msgid "" "for French) instead of a regional variant (e.g. ``fr_FR`` for French " "(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))." msgstr "" -"如果您的语言在多个国家使用,但地区差异有限,请考虑将其添加为通用变体(如\"fr\"表" -"示法语),而不是区域变体(如\"fr\\u fr\"表示法语(法国),\"fr\\u CA\"表示法语(加拿" -"大),或\"fr\\u DZ\"表示法语(阿尔及利亚))." +"如果您的语言在多个国家使用, 但地区差异有限, 请考虑将其添加为通用变体(如 \"fr" +"\" 表示法语), 而不是区域变体(如\"fr\\u fr\"表示法语(法国),\"fr\\u CA\"表示法" +"语(加拿大), 或\"fr\\u DZ\"表示法语(阿尔及利亚))." #: ../../docs/community/contributing/editor_and_docs_localization.rst:82 msgid "" @@ -173,9 +174,9 @@ msgid "" "regional variant, it will only be available automatically for users located " "in this region (or having their system language configured for this region)." msgstr "" -"Godot有大量的内容需要翻译,因此只有在语言差异足够显著的情况下,才应该复制区域变" -"体的工作.此外,如果对区域变体进行了翻译,则该翻译将仅对位于该区域的用户(或为该" -"区域配置了系统语言)自动可用." +"Godot有大量的内容需要翻译, 因此只有在语言差异足够显著的情况下, 才应该复制区域" +"变体的工作. 此外, 如果对区域变体进行了翻译, 则该翻译将仅对位于该区域的用户(或" +"为该区域配置了系统语言)自动可用." #: ../../docs/community/contributing/editor_and_docs_localization.rst:88 msgid "" @@ -188,8 +189,8 @@ msgid "" msgstr "" "当地区差异大到需要单独翻译时,如果可能的话,我们建议先集中精力完成一个通用的" "变体,然后将完全完成的翻译复制到地区变体中,并进行相关的编辑。这通常是一个很" -"好的策略,例如西班牙语(先完成 ``es`` ,然后必要时复制到 ``es_AR`` ," -"``es_ES`` ,``es_MX`` 等)或葡萄牙语( ``pt_BR`` 与 ``pt_PT`` )。" +"好的策略,例如西班牙语(先完成 ``es`` ,然后必要时复制到 ``es_AR`` , " +"``es_ES`` , ``es_MX`` 等)或葡萄牙语( ``pt_BR`` 与 ``pt_PT`` )。" #: ../../docs/community/contributing/editor_and_docs_localization.rst:97 msgid "Translation interface" @@ -203,19 +204,19 @@ msgid "" "corresponding list. You can also click the \"Translate\" button to get " "started on the list of strings needing action." msgstr "" -"一旦选择了一种语言,您将看到翻译状态的概述,包括还有多少字符串需要翻译或审阅.每" -"个项目都可以单击并用于浏览相应的列表.您还可以单击\"Translate\"按钮开始操作字" -"符串列表." +"一旦选择了一种语言, 您将看到翻译状态的概述, 包括还有多少字符串需要翻译或审" +"阅. 每个项目都可以单击并用于浏览相应的列表. 您还可以单击 \"Translate\" 按钮开" +"始操作字符串列表." #: ../../docs/community/contributing/editor_and_docs_localization.rst:107 msgid "" "After selecting a list of clicking \"Translate\", you will see the main " "translation interface where all the work happens:" -msgstr "选择\"翻译\"列表后,您将看到所有工作发生的主要翻译界面:" +msgstr "选择 \"翻译\" 列表后, 您将看到所有工作发生的主要翻译界面:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:112 msgid "On that page, you have:" -msgstr "在那一页,你有:" +msgstr "在那一页, 你有:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:114 msgid "" @@ -223,8 +224,8 @@ msgid "" "to another pre-defined list or do a custom search, etc. There is also a \"Zen" "\" editing mode with a simplified interface." msgstr "" -"一个工具栏,可以让你在当前列表的字符串中循环,切换到另一个预定义的列表或进行自" -"定义搜索等.还有一个\"禅\"编辑模式和一个简化的界面." +"一个工具栏, 可以让你在当前列表的字符串中循环, 切换到另一个预定义的列表或进行" +"自定义搜索等. 还有一个 \"禅\" 编辑模式和一个简化的界面." #: ../../docs/community/contributing/editor_and_docs_localization.rst:117 msgid "" @@ -239,11 +240,12 @@ msgid "" "(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be " "used in the translation until fixed." msgstr "" -"在\"翻译\"面板中处理的实际字符串.默认情况下,应该有英语源字符串和您的语言的编" -"辑框.如果您熟悉其他语言,可以将其添加到用户设置中,以提供更多翻译上下文.编辑完" -"当前字符串后,按\"保存\"确认更改并移到下一个条目.或者,使用\"跳过\"按钮跳过它." -"\"需要编辑\"复选框意味着原始字符串已更新,因此需要检查翻译以考虑这些更改(在PO" -"术语中,这些是所谓的\"模糊\"字符串).在修复之前,这些字符串不会在翻译中使用." +"在 \"翻译\" 面板中处理的实际字符串. 默认情况下, 应该有英语源字符串和您的语言" +"的编辑框. 如果您熟悉其他语言, 可以将其添加到用户设置中, 以提供更多翻译上下" +"文. 编辑完当前字符串后, 按 \"保存\" 确认更改并移到下一个条目. 或者, 使用 \"跳" +"过\" 按钮跳过它.\"需要编辑\" 复选框意味着原始字符串已更新, 因此需要检查翻译以" +"考虑这些更改(在PO术语中, 这些是所谓的 \"模糊\" 字符串). 在修复之前, 这些字符" +"串不会在翻译中使用." #: ../../docs/community/contributing/editor_and_docs_localization.rst:127 msgid "" @@ -253,8 +255,8 @@ msgid "" "other translators, machine translations, and a list of all other existing " "translations for that string." msgstr "" -"底部面板有各种工具可以帮助翻译工作,例如来自附近字符串的上下文(通常来自同一编" -"辑器工具或文档页,因此它们可能使用类似的术语)、来自其他翻译人员的注释、机器翻" +"底部面板有各种工具可以帮助翻译工作, 例如来自附近字符串的上下文(通常来自同一编" +"辑器工具或文档页, 因此它们可能使用类似的术语), 来自其他翻译人员的注释, 机器翻" "译以及该字符串的所有其他现有翻译的列表." #: ../../docs/community/contributing/editor_and_docs_localization.rst:132 @@ -265,9 +267,9 @@ msgid "" "\"node\" term in Godot, you can add it to the glossary to ensure that other " "translators use the same convention." msgstr "" -"在右上角,术语表显示了先前添加了条目的术语,以及当前字符串中包含的术语.例如,如" -"果您与其他翻译人员一起决定对Godot中的\"node\"术语使用特定的翻译,您可以将其添" -"加到词汇表中,以确保其他翻译人员使用相同的约定." +"在右上角, 术语表显示了先前添加了条目的术语, 以及当前字符串中包含的术语. 例" +"如, 如果您与其他翻译人员一起决定对Godot中的 \"node\" 术语使用特定的翻译, 您可" +"以将其添加到词汇表中, 以确保其他翻译人员使用相同的约定." #: ../../docs/community/contributing/editor_and_docs_localization.rst:137 msgid "" @@ -276,8 +278,8 @@ msgid "" "original string on GitHub. You may need to search for the string in the page " "to locate it and its surrounding context." msgstr "" -"右下面板包含有关源字符串的信息.最相关的项目是\"源字符串位置\",它将您链接到" -"GitHub上的原始字符串.您可能需要在页面中搜索字符串来定位它及其周围的上下文." +"右下面板包含有关源字符串的信息. 最相关的项目是 \"源字符串位置\", 它将您链接到" +"GitHub上的原始字符串. 您可能需要在页面中搜索字符串来定位它及其周围的上下文." #: ../../docs/community/contributing/editor_and_docs_localization.rst:143 msgid "Locating original content" @@ -291,9 +293,9 @@ msgid "" "organized in the PO files to help you locate the original content and use it " "as a reference when translating." msgstr "" -"PO文件是源字符串(`msgid``)及其翻译(`msgstr``)的有序列表,默认情况下,Weblate将" -"按该顺序显示字符串.因此,了解PO文件中内容的组织方式非常有用,可以帮助您定位原始" -"内容,并在翻译时将其用作参考." +"PO文件是源字符串(``msgid``)及其翻译(``msgstr``)的有序列表, 默认情况下,Weblate" +"将按该顺序显示字符串. 因此, 了解PO文件中内容的组织方式非常有用, 可以帮助您定" +"位原始内容, 并在翻译时将其用作参考." #: ../../docs/community/contributing/editor_and_docs_localization.rst:153 msgid "" @@ -304,9 +306,9 @@ msgid "" "context also makes the translation effort much easier and more enjoyable, as " "you can see directly if the translation you wrote will make sense in context." msgstr "" -"翻译时以原文语境为参照是最原始的,因为许多词根据语境有几种可能的翻译.使用错误" -"的翻译实际上会对用户造成伤害,并且会比使用英语更难理解.使用上下文也使翻译工作" -"更容易和更愉快,因为你可以直接看到你写的翻译是否在上下文中有意义." +"翻译时以原文语境为参照是最原始的, 因为许多词根据语境有几种可能的翻译. 使用错" +"误的翻译实际上会对用户造成伤害, 并且会比使用英语更难理解. 使用上下文也使翻译" +"工作更容易和更愉快, 因为你可以直接看到你写的翻译是否在上下文中有意义." #: ../../docs/community/contributing/editor_and_docs_localization.rst:161 msgid "" @@ -317,10 +319,10 @@ msgid "" "nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is " "thereby related to the code editors in Godot (GDScript, shaders)." msgstr "" -"编辑器接口的翻译模板是通过解析所有C++源代码在 **字母顺序** 中生成的,所以在给" -"定文件中定义的所有字符串将被分组在一起.例如,如果\"源字符串位置\"指示 " -"``editor/code_编辑器.cpp`` ,则当前字符串(以及附近的字符串)在 ``编辑器/code中" -"定义_编辑器.cpp`` 代码文件,因此与Godot(GDScript,shaders)中的代码编辑器相关." +"编辑器接口的翻译模板是通过解析所有C++源代码在 **字母顺序** 中生成的, 所以在给" +"定文件中定义的所有字符串将被分组在一起. 例如, 如果 \"源字符串位置\" 指示 " +"``editor/code_编辑器.cpp`` , 则当前字符串(以及附近的字符串)在 ``编辑器/code中" +"定义_编辑器.cpp`` 代码文件, 因此与Godot(GDScript,shaders)中的代码编辑器相关." #: ../../docs/community/contributing/editor_and_docs_localization.rst:167 msgid "" @@ -334,10 +336,10 @@ msgid "" "``getting_started/step_by_step/scenes_and_nodes.rst`` for the page :ref:" "`doc_scenes_and_nodes`." msgstr "" -"在线文档的翻译模板是按照 **目录** 中所示的相同顺序从源RST文件生成的,因此,例" -"如,第一个字符串来自文档的首页.因此,建议的工作流程是找到与要翻译的页面相对应的" -"唯一字符串,然后翻译具有相同源字符串位置的所有字符串,同时与该页面的英文联机版" -"本进行比较.源字符串位置的示例可以是 ``getting_started/step_by_step/" +"在线文档的翻译模板是按照 **目录** 中所示的相同顺序从源RST文件生成的, 因此, 例" +"如, 第一个字符串来自文档的首页. 因此, 建议的工作流程是找到与要翻译的页面相对" +"应的唯一字符串, 然后翻译具有相同源字符串位置的所有字符串, 同时与该页面的英文" +"联机版本进行比较. 源字符串位置的示例可以是 ``getting_started/step_by_step/" "scenes_and_nodes.rst`` 对于页面 :ref:`doc_scenes_and_nodes` ." #: ../../docs/community/contributing/editor_and_docs_localization.rst:176 @@ -351,10 +353,10 @@ msgid "" "descriptions for the :ref:`class_Node2D` class would have the source string " "location ``doc/classes/Node2D.xml``." msgstr "" -"类引用的翻译模板是从源XML文件按 **字母顺序** 生成的,这与联机版本的目录顺序相" -"同.因此,您可以定位与给定类的简要描述相对应的源字符串,以找到要翻译的第一个字符" -"串,并且该类中的所有其他描述都应位于Weblate上的后续字符串中.例如 :ref:`class" -"\\u Node2D` 类的描述将具有源字符串位置 ``doc/classes/Node2D.xml`` ." +"类引用的翻译模板是从源XML文件按 **字母顺序** 生成的, 这与联机版本的目录顺序相" +"同. 因此, 您可以定位与给定类的简要描述相对应的源字符串, 以找到要翻译的第一个" +"字符串, 并且该类中的所有其他描述都应位于Weblate上的后续字符串中. 例如 :ref:" +"`class\\u Node2D` 类的描述将具有源字符串位置 ``doc/classes/Node2D.xml`` ." #: ../../docs/community/contributing/editor_and_docs_localization.rst:185 msgid "" @@ -363,9 +365,9 @@ msgid "" "also be used with the ``location:`` token, e.g. ``location:scenes_and_nodes." "rst``):" msgstr "" -"定位特定页面/类的一个方便工具是使用Weblate的高级搜索功能,尤其是\"Location " -"strings\"查询(也可以与``Location:``标记一起使用,例如``位置:scenes\\u和\\u " -"nodes.rst``):" +"定位特定页面和类的一个方便工具是使用Weblate的高级搜索功能, 尤其是 \"Location " +"strings\" 查询 ( 也可以与 ``Location:`` 标记一起使用, 例如 ``location:" +"scenes_and_nodes.rst``):" #: ../../docs/community/contributing/editor_and_docs_localization.rst:195 msgid "" @@ -395,8 +397,8 @@ msgid "" "and having some notions on the markup language used for each resource is " "important to avoid creating syntax errors in your translations." msgstr "" -"每个翻译资源源于不同的源代码格式,对每个资源使用的标记语言有一些概念对于避免在" -"翻译中产生语法错误非常重要." +"每个翻译资源源于不同的源代码格式, 对每个资源使用的标记语言有一些概念对于避免" +"在翻译中产生语法错误非常重要." #: ../../docs/community/contributing/editor_and_docs_localization.rst:213 msgid "Editor interface (C++)" @@ -404,7 +406,7 @@ msgstr "编辑器接口(C++)" #: ../../docs/community/contributing/editor_and_docs_localization.rst:215 msgid "The editor translations originate from C++ strings, and may use:" -msgstr "编辑部的翻译源于C++字符串,并且可以使用:" +msgstr "编辑部的翻译源于C++字符串, 并且可以使用:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:217 msgid "" @@ -416,10 +418,10 @@ msgid "" "the sentence. Example (``%s`` will be substituted with a file name or " "path)::" msgstr "" -"**C格式说明符**,如 `%s`(字符串)或 `%d`(数字).这些说明符在运行时被内容替换,并" -"且应该在必要时保留并放置在翻译中,以便在替换后有意义.您可能需要参考源字符串的" -"位置,以了解如果句子中不清楚将替换什么类型的内容.示例( `%s` 将替换为文件名或路" -"径)::" +"**C格式说明符** , 如 `%s`(字符串)或 `%d`(数字). 这些说明符在运行时被内容替" +"换, 并且应该在必要时保留并放置在翻译中, 以便在替换后有意义. 您可能需要参考源" +"字符串的位置, 以了解如果句子中不清楚将替换什么类型的内容. 示例( `%s` 将替换为" +"文件名或路径)::" #: ../../docs/community/contributing/editor_and_docs_localization.rst:230 msgid "" @@ -431,10 +433,10 @@ msgid "" "used for vertical spacing, or manual wrapping of long lines which would " "otherwise be too long especially in the editor translation). Example::" msgstr "" -"**C转义字符**,如 ``\\n`` (换行符)或 ``\\t`` (制表符).在Weblate编辑器中, ``" -"\\n`` 字符由 ``↵`` 替换,``\\t`` 由 ``↹``替换.制表符的使用并不多,但您应该确保" -"使用与原始英文字符串相同的换行符(如果不使用,Weblate将发出警告).换行符有时可能" -"用于垂直间距,或手动换行,否则会太长(特别是在编辑器翻译中).例子::" +"**C转义字符** , 如 ``\\n`` (换行符)或 ``\\t`` (制表符). 在Weblate编辑器中, ``" +"\\n`` 字符由 ``↵`` 替换,``\\t`` 由 ``↹`` 替换. 制表符的使用并不多, 但您应该确" +"保使用与原始英文字符串相同的换行符(如果不使用,Weblate将发出警告). 换行符有时" +"可能用于垂直间距, 或手动换行, 否则会太长(特别是在编辑器翻译中). 例子::" #: ../../docs/community/contributing/editor_and_docs_localization.rst:247 msgid "Online documentation (RST)" @@ -446,8 +448,8 @@ msgid "" "which also use their own markup syntax to style text, create internal and " "external links, etc. Here are some examples::" msgstr "" -"文档翻译源于reStructuredText(RST)文件,这些文件还使用自己的标记语法来设置文本" -"样式、创建内部和外部链接等.以下是一些示例:" +"文档翻译源于reStructuredText(RST)文件, 这些文件还使用自己的标记语法来设置文本" +"样式, 创建内部和外部链接等. 以下是一些示例:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:291 msgid "" @@ -457,9 +459,9 @@ msgid "" "inline markup (bold, italics, inline code) and the internal and external " "hyperlink markup." msgstr "" -"参见斯芬克斯的 `重组文本入门<https://www.sphinx-doc.org/en/master/usage/" -"restructuredtext/basics.html>`__ 有关标记语言的快速概述,请参阅源字符串.您可能" -"会特别遇到内联标记(粗体、斜体、内联代码)以及内部和外部超链接标记." +"参见斯芬克斯的 `重组文本入门 <https://www.sphinx-doc.org/en/master/usage/" +"restructuredtext/basics.html>`__ 有关标记语言的快速概述, 请参阅源字符串. 您可" +"能会特别遇到内联标记(粗体, 斜体, 内联代码)以及内部和外部超链接标记." #: ../../docs/community/contributing/editor_and_docs_localization.rst:297 msgid "Class reference (BBCode)" @@ -470,8 +472,8 @@ msgid "" "The class reference is documented in the main Godot repository using XML " "files, and with BBCode-like markup for styling and internal references." msgstr "" -"类引用使用XML文件记录在Godot主存储库中,并使用类似BBCode的标记进行样式设置和内" -"部引用." +"类引用使用XML文件记录在Godot主存储库中, 并使用类似BBCode的标记进行样式设置和" +"内部引用." #: ../../docs/community/contributing/editor_and_docs_localization.rst:302 msgid "" @@ -481,10 +483,10 @@ msgid "" "another class (e.g. ``[Node2D]``) or to a property in a given class (e.g. " "``[member Node2D.position]``), or for multiline code blocks. Example::" msgstr "" -"使用的一些标记来自原始BBCode(例如,`[b]Bold[/b]``和`[i]Italics[/i]```),而其他" -"标记是Godot特定的,用于高级功能,例如内联代码(例如,`[code]true[/code]``),链接到" -"另一个类(例如,`[Node2D]`),或链接到给定类中的属性(例如,`[member Node2D." -"position]`),或用于多行代码阻碍.例子::" +"使用的一些标记来自原始BBCode(例如,``[b]Bold[/b]`` 和 ``[i]Italics[/i]``), 而" +"其他标记是Godot特定的, 用于高级功能, 例如内联代码(例如,``[code]true[/" +"code]``), 链接到另一个类(例如,`[Node2D]`), 或链接到给定类中的属性(例如," +"`[member Node2D.position]`), 或用于多行代码阻碍. 例子::" #: ../../docs/community/contributing/editor_and_docs_localization.rst:314 msgid "" @@ -496,19 +498,19 @@ msgid "" "you can translate the name of the variable which holds the result (``red " "= ...``)." msgstr "" -"在上面的例子中, ``[code]name[/code]`` 、 ``[code]alpha[/code]`` 和 " -"``[Color]`` 不应被翻译,因为它们分别指的是参数名和Godot API的一个类.同样, " -"``[codeblock]`` 的内容也不应该翻译,因为 ``ColorN`` 是Godot API的一个函数,而 " -"``\"red\"`` 是它支持的一个命名颜色.你最多可以翻译持有结果的变量名称( ``red " -"= ...`` )." +"在上面的例子中, ``[code]name[/code]`` , ``[code]alpha[/code]`` 和 " +"``[Color]`` 不应被翻译, 因为它们分别指的是参数名和Godot API的一个类. 同样, " +"``[codeblock]`` 的内容也不应该翻译, 因为 ``ColorN`` 是Godot API的一个函数, " +"而 ``\"red\"`` 是它支持的一个命名颜色. 你最多可以翻译持有结果的变量名称" +"( ``red = ...`` )." #: ../../docs/community/contributing/editor_and_docs_localization.rst:321 msgid "" "Note also that in the XML, each line is a paragraph, so you should not add " "line breaks if they are not part of the original translation." msgstr "" -"另请注意,在XML中,每一行都是一个段落,因此如果换行符不是原始翻译的一部分,则不应" -"添加换行符." +"另请注意, 在XML中, 每一行都是一个段落, 因此如果换行符不是原始翻译的一部分, 则" +"不应添加换行符." #: ../../docs/community/contributing/editor_and_docs_localization.rst:326 msgid "" @@ -516,8 +518,8 @@ msgid "" "BBCode-like tags <doc_updating_the_class_reference_bbcode>` which are used " "throughout the class reference." msgstr "" -"请参阅我们的类引用编写器文档以获取 :ref:`list of BBCode like tags<doc\\u " -"updateing\\u the\\u class\\u reference\\u BBCode>`这些标记在整个类引用中使用." +"请参阅我们的类参考文档, 了解整个类参考中使用的 :ref:`类似 BBCode 的标签列表 " +"<doc_updating_the_class_reference_bbcode>`." #: ../../docs/community/contributing/editor_and_docs_localization.rst:331 msgid "Offline translation and testing" @@ -530,8 +532,8 @@ msgid "" "your preferred PO editing application, such as `Poedit <https://poedit.net/" ">`__ or `Lokalize <https://userbase.kde.org/Lokalize>`__." msgstr "" -"虽然我们建议使用Weblate接口来编写翻译,但您也可以在本地下载PO文件,用您喜欢的PO" -"编辑应用程序(如\"Poedit\")进行翻译 `Poedit <https://poedit.net/>`__ 或 " +"虽然我们建议使用Weblate接口来编写翻译, 但您也可以在本地下载PO文件, 用您喜欢的" +"PO编辑应用程序(如 \"Poedit\")进行翻译 `Poedit <https://poedit.net/>`__ 或 " "`Lokalize <https://userbase.kde.org/Lokalize>`__." #: ../../docs/community/contributing/editor_and_docs_localization.rst:338 @@ -539,8 +541,8 @@ msgid "" "To download the PO file locally, browse to the translation overview for your " "language, and select the first item in the \"Files\" menu:" msgstr "" -"要在本地下载PO文件,请浏览到您所用语言的翻译概述,然后选择\"文件\"菜单中的第一" -"项:" +"要在本地下载PO文件, 请浏览到您所用语言的翻译概述, 然后选择 \"文件\" 菜单中的" +"第一项:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:343 msgid "" @@ -548,8 +550,8 @@ msgid "" "item in that same menu and select your file. Choose \"Add as translation\" " "for the file upload mode." msgstr "" -"完成一系列编辑后,使用同一菜单中的\"上载翻译\"项并选择文件.选择\"添加为翻译" -"\"作为文件上载模式." +"完成一系列编辑后, 使用同一菜单中的 \"上载翻译\" 项并选择文件. 选择 \"添加为翻" +"译\" 作为文件上载模式." #: ../../docs/community/contributing/editor_and_docs_localization.rst:349 msgid "" @@ -559,8 +561,8 @@ msgid "" "advise to use the online interface so that you always work on the latest " "version." msgstr "" -"如果在您下载PO文件和上载编辑版本之间经过了相当长的时间,则有可能同时覆盖其他贡" -"献者编写的翻译.这就是为什么我们建议使用在线界面,以便您始终使用最新版本." +"如果在您下载PO文件和上载编辑版本之间经过了相当长的时间, 则有可能同时覆盖其他" +"贡献者编写的翻译. 这就是为什么我们建议使用在线界面, 以便您始终使用最新版本." #: ../../docs/community/contributing/editor_and_docs_localization.rst:355 msgid "" @@ -568,7 +570,7 @@ msgid "" "you can use the downloaded PO file and :ref:`compile Godot from source <toc-" "devel-compiling>`." msgstr "" -"如果您想在本地测试更改(特别是编辑器翻译),可以使用下载的PO文件和 :ref:" +"如果您想在本地测试更改(特别是编辑器翻译), 可以使用下载的PO文件和 :ref:" "`compile Godot from source<toc devel compiling>`." #: ../../docs/community/contributing/editor_and_docs_localization.rst:358 @@ -577,7 +579,7 @@ msgid "" "Esperanto) and place it in the ``editor/translations/`` folder (`GitHub " "<https://github.com/godotengine/godot/tree/master/editor/translations>`__)." msgstr "" -"将编辑器翻译PO文件重命名为 ``<lang>.PO``(例如 ``环氧乙烷`` ,并将其放入 " +"将编辑器翻译PO文件重命名为 ``<lang>.PO``(例如 ``环氧乙烷`` , 并将其放入 " "``editor/translations/`` 文件夹(`GitHub<https://github.com/godotengine/godot/" "tree/master/editor/translations>`__ )." @@ -587,9 +589,9 @@ msgid "" "file similarly and placing it in the ``doc/translations/`` folder (`GitHub " "<https://github.com/godotengine/godot/tree/master/doc/translations>`__)." msgstr "" -"你也可以用同样的方法测试类的引用变化,方法是对PO文件进行类似的重命名,并将其放" -"在 ``doc/translations/`` 文件夹中( `GitHub <https://github.com/godotengine/" -"godot/tree/master/doc/translations>` __)." +"你也可以用同样的方法测试类的引用变化, 方法是对PO文件进行类似的重命名, 并将其" +"放在 ``doc/translations/`` 文件夹中( `GitHub <https://github.com/godotengine/" +"godot/tree/master/doc/translations>`__)." #: ../../docs/community/contributing/editor_and_docs_localization.rst:367 msgid "Localizing documentation images" @@ -602,8 +604,8 @@ msgid "" "Some of it includes text and might thus be relevant to localize in your " "language." msgstr "" -"在线文档包括许多图像,这些图像可以是Godot编辑器的屏幕截图、定制的图形以及任何" -"其他类型的视觉内容.其中一些包含文本,因此可能与您的语言中的本地化相关." +"在线文档包括许多图像, 这些图像可以是Godot编辑器的屏幕截图, 定制的图形以及任何" +"其他类型的视觉内容. 其中一些包含文本, 因此可能与您的语言中的本地化相关." #: ../../docs/community/contributing/editor_and_docs_localization.rst:373 msgid "" @@ -611,8 +613,8 @@ msgid "" "<https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the " "documentation translations are synced from Weblate." msgstr "" -"这部分不通过Weblate处理,而是直接在 `godot-docs-l10n <https://github.com/" -"godotengine/godot-docs-l10n>` _ Git仓库中处理,文档翻译从Weblate同步过来." +"这部分不通过Weblate处理, 而是直接在 `godot-docs-l10n <https://github.com/" +"godotengine/godot-docs-l10n>` _ Git仓库中处理, 文档翻译从Weblate同步过来." #: ../../docs/community/contributing/editor_and_docs_localization.rst:379 msgid "" @@ -620,8 +622,8 @@ msgid "" "Git. We plan to work on a simplified Web tool which could be used to manage " "image localization in a convenient way, abstracting away these steps." msgstr "" -"工作流不是最简单的,需要一些Git知识.我们计划开发一个简化的Web工具,用它可以方便" -"地管理图像定位,抽象出这些步骤." +"工作流不是最简单的, 需要一些Git知识. 我们计划开发一个简化的Web工具, 用它可以" +"方便地管理图像定位, 抽象出这些步骤." #: ../../docs/community/contributing/editor_and_docs_localization.rst:383 msgid "" @@ -630,9 +632,9 @@ msgid "" "`doc_intro_to_the_editor_interface`. Click the \"Edit on GitHub\" link in " "the top right corner:" msgstr "" -"要翻译一个图像,你应该首先在原始的英文文档中找到它.为此,请浏览文档中的相关页" -"面,例如 :ref:`doc\\u intro\\u To \\u the \\u editor\\u interface`.单击右上角" -"的\"在GitHub上编辑\"链接:" +"要翻译一个图像, 你应该首先在原始的英文文档中找到它. 为此, 请浏览文档中的相关" +"页面, 例如 :ref:`doc\\u intro\\u To \\u the \\u editor\\u interface`. 单击右" +"上角的 \"在GitHub上编辑\" 链接:" #: ../../docs/community/contributing/editor_and_docs_localization.rst:390 msgid "" @@ -641,8 +643,8 @@ msgid "" "Note the full path to the image as it will be needed further down (here " "``getting_started/step_by_step/img/project_manager_first_open.png``)." msgstr "" -"在GitHub上,单击要翻译的图像.如果相关,请单击\"下载\"在本地下载,并使用图像编辑" -"工具进行编辑.请注意图像的完整路径,因为它需要进一步向下(这里是 " +"在GitHub上, 单击要翻译的图像. 如果相关, 请单击 \"下载\" 在本地下载, 并使用图" +"像编辑工具进行编辑. 请注意图像的完整路径, 因为它需要进一步向下(这里是 " "``getting_started/step_by_step/img/project_manager_first_open.png`` )." #: ../../docs/community/contributing/editor_and_docs_localization.rst:397 @@ -653,9 +655,9 @@ msgid "" "format, so you can browse the ``img/`` folder which contains them to check " "for that." msgstr "" -"创建图像的本地化版本,或者编辑英文版本,或者用你的语言截取编辑器的屏幕截图(如果" -"是编辑器截图的话).有些图像还可能有SVG格式的源文件,因此您可以浏览包含它们的" -"``img/``文件夹以进行检查." +"创建图像的本地化版本, 或者编辑英文版本, 或者用你的语言截取编辑器的屏幕截图(如" +"果是编辑器截图的话). 有些图像还可能有SVG格式的源文件, 因此您可以浏览包含它们" +"的 ``img/`` 文件夹以进行检查." #: ../../docs/community/contributing/editor_and_docs_localization.rst:402 msgid "" @@ -663,8 +665,8 @@ msgid "" "added before the extension, e.g. ``project_manager_first_open.png`` would " "become ``project_manager_first_open.fr.png`` for the French localization." msgstr "" -"将本地化图像命名为与原始图像相同的名称,但在扩展名之前添加语言代码,例如" -"\"project\\u manager\\u first\"_打开.png``会成为\"项目经理\"_打开.fr.png``为" +"将本地化图像命名为与原始图像相同的名称, 但在扩展名之前添加语言代码, 例如" +"\"project\\u manager\\u first\"_打开.png``会成为\" 项目经理\"_打开.fr.png``为" "了法国的本地化." #: ../../docs/community/contributing/editor_and_docs_localization.rst:406 @@ -675,14 +677,15 @@ msgid "" "translated image there. In our example, the end result should be ``images/" "getting_started/step_by_step/img/project_manager_first_open.fr.png``." msgstr "" -"最后,在godot-docs-l10n\\上,为``images``子文件夹(`GitHub)中的原始图像重新创建" -"相同的文件夹结构<https://github.com/godotengine/godot-docs-l10n/tree/master/" -"images>`_),并将翻译后的图像放在那里.在我们的示例中,最终结果应该是``images/" -"getting_started/step_by_step/img/project_manager_first_open.fr.png`` ." +"最后, 在godot-docs-l10n\\上, 为 ``images`` 子文件夹(`GitHub)中的原始图像重新" +"创建相同的文件夹结构 <https://github.com/godotengine/godot-docs-l10n/tree/" +"master/images>`_), 并将翻译后的图像放在那里. 在我们的示例中, 最终结果应该是 " +"``images/getting_started/step_by_step/img/project_manager_first_open.fr." +"png`` ." #: ../../docs/community/contributing/editor_and_docs_localization.rst:412 msgid "" "Repeat this for other images and :ref:`make a Pull Request " "<doc_pr_workflow>`." msgstr "" -"对其他图片重复这样做,然后 :ref:`发送一个 Pull Request <doc_pr_workflow>`." +"对其他图片重复这样做, 然后 :ref:`发送一个 Pull Request <doc_pr_workflow>`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po index e1963827e5..07119a597b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po index c4e55cd05d..6611a70313 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,11 +31,11 @@ msgid "" "a *pull* from one of their fork's branches to one branch of the original " "(often named *upstream*) repository." msgstr "" -"Godot使用的所谓 ``PR工作流程`` 对于许多使用Git的项目来说都很常见,并且对于资深" -"自由软件贡献者应该很熟悉.这个想法是只有少数(如果有的话)直接提交给 *master* 分" -"支.相反,贡献者 *fork* 项目(即创建它的副本,他们可以按照自己的意愿修改),然后使" -"用GitHub接口从其fork的一个分支请求 *pull* 到原始(通常命名为 *upstream* )存储" -"库的一个分支." +"Godot使用的所谓 ``PR工作流程`` 对于许多使用Git的项目来说都很常见, 并且对于资" +"深自由软件贡献者应该很熟悉. 这个想法是只有少数(如果有的话)直接提交给 " +"*master* 分支. 相反, 贡献者 *fork* 项目(即创建它的副本, 他们可以按照自己的意" +"愿修改), 然后使用GitHub接口从其fork的一个分支请求 *pull* 到原始(通常命名为 " +"*upstream* )存储库的一个分支." #: ../../docs/community/contributing/pr_workflow.rst:16 msgid "" @@ -45,9 +45,9 @@ msgid "" "the core developers, and its commit(s) will become part of the target branch " "(usually the *master* branch)." msgstr "" -"然后,生成的 *拉取请求* (PR)可以由其他贡献者审查,可能批准它、拒绝它、或者最常" -"要求修改它.一旦获得批准,PR就可以由其中一个核心开发人员合并,其提交将成为目标分" -"支(通常是 *master* 分支)的一部分." +"然后, 生成的 *拉取请求* (PR)可以由其他贡献者审查, 可能批准它, 拒绝它, 或者最" +"常要求修改它. 一旦获得批准,PR就可以由其中一个核心开发人员合并, 其提交将成为目" +"标分支(通常是 *master* 分支)的一部分." #: ../../docs/community/contributing/pr_workflow.rst:22 msgid "" @@ -55,8 +55,8 @@ msgid "" "associated Git commands. But first, let's have a quick look at the " "organization of Godot's Git repository." msgstr "" -"我们将一起通过一个例子来展示典型的工作流程和相关的Git命令.但首先,让我们快速了" -"解一下Godot的Git仓库的组织结构." +"我们将一起通过一个例子来展示典型的工作流程和相关的Git命令. 但首先, 让我们快速" +"了解一下Godot的Git仓库的组织结构." #: ../../docs/community/contributing/pr_workflow.rst:27 msgid "Git source repository" @@ -76,7 +76,7 @@ msgid "" "If you are contributing to the documentation, its repository can be found " "`here <https://github.com/godotengine/godot-docs>`_." msgstr "" -"如果您正在为文档做贡献,可以在 `这里 <https://github.com/godotengine/godot-" +"如果您正在为文档做贡献, 可以在 `这里 <https://github.com/godotengine/godot-" "docs>`_ 找到它的存储库." #: ../../docs/community/contributing/pr_workflow.rst:36 @@ -93,11 +93,11 @@ msgid "" "review)." msgstr "" "Git版本控制系统是用于跟踪源代码的连续编辑的工具——为了高效地为Godot做贡献,*强" -"烈* 建议学习Git命令行的基础知识.Git有一些图形界面,但是它们通常会鼓励用户养成" -"关于Git和PR工作流程的不良习惯,因此我们建议不要使用它们.特别是,我们建议不要使" -"用GitHub的在线编辑器进行代码贡献(尽管可以进行较小的修复或文档更改),因为它会对" -"每个文件和每个修改强制执行一次提交,因此很快导致PR的Git历史记录不可读(尤其是在" -"同行评审之后)." +"烈* 建议学习Git命令行的基础知识.Git有一些图形界面, 但是它们通常会鼓励用户养成" +"关于Git和PR工作流程的不良习惯, 因此我们建议不要使用它们. 特别是, 我们建议不要" +"使用GitHub的在线编辑器进行代码贡献(尽管可以进行较小的修复或文档更改), 因为它" +"会对每个文件和每个修改强制执行一次提交, 因此很快导致PR的Git历史记录不可读(尤" +"其是在同行评审之后)." #: ../../docs/community/contributing/pr_workflow.rst:46 msgid "" @@ -106,9 +106,9 @@ msgid "" "workflow. You can read them online on the `Git SCM <https://git-scm.com/book/" "en/v2>`_ website." msgstr "" -"Git的\"书\"的第一部分很好地介绍了该工具的原理以及您在日常工作流程中需要掌握的" -"各种命令.您可以在 `Git SCM <https://git-scm.com/book/en/v2>`_ 网站上在线阅读" -"它们." +"Git的 \"书\" 的第一部分很好地介绍了该工具的原理以及您在日常工作流程中需要掌握" +"的各种命令. 您可以在 `Git SCM <https://git-scm.com/book/en/v2>`_ 网站上在线阅" +"读它们." #: ../../docs/community/contributing/pr_workflow.rst:51 msgid "The branches on the Git repository are organized as follows:" @@ -120,8 +120,8 @@ msgid "" "occurs. As a development branch, it can be unstable and is not meant for use " "in production. This is where PRs should be done in priority." msgstr "" -"``master`` 分支是开发下一个主要版本的地方.作为开发分支,它可能不稳定,不适合用" -"于生产.这是应该优先进行PR的地方." +"``master`` 分支是开发下一个主要版本的地方. 作为开发分支, 它可能不稳定, 不适合" +"用于生产. 这是应该优先进行PR的地方." #: ../../docs/community/contributing/pr_workflow.rst:57 msgid "" @@ -135,18 +135,18 @@ msgid "" "if so make the PR for the ``master`` branch in priority. Release managers " "can then cherry-pick the fix to a stable branch if relevant." msgstr "" -"稳定分支以其版本命名,例如: ``3.1`` and ``2.1`` .它们用于将 \"master \"分支中" -"的错误修复和增强功能回传到当前维护的稳定版本(例如3.1.2或2.1.6).根据经验,最后" -"一个稳定分支会被维护到下一个主要版本(例如, ``3.0`` 分支被维护到Godot 3.1的发" -"布).如果你想针对被维护的稳定分支做PR,请先检查你的修改是否也与 ``master`` 分支" -"有关,如果是,请优先为 ``master`` 分支做PR.发布管理者可以在相关的情况下将修复的" -"内容挑选到稳定分支." +"稳定分支以其版本命名, 例如: ``3.1`` and ``2.1`` . 它们用于将 \"master\" 分支" +"中的错误修复和增强功能回传到当前维护的稳定版本(例如3.1.2或2.1.6). 根据经验, " +"最后一个稳定分支会被维护到下一个主要版本(例如, ``3.0`` 分支被维护到Godot 3.1" +"的发布). 如果你想针对被维护的稳定分支做PR, 请先检查你的修改是否也与 " +"``master`` 分支有关, 如果是, 请优先为 ``master`` 分支做PR. 发布管理者可以在相" +"关的情况下将修复的内容挑选到稳定分支." #: ../../docs/community/contributing/pr_workflow.rst:67 msgid "" "There might occasionally be feature branches, usually meant to be merged " "into the ``master`` branch at some time." -msgstr "偶尔也会有特性分支,通常是为了在某个时候合并到 ``master`` 分支." +msgstr "偶尔也会有特性分支, 通常是为了在某个时候合并到 ``master`` 分支." #: ../../docs/community/contributing/pr_workflow.rst:71 msgid "Forking and cloning" @@ -160,16 +160,16 @@ msgid "" "repository's GitHub page, you should see the \"Fork\" button as shown below:" msgstr "" "第一步是在GitHub上 *分叉* `godotengine/godot <https://github.com/godotengine/" -"godot>`_ 库. 为此,您需要拥有一个GitHub帐户并登录.在存储库的GitHub页面的右上" -"角,您应该看到如下所示的 ``Fork`` 按钮:" +"godot>`_ 库. 为此, 您需要拥有一个GitHub帐户并登录. 在存储库的GitHub页面的右上" +"角, 您应该看到如下所示的 ``Fork`` 按钮:" #: ../../docs/community/contributing/pr_workflow.rst:80 msgid "" "Click it, and after a while you should be redirected to your own fork of the " "Godot repo, with your GitHub username as namespace:" msgstr "" -"点击它,一段时间后,您应该被重定向到您自己的Godot存储库分叉,并将GitHub用户名作" -"为名称空间:" +"点击它, 一段时间后, 您应该被重定向到您自己的Godot存储库分叉, 并将GitHub用户名" +"作为名称空间:" #: ../../docs/community/contributing/pr_workflow.rst:85 msgid "" @@ -179,21 +179,21 @@ msgid "" "Windows or macOS, or install it through your package manager if you're using " "Linux." msgstr "" -"然后您可以 *克隆* 您的分叉,即创建在线存储库的本地副本(在Git中叫做 *origin " -"remote*).如果您还没有,若您使用的是Windows或macOS,请从 `其网站 <https://git-" -"scm.com>`_ 下载Git;若您使用的是Linux,请通过您的软件包管理器安装它." +"然后您可以 *克隆* 您的分叉, 即创建在线存储库的本地副本(在Git中叫做 *origin " +"remote*). 如果您还没有, 若您使用的是Windows或macOS, 请从 `其网站 <https://" +"git-scm.com>`_ 下载Git;若您使用的是Linux, 请通过您的软件包管理器安装它." #: ../../docs/community/contributing/pr_workflow.rst:90 msgid "" "If you are on Windows, open Git Bash to type commands. macOS and Linux users " "can use their respective terminals." msgstr "" -"如果您使用的是Windows,请打开Git Bash键入命令.macOS和Linux用户可以使用各自的终" -"端." +"如果您使用的是Windows, 请打开Git Bash键入命令.macOS和Linux用户可以使用各自的" +"终端." #: ../../docs/community/contributing/pr_workflow.rst:93 msgid "To clone your fork from GitHub, use the following command:" -msgstr "要从GitHub克隆您的fork,请使用以下命令:" +msgstr "要从GitHub克隆您的fork, 请使用以下命令:" #: ../../docs/community/contributing/pr_workflow.rst:99 msgid "" @@ -201,14 +201,14 @@ msgid "" "typical UNIX shells. It is not part of the command and should not be typed." msgstr "" "在我们的示例中,``$`` 字符表示典型UNIX shell上的命令行提示符. 它不是命令的一部" -"分,不应该键入." +"分, 不应该键入." #: ../../docs/community/contributing/pr_workflow.rst:103 msgid "" "After a little while, you should have a ``godot`` directory in your current " "working directory. Move into it using the ``cd`` command:" msgstr "" -"稍后,您应该在当前工作目录中有一个 ``godot`` 目录. 使用 ``cd`` 命令进入它:" +"稍后, 您应该在当前工作目录中有一个 ``godot`` 目录. 使用 ``cd`` 命令进入它:" #: ../../docs/community/contributing/pr_workflow.rst:110 msgid "" @@ -224,9 +224,9 @@ msgid "" "remote reference named ``origin``, which points to your fork (``USERNAME/" "godot``)." msgstr "" -"这将创建一个名为 ``upstream`` 的引用,指向原始的 ``godotengine/godot`` 版本库." -"当你想从它的 ``master`` 分支拉取新的提交来更新你的fork时,这将很有用.你有另一" -"个名为 ``origin`` 的远程引用,它指向你的fork( ``USERNAME/godot`` )." +"这将创建一个名为 ``upstream`` 的引用, 指向原始的 ``godotengine/godot`` 版本" +"库. 当你想从它的 ``master`` 分支拉取新的提交来更新你的fork时, 这将很有用. 你" +"有另一个名为 ``origin`` 的远程引用, 它指向你的fork( ``USERNAME/godot`` )." #: ../../docs/community/contributing/pr_workflow.rst:122 msgid "" @@ -234,14 +234,14 @@ msgid "" "``godot`` folder (which you can move around if you want, the relevant " "metadata is hidden in its ``.git`` subfolder)." msgstr "" -"您只需要做一次上面的步骤,只要您保留本地的 ``godot`` 文件夹(您可以随意移动它," -"相关的元数据隐藏在它的 ``.git`` 子文件夹中)." +"您只需要做一次上面的步骤, 只要您保留本地的 ``godot`` 文件夹(您可以随意移动" +"它, 相关的元数据隐藏在它的 ``.git`` 子文件夹中)." #: ../../docs/community/contributing/pr_workflow.rst:126 msgid "" "*Branch it, pull it, code it, stage it, commit, push it, rebase it... " "technologic.*" -msgstr "*分支、拉取、编码、暂存、提交、推送、重新设置基线……技术.*" +msgstr "*分支, 拉取, 编码, 暂存, 提交, 推送, 重新设置基线……技术.*" #: ../../docs/community/contributing/pr_workflow.rst:129 msgid "" @@ -252,10 +252,10 @@ msgid "" "search engine when lost, so we will give you the basic commands to know when " "working in Git." msgstr "" -"这对Daft Punk的 *技术* 的不良看法显示了Git初学者对其工作流程的一般概念:许多奇" -"怪的命令可以通过复制和粘贴来学习,希望它们能按预期运行.这实际上并不是一种糟糕" -"的学习方式,只要您好奇并且在迷失时毫不犹豫地询问您的搜索引擎,因此,我们将为您提" -"供在Git中工作时要了解的基本命令." +"这对Daft Punk的 *技术* 的不良看法显示了Git初学者对其工作流程的一般概念: 许多" +"奇怪的命令可以通过复制和粘贴来学习, 希望它们能按预期运行. 这实际上并不是一种" +"糟糕的学习方式, 只要您好奇并且在迷失时毫不犹豫地询问您的搜索引擎, 因此, 我们" +"将为您提供在Git中工作时要了解的基本命令." #: ../../docs/community/contributing/pr_workflow.rst:137 msgid "" @@ -263,7 +263,7 @@ msgid "" "feature in Godot's project manager, which is coded in the ``editor/" "project_manager.cpp`` file." msgstr "" -"下面,我们将假设你想在Godot的项目管理器中实现一个功能,该功能在 ``editor/" +"下面, 我们将假设你想在Godot的项目管理器中实现一个功能, 该功能在 ``editor/" "project_manager.cpp`` 文件中编码." #: ../../docs/community/contributing/pr_workflow.rst:142 @@ -276,8 +276,8 @@ msgid "" "of your fork (``origin``). To start your own feature development, we will " "create a feature branch:" msgstr "" -"默认情况下,``git clone`` 应该让您进入fork(``origin``)的 ``master`` 分支.要开" -"始自己的功能开发,我们将创建一个功能分支:" +"默认情况下,``git clone`` 应该让您进入fork(``origin``)的 ``master`` 分支. 要开" +"始自己的功能开发, 我们将创建一个功能分支:" #: ../../docs/community/contributing/pr_workflow.rst:156 msgid "This command is equivalent:" @@ -285,7 +285,7 @@ msgstr "此命令是等效的:" #: ../../docs/community/contributing/pr_workflow.rst:163 msgid "If you want to go back to the ``master`` branch, you'd use:" -msgstr "如果您想回到 ``master`` 分支,您会使用:" +msgstr "如果您想回到 ``master`` 分支, 您会使用:" #: ../../docs/community/contributing/pr_workflow.rst:169 msgid "" @@ -300,8 +300,8 @@ msgid "" "Alternatively, you can specify a custom base branch after the new branch's " "name:" msgstr "" -"创建新分支之前,请务必始终返回到\" master\"分支,因为您当前的分支将用作新分支的" -"基础.或者,您可以在新分支的名称之后指定一个自定义基础分支:" +"创建新分支之前, 请务必始终返回到\" master\"分支, 因为您当前的分支将用作新分支" +"的基础. 或者, 您可以在新分支的名称之后指定一个自定义基础分支:" #: ../../docs/community/contributing/pr_workflow.rst:188 msgid "Updating your branch" @@ -315,9 +315,9 @@ msgid "" "``master`` branch: pull requests from other contributors would have been " "merged in the meantime." msgstr "" -"第一次(在您分叉上游存储库之后)不需要这样做. 但是,下次您想要处理某些事情时,您" -"会注意到您的fork的 ``master`` 落后于上游 ``master`` 分支几个提交:其他贡献者的" -"拉取请求同时被合并." +"第一次(在您分叉上游存储库之后)不需要这样做. 但是, 下次您想要处理某些事情时, " +"您会注意到您的fork的 ``master`` 落后于上游 ``master`` 分支几个提交: 其他贡献" +"者的拉取请求同时被合并." #: ../../docs/community/contributing/pr_workflow.rst:196 msgid "" @@ -325,8 +325,8 @@ msgid "" "current upstream ``master`` branch, you will have to update your branch by " "*pulling* the upstream branch." msgstr "" -"为了确保您开发的功能与当前的上游 ``master`` 分支之间不会发生冲突,您将不得不通" -"过 *拉* 上游分支来更新您的分支." +"为了确保您开发的功能与当前的上游 ``master`` 分支之间不会发生冲突, 您将不得不" +"通过 *拉* 上游分支来更新您的分支." #: ../../docs/community/contributing/pr_workflow.rst:204 msgid "" @@ -336,9 +336,9 @@ msgid "" "your own commits will be the only difference with the upstream ``master`` " "branch." msgstr "" -"``--rebase`` 参数将确保您所提交的任何本地更改将被\"重新应用\"到\"拉动\"分支的" -"顶部,这通常是我们在PR工作流程中想要的.这样,当您打开请求请求时,您自己的提交将" -"是与上游``master`` 分支的唯一区别." +"``--rebase`` 参数将确保您所提交的任何本地更改将被 \"重新应用\" 到 \"拉动\" 分" +"支的顶部, 这通常是我们在PR工作流程中想要的. 这样, 当您打开请求请求时, 您自己" +"的提交将是与上游 ``master`` 分支的唯一区别." #: ../../docs/community/contributing/pr_workflow.rst:209 msgid "" @@ -350,10 +350,11 @@ msgid "" "operation if later commits have conflicts too, until the rebase operation " "completes." msgstr "" -"在重新定基础时,如果您提交同时在上游分支中已更改的修改后的代码,则可能会发生冲" -"突.如果发生这种情况,Git将在冲突的提交处停止,并要求您解决冲突.您可以使用任何文" -"本编辑器执行此操作,然后进行更改(稍后再进行介绍),然后继续执行git rebase --" -"continue.如果以后的提交也有冲突,请重复该操作,直到重新设置操作完成." +"在重新定基础时, 如果您提交同时在上游分支中已更改的修改后的代码, 则可能会发生" +"冲突. 如果发生这种情况,Git将在冲突的提交处停止, 并要求您解决冲突. 您可以使用" +"任何文本编辑器执行此操作, 然后进行更改(稍后再进行介绍), 然后继续执行git " +"rebase --continue. 如果以后的提交也有冲突, 请重复该操作, 直到重新设置操作完" +"成." #: ../../docs/community/contributing/pr_workflow.rst:216 msgid "" @@ -362,9 +363,9 @@ msgid "" "rebase --abort``. You will then be back to the original state of your branch " "before calling ``git pull --rebase``." msgstr "" -"如果您不确定重新设置期间发生了什么并且感到恐慌(不用担心,我们都要做前几次),则" -"可以使用git rebase --abort中止重新设置.然后您将返回分支的原始状态,然后再调用" -"``git pull --rebase`` ." +"如果您不确定重新设置期间发生了什么并且感到恐慌(不用担心, 我们都要做前几次), " +"则可以使用git rebase --abort中止重新设置. 然后您将返回分支的原始状态, 然后再" +"调用``git pull --rebase`` ." #: ../../docs/community/contributing/pr_workflow.rst:221 msgid "" @@ -372,8 +373,8 @@ msgid "" "commit which tells Git what to make of the two distinct branches. If any " "conflicts arise, they would be resolved all at once via this merge commit." msgstr "" -"如果省略了--rebase参数,则将创建一个合并提交,告诉Git如何处理两个不同的分支.如" -"果发生任何冲突,将通过此合并提交立即解决所有冲突." +"如果省略了--rebase参数, 则将创建一个合并提交, 告诉Git如何处理两个不同的分支. " +"如果发生任何冲突, 将通过此合并提交立即解决所有冲突." #: ../../docs/community/contributing/pr_workflow.rst:225 msgid "" @@ -381,8 +382,8 @@ msgid "" "merge commits within PRs are frowned upon in our PR workflow. We only use " "them when merging PRs into the upstream branch." msgstr "" -"虽然这是有效的工作流程,并且默认行为是 ``git pull`` ,但PR工作流程中不赞成PR中" -"的合并提交.我们仅在将PR合并到上游分支时才使用它们." +"虽然这是有效的工作流程, 并且默认行为是 ``git pull`` , 但PR工作流程中不赞成PR" +"中的合并提交. 我们仅在将PR合并到上游分支时才使用它们." #: ../../docs/community/contributing/pr_workflow.rst:229 msgid "" @@ -393,10 +394,10 @@ msgid "" "the first time, and we're happy to use it to ensure that changes are easy to " "review and understand long after they have been merged." msgstr "" -"我们的理念是,PR应该代表对代码库所做更改的最后阶段,并且我们对合并之前在中间阶" -"段所做的错误和修复不感兴趣. Git提供了很棒的工具来\"重写历史记录\",使它好像我" -"们第一次就做对了一样,并且我们乐于使用它来确保更改在合并之后很容易被查看和理" -"解." +"我们的理念是,PR应该代表对代码库所做更改的最后阶段, 并且我们对合并之前在中间阶" +"段所做的错误和修复不感兴趣. Git提供了很棒的工具来 \"重写历史记录\", 使它好像" +"我们第一次就做对了一样, 并且我们乐于使用它来确保更改在合并之后很容易被查看和" +"理解." #: ../../docs/community/contributing/pr_workflow.rst:236 msgid "" @@ -405,9 +406,9 @@ msgid "" "option is to use an *interactive rebase* on the upstream branch. See the :" "ref:`dedicated section <doc_pr_workflow_rebase>` for instructions." msgstr "" -"如果您已经创建了一个合并提交而不使用``rebase``,或者进行了其他任何导致不希望的" -"历史记录的更改,那么最好的选择是在上游分支上使用一个 *interactive rebase*. 有" -"关说明,请参见 :ref:`dedicated section <doc_pr_workflow_rebase>` 专用部分." +"如果您已经创建了一个合并提交而不使用 ``rebase``, 或者进行了其他任何导致不希望" +"的历史记录的更改, 那么最好的选择是在上游分支上使用一个 *interactive rebase*. " +"有关说明, 请参见 :ref:`dedicated section <doc_pr_workflow_rebase>` 专用部分." #: ../../docs/community/contributing/pr_workflow.rst:241 msgid "" @@ -415,7 +416,7 @@ msgid "" "branch, you can do so with ``git reset --hard <commit ID>`` or ``git reset --" "hard <remote>/<branch>`` (e.g. ``git reset --hard upstream/master``)." msgstr "" -"如果您想在任何时候将本地分支\"重置\"为给定的提交或分支,则可以使用 ``git " +"如果您想在任何时候将本地分支 \"重置\" 为给定的提交或分支, 则可以使用 ``git " "reset --hard <commit ID>`` 或\" ``git reset --hard <remote>/<branch>`` 来实" "现. (例如 ``git reset --hard upstream/master``)." @@ -427,9 +428,9 @@ msgid "" "restore, and use it as argument of ``git reset --hard`` to go back to that " "state." msgstr "" -"请注意,这将删除您可能已在此分支中提交的所有更改.如果您错误地丢失了提交,请使用" -"git reflog命令查找您想要还原的先前状态的提交ID,并将其用作git reset --hard的参" -"数.回到那个状态." +"请注意, 这将删除您可能已在此分支中提交的所有更改. 如果您错误地丢失了提交, 请" +"使用git reflog命令查找您想要还原的先前状态的提交ID, 并将其用作git reset --" +"hard的参数. 回到那个状态." #: ../../docs/community/contributing/pr_workflow.rst:251 msgid "Making changes" @@ -440,7 +441,7 @@ msgid "" "You would then do your changes to our example's ``editor/project_manager." "cpp`` file with your usual development environment (text editor, IDE, etc.)." msgstr "" -"然后,您将使用常用的开发环境(文本编辑器,IDE等)对我们的示例的 ``editor/" +"然后, 您将使用常用的开发环境(文本编辑器,IDE等)对我们的示例的 ``editor/" "project_manager.cpp`` 文件进行更改." #: ../../docs/community/contributing/pr_workflow.rst:257 @@ -452,22 +453,22 @@ msgid "" "you need to *stage* them with the ``git add`` command, and then to commit " "them with the ``git commit`` command." msgstr "" -"默认情况下,这些修改是 *未暂存的* .暂存区域是工作目录(你进行修改的地方)和本地 " -"Git 仓库(提交和所有元数据在 ``.git`` 文件夹中)之间的一层.要把工作目录中的修改" -"带到 Git 仓库,你需要用 ``git add`` 命令把它们归档,然后用 ``git commit`` 命令" -"提交它们." +"默认情况下, 这些修改是 *未暂存的* . 暂存区域是工作目录(你进行修改的地方)和本" +"地 Git 仓库(提交和所有元数据在 ``.git`` 文件夹中)之间的一层. 要把工作目录中的" +"修改带到 Git 仓库, 你需要用 ``git add`` 命令把它们归档, 然后用 ``git " +"commit`` 命令提交它们." #: ../../docs/community/contributing/pr_workflow.rst:264 msgid "" "There are various commands you should know to review your current work, " "before staging it, while it is staged, and after it has been committed." -msgstr "在暂存之前,暂存后和提交之后,您应该了解各种命令来查看当前工作." +msgstr "在暂存之前, 暂存后和提交之后, 您应该了解各种命令来查看当前工作." #: ../../docs/community/contributing/pr_workflow.rst:267 msgid "" "``git diff`` will show you the current unstaged changes, i.e. the " "differences between your working directory and the staging area." -msgstr "``git diff`` 将显示当前未暂存的更改,即工作目录和暂存区域之间的差异." +msgstr "``git diff`` 将显示当前未暂存的更改, 即工作目录和暂存区域之间的差异." #: ../../docs/community/contributing/pr_workflow.rst:269 msgid "" @@ -484,7 +485,7 @@ msgid "" "``git diff --staged`` will show the current staged changes, i.e. the " "differences between the staging area and the last commit." msgstr "" -"``git diff --staged`` 将显示当前的暂存的更改,即暂存区域和上次提交之间的差异." +"``git diff --staged`` 将显示当前的暂存的更改, 即暂存区域和上次提交之间的差异." #: ../../docs/community/contributing/pr_workflow.rst:274 msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files." @@ -504,10 +505,10 @@ msgid "" "you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to " "write the log directly." msgstr "" -"``git commit`` 将提交暂存文件.它将打开一个文本编辑器(您可以使用 " +"``git commit`` 将提交暂存文件. 它将打开一个文本编辑器(您可以使用 " "``GIT_EDITOR`` 环境变量或Git配置中的 ``core.editor`` 设置来定义要使用的编辑" -"器),以便您编写提交日志.您可以使用 ``git commit -m \"Cool commit log\"`` 直接" -"写日志." +"器), 以便您编写提交日志. 您可以使用 ``git commit -m \"Cool commit log\"`` 直" +"接写日志." #: ../../docs/community/contributing/pr_workflow.rst:282 msgid "" @@ -515,30 +516,30 @@ msgid "" "staged changes (added with ``git add``). This is the best option if you want " "to fix a mistake in the last commit (bug, typo, style issue, etc.)." msgstr "" -"git commit --amend允许您使用当前暂存的更改来修改最后一次提交(添加了git add)." -"如果要修复上一次提交中的错误(错误,错别字,样式问题等),这是最佳选择." +"git commit --amend允许您使用当前暂存的更改来修改最后一次提交(添加了git add). " +"如果要修复上一次提交中的错误(错误, 错别字, 样式问题等), 这是最佳选择." #: ../../docs/community/contributing/pr_workflow.rst:285 msgid "" "``git log`` will show you the last commits of your current branch. If you " "did local commits, they should be shown at the top." msgstr "" -"``git log`` 将显示当前分支的最后提交. 如果您做了本地提交,它们应该显示在顶部." +"``git log`` 将显示当前分支的最后提交. 如果您做了本地提交, 它们应该显示在顶部." #: ../../docs/community/contributing/pr_workflow.rst:287 msgid "" "``git show`` will show you the changes of the last commit. You can also " "specify a commit hash to see the changes for that commit." msgstr "" -"``git show`` 将显示上次提交的更改.您还可以指定提交哈希以查看该提交的更改." +"``git show`` 将显示上次提交的更改. 您还可以指定提交哈希以查看该提交的更改." #: ../../docs/community/contributing/pr_workflow.rst:290 msgid "" "That's a lot to memorize! Don't worry, just check this cheat sheet when you " "need to make changes, and learn by doing." msgstr "" -"要记住的东西太多了!不用担心,当您需要进行更改时,只需检查一下备忘单,然后边做边" -"学即可." +"要记住的东西太多了!不用担心, 当您需要进行更改时, 只需检查一下备忘单, 然后边" +"做边学即可." #: ../../docs/community/contributing/pr_workflow.rst:293 msgid "Here's how the shell history could look like on our example:" @@ -550,9 +551,9 @@ msgid "" "branch which were not in the ``master`` branch. They are still only local " "though, the remote fork does not know about them, nor does the upstream repo." msgstr "" -"有了这个,我们应该在 ``better-project-manager`` 分支中有两个新的提交,这些提交" -"不在 ``master`` 分支中.它们仍然只是本地的,远程分支不知道它们,上游存储库也不知" -"道." +"有了这个, 我们应该在 ``better-project-manager`` 分支中有两个新的提交, 这些提" +"交不在 ``master`` 分支中. 它们仍然只是本地的, 远程分支不知道它们, 上游存储库" +"也不知道." #: ../../docs/community/contributing/pr_workflow.rst:330 msgid "Pushing changes to a remote" @@ -565,9 +566,9 @@ msgid "" "the remote repository directly). You need to *push* the new commits to a " "remote branch to share them with the world. The syntax for this is:" msgstr "" -"这就是 ``git push`` 将发挥作用的地方.在Git中,提交总是在本地存储库中完成(与" -"Subversion不同,其提交将直接修改远程存储库).您需要 *推送* 新提交到远程分支以与" -"世界共享它们.这个语法是:" +"这就是 ``git push`` 将发挥作用的地方. 在Git中, 提交总是在本地存储库中完成(与" +"Subversion不同, 其提交将直接修改远程存储库). 您需要 *推送* 新提交到远程分支以" +"与世界共享它们. 这个语法是:" #: ../../docs/community/contributing/pr_workflow.rst:341 msgid "" @@ -575,8 +576,8 @@ msgid "" "same name as the local branch, which is our case in this example, so we will " "do:" msgstr "" -"如果您希望远程分支与本地分支具有相同的名称,则可以省略有关远程分支的部分,在本" -"示例中就是这种情况,因此我们将执行以下操作:" +"如果您希望远程分支与本地分支具有相同的名称, 则可以省略有关远程分支的部分, 在" +"本示例中就是这种情况, 因此我们将执行以下操作:" #: ../../docs/community/contributing/pr_workflow.rst:349 msgid "" @@ -584,8 +585,8 @@ msgid "" "sent to your remote. If you check the fork's page on GitHub, you should see " "a new branch with your added commits." msgstr "" -"Git会要求您提供用户名和密码,更改将发送到您的远程分支.如果您在GitHub上查看fork" -"的页面,则应该看到一个带有已添加提交的新分支." +"Git会要求您提供用户名和密码, 更改将发送到您的远程分支. 如果您在GitHub上查看" +"fork的页面, 则应该看到一个带有已添加提交的新分支." #: ../../docs/community/contributing/pr_workflow.rst:354 msgid "Issuing a pull request" @@ -598,9 +599,9 @@ msgid "" "some commits behind, if your ``master`` branch was out of sync with the " "upstream ``master`` branch)." msgstr "" -"当你在GitHub上加传你的fork的分支时,你应该看到一行字: *\"This branch is 2 " +"当你在GitHub上加传你的fork的分支时, 你应该看到一行字: *\"This branch is 2 " "commits ahead of godotengine:master.\"*(如果你的 ``master`` 分支与上游的 " -"``master`` 分支不同步,则可能落后一些提交)." +"``master`` 分支不同步, 则可能落后一些提交)." #: ../../docs/community/contributing/pr_workflow.rst:363 msgid "" @@ -611,10 +612,10 @@ msgid "" "conflicts), don't create the PR, something went wrong. Go to IRC and ask for " "support :)" msgstr "" -"在这一行,有一个 \"Pull request\" 链接.点击它将打开一个表单,让你在 " -"``godotengine/godot`` 上游仓库发出一个Pull request.它应该显示你的两个提交,并" -"说明 \"Able to merge\" .如果不是这样(例如,它有更多的提交,或者说有合并冲突),不" -"要创建PR,出了问题.到IRC去寻求支持吧 :)" +"在这一行, 有一个 \"Pull request\" 链接. 点击它将打开一个表单, 让你在 " +"``godotengine/godot`` 上游仓库发出一个Pull request. 它应该显示你的两个提交, " +"并说明 \"Able to merge\" . 如果不是这样(例如, 它有更多的提交, 或者说有合并冲" +"突), 不要创建PR, 出了问题. 到IRC去寻求支持吧 :)" #: ../../docs/community/contributing/pr_workflow.rst:369 msgid "" @@ -623,8 +624,8 @@ msgid "" "relevant, to showcase what your work implements. Click \"Create a pull " "request\", and tadaa!" msgstr "" -"为PR使用明确的标题,并将必要的详细信息放在注释区域.您可以拖放屏幕截图,GIF或压" -"缩的项目(如果相关),以展示您的工作实现的内容.点击\"创建拉取请求\",没错!" +"为PR使用明确的标题, 并将必要的详细信息放在注释区域. 您可以拖放屏幕截图,GIF或" +"压缩的项目(如果相关), 以展示您的工作实现的内容. 点击 \"创建拉取请求\", 没错!" #: ../../docs/community/contributing/pr_workflow.rst:375 msgid "Modifying a pull request" @@ -636,8 +637,8 @@ msgid "" "changes to your yet-unmerged PR, either because contributors requested them, " "or because you found issues yourself while testing." msgstr "" -"虽然它是由其他贡献者审核的,但您经常需要对尚未合并的PR进行更改,或者是因为贡献" -"者要求他们,或者是因为您在测试时发现了自己的问题." +"虽然它是由其他贡献者审核的, 但您经常需要对尚未合并的PR进行更改, 或者是因为贡" +"献者要求他们, 或者是因为您在测试时发现了自己的问题." #: ../../docs/community/contributing/pr_workflow.rst:381 msgid "" @@ -645,8 +646,8 @@ msgid "" "branch you made the pull request from. You can e.g. make a new commit on " "that branch, push it to your fork, and the PR will be updated automatically:" msgstr "" -"好消息是您可以简单地通过对您发出拉取请求的分支进行操作来修改拉取请求. 您可以," -"例如在该分支上进行新的提交,将其推送到您的分支,PR将自动更新:" +"好消息是您可以简单地通过对您发出拉取请求的分支进行操作来修改拉取请求. 您可" +"以, 例如在该分支上进行新的提交, 将其推送到您的分支,PR将自动更新:" #: ../../docs/community/contributing/pr_workflow.rst:396 msgid "" @@ -658,11 +659,11 @@ msgid "" "a new commit, considering using ``git commit --amend`` to amend the previous " "commit with your fixes. The above example would then become:" msgstr "" -"但是,请注意,在我们的PR工作流程中,我们偏向于将代码库从一种功能状态转换为另一种" -"功能状态的提交,而没有中间提交来解决您自己的代码或样式问题中的错误.在大多数情" -"况下,我们会倾向于在给定的PR中进行一次提交(除非有充分的理由将更改分开),因此与" -"其撰写新的提交,不如考虑使用git commit --amend来修改先前提交的修复程序.上面的" -"示例将变为:" +"但是, 请注意, 在我们的PR工作流程中, 我们偏向于将代码库从一种功能状态转换为另" +"一种功能状态的提交, 而没有中间提交来解决您自己的代码或样式问题中的错误. 在大" +"多数情况下, 我们会倾向于在给定的PR中进行一次提交(除非有充分的理由将更改分" +"开), 因此与其撰写新的提交, 不如考虑使用git commit --amend来修改先前提交的修复" +"程序. 上面的示例将变为:" #: ../../docs/community/contributing/pr_workflow.rst:426 msgid "The interactive rebase" @@ -676,9 +677,9 @@ msgid "" "request of your to *rebase* your branch to *squash* some or all of the " "commits into one." msgstr "" -"如果你没有严格按照上面的步骤,将 *修改* 作为提交,而不是创建修复提交,或者你在编" -"写修改时没有注意到我们的工作流程和Git使用技巧,审稿人可能会要求你 *重新建立* " -"分支,将一些或所有的提交成一个." +"如果你没有严格按照上面的步骤, 将 *修改* 作为提交, 而不是创建修复提交, 或者你" +"在编写修改时没有注意到我们的工作流程和Git使用技巧, 审稿人可能会要求你 *重新建" +"立* 分支, 将一些或所有的提交成一个." #: ../../docs/community/contributing/pr_workflow.rst:433 msgid "" @@ -687,9 +688,9 @@ msgid "" "reader who would want to know what happened in the Godot codebase, or when " "and how a given file was last modified." msgstr "" -"确实,如果对某些修订进行了一些修订,以解决原始提交中的错误,错别字等,则它们与将" -"来的变更日志阅读器无关,后者希望了解Godot代码库中发生了什么,或者何时以及如何进" -"行给定文件是最后修改的." +"确实, 如果对某些修订进行了一些修订, 以解决原始提交中的错误, 错别字等, 则它们" +"与将来的变更日志阅读器无关, 后者希望了解Godot代码库中发生了什么, 或者何时以及" +"如何进行给定文件是最后修改的." #: ../../docs/community/contributing/pr_workflow.rst:438 msgid "" @@ -699,9 +700,10 @@ msgid "" "in your fork, you can do whatever you want, and everything is allowed to get " "neat PRs :)" msgstr "" -"为了把那些不相干的提交压缩到主要的提交中,我们将不得不 *重写历史记录* .没错,我" -"们有这个权力.你可能会读到这是一种不好的做法,当涉及到上游仓库的分支时,这确实是" -"事实.但在你的fork中,你可以做任何你想做的事,而且一切都可以得到整洁的PR :)" +"为了把那些不相干的提交压缩到主要的提交中, 我们将不得不 *重写历史记录* . 没" +"错, 我们有这个权力. 你可能会读到这是一种不好的做法, 当涉及到上游仓库的分支" +"时, 这确实是事实. 但在你的fork中, 你可以做任何你想做的事, 而且一切都可以得到" +"整洁的PR :)" #: ../../docs/community/contributing/pr_workflow.rst:443 msgid "" @@ -710,9 +712,9 @@ msgid "" "modify all commits between that commit/branch and the last one in your " "working branch, the so-called ``HEAD``." msgstr "" -"我们将使用 *交互式重新设置基线* ``git rebase -i`` 来执行此操作.此命令将使用提" -"交哈希作为参数,并允许您修改该提交哈希与分支的最后一个提交之间的所有提交,即所" -"谓的 ``HEAD``." +"我们将使用 *交互式重新设置基线* ``git rebase -i`` 来执行此操作. 此命令将使用" +"提交哈希作为参数, 并允许您修改该提交哈希与分支的最后一个提交之间的所有提交, " +"即所谓的 ``HEAD``." #: ../../docs/community/contributing/pr_workflow.rst:448 msgid "" @@ -720,8 +722,8 @@ msgid "" "in between, the most common and convenient workflow involves rebasing on the " "*upstream ``master`` branch*, which you can do with:" msgstr "" -"虽然您可以将任何提交ID赋给\"git rebase-i\"并查看其间的所有内容,但最常见和最方" -"便的工作流涉及在*upstream``master``branch*上进行重定,您可以使用:" +"虽然您可以将任何提交ID赋给 ``git rebase-i`` 并查看其间的所有内容, 但最常见和" +"最方便的工作流涉及在 *upstream ``master`` branch* 上进行重定, 您可以使用:" #: ../../docs/community/contributing/pr_workflow.rst:456 msgid "" @@ -730,8 +732,8 @@ msgid "" "branch which has been pulled from the ``upstream`` remote's ``master`` " "branch." msgstr "" -"由于远程分支和本地分支之间的区别,在Git中引用分支有点棘手.这里,``upstream/" -"master``(带有 `/` )是从 ``upstream`` remote的 ``master`` 分支中提取的本地分" +"由于远程分支和本地分支之间的区别, 在Git中引用分支有点棘手. 这里, ``upstream/" +"master`` (带有 `/` )是从 ``upstream`` remote的 ``master`` 分支中提取的本地分" "支." #: ../../docs/community/contributing/pr_workflow.rst:461 @@ -745,11 +747,11 @@ msgid "" "your local ``master`` branch... yes it's confusing, but you'll become " "familiar with this little by little)." msgstr "" -"交互式回扣只能在本地分支上进行,因此`/`在这里很重要.由于上游远程服务器经常更" -"改,您的本地\"upstream/master\"分支可能会过时,因此您可以使用\"git fetch " -"upstream master\"更新它.与\"git pull--rebase upstream master\"相反,\"fetch" -"\"只会更新\"upstream/master\"引用(与本地\"master\"分支不同)...是的,这很混乱," -"但你会逐渐熟悉这一点)." +"交互式回扣只能在本地分支上进行, 因此 `/` 在这里很重要. 由于上游远程服务器经常" +"更改, 您的本地 \"upstream/master\" 分支可能会过时, 因此您可以使用\"git fetch " +"upstream master\"更新它. 与\"git pull--rebase upstream master\"相反,\"fetch" +"\" 只会更新 \"upstream/master\" 引用(与本地 \"master\" 分支不同)... 是的, 这" +"很混乱, 但你会逐渐熟悉这一点)." #: ../../docs/community/contributing/pr_workflow.rst:471 msgid "" @@ -757,9 +759,9 @@ msgid "" "scm.com/book/en/v2/Customizing-Git-Git-Configuration#_core_editor>__` to " "configure your favorite one) with something which may look like this:" msgstr "" -"这将打开一个文本编辑器(默认为 ``vi`` ,请参阅 `Git docs <https://git-scm.com/" +"这将打开一个文本编辑器(默认为 ``vi`` , 请参阅 `Git docs <https://git-scm.com/" "book/en/v2/Customizing-Git-Git-Configuration#_core_editor> __` 进行配置您最喜" -"欢的一个),内容可能如下所示:" +"欢的一个), 内容可能如下所示:" #: ../../docs/community/contributing/pr_workflow.rst:480 msgid "" @@ -771,11 +773,11 @@ msgid "" "commit. In our example, we are not interested in keeping the log of the " "\"Fix a typo\" commit, so we use:" msgstr "" -"编辑器还将显示有关如何对这些提交采取行动的说明.特别是,它应该告诉您 ``pick`` " -"意味着使用该提交(什么都不做),并且 ``squash`` 和 ``fixup`` 可以用于在其父提交" -"中 *合并* 提交.``squash`` 和 ``fixup`` 之间的区别在于 ``fixup`` 会从压缩的提" -"交中丢弃提交日志.在我们的示例中,我们对保持 ``修复错字`` 提交的日志不感兴趣,因" -"此我们使用:" +"编辑器还将显示有关如何对这些提交采取行动的说明. 特别是, 它应该告诉您 " +"``pick`` 意味着使用该提交(什么都不做), 并且 ``squash`` 和 ``fixup`` 可以用于" +"在其父提交中 *合并* 提交.``squash`` 和 ``fixup`` 之间的区别在于 ``fixup`` 会" +"从压缩的提交中丢弃提交日志. 在我们的示例中, 我们对保持 ``修复错字`` 提交的日" +"志不感兴趣, 因此我们使用:" #: ../../docs/community/contributing/pr_workflow.rst:493 msgid "" @@ -784,9 +786,9 @@ msgid "" "should now confirm that you have only one commit with the changes from both " "previous commits." msgstr "" -"保存并退出编辑器后,将发生重新设置基线.第二个提交将被合并到第一个提交中,并且 " -"``git log`` 和 ``git show`` 现在应该确认您只有一个具有先前两个提交的更改的提" -"交." +"保存并退出编辑器后, 将发生重新设置基线. 第二个提交将被合并到第一个提交中, 并" +"且 ``git log`` 和 ``git show`` 现在应该确认您只有一个具有先前两个提交的更改的" +"提交." #: ../../docs/community/contributing/pr_workflow.rst:498 msgid "" @@ -795,8 +797,9 @@ msgid "" "therefore got a new commit hash. If you try to push to your remote branch, " "it will raise an error:" msgstr "" -"但!你改写了历史,现在你的本地和远程分支有分歧.实际上,以上示例中的提交1b4aad7" -"将已更改,因此获得了新的提交哈希.如果您尝试推送到远程分支,将引发错误:" +"但!你改写了历史, 现在你的本地和远程分支有分歧. 实际上, 以上示例中的提交" +"1b4aad7将已更改, 因此获得了新的提交哈希. 如果您尝试推送到远程分支, 将引发错" +"误:" #: ../../docs/community/contributing/pr_workflow.rst:512 msgid "" @@ -804,8 +807,8 @@ msgid "" "override remote content. But that's actually what we want to do here, so we " "will have to *force* it:" msgstr "" -"这是一个理智的行为,Git不会让你推送会覆盖远程内容的修改.但这正是我们想做的,所" -"以我们必须 *强制* 它:" +"这是一个理智的行为,Git不会让你推送会覆盖远程内容的修改. 但这正是我们想做的, " +"所以我们必须 *强制* 它:" #: ../../docs/community/contributing/pr_workflow.rst:520 msgid "" @@ -814,7 +817,7 @@ msgid "" "also update the PR accordingly." msgstr "" "还有没错! Git很乐意用您在本地拥有的东西 *替换* 您的远程分支(所以使用 ``git " -"log`` 确保您想要的东西).这也将相应地更新PR." +"log`` 确保您想要的东西). 这也将相应地更新PR." #: ../../docs/community/contributing/pr_workflow.rst:525 msgid "Deleting a Git branch" @@ -827,26 +830,27 @@ msgid "" "your branch, but it's good practice to do so. You'll need to do this twice, " "once for the local branch and another for the remote branch on GitHub." msgstr "" -"在您的提交请求合并之后,您应该做的最后一件事是:删除用于PR的Git分支.如果不删除" -"分支不会有问题,但是这样做是一个好习惯.您将需要执行两次,一次是对本地分支,另一" -"次是对GitHub上的远程分支." +"在您的提交请求合并之后, 您应该做的最后一件事是: 删除用于PR的Git分支. 如果不删" +"除分支不会有问题, 但是这样做是一个好习惯. 您将需要执行两次, 一次是对本地分" +"支, 另一次是对GitHub上的远程分支." #: ../../docs/community/contributing/pr_workflow.rst:532 msgid "To delete our better project manager branch locally, use this command:" -msgstr "要在本地删除 ``better project manager`` 分支,请使用以下命令:" +msgstr "要在本地删除 ``better project manager`` 分支, 请使用以下命令:" #: ../../docs/community/contributing/pr_workflow.rst:538 msgid "" "Alternatively, if the branch hadn't been merged yet and we wanted to delete " "it anyway, instead of ``-d`` you would use ``-D``." -msgstr "或者,如果分支尚未合并,我们想要删除它,不是使用 ``-d``,而是使用 ``-D``." +msgstr "" +"或者, 如果分支尚未合并, 我们想要删除它, 不是使用 ``-d``, 而是使用 ``-D``." #: ../../docs/community/contributing/pr_workflow.rst:541 msgid "Next, to delete the remote branch on GitHub use this command:" -msgstr "接下来,要删除GitHub上的远程分支,请使用以下命令:" +msgstr "接下来, 要删除GitHub上的远程分支, 请使用以下命令:" #: ../../docs/community/contributing/pr_workflow.rst:547 msgid "" "You can also delete the remote branch from the GitHub PR itself, a button " "should appear once it has been merged or closed." -msgstr "您还可以从GitHub PR本身删除远程分支,一旦合并或关闭它就会出现一个按钮." +msgstr "您还可以从GitHub PR本身删除远程分支, 一旦合并或关闭它就会出现一个按钮." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/testing_pull_requests.po index 83d3d3c1b1..478a5fbbcb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/community/contributing/testing_pull_requests.rst:4 -#, fuzzy msgid "Testing pull requests" -msgstr "发出拉取请求" +msgstr "测试拉取请求" #: ../../docs/community/contributing/testing_pull_requests.rst:6 msgid "" @@ -28,6 +27,8 @@ msgid "" "with engine development, you may be asked to test those pull requests with a " "Godot build that includes code from the pull request in question." msgstr "" +"许多人正在GitHub上开发新功能或修复错误。为了帮助引擎开发,你可能会被要求用" +"Godot构建来测试这些拉取请求,该构建包括有关拉取请求中的代码。" #: ../../docs/community/contributing/testing_pull_requests.rst:10 msgid "" @@ -35,10 +36,13 @@ msgid "" "godot/pulls>`__ have continuous builds available. These builds let you try " "out pull requests without having to compile anything from source." msgstr "" +"感谢GitHub Actions,所有的 `拉取请求pull requests <https://github.com/" +"godotengine/godot/pulls>`__ 都有持续构建。这些构建可以让你尝试拉取请求,而不" +"需要从源代码编译任何东西。" #: ../../docs/community/contributing/testing_pull_requests.rst:15 msgid "Downloading a compiled build" -msgstr "" +msgstr "下载编译后的版本" #: ../../docs/community/contributing/testing_pull_requests.rst:17 msgid "" @@ -46,6 +50,8 @@ msgid "" "in users may download builds directly from GitHub Actions, the procedure " "varies depending on whether you have a GitHub account or not." msgstr "" +"你可以从GitHub Actions中下载拉取请求构建。由于只有已登录的用户可以直接从" +"GitHub Actions下载构建,因此根据你是否有GitHub账户,程序会有所不同。" #: ../../docs/community/contributing/testing_pull_requests.rst:23 msgid "" @@ -54,16 +60,19 @@ msgid "" "request locally, you can :ref:`compile the pull request branch from source " "<doc_testing_pull_requests_compile>` instead." msgstr "" +"由于GitHub Actions的限制,构建只在拉取请求最后更新后的90天内可用。如果你仍然" +"希望在本地尝试拉取请求,你可以 :ref:`从源代码编译拉取请求 " +"<doc_testing_pull_requests_compile>` 分支来代替。" #: ../../docs/community/contributing/testing_pull_requests.rst:30 msgid "If you have a GitHub account" -msgstr "" +msgstr "如果你有一个GitHub账户" #: ../../docs/community/contributing/testing_pull_requests.rst:32 msgid "" "Open the pull request page. Click the **Checks** tab near the top of the " "page:" -msgstr "" +msgstr "打开拉取请求页面。点击页面顶部附近的 **检查Checks** 标签:" #: ../../docs/community/contributing/testing_pull_requests.rst:36 msgid "" @@ -71,12 +80,14 @@ msgid "" "clicking it then choose the type of build you need (editor or export " "template). If in doubt, select an editor build:" msgstr "" +"在左边出现的平台列表中,通过点击选择你的平台,然后选择你需要的构建类型,编辑" +"器或导出模板。如果有疑虑,请选择一个编辑器构建:" #: ../../docs/community/contributing/testing_pull_requests.rst:42 msgid "" "Click the **Artifacts** dropdown on the right of the page then click the " "artifact's name to download it:" -msgstr "" +msgstr "点击页面右侧的 **工件Artifacts** 下拉菜单,然后点击工件的名称来下载它:" #: ../../docs/community/contributing/testing_pull_requests.rst:47 #: ../../docs/community/contributing/testing_pull_requests.rst:79 @@ -87,10 +98,14 @@ msgid "" "request builds, it may be better to disable Windows SmartScreen or `disable " "macOS Gatekeeper <https://disable-gatekeeper.github.io/>`__ permanently." msgstr "" +"提取ZIP档案,然后运行可执行文件。注意,Windows和macOS的二进制文件是没有代码签" +"名的。这意味着你可能必须在运行可执行文件之前绕过安全警告。如果你经常测试拉取" +"请求的构建,可能最好永久地禁用Windows SmartScreen或 `禁用macOS Gatekeeper " +"<https://disable-gatekeeper.github.io/>`__ 。" #: ../../docs/community/contributing/testing_pull_requests.rst:54 msgid "If you don't have a GitHub account" -msgstr "" +msgstr "如果你没有GitHub账户" #: ../../docs/community/contributing/testing_pull_requests.rst:56 msgid "" @@ -98,13 +113,15 @@ msgid "" "the third-party `nightly.link <https://nightly.link>`__ service to generate " "a universal download link." msgstr "" +"如果你没有GitHub账户,也无法注册,你可以使用第三方的 `nightly.link <https://" +"nightly.link>`__ 服务来生成一个通用的下载链接。" #: ../../docs/community/contributing/testing_pull_requests.rst:60 #: ../../docs/community/contributing/testing_pull_requests.rst:94 msgid "" "Open the pull request page. Click the *fork*'s branch name near the top of " "the page:" -msgstr "" +msgstr "打开拉取请求页面。点击页面顶部附近的 *fork* 分支名称:" #: ../../docs/community/contributing/testing_pull_requests.rst:64 msgid "" @@ -114,6 +131,10 @@ msgid "" "wish to download artifacts for. *After* clicking on the file (which opens " "the file view), copy the page URL from your browser's address bar." msgstr "" +"现在你在fork的分支页面上,点击文件列表顶部的 ``.github`` 文件夹。然后,点击 " +"``工作流workflows`` 文件夹(位于 ``.github`` 文件夹内)。点击你想下载工件的平" +"台的工作流程文件。在点击文件(打开文件视图)之 *后 * ,从浏览器的地址栏复制页" +"面URL。" #: ../../docs/community/contributing/testing_pull_requests.rst:69 msgid "" @@ -123,14 +144,17 @@ msgid "" "links** on the right. If the the format of the URL you pasted is correct, " "you should be presented with a page like this:" msgstr "" +"打开 `nightly.link <https://nightly.link>`__ 网站,将刚才复制的URL粘贴到位于 " +"**粘贴GitHub链接,获得nightly.link! ** 标题下的文本字段。粘贴完URL后,点击右" +"侧的 **获取链接 ** 。如果你粘贴的URL格式正确,你应该看到一个像这样的页面:" #: ../../docs/community/contributing/testing_pull_requests.rst:77 msgid "Click the URL of the artifact you wish to download." -msgstr "" +msgstr "点击你想下载的工件的URL。" #: ../../docs/community/contributing/testing_pull_requests.rst:88 msgid "Compiling a pull request branch from source" -msgstr "" +msgstr "从源编译拉取请求分支" #: ../../docs/community/contributing/testing_pull_requests.rst:90 msgid "" @@ -138,15 +162,21 @@ msgid "" "than 90 days ago, or to test on platforms and configurations that are not " "supported by Godot's GitHub Actions setup." msgstr "" +"对于最后一次更新超过90天的拉取请求,或者在Godot的GitHub Actions设置不支持的平" +"台和配置上进行测试,可能需要采用这种方法。" #: ../../docs/community/contributing/testing_pull_requests.rst:98 msgid "" "Now that you are on the fork's branch page, click the green **Code** button " "on the right of the page then choose **Download ZIP** in the dropdown:" msgstr "" +"现在你在fork的分支页面上,点击页面右侧的绿色 **Code** 按钮,然后在下拉菜单中" +"选择 **下载ZIP** :" #: ../../docs/community/contributing/testing_pull_requests.rst:103 msgid "" "Extract the ZIP archive and follow the :ref:`compiling <toc-devel-" "compiling>` instructions for your operating system." msgstr "" +"提取ZIP压缩包,并按照你的操作系统的 :ref:`编译compiling <toc-devel-" +"compiling>` 说明。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 2a2f0130f3..3b5580010e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,9 +36,9 @@ msgid "" "This reference is essential for anyone learning the engine: it is available " "both online and in the engine." msgstr "" -"Godot提供了许多节点和单例来帮助您开发游戏.每个节点都是一个类,记录在 :ref:`类" -"参考手册 <toc-class-ref>` 中.这个参考手册对于任何学习该引擎的人来说都是必不可" -"少的:它既可以在线也可以在引擎中使用." +"Godot提供了许多节点和单例来帮助您开发游戏. 每个节点都是一个类, 记录在 :ref:`" +"类参考手册 <toc-class-ref>` 中. 这个参考手册对于任何学习该引擎的人来说都是必" +"不可少的: 它既可以在线也可以在引擎中使用." #: ../../docs/community/contributing/updating_the_class_reference.rst:13 msgid "" @@ -47,9 +47,9 @@ msgid "" "write the entire reference on their own. Godot needs you, and all of us, to " "contribute." msgstr "" -"但参考手册尚未完善.有些方法、变量和信号缺乏描述.其他则随着最新版本进行了更改," -"需要更新.开发人员不能自己编写整个参考手册.Godot需要您和我们所有人为此做出贡" -"献." +"但参考手册尚未完善. 有些方法, 变量和信号缺乏描述. 其他则随着最新版本进行了更" +"改, 需要更新. 开发人员不能自己编写整个参考手册.Godot需要您和我们所有人为此做" +"出贡献." #: ../../docs/community/contributing/updating_the_class_reference.rst:16 msgid "" @@ -58,8 +58,8 @@ msgid "" "comment in an existing one) to let others know so they don't start working " "on the same thing too." msgstr "" -"**重要:** 如果您打算进行较大的更改或做出更大的贡献,通常最好创建一个问题(或在" -"现有问题中发表评论),让其他人知道,以便他们不会也开始从事同一件事." +"**重要:** 如果您打算进行较大的更改或做出更大的贡献, 通常最好创建一个问题(或在" +"现有问题中发表评论), 让其他人知道, 以便他们不会也开始从事同一件事." #: ../../docs/community/contributing/updating_the_class_reference.rst:21 msgid "" @@ -67,7 +67,7 @@ msgid "" "reference completion status `here <https://godotengine.github.io/doc-status/" ">`__." msgstr "" -"不知道从哪里开始作出贡献? 来看看目前的类基准的完成状态 `在这里,<https://" +"不知道从哪里开始作出贡献? 来看看目前的类基准的完成状态 ` 在这里, <https://" "godotengine.github.io/doc-status/>`__ ." #: ../../docs/community/contributing/updating_the_class_reference.rst:25 @@ -89,7 +89,7 @@ msgstr "有5个步骤来更新类参考手册(接下来会谈到完整指南):" #: ../../docs/community/contributing/updating_the_class_reference.rst:31 msgid "Fork `Godot's repository <https://github.com/godotengine/godot>`_" -msgstr "分叉 `Godot存储库 <https://github.com/godotengine/godot>`_" +msgstr "分叉 `Godot 存储库 <https://github.com/godotengine/godot>`_" #: ../../docs/community/contributing/updating_the_class_reference.rst:32 msgid "Clone your fork on your computer" @@ -114,8 +114,8 @@ msgid "" "hosted in the `godot-docs <https://github.com/godotengine/godot-docs>`_ " "repository." msgstr "" -"总是使用这些XML文件来编辑API参考手册.不要编辑托管在 `godot-docs <https://" -"github.com/godotengine/godot-docs>`_ 存储库中,在 :ref:`在线文档 <toc-class-" +"总是使用这些XML文件来编辑API参考手册. 不要编辑托管在 `godot-docs <https://" +"github.com/godotengine/godot-docs>`_ 存储库中, 在 :ref:`在线文档 <toc-class-" "ref>` 中生成的.rst文件." #: ../../docs/community/contributing/updating_the_class_reference.rst:40 @@ -126,7 +126,7 @@ msgstr "开始使用GitHub" msgid "" "If you're new to Git and GitHub, this guide will help you get started. " "You'll learn to:" -msgstr "如果你是Git和GitHub的新手,本指南将帮助你入门.你将学会:" +msgstr "如果你是Git和GitHub的新手, 本指南将帮助你入门. 你将学会:" #: ../../docs/community/contributing/updating_the_class_reference.rst:44 msgid "Fork and clone Godot's repository" @@ -138,7 +138,7 @@ msgstr "保持分叉与其他贡献者同步" #: ../../docs/community/contributing/updating_the_class_reference.rst:46 msgid "Create a pull request so your improvements end in the official docs" -msgstr "创建拉取请求,以便您的改进最终在官方文档中" +msgstr "创建拉取请求, 以便您的改进最终在官方文档中" #: ../../docs/community/contributing/updating_the_class_reference.rst:48 msgid "" @@ -146,9 +146,9 @@ msgid "" "`GitHub's interactive guide <https://try.github.io/levels/1/challenges/1>`_. " "You'll learn some essential vocabulary and get a sense for the tool." msgstr "" -"如果你是Godot使用的版本控制系统Git的新手,请阅读 `GitHub's interactive guide " -"<https://try.github.io/levels/1/challenges/1>` _.你会学到一些基本的词汇,并对" -"这个工具有所了解." +"如果你是Godot使用的版本控制系统Git的新手, 请阅读 `GitHub's interactive guide " +"<https://try.github.io/levels/1/challenges/1>` _. 你会学到一些基本的词汇, 并" +"对这个工具有所了解." #: ../../docs/community/contributing/updating_the_class_reference.rst:51 msgid "Fork Godot" @@ -168,16 +168,16 @@ msgid "" "your improvements with other docs writers. It's also easier to clean up your " "repository if you run into any issues with Git." msgstr "" -"创建一个新的分支来进行你的修改.这使得你的改进与其他文档编写者的同步变得更加容" -"易.如果你遇到任何关于Git的问题,也更容易清理你的仓库." +"创建一个新的分支来进行你的修改. 这使得你的改进与其他文档编写者的同步变得更加" +"容易. 如果你遇到任何关于Git的问题, 也更容易清理你的仓库." #: ../../docs/community/contributing/updating_the_class_reference.rst:67 msgid "" "The new branch is the same as your master branch, until you start to write " "API docs. In the ``doc/`` folder, you'll find the class reference." msgstr "" -"在您开始编写API文档之前,新分支与主分支相同.在 ``doc /`` 文件夹中,您将找到类参" -"考手册." +"在您开始编写API文档之前, 新分支与主分支相同. 在 ``doc /`` 文件夹中, 您将找到" +"类参考手册." #: ../../docs/community/contributing/updating_the_class_reference.rst:70 msgid "How to keep your local clone up-to-date" @@ -189,15 +189,15 @@ msgid "" "will fall behind it, and you'll have to synchronize it. Especially if other " "contributors update the class reference while you work on it." msgstr "" -"其他编写者为Godot的文档做出了贡献.您的本地存储库将落后于它,您将不得不同步它." -"特别是如果其他贡献者在您处理它时更新类参考手册." +"其他编写者为Godot的文档做出了贡献. 您的本地存储库将落后于它, 您将不得不同步" +"它. 特别是如果其他贡献者在您处理它时更新类参考手册." #: ../../docs/community/contributing/updating_the_class_reference.rst:74 msgid "" "First add an ``upstream`` git *remote* to work with. Remotes are links to " "online repositories you can download new files from." msgstr "" -"首先添加一个 ``upstream`` git *remote* 来使用.远程数据库是您可以从在线存储库" +"首先添加一个 ``upstream`` git *remote* 来使用. 远程数据库是您可以从在线存储库" "中下载新文件的链接." #: ../../docs/community/contributing/updating_the_class_reference.rst:80 @@ -216,21 +216,21 @@ msgstr "" msgid "" "Each time you want to sync your branch to the state of the upstream " "repository, enter:" -msgstr "每次要将分支同步到上游存储库的状态时,请输入:" +msgstr "每次要将分支同步到上游存储库的状态时, 请输入:" #: ../../docs/community/contributing/updating_the_class_reference.rst:102 msgid "" "This command will first ``fetch``, or download the latest version of the " "Godot repository. Then, it will reapply your local changes on top." msgstr "" -"此命令将首先 ``获取(fetch)``,或下载最新版本的Godot存储库.然后,它将重新应用您" -"的本地更改." +"此命令将首先 ``获取(fetch)``, 或下载最新版本的Godot存储库. 然后, 它将重新应用" +"您的本地更改." #: ../../docs/community/contributing/updating_the_class_reference.rst:104 msgid "" "If you made changes you don't want to keep in your local branch, use the " "following commands instead:" -msgstr "如果您进行了更改,且不希望保留在本地分支中,则请使用以下命令:" +msgstr "如果您进行了更改, 且不希望保留在本地分支中, 则请使用以下命令:" #: ../../docs/community/contributing/updating_the_class_reference.rst:111 msgid "" @@ -238,15 +238,15 @@ msgid "" "``upstream master`` branch. It will discard all local changes. Make sure to " "only run this *before* you make important changes." msgstr "" -"**警告:** 上述命令会将分支重置为 ``upstream master`` 分支的状态.它将丢弃所有" -"本地更改.确保仅在进行重要更改 *之前* 运行此命令 ." +"**警告:** 上述命令会将分支重置为 ``upstream master`` 分支的状态. 它将丢弃所有" +"本地更改. 确保仅在进行重要更改 *之前* 运行此命令." #: ../../docs/community/contributing/updating_the_class_reference.rst:113 msgid "" "Another option is to delete the branch you're working on, synchronize the " "master branch with the Godot repository, and create a new branch:" msgstr "" -"另一个办法是删除你正在工作的分支,将主分支与Godot仓库同步,然后创建一个新的分" +"另一个办法是删除你正在工作的分支, 将主分支与Godot仓库同步, 然后创建一个新的分" "支:" #: ../../docs/community/contributing/updating_the_class_reference.rst:122 @@ -255,8 +255,8 @@ msgid "" "freenode.net/?channels=#godotengine>`_ and ask for help. Experienced Git " "users will give you a hand." msgstr "" -"如果你现在感到迷茫,请到我们的 `IRC channels <https://webchat.freenode.net/?" -"channels=#godotengine>` _ 来寻求帮助.有经验的Git用户会给你提供帮助的." +"如果你现在感到迷茫, 请到我们的 `IRC channels <https://webchat.freenode.net/?" +"channels=#godotengine>` _ 来寻求帮助. 有经验的Git用户会给你提供帮助的." #: ../../docs/community/contributing/updating_the_class_reference.rst:125 msgid "Updating the documentation template" @@ -270,9 +270,9 @@ msgid "" "`doc_introduction_to_the_buildsystem` page), and then run the following " "command (assuming 64-bit Linux):" msgstr "" -"在源代码中修改类时,文档模板可能会过时.为了确保您正在编辑最新版本,首先需要编译" -"Godot(您可以按照 :ref:`doc_introduction_to_the_buildsystem` 页面),然后运行以" -"下命令(假设64位Linux):" +"在源代码中修改类时, 文档模板可能会过时. 为了确保您正在编辑最新版本, 首先需要" +"编译Godot(您可以按照 :ref:`doc_introduction_to_the_buildsystem` 页面), 然后运" +"行以下命令(假设64位Linux):" #: ../../docs/community/contributing/updating_the_class_reference.rst:133 msgid "" @@ -282,9 +282,9 @@ msgid "" "to document, please commit those changes first before starting to edit the " "template:" msgstr "" -"这样,doc/classes中的XML文件应该是最新的,符合当前Godot引擎的特性.然后你可以用 " -"``git diff`` 命令检查哪些地方有变化.如果除了你打算记录的类之外,其他类也有变" -"化,请在开始编辑模板之前先提交这些变化:" +"这样,doc/classes中的XML文件应该是最新的, 符合当前Godot引擎的特性. 然后你可以" +"用 ``git diff`` 命令检查哪些地方有变化. 如果除了你打算记录的类之外, 其他类也" +"有变化, 请在开始编辑模板之前先提交这些变化:" #: ../../docs/community/contributing/updating_the_class_reference.rst:140 msgid "You are now ready to edit this file to add stuff." @@ -296,7 +296,7 @@ msgid "" "forcefully need to go through these steps (unless you know that the class " "you plan to edit *has* been modified recently)." msgstr "" -"**注意:** 如果最近已由其他撰稿人完成,则您不必强行执行这些步骤(除非您知道您计" +"**注意:** 如果最近已由其他撰稿人完成, 则您不必强行执行这些步骤(除非您知道您计" "划编辑的类最近 *已* 被修改过)." #: ../../docs/community/contributing/updating_the_class_reference.rst:145 @@ -307,13 +307,13 @@ msgstr "推送并请求拉取您的更改" msgid "" "Once your modifications are finished, push your changes on your GitHub " "repository:" -msgstr "完成修改后,在GitHub存储库上推送您的更改:" +msgstr "完成修改后, 在GitHub存储库上推送您的更改:" #: ../../docs/community/contributing/updating_the_class_reference.rst:156 msgid "" "When it's done, you can ask for a Pull Request via the GitHub UI of your " "Godot fork." -msgstr "完成后,您可以通过Godot分叉的GitHub UI请求拉取请求." +msgstr "完成后, 您可以通过Godot分叉的GitHub UI请求拉取请求." #: ../../docs/community/contributing/updating_the_class_reference.rst:160 msgid "" @@ -326,18 +326,18 @@ msgid "" "version of the repository cleanly. Also, it's harder to keep clean indents " "from GitHub. And they're very important in the docs." msgstr "" -"虽然你可以在GitHub上编辑文件,但不建议这样做.由于数以百计的贡献者在Godot上工" -"作,Git历史必须保持干净.每次提交都应该捆绑所有你对类参考的相关改进,一个新的功" -"能,错误修复......当你从GitHub编辑时,每次你想保存时,它都会创建一个新的分支和一" -"个Pull Request.如果过了几天你的修改才得到审查,你就不能干净利落地更新到最新版" -"本的仓库.另外,要从GitHub上保持干净的缩进也比较困难.而它们对于文档是非常重要" -"的." +"虽然你可以在GitHub上编辑文件, 但不建议这样做. 由于数以百计的贡献者在Godot上工" +"作,Git历史必须保持干净. 每次提交都应该捆绑所有你对类参考的相关改进, 一个新的" +"功能, 错误修复...... 当你从GitHub编辑时, 每次你想保存时, 它都会创建一个新的分" +"支和一个Pull Request. 如果过了几天你的修改才得到审查, 你就不能干净利落地更新" +"到最新版本的仓库. 另外, 要从GitHub上保持干净的缩进也比较困难. 而它们对于文档" +"是非常重要的." #: ../../docs/community/contributing/updating_the_class_reference.rst:162 msgid "" "TL;DR: If you don't know what you're doing exactly, do not edit files from " "GitHub." -msgstr "总结:如果您不知道自己在做什么,请不要编辑GitHub中的文件." +msgstr "总结: 如果您不知道自己在做什么, 请不要编辑GitHub中的文件." #: ../../docs/community/contributing/updating_the_class_reference.rst:165 msgid "How to edit class XML" @@ -350,7 +350,7 @@ msgid "" "constants and methods you'll find in the class reference. Godot generates " "and updates the XML automatically." msgstr "" -"在 ``doc/classes/`` 中编辑所选类的文件以更新类参考手册.该文件夹包含每个类的" +"在 ``doc/classes/`` 中编辑所选类的文件以更新类参考手册. 该文件夹包含每个类的" "XML文件.XML列出了您在类参考手册中找到的常量和方法.Godot自动生成并更新XML." #: ../../docs/community/contributing/updating_the_class_reference.rst:169 @@ -359,8 +359,8 @@ msgid "" "that it doesn't change the indent style: tabs for the XML, and 4 spaces " "inside BBCode-style blocks. More on that below." msgstr "" -"用你喜欢的文本编辑器编辑它.如果你使用代码编辑器,请确保它不会改变缩进样式:XML" -"使用制表符,而BBCode风格的块内使用4个空格.下面有更多这方面的内容." +"用你喜欢的文本编辑器编辑它. 如果你使用代码编辑器, 请确保它不会改变缩进样式:" +"XML使用制表符, 而BBCode风格的块内使用4个空格. 下面有更多这方面的内容." #: ../../docs/community/contributing/updating_the_class_reference.rst:171 msgid "" @@ -368,8 +368,8 @@ msgid "" "generated documentation, build Godot as described :ref:`here <toc-devel-" "compiling>`, run the editor and open the help for the page you modified." msgstr "" -"如果您需要在生成的文档中检查所做的修改是否正确,按照 :ref:`这里 <toc-devel-" -"compiling>` 的描述构建Godot,运行编辑器并打开您所修改页面的帮助." +"如果您需要在生成的文档中检查所做的修改是否正确, 按照 :ref:`这里 <toc-devel-" +"compiling>` 的描述构建Godot, 运行编辑器并打开您所修改页面的帮助." #: ../../docs/community/contributing/updating_the_class_reference.rst:174 msgid "How to write the class reference" @@ -383,9 +383,9 @@ msgid "" "constants and signals are in separate categories or XML nodes. For each, " "learn how they work in Godot's source code, and fill their <description>." msgstr "" -"每个类都有一个简述和一个长的描述.简述始终位于页面顶部,而完整描述位于方法、变" -"量和常量列表下方.方法、成员变量、常量和信号在不同的类别或XML节点中.对于以上每" -"个,了解它们如何在Godot的源代码中工作,并填写它们的 <description> ." +"每个类都有一个简述和一个长的描述. 简述始终位于页面顶部, 而完整描述位于方法, " +"变量和常量列表下方. 方法, 成员变量, 常量和信号在不同的类别或XML节点中. 对于以" +"上每个, 了解它们如何在Godot的源代码中工作, 并填写它们的 <description> ." #: ../../docs/community/contributing/updating_the_class_reference.rst:178 msgid "Our job is to add the missing text between these marks:" @@ -422,9 +422,9 @@ msgid "" "and easy to read. **Do not leave empty lines** in the descriptions: each " "line in the XML file will result in a new paragraph." msgstr "" -"用清晰简单的语言编写.始终遵循 :ref:`撰写指南 <doc_docs_writing_guidelines>` " -"以使您的描述简短易读.在描述中 **不要留下空行**:XML文件中的每一行都将生成一个" -"新段落." +"用清晰简单的语言编写. 始终遵循 :ref:`撰写指南 <doc_docs_writing_guidelines>` " +"以使您的描述简短易读. 在描述中 **不要留下空行** :XML文件中的每一行都将生成一" +"个新段落." #: ../../docs/community/contributing/updating_the_class_reference.rst:189 msgid "Here's how a class looks like in XML:" @@ -435,8 +435,8 @@ msgid "" "Use a code editor like Vim, Atom, Code, Notepad++ or anything similar to " "edit the file quickly. Use the search function to find classes fast." msgstr "" -"使用代码编辑器,如Vim、Atom、Code、Notepad ++或类似的编辑器,快速编辑文件.使用" -"搜索功能快速查找类." +"使用代码编辑器, 如Vim, Atom, Code, Notepad ++或类似的编辑器, 快速编辑文件. 使" +"用搜索功能快速查找类." #: ../../docs/community/contributing/updating_the_class_reference.rst:233 msgid "Improve formatting with BBCode style tags" @@ -447,8 +447,8 @@ msgid "" "Godot's class reference supports BBCode-like tags. They add nice formatting " "to the text. Here's the list of available tags:" msgstr "" -"Godot的类参考支持类似BBCode的标签.它们为文本添加了漂亮的格式.下面是可用标签的" -"列表:" +"Godot的类参考支持类似BBCode的标签. 它们为文本添加了漂亮的格式. 下面是可用标签" +"的列表:" #: ../../docs/community/contributing/updating_the_class_reference.rst:238 msgid "Tag" @@ -651,8 +651,8 @@ msgid "" "always use **four spaces** for indentation (the parser will delete tabs). " "Example:" msgstr "" -"对预格式化的代码块使用 ``[codeblock]``.在 ``[codeblock]`` 中,始终使用 **四个" -"空格** 进行缩进(解析器将删除制表符).例如:" +"对预格式化的代码块使用 ``[codeblock]``. 在 ``[codeblock]`` 中, 始终使用 **四" +"个空格** 进行缩进(解析器将删除制表符). 例如:" #: ../../docs/community/contributing/updating_the_class_reference.rst:275 msgid "Will display as:" @@ -662,7 +662,7 @@ msgstr "将显示为:" msgid "" "To denote important information, add a paragraph starting with \"[b]Note:[/" "b]\" at the end of the description:" -msgstr "要表示重要信息,请在描述末尾添加一段以\"[b]注:[/b]\"开头的内容:" +msgstr "要表示重要信息, 请在描述末尾添加一段以 \"[b]注:[/b]\" 开头的内容:" #: ../../docs/community/contributing/updating_the_class_reference.rst:290 msgid "" @@ -670,22 +670,23 @@ msgid "" "data if not followed carefully, add a paragraph starting with \"[b]Warning:[/" "b]\" at the end of the description:" msgstr "" -"为了表示如果不仔细遵循可能导致安全问题或数据丢失的关键信息,请在描述末尾添加一" -"段以\"[b]警告:[/b]\"开头的内容:" +"为了表示如果不仔细遵循可能导致安全问题或数据丢失的关键信息, 请在描述末尾添加" +"一段以 \"[b]警告:[/b]\" 开头的内容:" #: ../../docs/community/contributing/updating_the_class_reference.rst:298 msgid "" "For deprecated properties, add a paragraph starting with \"[i]Deprecated.[/" "i]\". Notice the use of italics instead of bold:" msgstr "" -"对于不推荐使用的属性,请添加以\"[i]deprecated.[/i]\"开头的段落.注意使用斜体代" -"替粗体:" +"对于不推荐使用的属性, 请添加以 \"[i]deprecated.[/i]\" 开头的段落. 注意使用斜" +"体代替粗体:" #: ../../docs/community/contributing/updating_the_class_reference.rst:305 msgid "" "In all the paragraphs described above, make sure the punctuation is part of " "the BBCode tags for consistency." -msgstr "在上面描述的所有段落中,确保标点符号是BBCode标签的一部分,以保持一致性." +msgstr "" +"在上面描述的所有段落中, 确保标点符号是BBCode标签的一部分, 以保持一致性." #: ../../docs/community/contributing/updating_the_class_reference.rst:309 msgid "I don't know what this method does!" @@ -695,7 +696,8 @@ msgstr "我不知道这个方法干什么用!" msgid "" "No problem. Leave it behind, and list the methods you skipped when you " "request a pull of your changes. Another writer will take care of it." -msgstr "没问题.将其留下,并在您请求提取更改时列出跳过的方法.别的编写者会处理它." +msgstr "" +"没问题. 将其留下, 并在您请求提取更改时列出跳过的方法. 别的编写者会处理它." #: ../../docs/community/contributing/updating_the_class_reference.rst:313 msgid "" @@ -703,8 +705,9 @@ msgid "" "code on GitHub. Also, if you have doubts, feel free to ask on the `Q&A " "website <https://godotengine.org/qa/>`__ and on IRC (freenode, #godotengine)." msgstr "" -"您仍然可以在GitHub上查看Godot源代码中方法的实现.此外,如果您有疑问,请随时在 `" -"问答网站 <https://godotengine.org/qa/>`__ 和IRC(freenode,#godotengine)上询问." +"您仍然可以在GitHub上查看Godot源代码中方法的实现. 此外, 如果您有疑问, 请随时" +"在 `问答网站 <https://godotengine.org/qa/>`__ 和IRC(freenode, #godotengine)上" +"询问." #: ../../docs/community/contributing/updating_the_class_reference.rst:317 msgid "Localization" @@ -733,5 +736,5 @@ msgid "" "of ReadTheDocs. Open an issue on the ``godot-docs-l10n`` repository if you " "think that a new language is complete enough to get its own instance." msgstr "" -"具有良好完成程度的语言具有自己的手册本地化实例.如果您认为新语言足够完整可以获" -"得自己的实例,请在 ``godot-docs-l10n`` 存储库中开启一个问题." +"具有良好完成程度的语言具有自己的手册本地化实例. 如果您认为新语言足够完整可以" +"获得自己的实例, 请在 ``godot-docs-l10n`` 存储库中开启一个问题." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po index 447ade4a5c..0a2577cd4a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "working *pro bono* on their free time, out of personal interest and for the " "love of creating a libre engine of exceptional quality." msgstr "" -"Godot引擎是一个非盈利、社区驱动的免费开源项目.几乎所有的开发人员(不仅包括我们" -"的首席开发人员Juan,下面还有更多人员)都在 *无偿* 利用他们的空闲时间,出于个人兴" -"趣以及对创建一个质量卓越的自由引擎的热爱." +"Godot引擎是一个非盈利, 社区驱动的免费开源项目. 几乎所有的开发人员(不仅包括我" +"们的首席开发人员Juan, 下面还有更多人员)都在 *无偿* 利用他们的空闲时间, 出于个" +"人兴趣以及对创建一个质量卓越的自由引擎的热爱." #: ../../docs/community/contributing/ways_to_contribute.rst:11 msgid "" @@ -39,9 +39,9 @@ msgid "" "such a big project, making it possible for everybody to bring something " "positive to the engine, regardless of their skill set:" msgstr "" -"这意味着要发展壮大,Godot需要尽可能多的用户通过为引擎做出贡献而参与进来.有许多" -"方法可以为这样一个大项目做出贡献,无论他们的技能是什么,每个人都可以为引擎带来" -"积极的一面:" +"这意味着要发展壮大,Godot需要尽可能多的用户通过为引擎做出贡献而参与进来. 有许" +"多方法可以为这样一个大项目做出贡献, 无论他们的技能是什么, 每个人都可以为引擎" +"带来积极的一面:" #: ../../docs/community/contributing/ways_to_contribute.rst:16 msgid "" @@ -53,10 +53,11 @@ msgid "" "the word about our great engine, which has no marketing budget and can " "therefore only rely on its community to become more mainstream." msgstr "" -"**成为社区的一份子.** 为Godot做贡献并帮助它变得更好的最佳方式就是:使用它,以及" -"在游戏的感谢名单和开始界面、博客文章、教程、视频、演示、游戏开发或自由软件事" -"件中口口相传,在Q&A、IRC、论坛、Discord等处支持它.参与进来!成为用户并宣扬它," -"有助于宣传我们的强大引擎,它没有营销预算,因此只能依靠社区使其变得更加主流." +"**成为社区的一份子.** 为Godot做贡献并帮助它变得更好的最佳方式就是: 使用它, 以" +"及在游戏的感谢名单和开始界面, 博客文章, 教程, 视频, 演示, 游戏开发或自由软件" +"事件中口口相传, 在Q&A, IRC, 论坛, Discord等处支持它. 参与进来!成为用户并宣扬" +"它, 有助于宣传我们的强大引擎, 它没有营销预算, 因此只能依靠社区使其变得更加主" +"流." #: ../../docs/community/contributing/ways_to_contribute.rst:25 msgid "" @@ -67,10 +68,11 @@ msgid "" "will draw attention to Godot. So keep working on your awesome projects, each " "new game increases our credibility on the gamedev market!" msgstr "" -"**制作游戏.** 为了说服新用户,尤其是整个行业,Godot是相关市场的一个参与者,我们" -"需要使用Godot制作出色游戏已不是什么秘密.我们知道该引擎在2D和3D游戏方面具有很" -"大的潜力,但是鉴于其年轻的年龄,我们仍然缺乏吸引人们关注Godot的重要发行版本.因" -"此,请继续从事出色的项目,每款新游戏都会提高我们在游戏开发市场上的信誉!" +"**制作游戏.** 为了说服新用户, 尤其是整个行业,Godot是相关市场的一个参与者, 我" +"们需要使用Godot制作出色游戏已不是什么秘密. 我们知道该引擎在2D和3D游戏方面具有" +"很大的潜力, 但是鉴于其年轻的年龄, 我们仍然缺乏吸引人们关注Godot的重要发行版" +"本. 因此, 请继续从事出色的项目, 每款新游戏都会提高我们在游戏开发市场上的信" +"誉!" #: ../../docs/community/contributing/ways_to_contribute.rst:32 msgid "" @@ -81,9 +83,9 @@ msgid "" "tutorials) and its translations. The following sections will cover each of " "those \"direct\" ways of contributing to the engine." msgstr "" -"**参与引擎的开发.** 这可以通过拉取请求贡献代码、测试开发快照或直接通过git " -"*master* 分支、在问题跟踪器上报告bug或建议改进、改进官方文档(包括类参考和教" -"程)及其翻译.以下各节将介绍对引擎做贡献的所有这些\"直接\"方式." +"**参与引擎的开发.** 这可以通过拉取请求贡献代码, 测试开发快照或直接通过git " +"*master* 分支, 在问题跟踪器上报告bug或建议改进, 改进官方文档(包括类参考和教" +"程)及其翻译. 以下各节将介绍对引擎做贡献的所有这些 \"直接\" 方式." #: ../../docs/community/contributing/ways_to_contribute.rst:40 msgid "" @@ -99,12 +101,12 @@ msgid "" "some money to the project, check `our website <https://godotengine.org/" "donate>`_ for details." msgstr "" -"**捐赠.** Godot是一个非盈利项目,但它可以从用户捐赠中受益. 除了服务器托管费用" -"和活动宣传材料等日常开支外,我们还会在必要时使用捐款来购买硬件(例如,使用捐款购" -"买一台Macbook Pro来开发Retina/HiDPI支持,以及和macOS相关的其他功能).最重要的" -"是,我们会使用捐款聘请全职开发引擎的核心开发人员.即使月薪不高,我们也需要稳定的" -"捐款收入才能维持,而目前为止,全职开发对项目非常有益.如果您想为该项目捐款,请访" -"问 `我们的网站 <https://godotengine.org/donate>`_ 了解详细信息." +"**捐赠.** Godot是一个非盈利项目, 但它可以从用户捐赠中受益. 除了服务器托管费用" +"和活动宣传材料等日常开支外, 我们还会在必要时使用捐款来购买硬件(例如, 使用捐款" +"购买一台Macbook Pro来开发Retina/HiDPI支持, 以及和macOS相关的其他功能). 最重要" +"的是, 我们会使用捐款聘请全职开发引擎的核心开发人员. 即使月薪不高, 我们也需要" +"稳定的捐款收入才能维持, 而目前为止, 全职开发对项目非常有益. 如果您想为该项目" +"捐款, 请访问 `我们的网站 <https://godotengine.org/donate>`_ 了解详细信息." #: ../../docs/community/contributing/ways_to_contribute.rst:54 msgid "Contributing code" @@ -118,8 +120,8 @@ msgid "" "open source software <https://en.wikipedia.org/wiki/Free_and_open-" "source_software>`_." msgstr "" -"学习、使用、修改和重新分发对引擎源代码修改的可能性是Godot的 `MIT <https://" -"tldrlegal.com/license/mit-license>`_ 许可授予您的基本权利,使其成为 `免费开源" +"学习, 使用, 修改和重新分发对引擎源代码修改的可能性是Godot的 `MIT <https://" +"tldrlegal.com/license/mit-license>`_ 许可授予您的基本权利, 使其成为 `免费开源" "软件 <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_ ." #: ../../docs/community/contributing/ways_to_contribute.rst:61 @@ -131,9 +133,9 @@ msgid "" "called \"pull request\" (PR), i.e. a proposal to directly merge one or more " "Git commits (patches) into the main development branch." msgstr "" -"因此,每个人都有权修改 `Godot的源代码 <https://github.com/godotengine/" -"godot>`_ ,并以补丁(描述预定更改的文本文件)的形式将这些修改发送回上游项目,或者" -"——用现代的工作流程——通过所谓的\"拉取请求\"(PR),直接请求将一个或多个Git " +"因此, 每个人都有权修改 `Godot 的源代码 <https://github.com/godotengine/" +"godot>`_ , 并以补丁(描述预定更改的文本文件)的形式将这些修改发送回上游项目, 或" +"者——用现代的工作流程——通过所谓的 \"拉取请求\"(PR), 直接请求将一个或多个Git " "commits(补丁)合并到主开发分支." #: ../../docs/community/contributing/ways_to_contribute.rst:68 @@ -150,10 +152,10 @@ msgid "" "in some cases it might still be relevant to keep your changes only for your " "own project, if they are too specific." msgstr "" -"您自己的代码将由其他开发人员审查和改进,并将直接在上游项目中进一步维护,因此您" -"不必在每次迁移到新版本时重新应用自己的更改.另一方面,它也是一种责任,因为您所做" -"的更改必须足够通用才能对所有用户有益,而不仅仅是对您的项目有益;因此,在某些情" -"况下,如果更改过于具体,则仅在您自己的项目中保留可能依然有用." +"您自己的代码将由其他开发人员审查和改进, 并将直接在上游项目中进一步维护, 因此" +"您不必在每次迁移到新版本时重新应用自己的更改. 另一方面, 它也是一种责任, 因为" +"您所做的更改必须足够通用才能对所有用户有益, 而不仅仅是对您的项目有益;因此, " +"在某些情况下, 如果更改过于具体, 则仅在您自己的项目中保留可能依然有用." #: ../../docs/community/contributing/ways_to_contribute.rst:78 msgid "" @@ -162,8 +164,8 @@ msgid "" "the time of this writing, more than 1000 developers have contributed code " "changes to the engine!" msgstr "" -"整个社区都会从你的工作中受益,其他贡献者也会以同样的方式,贡献对你有益的代码.在" -"写这篇文章的时候,已经有超过1000名开发者为引擎贡献了代码的修改!" +"整个社区都会从你的工作中受益, 其他贡献者也会以同样的方式, 贡献对你有益的代" +"码. 在写这篇文章的时候, 已经有超过1000名开发者为引擎贡献了代码的修改!" #: ../../docs/community/contributing/ways_to_contribute.rst:83 msgid "" @@ -172,8 +174,8 @@ msgid "" "to use in the C++ code (indentation, brackets, etc.) or the Git and PR " "workflow." msgstr "" -"为了确保良好的合作和整体质量,Godot的开发者对代码贡献实行一些规则,例如关于C+" -"+代码的风格(缩进、括号等)或Git和PR工作流程." +"为了确保良好的合作和整体质量,Godot的开发者对代码贡献实行一些规则, 例如关于C+" +"+代码的风格(缩进, 括号等)或Git和PR工作流程." #: ../../docs/community/contributing/ways_to_contribute.rst:87 msgid "" @@ -199,7 +201,7 @@ msgid "" "Details about the code style guidelines and the ``clang-format`` tool used " "to enforce them are outlined in :ref:`doc_code_style_guidelines`." msgstr "" -"有关代码样式指南和用于实施它们的 ``clang-format`` 工具的详细信息,将在 :ref:" +"有关代码样式指南和用于实施它们的 ``clang-format`` 工具的详细信息, 将在 :ref:" "`doc_code_style_guidelines` 概述." #: ../../docs/community/contributing/ways_to_contribute.rst:97 @@ -211,6 +213,10 @@ msgid "" "meantime, as it is expected that in an open source project like Godot, there " "is going to be way more contributions than people validating them." msgstr "" +"所有的拉动请求在被接受之前必须经过一个审查过程。根据修改的范围,负责引擎修改" +"部分的维护者可能需要一些时间来提供他们的审查。我们重视所有的贡献者,并希望他" +"们在此期间保持耐心,因为在像Godot这样的开源项目中,预计会有更多的贡献者来验证" +"它们。" #: ../../docs/community/contributing/ways_to_contribute.rst:104 msgid "" @@ -222,12 +228,18 @@ msgid "" "discussed with other contributors on the `Godot Contributors Chat <https://" "chat.godotengine.org/>`_." msgstr "" +"为了确保你的时间和精力不被浪费,建议在实施该想法并将其作为PR进行审查之前,先" +"对其进行审查。为此,Godot有一个`提案系统 <https://github.com/godotengine/" +"godot-proposals>`_ 。我们鼓励使用该系统来计划修改并与社区讨论。实施细节也可以" +"在 `Godot贡献者聊天 <https://chat.godotengine.org/>`_ 中与其他贡献者讨论。" #: ../../docs/community/contributing/ways_to_contribute.rst:110 msgid "" "Proposals are only required when working on an enhancement or a new feature. " "Bug reports are sufficient for fixing issues." msgstr "" +"只有在进行增强或新功能的工作时,才需要提出建议,错误报告对于修复问题已经足够" +"了。" #: ../../docs/community/contributing/ways_to_contribute.rst:114 msgid "Testing and reporting issues" @@ -240,8 +252,8 @@ msgid "" "to report issues discovered in stable releases, so that they can be fixed in " "the development branch and in future maintenance releases." msgstr "" -"对引擎做贡献的另一个好方法是测试开发版本或开发分支并报告问题.报告在稳定版本中" -"发现的问题也很有帮助,这样就可以在开发分支和未来的维护版本中修复它们." +"对引擎做贡献的另一个好方法是测试开发版本或开发分支并报告问题. 报告在稳定版本" +"中发现的问题也很有帮助, 这样就可以在开发分支和未来的维护版本中修复它们." #: ../../docs/community/contributing/ways_to_contribute.rst:122 msgid "Testing development versions" @@ -249,14 +261,14 @@ msgstr "测试开发版本" #: ../../docs/community/contributing/ways_to_contribute.rst:124 msgid "To help with the testing, you have several possibilities:" -msgstr "为了帮助进行测试,您有以下几种可能性:" +msgstr "为了帮助进行测试, 您有以下几种可能性:" #: ../../docs/community/contributing/ways_to_contribute.rst:126 msgid "" "Compile the engine from source yourself, following the instructions of the :" "ref:`Compiling <toc-devel-compiling>` page for your platform." msgstr "" -"按照针对您的平台的 :ref:`编译 <toc-devel-compiling>` 页面中的说明,自己从源代" +"按照针对您的平台的 :ref:`编译 <toc-devel-compiling>` 页面中的说明, 自己从源代" "码编译引擎." #: ../../docs/community/contributing/ways_to_contribute.rst:129 @@ -265,8 +277,8 @@ msgid "" "blog and other community platforms), such as alpha, beta and release " "candidate (RC) builds." msgstr "" -"在官方宣布预发布二进制文件时(通常在博客和其他社区平台上)测试,如alpha,beta和候" -"选(RC)构建版本." +"在官方宣布预发布二进制文件时(通常在博客和其他社区平台上)测试, 如alpha,beta和" +"候选(RC)构建版本." #: ../../docs/community/contributing/ways_to_contribute.rst:132 msgid "" @@ -275,8 +287,8 @@ msgid "" "use official binaries or to compile yourself though, to be sure about the " "provenance of your binaries." msgstr "" -"测试开发分支的 ``可信`` 非官方版本;请向社区成员询问可靠的提供商.尽可能使用官" -"方的或自己编译的二进制文件,以确保二进制文件的来源可靠." +"测试开发分支的 ``可信`` 非官方版本;请向社区成员询问可靠的提供商. 尽可能使用" +"官方的或自己编译的二进制文件, 以确保二进制文件的来源可靠." #: ../../docs/community/contributing/ways_to_contribute.rst:137 msgid "" @@ -285,8 +297,8 @@ msgid "" "especially when using some niche features of the engine which might get less " "testing by the developers." msgstr "" -"如前所述,对于可能仍然存在于稳定版本中的潜在bug,请务必留意,特别是当使用引擎的" -"某些特定功能时,开发人员可能对其测试较少." +"如前所述, 对于可能仍然存在于稳定版本中的潜在bug, 请务必留意, 特别是当使用引擎" +"的某些特定功能时, 开发人员可能对其测试较少." #: ../../docs/community/contributing/ways_to_contribute.rst:143 msgid "Filing an issue on GitHub" @@ -299,9 +311,9 @@ msgid "" "GitHub account to be able to open a new issue there, and click on the \"New " "issue\" button." msgstr "" -"Godot使用 `GitHub的问题跟踪器 <https://github.com/godotengine/godot/" -"issues>`_ 来获取错误报告和改进建议.您需要一个GitHub帐户才能在那里开启新问题," -"然后点击 ``新问题`` 按钮." +"Godot使用 `GitHub 的问题跟踪器 <https://github.com/godotengine/godot/" +"issues>`_ 来获取错误报告和改进建议. 您需要一个GitHub帐户才能在那里开启新问" +"题, 然后点击 ``新问题`` 按钮." #: ../../docs/community/contributing/ways_to_contribute.rst:149 msgid "" @@ -312,9 +324,9 @@ msgid "" "developers to then help make the diagnosis of the issue you met, so that the " "actual cause of the bug can be identified and addressed." msgstr "" -"报告错误时,请记住该过程类似于与医生预约.您注意到 *症状*,会让您认为某些内容可" -"能会有问题(引擎崩溃,某些功能无法正常工作等).错误分类小组和开发人员的职责是帮" -"助诊断您遇到的问题,以便找出并解决该错误的实际原因." +"报告错误时, 请记住该过程类似于与医生预约. 您注意到 *症状*, 会让您认为某些内容" +"可能会有问题(引擎崩溃, 某些功能无法正常工作等). 错误分类小组和开发人员的职责" +"是帮助诊断您遇到的问题, 以便找出并解决该错误的实际原因." #: ../../docs/community/contributing/ways_to_contribute.rst:156 msgid "" @@ -323,8 +335,8 @@ msgid "" "and hopefully fix it. Here are some of the most important infos that you " "should always provide:" msgstr "" -"因此,您应该始终问自己:要提供什么相关信息,以便其他Godot贡献者可以理解bug、发现" -"并希望修复该它.以下是您应始终提供的一些最重要的信息:" +"因此, 您应该始终问自己: 要提供什么相关信息, 以便其他Godot贡献者可以理解bug, " +"发现并希望修复该它. 以下是您应始终提供的一些最重要的信息:" #: ../../docs/community/contributing/ways_to_contribute.rst:161 msgid "" @@ -333,8 +345,8 @@ msgid "" "bugs related to OS interfaces, such as file management, input, window " "management, audio, etc." msgstr "" -"**操作系统.** 有时错误是系统特定的,即它们仅在Windows上,或仅在Linux上发生.这对" -"于与OS接口(如文件管理、输入、窗口管理、音频等)相关的所有bug尤其相关." +"**操作系统.** 有时错误是系统特定的, 即它们仅在Windows上, 或仅在Linux上发生. " +"这对于与OS接口(如文件管理, 输入, 窗口管理, 音频等)相关的所有bug尤其相关." #: ../../docs/community/contributing/ways_to_contribute.rst:166 msgid "" @@ -342,8 +354,8 @@ msgid "" "certain processors, graphic cards, etc. If you are able to, it can be " "helpful to include information on your hardware." msgstr "" -"**硬件.** 有时错误是特定于硬件的,即它们仅在某些处理器、显卡等硬件上发生.如果" -"可以,包含有关硬件的信息会很有帮助." +"**硬件.** 有时错误是特定于硬件的, 即它们仅在某些处理器, 显卡等硬件上发生. 如" +"果可以, 包含有关硬件的信息会很有帮助." #: ../../docs/community/contributing/ways_to_contribute.rst:170 msgid "" @@ -353,9 +365,9 @@ msgid "" "experiencing a known issue fixed in a later version, so knowing this from " "the start helps to speed up the diagnosis." msgstr "" -"**Godot版本.** 这是必须的.某些问题可能仅存在于当前稳定版本,但在开发分支中已修" -"复,或者相反. 您可能还在使用Godot的过时版本,遇到更高版本中已修复的已知问题,因" -"此从一开始就知道这一点有助于加快诊断速度." +"**Godot版本.** 这是必须的. 某些问题可能仅存在于当前稳定版本, 但在开发分支中已" +"修复, 或者相反. 您可能还在使用Godot的过时版本, 遇到更高版本中已修复的已知问" +"题, 因此从一开始就知道这一点有助于加快诊断速度." #: ../../docs/community/contributing/ways_to_contribute.rst:176 msgid "" @@ -370,12 +382,12 @@ msgid "" "of issues in the tracker, and developers can only dedicate little time to " "each issue." msgstr "" -"**如何重现bug.** 在大多数情况下,bug是可重现的,即可以通过遵循某些步骤切实地触" -"发它们. 请始终尽可能清楚地描述这些步骤,以便每个人都可以尝试重现问题并进行确" -"认.理想情况下,制作一个演示项目,可以立即重现此问题,将其压缩并将其附加到问题中" -"(您可以通过拖放操作完成此操作).即使您认为该问题很难重现,添加一个最小的项目来" -"重现该问题也是很划算.您必须记住,跟踪器中有成千上万的问题,开发人员只能花很少的" -"时间处理每个问题." +"**如何重现bug.** 在大多数情况下,bug是可重现的, 即可以通过遵循某些步骤切实地触" +"发它们. 请始终尽可能清楚地描述这些步骤, 以便每个人都可以尝试重现问题并进行确" +"认. 理想情况下, 制作一个演示项目, 可以立即重现此问题, 将其压缩并将其附加到问" +"题中(您可以通过拖放操作完成此操作). 即使您认为该问题很难重现, 添加一个最小的" +"项目来重现该问题也是很划算. 您必须记住, 跟踪器中有成千上万的问题, 开发人员只" +"能花很少的时间处理每个问题." #: ../../docs/community/contributing/ways_to_contribute.rst:187 msgid "" @@ -383,8 +395,8 @@ msgid "" "area prefilled with our issue template. Please try to follow it so that all " "issues are consistent and provide the required information." msgstr "" -"点击 ``新问题`` 按钮时,应向您显示预填充我们的问题模板的文本区域.请尝试遵循它," -"以便所有问题保持一致并提供所需信息." +"点击 ``新问题`` 按钮时, 应向您显示预填充我们的问题模板的文本区域. 请尝试遵循" +"它, 以便所有问题保持一致并提供所需信息." #: ../../docs/community/contributing/ways_to_contribute.rst:192 msgid "Contributing to the documentation" @@ -404,10 +416,10 @@ msgid "" "the `doc/base/classes.xml` in Godot's Git repository, and make a pull " "request. See :ref:`doc_updating_the_class_reference` for more details." msgstr "" -"**类参考.** 这是完整的Godot API的文档,它呈现在GDScript和其他脚本语言中.可以在" -"离线状态下,直接在Godot的代码编辑器中查阅,也可以在线查阅 :ref:`Godot API <toc-" -"class-ref>`.要对类参考做出贡献,你必须编辑Godot的Git仓库中的 `doc/base/" -"classes.xml` ,并pull request.更多细节请看 :ref:" +"**类参考.** 这是完整的Godot API的文档, 它呈现在GDScript和其他脚本语言中. 可以" +"在离线状态下, 直接在Godot的代码编辑器中查阅, 也可以在线查阅 :ref:`Godot API " +"<toc-class-ref>`. 要对类参考做出贡献, 你必须编辑Godot的Git仓库中的 `doc/base/" +"classes.xml` , 并pull request. 更多细节请看 :ref:" "`doc_updating_the_class_reference`." #: ../../docs/community/contributing/ways_to_contribute.rst:204 @@ -419,10 +431,10 @@ msgid "" "requests on the `godot-docs <https://github.com/godotengine/godot-docs>`_ " "GitHub repository. See :ref:`doc_documentation_guidelines` for more details." msgstr "" -"**教程和引擎文档及其翻译.** 这是您现在正在阅读的部分,它以HTML、PDF和EPUB格式" -"分发.它的内容是用reStructured Text(rst)格式的纯文本文件生成的,您可以通过在 " +"**教程和引擎文档及其翻译.** 这是您现在正在阅读的部分, 它以HTML, PDF和EPUB格式" +"分发. 它的内容是用reStructured Text(rst)格式的纯文本文件生成的, 您可以通过在 " "`godot-docs <https://github.com/godotengine/godot-docs>`_ GitHub存储库上拉取" -"请求来为其贡献.有关更多详细信息,参见 :ref:`doc_documentation_guidelines`." +"请求来为其贡献. 有关更多详细信息, 参见 :ref:`doc_documentation_guidelines`." #: ../../docs/community/contributing/ways_to_contribute.rst:212 msgid "Contributing translations" @@ -434,8 +446,8 @@ msgid "" "resources in their native language instead of English, our community helps " "translate both the Godot editor and its documentation in many languages." msgstr "" -"为了让每个人都能使用Godot,包括那些可能更喜欢使用母语而不是英语资源的用户,我们" -"的社区帮助把Godot编辑器和它的文档翻译成多种语言." +"为了让每个人都能使用Godot, 包括那些可能更喜欢使用母语而不是英语资源的用户, 我" +"们的社区帮助把Godot编辑器和它的文档翻译成多种语言." #: ../../docs/community/contributing/ways_to_contribute.rst:218 msgid "See :ref:`doc_editor_and_docs_localization` for more details." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po b/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po index 4ce316ce6e..0b5c6620f3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,10 +30,10 @@ msgid "" "<https://www.reddit.com/r/godot/comments/an0iq5/" "godot_tutorials_list_of_video_and_written/>`_." msgstr "" -"这是一个由Godot社区创建的第三方教程和资源列表.关于资源,请记住,官方的 `Godot资" -"产库<https://godotengine.org/asset-library/asset>`_ 有很多官方和社区的资源.另" -"外,也可以看看Reddit上的这个 `庞大的列表<https://www.reddit.com/r/godot/" -"comments/an0iq5/godot_tutorials_list_of_video_and_written/>`_ ." +"这是一个由Godot社区创建的第三方教程和资源列表. 关于资源, 请记住, 官方的 " +"`Godot 资产库 <https://godotengine.org/asset-library/asset>`_ 有很多官方和社" +"区的资源. 另外, 也可以看看Reddit上的这个 `庞大的列表 <https://www.reddit.com/" +"r/godot/comments/an0iq5/godot_tutorials_list_of_video_and_written/>`_ ." #: ../../docs/community/tutorials.rst:8 msgid "" @@ -58,17 +58,17 @@ msgid "" "gentle introduction to beginners." msgstr "" "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/" -"playlists>`_、 `Game from Scratch <https://www.youtube.com/watch?" -"v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_、以及 `KidsCanCode " +"playlists>`_, `Game from Scratch <https://www.youtube.com/watch?" +"v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_, 以及 `KidsCanCode " "<https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`_ 等视频" -"教程在社区中广为人知,通常被推荐为初学者的教学视频." +"教程在社区中广为人知, 通常被推荐为初学者的教学视频." #: ../../docs/community/tutorials.rst:15 msgid "" "If you're interested in Visual Scripting, `Emilio's tutorials <https://www." "youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ may be worth a look." msgstr "" -"如果对可视化脚本感兴趣,`Emilio的教程 <https://www.youtube.com/channel/" +"如果对可视化脚本感兴趣,`Emilio 的教程 <https://www.youtube.com/channel/" "UC9DR22-qohBDtZ74R3FxOZg>`_ 值得一看." #: ../../docs/community/tutorials.rst:17 @@ -77,15 +77,15 @@ msgid "" "and GDScript, the unofficial `Godot Tutorials <https://www.youtube.com/" "channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube channel is a good place to start." msgstr "" -"如果你对使用Godot和GDScript编程的完整介绍感兴趣,非官方的 `Godot教程<https://" -"www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube频道是一个不错的起" -"点." +"如果你对使用Godot和GDScript编程的完整介绍感兴趣, 非官方的 `Godot 教程 " +"<https://www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube频道是一" +"个不错的起点." #: ../../docs/community/tutorials.rst:19 msgid "" "Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D " "or shaders." -msgstr "下面提到的一些教程提供了更高级的教程,例如3D或着色器." +msgstr "下面提到的一些教程提供了更高级的教程, 例如3D或着色器." #: ../../docs/community/tutorials.rst:22 msgid "Video tutorials" @@ -104,7 +104,7 @@ msgid "" "`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, " "GDScript and VisualScript)." msgstr "" -"`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D、" +"`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, " "GDScript和VisualScript)." #: ../../docs/community/tutorials.rst:26 @@ -151,137 +151,125 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." +"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" +"playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D、3D、GDScript、VisualScript和C#)." +"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" +"playlists>`__ (2D and 3D, GDScript and VisualScript)." #: ../../docs/community/tutorials.rst:32 msgid "" -"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" -"playlists>`__ (2D and 3D, GDScript and VisualScript)." +"`Mister Taft Creates <https://www.youtube.com/playlist?" +"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." msgstr "" -"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" -"playlists>`__ (2D and 3D, GDScript and VisualScript)." +"`Mister Taft Creates <https://www.youtube.com/playlist?" +"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:33 msgid "" -"`Mister Taft Creates <https://www.youtube.com/playlist?" -"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." -msgstr "" -"`Mister Taft Creates <https://www.youtube.com/playlist?" -"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." - -#: ../../docs/community/tutorials.rst:34 -#, fuzzy -msgid "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)." msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" -"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)." +"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)." + +#: ../../docs/community/tutorials.rst:34 +msgid "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +msgstr "" +"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" +"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." #: ../../docs/community/tutorials.rst:35 msgid "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." msgstr "" -"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" -"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." +"`Pigdev <https://www.youtube.com/playlist?" +"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:36 msgid "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." +"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " +"GDScript and VisualScript)." msgstr "" -"`Pigdev <https://www.youtube.com/playlist?" -"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." +"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " +"GDScript and VisualScript)." #: ../../docs/community/tutorials.rst:37 msgid "" -"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " -"GDScript and VisualScript)." -msgstr "" -"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " -"GDScript and VisualScript)." - -#: ../../docs/community/tutorials.rst:38 -msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." msgstr "" "`TheBuffED <https://www.youtube.com/watch?" -"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D、GDScript)." +"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" -"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D、3D和GDScript)." +"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D, 3D和GDScript)." + +#: ../../docs/community/tutorials.rst:39 +msgid "" +"`BornCG <https://www.youtube.com/playlist?" +"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." +msgstr "" +"`BornCG <https://www.youtube.com/playlist?" +"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." #: ../../docs/community/tutorials.rst:40 msgid "" -"`BornCG <https://www.youtube.com/playlist?" -"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." +"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " +"3D, GDScript, Shaders)." msgstr "" -"`BornCG <https://www.youtube.com/playlist?" -"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)." +"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " +"3D, GDScript, Shaders)." #: ../../docs/community/tutorials.rst:41 msgid "" -"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " -"3D, GDScript, Shaders)." +"`TheGuideKnight <https://www.youtube.com/playlist?" +"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." msgstr "" -"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " -"3D, GDScript, Shaders)." +"`TheGuideKnight <https://www.youtube.com/playlist?" +"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." #: ../../docs/community/tutorials.rst:42 msgid "" -"`TheGuideKnight <https://www.youtube.com/playlist?" -"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." +"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " +"(GDScript)." msgstr "" -"`TheGuideKnight <https://www.youtube.com/playlist?" -"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)." +"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " +"(GDScript)." #: ../../docs/community/tutorials.rst:43 -msgid "" -"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " -"(GDScript)." -msgstr "" -"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " -"(GDScript)." - -#: ../../docs/community/tutorials.rst:44 -#, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." -msgstr "" -"`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" -"videos>`_ (2D, GDScript)." +msgstr "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "文字教程" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "`GDScript 网站 by Andrew Wilkes <https://gdscript.com>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "`Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "开发日志" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -289,7 +277,7 @@ msgstr "" "`Andrea Catania (物理 & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -297,22 +285,22 @@ msgstr "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "资源" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " "<https://github.com/godotengine/awesome-godot>`_" msgstr "" -"`awesome-godot:免费、自由插件、脚本和附加组件的精选清单 <https://github.com/" +"`awesome-godot: 免费, 自由插件, 脚本和附加组件的精选清单 <https://github.com/" "godotengine/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" msgstr "" -"`Zeef Godot Engine: Andre Schmitz整理的资源目录 <https://godot-engine.zeef." +"`Zeef Godot Engine: Andre Schmitz 整理的资源目录 <https://godot-engine.zeef." "com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po index ef7d14717d..8796a235ca 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "enough. Compiling the Android APK manually is mostly useful for custom " "builds or custom packages for the deployer." msgstr "" -"对于大多数情况,使用内置部署程序和导出模板就足够了.手动编译Android APK对于部署" -"程序的自定义版本或自定义程序包最有用." +"对于大多数情况, 使用内置部署程序和导出模板就足够了. 手动编译Android APK对于部" +"署程序的自定义版本或自定义程序包最有用." #: ../../docs/development/compiling/compiling_for_android.rst:15 msgid "" @@ -40,7 +40,7 @@ msgid "" "`doc_exporting_for_android` tutorial before attempting to build a custom " "export template." msgstr "" -"此外,在尝试构建自定义导出模板之前,您仍然需要按照 :ref:" +"此外, 在尝试构建自定义导出模板之前, 您仍然需要按照 :ref:" "`doc_exporting_for_android` 教程中提到的步骤进行操作." #: ../../docs/development/compiling/compiling_for_android.rst:20 @@ -49,7 +49,7 @@ msgstr "需求" #: ../../docs/development/compiling/compiling_for_android.rst:22 msgid "For compiling under Windows, Linux or macOS, the following is required:" -msgstr "要在Windows、Linux或macOS下进行编译,需要以下内容:" +msgstr "要在Windows, Linux或macOS下进行编译, 需要以下内容:" #: ../../docs/development/compiling/compiling_for_android.rst:24 msgid "`Python 3.5+ <https://www.python.org/downloads/>`_." @@ -76,11 +76,11 @@ msgid "" "On Linux, **do not use an Android SDK provided by your distribution's " "repositories as it will often be outdated**." msgstr "" -"在Linux上面,**不要使用发行版存储库提供的Android SDK,因为它通常会过时**." +"在Linux上面, **不要使用发行版存储库提供的Android SDK, 因为它通常会过时** ." #: ../../docs/development/compiling/compiling_for_android.rst:33 msgid "Gradle (will be downloaded and installed automatically if missing)." -msgstr "Gradle(如果缺少,将自动下载并安装)." +msgstr "Gradle(如果缺少, 将自动下载并安装)." #: ../../docs/development/compiling/compiling_for_android.rst:34 msgid "JDK 8 (either OpenJDK or Oracle JDK)." @@ -102,7 +102,7 @@ msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_android.rst:45 @@ -115,8 +115,8 @@ msgid "" "SDK. If you downloaded the Android command-line tools, this would be the " "folder where you extracted the contents of the ZIP archive." msgstr "" -"设置环境变量``ANDROID_SDK_ROOT``指向 Android SDK.如果你下载了Android命令行工" -"具,这将是您提取ZIP存档内容的文件夹." +"设置环境变量 ``ANDROID_SDK_ROOT`` 指向 Android SDK. 如果你下载了Android命令行" +"工具, 这将是您提取ZIP存档内容的文件夹." #: ../../docs/development/compiling/compiling_for_android.rst:51 msgid "Install the necessary SDK components in this folder:" @@ -128,14 +128,14 @@ msgid "" "``android_sdk_path`` is the path to the Android SDK, then answering all the " "prompts with ``y``:" msgstr "" -"通过运行以下命令接受SDK组件许可证,其中``android_sdk_path``是android SDK的路" -"径,然后用``y``回答所有提示:" +"通过运行以下命令接受SDK组件许可证, 其中 ``android_sdk_path`` 是android SDK的" +"路径, 然后用 ``y`` 回答所有提示:" #: ../../docs/development/compiling/compiling_for_android.rst:60 msgid "" "Complete setup by running the following command where ``android_sdk_path`` " "is the path to the Android SDK." -msgstr "运行以下命令完成安装,其中 ``android_sdk_path``是Android SDK的路径." +msgstr "运行以下命令完成安装, 其中 ``android_sdk_path`` 是Android SDK的路径." #: ../../docs/development/compiling/compiling_for_android.rst:66 msgid "" @@ -143,8 +143,8 @@ msgid "" "\"control system\", then click on **Advanced system settings** in the left " "pane, then click on **Environment variables** on the window that appears." msgstr "" -"要在Windows上设置环境变量,按 :kbd:`Windows + R`,输入 \"control system\" ,然后" -"在左侧窗格中点击 **Advanced system settings** ,然后在出现的窗口中点击 " +"要在Windows上设置环境变量, 按 :kbd:`Windows + R`, 输入 \"control system\" , " +"然后在左侧窗格中点击 **Advanced system settings** , 然后在出现的窗口中点击 " "**Environment** ." #: ../../docs/development/compiling/compiling_for_android.rst:70 @@ -153,8 +153,8 @@ msgid "" "ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` " "points to the root of the SDK directories." msgstr "" -"要在Linux或macOS上设置环境变量,使用 ``export ANDROID_SDK_ROOT=/path/to/" -"android-sdk`` ,其中 ``/path/to/android-sdk`` 指向SDK目录的根目录." +"要在Linux或macOS上设置环境变量, 使用 ``export ANDROID_SDK_ROOT=/path/to/" +"android-sdk`` , 其中 ``/path/to/android-sdk`` 指向SDK目录的根目录." #: ../../docs/development/compiling/compiling_for_android.rst:75 msgid "Building the export templates" @@ -168,20 +168,20 @@ msgid "" "starting from August 2019, the commands below will build an APK containing " "both ARMv7 and ARMv8 libraries." msgstr "" -"Godot需要两个Android导出模板:优化的\"发布\"模板(``android_release.apk``)和调" -"试模板(``android_debug.apk``). 由于Google将要求所有APK从2019年8月开始包含" -"ARMv8(64位)库,因此以下命令将构建包含ARMv7和ARMv8库的APK." +"Godot需要两个Android导出模板: 优化的 \"发布\" 模板(``android_release.apk``)和" +"调试模板(``android_debug.apk``). 由于Google将要求所有APK从2019年8月开始包含" +"ARMv8(64位)库, 因此以下命令将构建包含ARMv7和ARMv8库的APK." #: ../../docs/development/compiling/compiling_for_android.rst:83 msgid "" "Compiling the standard export templates is done by calling SCons from the " "Godot root directory with the following arguments:" -msgstr "编译标准导出模板的方法是在Godot根目录下调用SCons,参数如下:" +msgstr "编译标准导出模板的方法是在Godot根目录下调用SCons, 参数如下:" #: ../../docs/development/compiling/compiling_for_android.rst:86 msgid "" "Release template (used when exporting with **Debugging Enabled** unchecked)" -msgstr "发布模板(在导出时未选中\"启用调试\"的情况下使用)" +msgstr "发布模板(在导出时未选中 \"启用调试\" 的情况下使用)" #: ../../docs/development/compiling/compiling_for_android.rst:99 msgid "The resulting APK will be located at ``bin/android_release.apk``." @@ -189,7 +189,7 @@ msgstr "生成的APK将位于 ``bin/android_release.apk``." #: ../../docs/development/compiling/compiling_for_android.rst:101 msgid "Debug template (used when exporting with **Debugging Enabled** checked)" -msgstr "调试模板(用于在导出时选中\"启用调试\"的情况下使用)" +msgstr "调试模板(用于在导出时选中 \"启用调试\" 的情况下使用)" #: ../../docs/development/compiling/compiling_for_android.rst:114 msgid "The resulting APK will be located at ``bin/android_debug.apk``." @@ -206,9 +206,9 @@ msgid "" "``android_arch=x86_64`` arguments before building the APK with Gradle. For " "example, for the release template:" msgstr "" -"如果你还想包括对x86和x86-64设备的支持,在用Gradle构建APK之前,用 " +"如果你还想包括对x86和x86-64设备的支持, 在用Gradle构建APK之前, 用 " "``android_arch=x86`` 和 ``android_arch=x86_64`` 参数第三次和第四次运行SCons命" -"令.例如,对于发布模板:" +"令. 例如, 对于发布模板:" #: ../../docs/development/compiling/compiling_for_android.rst:137 msgid "" @@ -217,8 +217,8 @@ msgid "" "when exporting; in other words, unused platforms will be removed from the " "APK." msgstr "" -"这将创建一个适用于所有平台的胖二进制文件.导出项目的最终APK大小取决于您在导出" -"时选择支持的平台;换句话说,未使用的平台将从APK中删除." +"这将创建一个适用于所有平台的胖二进制文件. 导出项目的最终APK大小取决于您在导出" +"时选择支持的平台;换句话说, 未使用的平台将从APK中删除." #: ../../docs/development/compiling/compiling_for_android.rst:143 msgid "Cleaning the generated export templates" @@ -241,14 +241,14 @@ msgid "" "own from the same version." msgstr "" "作为Android的导出模板,Godot需根据与编辑器相同的版本/提交编译发布版和调试版" -"APK.如果您使用官方二进制文件作为编辑器,请确保安装匹配的导出模板,或者从相同版" -"本构建自己的模板." +"APK. 如果您使用官方二进制文件作为编辑器, 请确保安装匹配的导出模板, 或者从相同" +"版本构建自己的模板." #: ../../docs/development/compiling/compiling_for_android.rst:164 msgid "" "When exporting your game, Godot opens the APK, changes a few things inside " "and adds your files." -msgstr "导出游戏时,Godot将打开APK,更改其中的一些内容并添加文件." +msgstr "导出游戏时,Godot将打开APK, 更改其中的一些内容并添加文件." #: ../../docs/development/compiling/compiling_for_android.rst:168 msgid "Installing the templates" @@ -261,7 +261,7 @@ msgid "" "names. The templates folder can be located in:" msgstr "" "新编译的模板(``android_debug.apk`` 和 ``android_release.apk``)必须使用各自的" -"名称复制到Godot的模板文件夹中.模板文件夹可以位于:" +"名称复制到Godot的模板文件夹中. 模板文件夹可以位于:" #: ../../docs/development/compiling/compiling_for_android.rst:174 msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``" @@ -283,8 +283,8 @@ msgid "" "or ``3.1.dev``). You also need to write this same version string to a " "``version.txt`` file located next to your export templates." msgstr "" -"``<version>`` 的格式为 ``major.minor[.patch].status`` ,使用Godot源代码库中 " -"``version.py`` 的值(例如 ``3.0.5.stable`` 或 ``3.1.dev``).您还需要将此相同的" +"``<version>`` 的格式为 ``major.minor[.patch].status`` , 使用Godot源代码库中 " +"``version.py`` 的值(例如 ``3.0.5.stable`` 或 ``3.1.dev``). 您还需要将此相同的" "版本字符串写入到导出模板旁边的 ``version.txt`` 文件中." #: ../../docs/development/compiling/compiling_for_android.rst:185 @@ -292,8 +292,8 @@ msgid "" "However, if you are writing your custom modules or custom C++ code, you " "might instead want to configure your APKs as custom export templates here:" msgstr "" -"但是,如果要编写自定义模块或自定义C++代码,则可能需要在此处将APK配置为自定义导" -"出模板:" +"但是, 如果要编写自定义模块或自定义C++代码, 则可能需要在此处将APK配置为自定义" +"导出模板:" #: ../../docs/development/compiling/compiling_for_android.rst:191 msgid "" @@ -301,8 +301,8 @@ msgid "" "in the ``bin\\`` directory of your Godot source folder, so that the next " "time you build you will automatically have the custom templates referenced." msgstr "" -"您甚至不需要复制它们,只需引用在Godot源文件夹的 ``bin\\`` 目录中生成的文件,因" -"此下次构建时,将自动引用自定义模板." +"您甚至不需要复制它们, 只需引用在Godot源文件夹的 ``bin\\`` 目录中生成的文件, " +"因此下次构建时, 将自动引用自定义模板." #: ../../docs/development/compiling/compiling_for_android.rst:197 msgid "Troubleshooting" @@ -319,8 +319,8 @@ msgid "" "platforms. See :ref:`Setting up the buildsystem " "<doc_android_setting_up_the_buildsystem>` for more information." msgstr "" -"仔细检查你是否已经设置了 ``ANDROID_SDK_ROOT`` 环境变量.这是使平台出现在SCons" -"检测到的平台列表中的必要条件.参见 :ref:`Setting up the buildsystem " +"仔细检查你是否已经设置了 ``ANDROID_SDK_ROOT`` 环境变量. 这是使平台出现在SCons" +"检测到的平台列表中的必要条件. 参见 :ref:`Setting up the buildsystem " "<doc_android_setting_up_the_buildsystem>` 获得更多信息." #: ../../docs/development/compiling/compiling_for_android.rst:209 @@ -345,7 +345,7 @@ msgid "" "If it still fails, open a command line and run `logcat <https://developer." "android.com/studio/command-line/logcat>`_:" msgstr "" -"如果仍然失败,请打开命令行并运行 `logcat <https://developer.android.com/" +"如果仍然失败, 请打开命令行并运行 `logcat <https://developer.android.com/" "studio/command-line/logcat>`_:" #: ../../docs/development/compiling/compiling_for_android.rst:223 @@ -353,7 +353,7 @@ msgid "" "Then check the output while the application is installed; the error message " "should be presented there. Seek assistance if you can't figure it out." msgstr "" -"然后在安装应用程序时检查输出;错误消息应该在此处显示. 如果无法解决,请寻求帮" +"然后在安装应用程序时检查输出;错误消息应该在此处显示. 如果无法解决, 请寻求帮" "助." #: ../../docs/development/compiling/compiling_for_android.rst:228 @@ -364,14 +364,14 @@ msgstr "应用程序秒退" msgid "" "If the application runs but exits immediately, this might be due to one of " "the following reasons:" -msgstr "如果应用程序运行但秒退,则可能是以下原因之一:" +msgstr "如果应用程序运行但秒退, 则可能是以下原因之一:" #: ../../docs/development/compiling/compiling_for_android.rst:233 msgid "" "Make sure to use export templates that match your editor version; if you use " "a new Godot version, you *have* to update the templates too." msgstr "" -"确保使用与您的编辑器版本匹配的导出模板;如果您使用的是新版Godot,则还 *必须* " +"确保使用与您的编辑器版本匹配的导出模板;如果您使用的是新版Godot, 则还 *必须* " "更新模板." #: ../../docs/development/compiling/compiling_for_android.rst:235 @@ -379,7 +379,7 @@ msgid "" "``libgodot_android.so`` is not in ``libs/<android_arch>/`` where " "``<android_arch>`` is the device's architecture." msgstr "" -"``libgodot_android.so`` 不在 ``libs/<android_arch>/`` 中,其中 " +"``libgodot_android.so`` 不在 ``libs/<android_arch>/`` 中, 其中 " "``<android_arch>`` 是设备的架构." #: ../../docs/development/compiling/compiling_for_android.rst:237 @@ -388,8 +388,8 @@ msgid "" "templates were built for that device's architecture, and that the export " "settings included support for that architecture." msgstr "" -"设备的体系结构与导出的体系结构不匹配.确保您的模板是针对该设备的体系结构构建" -"的,并且导出设置包括对该体系结构的支持." +"设备的体系结构与导出的体系结构不匹配. 确保您的模板是针对该设备的体系结构构建" +"的, 并且导出设置包括对该体系结构的支持." #: ../../docs/development/compiling/compiling_for_android.rst:241 msgid "In any case, ``adb logcat`` should also show the cause of the error." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po index db56a1037f..c0c771f564 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,13 +26,13 @@ msgid "Requirements" msgstr "需求" #: ../../docs/development/compiling/compiling_for_ios.rst:11 -#, fuzzy msgid "" "SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or " "`MacPorts <https://www.macports.org/>`_, you should be able to run ``scons`` " "in a terminal when installed)." msgstr "" -"SCons3.0+(您可以从macports获得它,安装后应该可以在终端上运行 ``scons``)." +"SCons 3.0+(你可以通过 `Homebrew <https://brew.sh/>`_ 或 `MacPorts <https://" +"www.macports.org/>`_ 安装它,安装后你应该可以在终端运行 ``scons`` )。" #: ../../docs/development/compiling/compiling_for_ios.rst:14 msgid "" @@ -44,7 +44,7 @@ msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_ios.rst:20 @@ -53,11 +53,11 @@ msgstr "开始编译" #: ../../docs/development/compiling/compiling_for_ios.rst:22 msgid "Open a Terminal, go to the root dir of the engine source code and type:" -msgstr "打开终端,转到引擎源代码的根目录并键入:" +msgstr "打开终端, 转到引擎源代码的根目录并键入:" #: ../../docs/development/compiling/compiling_for_ios.rst:28 msgid "for a debug build, or:" -msgstr "针对调试版本,或:" +msgstr "针对调试版本, 或:" #: ../../docs/development/compiling/compiling_for_ios.rst:34 msgid "" @@ -69,7 +69,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:37 msgid "Alternatively, you can run" -msgstr "或者,您可以运行" +msgstr "或者, 您可以运行" #: ../../docs/development/compiling/compiling_for_ios.rst:43 msgid "for a Simulator executable." @@ -82,9 +82,9 @@ msgid "" "to create a bundle in which there are both 32-bit and 64-bit binaries, so " "every device will be able to run the game." msgstr "" -"对于最新的设备,当您上载到苹果商店时,苹果要求64位版本的应用程序二进制文件.提供" -"这些功能的最好方法是创建一个包,其中包含32位和64位二进制文件,这样每个设备都可" -"以运行游戏." +"对于最新的设备, 当您上载到苹果商店时, 苹果要求64位版本的应用程序二进制文件. " +"提供这些功能的最好方法是创建一个包, 其中包含32位和64位二进制文件, 这样每个设" +"备都可以运行游戏." #: ../../docs/development/compiling/compiling_for_ios.rst:48 msgid "" @@ -93,8 +93,9 @@ msgid "" "\"universal\" binary. All those steps can be performed with following " "commands:" msgstr "" -"可以分三步完成:首先编译32位版本,再编译64位版本,然后使用 ``lipo`` 命令将它们绑" -"定到一个\"通用(universal)\"二进制文件中.所有这些步骤都可以通过以下命令执行:" +"可以分三步完成: 首先编译32位版本, 再编译64位版本, 然后使用 ``lipo`` 命令将它" +"们绑定到一个 \"通用(universal)\" 二进制文件中. 所有这些步骤都可以通过以下命令" +"执行:" #: ../../docs/development/compiling/compiling_for_ios.rst:59 msgid "" @@ -102,8 +103,8 @@ msgid "" "linker errors with dependencies), you'll need to build and lipo the " "``x86_64`` architecture as well." msgstr "" -"如果您还想提供一个模拟器构建(减少具有依赖项的任何链接器错误的机会),您还需要构" -"建和 ``lipo`` ``x86_64`` 体系结构." +"如果您还想提供一个模拟器构建(减少具有依赖项的任何链接器错误的机会), 您还需要" +"构建和 ``lipo`` ``x86_64`` 体系结构." #: ../../docs/development/compiling/compiling_for_ios.rst:71 msgid "Run" @@ -114,7 +115,7 @@ msgid "" "To run on a device or simulator, follow these instructions: :ref:" "`doc_exporting_for_ios`." msgstr "" -"要在设备或模拟器上运行,请按照以下说明操作: :ref:`doc_exporting_for_ios`." +"要在设备或模拟器上运行, 请按照以下说明操作: :ref:`doc_exporting_for_ios`." #: ../../docs/development/compiling/compiling_for_ios.rst:76 msgid "" @@ -122,5 +123,5 @@ msgid "" "\"executable name\" property on Info.plist accordingly if you use an " "alternative build." msgstr "" -"将您的可执行文件替换或添加到Xcode项目,如果您使用替代版本,则相应地更改Info." +"将您的可执行文件替换或添加到Xcode项目, 如果您使用替代版本, 则相应地更改Info." "plist上的 ``可执行文件名称`` 属性." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po index 777170ed9e..ca8af2e850 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgstr "需求" #: ../../docs/development/compiling/compiling_for_osx.rst:11 msgid "For compiling under macOS, the following is required:" -msgstr "在macOS下编译时,需要以下条件:" +msgstr "在macOS下编译时, 需要以下条件:" #: ../../docs/development/compiling/compiling_for_osx.rst:13 msgid "`Python 3.5+ <https://www.python.org>`_." @@ -42,7 +42,7 @@ msgid "" "`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (or the more " "lightweight Command Line Tools for Xcode)." msgstr "" -"`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_(或更轻巧的Xcode命" +"`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (或更轻巧的Xcode命" "令行工具)." #: ../../docs/development/compiling/compiling_for_osx.rst:17 @@ -56,30 +56,29 @@ msgid "" "If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install " "SCons and yasm using the following command::" msgstr "" -"如果你安装了 `Homebrew <https://brew.sh/>`_ ,你可以使用以下命令轻松地安装" +"如果你安装了 `Homebrew <https://brew.sh/>`_ , 你可以使用以下命令轻松地安装" "SCons和yasm::" #: ../../docs/development/compiling/compiling_for_osx.rst:24 msgid "" "Installing Homebrew will also fetch the Command Line Tools for Xcode " "automatically if you don't have them already." -msgstr "如果你还没有Xcode的命令行工具,安装Homebrew也会自动获取它们." +msgstr "如果你还没有Xcode的命令行工具, 安装Homebrew也会自动获取它们." #: ../../docs/development/compiling/compiling_for_osx.rst:27 -#, fuzzy msgid "" "Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, " "you can easily install SCons and yasm using the following command::" msgstr "" -"如果你安装了 `Homebrew <https://brew.sh/>`_ ,你可以使用以下命令轻松地安装" -"SCons和yasm::" +"同样,如果你安装了 `MacPorts <https://www.macports.org/>`_ ,你可以使用以下命" +"令轻松安装SCons和yasm::" #: ../../docs/development/compiling/compiling_for_osx.rst:33 msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_osx.rst:37 @@ -88,23 +87,23 @@ msgstr "开始编译" #: ../../docs/development/compiling/compiling_for_osx.rst:39 msgid "Start a terminal, go to the root directory of the engine source code." -msgstr "启动终端,进入引擎源代码的根目录." +msgstr "启动终端, 进入引擎源代码的根目录." #: ../../docs/development/compiling/compiling_for_osx.rst:41 msgid "To compile for Intel (x86-64) powered Macs, use::" -msgstr "若要为英特尔(x86-64)架构的Mac编译,请使用:" +msgstr "若要为英特尔(x86-64)架构的Mac编译, 请使用:" #: ../../docs/development/compiling/compiling_for_osx.rst:45 msgid "To compile for Apple Silicon (ARM64) powered Macs, use::" -msgstr "要为Apple硅(ARM64)驱动的Mac编译,请使用::" +msgstr "要为Apple硅(ARM64)驱动的Mac编译, 请使用::" #: ../../docs/development/compiling/compiling_for_osx.rst:49 msgid "" "To support both architectures in a single \"Universal 2\" binary, run the " "above two commands and then use ``lipo`` to bundle them together::" msgstr "" -"要在一个 \"Universal 2 \"二进制中支持这两种架构,请运行上述两个命令,然后使用" -"``lipo``将它们捆绑在一起::" +"要在一个 \"Universal 2 \"二进制中支持这两种架构, 请运行上述两个命令, 然后使" +"用 ``lipo`` 将它们捆绑在一起::" #: ../../docs/development/compiling/compiling_for_osx.rst:53 msgid "" @@ -113,8 +112,8 @@ msgid "" "runs without any dependencies. Executing it will bring up the project " "manager." msgstr "" -"如果一切顺利,产生的二进制可执行文件将被放置在 ``bin/`` 子目录中.这个可执行文" -"件包含整个引擎,运行时没有任何依赖性.执行它将会弹出项目管理器." +"如果一切顺利, 产生的二进制可执行文件将被放置在 ``bin/`` 子目录中. 这个可执行" +"文件包含整个引擎, 运行时没有任何依赖性. 执行它将会弹出项目管理器." #: ../../docs/development/compiling/compiling_for_osx.rst:58 msgid "" @@ -122,7 +121,7 @@ msgid "" "official releases, you can enable :ref:`doc_data_paths_self_contained_mode` " "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置,你可以通过在 ``bin/" +"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置, 你可以通过在 ``bin/" "`` 文件夹中创建一个名为 ``._sc_`` 或 ``_sc_`` 的文件来启用 :ref:" "`doc_data_paths_self_contained_mode`." @@ -132,8 +131,8 @@ msgid "" "the template located in ``misc/dist/osx_tools.app``. Typically, for an " "optimized editor binary built with ``target=release_debug``::" msgstr "" -"要创建一个像官方构建的 ``.app`` 捆绑包,你需要使用位于 ``misc/dist/osx_tools." -"app`` 的模板.通常,对于用 ``target=release_debug'`` 构建的优化编辑器可执行文" +"要创建一个像官方构建的 ``.app`` 捆绑包, 你需要使用位于 ``misc/dist/osx_tools." +"app`` 的模板. 通常, 对于用 ``target=release_debug'`` 构建的优化编辑器可执行文" "件::" #: ../../docs/development/compiling/compiling_for_osx.rst:73 @@ -144,13 +143,13 @@ msgstr "编译精简和服务器构建" msgid "" "To compile a *headless* build which provides editor functionality to export " "projects in an automated manner, use::" -msgstr "要编译一个 *精简* 构建,它提供了编辑器功能,可以自动导出项目,使用::" +msgstr "要编译一个 *精简* 构建, 它提供了编辑器功能, 可以自动导出项目, 使用::" #: ../../docs/development/compiling/compiling_for_osx.rst:80 msgid "" "To compile a *server* build which is optimized to run dedicated game " "servers, use::" -msgstr "要编译一个经过优化以运行专用游戏的 *服务器* 版本,使用以下构建选项::" +msgstr "要编译一个经过优化以运行专用游戏的 *服务器* 版本, 使用以下构建选项::" #: ../../docs/development/compiling/compiling_for_osx.rst:86 msgid "Building export templates" @@ -162,6 +161,8 @@ msgid "" "editor) and respectively for ``target=release`` (release template) and " "``target=release_debug``." msgstr "" +"要建立macOS的导出模板,你必须用 ``tools=no`` (无编辑器)进行编译,并分别为 " +"``target=release`` (发布模板)和 ``target=release_debug``." #: ../../docs/development/compiling/compiling_for_osx.rst:92 msgid "" @@ -169,23 +170,24 @@ msgid "" "and ARM64 architectures. You can also create export templates that support " "only one of those two architectures by leaving out the ``lipo`` step below." msgstr "" +"官方模板是通用的二进制文件,同时支持英特尔x86_64和ARM64架构。你也可以通过省略" +"下面的 ``lipo`` 步骤,创建只支持架构中的一种的导出模板。" #: ../../docs/development/compiling/compiling_for_osx.rst:96 msgid "For Intel x86_64::" -msgstr "" +msgstr "对于英特尔 x86_64::" #: ../../docs/development/compiling/compiling_for_osx.rst:101 msgid "For ARM64 (Apple M1)::" -msgstr "" +msgstr "对于 ARM64 (Apple M1)::" #: ../../docs/development/compiling/compiling_for_osx.rst:106 -#, fuzzy msgid "" "To support both architectures in a single \"Universal 2\" binary, run the " "above two commands blocks and then use ``lipo`` to bundle them together::" msgstr "" -"要在一个 \"Universal 2 \"二进制中支持这两种架构,请运行上述两个命令,然后使用" -"``lipo``将它们捆绑在一起::" +"要在一个单一的 \"Universal 2\" 二进制文件中支持两种架构,请运行上述两个命令" +"块,然后使用 ``lipo`` 将它们捆绑在一起::" #: ../../docs/development/compiling/compiling_for_osx.rst:112 msgid "" @@ -197,12 +199,19 @@ msgid "" "otherwise replace the ``.universal`` extension with the one of your arch-" "specific binaries)::" msgstr "" +"要创建一个像官方构建的 ``.app`` 捆绑包,你需要使用位于 ``misc/dist/" +"osx_template.app`` 的模板。发布版和调试版应该放在 ``osx_template.app/" +"Contents/MacOS`` 里,名称分别为 ``godot_osx_release.64`` 和 " +"``godot_osx_debug.64`` 。你可以用下面的命令来做(假设是通用构建,否则将 ``." +"universal`` 扩展名替换为你的特定档案的二进制文件)::" #: ../../docs/development/compiling/compiling_for_osx.rst:125 msgid "" "You can then zip the ``osx_template.app`` folder to reproduce the ``osx." "zip`` template from the official Godot distribution::" msgstr "" +"然后你可以压缩 ``osx_template.app`` 文件夹来复制Godot官方发行的 ``osx.zip`` " +"模板::" #: ../../docs/development/compiling/compiling_for_osx.rst:131 msgid "Cross-compiling for macOS from Linux" @@ -216,8 +225,9 @@ msgid "" "to use macOS as a target. First, follow the instructions to install it:" msgstr "" "在Linux环境下为macOS进行编译是可行的(也许也可以在Windows中使用Windows " -"Subsystem for Linux).为此,你需要安装 `OSXCross <https://github.com/" -"tpoechtrager/osxcross>`__ ,以便能够使用macOS作为目标.首先,按照说明来安装它:" +"Subsystem for Linux). 为此, 你需要安装 `OSXCross <https://github.com/" +"tpoechtrager/osxcross>`__ , 以便能够使用macOS作为目标. 首先, 按照说明来安装" +"它:" #: ../../docs/development/compiling/compiling_for_osx.rst:138 msgid "" @@ -225,8 +235,8 @@ msgid "" "somewhere on your machine (or download a ZIP file and extract it somewhere), " "e.g.::" msgstr "" -"在你的机器上某处克隆 `OSXCross资源库<https://github.com/tpoechtrager/" -"osxcross>`__ (或者下载一个ZIP文件并解压缩),例如::" +"在你的机器上某处克隆 `OSXCross 资源库 <https://github.com/tpoechtrager/" +"osxcross>`__ (或者下载一个ZIP文件并解压缩), 例如::" #: ../../docs/development/compiling/compiling_for_osx.rst:144 msgid "" @@ -248,8 +258,8 @@ msgid "" "OSXCross installation (the same place where you cloned the repository/" "extracted the zip), e.g.::" msgstr "" -"之后,你需要将 ``OSXCROSS_ROOT`` 定义为OSXCross的安装路径(与你克隆软件库/提取" -"压缩包的地方相同),例如::" +"之后, 你需要将 ``OSXCROSS_ROOT`` 定义为OSXCross的安装路径(与你克隆软件库/提取" +"压缩包的地方相同), 例如::" #: ../../docs/development/compiling/compiling_for_osx.rst:155 msgid "Now you can compile with SCons like you normally would::" @@ -261,5 +271,5 @@ msgid "" "SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` " "argument::" msgstr "" -"如果你的OSXCross SDK版本与SCons构建系统所期望的不同,你可以用 " +"如果你的OSXCross SDK版本与SCons构建系统所期望的不同, 你可以用 " "``osxcross_sdk`` 参数指定一个自定义的版本::" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po index fed03e40bc..5e6d9a03fe 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_uwp.rst:4 msgid "Compiling for Universal Windows Platform" -msgstr "为 :abbr:`UWP(Universal Windows Platform,通用Windows平台)` 编译" +msgstr "为 :abbr:`UWP(Universal Windows Platform, 通用Windows平台)` 编译" #: ../../docs/development/compiling/compiling_for_uwp.rst:9 msgid "Requirements" @@ -34,7 +34,7 @@ msgid "" "Visual Studio 2017 or later. See :ref:`doc_compiling_for_windows` about the " "caveats of installing it and the various prompts." msgstr "" -"Visual Studio 2017或更高版本.关于安装的注意事项和各种提示,请参见 :ref:" +"Visual Studio 2017或更高版本. 关于安装的注意事项和各种提示, 请参见 :ref:" "`doc_compiling_for_windows`." #: ../../docs/development/compiling/compiling_for_uwp.rst:14 @@ -46,14 +46,14 @@ msgid "" "`ANGLE source <https://github.com/Microsoft/angle>`__. Use the ``ms_master`` " "(default) branch. Keep it in a path without spaces to avoid problems." msgstr "" -"`ANGLE source <https://github.com/Microsoft/angle>`__.使用 ``ms_master`` (默" -"认)分支.将其保存在没有空格的路径中以避免出现问题." +"`ANGLE source <https://github.com/Microsoft/angle>`__. 使用 ``ms_master`` (默" +"认)分支. 将其保存在没有空格的路径中以避免出现问题." #: ../../docs/development/compiling/compiling_for_uwp.rst:19 msgid "" "The ANGLE repo by Microsoft has been discontinued and the ``ms_master`` " "branch has been cleared out." -msgstr "微软的ANGLE repo已经停止,``ms_master``分支已经被清除." +msgstr "微软的ANGLE repo已经停止,``ms_master`` 分支已经被清除." #: ../../docs/development/compiling/compiling_for_uwp.rst:22 msgid "" @@ -61,7 +61,7 @@ msgid "" "state of the source code via commit `c61d048 <https://github.com/microsoft/" "angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__." msgstr "" -"不过,作为一个临时的变通办法,仍然可以通过提交 `c61d048 <https://github.com/" +"不过, 作为一个临时的变通办法, 仍然可以通过提交 `c61d048 <https://github.com/" "microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__ 来下载旧版" "的源代码." @@ -69,14 +69,14 @@ msgstr "" msgid "" "This page will eventually be updated in the future to reflect the new build " "instructions." -msgstr "本页最终将在未来更新,以反映新的构建说明." +msgstr "本页最终将在未来更新, 以反映新的构建说明." #: ../../docs/development/compiling/compiling_for_uwp.rst:29 msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_uwp.rst:33 @@ -89,7 +89,7 @@ msgid "" "you want to build. Check :ref:`doc_compiling_for_windows` to see how these " "prompts work." msgstr "" -"您需要为要构建的目标体系结构打开正确的Visual Studio提示符.检查 :ref:" +"您需要为要构建的目标体系结构打开正确的Visual Studio提示符. 检查 :ref:" "`doc_compiling_for_windows` 以查看这些提示是如何工作的." #: ../../docs/development/compiling/compiling_for_uwp.rst:39 @@ -98,7 +98,7 @@ msgid "" "and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with " "``x86_arm`` or ``amd64_arm`` as argument to set the environment." msgstr "" -"UWP有三种目标体系结构:x86(32位),x64(64位)和ARM(32位).对于后者,您可以使用 " +"UWP有三种目标体系结构:x86(32位),x64(64位)和ARM(32位). 对于后者, 您可以使用 " "``x86_arm`` 或 ``amd64_arm`` 作为参数运行 ``vcvarsall.bat`` 来设置环境." #: ../../docs/development/compiling/compiling_for_uwp.rst:43 @@ -107,13 +107,13 @@ msgid "" "source code. The build process will also build ANGLE to produce the required " "DLLs for the selected architecture." msgstr "" -"将 ``ANGLE_SRC_PATH`` 设置为您下载ANGLE源代码的目录.构建过程还将构建ANGLE以生" -"成所选体系结构所需的DLL." +"将 ``ANGLE_SRC_PATH`` 设置为您下载ANGLE源代码的目录. 构建过程还将构建ANGLE以" +"生成所选体系结构所需的DLL." #: ../../docs/development/compiling/compiling_for_uwp.rst:47 msgid "" "Once you're set, run the SCons command similarly to the other platforms::" -msgstr "设置完成后,与其他平台类似地运行SCons命令:" +msgstr "设置完成后, 与其他平台类似地运行SCons命令:" #: ../../docs/development/compiling/compiling_for_uwp.rst:52 msgid "Creating UWP export templates" @@ -125,14 +125,14 @@ msgid "" "You need all three architectures with ``debug`` and ``release`` templates to " "be able to export." msgstr "" -"要使用编辑器导出,您需要正确构建打包模板.您需要具有 ``debug`` 和 ``release`` " -"模板的所有三种体系结构才能导出." +"要使用编辑器导出, 您需要正确构建打包模板. 您需要具有 ``debug`` 和 " +"``release`` 模板的所有三种体系结构才能导出." #: ../../docs/development/compiling/compiling_for_uwp.rst:58 msgid "" "Open the command prompt for one architecture and run SCons twice (once for " "each target)::" -msgstr "为一种体系结构打开命令提示符,然后运行SCons两次(每个目标一次):" +msgstr "为一种体系结构打开命令提示符, 然后运行SCons两次(每个目标一次):" #: ../../docs/development/compiling/compiling_for_uwp.rst:64 msgid "Repeat for the other architectures." @@ -144,8 +144,8 @@ msgid "" "like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/" "arch)." msgstr "" -"最后您的 ``bin`` 文件夹将有 ``.exe`` 二进制文件,其名称类似于 ``godot.uwp.opt." -"debug.32.x86.exe`` (每个目标/架构的变体)." +"最后您的 ``bin`` 文件夹将有 ``.exe`` 二进制文件, 其名称类似于 ``godot.uwp." +"opt.debug.32.x86.exe`` (每个目标/架构的变体)." #: ../../docs/development/compiling/compiling_for_uwp.rst:70 msgid "" @@ -155,18 +155,18 @@ msgid "" "``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, " "putting them along with the executable." msgstr "" -"将其中一个复制到Godot源文件夹中的 ``misc/dist/uwp_template``,并将二进制文件重" -"命名为 ``godot.uwp.exe`` .从在 ``winrt/10/src/Release_%arch%`` ( ``%arch%`` " -"可以是 ``Win32``、``x64`` 或 ``ARM``)下的ANGLE源代码, 获取 ``libEGL.dll`` 和 " -"``libGLESv2.dll``,将它们与可执行文件放在一起." +"将其中一个复制到Godot源文件夹中的 ``misc/dist/uwp_template``, 并将二进制文件" +"重命名为 ``godot.uwp.exe`` . 从在 ``winrt/10/src/Release_%arch%`` ( ``%arch" +"%`` 可以是 ``Win32``, ``x64`` 或 ``ARM``)下的ANGLE源代码, 获取 ``libEGL." +"dll`` 和 ``libGLESv2.dll``, 将它们与可执行文件放在一起." #: ../../docs/development/compiling/compiling_for_uwp.rst:76 msgid "" "Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting " "Zip according to the target/architecture of the template::" msgstr "" -"将 ``uwp_template`` 文件夹中的文件添加到ZIP中.根据模板的目标/体系结构重命名生" -"成的Zip:" +"将 ``uwp_template`` 文件夹中的文件添加到ZIP中. 根据模板的目标/体系结构重命名" +"生成的Zip:" #: ../../docs/development/compiling/compiling_for_uwp.rst:86 msgid "" @@ -176,9 +176,10 @@ msgid "" "of Godot 3. If you don't want to replace the templates, you can set the " "\"Custom Package\" property in the export window." msgstr "" -"将这些模板移动到Godot设置中的路径 ``[versionstring]\\templates`` 文件夹,其中 " -"`versionstring` 是您编译导出模板针对的Godot版本——例如 ``3.0.alpha`` 针对" -"Godot 3的alpha版本.如果您不想替换模板,可以在导出窗口中设置 ``自定义包`` 属性." +"将这些模板移动到Godot设置中的路径 ``[versionstring]\\templates`` 文件夹, 其" +"中 `versionstring` 是您编译导出模板针对的Godot版本——例如 ``3.0.alpha`` 针对" +"Godot 3的alpha版本. 如果您不想替换模板, 可以在导出窗口中设置 ``自定义包`` 属" +"性." #: ../../docs/development/compiling/compiling_for_uwp.rst:93 msgid "Running UWP apps with Visual Studio" @@ -191,9 +192,9 @@ msgid "" "the easiest way if you are testing on a device such as a Windows Phone or an " "Xbox One." msgstr "" -"如果要调试UWP端口或只是在没有打包和签名的情况下运行应用程序,可以使用Visual " -"Studio部署和启动它们.如果您在Windows Phone或Xbox One等设备上进行测试,这可能是" -"最简单的方法." +"如果要调试UWP端口或只是在没有打包和签名的情况下运行应用程序, 可以使用Visual " +"Studio部署和启动它们. 如果您在Windows Phone或Xbox One等设备上进行测试, 这可能" +"是最简单的方法." #: ../../docs/development/compiling/compiling_for_uwp.rst:100 msgid "" @@ -201,7 +202,7 @@ msgid "" "``install.bat`` script file. This will install the Visual Studio project " "templates for ANGLE apps." msgstr "" -"在ANGLE源文件夹中,打开 ``templates`` 并双击 ``install.bat`` 脚本文件.这将为" +"在ANGLE源文件夹中, 打开 ``templates`` 并双击 ``install.bat`` 脚本文件. 这将为" "ANGLE应用程序安装Visual Studio项目模板." #: ../../docs/development/compiling/compiling_for_uwp.rst:104 @@ -211,9 +212,9 @@ msgid "" "also need to build it for ARM if you plan to run on a device. You can also " "use MSBuild if you're comfortable with the command line." msgstr "" -"如果还没有构建Godot,请从ANGLE源打开 ``winrt/10/src/angle.sln`` 解决方案,并将" -"其构建到 Release/Win32 目标.如果您计划在设备上运行,则可能还需要为ARM构建它.如" -"果您对命令行感到满意,也可以使用MSBuild." +"如果还没有构建Godot, 请从ANGLE源打开 ``winrt/10/src/angle.sln`` 解决方案, 并" +"将其构建到 Release/Win32 目标. 如果您计划在设备上运行, 则可能还需要为ARM构建" +"它. 如果您对命令行感到满意, 也可以使用MSBuild." #: ../../docs/development/compiling/compiling_for_uwp.rst:109 msgid "" @@ -222,7 +223,7 @@ msgid "" "Windows/Universal`` category." msgstr "" "使用\"App for OpenGL ES(Windows Universal)\"项目模板创建一个新的Windows应用程" -"序项目,该模板位于 ``Visual C++/Windows/Universal`` 类别下." +"序项目, 该模板位于 ``Visual C++/Windows/Universal`` 类别下." #: ../../docs/development/compiling/compiling_for_uwp.rst:113 msgid "" @@ -232,10 +233,10 @@ msgid "" "and in the \"Properties\" window and change the relative path from " "``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)." msgstr "" -"这是一个已经设置了ANGLE依赖项的基础项目.但是,默认情况下,它会选择通常性能较差" -"的DLL的调试版本.因此,在\"二进制\"过滤器中,单击其中的每个DLL并在\"属性\"窗口" -"中,将相对路径从 ``Debug_Win32`` 更改为 ``Release_Win32`` (或针对设备的 " -"``Release_ARM``)." +"这是一个已经设置了ANGLE依赖项的基础项目. 但是, 默认情况下, 它会选择通常性能较" +"差的DLL的调试版本. 因此, 在 \"二进制\" 过滤器中, 单击其中的每个DLL并在 \"属性" +"\" 窗口中, 将相对路径从 ``Debug_Win32`` 更改为 ``Release_Win32`` (或针对设备" +"的 ``Release_ARM``)." #: ../../docs/development/compiling/compiling_for_uwp.rst:119 msgid "" @@ -243,8 +244,9 @@ msgid "" "the Godot executable for UWP you have. In the \"Properties\" window, set " "\"Content\" to ``True`` so it's included in the project." msgstr "" -"在相同的\"二进制\"过滤器中,选择\"添加>现有项\"并指向您拥有的针对UWP的Godot可" -"执行文件.在\"属性\"窗口中,将\"内容\"设置为 ``True``,以使它包含在项目中." +"在相同的 \"二进制\" 过滤器中, 选择 \"添加>现有项\" 并指向您拥有的针对UWP的" +"Godot可执行文件. 在 \"属性\" 窗口中, 将 \"内容\" 设置为 ``True``, 以使它包含" +"在项目中." #: ../../docs/development/compiling/compiling_for_uwp.rst:123 msgid "" @@ -255,11 +257,11 @@ msgid "" "the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that the " "Godot executable is correctly called when the app starts." msgstr "" -"右键单击 ``Package.appxmanifest`` 文件并选择\"打开使用……> XML(Text)编辑器\"." -"在 ``Package/Applications/Application`` 元素中,将 ``$targetnametoken$.exe`` " +"右键单击 ``Package.appxmanifest`` 文件并选择\"打开使用……> XML(Text)编辑器\". " +"在 ``Package/Applications/Application`` 元素中, 将 ``$targetnametoken$.exe`` " "中的 ``Executable`` 属性替换为 ``godot.uwp.exe`` (或者调用您的Godot可执行文" -"件,无论它是什么).同时将 ``EntryPoint`` 属性更改为 ``GodotUWP.App`` .这将确保" -"在应用程序启动时正确调用Godot可执行文件." +"件, 无论它是什么). 同时将 ``EntryPoint`` 属性更改为 ``GodotUWP.App`` . 这将确" +"保在应用程序启动时正确调用Godot可执行文件." #: ../../docs/development/compiling/compiling_for_uwp.rst:130 msgid "" @@ -269,10 +271,10 @@ msgid "" "> Existing Item\" command and set their \"Content\" property to ``True`` so " "they're copied to the app." msgstr "" -"在Visual Studio项目文件夹中创建一个名为 ``game`` 的文件夹(*不是* 过滤器),您可" -"以在其中放置 ``data.pck`` 文件或Godot项目文件.之后,请确保使用\"添加>现有项目" -"\"命令将其全部包含在内,并将其\"内容\"属性设置为 ``True``,以便将它们复制到应用" -"程序中." +"在Visual Studio项目文件夹中创建一个名为 ``game`` 的文件夹(*不是* 过滤器), 您" +"可以在其中放置 ``data.pck`` 文件或Godot项目文件. 之后, 请确保使用 \"添加>现有" +"项目\" 命令将其全部包含在内, 并将其 \"内容\" 属性设置为 ``True``, 以便将它们" +"复制到应用程序中." #: ../../docs/development/compiling/compiling_for_uwp.rst:136 msgid "" @@ -282,9 +284,10 @@ msgid "" "by right-clicking the project (*not* the solution) in the \"Solution Explorer" "\" and selecting \"Build\"." msgstr "" -"为了简化工作流程,您可以打开\"解决方案属性\",然后在\"配置\"部分中取消选中应用" -"程序的\"构建\"选项.您仍然必须至少构建一次以生成一些所需的文件,您可以通过右键" -"单击\"解决方案资源管理器\"中的项目(*不是* 解决方案)并选择\"构建\"来实现." +"为了简化工作流程, 您可以打开 \"解决方案属性 \", 然后在\" 配置 \"部分中取消选" +"中应用程序的\" 构建 \"选项. 您仍然必须至少构建一次以生成一些所需的文件, 您可" +"以通过右键单击\" 解决方案资源管理器\"中的项目(*不是* 解决方案)并选择 \"构建" +"\" 来实现." #: ../../docs/development/compiling/compiling_for_uwp.rst:142 msgid "" @@ -292,5 +295,6 @@ msgid "" "the \"Start Without Debugging\" option from the \"Debug\" menu (or press :" "kbd:`Ctrl + F5`) to make it launch faster." msgstr "" -"现在你可以直接运行该项目,你的应用程序应该会打开.你也可以使用 \"Debug\" 菜单中" -"的 \"Start Without Debugging\" 选项(或按 :kbd:`Ctrl + F5` ),以使其更快启动." +"现在你可以直接运行该项目, 你的应用程序应该会打开. 你也可以使用 \"Debug\" 菜单" +"中的 \"Start Without Debugging\" 选项(或按 :kbd:`Ctrl + F5` ), 以使其更快启" +"动." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po index 5306249a36..dd2833da37 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,12 +27,11 @@ msgstr "需求" #: ../../docs/development/compiling/compiling_for_web.rst:11 msgid "To compile export templates for the Web, the following is required:" -msgstr "要编译Web的导出模板,需要以下内容:" +msgstr "要编译Web的导出模板, 需要以下内容:" #: ../../docs/development/compiling/compiling_for_web.rst:13 -#, fuzzy msgid "`Emscripten 1.39.9+ <https://emscripten.org>`__." -msgstr "`Emscripten 1.39.0+ <https://emscripten.org>`__." +msgstr "`Emscripten 1.39.9+ <https://emscripten.org>`__." #: ../../docs/development/compiling/compiling_for_web.rst:14 msgid "`Python 3.5+ <https://www.python.org/>`__." @@ -47,7 +46,7 @@ msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_web.rst:21 @@ -60,6 +59,9 @@ msgid "" "usually configured by the Emscripten SDK, e.g. when invoking ``emsdk " "activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." msgstr "" +"在开始之前,确认 ``emcc`` 在你的PATH中是可用的。这通常是由Emscripten SDK配置" +"的,例如在调用 ``emsdk activate`` 和 ``source ./emsdk_env.sh``/``emsdk_env." +"bat`` 时." #: ../../docs/development/compiling/compiling_for_web.rst:27 msgid "" @@ -68,8 +70,8 @@ msgid "" "``target`` as either ``release`` for a release build or ``release_debug`` " "for a debug build::" msgstr "" -"打开终端并导航到引擎源代码的根目录.然后指示SCons构建JavaScript平台.为发布版本" -"将 ``target`` 指定 ``release``,或为调试版本将 ``target`` 指定 " +"打开终端并导航到引擎源代码的根目录. 然后指示SCons构建JavaScript平台. 为发布版" +"本将 ``target`` 指定 ``release``, 或为调试版本将 ``target`` 指定 " "``release_debug``:" #: ../../docs/development/compiling/compiling_for_web.rst:34 @@ -80,8 +82,8 @@ msgid "" "``javascript_eval`` option can be used to build without the singleton::" msgstr "" "默认情况下, :ref:`JavaScript singleton <doc_javascript_eval>` 将被内置到引擎" -"中.官方导出模板也启用了JavaScript单例.由于 ``eval()`` 调用可能是一个安全问" -"题, ``javascript_eval`` 选项可以用来构建,而无需单例::" +"中. 官方导出模板也启用了JavaScript单例. 由于 ``eval()`` 调用可能是一个安全问" +"题, ``javascript_eval`` 选项可以用来构建, 而无需单例::" #: ../../docs/development/compiling/compiling_for_web.rst:42 msgid "" @@ -90,16 +92,16 @@ msgid "" "``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug." "zip`` for debug." msgstr "" -"现在,引擎将由Emscripten编译为WebAssembly.完成后,生成的文件将放在 ``bin`` 子目" -"录中.针对发布版本的名字是 ``godot.javascript.opt.zip``,或针对调试版本的是 " -"``godot.javascript.opt.debug.zip``." +"现在, 引擎将由Emscripten编译为WebAssembly. 完成后, 生成的文件将放在 ``bin`` " +"子目录中. 针对发布版本的名字是 ``godot.javascript.opt.zip``, 或针对调试版本的" +"是 ``godot.javascript.opt.debug.zip``." #: ../../docs/development/compiling/compiling_for_web.rst:47 msgid "" "Finally, rename the zip archive to ``webassembly_release.zip`` for the " "release template::" msgstr "" -"最后,将zip存档重命名为 ``webassembly_release.zip`` 以获取发布版本的模板:" +"最后, 将zip存档重命名为 ``webassembly_release.zip`` 以获取发布版本的模板:" #: ../../docs/development/compiling/compiling_for_web.rst:52 msgid "And ``webassembly_debug.zip`` for the debug template::" @@ -107,7 +109,7 @@ msgstr "调试模板的 ``webassembly_debug.zip``:" #: ../../docs/development/compiling/compiling_for_web.rst:57 msgid "Threads and GDNative" -msgstr "" +msgstr "线程和GDNative" #: ../../docs/development/compiling/compiling_for_web.rst:59 msgid "" @@ -115,40 +117,45 @@ msgid "" "performance and compatibility reasons. See the :ref:`export page " "<doc_javascript_export_options>` for more info." msgstr "" +"由于性能和兼容性的原因,默认的导出模板不包括线程和GDNative支持。参见 :ref:" +"`export page <doc_javascript_export_options>` 以获得更多信息。" #: ../../docs/development/compiling/compiling_for_web.rst:63 msgid "" "You can build the export templates using the option ``threads_enabled=yes`` " "or ``gdnative_enabled=yes`` to enable threads or GDNative support::" msgstr "" +"你可以使用选项 ``threads_enabled=yes`` 或 ``gdnative_enabled=yes`` 构建导出模" +"板,以启用线程或GDNative支持::" #: ../../docs/development/compiling/compiling_for_web.rst:72 -#, fuzzy msgid "" "Once finished, the resulting file will be placed in the ``bin`` " "subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` " "suffix." -msgstr "生成的二进制文件将被放置在 ``bin/`` 子目录中,通常使用这种命名约定:" +msgstr "" +"一旦完成, 生成的文件将被放置在 `bin` 子目录下. 其名称将有 `.threads` 或 `." +"gdnative` 后缀." #: ../../docs/development/compiling/compiling_for_web.rst:75 -#, fuzzy msgid "" "Finally, rename the zip archives to ``webassembly_release_threads.zip`` and " "``webassembly_release_gdnative.zip`` for the release template::" msgstr "" -"最后,将zip存档重命名为 ``webassembly_release.zip`` 以获取发布版本的模板:" +"最后,将压缩文件重命名为 ``webassembly_release_threads.zip`` 和 " +"``webassembly_release_gdnative.zip`` ,用于发布模板::" #: ../../docs/development/compiling/compiling_for_web.rst:81 -#, fuzzy msgid "" "And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` " "for the debug template::" -msgstr "调试模板的 ``webassembly_debug.zip``:" +msgstr "" +"与 ``webassembly_debug_threads.zip`` 和 ``webassembly_debug_gdnative.zip`` 为" +"调试模板::" #: ../../docs/development/compiling/compiling_for_web.rst:88 -#, fuzzy msgid "Building the Editor" -msgstr "内置主题编辑器." +msgstr "构建编辑器" #: ../../docs/development/compiling/compiling_for_web.rst:90 msgid "" @@ -156,6 +163,8 @@ msgid "" "the browser. The editor version requires threads support and is not " "recommended over the native build. You can build the editor with::" msgstr "" +"也可以建立一个可以在浏览器中运行的Godot编辑器版本。编辑器版本需要线程支持,不" +"推荐使用本地构建。你可以用以下方法构建编辑器::" #: ../../docs/development/compiling/compiling_for_web.rst:96 msgid "" @@ -164,9 +173,14 @@ msgid "" "You can upload the zip content to your web server and visit it with your " "browser to use the editor." msgstr "" +"一旦完成,生成的文件将被放置在 ``bin`` 子目录下。它的名字将是 ``godot." +"javascript.opt.tools.threads.zip`` 。你可以将zip内容上传到你的网络服务器上," +"然后用浏览器访问它来使用编辑器。" #: ../../docs/development/compiling/compiling_for_web.rst:100 msgid "" "Refer to the :ref:`export page <doc_javascript_export_options>` for the web " "server requirements." msgstr "" +"关于网络服务器的要求,请参考 :ref:`导出页面 " +"<doc_javascript_export_options>` 。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po index 82fefd871f..16393383bc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgstr "需求" #: ../../docs/development/compiling/compiling_for_windows.rst:11 msgid "For compiling under Windows, the following is required:" -msgstr "要在Windows下进行编译,需要以下内容:" +msgstr "要在Windows下进行编译, 需要以下内容:" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" @@ -37,8 +37,8 @@ msgid "" "the installer again.**" msgstr "" "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_ ,2017" -"或更高版本.建议使用VS 2019. **请务必阅读下面的 \"安装Visual Studio注意事项\"," -"否则你将不得不再次运行/下载安装程序.**" +"或更高版本. 建议使用VS 2019. **请务必阅读下面的 \"安装Visual Studio注意事项" +"\", 否则你将不得不再次运行/下载安装程序.**" #: ../../docs/development/compiling/compiling_for_windows.rst:17 msgid "" @@ -46,8 +46,8 @@ msgid "" "to Visual Studio. Be sure to install/configure it to use the ``posix`` " "thread model." msgstr "" -"`MinGW-w64 <http://mingw-w64.org/>`__ 与GCC可以作为Visual Studio的替代品.请确" -"保安装/配置为使用 ``posix`` 线程模型." +"`MinGW-w64 <http://mingw-w64.org/>`__ 与GCC可以作为Visual Studio的替代品. 请" +"确保安装/配置为使用 ``posix`` 线程模型." #: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "`Python 3.5+ <https://www.python.org/downloads/windows/>`_." @@ -58,8 +58,8 @@ msgid "" "`SCons 3.0 <https://www.scons.org/>`_ build system. If using Visual Studio " "2019, you need at least SCons 3.1.1." msgstr "" -"`SCons 3.0 <https://www.scons.org/>`_ 构建系统.如果使用Visual Studio 2019,你" -"至少需要SCons 3.1.1." +"`SCons 3.0 <https://www.scons.org/>`_ 构建系统. 如果使用Visual Studio 2019, " +"你至少需要SCons 3.1.1." #: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" @@ -72,29 +72,29 @@ msgid "" "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -"如果您已安装 `Scoop <https://scoop.sh/>`_,则可以使用以下命令轻松安装MinGW和其" -"他依赖项:" +"如果您已安装 `Scoop <https://scoop.sh/>`_, 则可以使用以下命令轻松安装MinGW和" +"其他依赖项:" #: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -"如果你已经安装了 `MSYS2 <https://www.msys2.org/>`_ ,你可以使用以下命令轻松安" +"如果你已经安装了 `MSYS2 <https://www.msys2.org/>`_ , 你可以使用以下命令轻松安" "装MinGW和其他依赖项::" #: ../../docs/development/compiling/compiling_for_windows.rst:37 msgid "" "For each MSYS2 MinGW subsystem, you should then run `pip install scons` in " "its shell." -msgstr "对于每个MSYS2 MinGW子系统,你应该在其shell中运行`pip install scons`." +msgstr "对于每个MSYS2 MinGW子系统, 你应该在其shell中运行`pip install scons`." #: ../../docs/development/compiling/compiling_for_windows.rst:40 msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_windows.rst:44 @@ -107,8 +107,8 @@ msgid "" "option to add Python to the ``PATH`` in the Python installer. The SCons " "installer should then detect and use the existing Python installation." msgstr "" -"首先你需要安装Python 3.5或更新的版本.确保在Python安装程序中启用将Python添加" -"到 ``PATH`` 的选项.然后SCons安装程序应该将检测并使用现有的Python安装." +"首先你需要安装Python 3.5或更新的版本. 确保在Python安装程序中启用将Python添加" +"到 ``PATH`` 的选项. 然后SCons安装程序应该将检测并使用现有的Python安装." #: ../../docs/development/compiling/compiling_for_windows.rst:51 msgid "Setting up SCons" @@ -116,7 +116,7 @@ msgstr "设置SCons" #: ../../docs/development/compiling/compiling_for_windows.rst:53 msgid "To install SCons open the command prompt and run the following command." -msgstr "要安装SCons,请打开命令提示符并运行以下命令." +msgstr "要安装SCons, 请打开命令提示符并运行以下命令." #: ../../docs/development/compiling/compiling_for_windows.rst:55 msgid "``python -m pip install scons``" @@ -128,7 +128,7 @@ msgid "" "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -"要检查是否已正确安装Python和SCons,可以在命令提示符 (``cmd.exe``) 中键入 " +"要检查是否已正确安装Python和SCons, 可以在命令提示符 (``cmd.exe``) 中键入 " "``python --version`` 和 ``scons --version``." #: ../../docs/development/compiling/compiling_for_windows.rst:61 @@ -138,9 +138,9 @@ msgid "" "running the Python installer again and enabling the option to add Python to " "the ``PATH``." msgstr "" -"如果上面的命令不起作用,请确保在安装后将Python添加到 ``PATH`` 环境变量中,然后" -"再次检查.为此,您可以再次运行Python安装程序并启用将Python添加到 ``PATH`` 的选" -"项." +"如果上面的命令不起作用, 请确保在安装后将Python添加到 ``PATH`` 环境变量中, 然" +"后再次检查. 为此, 您可以再次运行Python安装程序并启用将Python添加到 ``PATH`` " +"的选项." #: ../../docs/development/compiling/compiling_for_windows.rst:69 msgid "Installing Visual Studio caveats" @@ -151,15 +151,16 @@ msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -"如果安装Visual Studio 2017或2019,请确保启用要安装的工作流程列表中的 **C++** ." +"如果安装Visual Studio 2017或2019, 请确保启用要安装的工作流程列表中的 **C+" +"+** ." #: ../../docs/development/compiling/compiling_for_windows.rst:74 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -"如果安装Visual Studio 2015,请确保运行 **自定义** 安装而不是 **典型** 安装,然" -"后选择 **C++** 作为语言." +"如果安装Visual Studio 2015, 请确保运行 **自定义** 安装而不是 **典型** 安装, " +"然后选择 **C++** 作为语言." #: ../../docs/development/compiling/compiling_for_windows.rst:77 msgid "" @@ -168,9 +169,9 @@ msgid "" "Running the installer from *Add/Remove Programs* will only give you a " "**Repair** option, which won't let you install C++ tools." msgstr "" -"如果您已经犯了在没有C++支持的情况下安装Visual Studio的错误,请再次运行安装程" -"序;它将为您提供一个 **修改** 按钮.从 *添加/删除程序* 中运行安装程序只会给您" -"提供 **修复** 选项,而该选项将不允许您安装C++工具." +"如果您已经犯了在没有C++支持的情况下安装Visual Studio的错误, 请再次运行安装程" +"序;它将为您提供一个 **修改** 按钮. 从 *添加/删除程序* 中运行安装程序只会给您" +"提供 **修复** 选项, 而该选项将不允许您安装C++工具." #: ../../docs/development/compiling/compiling_for_windows.rst:83 msgid "Downloading Godot's source" @@ -182,14 +183,14 @@ msgid "" "godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is " "recommended." msgstr "" -"Godot的源代码位于 `GitHub <https://github.com/godotengine/godot>`_ 上.建议使" +"Godot的源代码位于 `GitHub <https://github.com/godotengine/godot>`_ 上. 建议使" "用 `Git <https://git-scm.com/>`_ 下载(克隆)." #: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." -msgstr "从现在开始,本教程将假设您将源代码放在 ``C:\\godot`` ." +msgstr "从现在开始, 本教程将假设您将源代码放在 ``C:\\godot`` ." #: ../../docs/development/compiling/compiling_for_windows.rst:93 msgid "" @@ -197,7 +198,7 @@ msgid "" "add the Godot source folder to the list of exceptions in your antivirus " "software." msgstr "" -"为了防止编译过程中由于连续病毒扫描而导致的速度减慢,请将Godot源文件夹添加到杀" +"为了防止编译过程中由于连续病毒扫描而导致的速度减慢, 请将Godot源文件夹添加到杀" "毒软件中的例外列表中." #: ../../docs/development/compiling/compiling_for_windows.rst:97 @@ -207,9 +208,9 @@ msgid "" "**Virus & threat protection setting** and scroll down to **Exclusions**. " "Click **Add or remove exclusions** then add the Godot source folder." msgstr "" -"对于Windows Defender,按 :kbd:`Windows` 键,输入\"Windows安全中心设置\" ,然后" -"按 :kbd:`Enter`.在 **病毒和威胁防护** 下,进入 **病毒和威胁防护设置** ,并向下" -"滚动至 **排除项** .单击 **添加或删除排除** 项,然后添加Godot源文件夹." +"对于Windows Defender, 按 :kbd:`Windows` 键, 输入 \"Windows安全中心设置\" , 然" +"后按 :kbd:`Enter`. 在 **病毒和威胁防护** 下, 进入 **病毒和威胁防护设置** , 并" +"向下滚动至 **排除项** . 单击 **添加或删除排除** 项, 然后添加Godot源文件夹." #: ../../docs/development/compiling/compiling_for_windows.rst:104 msgid "Compiling" @@ -228,10 +229,10 @@ msgid "" "builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd." "exe`` or PowerShell instead." msgstr "" -"SCons将自动查找并使用现有的Visual Studio安装.如果你没有安装Visual Studio,它将" -"尝试使用MinGW代替.如果你已经安装了Visual Studio并想使用MinGW,请在SCons命令行" -"中传递 ``use_mingw=yes`` .注意,MSVC的构建不能从MSYS2或MinGW的shells中进行.使" -"用 ``cmd.exe`` 或PowerShell代替." +"SCons将自动查找并使用现有的Visual Studio安装. 如果你没有安装Visual Studio, 它" +"将尝试使用MinGW代替. 如果你已经安装了Visual Studio并想使用MinGW, 请在SCons命" +"令行中传递 ``use_mingw=yes`` . 注意,MSVC的构建不能从MSYS2或MinGW的shells中进" +"行. 使用 ``cmd.exe`` 或PowerShell代替." #: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" @@ -240,9 +241,9 @@ msgid "" "can produce more optimized binaries using link-time optimization (see " "below), making it a better choice for production use." msgstr "" -"在开发过程中,通常最好使用Visual Studio编译器,因为它比MinGW更快地链接Godot二进" -"制文件.但是,MinGW可以使用链接时间优化(请参见下文)来生成更多优化的二进制文件," -"从而使其成为生产使用的更好选择." +"在开发过程中, 通常最好使用Visual Studio编译器, 因为它比MinGW更快地链接Godot二" +"进制文件. 但是,MinGW可以使用链接时间优化(请参见下文)来生成更多优化的二进制文" +"件, 从而使其成为生产使用的更好选择." #: ../../docs/development/compiling/compiling_for_windows.rst:122 msgid "Running SCons" @@ -252,7 +253,7 @@ msgstr "运行SCons" msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" -msgstr "打开命令提示符后,转到引擎源代码的根目录(使用 ``cd``),然后键入:" +msgstr "打开命令提示符后, 转到引擎源代码的根目录(使用 ``cd``), 然后键入:" #: ../../docs/development/compiling/compiling_for_windows.rst:129 msgid "You can specify a number of CPU threads to use to speed up the build::" @@ -264,15 +265,15 @@ msgid "" "have cores in your CPU, if not one or two more. Feel free to add the ``-j`` " "option to any SCons command you see below." msgstr "" -"一般来说,编译Godot的线程数至少要和你的CPU核心数一样多,甚至多一到两个也行.你可" -"以在下面看到的任何SCons命令中添加 ``-j`` 选项." +"一般来说, 编译Godot的线程数至少要和你的CPU核心数一样多, 甚至多一到两个也行. " +"你可以在下面看到的任何SCons命令中添加 ``-j`` 选项." #: ../../docs/development/compiling/compiling_for_windows.rst:137 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -"使用多个CPU线程进行编译时,SCons可能会警告pywin32丢失.您可以放心地忽略此警告." +"使用多个CPU线程进行编译时,SCons可能会警告pywin32丢失. 您可以放心地忽略此警告." #: ../../docs/development/compiling/compiling_for_windows.rst:140 msgid "" @@ -282,9 +283,9 @@ msgid "" "CPU architecture, but this can be overridden using ``bits=64`` or " "``bits=32``." msgstr "" -"如果一切顺利,生成的二进制可执行文件将被放在 ``C:\\godot\\bin\\`` 中,名称为 " -"``godot.windows.tools.32.exe``或 ``godot.windows.tools.64.exe`` .默认情况下," -"SCons将建立一个与你的CPU架构相匹配的可执行文件,但这可以用 ``bits=64`` 或 " +"如果一切顺利, 生成的二进制可执行文件将被放在 ``C:\\godot\\bin\\`` 中, 名称为 " +"``godot.windows.tools.32.exe`` 或 ``godot.windows.tools.64.exe`` . 默认情况" +"下,SCons将建立一个与你的CPU架构相匹配的可执行文件, 但这可以用 ``bits=64`` 或 " "``bits=32`` 来覆盖." #: ../../docs/development/compiling/compiling_for_windows.rst:146 @@ -292,7 +293,7 @@ msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -"该可执行文件包含整个引擎,并且运行时没有任何依赖关系.运行它会启动项目管理器." +"该可执行文件包含整个引擎, 并且运行时没有任何依赖关系. 运行它会启动项目管理器." #: ../../docs/development/compiling/compiling_for_windows.rst:149 msgid "" @@ -300,7 +301,7 @@ msgid "" "executable smaller and faster by adding the SCons option " "``target=release_debug``." msgstr "" -"如果您正在编译Godot用于生产用途,那么您可以通过添加SCons选项 " +"如果您正在编译Godot用于生产用途, 那么您可以通过添加SCons选项 " "``target=release_debug`` 来使最终的可执行文件更小更快." #: ../../docs/development/compiling/compiling_for_windows.rst:153 @@ -310,8 +311,9 @@ msgid "" "optimization is a memory-intensive process, this will require about 7 GB of " "available RAM while compiling." msgstr "" -"如果你用MinGW编译Godot,你可以通过添加SCons选项 ``use_lto=yes`` 来使二进制文件" -"更小更快.由于链接时优化是一个内存密集的过程,在编译时需要大约7GB的可用内存." +"如果你用MinGW编译Godot, 你可以通过添加SCons选项 ``use_lto=yes`` 来使二进制文" +"件更小更快. 由于链接时优化是一个内存密集的过程, 在编译时需要大约7GB的可用内" +"存." #: ../../docs/development/compiling/compiling_for_windows.rst:158 msgid "" @@ -319,7 +321,7 @@ msgid "" "official releases, you can enable :ref:`doc_data_paths_self_contained_mode` " "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置,你可以通过在 ``bin/" +"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置, 你可以通过在 ``bin/" "`` 文件夹中创建一个名为 ``._sc_`` 或 ``_sc_`` 的文件来启用 :ref:" "`doc_data_paths_self_contained_mode`." @@ -333,23 +335,23 @@ msgid "" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -"对于大多数项目,只使用脚本就足够了,但是当需要C++开发时,为了创建模块或扩展引擎," -"通常需要使用IDE." +"对于大多数项目, 只使用脚本就足够了, 但是当需要C++开发时, 为了创建模块或扩展引" +"擎, 通常需要使用IDE." #: ../../docs/development/compiling/compiling_for_windows.rst:170 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -"您可以通过使用 ``vsproj=yes`` 参数运行SCons来创建Visual Studio解决方案,如下所" -"示:" +"您可以通过使用 ``vsproj=yes`` 参数运行SCons来创建Visual Studio解决方案, 如下" +"所示:" #: ../../docs/development/compiling/compiling_for_windows.rst:175 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -"您现在可以在Visual Studio解决方案中打开Godot的源代码,并能够通过Visual Studio" +"您现在可以在Visual Studio解决方案中打开Godot的源代码, 并能够通过Visual Studio" "的 **构建** 按钮构建Godot." #: ../../docs/development/compiling/compiling_for_windows.rst:178 @@ -360,9 +362,9 @@ msgid "" "configurations (debug, release_debug, release) or architectures (Win32/x64); " "they are equivalent." msgstr "" -"如果需要编辑构建命令,它们位于\"Godot\"项目设置,NMAKE表中.在命令结束时调用" -"SCons.如果出错,请从其他构建配置(debug,release_debug,release)或体系结构" -"(Win32 / x64)中复制命令.它们是等价的." +"如果需要编辑构建命令, 它们位于 \"Godot\" 项目设置,NMAKE表中. 在命令结束时调用" +"SCons. 如果出错, 请从其他构建配置(debug,release_debug,release)或体系结构" +"(Win32 / x64)中复制命令. 它们是等价的." #: ../../docs/development/compiling/compiling_for_windows.rst:185 msgid "Cross-compiling for Windows from other operating systems" @@ -375,9 +377,9 @@ msgid "" "variants. The package names may differ based on your distribution, here are " "some known ones:" msgstr "" -"如果你是Linux或macOS用户,你需要安装 `MinGW-w64 <https://mingw-w64.org/doku." -"php>`__ ,它通常有32位和64位两种版本.包的名称可能根据你的发行版而不同,这里有一" -"些已知的包:" +"如果你是Linux或macOS用户, 你需要安装 `MinGW-w64 <https://mingw-w64.org/doku." +"php>`__ , 它通常有32位和64位两种版本. 包的名称可能根据你的发行版而不同, 这里" +"有一些已知的包:" #: ../../docs/development/compiling/compiling_for_windows.rst:193 msgid "**Arch Linux**" @@ -415,7 +417,7 @@ msgid "" "define the following environment variables to give a hint to the build " "system::" msgstr "" -"如果这些二进制文件不在 ``PATH`` 中(例如 ``/usr/bin``),则可以定义以下环境变量" +"如果这些二进制文件不在 ``PATH`` 中(例如 ``/usr/bin``), 则可以定义以下环境变量" "来提示以构建系统:" #: ../../docs/development/compiling/compiling_for_windows.rst:229 @@ -424,8 +426,8 @@ msgid "" "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -"为了确保您做的事正确,在shell中执行以下操作将导致编译器正常工作(版本输出可能因" -"您的系统而异):" +"为了确保您做的事正确, 在shell中执行以下操作将导致编译器正常工作(版本输出可能" +"因您的系统而异):" #: ../../docs/development/compiling/compiling_for_windows.rst:237 msgid "Troubleshooting" @@ -437,7 +439,7 @@ msgid "" "github.com/godotengine/godot/issues/9258>`_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -"由于默认配置不支持POSIX线程,因此从某些Ubuntu版本进行交叉编译可能会导致 `此" +"由于默认配置不支持POSIX线程, 因此从某些Ubuntu版本进行交叉编译可能会导致 `此" "bug <https://github.com/godotengine/godot/issues/9258>`_ ." #: ../../docs/development/compiling/compiling_for_windows.rst:243 @@ -457,7 +459,7 @@ msgstr "创建Windows导出模板" msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" -msgstr "Windows导出模板是通过编译不使用编辑器的Godot来创建的,带有以下标志:" +msgstr "Windows导出模板是通过编译不使用编辑器的Godot来创建的, 带有以下标志:" #: ../../docs/development/compiling/compiling_for_windows.rst:269 msgid "" @@ -465,7 +467,7 @@ msgid "" "following location, replacing ``<version>`` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -"如果计划替换标准导出模板,复制模板到以下位置,并用版本标识符(例如 ``3.1.1." +"如果计划替换标准导出模板, 复制模板到以下位置, 并用版本标识符(例如 ``3.1.1." "stable`` 或 ``3.2.dev``)替换 ``<version>``:" #: ../../docs/development/compiling/compiling_for_windows.rst:275 @@ -477,8 +479,8 @@ msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -"此外,如果您使用的是自定义模块或自定义引擎代码,则可能需要在此处将二进制文件配" -"置为自定义导出模板:" +"此外, 如果您使用的是自定义模块或自定义引擎代码, 则可能需要在此处将二进制文件" +"配置为自定义导出模板:" #: ../../docs/development/compiling/compiling_for_windows.rst:288 msgid "" @@ -486,5 +488,5 @@ msgid "" "in the ``bin\\`` directory of your Godot source folder, so the next time you " "build, you will automatically have the custom templates referenced." msgstr "" -"在这种情况下,您不需要复制它们,只需引用在Godot源文件夹的 ``bin\\`` 目录中生成" -"的文件,因此下次构建时,将自动引用自定义模板." +"在这种情况下, 您不需要复制它们, 只需引用在Godot源文件夹的 ``bin\\`` 目录中生" +"成的文件, 因此下次构建时, 将自动引用自定义模板." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po index 24579c2ba1..8d306d0703 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:4 msgid "Compiling for X11 (Linux, \\*BSD)" -msgstr "为X11平台(Linux、\\*BSD操作系统)编译" +msgstr "为X11平台(Linux, \\*BSD操作系统)编译" #: ../../docs/development/compiling/compiling_for_x11.rst:9 msgid "Requirements" @@ -28,7 +28,7 @@ msgstr "需求" #: ../../docs/development/compiling/compiling_for_x11.rst:11 msgid "" "For compiling under Linux or other Unix variants, the following is required:" -msgstr "要在Linux或其他类Unix系统下进行编译,需要满足以下条件:" +msgstr "要在Linux或其他类Unix系统下进行编译, 需要满足以下条件:" #: ../../docs/development/compiling/compiling_for_x11.rst:14 msgid "GCC 7+ or Clang 6+." @@ -46,10 +46,10 @@ msgid "" "of the SCons script file to ``#! /usr/bin/python3``. Use the command ``which " "scons`` to find the location of the SCons script file." msgstr "" -"SCons 3.0+ 构建系统.如果你的发行版默认使用Python 2,或者你使用的是SCons 3.1.2" -"之前的版本,你需要通过修改SCons脚本文件的shebang (第一行)来改变SCons使用的" -"Python版本,改为``#!/usr/bin/python3``.使用命令``which scons``来找到SCons脚本" -"文件的位置." +"SCons 3.0+ 构建系统. 如果你的发行版默认使用Python 2, 或者你使用的是SCons " +"3.1.2之前的版本, 你需要通过修改SCons脚本文件的shebang (第一行)来改变SCons使用" +"的Python版本, 改为 ``#!/usr/bin/python3``. 使用命令``which scons``来找到SCons" +"脚本文件的位置." #: ../../docs/development/compiling/compiling_for_x11.rst:21 msgid "pkg-config (used to detect the dependencies below)." @@ -73,18 +73,18 @@ msgstr "PulseAudio开发库." #: ../../docs/development/compiling/compiling_for_x11.rst:26 msgid "*Optional* - libudev (build with ``udev=yes``)." -msgstr "*可选*——libudev(使用 ``udev = yes`` 构建)." +msgstr "*可选* ——libudev(使用 ``udev = yes`` 构建)." #: ../../docs/development/compiling/compiling_for_x11.rst:27 msgid "*Optional* - yasm (for WebM SIMD optimizations)." -msgstr "*可选*——yasm(用于WebM SIMD优化)." +msgstr "*可选* ——yasm(用于WebM SIMD优化)." #: ../../docs/development/compiling/compiling_for_x11.rst:29 msgid "" "For a general overview of SCons usage for Godot, see :ref:" "`doc_introduction_to_the_buildsystem`." msgstr "" -"有关Godot的SCons用法的一般概述,请参阅 :ref:" +"有关Godot的SCons用法的一般概述, 请参阅 :ref:" "`doc_introduction_to_the_buildsystem`." #: ../../docs/development/compiling/compiling_for_x11.rst:33 @@ -133,7 +133,7 @@ msgstr "**NetBSD**" #: ../../docs/development/compiling/compiling_for_x11.rst:86 msgid "For audio support, you can optionally install ``pulseaudio``." -msgstr "对于音频支持,你可以选择安装 ``pulseaudio`` ." +msgstr "对于音频支持, 你可以选择安装 ``pulseaudio`` ." #: ../../docs/development/compiling/compiling_for_x11.rst:88 msgid "**Solus**" @@ -146,7 +146,7 @@ msgstr "开始编译" #: ../../docs/development/compiling/compiling_for_x11.rst:97 msgid "" "Start a terminal, go to the root dir of the engine source code and type:" -msgstr "启动终端,然后进入引擎源代码的根目录.键入下面的指令:" +msgstr "启动终端, 然后进入引擎源代码的根目录. 键入下面的指令:" #: ../../docs/development/compiling/compiling_for_x11.rst:103 msgid "" @@ -155,9 +155,9 @@ msgid "" "two more. Feel free to add the ``-j`` option to any SCons command you see " "below." msgstr "" -"``-j`` (*jobs*)标志的一个好的经验法则是,编译Godot的线程至少要与CPU中具有内核" -"的线程数量一样多,甚至不多于一个或两个.随意将 ``-j`` 选项添加到下面显示的任何" -"SCons命令中." +"``-j`` (*jobs*)标志的一个好的经验法则是, 编译Godot的线程至少要与CPU中具有内核" +"的线程数量一样多, 甚至不多于一个或两个. 随意将 ``-j`` 选项添加到下面显示的任" +"何SCons命令中." #: ../../docs/development/compiling/compiling_for_x11.rst:107 msgid "" @@ -165,8 +165,8 @@ msgid "" "\" subdirectory. This executable file contains the whole engine and runs " "without any dependencies. Executing it will bring up the project manager." msgstr "" -"如果一切顺利,生成的二进制可执行文件将放在 `` bin`` 子目录中.该可执行文件包含" -"整个引擎,并且运行时无需任何依赖项. 执行它将会启动项目管理器." +"如果一切顺利, 生成的二进制可执行文件将放在 `` bin`` 子目录中. 该可执行文件包" +"含整个引擎, 并且运行时无需任何依赖项. 执行它将会启动项目管理器." #: ../../docs/development/compiling/compiling_for_x11.rst:114 msgid "If you wish to compile using Clang rather than GCC, use this command:" @@ -176,7 +176,7 @@ msgstr "如果您希望使用 Clang 而不是 GCC 编译器, 可以使用这个 msgid "" "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would " "not build." -msgstr "使用Clang似乎是OpenBSD的要求,否则字体将无法生成." +msgstr "使用Clang似乎是OpenBSD的要求, 否则字体将无法生成." #: ../../docs/development/compiling/compiling_for_x11.rst:123 msgid "" @@ -184,7 +184,7 @@ msgid "" "executable smaller and faster by adding the SCons option " "``target=release_debug``." msgstr "" -"如果您正在编译Godot用于生产用途,那么您可以通过添加SCons选项 " +"如果您正在编译Godot用于生产用途, 那么您可以通过添加SCons选项 " "``target=release_debug`` 来使最终的可执行文件更小更快." #: ../../docs/development/compiling/compiling_for_x11.rst:127 @@ -194,8 +194,8 @@ msgid "" "optimization is a memory-intensive process, this will require about 7 GB of " "available RAM while compiling." msgstr "" -"如果你用GCC编译Godot,你可以通过添加SCons选项 ``use_lto=yes`` 来使可执行文件更" -"小更快.由于链接时优化是一个内存密集的过程,在编译时需要大约7GB的可用内存." +"如果你用GCC编译Godot, 你可以通过添加SCons选项 ``use_lto=yes`` 来使可执行文件" +"更小更快. 由于链接时优化是一个内存密集的过程, 在编译时需要大约7GB的可用内存." #: ../../docs/development/compiling/compiling_for_x11.rst:132 msgid "" @@ -203,7 +203,7 @@ msgid "" "official releases, you can enable :ref:`doc_data_paths_self_contained_mode` " "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置,你可以通过在 ``bin/" +"如果你想为自己的Godot构建和官方发布使用单独的编辑器设置, 你可以通过在 ``bin/" "`` 文件夹中创建一个名为 ``._sc_`` 或 ``_sc_`` 的文件来启用 :ref:" "`doc_data_paths_self_contained_mode`." @@ -215,13 +215,13 @@ msgstr "编译精简和服务器构建" msgid "" "To compile a *headless* build which provides editor functionality to export " "projects in an automated manner, use::" -msgstr "要编译一个 *精简* 构建,它提供了编辑器功能,可以自动导出项目,使用::" +msgstr "要编译一个 *精简* 构建, 它提供了编辑器功能, 可以自动导出项目, 使用::" #: ../../docs/development/compiling/compiling_for_x11.rst:145 msgid "" "To compile a *server* build which is optimized to run dedicated game " "servers, use::" -msgstr "要编译一个经过优化以运行专用游戏的 *服务器* 版本,使用以下构建选项::" +msgstr "要编译一个经过优化以运行专用游戏的 *服务器* 版本, 使用以下构建选项::" #: ../../docs/development/compiling/compiling_for_x11.rst:151 msgid "Building export templates" @@ -235,15 +235,15 @@ msgid "" "such as Ubuntu 16.04. You can use a virtual machine or a container to set up " "a suitable build environment." msgstr "" -"Linux二进制文件通常不会在早于其构建版本的发行版上运行.如果您希望分发适用于大" -"多数发行版的二进制文件,则应在较旧的发行版(例如Ubuntu 16.04)上构建它们.您可以" -"使用虚拟机或容器来设置合适的构建环境." +"Linux二进制文件通常不会在早于其构建版本的发行版上运行. 如果您希望分发适用于大" +"多数发行版的二进制文件, 则应在较旧的发行版(例如Ubuntu 16.04)上构建它们. 您可" +"以使用虚拟机或容器来设置合适的构建环境." #: ../../docs/development/compiling/compiling_for_x11.rst:161 msgid "" "To build X11 (Linux, \\*BSD) export templates, run the build system with the " "following parameters:" -msgstr "要构建X11(Linux, \\*BSD)导出模板,请使用以下参数运行构建系统:" +msgstr "要构建X11(Linux, \\*BSD)导出模板, 请使用以下参数运行构建系统:" #: ../../docs/development/compiling/compiling_for_x11.rst:164 msgid "(32 bits)" @@ -258,19 +258,19 @@ msgid "" "Note that cross-compiling for the opposite bits (64/32) as your host " "platform is not always straight-forward and might need a chroot environment." msgstr "" -"请注意,与您的主机平台相反的位(64/32)交叉编译并不总是直接的,并且可能需要chroot" -"环境." +"请注意, 与您的主机平台相反的位(64/32)交叉编译并不总是直接的, 并且可能需要" +"chroot环境." #: ../../docs/development/compiling/compiling_for_x11.rst:181 msgid "" "To create standard export templates, the resulting files must be copied to:" -msgstr "要创建标准导出模板,必须将生成的文件复制到:" +msgstr "要创建标准导出模板, 必须将生成的文件复制到:" #: ../../docs/development/compiling/compiling_for_x11.rst:187 msgid "" "and named like this (even for \\*BSD which is seen as \"Linux X11\" by " "Godot):" -msgstr "并以此命名(即使对于\\*BSD,它也被Godot视为\" Linux X11\"):" +msgstr "并以此命名(即使对于\\*BSD, 它也被Godot视为\" Linux X11\"):" #: ../../docs/development/compiling/compiling_for_x11.rst:196 msgid "" @@ -278,8 +278,8 @@ msgid "" "might instead want to configure your binaries as custom export templates " "here:" msgstr "" -"此外,如果要编写自定义模块或自定义C ++代码,则可能需要在此处将二进制文件配置为" -"自定义导出模板:" +"此外, 如果要编写自定义模块或自定义C ++代码, 则可能需要在此处将二进制文件配置" +"为自定义导出模板:" #: ../../docs/development/compiling/compiling_for_x11.rst:202 msgid "" @@ -287,8 +287,8 @@ msgid "" "in the ``bin/`` directory of your Godot source folder, so the next time you " "build, you automatically have the custom templates referenced." msgstr "" -"您甚至不需要复制它们,只需引用在Godot源文件夹的 ``bin/`` 目录中生成的文件,因此" -"下次构建时,将自动引用自定义模板." +"您甚至不需要复制它们, 只需引用在Godot源文件夹的 ``bin/`` 目录中生成的文件, 因" +"此下次构建时, 将自动引用自定义模板." #: ../../docs/development/compiling/compiling_for_x11.rst:207 msgid "Using Clang and LLD for faster development" @@ -299,13 +299,13 @@ msgid "" "You can also use Clang and LLD to build Godot. This has two upsides compared " "to the default GCC + GNU ld setup:" msgstr "" -"你也可以使用Clang和LD来构建Godot.与默认的GCC + GNU ld设置相比,这有两个好处:" +"你也可以使用Clang和LD来构建Godot. 与默认的GCC + GNU ld设置相比, 这有两个好处:" #: ../../docs/development/compiling/compiling_for_x11.rst:212 msgid "" "LLD links Godot significantly faster compared to GNU ld or gold. This leads " "to faster iteration times." -msgstr "与GNU ld或gold相比,LD链接Godot的速度明显更快.这导致更快的迭代时间." +msgstr "与GNU ld或gold相比,LD链接Godot的速度明显更快. 这导致更快的迭代时间." #: ../../docs/development/compiling/compiling_for_x11.rst:214 msgid "Clang tends to give more useful error messages compared to GCC." @@ -316,7 +316,7 @@ msgid "" "To do so, install Clang and the ``lld`` package from your distribution's " "package manager then use the following SCons command::" msgstr "" -"为此,请从分发的包管理器中安装 Clang 和\"lld\"包,然后使用以下 SCons 命令::" +"为此, 请从分发的包管理器中安装 Clang 和 \"lld\" 包, 然后使用以下 SCons 命令::" #: ../../docs/development/compiling/compiling_for_x11.rst:221 msgid "" @@ -324,5 +324,5 @@ msgid "" "compiled using link-time optimization, making the resulting binaries smaller " "and faster." msgstr "" -"仍然建议使用GCC进行生产构建,因为它们可以使用链接时间优化进行编译,使产生的二进" -"制文件更小、更快." +"仍然建议使用GCC进行生产构建, 因为它们可以使用链接时间优化进行编译, 使产生的二" +"进制文件更小, 更快." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po index 7712cbf0a1..5fe417d0a1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,9 +26,8 @@ msgid "Requirements" msgstr "需求" #: ../../docs/development/compiling/compiling_with_mono.rst:11 -#, fuzzy msgid "Mono 6.12.0 or greater" -msgstr "Mono 5.12.0或以上版本" +msgstr "Mono 6.12.0或更高版本" #: ../../docs/development/compiling/compiling_with_mono.rst:12 msgid "MSBuild" @@ -46,7 +45,7 @@ msgstr "**仅在Linux/macOS :** pkg-config" msgid "" "You may need to import necessary certificates for NuGet to perform HTTPS " "requests." -msgstr "您可能需要导入必要的证书,以使NuGet执行HTTPS请求." +msgstr "您可能需要导入必要的证书, 以使NuGet执行HTTPS请求." #: ../../docs/development/compiling/compiling_with_mono.rst:19 msgid "" @@ -60,14 +59,15 @@ msgid "" "run it from the Mono command line prompt (or the regular prompt if you added " "Mono's ``bin`` directory to your ``PATH`` environment variable)::" msgstr "" -"运行以下命令来下载和导入它.在Windows上,你可以在Mono命令行提示符下运行它(如果" -"你将Mono的``bin``目录添加到你的``PATH``环境变量中,则在普通提示符下运行)::" +"运行以下命令来下载和导入它. 在Windows上, 你可以在Mono命令行提示符下运行它(如" +"果你将Mono的 ``bin`` 目录添加到你的 ``PATH`` 环境变量中, 则在普通提示符下运" +"行)::" #: ../../docs/development/compiling/compiling_with_mono.rst:29 msgid "" "Alternatively, you can use the following command, though it's deprecated and " "may not work correctly::" -msgstr "或者,您可以使用以下命令,尽管该命令被弃用,但可能无法正常工作::" +msgstr "或者, 您可以使用以下命令, 尽管该命令被弃用, 但可能无法正常工作::" #: ../../docs/development/compiling/compiling_with_mono.rst:34 msgid "Environment variables" @@ -81,8 +81,8 @@ msgid "" "SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``." msgstr "" "默认情况下,SCons会尝试在Windows上的Windows注册表中或通过其他平台上的 ``pkg-" -"config`` 找到Mono.您可以通过将 ``mono_prefix`` 命令行选项传递给SCons来指定其" -"他安装目录.如, ``scons [...] mono_prefix=%ProgramFiles%/Mono``." +"config`` 找到Mono. 您可以通过将 ``mono_prefix`` 命令行选项传递给SCons来指定其" +"他安装目录. 如, ``scons [...] mono_prefix=%ProgramFiles%/Mono``." #: ../../docs/development/compiling/compiling_with_mono.rst:41 msgid "" @@ -99,8 +99,8 @@ msgid "" "By default, the Mono module is disabled when building. To enable it, add the " "option ``module_mono_enabled=yes`` to the SCons command line." msgstr "" -"默认情况下,构建时禁用Mono模块.要启用它,请将选项 ``module_mono_enabled=yes`` " -"添加到SCons命令行." +"默认情况下, 构建时禁用Mono模块. 要启用它, 请将选项 " +"``module_mono_enabled=yes`` 添加到SCons命令行." #: ../../docs/development/compiling/compiling_with_mono.rst:50 msgid "Generate the glue" @@ -113,9 +113,9 @@ msgid "" "binaries. In order to generate them, first, you must build a temporary Godot " "binary with the options ``tools=yes`` and ``mono_glue=no``::" msgstr "" -"胶水源码是包装函数,将被管理的方法调用.必须在构建最终二进制文件之前生成这些源" -"文件.为了生成它们,首先,您必须使用选项 ``tools=yes`` 和 ``mono_glue=no`` 构建" -"一个临时的Godot二进制文件:" +"胶水源码是包装函数, 将被管理的方法调用. 必须在构建最终二进制文件之前生成这些" +"源文件. 为了生成它们, 首先, 您必须使用选项 ``tools=yes`` 和 ``mono_glue=no`` " +"构建一个临时的Godot二进制文件:" #: ../../docs/development/compiling/compiling_with_mono.rst:59 msgid "" @@ -123,8 +123,8 @@ msgid "" "parameter ``--generate-mono-glue`` followed by the path to an output " "directory. This path must be ``modules/mono/glue`` in the Godot directory::" msgstr "" -"构建完成后,您需要运行带有参数 ``--generate-mono-glue`` 的编译后的可执行文件," -"后跟输出目录的路径.在Godot目录中,此路径必须是 ``modules/mono/glue``:" +"构建完成后, 您需要运行带有参数 ``--generate-mono-glue`` 的编译后的可执行文" +"件, 后跟输出目录的路径. 在Godot目录中, 此路径必须是 ``modules/mono/glue``:" #: ../../docs/development/compiling/compiling_with_mono.rst:65 msgid "" @@ -134,8 +134,8 @@ msgid "" "Godot for all the desired targets without having to repeat this process." msgstr "" "这个命令告诉 Godot 在 ``modules/mono/glue/Managed/Generated`` 生 ``modules/" -"mono/glue/mono_glue.gen.cpp`` 文件和C#代码.生成这些文件后,您可以为所有所需目" -"标构建Godot,而无需重复此过程." +"mono/glue/mono_glue.gen.cpp`` 文件和C#代码. 生成这些文件后, 您可以为所有所需" +"目标构建Godot, 而无需重复此过程." #: ../../docs/development/compiling/compiling_with_mono.rst:70 msgid "" @@ -148,11 +148,12 @@ msgid "" "named binaries without this suffix. These binaries can't be used to generate " "the Mono glue." msgstr "" -"``<godot_binary>`` 是指你在上面编译时启用Mono模块的工具可执行文件.它的确切名" -"称将根据你的系统和配置而不同,但应该是 ``bin/godot.<platform>.tools.<bits>." -"mono`` 的形式,例如 ``bin/godot.x11.tools.64.mono`` 或 ``bin/godot.windows." -"tools.64.mono.exe`` .要特别注意 **.mono** 的后缀!如果你以前编译的Godot不支持" -"Mono,你可能会有类似的没有这个后缀的二进制.这些二进制文件不能用来生成Mono胶水." +"``<godot_binary>`` 是指你在上面编译时启用Mono模块的工具可执行文件. 它的确切名" +"称将根据你的系统和配置而不同, 但应该是 ``bin/godot.<platform>.tools.<bits>." +"mono`` 的形式, 例如 ``bin/godot.x11.tools.64.mono`` 或 ``bin/godot.windows." +"tools.64.mono.exe`` . 要特别注意 **.mono** 的后缀!如果你以前编译的Godot不支持" +"Mono, 你可能会有类似的没有这个后缀的二进制. 这些二进制文件不能用来生成Mono胶" +"水." #: ../../docs/development/compiling/compiling_with_mono.rst:80 msgid "Notes" @@ -165,9 +166,9 @@ msgid "" "generate the glue. Godot will print a warning at startup if it was built " "without the glue sources." msgstr "" -"**不要使用** ``mono_glue=no`` **来构建您的发布版 Godot**. 此选项会禁用C#脚本," -"它仅用于控制生成胶水代码的临时二进制文件.如果Godot是在没有胶水源码的情况下构" -"建的,它将在启动时打印一条警告." +"**不要使用** ``mono_glue=no`` **来构建您的发布版 Godot** . 此选项会禁用C#脚" +"本, 它仅用于控制生成胶水代码的临时二进制文件. 如果Godot是在没有胶水源码的情况" +"下构建的, 它将在启动时打印一条警告." #: ../../docs/development/compiling/compiling_with_mono.rst:86 msgid "" @@ -177,9 +178,9 @@ msgid "" "print an error at startup if there is an API mismatch between ClassDB and " "the glue sources." msgstr "" -"每次ClassDB注册的API更改时,都必须重新生成胶水源码.即,例如,当将新方法注册到脚" -"本API时,或该方法的参数之一发生更改时.如果ClassDB和胶水源码之间的API不匹配," -"Godot将在启动时打印一条错误." +"每次ClassDB注册的API更改时, 都必须重新生成胶水源码. 即, 例如, 当将新方法注册" +"到脚本API时, 或该方法的参数之一发生更改时. 如果ClassDB和胶水源码之间的API不匹" +"配,Godot将在启动时打印一条错误." #: ../../docs/development/compiling/compiling_with_mono.rst:94 msgid "Rebuild with Mono glue" @@ -191,8 +192,8 @@ msgid "" "``mono_glue=yes``. This is the default value for ``mono_glue``, so you can " "also omit it. To build a Mono-enabled editor::" msgstr "" -"一旦您生成了Mono胶水代码,就可以使用 ``mono_glue=yes`` 构建最终的二进制文件.这" -"是 ``mono_glue`` 的默认值,所以您也可以省略它.您可以构建启用Mono的编辑器:" +"一旦您生成了Mono胶水代码, 就可以使用 ``mono_glue=yes`` 构建最终的二进制文件. " +"这是 ``mono_glue`` 的默认值, 所以您也可以省略它. 您可以构建启用Mono的编辑器:" #: ../../docs/development/compiling/compiling_with_mono.rst:102 msgid "And Mono-enabled export templates::" @@ -202,7 +203,7 @@ msgstr "启用Mono的导出模板:" msgid "" "If everything went well, apart from the normal output, SCons should have " "created the following files in the ``bin`` directory:" -msgstr "如果一切正常,除了正常的输出,SCons应该在 ``bin`` 目录中创建了以下文件:" +msgstr "如果一切正常, 除了正常的输出,SCons应该在 ``bin`` 目录中创建了以下文件:" #: ../../docs/development/compiling/compiling_with_mono.rst:109 msgid "" @@ -213,10 +214,10 @@ msgid "" "this library is automatically copied to ``#platform/android/java/libs`` and " "Gradle takes care of the rest." msgstr "" -"如果您不是静态链接Mono运行时,则构建脚本会将Mono运行时共享库(``monosgen-2.0``)" -"放置在输出目录中的Godot二进制文件旁边.分发Godot时,请确保包括此库.以Android为" -"目标平台时,不需要任何额外的步骤,因为该库会自动复制到 ``#platform/android/" -"java/libs``,而Gradle会处理其余的工作." +"如果您不是静态链接Mono运行时, 则构建脚本会将Mono运行时共享库" +"(``monosgen-2.0``)放置在输出目录中的Godot二进制文件旁边. 分发Godot时, 请确保" +"包括此库. 以Android为目标平台时, 不需要任何额外的步骤, 因为该库会自动复制到 " +"``#platform/android/java/libs``, 而Gradle会处理其余的工作." #: ../../docs/development/compiling/compiling_with_mono.rst:115 msgid "" @@ -227,9 +228,9 @@ msgid "" "Godot. More details about this directory in :ref:`Data " "directory<compiling_with_mono_data_directory>`." msgstr "" -"与\"经典\"Godot构建不同,在启用Mono模块(取决于目标平台)的情况下构建时,将为编辑" -"器和导出模板两者一块创建数据目录. 该目录对于正常运行很重要,必须与Godot一起分" -"发. 有关此目录的更多详细信息,参见 :ref:`Data directory " +"与 \"经典\"Godot构建不同, 在启用Mono模块(取决于目标平台)的情况下构建时, 将为" +"编辑器和导出模板两者一块创建数据目录. 该目录对于正常运行很重要, 必须与Godot一" +"起分发. 有关此目录的更多详细信息, 参见 :ref:`Data directory " "<compiling_with_mono_data_directory>` ." #: ../../docs/development/compiling/compiling_with_mono.rst:123 @@ -254,14 +255,14 @@ msgid "" "module enabled. It contains important files for the correct functioning of " "Godot. It must be distributed together with the Godot executable." msgstr "" -"数据目录是启用了Mono模块的Godot二进制文件的依赖项.它包含对Godot正确运行的重要" -"文件.它必须与Godot可执行文件一起分发." +"数据目录是启用了Mono模块的Godot二进制文件的依赖项. 它包含对Godot正确运行的重" +"要文件. 它必须与Godot可执行文件一起分发." #: ../../docs/development/compiling/compiling_with_mono.rst:168 msgid "" "The information below doesn't apply for Android, iOS and WASM, as there is " "no data directory for these platforms." -msgstr "下面的信息不适用于Android、iOS和WASM,因为这些平台没有数据目录." +msgstr "下面的信息不适用于Android, iOS和WASM, 因为这些平台没有数据目录." #: ../../docs/development/compiling/compiling_with_mono.rst:172 msgid "Export templates" @@ -274,8 +275,8 @@ msgid "" "<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono." "windows.64.release``." msgstr "" -"导出模板的数据目录名称根据构建时的配置不同而不同.格式是 ``data.mono." -"<platform>.<bits>.<target>`` ,例如 ``data.mono.x11.32.release_debug`` 或 " +"导出模板的数据目录名称根据构建时的配置不同而不同. 格式是 ``data.mono." +"<platform>.<bits>.<target>`` , 例如 ``data.mono.x11.32.release_debug`` 或 " "``data.mono.windows.64.release`` ." #: ../../docs/development/compiling/compiling_with_mono.rst:179 @@ -286,8 +287,8 @@ msgid "" "``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified " "in the project setting ``application/config/name``." msgstr "" -"必须以其原始名称将该目录放置在Godot导出模板旁边.导出项目时,Godot还会将此目录" -"与游戏可执行文件一起复制,但名称将更改为 ``data_<APPNAME>`` ,其中 " +"必须以其原始名称将该目录放置在Godot导出模板旁边. 导出项目时,Godot还会将此目录" +"与游戏可执行文件一起复制, 但名称将更改为 ``data_<APPNAME>`` , 其中 " "``<APPNAME>`` 是项目设置 ``application/config/name`` 中指定的应用程序名称." #: ../../docs/development/compiling/compiling_with_mono.rst:185 @@ -296,8 +297,8 @@ msgid "" "archive, the contents of the data directory can be placed in the following " "locations inside the ZIP archive:" msgstr "" -"对于macOS,将导出模板压缩为ZIP存档,则数据目录的内容可以放置在ZIP存档内的以下位" -"置:" +"对于macOS, 将导出模板压缩为ZIP存档, 则数据目录的内容可以放置在ZIP存档内的以下" +"位置:" #: ../../docs/development/compiling/compiling_with_mono.rst:190 #: ../../docs/development/compiling/compiling_with_mono.rst:212 @@ -325,7 +326,7 @@ msgstr "编辑器" msgid "" "The name of the data directory for the Godot editor will always be " "``GodotSharp``. The contents of this directory are the following:" -msgstr "Godot编辑器的数据目录名称将始终为 ``GodotSharp``.该目录的内容如下:" +msgstr "Godot编辑器的数据目录名称将始终为 ``GodotSharp``. 该目录的内容如下:" #: ../../docs/development/compiling/compiling_with_mono.rst:201 msgid "``Api``" @@ -345,8 +346,8 @@ msgid "" "Godot editor is distributed as a bundle, the contents of the data directory " "may be placed in the following locations:" msgstr "" -"``Api`` 子目录包含Godot API程序集.在macOS上,如果Godot编辑器作为捆绑分发,则数" -"据目录的内容可能位于以下位置:" +"``Api`` 子目录包含Godot API程序集. 在macOS上, 如果Godot编辑器作为捆绑分发, 则" +"数据目录的内容可能位于以下位置:" #: ../../docs/development/compiling/compiling_with_mono.rst:210 msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``" @@ -380,16 +381,16 @@ msgid "" "``copy_mono_root=yes`` to SCons when building the editor in order to create " "this folder and its contents." msgstr "" -"``Mono`` 子目录是可选的.分发编辑器时将需要它,因为当用户安装的Mono版本与构建" -"Godot编辑器的版本不同时会出现问题.生成编辑器时,将 ``copy_mono_root=yes`` 传递" -"给SCons以便创建此文件夹及其内容." +"``Mono`` 子目录是可选的. 分发编辑器时将需要它, 因为当用户安装的Mono版本与构建" +"Godot编辑器的版本不同时会出现问题. 生成编辑器时, 将 ``copy_mono_root=yes`` 传" +"递给SCons以便创建此文件夹及其内容." #: ../../docs/development/compiling/compiling_with_mono.rst:224 msgid "" "The ``Tools`` subdirectory contains tools required by the editor, like the " "``GodotTools`` assemblies and its dependencies." msgstr "" -"``Tools`` 子目录包含编辑器所需的工具,如 ``GodotTools`` 程序集及其依赖项." +"``Tools`` 子目录包含编辑器所需的工具, 如 ``GodotTools`` 程序集及其依赖项." #: ../../docs/development/compiling/compiling_with_mono.rst:228 msgid "Building the Mono runtime" @@ -402,9 +403,9 @@ msgid "" "targeting other platforms like Android, iOS and WebAssembly. You will have " "to build the Mono runtime yourself for those platforms." msgstr "" -"当为桌面构建Godot时,你很可能会使用系统上安装的预构建的Mono运行时.在针对其他平" -"台(如Android、iOS和WebAssembly)时,可能不会出现这种情况.你将不得不自己为这些平" -"台构建Mono运行时." +"当为桌面构建Godot时, 你很可能会使用系统上安装的预构建的Mono运行时. 在针对其他" +"平台(如Android, iOS和WebAssembly)时, 可能不会出现这种情况. 你将不得不自己为这" +"些平台构建Mono运行时." #: ../../docs/development/compiling/compiling_with_mono.rst:235 msgid "" @@ -414,8 +415,8 @@ msgid "" "above for instructions on how to use the scripts." msgstr "" "我们推荐使用这些 `build scripts <https://github.com/godotengine/godot-mono-" -"builds>`_ .它们简化了这一过程,但也包括一些与Godot正常运行所需的补丁.关于如何" -"使用这些脚本,请看上面链接中的README说明." +"builds>`_ . 它们简化了这一过程, 但也包括一些与Godot正常运行所需的补丁. 关于如" +"何使用这些脚本, 请看上面链接中的README说明." #: ../../docs/development/compiling/compiling_with_mono.rst:241 msgid "Targeting Android" @@ -429,9 +430,9 @@ msgid "" "directory or the shared library (when dynamically linking) as those are " "automatically added to the Gradle project." msgstr "" -"与为其他平台构建相比,使用Mono为Android编译导出模板要简单一些,因为构建后无需其" -"他步骤.无需担心运行时依赖项,例如数据目录或共享库(动态链接时),因为它们会自动添" -"加到Gradle项目中." +"与为其他平台构建相比, 使用Mono为Android编译导出模板要简单一些, 因为构建后无需" +"其他步骤. 无需担心运行时依赖项, 例如数据目录或共享库(动态链接时), 因为它们会" +"自动添加到Gradle项目中." #: ../../docs/development/compiling/compiling_with_mono.rst:249 msgid "" @@ -442,9 +443,9 @@ msgid "" "mono_prefix=\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (This path " "may be different on your system)." msgstr "" -"一旦你建立了Mono,你就可以按照本页和 :ref:`Compiling for " -"Android<doc_compiling_for_android>` 页面中描述的说明继续构建Godot.请确保让" -"SCons知道你刚刚构建的Mono运行时的位置,例如. ``scons [...] mono_prefix=" +"一旦你建立了Mono, 你就可以按照本页和 :ref:`Compiling for " +"Android<doc_compiling_for_android>` 页面中描述的说明继续构建Godot. 请确保让" +"SCons知道你刚刚构建的Mono运行时的位置, 例如. ``scons [...] mono_prefix=" "\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (这个路径在你的系统上可" "能不同)." @@ -461,9 +462,9 @@ msgid "" "mono_prefix=\"$HOME/mono-installs/ios-arm64-release\"`` (This path may be " "different on your system)." msgstr "" -"一旦你构建了Mono,你就可以按照本页面和 :ref:`Compiling for " -"iOS<doc_compiling_for_ios>` 页面中描述的说明来构建Godot.请确保让SCons知道你刚" -"刚构建的Mono运行时的位置,例如. ``scons [...] mono_prefix=\"$HOME/mono-" +"一旦你构建了Mono, 你就可以按照本页面和 :ref:`Compiling for " +"iOS<doc_compiling_for_ios>` 页面中描述的说明来构建Godot. 请确保让SCons知道你" +"刚刚构建的Mono运行时的位置, 例如. ``scons [...] mono_prefix=\"$HOME/mono-" "installs/ios-arm64-release\"`` (这个路径在你的系统上可能不同)." #: ../../docs/development/compiling/compiling_with_mono.rst:266 @@ -471,8 +472,8 @@ msgid "" "After building Godot for each architecture, you will notice SCons has copied " "the Mono libraries for each of them to the output directory:" msgstr "" -"在为每个架构构建Godot之后,你会注意到SCons已经将每个架构的Mono库复制到输出目录" -"中:" +"在为每个架构构建Godot之后, 你会注意到SCons已经将每个架构的Mono库复制到输出目" +"录中:" #: ../../docs/development/compiling/compiling_with_mono.rst:279 msgid "" @@ -484,13 +485,13 @@ msgstr "后面三个只针对iOS设备,iOS模拟器无法使用." msgid "" "These libraries must be put in universal (multi-architecture) \"fat\" files " "to be distributed with the export templates." -msgstr "这些库必须放在通用(多架构)的 \"胖 \"文件中,与导出模板一起分发." +msgstr "这些库必须放在通用(多架构)的 \"胖\" 文件中, 与导出模板一起分发." #: ../../docs/development/compiling/compiling_with_mono.rst:284 msgid "" "The following bash script will create the \"fat\" libraries in the directory " "``#bin/ios/iphone-mono-libs``:" -msgstr "以下bash脚本将在``#bin/ios/iphone-mono-libs``目录下创建 \"fat \"库:" +msgstr "以下bash脚本将在 ``#bin/ios/iphone-mono-libs`` 目录下创建 \"fat\" 库:" #: ../../docs/development/compiling/compiling_with_mono.rst:300 msgid "" @@ -498,8 +499,8 @@ msgid "" "templates. The Godot editor will look for the libraries in ``<templates>/" "iphone-mono-libs/lib<name>.iphone.fat.a``." msgstr "" -"``iphone-mono-libs``文件夹必须与导出模板一起分发.Godot编辑器将在" -"``<templates>/iphone-mono-libs/lib<name>.iphone.fat.a``中查找库." +"``iphone-mono-libs`` 文件夹必须与导出模板一起分发.Godot编辑器将在 " +"``<templates>/iphone-mono-libs/lib<name>.iphone.fat.a`` 中查找库." #: ../../docs/development/compiling/compiling_with_mono.rst:304 msgid "Targeting WebAssembly" @@ -509,7 +510,7 @@ msgstr "针对WebAssembly" msgid "" "Building for WebAssembly currently involves the same process regardless of " "whether the Mono module is enabled." -msgstr "无论Mono模块是否启用,目前为WebAssembly构建都涉及相同的过程." +msgstr "无论Mono模块是否启用, 目前为WebAssembly构建都涉及相同的过程." #: ../../docs/development/compiling/compiling_with_mono.rst:308 msgid "" @@ -520,9 +521,9 @@ msgid "" "mono_prefix=\"$HOME/mono-installs/wasm-runtime-release\"`` (This path may be " "different on your system)." msgstr "" -"一旦你建立了Mono,你就可以按照本页和 :ref:`Compiling for the " -"Web<doc_compiling_for_web>` 页面中描述的说明继续建立Godot.请确保让SCons知道你" -"刚刚构建的Mono运行时的位置,例如. ``scons [...] mono_prefix=\"$HOME/mono-" +"一旦你建立了Mono, 你就可以按照本页和 :ref:`Compiling for the " +"Web<doc_compiling_for_web>` 页面中描述的说明继续建立Godot. 请确保让SCons知道" +"你刚刚构建的Mono运行时的位置, 例如. ``scons [...] mono_prefix=\"$HOME/mono-" "installs/wasm-runtime-release\"`` (这个路径在你的系统上可能不同)." #: ../../docs/development/compiling/compiling_with_mono.rst:316 @@ -537,9 +538,9 @@ msgid "" "the SCons ``platform`` option, e.g.: ``<templates>/bcl/windows``, " "``<templates>/bcl/javascript``." msgstr "" -"导出模板还必须包括每个目标平台的BCL(基础类库).Godot在``<templates>/bcl/" -"<target_platform>``中查找BCL文件夹,其中``<target_platform>``是传递给" -"SCons``platform``选项的相同名称,例如.``<templates>/bcl/windows``, " +"导出模板还必须包括每个目标平台的BCL(基础类库).Godot在 ``<templates>/bcl/" +"<target_platform>`` 中查找BCL文件夹, 其中 ``<target_platform>`` 是传递给" +"SCons``platform`` 选项的相同名称, 例如.``<templates>/bcl/windows``, " "``<templates>/bcl/javascript``." #: ../../docs/development/compiling/compiling_with_mono.rst:323 @@ -592,8 +593,8 @@ msgid "" "and macOS, but this may change in the future as they're not guaranteed to be " "the same (as is the case with the Windows BCL)." msgstr "" -"目前,我们假设Linux和macOS都可以使用相同的BCL配置文件,但未来可能会发生变化,因" -"为它们不能保证相同(就像Windows BCL的情况一样)." +"目前, 我们假设Linux和macOS都可以使用相同的BCL配置文件, 但未来可能会发生变化, " +"因为它们不能保证相同(就像Windows BCL的情况一样)." #: ../../docs/development/compiling/compiling_with_mono.rst:341 msgid "" @@ -601,8 +602,8 @@ msgid "" "the editor will use the BCL it's running on (``<data_folder>/Mono/lib/" "mono/4.5``) if it cannot find the BCL in the export templates." msgstr "" -"如果目标平台与Godot编辑器的平台相同,那么编辑器在导出模板中找不到BCL时,就会使" -"用它所运行的BCL(``<data_folder>/Mono/lib/mono/4.5``)." +"如果目标平台与Godot编辑器的平台相同, 那么编辑器在导出模板中找不到BCL时, 就会" +"使用它所运行的BCL(``<data_folder>/Mono/lib/mono/4.5``)." #: ../../docs/development/compiling/compiling_with_mono.rst:346 msgid "AOT cross-compilers" @@ -622,7 +623,7 @@ msgid "" "folder. The location of this folder is ``<data_folder>/Tools/aot-compilers/" "``." msgstr "" -"Godot将在AOT编译器文件夹中寻找交叉编译器可执行文件.这个文件夹的位置是" +"Godot将在AOT编译器文件夹中寻找交叉编译器可执行文件. 这个文件夹的位置是 " "``<data_folder>/Tools/aot-compilers/``." #: ../../docs/development/compiling/compiling_with_mono.rst:354 @@ -630,7 +631,7 @@ msgid "" "In order to build the cross-compilers we recommend using these `build " "scripts <https://github.com/godotengine/godot-mono-builds>`_." msgstr "" -"为了构建交叉编译器,我们推荐使用这些 `build scripts <https://github.com/" +"为了构建交叉编译器, 我们推荐使用这些 `build scripts <https://github.com/" "godotengine/godot-mono-builds>` _." #: ../../docs/development/compiling/compiling_with_mono.rst:357 @@ -639,9 +640,9 @@ msgid "" "directory. The executable name is ``<triple>-mono-sgen``, e.g.: ``aarch64-" "apple-darwin-mono-sgen``." msgstr "" -"构建完成后,将可执行文件复制到Godot AOT编译器目录下.可执行文件的名称是``<三>-" -"mono-sgen``,例如:``aarch64-apple-darwin-mono-sgen``.``aarch64-apple-darwin-" -"mono-sgen``." +"构建完成后, 将可执行文件复制到Godot AOT编译器目录下. 可执行文件的名称是 ``<三" +">-mono-sgen``, 例如:``aarch64-apple-darwin-mono-sgen``.``aarch64-apple-" +"darwin-mono-sgen``." #: ../../docs/development/compiling/compiling_with_mono.rst:361 msgid "Command-line options" @@ -655,7 +656,7 @@ msgstr "以下是使用Mono模块进行构建时可用的命令行选项的列 #: ../../docs/development/compiling/compiling_with_mono.rst:366 msgid "**module_mono_enabled**\\ =yes | **no**" -msgstr "**module_mono_enabled**\\ =yes | **no**" +msgstr "**module_mono_enabled** \\ =yes | **no**" #: ../../docs/development/compiling/compiling_with_mono.rst:368 msgid "Build Godot with the Mono module enabled." @@ -663,18 +664,18 @@ msgstr "在启用Mono模块的情况下构建Godot." #: ../../docs/development/compiling/compiling_with_mono.rst:370 msgid "**mono_glue**\\ =\\ **yes** | no" -msgstr "**mono_glue**\\ =\\ **yes** | no" +msgstr "**mono_glue** \\ =\\ **yes** | no" #: ../../docs/development/compiling/compiling_with_mono.rst:372 msgid "" "Whether to include the glue source files in the build and define " "``MONO_GLUE_DISABLED`` as a preprocessor macro." msgstr "" -"是否在构建中包括胶水源文件,并将 ``MONO_GLUE_DISABLED`` 定义为预处理器宏." +"是否在构建中包括胶水源文件, 并将 ``MONO_GLUE_DISABLED`` 定义为预处理器宏." #: ../../docs/development/compiling/compiling_with_mono.rst:375 msgid "**mono_prefix**\\ =path" -msgstr "**mono_prefix**\\ =path" +msgstr "**mono_prefix** \\ =path" #: ../../docs/development/compiling/compiling_with_mono.rst:377 msgid "" @@ -684,15 +685,15 @@ msgstr "目标平台和体系结构的Mono安装目录的路径." #: ../../docs/development/compiling/compiling_with_mono.rst:379 msgid "**xbuild_fallback**\\ =yes | **no**" -msgstr "**xbuild_fallback**\\ =yes | **no**" +msgstr "**xbuild_fallback** \\ =yes | **no**" #: ../../docs/development/compiling/compiling_with_mono.rst:381 msgid "Whether to fallback to xbuild if MSBuild is not available." -msgstr "如果MSBuild不可用,是否回退到xbuild." +msgstr "如果MSBuild不可用, 是否回退到xbuild." #: ../../docs/development/compiling/compiling_with_mono.rst:383 msgid "**mono_static**\\ =yes | no" -msgstr "**mono_static**\\ =yes | no" +msgstr "**mono_static** \\ =yes | no" #: ../../docs/development/compiling/compiling_with_mono.rst:385 msgid "Whether to link the Mono runtime statically." @@ -701,11 +702,11 @@ msgstr "是否静态链接Mono运行时." #: ../../docs/development/compiling/compiling_with_mono.rst:386 msgid "" "The default is **yes** for iOS and WASM, and **no** for other platforms." -msgstr "iOS和WASM默认为 **是** ,其他平台为 **否** ." +msgstr "iOS和WASM默认为 **是** , 其他平台为 **否** ." #: ../../docs/development/compiling/compiling_with_mono.rst:388 msgid "**copy_mono_root**\\ =yes | **no**" -msgstr "**copy_mono_root**\\ =yes | **no**" +msgstr "**copy_mono_root** \\ =yes | **no**" #: ../../docs/development/compiling/compiling_with_mono.rst:390 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index fb225e8613..92a6305e3d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,16 +30,16 @@ msgid "" "compiled, optimized and without symbols, it would take some effort to find " "it." msgstr "" -"发行游戏时,导出对话框为您提供了使用256位AES密钥加密脚本的选项.这样可以确保您" -"的脚本不会以纯文本格式存储,并且不会被某些脚本小子轻易地剖析.当然,密钥需要存储" -"在二进制文件中,但是如果对其进行了编译、优化并不带符号,则将需要一些努力才能找" -"到它." +"发行游戏时, 导出对话框为您提供了使用256位AES密钥加密脚本的选项. 这样可以确保" +"您的脚本不会以纯文本格式存储, 并且不会被某些脚本小子轻易地剖析. 当然, 密钥需" +"要存储在二进制文件中, 但是如果对其进行了编译, 优化并不带符号, 则将需要一些努" +"力才能找到它." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:14 msgid "" "For this to work, you need to build the export templates from source, with " "that same key." -msgstr "为此,您需要使用相同的密钥从源代码构建导出模板." +msgstr "为此, 您需要使用相同的密钥从源代码构建导出模板." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:18 msgid "Step by step" @@ -50,12 +50,12 @@ msgid "" "Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from " "`this service <https://asecuritysite.com/encryption/keygen>`_." msgstr "" -"生成一个十六进制的256位AES密钥.您可以使用 `此服务 <https://asecuritysite.com/" -"encryption/keygen>`_ 的aes-256-cbc变体." +"生成一个十六进制的256位AES密钥. 您可以使用 `此服务 <https://asecuritysite." +"com/encryption/keygen>`_ 的aes-256-cbc变体." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:23 msgid "Alternatively, you can generate it yourself by using OpenSSL:" -msgstr "或者,您可以通过使用OpenSSL自己生成:" +msgstr "或者, 您可以通过使用OpenSSL自己生成:" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:29 msgid "This should output the following to ``godot.gdkey`` file:" @@ -66,27 +66,27 @@ msgid "" "You can generate the key without redirecting the output to a file, but that " "way you can minimize the risk of exposing the key." msgstr "" -"您可以生成密钥,而无需将输出重定向到文件,但这样能将暴露密钥的风险降到最低." +"您可以生成密钥, 而无需将输出重定向到文件, 但这样能将暴露密钥的风险降到最低." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:40 msgid "" "Set this key as environment variable in the console that you will use to " "compile Godot, like this:" -msgstr "在控制台中将此键设置为环境变量,将用于编译Godot,如下所示:" +msgstr "在控制台中将此键设置为环境变量, 将用于编译Godot, 如下所示:" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:56 msgid "" "Compile Godot export templates and set them as custom export templates in " "the export preset options." -msgstr "编译Godot导出模板,并在导出预设选项中将它们设置为自定义导出模板." +msgstr "编译Godot导出模板, 并在导出预设选项中将它们设置为自定义导出模板." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 msgid "Set the encryption key in the ``Script`` tab of the export preset:" -msgstr "在导出预设的 ``脚本`` 选项卡中,设置加密密钥:" +msgstr "在导出预设的 ``脚本`` 选项卡中, 设置加密密钥:" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:63 msgid "Export the project. The game should run with encrypted scripts now." -msgstr "导出项目.游戏现在应该使用加密脚本运行." +msgstr "导出项目. 游戏现在应该使用加密脚本运行." #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:66 msgid "Possible Errors" @@ -98,5 +98,5 @@ msgid "" "your Godot build. Godot is encrypting the scripts during export, but can't " "read them at runtime." msgstr "" -"如果出现如下错误,这意味着密钥没有正确地包含在Godot构建中.Godot在导出过程中对" -"脚本进行加密,但在运行时无法读取它们." +"如果出现如下错误, 这意味着密钥没有正确地包含在Godot构建中.Godot在导出过程中对" +"脚本进行加密, 但在运行时无法读取它们." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index c6f7b0ef0a..26f64bdb3d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "once you have the environment properly configured it will be easy to compile " "Godot for iOS anytime you want." msgstr "" -"此过程有些复杂,需要很多步骤,但只要您正确配置了环境,就可以随时随地轻松为iOS编" -"译Godot." +"此过程有些复杂, 需要很多步骤, 但只要您正确配置了环境, 就可以随时随地轻松为iOS" +"编译Godot." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:13 msgid "Disclaimer" @@ -47,13 +47,13 @@ msgid "" "any code, which means it should be OK to use the procedure described here " "and cross-compiling the binary." msgstr "" -"尽管可以在Linux环境上为iOS进行编译,但是Apple对要使用的工具(特别是硬件方面)有" -"严格的限制,几乎只允许将其产品用于开发.因此,这是 **非官方的**.然而,`2010年苹果" -"公司的声明 <http://www.apple.com/pr/library/2010/09/09Statement-by-Apple-on-" -"App-Store-Review-Guidelines.html>`__ 表示放宽了一些 `应用程序商店审查指南 " -"<https://developer.apple.com/app-store/review/guidelines/>`__ 以允许使用任何" -"工具,只要生成的二进制文件不下载任何代码 ,这意味着可以使用此处描述的过程并交叉" -"编译二进制文件." +"尽管可以在Linux环境上为iOS进行编译, 但是Apple对要使用的工具(特别是硬件方面)有" +"严格的限制, 几乎只允许将其产品用于开发. 因此, 这是 **非官方的** . 然而,`2010" +"年苹果公司的声明 <http://www.apple.com/pr/library/2010/09/09Statement-by-" +"Apple-on-App-Store-Review-Guidelines.html>`__ 表示放宽了一些 `应用程序商店审" +"查指南 <https://developer.apple.com/app-store/review/guidelines/>`__ 以允许使" +"用任何工具, 只要生成的二进制文件不下载任何代码, 这意味着可以使用此处描述的过" +"程并交叉编译二进制文件." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:27 msgid "Requirements" @@ -73,7 +73,7 @@ msgid "" "``arm64`` architecture." msgstr "" "`Clang >= 3.5 <http://clang.llvm.org>`__ 用于已安装的开发机器并位于 ``PATH`` " -"中.它的版本必须是 >= 3.5 ,才能用于 ``arm64`` 体系结构." +"中. 它的版本必须是 >= 3.5 , 才能用于 ``arm64`` 体系结构." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:34 msgid "" @@ -86,14 +86,14 @@ msgid "" "`darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which needs to " "be built from source. The procedure for that is explained below." msgstr "" -"`darling-dmg <https://github.com/darlinghq/darling-dmg>`__,需要从源码构建.下" -"面说明其过程." +"`darling-dmg <https://github.com/darlinghq/darling-dmg>`__, 需要从源码构建. " +"下面说明其过程." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:40 msgid "" "For building darling-dmg, you'll need the development packages of the " "following libraries: fuse, icu, openssl, zlib, bzip2." -msgstr "要构建darling-dmg,您需要以下库的开发包:fuse,icu,openssl,zlib,bzip2." +msgstr "要构建darling-dmg, 您需要以下库的开发包:fuse,icu,openssl,zlib,bzip2." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:43 msgid "" @@ -102,7 +102,7 @@ msgid "" "described below." msgstr "" "`cctools-port <https://github.com/tpoechtrager/cctools-port>`__ 用于所需的构" -"建工具.构建过程非常特殊,下面将进行描述." +"建工具. 构建过程非常特殊, 下面将进行描述." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:47 msgid "This also has some extra dependencies: automake, autogen, libtool." @@ -155,8 +155,9 @@ msgid "" "toolchain binaries, so you must copy to such subdirectory, akin to the " "following commands:" msgstr "" -"将工具复制到更好的位置.请注意,用于构建的SCons脚本将在您为工具链二进制文件提供" -"的目录中的 ``usr/bin`` 下查找,因此,您必须复制到这样的子目录,类似于以下命令:" +"将工具复制到更好的位置. 请注意, 用于构建的SCons脚本将在您为工具链二进制文件提" +"供的目录中的 ``usr/bin`` 下查找, 因此, 您必须复制到这样的子目录, 类似于以下命" +"令:" #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:121 msgid "" @@ -176,23 +177,23 @@ msgid "" "stay anywhere you want since you have to provide their paths to the SCons " "build command." msgstr "" -"完成上述步骤后,应在环境中保留两件事:构建的工具链和iPhoneOS SDK目录.那些可以留" -"在您想要的任何地方,因此您必须提供它们的路径给SCons构建命令." +"完成上述步骤后, 应在环境中保留两件事: 构建的工具链和iPhoneOS SDK目录. 那些可" +"以留在您想要的任何地方, 因此您必须提供它们的路径给SCons构建命令." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:132 msgid "" "For the iPhone platform to be detected, you need the ``OSXCROSS_IOS`` " "environment variable defined to anything." msgstr "" -"为了检测iPhone平台,您需要将 ``OSXCROSS_IOS`` 环境变量定义为 ``anything``." +"为了检测iPhone平台, 您需要将 ``OSXCROSS_IOS`` 环境变量定义为 ``anything``." #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:139 msgid "" "Now you can compile for iPhone using SCons like the standard Godot way, with " "some additional arguments to provide the correct paths:" msgstr "" -"现在您可以使用SCons像标准Godot方式一样编译iPhone,带有一些其他参数以提供正确的" -"路径:" +"现在您可以使用SCons像标准Godot方式一样编译iPhone, 带有一些其他参数以提供正确" +"的路径:" #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:148 msgid "Producing fat binaries" @@ -205,9 +206,9 @@ msgid "" "executable. The following example assumes you are in the root Godot source " "directory:" msgstr "" -"Apple需要一个胖二进制文件,即两个架构(``armv7`` 和 ``arm64``)在一个文件中.为" -"此,请使用 ``arm-apple-darwin11-lipo`` 可执行文件.以下示例假定您位于Godot源目" -"录的根路径:" +"Apple需要一个胖二进制文件, 即两个架构(``armv7`` 和 ``arm64``)在一个文件中. 为" +"此, 请使用 ``arm-apple-darwin11-lipo`` 可执行文件. 以下示例假定您位于Godot源" +"目录的根路径:" #: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:162 msgid "Then you will have iOS fat binaries in ``bin`` directory." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po index e822d53900..97f03ea9cb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "<doc_introduction_to_the_buildsystem>` and compiling Godot, you need to " "actually download the Godot source code." msgstr "" -"在 :ref:`进入SCons构建系统 <doc_introduction_to_the_buildsystem>` 并编译 " -"Godot 之前,您需要将 Godot 的源代码下载到本地." +"在 :ref:`进入SCons 构建系统 <doc_introduction_to_the_buildsystem>` 并编译 " +"Godot 之前, 您需要将 Godot 的源代码下载到本地." #: ../../docs/development/compiling/getting_source.rst:14 msgid "" @@ -40,8 +40,8 @@ msgid "" "godot>`__ and while you can manually download it via the website, in general " "you want to do it via the ``git`` version control system." msgstr "" -"源代码位于 `GitHub <https://github.com/godotengine/godot>`__ 上,虽然您可以通" -"过网站手动下载它,但是通常您希望通过 ``git`` 版本控制系统来下载." +"源代码位于 `GitHub <https://github.com/godotengine/godot>`__ 上, 虽然您可以通" +"过网站手动下载它, 但是通常您希望通过 ``git`` 版本控制系统来下载." #: ../../docs/development/compiling/getting_source.rst:18 msgid "" @@ -49,63 +49,66 @@ msgid "" "should follow the instructions from the :ref:`Pull Request workflow " "<doc_pr_workflow>`." msgstr "" -"如果你是为了做贡献或拉动请求而进行编译,你应该遵循 :ref:`拉动请求工作流" -"<doc_pr_workflow>`的说明." +"如果你是为了做贡献或拉动请求而进行编译, 你应该遵循 :ref:`拉动请求工作流 " +"<doc_pr_workflow>` 的说明." #: ../../docs/development/compiling/getting_source.rst:21 msgid "" "If you don't know much about ``git`` yet, there are a great number of " "`tutorials <https://git-scm.com/book>`__ available on various websites." msgstr "" -"如果您还不太了解 ``git``, 在各种网站上都有大量的 `Git教程 <https://git-scm." +"如果您还不太了解 ``git``, 在各种网站上都有大量的 `Git 教程 <https://git-scm." "com/book>`__ ." #: ../../docs/development/compiling/getting_source.rst:24 msgid "" "In general, you need to install ``git`` and/or one of the various GUI " "clients." -msgstr "通常,您需要安装 ``git`` 和/或其他带有 ``git`` 的图形界面客户端." +msgstr "通常, 您需要安装 ``git`` 和/或其他带有 ``git`` 的图形界面客户端." #: ../../docs/development/compiling/getting_source.rst:26 msgid "" "Afterwards, to get the latest development version of the Godot source code " "(the unstable ``master`` branch), you can use ``git clone``." msgstr "" -"之后,要获得最新版本的Godot源代码(不稳定的 ``master`` 分支),可以使用 ``git " +"之后, 要获得最新版本的Godot源代码(不稳定的 ``master`` 分支), 可以使用 ``git " "clone``." #: ../../docs/development/compiling/getting_source.rst:29 msgid "" "If you are using the ``git`` command line client, this is done by entering " "the following in a terminal:" -msgstr "如果您使用 ``git`` 命令行,可以通过在终端输入下列命令来完成:" +msgstr "如果您使用 ``git`` 命令行, 可以通过在终端输入下列命令来完成:" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " "want. You can then download and extract the source from the download link on " "the page." msgstr "" -"要获取稳定版本的源代码,请访问 `源代码发布页面 <https://github.com/" -"godotengine/godot/releases>`__ 然后单击所需发行版的链接.然后,您可以从页面上的" -"下载链接下载并解压源代码." +"要获取稳定版本的源代码, 请访问 `源代码发布页面 <https://github.com/" +"godotengine/godot/releases>`__ 然后单击所需发行版的链接. 然后, 您可以从页面上" +"的下载链接下载并解压源代码." -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 +#, fuzzy msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" - -#: ../../docs/development/compiling/getting_source.rst:49 -msgid "" -"There are also generally branches besides ``master`` for each major version." -msgstr "此外,您可以通过 ``git`` 在各个主要版本的分支间进行切换." +"使用 ``git`` ,你也可以通过在 ``--branch`` 参数后指定其分支或标签来克隆一个稳" +"定版本::" #: ../../docs/development/compiling/getting_source.rst:51 msgid "" +"There are also generally branches besides ``master`` for each major version." +msgstr "此外, 您可以通过 ``git`` 在各个主要版本的分支间进行切换." + +#: ../../docs/development/compiling/getting_source.rst:53 +msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." msgstr "" -"获取到 Godot 的源代码之后,您就可以继续 :ref:`编译 Godot " +"获取到 Godot 的源代码之后, 您就可以继续 :ref:`编译 Godot " "<doc_introduction_to_the_buildsystem>` 了." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po index 21641bc31f..d8b5d8b72d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index f52466ccf1..4839467405 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,17 +34,17 @@ msgid "" "There are many reasons why we have chosen SCons over other alternatives, for " "example:" msgstr "" -"Godot使用 `SCons <https://www.scons.org/>`__ 来构建.我们喜欢它,不会因为其他任" -"何事情而改变它.我们甚至不确定其他构建系统是否可以完成Godot的构建任务.我们不断" -"收到将构建系统移至CMake或Visual Studio的请求,但这不会发生.我们选择SCons而不是" -"其他构建系统的原因有很多,例如:" +"Godot使用 `SCons <https://www.scons.org/>`__ 来构建. 我们喜欢它, 不会因为其他" +"任何事情而改变它. 我们甚至不确定其他构建系统是否可以完成Godot的构建任务. 我们" +"不断收到将构建系统移至CMake或Visual Studio的请求, 但这不会发生. 我们选择SCons" +"而不是其他构建系统的原因有很多, 例如:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:18 msgid "" "Godot can be compiled for a dozen different platforms: all PC platforms, all " "mobile platforms, many consoles, and WebAssembly." msgstr "" -"Godot可以针对多种不同的平台进行编译:所有PC平台、所有移动平台、各种游戏机、和" +"Godot可以针对多种不同的平台进行编译: 所有PC平台, 所有移动平台, 各种游戏机, 和" "WebAssembly." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:20 @@ -54,9 +54,9 @@ msgid "" "reconfiguring and rebuilding the project each time. SCons can do this with " "no sweat, without breaking the builds." msgstr "" -"开发者们经常需要 **同时** 将代码编译到多个平台上,或者同一个平台的不同架构上," -"但他们负担不起每次都要重新配置和重构项目.SCons可以毫不费力地完成此任务,而不会" -"破坏构建." +"开发者们经常需要 **同时** 将代码编译到多个平台上, 或者同一个平台的不同架构" +"上, 但他们负担不起每次都要重新配置和重构项目.SCons可以毫不费力地完成此任务, " +"而不会破坏构建." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:24 msgid "" @@ -64,8 +64,8 @@ msgid "" "additions, removals etc. You have more chances to die struck by lightning " "than needing to clean and rebuild in SCons." msgstr "" -"无论对项目做出多少修改、配置、增加、删除之类的事情,SCons *都不会* 把构建工作" -"搞砸.你需要通过Scons进行清理和重新构建的机会比你被闪电击中的几率还低." +"无论对项目做出多少修改, 配置, 增加, 删除之类的事情,SCons *都不会* 把构建工作" +"搞砸. 你需要通过Scons进行清理和重新构建的机会比你被闪电击中的几率还低." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:27 msgid "" @@ -75,9 +75,9 @@ msgid "" "write in an actual programming language (like Python) rather than using a " "mostly macro-based language only meant for building." msgstr "" -"Godot的构建过程并不简单.几个文件由代码生成(绑定),其他文件被解析(着色器),而其" -"他文件则需要提供自定义(插件).这需要复杂的逻辑,而该逻辑更容易用实际的编程语言" -"(如Python)编写,而不是使用仅用于构建的基于宏的语言." +"Godot的构建过程并不简单. 几个文件由代码生成(绑定), 其他文件被解析(着色器), 而" +"其他文件则需要提供自定义(插件). 这需要复杂的逻辑, 而该逻辑更容易用实际的编程" +"语言(如Python)编写, 而不是使用仅用于构建的基于宏的语言." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:32 msgid "" @@ -85,16 +85,16 @@ msgid "" "has a specific detection process, and all these must be handled as specific " "cases with special code written for each." msgstr "" -"Godot的构建过程大量使用了交叉编译工具.每个平台都有特定的检测过程,需为每个平台" -"编写特殊代码,将这些作为特殊情况处理." +"Godot的构建过程大量使用了交叉编译工具. 每个平台都有特定的检测过程, 需为每个平" +"台编写特殊代码, 将这些作为特殊情况处理." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:36 msgid "" "So, please try to keep an open mind and get at least a little familiar with " "it if you are planning to build Godot yourself." msgstr "" -"因此,如果您想要自己构建 Godot 的话,请持一个开放的态度,至少稍微熟悉一下这个构" -"建系统." +"因此, 如果您想要自己构建 Godot 的话, 请持一个开放的态度, 至少稍微熟悉一下这个" +"构建系统." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:40 msgid "Setup" @@ -118,9 +118,9 @@ msgid "" "Tools Command Prompt for VS 2017`` or similar, depending on your install, " "instead of the standard Windows command prompt to enter the commands below." msgstr "" -"注意, 在 **Windows/Visual Studio** 环境下,您要使用 ``VS2017 x86_x64 兼容工具" -"命令提示符`` 这类工具(具体视您安装的版本来定),而不是标准Windows命令提示符下输" -"入以下命令." +"注意, 在 **Windows/Visual Studio** 环境下, 您要使用 ``VS2017 x86_x64 兼容工具" +"命令提示符`` 这类工具(具体视您安装的版本来定), 而不是标准Windows命令提示符下" +"输入以下命令." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:52 msgid "Platform selection" @@ -133,8 +133,8 @@ msgid "" "available platforms. The build requirements for each platform are described " "in the rest of this tutorial section." msgstr "" -"Godot的构建系统将从检测可构建的平台开始.如果未检测到,该平台将不会出现在可用平" -"台列表中.本教程后续部分将介绍每种平台的构建要求." +"Godot的构建系统将从检测可构建的平台开始. 如果未检测到, 该平台将不会出现在可用" +"平台列表中. 本教程后续部分将介绍每种平台的构建要求." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:59 msgid "" @@ -142,19 +142,19 @@ msgid "" "SCons will detect the target platform automatically based on the host " "platform. It will then start building for the target platform right away." msgstr "" -"仅通过调用 ``scons`` 即可调用SCons.如果未指定平台,SCons将基于主机平台自动检测" -"目标平台.然后它将立即开始为目标平台构建." +"仅通过调用 ``scons`` 即可调用SCons. 如果未指定平台,SCons将基于主机平台自动检" +"测目标平台. 然后它将立即开始为目标平台构建." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:63 msgid "To list the available target platforms, use ``scons platform=list``::" -msgstr "要列出可用的目标平台,请使用 ``scons platform=list``:" +msgstr "要列出可用的目标平台, 请使用 ``scons platform=list``:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:77 msgid "" "To build for a platform (for example, x11), run with the ``platform=`` (or " "``p=`` to make it short) argument:" msgstr "" -"运行时使用 ``platform=`` (或简称为 ``p=``)参数,为特定平台构建(例如x11):" +"运行时使用 ``platform=`` (或简称为 ``p=``)参数, 为特定平台构建(例如x11):" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:84 msgid "" @@ -163,9 +163,9 @@ msgid "" "cores will be used for the build. Or leave it using one core, so you can use " "your computer for something else :)" msgstr "" -"这将开始 Godot 的构建进程,需要花一段时间才能完成.如果您希望 Scons 的构建速度" -"更快,请使用 ``-j <cores>`` 参数指定构建任务要使用多少个CPU核心.或者只是让它使" -"用一个核心,这样您可以继续使用您的电脑的做其他事情 :)" +"这将开始 Godot 的构建进程, 需要花一段时间才能完成. 如果您希望 Scons 的构建速" +"度更快, 请使用 ``-j <cores>`` 参数指定构建任务要使用多少个CPU核心. 或者只是让" +"它使用一个核心, 这样您可以继续使用您的电脑的做其他事情 :)" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:89 msgid "Example for using 4 cores:" @@ -179,19 +179,19 @@ msgstr "生成的二进制文件" msgid "" "The resulting binaries will be placed in the ``bin/`` subdirectory, " "generally with this naming convention::" -msgstr "生成的二进制文件将被放置在 ``bin/`` 子目录中,通常使用这种命名约定:" +msgstr "生成的二进制文件将被放置在 ``bin/`` 子目录中, 通常使用这种命名约定:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:103 msgid "For the previous build attempt, the result would look like this::" -msgstr "对于先前的构建尝试,结果将如下所示:" +msgstr "对于先前的构建尝试, 结果将如下所示:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:108 msgid "" "This means that the binary is for X11, is not optimized, has tools (the " "whole editor) compiled in, and is meant for 64 bits." msgstr "" -"这意味着该二进制文件适用于X11,未经过优化,具有已编译的工具(整个编辑器),并且适" -"用于64位." +"这意味着该二进制文件适用于X11, 未经过优化, 具有已编译的工具(整个编辑器), 并且" +"适用于64位." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:111 msgid "A Windows binary with the same configuration will look like this:" @@ -205,16 +205,17 @@ msgid "" "are needed (which can be either downloaded from `godotengine.org <https://" "godotengine.org/>`__, or you can build them yourself)." msgstr "" -"将该二进制文件复制到您喜欢的任何位置,因为它包含项目管理器、编辑器和执行游戏的" -"所有方法.但是,它缺少将其导出到不同平台的数据.为此,需要导出模板(可以从 " -"`godotengine.org <https://godotengine.org/>`__ 下载,或者您可以自己构建它们)." +"将该二进制文件复制到您喜欢的任何位置, 因为它包含项目管理器, 编辑器和执行游戏" +"的所有方法. 但是, 它缺少将其导出到不同平台的数据. 为此, 需要导出模板(可以从 " +"`godotengine.org <https://godotengine.org/>`__ 下载, 或者您可以自己构建它们)." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:124 msgid "" "Aside from that, there are a few standard options that can be set in all " "build targets, and which will be explained below." msgstr "" -"除此之外,在所有的构建目标平台中有几个标准选项可以进行设置,下面将对此进行说明." +"除此之外, 在所有的构建目标平台中有几个标准选项可以进行设置, 下面将对此进行说" +"明." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:130 msgid "Tools" @@ -226,8 +227,8 @@ msgid "" "disabled for everything else. Disabling tools produces a binary that can run " "projects but that does not include the editor or the project manager." msgstr "" -"在所有PC平台(Linux, Windows, macOS)上工具默认被启用,在其他平台上默认被禁用.禁" -"用工具会生成可以运行项目的二进制文件,但不包括编辑器和项目管理器." +"在所有PC平台(Linux, Windows, macOS)上工具默认被启用, 在其他平台上默认被禁用. " +"禁用工具会生成可以运行项目的二进制文件, 但不包括编辑器和项目管理器." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144 msgid "Target" @@ -235,15 +236,15 @@ msgstr "目标" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146 msgid "Target controls optimization and debug flags. Each mode means:" -msgstr "构建目标控制着优化和调试标志.每种模式表示:" +msgstr "构建目标控制着优化和调试标志. 每种模式表示:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148 msgid "" "**debug**: Build with C++ debugging symbols, runtime checks (performs checks " "and reports error) and none to little optimization." msgstr "" -"**debug**:使用C ++调试符号进行构建,运行时检查(执行检查并报告错误),并且几乎没" -"有优化." +"**debug** : 使用C ++调试符号进行构建, 运行时检查(执行检查并报告错误), 并且几" +"乎没有优化." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:150 msgid "" @@ -251,8 +252,8 @@ msgid "" "keep the runtime checks (performs checks and reports errors). Official " "editor binaries use this configuration." msgstr "" -"**release_debug**:不使用C ++调试符号和优化进行构建,但保留运行时检查(执行检查" -"并报告错误).官方编辑器二进制文件使用此配置." +"**release_debug** : 不使用C ++调试符号和优化进行构建, 但保留运行时检查(执行检" +"查并报告错误). 官方编辑器二进制文件使用此配置." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:153 msgid "" @@ -260,8 +261,9 @@ msgid "" "runtime checks. This target can't be used together with ``tools=yes``, as " "the editor requires some debug functionality and run-time checks to run." msgstr "" -"**release**:不使用符号进行构建,具有优化功能,几乎没有运行时检查.该构建目标不能" -"与 ``tools=yes`` 一起使用,因为编辑器需要一些调试功能和运行时检查才能运行." +"**release** : 不使用符号进行构建, 具有优化功能, 几乎没有运行时检查. 该构建目" +"标不能与 ``tools=yes`` 一起使用, 因为编辑器需要一些调试功能和运行时检查才能运" +"行." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:162 msgid "" @@ -269,8 +271,8 @@ msgid "" "debug with tools enabled). When optimization is enabled (release), it " "appends the ``.opt`` suffix." msgstr "" -"该标志追加 ``.debug`` 后缀(用于调试),或 ``.tools`` (用于启用工具的调试).启用" -"优化(release)后,它会追加 ``.opt`` 后缀." +"该标志追加 ``.debug`` 后缀(用于调试), 或 ``.tools`` (用于启用工具的调试). 启" +"用优化(release)后, 它会追加 ``.opt`` 后缀." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167 msgid "Bits" @@ -281,20 +283,20 @@ msgid "" "Bits is meant to control the CPU or OS version intended to run the binaries. " "It is focused mostly on desktop platforms and ignored everywhere else." msgstr "" -"位用于控制要运行二进制文件的CPU或OS版本.它主要针对在桌面平台,而在其他平台都会" -"被忽略." +"位用于控制要运行二进制文件的CPU或OS版本. 它主要针对在桌面平台, 而在其他平台都" +"会被忽略." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173 msgid "**32**: Build binaries for 32-bit platforms." -msgstr "**32**:为32位平台构建二进制文件." +msgstr "**32** : 为32位平台构建二进制文件." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174 msgid "**64**: Build binaries for 64-bit platforms." -msgstr "**64**:为64位平台构建二进制文件." +msgstr "**64** : 为64位平台构建二进制文件." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175 msgid "**default**: Build for the architecture that matches the host platform." -msgstr "**default**:针对与主机平台匹配的架构进行构建." +msgstr "**default** : 针对与主机平台匹配的架构进行构建." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:181 msgid "" @@ -302,8 +304,8 @@ msgid "" "relevant. If ``bits=default`` is used, the suffix will match the detected " "architecture." msgstr "" -"相关时,此标志在生成的二进制文件后附加 ``.32`` 或 ``.64`` 后缀.如果使用 " -"``bits=default``,则后缀将匹配检测到的体系结构." +"相关时, 此标志在生成的二进制文件后附加 ``.32`` 或 ``.64`` 后缀. 如果使用 " +"``bits=default``, 则后缀将匹配检测到的体系结构." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188 msgid "Custom modules" @@ -313,7 +315,7 @@ msgstr "自定义模块" msgid "" "It's possible to compile modules residing outside of Godot's directory tree, " "along with the built-in modules." -msgstr "可以编译驻扎在Godot目录树之外的模块,以及内置模块." +msgstr "可以编译驻扎在Godot目录树之外的模块, 以及内置模块." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:193 msgid "" @@ -322,15 +324,15 @@ msgid "" "containing a collection of independent C++ modules that can be seen as C++ " "packages, just like the built-in ``modules/`` directory." msgstr "" -"在编译之前,可以在命令行中传递一个``custom_modules``构建选项.这个选项代表了一" -"个以逗号分隔的目录路径列表,其中包含了一系列独立的C++模块,这些模块可以被看作是" -"C++包,就像内置的``modules/``目录一样." +"在编译之前, 可以在命令行中传递一个 ``custom_modules`` 构建选项. 这个选项代表" +"了一个以逗号分隔的目录路径列表, 其中包含了一系列独立的C++模块, 这些模块可以被" +"看作是C++包, 就像内置的 ``modules/`` 目录一样." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198 msgid "" "For instance, it's possible to provide both relative, absolute, and user " "directory paths containing such modules:" -msgstr "例如,可以同时提供包含此类模块的相对、绝对和用户目录路径:" +msgstr "例如, 可以同时提供包含此类模块的相对, 绝对和用户目录路径:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:207 msgid "" @@ -338,8 +340,8 @@ msgid "" "module, the engine will only compile the custom one. This logic can be used " "to override built-in module implementations." msgstr "" -"如果有任何自定义模块的目录名与内置模块的目录名完全相同,引擎将只编译自定义模" -"块.这个逻辑可以用来覆盖内置模块的实现." +"如果有任何自定义模块的目录名与内置模块的目录名完全相同, 引擎将只编译自定义模" +"块. 这个逻辑可以用来覆盖内置模块的实现." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:213 msgid ":ref:`doc_custom_modules_in_c++`" @@ -356,8 +358,8 @@ msgid "" "``<options>`` is the list of build options you've used to build Godot " "previously." msgstr "" -"有时,你可能会遇到一个错误,因为生成的文件存在.您可以使用``scons --clean " -"<options>``删除它们,其中``<options>``是您之前用来构建Godot的构建选项列表." +"有时, 你可能会遇到一个错误, 因为生成的文件存在. 您可以使用``scons --clean " +"<options>``删除它们, 其中 ``<options>`` 是您之前用来构建Godot的构建选项列表." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:222 msgid "" @@ -366,8 +368,9 @@ msgid "" "all untracked and ignored files in the repository. Don't run this command if " "you have uncommitted work!" msgstr "" -"或者,你也可以使用``git clean -fixd``来清理所有平台和配置的构建工件.注意,这将" -"删除版本库中所有未跟踪和忽略的文件.如果你有未提交的工作,请不要运行这个命令!" +"或者, 你也可以使用``git clean -fixd``来清理所有平台和配置的构建工件. 注意, 这" +"将删除版本库中所有未跟踪和忽略的文件. 如果你有未提交的工作, 请不要运行这个命" +"令!" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228 msgid "Other build options" @@ -379,7 +382,7 @@ msgid "" "Godot should be built (compiler, debug options, etc.) as well as the " "features to include/disable." msgstr "" -"您还可以使用其他几个构建选项来配置Godot的构建方式(编译器、调试选项等),以及要" +"您还可以使用其他几个构建选项来配置Godot的构建方式(编译器, 调试选项等), 以及要" "包含/禁用的功能." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:234 @@ -387,7 +390,7 @@ msgid "" "Check the output of ``scons --help`` for details about each option for the " "version you are willing to compile." msgstr "" -"检查 ``scons --help`` 的输出,以获取有关您愿意编译的版本的每个选项的详细信息." +"检查 ``scons --help`` 的输出, 以获取有关您愿意编译的版本的每个选项的详细信息." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:240 msgid "Overriding the build options" @@ -403,8 +406,8 @@ msgid "" "Engine source to initialize any SCons build options passed via the command " "line:" msgstr "" -"默认的``custom.py``文件可以在Godot引擎源的根部创建,以初始化任何通过命令行传递" -"的SCons构建选项:" +"默认的 ``custom.py`` 文件可以在Godot引擎源的根部创建, 以初始化任何通过命令行" +"传递的SCons构建选项:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:257 msgid "" @@ -412,7 +415,7 @@ msgid "" "some time it takes to build the engine, see :ref:`doc_optimizing_for_size` " "page for more details." msgstr "" -"你也可以在编译前禁用一些内置模块,以节省一些构建引擎的时间,更多细节见 :ref:" +"你也可以在编译前禁用一些内置模块, 以节省一些构建引擎的时间, 更多细节见 :ref:" "`doc_optimizing_for_size` 页面." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:260 @@ -420,7 +423,8 @@ msgid "" "Another custom file can be specified explicitly with the ``profile`` command " "line option, both overriding the default build configuration:" msgstr "" -"另一个自定义文件可以用``profile``命令行选项明确指定,都会覆盖默认的构建配置:" +"另一个自定义文件可以用 ``profile`` 命令行选项明确指定, 都会覆盖默认的构建配" +"置:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:267 msgid "" @@ -441,13 +445,13 @@ msgid "" "``SCONSFLAGS`` is an environment variable which is used by the SCons to set " "the options automatically without having to supply them via the command line." msgstr "" -"``SCONSFLAGS``是一个环境变量,SCons用来自动设置选项,而无需通过命令行提供." +"``SCONSFLAGS`` 是一个环境变量,SCons用来自动设置选项, 而无需通过命令行提供." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:290 msgid "" "For instance, you may want to build Godot in parallel with the " "aforementioned ``-j`` option for all the future builds:" -msgstr "例如,你可能希望在未来的所有构建中,与上述``-j``选项并行构建Godot:" +msgstr "例如, 你可能希望在未来的所有构建中, 与上述 ``-j`` 选项并行构建Godot:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:307 msgid "Export templates" @@ -460,8 +464,8 @@ msgid "" "build them yourself (in case you want newer ones, you are using custom " "modules, or simply don't trust your own shadow)." msgstr "" -"官方的导出模板可以从 `Godot 的官方网站 <https://godotengine.org/>`__ 下载到." -"此外,您可能想要自己构建它们(可能想要构建更新的版本、要使用自定义模块、不信任" +"官方的导出模板可以从 `Godot 的官方网站 <https://godotengine.org/>`__ 下载到. " +"此外, 您可能想要自己构建它们(可能想要构建更新的版本, 要使用自定义模块, 不信任" "我们编译的包是否安全)." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:314 @@ -469,8 +473,8 @@ msgid "" "If you download the official export templates package and unzip it, you will " "notice that most files are optimized binaries or packages for each platform:" msgstr "" -"如果下载官方导出模板程序包并解压缩,您会注意到大多数文件都是针对每个平台的优化" -"二进制文件或程序包:" +"如果下载官方导出模板程序包并解压缩, 您会注意到大多数文件都是针对每个平台的优" +"化二进制文件或程序包:" #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:337 msgid "" @@ -478,8 +482,8 @@ msgid "" "in this same tutorial section. Each platform explains how to create its own " "template." msgstr "" -"要自己创建它们,请按照该教程中针对每个平台的详细说明的部分进行操作.每个平台都" -"说明了如何创建自己的模板." +"要自己创建它们, 请按照该教程中针对每个平台的详细说明的部分进行操作. 每个平台" +"都说明了如何创建自己的模板." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:341 msgid "" @@ -492,11 +496,11 @@ msgid "" "lines of the `version.py file in the Godot Git repository <https://github." "com/godotengine/godot/blob/master/version.py>`__." msgstr "" -"``version.txt`` 文件应包含相应的Godot版本标识符.该文件用于在特定于版本的目录" -"中安装导出模板,以避免冲突.例如,如果您要为Godot 3.1.1构建导出模板,则 " -"``version.txt`` 文件的第一行应包含 ``3.1.1.stable`` (没有其他内容).该版本标识" -"符 `在Godot Git 存储库中的version.py文件 <https://github.com/godotengine/" -"godot/blob/master/version.py>`__ 的 ``major``、``minor``、``patch`` (如果存" +"``version.txt`` 文件应包含相应的Godot版本标识符. 该文件用于在特定于版本的目录" +"中安装导出模板, 以避免冲突. 例如, 如果您要为Godot 3.1.1构建导出模板, 则 " +"``version.txt`` 文件的第一行应包含 ``3.1.1.stable`` (没有其他内容). 该版本标" +"识符 `在Godot Git 存储库中的version.py 文件 <https://github.com/godotengine/" +"godot/blob/master/version.py>`__ 的 ``major``, ``minor``, ``patch`` (如果存" "在)和 ``status`` 行." #: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:349 @@ -507,6 +511,6 @@ msgid "" "place, but Linux has the advantage of being the easier platform to set this " "up." msgstr "" -"如果要针对多个平台进行开发,则macOS绝对是用于交叉编译的最方便的主机平台,因为您" -"可以针对几乎每个目标(UWP除外)进行交叉编译.Linux和Windows位居第二,但是Linux的" -"优势是易于设置." +"如果要针对多个平台进行开发, 则macOS绝对是用于交叉编译的最方便的主机平台, 因为" +"您可以针对几乎每个目标(UWP除外)进行交叉编译.Linux和Windows位居第二, 但是Linux" +"的优势是易于设置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/optimizing_for_size.po index 151659b78b..3a3ddee77f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,9 @@ msgid "" "specific compiler flags to aid on decreasing build size. Common situations " "include creating builds for mobile and Web platforms." msgstr "" -"有时,需要针对大小而不是速度来优化构建.这意味着不编译引擎上的未使用的函数,以及" -"使用特定的编译器标志来帮助减小构建大小.常见情况包括为移动和Web平台创建构建." +"有时, 需要针对大小而不是速度来优化构建. 这意味着不编译引擎上的未使用的函数, " +"以及使用特定的编译器标志来帮助减小构建大小. 常见情况包括为移动和Web平台创建构" +"建." #: ../../docs/development/compiling/optimizing_for_size.rst:16 msgid "" @@ -41,8 +42,8 @@ msgid "" "smaller binary. Before continuing, it is recommended to read the previous " "tutorials on compiling Godot for each platform." msgstr "" -"本教程旨在概述创建较小二进制文件的不同方法.在继续之前,建议阅读之前有关为每个" -"平台编译Godot的教程." +"本教程旨在概述创建较小二进制文件的不同方法. 在继续之前, 建议阅读之前有关为每" +"个平台编译Godot的教程." #: ../../docs/development/compiling/optimizing_for_size.rst:22 msgid "" @@ -51,9 +52,9 @@ msgid "" "SCons options. You can then save this file and place it at the root of your " "Godot source directory." msgstr "" -"您可以使用在线 `Godot构建选项生成器<https://godot-build-options-generator." -"github.io/>`__ , 生成一个包含SCons选项的 ``custom.py`` 文件.然后您可以保存这" -"个文件,并将其放在Godot源目录的根目录下." +"您可以使用在线 `Godot 构建选项生成器 <https://godot-build-options-generator." +"github.io/>`__ , 生成一个包含SCons选项的 ``custom.py`` 文件. 然后您可以保存这" +"个文件, 并将其放在Godot源目录的根目录下." #: ../../docs/development/compiling/optimizing_for_size.rst:28 msgid "Disabling 3D" @@ -63,7 +64,8 @@ msgstr "禁用3D" msgid "" "For 2D games, having the whole 3D engine available usually makes no sense. " "Because of this, there is a build flag to disable it:" -msgstr "对于2D游戏,拥有整个3D引擎通常没有任何意义.因此,有一个构建标志来禁用它:" +msgstr "" +"对于2D游戏, 拥有整个3D引擎通常没有任何意义. 因此, 有一个构建标志来禁用它:" #: ../../docs/development/compiling/optimizing_for_size.rst:36 msgid "" @@ -71,8 +73,8 @@ msgid "" "designed to operate without 3D support. Without it, the binary size can be " "reduced by about 15%." msgstr "" -"必须禁用工具才能使用此标志,因为编辑器不能在没有3D支持的情况下运行.没有它,二进" -"制大小可以减少大约15%." +"必须禁用工具才能使用此标志, 因为编辑器不能在没有3D支持的情况下运行. 没有它, " +"二进制大小可以减少大约15%." #: ../../docs/development/compiling/optimizing_for_size.rst:41 msgid "Disabling advanced GUI nodes" @@ -83,8 +85,8 @@ msgid "" "Most small games don't require complex GUI controls such as Tree, ItemList, " "TextEdit or GraphEdit. They can be disabled using a build flag:" msgstr "" -"大多数小游戏不需要复杂的GUI控件,如Tree、ItemList、TextEdit或GraphEdit.它们可" -"以用一个构建标志来禁用:" +"大多数小游戏不需要复杂的GUI控件, 如Tree, ItemList, TextEdit或GraphEdit. 它们" +"可以用一个构建标志来禁用:" #: ../../docs/development/compiling/optimizing_for_size.rst:51 msgid "Disabling unwanted modules" @@ -94,7 +96,7 @@ msgstr "禁用不需要的模块" msgid "" "A lot of Godot's functions are offered as modules. You can see a list of " "modules with the following command:" -msgstr "许多Godot的功能都作为模块提供.您可以使用以下命令查看模块列表:" +msgstr "许多Godot的功能都作为模块提供. 您可以使用以下命令查看模块列表:" #: ../../docs/development/compiling/optimizing_for_size.rst:60 msgid "" @@ -102,8 +104,8 @@ msgid "" "build options. If you are working on a simple 2D game, you could disable a " "lot of them:" msgstr "" -"将显示可以禁用的模块列表以及所有构建选项.如果您正在开发简单的2D游戏,则可以禁" -"用其中的许多功能:" +"将显示可以禁用的模块列表以及所有构建选项. 如果您正在开发简单的2D游戏, 则可以" +"禁用其中的许多功能:" #: ../../docs/development/compiling/optimizing_for_size.rst:68 msgid "" @@ -112,8 +114,9 @@ msgid "" "might want to keep networking-related modules, regex support, or theora/webm " "to play videos)." msgstr "" -"如果这被证明不适合你的用例,你应该回顾一下模块列表,看看哪些模块是你的游戏仍然" -"需要的(例如,你可能想保留网络相关的模块,regex支持,或者播放视频的theora/webm)." +"如果这被证明不适合你的用例, 你应该回顾一下模块列表, 看看哪些模块是你的游戏仍" +"然需要的(例如, 你可能想保留网络相关的模块,regex支持, 或者播放视频的theora/" +"webm)." #: ../../docs/development/compiling/optimizing_for_size.rst:73 msgid "" @@ -121,8 +124,8 @@ msgid "" "``custom.py`` at the root of the source, with the contents similar to the " "following:" msgstr "" -"或者,你也可以通过在源代码的根部创建``custom.py``来提供一个禁用模块的列表,其内" -"容类似于以下:" +"或者, 你也可以通过在源代码的根部创建 ``custom.py`` 来提供一个禁用模块的列表, " +"其内容类似于以下:" #: ../../docs/development/compiling/optimizing_for_size.rst:117 msgid ":ref:`doc_overriding_build_options`." @@ -137,7 +140,7 @@ msgid "" "Godot 3.1 onwards allows compiling using size optimizations (instead of " "speed). To enable this, set the ``optimize`` flag to ``size``:" msgstr "" -"Godot 3.1以上版本允许使用尺寸优化(而不是速度优化)进行编译.要启用这个功能,请" +"Godot 3.1以上版本允许使用尺寸优化(而不是速度优化)进行编译. 要启用这个功能, 请" "将 ``optimize`` 标志设置为 ``size`` :" #: ../../docs/development/compiling/optimizing_for_size.rst:129 @@ -155,14 +158,14 @@ msgid "" "template functions and unused code. It can currently be used with the GCC " "and MSVC compilers:" msgstr "" -"启用链接时优化可以在性能和文件大小方面生成更高效的二进制文件.它通过消除重复的" -"模板功能和未使用的代码来工作.目前,它可以与GCC和MSVC编译器一起使用:" +"启用链接时优化可以在性能和文件大小方面生成更高效的二进制文件. 它通过消除重复" +"的模板功能和未使用的代码来工作. 目前, 它可以与GCC和MSVC编译器一起使用:" #: ../../docs/development/compiling/optimizing_for_size.rst:143 msgid "" "Linking becomes much slower and more RAM consuming with this option, so it " "should be used only for release builds." -msgstr "使用这个选项,链接会变得更慢,更消耗内存,所以它应该只用于发布构建." +msgstr "使用这个选项, 链接会变得更慢, 更消耗内存, 所以它应该只用于发布构建." #: ../../docs/development/compiling/optimizing_for_size.rst:147 msgid "Stripping binaries" @@ -171,4 +174,4 @@ msgstr "剥离二进制文件" #: ../../docs/development/compiling/optimizing_for_size.rst:149 msgid "" "If you build from source, remember to strip debug symbols from binaries:" -msgstr "如果从源代码构建,请记住从二进制文件中剥离调试符号:" +msgstr "如果从源代码构建, 请记住从二进制文件中剥离调试符号:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 3e22e3a7c3..0f5f30341f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,19 +33,19 @@ msgid "" "festival/>`_, a speech synthesis (text-to-speech) library written in C++." msgstr "" ":ref:`doc_custom_modules_in_c++` 中的Summator例子对于小型自定义的模块来说是非" -"常好,但是如果想使用一个更大的外部库呢?来看一个使用 `Festival <http://www." -"cstr.ed.ac.uk/projects/festival/>`_ 的例子,这是一个用C++编写的语音合成库(文本" -"到语音)." +"常好, 但是如果想使用一个更大的外部库呢?来看一个使用 `Festival <http://www." +"cstr.ed.ac.uk/projects/festival/>`_ 的例子, 这是一个用C++编写的语音合成库(文" +"本到语音)." #: ../../docs/development/cpp/binding_to_external_libraries.rst:14 msgid "" "To bind to an external library, set up a module directory similar to the " "Summator example:" -msgstr "要绑定到外部库,请设置类似于Summator示例的模块目录:" +msgstr "要绑定到外部库, 请设置类似于Summator示例的模块目录:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:20 msgid "Next, you will create a header file with a simple TTS class:" -msgstr "接下来,您将使用简单的TTS类创建头文件:" +msgstr "接下来, 您将使用简单的TTS类创建头文件:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:45 msgid "And then you'll add the cpp file." @@ -55,15 +55,15 @@ msgstr "然后您将添加cpp文件." msgid "" "Just as before, the new class needs to be registered somehow, so two more " "files need to be created:" -msgstr "和以前一样,需要以某种方式注册新类,因此还需要创建两个文件:" +msgstr "和以前一样, 需要以某种方式注册新类, 因此还需要创建两个文件:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:79 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -"这些文件必须在您的模块的顶层文件夹中( ``SCsub`` 和 ``config.py`` 文件旁边),这" -"样模块才能被正确注册." +"这些文件必须在您的模块的顶层文件夹中( ``SCsub`` 和 ``config.py`` 文件旁边), " +"这样模块才能被正确注册." #: ../../docs/development/cpp/binding_to_external_libraries.rst:82 msgid "These files should contain the following:" @@ -73,17 +73,18 @@ msgstr "这些文件应包含以下内容:" msgid "" "Next, you need to create a ``SCsub`` file so the build system compiles this " "module:" -msgstr "接下来,需要创建一个 ``SCsub`` 文件,以便构建系统编译此模块:" +msgstr "接下来, 需要创建一个 ``SCsub`` 文件, 以便构建系统编译此模块:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" -"您需要在计算机上安装外部库才能获取.a库文件.有关如何为您的操作系统执行此操作的" -"特定说明,请参见库的官方文档.我们在下面包含了Linux的安装命令,以供参考." +"您需要在计算机上安装外部库才能获取.a库文件. 有关如何为您的操作系统执行此操作" +"的特定说明, 请参见库的官方文档. 我们在下面包含了Linux的安装命令, 以供参考." #: ../../docs/development/cpp/binding_to_external_libraries.rst:132 msgid "" @@ -94,19 +95,20 @@ msgid "" "use." msgstr "" "Festival使用的声音(以及任何其他潜在的外部/第三方资源)都有不同的许可证和使用条" -"款;其中一些(如果不是大多数)可能会对Godot产生问题,即使Festival库本身是与MIT许" -"可证兼容.请务必检查许可证和使用条款." +"款;其中一些(如果不是大多数)可能会对Godot产生问题, 即使Festival库本身是与MIT" +"许可证兼容. 请务必检查许可证和使用条款." #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" -"外部库也需要安装在模块内部,以使编译器可以访问源文件,同时保持模块代码独立.可以" -"通过 ``git`` 使用以下命令从 ``modules/tts/`` 目录中安装 ``Festival`` 和 " +"外部库也需要安装在模块内部, 以使编译器可以访问源文件, 同时保持模块代码独立. " +"可以通过 ``git`` 使用以下命令从 ``modules/tts/`` 目录中安装 ``Festival`` 和 " "``Speech_tools`` 库:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:147 @@ -115,25 +117,26 @@ msgid "" "repository, you can link to them instead by adding them as submodules (from " "within the modules/tts/ directory), as seen below:" msgstr "" -"如果您不希望将外部存储库源文件提交到您的存储库,您可以通过将它们添加为子模块" -"(从 ``modules/tts/`` 目录中)来链接它们,如下所示:" +"如果您不希望将外部存储库源文件提交到您的存储库, 您可以通过将它们添加为子模块" +"(从 ``modules/tts/`` 目录中)来链接它们, 如下所示:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 +#, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" -"请注意,Godot仓库中不使用Git子模块. 如果你开发的模块要被合并到Godot主仓库,你不" -"应该使用子模块. 如果你的模块没有被合并,你可以尝试将外部库作为GDNative C++插件" -"来实现." +"请注意,Godot仓库中不使用Git子模块. 如果你开发的模块要被合并到Godot主仓库, 你" +"不应该使用子模块. 如果你的模块没有被合并, 你可以尝试将外部库作为GDNative C+" +"+插件来实现." #: ../../docs/development/cpp/binding_to_external_libraries.rst:161 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" -msgstr "要添加供编译器查看的包含目录,可以将其追加到环境的路径中:" +msgstr "要添加供编译器查看的包含目录, 可以将其追加到环境的路径中:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:181 msgid "" @@ -141,21 +144,22 @@ msgid "" "to clone `env` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example `SCsub` with custom flags:" msgstr "" -"如果要在构建模块时添加自定义编译器标志,则需要首先克隆 `env`,这样它就不会将这" -"些标志添加到整个Godot构建中(这可能会导致错误).带有自定义标志的示例 `SCsub`:" +"如果要在构建模块时添加自定义编译器标志, 则需要首先克隆 `env`, 这样它就不会将" +"这些标志添加到整个Godot构建中(这可能会导致错误). 带有自定义标志的示例 " +"`SCsub`:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "最终模块应如下所示:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "使用模块" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" -msgstr "现在,您可以通过任何脚本使用新创建的模块:" +msgstr "现在, 您可以通过任何脚本使用新创建的模块:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." -msgstr "如果说出文本,输出将是 ``is_spoken:True`` ." +msgstr "如果说出文本, 输出将是 ``is_spoken:True`` ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index 6d1afb27e5..28a583c546 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "are used in almost every file. This page is geared towards beginner " "contributors, but it can also be useful for those writing custom C++ modules." msgstr "" -"Godot的C++代码库使用了几十种自定义方法和宏,这些方法和宏几乎在每个文件中都会用" -"到.本页面向初学者,但对那些编写自定义C++模块的人也很有用." +"Godot的C++代码库使用了几十种自定义方法和宏, 这些方法和宏几乎在每个文件中都会" +"用到. 本页面向初学者, 但对那些编写自定义C++模块的人也很有用." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:11 msgid "Print text" @@ -38,7 +38,7 @@ msgstr "打印文本" msgid "" "If you need to add placeholders in your messages, use format strings as " "described below." -msgstr "如果你需要在信息中添加占位符,请使用下面描述的格式字符串." +msgstr "如果你需要在信息中添加占位符, 请使用下面描述的格式字符串." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:35 msgid "Format a string" @@ -49,16 +49,16 @@ msgid "" "The ``vformat()`` function returns a formatted :ref:`class_String`. It " "behaves in a way similar to C's ``sprintf()``:" msgstr "" -"``vformat()`` 函数返回一个格式化的 :ref:`class_String` .它的行为方式类似于C语" -"言的 ``sprintf()``:" +"``vformat()`` 函数返回一个格式化的 :ref:`class_String` . 它的行为方式类似于C" +"语言的 ``sprintf()``:" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:51 msgid "" "In most cases, try to use ``vformat()`` instead of string concatenation as " "it makes for more readable code." msgstr "" -"在大多数情况下,尽量使用 ``vformat()`` 而不是字符串连接,因为这样可以使代码更易" -"读." +"在大多数情况下, 尽量使用 ``vformat()`` 而不是字符串连接, 因为这样可以使代码更" +"易读." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:55 msgid "Convert an integer or float to a string" @@ -66,7 +66,7 @@ msgstr "将整数或浮点数转换为字符串" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:57 msgid "This is mainly useful when printing numbers directly." -msgstr "在直接打印数字时,这主要是有用的." +msgstr "在直接打印数字时, 这主要是有用的." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:68 msgid "Internationalize a string" @@ -83,9 +83,9 @@ msgid "" "translated if they provide a translation for it. When contributing to the " "engine, this is generally the macro you should use for localizable strings." msgstr "" -"``TTR()`` . **编辑器(\"工具\")的翻译** 只在编辑器中处理.如果用户在他们的一个" -"项目中使用相同的文本,如果他们提供了翻译,但不会被翻译.在为引擎做贡献时,一般来" -"说,这是你应该为可本地化字符串使用的宏." +"``TTR()`` . **编辑器(\"工具\")的翻译** 只在编辑器中处理. 如果用户在他们的一个" +"项目中使用相同的文本, 如果他们提供了翻译, 但不会被翻译. 在为引擎做贡献时, 一" +"般来说, 这是你应该为可本地化字符串使用的宏." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:76 msgid "" @@ -93,16 +93,16 @@ msgid "" "projects if they provide a translation for the given string. This kind of " "translation shouldn't be used in editor-only code." msgstr "" -"``RTR()`` . **运行时翻译** 如果提供给定字符串的翻译,将在项目中自动本地化,这种" -"翻译不应该用在纯编辑器的代码中." +"``RTR()`` . **运行时翻译** 如果提供给定字符串的翻译, 将在项目中自动本地化, 这" +"种翻译不应该用在纯编辑器的代码中." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:87 msgid "" "To insert placeholders in localizable strings, wrap the localization macro " "in a ``vformat()`` call as follows:" msgstr "" -"要在可本地化字符串中插入占位符,请将本地化宏包裹在 ``vformat()`` 的调用中,如下" -"所示:" +"要在可本地化字符串中插入占位符, 请将本地化宏包裹在 ``vformat()`` 的调用中, 如" +"下所示:" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:97 msgid "" @@ -111,9 +111,9 @@ msgid "" "string will never match the translation as it will have the placeholder " "already replaced when it's passed to TranslationServer." msgstr "" -"当同时使用 ``vformat()`` 和翻译宏时,总是将翻译宏包裹在 ``vformat()`` 中,而不" -"是相反.否则,字符串永远不会与翻译匹配,因为当它传递给TranslationServer时,它的占" -"位符已经被替换了." +"当同时使用 ``vformat()`` 和翻译宏时, 总是将翻译宏包裹在 ``vformat()`` 中, 而" +"不是相反. 否则, 字符串永远不会与翻译匹配, 因为当它传递给TranslationServer时, " +"它的占位符已经被替换了." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:103 msgid "Clamp a value" @@ -124,8 +124,8 @@ msgid "" "Godot provides macros for clamping a value with a lower bound (``MAX``), an " "upper bound (``MIN``) or both (``CLAMP``):" msgstr "" -"Godot提供了宏,用于用下限(``MAX``)、上限(``MIN``)或两者都有(``CLAMP``)的值进行" -"限定:" +"Godot提供了宏, 用于用下限(``MAX``), 上限(``MIN``)或两者都有(``CLAMP``)的值进" +"行限定:" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:117 msgid "" @@ -142,7 +142,7 @@ msgid "" "If you want to benchmark a piece of code but don't know how to use a " "profiler, use this snippet:" msgstr "" -"如果你想对一段代码进行基准测试,但不知道如何使用分析器,可以使用这个代码段:" +"如果你想对一段代码进行基准测试, 但不知道如何使用分析器, 可以使用这个代码段:" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:135 msgid "" @@ -153,14 +153,14 @@ msgstr "这将打印从 ``begin`` 执行到 ``end`` 声明之间的花费时间. #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:140 msgid "" "You may have to ``#include \"core/os/os.h\"`` if it's not present already." -msgstr "如果还不存在,则可能需要 ``#include \"core/os/os.h\"`` ." +msgstr "如果还不存在, 则可能需要 ``#include \"core/os/os.h\"`` ." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:142 msgid "" "When opening a pull request, make sure to remove this snippet as well as the " "include if it wasn't there previously." msgstr "" -"当打开一个pull request时,如果之前没有这个代码,请确保删除这个代码段以及" +"当打开一个pull request时, 如果之前没有这个代码, 请确保删除这个代码段以及" "include." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:146 @@ -175,7 +175,7 @@ msgstr "有四种宏可供选择:" msgid "" "If a default value has been specified elsewhere, don't specify it again to " "avoid repetition:" -msgstr "如果在其他地方已经指定了默认值,就不要再指定了,以免重复:" +msgstr "如果在其他地方已经指定了默认值, 就不要再指定了, 以免重复:" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:170 msgid "" @@ -183,8 +183,8 @@ msgid "" "and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's " "referenced." msgstr "" -"建议每个设置只使用一次``GLOBAL_DEF``/``EDITOR_DEF``并在引用它的所有其他位置使" -"用``GLOBAL_GET``/``EDITOR_GET``." +"建议每个设置只使用一次 ``GLOBAL_DEF``/``EDITOR_DEF`` 并在引用它的所有其他位置" +"使用 ``GLOBAL_GET``/``EDITOR_GET``." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:174 msgid "Error macros" @@ -193,7 +193,7 @@ msgstr "错误宏" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:176 msgid "" "Godot features many error macros to make error reporting more convenient." -msgstr "Godot提供了许多错误宏,以便更方便地报告错误." +msgstr "Godot提供了许多错误宏, 以便更方便地报告错误." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:180 msgid "" @@ -201,8 +201,8 @@ msgid "" "in ``assert()`` function. An error is reached if the condition inside " "evaluates to ``true``, not ``false``." msgstr "" -"错误宏中的条件以GDScript内置的 ``assert()`` 函数的 **opposite** 方式工作.如果" -"内部条件的计算结果为 ``true`` ,而不是 ``false`` ,则会出现错误." +"错误宏中的条件以GDScript内置的 ``assert()`` 函数的 **opposite** 方式工作. 如" +"果内部条件的计算结果为 ``true`` , 而不是 ``false`` , 则会出现错误." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:186 msgid "" @@ -212,9 +212,9 @@ msgid "" "don't know C++. In case a method was passed invalid arguments, you can print " "the invalid value in question to ease debugging." msgstr "" -"此处仅记录具有自定义消息的变体,因为这些变体应始终用于新的贡献中. 确保提供的自" -"定义消息包括足够的信息,即使人们不了解C ++,也可以使人们诊断问题. 如果方法传递" -"了无效的参数,则可以打印有问题的无效值以简化调试." +"此处仅记录具有自定义消息的变体, 因为这些变体应始终用于新的贡献中. 确保提供的" +"自定义消息包括足够的信息, 即使人们不了解C ++, 也可以使人们诊断问题. 如果方法" +"传递了无效的参数, 则可以打印有问题的无效值以简化调试." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:192 msgid "" @@ -222,33 +222,31 @@ msgid "" "necessary, remove ``_MSG`` at the end of the macro name and don't supply a " "message argument." msgstr "" -"对于不需要显示可读性信息的内部错误检查,请删除宏名末尾的 ``_MSG`` ,并且不要提" -"供信息参数." +"对于不需要显示可读性信息的内部错误检查, 请删除宏名末尾的 ``_MSG`` , 并且不要" +"提供信息参数." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:196 msgid "" "Also, always try to return processable data so the engine can keep running " "well." -msgstr "另外,总是尽量返回可处理的数据,这样引擎才能保持良好的运行." +msgstr "另外, 总是尽量返回可处理的数据, 这样引擎才能保持良好的运行." #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240 -#, fuzzy msgid "" "See `core/error_macros.h <https://github.com/godotengine/godot/blob/3.x/core/" "error_macros.h>`__ in Godot's codebase for more information about each error " "macro." msgstr "" -"有关每个错误宏的更多信息,请参见Godot代码库中的 `core/error_macros.h <https://" -"github.com/godotengine/godot/blob/master/core/error_macros.h>`__ ." +"关于每个错误宏的更多信息,参见Godot代码库中的 `core/error_macros.h <https://" +"github.com/godotengine/godot/blob/3.x/core/error_macros.h>`__ 。" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243 -#, fuzzy msgid "" "Some functions return an error code (materialized by a return type of " "``Error``). This value can be returned directly from an error macro. See the " "list of available error codes in `core/error_list.h <https://github.com/" "godotengine/godot/blob/3.x/core/error_list.h>`__." msgstr "" -"有些函数会返回一个错误代码(具体化为返回类型 ``Error`` ).这个值可以直接从错误" -"宏返回.参见 `core/error_list.h <https://github.com/godotengine/godot/blob/" -"master/core/error_list.h>`__ 中的可用错误代码列表." +"一些函数会返回一个错误代码,通过返回类型 ``Error`` 具体化。这个值可以直接从一" +"个错误宏中返回。参见 `core/error_list.h <https://github.com/godotengine/" +"godot/blob/3.x/core/error_list.h>`__ 中的可用错误代码列表。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index e6a9fcc6e9..dddfbdbdda 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,8 +29,9 @@ msgid "" "work on Godot's core engine as well as the Android platform codebase." msgstr "" "`Android Studio <https://developer.android.com/studio>`_ 是一个免费的 " -"`JetBrains <https://www.jetbrains.com/>`_ 用于Android开发的IDE.它有一个功能丰" -"富的编辑器,支持Java和C/C++.它可以用于Godot的核心引擎以及Android平台的代码库." +"`JetBrains <https://www.jetbrains.com/>`_ 用于Android开发的IDE. 它有一个功能" +"丰富的编辑器, 支持Java和C/C++. 它可以用于Godot的核心引擎以及Android平台的代码" +"库." #: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:12 msgid "Importing the project" @@ -40,7 +41,8 @@ msgstr "导入项目" msgid "" "From the Android Studio's welcome window select **Open an existing Android " "Studio project**." -msgstr "在Android Studio的欢迎窗口中选择**打开一个现有的Android Studio项目**." +msgstr "" +"在Android Studio的欢迎窗口中选择 **打开一个现有的Android Studio项目** ." #: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:21 msgid "Android Studio's welcome window." @@ -62,12 +64,12 @@ msgstr "Android Studio 将导入项目并为其编制索引." msgid "" "To build the project, follow the :ref:`compiling instructions <toc-devel-" "compiling>`." -msgstr "要构建项目,请参考 :ref:`编译说明 <toc-devel-compiling>` ." +msgstr "要构建项目, 请参考 :ref:`编译说明 <toc-devel-compiling>` ." #: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:27 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 3f2774d93f..d670993e5a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -41,9 +41,9 @@ msgid "" "`Android Studio <doc_configuring_an_ide_android_studio>` which can also be " "used by CLion." msgstr "" -"CLion需要一个``CMakeLists.txt``文件作为项目文件,这对Godot来说是个问题,因为它" -"使用SCons构建系统而不是CMake.然而,有一个``CMakeLists.txt``配置 :ref:`Android " -"Studio <doc_configuring_an_ide_android_studio>`也可以被CLion使用." +"CLion需要一个 ``CMakeLists.txt`` 文件作为项目文件, 这对Godot来说是个问题, 因" +"为它使用SCons构建系统而不是CMake. 然而, 有一个 ``CMakeLists.txt`` 配置 :ref:" +"`Android Studio <doc_configuring_an_ide_android_studio>` 也可以被CLion使用." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:17 msgid "" @@ -51,8 +51,8 @@ msgid "" "project. If you've already opened another project, choose **File > Open** " "from the top menu." msgstr "" -"在CLion的欢迎窗口中选择导入现有工程的选项.如果您已经打开了另一个项目,从顶部菜" -"单中选择**文件 > 打开**." +"在CLion的欢迎窗口中选择导入现有工程的选项. 如果您已经打开了另一个项目, 从顶部" +"菜单中选择 **文件 > 打开** ." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:20 msgid "" @@ -62,37 +62,37 @@ msgid "" msgstr "" "导航到 ``<Godot根目录>/platform/android/java/nativeSrcsConfigs`` " "( ``CMakeLists.txt`` 文件位于那里)并选择它(但 *不是* ``CMakeLists.txt`` 文件" -"本身),然后点击 **OK** ." +"本身), 然后点击 **OK** ." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:27 msgid "The folder containing the ``CMakeLists.txt`` file." -msgstr "文件夹包含``CMakeLists.txt``文件." +msgstr "文件夹包含 ``CMakeLists.txt`` 文件." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:29 msgid "" "If this popup window appears, select **This Window** to open the project:" -msgstr "如果出现这个弹出窗口,选择**This Window**打开项目:" +msgstr "如果出现这个弹出窗口, 选择 **This Window** 打开项目:" #: ../../docs/development/cpp/configuring_an_ide/clion.rst:34 msgid "" "Choose **Tools > CMake > Change Project Root** from the top menu and select " "the Godot root folder." -msgstr "从顶部菜单中选择**工具 > CMake > 更改项目根**,并选择Godot根文件夹." +msgstr "从顶部菜单中选择 **工具 > CMake > 更改项目根** , 并选择Godot根文件夹." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:40 msgid "" "You should be now be able to see all the project files. Autocomplete should " "work once the project has finished indexing." msgstr "" -"你现在应该可以看到所有的项目文件.一旦项目完成了索引,自动完成应该就可以了." +"你现在应该可以看到所有的项目文件. 一旦项目完成了索引, 自动完成应该就可以了." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:43 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:47 msgid "Debugging the project" @@ -107,9 +107,9 @@ msgid "" "debug Godot by using the `Attach to process <https://www.jetbrains.com/help/" "clion/attaching-to-local-process.html>`__ feature." msgstr "" -"由于CLion不支持SCons,你无法从CLion一步编译、启动和调试Godot.您首先需要 `自己" -"编译 godot <https://docs.godotengine.org/en/stable/development/compiling/" -"index.html>`__ ,并在没有 CLion 的情况下运行可执行文件.然后你就可以使用 " +"由于CLion不支持SCons, 你无法从CLion一步编译, 启动和调试Godot. 您首先需要 `自" +"己编译 godot <https://docs.godotengine.org/en/stable/development/compiling/" +"index.html>`__ , 并在没有 CLion 的情况下运行可执行文件. 然后你就可以使用 " "`Attach to process <https://www.jetbrains.com/help/clion/attaching-to-local-" "process.html>`__ 附加功能来调试Godot." @@ -124,13 +124,13 @@ msgid "" "--path path/to/your/godot/project``. To run the project instead of editing " "it, remove the ``--editor`` argument." msgstr "" -"运行你创建的可执行文件(在bin目录下).如果你想调试一个特定的项目,运行可执行文件" -"时使用以下参数 : ``--editor --path path/to/your/godot/project`` .要运行项目而" -"不是编辑它,请删除 ``--editor`` 参数." +"运行你创建的可执行文件(在bin目录下). 如果你想调试一个特定的项目, 运行可执行文" +"件时使用以下参数 : ``--editor --path path/to/your/godot/project`` . 要运行项" +"目而不是编辑它, 请删除 ``--editor`` 参数." #: ../../docs/development/cpp/configuring_an_ide/clion.rst:56 msgid "In CLion, go to **Run > Attach to Process...**" -msgstr "在CLion中,进入 **Run > Attach to Process...**" +msgstr "在CLion中, 进入 **Run > Attach to Process...**" #: ../../docs/development/cpp/configuring_an_ide/clion.rst:61 msgid "Find and Select godot in the list (or type the binary name/Process ID)" @@ -146,5 +146,5 @@ msgid "" "manager window. Don't forget to add the ``--path path/to/your/godot/" "project`` argument to debug a project." msgstr "" -"如果你在运行可执行文件时没有任何参数,则只能调试项目管理窗口.不要忘记添加 ``--" -"path path/to/your/godot/project`` 参数来调试项目." +"如果你在运行可执行文件时没有任何参数, 则只能调试项目管理窗口. 不要忘记添加 " +"``--path path/to/your/godot/project`` 参数来调试项目." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 182325b4c9..bda778b6a1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,20 +36,20 @@ msgid "" "From Code::Blocks' main screen, click **Create a new project** or select " "**File > New > Project...**." msgstr "" -"在 Code::Blocks 的主界面,点击 **创建一个新的项目** 或选择 **文件 > 新建 > 项" -"目...**." +"在 Code::Blocks 的主界面, 点击 **创建一个新的项目** 或选择 **文件 > 新建 > 项" +"目...** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:17 msgid "" "In the **New from template** window, from **Projects**, select **Empty " "project**, and click **Go**." msgstr "" -"打开 **新建模板(New from template)** 窗口中,从 **项目(Projects)** 中,选择 **" -"空项目(Empty project)** ,然后点击 **前往(Go)** ." +"打开 **新建模板(New from template)** 窗口中, 从 **项目(Projects)** 中, 选择 " +"**空项目(Empty project)** , 然后点击 **前往(Go)** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:23 msgid "Click Next, to pass the welcome to the new empty project wizard." -msgstr "单击 \"下一步\",将欢迎传递到新的空项目向导中." +msgstr "单击 \"下一步\", 将欢迎传递到新的空项目向导中." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:29 msgid "" @@ -58,9 +58,9 @@ msgid "" "folder name that Godot was cloned into. Unless you cloned the project into a " "folder with a different name, this will be ``godot``." msgstr "" -"项目文件应该在克隆的项目文件夹的根目录下创建.要做到这一点,首先,确保 **项目标" -"题** 与Godot被克隆到的文件夹名称相同.除非你将项目克隆到一个不同名称的文件夹" -"中,否则将是 ``godot`` ." +"项目文件应该在克隆的项目文件夹的根目录下创建. 要做到这一点, 首先, 确保 **项目" +"标题** 与Godot被克隆到的文件夹名称相同. 除非你将项目克隆到一个不同名称的文件" +"夹中, 否则将是 ``godot`` ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:31 msgid "" @@ -69,9 +69,9 @@ msgid "" "that the **Resulting filename** field will create the project file in the " "root of the cloned project folder." msgstr "" -"其次,确保 **创建项目的文件夹** 是你运行Git克隆命令的文件夹,而不是 ``godot`` " -"项目文件夹.确认 **结果文件名** 字段将在克隆的项目文件夹的根目录下创建项目文" -"件." +"其次, 确保 **创建项目的文件夹** 是你运行Git克隆命令的文件夹, 而不是 " +"``godot`` 项目文件夹. 确认 **结果文件名** 字段将在克隆的项目文件夹的根目录下" +"创建项目文件." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:37 msgid "" @@ -80,8 +80,9 @@ msgid "" "\"Release\" configuration** option; so only a single build target is created " "before clicking **Finish**." msgstr "" -"编译器和配置设置是通过**SCons**管理的,稍后将进行配置.然而,值得取消选择" -"**Create \"Release \"配置**选项;因此在点击**Finish**之前,只创建一个构建目标." +"编译器和配置设置是通过 **SCons** 管理的, 稍后将进行配置. 然而, 值得取消选择 " +"**Create \"Release\" 配置** 选项;因此在点击 **Finish** 之前, 只创建一个构建" +"目标." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:44 msgid "Configuring the build" @@ -91,19 +92,19 @@ msgstr "配置构建" msgid "" "The first step is to change the project properties. Right-click on the new " "project and select **Properties...**." -msgstr "第一步是更改项目属性.右击新项目,选择**属性...**." +msgstr "第一步是更改项目属性. 右击新项目, 选择 **属性...** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:52 msgid "" "Check the **This is a custom Makefile** property. Click OK to save the " "changes." -msgstr "勾选**This is a custom Makefile**属性.单击 \"确定 \"保存更改." +msgstr "勾选 **This is a custom Makefile** 属性. 单击 \"确定\" 保存更改." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:58 msgid "" "The next step is to change the build options. Right-click on the new project " "and select **Build Options...**." -msgstr "下一步是更改构建选项.右键点击新项目,选择**构建选项...**." +msgstr "下一步是更改构建选项. 右键点击新项目, 选择 **构建选项...** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:64 msgid "" @@ -115,10 +116,10 @@ msgid "" "clean`` command in the **Clean project/target** field to the project's " "default commmands." msgstr "" -"选择 **\"Make \"命令** 选项卡,删除所有构建目标的所有现有命令.对于每个构建目" -"标,在 **Build project/target** 字段中输入用于创建所需构建的 **SCons** 命令.最" -"小值为 ``scons`` .关于 **SCons** 构建选项的详细信息,请参见 :ref:" -"`doc_introduction_to_the_buildsystem` .将 **Clean project/target** 字段中的 " +"选择 **\"Make \"命令** 选项卡, 删除所有构建目标的所有现有命令. 对于每个构建目" +"标, 在 **Build project/target** 字段中输入用于创建所需构建的 **SCons** 命令. " +"最小值为 ``scons`` . 关于 **SCons** 构建选项的详细信息, 请参见 :ref:" +"`doc_introduction_to_the_buildsystem` . 将 **Clean project/target** 字段中的 " "``scons --clean`` 命令添加到项目的默认命令中也很有用." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:66 @@ -126,7 +127,8 @@ msgid "" "If you're using Windows, all the commands need to be preceded with ``cmd /" "c`` to iniitalize the command interpreter." msgstr "" -"如果你使用的是Windows,所有的命令都需要在前面加上 ``cmd /c`` 来启动命令解释器." +"如果你使用的是Windows, 所有的命令都需要在前面加上 ``cmd /c`` 来启动命令解释" +"器." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76 msgid "Windows example:" @@ -137,8 +139,8 @@ msgid "" "Code::Blocks should now be configured to build Godot; so either select " "**Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`." msgstr "" -"Code::Blocks现在应该被配置为构建Godot;所以选择**Build > Build**,点击齿轮按" -"钮,或者按 :kbd:`Ctrl + F9`." +"Code::Blocks现在应该被配置为构建Godot;所以选择 **Build > Build** , 点击齿轮" +"按钮, 或者按 :kbd:`Ctrl + F9`." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:85 msgid "Configuring the run" @@ -150,16 +152,16 @@ msgid "" "**Properties...** and select the **Build targets** tab. In the **Output " "filename** field, browse to the ``bin`` folder and select the compiled file." msgstr "" -"一旦 **SCons** 成功构建了所需的目标,重新打开项目 **Properties...** 并选择 " -"**Build targets** 选项卡.在 **输出文件名** 字段,浏览到 ``bin`` 文件夹,选择编" -"译文件." +"一旦 **SCons** 成功构建了所需的目标, 重新打开项目 **Properties...** 并选择 " +"**Build targets** 选项卡. 在 **输出文件名** 字段, 浏览到 ``bin`` 文件夹, 选择" +"编译文件." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:89 msgid "" "Deselect the **Auto-generate filename prefix** and **Auto-generate filename " "extension** options." msgstr "" -"取消这**Auto-generate filename prefix** and *[自动生成文件名前缀]*Auto-" +"取消这 **Auto-generate filename prefix** and *[自动生成文件名前缀]*Auto-" "generate filename extension*[自动生成文件名扩展名* 选项." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:95 @@ -168,8 +170,8 @@ msgid "" "so either select **Build > Run**, click the green arrow button, or press :" "kbd:`Ctrl + F10`." msgstr "" -"Code::Blocks现在应该被配置为运行你的编译后的Godot可执行文件;所以选择**Build " -"> Run**,点击绿色箭头按钮,或者按 :kbd:`Ctrl + F10`." +"Code::Blocks现在应该被配置为运行你的编译后的Godot可执行文件;所以选择 " +"**Build > Run** , 点击绿色箭头按钮, 或者按 :kbd:`Ctrl + F10`." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:97 msgid "" @@ -179,9 +181,9 @@ msgid "" "**Build targets** tab can be used to add and remove build targets for " "working with and creating different builds." msgstr "" -"还有两点值得注意.首先,如果需要,**Execution working dir**字段可用于测试特定项" -"目,将其设置为包含``project.godot``文件的文件夹.其次,**Build targets**选项卡可" -"用于添加和删除构建目标,以便使用和创建不同的构建." +"还有两点值得注意. 首先, 如果需要, **Execution working dir** 字段可用于测试特" +"定项目, 将其设置为包含 ``project.godot`` 文件的文件夹. 其次, **Build " +"targets** 选项卡可用于添加和删除构建目标, 以便使用和创建不同的构建." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100 msgid "Adding files to the project" @@ -192,15 +194,15 @@ msgid "" "To add all the Godot code files to the project, right-click on the new " "project and select **Add files recursively...**." msgstr "" -"要将所有Godot代码文件添加到项目中,右击新项目,选择 **递归添加文件...** ." +"要将所有Godot代码文件添加到项目中, 右击新项目, 选择 **递归添加文件...** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:108 msgid "" "It should automatically select the project folder; so simply click **Open**. " "By default, all code files are included, so simply click **OK**." msgstr "" -"它应该会自动选择项目文件夹;所以单击 **打开** .默认情况下,所有的代码文件都已被" -"包含在内,所以只需单击 **确定** 即可." +"它应该会自动选择项目文件夹;所以单击 **打开** . 默认情况下, 所有的代码文件都已" +"被包含在内, 所以只需单击 **确定** 即可." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:115 msgid "Code style configuration" @@ -214,10 +216,10 @@ msgid "" "needs to be changed in Code::Blocks is to enable tabs for indents. This " "setting can be found by selecting **Settings > Editor**." msgstr "" -"在编辑任何文件以前,请记住,所有的代码文件都应该遵守ref:" -"`doc_code_style_guidelines` .与Godot中的一个很大的不同是tab缩进的使用.因此,需" -"要启用Code::Blocks编辑器设置中的tab缩进.该设置可以在**Settings > Editor**中找" -"到." +"在编辑任何文件以前, 请记住, 所有的代码文件都应该遵守 :ref:" +"`doc_code_style_guidelines` . 与Godot中的一个很大的不同是tab缩进的使用. 因" +"此, 需要启用Code::Blocks编辑器设置中的tab缩进. 该设置可以在 **Settings > " +"Editor** 中找到." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:123 msgid "" @@ -228,12 +230,13 @@ msgstr "" "**tab选项** 下单击 **Use TAB character(使用TAB字符)** ." #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +#, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" -"那么,你已经准备好使用Code::Blocks IDE为Godot做贡献了.记得保存项目文件和 **工" -"作区** . 如果遇到任何问题,请在 `Godot的社区频道<https://godotengine.org/" +"那么, 你已经准备好使用Code::Blocks IDE为Godot做贡献了. 记得保存项目文件和 **" +"工作区** . 如果遇到任何问题, 请在 `Godot 的社区频道 <https://godotengine.org/" "community>`__ 中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 7d679feacf..abf919db69 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/development/cpp/configuring_an_ide/index.rst:2 msgid "Configuring an IDE" -msgstr "配置 :abbr:`IDE(Integrated Development Environment,集成开发环境)`" +msgstr "配置 :abbr:`IDE(Integrated Development Environment, 集成开发环境)`" #: ../../docs/development/cpp/configuring_an_ide/index.rst:4 msgid "" @@ -35,10 +35,10 @@ msgid "" "on the command line, but if you want to work with an IDE (Integrated " "Development Environment), here are setup instructions for some popular ones:" msgstr "" -"您可以使用任何文本编辑器和通过在命令行上调用 ``scons`` 来轻松开发Godot,但是如" -"果您要使用IDE(集成开发环境),则有一些常用的设置说明:" +"您可以使用任何文本编辑器和通过在命令行上调用 ``scons`` 来轻松开发Godot, 但是" +"如果您要使用IDE(集成开发环境), 则有一些常用的设置说明:" #: ../../docs/development/cpp/configuring_an_ide/index.rst:24 msgid "" "It is possible to use other IDEs, but their setup is not documented yet." -msgstr "可以使用其他IDE,但尚未记录其设置." +msgstr "可以使用其他IDE, 但尚未记录其设置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index d2017fa85a..c6ab9f4bd5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -48,7 +48,7 @@ msgstr "导航到这Godot根文件夹并选择它." msgid "" "On the next screen, choose **Custom Build System** for the **Project " "Manager**." -msgstr "在下一个屏幕上,为 **项目管理器** 选择 **自定义构建系统** ." +msgstr "在下一个屏幕上, 为 **项目管理器** 选择 **自定义构建系统** ." #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:26 msgid "" @@ -56,7 +56,7 @@ msgid "" "clicking on it in the **Projects** panel and selecting **Open Configuration.." "** option." msgstr "" -"在导入项目后,在 **项目** 面板中单击右键并选择 **打开配置..* *来打开项目配置." +"在导入项目后, 在 **项目** 面板中单击右键并选择 **打开配置..* *来打开项目配置." #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:33 msgid "" @@ -75,7 +75,7 @@ msgid "" "Under **Custom Build System** add a new build configuration with the " "following settings:" msgstr "" -"在**Custom Build System(自定义构建系统)**下添加一个新的构建配置,设置如下:" +"在 **Custom Build System(自定义构建系统)** 下添加一个新的构建配置, 设置如下:" #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:53 msgid "Build Directory" @@ -108,7 +108,7 @@ msgstr "参数" #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:59 msgid "" "See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`,获取完整的参数列表." +msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`, 获取完整的参数列表." #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:66 msgid "Apply the changes and close the configuration window." @@ -120,7 +120,7 @@ msgstr "调试项目" #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:71 msgid "Select **Run > Configure Launches...** from the top menu." -msgstr "从这顶部菜单选择 **Run > Configure Launches...**[运行>配置选项]." +msgstr "从这顶部菜单选择 **Run > Configure Launches...** [运行>配置选项]." #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:77 msgid "Click **Add** to create a new launch configuration." @@ -133,14 +133,14 @@ msgid "" "configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with " "``tools`` enabled." msgstr "" -"选择 **Executable** 选项,并指定位于 ``<Godot根目录>/bin`` 文件夹中的可执行文" -"件的路径.名称取决于你的构建配置,例如: ``godot.x11.tools.64`` 用于64位X11平台," -"并启用 ``tools`` ." +"选择 **Executable** 选项, 并指定位于 ``<Godot根目录>/bin`` 文件夹中的可执行文" +"件的路径. 名称取决于你的构建配置, 例如: ``godot.x11.tools.64`` 用于64位X11平" +"台, 并启用 ``tools`` ." #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:86 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index b49ff34f44..469718e442 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "`Qt Creator <https://doc.qt.io/qtcreator/index.html>`_ is a free, open " "source IDE for all desktop platforms." msgstr "" -"`Qt Creator <https://doc.qt.io/qtcreator/index.html>` _是一个免费的、开放源代" -"码的IDE,适用于所有桌面平台." +"`Qt Creator <https://doc.qt.io/qtcreator/index.html>` _是一个免费的, 开放源代" +"码的IDE, 适用于所有桌面平台." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:9 msgid "Importing the project" @@ -43,7 +43,7 @@ msgstr "" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:17 msgid "Under **Location** select the Godot root folder." -msgstr "在**Location**项下选择 Godot 源代码目录的绝对路径." +msgstr "在 **Location** 项下选择 Godot 源代码目录的绝对路径." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:23 msgid "" @@ -53,15 +53,15 @@ msgid "" "files, ``*.java`` for Android platform development, ``*.mm`` for macOS " "platform development." msgstr "" -"接下来,你可以选择哪些文件夹和文件将对项目可见.虽然C/C++文件是自动添加的,但其" -"他扩展名也可能是有用的. ``*.glsl`` 用于着色器文件, ``*.py`` 用于构建系统文" +"接下来, 你可以选择哪些文件夹和文件将对项目可见. 虽然C/C++文件是自动添加的, 但" +"其他扩展名也可能是有用的. ``*.glsl`` 用于着色器文件, ``*.py`` 用于构建系统文" "件, ``*.java`` 用于Android平台开发, ``*.mm`` 用于MacOS平台开发." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:32 msgid "" "You can change this configuration later by right-clicking on your project " "and selecting the **Edit Files...** option." -msgstr "你可以在之后通过在你的项目上右键选择**编辑文件..**选项来更改此配置." +msgstr "你可以在之后通过在你的项目上右键选择 **编辑文件..** 选项来更改此配置." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:40 msgid "Finish the import." @@ -72,12 +72,12 @@ msgid "" "Open the ``project_name.includes`` file and add a line containing ``.`` to " "it to correctly enable the code completion." msgstr "" -"打开 ``project_name.includes`` 文件,并在其中添加包含 ``.`` 的行,以正确启用代" -"码自动完成功能." +"打开 ``project_name.includes`` 文件, 并在其中添加包含 ``.`` 的行, 以正确启用" +"代码自动完成功能." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:48 msgid "From the left-side menu select **Projects** and open the **Build** tab." -msgstr "从左侧菜单选择 **Projects** ,并打开 **Build** 标签." +msgstr "从左侧菜单选择 **Projects** , 并打开 **Build** 标签." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:49 msgid "Delete the predefined ``make`` build step." @@ -88,7 +88,8 @@ msgid "" "Click **Add Build Step > Custom Process Step** to add a new build step with " "the following settings:" msgstr "" -"单击**Add Build Step > Custom Process Step**,以添加具有以下设置的新构建步骤:" +"单击 **Add Build Step > Custom Process Step** , 以添加具有以下设置的新构建步" +"骤:" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:59 msgid "Command" @@ -105,7 +106,7 @@ msgstr "参数" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:61 msgid "" "See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`,获取完整的参数列表." +msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`, 获取完整的参数列表." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:68 msgid "" @@ -113,8 +114,8 @@ msgid "" "that ``scons`` is not in your ``PATH`` environment variable. In this case, " "you'll have to specify the full path to the SCons binary." msgstr "" -"如果编译失败, ``Could not start process \"scons\"`` ,这可能意味着 ``scons`` " -"不在你的 ``PATH`` 环境变量中.在这种情况下,你必须指定SCons可执行文件的完整路" +"如果编译失败, ``Could not start process \"scons\"`` , 这可能意味着 ``scons`` " +"不在你的 ``PATH`` 环境变量中. 在这种情况下, 你必须指定SCons可执行文件的完整路" "径." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:73 @@ -123,7 +124,7 @@ msgstr "调试项目" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:75 msgid "From the left-side menu select **Projects** and open the **Run** tab." -msgstr "从左侧菜单选择 **项目** ,并打开 **运行** 选项卡." +msgstr "从左侧菜单选择 **项目** , 并打开 **运行** 选项卡." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:76 msgid "" @@ -134,28 +135,29 @@ msgid "" "root, e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``." msgstr "" "在 **Executable** 下指定位于 ``<Godot根目录>/bin`` 文件夹中的可执行文件的路" -"径.文件名取决于你的编译配置,例如: ``godot.x11.tools.64`` 对于64位X11平台,启" -"用 ``tools`` .你可以使用 ``%{buildDir}`` 来引用项目根目录,例如: ``" +"径. 文件名取决于你的编译配置, 例如: ``godot.x11.tools.64`` 对于64位X11平台, " +"启用 ``tools`` . 你可以使用 ``%{buildDir}`` 来引用项目根目录, 例如: ``" "%{buildDir}/bin/godot.x11.opt.tools.64`` ." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:80 msgid "" "If you want to run a specific project, specify its root folder under " "**Working directory**." -msgstr "如果你想运行一个特定的项目,在 **工作目录** 下指定其根文件夹." +msgstr "如果你想运行一个特定的项目, 在 **工作目录** 下指定其根文件夹." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:81 msgid "" "If you want to run the editor, add ``-e`` to the **Command line arguments** " "field." -msgstr "如果你想运行编辑器,请在 **命令行参数** 栏中添加 ``-e`` ." +msgstr "如果你想运行编辑器, 请在 **命令行参数** 栏中添加 ``-e`` ." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:87 msgid "" "To learn more about command line arguments, refer to the :ref:`command line " "tutorial <doc_command_line_tutorial>`." msgstr "" -"要了解更多的命令行参数,请参考 :ref:`命令行教程<doc_command_line_tutorial>` ." +"要了解更多的命令行参数, 请参考 :ref:`命令行教程 " +"<doc_command_line_tutorial>` ." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:91 msgid "Code style configuration" @@ -170,8 +172,8 @@ msgid "" "**Code Style** in **Tools > Options > C++**." msgstr "" "开发人员必须遵循项目的 :ref:`code style <doc_code_style_guidelines>`,IDE将有" -"助于遵循.默认情况下,Qt Creator使用空格缩进,这与Godot的代码风格不一致.你可以通" -"过改变 **ools > Options > C++** 中的 **Code Style** 来改变这种行为." +"助于遵循. 默认情况下,Qt Creator使用空格缩进, 这与Godot的代码风格不一致. 你可" +"以通过改变 **ools > Options > C++** 中的 **Code Style** 来改变这种行为." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:102 msgid "" @@ -179,13 +181,14 @@ msgid "" "in Code Style** button to set a new code style. Set a name for it (e.g. " "Godot) and change the Tab policy to be **Tabs Only**." msgstr "" -"点击 **Edit** 来改变当前的设置,然后点击 **Copy Built-in Code Style** 按钮来设" -"置一个新的代码风格.为它设置一个名称(如Godot),并将Tab策略改为 **Tabs Only** ." +"点击 **Edit** 来改变当前的设置, 然后点击 **Copy Built-in Code Style** 按钮来" +"设置一个新的代码风格. 为它设置一个名称(如Godot), 并将Tab策略改为 **Tabs " +"Only** ." #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:110 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 8af99f8010..05d158ea89 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,8 +29,8 @@ msgid "" "performance view, source control and more." msgstr "" "`Visual Studio Community <https://visualstudio.microsoft.com>`__ 是由 " -"`Microsoft <https://microsoft.com>`_ 的一个只面向Windows的IDE,免费供非商业使" -"用.它有很多有用的功能,如内存视图、性能视图、源码控制等." +"`Microsoft <https://microsoft.com>`_ 的一个只面向Windows的IDE, 免费供非商业使" +"用. 它有很多有用的功能, 如内存视图, 性能视图, 源码控制等." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:12 msgid "Importing the project" @@ -41,14 +41,14 @@ msgid "" "Visual Studio requires a solution file to work on a project. While Godot " "does not come with the solution file, it can be generated using SCons." msgstr "" -"Visual Studio需要一个解决方案文件来处理一个项目.虽然Godot没有附带解决方案文" -"件,但可以使用SCons生成." +"Visual Studio需要一个解决方案文件来处理一个项目. 虽然Godot没有附带解决方案文" +"件, 但可以使用SCons生成." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:17 msgid "" "Navigate to the Godot root folder and open a Command Prompt or PowerShell " "window." -msgstr "导航到Godot根文件夹,打开命令提示符或PowerShell窗口." +msgstr "导航到Godot根文件夹, 打开命令提示符或PowerShell窗口." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:18 msgid "Run ``scons platform=windows vsproj=yes`` to generate the solution." @@ -65,13 +65,13 @@ msgstr "" #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:21 msgid "Use the **Build** top menu to build the project." -msgstr "从顶部菜单**Build**[编译]来编译构建这个项目." +msgstr "从顶部菜单 **Build** [编译]来编译构建这个项目." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:23 msgid "" "Visual Studio must be configured with the C++ package. It can be selected in " "the intaller:" -msgstr "Visual Studio必须配置C++包,可以在intaller中选择:" +msgstr "Visual Studio必须配置C++包, 可以在intaller中选择:" #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:30 msgid "Debugging the project" @@ -83,8 +83,8 @@ msgid "" "Godot's source code, stop at specific points in the code, inspect the " "current execution context, and make live changes to the codebase." msgstr "" -"Visual Studio具有强大的调试器,允许用户检查Godot的源代码,在代码中的特定点中断," -"检查当前的执行上下文,并对代码库进行实时修改." +"Visual Studio具有强大的调试器, 允许用户检查Godot的源代码, 在代码中的特定点中" +"断, 检查当前的执行上下文, 并对代码库进行实时修改." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:36 msgid "" @@ -95,17 +95,17 @@ msgid "" "opens a project, the initial process is terminated and the debugger gets " "detached." msgstr "" -"您可以使用顶部菜单中的 **Debug > Start Debugging** 选项启动连接调试器的项目," -"但是,除非你想专门调试项目管理器,否则你需要先配置调试选项.这是由于当Godot项目" -"管理器打开一个项目时,初始进程会被终止,调试器会被分离." +"您可以使用顶部菜单中的 **Debug > Start Debugging** 选项启动连接调试器的项目, " +"但是, 除非你想专门调试项目管理器, 否则你需要先配置调试选项. 这是由于当Godot项" +"目管理器打开一个项目时, 初始进程会被终止, 调试器会被分离." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:41 msgid "" "To configure the launch options to use with the debugger use **Project > " "Properties** from the top menu:" msgstr "" -"要配置与调试器一起使用的启动选项,请使用顶部菜单中的 **Project > Properties** " -"[项目 > 属性]:" +"要配置与调试器一起使用的启动选项, 请使用顶部菜单中的 **Project > " +"Properties** [项目 > 属性]:" #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:47 msgid "" @@ -115,35 +115,37 @@ msgid "" "project (must be provided as an *absolute* path to the project root, not the " "``project.godot`` file)." msgstr "" -"打开 **Debugging** 部分,在 **Command Arguments** [命令行参数]下添加两个新的参" -"数: ``-e`` 标志打开编辑器而不是项目管理器, ``--path`` 参数告诉可执行文件打开" -"指定的项目(必须提供一个 *绝对* 的项目根目录,而不是 ``project.godot`` 文件)." +"打开 **Debugging** 部分, 在 **Command Arguments** [命令行参数]下添加两个新的" +"参数: ``-e`` 标志打开编辑器而不是项目管理器, ``--path`` 参数告诉可执行文件打" +"开指定的项目(必须提供一个 *绝对* 的项目根目录, 而不是 ``project.godot`` 文" +"件)." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:55 msgid "" "To learn more about command line arguments, refer to the :ref:`command line " "tutorial <doc_command_line_tutorial>`." msgstr "" -"要了解更多的命令行参数,请参考 :ref:`命令行教程<doc_command_line_tutorial>` ." +"要了解更多的命令行参数, 请参考 :ref:`命令行教程 " +"<doc_command_line_tutorial>` ." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:58 msgid "" "Even if you start the project without a debugger attached it can still be " "connected to the running process using **Debug > Attach to Process...** menu." msgstr "" -"即使你在没有连接调试器的情况下启动项目,也可以使用 **Debug > Attach to " +"即使你在没有连接调试器的情况下启动项目, 也可以使用 **Debug > Attach to " "Process...** [调试 >附加到进程]菜单连接到正在运行的进程." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:61 msgid "" "To check that everything is working, put a breakpoint in ``main.cpp`` and " "press :kbd:`F5` to start debugging." -msgstr "要检查一切是否正常,请将断点放在main.cpp中,然后按F5开始调试." +msgstr "要检查一切是否正常, 请将断点放在main.cpp中, 然后按F5开始调试." #: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:67 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index 90c53d41b4..6eea2db894 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,20 +40,20 @@ msgid "" "Make sure the C/C++ extension is installed. You can find instructions in the " "`official documentation <https://code.visualstudio.com/docs/languages/cpp>`_." msgstr "" -"确保C/C++扩展已经安装.你可以在 `官方文件<https://code.visualstudio.com/docs/" -"languages/cpp>`_ 中找到说明." +"确保C/C++扩展已经安装. 你可以在 `官方文件 <https://code.visualstudio.com/" +"docs/languages/cpp>`_ 中找到说明." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:14 msgid "" "From the Visual Studio Code's main screen open the Godot root folder with " "**File > Open Folder...**." -msgstr "现在在VS Code中打开克隆的godot文件夹**文件 > 打开文件夹...**." +msgstr "现在在VS Code中打开克隆的godot文件夹 **文件 > 打开文件夹...** ." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:16 msgid "" "Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter " "*Configure Task*." -msgstr "按Ctrl + Shift + P打开命令提示符窗口,然后输入 *Configure Task*." +msgstr "按Ctrl + Shift + P打开命令提示符窗口, 然后输入 *Configure Task*." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:21 msgid "Select the **Create tasks.json file from template** option." @@ -61,26 +61,26 @@ msgstr "选择从模板中创建tasks.json文件选项." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:26 msgid "Then select **Others**." -msgstr "然后选择\"其他\"." +msgstr "然后选择 \"其他\"." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:31 msgid "" "Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new " "section to it:" msgstr "" -"在 ``tasks.json`` 文件中找到 ``\"tasks\"`` 数组,并在其中添加一个新部分:" +"在 ``tasks.json`` 文件中找到 ``\"tasks\"`` 数组, 并在其中添加一个新部分:" #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:52 msgid "An example of a filled out ``tasks.json``." -msgstr "填好了``tasks.json``的一个例子." +msgstr "填好了 ``tasks.json`` 的一个例子." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:54 msgid "" "Arguments can be different based on your own setup and needs. See :ref:" "`doc_introduction_to_the_buildsystem` for a full list of arguments." msgstr "" -"参数可以根据你自己的设置和需要而不同.参见 :ref:" -"`doc_introduction_to_the_buildsystem`以获取完整的参数列表." +"参数可以根据你自己的设置和需要而不同. 参见 :ref:" +"`doc_introduction_to_the_buildsystem` 以获取完整的参数列表." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:58 msgid "Debugging the project" @@ -90,7 +90,7 @@ msgstr "调试项目" msgid "" "To run and debug the project you need to create a new configuration in the " "``launch.json`` file." -msgstr "为了构建项目,我们需要配置文件 ``launch.json``." +msgstr "为了构建项目, 我们需要配置文件 ``launch.json``." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:62 msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel." @@ -99,22 +99,22 @@ msgstr "按Ctrl + Shift + D打开 ``运行`` 面板." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:63 msgid "" "If ``launch.json`` file is missing you will be prompted to create a new one." -msgstr "如果缺少 ``launch.json`` 文件,系统会提示你创建一个新的文件." +msgstr "如果缺少 ``launch.json`` 文件, 系统会提示你创建一个新的文件." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:68 msgid "" "Select **C++ (GDB/LLDB)**. There may be another platform specific option " "here. If selected, adjust the configuration example provided accordingly." msgstr "" -"选择 **C++ (GDB/LLDB)** .这里可能还有其他特定平台的选项.如果选择了,请相应调整" -"所提供的配置示例." +"选择 **C++ (GDB/LLDB)** . 这里可能还有其他特定平台的选项. 如果选择了, 请相应" +"调整所提供的配置示例." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:70 msgid "" "Within the ``launch.json`` file find the ``\"configurations\"`` array and " "add a new section to it:" msgstr "" -"在 ``launch.json`` 文件中找到 ``\"configurations\"`` 数组,并添加一个新部分:" +"在 ``launch.json`` 文件中找到 ``\"configurations\"`` 数组, 并添加一个新部分:" #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:102 msgid "An example of a filled out ``launch.json``." @@ -125,7 +125,7 @@ msgid "" "The name under ``program`` depends on your build configuration, e.g. ``godot." "x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled." msgstr "" -"``program`` [程序]下的名称取决于你的构建配置,例如启用 ``tools`` 的64位X11平" +"``program`` [程序]下的名称取决于你的构建配置, 例如启用 ``tools`` 的64位X11平" "台 ``godot.x11.tools.64`` ." #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:107 @@ -133,5 +133,5 @@ msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 0326980e3d..29512b3965 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You " "can download it from the Mac App Store." msgstr "" -"`Xcode <https://developer.apple.com/xcode>`_ 是一个免费的macOS专用IDE,你可以" +"`Xcode <https://developer.apple.com/xcode>`_ 是一个免费的macOS专用IDE, 你可以" "从Mac App Store下载它." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:10 @@ -38,14 +38,14 @@ msgid "" "From Xcode's main screen create a new project using the **Other > External " "Build System** template." msgstr "" -"在Xcode的主屏幕上,使用 **Other > External Build System** [其他>外部构建系统]" +"在Xcode的主屏幕上, 使用 **Other > External Build System** [其他>外部构建系统]" "模板创建一个新项目." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:18 msgid "" "Open your build targets from the **Targets** section and select the **Info** " "tab." -msgstr "从 **Targets** 部分打开您的构建目标,并选择 **Info** 标签." +msgstr "从 **Targets** 部分打开您的构建目标, 并选择 **Info** 标签." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:19 msgid "Fill out the form with the following settings:" @@ -57,7 +57,7 @@ msgstr "构建工具" #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:22 msgid "A full path to the **scons** executable, e.g. **/usr/local/bin/scons**" -msgstr "**scons** 可执行程序一个完整路径,例如 **/usr/local/bin/scons**" +msgstr "**scons** 可执行程序一个完整路径, 例如 **/usr/local/bin/scons**" #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:24 msgid "Arguments" @@ -66,7 +66,7 @@ msgstr "参数" #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:24 msgid "" "See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`,获取完整的参数列表." +msgstr "参见 :ref:`doc_introduction_to_the_buildsystem`, 获取完整的参数列表." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:26 msgid "Directory" @@ -81,26 +81,26 @@ msgid "" "Add a Command Line Tool target which will be used for indexing the project " "by choosing **File > New > Target...**." msgstr "" -"通过选择 **File > New > Target...** [文件 > 新建 > 目标...],添加一个命令行工" -"具目标,它将用于为项目建立索引." +"通过选择 **File > New > Target...** [文件 > 新建 > 目标...], 添加一个命令行工" +"具目标, 它将用于为项目建立索引." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:40 msgid "Select **OS X > Application > Command Line Tool**." -msgstr "选择**OS X > Application > Command Line Tool**." +msgstr "选择 **OS X > Application > Command Line Tool** ." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:46 msgid "" "Name it something so you know not to compile with this target (e.g. " "``GodotXcodeIndex``)." -msgstr "为它命名,以使您知道不使用该目标进行编译(例如``GodotXcodeIndex``)." +msgstr "为它命名, 以使您知道不使用该目标进行编译(例如 ``GodotXcodeIndex``)." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:48 msgid "" "For this target open the **Build Settings** tab and look for **Header Search " "Paths**." msgstr "" -"前往新创建的目标(target)的 **构建设置(Build Settings)**选项卡, 搜索 **标头搜" -"索路径(标头搜索路径)**." +"前往新创建的目标(target)的 **构建设置(Build Settings)** 选项卡, 搜索 **标头搜" +"索路径(标头搜索路径)** ." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:49 msgid "" @@ -109,38 +109,38 @@ msgid "" "asterisks (``**``) to the end of the path, e.g. ``/Users/me/repos/godot-" "source/**``." msgstr "" -"将\"标题搜索路径\"设置为Godot根文件夹的绝对路径. 您还需要包括子目录. 为此,请" -"在路径末尾添加两个星号(``**``),例如 ``/ Users / me / repos / godot-source / " -"**``." +"将 \"标题搜索路径\" 设置为Godot根文件夹的绝对路径. 您还需要包括子目录. 为此, " +"请在路径末尾添加两个星号(`` **``), 例如 ``/ Users / me / repos / godot-" +"source / ** ``." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:53 msgid "" "Add the Godot source to the project by dragging and dropping it into the " "project file browser." -msgstr "将Godot源码拖放到项目文件浏览器中,将其添加到项目中." +msgstr "将Godot源码拖放到项目文件浏览器中, 将其添加到项目中." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:54 msgid "Uncheck **Create external build system project**." -msgstr "取消勾选 **创建外部构建系统(Create External Build System)**." +msgstr "取消勾选 **创建外部构建系统(Create External Build System)** ." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:60 msgid "" "Next select **Create groups** for the **Added folders** option and check " "*only* your command line indexing target in the **Add to targets** section." msgstr "" -"接下来,为 **添加的文件夹(Added folders)** 选项选择 **创建组(Create " -"groups)** ,并在 **添加到目标(Add to targets)** 部分中选中 *仅* 您的命令行索引" -"目标." +"接下来, 为 **添加的文件夹(Added folders)** 选项选择 **创建组(Create " +"groups)** , 并在 **添加到目标(Add to targets)** 部分中选中 *仅* 您的命令行索" +"引目标." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:67 msgid "Xcode will now index the files. This may take a few minutes." -msgstr "Xcode现在将索引这些文件.这可能需要几分钟的时间." +msgstr "Xcode现在将索引这些文件. 这可能需要几分钟的时间." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:68 msgid "" "Once Xcode is done indexing, you should have jump-to-definition, " "autocompletion, and full syntax highlighting." -msgstr "一旦Xcode完成了索引,你应该有跳转定义、自动完成和完整的语法突出显示." +msgstr "一旦Xcode完成了索引, 你应该有跳转定义, 自动完成和完整的语法突出显示." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:72 msgid "Debugging the project" @@ -150,7 +150,7 @@ msgstr "调试项目" msgid "" "To enable debugging support you need to edit the external build target's " "build and run schemes." -msgstr "要启用调试支持,需要编辑外部构建目标的构建和运行方案." +msgstr "要启用调试支持, 需要编辑外部构建目标的构建和运行方案." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:76 msgid "Open the scheme editor of the external build target." @@ -169,14 +169,14 @@ msgid "" "Under **Provide build settings from** select your project. This allows to " "reference the project directory within the script." msgstr "" -"在 **Provide build settings from** [提供构建设置]下选择你的项目.这允许在脚本" +"在 **Provide build settings from** [提供构建设置]下选择你的项目. 这允许在脚本" "中引用项目目录." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:81 msgid "" "Create a script that will give the binary a name that Xcode can recognize, e." "g.:" -msgstr "创建一个脚本,给二进制文件起一个Xcode可以识别的名字,例如:" +msgstr "创建一个脚本, 给二进制文件起一个Xcode可以识别的名字, 例如:" #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:91 msgid "Build the external build target." @@ -184,7 +184,7 @@ msgstr "构建外部构建目标." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:93 msgid "Open the scheme editor again and select **Run**." -msgstr "再次打开方案编辑器,然后选择 **运行** ." +msgstr "再次打开方案编辑器, 然后选择 **运行** ." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:99 msgid "" @@ -205,20 +205,20 @@ msgid "" msgstr "" "你可以在 **Arguments** 选项卡上添加两个参数: ``-e`` 标志打开编辑器而不是项目" "管理器, ``--path`` 参数告诉可执行文件打开指定的项目(必须提供项目根目录 *绝对" -"* 路径,而不是 ``project.godot`` 文件)." +"* 路径, 而不是 ``project.godot`` 文件)." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:106 msgid "" "To check that everything is working, put a breakpoint in ``platform/osx/" "godot_main_osx.mm`` and run the project." msgstr "" -"要检查一切是否正常,请在 ``platform/osx/godot_main_osx.mm``中放置一个断点并运" -"行项目." +"要检查一切是否正常, 请在 ``platform/osx/godot_main_osx.mm`` 中放置一个断点并" +"运行项目." #: ../../docs/development/cpp/configuring_an_ide/xcode.rst:109 msgid "" "If you run into any issues, ask for help in one of `Godot's community " "channels <https://godotengine.org/community>`__." msgstr "" -"如果遇到问题,也可在 `Godot社区论坛 <https://godotengine.org/community>`__ 中" -"寻求帮助." +"如果遇到问题, 也可在 `Godot 社区论坛 <https://godotengine.org/community>`__ " +"中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po index ebe95614b3..d97e1e49e4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,12 +25,12 @@ msgstr "核心类型" msgid "" "Godot has a rich set of classes and templates that compose its core, and " "everything is built upon them." -msgstr "Godot具有构成其核心的丰富的类和模板集,并且所有内容都基于它们构建." +msgstr "Godot具有构成其核心的丰富的类和模板集, 并且所有内容都基于它们构建." #: ../../docs/development/cpp/core_types.rst:9 msgid "" "This reference will try to list them in order for their better understanding." -msgstr "这份参考将试着按顺序列出它们,使之更容易被理解." +msgstr "这份参考将试着按顺序列出它们, 使之更容易被理解." #: ../../docs/development/cpp/core_types.rst:13 msgid "Definitions" @@ -43,8 +43,8 @@ msgid "" "Reinventing the wheel for those is not fun, as it makes code more difficult " "to read." msgstr "" -"Godot使用标准的C99数据类型,如 ``uint8_t``, ``uint32_t``, ``int64_t`` 等,现在" -"每个编译器都支持.为这些东西重新造轮子并不有趣,因为它使代码更难阅读." +"Godot使用标准的C99数据类型, 如 ``uint8_t``, ``uint32_t``, ``int64_t`` 等, 现" +"在每个编译器都支持. 为这些东西重新造轮子并不有趣, 因为它使代码更难阅读." #: ../../docs/development/cpp/core_types.rst:20 msgid "" @@ -54,15 +54,15 @@ msgid "" "at least a 32 bits bus and can do such operations in one cycle. It makes " "code more readable too." msgstr "" -"通常,除非使用大型结构或数组,否则不必在意是否使用给定任务的最有效数据类型.除非" -"必要,否则 ``int`` 将用于大多数代码.这样做是因为如今每个设备至少具有32位总线," -"并且可以在一个周期中执行这样的操作.它也使代码更具可读性." +"通常, 除非使用大型结构或数组, 否则不必在意是否使用给定任务的最有效数据类型. " +"除非必要, 否则 ``int`` 将用于大多数代码. 这样做是因为如今每个设备至少具有32位" +"总线, 并且可以在一个周期中执行这样的操作. 它也使代码更具可读性." #: ../../docs/development/cpp/core_types.rst:26 msgid "" "For files or memory sizes, ``size_t`` is used, which is warranted to be 64 " "bits." -msgstr "对于文件或内存大小,使用 ``size_t`` ,保证为64位." +msgstr "对于文件或内存大小, 使用 ``size_t`` , 保证为64位." #: ../../docs/development/cpp/core_types.rst:29 msgid "" @@ -71,9 +71,9 @@ msgid "" "However, by default, this has not been forced and CharType maps directly to " "wchar_t." msgstr "" -"对于Unicode字符,使用CharType而不是wchar_t,因为许多体系结构具有4个字节长的" -"wchar_t,其中可能需要2个字节.但是,默认情况下,这不会被强制,CharType会直接映射到" -"wchar_t." +"对于Unicode字符, 使用CharType而不是wchar_t, 因为许多体系结构具有4个字节长的" +"wchar_t, 其中可能需要2个字节. 但是, 默认情况下, 这不会被强制,CharType会直接映" +"射到wchar_t." #: ../../docs/development/cpp/core_types.rst:35 #: ../../docs/development/cpp/core_types.rst:132 @@ -87,12 +87,11 @@ msgid "References:" msgstr "参考:" #: ../../docs/development/cpp/core_types.rst:37 -#, fuzzy msgid "" "`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/" "typedefs.h>`__" msgstr "" -"`core/typedefs.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/" "typedefs.h>`__" #: ../../docs/development/cpp/core_types.rst:40 @@ -106,9 +105,9 @@ msgid "" "more resources the OS will swap out the inactive ones. Other architectures " "(like mobile or consoles) are in general more limited." msgstr "" -"PC是一个很棒的体系结构.计算机通常具有GB级的RAM,TB级的存储空间和千兆赫兹级的" -"CPU,当应用程序需要更多资源时,操作系统将交换不活动的资源.其他架构(如移动设备或" -"游戏主机)在这些方面通常有很多限制." +"PC是一个很棒的体系结构. 计算机通常具有GB级的RAM,TB级的存储空间和千兆赫兹级的" +"CPU, 当应用程序需要更多资源时, 操作系统将交换不活动的资源. 其他架构(如移动设" +"备或游戏主机)在这些方面通常有很多限制." #: ../../docs/development/cpp/core_types.rst:47 msgid "" @@ -117,9 +116,9 @@ msgid "" "return it. This often works best and is flexible, but over time and with " "abuse, this can lead to segmentation." msgstr "" -"最常见的内存模型是堆,应用程序会从中请求一块内存区域,底层操作系统会试着从某处" -"找到一块适合这样的内存并返回它.这通常效果最好,并且很灵活,但是随着时间的流逝和" -"滥用,这可能会导致分段." +"最常见的内存模型是堆, 应用程序会从中请求一块内存区域, 底层操作系统会试着从某" +"处找到一块适合这样的内存并返回它. 这通常效果最好, 并且很灵活, 但是随着时间的" +"流逝和滥用, 这可能会导致分段." #: ../../docs/development/cpp/core_types.rst:52 msgid "" @@ -129,9 +128,9 @@ msgid "" "Modern operating systems use paged memory, which helps mitigate the problem " "of segmentation but doesn't solve it." msgstr "" -"分段缓慢地产生对于大多数常见分配而言太小的孔洞,从而浪费了内存.关于堆和分段的" -"文献有很多,因此在此不再赘述.现代操作系统使用分页内存,这有助于减轻但不能解决分" -"段问题." +"分段缓慢地产生对于大多数常见分配而言太小的孔洞, 从而浪费了内存. 关于堆和分段" +"的文献有很多, 因此在此不再赘述. 现代操作系统使用分页内存, 这有助于减轻但不能" +"解决分段问题." #: ../../docs/development/cpp/core_types.rst:58 msgid "" @@ -142,10 +141,10 @@ msgid "" "other words, leave 10-20% of your memory free and perform all small " "allocations and you are fine." msgstr "" -"然而,许多的研究和测试显示出,在给出足够内存的情况下,如果最大分配大小所占堆最大" -"大小的比例,低于一个给定比例阈值,即未曾使用的内存比例,分段这件事就不会随着时间" -"的推移成为问题.换句话说,留出10-20%的可用内存空间,再执行小额内存分配,您也没" -"事." +"然而, 许多的研究和测试显示出, 在给出足够内存的情况下, 如果最大分配大小所占堆" +"最大大小的比例, 低于一个给定比例阈值, 即未曾使用的内存比例, 分段这件事就不会" +"随着时间的推移成为问题. 换句话说, 留出10-20%的可用内存空间, 再执行小额内存分" +"配, 您也没事." #: ../../docs/development/cpp/core_types.rst:65 msgid "" @@ -157,10 +156,10 @@ msgid "" "rearranged and compacted on demand. Depending on the need of the game, the " "programmer can configure the dynamic memory pool size." msgstr "" -"Godot确保所有的可动态分配的对象都很小(最多不到几kb).但是如果出现很大的分配(像" -"图像、网格几何数据或大数组),会怎样呢?在这种情况下,Godot可以选择使用动态内存" -"池.内存会被锁定以进行访问操作;如果内存不足,则内存池会根据需要进行重新排列和" -"压缩.根据游戏的需要,程序员可以配置动态内存池的大小." +"Godot确保所有的可动态分配的对象都很小(最多不到几kb). 但是如果出现很大的分配" +"(像图像, 网格几何数据或大数组), 会怎样呢?在这种情况下,Godot可以选择使用动态" +"内存池. 内存会被锁定以进行访问操作;如果内存不足, 则内存池会根据需要进行重新" +"排列和压缩. 根据游戏的需要, 程序员可以配置动态内存池的大小." #: ../../docs/development/cpp/core_types.rst:74 msgid "Allocating memory" @@ -172,8 +171,8 @@ msgid "" "debug. Because of this, the regular C and C++ library calls should not be " "used. Instead, a few other ones are provided." msgstr "" -"Godot有许多工具可用于跟踪游戏中的内存使用情况,尤其是在调试期间.因此,不应使用" -"常规的C和C++库调用.相反,Godot提供了一些其它的供您使用." +"Godot有许多工具可用于跟踪游戏中的内存使用情况, 尤其是在调试期间. 因此, 不应使" +"用常规的C和C++库调用. 相反,Godot提供了一些其它的供您使用." #: ../../docs/development/cpp/core_types.rst:80 msgid "For C-style allocation, Godot provides a few macros:" @@ -183,7 +182,7 @@ msgstr "Godot提供了一些宏可以用来处理C风格的内存分配:" msgid "" "These are equivalent to the usual malloc, realloc, free of the standard C " "library." -msgstr "这些等效于标准C库中通常的malloc、realloc、free." +msgstr "这些等效于标准C库中通常的malloc, realloc, free." #: ../../docs/development/cpp/core_types.rst:91 msgid "For C++-style allocation, special macros are provided:" @@ -191,14 +190,14 @@ msgstr "这些宏可以用来处理C++风格的内存分配:" #: ../../docs/development/cpp/core_types.rst:101 msgid "which are equivalent to new, delete, new[] and delete[]." -msgstr "这些等效于new、delete、new[]和delete[]." +msgstr "这些等效于new, delete, new[]和delete[]." #: ../../docs/development/cpp/core_types.rst:103 msgid "" "memnew/memdelete also use a little C++ magic and notify Objects right after " "they are created, and right before they are deleted." msgstr "" -"memnew/memdelete也使用一点C++的小技巧,在对象创建之后和删除之前,通知对象." +"memnew/memdelete也使用一点C++的小技巧, 在对象创建之后和删除之前, 通知对象." #: ../../docs/development/cpp/core_types.rst:106 msgid "" @@ -206,14 +205,14 @@ msgid "" "standard vector class, and is very similar to vector in the C++ standard " "library. To create a PoolVector buffer, use this:" msgstr "" -"对于动态内存,提供了PoolVector<>模板.PoolVector是一个标准的Vector类,与C++标准" -"库中的vector非常相似.要创建PoolVector缓冲区,请使用以下命令:" +"对于动态内存, 提供了PoolVector<>模板.PoolVector是一个标准的Vector类, 与C++标" +"准库中的vector非常相似. 要创建PoolVector缓冲区, 请使用以下命令:" #: ../../docs/development/cpp/core_types.rst:114 msgid "" "PoolVector can be accessed using the [] operator and a few helpers exist for " "this:" -msgstr "可以使用[]运算符访问PoolVector,并且存在一些帮助:" +msgstr "可以使用[]运算符访问PoolVector, 并且存在一些帮助:" #: ../../docs/development/cpp/core_types.rst:126 msgid "" @@ -222,26 +221,24 @@ msgid "" "dynamic memory operations, as read() and write() are too slow for a large " "amount of accesses." msgstr "" -"这些操作允许从PoolVectors快速读/写并保持锁定直到它们超出作用域.但是," -"PoolVectors应该用于小型动态内存操作,因为read()和write()对于大量访问来说太慢" +"这些操作允许从PoolVectors快速读/写并保持锁定直到它们超出作用域. 但是," +"PoolVectors应该用于小型动态内存操作, 因为read()和write()对于大量访问来说太慢" "了." #: ../../docs/development/cpp/core_types.rst:134 -#, fuzzy msgid "" "`core/os/memory.h <https://github.com/godotengine/godot/blob/3.x/core/os/" "memory.h>`__" msgstr "" -"`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/" +"`core/os/memory.h <https://github.com/godotengine/godot/blob/3.x/core/os/" "memory.h>`__" #: ../../docs/development/cpp/core_types.rst:135 -#, fuzzy msgid "" "`core/pool_vector.h <https://github.com/godotengine/godot/blob/3.x/core/" "pool_vector.cpp>`__" msgstr "" -"`core/pool_vector.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/pool_vector.h <https://github.com/godotengine/godot/blob/3.x/core/" "pool_vector.cpp>`__" #: ../../docs/development/cpp/core_types.rst:138 @@ -275,8 +272,8 @@ msgid "" "symbols and code. List, Set and Map can be iterated using pointers, like " "this:" msgstr "" -"它们很简单,旨在尽可能小,因为C++中的模板经常被内联,并且在调试符号和代码中使二" -"进制大小更加大.可以使用指针迭代List、Set和Map,如下所示:" +"它们很简单, 旨在尽可能小, 因为C++中的模板经常被内联, 并且在调试符号和代码中使" +"二进制大小更加大. 可以使用指针迭代List, Set和Map, 如下所示:" #: ../../docs/development/cpp/core_types.rst:158 msgid "The Vector<> class also has a few nice features:" @@ -286,44 +283,39 @@ msgstr "Vector<>类还具有一些不错的功能:" msgid "" "It does copy on write, so making copies of it is cheap as long as they are " "not modified." -msgstr "它会在写入时进行复制,因此只要不对其进行修改,制作拷贝就很容易." +msgstr "它会在写入时进行复制, 因此只要不对其进行修改, 制作拷贝就很容易." #: ../../docs/development/cpp/core_types.rst:162 msgid "" "It supports multi-threading, by using atomic operations on the reference " "counter." -msgstr "通过在引用计数器上使用原子操作,来支持多线程." +msgstr "通过在引用计数器上使用原子操作, 来支持多线程." #: ../../docs/development/cpp/core_types.rst:168 -#, fuzzy msgid "" "`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector." "h>`__" msgstr "" -"`core/vector.h <https://github.com/godotengine/godot/blob/master/core/vector." +"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector." "h>`__" #: ../../docs/development/cpp/core_types.rst:169 -#, fuzzy msgid "" "`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__" msgstr "" -"`core/list.h <https://github.com/godotengine/godot/blob/master/core/list." -"h>`__" +"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__" #: ../../docs/development/cpp/core_types.rst:170 -#, fuzzy msgid "" "`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__" msgstr "" -"`core/set.h <https://github.com/godotengine/godot/blob/master/core/set.h>`__" +"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__" #: ../../docs/development/cpp/core_types.rst:171 -#, fuzzy msgid "" "`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__" msgstr "" -"`core/map.h <https://github.com/godotengine/godot/blob/master/core/map.h>`__" +"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__" #: ../../docs/development/cpp/core_types.rst:174 msgid "String" @@ -336,18 +328,17 @@ msgid "" "and utf8 parsing/extracting, as well as helpers for conversion and " "visualization." msgstr "" -"Godot 还提供了一个字符串类 String.Godot还提供了String类. 此类具有大量功能,在" -"所有函数(如大小写操作)和utf8解析/提取中均提供全面的Unicode支持,以及提供用于转" -"换和可视化的帮助函数." +"Godot 还提供了一个字符串类 String.Godot还提供了String类. 此类具有大量功能, 在" +"所有函数(如大小写操作)和utf8解析/提取中均提供全面的Unicode支持, 以及提供用于" +"转换和可视化的帮助函数." #: ../../docs/development/cpp/core_types.rst:184 -#, fuzzy msgid "" "`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring." "h>`__" msgstr "" -"`core/ustring.h <https://github.com/godotengine/godot/blob/master/core/" -"ustring.h>`__" +"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring." +"h>`__" #: ../../docs/development/cpp/core_types.rst:187 msgid "StringName" @@ -360,9 +351,9 @@ msgid "" "StringNames are useful for using strings as identifier, as comparing them is " "basically comparing a pointer." msgstr "" -"字符串名称和字符串类似,不同的是它们是唯一的.从字符串创建StringName会为所有相" -"等的字符串产生唯一的内部指针.StringNames对于将字符串用作标识符非常有用,因为比" -"较它们基本上是在比较指针." +"字符串名称和字符串类似, 不同的是它们是唯一的. 从字符串创建StringName会为所有" +"相等的字符串产生唯一的内部指针.StringNames对于将字符串用作标识符非常有用, 因" +"为比较它们基本上是在比较指针." #: ../../docs/development/cpp/core_types.rst:194 msgid "" @@ -371,12 +362,11 @@ msgid "" msgstr "创建一个字符串名称(尤其是一个新的) 是慢的, 但比较它们是快的." #: ../../docs/development/cpp/core_types.rst:200 -#, fuzzy msgid "" "`core/string_name.h <https://github.com/godotengine/godot/blob/3.x/core/" "string_name.h>`__" msgstr "" -"`core/string_name.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/string_name.h <https://github.com/godotengine/godot/blob/3.x/core/" "string_name.h>`__" #: ../../docs/development/cpp/core_types.rst:203 @@ -386,13 +376,12 @@ msgstr "数学类型" #: ../../docs/development/cpp/core_types.rst:205 msgid "" "There are several linear math types available in the core/math directory." -msgstr "在core/math目录中,有几种线性代数常用的类型." +msgstr "在core/math目录中, 有几种线性代数常用的类型." #: ../../docs/development/cpp/core_types.rst:211 -#, fuzzy msgid "`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__" msgstr "" -"`core/math <https://github.com/godotengine/godot/tree/master/core/math>`__" +"`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__" #: ../../docs/development/cpp/core_types.rst:214 msgid "NodePath" @@ -402,15 +391,14 @@ msgstr "节点路径" msgid "" "This is a special datatype used for storing paths in a scene tree and " "referencing them fast." -msgstr "这是一种特殊的数据类型,用于在场景树中存储路径并快速引用它们." +msgstr "这是一种特殊的数据类型, 用于在场景树中存储路径并快速引用它们." #: ../../docs/development/cpp/core_types.rst:222 -#, fuzzy msgid "" "`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/" "node_path.h>`__" msgstr "" -"`core/node_path.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/" "node_path.h>`__" #: ../../docs/development/cpp/core_types.rst:225 @@ -423,12 +411,11 @@ msgid "" "RIDs are opaque, meaning that the data they reference can't be accessed " "directly. RIDs are unique, even for different types of referenced data." msgstr "" -"RID是资源ID.服务使用这些来引用存储在其中的数据.RID是不透明的,这意味着它们引用" -"的数据不能直接访问.RID是唯一的,甚至对于不同类型的引用数据也是如此." +"RID是资源ID. 服务使用这些来引用存储在其中的数据.RID是不透明的, 这意味着它们引" +"用的数据不能直接访问.RID是唯一的, 甚至对于不同类型的引用数据也是如此." #: ../../docs/development/cpp/core_types.rst:235 -#, fuzzy msgid "" "`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__" msgstr "" -"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__" +"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po index c133420a6a..0401ec4a12 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -41,16 +41,16 @@ msgid "" "and exposes itself to GDScript. AudioStream references its own internal " "custom AudioStreamPlayback which translates AudioStream into PCM data." msgstr "" -"所有音频资源都需要两个基于音频的类:AudioStream和AudioStreamPlayback.作为数据" +"所有音频资源都需要两个基于音频的类:AudioStream和AudioStreamPlayback. 作为数据" "容器,AudioStream包含资源并将其自身暴露给GDScript.AudioStream引用其自己的内部" -"自定义AudioStreamPlayback,该AudioStreamPlayback将AudioStream转换为PCM数据." +"自定义AudioStreamPlayback, 该AudioStreamPlayback将AudioStream转换为PCM数据." #: ../../docs/development/cpp/custom_audiostreams.rst:19 msgid "" "This guide assumes the reader knows how to create C++ modules. If not, refer " "to this guide :ref:`doc_custom_modules_in_c++`." msgstr "" -"本指南假设读者知道如何创建C++模块.如果没有,请参考该指南 :ref:" +"本指南假设读者知道如何创建C++模块. 如果没有, 请参考该指南 :ref:" "`doc_custom_modules_in_c++`." #: ../../docs/development/cpp/custom_audiostreams.rst:23 @@ -84,7 +84,7 @@ msgstr "可以做什么?" #: ../../docs/development/cpp/custom_audiostreams.rst:31 msgid "Binding external libraries (like Wwise, FMOD, etc)." -msgstr "绑定外部库(如Wwise、FMOD等)." +msgstr "绑定外部库(如Wwise, FMOD等)." #: ../../docs/development/cpp/custom_audiostreams.rst:32 msgid "Adding custom audio queues" @@ -105,9 +105,9 @@ msgid "" "in a number of ways such as with an internal counter for a tone generator, " "internal/external buffer, or a file reference." msgstr "" -"AudioStream由三个组件组成:数据容器,流名称和AudioStreamPlayback朋友类生成器.音" -"频数据可以通过多种方式加载,例如使用用于音调发生器的内部计数器、内部/外部缓冲" -"区、或文件引用." +"AudioStream由三个组件组成: 数据容器, 流名称和AudioStreamPlayback朋友类生成" +"器. 音频数据可以通过多种方式加载, 例如使用用于音调发生器的内部计数器, 内部/外" +"部缓冲区, 或文件引用." #: ../../docs/development/cpp/custom_audiostreams.rst:43 msgid "" @@ -116,9 +116,9 @@ msgid "" "regardless how many times ``load`` is called on a specific resource. " "Therefore, playback state must be self-contained in AudioStreamPlayback." msgstr "" -"某些AudioStream需要是无状态的,例如从ResourceLoader加载的对象.ResourceLoader加" -"载一次并引用同一对象,而不管在该特定资源上调用了多少次 ``load``.因此,播放状态" -"必须被包含在AudioStreamPlayback中." +"某些AudioStream需要是无状态的, 例如从ResourceLoader加载的对象.ResourceLoader" +"加载一次并引用同一对象, 而不管在该特定资源上调用了多少次 ``load``. 因此, 播放" +"状态必须被包含在AudioStreamPlayback中." #: ../../docs/development/cpp/custom_audiostreams.rst:123 msgid "Create an AudioStreamPlayback" @@ -129,14 +129,14 @@ msgid "" "AudioStreamPlayer uses ``mix`` callback to obtain PCM data. The callback " "must match sample rate and fill the buffer." msgstr "" -"AudioStreamPlayer使用 ``mix`` 回调来获取PCM数据.回调必须与采样率匹配并填充缓" +"AudioStreamPlayer使用 ``mix`` 回调来获取PCM数据. 回调必须与采样率匹配并填充缓" "冲区." #: ../../docs/development/cpp/custom_audiostreams.rst:127 msgid "" "Since AudioStreamPlayback is controlled by the audio thread, i/o and dynamic " "memory allocation are forbidden." -msgstr "由于AudioStreamPlayback由音频线程控制,因此禁止进行i/o和动态内存分配." +msgstr "由于AudioStreamPlayback由音频线程控制, 因此禁止进行i/o和动态内存分配." #: ../../docs/development/cpp/custom_audiostreams.rst:232 msgid "Resampling" @@ -149,8 +149,8 @@ msgid "" "AudioStreamPlaybackResampled. Godot provides cubic interpolation for audio " "resampling." msgstr "" -"Godot的AudioServer目前使用44100Hz采样率.当需要其他采样率如48000时,要么提供一" -"个,要么使用AudioStreamPlaybackResampled.Godot为音频重采样提供立方插值." +"Godot的AudioServer目前使用44100Hz采样率. 当需要其他采样率如48000时, 要么提供" +"一个, 要么使用AudioStreamPlaybackResampled.Godot为音频重采样提供立方插值." #: ../../docs/development/cpp/custom_audiostreams.rst:238 msgid "" @@ -158,8 +158,8 @@ msgid "" "``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to " "query current mix rate." msgstr "" -"AudioStreamPlaybackResampled不是重载 ``mix`` ,而是使用 ``_mix_internal`` 来查" -"询AudioFrames,并使用 ``get_stream_sampling_rate`` 来查询当前的混合率." +"AudioStreamPlaybackResampled不是重载 ``mix`` , 而是使用 ``_mix_internal`` 来" +"查询AudioFrames, 并使用 ``get_stream_sampling_rate`` 来查询当前的混合率." #: ../../docs/development/cpp/custom_audiostreams.rst:349 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po index 83e1261a6d..71b66f0fec 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,16 +33,16 @@ msgid "" "other modules. In addition, the server claims ownership for its RID " "allocations." msgstr "" -"Godot将多线程实现为服务器.服务器是管理数据、处理数据和推送结果的守护进程.服务" -"器实现中介模式,该模式解释引擎和其他模块的资源ID和处理数据.此外,服务器声明其" -"RID分配的所有权." +"Godot将多线程实现为服务器. 服务器是管理数据, 处理数据和推送结果的守护进程. 服" +"务器实现中介模式, 该模式解释引擎和其他模块的资源ID和处理数据. 此外, 服务器声" +"明其RID分配的所有权." #: ../../docs/development/cpp/custom_godot_servers.rst:15 msgid "" "This guide assumes the reader knows how to create C++ modules and Godot data " "types. If not, refer to :ref:`doc_custom_modules_in_c++`." msgstr "" -"本指南假设读者知道如何创建C++模块和Godot数据类型.如果没有,请参考 :ref:" +"本指南假设读者知道如何创建C++模块和Godot数据类型. 如果没有, 请参考 :ref:" "`doc_custom_modules_in_c++`." #: ../../docs/development/cpp/custom_godot_servers.rst:19 @@ -55,7 +55,7 @@ msgid "" "`Why does Godot use servers and RIDs? <https://godotengine.org/article/why-" "does-godot-use-servers-and-rids>`__" msgstr "" -"`为什么Godot使用服务与RID? <https://godotengine.org/article/why-does-godot-" +"`为什么Godot使用服务与RID ? <https://godotengine.org/article/why-does-godot-" "use-servers-and-rids>`__" #: ../../docs/development/cpp/custom_godot_servers.rst:22 @@ -103,7 +103,7 @@ msgid "" "At minimum, a server must have a static instance, a sleep timer, a thread " "loop, an initialization state and a cleanup procedure." msgstr "" -"至少,服务必须具有静态实例、睡眠计时器、线程循环、初始化状态、和清理过程." +"至少, 服务必须具有静态实例, 睡眠计时器, 线程循环, 初始化状态, 和清理过程." #: ../../docs/development/cpp/custom_godot_servers.rst:274 msgid "Custom managed resource data" @@ -116,20 +116,19 @@ msgid "" "called. During debug mode only, RID_Owner maintains a list of RIDs. In " "practice, RIDs are similar to writing object-oriented C code." msgstr "" -"Godot服务实现了中介模式.所有数据类型都继承 ``RID_Data`` . ``RID_Owner " -"<MyRID_Data>`` 在调用 ``make_rid`` 时拥有对象.仅在调试模式期间,RID_Owner维护" -"RID列表.实际上,RID类似于编写面向对象的C代码." +"Godot服务实现了中介模式. 所有数据类型都继承 ``RID_Data`` . ``RID_Owner " +"<MyRID_Data>`` 在调用 ``make_rid`` 时拥有对象. 仅在调试模式期间,RID_Owner维护" +"RID列表. 实际上,RID类似于编写面向对象的C代码." #: ../../docs/development/cpp/custom_godot_servers.rst:318 msgid ":ref:`RID<class_rid>`" msgstr ":ref:`RID <class_RID>`" #: ../../docs/development/cpp/custom_godot_servers.rst:319 -#, fuzzy msgid "" "`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__" msgstr "" -"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__" +"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__" #: ../../docs/development/cpp/custom_godot_servers.rst:322 msgid "Registering the class in GDScript" @@ -141,8 +140,8 @@ msgid "" "static instance and ``init()`` creates the managed thread; " "``unregister_types.cpp`` cleans up the server." msgstr "" -"服务在 ``register_types.cpp`` 中分配.构造函数设置静态实例,``init()`` 创建托管" -"线程; ``unregister_types.cpp`` 清理服务." +"服务在 ``register_types.cpp`` 中分配. 构造函数设置静态实例,``init()`` 创建托" +"管线程; ``unregister_types.cpp`` 清理服务." #: ../../docs/development/cpp/custom_godot_servers.rst:328 msgid "" @@ -151,8 +150,8 @@ msgid "" "Therefore, a dummy class must be created to reference the proper Godot " "server." msgstr "" -"由于Godot服务类创建了一个实例并将其绑定到静态单例,因此绑定该类可能不会引用正" -"确的实例.因此,必须创建一个虚拟类来引用正确的Godot服务." +"由于Godot服务类创建了一个实例并将其绑定到静态单例, 因此绑定该类可能不会引用正" +"确的实例. 因此, 必须创建一个虚拟类来引用正确的Godot服务." #: ../../docs/development/cpp/custom_godot_servers.rst:332 msgid "" @@ -178,7 +177,7 @@ msgstr "绑定方法" msgid "" "The dummy class binds singleton methods to GDScript. In most cases, the " "dummy class methods wraps around." -msgstr "虚拟类将单例方法绑定到GDScript.在大多数情况下,虚拟类方法封装在内." +msgstr "虚拟类将单例方法绑定到GDScript. 在大多数情况下, 虚拟类方法封装在内." #: ../../docs/development/cpp/custom_godot_servers.rst:389 msgid "Binding Signals" @@ -203,23 +202,22 @@ msgid "" "flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is " "executed." msgstr "" -"为了将命令发送到SceneTree中,MessageQueue是线程安全的缓冲区,用于将其他线程的设" -"置和调用方法排队.要对命令进行排队,请获取目标对象RID并使用 ``push_call``、 " -"``push_set``、或 ``push_notification`` 执行所需的行为.每当执行 ``SceneTree::" -"idle`` 或 ``SceneTree::iteration`` 时,都会刷新队列." +"为了将命令发送到SceneTree中,MessageQueue是线程安全的缓冲区, 用于将其他线程的" +"设置和调用方法排队. 要对命令进行排队, 请获取目标对象RID并使用 ``push_call``, " +"``push_set``, 或 ``push_notification`` 执行所需的行为. 每当执行 ``SceneTree::" +"idle`` 或 ``SceneTree::iteration`` 时, 都会刷新队列." #: ../../docs/development/cpp/custom_godot_servers.rst:475 msgid "References:" msgstr "参考:" #: ../../docs/development/cpp/custom_godot_servers.rst:477 -#, fuzzy msgid "" "`core/message_queue.cpp <https://github.com/godotengine/godot/blob/3.x/core/" "message_queue.cpp>`__" msgstr "" -"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/" -"core/message_queue.cpp>`__" +"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/3.x/core/" +"message_queue.cpp>`__" #: ../../docs/development/cpp/custom_godot_servers.rst:480 msgid "Summing it up" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index e1222add94..b6cac51507 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "functionality at every level without modifying the core, which can be split " "for use and reuse in different modules." msgstr "" -"Godot 允许通过模块化的方式对引擎进行扩展.您可以创建新的模块,然后启用/禁用它." -"这允许在每个级别添加新的引擎功能,而无需修改内核,可以将其拆分以供在不同模块中" -"使用和重用." +"Godot 允许通过模块化的方式对引擎进行扩展. 您可以创建新的模块, 然后启用/禁用" +"它. 这允许在每个级别添加新的引擎功能, 而无需修改内核, 可以将其拆分以供在不同" +"模块中使用和重用." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:14 msgid "" @@ -44,9 +44,9 @@ msgid "" "and others. As many new modules as desired can be created and combined. The " "SCons build system will take care of it transparently." msgstr "" -"模块位于构建系统的 ``modules/`` 子目录下.默认情况下,有几十个模块被启用,如" -"GDScript(是的,它不是基础引擎的一部分)、Mono运行时、正则表达式模块和其他.可以" -"根据需要创建和组合尽可能多的新模块.SCons构建系统将清晰地处理它." +"模块位于构建系统的 ``modules/`` 子目录下. 默认情况下, 有几十个模块被启用, 如" +"GDScript(是的, 它不是基础引擎的一部分), Mono运行时, 正则表达式模块和其他. 可" +"以根据需要创建和组合尽可能多的新模块.SCons构建系统将清晰地处理它." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:22 msgid "What for?" @@ -58,12 +58,12 @@ msgid "" "an enormous time saver), it's perfectly possible to use C++ instead. Adding C" "++ modules can be useful in the following scenarios:" msgstr "" -"尽管我们建议使用脚本编写游戏的大部分代码(因为这能够节省大量的时间),但使用 C+" -"+ 进行开发也是完全可行的.在以下情况下,添加C ++模块可能会很有用:" +"尽管我们建议使用脚本编写游戏的大部分代码(因为这能够节省大量的时间), 但使用 C+" +"+ 进行开发也是完全可行的. 在以下情况下, 添加C ++模块可能会很有用:" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:28 msgid "Binding an external library to Godot (like PhysX, FMOD, etc)." -msgstr "将外部库绑定到Godot(例如PhysX、FMOD等)." +msgstr "将外部库绑定到Godot(例如PhysX, FMOD等)." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:29 msgid "Optimize critical parts of a game." @@ -79,17 +79,18 @@ msgstr "移植现有的游戏项目." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:32 msgid "Write a whole, new game in C++ because you can't live without C++." -msgstr "使用 C++ 编写整个新游戏,因为您离不开 C++." +msgstr "使用 C++ 编写整个新游戏, 因为您离不开 C++." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:35 msgid "Creating a new module" msgstr "创新新模块" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." -msgstr "在创建模块之前,请确保下载Godot的源代码并进行编译.文档中有相关教程." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." +msgstr "在创建模块之前, 请确保下载Godot的源代码并进行编译. 文档中有相关教程." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:40 msgid "" @@ -97,89 +98,82 @@ msgid "" "``modules/``. If you want to maintain the module separately, you can " "checkout a different VCS into modules and use it." msgstr "" -"要创建一个新模块,首先我们要在 ``modules/`` 文件夹下创建一个新目录.如果要单独" -"维护模块,则可以在版本控制系统(VCS)检出到模块中并使用它." +"要创建一个新模块, 首先我们要在 ``modules/`` 文件夹下创建一个新目录. 如果要单" +"独维护模块, 则可以在版本控制系统(VCS)检出到模块中并使用它." #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"示例模块将被称为 ``求和器(summator)``,并放置在Godot源代码树的内部(``C:" -"\\godot`` 指的是Godot源代码所在的位置):" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "在内部,我们将创建一个简单的 ``summator`` 类:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "然后是cpp文件." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" -msgstr "然后,需要以某种方式注册新类,因此需要再创建两个文件:" +msgstr "然后, 需要以某种方式注册新类, 因此需要再创建两个文件:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -"这些文件必须在您的模块的顶层文件夹中( ``SCsub`` 和 ``config.py`` 文件旁边),这" -"样模块才能被正确注册." +"这些文件必须在您的模块的顶层文件夹中( ``SCsub`` 和 ``config.py`` 文件旁边), " +"这样模块才能被正确注册." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "这些文件应包含以下内容:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" -msgstr "接下来,我们需要创建一个 ``SCsub`` 文件,以便构建系统编译此模块:" +msgstr "接下来, 我们需要创建一个 ``SCsub`` 文件, 以便构建系统编译此模块:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" -msgstr "使用多个源文件,您还可以将每个文件分别添加到Python字符串列表中:" +msgstr "使用多个源文件, 您还可以将每个文件分别添加到Python字符串列表中:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " "Godot by default for examples." msgstr "" -"使用循环和逻辑语句,这使得使用Python来构建文件列表有了强大的可行性.请看Godot默" -"认的一些模块的例子." +"使用循环和逻辑语句, 这使得使用Python来构建文件列表有了强大的可行性. 请看Godot" +"默认的一些模块的例子." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" -msgstr "要添加供编译器查看的包含目录,可以将其追加到环境的路径中:" +msgstr "要添加供编译器查看的包含目录, 可以将其追加到环境的路径中:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 -#, fuzzy +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 msgid "" "If you want to add custom compiler flags when building your module, you need " "to clone ``env`` first, so it won't add those flags to whole Godot build " "(which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -"如果要在构建模块时添加自定义编译器标志,则需要首先克隆 `env`,这样它就不会将这" -"些标志添加到整个Godot构建中(这可能会导致错误).带有自定义标志的示例 `SCsub`:" +"如果你想在构建模块时添加自定义编译器标志,你需要先克隆 ``env`` ,这样它就不会" +"把这些标志添加到整个Godot构建中(这可能导致错误)。例子 ``SCsub`` 带有自定义" +"标志:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" msgstr "" -"最后是模块的配置文件,这是一个简单的python脚本,必须命名为 ``config.py``:" +"最后是模块的配置文件, 这是一个简单的python脚本, 必须命名为 ``config.py``:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." @@ -187,54 +181,54 @@ msgstr "" "询问模块是否可以针对特定平台进行构建(在这种情况下,``True`` 表示它将针对每个平" "台进行构建)." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "就是这样. 希望它不太复杂! 您的模块应如下所示:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " "be included." msgstr "" -"然后,您可以压缩它并与其他所有人分享该模块.当针对每个平台进行构建时(上一节中的" -"说明),您的模块将包括在内." +"然后, 您可以压缩它并与其他所有人分享该模块. 当针对每个平台进行构建时(上一节中" +"的说明), 您的模块将包括在内." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" "method_bind_ext.gen.inc``." msgstr "" -"对于子类之类的东西,C ++模块中的参数限制为5. 通过包含头文件``core/" -"method_bind_ext.gen.inc``,可以将其增加到13个." +"对于子类之类的东西,C ++模块中的参数限制为5. 通过包含头文件 ``core/" +"method_bind_ext.gen.inc``, 可以将其增加到13个." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "使用模块" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" -msgstr "现在,您可以通过任何脚本使用新创建的模块:" +msgstr "现在, 您可以通过任何脚本使用新创建的模块:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "输出将是 ``60`` ." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" "`doc_binding_to_external_libraries` for details about binding to external " "libraries." msgstr "" -"前面的Summator例子对于小型的自定义模块来说是很好的,但是如果你想使用一个更大的" -"外部库呢?请参考 :ref:`doc_binding_to_external_libraries`,了解有关绑定外部库" -"的细节." +"前面的Summator例子对于小型的自定义模块来说是很好的, 但是如果你想使用一个更大" +"的外部库呢?请参考 :ref:`doc_binding_to_external_libraries`, 了解有关绑定外部" +"库的细节." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -243,26 +237,26 @@ msgid "" "compiled in the export template. See the :ref:`Compiling <toc-devel-" "compiling>` pages for more information." msgstr "" -"如果要从正在运行的项目(而不仅仅是从编辑器)访问模块,则还必须重新编译计划使用的" -"每个导出模板,然后在每个导出预设中指定自定义模板的路径. 否则,由于未在导出模板" -"中编译模块,因此在运行项目时会出现错误. 有关更多信息,请参见:编译`Compiling " -"<toc-devel-compiling>`页面." +"如果要从正在运行的项目(而不仅仅是从编辑器)访问模块, 则还必须重新编译计划使用" +"的每个导出模板, 然后在每个导出预设中指定自定义模板的路径. 否则, 由于未在导出" +"模板中编译模块, 因此在运行项目时会出现错误. 有关更多信息, 请参见: 编译" +"`Compiling <toc-devel-compiling>` 页面." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "从外部编译模块" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " "to compile a module, there are a couple of reasons as to why this might not " "be a practical thing to do:" msgstr "" -"编译一个模块需要将模块的源代码直接移到引擎的 ``modules/`` 目录下.虽然这是最直" -"接的编译模块的方法,但是有几个原因说明为什么这样做不实用:" +"编译一个模块需要将模块的源代码直接移到引擎的 ``modules/`` 目录下. 虽然这是最" +"直接的编译模块的方法, 但是有几个原因说明为什么这样做不实用:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -271,12 +265,12 @@ msgid "" "solution, but you may additionally need to overcome OS restrictions like " "needing the symbolic link privilege if doing this via script." msgstr "" -"每次编译引擎时,不管有没有模块,都必须手动复制模块源码,或者在编译过程中使用类" -"似 ``module_summator_enabled=no`` 的编译选项,采取额外的步骤手动禁用模块.创建" -"符号链接也是一种解决方案,但你可能还需要克服操作系统的限制,比如如果通过脚本来" -"做,需要符号链接的权限." +"每次编译引擎时, 不管有没有模块, 都必须手动复制模块源码, 或者在编译过程中使用" +"类似 ``module_summator_enabled=no`` 的编译选项, 采取额外的步骤手动禁用模块. " +"创建符号链接也是一种解决方案, 但你可能还需要克服操作系统的限制, 比如如果通过" +"脚本来做, 需要符号链接的权限." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -284,141 +278,142 @@ msgid "" "to make sure that only the engine-related code is committed by filtering " "changes." msgstr "" -"根据你是否需要使用引擎的源代码,直接添加到 ``modules/`` 的模块文件会改变工作" -"树,以至于使用VCS(比如 ``git`` )被证明是很麻烦的,因为你需要通过过滤变化来确保" -"只提交与引擎相关的代码." +"根据你是否需要使用引擎的源代码, 直接添加到 ``modules/`` 的模块文件会改变工作" +"树, 以至于使用VCS(比如 ``git`` )被证明是很麻烦的, 因为你需要通过过滤变化来确" +"保只提交与引擎相关的代码." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " "directory:" msgstr "" -"所以,如果你觉得需要自定义模块的独立结构,把 \"summator\"模块移到引擎的父目录" -"下:" +"所以, 如果你觉得需要自定义模块的独立结构, 把 \"summator\" 模块移到引擎的父目" +"录下:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " "custom C++ modules, similar to the following:" msgstr "" -"通过提供 ``custom_modules`` 构建选项来编译我们的引擎,该选项接受一个以逗号分隔" -"的包含自定义C++模块的目录路径列表,类似于下面:" +"通过提供 ``custom_modules`` 构建选项来编译我们的引擎, 该选项接受一个以逗号分" +"隔的包含自定义C++模块的目录路径列表, 类似于下面:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." msgstr "" -"构建系统将检测到 ``./modules`` 目录下的所有模块并进行相应的编译,包括 " +"构建系统将检测到 ``./modules`` 目录下的所有模块并进行相应的编译, 包括 " "\"summator\" 模块." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " "means that things like generating module documentation may rely on a " "specific path structure on your machine." msgstr "" -"传递给 ``custom_modules`` 的任何路径都将在内部转换为绝对路径,以区分自定义模块" -"和内置模块,这意味着像生成模块文档这样的事情可能会依赖于你机器上的特定路径结" -"构." +"传递给 ``custom_modules`` 的任何路径都将在内部转换为绝对路径, 以区分自定义模" +"块和内置模块, 这意味着像生成模块文档这样的事情可能会依赖于你机器上的特定路径" +"结构." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" ":ref:`构建系统介绍 - 自定义模块构建选项 <doc_buildsystem_custom_modules>`." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "改善开发的构建系统" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." msgstr "" -"到目前为止,我们定义了一个干净简单的SCsub,它允许我们将新模块的源文件添加为" +"到目前为止, 我们定义了一个干净简单的SCsub, 它允许我们将新模块的源文件添加为" "Godot二进制文件的一部分." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." msgstr "" -"那么当我们要构建游戏的发行版,并希望将所有模块都放在一个二进制文件中时,这种静" -"态方法就很好." +"那么当我们要构建游戏的发行版, 并希望将所有模块都放在一个二进制文件中时, 这种" +"静态方法就很好." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " "have changed, finding such files and eventually linking the final binary is " "a long and costly part." msgstr "" -"然而,代价是每一个变化都意味着游戏的全面重新编译.即使SCons能够检测并重新编译已" -"经改变的文件,找到这些文件并最终链接到最终的二进制文件是一个漫长而消耗的部分." +"然而, 代价是每一个变化都意味着游戏的全面重新编译. 即使SCons能够检测并重新编译" +"已经改变的文件, 找到这些文件并最终链接到最终的二进制文件是一个漫长而消耗的部" +"分." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." msgstr "" -"避免这种成本的解决方案是将我们自己的模块构建为共享库,该库在启动游戏二进制文件" -"时将动态加载." +"避免这种成本的解决方案是将我们自己的模块构建为共享库, 该库在启动游戏二进制文" +"件时将动态加载." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " "in a standard directory (like ``/usr/lib``), we have to help our binary find " "it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -"一旦编译完成,我们应该有一个 ``bin`` 目录,其中包含 ``godot*`` 可执行文件和 " -"``libsummator*.so`` .然而,鉴于.so不在一个标准的目录中(如 ``/usr/lib`` ),我们" -"必须在运行时用 ``LD_LIBRARY_PATH`` 环境变量帮助可执行文件找到它:" +"一旦编译完成, 我们应该有一个 ``bin`` 目录, 其中包含 ``godot*`` 可执行文件和 " +"``libsummator*.so`` . 然而, 鉴于.so不在一个标准的目录中(如 ``/usr/lib`` ), 我" +"们必须在运行时用 ``LD_LIBRARY_PATH`` 环境变量帮助可执行文件找到它:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." -msgstr "你必须 ``export`` 环境变量,否则你将无法从编辑器中播放你的项目." +msgstr "你必须 ``export`` 环境变量, 否则你将无法从编辑器中播放你的项目." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " "(for release). To do that we can define a custom flag to be passed to SCons " "using the `ARGUMENT` command:" msgstr "" -"最重要的是,能够选择将我们的模块编译为共享库(用于开发)还是作为Godot二进制文件" -"的一部分(用于发行版)将是一件很不错的事情.为此,我们可以使用 `ARGUMENT` 命令定" -"义要传递给SCons的自定义标志:" +"最重要的是, 能够选择将我们的模块编译为共享库(用于开发)还是作为Godot二进制文件" +"的一部分(用于发行版)将是一件很不错的事情. 为此, 我们可以使用 `ARGUMENT` 命令" +"定义要传递给SCons的自定义标志:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -"现在默认情况下,``scons`` 命令会将我们的模块构建为Godot二进制文件的一部分,并在" -"传递 ``summator_shared=yes`` 时构建为共享库." +"现在默认情况下,``scons`` 命令会将我们的模块构建为Godot二进制文件的一部分, 并" +"在传递 ``summator_shared=yes`` 时构建为共享库." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" msgstr "" -"最后,你甚至可以通过在SCons命令中明确指定你的共享模块为目标来进一步加快构建速" +"最后, 你甚至可以通过在SCons命令中明确指定你的共享模块为目标来进一步加快构建速" "度:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "编写自定义文档" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -426,227 +421,228 @@ msgid "" "one year ago may become indistinguishable from the code that was written by " "someone else, so be kind to your future self!" msgstr "" -"编写文档看起来可能是一项无聊的任务,但仍然强烈建议您为新创建的模块编写文档,以" -"便使用这个模块的其他人从中受益.更不用说,您一年后可能与无法区分它与其他人写的" -"代码,所以对未来的您自己好一点吧!" +"编写文档看起来可能是一项无聊的任务, 但仍然强烈建议您为新创建的模块编写文档, " +"以便使用这个模块的其他人从中受益. 更不用说, 您一年后可能与无法区分它与其他人" +"写的代码, 所以对未来的您自己好一点吧!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" -msgstr "为了设置模块的自定义文档,有几个步骤:" +msgstr "为了设置模块的自定义文档, 有几个步骤:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " "section." msgstr "" -"在模块的根目录中创建一个新目录.目录名称可以是任何名称,但是在本节中,我们将使" -"用 ``doc_classes`` 名称." +"在模块的根目录中创建一个新目录. 目录名称可以是任何名称, 但是在本节中, 我们将" +"使用 ``doc_classes`` 名称." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" -msgstr "现在,我们需要编辑 ``config.py`` ,添加以下片段:" +msgstr "现在, 我们需要编辑 ``config.py`` , 添加以下片段:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" "summator/doc_classes`` directory. If you don't define this, the doc path for " "your module will fall back to the main ``doc/classes`` directory." msgstr "" -"构建系统使用 ``get_doc_path()`` 函数来确定文档的位置.在这种情况下,它们将位于 " -"``modules/summator/doc_classes`` 目录下.如果你不定义这个,你的模块的文档路径将" -"退回到主 ``doc/classes`` 目录." +"构建系统使用 ``get_doc_path()`` 函数来确定文档的位置. 在这种情况下, 它们将位" +"于 ``modules/summator/doc_classes`` 目录下. 如果你不定义这个, 你的模块的文档" +"路径将退回到主 ``doc/classes`` 目录." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " "classes here. The classes that you don't list will end up in the main ``doc/" "classes`` directory." msgstr "" -"``get_doc_classes()`` 方法对于构建系统知道哪些注册的类属于该模块是必要的.你需" -"要在这里列出你所有的类.你没有列出的类最终将出现主 ``doc/classes`` 目录中." +"``get_doc_classes()`` 方法对于构建系统知道哪些注册的类属于该模块是必要的. 你" +"需要在这里列出你所有的类. 你没有列出的类最终将出现主 ``doc/classes`` 目录中." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" msgstr "" -"你可以用 Git 来检查是否漏掉了一些类,用 ``git status`` 检查未跟踪的文件.例如::" +"你可以用 Git 来检查是否漏掉了一些类, 用 ``git status`` 检查未跟踪的文件. 例" +"如::" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "输出示例::" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "现在我们可以生成文档:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " "format." msgstr "" -"我们可以通过运行Godot的doctool,即 ``godot -doctool <path>`` ,它将以XML格式转" -"储引擎API引用到给定的 ``<path>`` ." +"我们可以通过运行Godot的doctool, 即 ``godot -doctool <path>`` , 它将以XML格式" +"转储引擎API引用到给定的 ``<path>`` ." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." msgstr "" -"在我们的例子中,将把它指向克隆的版本库的根目录.你可以把它指向另一个文件夹,然后" -"复制需要的文件." +"在我们的例子中, 将把它指向克隆的版本库的根目录. 你可以把它指向另一个文件夹, " +"然后复制需要的文件." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "运行命令:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " "referenced in your ``get_doc_classes`` function." msgstr "" -"现在,如果进入 ``godot/modules/summator/doc_classes`` 文件夹,会看到它包含一个" -"在 ``get_doc_classes`` 函数中引用的 ``Summator.xml`` 文件,或者其他类." +"现在, 如果进入 ``godot/modules/summator/doc_classes`` 文件夹, 会看到它包含一" +"个在 ``get_doc_classes`` 函数中引用的 ``Summator.xml`` 文件, 或者其他类." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." msgstr "编译以下文件 :ref:`doc_updating_the_class_reference` 并重新编译引擎." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." -msgstr "一旦编译过程完成,这些文档将可以在引擎的内置文档系统中访问." +msgstr "一旦编译过程完成, 这些文档将可以在引擎的内置文档系统中访问." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" -"为了保持文档的更新,你所要做的就是简单地修改其中一个XML文件,然后从现在开始重新" -"编译引擎." +"为了保持文档的更新, 你所要做的就是简单地修改其中一个XML文件, 然后从现在开始重" +"新编译引擎." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " "your godot folder, make sure you don't lose work by extracting older docs " "from an older engine build on top of the newer ones." msgstr "" -"如果你改变了模块的API,可以重新提取文档,它们会包含你之前添加的东西.当然如果你" -"把它指向 godot 文件夹,请确保不会因为在新的文档上提取旧引擎构建的旧文档而损失" -"工作." +"如果你改变了模块的API, 可以重新提取文档, 它们会包含你之前添加的东西. 当然如果" +"你把它指向 godot 文件夹, 请确保不会因为在新的文档上提取旧引擎构建的旧文档而损" +"失工作." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "" -"请注意,如果你对提供的 ``<path>`` 没有写访问权限,可能会遇到类似下面的错误:" +"请注意, 如果你对提供的 ``<path>`` 没有写访问权限, 可能会遇到类似下面的错误:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "添加自定义编辑器图标" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " "editor." msgstr "" -"与如何在模块中编写独立的文档类似,您也可以为类创建自己的自定义图标,以使其出现" -"在编辑器中." +"与如何在模块中编写独立的文档类似, 您也可以为类创建自己的自定义图标, 以使其出" +"现在编辑器中." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -"有关创建要集成到引擎中的编辑器图标的实际过程,首先请参考 :ref:" +"有关创建要集成到引擎中的编辑器图标的实际过程, 首先请参考 :ref:" "`doc_editor_icons`." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" -msgstr "创建图标后,请执行以下步骤:" +msgstr "创建图标后, 请执行以下步骤:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." msgstr "" -"在名为 ``icons`` 的模块的根目录中创建一个新目录.这是引擎查找模块的编辑器图标" +"在名为 ``icons`` 的模块的根目录中创建一个新目录. 这是引擎查找模块的编辑器图标" "的默认路径." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "将新创建的 ``svg`` 图标(已优化或未优化)移动到该文件夹中." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "" -"重新编译引擎并运行编辑器.现在,相应的图标将出现在编辑器的界面中合适的位置中." +"重新编译引擎并运行编辑器. 现在, 相应的图标将出现在编辑器的界面中合适的位置中." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" msgstr "" -"如果您想将图标存储在模块内的其他位置,请将以下代码段添加到 ``config.py`` 以覆" +"如果您想将图标存储在模块内的其他位置, 请将以下代码段添加到 ``config.py`` 以覆" "盖默认路径:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "总结" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "记得:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" -msgstr "对于继承使用 ``GDCLASS`` 宏,因此Godot可以封装它" +msgstr "对于继承使用 ``GDCLASS`` 宏, 因此Godot可以封装它" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." -msgstr "使用 ``_bind_methods`` 将您的函数绑定到脚本,并允许它们充当信号的回调." +msgstr "使用 ``_bind_methods`` 将您的函数绑定到脚本, 并允许它们充当信号的回调." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." -msgstr "但这还不是全部,取决于您做什么,您会得到一些(希望是积极的)惊喜." +msgstr "但这还不是全部, 取决于您做什么, 您会得到一些(希望是积极的)惊喜." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " "in the \"Add Node\" dialog." msgstr "" -"如果从 :ref:`class_Node` (或任何派生的节点类型,例如Sprite)继承,则新类将显示在" -"编辑器的\"添加节点\"对话框的继承树中." +"如果从 :ref:`class_Node` (或任何派生的节点类型, 例如Sprite)继承, 则新类将显示" +"在编辑器的 \"添加节点\" 对话框的继承树中." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -"如果您从 :ref:`class_Resource` 继承,则它将出现在资源列表中,并且所有暴露的属性" -"在保存/加载时都可以序列化." +"如果您从 :ref:`class_Resource` 继承, 则它将出现在资源列表中, 并且所有暴露的属" +"性在保存/加载时都可以序列化." -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." -msgstr "通过同样的逻辑,您可以扩展编辑器,以及引擎中几乎所有领域." +msgstr "通过同样的逻辑, 您可以扩展编辑器, 以及引擎中几乎所有领域." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 97562b2b64..da5f4e2fb1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,16 +32,16 @@ msgid "" "again, the previous loaded Resource will be referenced. Naturally, loaded " "resources must be stateless." msgstr "" -"``ResourceFormatLoader`` 是一个用来加载文件资源的工厂接口.资源是基本容器.当再" -"次在同一文件路径上调用load时,将引用先前加载的Resource.自然,加载的资源必须是无" -"状态的." +"``ResourceFormatLoader`` 是一个用来加载文件资源的工厂接口. 资源是基本容器. 当" +"再次在同一文件路径上调用load时, 将引用先前加载的Resource. 自然, 加载的资源必" +"须是无状态的." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:14 msgid "" "This guide assumes the reader knows how to create C++ modules and Godot data " "types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`." msgstr "" -"本指南假定读者知道如何创建C++模块和Godot数据类型.如果不知道,请参考本指南 :" +"本指南假定读者知道如何创建C++模块和Godot数据类型. 如果不知道, 请参考本指南 :" "ref:`doc_custom_modules_in_c++` ." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:18 @@ -119,8 +119,8 @@ msgid "" "necessary metadata for supporting new extensions in Godot. The class must " "return the format name and the extension string." msgstr "" -"ResourceFormatLoaders通常是简单的类,返回支持Godot中新扩展的所有必要元数据.该" -"类必须返回格式名称和扩展字符串." +"ResourceFormatLoaders通常是简单的类, 返回支持Godot中新扩展的所有必要元数据. " +"该类必须返回格式名称和扩展字符串." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:53 msgid "" @@ -129,7 +129,7 @@ msgid "" "handle data serialization." msgstr "" "此外,ResourceFormatLoaders 必须使用 ``load`` 函数将文件路径转换为资源" -"(Resource).要加载资源,``load`` 必须能够读取和处理序列化的资源数据." +"(Resource). 要加载资源,``load`` 必须能够读取和处理序列化的资源数据." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:109 msgid "Creating a ResourceFormatSaver" @@ -139,7 +139,7 @@ msgstr "创建ResourceFormatSaver" msgid "" "If you'd like to be able to edit and save a resource, you can implement a " "``ResourceFormatSaver``:" -msgstr "如果您希望能够编辑和保存资源,则可以实现``ResourceFormatSaver``:" +msgstr "如果您希望能够编辑和保存资源, 则可以实现 ``ResourceFormatSaver``:" #: ../../docs/development/cpp/custom_resource_format_loaders.rst:158 msgid "Creating custom data types" @@ -151,8 +151,8 @@ msgid "" "managed resources. Godot needs a new registered data type to understand " "additional binary formats such as machine learning models." msgstr "" -"Godot在其 :ref:`doc_core_types` 或托管的资源中可能没有适当的替代品.这时Godot" -"需要新的注册数据类型来理解其他二进制格式,例如机器学习模型." +"Godot在其 :ref:`doc_core_types` 或托管的资源中可能没有适当的替代品. 这时Godot" +"需要新的注册数据类型来理解其他二进制格式, 例如机器学习模型." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:164 msgid "Here is an example of creating a custom datatype:" @@ -166,13 +166,13 @@ msgstr "注意事项" msgid "" "Some libraries may not define certain common routines such as IO handling. " "Therefore, Godot call translations are required." -msgstr "一些库可能未定义某些通用例程,例如IO处理.因此,需要Godot调用转换." +msgstr "一些库可能未定义某些通用例程, 例如IO处理. 因此, 需要Godot调用转换." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:267 msgid "" "For example, here is the code for translating ``FileAccess`` calls into " "``std::istream``." -msgstr "例如,下面是将 ``FileAccess`` 调用转换为 ``std::istream`` 的代码." +msgstr "例如, 下面是将 ``FileAccess`` 调用转换为 ``std::istream`` 的代码." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:305 msgid "`istream <http://www.cplusplus.com/reference/istream/istream/>`_" @@ -203,8 +203,8 @@ msgid "" "Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. " "The handler selects the proper loader automatically when ``load`` is called." msgstr "" -"Godot 用 ``ResourceLoader`` 处理程序注册 ``ResourcesFormatLoader``.当调用 " -"``load`` 时,处理程序会自动选择合适的加载器." +"Godot 用 ``ResourceLoader`` 处理程序注册 ``ResourcesFormatLoader``. 当调用 " +"``load`` 时, 处理程序会自动选择合适的加载器." #: ../../docs/development/cpp/custom_resource_format_loaders.rst:361 msgid "Loading it on GDScript" @@ -215,7 +215,7 @@ msgid "" "Save a file called ``demo.json`` with the following contents and place it in " "the project's root folder:" msgstr "" -"保存具有以下内容的名为``demo.json``的文件,并将其放置在项目的根文件夹中:" +"保存具有以下内容的名为 ``demo.json`` 的文件, 并将其放置在项目的根文件夹中:" #: ../../docs/development/cpp/custom_resource_format_loaders.rst:379 msgid "Then attach the following script to any node::" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po index b77279cc3c..70e12402cf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "引擎开发" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "测试开发版本" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "下载 Godot 源代码" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "调试项目" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po index a875af91c4..18ab2cd129 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index cc1822d445..bea9315ce7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "source code, and give useful tips for extending/fixing the engine on the C++ " "side." msgstr "" -"本文旨在介绍Godot引擎源代码的全局架构,并提供有关在C++端扩展/修复引擎的有用技" +"本文旨在介绍Godot引擎源代码的全局架构, 并提供有关在C++端扩展/修复引擎的有用技" "巧." #: ../../docs/development/cpp/introduction_to_godot_development.rst:11 @@ -39,7 +39,7 @@ msgid "" "The following diagram describes the architecture used by Godot, from the " "core components down to the abstracted drivers, via the scene structure and " "the servers." -msgstr "下图描述了Godot使用的架构,从核心组件到抽象驱动,经过场景架构和服务." +msgstr "下图描述了Godot使用的架构, 从核心组件到抽象驱动, 经过场景架构和服务." #: ../../docs/development/cpp/introduction_to_godot_development.rst:20 msgid "Debugging the editor with gdb" @@ -54,9 +54,10 @@ msgid "" "e`` argument to Godot Engine's binary from within your project's folder. " "Typically:" msgstr "" -"如果要编写或纠正影响Godot引擎编辑器的bug,请记住,默认情况下,二进制文件将首先运" -"行项目管理器,然后仅在选择项目后才在另一个进程中运行编辑器.要直接启动项目,您需" -"要通过将 ``-e`` 参数传递给项目文件夹中Godot引擎的二进制文件来运行编辑器.通常:" +"如果要编写或纠正影响Godot引擎编辑器的bug, 请记住, 默认情况下, 二进制文件将首" +"先运行项目管理器, 然后仅在选择项目后才在另一个进程中运行编辑器. 要直接启动项" +"目, 您需要通过将 ``-e`` 参数传递给项目文件夹中Godot引擎的二进制文件来运行编辑" +"器. 通常:" #: ../../docs/development/cpp/introduction_to_godot_development.rst:35 msgid "Or:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po index 6c8e45de8c..0585bca36f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "This page describes the C++ implementation of objects in Godot. Looking for " "the Object class reference? :ref:`Have a look here. <class_Object>`" msgstr "" -"本页介绍了Godot中对象的C++实现.寻找Object类参考? :ref:`请看这里." +"本页介绍了Godot中对象的C++实现. 寻找Object类参考? :ref:`请看这里. " "<class_Object>`" #: ../../docs/development/cpp/object_class.rst:12 @@ -41,11 +41,11 @@ msgid "" "a single macro like this." msgstr "" ":ref:`Object <class_object>` 几乎是所有类的基类.Godot中的大多数类都直接或间接" -"继承自它.Object对象提供反射和可编辑的属性,声明它们就像使用单个宏一样." +"继承自它.Object对象提供反射和可编辑的属性, 声明它们就像使用单个宏一样." #: ../../docs/development/cpp/object_class.rst:26 msgid "This makes Objects gain a lot of functionality, like for example" -msgstr "这使得Objects获得了很多功能,例如" +msgstr "这使得Objects获得了很多功能, 例如" #: ../../docs/development/cpp/object_class.rst:36 #: ../../docs/development/cpp/object_class.rst:94 @@ -57,12 +57,11 @@ msgid "References:" msgstr "参考:" #: ../../docs/development/cpp/object_class.rst:38 -#, fuzzy msgid "" "`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object." "h>`__" msgstr "" -"`core/object.h <https://github.com/godotengine/godot/blob/master/core/object." +"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object." "h>`__" #: ../../docs/development/cpp/object_class.rst:41 @@ -75,8 +74,8 @@ msgid "" "that inherit from Object, as well as dynamic bindings to all their methods " "properties and integer constants." msgstr "" -"ClassDB是一个静态类,其中包含从Object继承的所有已注册类的完整列表,以及对其所有" -"方法属性和整数常量的动态绑定." +"ClassDB是一个静态类, 其中包含从Object继承的所有已注册类的完整列表, 以及对其所" +"有方法属性和整数常量的动态绑定." #: ../../docs/development/cpp/object_class.rst:47 msgid "Classes are registered by calling:" @@ -86,11 +85,11 @@ msgstr "通过以下调用来注册类:" msgid "" "Registering it will allow the class to be instanced by scripts, code, or " "creating them again when deserializing." -msgstr "注册它将允许通过脚本、代码实例化类,或在反序列化时再次创建它们." +msgstr "注册它将允许通过脚本, 代码实例化类, 或在反序列化时再次创建它们." #: ../../docs/development/cpp/object_class.rst:56 msgid "Registering as virtual is the same but it can't be instanced." -msgstr "注册为虚拟是相同的,但它不能实例化." +msgstr "注册为虚拟是相同的, 但它不能实例化." #: ../../docs/development/cpp/object_class.rst:62 msgid "" @@ -100,15 +99,15 @@ msgid "" "only called once. If an Object derived class is instanced but has not been " "registered, it will be registered as virtual automatically." msgstr "" -"Object派生类可以重写静态函数 ``static void _bind_methods()``.当一个类被注册" -"时,将调用此静态函数来注册所有对象方法、属性、常量等.它只被调用一次.如果Object" -"派生类已实例化但尚未注册,则它将自动注册为虚拟." +"Object派生类可以重写静态函数 ``static void _bind_methods()``. 当一个类被注册" +"时, 将调用此静态函数来注册所有对象方法, 属性, 常量等. 它只被调用一次. 如果" +"Object派生类已实例化但尚未注册, 则它将自动注册为虚拟." #: ../../docs/development/cpp/object_class.rst:69 msgid "" "Inside ``_bind_methods``, there are a couple of things that can be done. " "Registering functions is one:" -msgstr "在 ``_bind_methods`` 里面,有几件事可以做.注册函数是一个:" +msgstr "在 ``_bind_methods`` 里面, 有几件事可以做. 注册函数是一个:" #: ../../docs/development/cpp/object_class.rst:76 msgid "Default values for arguments can be passed in reverse order:" @@ -121,13 +120,13 @@ msgid "" "compiling on release, the macro ignores them, so the strings are unused and " "optimized away." msgstr "" -"``D_METHOD`` 是一个宏,它将 ``methodname`` 转换为StringName以提高效率.参数名称" -"用于自我检查,但在发布时进行编译时,宏会忽略它们,因此未使用字符串从而对其进行了" -"优化." +"``D_METHOD`` 是一个宏, 它将 ``methodname`` 转换为StringName以提高效率. 参数名" +"称用于自我检查, 但在发布时进行编译时, 宏会忽略它们, 因此未使用字符串从而对其" +"进行了优化." #: ../../docs/development/cpp/object_class.rst:87 msgid "Check ``_bind_methods`` of Control or Object for more examples." -msgstr "有关更多示例,请查看Control或Object的 ``_bind_methods`` ." +msgstr "有关更多示例, 请查看Control或Object的 ``_bind_methods`` ." #: ../../docs/development/cpp/object_class.rst:89 msgid "" @@ -135,16 +134,15 @@ msgid "" "documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and " "a string passing the name can be passed for brevity." msgstr "" -"如果只是添加不希望被彻底记录的模块和功能,可以安全地忽略 ``D_METHOD()`` 宏,并" -"且为了简洁起见,可以传递传递名称的字符串." +"如果只是添加不希望被彻底记录的模块和功能, 可以安全地忽略 ``D_METHOD()`` 宏, " +"并且为了简洁起见, 可以传递传递名称的字符串." #: ../../docs/development/cpp/object_class.rst:96 -#, fuzzy msgid "" "`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/" "class_db.h>`__" msgstr "" -"`core/class_db.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/" "class_db.h>`__" #: ../../docs/development/cpp/object_class.rst:99 @@ -153,18 +151,19 @@ msgstr "常量" #: ../../docs/development/cpp/object_class.rst:101 msgid "Classes often have enums such as:" -msgstr "类通常有枚举,例如:" +msgstr "类通常有枚举, 例如:" #: ../../docs/development/cpp/object_class.rst:110 msgid "" "For these to work when binding to methods, the enum must be declared " "convertible to int, for this a macro is provided:" msgstr "" -"为了使这些在绑定到方法时起作用,枚举必须被声明为可转换为int,为此提供了一个宏:" +"为了使这些在绑定到方法时起作用, 枚举必须被声明为可转换为int, 为此提供了一个" +"宏:" #: ../../docs/development/cpp/object_class.rst:117 msgid "The constants can also be bound inside ``_bind_methods``, by using:" -msgstr "常量也可以绑定在 ``_bind_methods`` 中,通过使用:" +msgstr "常量也可以绑定在 ``_bind_methods`` 中, 通过使用:" #: ../../docs/development/cpp/object_class.rst:125 msgid "Properties (set/get)" @@ -172,7 +171,7 @@ msgstr "属性(设置/获取)" #: ../../docs/development/cpp/object_class.rst:127 msgid "Objects export properties, properties are useful for the following:" -msgstr "对象导出属性,这些属性可用于以下用途:" +msgstr "对象导出属性, 这些属性可用于以下用途:" #: ../../docs/development/cpp/object_class.rst:129 msgid "Serializing and deserializing the object." @@ -186,7 +185,7 @@ msgstr "为Object派生类创建可编辑值列表." msgid "" "Properties are usually defined by the PropertyInfo() class. Usually " "constructed as:" -msgstr "属性通常由PropertyInfo()类定义.通常构造为:" +msgstr "属性通常由PropertyInfo()类定义. 通常构造为:" #: ../../docs/development/cpp/object_class.rst:139 msgid "For example:" @@ -198,8 +197,8 @@ msgid "" "from 0 to 49 in steps of 1 (integers). It is only usable for the editor " "(edit value visually) but won't be serialized." msgstr "" -"这是一个整数属性,名为 ``amount``,``hint`` 是一个范围,范围从0到49,步长为1(整" -"数).它仅适用于编辑器(可视化编辑值),但不会被序列化." +"这是一个整数属性, 名为 ``amount``,``hint`` 是一个范围, 范围从0到49, 步长为" +"1(整数). 它仅适用于编辑器(可视化编辑值), 但不会被序列化." #: ../../docs/development/cpp/object_class.rst:149 msgid "Another example:" @@ -211,15 +210,15 @@ msgid "" "allow the defined hint ones. Since no usage flags were specified, the " "default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR." msgstr "" -"这是一个字符串属性,可以接受任何字符串,但编辑器只允许定义的提示字符串.由于未指" -"定使用标志,因此默认值为 ``PROPERTY_USAGE_STORAGE`` 和 " +"这是一个字符串属性, 可以接受任何字符串, 但编辑器只允许定义的提示字符串. 由于" +"未指定使用标志, 因此默认值为 ``PROPERTY_USAGE_STORAGE`` 和 " "``PROPERTY_USAGE_EDITOR``." #: ../../docs/development/cpp/object_class.rst:159 msgid "" "There are plenty of hints and usage flags available in object.h, give them a " "check." -msgstr "在object.h中有很多提示和用法标记,请对其进行检查." +msgstr "在object.h中有很多提示和用法标记, 请对其进行检查." #: ../../docs/development/cpp/object_class.rst:162 msgid "" @@ -229,16 +228,16 @@ msgid "" "such as \"animation/frame\" which also make indexing impossible unless using " "operator []." msgstr "" -"属性也可以像C#属性一样工作,并且可以使用索引从脚本访问,但通常不鼓励这种用法,因" -"为使用函数是易读性的首选.许多属性也与类别绑定,例如 ``动画/帧``,除非使用操作" -"符 ``[]``,否则也无法建立索引." +"属性也可以像C#属性一样工作, 并且可以使用索引从脚本访问, 但通常不鼓励这种用" +"法, 因为使用函数是易读性的首选. 许多属性也与类别绑定, 例如 ``动画/帧``, 除非" +"使用操作符 ``[]``, 否则也无法建立索引." #: ../../docs/development/cpp/object_class.rst:168 msgid "" "From ``_bind_methods()``, properties can be created and bound as long as set/" "get functions exist. Example:" msgstr "" -"从 ``_bind_methods()`` 开始,只要存在set/get函数,就可以创建和绑定属性.例如:" +"从 ``_bind_methods()`` 开始, 只要存在set/get函数, 就可以创建和绑定属性. 例如:" #: ../../docs/development/cpp/object_class.rst:175 msgid "This creates the property using the setter and the getter." @@ -253,7 +252,7 @@ msgid "" "An additional method of creating properties exists when more flexibility is " "desired (i.e. adding or removing properties on context)." msgstr "" -"当需要更大的灵活性时(即在上下文中添加或删除属性),存在另一种创建属性的方法." +"当需要更大的灵活性时(即在上下文中添加或删除属性), 存在另一种创建属性的方法." #: ../../docs/development/cpp/object_class.rst:185 msgid "" @@ -261,14 +260,14 @@ msgid "" "are NOT virtual, DO NOT make them virtual, they are called for every " "override and the previous ones are not invalidated (multilevel call)." msgstr "" -"可以在Object派生类中重写以下函数,它们不是虚拟的,不要将它们设置为虚拟,它们会在" -"每次重写时调用,而之前的函数不会失效(多级调用)." +"可以在Object派生类中重写以下函数, 它们不是虚拟的, 不要将它们设置为虚拟, 它们" +"会在每次重写时调用, 而之前的函数不会失效(多级调用)." #: ../../docs/development/cpp/object_class.rst:197 msgid "" "This is also a little less efficient since ``p_property`` must be compared " "against the desired names in serial order." -msgstr "由于 ``p_property`` 必须按顺序与所需的名称进行比较,因此效率也较低." +msgstr "由于 ``p_property`` 必须按顺序与所需的名称进行比较, 因此效率也较低." #: ../../docs/development/cpp/object_class.rst:201 msgid "Dynamic casting" @@ -277,7 +276,7 @@ msgstr "动态转型" #: ../../docs/development/cpp/object_class.rst:203 msgid "" "Godot provides dynamic casting between Object-derived classes, for example:" -msgstr "Godot在Object派生类之间提供动态转换,例如:" +msgstr "Godot在Object派生类之间提供动态转换, 例如:" #: ../../docs/development/cpp/object_class.rst:213 msgid "" @@ -286,9 +285,9 @@ msgid "" "platforms where a small binary size is ideal, such as HTML5 or consoles " "(with low memory footprint)." msgstr "" -"如果强制转换失败,则返回NULL.这个系统使用RTTI,但是当RTTI被禁用时它也可以正常工" -"作(虽然有点慢).这在二进制大小较小的平台上非常有用,例如HTML5或游戏主机(具有较" -"小的内存占用)." +"如果强制转换失败, 则返回NULL. 这个系统使用RTTI, 但是当RTTI被禁用时它也可以正" +"常工作(虽然有点慢). 这在二进制大小较小的平台上非常有用, 例如HTML5或游戏主机" +"(具有较小的内存占用)." #: ../../docs/development/cpp/object_class.rst:219 msgid "Signals" @@ -298,7 +297,7 @@ msgstr "信号" msgid "" "Objects can have a set of signals defined (similar to Delegates in other " "languages). Connecting to them is rather easy:" -msgstr "对象可以定义一组信号(类似于其他语言的代理).连接它们很容易:" +msgstr "对象可以定义一组信号(类似于其他语言的代理). 连接它们很容易:" #: ../../docs/development/cpp/object_class.rst:230 msgid "" @@ -312,7 +311,7 @@ msgstr "" msgid "" "Adding signals to a class is done in ``_bind_methods``, using the " "``ADD_SIGNAL`` macro, for example:" -msgstr "使用 ``ADD_SIGNAL`` 宏在 ``_bind_methods`` 中添加信号到类中,例如:" +msgstr "使用 ``ADD_SIGNAL`` 宏在 ``_bind_methods`` 中添加信号到类中, 例如:" #: ../../docs/development/cpp/object_class.rst:241 msgid "References" @@ -324,22 +323,21 @@ msgid "" "reference count. It is the base for reference counted object types. " "Declaring them must be done using Ref<> template. For example:" msgstr "" -":ref:`Reference <class_reference>` 继承自Object并保存引用计数.它是引用计数对" -"象类型的基础.必须使用Ref<>模板来声明它们.例如:" +":ref:`Reference <class_reference>` 继承自Object并保存引用计数. 它是引用计数对" +"象类型的基础. 必须使用Ref<>模板来声明它们. 例如:" #: ../../docs/development/cpp/object_class.rst:255 msgid "" "``myref`` is reference counted. It will be freed when no more Ref<> " "templates point to it." -msgstr "``myref`` 是引用计数.当没有更多Ref<>模板指向它时,它将被释放." +msgstr "``myref`` 是引用计数. 当没有更多Ref<>模板指向它时, 它将被释放." #: ../../docs/development/cpp/object_class.rst:261 -#, fuzzy msgid "" "`core/reference.h <https://github.com/godotengine/godot/blob/3.x/core/" "reference.h>`__" msgstr "" -"`core/reference.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/reference.h <https://github.com/godotengine/godot/blob/3.x/core/" "reference.h>`__" #: ../../docs/development/cpp/object_class.rst:264 @@ -354,22 +352,21 @@ msgid "" "This is normally done by the resource loader though. No two different " "resources can have the same path, attempt to do so will result in an error." msgstr "" -":ref:`Resource <class_resource>` 继承自Reference,因此所有资源都被引用计数.资" -"源可以选择包含引用磁盘上文件的路径.这可以用 ``resource.set_path(path)`` 设置." -"这通常由资源加载器完成.没有两个不同的资源可以具有相同的路径,尝试这样做会导致" -"错误." +":ref:`Resource <class_resource>` 继承自Reference, 因此所有资源都被引用计数. " +"资源可以选择包含引用磁盘上文件的路径. 这可以用 ``resource.set_path(path)`` 设" +"置. 这通常由资源加载器完成. 没有两个不同的资源可以具有相同的路径, 尝试这样做" +"会导致错误." #: ../../docs/development/cpp/object_class.rst:272 msgid "Resources without a path are fine too." msgstr "资源也可以没有路径." #: ../../docs/development/cpp/object_class.rst:277 -#, fuzzy msgid "" "`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/" "resource.h>`__" msgstr "" -"`core/resource.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/" "resource.h>`__" #: ../../docs/development/cpp/object_class.rst:280 @@ -378,7 +375,7 @@ msgstr "资源加载" #: ../../docs/development/cpp/object_class.rst:282 msgid "Resources can be loaded with the ResourceLoader API, like this:" -msgstr "可以使用ResourceLoader API加载资源,如下所示:" +msgstr "可以使用ResourceLoader API加载资源, 如下所示:" #: ../../docs/development/cpp/object_class.rst:288 msgid "" @@ -386,20 +383,19 @@ msgid "" "the resource loader will return that reference. This means that there can be " "only one resource loaded from a file referenced on disk at the same time." msgstr "" -"如果先前已加载对该资源的引用并且该引用在内存中,则资源加载器将返回该引用.这意" -"味着只能同时从磁盘上引用的文件加载一个资源." +"如果先前已加载对该资源的引用并且该引用在内存中, 则资源加载器将返回该引用. 这" +"意味着只能同时从磁盘上引用的文件加载一个资源." #: ../../docs/development/cpp/object_class.rst:293 msgid "resourceinteractiveloader (TODO)" msgstr "resourceinteractiveloader(TODO)" #: ../../docs/development/cpp/object_class.rst:298 -#, fuzzy msgid "" "`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/3.x/" "core/io/resource_loader.h>`__" msgstr "" -"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/" +"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/3.x/" "core/io/resource_loader.h>`__" #: ../../docs/development/cpp/object_class.rst:301 @@ -417,15 +413,14 @@ msgid "" "bundled with the saved resource and assigned sub-IDs, like \"res://" "someresource.res::1\". This also helps to cache them when loaded." msgstr "" -"实例将被保存.具有文件路径的子资源将被保存为对该资源的引用.没有路径的子资源将" -"与保存的资源和分配的子ID捆绑在一起,例如 ``res://someresource.res::1``.这也有" -"助于在加载时缓存它们." +"实例将被保存. 具有文件路径的子资源将被保存为对该资源的引用. 没有路径的子资源" +"将与保存的资源和分配的子ID捆绑在一起, 例如 ``res://someresource.res::1``. 这" +"也有助于在加载时缓存它们." #: ../../docs/development/cpp/object_class.rst:317 -#, fuzzy msgid "" "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/3.x/" "core/io/resource_saver.h>`__" msgstr "" -"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/" +"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/3.x/" "core/io/resource_saver.h>`__" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..e719421135 --- /dev/null +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,344 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: zh_CN\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "使用文件" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "外部分析器" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +#, fuzzy +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" +"`带iOS SDK的XCode <https://developer.apple.com/xcode/download>`__ (dmg镜像)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "设置Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +#, fuzzy +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "参见 :ref:`命令行教程 <doc_command_line_tutorial>` ." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "物理介绍" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "您最后的场景应该是这样的:" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +#, fuzzy +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "点击 **Install & Edit** [安装与编辑], 项目将在编辑器中打开." + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po index f454e55a00..fdb7fc371f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "information for long periods of time, instead they are used mainly for " "communication, editing, serialization and generally moving data around." msgstr "" -"Variant 是 Godot 中最重要的数据类型,也是引擎中最重要的类.Variant仅占用20个字" -"节,并且几乎可以在其中存储任何引擎数据类型.Variant 很少用于长时间保存信息,而主" -"要用于通信、编辑、序列化和移动数据." +"Variant 是 Godot 中最重要的数据类型, 也是引擎中最重要的类.Variant仅占用20个字" +"节, 并且几乎可以在其中存储任何引擎数据类型.Variant 很少用于长时间保存信息, 而" +"主要用于通信, 编辑, 序列化和移动数据." #: ../../docs/development/cpp/variant_class.rst:16 msgid "A Variant can:" @@ -54,7 +54,7 @@ msgstr "" #: ../../docs/development/cpp/variant_class.rst:21 msgid "Be hashed, so it can be compared quickly to other variants" -msgstr "被散列,因此可以快速将其与其他Variant对象进行比较" +msgstr "被散列, 因此可以快速将其与其他Variant对象进行比较" #: ../../docs/development/cpp/variant_class.rst:22 msgid "Be used to convert safely between datatypes" @@ -72,20 +72,20 @@ msgstr "用于推迟调用或在线程之间交换数据." #: ../../docs/development/cpp/variant_class.rst:26 msgid "Be serialized as binary and stored to disk, or transferred via network." -msgstr "被序列化为二进制并存储到磁盘,或通过网络传输." +msgstr "被序列化为二进制并存储到磁盘, 或通过网络传输." #: ../../docs/development/cpp/variant_class.rst:28 msgid "" "Be serialized to text and use it for printing values and editable settings." -msgstr "被序列化为文本,并将其用于打印值和可编辑的设置." +msgstr "被序列化为文本, 并将其用于打印值和可编辑的设置." #: ../../docs/development/cpp/variant_class.rst:30 msgid "Work as an exported property, so the editor can edit it universally." -msgstr "用作导出的属性,因此编辑器可以对其进行普通地编辑." +msgstr "用作导出的属性, 因此编辑器可以对其进行普通地编辑." #: ../../docs/development/cpp/variant_class.rst:31 msgid "Be used for dictionaries, arrays, parsers, etc." -msgstr "用于字典、数组、解析器等." +msgstr "用于字典, 数组, 解析器等." #: ../../docs/development/cpp/variant_class.rst:33 msgid "" @@ -93,8 +93,8 @@ msgid "" "much easier task, as it allows for highly dynamic constructs not common of C+" "+ with little effort. Become a friend of Variant today." msgstr "" -"基本上,由于有了Variant类,编写Godot本身就容易得多,因为它可以轻松完成C++不常见" -"的高度动态的结构.今天就成为Variant的朋友吧." +"基本上, 由于有了Variant类, 编写Godot本身就容易得多, 因为它可以轻松完成C++不常" +"见的高度动态的结构. 今天就成为Variant的朋友吧." #: ../../docs/development/cpp/variant_class.rst:38 #: ../../docs/development/cpp/variant_class.rst:57 @@ -102,17 +102,16 @@ msgid "References:" msgstr "参考:" #: ../../docs/development/cpp/variant_class.rst:40 -#, fuzzy msgid "" "`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant." "h>`__" msgstr "" -"`core/variant.h <https://github.com/godotengine/godot/blob/master/core/" -"variant.h>`__" +"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant." +"h>`__" #: ../../docs/development/cpp/variant_class.rst:43 msgid "Containers: Dictionary and Array" -msgstr "容器:字典(Dictionary)和数组(Array)" +msgstr "容器: 字典(Dictionary)和数组(Array)" #: ../../docs/development/cpp/variant_class.rst:45 msgid "" @@ -121,17 +120,17 @@ msgid "" "Of course, a Variant can also hold a Dictionary and an Array inside, making " "it even more flexible." msgstr "" -"他们都是使用 Variant 实现的.字典可以将用作键的任何数据类型与任何其他数据类型" -"进行匹配.数组仅包含Variant数组.当然,Variant还可以在内部容纳一个Dictionary和一" -"个Array,从而使其更加灵活." +"他们都是使用 Variant 实现的. 字典可以将用作键的任何数据类型与任何其他数据类型" +"进行匹配. 数组仅包含Variant数组. 当然,Variant还可以在内部容纳一个Dictionary和" +"一个Array, 从而使其更加灵活." #: ../../docs/development/cpp/variant_class.rst:50 msgid "" "Modifications to a container will modify all references to it. A Mutex " "should be created to lock it if multi threaded access is desired." msgstr "" -"对容器的修改将修改对该容器的所有引用.如果需要多线程访问,则应创建一个互斥锁以" -"将其锁定." +"对容器的修改将修改对该容器的所有引用. 如果需要多线程访问, 则应创建一个互斥锁" +"以将其锁定." #: ../../docs/development/cpp/variant_class.rst:54 msgid "" @@ -139,18 +138,15 @@ msgid "" msgstr "Godot 3.0 删除了对容器的写时拷贝(:abbr:`COW(Copy-on-write)`)模式支持." #: ../../docs/development/cpp/variant_class.rst:59 -#, fuzzy msgid "" "`core/dictionary.h <https://github.com/godotengine/godot/blob/3.x/core/" "dictionary.h>`__" msgstr "" -"`core/dictionary.h <https://github.com/godotengine/godot/blob/master/core/" +"`core/dictionary.h <https://github.com/godotengine/godot/blob/3.x/core/" "dictionary.h>`__" #: ../../docs/development/cpp/variant_class.rst:60 -#, fuzzy msgid "" "`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__" msgstr "" -"`core/array.h <https://github.com/godotengine/godot/blob/master/core/array." -"h>`__" +"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/creating_icons.po index e2ae0315e3..eb71f6d0bc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "from. In most cases, it's still recommended to create icons for new classes " "to improve the user experience." msgstr "" -"当一个新类被创建并暴露于脚本时,编辑器的界面将显示一个默认图标,表示它从中继承" -"的基类.在大多数情况下,仍然建议为新类创建图标以改善用户体验." +"当一个新类被创建并暴露于脚本时, 编辑器的界面将显示一个默认图标, 表示它从中继" +"承的基类. 在大多数情况下, 仍然建议为新类创建图标以改善用户体验." #: ../../docs/development/editor/creating_icons.rst:12 msgid "Creating icons" @@ -41,7 +41,7 @@ msgid "" "instance, you can use the open source `Inkscape <https://inkscape.org/>`_ " "editor." msgstr "" -"要创建新图标,你首先需要安装一个矢量图形编辑器.例如,你可以使用开源的 " +"要创建新图标, 你首先需要安装一个矢量图形编辑器. 例如, 你可以使用开源的 " "`Inkscape <https://inkscape.org/>` _编辑器." #: ../../docs/development/editor/creating_icons.rst:17 @@ -52,22 +52,22 @@ msgstr "克隆包含所有编辑器图标的 ``godot`` 资源库:" msgid "" "The icons must be created in a vector graphics editor in SVG format. There " "are two main requirements to follow:" -msgstr "图标必须在矢量图形编辑器中以 SVG 格式创建.要遵循两个主要要求:" +msgstr "图标必须在矢量图形编辑器中以 SVG 格式创建. 要遵循两个主要要求:" #: ../../docs/development/editor/creating_icons.rst:26 msgid "" "Icons must be 16×16. In Inkscape, you can configure the document size in " "**File > Document Properties**." msgstr "" -"图标必须是16×16.在Inkscape中,你可以在 **文件>文档属性** 中配置文档大小." +"图标必须是16×16. 在Inkscape中, 你可以在 **文件>文档属性** 中配置文档大小." #: ../../docs/development/editor/creating_icons.rst:28 msgid "" "Lines should be snapped to pixels whenever possible to remain crisp at lower " "DPI. You can create a 16×16 grid in Inkscape to make this easier." msgstr "" -"线条应该尽可能地被捕捉到像素,以便在较低的DPI下保持清晰,你可以在Inkscape中创建" -"一个16×16的网格来简化这个过程." +"线条应该尽可能地被捕捉到像素, 以便在较低的DPI下保持清晰, 你可以在Inkscape中创" +"建一个16×16的网格来简化这个过程." #: ../../docs/development/editor/creating_icons.rst:31 msgid "" @@ -76,9 +76,9 @@ msgid "" "intended name in a case-sensitive manner. For example, to create an icon for " "CPUParticles2D, name the file ``CPUParticles2D.svg``." msgstr "" -"一旦你对图标的设计感到满意,就把图标保存在拷贝版本库的 ``editor/icons`` 文件夹" -"中.图标的名称应该与预期的名称相匹配,并区分大小写.例如,要为CPUParticles2D创建" -"一个图标,将文件命名为 ``CPUParticles2D.svg`` ." +"一旦你对图标的设计感到满意, 就把图标保存在拷贝版本库的 ``editor/icons`` 文件" +"夹中. 图标的名称应该与预期的名称相匹配, 并区分大小写. 例如, 要为" +"CPUParticles2D创建一个图标, 将文件命名为 ``CPUParticles2D.svg`` ." #: ../../docs/development/editor/creating_icons.rst:37 msgid "Color conversion for light editor themes" @@ -98,8 +98,8 @@ msgstr "" "如果用户将其编辑器配置为使用浅色主题,Godot将根据 `一组预定义的颜色映射 " "<https://github.com/godotengine/godot/blob/" "b9f2e57d6240346f1833fd0390de195c956299e7/editor/editor_themes.cpp#L122-" -"L184>`__ 来转换图标的颜色.这是为了确保图标始终以足够的对比度显示.尽量将图标的" -"调色板限制在上面列表中的颜色.否则,您的图标在浅色背景下可能会变得难以预览." +"L184>`__ 来转换图标的颜色. 这是为了确保图标始终以足够的对比度显示. 尽量将图标" +"的调色板限制在上面列表中的颜色. 否则, 您的图标在浅色背景下可能会变得难以预览." #: ../../docs/development/editor/creating_icons.rst:47 msgid "Icon optimization" @@ -111,8 +111,8 @@ msgid "" "size so they can be efficiently parsed. Editor icons must be first optimized " "before being added to the engine, to do so:" msgstr "" -"因为编辑器在加载时只呈现一次SVG,所以SVG的大小必须很小,这样才能有效地解析SVG." -"在添加到引擎之前,必须首先优化编辑器图标,为此:" +"因为编辑器在加载时只呈现一次SVG, 所以SVG的大小必须很小, 这样才能有效地解析" +"SVG. 在添加到引擎之前, 必须首先优化编辑器图标, 为此:" #: ../../docs/development/editor/creating_icons.rst:53 msgid "" @@ -122,7 +122,7 @@ msgid "" "``PATH`` environment variable." msgstr "" "从 `发布选项卡 <https://github.com/RazrFalcon/svgcleaner/releases/latest>`__ " -"下载二进制文件,并将其放置在环境变量 ``PATH`` 中的一个位置, `svgcleaner " +"下载二进制文件, 并将其放置在环境变量 ``PATH`` 中的一个位置, `svgcleaner " "<https://github.com/RazrFalcon/svgcleaner>`__ ." #: ../../docs/development/editor/creating_icons.rst:58 @@ -130,7 +130,7 @@ msgid "" "Run the command below, replacing ``svg_source.svg`` with the path to your " "SVG file (which can be a relative or absolute path):" msgstr "" -"运行下面的命令,将 ``svg_source.svg`` 替换为SVG文件的路径(可以是相对或绝对路" +"运行下面的命令, 将 ``svg_source.svg`` 替换为SVG文件的路径(可以是相对或绝对路" "径):" #: ../../docs/development/editor/creating_icons.rst:65 @@ -139,8 +139,8 @@ msgid "" "The optimized icon will be saved to ``svg_optimized.svg``. You can also " "change the destination parameter to any relative or absolute path you'd like." msgstr "" -"``--multipass`` 开关可以提高压缩率,所以一定要包含它.优化后的图标将被保存为 " -"``svg_optimized.svg`` .你也可以将目标参数改为相对或绝对路径." +"``--multipass`` 开关可以提高压缩率, 所以一定要包含它. 优化后的图标将被保存为 " +"``svg_optimized.svg`` . 你也可以将目标参数改为相对或绝对路径." #: ../../docs/development/editor/creating_icons.rst:71 msgid "" @@ -149,8 +149,8 @@ msgid "" "recommended to keep the source SVG around if you need to make further " "changes." msgstr "" -"虽然这个优化步骤不会对图标的质量产生明显影响,但还是会删除指南等只属于编辑器的" -"信息.因此,如果你需要做进一步的修改,建议将源SVG保留下来." +"虽然这个优化步骤不会对图标的质量产生明显影响, 但还是会删除指南等只属于编辑器" +"的信息. 因此, 如果你需要做进一步的修改, 建议将源SVG保留下来." #: ../../docs/development/editor/creating_icons.rst:77 msgid "Integrating and sharing the icons" @@ -162,8 +162,8 @@ msgid "" "to add optimized icons to ``editor/icons`` in the main repository. Recompile " "the engine to make it pick up new icons for classes." msgstr "" -"如果你对引擎本身有贡献,你应该pull request,在主仓库的 ``editor/icons`` 中添加" -"优化的图标.重新编译引擎,使其获取新的类图标." +"如果你对引擎本身有贡献, 你应该pull request, 在主仓库的 ``editor/icons`` 中添" +"加优化的图标. 重新编译引擎, 使其获取新的类图标." #: ../../docs/development/editor/creating_icons.rst:83 msgid "" @@ -172,15 +172,15 @@ msgid "" "don't need to make a separate pull request for your icons to be available " "within the editor as they can be self-contained." msgstr "" -"也可以在模块内创建自定义图标.如果您要创建自己的模块,并且不打算将其与Godot集" -"成,则不需要单独的拉取请求即可在编辑器中使用图标,因为它们可以独立存在." +"也可以在模块内创建自定义图标. 如果您要创建自己的模块, 并且不打算将其与Godot集" +"成, 则不需要单独的拉取请求即可在编辑器中使用图标, 因为它们可以独立存在." #: ../../docs/development/editor/creating_icons.rst:88 msgid "" "For specific instructions on how to create module icons, refer to :ref:" "`Creating custom module icons<doc_custom_module_icons>`." msgstr "" -"有关如何创建模块图标的特定说明,请参考 :ref:`创建自定义模块图标 " +"有关如何创建模块图标的特定说明, 请参考 :ref:`创建自定义模块图标 " "<doc_custom_module_icons>`." #: ../../docs/development/editor/creating_icons.rst:92 @@ -189,7 +189,7 @@ msgstr "故障排除" #: ../../docs/development/editor/creating_icons.rst:94 msgid "If icons don't appear in the editor, make sure that:" -msgstr "如果图标没有出现在编辑器中,请确保:" +msgstr "如果图标没有出现在编辑器中, 请确保:" #: ../../docs/development/editor/creating_icons.rst:96 msgid "" @@ -201,7 +201,7 @@ msgid "" "``modules/svg`` is enabled (it should be enabled by default). Without it, " "icons won't appear in the editor at all." msgstr "" -"启用 ``modules/svg`` (默认情况下应该是启用的).没有它,图标针不会出现在编辑器" +"启用 ``modules/svg`` (默认情况下应该是启用的). 没有它, 图标针不会出现在编辑器" "中." #: ../../docs/development/editor/creating_icons.rst:102 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/editor_style_guide.po index 32f0c649f8..55f5042068 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,8 +35,8 @@ msgid "" "editor. Following this style guide will help your contribution get merged " "faster since there will be fewer review steps required." msgstr "" -"本页介绍了Godot编辑器中使用的语法和写作风格.遵循这一风格指南将有助于您的贡献" -"更快地被合并,因为所需的审核步骤更少." +"本页介绍了Godot编辑器中使用的语法和写作风格. 遵循这一风格指南将有助于您的贡献" +"更快地被合并, 因为所需的审核步骤更少." #: ../../docs/development/editor/editor_style_guide.rst:16 msgid "Writing style" @@ -47,14 +47,14 @@ msgid "" "**Write messages (errors, warnings, ...) as full sentences.** They should " "start with an uppercase letter and end with a period." msgstr "" -"**将信息(错误、警告......)写成完整的句子** ,应以大写字母开头,以句号结束." +"**将信息(错误, 警告......)写成完整的句子** , 应以大写字母开头, 以句号结束." #: ../../docs/development/editor/editor_style_guide.rst:20 msgid "" "**Try to keep sentences short.** This makes it more likely that their " "translations will be short as well, which is a good thing to avoid UI bugs." msgstr "" -"**尽量保持句子简短.** 这使得他们的翻译也可能很短,这对于避免UI错误有好处." +"**尽量保持句子简短.** 这使得他们的翻译也可能很短, 这对于避免UI错误有好处." #: ../../docs/development/editor/editor_style_guide.rst:22 msgid "" @@ -62,24 +62,23 @@ msgid "" "exception to this rule can be made when you specifically want to emphasize " "one of the contraction's words." msgstr "" -"**使用缩略语.** 例如,用 \"isn't\"代替 \"is not\".当你特别想强调缩略词之一,则" -"例外." +"**使用缩略语.** 例如, 用 \"isn't\" 代替 \"is not\". 当你特别想强调缩略词之" +"一, 则例外." #: ../../docs/development/editor/editor_style_guide.rst:25 -#, fuzzy msgid "" "**Use double quotes in messages** (``\"\"``) instead of single quotes " "(``''``). Double quotes should be used to quote user input, file paths and " "possibly other things depending on the context." msgstr "" -"**在信息中使用双引号** ( ``\"\"`` ),而不是简单的引号( ``''`` ).双引号应用于引" -"用用户输入、文件路径和其他东西,这取决于上下文." +"**在信息中使用双引号** (``\"\"``) 而不是单引号 (``''``). 双引号应该被用来引用" +"用户输入的信息, 文件路径和可能的其他东西, 这取决于上下文." #: ../../docs/development/editor/editor_style_guide.rst:31 msgid "" "Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the " "guidelines outlined above." -msgstr "除了上述准则外,尽量遵循 :ref:`doc_docs_writing_guidelines` ." +msgstr "除了上述准则外, 尽量遵循 :ref:`doc_docs_writing_guidelines` ." #: ../../docs/development/editor/editor_style_guide.rst:35 msgid "Button and menu texts" @@ -100,7 +99,7 @@ msgstr "**Bad:** *打开编辑器数据文件夹*" #: ../../docs/development/editor/editor_style_guide.rst:42 msgid "" "If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)." -msgstr "如果菜单操作打开了模式对话框,用省略号( ``...`` )作为后缀." +msgstr "如果菜单操作打开了模式对话框, 用省略号( ``...`` )作为后缀." #: ../../docs/development/editor/editor_style_guide.rst:44 msgid "**Good:** *Editor Settings...*" @@ -120,14 +119,14 @@ msgid "" "that contain few items make it difficult to navigate the inspector, while " "missing the benefits of using sections such as folding." msgstr "" -"一般来说,不要创建包含少于3个项目的部分.包含项目少的章节会使浏览检查器变得困" -"难,同时丢失了使用章节的好处,如折叠." +"一般来说, 不要创建包含少于3个项目的部分. 包含项目少的章节会使浏览检查器变得困" +"难, 同时丢失了使用章节的好处, 如折叠." #: ../../docs/development/editor/editor_style_guide.rst:54 msgid "" "There are some valid exceptions for this, such as material features in :ref:" "`class_SpatialMaterial`." -msgstr "有一些有效的例外情况,例如 :ref:`class_SpatialMaterial` 中的材质特征." +msgstr "有一些有效的例外情况, 例如 :ref:`class_SpatialMaterial` 中的材质特征." #: ../../docs/development/editor/editor_style_guide.rst:57 msgid "This advice also applies to the Project Settings and Editor Settings." @@ -144,18 +143,18 @@ msgid "" "rather than being relative to the other options provided in the enum. Here " "are some examples taken from the Godot editor:" msgstr "" -"显著影响性能的枚举属性应该具有相关的提示,该提示应该是指 *绝对* 的性能影响,而" -"不是相对于枚举中提供的其他选项.下面是Godot编辑器中的一些例子:" +"显著影响性能的枚举属性应该具有相关的提示, 该提示应该是指 *绝对* 的性能影响, " +"而不是相对于枚举中提供的其他选项. 下面是Godot编辑器中的一些例子:" #: ../../docs/development/editor/editor_style_guide.rst:67 msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*" -msgstr "**屏幕空间抗锯齿:*禁用(最快),快速近似抗锯齿(快速)*" +msgstr "**屏幕空间抗锯齿:* 禁用(最快), 快速近似抗锯齿(快速)*" #: ../../docs/development/editor/editor_style_guide.rst:68 msgid "" "**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), " "16x (Slower)*" -msgstr "**MSAA质量:** *禁用(最快)、2倍(快)、4倍(一般)、8倍(慢)、16倍(慢)*" +msgstr "**MSAA质量:** *禁用(最快), 2倍(快), 4倍(一般), 8倍(慢), 16倍(慢)*" #: ../../docs/development/editor/editor_style_guide.rst:70 msgid "" @@ -166,7 +165,7 @@ msgstr "**方向光模式:** *正交(快),PSSM 2分割(平均),PSSM 4分割(慢) #: ../../docs/development/editor/editor_style_guide.rst:73 msgid "" "For consistency, try to stick to the terms below (from fastest to slowest):" -msgstr "为了保持一致,尽量按照下面的术语(从最快到最慢):" +msgstr "为了保持一致, 尽量按照下面的术语(从最快到最慢):" #: ../../docs/development/editor/editor_style_guide.rst:75 msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*" @@ -178,13 +177,14 @@ msgstr "" msgid "" "Their usage doesn't have to be contiguous. For example, you can use only " "\"Fast\" and \"Slow\" from the list above." -msgstr "它们的用法不一定要连续.例如,你可以只使用上面列表中的 \"快\"和 \"慢\"." +msgstr "" +"它们的用法不一定要连续. 例如, 你可以只使用上面列表中的 \"快\" 和 \"慢\"." #: ../../docs/development/editor/editor_style_guide.rst:80 msgid "" "If you're adding a new enum, its values should be ordered from the fastest " "option to the slowest option." -msgstr "如果你要添加一个新的枚举,它的值应该从最快的选项到最慢的选项排序." +msgstr "如果你要添加一个新的枚举, 它的值应该从最快的选项到最慢的选项排序." #: ../../docs/development/editor/editor_style_guide.rst:84 msgid "Tooltips" @@ -196,8 +196,8 @@ msgid "" "action isn't obvious. You can also provide additional context or highlight " "caveats in the tooltip." msgstr "" -"每当按钮或菜单操作所执行的操作不明显时,可以考虑添加工具提示.你也可以在工具提" -"示中提供额外的上下文或强调注意事项." +"每当按钮或菜单操作所执行的操作不明显时, 可以考虑添加工具提示. 你也可以在工具" +"提示中提供额外的上下文或强调注意事项." #: ../../docs/development/editor/editor_style_guide.rst:90 msgid "" @@ -213,7 +213,7 @@ msgstr "" msgid "" "Tooltips should follow the writing style described above. In addition to " "this, use indicative mood instead of imperative mood:" -msgstr "工具提示应遵循上述的书写风格.除此之外,要使用指示性而不是命令性:" +msgstr "工具提示应遵循上述的书写风格. 除此之外, 要使用指示性而不是命令性:" #: ../../docs/development/editor/editor_style_guide.rst:97 msgid "**Good:** *Computes global illumination for the selected GIProbe.*" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/index.po index 593938e9c7..2fa8d22a28 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/introduction_to_editor_development.po index 91d966f79c..664a54f086 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,28 +18,28 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/editor/introduction_to_editor_development.rst:4 -#, fuzzy msgid "Introduction to editor development" -msgstr "Godot开发简介" +msgstr "编辑器开发简介" #: ../../docs/development/editor/introduction_to_editor_development.rst:6 -#, fuzzy msgid "On this page, you will learn:" -msgstr "在本指南中,您将学会:" +msgstr "在这一页,你将了解到:" #: ../../docs/development/editor/introduction_to_editor_development.rst:8 msgid "The **design decisions** behind the Godot editor." -msgstr "" +msgstr "Godot编辑器背后的 **设计决策** 。" #: ../../docs/development/editor/introduction_to_editor_development.rst:9 msgid "How to work efficiently on the Godot editor's C++ code." -msgstr "" +msgstr "如何高效地处理Godot编辑器的C++代码。" #: ../../docs/development/editor/introduction_to_editor_development.rst:11 msgid "" "This guide is aimed at current or future engine contributors. To create " "editor plugins in GDScript, see :ref:`doc_making_plugins` instead." msgstr "" +"本指南针对的是目前或未来的引擎贡献者。要在GDScript中创建编辑器插件,请参见 :" +"ref:`doc_making_plugins` 。" #: ../../docs/development/editor/introduction_to_editor_development.rst:16 msgid "" @@ -48,11 +48,13 @@ msgid "" "Godot project written in C++, much of the engine's philosophy applies to the " "editor." msgstr "" +"如果你是Godot的新手,建议你在继续之前先阅读 :ref:" +"`doc_godot_design_philosophy` 。由于Godot编辑器是一个用C++编写的Godot项目,引" +"擎的许多理念同样适用于编辑器。" #: ../../docs/development/editor/introduction_to_editor_development.rst:22 -#, fuzzy msgid "Technical choices" -msgstr "技术概述" +msgstr "技术选择" #: ../../docs/development/editor/introduction_to_editor_development.rst:24 msgid "" @@ -62,26 +64,28 @@ msgid "" "makes it easier to achieve a \"native\" appearance, they are also quite " "heavy and their licensing is not compatible with Godot's." msgstr "" +"Godot编辑器使用Godot的渲染器和 :ref:`UI系统 <toc-learn-features-gui>` 绘制。" +"它 *不* 依赖GTK或Qt这样的工具包。这与Blender等软件的精神相似。虽然使用工具包" +"可以更容易地实现 \"原生 \" 外观,但它们也相当沉重,而且它们的许可与Godot的许" +"可不兼容。" #: ../../docs/development/editor/introduction_to_editor_development.rst:30 msgid "" "The editor is fully written in C++. It can't contain any GDScript or C# code." -msgstr "" +msgstr "该编辑器完全是用C++编写的。它不能包含任何GDScript或C#代码。" #: ../../docs/development/editor/introduction_to_editor_development.rst:33 -#, fuzzy msgid "Directory structure" -msgstr "文件结构" +msgstr "目录结构" #: ../../docs/development/editor/introduction_to_editor_development.rst:35 -#, fuzzy msgid "" "The editor's code is fully self-contained in the `editor/ <https://github." "com/godotengine/godot/tree/master/editor>`__ folder of the Godot source " "repository." msgstr "" -"Clang格式使用的规则在Godot存储库的 `.clang-format <https://github.com/" -"godotengine/godot/blob/master/.clang-format>`__ 文件中进行了概述." +"编辑器的代码完全独立于Godot源代码库的 `editor/ <https://github.com/" +"godotengine/godot/tree/master/editor>`__ 文件夹中。" #: ../../docs/development/editor/introduction_to_editor_development.rst:39 msgid "" @@ -91,95 +95,130 @@ msgid "" "<https://github.com/godotengine/godot/tree/master/modules>`__ folder in the " "Godot source repository." msgstr "" +"一些编辑器的功能也是通过 :ref:`modules <doc_custom_modules_in_c++>` 实现的。" +"其中一些只在编辑器构建中启用,以减少导出模板的二进制文件大小。参见Godot源码库" +"中的 `modules/ <https://github.com/godotengine/godot/tree/master/modules>`__ " +"文件夹。" #: ../../docs/development/editor/introduction_to_editor_development.rst:45 msgid "Some important files in the editor are:" -msgstr "" +msgstr "编辑器中的一些重要文件包括:" #: ../../docs/development/editor/introduction_to_editor_development.rst:47 #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" -"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" -"master/core/io/resource_loader.cpp>`_" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: 主编辑器初始化文件." -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/editor_node.cpp>`__: 主编辑器初始化文件." + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " "The 2D editor viewport and related functionality (toolbar at the top, " "editing modes, overlaid helpers/panels, …)." msgstr "" +"`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" +"godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " +"2D编辑器的视窗和相关功能,顶部的工具栏、编辑模式、重叠的助手/面板等...。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " "viewport and related functionality (toolbar at the top, editing modes, " "overlaid panels, …)." msgstr "" +"`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" +"godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: 三维编辑器视窗及" +"相关功能,顶部的工具栏、编辑模式、叠加面板等...。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " "are defined and drawn. This file doesn't have a 2D counterpart as 2D gizmos " "are drawn by the nodes themselves." msgstr "" +"`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" +"blob/3.x/editor/spatial_editor_gizmos.cpp>`__: 定义和绘制3D编辑器小工具的地" +"方. 这个文件没有2D的对应文件,因为2D的小工具是由节点自己绘制的。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" -msgstr "" +msgstr "``scene/`` 文件中的编辑器依赖性" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" +"在处理编辑器功能时,你可能需要修改Godot的GUI节点中的文件,你可以在 ``scene/" +"`` 文件夹中找到。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" +"需要记住的一条规则是,你 **不能** 给 ``editor/`` 在其他文件夹中引入新的依赖关" +"系,如 ``scene/`` 。即使你使用 ``#ifdef TOOLS_ENABLED`` 也是如此。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" -msgstr "" +msgstr "为了使代码库更容易操作,更自成一体,允许的依赖性顺序是:" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" -msgstr "" +msgstr "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " "on includes from ``servers/`` and ``core/``, it cannot depend on includes " "from ``editor/``." msgstr "" +"这意味着 ``editor/`` 中的文件可以依赖 ``scene/``, ``servers/``, 和 ``core/`` " +"中的包含。但是,虽然 ``scene/`` 可以依赖 ``servers/`` 和 ``core/`` 的内容,但" +"它不能依赖 ``editor/`` 的内容。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" +"目前,在 ``scene/`` 文件中存在一些对 ``editor/`` 的依赖,但 `它们正在被删除 " +"<https://github.com/godotengine/godot/issues/29730>`__ 。" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 -#, fuzzy +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 msgid "Development tips" -msgstr "开发" +msgstr "开发技巧" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " "compiling the editor. This way, you don't have to go through the project " "manager every time you start Godot." msgstr "" +"为了快速迭代编辑器,我们建议建立一个测试项目,并在编译编辑器后从命令行 " +"<doc_command_line_tutorial> 打开它。这样,你就不必在每次启动Godot时都要经过项" +"目管理器了。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/gdscript_grammar.po index 26cac8b035..4817a2a257 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,7 +28,7 @@ msgid "" "purposes." msgstr "" "这是用 `EBNF <https://en.wikipedia.org/wiki/Extended_Backus" -"%E2%80%93Naur_form>`_ 写的GDScript的正式语法,供参考." +"%E2%80%93Naur_form>`_ 写的GDScript的正式语法, 供参考." #: ../../docs/development/file_formats/gdscript_grammar.rst:9 msgid "" @@ -37,5 +37,5 @@ msgid "" "grammar definition. Inconsistencies here likely mean an error in this " "grammar, not a bug in GDScript." msgstr "" -"此语法仅为描述性,源自参考文档和当前实现.GDScript解析器不是从语法定义生成的.这" -"里的不一致可能意味着语法错误,而不是GDScript中的bug." +"此语法仅为描述性, 源自参考文档和当前实现.GDScript解析器不是从语法定义生成的. " +"这里的不一致可能意味着语法错误, 而不是GDScript中的bug." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po index 3ac0c68c4b..b2161c2584 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po index 0752b6a1be..426134535b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "compiled into binary ``.scn`` files stored inside the .import folder. This " "reduces the data size and speeds up loading." msgstr "" -"TSCN(文本场景)文件格式表示Godot内部的单个场景树.其优点是易于阅读,并且易于版本" -"控制系统进行管理.导入期间,TSCN文件被编译为存储在 ``.import`` 文件夹中的二进" -"制 ``.scn`` 文件.这样可以减小数据大小并加快加载速度." +"TSCN(文本场景)文件格式表示Godot内部的单个场景树. 其优点是易于阅读, 并且易于版" +"本控制系统进行管理. 导入期间,TSCN文件被编译为存储在 ``.import`` 文件夹中的二" +"进制 ``.scn`` 文件. 这样可以减小数据大小并加快加载速度." #: ../../docs/development/file_formats/tscn.rst:12 msgid "" @@ -39,8 +39,8 @@ msgid "" "but is used to indicate to Godot that the file has been exported from " "another program and should not be edited by the user from within Godot." msgstr "" -"ESCN(导出场景)文件格式与TSCN文件格式相同,但是用于向Godot指示该文件已从另一个" -"程序导出,并且不应由用户在Godot内部进行编辑." +"ESCN(导出场景)文件格式与TSCN文件格式相同, 但是用于向Godot指示该文件已从另一个" +"程序导出, 并且不应由用户在Godot内部进行编辑." #: ../../docs/development/file_formats/tscn.rst:16 msgid "" @@ -49,7 +49,7 @@ msgid "" "master/scene/resources/resource_format_text.cpp>`_ in the " "``ResourceFormatLoaderText`` class." msgstr "" -"对于那些寻求完整描述的人来说,解析在 `resource_format_text.cpp <https://" +"对于那些寻求完整描述的人来说, 解析在 `resource_format_text.cpp <https://" "github.com/godotengine/godot/blob/master/scene/resources/" "resource_format_text.cpp>`_ 文件的 ``ResourceFormatLoaderText`` 类中进行处理." @@ -66,12 +66,12 @@ msgid "File Descriptor" msgstr "文件描述符" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "外部资源" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "内部资源" @@ -84,111 +84,116 @@ msgid "Connections" msgstr "连接" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" -"文件描述符看起来像 ``[gd_scene load_steps=1 format=2]``,应该是文件中的第一项." -"从理论上讲, ``load_steps`` 参数应该是文件中资源的数量.但是,实际上,它的值似乎" -"无关紧要." +"文件描述符看起来像 ``[gd_scene load_steps=1 format=2]``, 应该是文件中的第一" +"项. 从理论上讲, ``load_steps`` 参数应该是文件中资源的数量. 但是, 实际上, 它的" +"值似乎无关紧要." -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " "for all of the items in the section. For example, the heading of all " "external resources should start with ``[ext_resource .....]``." msgstr "" -"这些部分应按顺序显示,但是可能很难区分它们.它们之间的唯一区别是该部分中所有项" -"目的标题中的第一个元素.例如,所有外部资源的标题都应以 " +"这些部分应按顺序显示, 但是可能很难区分它们. 它们之间的唯一区别是该部分中所有" +"项目的标题中的第一个元素. 例如, 所有外部资源的标题都应以 " "``[ext_resource .....]`` 开头." -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " "Godot editor." msgstr "" -"TSCN文件可能包含以分号(``;``)开头的单行注释.但是,使用Godot编辑器保存文件时,注" -"释将被丢弃." +"TSCN文件可能包含以分号(``;``)开头的单行注释. 但是, 使用Godot编辑器保存文件" +"时, 注释将被丢弃." -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "文件中的条目" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" msgstr "" -"标题看起来像 ``[<resource_type> key=value key=value key=value ...]`` ,其中 " +"标题看起来像 ``[<resource_type> key=value key=value key=value ...]`` , 其中 " "``resource_type`` 是以下之一:" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " "example, a spatial node looks like:" msgstr "" -"在每个标题下方都有零个或多个 ``key = value`` 对.值可以是复杂的数据类型,例如" -"Arrays、Transforms、Colors等.例如,一个Spatial节点如下所示:" +"在每个标题下方都有零个或多个 ``key = value`` 对. 值可以是复杂的数据类型, 例如" +"Arrays, Transforms, Colors等. 例如, 一个Spatial节点如下所示:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "场景树" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" "\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" msgstr "" -"场景树由……节点组成!每个节点的标题由其名称、父级和(大多数情况下)一种类型组成." -"例如 ``[node type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``" +"场景树由……节点组成!每个节点的标题由其名称, 父级和(大多数情况下)一种类型组" +"成. 例如 ``[node type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head" +"\"]``" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "其他有效的关键字包括:" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "``index`` (如果两个节点具有相同的名称)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -198,25 +203,25 @@ msgid "" "should be ``\".\"``. Here is an example scene tree (but without any node " "content):" msgstr "" -"文件中的第一个节点(也是场景根)的标题中不得包含 ``parent=Path/To/Node`` 条目." -"所有场景文件应完全具有 *一个* 场景根.否则,Godot将无法导入文件.其他节点的父路" -"径应为绝对路径,但不应包含场景根名称.如果节点是场景根的直接子代,则路径应为 ``" -"\".\"``.这是一个示例场景树(但没有任何节点内容):" +"文件中的第一个节点(也是场景根)的标题中不得包含 ``parent=Path/To/Node`` 条目. " +"所有场景文件应完全具有 *一个* 场景根. 否则,Godot将无法导入文件. 其他节点的父" +"路径应为绝对路径, 但不应包含场景根名称. 如果节点是场景根的直接子代, 则路径应" +"为 ``\".\"``. 这是一个示例场景树(但没有任何节点内容):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " "a file with that node in it. Some example nodes are:" msgstr "" -"与内部资源类似,每个节点的文档当前不完整.幸运的是,可以很容易地找到,因为您可以" -"简单地保存文件并将该节点包含其中.一些示例节点是:" +"与内部资源类似, 每个节点的文档当前不完整. 幸运的是, 可以很容易地找到, 因为您" +"可以简单地保存文件并将该节点包含其中. 一些示例节点是:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "节点路径" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -225,103 +230,103 @@ msgid "" "``NodePath()`` to point to node properties to animate." msgstr "" "树形结构不足以代表整个场景.Godot使用 ``NodePath(Path/To/Node)`` 结构来引用该" -"节点的属性或场景树中任何位置的另一个节点.例如,MeshInstance使用 " -"``NodePath()`` 指向其骨架.同样,动画轨迹使用 ``NodePath()`` 指向要动画的节点属" -"性." +"节点的属性或场景树中任何位置的另一个节点. 例如,MeshInstance使用 " +"``NodePath()`` 指向其骨架. 同样, 动画轨迹使用 ``NodePath()`` 指向要动画的节点" +"属性." -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "骨架" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" "Attribute=Value``. The bone attributes consist of:" msgstr "" -"Skeleton节点继承了Spatial节点,但也可能具有以 ``bones/Id/Attribute=Value`` 格" -"式在键值对中描述的骨骼列表.骨骼属性包括:" +"Skeleton节点继承了Spatial节点, 但也可能具有以 ``bones/Id/Attribute=Value`` 格" +"式在键值对中描述的骨骼列表. 骨骼属性包括:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "``name``" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` 必须是每个骨骼的第一个属性." -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." msgstr "" -"``parent`` 是骨骼列表中父骨骼的索引,使用父索引,骨骼列表将构建到骨骼树中." +"``parent`` 是骨骼列表中父骨骼的索引, 使用父索引, 骨骼列表将构建到骨骼树中." -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." -msgstr "``rest`` 是处于其\"静止(resting)\"位置的骨骼的变换矩阵." +msgstr "``rest`` 是处于其 \"静止(resting)\" 位置的骨骼的变换矩阵." -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` 是姿势矩阵;以 ``rest`` 为基础." -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." msgstr "" -"``bound_children`` 是 ``NodePath()`` 的列表,该列表指向该骨骼的" +"``bound_children`` 是 ``NodePath()`` 的列表, 该列表指向该骨骼的" "BoneAttachments." -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "具有两个骨骼的骨架节点的示例:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " "``bone_name=NameOfBone`` attribute, and the corresponding bone being the " "parent has the BoneAttachment node in its ``bound_children`` list." msgstr "" -"BoneAttachment节点是一个中间节点,用于描述在Skeleton节点中以单个骨骼为父节点的" -"某些节点.BoneAttachment具有 ``bone_name=NameOfBone`` 属性,并且作为父级的相应" -"骨骼在其 ``bound_children`` 列表中具有BoneAttachment节点." +"BoneAttachment节点是一个中间节点, 用于描述在Skeleton节点中以单个骨骼为父节点" +"的某些节点.BoneAttachment具有 ``bone_name=NameOfBone`` 属性, 并且作为父级的相" +"应骨骼在其 ``bound_children`` 列表中具有BoneAttachment节点." -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "在Skeleton中以一个骨骼为父级的一个MeshInstance的示例:" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -329,15 +334,15 @@ msgid "" "AnimationPlayer. The root node is stored as ``root_node=NodePath(Path/To/" "Node)``." msgstr "" -"AnimationPlayer用作动画库.它以 ``anim/Name=SubResource(ResourceId)`` 格式存储" -"动画;每行都引用一个Animation资源.所有动画资源都使用AnimationPlayer的根节点." -"根节点存储为 ``root_node=NodePath(Path/To/Node)``." +"AnimationPlayer用作动画库. 它以 ``anim/Name=SubResource(ResourceId)`` 格式存" +"储动画;每行都引用一个Animation资源. 所有动画资源都使用AnimationPlayer的根节" +"点. 根节点存储为 ``root_node=NodePath(Path/To/Node)``." -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "资源" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -346,7 +351,7 @@ msgstr "" "资源是组成节点的组件. 例如,MeshInstance节点将具有附带的ArrayMesh资源. " "ArrayMesh资源可以是TSCN文件的内部或外部资源." -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -354,48 +359,48 @@ msgid "" "have different methods to refer to internal and external resources, you can " "have the same ID for both an internal and external resource." msgstr "" -"对资源的引用由资源标题中的 ``id`` 数字处理.外部资源和内部资源分别以 " -"``ExtResource(id)`` 和 ``SubResource(id)`` 引用.因为引用内部和外部资源的方法" -"不同,所以内部和外部资源的ID可以相同." +"对资源的引用由资源标题中的 ``id`` 数字处理. 外部资源和内部资源分别以 " +"``ExtResource(id)`` 和 ``SubResource(id)`` 引用. 因为引用内部和外部资源的方法" +"不同, 所以内部和外部资源的ID可以相同." -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." msgstr "" -"例如,要引用资源 ``[ext_resource id=3 type=\"PackedScene\" path=....]``,则应使" -"用 ``ExtResource(3)``." +"例如, 要引用资源 ``[ext_resource id=3 type=\"PackedScene\" path=....]``, 则应" +"使用 ``ExtResource(3)``." -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" -"外部资源是指向TSCN文件本身未包含的资源的链接.外部资源由路径、类型和ID组成." +"外部资源是指向TSCN文件本身未包含的资源的链接. 外部资源由路径, 类型和ID组成." -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " "location are also valid." msgstr "" -"Godot总是生成相对于资源目录的绝对路径,因此以 ``res://`` 为前缀,但是相对于TSCN" -"文件位置的路径也有效." +"Godot总是生成相对于资源目录的绝对路径, 因此以 ``res://`` 为前缀, 但是相对于" +"TSCN文件位置的路径也有效." -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "一些示例外部资源是:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " "resource using the Godot editor." msgstr "" -"像TSCN文件一样,TRES文件可能包含以分号(``;``)开头的单行注释.但是,使用Godot编辑" -"器保存资源时,注释将被丢弃." +"像TSCN文件一样,TRES文件可能包含以分号(``;``)开头的单行注释. 但是, 使用Godot编" +"辑器保存资源时, 注释将被丢弃." -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -403,62 +408,62 @@ msgid "" "that it doesn't have a path. Internal resources also have ``key=value`` " "pairs under each heading. For example, a capsule collision shape looks like:" msgstr "" -"TSCN文件可以包含网格、材质和其他数据.这些包含在文件的 *内部资源* 部分中.内部" -"资源的标题与外部资源的标题相似,不同之处在于它没有路径. 内部资源在每个标题下还" -"具有 ``键=值`` 对.例如,胶囊碰撞形状如下所示:" +"TSCN文件可以包含网格, 材质和其他数据. 这些包含在文件的 *内部资源* 部分中. 内" +"部资源的标题与外部资源的标题相似, 不同之处在于它没有路径. 内部资源在每个标题" +"下还具有 ``键=值`` 对. 例如, 胶囊碰撞形状如下所示:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " "*before* the reference to it. This means that order matters in the file's " "internal resources section." msgstr "" -"一些内部资源包含到其他内部资源的链接(例如具有材质的网格).在这种情况下,引用的" -"资源必须在对其的引用 *之前* 出现.这意味着顺序在文件的内部资源部分中很重要." +"一些内部资源包含到其他内部资源的链接(例如具有材质的网格). 在这种情况下, 引用" +"的资源必须在对其的引用 *之前* 出现. 这意味着顺序在文件的内部资源部分中很重要." -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " "others can only be found by looking through Godot's source." msgstr "" -"遗憾的是,关于这些子资源的格式的文档并不完整,通过检查已保存的资源文件可以找到" -"一些示例,但是只有通过查看Godot的源码才能找到其他示例." +"遗憾的是, 关于这些子资源的格式的文档并不完整, 通过检查已保存的资源文件可以找" +"到一些示例, 但是只有通过查看Godot的源码才能找到其他示例." -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "ArrayMesh" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." msgstr "" -"ArrayMesh由多个表面组成,每个表面的格式为 ``surface\\Index={}``.每个表面都是一" -"组顶点和一种材质." +"ArrayMesh由多个表面组成, 每个表面的格式为 ``surface\\Index={}``. 每个表面都是" +"一组顶点和一种材质." -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "TSCN文件支持两种表面格式:" -#: ../../docs/development/file_formats/tscn.rst:330 -msgid "For the old format, each surface has three essential keys:" -msgstr "对于旧格式,每个表面都有三个基本键:" - #: ../../docs/development/file_formats/tscn.rst:332 +msgid "For the old format, each surface has three essential keys:" +msgstr "对于旧格式, 每个表面都有三个基本键:" + +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -466,156 +471,156 @@ msgstr "" "``primitive`` 是一个枚举变量,``primitive=4`` 是被频繁使用的 " "``PRIMITIVE_TRIANGLES``." -#: ../../docs/development/file_formats/tscn.rst:339 -msgid "``arrays`` is a two-dimensional array, it contains:" -msgstr "``arrays`` 是一个二维数组,它包含:" - #: ../../docs/development/file_formats/tscn.rst:341 +msgid "``arrays`` is a two-dimensional array, it contains:" +msgstr "``arrays`` 是一个二维数组, 它包含:" + +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "顶点位置数组" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "切线数组" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "顶点颜色数组" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV数组1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV数组2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "骨骼索引数组" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "骨骼权重数组" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "顶点索引数组" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." msgstr "" -"``morph_arrays`` 是一个morph数组.每个morph恰好一个没有顶点索引数组的 " +"``morph_arrays`` 是一个morph数组. 每个morph恰好一个没有顶点索引数组的 " "``arrays``." -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "ArrayMesh的一个示例:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "动画" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." msgstr "" -"动画资源由轨道组成. 此外,它还有 ``length``、``loop`` 和 ``step`` 应用于所有轨" -"道." +"动画资源由轨道组成. 此外, 它还有 ``length``, ``loop`` 和 ``step`` 应用于所有" +"轨道." -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "``length`` 和 ``step`` 都是以秒为单位的持续时间." -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" msgstr "" -"每个轨道由格式为 ``tracks/Id/Attribute`` 的键值对列表描述.每个轨道包括:" +"每个轨道由格式为 ``tracks/Id/Attribute`` 的键值对列表描述. 每个轨道包括:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "``type`` 必须是每个轨道的第一个属性.``type`` 的值可以是:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " "the AnimationPlayer." msgstr "" -"``path`` 的格式为 ``NodePath(Path/To/Node:attribute)``.它是动画化节点或属性的" -"路径,相对于AnimationPlayer中定义的根节点." +"``path`` 的格式为 ``NodePath(Path/To/Node:attribute)``. 它是动画化节点或属性" +"的路径, 相对于AnimationPlayer中定义的根节点." -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" -msgstr "``interp`` 是对关键帧进行插值的方法.它是一个枚举变量,有以下值之一:" +msgstr "``interp`` 是对关键帧进行插值的方法. 它是一个枚举变量, 有以下值之一:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (常数)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "``1`` (线性)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "``2`` (立方)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " "different types." msgstr "" -"``keys`` 对应于关键帧.它显示为 ``PoolRealArray()``,但对于具有不同类型的轨道可" -"能具有不同的结构." +"``keys`` 对应于关键帧. 它显示为 ``PoolRealArray()``, 但对于具有不同类型的轨道" +"可能具有不同的结构." -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " @@ -623,6 +628,6 @@ msgid "" "rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The " "default transition in a Transform track is 1.0." msgstr "" -"变换轨道使用 ``keys`` 中的每12个实数来描述关键帧.第一个数字是时间戳,第二个数" -"字是转换,后跟三数字转换向量,四数字旋转四元数 (X, Y, Z, W) ,最后是三数字缩放向" -"量.变换轨道中的默认变换为1.0." +"变换轨道使用 ``keys`` 中的每12个实数来描述关键帧. 第一个数字是时间戳, 第二个" +"数字是转换, 后跟三数字转换向量, 四数字旋转四元数 (X, Y, Z, W) , 最后是三数字" +"缩放向量. 变换轨道中的默认变换为1.0." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index fe4535af27..d4d834acef 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,9 @@ msgid "" "command line. Given the engine relies on almost no external libraries, " "initialization times are pretty fast, making it suitable for this workflow." msgstr "" -"一些开发人员喜欢广泛使用命令行.Godot被设计为对他们友好,所以这里是完全用命令行" -"工作的步骤.由于引擎几乎不依赖外部库,因此初始化时间非常快,使其适合此工作流程." +"一些开发人员喜欢广泛使用命令行.Godot被设计为对他们友好, 所以这里是完全用命令" +"行工作的步骤. 由于引擎几乎不依赖外部库, 因此初始化时间非常快, 使其适合此工作" +"流程." #: ../../docs/getting_started/editor/command_line_tutorial.rst:15 msgid "Command line reference" @@ -85,7 +86,7 @@ msgstr "``--quiet``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:28 msgid "Quiet mode, silences stdout messages. Errors are still displayed." -msgstr "安静模式,静默输出的信息.但错误仍然会显示." +msgstr "安静模式, 静默输出的信息. 但错误仍然会显示." #: ../../docs/getting_started/editor/command_line_tutorial.rst:31 msgid "**Run options**" @@ -112,7 +113,7 @@ msgid "" "Start the project manager, even if a project is auto-detected (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"启动项目管理器,即使一个项目已经被自动检测到 ( :ref:`工具" +"启动项目管理器, 即使一个项目已经被自动检测到 ( :ref:`工具 " "<doc_introduction_to_the_buildsystem_tools>` 必须处于开启状态)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:40 @@ -132,7 +133,7 @@ msgid "" "Use a specific locale (<locale> being a two-letter code). See :ref:" "`doc_locales` for more details." msgstr "" -"使用一个具体指定的地区代码(<locale> 是一个两个字母的代码).阅读 :ref:" +"使用一个具体指定的地区代码(<locale> 是一个两个字母的代码). 阅读 :ref:" "`doc_locales` 以获得更多信息." #: ../../docs/getting_started/editor/command_line_tutorial.rst:44 @@ -141,7 +142,7 @@ msgstr "``--path <目录>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:44 msgid "Path to a project (<directory> must contain a 'project.godot' file)." -msgstr "项目的路径(<目录>必须包含一个'project.godot'文件)." +msgstr "项目的路径(<目录>必须包含一个 'project.godot' 文件)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:46 msgid "``-u``, ``--upwards``" @@ -169,7 +170,7 @@ msgid "" "<class_ProjectSettings_property_rendering/threads/thread_model>` for more " "details." msgstr "" -"渲染线程模式('unsafe','safe', 'separate').阅读 :ref:`线程模式" +"渲染线程模式('unsafe','safe', 'separate'). 阅读 :ref:`线程模式 " "<class_ProjectSettings_property_rendering/threads/thread_model>` 以获得更多细" "节." @@ -188,7 +189,7 @@ msgstr "``--audio-driver <驱动>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:54 msgid "" "Audio driver. Use ``--help`` first to display the list of available drivers." -msgstr "音频驱动.先使用 ``--help`` 来显示可用的驱动列表." +msgstr "音频驱动. 先使用 ``--help`` 来显示可用的驱动列表." #: ../../docs/getting_started/editor/command_line_tutorial.rst:56 msgid "``--video-driver <driver>``" @@ -197,7 +198,7 @@ msgstr "``--video-driver <驱动>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:56 msgid "" "Video driver. Use ``--help`` first to display the list of available drivers." -msgstr "视频驱动.先使用 ``--help`` 来显示可用的驱动列表." +msgstr "视频驱动. 先使用 ``--help`` 来显示可用的驱动列表." #: ../../docs/getting_started/editor/command_line_tutorial.rst:59 msgid "**Display options**" @@ -266,7 +267,7 @@ msgstr "``--no-window``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:78 msgid "" "Disable window creation (Windows only). Useful together with ``--script``." -msgstr "关闭窗口创建(仅Windows).和 ``--script``一起使用非常有用." +msgstr "关闭窗口创建(仅Windows). 和 ``--script`` 一起使用非常有用." #: ../../docs/getting_started/editor/command_line_tutorial.rst:81 msgid "**Debug options**" @@ -279,7 +280,7 @@ msgid "" "`doc_introduction_to_the_buildsystem_target` for more details)." msgstr "" "调试模式仅仅在编辑器和调试输出模板中起作用(这要求使用 ``debug`` 或 " -"``release_debug`` 构建目标,阅读 :ref:" +"``release_debug`` 构建目标, 阅读 :ref:" "`doc_introduction_to_the_buildsystem_target` 以获得更多信息)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:92 @@ -298,7 +299,7 @@ msgstr "``-b``,``--breakpoints``" msgid "" "Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 " "instead)." -msgstr "断点列表作为 source::line 逗号分隔对时,没有空格(使用 %%20 代替)." +msgstr "断点列表作为 source::line 逗号分隔对时, 没有空格(使用 %%20 代替)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:96 msgid "``--profiling``" @@ -338,7 +339,7 @@ msgstr "``--frame-delay <毫秒ms>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:104 msgid "Simulate high CPU load (delay each frame by <ms> milliseconds)." -msgstr "模拟高CPU负载(每帧延迟<ms>毫秒)." +msgstr "模拟高CPU负载(每帧延迟 <ms>毫秒)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:106 msgid "``--time-scale <scale>``" @@ -346,7 +347,7 @@ msgstr "``--time-scale <缩放>``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:106 msgid "Force time scale (higher values are faster, 1.0 is normal speed)." -msgstr "强制时间缩放(值越大,速度越快,1.0是正常速度)." +msgstr "强制时间缩放(值越大, 速度越快,1.0是正常速度)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:108 msgid "``--disable-render-loop``" @@ -356,7 +357,7 @@ msgstr "``--disable-render-loop``" msgid "" "Disable render loop so rendering only occurs when called explicitly from " "script." -msgstr "禁用渲染循环,以便仅在从脚本显式调用时才进行渲染." +msgstr "禁用渲染循环, 以便仅在从脚本显式调用时才进行渲染." #: ../../docs/getting_started/editor/command_line_tutorial.rst:110 msgid "``--disable-crash-handler``" @@ -364,7 +365,7 @@ msgstr "``--disable-crash-handler``" #: ../../docs/getting_started/editor/command_line_tutorial.rst:110 msgid "Disable crash handler when supported by the platform code." -msgstr "当平台代码支持时,禁用崩溃处理程序." +msgstr "当平台代码支持时, 禁用崩溃处理程序." #: ../../docs/getting_started/editor/command_line_tutorial.rst:112 msgid "``--fixed-fps <fps>``" @@ -426,7 +427,7 @@ msgid "" "Like ``--export``, but use debug template (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"像 ``--export`` 一样,但是使用调试模板(必须启用 :ref:`工具 " +"像 ``--export`` 一样, 但是使用调试模板(必须启用 :ref:`工具 " "<doc_introduction_to_the_buildsystem_tools>` )." #: ../../docs/getting_started/editor/command_line_tutorial.rst:130 @@ -439,7 +440,7 @@ msgid "" "existing files are found (:ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"将引擎API参考以XML格式转储到给定的 <路径> 中,如果发现现有文件则合并(必须启" +"将引擎API参考以XML 格式转储到给定的 <路径> 中, 如果发现现有文件则合并(必须启" "用 :ref:`工具 <doc_introduction_to_the_buildsystem_tools>` )." #: ../../docs/getting_started/editor/command_line_tutorial.rst:132 @@ -463,7 +464,7 @@ msgid "" "Build the scripting solutions (e.g. for C# projects, :ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"构建脚本解决方案(例如用于构建C#项目,必须启用 :ref:`tools " +"构建脚本解决方案(例如用于构建C#项目, 必须启用 :ref:`tools " "<doc_introduction_to_the_buildsystem_tools>`)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:136 @@ -487,7 +488,7 @@ msgid "" "Run a unit test. Use ``--help`` first to display the list of tests. (:ref:" "`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"运行单元测试.可以先用 ``--help`` 显示测试列表.(必须启用 :ref:`tools " +"运行单元测试. 可以先用 ``--help`` 显示测试列表.(必须启用 :ref:`tools " "<doc_introduction_to_the_buildsystem_tools>`)." #: ../../docs/getting_started/editor/command_line_tutorial.rst:140 @@ -500,7 +501,7 @@ msgid "" "<path> extension determines whether it will be in PCK or ZIP format. (:ref:" "`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)." msgstr "" -"像 ``--export`` 一样,它只会以预设的参数导出游戏包. ``<路径(path)>`` 决定导出" +"像 ``--export`` 一样, 它只会以预设的参数导出游戏包. ``<路径(path)>`` 决定导出" "的游戏包文件后缀名为PCK或者ZIP(必须启用 :ref:`tools " "<doc_introduction_to_the_buildsystem_tools>` )." @@ -515,9 +516,9 @@ msgid "" "You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and " "making sure it is called ``godot``." msgstr "" -"建议将Godot二进制文件放在 ``PATH`` 环境变量中,这样可以通过在任何地方键入 " -"``godot`` 来轻松地执行它.您可以在Linux上通过将Godot二进制文件放在 ``/usr/" -"local/bin`` 中,并确保其名为 ``godot``." +"建议将Godot二进制文件放在 ``PATH`` 环境变量中, 这样可以通过在任何地方键入 " +"``godot`` 来轻松地执行它. 您可以在Linux上通过将Godot二进制文件放在 ``/usr/" +"local/bin`` 中, 并确保其名为 ``godot``." #: ../../docs/getting_started/editor/command_line_tutorial.rst:153 msgid "Setting the project path" @@ -529,15 +530,15 @@ msgid "" "working directory is, you may need to set the path to your project for any " "of the following commands to work correctly." msgstr "" -"根据Godot二进制文件的位置以及当前的工作目录,您可能需要设置项目的路径,以下任何" -"命令才能正常工作." +"根据Godot二进制文件的位置以及当前的工作目录, 您可能需要设置项目的路径, 以下任" +"何命令才能正常工作." #: ../../docs/getting_started/editor/command_line_tutorial.rst:159 msgid "" "This can be done by giving the path to the ``project.godot`` file of your " "project as either the first argument, like this:" msgstr "" -"这可以通过将项目的 ``project.godot`` 文件的路径作为第一个参数给出来完成,如下" +"这可以通过将项目的 ``project.godot`` 文件的路径作为第一个参数给出来完成, 如下" "所示:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:166 @@ -548,7 +549,7 @@ msgstr "或者通过使用 ``--path`` 参数:" msgid "" "For example, the full command for exporting your game (as explained below) " "might look like this:" -msgstr "例如,用于导出游戏的完整命令(如下所述)可能如下所示:" +msgstr "例如, 用于导出游戏的完整命令(如下所述)可能如下所示:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:179 msgid "Creating a project" @@ -559,7 +560,8 @@ msgid "" "Creating a project from the command line can be done by navigating the shell " "to the desired place and making a project.godot file." msgstr "" -"通过将命令行导航到所需位置并创建 ``project.godot`` 文件,可以从命令行创建项目." +"通过将命令行导航到所需位置并创建 ``project.godot`` 文件, 可以从命令行创建项" +"目." #: ../../docs/getting_started/editor/command_line_tutorial.rst:193 msgid "The project can now be opened with Godot." @@ -575,16 +577,16 @@ msgid "" "must be done from within the project directory or a subdirectory, otherwise " "the command is ignored and the project manager appears." msgstr "" -"运行编辑器是通过用 ``-e`` 标志执行Godot来完成的.必须在项目目录或子目录内完成" -"此操作,否则该命令将被忽略并显示项目管理器." +"运行编辑器是通过用 ``-e`` 标志执行Godot来完成的. 必须在项目目录或子目录内完成" +"此操作, 否则该命令将被忽略并显示项目管理器." #: ../../docs/getting_started/editor/command_line_tutorial.rst:207 msgid "" "If a scene has been created and saved, it can be edited later by running the " "same code with that scene as argument." msgstr "" -"如果已经创建并保存了场景,则可以稍后以该场景作为参数运行相同的代码来对其进行编" -"辑." +"如果已经创建并保存了场景, 则可以稍后以该场景作为参数运行相同的代码来对其进行" +"编辑." #: ../../docs/getting_started/editor/command_line_tutorial.rst:215 msgid "Erasing a scene" @@ -596,8 +598,8 @@ msgid "" "files. Use ``rm`` to erase a scene file. Make sure nothing references that " "scene or else an error will be thrown upon opening." msgstr "" -"Godot对您的文件系统非常友好,不会创建额外的元数据文件.只需使用 ``rm`` 来删除文" -"件.确保没有对该场景的引用,否则在打开时会抛出错误." +"Godot对您的文件系统非常友好, 不会创建额外的元数据文件. 只需使用 ``rm`` 来删除" +"文件. 确保没有对该场景的引用, 否则在打开时会抛出错误." #: ../../docs/getting_started/editor/command_line_tutorial.rst:226 msgid "Running the game" @@ -607,13 +609,13 @@ msgstr "运行游戏" msgid "" "To run the game, simply execute Godot within the project directory or " "subdirectory." -msgstr "要运行游戏,只需在项目目录或子目录中执行 Godot 即可." +msgstr "要运行游戏, 只需在项目目录或子目录中执行 Godot 即可." #: ../../docs/getting_started/editor/command_line_tutorial.rst:235 msgid "" "When a specific scene needs to be tested, pass that scene to the command " "line." -msgstr "当需要测试特定场景时,将该场景传递给命令行." +msgstr "当需要测试特定场景时, 将该场景传递给命令行." #: ../../docs/getting_started/editor/command_line_tutorial.rst:243 msgid "Debugging" @@ -625,8 +627,8 @@ msgid "" "just fly by. For this, a command line debugger is provided by adding ``-d``. " "It works for running either the game or a simple scene." msgstr "" -"捕捉命令行中的错误可能是一项艰巨的任务,因为它们一闪而过.为此,通过添加 ``-d`` " -"来提供命令行调试器.它适用于运行游戏或简单的场景." +"捕捉命令行中的错误可能是一项艰巨的任务, 因为它们一闪而过. 为此, 通过添加 ``-" +"d`` 来提供命令行调试器. 它适用于运行游戏或简单的场景." #: ../../docs/getting_started/editor/command_line_tutorial.rst:260 msgid "Exporting" @@ -638,8 +640,8 @@ msgid "" "especially useful for continuous integration setups. The version of Godot " "that is headless (server build, no video) is ideal for this." msgstr "" -"也支持从命令行导出项目.这对持续集成设置特别有用.精简版本的Godot(服务器构建,无" -"视频)是理想的选择." +"也支持从命令行导出项目. 这对持续集成设置特别有用. 精简版本的Godot(服务器构" +"建, 无视频)是理想的选择." #: ../../docs/getting_started/editor/command_line_tutorial.rst:271 msgid "" @@ -648,16 +650,16 @@ msgid "" "special characters (such as \"Windows Desktop\"), it must be surrounded with " "quotes." msgstr "" -"预设名称必须与项目的 ``export_presets.cfg`` 文件中定义的导出预设名称一致.如果" -"预设名称包含空格或特殊字符(如 \"Windows Desktop\"),必须用引号引起来." +"预设名称必须与项目的 ``export_presets.cfg`` 文件中定义的导出预设名称一致. 如" +"果预设名称包含空格或特殊字符(如 \"Windows Desktop\"), 必须用引号引起来." #: ../../docs/getting_started/editor/command_line_tutorial.rst:275 msgid "" "To export a debug version of the game, use the ``--export-debug`` switch " "instead of ``--export``. Their parameters and usage are the same." msgstr "" -"要导出游戏的调试版本,请使用 ``--export-debug`` 开关,而不是 ``--export``.它们" -"的参数和用法是相同的." +"要导出游戏的调试版本, 请使用 ``--export-debug`` 开关, 而不是 ``--export``. 它" +"们的参数和用法是相同的." #: ../../docs/getting_started/editor/command_line_tutorial.rst:278 msgid "" @@ -666,8 +668,9 @@ msgid "" "export``. The output path extension determines the package's format, either " "PCK or ZIP." msgstr "" -"若要仅导出 PCK 文件,请使用``--export-pack`` 选项,而不是 ``--export``,后跟预设" -"名称和输出路径,并包含文件扩展名.输出路径扩展决定包的格式,即 PCK 或 ZIP." +"若要仅导出 PCK 文件, 请使用 ``--export-pack`` 选项, 而不是 ``--export``, 后跟" +"预设名称和输出路径, 并包含文件扩展名. 输出路径扩展决定包的格式, 即 PCK 或 " +"ZIP." #: ../../docs/getting_started/editor/command_line_tutorial.rst:284 msgid "" @@ -676,9 +679,9 @@ msgid "" "the ``project.godot`` file, **not** relative to the current working " "directory." msgstr "" -"当指定相对路径作为 `--export` 、 `--export-debug` 或 `--export-pack` 的路径" -"时,该路径将是相对于包含 `project.godot` 文件的目录,而 **不是** 相对于当前工作" -"目录." +"当指定相对路径作为 `--export` , `--export-debug` 或 `--export-pack` 的路径" +"时, 该路径将是相对于包含 `project.godot` 文件的目录, 而 **不是** 相对于当前工" +"作目录." #: ../../docs/getting_started/editor/command_line_tutorial.rst:289 msgid "Running a script" @@ -690,8 +693,8 @@ msgid "" "feature is especially useful in large projects, e.g. for batch conversion of " "assets or custom import/export." msgstr "" -"可以从命令行运行简单的 ``.gd`` 脚本.此功能在大型项目中特别有用,可用于素材的批" -"量转换或自定义导入/导出." +"可以从命令行运行简单的 ``.gd`` 脚本. 此功能在大型项目中特别有用, 可用于素材的" +"批量转换或自定义导入/导出." #: ../../docs/getting_started/editor/command_line_tutorial.rst:295 msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." @@ -699,7 +702,7 @@ msgstr "该脚本必须继承自 ``场景树(SceneTree)`` 或 ``主循环(MainLo #: ../../docs/getting_started/editor/command_line_tutorial.rst:297 msgid "Here is a simple ``sayhello.gd`` example of how it works:" -msgstr "下面是一个简单的示例,说明它是如何工作的:" +msgstr "下面是一个简单的示例, 说明它是如何工作的:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:308 msgid "And how to run it:" @@ -710,7 +713,7 @@ msgid "" "If no ``project.godot`` exists at the path, current path is assumed to be " "the current working directory (unless ``--path`` is specified)." msgstr "" -"如果路径中不存在 ``project.godot``,则假定当前路径为当前工作目录(除非指定了 " +"如果路径中不存在 ``project.godot``, 则假定当前路径为当前工作目录(除非指定了 " "``--path`` )." #: ../../docs/getting_started/editor/command_line_tutorial.rst:318 @@ -720,9 +723,9 @@ msgid "" "you to run the script as follows in modern Linux distributions, as well as " "macOS:" msgstr "" -"以上 ``sayhello.gd`` 的第一行通常被称为* shebang *.如果Godot二进制文件在您的 " -"``PATH`` 中,名为 ``godot`` ,则它允许您在现代Linux发行版以及macOS中按以下方式" -"运行脚本:" +"以上 ``sayhello.gd`` 的第一行通常被称为* shebang *. 如果Godot二进制文件在您" +"的 ``PATH`` 中, 名为 ``godot`` , 则它允许您在现代Linux发行版以及macOS中按以下" +"方式运行脚本:" #: ../../docs/getting_started/editor/command_line_tutorial.rst:330 msgid "" @@ -730,5 +733,5 @@ msgid "" "always have the shebang run Godot straight from where it is located as " "follows:" msgstr "" -"如果上述方法在你当前版本的Linux或macOS中不起作用,你可以随时让shebang直接从它" +"如果上述方法在你当前版本的Linux或macOS中不起作用, 你可以随时让shebang直接从它" "所在的位置运行Godot:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 1cc5e7cf96..90a3b34b17 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,8 +30,8 @@ msgid "" "Settings -> Shortcuts``." msgstr "" "Godot Editor的许多功能都可以通过键盘快捷键执行. 该页面列出了默认情况下具有关" -"联的快捷方式的功能,但是许多其他功能也可以在编辑器设置中进行自定义. 要更改与这" -"些操作和其他操作相关的键,请导航至 ``编辑器->编辑器设置->快捷键`` ." +"联的快捷方式的功能, 但是许多其他功能也可以在编辑器设置中进行自定义. 要更改与" +"这些操作和其他操作相关的键, 请导航至 ``编辑器->编辑器设置->快捷键`` ." #: ../../docs/getting_started/editor/default_key_mapping.rst:10 msgid "" @@ -40,8 +40,8 @@ msgid "" "to be assigned to more than one function. The correct action will be " "performed depending on the context." msgstr "" -"尽管某些操作是通用的,但许多快捷方式特定于单个工具. 因此,可能会将某些按键组合" -"分配给一个以上的功能. 将根据上下文执行正确的操作." +"尽管某些操作是通用的, 但许多快捷方式特定于单个工具. 因此, 可能会将某些按键组" +"合分配给一个以上的功能. 将根据上下文执行正确的操作." #: ../../docs/getting_started/editor/default_key_mapping.rst:15 msgid "" @@ -51,7 +51,7 @@ msgid "" "standard shortcuts on that OS should find Godot Editor's default key mapping " "intuitive." msgstr "" -"尽管Windows和Linux版本的编辑器共享大多数默认设置,但某些快捷方式对于macOS版本" +"尽管Windows和Linux版本的编辑器共享大多数默认设置, 但某些快捷方式对于macOS版本" "可能有所不同. 这样做是为了将编辑器更好地集成到macOS生态系统中. 熟练使用该操作" "系统上的标准快捷方式的用户应该直观地找到Godot Editor的默认键映射." @@ -91,7 +91,7 @@ msgstr "动作名称" #: ../../docs/getting_started/editor/default_key_mapping.rst:478 #: ../../docs/getting_started/editor/default_key_mapping.rst:513 msgid "Windows, Linux" -msgstr "Windows、Linux" +msgstr "Windows, Linux" #: ../../docs/getting_started/editor/default_key_mapping.rst:24 #: ../../docs/getting_started/editor/default_key_mapping.rst:89 @@ -132,9 +132,8 @@ msgid "Open 2D Editor" msgstr "打开 2D 编辑器" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -#, fuzzy msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F12`" +msgstr ":kbd:`Ctrl + F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 msgid ":kbd:`Alt + 1`" @@ -166,9 +165,8 @@ msgid "Open Script Editor" msgstr "打开脚本编辑器" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#, fuzzy msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F`" +msgstr ":kbd:`Ctrl + F3`" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 msgid ":kbd:`Alt + 3`" @@ -183,8 +181,8 @@ msgid "Search Help" msgstr "搜索帮助" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr ":kbd:`Shift+F1`" +msgid ":kbd:`F1`" +msgstr ":kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po index 1529bf4131..9defe1ca64 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "`External editors are currently incompatible with Godot's \"Sync Script " "Changes\" feature. <https://github.com/godotengine/godot/issues/10946>`__" msgstr "" -"`外部编辑器目前与Godot的 \"同步脚本修改 \"功能不兼容 <https://github.com/" +"`外部编辑器目前与Godot的 \"同步脚本修改\" 功能不兼容 <https://github.com/" "godotengine/godot/issues/10946>`__" #: ../../docs/getting_started/editor/external_editor.rst:10 @@ -36,9 +36,9 @@ msgid "" "relevant editor settings via: ``Editor -> Editor Settings -> Text Editor -> " "External``" msgstr "" -"Godot可以与外部文本编辑器(例如Sublime Text或Visual Studio Code)一起使用.要启" -"用外部文本编辑器,请通过 ``编辑器 -> 编辑器设置 -> 文本编辑器 -> 外部`` 浏览至" -"相关的编辑器设置" +"Godot可以与外部文本编辑器(例如Sublime Text或Visual Studio Code)一起使用. 要启" +"用外部文本编辑器, 请通过 ``编辑器 -> 编辑器设置 -> 文本编辑器 -> 外部`` 浏览" +"至相关的编辑器设置" #: ../../docs/getting_started/editor/external_editor.rst:16 msgid "" @@ -47,9 +47,9 @@ msgid "" "open and other relevant arguments. Godot will replace the following " "placeholders in the flags string:" msgstr "" -"有两个字段:可执行文件路径和命令行标志.这些标志允许您将编辑器与Godot集成在一" -"起,并向其传递文件路径以打开文件以及其他相关参数.Godot将替换标志字符串中的以下" -"占位符:" +"有两个字段: 可执行文件路径和命令行标志. 这些标志允许您将编辑器与Godot集成在一" +"起, 并向其传递文件路径以打开文件以及其他相关参数.Godot将替换标志字符串中的以" +"下占位符:" #: ../../docs/getting_started/editor/external_editor.rst:22 msgid "Field in Exec Flags" @@ -117,7 +117,7 @@ msgstr "Atom/Sublime Text" #: ../../docs/getting_started/editor/external_editor.rst:40 msgid "``{file}:{line}``" -msgstr "``{file}:{line}``" +msgstr "``{file}: {line}``" #: ../../docs/getting_started/editor/external_editor.rst:42 msgid "JetBrains Rider" @@ -133,7 +133,7 @@ msgstr "Visual Studio Code" #: ../../docs/getting_started/editor/external_editor.rst:44 msgid "``{project} --goto {file}:{line}:{col}``" -msgstr "``{project} --goto {file}:{line}:{col}``" +msgstr "``{project} --goto {file}: {line}: {col}``" #: ../../docs/getting_started/editor/external_editor.rst:46 msgid "Vim (gVim)" @@ -145,4 +145,4 @@ msgstr "``\"+call cursor({line}, {col})\" {file}``" #: ../../docs/getting_started/editor/external_editor.rst:49 msgid "For Visual Studio Code you will have to point to the ``code.cmd`` file." -msgstr "对于Visual Studio Code,您将必须指向 ``code.cmd`` 文件." +msgstr "对于Visual Studio Code, 您将必须指向 ``code.cmd`` 文件." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po index 7bfc707a10..87c75cbae5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po index cbd27a3546..05d4d07cba 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "Unity user, and aims to help you migrate your existing Unity experience into " "the world of Godot." msgstr "" -"本指南从Unity用户的角度概述了Godot引擎,旨在帮助您将现有的Unity体验迁移到Godot" -"的世界中." +"本指南从Unity用户的角度概述了Godot引擎, 旨在帮助您将现有的Unity体验迁移到" +"Godot的世界中." #: ../../docs/getting_started/editor/unity_to_godot.rst:15 msgid "" @@ -36,9 +36,9 @@ msgid "" "prefabs') were added to Unity 2018.3. Nestable prefabs are analogous to " "Godot's scenes, and allow a more Godot-like approach to scene organization." msgstr "" -"本文讨论了旧版本的Unity.可嵌套的预制件( ``嵌套的预制件(Nested prefabs)`` )已" -"添加到Unity 2018.3中.可嵌套的预制件类似于Godot的场景,允许采用更像Godot的方式" -"进行场景组织." +"本文讨论了旧版本的Unity. 可嵌套的预制件( ``嵌套的预制件(Nested prefabs)`` )已" +"添加到Unity 2018.3中. 可嵌套的预制件类似于Godot的场景, 允许采用更像Godot的方" +"式进行场景组织." #: ../../docs/getting_started/editor/unity_to_godot.rst:18 msgid "Differences" @@ -59,11 +59,11 @@ msgstr "许可证" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "" "Proprietary, closed, free license with revenue caps and usage restrictions" -msgstr "专有,封闭,有收入上限和使用限制的免费许可证" +msgstr "专有, 封闭, 有收入上限和使用限制的免费许可证" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "MIT license, free and fully open source without any restriction" -msgstr "MIT许可证,免费,完全开源,没有任何限制" +msgstr "MIT许可证, 免费, 完全开源, 没有任何限制" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "OS (editor)" @@ -71,11 +71,11 @@ msgstr "操作系统(编辑器)" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "Windows, macOS, Linux" -msgstr "Windows、macOS、Linux" +msgstr "Windows, macOS, Linux" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "Windows, macOS, X11 (Linux, \\*BSD)" -msgstr "Windows、macOS、X11(Linux, \\*BSD)" +msgstr "Windows, macOS, X11(Linux, \\*BSD)" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "OS (export)" @@ -83,11 +83,11 @@ msgstr "操作系统 (导出)" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "**Desktop:** Windows, macOS, Linux" -msgstr "**桌面端:** Windows、macOS、Linux" +msgstr "**桌面端:** Windows, macOS, Linux" #: ../../docs/getting_started/editor/unity_to_godot.rst:28 msgid "**Mobile:** Android, iOS, Windows Phone, Tizen" -msgstr "**移动端:** Android、iOS、Windows Phone、Tizen" +msgstr "**移动端:** Android, iOS, Windows Phone, Tizen" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "**Web:** WebAssembly or asm.js" @@ -95,27 +95,27 @@ msgstr "**网页:** WebAssembly 或 asm.js" #: ../../docs/getting_started/editor/unity_to_godot.rst:30 msgid "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS" -msgstr "**游戏主机:** PS4、PS Vita、Xbox One、Xbox 360、Wii U、Nintendo 3DS" +msgstr "**游戏主机:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS" #: ../../docs/getting_started/editor/unity_to_godot.rst:31 msgid "" "**VR:** Oculus Rift, SteamVR, Google Cardboard, PlayStation VR, Gear VR, " "HoloLens" msgstr "" -"**虚拟现实(VR):** Oculus Rift、SteamVR、Google Cardboard、Playstation VR、" -"Gear VR、HoloLens" +"**虚拟现实(VR):** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, " +"Gear VR, HoloLens" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid "**TV:** Android TV, Samsung SMART TV, tvOS" -msgstr "**电视端:** Android TV、Samsung SMART TV、tvOS" +msgstr "**电视端:** Android TV, Samsung SMART TV, tvOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "**Desktop:** Windows, macOS, X11" -msgstr "**桌面端:** Windows、macOS、X11" +msgstr "**桌面端:** Windows, macOS, X11" #: ../../docs/getting_started/editor/unity_to_godot.rst:28 msgid "**Mobile:** Android, iOS" -msgstr "**移动端:** Android、iOS" +msgstr "**移动端:** Android, iOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "**Web:** WebAssembly" @@ -127,7 +127,7 @@ msgstr "**游戏主机:** 见 :ref:`doc_consoles`" #: ../../docs/getting_started/editor/unity_to_godot.rst:31 msgid "**VR:** Oculus Rift, SteamVR" -msgstr "**虚拟现实端:** Oculus Rift、SteamVR" +msgstr "**虚拟现实端:** Oculus Rift, SteamVR" #: ../../docs/getting_started/editor/unity_to_godot.rst:34 msgid "Scene system" @@ -146,7 +146,7 @@ msgid "" ":ref:`Scene tree and nodes <doc_scenes_and_nodes>`, allowing scenes to be " "nested and/or inherit other scenes" msgstr "" -":ref:`场景树和节点 <doc_scenes_and_nodes>`,允许场景被嵌套和/或继承其他场景" +":ref:`场景树和节点 <doc_scenes_and_nodes>`, 允许场景被嵌套和/或继承其他场景" #: ../../docs/getting_started/editor/unity_to_godot.rst:37 msgid "Third-party tools" @@ -202,8 +202,8 @@ msgid "" "games. The pictures below display the default layouts of both editors with " "colored blocks to indicate common functionalities." msgstr "" -"Godot引擎提供了功能丰富的编辑器,可让您构建游戏.下图显示了两个编辑器的默认布" -"局,并带有彩色块,以指示常用功能." +"Godot引擎提供了功能丰富的编辑器, 可让您构建游戏. 下图显示了两个编辑器的默认布" +"局, 并带有彩色块, 以指示常用功能." #: ../../docs/getting_started/editor/unity_to_godot.rst:58 msgid "" @@ -213,9 +213,9 @@ msgid "" "format, and no metadata. This makes Godot more friendly to VCS systems, such " "as Git, Subversion, or Mercurial." msgstr "" -"尽管两个编辑器看起来很相似,但外表下有许多差异.两者都允许您使用文件系统来组织" -"项目,但是Godot的方法更简单,只需一个配置文件,简约的文本格式且没有元数据.这使" -"Godot对VCS系统(如Git,Subversion或Mercurial)更加友好." +"尽管两个编辑器看起来很相似, 但外表下有许多差异. 两者都允许您使用文件系统来组" +"织项目, 但是Godot的方法更简单, 只需一个配置文件, 简约的文本格式且没有元数据. " +"这使Godot对VCS系统(如Git,Subversion或Mercurial)更加友好." #: ../../docs/getting_started/editor/unity_to_godot.rst:63 msgid "" @@ -223,8 +223,8 @@ msgid "" "has a specific function, the approach used by Godot is more visually " "descriptive. It's easier to understand what a scene does at a glance." msgstr "" -"Godot的场景面板与Unity的层次结构面板类似,但是由于每个节点都有特定的功能,因此" -"Godot所使用的方法更具视觉描述性.一目了然地了解场景干什么." +"Godot的场景面板与Unity的层次结构面板类似, 但是由于每个节点都有特定的功能, 因" +"此Godot所使用的方法更具视觉描述性. 一目了然地了解场景干什么." #: ../../docs/getting_started/editor/unity_to_godot.rst:67 msgid "" @@ -235,9 +235,9 @@ msgid "" "or even links to resources in real-time is possible without needing to write " "code." msgstr "" -"Godot 的属性检查器更为简单,它仅显示属性.得益于此,对象可以向用户暴露大量有用的" -"参数,而无需把功能隐藏在语言 API 中.另外,Godot允许可视化地动画化这些属性.无需" -"编写代码就可以实时更改颜色、纹理、枚举、甚至是资源链接." +"Godot 的属性检查器更为简单, 它仅显示属性. 得益于此, 对象可以向用户暴露大量有" +"用的参数, 而无需把功能隐藏在语言 API 中. 另外,Godot允许可视化地动画化这些属" +"性. 无需编写代码就可以实时更改颜色, 纹理, 枚举, 甚至是资源链接." #: ../../docs/getting_started/editor/unity_to_godot.rst:72 msgid "" @@ -246,8 +246,8 @@ msgid "" "rather than inside the editor (but the tree and objects can still be " "explored in the debugger window)." msgstr "" -"屏幕顶部的工具栏在两个编辑器中都相似,提供对项目运行的控制.Godot中的项目在单独" -"的窗口中运行,而不是在编辑器中运行(但是仍然可以在调试器窗口中浏览树和对象)." +"屏幕顶部的工具栏在两个编辑器中都相似, 提供对项目运行的控制.Godot中的项目在单" +"独的窗口中运行, 而不是在编辑器中运行(但是仍然可以在调试器窗口中浏览树和对象)." #: ../../docs/getting_started/editor/unity_to_godot.rst:76 msgid "This approach has several advantages:" @@ -258,7 +258,7 @@ msgid "" "Running the project and closing it is fast (Unity has to save, run the " "project, close the project, and then reload the previous state)." msgstr "" -"运行项目以及关闭它的速度很快(Unity必须保存、运行项目、关闭项目、然后重新加载" +"运行项目以及关闭它的速度很快(Unity必须保存, 运行项目, 关闭项目, 然后重新加载" "先前的状态)." #: ../../docs/getting_started/editor/unity_to_godot.rst:79 @@ -268,12 +268,12 @@ msgid "" "the game is closed. This allows fantastic workflows, like creating levels " "while you play them." msgstr "" -"实时编辑更为有用,因为对编辑器所做的更改会在游戏中立即生效,并且在游戏关闭时不" -"会丢失(也不必同步).这样允许出色的工作流程,例如在运行游戏时创建关卡." +"实时编辑更为有用, 因为对编辑器所做的更改会在游戏中立即生效, 并且在游戏关闭时" +"不会丢失(也不必同步). 这样允许出色的工作流程, 例如在运行游戏时创建关卡." #: ../../docs/getting_started/editor/unity_to_godot.rst:80 msgid "The editor is more stable because the game runs in a separate process." -msgstr "编辑器更稳定,因为游戏在单独的进程中运行." +msgstr "编辑器更稳定, 因为游戏在单独的进程中运行." #: ../../docs/getting_started/editor/unity_to_godot.rst:81 msgid "" @@ -281,8 +281,8 @@ msgid "" "\"Camera Override\" button in the editor viewport, which will switch between " "using the editor view and the game camera view." msgstr "" -"通过在编辑器视窗中切换\"摄影机替代\"按钮,可以从不同角度浏览正在运行的游戏,该" -"按钮将在使用编辑器视图和游戏摄影机视图之间进行切换." +"通过在编辑器视窗中切换 \"摄影机替代\" 按钮, 可以从不同角度浏览正在运行的游" +"戏, 该按钮将在使用编辑器视图和游戏摄影机视图之间进行切换." #: ../../docs/getting_started/editor/unity_to_godot.rst:83 msgid "" @@ -290,9 +290,9 @@ msgid "" "options allow deployment to a device (connected phone, tablet, or browser " "via HTML5), and debugging/live editing on it after the game is exported." msgstr "" -"最后,Godot的顶部工具栏包括一个用于远程调试的菜单.这些选项允许将设备部署到设备" -"(通过HTML5连接的手机、平板电脑、或浏览器),并在导出游戏后对其进行调试/实时编" -"辑." +"最后,Godot的顶部工具栏包括一个用于远程调试的菜单. 这些选项允许将设备部署到设" +"备(通过HTML5连接的手机, 平板电脑, 或浏览器), 并在导出游戏后对其进行调试/实时" +"编辑." #: ../../docs/getting_started/editor/unity_to_godot.rst:88 msgid "The scene system" @@ -302,14 +302,14 @@ msgstr "场景系统" msgid "" "This is the most important difference between Unity and Godot and the " "favorite feature of most Godot users." -msgstr "这是Unity和Godot之间的最重要区别,也是大多数Godot用户最喜欢的功能." +msgstr "这是Unity和Godot之间的最重要区别, 也是大多数Godot用户最喜欢的功能." #: ../../docs/getting_started/editor/unity_to_godot.rst:92 msgid "" "Working on a 'level' in Unity usually means embedding all the required " "assets in a scene and linking them together with components and scripts." msgstr "" -"在Unity中一个 ``关卡`` 上工作通常意味着将所有必需的素材嵌入场景中,并将它们与" +"在Unity中一个 ``关卡`` 上工作通常意味着将所有必需的素材嵌入场景中, 并将它们与" "组件和脚本链接在一起." #: ../../docs/getting_started/editor/unity_to_godot.rst:95 @@ -321,16 +321,16 @@ msgid "" "you can compose a whole scene with different scenes stored in different " "files." msgstr "" -"Godot的场景系统表面上类似于Unity.一个 ``关卡`` 由一组节点组成,每个节点都有其" -"自己的用途:Sprite、Mesh、Light等.但是,在Godot中,节点排列在一棵树中.每个节点可" -"以有多个子代,这使得每个子代都是主场景的一个子场景.这意味着您可以用存储在不同" -"文件中的不同场景组合成整个场景." +"Godot的场景系统表面上类似于Unity. 一个 ``关卡`` 由一组节点组成, 每个节点都有" +"其自己的用途:Sprite, Mesh, Light等. 但是, 在Godot中, 节点排列在一棵树中. 每个" +"节点可以有多个子代, 这使得每个子代都是主场景的一个子场景. 这意味着您可以用存" +"储在不同文件中的不同场景组合成整个场景." #: ../../docs/getting_started/editor/unity_to_godot.rst:98 msgid "" "For example, think of a platformer level. You would compose it with multiple " "elements:" -msgstr "例如,一个平台游戏的关卡.您可以用多个元素来组合它:" +msgstr "例如, 一个平台游戏的关卡. 您可以用多个元素来组合它:" #: ../../docs/getting_started/editor/unity_to_godot.rst:100 msgid "Bricks" @@ -357,17 +357,18 @@ msgid "" "the level: For example, you'd add a BoxCollider2D to all the elements of the " "scene so that they can collide. This principle is different in Godot." msgstr "" -"在Unity中,您将所有游戏对象(GameObjects)放置在场景中:游戏角色、敌人的多个实" -"例、到处都是用砖块构成关卡的地面,然后在关卡中放置的硬币的多个实例.然后,您将向" -"每个元素添加各种组件以链接它们并在关卡中添加逻辑:例如,您将 ``BoxCollider2D`` " -"添加到场景的所有元素,以便它们可以碰撞.这一理念在Godot中不同." +"在Unity中, 您将所有游戏对象(GameObjects)放置在场景中: 游戏角色, 敌人的多个实" +"例, 到处都是用砖块构成关卡的地面, 然后在关卡中放置的硬币的多个实例. 然后, 您" +"将向每个元素添加各种组件以链接它们并在关卡中添加逻辑: 例如, 您将 " +"``BoxCollider2D`` 添加到场景的所有元素, 以便它们可以碰撞. 这一理念在Godot中不" +"同." #: ../../docs/getting_started/editor/unity_to_godot.rst:110 msgid "" "In Godot, you would split your whole scene into three separate, smaller " "scenes, and instance them in the main scene." msgstr "" -"在Godot中,您将整个场景分为三个单独的较小的场景,并在主场景中对其进行实例化." +"在Godot中, 您将整个场景分为三个单独的较小的场景, 并在主场景中对其进行实例化." #: ../../docs/getting_started/editor/unity_to_godot.rst:112 msgid "**A scene for the Player alone.**" @@ -380,9 +381,9 @@ msgid "" "at least an AnimatedSprite node. This node contains the sprite textures " "necessary for various animations (for example, a walking animation)." msgstr "" -"将游戏角色视为我们要在不同父场景(例如 ``关卡`` 场景)中使用的元素.在我们的例子" -"中,游戏角色元素至少需要一个 ``AnimatedSprite`` 节点.该节点包含各种动画(例如," -"行走动画)所需的精灵纹理." +"将游戏角色视为我们要在不同父场景(例如 ``关卡`` 场景)中使用的元素. 在我们的例" +"子中, 游戏角色元素至少需要一个 ``AnimatedSprite`` 节点. 该节点包含各种动画(例" +"如, 行走动画)所需的精灵纹理." #: ../../docs/getting_started/editor/unity_to_godot.rst:116 msgid "**A scene for the Enemy.**" @@ -395,9 +396,9 @@ msgid "" "'AI' routines to generate the enemy's behavior) and the sprite textures used " "by the AnimatedSprite node." msgstr "" -"敌人也是我们想在多个场景中使用的元素.它与 ``Player`` 节点几乎相同.唯一的区别" -"是脚本(需要 ``AI`` 程序来生成敌人的行为)和 ``AnimatedSprite`` 节点使用的精灵" -"纹理不同." +"敌人也是我们想在多个场景中使用的元素. 它与 ``Player`` 节点几乎相同. 唯一的区" +"别是脚本(需要 ``AI`` 程序来生成敌人的行为)和 ``AnimatedSprite`` 节点使用的精" +"灵纹理不同." #: ../../docs/getting_started/editor/unity_to_godot.rst:122 msgid "**A Level scene.**" @@ -412,9 +413,9 @@ msgid "" "You can set different properties for each Enemy node (to change its color, " "for example)." msgstr "" -"关卡场景由砖块(用于平台),硬币(供玩家收集)和敌人场景的多个实例组成.每个实例都" -"是关卡场景树中的一个节点.这些实例是单独的敌人,最初具有在敌人场景中定义的共同" -"行为和外观.您可以为每个敌人节点设置不同的属性(例如,更改其颜色)." +"关卡场景由砖块(用于平台), 硬币(供玩家收集)和敌人场景的多个实例组成. 每个实例" +"都是关卡场景树中的一个节点. 这些实例是单独的敌人, 最初具有在敌人场景中定义的" +"共同行为和外观. 您可以为每个敌人节点设置不同的属性(例如, 更改其颜色)." #: ../../docs/getting_started/editor/unity_to_godot.rst:128 msgid "" @@ -425,10 +426,10 @@ msgid "" "\"Spatial\" (root type of all 3D-related nodes) or \"Control\" (root type of " "all GUI-related nodes)." msgstr "" -"4. **一个主场景** 主场景将由一个根节点以及2个子节点的组成:一个 ``Player`` 实" -"例节点和一个 ``Level`` 实例节点.根节点可以是任何东西,通常是 ``根(root)`` 类" -"型,例如最全局的 ``节点(Node)``、或 ``Node2D`` (所有与2D相关的节点的根类型)、" -"``Spatial`` (所有3D相关的节点)、或 ``Control`` (所有与GUI相关的节点的根类型)." +"4. **一个主场景** 主场景将由一个根节点以及2个子节点的组成: 一个 ``Player`` 实" +"例节点和一个 ``Level`` 实例节点. 根节点可以是任何东西, 通常是 ``根(root)`` 类" +"型, 例如最全局的 ``节点(Node)``, 或 ``Node2D`` (所有与2D相关的节点的根类型), " +"``Spatial`` (所有3D相关的节点), 或 ``Control`` (所有与GUI相关的节点的根类型)." #: ../../docs/getting_started/editor/unity_to_godot.rst:134 msgid "" @@ -439,10 +440,10 @@ msgid "" "collision types nodes, depending on the usage (see the :ref:`Physics " "introduction <doc_physics_introduction>`)." msgstr "" -"如您所见,每个场景都被组织成一棵树.节点的属性也是如此:您不会像Unity那样向节点 " -"*添加* 一个碰撞组件以使其可碰撞.相反,您可以使该节点创建一个 *子级* 节点,即具" -"有碰撞属性的新特定节点 .Godot根据用途使用各种碰撞类型节点(请参阅 :ref:`物理介" -"绍 <doc_physics_introduction>`)." +"如您所见, 每个场景都被组织成一棵树. 节点的属性也是如此: 您不会像Unity那样向节" +"点 *添加* 一个碰撞组件以使其可碰撞. 相反, 您可以使该节点创建一个 *子级* 节" +"点, 即具有碰撞属性的新特定节点 .Godot根据用途使用各种碰撞类型节点(请参阅 :" +"ref:`物理介绍 <doc_physics_introduction>`)." #: ../../docs/getting_started/editor/unity_to_godot.rst:139 msgid "" @@ -459,8 +460,8 @@ msgid "" "provides a number of nodes which are not clearly \"Game Objects\", but they " "provide their children with their own capabilities: this is inheritance." msgstr "" -"Godot的系统更接近众所周知的面向对象的范例:Godot提供了许多不明确的\"游戏对象" -"\"节点,但它们为子节点提供了自己的功能:这就是继承." +"Godot的系统更接近众所周知的面向对象的范例:Godot提供了许多不明确的 \"游戏对象" +"\" 节点, 但它们为子节点提供了自己的功能: 这就是继承." #: ../../docs/getting_started/editor/unity_to_godot.rst:142 msgid "" @@ -470,10 +471,10 @@ msgid "" "a child of any node. Putting multiple GameObjects in an empty GameObject in " "Unity does not provide the same functionality." msgstr "" -"Godot允许抽取一个场景的子树以使其成为它自己的场景.因此,如果场景树变得过深,则" -"可以将其拆分为较小的子树.这对于可重用性来说也很好,因为您可以将任何子树作为子" -"级包含在其他任何节点中.在Unity中,将多个 ``GameObject`` 放入空 ``GameObject`` " -"中不会提供相同的功能." +"Godot允许抽取一个场景的子树以使其成为它自己的场景. 因此, 如果场景树变得过深, " +"则可以将其拆分为较小的子树. 这对于可重用性来说也很好, 因为您可以将任何子树作" +"为子级包含在其他任何节点中. 在Unity中, 将多个 ``GameObject`` 放入空 " +"``GameObject`` 中不会提供相同的功能." #: ../../docs/getting_started/editor/unity_to_godot.rst:145 msgid "Project organization" @@ -483,7 +484,7 @@ msgstr "项目组织" msgid "" "There is no perfect project architecture. Any architecture can be made to " "work in either Unity and Godot." -msgstr "没有完美的项目架构.任何架构都可以在Unity和Godot中使用." +msgstr "没有完美的项目架构. 任何架构都可以在Unity和Godot中使用." #: ../../docs/getting_started/editor/unity_to_godot.rst:152 msgid "" @@ -491,9 +492,9 @@ msgid "" "folder in the root directory that contains various folders, one per type of " "asset: Audio, Graphics, Models, Materials, Scripts, Scenes, and so on." msgstr "" -"但是,Unity项目的通用架构是在根目录中有一个 ``Assets`` 文件夹,其中包含各种文件" -"夹,每种素材类型有一个文件夹:音频(Audio)、图形(Graphics)、模型(Models)、材质" -"(Materials)、脚本(Scripts)、场景(Scenes)等." +"但是,Unity项目的通用架构是在根目录中有一个 ``Assets`` 文件夹, 其中包含各种文" +"件夹, 每种素材类型有一个文件夹: 音频(Audio), 图形(Graphics), 模型(Models), 材" +"质(Materials), 脚本(Scripts), 场景(Scenes)等." #: ../../docs/getting_started/editor/unity_to_godot.rst:155 msgid "" @@ -502,8 +503,8 @@ msgid "" "project a bit differently. This wiki provides a page for this: :ref:" "`doc_project_organization`." msgstr "" -"由于Godot允许将场景拆分为较小的场景,在项目中,每个场景和子场景都作为文件存在," -"因此我们建议对项目进行一些不同的组织.该手册为此提供了一个页面: :ref:" +"由于Godot允许将场景拆分为较小的场景, 在项目中, 每个场景和子场景都作为文件存" +"在, 因此我们建议对项目进行一些不同的组织. 该手册为此提供了一个页面: :ref:" "`doc_project_organization`." #: ../../docs/getting_started/editor/unity_to_godot.rst:160 @@ -517,8 +518,8 @@ msgid "" "existence of its own, but all of them have the same properties as defined by " "the prefab." msgstr "" -"Unity提供的预制件是场景的 ``模板`` 元素.它是可重复使用的,并且场景中存在的预制" -"体的每个实例都有其自己的存在,但所有它们都具有与预制体所定义的相同的属性." +"Unity提供的预制件是场景的 ``模板`` 元素. 它是可重复使用的, 并且场景中存在的预" +"制体的每个实例都有其自己的存在, 但所有它们都具有与预制体所定义的相同的属性." #: ../../docs/getting_started/editor/unity_to_godot.rst:166 msgid "" @@ -530,10 +531,10 @@ msgid "" "instances. However, any change you make to the instance will not have any " "impact on the 'template' scene." msgstr "" -"Godot本身不提供预制件,但其场景系统提供了相同的功能:场景系统组织为一棵树.Godot" -"允许您将场景的任何子树保存为一个场景文件.然后,可以将这个新场景作为任意节点的" -"子节点实例化任意多次.您对此新的独立场景所做的任何更改都将应用于其实例.但是,您" -"对实例所做的任何更改都不会对 ``模板`` 场景产生任何影响." +"Godot本身不提供预制件, 但其场景系统提供了相同的功能: 场景系统组织为一棵树." +"Godot允许您将场景的任何子树保存为一个场景文件. 然后, 可以将这个新场景作为任意" +"节点的子节点实例化任意多次. 您对此新的独立场景所做的任何更改都将应用于其实" +"例. 但是, 您对实例所做的任何更改都不会对 ``模板`` 场景产生任何影响." #: ../../docs/getting_started/editor/unity_to_godot.rst:173 msgid "" @@ -546,11 +547,11 @@ msgid "" "add new children to every instance of your 'template' scene, then you should " "add them in the 'template' scene." msgstr "" -"确切地说,您可以在属性检查器面板中修改实例的参数.组成此实例的节点最初被锁定.如" -"果需要,可以通过右键点击场景树中的实例并在菜单中选择 ``可编辑子代`` 来解锁它" -"们.您无需执行此操作即可向该节点添加 *新的* 子节点.请记住,任何新的子项都将属于" -"该实例,而不是磁盘上的 ``模板`` 场景.如果要将新的子项添加到 ``模板`` 场景的每" -"个实例,则应将在 ``模板`` 场景中添加." +"确切地说, 您可以在属性检查器面板中修改实例的参数. 组成此实例的节点最初被锁" +"定. 如果需要, 可以通过右键点击场景树中的实例并在菜单中选择 ``可编辑子代`` 来" +"解锁它们. 您无需执行此操作即可向该节点添加 *新的* 子节点. 请记住, 任何新的子" +"项都将属于该实例, 而不是磁盘上的 ``模板`` 场景. 如果要将新的子项添加到 ``模板" +"`` 场景的每个实例, 则应将在 ``模板`` 场景中添加." #: ../../docs/getting_started/editor/unity_to_godot.rst:183 msgid "Glossary correspondence" @@ -570,7 +571,7 @@ msgstr "预制件(Prefab) -> 可重用的场景文件(Reusable Scene file)" #: ../../docs/getting_started/editor/unity_to_godot.rst:191 msgid "Scripting: GDScript, C# and Visual Script" -msgstr "编写脚本:GDScript、C# 和 Visual Script" +msgstr "编写脚本:GDScript, C# 和 Visual Script" #: ../../docs/getting_started/editor/unity_to_godot.rst:194 msgid "Design" @@ -581,7 +582,7 @@ msgid "" "Unity supports C#. C# benefits from its integration with Visual Studio and " "has desirable features such as static typing." msgstr "" -"Unity支持C#.C#受益于它与Visual Studio的集成,并具有理想的功能,例如静态类型." +"Unity支持C#.C#受益于它与Visual Studio的集成, 并具有理想的功能, 例如静态类型." #: ../../docs/getting_started/editor/unity_to_godot.rst:198 msgid "" @@ -594,12 +595,12 @@ msgid "" "take long to learn: Between one evening for an experienced programmer and a " "week for a complete beginner." msgstr "" -"Godot提供了自己的脚本语言, :ref:`GDScript <doc_scripting>`,以及对 :ref:" -"`Visual Script <toc-learn-scripting-visual_script>` 和 :ref:`C# " -"<doc_c_sharp>` 的支持.GDScript虽然从 Python 中借用了它的语法,但与它无关.如果" -"您想了解自定义脚本语言的原因,请阅读 :ref:`doc_gdscript` 和 :ref:`doc_faq` 页" -"面.GDScript与Godot API紧密相连,无需花太多时间即可学习:一个经验丰富的程序员的" -"一个晚上、一个完全的初学者的一周时间,即可学会." +"Godot提供了自己的脚本语言, :ref:`GDScript <doc_scripting>`, 以及对 :ref:" +"`Visual Script <toc-learn-scripting-visual_script>` 和 :ref:`C # " +"<doc_c_sharp>` 的支持.GDScript虽然从 Python 中借用了它的语法, 但与它无关. 如" +"果您想了解自定义脚本语言的原因, 请阅读 :ref:`doc_gdscript` 和 :ref:`doc_faq` " +"页面.GDScript与Godot API紧密相连, 无需花太多时间即可学习: 一个经验丰富的程序" +"员的一个晚上, 一个完全的初学者的一周时间, 即可学会." #: ../../docs/getting_started/editor/unity_to_godot.rst:204 msgid "" @@ -608,9 +609,9 @@ msgid "" "script so that it reacts to the player's controls, and another that controls " "its specific game logic." msgstr "" -"Unity允许您将任意数量的脚本附加到 GameObject 上.每个脚本都会向 GameObject 添" -"加一个行为:例如,您可以附加一个脚本,使其对玩家的控制做出反应,而另一个脚本则控" -"制其特定的游戏逻辑." +"Unity允许您将任意数量的脚本附加到 GameObject 上. 每个脚本都会向 GameObject 添" +"加一个行为: 例如, 您可以附加一个脚本, 使其对玩家的控制做出反应, 而另一个脚本" +"则控制其特定的游戏逻辑." #: ../../docs/getting_started/editor/unity_to_godot.rst:208 msgid "" @@ -619,32 +620,32 @@ msgid "" "need to attach more scripts to one node, then you may consider two " "solutions, depending on your scene and on what you want to achieve:" msgstr "" -"在Godot中,每个节点只能附加一个脚本.您可以使用外部GDScript文件,也可以将脚本直" -"接包含在节点中.如果需要将更多脚本附加到一个节点,则可以根据场景和要实现的目标" -"考虑两种解决方案:" +"在Godot中, 每个节点只能附加一个脚本. 您可以使用外部GDScript文件, 也可以将脚本" +"直接包含在节点中. 如果需要将更多脚本附加到一个节点, 则可以根据场景和要实现的" +"目标考虑两种解决方案:" #: ../../docs/getting_started/editor/unity_to_godot.rst:212 msgid "" "either add a new node between your target node and its current parent, then " "add a script to this new node." -msgstr "在目标节点与其当前父节点之间添加一个新节点,然后向该新节点添加脚本." +msgstr "在目标节点与其当前父节点之间添加一个新节点, 然后向该新节点添加脚本." #: ../../docs/getting_started/editor/unity_to_godot.rst:213 msgid "" "or, you can split your target node into multiple children and attach one " "script to each of them." -msgstr "或者,您可以将目标节点拆分为多个子节点,并在每个子节点上附加一个脚本." +msgstr "或者, 您可以将目标节点拆分为多个子节点, 并在每个子节点上附加一个脚本." #: ../../docs/getting_started/editor/unity_to_godot.rst:215 msgid "" "As you can see, it can be easy to turn a scene tree to a mess. Consider " "splitting any complicated scene into multiple, smaller branches." msgstr "" -"如您所见,将场景树变成一团糟很容易.考虑将任何复杂的场景分为多个较小的分支." +"如您所见, 将场景树变成一团糟很容易. 考虑将任何复杂的场景分为多个较小的分支." #: ../../docs/getting_started/editor/unity_to_godot.rst:218 msgid "Connections: groups and signals" -msgstr "连接:编组和信号" +msgstr "连接: 编组和信号" #: ../../docs/getting_started/editor/unity_to_godot.rst:220 msgid "" @@ -653,9 +654,9 @@ msgid "" "functions on all nodes in this group. See more in the :ref:`scripting " "documentation <doc_scripting_continued>`." msgstr "" -"您可以通过脚本访问节点以及在其上调用内置或用户定义的函数来控制节点.您还可以将" -"节点放在一个编组中,并在该编组中的所有节点上调用函数.有关更多信息,请参见 :ref:" -"`脚本文档 <doc_scripting_continued>`." +"您可以通过脚本访问节点以及在其上调用内置或用户定义的函数来控制节点. 您还可以" +"将节点放在一个编组中, 并在该编组中的所有节点上调用函数. 有关更多信息, 请参" +"见 :ref:`脚本文档 <doc_scripting_continued>`." #: ../../docs/getting_started/editor/unity_to_godot.rst:225 msgid "" @@ -664,9 +665,9 @@ msgid "" "are triggered. See more in the :ref:`signals documentation " "<doc_gdscript_signals>`." msgstr "" -"发生指定的操作时,节点可以发送信号.可以设置信号来调用任何函数.您可以定义自定义" -"信号并指定触发它们的时间.请参阅 :ref:`信号文档 <doc_gdscript_signals>` 中的更" -"多内容." +"发生指定的操作时, 节点可以发送信号. 可以设置信号来调用任何函数. 您可以定义自" +"定义信号并指定触发它们的时间. 请参阅 :ref:`信号文档 <doc_gdscript_signals>` " +"中的更多内容." #: ../../docs/getting_started/editor/unity_to_godot.rst:230 msgid "Script serialization" @@ -681,14 +682,14 @@ msgid "" "Implicit: All public fields in a class are automatically serialized if the " "type is a serializable type (``Dictionary`` is not serializable)." msgstr "" -"隐式:如果类型是可序列化的类型(``Dictionary`` 不可序列化),则类中的所有公共字段" -"都会自动进行序列化." +"隐式: 如果类型是可序列化的类型(``Dictionary`` 不可序列化), 则类中的所有公共字" +"段都会自动进行序列化." #: ../../docs/getting_started/editor/unity_to_godot.rst:235 msgid "" "Explicit: Non-public fields can be serialized using the ``[SerializeField]`` " "attribute." -msgstr "显式:可以使用 ``[SerializeField]`` 属性来序列化非公共字段." +msgstr "显式: 可以使用 ``[SerializeField]`` 属性来序列化非公共字段." #: ../../docs/getting_started/editor/unity_to_godot.rst:237 msgid "" @@ -698,10 +699,10 @@ msgid "" "`class_Array` and :ref:`class_Dictionary`) using the ``export`` keyword. See " "the :ref:`exports documentation <doc_gdscript_exports>` for details." msgstr "" -"Godot也具有内置脚本序列化系统,,但它仅显式工作.您可以使用 ``export`` 关键字序" -"列化任何可序列化的类型( :ref:`内置和各种引擎类型 " -"<doc_binary_serialization_api>`,包括 :ref:`class_Array` 和 :ref:" -"`class_Dictionary`).有关详细信息,请参见 :ref:`导出器文档 " +"Godot也具有内置脚本序列化系统,, 但它仅显式工作. 您可以使用 ``export`` 关键字" +"序列化任何可序列化的类型( :ref:`内置和各种引擎类型 " +"<doc_binary_serialization_api>`, 包括 :ref:`class_Array` 和 :ref:" +"`class_Dictionary`). 有关详细信息, 请参见 :ref:`导出器文档 " "<doc_gdscript_exports>`." #: ../../docs/getting_started/editor/unity_to_godot.rst:242 @@ -712,10 +713,10 @@ msgid "" "`class_Resource` will allow you to create custom serializable objects. More " "information about resources can be found :ref:`here <doc_resources>`." msgstr "" -"Unity还具有一个名为 ``ScriptableObject`` 的数据类型,用于序列化自定义素材对象." -"它在Godot中的等效项是所有资源的基类: :ref:`class_Resource`.创建一个继承了 :" -"ref:`class_Resource` 的脚本,将允许您创建自定义的可序列化对象.有关资源的更多信" -"息,请参见 :ref:`这里 <doc_resources>`." +"Unity还具有一个名为 ``ScriptableObject`` 的数据类型, 用于序列化自定义素材对" +"象. 它在Godot中的等效项是所有资源的基类: :ref:`class_Resource`. 创建一个继承" +"了 :ref:`class_Resource` 的脚本, 将允许您创建自定义的可序列化对象. 有关资源的" +"更多信息, 请参见 :ref:`这里 <doc_resources>`." #: ../../docs/getting_started/editor/unity_to_godot.rst:247 msgid "Using Godot in C++" @@ -728,13 +729,13 @@ msgid "" "consider Godot Engine's editor as a \"game\" written in C++ using the Godot " "API." msgstr "" -"Godot允许您使用其API直接使用C++开发项目,而这在Unity中目前是不可能的.例如,您可" -"以将Godot引擎的编辑器视为使用Godot API用C++编写的 ``游戏``." +"Godot允许您使用其API直接使用C++开发项目, 而这在Unity中目前是不可能的. 例如, " +"您可以将Godot引擎的编辑器视为使用Godot API用C++编写的 ``游戏``." #: ../../docs/getting_started/editor/unity_to_godot.rst:252 msgid "" "If you are interested in using Godot in C++, you may want to start reading " "the :ref:`Developing in C++ <doc_introduction_to_godot_development>` page." msgstr "" -"如果您对使用Godot时使用C++感兴趣,您可能想要开始阅读 :ref:`用C++开发 " +"如果您对使用Godot时使用C++感兴趣, 您可能想要开始阅读 :ref:`用C++开发 " "<doc_introduction_to_godot_development>` 页面." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index e9f7170780..5b56a4f867 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__ " "you can use to work on new or existing projects." msgstr "" -"从Godot 3.3开始,有一个 `Web editor<https://editor.godotengine.org/>`__ ,你可" -"以用它来处理新的或现有的项目." +"从Godot 3.3开始, 有一个 `Web editor<https://editor.godotengine.org/>`__ , 你" +"可以用它来处理新的或现有的项目." #: ../../docs/getting_started/editor/using_the_web_editor.rst:11 msgid "" @@ -35,8 +35,8 @@ msgid "" "sufficient for educational purposes, it is currently **not recommended for " "production work**. See :ref:`doc_using_the_web_editor_limitations` below." msgstr "" -"web编辑器正处于初步阶段.虽然其功能集可能足以满足教学目的,但目前 **不建议用于" -"生产工作** .见下文 :ref:`doc_using_the_web_editor_limitations` ." +"web编辑器正处于初步阶段. 虽然其功能集可能足以满足教学目的, 但目前 **不建议用" +"于生产工作** . 见下文 :ref:`doc_using_the_web_editor_limitations` ." #: ../../docs/getting_started/editor/using_the_web_editor.rst:16 msgid "Browser support" @@ -48,8 +48,8 @@ msgid "" "in turn required to support threading in the browser. The following desktop " "browsers support WebAssembly threading and can therefore run the web editor:" msgstr "" -"Web编辑器需要支持WebAssembly的SharedArrayBuffer.这也是支持浏览器中线程的必要" -"条件.以下桌面浏览器支持WebAssembly线程,因此可以运行Web编辑器:" +"Web编辑器需要支持WebAssembly的SharedArrayBuffer. 这也是支持浏览器中线程的必要" +"条件. 以下桌面浏览器支持WebAssembly线程, 因此可以运行Web编辑器:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:22 msgid "Chrome 68 or later" @@ -68,7 +68,7 @@ msgid "" "Opera and Safari are not supported yet. Safari may work in the future once " "proper threading support is added." msgstr "" -"目前还不支持Opera和Safari.一旦加入适当的线程支持,Safari可能会在未来支持." +"目前还不支持Opera和Safari. 一旦加入适当的线程支持,Safari可能会在未来支持." #: ../../docs/getting_started/editor/using_the_web_editor.rst:29 msgid "**Mobile browsers are currently not supported.**" @@ -80,8 +80,8 @@ msgid "" "is recommended for better performance and compatibility with old/low-end " "hardware." msgstr "" -"web编辑器支持GLES3和GLES2渲染器,不过为了更好的性能和对旧的低端硬件的兼容性,建" -"议使用GLES2." +"web编辑器支持GLES3和GLES2渲染器, 不过为了更好的性能和对旧的低端硬件的兼容性, " +"建议使用GLES2." #: ../../docs/getting_started/editor/using_the_web_editor.rst:36 msgid "" @@ -89,8 +89,8 @@ msgid "" "mozilla.org/show_bug.cgi?id=1010527>`__, it's recommended to use a Chromium-" "based browser instead of Firefox." msgstr "" -"如果你使用的是Linux,由于 `火狐WebGL性能差<https://bugzilla.mozilla.org/" -"show_bug.cgi?id=1010527>`__ ,建议使用基于Chromium的浏览器而不是火狐." +"如果你使用的是Linux, 由于 `火狐WebGL 性能差 <https://bugzilla.mozilla.org/" +"show_bug.cgi?id=1010527>`__ , 建议使用基于Chromium的浏览器而不是火狐." #: ../../docs/getting_started/editor/using_the_web_editor.rst:43 msgid "Limitations" @@ -100,7 +100,7 @@ msgstr "限制" msgid "" "Due to limitations on the Godot or Web platform side, the following features " "are currently missing:" -msgstr "由于受到Godot或Web平台端的限制,目前缺少以下功能:" +msgstr "由于受到Godot或Web平台端的限制, 目前缺少以下功能:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:48 msgid "No C#/Mono support." @@ -116,13 +116,13 @@ msgid "" "using **Project > Tools > Download Project Source** and export it using a " "`native version of the Godot editor <https://godotengine.org/download>`__." msgstr "" -"没有项目导出.作为一种解决办法,你可以使用 **Project > Tools > Download " -"Project Source** [项目 > 工具 > 下载项目源],然后使用 `原生版本的Godot编辑器" -"<https://godotengine.org/download>`__ 导出." +"没有项目导出. 作为一种解决办法, 你可以使用 **Project > Tools > Download " +"Project Source** [项目 > 工具 > 下载项目源], 然后使用 `原生版本的Godot 编辑" +"器 <https://godotengine.org/download>`__ 导出." #: ../../docs/getting_started/editor/using_the_web_editor.rst:53 msgid "The editor won't warn you when closing the tab with unsaved changes." -msgstr "当关闭带有未保存更改的选项卡时,编辑器不会警告您." +msgstr "当关闭带有未保存更改的选项卡时, 编辑器不会警告您." #: ../../docs/getting_started/editor/using_the_web_editor.rst:54 msgid "" @@ -130,14 +130,14 @@ msgid "" "were baked with a native version of the Godot editor (e.g. by importing an " "existing project)." msgstr "" -"不支持光照贴图烘焙.您仍然可以使用现有的光照贴图,如果它们是用本地版本的Godot编" -"辑器烘焙的(例如,通过导入现有的项目)." +"不支持光照贴图烘焙. 您仍然可以使用现有的光照贴图, 如果它们是用本地版本的Godot" +"编辑器烘焙的(例如, 通过导入现有的项目)." #: ../../docs/getting_started/editor/using_the_web_editor.rst:58 msgid "" "The following features are unlikely to be supported due to inherent " "limitations of the Web platform:" -msgstr "由于Web平台的固有局限,不太可能支持以下功能:" +msgstr "由于Web平台的固有局限, 不太可能支持以下功能:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:61 msgid "No support for external script editors." @@ -153,9 +153,9 @@ msgid "" "github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform" "%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs." msgstr "" -"参见GitHub上与网页编辑器相关的 `公开问题列表<https://github.com/godotengine/" +"参见GitHub上与网页编辑器相关的 `公开问题列表 <https://github.com/godotengine/" "godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic" -"%3Aeditor>`__ ,了解已知的bug列表." +"%3Aeditor>`__ , 了解已知的bug列表." #: ../../docs/getting_started/editor/using_the_web_editor.rst:70 msgid "Importing a project" @@ -163,7 +163,7 @@ msgstr "导入项目" #: ../../docs/getting_started/editor/using_the_web_editor.rst:72 msgid "To import an existing project, the current process is as follows:" -msgstr "要导入一个现有的项目,目前的流程如下:" +msgstr "要导入一个现有的项目, 目前的流程如下:" #: ../../docs/getting_started/editor/using_the_web_editor.rst:74 msgid "" @@ -179,8 +179,8 @@ msgid "" "should appear after 10-20 seconds. On slower machines or connections, " "loading may take up to a minute." msgstr "" -"点击**Start Godot editor** [启动Godot编辑器]来运行编辑器.10-20秒后应出现Godot" -"项目管理器.在较慢的机器或连接中,加载可能需要一分多钟." +"点击 **Start Godot editor** [启动Godot编辑器]来运行编辑器.10-20秒后应出现" +"Godot项目管理器. 在较慢的机器或连接中, 加载可能需要一分多钟." #: ../../docs/getting_started/editor/using_the_web_editor.rst:79 msgid "" @@ -188,12 +188,12 @@ msgid "" "the folder to create then click the **Create Folder** button (it doesn't " "have to match the ZIP archive's name)." msgstr "" -"在窗口中间出现的对话框中,为要创建的文件夹指定一个名称,然后单击 **Create " +"在窗口中间出现的对话框中, 为要创建的文件夹指定一个名称, 然后单击 **Create " "Folder** [创建文件夹]按钮(不必与ZIP存档的名称相一致)." #: ../../docs/getting_started/editor/using_the_web_editor.rst:82 msgid "Click **Install & Edit** and the project will open in the editor." -msgstr "点击 **Install & Edit** [安装与编辑],项目将在编辑器中打开." +msgstr "点击 **Install & Edit** [安装与编辑], 项目将在编辑器中打开." #: ../../docs/getting_started/editor/using_the_web_editor.rst:86 msgid "" @@ -201,16 +201,16 @@ msgid "" "If your project folder is placed outside ``/home/web_user/``, you will lose " "your project when closing the editor!" msgstr "" -"将项目文件夹放在 ``/home/web_user/`` 中很重要.如果你的项目文件夹放在 ``/home/" -"web_user/`` 之外,当你关闭编辑器时,将失去项目!" +"将项目文件夹放在 ``/home/web_user/`` 中很重要. 如果你的项目文件夹放在 ``/" +"home/web_user/`` 之外, 当你关闭编辑器时, 将失去项目!" #: ../../docs/getting_started/editor/using_the_web_editor.rst:90 msgid "" "When you follow the steps described above, the project folder will always be " "located in ``/home/web_user/projects``, keeping it safe." msgstr "" -"当你按照上述步骤操作时,项目文件夹将始终位于 ``/home/web_user/projects`` 中,以" -"保证其安全." +"当你按照上述步骤操作时, 项目文件夹将始终位于 ``/home/web_user/projects`` 中, " +"以保证其安全." #: ../../docs/getting_started/editor/using_the_web_editor.rst:94 msgid "Editing and running a project" @@ -223,9 +223,9 @@ msgid "" "project. Instead, when you run the project by clicking the Run button or " "pressing :kbd:`F5`, it will appear to \"replace\" the editor window." msgstr "" -"与原生版本的Godot不同,web编辑器只限于一个窗口.因此,当运行项目时,它不能打开一" -"个新窗口.当你通过点击运行按钮或按 :kbd:`F5` 运行项目时,它将出现 \"替换\" 编辑" -"器窗口." +"与原生版本的Godot不同,web编辑器只限于一个窗口. 因此, 当运行项目时, 它不能打开" +"一个新窗口. 当你通过点击运行按钮或按 :kbd:`F5` 运行项目时, 它将出现 \"替换\" " +"编辑器窗口." #: ../../docs/getting_started/editor/using_the_web_editor.rst:101 msgid "" @@ -234,9 +234,9 @@ msgid "" "**Game** tabs using the buttons on the top. You can also close the running " "game or editor by clicking the **×** button next to those tabs." msgstr "" -"web编辑器提供了另一种处理编辑器和游戏窗口的方式(现在是 \"选项卡\" ).您可以使" -"用顶部的按钮在 **编辑器** 和 **游戏** 选项卡之间切换.您也可以通过点击这些选项" -"卡旁边的 **×** 按钮来关闭正在运行的游戏或编辑器." +"web编辑器提供了另一种处理编辑器和游戏窗口的方式(现在是 \"选项卡\" ). 您可以使" +"用顶部的按钮在 **编辑器** 和 **游戏** 选项卡之间切换. 您也可以通过点击这些选" +"项卡旁边的 **×** 按钮来关闭正在运行的游戏或编辑器." #: ../../docs/getting_started/editor/using_the_web_editor.rst:107 msgid "Where are my project files?" @@ -248,8 +248,8 @@ msgid "" "to the browser's IndexedDB storage. This storage isn't accessible as a " "regular folder on your machine, but is abstracted away in a database." msgstr "" -"由于浏览器的安全限制,编辑器会将项目文件保存到浏览器的IndexedDB存储中.这个存储" -"在你的机器上并不能以普通文件夹的形式访问,而是被抽象在数据库中." +"由于浏览器的安全限制, 编辑器会将项目文件保存到浏览器的IndexedDB存储中. 这个存" +"储在你的机器上并不能以普通文件夹的形式访问, 而是被抽象在数据库中." #: ../../docs/getting_started/editor/using_the_web_editor.rst:113 msgid "" @@ -259,8 +259,8 @@ msgid "" "exporting from the web editor isn't supported yet." msgstr "" "您可以通过 **Project > Tools > Download Project Source** [项目 > 工具 > 下载" -"项目源文件],将项目文件下载为ZIP档案.这可以用来使用 `原生Godot编辑器<https://" -"godotengine.org/download>`__ 导出项目,因为还不支持从web编辑器导出." +"项目源文件], 将项目文件下载为ZIP档案. 这可以用来使用 `原生Godot 编辑器 " +"<https://godotengine.org/download>`__ 导出项目, 因为还不支持从web编辑器导出." #: ../../docs/getting_started/editor/using_the_web_editor.rst:118 msgid "" @@ -270,5 +270,5 @@ msgid "" "isn't implemented yet." msgstr "" "将来可能会使用 `HTML5 FileSystem API <https://developer.mozilla.org/en-US/" -"docs/Web/API/FileSystem>`__ 来将项目文件存储在用户的文件系统中,就像本地编辑器" -"那样,然而,这还没有实现." +"docs/Web/API/FileSystem>`__ 来将项目文件存储在用户的文件系统中, 就像本地编辑" +"器那样, 然而, 这还没有实现." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index d957ff740e..eb34985fd4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "issues on the `documentation GitHub page <https://github.com/godotengine/" "godot-docs/issues>`_." msgstr "" -"C#支持是3.0版本的一项新功能.因此,您仍然可能会遇到一些问题,或是发现文档中某些" -"需要改进的地方.请在 `引擎 GitHub 页面 <https://github.com/godotengine/godot/" -"issues>`_ 上报告Godot中C#的问题,并在 `文档 GitHub 页面 <https://github.com/" -"godotengine/godot-docs/issues>`_ 上报告任何文档问题." +"C#支持是3.0版本的一项新功能. 因此, 您仍然可能会遇到一些问题, 或是发现文档中某" +"些需要改进的地方. 请在 `引擎 GitHub 页面 <https://github.com/godotengine/" +"godot/issues>`_ 上报告Godot中C#的问题, 并在 `文档 GitHub 页面 <https://" +"github.com/godotengine/godot-docs/issues>`_ 上报告任何文档问题." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17 msgid "" @@ -47,10 +47,10 @@ msgid "" "between the C# and the GDScript API <doc_c_sharp_differences>` and (re)visit " "the :ref:`Scripting section <doc_scripting>` of the step-by-step tutorial." msgstr "" -"这个页面简单介绍了C#是什么,以及如何在Godot中使用C#.然后,您可能想看看 :ref:`如" -"何使用特定功能 <doc_c_sharp_features>`,阅读有关 :ref:`C#和GDScript API之间的" -"差异 <doc_c_sharp_differences>` 并(重新)访问逐步教程的 :ref:`编写脚本部分 " -"<doc_scripting>`." +"这个页面简单介绍了C#是什么, 以及如何在Godot中使用C#. 然后, 您可能想看看 :ref:" +"`如何使用特定功能 <doc_c_sharp_features>`, 阅读有关 :ref:`C#和GDScript API 之" +"间的差异 <doc_c_sharp_differences>` 并(重新)访问逐步教程的 :ref:`编写脚本部" +"分 <doc_scripting>`." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24 msgid "" @@ -62,10 +62,10 @@ msgid "" "www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono " "documentation." msgstr "" -"C#是由Microsoft开发的一种高级编程语言.在Godot中,它是使用Mono 6.x .NET框架实现" -"的,其中包括对C# 8.0的完全支持.Mono是Microsoft .NET Framework的开源实现,基于C#" -"的ECMAC标准和公共语言运行时.检查其功能的一个很好的起点是Mono文档中的 `兼容性 " -"<http://www.mono-project.com/docs/about-mono/compatibility/>`_ 页面." +"C#是由Microsoft开发的一种高级编程语言. 在Godot中, 它是使用Mono 6.x .NET框架实" +"现的, 其中包括对C# 8.0的完全支持.Mono是Microsoft .NET Framework的开源实现, 基" +"于C#的ECMAC标准和公共语言运行时. 检查其功能的一个很好的起点是Mono文档中的 `兼" +"容性 <http://www.mono-project.com/docs/about-mono/compatibility/>`_ 页面." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32 msgid "" @@ -74,9 +74,9 @@ msgid "" "guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_ or look for a " "suitable introduction elsewhere." msgstr "" -"这 **不是** 一个关于C#语言整体的全面教程.如果您还不熟悉其语法或功能,请参阅 " -"`Microsoft C#指南 <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_ 或" -"在其他地方寻找合适的介绍." +"这 **不是** 一个关于C#语言整体的全面教程. 如果您还不熟悉其语法或功能, 请参阅 " +"`Microsoft C #指南 <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_ " +"或在其他地方寻找合适的介绍." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 msgid "Setting up C# for Godot" @@ -99,8 +99,8 @@ msgid "" "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, " "except it is required if you are building the engine from source." msgstr "" -"从Godot 3.2.3开始,安装Mono SDK不再是一个要求,除非你是从源码开始构建引擎,则需" -"要安装Mono SDK." +"从Godot 3.2.3开始, 安装Mono SDK不再是一个要求, 除非你是从源码开始构建引擎, 则" +"需要安装Mono SDK." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "" @@ -111,16 +111,16 @@ msgid "" "in the Mono SDK, but it can't build C# projects with the new ``csproj`` " "format, therefore .NET Core SDK is required for Godot 3.2.3+." msgstr "" -"Godot捆绑了运行已经编译好的游戏所需的Mono部分,但Godot不包括构建和编译游戏所需" -"的工具,如MSBuild,这些工具需要单独安装.所需工具包含在.NET Core SDK中.MSBuild也" -"包含在Mono SDK中,但它不能用新的 ``csproj``格式来构建C#项目,因此Godot 3.2.3+需" -"要使用.NET Core SDK." +"Godot捆绑了运行已经编译好的游戏所需的Mono部分, 但Godot不包括构建和编译游戏所" +"需的工具, 如MSBuild, 这些工具需要单独安装. 所需工具包含在.NET Core SDK中. " +"MSBuild也包含在Mono SDK中, 但它不能用新的 ``csproj`` 格式来构建C#项目, 因此" +"Godot 3.2.3+需要使用.NET Core SDK." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 msgid "" "In summary, you must have installed .NET Core SDK **and** the Mono-enabled " "version of Godot." -msgstr "综上所述,你必须安装了.NET Core SDK **和** 支持Mono的Godot版本." +msgstr "综上所述, 你必须安装了.NET Core SDK **和** 支持Mono的Godot版本." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62 msgid "Additional notes" @@ -130,7 +130,7 @@ msgstr "补充说明" msgid "" "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" "bit version of Godot." -msgstr "如果您使用64位版本的Godot,请务必安装64位版本的SDK." +msgstr "如果您使用64位版本的Godot, 请务必安装64位版本的SDK." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 msgid "" @@ -139,8 +139,8 @@ msgid "" "follow the steps to enable Mono support in your build as outlined in the :" "ref:`doc_compiling_with_mono` page." msgstr "" -"如果你是从源码编译Godot,请安装最新的稳定版 `Mono <https://www.mono-project." -"com/download/stable/>`__ ,并确保按照 :ref:`doc_compiling_with_mono` 页面中概" +"如果你是从源码编译Godot, 请安装最新的稳定版 `Mono <https://www.mono-project." +"com/download/stable/>`__ , 并确保按照 :ref:`doc_compiling_with_mono` 页面中概" "述的步骤在构建中启用Mono支持." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73 @@ -157,11 +157,11 @@ msgid "" "Under **Mono**, click on **Editor**, and select your external editor of " "choice. Godot currently supports the following external editors:" msgstr "" -"Godot内置的脚本编辑器对C#的支持是最小的.考虑使用外部IDE或编辑器,如 `Visual " -"Studio Code <https://code.visualstudio.com/>`__ 或MonoDevelop.这些都为C#提供" -"了自动完成、调试和其他有用的功能.要在Godot中选择一个外部编辑器,点击 **Editor " -"→ Editor Settings** ,向下滚动到 **Mono** .在 **Mono** 下,点击 **Editor** ,然" -"后选择您的外部编辑器.Godot目前支持以下外部编辑器:" +"Godot内置的脚本编辑器对C#的支持是最小的. 考虑使用外部IDE或编辑器, 如 `Visual " +"Studio Code <https://code.visualstudio.com/>`__ 或MonoDevelop. 这些都为C#提供" +"了自动完成, 调试和其他有用的功能. 要在Godot中选择一个外部编辑器, 点击 " +"**Editor → Editor Settings** , 向下滚动到 **Mono** . 在 **Mono** 下, 点击 " +"**Editor** , 然后选择您的外部编辑器.Godot目前支持以下外部编辑器:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84 msgid "Visual Studio 2019" @@ -187,14 +187,14 @@ msgstr "JetBrains Rider" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90 msgid "See the following sections for how to configure an external editor:" -msgstr "关于如何配置外部编辑器,请参见以下章节:" +msgstr "关于如何配置外部编辑器, 请参见以下章节:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`JetBrains Rider <https://www.jetbrains.com/rider/download>`__." msgstr "" -"阅读完 \"预备知识\" 部分,就可以下载安装 `JetBrains Rider <https://www." +"阅读完 \"预备知识\" 部分, 就可以下载安装 `JetBrains Rider <https://www." "jetbrains.com/rider/download>`__ ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 @@ -211,7 +211,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101 msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**." -msgstr "设置 **Mono** -> **Builds** -> **Build Tool** 为 **dotnet CLI**." +msgstr "设置 **Mono** -> **Builds** -> **Build Tool** 为 **dotnet CLI** ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103 msgid "In Rider:" @@ -219,7 +219,7 @@ msgstr "在Rider中:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 msgid "Set **MSBuild version** to **.NET Core**." -msgstr "设置 **MSBuild version** 为 **.NET Core**." +msgstr "设置 **MSBuild version** 为 **.NET Core** ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 msgid "Install the **Godot support** plugin." @@ -231,14 +231,15 @@ msgid "" "`Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS " "Code)." msgstr "" -"看完 \"预备知识\" 部分,就可以下载安装 `Visual Studio Code <https://code." +"看完 \"预备知识\" 部分, 就可以下载安装 `Visual Studio Code <https://code." "visualstudio.com/download>`__ (又名VS Code)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116 msgid "" "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**." msgstr "" -"设置 **Mono** -> **Editor** -> **External Editor** 为 **Visual Studio Code**." +"设置 **Mono** -> **Editor** -> **External Editor** 为 **Visual Studio " +"Code** ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 msgid "In Visual Studio Code:" @@ -249,17 +250,16 @@ msgid "" "Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-" "dotnettools.csharp>`__ extension." msgstr "" -"安装 `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools." -"csharp>`__ 扩展." +"安装 `C # <https://marketplace.visualstudio.com/items?itemName=ms-" +"dotnettools.csharp>`__ 扩展." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 -#, fuzzy msgid "" "Install the `Mono Debug <https://marketplace.visualstudio.com/items?" "itemName=ms-vscode.mono-debug>`__ extension." msgstr "" -"安装 `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools." -"csharp>`__ 扩展." +"安装 `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-" +"vscode.mono-debug>`__ 扩展。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 msgid "" @@ -270,17 +270,15 @@ msgstr "" "itemName=neikeq.godot-csharp-vscode>`__ 扩展." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 -#, fuzzy msgid "" "To configure a project for debugging open the Godot project folder in VS " "Code. Go to the Run tab and click on **create a launch.json file**. Select " "**C# Godot** from the dropdown menu. Now, when you start the debugger in VS " "Code your Godot project will run." msgstr "" -"要配置调试,打开Visual Studio Code,从微软下载Mono Debug扩展和由Ignacio制作的" -"Godot扩展.然后在VS Code中打开Godot项目文件夹.进入 \"运行 \"选项卡,点击 **创建" -"launch.json文件** .从下拉菜单中选择 **C# Godot** .现在,当你在VS Code中启动调" -"试器时,你的Godot项目将会运行." +"要配置一个用于调试的项目,在VS Code中打开Godot项目文件夹。进入运行选项卡,点" +"击 **创建 launch.json文件** 。从下拉菜单中选择 **C# Godot** 。那么,当你在VS " +"Code中启动调试器时,你的Godot项目将运行。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 msgid "Visual Studio (Windows only)" @@ -294,12 +292,12 @@ msgid "" "to manually install the things listed in the \"Prerequisites\" section." msgstr "" "下载并安装最新版本的 `Visual Studio <https://visualstudio.microsoft.com/" -"downloads/>`__ .如果你选择了正确的工作负载,Visual Studio将包含所需的SDK,所以" -"你不需要手动安装 \"预先告知\"部分列出的内容." +"downloads/>`__ . 如果你选择了正确的工作负载,Visual Studio将包含所需的SDK, 所" +"以你不需要手动安装 \"预先告知\" 部分列出的内容." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 msgid "While installing Visual Studio, select these workloads:" -msgstr "在安装Visual Studio时,选择这些工作负载:" +msgstr "在安装Visual Studio时, 选择这些工作负载:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 msgid "Mobile development with .NET" @@ -312,7 +310,7 @@ msgstr ".NET Core跨平台开发" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." msgstr "" -"设置 **Mono** -> **Editor** -> **External Editor** 为 **Visual Studio**." +"设置 **Mono** -> **Editor** -> **External Editor** 为 **Visual Studio** ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 msgid "" @@ -321,6 +319,9 @@ msgid "" "releases>`__. Double click on the downloaded file and follow the " "installation process." msgstr "" +"接下来,你需要从github `here <https://github.com/godotengine/godot-csharp-" +"visualstudio/releases>`__ 下载Godot Visual Studio扩展。双击下载的文件,并按照" +"安装过程进行安装。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" @@ -332,8 +333,8 @@ msgid "" "option when selecting **Attach Script** in the context menu of a node in " "your scene:" msgstr "" -"成功为Godot设置C#之后,在场景的节点的上下文菜单中选择 ``附加脚本`` 时,应该看到" -"以下选项:" +"成功为Godot设置C#之后, 在场景的节点的上下文菜单中选择 ``附加脚本`` 时, 应该看" +"到以下选项:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159 msgid "" @@ -343,9 +344,10 @@ msgid "" "documentation still lack C# examples, most concepts can be transferred " "easily from GDScript." msgstr "" -"请注意,虽然在某些细节上有所差别,使用C#编写代码时,大多数概念的工作方式是相通" -"的.如果您是刚接触Godot的新手,此时您可能需要按照以下教程 :ref:`doc_scripting`." -"虽然在文档中缺乏详细的C#示例,但大部分概念都能够在GDScript轻松地阐述清楚." +"请注意, 虽然在某些细节上有所差别, 使用C#编写代码时, 大多数概念的工作方式是相" +"通的. 如果您是刚接触Godot的新手, 此时您可能需要按照以下教程 :ref:" +"`doc_scripting`. 虽然在文档中缺乏详细的C#示例, 但大部分概念都能够在GDScript轻" +"松地阐述清楚." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:166 msgid "Project setup and workflow" @@ -362,12 +364,12 @@ msgid "" "troubleshooting, it can sometimes help to delete the ``.mono`` folder and " "let it regenerate." msgstr "" -"当您创建第一个C#脚本时,Godot会为您的Godot项目初始化C#项目文件.这包括生成C#解" -"决方案( ``.sln`` )和项目文件( ``.csproj`` ),以及一些实用程序文件和文件夹" -"( ``Properties/AssemblyInfo.cs`` 和 ``.mono``).除了 ``.mono`` 之外的所有这些" -"都很重要,应该被保存在您的版本控制系统中.而 ``.mono`` 可以安全地添加到VCS的忽" -"略列表中.在进行故障排除时,删除 ``.mono`` 文件夹并让它重新生成,有时可能会有所" -"帮助." +"当您创建第一个C#脚本时,Godot会为您的Godot项目初始化C#项目文件. 这包括生成C#解" +"决方案( ``.sln`` )和项目文件( ``.csproj`` ), 以及一些实用程序文件和文件夹" +"( ``Properties/AssemblyInfo.cs`` 和 ``.mono``). 除了 ``.mono`` 之外的所有这些" +"都很重要, 应该被保存在您的版本控制系统中. 而 ``.mono`` 可以安全地添加到VCS的" +"忽略列表中. 在进行故障排除时, 删除 ``.mono`` 文件夹并让它重新生成, 有时可能会" +"有所帮助." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:178 msgid "Example" @@ -376,7 +378,7 @@ msgstr "示例" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:180 msgid "" "Here's a blank C# script with some comments to demonstrate how it works." -msgstr "这是一个空白的C#脚本,带有一些注释,以演示其工作方式." +msgstr "这是一个空白的C#脚本, 带有一些注释, 以演示其工作方式." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207 msgid "" @@ -386,9 +388,9 @@ msgid "" "class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:" "`@GlobalScope <class_@globalscope>`." msgstr "" -"如您所见,通常在GDScript中的全局作用域内的函数(如Godot的 ``print`` 函数)可在 " -"``GD`` 类中使用,该类是 ``Godot`` 命名空间的一部分.有关 ``GD`` 类中方法的列表," -"请参见 :ref:`@GDScript <class_@gdscript>` 和 :ref:`@GlobalScope " +"如您所见, 通常在GDScript中的全局作用域内的函数(如Godot的 ``print`` 函数)可在 " +"``GD`` 类中使用, 该类是 ``Godot`` 命名空间的一部分. 有关 ``GD`` 类中方法的列" +"表, 请参见 :ref:`@GDScript <class_@gdscript>` 和 :ref:`@GlobalScope " "<class_@globalscope>` 的类参考页." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214 @@ -398,8 +400,8 @@ msgid "" "and won't be able to run the scene: *\"Cannot find class XXX for script " "res://XXX.cs\"*" msgstr "" -"请记住,您希望附加到节点上的类应与 ``.cs`` 文件具有相同的名称.否则,您将收到以" -"下错误,并且将无法运行场景: *\"无法找到类XXX,对应脚本res://XXX.cs\"*" +"请记住, 您希望附加到节点上的类应与 ``.cs`` 文件具有相同的名称. 否则, 您将收到" +"以下错误, 并且将无法运行场景: *\"无法找到类XXX, 对应脚本res://XXX.cs\"*" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220 msgid "General differences between C# and GDScript" @@ -412,16 +414,15 @@ msgid "" "properties. In general, the C# Godot API strives to be as idiomatic as is " "reasonably possible." msgstr "" -"C#API使用 ``PascalCase`` 而不是GDScript / C++中使用的 ``snake_case`` .在可能" -"的情况下,字段和getters/setters已转换为属性.一般来说,C#Godot API一贯力求尽可能" -"合理." +"C#API使用 ``PascalCase`` 而不是GDScript / C++中使用的 ``snake_case`` . 在可能" +"的情况下, 字段和getters/setters已转换为属性. 一般来说,C#Godot API一贯力求尽可" +"能合理." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226 msgid "For more information, see the :ref:`doc_c_sharp_differences` page." -msgstr "有关更多信息,请参见 :ref:`doc_c_sharp_differences` 页面." +msgstr "有关更多信息, 请参见 :ref:`doc_c_sharp_differences` 页面." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 -#, fuzzy msgid "" "You need to (re)build the project assemblies whenever you want to see new " "exported variables or signals in the editor. This build can be manually " @@ -429,15 +430,15 @@ msgid "" "editor. You can also click **Mono** at the bottom of the editor window to " "reveal the Mono panel, then click the **Build Project** button." msgstr "" -"每当您想在编辑器中查看新的导出变量或信号时,都需要(重新)构建项目程序集.可以通" -"过单击编辑器窗口底部的 ** Mono ** 单词以显示Mono面板,然后单击 ** Build " -"Project ** 按钮来手动触发此构建." +"每当你想在编辑器中看到新导出的变量或信号时,你都需要重新构建项目。这种构建可" +"以通过点击编辑器右上角的 **Build** 来手动触发。你也可以点击编辑器窗口底部的 " +"**Mono** 来显示Mono面板,然后点击 **Build Project** 按钮。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 msgid "" "You will also need to rebuild the project assemblies to apply changes in " "\"tool\" scripts." -msgstr "你还需要重新构建项目集,以应用 \"工具 \"脚本中的更改." +msgstr "你还需要重新构建项目集, 以应用 \"工具\" 脚本中的更改." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240 msgid "Current gotchas and known issues" @@ -451,27 +452,27 @@ msgid "" "a look over the official `issue tracker for Mono issues <https://github.com/" "godotengine/godot/labels/topic%3Amono>`_." msgstr "" -"由于C#支持对Godot来说是比较新,因此仍有一些成长的痛苦和事情需要解决.以下是在" -"Godot中使用C#时应注意的最重要问题的列表,但是如果有疑问,还可以查看官方的 `Mono" -"问题的问题追踪器 <https://github.com/godotengine/godot/labels/topic" +"由于C#支持对Godot来说是比较新, 因此仍有一些成长的痛苦和事情需要解决. 以下是在" +"Godot中使用C#时应注意的最重要问题的列表, 但是如果有疑问, 还可以查看官方的 " +"`Mono 问题的问题追踪器 <https://github.com/godotengine/godot/labels/topic" "%3Amono>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 msgid "" "Writing editor plugins is possible, but it is currently quite convoluted." -msgstr "编写编辑器插件是可能的,但是目前相当复杂." +msgstr "编写编辑器插件是可能的, 但是目前相当复杂." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249 msgid "" "State is currently not saved and restored when hot-reloading, with the " "exception of exported variables." -msgstr "热重载时,当前状态不被保存和恢复,导出变量除外." +msgstr "热重载时, 当前状态不被保存和恢复, 导出变量除外." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251 msgid "" "Attached C# scripts should refer to a class that has a class name that " "matches the file name." -msgstr "附加C#脚本需要引用一个类,该类名需要匹配其文件名." +msgstr "附加C#脚本需要引用一个类, 该类名需要匹配其文件名." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:253 msgid "" @@ -482,10 +483,10 @@ msgid "" "is expecting the original ``snake_case`` version ``add_child``. However, you " "can use any custom properties or methods without this limitation." msgstr "" -"``Get()``/``Set()``、``Call()``/``CallDeferred()`` 等方法,以及信号连接方法 " -"``Connect()`` 都依赖于Godot的 ``snake_case`` API命名规范.所以, " -"``CallDeferred(\"AddChild\")`` 无法调用 ``AddChild`` ,因为API需要原始 " -"``snake_case`` 版本的 ``add_child`` .不过,自定义属性和方法没有此限制." +"``Get()``/``Set()``, ``Call()``/``CallDeferred()`` 等方法, 以及信号连接方法 " +"``Connect()`` 都依赖于Godot的 ``snake_case`` API命名规范. 所以, " +"``CallDeferred(\"AddChild\")`` 无法调用 ``AddChild`` , 因为API需要原始 " +"``snake_case`` 版本的 ``add_child`` . 不过, 自定义属性和方法没有此限制." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261 msgid "" @@ -493,8 +494,8 @@ msgid "" "and macOS), Android, HTML5, and iOS. The only platform not supported yet is " "UWP." msgstr "" -"导出Mono项目支持桌面平台(Linux、Windows和macOS)、Android、HTML5和iOS,唯一还不" -"支持的平台是UWP." +"导出Mono项目支持桌面平台(Linux, Windows和macOS), Android, HTML5和iOS, 唯一还" +"不支持的平台是UWP." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Performance of C# in Godot" @@ -512,7 +513,7 @@ msgid "" msgstr "" "根据一些初步的 `基准测试 <https://github.com/cart/godot3-bunnymark>`_ ,C#在" "Godot中的性能——虽然通常处于相同的数量级——但在某些天真的情况下大约是使用" -"GDScript的 **~4×**。C++仍然要快一些; 具体情况将根据您的用例而有所不同。对于" +"GDScript的 **~4×** 。C++仍然要快一些; 具体情况将根据您的用例而有所不同。对于" "大多数常规脚本工作负载而言,GDScript可能足够快。C#速度更快,但与Godot通信时需" "要进行一些昂贵的编组(marshalling)。" @@ -527,15 +528,16 @@ msgid "" "They can also be added manually by adding the package reference in the ``." "csproj`` file located in the project root:" msgstr "" -"`NuGet <https://www.nuget.org/>`_ 包可以与Godot一起安装和使用,就像任何C#项目" -"一样.许多IDE都可以直接添加软件包.也可以通过在项目根目录下的 ``.csproj`` 文件" -"中添加软件包引用来手动添加它们:" +"`NuGet <https://www.nuget.org/>`_ 包可以与Godot一起安装和使用, 就像任何C#项目" +"一样. 许多IDE都可以直接添加软件包. 也可以通过在项目根目录下的 ``.csproj`` 文" +"件中添加软件包引用来手动添加它们:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291 msgid "" "As of Godot 3.2.3, Godot automatically downloads and sets up newly added " "NuGet packages the next time it builds the project." msgstr "" +"从Godot 3.2.3开始,Godot在下次构建项目时自动下载并设置新添加的NuGet包。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" @@ -548,7 +550,7 @@ msgid "" "not work on Windows currently." msgstr "" "`Monon日志分析器(Mono log profiler) <https://www.mono-project.com/docs/debug" -"+profile/profile/profiler/>`_ 可用于Linux和macOS .由于Mono的变化,它目前在" +"+profile/profile/profiler/>`_ 可用于Linux和macOS . 由于Mono的变化, 它目前在" "Windows上无法使用." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 127a4e2ac0..26f28b026e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -47,8 +47,8 @@ msgid "" "does not allow declaring them in namespaces. Most global constants were " "moved to their own enums." msgstr "" -"全局函数和某些常量必须移动到类中,因为C#不允许在命名空间中声明它们.大多数全局" -"常量都被移动到它们自己的枚举中." +"全局函数和某些常量必须移动到类中, 因为C#不允许在命名空间中声明它们. 大多数全" +"局常量都被移动到它们自己的枚举中." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:22 msgid "Constants" @@ -59,7 +59,7 @@ msgid "" "Global constants were moved to their own enums. For example, ``ERR_*`` " "constants were moved to the ``Error`` enum." msgstr "" -"全局常量被移动到它们自己的枚举中.例如,``ERR_*`` 常量被移动到 ``Error`` 枚举" +"全局常量被移动到它们自己的枚举中. 例如, ``ERR_*`` 常量被移动到 ``Error`` 枚举" "中." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:27 @@ -126,8 +126,8 @@ msgid "" "``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, " "``Atan`` and ``Atan2``. The ``PI`` constant can be found as ``Mathf.Pi``." msgstr "" -"如 ``abs``、 ``acos`` 、 ``asin`` 、``atan`` 和 ``atan2`` 这样的全局数学函数" -"位于 ``Mathf`` 下,名为 ``Abs`` 、``Acos``、 ``Asin`` 、``Atan`` 和 ``Atan2``." +"如 ``abs``, ``acos`` , ``asin`` , ``atan`` 和 ``atan2`` 这样的全局数学函数位" +"于 ``Mathf`` 下, 名为 ``Abs`` , ``Acos``, ``Asin`` , ``Atan`` 和 ``Atan2``. " "常数 ``PI`` 可以通过 ``Mathf.Pi`` 获得." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:45 @@ -139,7 +139,7 @@ msgid "" "Random global functions, like ``rand_range`` and ``rand_seed``, are located " "under ``GD``. Example: ``GD.RandRange`` and ``GD.RandSeed``." msgstr "" -"如 ``rand_range`` 和 ``rand_seed`` 等全局随机函数位于 ``GD`` 下.例如 ``GD." +"如 ``rand_range`` 和 ``rand_seed`` 等全局随机函数位于 ``GD`` 下. 例如 ``GD." "RandRange`` 以及 ``GD.RandSeed``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:51 @@ -151,7 +151,7 @@ msgid "" "Many other global functions like ``print`` and ``var2str`` are located under " "``GD``. Example: ``GD.Print`` and ``GD.Var2Str``." msgstr "" -"许多其他的全局函数,如 ``print`` 和 ``var2str`` 位于C#中的 ``GD`` 下.例如:" +"许多其他的全局函数, 如 ``print`` 和 ``var2str`` 位于C#中的 ``GD`` 下. 例如:" "``GD.Print`` 和 ``GD.Var2Str``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:56 @@ -184,8 +184,8 @@ msgid "" "directive allows to access the members and nested types of a class without " "specifying the class name." msgstr "" -"有时候,使用 ``using static`` 指令是很有用的.该指令允许在不指定类名的情况下,访" -"问类的成员和嵌套类型." +"有时候, 使用 ``using static`` 指令是很有用的. 该指令允许在不指定类名的情况" +"下, 访问类的成员和嵌套类型." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:71 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92 @@ -207,9 +207,9 @@ msgid "" "`PropertyHint<enum_@GlobalScope_PropertyHint>` and ``hintString`` " "parameters. Default values can be set by assigning a value." msgstr "" -"使用 ``[Export]`` 特性替代GDScript的 ``export`` 关键字.该特性还可以接受 :ref:" -"`PropertyHint<enum_@GlobalScope_PropertyHint>` 和 ``hintString`` 参数.默认可" -"以设为任何值." +"使用 ``[Export]`` 特性替代GDScript的 ``export`` 关键字. 该特性还可以接受 :" +"ref:`PropertyHint<enum_@GlobalScope_PropertyHint>` 和 ``hintString`` 参数. 默" +"认可以设为任何值." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114 msgid "Signal keyword" @@ -221,8 +221,8 @@ msgid "" "``signal`` keyword. This attribute should be used on a `delegate`, whose " "name signature will be used to define the signal." msgstr "" -"使用 ``[Signal]`` 特性代替GDScript中的 ``signal`` 关键字.该特性应该用在 " -"``delegate`` 上,其名称签名将用于定义信号." +"使用 ``[Signal]`` 特性代替GDScript中的 ``signal`` 关键字. 该特性应该用在 " +"``delegate`` 上, 其名称签名将用于定义信号." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124 msgid "See also: :ref:`doc_c_sharp_signals`." @@ -238,14 +238,14 @@ msgid "" "until the ready function is called with `onready` (cf. :ref:" "`doc_gdscript_onready_keyword`). For example:" msgstr "" -"GDScript能够推迟成员变量的初始化,直到用 `onready` 调用ready函数(参见 :ref:" -"`doc_gdscript_onready_keyword` ).例如:" +"GDScript能够推迟成员变量的初始化, 直到用 `onready` 调用ready函数(参见 :ref:" +"`doc_gdscript_onready_keyword` ). 例如:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137 msgid "" "However C# does not have this ability. To achieve the same effect you need " "to do this." -msgstr "然而C#没有这个能力.为了达到同样的效果,你需要这样做." +msgstr "然而C#没有这个能力. 为了达到同样的效果, 你需要这样做." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149 msgid "Singletons" @@ -257,7 +257,7 @@ msgid "" "pattern. This is to make code less verbose than it would be with an " "``Instance`` property." msgstr "" -"单例可以作为静态类使用,而不是使用单例模式.这是为了使代码不像使用 " +"单例可以作为静态类使用, 而不是使用单例模式. 这是为了使代码不像使用 " "``Instance`` 属性那样冗长." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:160 @@ -268,9 +268,9 @@ msgid "" "``Singleton`` that returns the singleton instance. The type of this instance " "is ``Godot.Object``." msgstr "" -"但是,在极少数情况下,这还不够.例如,您可能希望访问基类 ``Godot.Object`` 中的成" -"员,比如 ``Connect``.对于此类情况,我们提供了一个名为 ``Singleton`` 的静态属性," -"该属性返回单例实例.这个实例的类型是 ``Godot.Object``." +"但是, 在极少数情况下, 这还不够. 例如, 您可能希望访问基类 ``Godot.Object`` 中" +"的成员, 比如 ``Connect``. 对于此类情况, 我们提供了一个名为 ``Singleton`` 的静" +"态属性, 该属性返回单例实例. 这个实例的类型是 ``Godot.Object``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:172 msgid "String" @@ -281,7 +281,7 @@ msgid "" "Use ``System.String`` (``string``). Most of Godot's String methods are " "provided by the ``StringExtensions`` class as extension methods." msgstr "" -"使用 ``System.String`` ( ``string`` ).所有Godot String方法都由 " +"使用 ``System.String`` ( ``string`` ). 所有Godot String方法都由 " "``StringExtensions`` 类作为扩展方法提供." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184 @@ -295,9 +295,9 @@ msgid "" "extension method of ``StringBuilder`` instead of string. Alternatively, you " "can use ``string.Remove``." msgstr "" -"``erase``:字符串在C#中是不可变的,因此我们无法修改传递给扩展方法的字符串.出于" -"这个原因, ``Erase`` 被添加为 ``StringBuilder`` 的扩展方法而不是字符串.或者您" -"可以使用 ``string.Remove`` ." +"``erase``: 字符串在C#中是不可变的, 因此我们无法修改传递给扩展方法的字符串. 出" +"于这个原因, ``Erase`` 被添加为 ``StringBuilder`` 的扩展方法而不是字符串. 或者" +"您可以使用 ``string.Remove`` ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190 msgid "" @@ -305,8 +305,8 @@ msgid "" "which is an overload of ``IsSubsequenceOf``, allowing you to explicitly " "specify case sensitivity:" msgstr "" -"``IsSubsequenceOf`` / ``IsSubsequenceOfi`` :提供了另一种方法,它是 " -"``IsSubsequenceOf`` 的重载,允许明确指定区分大小写:" +"``IsSubsequenceOf`` / ``IsSubsequenceOfi`` : 提供了另一种方法, 它是 " +"``IsSubsequenceOf`` 的重载, 允许明确指定区分大小写:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201 msgid "" @@ -314,8 +314,8 @@ msgid "" "``Match`` and ``Matchn``, which allows you to explicitly specify case " "sensitivity:" msgstr "" -"``Match`` / ``Matchn`` / ``ExprMatch`` :除了 ``Match`` 和 ``Matchn`` 之外还提" -"供了另一种方法,它允许明确指定区分大小写:" +"``Match`` / ``Matchn`` / ``ExprMatch`` : 除了 ``Match`` 和 ``Matchn`` 之外还" +"提供了另一种方法, 它允许明确指定区分大小写:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212 msgid "Basis" @@ -327,8 +327,8 @@ msgid "" "Basis()`` initializes all primitive members to their default value. Use " "``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++." msgstr "" -"结构在C#中不能有无参数构造函数.因此 ``new Basis()`` 将所有原始成员初始化为其" -"默认值.使用 ``Basis.Identity``,相当于GDScript和C++中的 ``Basis()`` ." +"结构在C#中不能有无参数构造函数. 因此 ``new Basis()`` 将所有原始成员初始化为其" +"默认值. 使用 ``Basis.Identity``, 相当于GDScript和C++中的 ``Basis()`` ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:218 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264 @@ -356,15 +356,15 @@ msgid "" "Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` " "in GDScript and C++." msgstr "" -"结构在C#中不能有无参数构造函数,因此 ``new Transform2D()`` 将所有原始成员初始" -"化为其默认值.请使用 ``Transform2D.Identity``,相当于GDScript和C++中的 " +"结构在C#中不能有无参数构造函数, 因此 ``new Transform2D()`` 将所有原始成员初始" +"化为其默认值. 请使用 ``Transform2D.Identity``, 相当于GDScript和C++中的 " "``Transform2D()`` ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:233 msgid "" "The following methods were converted to properties with their respective " "names changed:" -msgstr "下列方法已转换为属性,其各自名称已被更改:" +msgstr "下列方法已转换为属性, 其各自名称已被更改:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:238 msgid "``get_rotation()``" @@ -428,8 +428,8 @@ msgid "" "Quat()`` initializes all primitive members to their default value. Please " "use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++." msgstr "" -"结构在C#中不能有无参数构造函数.因此 ``new Quat()`` 将所有原始成员初始化为其默" -"认值.请使用 ``Quat.Identity``,相当于GDScript和C++中的 ``Quat()`` ." +"结构在C#中不能有无参数构造函数. 因此 ``new Quat()`` 将所有原始成员初始化为其" +"默认值. 请使用 ``Quat.Identity``, 相当于GDScript和C++中的 ``Quat()`` ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279 msgid "" @@ -533,7 +533,7 @@ msgid "" "Array)`` constructor to create one." msgstr "" "``Godot.Collections.Array<T>`` 是 ``Godot.Collections.Array`` 的类型安全包装" -"器.可使用 ``Godot.Collections.Array<T>(Godot.Collections.Array)`` 构造器创建" +"器. 可使用 ``Godot.Collections.Array<T>(Godot.Collections.Array)`` 构造器创建" "一个." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:310 @@ -551,7 +551,7 @@ msgid "" "Collections.Dictionary)`` constructor to create one." msgstr "" "``Godot.Collections.Dictionary<T>`` 是 ``Godot.Collections.Dictionary`` 的类" -"型安全包装器.可使用 ``Godot.Collections.Dictionary<T>(Godot.Collections." +"型安全包装器. 可使用 ``Godot.Collections.Dictionary<T>(Godot.Collections." "Dictionary)`` 构造器创建一个." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318 @@ -601,7 +601,7 @@ msgid "" "``preload``, as it works in GDScript, is not available in C#. Use ``GD." "Load`` or ``ResourceLoader.Load`` instead." msgstr "" -"``preload`` 在GDScript中可用,在C#中不可用.请使用 ``GD.Load`` 或 " +"``preload`` 在GDScript中可用, 在C#中不可用. 请使用 ``GD.Load`` 或 " "``ResourceLoader.Load`` 替代." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:348 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 65fe24dc8b..527edc4104 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,19 +34,19 @@ msgstr "类型转换和强制转换" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:14 msgid "" "C# is a statically typed language. Therefore, you can't do the following:" -msgstr "C#是一种静态类型语言.因此,您无法执行以下操作:" +msgstr "C#是一种静态类型语言. 因此, 您无法执行以下操作:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:21 msgid "" "The method ``GetNode()`` returns a ``Node`` instance. You must explicitly " "convert it to the desired derived type, ``Sprite`` in this case." msgstr "" -"方法 ``GetNode()`` 返回一个 ``Node`` 实例.在这种情况下,您必须将其显式转换为所" -"需的派生类型, ``Sprite``." +"方法 ``GetNode()`` 返回一个 ``Node`` 实例. 在这种情况下, 您必须将其显式转换为" +"所需的派生类型, ``Sprite``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:24 msgid "For this, you have various options in C#." -msgstr "为此,在C#中有多种选择." +msgstr "为此, 在C#中有多种选择." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:26 msgid "**Casting and Type Checking**" @@ -58,8 +58,8 @@ msgid "" "Sprite. You would use it instead of the ``as`` operator if you are pretty " "sure it won't fail." msgstr "" -"如果返回的节点无法转换为Sprite,则抛出 ``InvalidCastException`` .如果您非常确" -"定它不会失败,您可以使用它而不是 ``as`` 运算符." +"如果返回的节点无法转换为Sprite, 则抛出 ``InvalidCastException`` . 如果您非常" +"确定它不会失败, 您可以使用它而不是 ``as`` 运算符." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36 msgid "**Using the AS operator**" @@ -70,8 +70,8 @@ msgid "" "The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, " "and for that reason, it cannot be used with value types." msgstr "" -"如果节点无法转换为 ``Sprite``,则 ``as`` 运算符返回 ``null``,因此它不能与值类" -"型一起使用." +"如果节点无法转换为 ``Sprite``, 则 ``as`` 运算符返回 ``null``, 因此它不能与值" +"类型一起使用." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47 msgid "**Using the generic methods**" @@ -87,16 +87,16 @@ msgid "" "``GetNode<T>()`` casts the node before returning it. It will throw an " "``InvalidCastException`` if the node cannot be cast to the desired type." msgstr "" -"``GetNode <T>()`` 在返回之前强制转换节点.如果节点无法强制转换为所需类型,它将" -"抛出一个 ``InvalidCastException``." +"``GetNode <T>()`` 在返回之前强制转换节点. 如果节点无法强制转换为所需类型, 它" +"将抛出一个 ``InvalidCastException``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58 msgid "" "``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if " "the node cannot be cast to the desired type." msgstr "" -"``GetNodeOrNull <T>()`` 使用 ``as`` 运算符,如果节点无法强制转换为所需类型,则" -"返回 ``null``." +"``GetNodeOrNull <T>()`` 使用 ``as`` 运算符, 如果节点无法强制转换为所需类型, " +"则返回 ``null``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66 msgid "**Type checking using the IS operator**" @@ -108,15 +108,15 @@ msgid "" "The ``is`` operator returns false if the node cannot be cast to Sprite, " "otherwise it returns true." msgstr "" -"要检查节点是否可以强制转换为 ``Sprite``,可以使用 ``is`` 运算符.如果节点无法转" -"换为 ``Sprite``,则 ``is`` 运算符返回 ``false``,否则返回 ``true``." +"要检查节点是否可以强制转换为 ``Sprite``, 可以使用 ``is`` 运算符. 如果节点无法" +"转换为 ``Sprite``, 则 ``is`` 运算符返回 ``false``, 否则返回 ``true``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:79 msgid "" "For more advanced type checking, you can look into `Pattern Matching " "<https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_." msgstr "" -"对于更高级的类型检查,您可以查看 `模式匹配 <https://docs.microsoft.com/en-us/" +"对于更高级的类型检查, 您可以查看 `模式匹配 <https://docs.microsoft.com/en-us/" "dotnet/csharp/pattern-matching>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:84 @@ -128,7 +128,7 @@ msgid "" "For a complete C# example, see the **Handling a signal** section in the step " "by step :ref:`doc_scripting` tutorial." msgstr "" -"有关完整的C#示例,请参阅逐步 :ref:`doc_scripting` 教程中的 **处理信号** 部分." +"有关完整的C#示例, 请参阅逐步 :ref:`doc_scripting` 教程中的 **处理信号** 部分." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:88 msgid "" @@ -145,9 +145,9 @@ msgid "" "manually triggered by clicking the “Build” button at the top right corner of " "the editor window." msgstr "" -"这些信号可以在编辑器或者在代码中使用 ``Connect`` 进行连接.如果想在编辑器中连" -"接一个信号,你需要(重新)生成项目组件才能看到这个新的信号.生成操作可以点击 编辑" -"窗口右上角的\"Build\" 按钮手动触发." +"这些信号可以在编辑器或者在代码中使用 ``Connect`` 进行连接. 如果想在编辑器中连" +"接一个信号, 你需要(重新)生成项目组件才能看到这个新的信号. 生成操作可以点击 编" +"辑窗口右上角的 \"Build\" 按钮手动触发." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:119 msgid "Emitting signals is done with the ``EmitSignal`` method." @@ -158,15 +158,14 @@ msgid "" "Notice that you can always reference a signal name with the ``nameof`` " "keyword (applied on the delegate itself)." msgstr "" -"请注意,您始终可以使用 ``nameof`` 关键字引用信号名称(应用于 ``委托" +"请注意, 您始终可以使用 ``nameof`` 关键字引用信号名称(应用于 ``委托" "(delegate)`` 本身)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -#, fuzzy msgid "" "It is possible to bind values when establishing a connection by passing a " "Godot array." -msgstr "建立连接时可以通过传递对象数组来绑定值." +msgstr "在建立连接时,可以通过传递一个Godot数组来绑定值。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "" @@ -178,10 +177,10 @@ msgid "" "`Godot.Object` or one of its subclasses." msgstr "" "信号支持所有 `内置类型 <https://docs.microsoft.com/en-us/dotnet/csharp/" -"language-reference/keywords/built-in-types-table>`_ 的参数和绑定值,以及从 :" -"ref:`Godot.Object <class_Object>` 派生的类.因此,任何 ``Node`` 或 " -"``Reference`` 将自动兼容,但是自定义数据对象将需要从 ``Godot.Object`` 或其子类" -"之中扩展." +"language-reference/keywords/built-in-types-table>`_ 的参数和绑定值, 以及从 :" +"ref:`Godot.Object <class_Object>` 派生的类. 因此, 任何 ``Node`` 或 " +"``Reference`` 将自动兼容, 但是自定义数据对象将需要从 ``Godot.Object`` 或其子" +"类之中扩展." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:163 msgid "" @@ -189,8 +188,8 @@ msgid "" "that it should be executed before any use of said signals (with ``Connect`` " "or ``EmitSignal``)." msgstr "" -"最后,可以通过调用 ``AddUserSignal`` 来创建信号,但要注意它应该在使用所述信号之" -"前执行(使用 ``Connect`` 或 ``EmitSignal``)." +"最后, 可以通过调用 ``AddUserSignal`` 来创建信号, 但要注意它应该在使用所述信号" +"之前执行(使用 ``Connect`` 或 ``EmitSignal``)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:174 msgid "Preprocessor defines" @@ -200,7 +199,7 @@ msgstr "预编译定义" msgid "" "Godot has a set of defines that allow you to change your C# code depending " "on the environment you are compiling to." -msgstr "Godot有一组定义,可让您根据要编译的环境来更改C#代码." +msgstr "Godot有一组定义, 可让您根据要编译的环境来更改C#代码." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:179 msgid "" @@ -208,7 +207,7 @@ msgid "" "regenerate your `csproj` file to use this feature (compare " "``<DefineConstants>`` with a new 3.2+ project)." msgstr "" -"如果是Godot 3.2之前创建的项目,你需要修改或重新生成你的 `csproj` 文件来使用这" +"如果是Godot 3.2之前创建的项目, 你需要修改或重新生成你的 `csproj` 文件来使用这" "个功能(可与一个3.2+新项目中的 ``<DefineConstants>`` 相对比)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:184 @@ -217,13 +216,13 @@ msgstr "示例" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:186 msgid "For example, you can change code based on the platform:" -msgstr "例如,你可以根据平台更改代码:" +msgstr "例如, 你可以根据平台更改代码:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:203 msgid "" "Or you can detect which engine your code is in, useful for making cross-" "engine libraries:" -msgstr "或者你可以检测代码所在的引擎,这对于制作跨引擎库很有用:" +msgstr "或者你可以检测代码所在的引擎, 这对于制作跨引擎库很有用:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:219 msgid "Full list of defines" @@ -237,55 +236,56 @@ msgstr "所有 Godot 项目都会定义 ``GODOT``." msgid "" "One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the " "architecture is 64-bit or 32-bit." -msgstr "按照架构是 64 位还是 32 位,会定义 ``GODOT_64`` 或 ``GODOT_32``." +msgstr "按照架构是 64 位还是 32 位, 会定义 ``GODOT_64`` 或 ``GODOT_32``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" -"按照操作系统,会定义 ``GODOT_X11``、``GODOT_WINDOWS``、``GODOT_OSX``、" -"``GODOT_ANDROID``、``GODOT_IOS``、``GODOT_HTML5``,或者 ``GODOT_SERVER`` 中的" -"一个.这些名称在未来可能会被更改.这些名称是由 :ref:`OS <class_OS>` 单例" -"(singleton)中的 ``get_name()`` 方法创建的,但是 Godot 与 Mono 只能在其中一部分" -"平台上运行." +"按照操作系统, 会定义 ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " +"``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, 或者 ``GODOT_SERVER`` 中的" +"一个. 这些名称在未来可能会被更改. 这些名称是由 :ref:`OS <class_OS>` 单例" +"(singleton)中的 ``get_name()`` 方法创建的, 但是 Godot 与 Mono 只能在其中一部" +"分平台上运行." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:232 msgid "" "When **exporting**, the following may also be defined depending on the " "export features:" -msgstr "在 **导出** 时,根据导出功能,还可能定义以下内容:" +msgstr "在 **导出** 时, 根据导出功能, 还可能定义以下内容:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:234 msgid "" "One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the " "platform type." msgstr "" -"``GODOT_PC`` 、 ``GODOT_MOBILE`` 或 ``GODOT_WEB`` 中的一种,取决于平台类型." +"``GODOT_PC`` , ``GODOT_MOBILE`` 或 ``GODOT_WEB`` 中的一种, 取决于平台类型." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:236 msgid "" "One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only " "depending on the architecture." msgstr "" -"``GODOT_ARM64_V8A`` 或 ``GODOT_ARMEABI_V7A`` 中的一个,仅在安卓系统上,取决于架" -"构." +"``GODOT_ARM64_V8A`` 或 ``GODOT_ARMEABI_V7A`` 中的一个, 仅在安卓系统上, 取决于" +"架构." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:238 msgid "" "One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the " "architecture." -msgstr "``GODOT_ARM64`` 或 ``GODOT_ARMV7`` 中的一个,仅在iOS上,取决于架构." +msgstr "``GODOT_ARM64`` 或 ``GODOT_ARMV7`` 中的一个, 仅在iOS上, 取决于架构." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:240 msgid "" "Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the " "texture compression type." msgstr "" -"``GODOT_S3TC`` 、 ``GODOT_ETC`` 和 ``GODOT_ETC2`` 中的任一种,取决于纹理压缩类" +"``GODOT_S3TC`` , ``GODOT_ETC`` 和 ``GODOT_ETC2`` 中的任一种, 取决于纹理压缩类" "型." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:242 @@ -301,5 +301,5 @@ msgid "" "To see an example project, see the OS testing demo: https://github.com/" "godotengine/godot-demo-projects/tree/master/misc/os_test" msgstr "" -"如果想要参考一个示例项目,可以参考该OS测试demo:https://github.com/godotengine/" -"godot-demo-projects/tree/master/misc/os_test" +"如果想要参考一个示例项目, 可以参考该OS测试demo:https://github.com/" +"godotengine/godot-demo-projects/tree/master/misc/os_test" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index f2d620f3bf..d9b286ef67 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,7 +25,7 @@ msgstr "C# 风格指南" msgid "" "Having well-defined and consistent coding conventions is important for every " "project, and Godot is no exception to this rule." -msgstr "对于每个项目而言,拥有定义良好且一致的编码约定非常重要,Godot也不例外." +msgstr "对于每个项目而言, 拥有定义良好且一致的编码约定非常重要,Godot也不例外." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:9 msgid "" @@ -36,9 +36,10 @@ msgid "" "users of the language, we encourage you to do the same, especially if you do " "not have such a guide yet." msgstr "" -"该页面包含一个编码风格指南,Godot本身的开发人员和贡献者都遵循该指南.因此,它主" -"要用于希望为该项目做出贡献的人员,但是由于本文中提到的约定和准则是该语言用户最" -"广泛采用的约定和准则,因此我们建议您也这样做,尤其是如果您还没有这样的指南." +"该页面包含一个编码风格指南,Godot本身的开发人员和贡献者都遵循该指南. 因此, 它" +"主要用于希望为该项目做出贡献的人员, 但是由于本文中提到的约定和准则是该语言用" +"户最广泛采用的约定和准则, 因此我们建议您也这样做, 尤其是如果您还没有这样的指" +"南." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:14 msgid "" @@ -50,10 +51,10 @@ msgid "" "`Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/" "standard/design-guidelines/naming-guidelines>`_." msgstr "" -"本文绝不是关于如何遵循标准编码约定或最佳实践的详尽指南.如果您不确定此处未涉及" -"的方面,请参阅更全面的文档,例如 `C#编码约定 <https://docs.microsoft.com/en-us/" -"dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ 或 `框" -"架设计指南 <https://docs.microsoft.com/en-us/dotnet/standard/design-" +"本文绝不是关于如何遵循标准编码约定或最佳实践的详尽指南. 如果您不确定此处未涉" +"及的方面, 请参阅更全面的文档, 例如 `C #编码约定 <https://docs.microsoft.com/" +"en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ " +"或 `框架设计指南 <https://docs.microsoft.com/en-us/dotnet/standard/design-" "guidelines/naming-guidelines>`_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:21 @@ -66,8 +67,8 @@ msgid "" "code. So, before we move to a newer version, care must be taken to avoid " "mixing language features only available in C# 7.1 or later." msgstr "" -"Godot当前在其引擎和示例源代码中使用 **C# 7.0 版本**.因此,在我们迁移使用较新版" -"本之前,必须注意避免混合仅在 C# 7.1 或更高版本中可用的语言功能." +"Godot当前在其引擎和示例源代码中使用 **C# 7.0 版本** . 因此, 在我们迁移使用较" +"新版本之前, 必须注意避免混合仅在 C# 7.1 或更高版本中可用的语言功能." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:27 msgid "" @@ -75,8 +76,8 @@ msgid "" "`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/" ">`_." msgstr "" -"有关不同版本的C#功能的详细信息,请参阅 `C#中的新功能 <https://docs.microsoft." -"com/en-us/dotnet/csharp/whats-new/>`_ ." +"有关不同版本的C#功能的详细信息, 请参阅 `C #中的新功能 <https://docs." +"microsoft.com/en-us/dotnet/csharp/whats-new/>`_ ." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:31 msgid "Formatting" @@ -88,13 +89,13 @@ msgstr "一般性指导" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:36 msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR." -msgstr "使用换行符(**LF**)来换行,而不是 ``CRLF`` 或 ``CR``." +msgstr "使用换行符( **LF** )来换行, 而不是 ``CRLF`` 或 ``CR``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:37 msgid "" "Use one line feed character at the end of each file, except for `csproj` " "files." -msgstr "在每个文件末尾使用一个换行符,但 `csproj` 文件除外." +msgstr "在每个文件末尾使用一个换行符, 但 `csproj` 文件除外." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38 msgid "" @@ -108,12 +109,12 @@ msgstr "" msgid "" "Use **4 spaces** instead of tabs for indentation (which is referred to as " "\"soft tabs\")." -msgstr "使用 **4空格** 代替制表符进行缩进(称为\"软制表符\")." +msgstr "使用 **4空格** 代替制表符进行缩进(称为 \"软制表符\")." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:40 msgid "" "Consider breaking a line into several if it's longer than 100 characters." -msgstr "如果长度超过100个字符,请考虑将其分成几行." +msgstr "如果长度超过100个字符, 请考虑将其分成几行." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:44 msgid "Line breaks and blank lines" @@ -126,13 +127,13 @@ msgid "" "placing the brace associated with a control statement on the next line, " "indented to the same level:" msgstr "" -"对于一般缩进规则,请遵循 `Allman风格 <https://en.wikipedia.org/wiki/" -"Indentation_style#Allman_style>`_,它建议将与控制语句关联的大括号放在下一行,缩" -"进到同一级别:" +"对于一般缩进规则, 请遵循 `Allman 风格 <https://en.wikipedia.org/wiki/" +"Indentation_style#Allman_style>`_, 它建议将与控制语句关联的大括号放在下一行, " +"缩进到同一级别:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:63 msgid "However, you may choose to omit line breaks inside brackets:" -msgstr "但是,您可以选择省略括号内的换行符:" +msgstr "但是, 您可以选择省略括号内的换行符:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:65 msgid "For simple property accessors." @@ -140,11 +141,11 @@ msgstr "对于简单的属性访问者." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:66 msgid "For simple object, array, or collection initializers." -msgstr "对于简单对象、数组、或集合初始化." +msgstr "对于简单对象, 数组, 或集合初始化." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:67 msgid "For abstract auto property, indexer, or event declarations." -msgstr "对于抽象的自动属性、索引器、或事件声明." +msgstr "对于抽象的自动属性, 索引器, 或事件声明." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:89 msgid "Insert a blank line:" @@ -156,7 +157,7 @@ msgstr "在一列 ``using`` 语句之后." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:92 msgid "Between method, properties, and inner type declarations." -msgstr "在方法、属性、和内部类型声明之间." +msgstr "在方法, 属性, 和内部类型声明之间." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93 msgid "At the end of each file." @@ -168,8 +169,8 @@ msgid "" "relevance. In that case, consider inserting a blank line between the groups " "for easier reading." msgstr "" -"字段声明和常量声明可以根据相关性编组在一起.在这种情况下,请考虑在编组之间插入" -"空白行以便于阅读." +"字段声明和常量声明可以根据相关性编组在一起. 在这种情况下, 请考虑在编组之间插" +"入空白行以便于阅读." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:98 msgid "Avoid inserting a blank line:" @@ -208,8 +209,8 @@ msgid "" "Between an opening parenthesis and ``if``, ``for``, ``foreach``, ``catch``, " "``while``, ``lock`` or ``using`` keywords." msgstr "" -"在左括号和 ``if``、 ``for``、 ``foreach``、 ``catch``、 ``while``、 ``lock`` " -"或 ``using`` 关键字之间." +"在左括号和 ``if``, ``for``, ``foreach``, ``catch``, ``while``, ``lock`` 或 " +"``using`` 关键字之间." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148 msgid "Before and within a single line accessor block." @@ -243,7 +244,7 @@ msgstr "围绕一个lambda箭头." msgid "" "After a single-line comment symbol (``//``), and before it if used at the " "end of a line." -msgstr "在单行注释符号(``//``)之后,并且如果在行末使用,则在它之前." +msgstr "在单行注释符号(``//``)之后, 并且如果在行末使用, 则在它之前." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:157 msgid "Do not use a space:" @@ -273,8 +274,8 @@ msgid "" "identifiers (i.e. methods, properties, constants, events), except for " "private fields:" msgstr "" -"对所有名称空间、类型名称、和成员级别标识符(即方法、属性、常量、事件)使用 " -"**PascalCase**,私有字段除外:" +"对所有名称空间, 类型名称, 和成员级别标识符(即方法, 属性, 常量, 事件)使用 " +"**PascalCase** , 私有字段除外:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:220 msgid "" @@ -282,8 +283,8 @@ msgid "" "arguments), and use an underscore (``_``) as a prefix for private fields " "(but not for methods or properties, as explained above):" msgstr "" -"将 **camelCase** 用于所有其他标识符(即局部变量、方法参数),并使用下划线(``_``)" -"作为私有字段的前缀(但不能用于方法或属性,如上所述):" +"将 **camelCase** 用于所有其他标识符(即局部变量, 方法参数), 并使用下划线" +"(``_``)作为私有字段的前缀(但不能用于方法或属性, 如上所述):" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:234 msgid "" @@ -291,14 +292,14 @@ msgid "" "``UI``, which should be written in uppercase letters where PascalCase would " "be expected, and in lowercase letters otherwise." msgstr "" -"首字母缩略词有一个例外情况:它由两个字母组成,例如 ``UI``,应当使用PascalCase的" -"大写字母,否则使用小写字母." +"首字母缩略词有一个例外情况: 它由两个字母组成, 例如 ``UI``, 应当使用PascalCase" +"的大写字母, 否则使用小写字母." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:237 msgid "" "Note that ``id`` is **not** an acronym, so it should be treated as a normal " "identifier:" -msgstr "请注意,``id`` **不是** 首字母缩略词,因此应将其视为普通标识符:" +msgstr "请注意,``id`` **不是** 首字母缩略词, 因此应将其视为普通标识符:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248 msgid "" @@ -308,22 +309,22 @@ msgid "" "letter ``I`` prefixed to their names, like ``IInventoryHolder`` or " "``IDamageable``." msgstr "" -"通常不建议将类型名称用作标识符的前缀,例如,``string strText`` 或 ``float " -"fPower``.但是,对于接口来说是个例外,实际上,接口 **应该** 在其名称前加上大写字" -"母 ``I``,例如 ``IInventoryHolder`` 或 ``IDamageable``." +"通常不建议将类型名称用作标识符的前缀, 例如,``string strText`` 或 ``float " +"fPower``. 但是, 对于接口来说是个例外, 实际上, 接口 **应该** 在其名称前加上大" +"写字母 ``I``, 例如 ``IInventoryHolder`` 或 ``IDamageable``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:252 msgid "" "Lastly, consider choosing descriptive names and do not try to shorten them " "too much if it affects readability." msgstr "" -"最后,考虑选择描述性名称,如果它影响可读性,请不要尝试过多地缩短描述性名称." +"最后, 考虑选择描述性名称, 如果它影响可读性, 请不要尝试过多地缩短描述性名称." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:255 msgid "" "For instance, if you want to write code to find a nearby enemy and hit it " "with a weapon, prefer:" -msgstr "例如,如果您想编写代码来查找附近的敌人并用武器击中它,请选择:" +msgstr "例如, 如果您想编写代码来查找附近的敌人并用武器击中它, 请选择:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:261 msgid "Rather than:" @@ -339,8 +340,8 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" -"如果变量只在方法中使用,勿声明其为成员变量,因为我们难以定位在何处使用了该变量." -"相反,你应该将它们在方法内部定义为局部变量." +"如果变量只在方法中使用, 勿声明其为成员变量, 因为我们难以定位在何处使用了该变" +"量. 相反, 你应该将它们在方法内部定义为局部变量." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:275 msgid "Local variables" @@ -352,8 +353,8 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" -"声明局部变量的位置离首次使用它的位置越近越好.这让人更容易跟上代码的思路,而不" -"需要上下翻找该变量的声明位置." +"声明局部变量的位置离首次使用它的位置越近越好. 这让人更容易跟上代码的思路, 而" +"不需要上下翻找该变量的声明位置." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:282 msgid "Implicitly typed local variables" @@ -365,7 +366,7 @@ msgid "" "variable, but do so **only when the type is evident** from the right side of " "the assignment:" msgstr "" -"考虑使用隐式类型化(``var``)声明局部变量,但是 **仅当类型明显时** 即可从右侧的" +"考虑使用隐式类型化(``var``)声明局部变量, 但是 **仅当类型明显时** 即可从右侧的" "赋值推断类型:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:314 @@ -393,7 +394,7 @@ msgstr "" msgid "" "Avoid using fully-qualified names or ``this.`` prefix for members when it's " "not necessary." -msgstr "避免在不必要时,为成员使用完全限定的名称或 ``this.`` 前缀." +msgstr "避免在不必要时, 为成员使用完全限定的名称或 ``this.`` 前缀." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:321 msgid "Remove unused ``using`` statements and unnecessary parentheses." @@ -414,4 +415,4 @@ msgid "" "Use safe cast when there is a possibility of the value being a different " "type, and use direct cast otherwise." msgstr "" -"当值可能会成为另一种不同的类型,请使用安全类型转换,否则使用直接类型转换." +"当值可能会成为另一种不同的类型, 请使用安全类型转换, 否则使用直接类型转换." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 27cf3090e8..d9f7fcb001 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index 86c0d360d1..1e5489e9a1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Godot provides a way to use script templates as seen in the ``Script Create " "Dialog`` while creating a new script:" msgstr "" -"Godot提供了一种在创建新脚本时使用脚本模板的方法,在\"脚本创建对话框\"中可以看" -"到:" +"Godot提供了一种在创建新脚本时使用脚本模板的方法, 在 \"脚本创建对话框\" 中可以" +"看到:" #: ../../docs/getting_started/scripting/creating_script_templates.rst:11 msgid "" @@ -35,8 +35,8 @@ msgid "" "possible to modify existing and create new ones, both per project and the " "editor." msgstr "" -"默认提供一组默认脚本模板,但也可以针对每个项目和编辑器修改现有脚本模板并创建新" -"模板." +"默认提供一组默认脚本模板, 但也可以针对每个项目和编辑器修改现有脚本模板并创建" +"新模板." #: ../../docs/getting_started/scripting/creating_script_templates.rst:15 msgid "Locating the templates" @@ -54,16 +54,15 @@ msgstr "编辑器定义的模板" msgid "" "These are available globally throughout any project. The location of these " "templates are determined per each OS:" -msgstr "这些在任何项目中都可以全局使用.这些模板的位置是根据操作系统而确定的:" +msgstr "这些在任何项目中都可以全局使用. 这些模板的位置是根据操作系统而确定的:" #: ../../docs/getting_started/scripting/creating_script_templates.rst:25 msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 -#, fuzzy msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux: ``$HOME/.local/share/godot/script_templates/``" +msgstr "Linux: ``$HOME/.config/godot/script_templates/``" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" @@ -75,8 +74,8 @@ msgid "" "built-in templates automatically, so this logic can be used to reset the " "default templates in case you've accidentally overwritten them." msgstr "" -"如果未检测到 ``script_templates`` ,Godot将自动创建一组默认的内置模板.在默认模" -"板被意外覆盖的时候可以用这个方法重置." +"如果未检测到 ``script_templates`` ,Godot将自动创建一组默认的内置模板. 在默认" +"模板被意外覆盖的时候可以用这个方法重置." #: ../../docs/getting_started/scripting/creating_script_templates.rst:34 msgid "Project-defined templates" @@ -89,15 +88,15 @@ msgid "" "script_templates_search_path`` setting in the :ref:`ProjectSettings " "<class_ProjectSettings>`, both via code and the editor." msgstr "" -"搜索模板的默认路径是 ``res://script_templates/`` 文件夹.可以通过代码和编辑器" -"在 :ref:`项目设置<class_ProjectSettings>` 中配置 ``editor/" +"搜索模板的默认路径是 ``res://script_templates/`` 文件夹. 可以通过代码和编辑器" +"在 :ref:`项目设置 <class_ProjectSettings>` 中配置 ``editor/" "script_templates_search_path`` 设置来更改路径." #: ../../docs/getting_started/scripting/creating_script_templates.rst:41 msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." -msgstr "如果在项目中未找到 ``script_templates`` 文件夹,则将其忽略." +msgstr "如果在项目中未找到 ``script_templates`` 文件夹, 则将其忽略." #: ../../docs/getting_started/scripting/creating_script_templates.rst:45 msgid "Language support and overriding behavior" @@ -110,8 +109,8 @@ msgid "" "recognized by that language according to template's file extension. For " "GDScript and C#, the extensions must be ``gd`` and ``cs`` respectively." msgstr "" -"如果一个语言实现了根据模板生成脚本的方法,你就可以创建一个对应拓展名的文件作为" -"模板.对于 GDScript 和 C#, 拓展名分别是``gd`` 和 ``cs``." +"如果一个语言实现了根据模板生成脚本的方法, 你就可以创建一个对应拓展名的文件作" +"为模板. 对于 GDScript 和 C#, 拓展名分别是 ``gd`` 和 ``cs``." #: ../../docs/getting_started/scripting/creating_script_templates.rst:52 msgid "" @@ -122,18 +121,19 @@ msgid "" "won't be visible throughout the project's filesystem anymore, yet the " "templates can be modified by an external text editor anytime." msgstr "" -"这个脚本模板跟正常的脚本文件有相同的拓展名.这可能会导致脚本解析器把它们作为工" -"程中的正常脚本进行处理.为了避免这样的问题,请在这个模板文件所在的文件夹下创建" -"一个 ``.gdignore`` 文件来忽略它们.这样的话,这个文件夹也不会出现在工程的文件系" -"统中了,不过你还可以使用外部的文本编辑器在任何时间来对这些模板文件进行编辑." +"这个脚本模板跟正常的脚本文件有相同的拓展名. 这可能会导致脚本解析器把它们作为" +"工程中的正常脚本进行处理. 为了避免这样的问题, 请在这个模板文件所在的文件夹下" +"创建一个 ``.gdignore`` 文件来忽略它们. 这样的话, 这个文件夹也不会出现在工程的" +"文件系统中了, 不过你还可以使用外部的文本编辑器在任何时间来对这些模板文件进行" +"编辑." #: ../../docs/getting_started/scripting/creating_script_templates.rst:59 msgid "" "The built-in editor templates are automatically shadowed by the project-" "specific templates given both scripts have the same filename." msgstr "" -"如果编辑器内置的模板与项目中创建的模板文件具有相同的文件名,则内置的模板会被自" -"动隐藏." +"如果编辑器内置的模板与项目中创建的模板文件具有相同的文件名, 则内置的模板会被" +"自动隐藏." #: ../../docs/getting_started/scripting/creating_script_templates.rst:63 msgid "Default template" @@ -145,8 +145,8 @@ msgid "" "cannot be configured nor overridden, but you can use these as the base for " "creating other templates." msgstr "" -"\"默认\"模板总是根据每种语言动态生成,并且不能配置也不能覆盖,但是你可以使用它" -"们作为创建其他模板的基础." +"\"默认\" 模板总是根据每种语言动态生成, 并且不能配置也不能覆盖, 但是你可以使用" +"它们作为创建其他模板的基础." #: ../../docs/getting_started/scripting/creating_script_templates.rst:116 msgid "List of template placeholders" @@ -213,7 +213,7 @@ msgid "" "completion/add_type_hints`` setting in the :ref:`EditorSettings " "<class_EditorSettings>`." msgstr "" -"这些只在使用 GDScript 的静态类型时有用.这些占位符是否被替换取决于 :ref:" +"这些只在使用 GDScript 的静态类型时有用. 这些占位符是否被替换取决于 :ref:" "`EditorSettings <class_EditorSettings>` 中的 ``text_editor/completion/" "add_type_hints`` 设置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index d3c7edbe21..ce8e79c169 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "page will go through the possible interactions between two nodes written in " "different languages." msgstr "" -"Godot允许您混合和匹配脚本语言以满足您的需求.这意味着一个项目可以同时用C#和" -"GDScript定义节点.本页将介绍用不同语言编写的两个节点之间可能的交互." +"Godot允许您混合和匹配脚本语言以满足您的需求. 这意味着一个项目可以同时用C#和" +"GDScript定义节点. 本页将介绍用不同语言编写的两个节点之间可能的交互." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:11 msgid "" @@ -44,7 +44,7 @@ msgstr "实例化节点" msgid "" "If you're not using nodes from the scene tree, you'll probably want to " "instantiate nodes directly from the code." -msgstr "如果不使用场景树中的节点,则可能需要直接从代码实例化节点." +msgstr "如果不使用场景树中的节点, 则可能需要直接从代码实例化节点." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:72 msgid "Instantiating C# nodes from GDScript" @@ -56,7 +56,7 @@ msgid "" "`doc_gdscript_classes_as_resources`), the script can be instantiated with :" "ref:`new() <class_CSharpScript_method_new>`." msgstr "" -"从GDScript中使用C#并不麻烦.加载后(见 :ref:" +"从GDScript中使用C#并不麻烦. 加载后(见 :ref:" "`doc_gdscript_classes_as_resources`)脚本就可以使用 :ref:`new() " "<class_CSharpScript_method_new>` 进行实例化." @@ -67,8 +67,8 @@ msgid "" "does not exist in the file, you'll see the following error: ``Invalid call. " "Nonexistent function `new` in base``." msgstr "" -"创建 ``.cs`` 脚本时,应始终记住 Godot 将使用和这个 ``.cs`` 文件名相同的类.如果" -"文件中不存在该类,您将看到以下错误: ``Invalid call. Nonexistent function " +"创建 ``.cs`` 脚本时, 应始终记住 Godot 将使用和这个 ``.cs`` 文件名相同的类. 如" +"果文件中不存在该类, 您将看到以下错误: ``Invalid call. Nonexistent function " "`new` in base`` ." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:91 @@ -80,8 +80,8 @@ msgid "" "You also need to check your ``.cs`` file is referenced in the project's ``." "csproj`` file. Otherwise, the same error will occur." msgstr "" -"您还需要检查在项目的 ``.csproj`` 文件中引用了该 ``.cs`` 文件的内容.否则,将发" -"生相同的错误." +"您还需要检查在项目的 ``.csproj`` 文件中引用了该 ``.cs`` 文件的内容. 否则, 将" +"发生相同的错误." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:97 msgid "Instantiating GDScript nodes from C#" @@ -92,15 +92,15 @@ msgid "" "From the C# side, everything work the same way. Once loaded, the GDScript " "can be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`." msgstr "" -"在 C# 端,所有的工作方式相同.加载后,GDScript 可以被示例化,使用 :ref:`GDScript." -"New() <class_GDScript_method_new>`." +"在 C# 端, 所有的工作方式相同. 加载后,GDScript 可以被示例化, 使用 :ref:" +"`GDScript.New() <class_GDScript_method_new>`." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:107 msgid "" "Here we are using an :ref:`class_Object`, but you can use type conversion " "like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." msgstr "" -"在这里我们使用一个 :ref:`class_Object` ,但是也可以使用类型转换,如 :ref:" +"在这里我们使用一个 :ref:`class_Object` , 但是也可以使用类型转换, 如 :ref:" "`doc_c_sharp_features_type_conversion_and_casting` 章节所述." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:111 @@ -115,7 +115,7 @@ msgstr "从 GDScript 中访问 C# 字段" msgid "" "Accessing C# fields from GDScript is straightforward, you shouldn't have " "anything to worry about." -msgstr "从GDScript访问 C# 字段很简单,没什么可担心的." +msgstr "从GDScript访问 C# 字段很简单, 没什么可担心的." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:128 msgid "" @@ -123,7 +123,7 @@ msgid "" "attribute. However, trying to set a value on a property that does not define " "a setter will result in a crash." msgstr "" -"需要注意的是,字段定义为属性(property)或特性(attribute)并不重要,但尝试在未定" +"需要注意的是, 字段定义为属性(property)或特性(attribute)并不重要, 但尝试在未定" "义 setter 的属性(property)上设置值将导致崩溃." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:133 @@ -138,9 +138,9 @@ msgid "" "<class_Object_method_set>`. The first argument is the name of the field you " "want to access." msgstr "" -"由于 C# 是静态类型,因此从 C# 访问 GDScript 会有点复杂,因此您必须使用 :ref:" -"`Object.Get() <class_Object_method_get>`和 :ref:`Object.Set() " -"<class_Object_method_set>` .第一个参数是要访问的字段的名称." +"由于 C# 是静态类型, 因此从 C# 访问 GDScript 会有点复杂, 因此您必须使用 :ref:" +"`Object.Get() <class_Object_method_get>` 和 :ref:`Object.Set() " +"<class_Object_method_set>` . 第一个参数是要访问的字段的名称." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:148 msgid "" @@ -148,8 +148,8 @@ msgid "" "GDScript side knows about. Essentially, you want to work with built-in types " "as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`." msgstr "" -"牢记在给字段赋值时只能使用 GDScript 知道的类型.实质上指的是 GDScript 的内置类" -"型 :ref:`doc_gdscript` 或者 :ref:`class_Object` 的扩展类." +"牢记在给字段赋值时只能使用 GDScript 知道的类型. 实质上指的是 GDScript 的内置" +"类型 :ref:`doc_gdscript` 或者 :ref:`class_Object` 的扩展类." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:153 msgid "Calling methods" @@ -166,8 +166,8 @@ msgid "" "signatures. If that's impossible, you'll see the following error: ``Invalid " "call. Nonexistent function `FunctionName```." msgstr "" -"从 GDScript 调用 C# 方法同样是很简单的.调用过程将尽力强制转换你的参数类型去匹" -"配函数签名.如果失败则会看到以下错误 ``Invalid call. Nonexistent function " +"从 GDScript 调用 C# 方法同样是很简单的. 调用过程将尽力强制转换你的参数类型去" +"匹配函数签名. 如果失败则会看到以下错误 ``Invalid call. Nonexistent function " "`FunctionName``` ." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:174 @@ -181,8 +181,8 @@ msgid "" "you want to call. The following arguments will be passed to said method." msgstr "" "从 C# 中调用 GDScript 方法需要使用 :ref:`Object.Call() " -"<class_Object_method_call>` .第一个参数是想要调用方法的名称.接下来的其他参数" -"会传递给被调用的方法." +"<class_Object_method_call>` . 第一个参数是想要调用方法的名称. 接下来的其他参" +"数会传递给被调用的方法." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:198 msgid "" @@ -190,8 +190,9 @@ msgid "" "you'll need to cast it as ``object``. Otherwise, each element of your array " "will be treated as a single argument and the function signature won't match." msgstr "" -"如您所见,如果被调用方法的第一个参数为数组类型,你需要强制转换成 ``object`` .否" -"则数组的每个元素将被当做单个参数传入,这将导致与被调用的函数签名参数不匹配." +"如您所见, 如果被调用方法的第一个参数为数组类型, 你需要强制转换成 " +"``object`` . 否则数组的每个元素将被当做单个参数传入, 这将导致与被调用的函数签" +"名参数不匹配." #: ../../docs/getting_started/scripting/cross_language_scripting.rst:204 msgid "Inheritance" @@ -205,6 +206,6 @@ msgid "" "GitHub issue <https://github.com/godotengine/godot/issues/38352>`__ for more " "information." msgstr "" -"GDScript文件可能无法从C#脚本继承.同样地,C#脚本可能无法从GDScript文件继承.由" -"于实现起来非常复杂,因此将来不太可能取消此限制.详见 `这个 GitHub issue " +"GDScript文件可能无法从C#脚本继承. 同样地,C#脚本可能无法从GDScript文件继承. " +"由于实现起来非常复杂, 因此将来不太可能取消此限制. 详见 `这个 GitHub issue " "<https://github.com/godotengine/godot/issues/38352>`_ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 516fe9386c..72def7b9ba 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:4 msgid "GDScript: An introduction to dynamic languages" -msgstr "GDScript:动态语言简介" +msgstr "GDScript: 动态语言简介" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7 msgid "About" @@ -31,14 +31,14 @@ msgid "" "efficiently. It focuses on common cases specific to the language, but also " "covers a lot of information on dynamically typed languages." msgstr "" -"本教程旨在快速介绍如何更有效地使用GDScript.它只关注特定于该语言的常见情况,但" -"是也涉及许多关于动态类型语言的信息." +"本教程旨在快速介绍如何更有效地使用GDScript. 它只关注特定于该语言的常见情况, " +"但是也涉及许多关于动态类型语言的信息." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:13 msgid "" "It's meant to be especially useful for programmers with little or no " "previous experience with dynamically typed languages." -msgstr "对于没有或几乎没有动态类型语言经验的程序员来说,它特别有用." +msgstr "对于没有或几乎没有动态类型语言经验的程序员来说, 它特别有用." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:17 msgid "Dynamic nature" @@ -52,7 +52,7 @@ msgstr "动态类型的优缺点" msgid "" "GDScript is a Dynamically Typed language. As such, its main advantages are " "that:" -msgstr "GDScript是一种动态类型语言.因此,它的主要优点是:" +msgstr "GDScript是一种动态类型语言. 因此, 它的主要优点是:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:25 msgid "The language is simple and easy to learn." @@ -60,7 +60,7 @@ msgstr "这种语言简单易学." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:26 msgid "Most code can be written and changed quickly and without hassle." -msgstr "大多数代码都可以快速地编写和更改,而且没有任何麻烦." +msgstr "大多数代码都可以快速地编写和更改, 而且没有任何麻烦." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:27 msgid "Less code written means less errors & mistakes to fix." @@ -100,7 +100,7 @@ msgid "" "typed languages only appear while running the code (because expression " "parsing is more strict)." msgstr "" -"一些通常在静态类型语言编译时检测到的错误,只会在运行代码时出现(因为表达式解析" +"一些通常在静态类型语言编译时检测到的错误, 只会在运行代码时出现(因为表达式解析" "更严格)." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:40 @@ -119,10 +119,10 @@ msgid "" "most of the game in GDScript and add small bits of C++ in the areas that " "need a performance boost." msgstr "" -"这转化为现实,意味着Godot+GDScript是一个旨在快速高效创建游戏的组合.对于计算量" -"很大并且无法从引擎内置工具(例如向量类型、物理引擎、数学库等)中受益的游戏,也存" -"在使用C++的可能性.这允许您依旧使用GDScript创建游戏的绝大部分,并在需要性能的地" -"方添加少量C++代码." +"这转化为现实, 意味着Godot+GDScript是一个旨在快速高效创建游戏的组合. 对于计算" +"量很大并且无法从引擎内置工具(例如向量类型, 物理引擎, 数学库等)中受益的游戏, " +"也存在使用C++的可能性. 这允许您依旧使用GDScript创建游戏的绝大部分, 并在需要性" +"能的地方添加少量C++代码." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:52 msgid "Variables & assignment" @@ -134,8 +134,8 @@ msgid "" "means that their type is not fixed, and is only modified through assignment. " "Example:" msgstr "" -"动态类型语言中的所有变量都是类似 ``变体`` 的.这意味着它们的类型不是固定的,只" -"能通过赋值修改.示例:" +"动态类型语言中的所有变量都是类似 ``变体`` 的. 这意味着它们的类型不是固定的, " +"只能通过赋值修改. 示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:58 #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:80 @@ -155,7 +155,7 @@ msgstr "作为函数参数:" msgid "" "Functions are of dynamic nature too, which means they can be called with " "different arguments, for example:" -msgstr "函数也是动态的,这意味着它们可以用不同的参数调用,例如:" +msgstr "函数也是动态的, 这意味着它们可以用不同的参数调用, 例如:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:107 msgid "Pointers & referencing:" @@ -168,8 +168,8 @@ msgid "" "variable. The latter allows the object to be modified by other functions by " "passing a reference to the original one." msgstr "" -"在静态语言,如C或C++(以及在一定程度上,Java和C#)中,变量和变量的指针/引用之间存" -"在区别.后者通过传递对原始函数的引用,允许其他函数修改该对象." +"在静态语言, 如C或C++(以及在一定程度上,Java和C#)中, 变量和变量的指针/引用之间" +"存在区别. 后者通过传递对原始函数的引用, 允许其他函数修改该对象." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:114 msgid "" @@ -178,9 +178,9 @@ msgid "" "automatically, which means they are erased when no longer used. Dynamically " "typed languages tend to use this memory model, too. Some Examples:" msgstr "" -"在C# 或Java中,不是内置类型(int,float,有时的String)的任何东西都是指针或引用.引" -"用也是自动垃圾回收的,这意味着它们在不再使用时被删除.动态类型的语言也倾向于使" -"用这种内存模型.一些示例:" +"在C# 或Java中, 不是内置类型(int,float, 有时的String)的任何东西都是指针或引" +"用. 引用也是自动垃圾回收的, 这意味着它们在不再使用时被删除. 动态类型的语言也" +"倾向于使用这种内存模型. 一些示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:120 msgid "C++:" @@ -203,10 +203,10 @@ msgid "" "not used, but manual memory management is allowed too if inheriting manually " "from :ref:`class_Object`." msgstr "" -"在GDScript中,只有基本类型(int、float、string和vector类型)通过值传递给函数(值" -"被复制).其他所有(实例、数组、字典等)作为引用传递.继承 :ref:`class_Reference` " -"(如果没有指定任何内容,则默认从这里继承)的类在不使用时将被释放,但对手动继承" -"自 :ref:`class_Object` 的类也允许手动管理内存." +"在GDScript中, 只有基本类型(int, float, string和vector类型)通过值传递给函数(值" +"被复制). 其他所有(实例, 数组, 字典等)作为引用传递. 继承 :ref:" +"`class_Reference` (如果没有指定任何内容, 则默认从这里继承)的类在不使用时将被" +"释放, 但对手动继承自 :ref:`class_Object` 的类也允许手动管理内存." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:174 msgid "Arrays" @@ -218,8 +218,8 @@ msgid "" "datatypes inside and are always dynamic (can be resized at any time). " "Compare for example arrays in statically typed languages:" msgstr "" -"动态类型语言的数组内部可以包含许多不同的混合数据类型,并且始终是动态的(可以随" -"时调整大小).比较在静态类型语言中的数组示例:" +"动态类型语言的数组内部可以包含许多不同的混合数据类型, 并且始终是动态的(可以随" +"时调整大小). 比较在静态类型语言中的数组示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:203 msgid "And in GDScript:" @@ -229,7 +229,7 @@ msgstr "以及在GDScript中:" msgid "" "In dynamically typed languages, arrays can also double as other datatypes, " "such as lists:" -msgstr "在动态类型语言中,数组也可以作为其他数据类型有多种用法,例如列表:" +msgstr "在动态类型语言中, 数组也可以作为其他数据类型有多种用法, 例如列表:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:222 msgid "Or unordered sets:" @@ -247,9 +247,9 @@ msgid "" "This datatype is generally not present in such languages (or only in limited " "form)." msgstr "" -"字典是动态类型化语言中的一个强大工具.来自静态类型语言(例如C++或C#)的大多数程" -"序员都忽略了它们的存在,并不必要地增加了他们的工作难度.这种数据类型通常不存在" -"于此类语言中(或仅以受限的形式)." +"字典是动态类型化语言中的一个强大工具. 来自静态类型语言(例如C++或C#)的大多数程" +"序员都忽略了它们的存在, 并不必要地增加了他们的工作难度. 这种数据类型通常不存" +"在于此类语言中(或仅以受限的形式)." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:239 msgid "" @@ -259,9 +259,9 @@ msgid "" "are, in fact, so efficient that some languages will go as far as " "implementing arrays as dictionaries." msgstr "" -"字典可以完全忽略用作键或值的数据类型,将任何值映射到任何其他值.与流行的观点相" -"反,它们是有效的,因为它们可以通过哈希表实现.事实上,它们非常高效,一些语言甚至可" -"以像实现字典一样实现数组." +"字典可以完全忽略用作键或值的数据类型, 将任何值映射到任何其他值. 与流行的观点" +"相反, 它们是有效的, 因为它们可以通过哈希表实现. 事实上, 它们非常高效, 一些语" +"言甚至可以像实现字典一样实现数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:245 msgid "Example of Dictionary:" @@ -271,15 +271,15 @@ msgstr "字典的示例:" msgid "" "Dictionaries are also dynamic, keys can be added or removed at any point at " "little cost:" -msgstr "字典也是动态的,键可以在任何一点添加或删除,花费很少:" +msgstr "字典也是动态的, 键可以在任何一点添加或删除, 花费很少:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:261 msgid "" "In most cases, two-dimensional arrays can often be implemented more easily " "with dictionaries. Here's a simple battleship game example:" msgstr "" -"在大多数情况下,使用字典可以更容易地实现二维数组.这里有一个简单的战舰游戏的示" -"例:" +"在大多数情况下, 使用字典可以更容易地实现二维数组. 这里有一个简单的战舰游戏的" +"示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:294 msgid "" @@ -288,8 +288,8 @@ msgid "" "style syntax and indexing, which makes it useful for writing initial states " "and quick structs:" msgstr "" -"字典还可以用作数据标记或快速结构.虽然GDScript字典类似于python字典,但它也支持" -"Lua风格的语法和索引,这使得它对于编写初始状态和快速结构非常有用:" +"字典还可以用作数据标记或快速结构. 虽然GDScript字典类似于python字典, 但它也支" +"持Lua风格的语法和索引, 这使得它对于编写初始状态和快速结构非常有用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:319 msgid "For & while" @@ -307,7 +307,7 @@ msgstr "这通常在动态类型语言中得到极大简化:" msgid "" "Container datatypes (arrays and dictionaries) are iterable. Dictionaries " "allow iterating the keys:" -msgstr "容器数据类型(数组和字典)是可迭代的.字典允许迭代键:" +msgstr "容器数据类型(数组和字典)是可迭代的. 字典允许迭代键:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:356 msgid "Iterating with indices is also possible:" @@ -352,8 +352,8 @@ msgid "" "and ``_iter_get`` functions in your script. An example implementation of a " "forward iterator follows:" msgstr "" -"在默认迭代器无法完全满足您的需求的情况下,您可以通过重写脚本中 ``Variant`` 类" -"的 ``_iter_init``、 ``_iter_next``、和 ``_iter_get`` 函数来创建自定义迭代器." +"在默认迭代器无法完全满足您的需求的情况下, 您可以通过重写脚本中 ``Variant`` 类" +"的 ``_iter_init``, ``_iter_next``, 和 ``_iter_get`` 函数来创建自定义迭代器. " "正向迭代器的一个示例实现如下:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:454 @@ -365,7 +365,7 @@ msgid "" "Make sure to reset the state of the iterator in ``_iter_init``, otherwise " "nested for-loops that use custom iterators will not work as expected." msgstr "" -"确保在 ``_iter_init`` 中重置迭代器的状态,否则使用自定义迭代器的嵌套for循环将" +"确保在 ``_iter_init`` 中重置迭代器的状态, 否则使用自定义迭代器的嵌套for循环将" "无法正常工作." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:466 @@ -379,8 +379,8 @@ msgid "" "code design much simpler and straightforward to write, but it's not obvious " "how it works." msgstr "" -"当从静态类型语言迁移到动态类型语言时,最难掌握的概念之一是鸭子类型.鸭子类型使" -"整个代码设计更加简单和直接,但是它的工作方式并不明显." +"当从静态类型语言迁移到动态类型语言时, 最难掌握的概念之一是鸭子类型. 鸭子类型" +"使整个代码设计更加简单和直接, 但是它的工作方式并不明显." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:473 msgid "" @@ -388,8 +388,8 @@ msgid "" "tunnel, smashing everything on its way. The code for the rock, in a " "statically typed language would be something like:" msgstr "" -"举个示例,想象一个大石头从隧道里掉下来,在路上砸碎了一切.在静态类型语言中石头的" -"代码有点像:" +"举个示例, 想象一个大石头从隧道里掉下来, 在路上砸碎了一切. 在静态类型语言中石" +"头的代码有点像:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:484 msgid "" @@ -401,10 +401,11 @@ msgid "" "very elegant to add a virtual method ``smash()`` to Entity only if a few of " "them can be smashed." msgstr "" -"这样,任何能被岩石砸碎的东西都必须继承 ``Smashable``.如果一个角色、敌人、家" -"具、小石块都易碎,它们需要从 ``Smashable`` 类继承,可能需要多次继承.如果不希望" -"进行多重继承,那么它们必须继承像 ``Entity`` 这样的公共类.然而,如果只是其中几个" -"能被粉碎的话,在 ``Entity`` 中添加一个虚拟方法 ``smash()`` 并不十分优雅." +"这样, 任何能被岩石砸碎的东西都必须继承 ``Smashable``. 如果一个角色, 敌人, 家" +"具, 小石块都易碎, 它们需要从 ``Smashable`` 类继承, 可能需要多次继承. 如果不希" +"望进行多重继承, 那么它们必须继承像 ``Entity`` 这样的公共类. 然而, 如果只是其" +"中几个能被粉碎的话, 在 ``Entity`` 中添加一个虚拟方法 ``smash()`` 并不十分优" +"雅." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:492 msgid "" @@ -412,8 +413,8 @@ msgid "" "sure you only have to define a ``smash()`` function where required and " "that's it. No need to consider inheritance, base classes, etc." msgstr "" -"使用动态类型的语言,这将不是问题.鸭子类型确保您只需在需要的地方定义一个 " -"``smash()`` 函数,就行了.无需考虑继承、基类等." +"使用动态类型的语言, 这将不是问题. 鸭子类型确保您只需在需要的地方定义一个 " +"``smash()`` 函数, 就行了. 无需考虑继承, 基类等." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:501 msgid "" @@ -423,30 +424,30 @@ msgid "" "not what it inherits or the class type. The definition of Duck Typing should " "make this clearer:" msgstr "" -"就是这样.如果击中大岩石的对象有一个 ``smash()`` 方法,它将被调用.不需要考虑继" -"承或多态性.动态类型化语言只关心具有所需方法或成员的实例,而不关心它继承什么或" -"其类型.鸭子类型的定义应该使这一点更清楚:" +"就是这样. 如果击中大岩石的对象有一个 ``smash()`` 方法, 它将被调用. 不需要考虑" +"继承或多态性. 动态类型化语言只关心具有所需方法或成员的实例, 而不关心它继承什" +"么或其类型. 鸭子类型的定义应该使这一点更清楚:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:507 msgid "" "*\"When I see a bird that walks like a duck and swims like a duck and quacks " "like a duck, I call that bird a duck\"*" msgstr "" -"*\"当我看到一只鸟像鸭子一样走路,像鸭子一样游泳,像鸭子一样呱呱叫时,我就叫它鸭" -"子\"*" +"*\"当我看到一只鸟像鸭子一样走路, 像鸭子一样游泳, 像鸭子一样呱呱叫时, 我就叫它" +"鸭子\"*" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:510 msgid "In this case, it translates to:" -msgstr "在这种情况下,它可转变成:" +msgstr "在这种情况下, 它可转变成:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:512 msgid "" "*\"If the object can be smashed, don't care what it is, just smash it.\"*" -msgstr "*\"如果物体可以被砸碎,不要在意它是什么,只管砸碎它.\"*" +msgstr "*\"如果物体可以被砸碎, 不要在意它是什么, 只管砸碎它.\"*" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:514 msgid "Yes, we should call it Hulk typing instead." -msgstr "是的,称它为 ``绿巨人(Hulk)`` 类型适乎更合适." +msgstr "是的, 称它为 ``绿巨人(Hulk)`` 类型适乎更合适." #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:516 msgid "" @@ -455,10 +456,10 @@ msgid "" "exist (like Objective C), but GDScript is stricter, so checking if the " "function exists is desirable:" msgstr "" -"有可能被击中的对象没有 ``smash()`` 函数.一些动态类型语言在方法不存在时,简单地" -"忽略方法调用(如Objective C),但是GDScript更严格,因此需要检查函数是否存在:" +"有可能被击中的对象没有 ``smash()`` 函数. 一些动态类型语言在方法不存在时, 简单" +"地忽略方法调用(如Objective C), 但是GDScript更严格, 因此需要检查函数是否存在:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:527 msgid "" "Then, simply define that method and anything the rock touches can be smashed." -msgstr "然后,简单地定义这个方法,岩石触碰的任何东西都可以被粉碎了." +msgstr "然后, 简单地定义这个方法, 岩石触碰的任何东西都可以被粉碎了." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 053ba139b9..2db2a3e7d1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "integrated with Godot Engine, allowing great flexibility for content " "creation and integration." msgstr "" -"*GDScript* 是一种用于创建内容的高级、动态类型的编程语言.它使用类似于 `Python " -"<https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_ 的语法(块" -"基于缩进,许多关键字相似).其目标是针对Godot引擎进行优化并与之紧密集成,从而为内" -"容创建和集成提供极大的灵活性." +"*GDScript* 是一种用于创建内容的高级, 动态类型的编程语言. 它使用类似于 " +"`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_ " +"的语法(块基于缩进, 许多关键字相似). 其目标是针对Godot引擎进行优化并与之紧密集" +"成, 从而为内容创建和集成提供极大的灵活性." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:17 msgid "History" @@ -48,7 +48,7 @@ msgid "" "Documentation about GDScript's history has been moved to the :ref:" "`Frequently Asked Questions <doc_faq_what_is_gdscript>`." msgstr "" -"关于GDScript历史的文档已被移至 :ref:`常见问题<doc_faq_what_is_gdscript>`中." +"关于GDScript历史的文档已被移至 :ref:`常见问题 <doc_faq_what_is_gdscript>` 中." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:25 msgid "Example of GDScript" @@ -58,7 +58,7 @@ msgstr "GDScript的示例" msgid "" "Some people can learn better by taking a look at the syntax, so here's a " "simple example of how GDScript looks." -msgstr "有些人可以通过查看语法来更好地学习,因此,这有GDScript外观的简单示例." +msgstr "有些人可以通过查看语法来更好地学习, 因此, 这有GDScript外观的简单示例." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:110 msgid "" @@ -66,8 +66,8 @@ msgid "" "+, or C# but never used a dynamically typed one before, it is advised you " "read this tutorial: :ref:`doc_gdscript_more_efficiently`." msgstr "" -"如果您以前有使用C、C++或C#之类的静态类型语言的经验,但以前从未使用过动态类型的" -"语言,建议您阅读此教程: :ref:`doc_gdscript_more_efficiently`." +"如果您以前有使用C, C++或C#之类的静态类型语言的经验, 但以前从未使用过动态类型" +"的语言, 建议您阅读此教程: :ref:`doc_gdscript_more_efficiently`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:115 msgid "Language" @@ -79,8 +79,8 @@ msgid "" "methods are available to arrays or other objects, should be looked up in the " "linked class descriptions." msgstr "" -"在下面,概述了GDScript.详细信息,例如哪些方法可用于数组或其他对象,可以在链接的" -"类描述中查找到这些方法." +"在下面, 概述了GDScript. 详细信息, 例如哪些方法可用于数组或其他对象, 可以在链" +"接的类描述中查找到这些方法." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:122 msgid "Identifiers" @@ -93,9 +93,9 @@ msgid "" "identifier. Additionally, identifiers must not begin with a digit. " "Identifiers are case-sensitive (``foo`` is different from ``FOO``)." msgstr "" -"任何仅限于字母字符( ``a`` 到 ``z`` 和 ``A`` 到 ``Z`` )、数字( ``0`` 到 " -"``9`` )和 ``_`` 的字符串都可以作为标识符.此外,标识符不能以数字开头.标识符区分" -"大小写( ``foo`` 和 ``FOO`` 是不同的)." +"任何仅限于字母字符( ``a`` 到 ``z`` 和 ``A`` 到 ``Z`` ), 数字( ``0`` 到 " +"``9`` )和 ``_`` 的字符串都可以作为标识符. 此外, 标识符不能以数字开头. 标识符" +"区分大小写( ``foo`` 和 ``FOO`` 是不同的)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:130 msgid "Keywords" @@ -108,8 +108,8 @@ msgid "" "Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " "types as listed in the following sections are also reserved." msgstr "" -"以下是该语言支持的关键字列表.由于关键字是保留字(令牌 [tokens]),它们不能用作标" -"识符.操作符(如 ``in``、 ``not``、 ``and``、或 ``or`` )以及下面列出的内置类型" +"以下是该语言支持的关键字列表. 由于关键字是保留字(令牌 [tokens]), 它们不能用作" +"标识符. 操作符(如 ``in``, ``not``, ``and``, 或 ``or`` )以及下面列出的内置类型" "的名称也是保留的." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:137 @@ -119,7 +119,7 @@ msgid "" "case you want to take a look under the hood." msgstr "" "关键字定义在 `GDScript tokenizer (GDScript 分词器)<https://github.com/" -"godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_ 中," +"godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_ 中, " "以防您想了解其中的内幕." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:141 @@ -200,7 +200,7 @@ msgstr "pass" msgid "" "Used where a statement is required syntactically but execution of code is " "undesired, e.g. in empty functions." -msgstr "在语法上要求语句但不希望执行代码的地方使用,例如在空函数中." +msgstr "在语法上要求语句但不希望执行代码的地方使用, 例如在空函数中." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:161 msgid "return" @@ -242,7 +242,7 @@ msgstr "is" msgid "" "Tests whether a variable extends a given class, or is of a given built-in " "type." -msgstr "测试变量是否扩展给定的类,或者是否是给定的内置类型." +msgstr "测试变量是否扩展给定的类, 或者是否是给定的内置类型." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 msgid "as" @@ -250,7 +250,7 @@ msgstr "as" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 msgid "Cast the value to a given type if possible." -msgstr "如果可能,将值转换为给定类型." +msgstr "如果可能, 将值转换为给定类型." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:173 msgid "self" @@ -290,7 +290,7 @@ msgstr "static" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:181 msgid "Defines a static function. Static member variables are not allowed." -msgstr "定义一个静态函数.静态成员变量是不允许的." +msgstr "定义一个静态函数. 静态成员变量是不允许的." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:183 msgid "const" @@ -324,7 +324,7 @@ msgstr "onready" msgid "" "Initializes a variable once the Node the script is attached to and its " "children are part of the scene tree." -msgstr "一旦脚本附加到的节点及其子级成为场景树的一部分,就初始化变量." +msgstr "一旦脚本附加到的节点及其子级成为场景树的一部分, 就初始化变量." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:191 msgid "export" @@ -334,7 +334,7 @@ msgstr "导出" msgid "" "Saves a variable along with the resource it's attached to and makes it " "visible and modifiable in the editor." -msgstr "保存一个变量及其附加的资源,并使其在编辑器中可见和可修改." +msgstr "保存一个变量及其附加的资源, 并使其在编辑器中可见和可修改." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:193 msgid "setget" @@ -358,7 +358,7 @@ msgstr "预加载(``Preload``)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "预加载一个类或变量.请参见 `类作为资源`_." +msgstr "预加载一个类或变量. 请参见 `类作为资源`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "yield" @@ -366,7 +366,7 @@ msgstr "yield" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "Coroutine support. See `Coroutines with yield`_." -msgstr "协程支持.参见 `协程使用yield`_." +msgstr "协程支持. 参见 `协程使用yield`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 msgid "assert" @@ -377,7 +377,7 @@ msgid "" "Asserts a condition, logs error on failure. Ignored in non-debug builds. See " "`Assert keyword`_." msgstr "" -"断言一个条件,如果失败则记录错误.在非调试版本中被忽略.参见 `Assert关键字`_." +"断言一个条件, 如果失败则记录错误. 在非调试版本中被忽略. 参见 `Assert关键字`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:203 msgid "remote" @@ -392,7 +392,7 @@ msgstr "remote" msgid "" "Networking RPC annotation. See :ref:`high-level multiplayer docs " "<doc_high_level_multiplayer>`." -msgstr "网络RPC注解.参见 :ref:`高级多玩家文档 <doc_high_level_multiplayer>`." +msgstr "网络RPC注解. 参见 :ref:`高级多玩家文档 <doc_high_level_multiplayer>`." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:205 msgid "master" @@ -436,7 +436,7 @@ msgstr "INF" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:219 msgid "Infinity constant. Used for comparisons." -msgstr "无穷大常数.用于比较." +msgstr "无穷大常数. 用于比较." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:221 msgid "NAN" @@ -444,7 +444,7 @@ msgstr "NAN" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:221 msgid "NAN (not a number) constant. Used for comparisons." -msgstr "NAN(不是一个数字)常数.用于比较." +msgstr "NAN(不是一个数字)常数. 用于比较." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:225 msgid "Operators" @@ -524,8 +524,8 @@ msgid "" "rather than returning a fractional number, and the % operator is only " "available for ints (\"fmod\" for floats)" msgstr "" -"这些操作符与C++中的具有相同的行为.整数除法被截断,而不是返回一个小数,%运算符只" -"对整数可用(浮点数用 ``fmod``)" +"这些操作符与C++中的具有相同的行为. 整数除法被截断, 而不是返回一个小数, %运算" +"符只对整数可用(浮点数用 ``fmod``)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:252 msgid "``+``" @@ -705,7 +705,7 @@ msgstr "``@\"Node/Label\"``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299 msgid ":ref:`class_NodePath` or StringName" -msgstr ":ref:`class_NodePath`或StringName" +msgstr ":ref:`class_NodePath` 或StringName" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:301 msgid "``$NodePath``" @@ -720,7 +720,7 @@ msgid "" "Integers and floats can have their numbers separated with ``_`` to make them " "more readable. The following ways to write numbers are all valid::" msgstr "" -"整数和浮点数可以用 ``_`` 来分隔,使其更易读.以下表示数字的方式都是有效的:" +"整数和浮点数可以用 ``_`` 来分隔, 使其更易读. 以下表示数字的方式都是有效的:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:313 msgid "Comments" @@ -730,7 +730,7 @@ msgstr "注释" msgid "" "Anything from a ``#`` to the end of the line is ignored and is considered a " "comment." -msgstr "任何从 ``#`` 开始到行尾的内容都会被忽略,并被视为注释." +msgstr "任何从 ``#`` 开始到行尾的内容都会被忽略, 并被视为注释." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:325 msgid "Built-in types" @@ -744,9 +744,9 @@ msgid "" "are passed by reference so they are shared. (Pooled arrays such as " "``PoolByteArray`` are still passed as values.)" msgstr "" -"内置类型是堆栈分配的.它们作为值传递.这意味着在每次赋值或将它们作为参数传递给" -"函数时都会创建一个副本.唯一的例外是 ``数组(Array)`` 和 ``字典" -"(Dictionaries)`` ,它们是通过引用传递的,所以它们是共享的.(池数组如 " +"内置类型是堆栈分配的. 它们作为值传递. 这意味着在每次赋值或将它们作为参数传递" +"给函数时都会创建一个副本. 唯一的例外是 ``数组(Array)`` 和 ``字典" +"(Dictionaries)`` , 它们是通过引用传递的, 所以它们是共享的.(池数组如 " "``PoolByteArray`` 仍作为值传递.)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:334 @@ -765,7 +765,7 @@ msgstr "null" msgid "" "``null`` is an empty data type that contains no information and can not be " "assigned any other value." -msgstr "``null`` 是一个空数据类型,不包含任何信息,不能分配任何其他值." +msgstr "``null`` 是一个空数据类型, 不包含任何信息, 不能分配任何其他值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:345 msgid ":ref:`bool <class_bool>`" @@ -773,7 +773,7 @@ msgstr ":ref:`bool <class_bool>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:347 msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." -msgstr "``boolean`` 的缩写,只能包含 ``true`` 或 ``false``." +msgstr "``boolean`` 的缩写, 只能包含 ``true`` 或 ``false``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 msgid ":ref:`int <class_int>`" @@ -784,7 +784,7 @@ msgid "" "Short for \"integer\", it stores whole numbers (positive and negative). It " "is stored as a 64-bit value, equivalent to \"int64_t\" in C++." msgstr "" -"``integer`` 的缩写,它存储整数(正数和负数).它存储为64位值,等效于C++中的 `` " +"``integer`` 的缩写, 它存储整数(正数和负数). 它存储为64位值, 等效于C++中的 `` " "int64_t``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:356 @@ -798,9 +798,9 @@ msgid "" "data structures such as Vector2, Vector3, and PoolRealArray store 32-bit " "single-precision \"float\" values." msgstr "" -"使用浮点值存储实数,包括小数.它存储为64位值,相当于C++中的 ``double``.注意:当" -"前,``Vector2``、``Vector3`` 和 ``PoolRealArray`` 之类的数据结构存储32位单精" -"度 ``浮点`` 值." +"使用浮点值存储实数, 包括小数. 它存储为64位值, 相当于C++中的 ``double``. 注" +"意: 当前,``Vector2``, ``Vector3`` 和 ``PoolRealArray`` 之类的数据结构存储32位" +"单精度 ``浮点`` 值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:364 msgid ":ref:`String <class_String>`" @@ -811,8 +811,8 @@ msgid "" "A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/" "Unicode>`_. Strings can contain the following escape sequences:" msgstr "" -"`Unicode格式 <https://en.wikipedia.org/wiki/Unicode>`_ 的字符序列.字符串可以" -"包含以下转义序列:" +"`Unicode 格式 <https://en.wikipedia.org/wiki/Unicode>`_ 的字符序列. 字符串可" +"以包含以下转义序列:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 msgid "**Escape sequence**" @@ -908,7 +908,7 @@ msgstr "``\\uXXXX``" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "Unicode codepoint ``XXXX`` (hexadecimal, case-insensitive)" -msgstr "Unicode 代码点 ``XXXX`` (十六进制,不区分大小写)" +msgstr "Unicode 代码点 ``XXXX`` (十六进制, 不区分大小写)" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:396 msgid "GDScript also supports :ref:`doc_gdscript_printf`." @@ -926,7 +926,7 @@ msgstr ":ref:`Vector2 <class_Vector2>`" msgid "" "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an " "array." -msgstr "2D vector(向量)类型包含 ``x`` 和 ``y`` 字段.也可以像数组一样访问." +msgstr "2D vector(向量)类型包含 ``x`` 和 ``y`` 字段. 也可以像数组一样访问." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:408 msgid ":ref:`Rect2 <class_Rect2>`" @@ -937,8 +937,8 @@ msgid "" "2D Rectangle type containing two vectors fields: ``position`` and ``size``. " "Also contains an ``end`` field which is ``position + size``." msgstr "" -"2D矩形类型包含两个向量字段: ``position`` 和 ``size``.还包含一个 ``end`` 字段," -"即 ``position + size``." +"2D矩形类型包含两个向量字段: ``position`` 和 ``size``. 还包含一个 ``end`` 字" +"段, 即 ``position + size``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:414 msgid ":ref:`Vector3 <class_Vector3>`" @@ -948,7 +948,7 @@ msgstr ":ref:`Vector3 <class_Vector3>`" msgid "" "3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " "accessed as an array." -msgstr "3D向量类型包含 ``x`` 、 ``y`` 与 ``z`` 字段.也能够像数组一样访问." +msgstr "3D向量类型包含 ``x`` , ``y`` 与 ``z`` 字段. 也能够像数组一样访问." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:420 msgid ":ref:`Transform2D <class_Transform2D>`" @@ -977,7 +977,7 @@ msgstr ":ref:`Quat <class_Quat>`" msgid "" "Quaternion is a datatype used for representing a 3D rotation. It's useful " "for interpolating rotations." -msgstr "四元数是一种用于表示3D旋转的数据类型.它对于内插旋转很有用." +msgstr "四元数是一种用于表示3D旋转的数据类型. 它对于内插旋转很有用." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:437 msgid ":ref:`AABB <class_AABB>`" @@ -989,8 +989,8 @@ msgid "" "``position`` and ``size``. Also contains an ``end`` field which is " "``position + size``." msgstr "" -"轴对齐边界框(或3D框)包含两个向量字段: ``position`` 和 ``size``.还包含一个 " -"``end`` 字段,即 ``position + size``." +"轴对齐边界框(或3D框)包含两个向量字段: ``position`` 和 ``size``. 还包含一个 " +"``end`` 字段, 即 ``position + size``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 msgid ":ref:`Basis <class_Basis>`" @@ -1001,8 +1001,8 @@ msgid "" "3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " "(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." msgstr "" -"3×3矩阵被用于3D旋转与缩放.其包含3个向量字段(``x``, ``y`` 和 ``z``) 并且可以像" -"3D向量数组那样访问." +"3×3矩阵被用于3D旋转与缩放. 其包含3个向量字段(``x``, ``y`` 和 ``z``) 并且可以" +"像3D向量数组那样访问." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:451 msgid ":ref:`Transform <class_Transform>`" @@ -1027,8 +1027,8 @@ msgid "" "Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " "be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." msgstr "" -"颜色数据类型包含 ``r``、 ``g``、 ``b``、和 ``a`` 字段.它也可以作为 ``h``、 " -"``s``、和 ``v`` 来访问色相/饱和度/值." +"颜色数据类型包含 ``r``, ``g``, ``b``, 和 ``a`` 字段. 它也可以作为 ``h``, " +"``s``, 和 ``v`` 来访问色相/饱和度/值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:466 msgid ":ref:`NodePath <class_NodePath>`" @@ -1039,8 +1039,8 @@ msgid "" "Compiled path to a node used mainly in the scene system. It can be easily " "assigned to, and from, a String." msgstr "" -"编译路径,到一个主要用在场景系统中的节点.它可以很容易地从一个字符串获得,或获得" -"一个字符串." +"编译路径, 到一个主要用在场景系统中的节点. 它可以很容易地从一个字符串获得, 或" +"获得一个字符串." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:472 msgid ":ref:`RID <class_RID>`" @@ -1048,7 +1048,7 @@ msgstr ":ref:`RID <class_RID>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:474 msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." -msgstr "资源ID(RID).服务使用通用的RID来引用不透明数据." +msgstr "资源ID(RID). 服务使用通用的RID来引用不透明数据." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:477 msgid ":ref:`Object <class_Object>`" @@ -1072,8 +1072,8 @@ msgid "" "dictionaries (see below). The array can resize dynamically. Arrays are " "indexed starting from index ``0``. Negative indices count from the end." msgstr "" -"任意对象类型的泛型序列,包括其他数组或字典(见下文).数组可以动态调整大小.数组索" -"引从 ``0`` 开始.从Godot 2.1开始,负索引表示从尾部开始计数." +"任意对象类型的泛型序列, 包括其他数组或字典(见下文). 数组可以动态调整大小. 数" +"组索引从 ``0`` 开始. 从Godot 2.1开始, 负索引表示从尾部开始计数." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:501 msgid "" @@ -1084,36 +1084,36 @@ msgid "" "use less memory, but are atomic and tend to run slower than generic arrays. " "They are therefore only recommended to use for large data sets:" msgstr "" -"GDScript数组在内存中线性分配以提高速度.但是,大型数组(包含数万个元素)可能会导" -"致内存碎片.如果这是一个问题,则可以使用特定类型的数组.它们只接受单个数据类型." -"它们避免了内存碎片,并使用了更少的内存,但是它们是原子的,并且运行起来比通用数组" -"要慢.因此,建议仅将它们用于大型数据集:" +"GDScript数组在内存中线性分配以提高速度. 但是, 大型数组(包含数万个元素)可能会" +"导致内存碎片. 如果这是一个问题, 则可以使用特定类型的数组. 它们只接受单个数据" +"类型. 它们避免了内存碎片, 并使用了更少的内存, 但是它们是原子的, 并且运行起来" +"比通用数组要慢. 因此, 建议仅将它们用于大型数据集:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:508 msgid "" ":ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from " "0 to 255)." msgstr "" -":ref:`PoolByteArray <class_PoolByteArray>`:一个字节(从0到255的整数)数组." +":ref:`PoolByteArray <class_PoolByteArray>`: 一个字节(从0到255的整数)数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:509 msgid ":ref:`PoolIntArray <class_PoolIntArray>`: An array of integers." -msgstr ":ref:`PoolIntArray <class_PoolIntArray>`:一个整数数组." +msgstr ":ref:`PoolIntArray <class_PoolIntArray>`: 一个整数数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 msgid ":ref:`PoolRealArray <class_PoolRealArray>`: An array of floats." -msgstr ":ref:`PoolRealArray <class_PoolRealArray>`:一个浮点数数组." +msgstr ":ref:`PoolRealArray <class_PoolRealArray>`: 一个浮点数数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:511 msgid ":ref:`PoolStringArray <class_PoolStringArray>`: An array of strings." -msgstr ":ref:`PoolStringArray <class_PoolStringArray>`:一个字符串数组." +msgstr ":ref:`PoolStringArray <class_PoolStringArray>`: 一个字符串数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:512 msgid "" ":ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 " "<class_Vector2>` objects." msgstr "" -":ref:`PoolVector2Array <class_PoolVector2Array>`:一个 :ref:`Vector2 " +":ref:`PoolVector2Array <class_PoolVector2Array>`: 一个 :ref:`Vector2 " "<class_Vector2>` 对象的数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:513 @@ -1121,7 +1121,7 @@ msgid "" ":ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 " "<class_Vector3>` objects." msgstr "" -":ref:`PoolVector3Array <class_PoolVector3Array>`:一个 :ref:`Vector3 " +":ref:`PoolVector3Array <class_PoolVector3Array>`: 一个 :ref:`Vector3 " "<class_Vector3>` 对象数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:514 @@ -1129,8 +1129,8 @@ msgid "" ":ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color " "<class_Color>` objects." msgstr "" -":ref:`PoolColorArray <class_PoolColorArray>`:一个 :ref:`Color <class_Color>` " -"对象的数组." +":ref:`PoolColorArray <class_PoolColorArray>`: 一个 :ref:`Color " +"<class_Color>` 对象的数组." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:517 msgid ":ref:`Dictionary <class_Dictionary>`" @@ -1138,7 +1138,7 @@ msgstr ":ref:`Dictionary <class_Dictionary>`" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:519 msgid "Associative container which contains values referenced by unique keys." -msgstr "关联容器,其中包含唯一键引用的值." +msgstr "关联容器, 其中包含唯一键引用的值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:532 msgid "" @@ -1147,15 +1147,15 @@ msgid "" "write). However, keys written in this form can't start with a digit (like " "any GDScript identifier)." msgstr "" -"还支持Lua风格的table语法.Lua风格使用 ``=`` 而不是 ``:`` ,并且不使用引号来标记" -"字符串键(这样写起来会稍微少一些).但是请注意,与任何GDScript标识符一样,以这种形" -"式编写的键不能以数字开头." +"还支持Lua风格的table语法.Lua风格使用 ``=`` 而不是 ``:`` , 并且不使用引号来标" +"记字符串键(这样写起来会稍微少一些). 但是请注意, 与任何GDScript标识符一样, 以" +"这种形式编写的键不能以数字开头." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:546 msgid "" "To add a key to an existing dictionary, access it like an existing key and " "assign to it::" -msgstr "若要向现有字典添加键,请像访问现有键一样访问它,并给它赋值:" +msgstr "若要向现有字典添加键, 请像访问现有键一样访问它, 并给它赋值:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:562 msgid "" @@ -1165,10 +1165,10 @@ msgid "" "the :ref:`Object.get() <class_Object_method_get>` and :ref:`Object.set() " "<class_Object_method_set>` methods instead." msgstr "" -"方括号语法不仅可以用在Dictionary上,而且还可以用来存取任何 :ref:" -"`class_Object` 的属性.记住,当尝试读取一个不存在的属性时,会引发脚本错误.为了避" -"免这一点,用 :ref:`Object.get() <class_Object_method_get>` 和 :ref:`Object." -"set() <class_Object_method_set>` 方法作为替代." +"方括号语法不仅可以用在Dictionary上, 而且还可以用来存取任何 :ref:" +"`class_Object` 的属性. 记住, 当尝试读取一个不存在的属性时, 会引发脚本错误. 为" +"了避免这一点, 用 :ref:`Object.get() <class_Object_method_get>` 和 :ref:" +"`Object.set() <class_Object_method_set>` 方法作为替代." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 msgid "Data" @@ -1184,8 +1184,8 @@ msgid "" "with the ``var`` keyword and may, optionally, be assigned a value upon " "initialization." msgstr "" -"变量可以作为类成员存在,也可以作为函数的局部变量存在.它们是用 ``var`` 关键字创" -"建的,并且可以在初始化时指定一个值." +"变量可以作为类成员存在, 也可以作为函数的局部变量存在. 它们是用 ``var`` 关键字" +"创建的, 并且可以在初始化时指定一个值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 msgid "" @@ -1193,26 +1193,26 @@ msgid "" "specified, the variable will be forced to have always that same type, and " "trying to assign an incompatible value will raise an error." msgstr "" -"变量可以选择具有类型声明.指定类型时,变量将强制始终具有相同的类型,并且试图分配" -"不兼容的值将引发错误." +"变量可以选择具有类型声明. 指定类型时, 变量将强制始终具有相同的类型, 并且试图" +"分配不兼容的值将引发错误." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:589 msgid "" "Types are specified in the variable declaration using a ``:`` (colon) symbol " "after the variable name, followed by the type." -msgstr "类型在变量声明中使用 ``:`` (冒号)符号在变量名后面指定,后面是类型." +msgstr "类型在变量声明中使用 ``:`` (冒号)符号在变量名后面指定, 后面是类型." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:597 msgid "" "If the variable is initialized within the declaration, the type can be " "inferred, so it's possible to omit the type name::" -msgstr "如果在声明中初始化变量,则可以推断类型,因此可以省略类型名称:" +msgstr "如果在声明中初始化变量, 则可以推断类型, 因此可以省略类型名称:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:603 msgid "" "Type inference is only possible if the assigned value has a defined type, " "otherwise it will raise an error." -msgstr "类型推断只有在指定的值具有定义的类型时才可能,否则将引发错误." +msgstr "类型推断只有在指定的值具有定义的类型时才可能, 否则将引发错误." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:606 msgid "Valid types are:" @@ -1220,18 +1220,18 @@ msgstr "有效的类型有:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:608 msgid "Built-in types (Array, Vector2, int, String, etc.)." -msgstr "内置类型(Array、Vector2、int、String、等)." +msgstr "内置类型(Array, Vector2, int, String, 等)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:609 msgid "Engine classes (Node, Resource, Reference, etc.)." -msgstr "引擎类(Node、Resource、Reference、等)." +msgstr "引擎类(Node, Resource, Reference, 等)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:610 msgid "" "Constant names if they contain a script resource (``MyScript`` if you " "declared ``const MyScript = preload(\"res://my_script.gd\")``)." msgstr "" -"常量名,如果它们包含脚本资源(``MyScript`` 如果声明 ``const MyScript = " +"常量名, 如果它们包含脚本资源(``MyScript`` 如果声明 ``const MyScript = " "preload(\"res://my_script.gd\")``)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:611 @@ -1240,8 +1240,8 @@ msgid "" "NestedClass`` if you declared ``class NestedClass`` inside the ``class " "InnerClass`` in the same scope)." msgstr "" -"在同一个脚本中的其他类,遵循作用域(如果在相同作用域内,在 ``class InnerClass`` " -"中声明 ``class NestedClass`` 得到 ``InnerClass.NestedClass`` )." +"在同一个脚本中的其他类, 遵循作用域(如果在相同作用域内, 在 ``class " +"InnerClass`` 中声明 ``class NestedClass`` 得到 ``InnerClass.NestedClass`` )." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:612 msgid "Script classes declared with the ``class_name`` keyword." @@ -1257,33 +1257,33 @@ msgid "" "needed to coerce a value to be of a certain type, in particular for object " "types, you can use the casting operator ``as``." msgstr "" -"分配给类型变量的值必须具有兼容的类型.如果需要将值强制转换为特定类型,特别是对" -"于对象类型,则可以使用强制转换运算符 ``as``." +"分配给类型变量的值必须具有兼容的类型. 如果需要将值强制转换为特定类型, 特别是" +"对于对象类型, 则可以使用强制转换运算符 ``as``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 msgid "" "Casting between object types results in the same object if the value is of " "the same type or a subtype of the cast type." msgstr "" -"如果值是相同类型或转换类型的子类型,则在对象类型之间进行转换会导致相同的对象." +"如果值是相同类型或转换类型的子类型, 则在对象类型之间进行转换会导致相同的对象." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:629 msgid "" "If the value is not a subtype, the casting operation will result in a " "``null`` value." -msgstr "如果该值不是子类型,则强制转换操作将产生 ``null`` 值." +msgstr "如果该值不是子类型, 则强制转换操作将产生 ``null`` 值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:636 msgid "" "For built-in types, they will be forcibly converted if possible, otherwise " "the engine will raise an error." -msgstr "对于内置类型,如果可能,将对其进行强制转换,否则引擎将引发错误." +msgstr "对于内置类型, 如果可能, 将对其进行强制转换, 否则引擎将引发错误." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:645 msgid "" "Casting is also useful to have better type-safe variables when interacting " "with the scene tree::" -msgstr "与场景树进行交互时,强制转换对于获得更好的类型安全变量也很有用:" +msgstr "与场景树进行交互时, 强制转换对于获得更好的类型安全变量也很有用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655 msgid "Constants" @@ -1296,8 +1296,8 @@ msgid "" "give a constant value a name. Trying to assign a value to a constant after " "it's declared will give you an error." msgstr "" -"常量代表游戏运行时不可更改的值.其值在编译时必须已知.使用 ``const`` 关键字即可" -"为常量值赋予名称.尝试为常量重写赋值会引发错误." +"常量代表游戏运行时不可更改的值. 其值在编译时必须已知. 使用 ``const`` 关键字即" +"可为常量值赋予名称. 尝试为常量重写赋值会引发错误." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662 msgid "We recommend using constants whenever a value is not meant to change." @@ -1307,7 +1307,7 @@ msgstr "我们建议使用常量来储存不应当更改的值." msgid "" "Although the type of constants is inferred from the assigned value, it's " "also possible to add explicit type specification::" -msgstr "尽管可以从分配的值中推断出常量的类型,但是也可以添加显式的类型说明:" +msgstr "尽管可以从分配的值中推断出常量的类型, 但是也可以添加显式的类型说明:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:681 msgid "Assigning a value of an incompatible type will raise an error." @@ -1320,8 +1320,8 @@ msgid "" "still be modified afterwards. They can't be reassigned with another value " "though." msgstr "" -"由于数组和字典是通过引用的方式传递,常数们是\"平坦的\".这代表,如果你声明了一个" -"常数数组或字典,它依然可以被更改.虽然,你并不能将常数数组或字典重新赋值." +"由于数组和字典是通过引用的方式传递, 常数们是 \"平坦的\". 这代表, 如果你声明了" +"一个常数数组或字典, 它依然可以被更改. 虽然, 你并不能将常数数组或字典重新赋值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 msgid "Enums" @@ -1332,13 +1332,13 @@ msgid "" "Enums are basically a shorthand for constants, and are pretty useful if you " "want to assign consecutive integers to some constant." msgstr "" -"枚举基本上是常量的简写,如果您想为某些常量分配连续整数,那么枚举非常有用." +"枚举基本上是常量的简写, 如果您想为某些常量分配连续整数, 那么枚举非常有用." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 msgid "" "If you pass a name to the enum, it will put all the keys inside a constant " "dictionary of that name." -msgstr "如果将名称传递给枚举,它将把所有键放入该名称的常量字典中." +msgstr "如果将名称传递给枚举, 它将把所有键放入该名称的常量字典中." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:698 msgid "" @@ -1346,8 +1346,8 @@ msgid "" "constants. They should be accessed prefixed by the enum's name (``Name." "KEY``); see an example below." msgstr "" -"从 Godot 3.1 开始,不会再将具名枚举的键注册为全局常量,应该通过前缀枚举的名字的" -"形式来访问(``Name.KEY``);见后面的例子." +"从 Godot 3.1 开始, 不会再将具名枚举的键注册为全局常量, 应该通过前缀枚举的名字" +"的形式来访问(``Name.KEY``);见后面的例子." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:718 msgid "Functions" @@ -1361,14 +1361,14 @@ msgid "" "but is not always required (and should *not* be sent as the function's first " "argument, unlike Python)." msgstr "" -"函数总是属于一个 `类 <Classes_>`_ .变量查找的作用域的优先级是:局部 → 类成员 " -"→ 全局.``self`` 变量总是可用的,并作为访问类成员的选项提供,但并不总是必需的(与" -"Python不同, *不* 应该将其作为函数的第一个参数传递)." +"函数总是属于一个 ` 类 <Classes_>`_ . 变量查找的作用域的优先级是: 局部 → 类成" +"员 → 全局.``self`` 变量总是可用的, 并作为访问类成员的选项提供, 但并不总是必需" +"的(与Python不同, *不* 应该将其作为函数的第一个参数传递)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:733 msgid "" "A function can ``return`` at any point. The default return value is ``null``." -msgstr "函数可以在任何时候 ``return`` .默认返回值是 ``null``." +msgstr "函数可以在任何时候 ``return`` . 默认返回值是 ``null``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735 msgid "" @@ -1376,12 +1376,12 @@ msgid "" "return value. Types for arguments can be added in a similar way to " "variables::" msgstr "" -"函数也可以具有参数和返回值的类型声明.可以使用与变量类似的方式添加参数的类型:" +"函数也可以具有参数和返回值的类型声明. 可以使用与变量类似的方式添加参数的类型:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:741 msgid "" "If a function argument has a default value, it's possible to infer the type::" -msgstr "如果函数参数具有默认值,则可以推断类型:" +msgstr "如果函数参数具有默认值, 则可以推断类型:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:746 msgid "" @@ -1396,8 +1396,8 @@ msgid "" "functions can return early with the ``return`` keyword, but they can't " "return any value." msgstr "" -"有返回类型的函数 **必须** 返回正确的值.将类型设置为 ``void`` 意味着函数不返回" -"任何内容.Void函数可以使用 ``return`` 关键字提前返回,但不能返回任何值." +"有返回类型的函数 **必须** 返回正确的值. 将类型设置为 ``void`` 意味着函数不返" +"回任何内容.Void函数可以使用 ``return`` 关键字提前返回, 但不能返回任何值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761 msgid "" @@ -1407,10 +1407,10 @@ msgid "" "``if`` block but not after it, the editor will raise an error because if the " "block is not executed, the function won't have a valid value to return." msgstr "" -"非void函数必须 **总是** 返回一个值,所以如果您的代码有分支语句(例如 ``if``/" -"``else`` 构造),那么所有可能的路径都必须返回一个值.例如,如果在 ``if`` 块中有一" -"个 ``return`` ,但在 ``if`` 块之后没有,编辑器就会抛出一个错误,因为如果没有执行" -"这个块,该函数将没有有效值返回." +"非void函数必须 **总是** 返回一个值, 所以如果您的代码有分支语句(例如 ``if``/" +"``else`` 构造), 那么所有可能的路径都必须返回一个值. 例如, 如果在 ``if`` 块中" +"有一个 ``return`` , 但在 ``if`` 块之后没有, 编辑器就会抛出一个错误, 因为如果" +"没有执行这个块, 该函数将没有有效值返回." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 msgid "Referencing functions" @@ -1423,8 +1423,8 @@ msgid "" "another function or be returned from other functions. This is for " "performance reasons." msgstr "" -"与Python相反,函数 *不是* GDScript中的第一类对象.这意味着它们不能存储在变量中," -"不能作为参数传递给另一个函数,也不能从其他函数返回.这是出于性能原因." +"与Python相反, 函数 *不是* GDScript中的第一类对象. 这意味着它们不能存储在变量" +"中, 不能作为参数传递给另一个函数, 也不能从其他函数返回. 这是出于性能原因." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:775 msgid "" @@ -1432,8 +1432,8 @@ msgid "" "variable, or pass it to another function as an argument) one must use the " "``call`` or ``funcref`` helpers::" msgstr "" -"若要在运行时按名称引用一个函数,(例如,将其存储在一个变量中,或将其作为参数传递" -"给另一个函数),必须使用 ``call`` 或 ``funcref`` 帮助函数:" +"若要在运行时按名称引用一个函数,(例如, 将其存储在一个变量中, 或将其作为参数传" +"递给另一个函数), 必须使用 ``call`` 或 ``funcref`` 帮助函数:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:789 msgid "Static functions" @@ -1445,8 +1445,8 @@ msgid "" "access to the instance member variables or ``self``. This is mainly useful " "to make libraries of helper functions::" msgstr "" -"函数可以声明为静态的.当一个函数是静态的,它不能访问实例成员变量或 ``self`` .这" -"对于创建辅助函数库非常有用:" +"函数可以声明为静态的. 当一个函数是静态的, 它不能访问实例成员变量或 " +"``self`` . 这对于创建辅助函数库非常有用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800 msgid "Statements and control flow" @@ -1458,7 +1458,7 @@ msgid "" "structures, etc (see below). ``;`` as a statement separator is entirely " "optional." msgstr "" -"语句是标准的,可以是赋值、函数调用、控制流结构等(见下面).``;`` 作为语句分隔符" +"语句是标准的, 可以是赋值, 函数调用, 控制流结构等(见下面).``;`` 作为语句分隔符" "是完全可选的." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:807 @@ -1472,9 +1472,9 @@ msgid "" "nature of the tab-based indentation, ``elif`` can be used instead of " "``else``/``if`` to maintain a level of indentation." msgstr "" -"简单的条件是通过使用 ``if``/``else``/``elif`` 语法创建的.条件的括号是允许的," -"但不是必需的.考虑到基于制表符的缩进的性质,可以使用 ``elif`` 而不是 ``else``/" -"``if`` 来维持缩进的级别." +"简单的条件是通过使用 ``if``/``else``/``elif`` 语法创建的. 条件的括号是允许" +"的, 但不是必需的. 考虑到基于制表符的缩进的性质, 可以使用 ``elif`` 而不是 " +"``else``/``if`` 来维持缩进的级别." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:823 msgid "Short statements can be written on the same line as the condition::" @@ -1485,16 +1485,16 @@ msgid "" "Sometimes, you might want to assign a different initial value based on a " "boolean expression. In this case, ternary-if expressions come in handy::" msgstr "" -"有时您可能希望基于布尔表达式分配不同的初始值.在这种情况下,三元表达式将派上用" -"场:" +"有时您可能希望基于布尔表达式分配不同的初始值. 在这种情况下, 三元表达式将派上" +"用场:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 msgid "" "Simple loops are created by using ``while`` syntax. Loops can be broken " "using ``break`` or continued using ``continue``:" msgstr "" -"简单的循环是使用 ``while`` 语法创建的.可以使用 ``break`` 来中断循环,或者使用 " -"``continue`` 来继续:" +"简单的循环是使用 ``while`` 语法创建的. 可以使用 ``break`` 来中断循环, 或者使" +"用 ``continue`` 来继续:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 msgid "" @@ -1503,8 +1503,8 @@ msgid "" "loop variable. When iterating over a dictionary, the *key* is stored in the " "loop variable." msgstr "" -"要遍历一个范围(如数组或表),使用 *for* 循环.在数组上迭代时,当前数组元素存储在" -"循环变量中.在遍历字典时, *键(key)* 存储在循环变量中." +"要遍历一个范围(如数组或表), 使用 *for* 循环. 在数组上迭代时, 当前数组元素存储" +"在循环变量中. 在遍历字典时, *键(key)* 存储在循环变量中." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:885 msgid "" @@ -1512,8 +1512,8 @@ msgid "" "equivalent of the ``switch`` statement found in many other languages, but " "offers some additional features." msgstr "" -"``match`` 语句用于分支程序的执行.它相当于在许多其他语言中出现的 ``switch`` 语" -"句,但提供了一些附加功能." +"``match`` 语句用于分支程序的执行. 它相当于在许多其他语言中出现的 ``switch`` " +"语句, 但提供了一些附加功能." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:888 msgid "Basic syntax::" @@ -1521,7 +1521,7 @@ msgstr "基本语法:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:899 msgid "**Crash-course for people who are familiar with switch statements**:" -msgstr "**熟悉switch语句的人的速成课程**:" +msgstr "**熟悉switch语句的人的速成课程** :" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:901 msgid "Replace ``switch`` with ``match``." @@ -1536,8 +1536,8 @@ msgid "" "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can " "use ``continue`` for a fallthrough." msgstr "" -"删除任何 ``break``\\ s .如果不想使用默认的 ``break(停止向下匹配)`` ,可以使用 " -"``continue`` 作向下穿透匹配(fallthrough)." +"删除任何 ``break``\\ s . 如果不想使用默认的 ``break(停止向下匹配)`` , 可以使" +"用 ``continue`` 作向下穿透匹配(fallthrough)." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904 msgid "Change ``default`` to a single underscore." @@ -1545,7 +1545,7 @@ msgstr "将 ``default`` 替换为单个下划线." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 msgid "**Control flow**:" -msgstr "**控制流**:" +msgstr "**控制流** :" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909 msgid "" @@ -1554,9 +1554,9 @@ msgid "" "below the ``match`` statement. You can use ``continue`` to stop execution in " "the current block and check for an additional match in the patterns below it." msgstr "" -"模式从上到下进行匹配.如果匹配到一个模式,则会执行第一个相应的块.之后,继续执行 " -"``match`` 语句下面的内容.你可以使用 ``continue`` 来停止执行当前的块,并检查它" -"下面的模式是否有额外的匹配." +"模式从上到下进行匹配. 如果匹配到一个模式, 则会执行第一个相应的块. 之后, 继续" +"执行 ``match`` 语句下面的内容. 你可以使用 ``continue`` 来停止执行当前的块, 并" +"检查它下面的模式是否有额外的匹配." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 msgid "There are 6 pattern types:" @@ -1568,7 +1568,7 @@ msgstr "常量模式" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916 msgid "Constant primitives, like numbers and strings::" -msgstr "常量原语,例如数字和字符串:" +msgstr "常量原语, 例如数字和字符串:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937 msgid "Variable pattern" @@ -1584,7 +1584,7 @@ msgstr "通配符模式" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940 msgid "This pattern matches everything. It's written as a single underscore." -msgstr "这个模式匹配所有内容.它被写成一个下划线." +msgstr "这个模式匹配所有内容. 它被写成一个下划线." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "" @@ -1602,8 +1602,8 @@ msgid "" "matches everything - and also gives that value a name. It's especially " "useful in array and dictionary patterns::" msgstr "" -"绑定模式引入了一个新变量.与通配符模式类似,它匹配所有内容——并为该值提供一个名" -"称.它在数组和字典模式中特别有用:" +"绑定模式引入了一个新变量. 与通配符模式类似, 它匹配所有内容——并为该值提供一个" +"名称. 它在数组和字典模式中特别有用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985 msgid "Array pattern" @@ -1613,19 +1613,19 @@ msgstr "数组模式" msgid "" "Matches an array. Every single element of the array pattern is a pattern " "itself, so you can nest them." -msgstr "匹配一个数组.数组模式的每个元素本身都是模式,因此您可以嵌套它们." +msgstr "匹配一个数组. 数组模式的每个元素本身都是模式, 因此您可以嵌套它们." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 msgid "" "The length of the array is tested first, it has to be the same size as the " "pattern, otherwise the pattern doesn't match." -msgstr "首先测试数组的长度,它的大小必须与模式相同,否则模式不匹配." +msgstr "首先测试数组的长度, 它的大小必须与模式相同, 否则模式不匹配." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971 msgid "" "**Open-ended array**: An array can be bigger than the pattern by making the " "last subpattern ``..``." -msgstr "**开放式数组**: 通过使最后一个子模式为 ``..`` ,可以使数组大于模式." +msgstr "**开放式数组** : 通过使最后一个子模式为 ``..`` , 可以使数组大于模式." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973 msgid "Every subpattern has to be comma-separated." @@ -1639,19 +1639,19 @@ msgstr "字典模式" msgid "" "Works in the same way as the array pattern. Every key has to be a constant " "pattern." -msgstr "工作方式与数组模式相同.每个键必须是一个常量模式." +msgstr "工作方式与数组模式相同. 每个键必须是一个常量模式." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 msgid "" "The size of the dictionary is tested first, it has to be the same size as " "the pattern, otherwise the pattern doesn't match." -msgstr "首先要测试字典的大小,它的大小必须与模式相同,否则模式不匹配." +msgstr "首先要测试字典的大小, 它的大小必须与模式相同, 否则模式不匹配." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 msgid "" "**Open-ended dictionary**: A dictionary can be bigger than the pattern by " "making the last subpattern ``..``." -msgstr "**开放式字典**: 通过将最后一个子字样改为 ``..`` ,使字典可以比模式大." +msgstr "**开放式字典** : 通过将最后一个子字样改为 ``..`` , 使字典可以比模式大." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994 msgid "Every subpattern has to be comma separated." @@ -1660,7 +1660,7 @@ msgstr "每个子模式都必须用逗号分隔." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:996 msgid "" "If you don't specify a value, then only the existence of the key is checked." -msgstr "如果不指定值,则仅检查键的存在." +msgstr "如果不指定值, 则仅检查键的存在." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:998 msgid "A value pattern is separated from the key pattern with a ``:``." @@ -1674,7 +1674,7 @@ msgstr "多重模式" msgid "" "You can also specify multiple patterns separated by a comma. These patterns " "aren't allowed to have any bindings in them." -msgstr "您还可以指定由逗号分隔的多重模式.这些模式不允许包含任何绑定." +msgstr "您还可以指定由逗号分隔的多重模式. 这些模式不允许包含任何绑定." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 msgid "Classes" @@ -1686,8 +1686,8 @@ msgid "" "reference them using the file's path, using either a relative or an absolute " "path. For example, if you name a script file ``character.gd``::" msgstr "" -"默认情况下,所有脚本文件都是未命名的类.在这种情况下,只能使用文件的路径引用它" -"们,使用相对路径或绝对路径.例如,如果您将脚本文件命名为 ``character.gd``:" +"默认情况下, 所有脚本文件都是未命名的类. 在这种情况下, 只能使用文件的路径引用" +"它们, 使用相对路径或绝对路径. 例如, 如果您将脚本文件命名为 ``character.gd``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 msgid "" @@ -1696,9 +1696,9 @@ msgid "" "optional comma followed by a path to an image, to use it as an icon. Your " "class will then appear with its new icon in the editor::" msgstr "" -"代替的是,可以为您的类命名,以在Godot的编辑器中将其注册为新类型.为此,请使用 " -"``class_name`` 关键字.您可以添加可选的逗号,后跟图像的路径,以将图像用作图标.然" -"后您的类将在编辑器中显示其新图标:" +"代替的是, 可以为您的类命名, 以在Godot的编辑器中将其注册为新类型. 为此, 请使" +"用 ``class_name`` 关键字. 您可以添加可选的逗号, 后跟图像的路径, 以将图像用作" +"图标. 然后您的类将在编辑器中显示其新图标:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057 msgid "" @@ -1708,8 +1708,8 @@ msgid "" "for more information." msgstr "" "如果脚本位于 ``res://addons/`` 目录下, ``class_name`` 只有当脚本是一个 " -"*enabled* 编辑器插件的一部分时,才会使节点出现在 **Create New Node** 对话框中." -"更多信息请参见 :ref:`doc_making_plugins` ." +"*enabled* 编辑器插件的一部分时, 才会使节点出现在 **Create New Node** 对话框" +"中. 更多信息请参见 :ref:`doc_making_plugins` ." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062 msgid "Here's a class file example:" @@ -1724,9 +1724,9 @@ msgid "" "of thread safety, since scripts can be initialized in separate threads " "without the user knowing." msgstr "" -"Godot的类语法很紧凑:它只能包含成员变量或函数.可以使用静态函数,但不能使用静态" -"成员变量.同样,每次创建实例时,引擎都会初始化变量,这包括数组和字典.这是线程安全" -"的精神,因为脚本可以在用户不知情的情况下在单独的线程中初始化." +"Godot的类语法很紧凑: 它只能包含成员变量或函数. 可以使用静态函数, 但不能使用静" +"态成员变量. 同样, 每次创建实例时, 引擎都会初始化变量, 这包括数组和字典. 这是" +"线程安全的精神, 因为脚本可以在用户不知情的情况下在单独的线程中初始化." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092 msgid "Inheritance" @@ -1760,14 +1760,14 @@ msgstr "继承使用 ``extends`` 关键字:" msgid "" "To check if a given instance inherits from a given class, the ``is`` keyword " "can be used::" -msgstr "要检查给定的实例是否从给定的类继承,可以使用 ``is`` 关键字:" +msgstr "要检查给定的实例是否从给定的类继承, 可以使用 ``is`` 关键字:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126 msgid "" "To call a function in a *parent class* (i.e. one ``extend``-ed in your " "current class), prepend ``.`` to the function name::" msgstr "" -"要调用 *基类* (即当前类 ``extend`` 后的类)中的函数,请在函数名前面加上 ``.``:" +"要调用 *基类* (即当前类 ``extend`` 后的类)中的函数, 请在函数名前面加上 ``.``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 msgid "" @@ -1776,8 +1776,8 @@ msgid "" "call them, you can prefix them with ``.`` (like the ``super`` keyword in " "other languages)::" msgstr "" -"这特别有用,因为扩展类中的函数会替换基类中同名的函数.所以如果您仍然想调用它们," -"您可以使用 ``.`` (这就像其他语言中的 ``super`` 关键字一样):" +"这特别有用, 因为扩展类中的函数会替换基类中同名的函数. 所以如果您仍然想调用它" +"们, 您可以使用 ``.`` (这就像其他语言中的 ``super`` 关键字一样):" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139 msgid "" @@ -1786,14 +1786,13 @@ msgid "" "are called in all parent classes automatically. There is no need to call " "them explicitly when overloading them." msgstr "" -"默认函数像 ``_init`` 和大多数通知像 ``_enter_tree``、 ``_exit_tree``、 " -"``_process``、 ``_physics_process`` 等,将自动调用在所有父类中的函数.重载它们" +"默认函数像 ``_init`` 和大多数通知像 ``_enter_tree``, ``_exit_tree``, " +"``_process``, ``_physics_process`` 等, 将自动调用在所有父类中的函数. 重载它们" "时无需显式调用它们." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -#, fuzzy msgid "Class constructor" -msgstr "类构造器" +msgstr "类的构造函数" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148 msgid "" @@ -1802,8 +1801,8 @@ msgid "" "automatically when inheriting a class. So, there is usually no need to call " "``._init()`` explicitly." msgstr "" -"在类实例化时调用的类构造函数名为 ``_init``.如前所述,父类的构造函数在继承类时" -"被自动调用.所以通常不需要显式调用 ``._init()``." +"在类实例化时调用的类构造函数名为 ``_init``. 如前所述, 父类的构造函数在继承类" +"时被自动调用. 所以通常不需要显式调用 ``._init()``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153 msgid "" @@ -1811,12 +1810,12 @@ msgid "" "some_func``, if the constructor from the inherited class takes arguments, " "they are passed like this::" msgstr "" -"与常规函数的调用不同,就像在上面的示例中使用 ``.some_func`` 那样,如果被继承的" -"类的构造函数接受参数,则将它们传递为:" +"与常规函数的调用不同, 就像在上面的示例中使用 ``.some_func`` 那样, 如果被继承" +"的类的构造函数接受参数, 则将它们传递为:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160 msgid "This is better explained through examples. Consider this scenario::" -msgstr "通过示例可以更好地说明这一点.考虑这种情况:" +msgstr "通过示例可以更好地说明这一点. 考虑这种情况:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183 msgid "There are a few things to keep in mind here:" @@ -1830,8 +1829,8 @@ msgid "" "``_init`` from ``State.gd``." msgstr "" "如果被继承的类(``State.gd``)定义了一个带有参数(在这种情况下为 ``e``)的 " -"``_init`` 构造函数,然后,继承的类(``Idle.gd``)也 **必须** 定义 ``_init`` 并将" -"适当的参数从 ``State.gd`` 传递给 ``_init``." +"``_init`` 构造函数, 然后, 继承的类(``Idle.gd``)也 **必须** 定义 ``_init`` 并" +"将适当的参数从 ``State.gd`` 传递给 ``_init``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188 msgid "" @@ -1844,19 +1843,20 @@ msgid "" "In the example above, ``e`` passed to the ``State.gd`` constructor is the " "same ``e`` passed in to ``Idle.gd``." msgstr "" -"在上面的示例中,传递到 ``State.gd`` 的构造函数的 ``e`` 与传递给 ``Idle.gd`` " +"在上面的示例中, 传递到 ``State.gd`` 的构造函数的 ``e`` 与传递给 ``Idle.gd`` " "的 ``e`` 是相同的." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" -"如果 ``Idle.gd`` 的 ``_init`` 构造函数接受0个参数,即使它什么也不做,它仍需要将" -"一些值传递给 ``State.gd`` 父类.这带给我们一个事实,即您也可以在基本构造函数中" -"传递文字,而不仅仅是变量. 例如:" +"如果 ``Idle.gd`` 的 ``_init`` 构造函数接受0个参数, 即使它什么也不做, 它仍需要" +"将一些值传递给 ``State.gd`` 父类. 这带给我们一个事实, 即您也可以在基本构造函" +"数中传递文字, 而不仅仅是变量. 例如:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 msgid "Inner classes" @@ -1867,7 +1867,7 @@ msgid "" "A class file can contain inner classes. Inner classes are defined using the " "``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -"类文件可以包含内部类.内部类使用 ``class`` 关键字定义.它们使用 ``ClassName." +"类文件可以包含内部类. 内部类使用 ``class`` 关键字定义. 它们使用 ``ClassName." "new()`` 函数实例化." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228 @@ -1882,9 +1882,9 @@ msgid "" "of a loaded class resource is done by calling the ``new`` function on the " "class object::" msgstr "" -"存储为文件的类被视为 :ref:`Resource <class_Resource>`.必须从磁盘加载它们,才能" -"在其他类中访问它们.这可以使用 ``load`` 或 ``preload`` 函数来完成(见下面).一个" -"加载的类资源的实例化是通过调用类对象上的 ``new`` 函数来完成的:" +"存储为文件的类被视为 :ref:`Resource <class_Resource>`. 必须从磁盘加载它们, 才" +"能在其他类中访问它们. 这可以使用 ``load`` 或 ``preload`` 函数来完成(见下面). " +"一个加载的类资源的实例化是通过调用类对象上的 ``new`` 函数来完成的:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 msgid "Exports" @@ -1905,16 +1905,16 @@ msgid "" "whatever reason. It may also be desired to encapsulate its access in some " "way." msgstr "" -"知道类的成员变量何时出于任何原因更改通常是很有用的.也可能需要以某种方式封装其" -"访问." +"知道类的成员变量何时出于任何原因更改通常是很有用的. 也可能需要以某种方式封装" +"其访问." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259 msgid "" "For this, GDScript provides a *setter/getter* syntax using the ``setget`` " "keyword. It is used directly after a variable definition:" msgstr "" -"为此,GDScript使用 ``setget`` 关键字提供了一个 *setter/getter* 语法.在变量定义" -"后可直接使用:" +"为此,GDScript使用 ``setget`` 关键字提供了一个 *setter/getter* 语法. 在变量定" +"义后可直接使用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266 msgid "" @@ -1926,9 +1926,9 @@ msgid "" "``return`` the desired value. Below is an example::" msgstr "" "每当 ``变量`` 的值被 *外部的* 源(即不是来自类中的本地用法)修改时,*setter* 函" -"数(上面的 ``setterfunc``)将被调用.这发生在值改变 *之前* .*setter* 必须决定如" -"何处理新值.反之亦然,当访问 ``变量`` 时,必须用 *getter* 函数(上面的 " -"``getterfunc`` ) ``返回`` 所需的值.下面是一个示例:" +"数(上面的 ``setterfunc``)将被调用. 这发生在值改变 *之前* .*setter* 必须决定如" +"何处理新值. 反之亦然, 当访问 ``变量`` 时, 必须用 *getter* 函数(上面的 " +"``getterfunc`` ) ``返回`` 所需的值. 下面是一个示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "Either of the *setter* or *getter* functions can be omitted::" @@ -1940,14 +1940,14 @@ msgid "" "<doc_gdscript_exports>` to the editor in tool scripts or plugins, for " "validating input." msgstr "" -"用于验证输入,在工具脚本或插件里 :ref:`导出变量 <doc_gdscript_exports>` 到编辑" -"器时,Getters/Setters格外好用." +"用于验证输入, 在工具脚本或插件里 :ref:`导出变量 <doc_gdscript_exports>` 到编" +"辑器时,Getters/Setters格外好用." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292 msgid "" "As said, *local* access will *not* trigger the setter and getter. Here is an " "illustration of this:" -msgstr "如上所述, *本地* 访问 *不* 触发setter和getter.这里有个说明:" +msgstr "如上所述, *本地* 访问 *不* 触发setter和getter. 这里有个说明:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309 msgid "Tool mode" @@ -1961,8 +1961,8 @@ msgid "" "doing so). For this, the ``tool`` keyword exists and must be placed at the " "top of the file::" msgstr "" -"默认情况下,脚本不在编辑器内运行,并且只能更改导出的属性.在某些情况下,确实希望" -"它们在编辑器中运行(只要它们不执行游戏代码或手动避免这样做).为此,可以用 " +"默认情况下, 脚本不在编辑器内运行, 并且只能更改导出的属性. 在某些情况下, 确实" +"希望它们在编辑器中运行(只要它们不执行游戏代码或手动避免这样做). 为此, 可以用 " "``tool`` 关键字并将它放在文件的顶部:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325 @@ -1976,7 +1976,7 @@ msgid "" "code in the editor, misusing them may lead to crashing the editor." msgstr "" "在工具脚本(尤其是脚本的所有者本身)中使用 ``queue_free()`` 或 ``free()`` 释放" -"节点时要谨慎.工具脚本在编辑器中运行代码时,滥用它们可能导致编辑器崩溃." +"节点时要谨慎. 工具脚本在编辑器中运行代码时, 滥用它们可能导致编辑器崩溃." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333 msgid "Memory management" @@ -1992,11 +1992,11 @@ msgid "" "reference cycles that can't be freed, a :ref:`class_WeakRef` function is " "provided for creating weak references. Here is an example:" msgstr "" -"如果一个类继承了 :ref:`class_Reference`,那么当不再使用时,实例将被释放.不存在" -"垃圾回收器,只有引用计数.默认情况下,所有没有定义继承的类都会作为 " -"**Reference** 类的扩展.如果不希望这样,那么这个类必须手动继承 :ref:" -"`class_Object`,并且必须调用 ``instance.free()`` .为了避免因造成循环引用而导致" -"无法释放,我们提供了 ``weakref`` 函数用于创建弱引用.示例如下:" +"如果一个类继承了 :ref:`class_Reference`, 那么当不再使用时, 实例将被释放. 不存" +"在垃圾回收器, 只有引用计数. 默认情况下, 所有没有定义继承的类都会作为 " +"**Reference** 类的扩展. 如果不希望这样, 那么这个类必须手动继承 :ref:" +"`class_Object`, 并且必须调用 ``instance.free()`` . 为了避免因造成循环引用而导" +"致无法释放, 我们提供了 ``weakref`` 函数用于创建弱引用. 示例如下:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357 msgid "" @@ -2004,8 +2004,8 @@ msgid "" "``is_instance_valid(instance)`` can be used to check if an object has been " "freed." msgstr "" -"或者,当不使用引用时,可以使用 ``is_instance_valid(instance)`` 来检查对象是否已" -"被释放." +"或者, 当不使用引用时, 可以使用 ``is_instance_valid(instance)`` 来检查对象是否" +"已被释放." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364 msgid "Signals" @@ -2016,8 +2016,8 @@ msgid "" "Signals are a tool to emit messages from an object that other objects can " "react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -"信号是从对象发出消息的工具,其他对象也可以对此做出反应.要为一个类创建自定义信" -"号,请使用 ``signal`` 关键字." +"信号是从对象发出消息的工具, 其他对象也可以对此做出反应. 要为一个类创建自定义" +"信号, 请使用 ``signal`` 关键字." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379 msgid "" @@ -2028,8 +2028,8 @@ msgid "" "the Game Programming Patterns ebook." msgstr "" "信号是一种 `回调 <https://en.wikipedia.org/wiki/" -"Callback_(computer_programming)>`_ 机制.它们还充当观察者(一种常见的编程模式)" -"的角色.有关更多信息,请阅读《游戏编程模式》电子书中的 `观察者教程 <https://" +"Callback_(computer_programming)>`_ 机制. 它们还充当观察者(一种常见的编程模式)" +"的角色. 有关更多信息, 请阅读《游戏编程模式》电子书中的 `观察者教程 <https://" "gameprogrammingpatterns.com/observer.html>`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386 @@ -2037,8 +2037,8 @@ msgid "" "You can connect these signals to methods the same way you connect built-in " "signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -"您可以将这些信号连接到方法,方式与连接节点的内置信号(例如 :ref:`class_Button` " -"或 :ref:`class_RigidBody`)的方式相同." +"您可以将这些信号连接到方法, 方式与连接节点的内置信号(例如 :ref:" +"`class_Button` 或 :ref:`class_RigidBody`)的方式相同." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1389 msgid "" @@ -2046,8 +2046,8 @@ msgid "" "``Character`` node to a ``Game`` node. When the ``Character`` node emits the " "signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -"在下面的示例中,我们将 ``Character`` 节点的 ``health_depleted`` 信号连接到 " -"``Game`` 节点.当 ``Character`` 节点发出信号时,游戏节点的 " +"在下面的示例中, 我们将 ``Character`` 节点的 ``health_depleted`` 信号连接到 " +"``Game`` 节点. 当 ``Character`` 节点发出信号时, 游戏节点的 " "``_on_Character_health_depleted`` 会被调用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403 @@ -2060,8 +2060,8 @@ msgid "" "screen to react to health changes with an animation, but we want to keep the " "user interface separate from the player in our scene tree." msgstr "" -"这是一个有用的示例.假设我们希望屏幕上的生命条能够通过动画对健康值做出反应,但" -"我们希望在场景树中将用户界面与游戏角色保持独立." +"这是一个有用的示例. 假设我们希望屏幕上的生命条能够通过动画对健康值做出反应, " +"但我们希望在场景树中将用户界面与游戏角色保持独立." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409 msgid "" @@ -2071,9 +2071,9 @@ msgid "" "``Lifebar`` using the :ref:`Object.connect() <class_Object_method_connect>` " "method::" msgstr "" -"在我们的 ``Character.gd`` 脚本中,我们定义一个 ``health_changed`` 信号并使用 :" -"ref:`Object.emit_signal() <class_Object_method_emit_signal>` 发出该信号,然后" -"从场景树上方的 ``Game`` 节点,使用 :ref:`Object.connect() " +"在我们的 ``Character.gd`` 脚本中, 我们定义一个 ``health_changed`` 信号并使" +"用 :ref:`Object.emit_signal() <class_Object_method_emit_signal>` 发出该信号, " +"然后从场景树上方的 ``Game`` 节点, 使用 :ref:`Object.connect() " "<class_Object_method_connect>` 方法将其连接到 ``Lifebar``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1450 @@ -2081,8 +2081,8 @@ msgid "" "To use signals, your class has to extend the ``Object`` class or any type " "extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -"要使用信号,您的类必须扩展 ``Object`` 类或任何扩展它的类型,例如 ``Node``、 " -"``KinematicBody``、 ``Control``…" +"要使用信号, 您的类必须扩展 ``Object`` 类或任何扩展它的类型, 例如 ``Node``, " +"``KinematicBody``, ``Control``…" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1453 msgid "" @@ -2090,15 +2090,15 @@ msgid "" "then connect the character, that emits the signal, to the receiver, the " "``Lifebar`` node in this case." msgstr "" -"在 ``Game`` 节点中,我们同时获得 ``Character`` 和 ``Lifebar`` 节点,然后将发出" -"信号的 ``Character`` 连接到接收器,在本例中为 ``Lifebar`` 节点 ." +"在 ``Game`` 节点中, 我们同时获得 ``Character`` 和 ``Lifebar`` 节点, 然后将发" +"出信号的 ``Character`` 连接到接收器, 在本例中为 ``Lifebar`` 节点." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467 msgid "" "This allows the ``Lifebar`` to react to health changes without coupling it " "to the ``Character`` node." msgstr "" -"这允许 ``Lifebar`` 能够对健康值做出反应,而无需将其耦合到 ``Character`` 节点." +"这允许 ``Lifebar`` 能够对健康值做出反应, 而无需将其耦合到 ``Character`` 节点." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470 msgid "" @@ -2113,8 +2113,8 @@ msgid "" "of arguments when you emit signals; it's up to you to emit the correct " "values." msgstr "" -"这些参数显示在编辑器的节点停靠面板中,Godot可以使用它们为您生成回调函数.但是," -"发出信号时仍然可以发出任意数量的参数;由您来发出正确的值." +"这些参数显示在编辑器的节点停靠面板中,Godot可以使用它们为您生成回调函数. 但" +"是, 发出信号时仍然可以发出任意数量的参数;由您来发出正确的值." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1482 msgid "" @@ -2123,8 +2123,8 @@ msgid "" "values. These bound arguments are unique to each connection, and the values " "will stay the same." msgstr "" -"GDScript可以将值数组绑定到信号和方法之间的连接.发出信号时,回调方法将接收绑定" -"值.这些绑定参数对于每个连接都是唯一的,并且值将保持不变." +"GDScript可以将值数组绑定到信号和方法之间的连接. 发出信号时, 回调方法将接收绑" +"定值. 这些绑定参数对于每个连接都是唯一的, 并且值将保持不变." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1487 msgid "" @@ -2132,8 +2132,8 @@ msgid "" "connection if the emitted signal itself doesn't give you access to all the " "data that you need." msgstr "" -"如果发出的信号本身不能使您访问所需的所有数据,则可以使用此值数组将额外的常量信" -"息添加到连接." +"如果发出的信号本身不能使您访问所需的所有数据, 则可以使用此值数组将额外的常量" +"信息添加到连接." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1491 msgid "" @@ -2143,10 +2143,10 @@ msgid "" "that took damage. So when we connect the signal to the in-game console, we " "can add the character's name in the binds array argument::" msgstr "" -"以上面的示例为基础,假设我们要在屏幕上显示每个角色遭受伤害的日志,例如 " +"以上面的示例为基础, 假设我们要在屏幕上显示每个角色遭受伤害的日志, 例如 " "``Player1遭受了22伤害.``.``health_changed`` 信号没有给我们提供受到伤害的角色" -"的名称.因此,当我们将信号连接到游戏终端中时,可以在绑定数组参数中添加角色的名" -"称:" +"的名称. 因此, 当我们将信号连接到游戏终端中时, 可以在绑定数组参数中添加角色的" +"名称:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1505 msgid "" @@ -2169,10 +2169,10 @@ msgid "" "becomes invalid. Here is an example::" msgstr "" "GDScript通过内置的 :ref:`yield<class_@GDScript_method_yield>` 提供对 `协程 " -"<https://en.wikipedia.org/wiki/Coroutine>`_ 的支持.调用 ``yield()`` 将立即从" -"当前函数返回,并且相同函数的当前冻结状态作为返回值.在此结果对象上调用 " -"``resume()`` 将继续执行并返回函数返回的任何内容.恢复后,状态对象将无效.这是一" -"个例子:" +"<https://en.wikipedia.org/wiki/Coroutine>`_ 的支持. 调用 ``yield()`` 将立即从" +"当前函数返回, 并且相同函数的当前冻结状态作为返回值. 在此结果对象上调用 " +"``resume()`` 将继续执行并返回函数返回的任何内容. 恢复后, 状态对象将无效. 这是" +"一个例子:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1541 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562 @@ -2183,12 +2183,12 @@ msgstr "将打印:" msgid "" "It is also possible to pass values between ``yield()`` and ``resume()``, for " "example::" -msgstr "还可以在 ``yield()`` 和 ``resume()`` 之间传递值,例如:" +msgstr "还可以在 ``yield()`` 和 ``resume()`` 之间传递值, 例如:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1568 msgid "" "Remember to save the new function state, when using multiple ``yield``\\s::" -msgstr "当多次使用``yield``时,记住保存新的函数状态:" +msgstr "当多次使用 ``yield`` 时, 记住保存新的函数状态:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1583 msgid "Coroutines & signals" @@ -2200,14 +2200,14 @@ msgid "" "``yield`` can accept two arguments, an object and a signal. When the signal " "is received, execution will recommence. Here are some examples::" msgstr "" -"使用 ``yield`` 的真正优势在于与信号结合使用.``yield`` 可以接受两个参数,一个对" -"象和一个信号.收到信号后,将重新开始执行.这里有些例子:" +"使用 ``yield`` 的真正优势在于与信号结合使用.``yield`` 可以接受两个参数, 一个" +"对象和一个信号. 收到信号后, 将重新开始执行. 这里有些例子:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598 msgid "" "Coroutines themselves use the ``completed`` signal when they transition into " "an invalid state, for example::" -msgstr "协程自身转换为无效状态时会使用 ``completed`` 信号,例如:" +msgstr "协程自身转换为无效状态时会使用 ``completed`` 信号, 例如:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1610 msgid "" @@ -2216,13 +2216,13 @@ msgstr "``my_func`` 仅在按下两个按钮后继续执行." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1612 msgid "You can also get the signal's argument once it's emitted by an object:" -msgstr "一旦一个信号被某个对象发出,你还可以获取该信号的参数:" +msgstr "一旦一个信号被某个对象发出, 你还可以获取该信号的参数:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1619 msgid "" "If there is more than one argument, ``yield`` returns an array containing " "the arguments::" -msgstr "如果存在多于一个参数,``yield``返回含有这些参数的数组::" +msgstr "如果存在多于一个参数,``yield`` 返回含有这些参数的数组::" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637 msgid "" @@ -2230,7 +2230,8 @@ msgid "" "yield multiple times, you can yield to the ``completed`` signal " "conditionally:" msgstr "" -"如果你不确定一个函数是否还会继续yield,可以使用信号量completed,来作为判断依据:" +"如果你不确定一个函数是否还会继续yield, 可以使用信号量completed, 来作为判断依" +"据:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659 msgid "" @@ -2239,8 +2240,8 @@ msgid "" "``while`` would be redundant here as the ``completed`` signal is only " "emitted when the function didn't yield anymore." msgstr "" -"这确保了无论函数内部是否使用协程(coroutines),函数都会返回它应该返回的内容. 请" -"注意,使用 ``while`` 在这里是多余的,因为仅当函数不再yield时才会发出 " +"这确保了无论函数内部是否使用协程(coroutines), 函数都会返回它应该返回的内容. " +"请注意, 使用 ``while`` 在这里是多余的, 因为仅当函数不再yield时才会发出 " "``completed`` 信号." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667 @@ -2254,8 +2255,8 @@ msgid "" "entering the active scene tree, the sub-nodes can only be obtained when a " "call to ``Node._ready()`` is made." msgstr "" -"使用节点时,通常希望将对场景部分的引用保留在变量中.由于仅在进入活动场景树时才" -"保证要配置场景,因此只有在调用 ``Node._ready()`` 时才能获得子节点." +"使用节点时, 通常希望将对场景部分的引用保留在变量中. 由于仅在进入活动场景树时" +"才保证要配置场景, 因此只有在调用 ``Node._ready()`` 时才能获得子节点." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1682 msgid "" @@ -2264,9 +2265,9 @@ msgid "" "defers initialization of a member variable until ``_ready()`` is called. It " "can replace the above code with a single line::" msgstr "" -"这可能会有些麻烦,尤其是当节点和外部引用堆积时.为此,GDScript具有关键字 " -"``onready``,将成员变量的初始化推迟到调用 ``_ready()``.它可以用一行替换上面的" -"代码:" +"这可能会有些麻烦, 尤其是当节点和外部引用堆积时. 为此,GDScript具有关键字 " +"``onready``, 将成员变量的初始化推迟到调用 ``_ready()``. 它可以用一行替换上面" +"的代码:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1690 msgid "Assert keyword" @@ -2281,13 +2282,13 @@ msgid "" "have side effects. Otherwise, the behavior of the script would vary " "depending on whether the project is run in a debug build." msgstr "" -"``assert`` 关键字可用于检查调试版本中的条件.在非调试版本中,这些断言将被忽略." -"这意味着在发布模式下导出的项目中不会评估作为参数传递的表达式.因此,断言必须 **" -"不能** 包含具有副作用的表达式.否则,脚本的行为将取决于项目是否在调试版本中运" -"行." +"``assert`` 关键字可用于检查调试版本中的条件. 在非调试版本中, 这些断言将被忽" +"略. 这意味着在发布模式下导出的项目中不会评估作为参数传递的表达式. 因此, 断言" +"必须 **不能** 包含具有副作用的表达式. 否则, 脚本的行为将取决于项目是否在调试" +"版本中运行." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1704 msgid "" "When running a project from the editor, the project will be paused if an " "assertion error occurs." -msgstr "从编辑器运行项目时,如果发生断言错误,该项目将被暂停." +msgstr "从编辑器运行项目时, 如果发生断言错误, 该项目将被暂停." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 81268f0f00..b8a3e1e8fd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "they're attached to. They will also be available for editing in the property " "editor. Exporting is done by using the ``export`` keyword::" msgstr "" -"在Godot中,可以导出类成员.这意味着它们的值会与它们所附加的资源(例如 :ref:" -"`scene <class_PackedScene>`)一起保存.它们也可以在属性编辑器中进行编辑.导出使" -"用关键字 ``export`` 来完成:" +"在Godot中, 可以导出类成员. 这意味着它们的值会与它们所附加的资源(例如 :ref:" +"`scene <class_PackedScene>`)一起保存. 它们也可以在属性编辑器中进行编辑. 导出" +"使用关键字 ``export`` 来完成:" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:18 msgid "" @@ -42,8 +42,8 @@ msgid "" "export hint in the form of an argument to the ``export`` keyword (see the " "*Examples* section below)." msgstr "" -"``export`` 关键字后,导出的变量必须初始化为常量表达式,或者具有使用的参数形式的" -"导出提示(请参见下面的 *示例* 部分)." +"``export`` 关键字后, 导出的变量必须初始化为常量表达式, 或者具有使用的参数形式" +"的导出提示(请参见下面的 *示例* 部分)." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:22 msgid "" @@ -52,14 +52,15 @@ msgid "" "designers can modify values that later influence how the program runs. For " "this, a special export syntax is provided." msgstr "" -"导出成员变量的基本好处之一是使它们在编辑器中可见并可编辑.这样,美术师和游戏设" -"计师可以修改值,这些值以后会影响程序的运行方式.为此,提供了一种特殊的导出语法." +"导出成员变量的基本好处之一是使它们在编辑器中可见并可编辑. 这样, 美术师和游戏" +"设计师可以修改值, 这些值以后会影响程序的运行方式. 为此, 提供了一种特殊的导出" +"语法." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:29 msgid "" "Exporting properties can also be done in other languages such as C#. The " "syntax varies depending on the language." -msgstr "导出属性也可以使用其他语言(例如C#)来完成.语法因语言而异." +msgstr "导出属性也可以使用其他语言(例如C#)来完成. 语法因语言而异." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:33 msgid "Examples" @@ -71,8 +72,8 @@ msgid "" "editor, the exported properties are still editable. This can be used in " "conjunction with a :ref:`script in \"tool\" mode <doc_gdscript_tool_mode>`." msgstr "" -"必须注意,即使在编辑器中未运行脚本,导出的属性仍可编辑.可以与 :ref:`使用工具模" -"式的脚本 <doc_gdscript_tool_mode>` 结合使用." +"必须注意, 即使在编辑器中未运行脚本, 导出的属性仍可编辑. 可以与 :ref:`使用工具" +"模式的脚本 <doc_gdscript_tool_mode>` 结合使用." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:141 msgid "Exporting bit flags" @@ -84,8 +85,8 @@ msgid "" "values in one property. By using the export hint ``int, FLAGS, ...``, they " "can be set from the editor::" msgstr "" -"用作位标志的整数可以在一个属性中存储多个 ``true``/ ``false`` (布尔值)值.通过" -"使用导出提示 ``int, FLAGS`` ,可以从属性检查器中设置它们:" +"用作位标志的整数可以在一个属性中存储多个 ``true``/ ``false`` (布尔值)值. 通过" +"使用导出提示 ``int, FLAGS`` , 可以从属性检查器中设置它们:" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 msgid "" @@ -94,9 +95,9 @@ msgid "" "``Wind`` corresponds to value 8. Usually, constants should be defined " "accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." msgstr "" -"你必须为每个标志提供一个字符串描述.在这个例子中, ``火(Fire)`` 的值是1, ``水" -"(Water)`` 的值是2, ``土(Earth)`` 的值是4, ``风(Wind)`` 对应的值是8.通常,应相" -"应地定义常量(例如 ``const ELEMENT_WIND = 8`` 等等)." +"你必须为每个标志提供一个字符串描述. 在这个例子中, ``火(Fire)`` 的值是1, ``水" +"(Water)`` 的值是2, ``土(Earth)`` 的值是4, ``风(Wind)`` 对应的值是8. 通常, 应" +"相应地定义常量(例如 ``const ELEMENT_WIND = 8`` 等等)." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:155 msgid "" @@ -108,7 +109,7 @@ msgstr "也可以为项目设置中定义的物理层和渲染层提供导出提 msgid "" "Using bit flags requires some understanding of bitwise operations. If in " "doubt, use boolean variables instead." -msgstr "使用位标志需要对位操作有一定的了解.如果有疑问,请使用布尔变量代替." +msgstr "使用位标志需要对位操作有一定的了解. 如果有疑问, 请使用布尔变量代替." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:166 msgid "Exporting arrays" @@ -117,7 +118,7 @@ msgstr "导出数组" #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:168 msgid "" "Exported arrays can have initializers, but they must be constant expressions." -msgstr "导出的数组可以具有初始化器,但是它们必须是常量表达式." +msgstr "导出的数组可以具有初始化器, 但是它们必须是常量表达式." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:170 msgid "" @@ -125,8 +126,8 @@ msgid "" "array values can be set in the inspector by dragging and dropping multiple " "files from the FileSystem dock at once." msgstr "" -"如果导出的数组指定了从Resource继承的类型,则可以通过一次从FileSystem扩展坞中拖" -"放多个文件来在检查器中设置数组值." +"如果导出的数组指定了从Resource继承的类型, 则可以通过一次从FileSystem扩展坞中" +"拖放多个文件来在检查器中设置数组值." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:208 msgid "Setting exported variables from a tool script" @@ -140,8 +141,8 @@ msgid "" "<class_Object_method_property_list_changed_notify>` after setting the " "exported variable's value." msgstr "" -"在 :ref:`doc_gdscript_tool_mode` 下的脚本中,更改一个导出变量的值时,属性检查器" -"中对应的值不会自动更新.要更新它,请在设置导出变量的值之后,调用 :ref:" +"在 :ref:`doc_gdscript_tool_mode` 下的脚本中, 更改一个导出变量的值时, 属性检查" +"器中对应的值不会自动更新. 要更新它, 请在设置导出变量的值之后, 调用 :ref:" "`property_list_changed_notify() " "<class_Object_method_property_list_changed_notify>` ." @@ -155,8 +156,8 @@ msgid "" "to avoid unnecessary design complexity. The following describes some more or " "less common exporting features which can be implemented with a low-level API." msgstr "" -"为了避免不必要的复杂设计,不是所有导出类型都在语言层面上提供.下面将说明一些能" -"用底层API实现的,较为常见的导出方法." +"为了避免不必要的复杂设计, 不是所有导出类型都在语言层面上提供. 下面将说明一些" +"能用底层API实现的, 较为常见的导出方法." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:223 msgid "" @@ -167,10 +168,10 @@ msgid "" "<class_Object_method__get_property_list>` methods as described in :ref:" "`doc_accessing_data_or_logic_from_object`." msgstr "" -"在进一步阅读前,你需要熟悉属性(properties)的运作方式和它们是如何通过 :ref:" -"`_set() <class_Object_method__get_property_list>` 、 :ref:`_get() " +"在进一步阅读前, 你需要熟悉属性(properties)的运作方式和它们是如何通过 :ref:" +"`_set() <class_Object_method__get_property_list>` , :ref:`_get() " "<class_Object_method__get_property_list>` 以及 :ref:`_get_property_list() " -"<class_Object_method__get_property_list>` 方式进行定制的.详情可参阅 :ref:" +"<class_Object_method__get_property_list>` 方式进行定制的. 详情可参阅 :ref:" "`doc_accessing_data_or_logic_from_object` ." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:230 @@ -178,14 +179,14 @@ msgid "" "For binding properties using the above methods in C++, see :ref:" "`doc_binding_properties_using_set_get_property_list`." msgstr "" -"要用上述方法绑定属性,参阅 :ref:" +"要用上述方法绑定属性, 参阅 :ref:" "`doc_binding_properties_using_set_get_property_list`." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:233 msgid "" "The script must operate in the ``tool`` mode so the above methods can work " "from within the editor." -msgstr "脚本必须在 ``tool`` 模式运行,上述方法才能在编辑器内运行." +msgstr "脚本必须在 ``tool`` 模式运行, 上述方法才能在编辑器内运行." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:237 msgid "Adding script categories" @@ -197,7 +198,7 @@ msgid "" "can be embedded into the inspector to act as a separator. ``Script " "Variables`` is one example of a built-in category." msgstr "" -"为了在视觉上更好区分各个属性,可以将特殊的脚本分类作为分割线嵌入属性检查器." +"为了在视觉上更好区分各个属性, 可以将特殊的脚本分类作为分割线嵌入属性检查器." "``Script Variables`` 就是一种内建分类." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:256 @@ -211,9 +212,9 @@ msgid "" "it won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" -"``PROPERTY_USAGE_CATEGORY`` 表明了该属性应被视为一个脚本分类,因此可以忽略 " -"``TYPE_NIL`` 这个类型,因为它其实并没有被脚本逻辑所处理.但无论如何,你还是要在" -"这儿定义它." +"``PROPERTY_USAGE_CATEGORY`` 表明了该属性应被视为一个脚本分类, 因此可以忽略 " +"``TYPE_NIL`` 这个类型, 因为它其实并没有被脚本逻辑所处理. 但无论如何, 你还是要" +"在这儿定义它." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:263 msgid "Grouping properties" @@ -236,8 +237,9 @@ msgid "" "key. For instance, ``rotate_speed`` is going to be shortened to ``speed`` in " "this case." msgstr "" -"接下来所有新增的属性都会被放在该群组中,通过 ``hint_string`` 字典键定义为可折" -"叠,并以其为前缀缩写名称.例如,本例中的``rotate_speed`` 将会被缩写为 ``speed``." +"接下来所有新增的属性都会被放在该群组中, 通过 ``hint_string`` 字典键定义为可折" +"叠, 并以其为前缀缩写名称. 例如, 本例中的 ``rotate_speed`` 将会被缩写为 " +"``speed``." #: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:286 msgid "" @@ -246,6 +248,6 @@ msgid "" "won't be actually used for the scripting logic, yet it must be defined " "anyway." msgstr "" -"``PROPERTY_USAGE_GROUP`` 表明了该属性应被视为一个脚本分类,因此可以忽略 " -"``TYPE_NIL`` 这个类型,因为它其实并没有被脚本逻辑所处理.但无论如何,你还是要在" -"这儿定义它." +"``PROPERTY_USAGE_GROUP`` 表明了该属性应被视为一个脚本分类, 因此可以忽略 " +"``TYPE_NIL`` 这个类型, 因为它其实并没有被脚本逻辑所处理. 但无论如何, 你还是要" +"在这儿定义它." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 1481d21e69..eaf3f2e8c9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "GDScript offers a feature called *format strings*, which allows reusing text " "templates to succinctly create different but similar strings." msgstr "" -"GDScript提供了一个名为 *格式字符串* 的功能,该功能允许重用文本模板以简洁地创建" -"不同但相似的字符串." +"GDScript提供了一个名为 *格式字符串* 的功能, 该功能允许重用文本模板以简洁地创" +"建不同但相似的字符串." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:9 msgid "" @@ -35,8 +35,8 @@ msgid "" "placeholder character-sequences. These placeholders can then easily be " "replaced by parameters handed to the format string." msgstr "" -"格式字符串与普通字符串一样,只不过它们包含某些占位符字符序列.然后, 这些占位符" -"可以轻松地由传递给格式字符串的参数替换." +"格式字符串与普通字符串一样, 只不过它们包含某些占位符字符序列. 然后, 这些占位" +"符可以轻松地由传递给格式字符串的参数替换." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:13 msgid "" @@ -45,9 +45,9 @@ msgid "" "Notice the placeholder is in the middle of the string; modifying it without " "format strings could be cumbersome." msgstr "" -"例如,以 ``%s`` 作为占位符,格式字符串 ``\"Hello %s, how are you?`` 可以很容易" -"地更改为 ``\"Hello World, how are you?\"``.注意占位符在字符串的中间; 在不使" -"用格式字符串的情况下进行修改可能很麻烦." +"例如, 以 ``%s`` 作为占位符, 格式字符串 ``\"Hello %s, how are you?`` 可以很容" +"易地更改为 ``\"Hello World, how are you?\"``. 注意占位符在字符串的中间; 在不" +"使用格式字符串的情况下进行修改可能很麻烦." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:20 msgid "Usage in GDScript" @@ -63,8 +63,8 @@ msgid "" "characters, the *format specifier*, determines how the given value is " "converted to a string." msgstr "" -"占位符始终以 ``%`` 开头,但是下一个或多个字符,即 *格式说明符*,决定如何将给定值" -"转换为字符串." +"占位符始终以 ``%`` 开头, 但是下一个或多个字符, 即 *格式说明符*, 决定如何将给" +"定值转换为字符串." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:39 msgid "" @@ -75,10 +75,10 @@ msgid "" "integral or real number becomes a decimal, other types usually return their " "data in a human-readable string." msgstr "" -"在上面的示例中看到的 ``%s`` 是最简单的占位符,并且适用于大多数用例:它使用与隐" -"式 ``String`` 转换相同的方法或 ``str()`` 转换值.字符串保持不变,布尔值变成 ``" -"\"True\"`` 或 ``\"False\"``,整数或实数变为小数,其他类型通常以人类可读的字符串" -"形式返回其数据." +"在上面的示例中看到的 ``%s`` 是最简单的占位符, 并且适用于大多数用例: 它使用与" +"隐式 ``String`` 转换相同的方法或 ``str()`` 转换值. 字符串保持不变, 布尔值变" +"成 ``\"True\"`` 或 ``\"False\"``, 整数或实数变为小数, 其他类型通常以人类可读" +"的字符串形式返回其数据." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:46 msgid "" @@ -87,16 +87,16 @@ msgid "" "the corresponding value. The method can handle arrays or dictionaries for " "the key/value pairs." msgstr "" -"在 GDScript 中还有另一种格式化文本的方式,即 ``String.format()`` 方法.它将字符" -"串中所有出现的键替换为相应的值.该方法可以处理数组或键/值对的字典." +"在 GDScript 中还有另一种格式化文本的方式, 即 ``String.format()`` 方法. 它将字" +"符串中所有出现的键替换为相应的值. 该方法可以处理数组或键/值对的字典." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:50 msgid "" "Arrays can be used as key, index, or mixed style (see below examples). Order " "only matters when the index or mixed style of Array is used." msgstr "" -"数组可以用作键,索引或混合样式(请参见以下示例).仅当使用数组的索引或混合样式时," -"顺序才重要." +"数组可以用作键, 索引或混合样式(请参见以下示例). 仅当使用数组的索引或混合样式" +"时, 顺序才重要." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:53 msgid "A quick example in GDScript:" @@ -106,7 +106,7 @@ msgstr "GDScript中的一个简单示例:" msgid "" "There are other `format specifiers`_, but they are only applicable when " "using the ``%`` operator." -msgstr "还有其他 `格式说明符`_,但是它们仅在使用 ``%`` 操作符时适用." +msgstr "还有其他 `格式说明符`_, 但是它们仅在使用 ``%`` 操作符时适用." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:71 msgid "Multiple placeholders" @@ -118,16 +118,16 @@ msgid "" "are handed in the form of an array, one value per placeholder (unless using " "a format specifier with ``*``, see `dynamic padding`_):" msgstr "" -"格式字符串可能包含多个占位符.在这种情况下,这些值以数组的形式处理,每个占位符一" -"个值(除非使用带 ``*`` 的格式说明符,请参见 `动态填充`_):" +"格式字符串可能包含多个占位符. 在这种情况下, 这些值以数组的形式处理, 每个占位" +"符一个值(除非使用带 ``*`` 的格式说明符, 请参见 `动态填充`_):" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:85 msgid "" "Note the values are inserted in order. Remember all placeholders must be " "replaced at once, so there must be an appropriate number of values." msgstr "" -"请注意,这些值是按顺序插入的.请记住,必须同时替换所有占位符,因此必须有适当数量" -"的值." +"请注意, 这些值是按顺序插入的. 请记住, 必须同时替换所有占位符, 因此必须有适当" +"数量的值." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:90 msgid "Format specifiers" @@ -140,9 +140,9 @@ msgid "" "themselves like ``s``, some appear before other characters, some only work " "with certain values or characters." msgstr "" -"除 ``s`` 之外, 还有其他格式说明符可以在占位符中使用.它们由一个或多个字符组成." -"其中一些像 ``s`` 一样自行工作,另一些出现在其他字符之前,还有一些仅适用于特定的" -"值或字符." +"除 ``s`` 之外, 还有其他格式说明符可以在占位符中使用. 它们由一个或多个字符组" +"成. 其中一些像 ``s`` 一样自行工作, 另一些出现在其他字符之前, 还有一些仅适用于" +"特定的值或字符." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99 msgid "Placeholder types" @@ -154,7 +154,7 @@ msgid "" "format specifier. Apart from ``s``, these require certain types of " "parameters." msgstr "" -"有且只有其中一个作为最后一个字符在格式说明符中出现.除了 ``s`` 外, 这些格式说" +"有且只有其中一个作为最后一个字符在格式说明符中出现. 除了 ``s`` 外, 这些格式说" "明符还需要特定类型的参数." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105 @@ -176,7 +176,7 @@ msgid "" "A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) " "for a code point or a single-character string." msgstr "" -"单个 **Unicode 字符**.对于代码点或单个字符, 需要一个无符号的8位整数(0-255)." +"单个 **Unicode 字符** . 对于代码点或单个字符, 需要一个无符号的8位整数(0-255)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111 msgid "``d``" @@ -186,7 +186,7 @@ msgstr "``d``" msgid "" "A **decimal integral** number. Expects an integral or real number (will be " "floored)." -msgstr "一个 **十进制** 整数.需要一个整数或实数(向下取整)." +msgstr "一个 **十进制** 整数. 需要一个整数或实数(向下取整)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114 msgid "``o``" @@ -196,7 +196,7 @@ msgstr "``o``" msgid "" "An **octal integral** number. Expects an integral or real number (will be " "floored)." -msgstr "一个 **八进制** 整数.需要一个整数或实数(向下取整)." +msgstr "一个 **八进制** 整数. 需要一个整数或实数(向下取整)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117 msgid "``x``" @@ -206,7 +206,7 @@ msgstr "``x``" msgid "" "A **hexadecimal integral** number with **lower-case** letters. Expects an " "integral or real number (will be floored)." -msgstr "一个 **小写** 字母的 **十六进制** 整数.需要一个整数或实数(向下取整)." +msgstr "一个 **小写** 字母的 **十六进制** 整数. 需要一个整数或实数(向下取整)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:120 msgid "``X``" @@ -216,7 +216,7 @@ msgstr "``X``" msgid "" "A **hexadecimal integral** number with **upper-case** letters. Expects an " "integral or real number (will be floored)." -msgstr "一个 **大写** 字母的 **十六进制** 整数.需要一个整数或实数(向下取整)." +msgstr "一个 **大写** 字母的 **十六进制** 整数. 需要一个整数或实数(向下取整)." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123 msgid "``f``" @@ -224,7 +224,7 @@ msgstr "``f``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123 msgid "A **decimal real** number. Expects an integral or real number." -msgstr "一个 **十进制** 实数.需要一个整数或实数." +msgstr "一个 **十进制** 实数. 需要一个整数或实数." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128 msgid "Placeholder modifiers" @@ -234,7 +234,7 @@ msgstr "占位符的修饰符" msgid "" "These characters appear before the above. Some of them work only under " "certain conditions." -msgstr "这些字符在上述占位符前出现.其中一些只在特定情况下生效." +msgstr "这些字符在上述占位符前出现. 其中一些只在特定情况下生效." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134 msgid "``+``" @@ -242,7 +242,7 @@ msgstr "``+``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134 msgid "In number specifiers, **show + sign** if positive." -msgstr "用在数字说明符中,如果为正 **显示 + 号** ." +msgstr "用在数字说明符中, 如果为正 **显示 + 号** ." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136 msgid "Integer" @@ -253,8 +253,8 @@ msgid "" "Set **padding**. Padded with spaces or with zeroes if integer starts with " "``0`` in an integer placeholder. When used after ``.``, see ``.``." msgstr "" -"设置 **填充** .用空格填充,或在一个整数占位符中如果整数以 ``0`` 开头,则用0填" -"充.当使用在 ``.`` 后时,参见 ``.`` ." +"设置 **填充** . 用空格填充, 或在一个整数占位符中如果整数以 ``0`` 开头, 则用0" +"填充. 当使用在 ``.`` 后时, 参见 ``.`` ." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140 msgid "``.``" @@ -264,7 +264,7 @@ msgstr "``.``" msgid "" "Before ``f``, set **precision** to 0 decimal places. Can be followed up with " "numbers to change. Padded with zeroes." -msgstr "在 ``f`` 之前,设置 **精度** 到0小数位.可以跟数字来改变.用零填充." +msgstr "在 ``f`` 之前, 设置 **精度** 到0小数位. 可以跟数字来改变. 用零填充." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143 msgid "``-``" @@ -283,7 +283,8 @@ msgid "" "**Dynamic padding**, expect additional integral parameter to set padding or " "precision after ``.``, see `dynamic padding`_." msgstr "" -"**动态填充**,在 ``.`` 后期望额外的整数参数来设置填充或精度.参见 `动态填充`_." +"**动态填充** , 在 ``.`` 后期望额外的整数参数来设置填充或精度. 参见 `动态填充" +"`_." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:151 msgid "Padding" @@ -295,18 +296,18 @@ msgid "" "``9``) characters are used for padding. This allows printing several values " "aligned vertically as if in a column, provided a fixed-width font is used." msgstr "" -"字符 ``.`` (*句号*)、``*`` (*星号*)、``-`` (*减号*)和数字(``0``-``9``)用于填" -"充.这允许竖直对齐打印几个值,就像在一列中使用提供固定宽度的字体一样." +"字符 ``.`` (*句号*), ``*`` (*星号*), ``-`` (*减号*)和数字(``0``-``9``)用于填" +"充. 这允许竖直对齐打印几个值, 就像在一列中使用提供固定宽度的字体一样." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:158 msgid "To pad a string to a minimum length, add an integer to the specifier:" -msgstr "要使字符串满足一个最小长度,需要在标识符前添加一个整数:" +msgstr "要使字符串满足一个最小长度, 需要在标识符前添加一个整数:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:166 msgid "" "If the integer starts with ``0``, integral values are padded with zeroes " "instead of white space:" -msgstr "如果这个整数以 ``0`` 开头,那么整数值将用0填充,而不是空格:" +msgstr "如果这个整数以 ``0`` 开头, 那么整数值将用0填充, 而不是空格:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:174 msgid "" @@ -315,14 +316,14 @@ msgid "" "used, rounding to integral value. The integer to use for padding must appear " "before the dot." msgstr "" -"可以通过添加 ``.`` (*点*)并后跟一个整数来指定实数的精度.``.`` 后没整数时,精度" -"为0,舍入为整数值.要用于填充的整数则必须出现在点之前." +"可以通过添加 ``.`` (*点*)并后跟一个整数来指定实数的精度.``.`` 后没整数时, 精" +"度为0, 舍入为整数值. 要用于填充的整数则必须出现在点之前." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:186 msgid "" "The ``-`` character will cause padding to the right rather than the left, " "useful for right text alignment:" -msgstr "``-`` 字符将导致向右而不是向左填充,对文本右对齐很有用:" +msgstr "``-`` 字符将导致向右而不是向左填充, 对文本右对齐很有用:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:197 msgid "Dynamic padding" @@ -335,14 +336,14 @@ msgid "" "in the format specifier. The values for padding and precision are then " "passed when formatting:" msgstr "" -"通过使用 ``*`` ( *星号* )字符,可以在不修改格式字符串的情况下设置填充或精度.它" -"用于代替格式说明符中的整数.然后在格式化时传递填充和精度的值:" +"通过使用 ``*`` ( *星号* )字符, 可以在不修改格式字符串的情况下设置填充或精度. " +"它用于代替格式说明符中的整数. 然后在格式化时传递填充和精度的值:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:212 msgid "" "It is still possible to pad with zeroes in integer placeholders by adding " "``0`` before ``*``:" -msgstr "通过在 ``*`` 之前添加 ``0`` ,仍然可以在整数占位符中填充0:" +msgstr "通过在 ``*`` 之前添加 ``0`` , 仍然可以在整数占位符中填充0:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:222 msgid "Escape sequence" @@ -353,8 +354,8 @@ msgid "" "To insert a literal ``%`` character into a format string, it must be escaped " "to avoid reading it as a placeholder. This is done by doubling the character:" msgstr "" -"要将文字 ``%`` 字符插入格式字符串中,必须对其进行转义以避免将其读取为占位符.这" -"是通过将字符加倍来完成的:" +"要将文字 ``%`` 字符插入格式字符串中, 必须对其进行转义以避免将其读取为占位符. " +"这是通过将字符加倍来完成的:" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:235 msgid "Format method examples" @@ -403,8 +404,8 @@ msgid "" "``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" "\"3.0\"})``" msgstr "" -"``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" -"\"3.0\"})``" +"``\"Hi, {name} v{version}! \".format({ \"name\":\"Godette\", \"version\":" +"\"3.0\" })``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246 @@ -423,7 +424,7 @@ msgstr "索引" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246 msgid "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" -msgstr "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" +msgstr "``\"Hi, {0} v{1}! \".format({ \"0\":\"Godette\", \"1\":\"3.0\" })``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254 @@ -434,7 +435,8 @@ msgstr "混合" msgid "" "``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" msgstr "" -"``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" +"``\"Hi, {0} v{version}! \".format({ \"0\":\"Godette\", \"version\":" +"\"3.0\" })``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252 @@ -448,12 +450,12 @@ msgid "" "``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," "\"Godette\"]])``" msgstr "" -"``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," +"``\"Hi, {name} v{version}! \".format([[\"version\",\"3.0\"], [\"name\"," "\"Godette\"]])``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252 msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgstr "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" +msgstr "``\"Hi, {0} v{1}! \".format([\"Godette\",\"3.0\"])``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254 msgid "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" @@ -465,13 +467,13 @@ msgstr "没有索引" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:256 msgid "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" -msgstr "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" +msgstr "``\"Hi, {} v{}! \".format([\"Godette\", 3.0], \"{}\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259 msgid "" "Placeholders can also be customized when using ``String.format``, here's " "some examples of that functionality." -msgstr "使用 ``String.format`` 时,也可以自定义占位符,这是该功能的一些示例." +msgstr "使用 ``String.format`` 时, 也可以自定义占位符, 这是该功能的一些示例." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266 msgid "Infix (default)" @@ -479,7 +481,7 @@ msgstr "中缀(默认)" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266 msgid "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" -msgstr "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" +msgstr "``\"Hi, {0} v{1} \".format([\"Godette\", \"3.0\"], \"{_}\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266 #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268 @@ -493,7 +495,7 @@ msgstr "后缀" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268 msgid "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" -msgstr "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" +msgstr "``\"Hi, 0% v1% \".format([\"Godette\", \"3.0\"], \"_%\")``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:270 msgid "Prefix" @@ -509,15 +511,15 @@ msgid "" "useful, as ``String.format`` does not have a way to manipulate the " "representation of numbers." msgstr "" -"结合 ``String.format`` 方法和 ``%`` 运算符可能很有用,因为 ``String.format`` " -"没有办法操纵数字的表示." +"结合 ``String.format`` 方法和 ``%`` 运算符可能很有用, 因为 ``String." +"format`` 没有办法操纵数字的表示." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279 msgid "" "``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " "3.114})``" msgstr "" -"``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " +"``\"Hi, {0} v{version} \".format({0:\"Godette\", \"version\":\" %0.2f\" % " "3.114})``" #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 645e06e3a9..b559d02193 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,15 +28,15 @@ msgid "" "projects, discussions, and tutorials. Hopefully, this will also support the " "development of auto-formatting tools." msgstr "" -"该样式指南列出了编写优雅GDScript的约定.目标是促进编写干净、可读的代码,并促进" -"项目、讨论和教程之间的一致性.希望这也会促进开发自动格式化工具." +"该样式指南列出了编写优雅GDScript的约定. 目标是促进编写干净, 可读的代码, 并促" +"进项目, 讨论和教程之间的一致性. 希望这也会促进开发自动格式化工具." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:11 msgid "" "Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 " "<https://www.python.org/dev/peps/pep-0008/>`__ programming style guide." msgstr "" -"由于GDScript与Python非常接近,因此本指南的灵感来自Python的 `PEP 8 <https://" +"由于GDScript与Python非常接近, 因此本指南的灵感来自Python的 `PEP 8 <https://" "www.python.org/dev/peps/pep-0008/>`__ 编程风格指南." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:15 @@ -45,24 +45,24 @@ msgid "" "to apply some of the guidelines below. When that happens, use your best " "judgment, and ask fellow developers for insights." msgstr "" -"风格指南并不是硬性的规则手册.有时,您可能无法应用下面的一些准则.当这种情况发生" -"时,使用你最好的判断,并询问其他开发人员的见解." +"风格指南并不是硬性的规则手册. 有时, 您可能无法应用下面的一些准则. 当这种情况" +"发生时, 使用你最好的判断, 并询问其他开发人员的见解." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:19 msgid "" "In general, keeping your code consistent in your projects and within your " "team is more important than following this guide to a tee." -msgstr "一般来说,在项目和团队中保持代码的一致性比遵循本指南进行tee更为重要." +msgstr "一般来说, 在项目和团队中保持代码的一致性比遵循本指南进行tee更为重要." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:22 msgid "" "Godot's built-in script editor uses a lot of these conventions by default. " "Let it help you." -msgstr "Godot的内置脚本编辑器默认使用了很多这些约定.让它帮助您." +msgstr "Godot的内置脚本编辑器默认使用了很多这些约定. 让它帮助您." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:25 msgid "Here is a complete class example based on these guidelines:" -msgstr "下面是一个简单的示例,说明它是如何工作的:" +msgstr "下面是一个简单的示例, 说明它是如何工作的:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:94 msgid "Formatting" @@ -76,7 +76,7 @@ msgstr "编码和特殊字符" msgid "" "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " "default)*" -msgstr "使用换行符(**LF**)来换行,而不是 ``CRLF`` 或 ``CR``.(编辑默认)" +msgstr "使用换行符( **LF** )来换行, 而不是 ``CRLF`` 或 ``CR``.(编辑默认)" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:100 msgid "Use one line feed character at the end of each file. *(editor default)*" @@ -92,7 +92,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "使用 **Tabs** 代替制表符进行缩进(称为\"软制表符\").(编辑默认)" +msgstr "使用 **Tabs** 代替制表符进行缩进(称为 \"软制表符\").(编辑默认)" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:105 msgid "Indentation" @@ -114,7 +114,7 @@ msgstr "每个缩进级别必须大于包含它的代码块." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:767 msgid "**Good**:" -msgstr "**良好的**:" +msgstr "**良好的** :" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:116 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137 @@ -128,7 +128,7 @@ msgstr "**良好的**:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:773 msgid "**Bad**:" -msgstr "**糟糕的**:" +msgstr "**糟糕的** :" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:126 msgid "" @@ -140,7 +140,7 @@ msgstr "使用2个缩进级别来区分续行与常规代码块." msgid "" "Exceptions to this rule are arrays, dictionaries, and enums. Use a single " "indentation level to distinguish continuation lines:" -msgstr "此规则的例外是数组、字典和枚举.使用单个缩进级别来区分连续行:" +msgstr "此规则的例外是数组, 字典和枚举. 使用单个缩进级别来区分连续行:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195 msgid "Trailing comma" @@ -152,14 +152,14 @@ msgid "" "This results in easier refactoring and better diffs in version control as " "the last line doesn't need to be modified when adding new elements." msgstr "" -"在数组、字典和枚举的最后一行使用逗号.这将使版本控制中的重构更容易,差异也更大," -"因为添加新元素时不需要修改最后一行." +"在数组, 字典和枚举的最后一行使用逗号. 这将使版本控制中的重构更容易, 差异也更" +"大, 因为添加新元素时不需要修改最后一行." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:223 msgid "" "Trailing commas are unnecessary in single-line lists, so don't add them in " "this case." -msgstr "单行列表中不需要尾随逗号,因此在这种情况下不要添加它们." +msgstr "单行列表中不需要尾随逗号, 因此在这种情况下不要添加它们." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238 msgid "Blank lines" @@ -187,8 +187,8 @@ msgid "" "code on small displays and with two scripts opened side-by-side in an " "external text editor. For example, when looking at a differential revision." msgstr "" -"如果可以的话,尽量把行控制在80个字符以下.这有助于在小屏幕上阅读代码,并在外部文" -"本编辑器中并排打开两个脚本.例如,在查看差异修订时." +"如果可以的话, 尽量把行控制在80个字符以下. 这有助于在小屏幕上阅读代码, 并在外" +"部文本编辑器中并排打开两个脚本. 例如, 在查看差异修订时." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:267 msgid "One statement per line" @@ -199,7 +199,7 @@ msgid "" "Never combine multiple statements on a single line. No, C programmers, not " "even with a single line conditional statement." msgstr "" -"不要在一行上合并多个语句 .不要像C语言那样,不能使用单行条件语句(三元运算符除" +"不要在一行上合并多个语句. 不要像C语言那样, 不能使用单行条件语句(三元运算符除" "外)." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:290 @@ -215,7 +215,7 @@ msgid "" "Avoid parentheses in expressions and conditional statements. Unless " "necessary for order of operations, they only reduce readability." msgstr "" -"避免表达式和条件语句中的括号.除非对操作顺序有必要,否则它们只会降低可读性." +"避免表达式和条件语句中的括号. 除非对操作顺序有必要, 否则它们只会降低可读性." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:317 msgid "Boolean operators" @@ -225,22 +225,22 @@ msgstr "布尔运算" msgid "" "Prefer the plain English versions of boolean operators, as they are the most " "accessible:" -msgstr "首选布尔运算符的纯英文版本,因为它们是最容易访问的:" +msgstr "首选布尔运算符的纯英文版本, 因为它们是最容易访问的:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:321 msgid "Use ``and`` instead of ``&&``." -msgstr "使用``and``代替 ``&&``." +msgstr "使用 ``and`` 代替 ``&&``." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:322 msgid "Use ``or`` instead of ``||``." -msgstr "使用``or``代替 ``||``." +msgstr "使用 ``or`` 代替 ``||``." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:324 msgid "" "You may also use parentheses around boolean operators to clear any " "ambiguity. This can make long expressions easier to read." msgstr "" -"也可以在布尔运算符周围使用括号来清除任何歧义.这可以使长表达式更容易阅读." +"也可以在布尔运算符周围使用括号来清除任何歧义. 这可以使长表达式更容易阅读." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:342 msgid "Comment spacing" @@ -251,8 +251,8 @@ msgid "" "Regular comments should start with a space, but not code that you comment " "out. This helps differentiate text comments from disabled code." msgstr "" -"普通注释开头应该留一个空格,但如果是为了停用代码而将其注释掉则不需要留.这样可" -"以用来区分文本注释和停用的代码." +"普通注释开头应该留一个空格, 但如果是为了停用代码而将其注释掉则不需要留. 这样" +"可以用来区分文本注释和停用的代码." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:363 msgid "" @@ -260,8 +260,8 @@ msgid "" "`Ctrl + K`. This feature adds a single # sign at the start of the selected " "lines." msgstr "" -"在脚本编辑器中,要切换已注释的选定代码,请按 :kbd:`Ctrl + K`. 此功能在选定行的" -"开头添加一个 # 注释符号." +"在脚本编辑器中, 要切换已注释的选定代码, 请按 :kbd:`Ctrl + K`. 此功能在选定行" +"的开头添加一个 # 注释符号." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:368 msgid "Whitespace" @@ -272,8 +272,8 @@ msgid "" "Always use one space around operators and after commas. Also, avoid extra " "spaces in dictionary references and function calls." msgstr "" -"请始终在运算符前后和逗号后使用一个空格.避免在字典引用和函数调用中使用多余的空" -"格,也不要创建 ``列(columns)``." +"请始终在运算符前后和逗号后使用一个空格. 避免在字典引用和函数调用中使用多余的" +"空格, 也不要创建 ``列(columns)``." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:393 msgid "Don't use spaces to align expressions vertically:" @@ -287,7 +287,8 @@ msgstr "引号" msgid "" "Use double quotes unless single quotes make it possible to escape fewer " "characters in a given string. See the examples below:" -msgstr "尽量使用双引号,除非单引号可以让字符串中需要转义的字符变少.见如下示例:" +msgstr "" +"尽量使用双引号, 除非单引号可以让字符串中需要转义的字符变少. 见如下示例:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:422 msgid "Numbers" @@ -299,32 +300,32 @@ msgid "" "Otherwise, this makes them less readable and harder to distinguish from " "integers at a glance." msgstr "" -"不要忽略浮点数中的前导或尾随零. 否则,这会使它们的可读性降低,很难一眼与整数区" -"分开." +"不要忽略浮点数中的前导或尾随零. 否则, 这会使它们的可读性降低, 很难一眼与整数" +"区分开." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:428 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:441 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:452 msgid "**Good**::" -msgstr "**良好的**::" +msgstr "**良好的** ::" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:433 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:445 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:460 msgid "**Bad**::" -msgstr "**糟糕的**::" +msgstr "**糟糕的** ::" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:438 msgid "" "Use lowercase for letters in hexadecimal numbers, as their lower height " "makes the number easier to read." -msgstr "对于十六进制数字,请使用小写字母,因为它们较矮,使数字更易于阅读." +msgstr "对于十六进制数字, 请使用小写字母, 因为它们较矮, 使数字更易于阅读." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:449 msgid "" "Take advantage of GDScript's underscores in literals to make large numbers " "more readable." -msgstr "利用GDScript的文字下划线,使大数字更易读." +msgstr "利用GDScript的文字下划线, 使大数字更易读." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:471 msgid "Naming conventions" @@ -336,8 +337,8 @@ msgid "" "make your code clash with the built-in naming conventions, leading to " "inconsistent code." msgstr "" -"这些命名约定遵循 Godot 引擎风格.打破这些都会使你的代码与内置的命名约定冲突,导" -"致风格不一致的代码." +"这些命名约定遵循 Godot 引擎风格. 打破这些都会使你的代码与内置的命名约定冲突, " +"导致风格不一致的代码." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:478 msgid "File names" @@ -348,7 +349,7 @@ msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" msgstr "" -"文件名用 snake_case 命名法,对于有名字的类,将其名字从 PascalCase 命名转化为 " +"文件名用 snake_case 命名法, 对于有名字的类, 将其名字从 PascalCase 命名转化为 " "snake_case:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:493 @@ -357,7 +358,7 @@ msgid "" "also avoids case sensitivity issues that can crop up when exporting a " "project from Windows to other platforms." msgstr "" -"这种命名于 Godot 源码中的 C++ 文件命名保持了一致.这也防止了由 Windows 导出到" +"这种命名于 Godot 源码中的 C++ 文件命名保持了一致. 这也防止了由 Windows 导出到" "其他大小写敏感平台时发生的问题." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:498 @@ -384,7 +385,7 @@ msgstr "使用蛇形命名法(snake\\_case)来命名函数与变量:" msgid "" "Prepend a single underscore (\\_) to virtual methods functions the user must " "override, private functions, and private variables:" -msgstr "在虚方法(用户覆写的函数)、私有函数和私有变量前加一个下划线(\\_):" +msgstr "在虚方法(用户覆写的函数), 私有函数和私有变量前加一个下划线(\\_):" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:531 msgid "Signals" @@ -402,14 +403,14 @@ msgstr "常数和枚举" msgid "" "Write constants with CONSTANT\\_CASE, that is to say in all caps with an " "underscore (\\_) to separate words:" -msgstr "使用 CONSTANT\\_CASE,全部大写,用下划线(\\_)分隔单词 :" +msgstr "使用 CONSTANT\\_CASE, 全部大写, 用下划线(\\_)分隔单词 :" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:550 msgid "" "Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as " "they are constants:" msgstr "" -"对枚举*名称*使用PascalCase,对其成员使用CONSTANT\\_CASE ,因为它们是常量:" +"对枚举 *名称* 使用PascalCase, 对其成员使用CONSTANT\\_CASE , 因为它们是常量:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:564 msgid "Code order" @@ -420,8 +421,8 @@ msgid "" "This first section focuses on code order. For formatting, see :ref:" "`formatting`. For naming conventions, see :ref:`naming_conventions`." msgstr "" -"第一节主要讨论代码顺序.有关格式,请参见 :ref:`formatting`.有关命名约定,请参" -"见 :ref:`naming_conventions`." +"第一节主要讨论代码顺序. 有关格式, 请参见 :ref:`formatting`. 有关命名约定, 请" +"参见 :ref:`naming_conventions`." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:569 msgid "We suggest to organize GDScript code this way:" @@ -433,8 +434,8 @@ msgid "" "to help developers reading the code for the first time understand how it " "works, and to avoid errors linked to the order of variable declarations." msgstr "" -"我们优化了顺序,使从上到下阅读代码变得容易,帮助第一次阅读代码的开发人员了解代" -"码的工作原理,并避免与变量声明顺序相关的错误." +"我们优化了顺序, 使从上到下阅读代码变得容易, 帮助第一次阅读代码的开发人员了解" +"代码的工作原理, 并避免与变量声明顺序相关的错误." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:596 msgid "This code order follows four rules of thumb:" @@ -442,7 +443,7 @@ msgstr "此代码顺序遵循四个经验法则:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:598 msgid "Properties and signals come first, followed by methods." -msgstr "首先是属性和信号,然后是方法." +msgstr "首先是属性和信号, 然后是方法." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:599 msgid "Public comes before private." @@ -456,7 +457,8 @@ msgstr "虚拟回调出现在类的接口之前." msgid "" "The object's construction and initialization functions, ``_init`` and " "``_ready``, come before functions that modify the object at runtime." -msgstr "对象的构造和初始化函数``_init``和``_ready``在修改对象的函数之前运行." +msgstr "" +"对象的构造和初始化函数 ``_init`` 和 ``_ready`` 在修改对象的函数之前运行." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:606 msgid "Class declaration" @@ -466,7 +468,7 @@ msgstr "类声明" msgid "" "If the code is meant to run in the editor, place the ``tool`` keyword on the " "first line of the script." -msgstr "如果代码要在编辑器中运行,请将 ``tool`` 关键字放在脚本的第一行." +msgstr "如果代码要在编辑器中运行, 请将 ``tool`` 关键字放在脚本的第一行." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:611 msgid "" @@ -474,12 +476,12 @@ msgid "" "a global type in your project using this feature. For more information, see :" "ref:`doc_gdscript`." msgstr "" -"如有必要,在后面加上 `class_name`.您可以使用此功能将GDScript文件转换为项目中的" -"全局类型.有关更多信息,请参见 :ref:`doc gdscript`." +"如有必要, 在后面加上 `class_name`. 您可以使用此功能将GDScript文件转换为项目中" +"的全局类型. 有关更多信息, 请参见 :ref:`doc gdscript`." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:615 msgid "Then, add the `extends` keyword if the class extends a built-in type." -msgstr "然后,如果类扩展了内置类型,则添加 `extends` 关键字." +msgstr "然后, 如果类扩展了内置类型, 则添加 `extends` 关键字." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:617 msgid "" @@ -487,8 +489,8 @@ msgid "" "You can use that to explain the role of your class to your teammates, how it " "works, and how other developers should use it, for example." msgstr "" -"然后,您应该添加类的可选文档字符串作为注释.您可以使用它来向您的团队解释类的角" -"色、工作原理,以及其他开发人员应该如何使用它,下面举个例子." +"然后, 您应该添加类的可选文档字符串作为注释. 您可以使用它来向您的团队解释类的" +"角色, 工作原理, 以及其他开发人员应该如何使用它, 下面举个例子." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:629 msgid "Signals and properties" @@ -498,19 +500,19 @@ msgstr "信号和属性" msgid "" "Write signal declarations, followed by properties, that is to say, member " "variables, after the docstring." -msgstr "先声明信号,后跟属性(即成员变量),它们都在文档注释(docstring)之后." +msgstr "先声明信号, 后跟属性(即成员变量), 它们都在文档注释(docstring)之后." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:634 msgid "" "Enums should come after signals, as you can use them as export hints for " "other properties." -msgstr "枚举应该在信号之后,因为您可以将它们用作其他属性的导出提示." +msgstr "枚举应该在信号之后, 因为您可以将它们用作其他属性的导出提示." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637 msgid "" "Then, write constants, exported variables, public, private, and onready " "variables, in that order." -msgstr "然后,按该顺序写入常量、导出变量、公共变量、私有变量和 onready 变量." +msgstr "然后, 按该顺序写入常量, 导出变量, 公共变量, 私有变量和 onready 变量." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:662 msgid "" @@ -519,8 +521,9 @@ msgid "" "say, to get child nodes in the scene that your class relies on. This is what " "the example above shows." msgstr "" -"GDScript编译器在 ``_ready`` 函数回调之前计算onready变量.您可以使用它来缓存节" -"点依赖项,也就是说,在您的类所依赖的场景中获取子节点.这就是上面的例子所展示的." +"GDScript编译器在 ``_ready`` 函数回调之前计算onready变量. 您可以使用它来缓存节" +"点依赖项, 也就是说, 在您的类所依赖的场景中获取子节点. 这就是上面的例子所展示" +"的." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:668 msgid "Member variables" @@ -532,8 +535,8 @@ msgid "" "it makes the code more difficult to follow. Instead, declare them as local " "variables in the method's body." msgstr "" -"如果变量只在方法中使用,勿声明其为成员变量,因为我们难以定位在何处使用了该变量." -"相反,你应该将它们在方法内部定义为局部变量." +"如果变量只在方法中使用, 勿声明其为成员变量, 因为我们难以定位在何处使用了该变" +"量. 相反, 你应该将它们在方法内部定义为局部变量." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:675 msgid "Local variables" @@ -545,8 +548,8 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" -"声明局部变量的位置离首次使用它的位置越近越好.这让人更容易跟上代码的思路,而不" -"需要上下翻找该变量的声明位置." +"声明局部变量的位置离首次使用它的位置越近越好. 这让人更容易跟上代码的思路, 而" +"不需要上下翻找该变量的声明位置." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:682 msgid "Methods and static functions" @@ -562,14 +565,14 @@ msgid "" "creating the object in memory. Follow with the ``_ready()`` callback, that " "Godot calls when it adds a node to the scene tree." msgstr "" -"从 ``_init()`` 回调方法开始,引擎将在创建内存对象时调用该方法.接下来是 " -"``_ready()`` 回调,当Godot向场景树添加一个节点时调用它." +"从 ``_init()`` 回调方法开始, 引擎将在创建内存对象时调用该方法. 接下来是 " +"``_ready()`` 回调, 当Godot向场景树添加一个节点时调用它." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:690 msgid "" "These functions should come first because they show how the object is " "initialized." -msgstr "这些函数应该声明在脚本最前面,因为它们显示了对象是如何初始化的." +msgstr "这些函数应该声明在脚本最前面, 因为它们显示了对象是如何初始化的." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:693 msgid "" @@ -577,14 +580,14 @@ msgid "" "``_physics_process``, should come next. These control the object's main loop " "and interactions with the game engine." msgstr "" -"其他内置的虚拟回调,如 ``_unhandling_input()`` 和 ``_physics_process``,应该放" -"在后面.它们控制对象的主循环和与游戏引擎的交互." +"其他内置的虚拟回调, 如 ``_unhandling_input()`` 和 ``_physics_process``, 应该" +"放在后面. 它们控制对象的主循环和与游戏引擎的交互." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:697 msgid "" "The rest of the class's interface, public and private methods, come after " "that, in that order." -msgstr "类的其余接口,公共和私有方法,都是按照这个顺序出现的." +msgstr "类的其余接口, 公共和私有方法, 都是按照这个顺序出现的." #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:734 msgid "Static typing" @@ -604,11 +607,11 @@ msgstr "声明类型" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:741 msgid "To declare a variable's type, use ``<variable>: <type>``:" -msgstr "要声明变量的类型,使用 ``<variable>: <type>``:" +msgstr "要声明变量的类型, 使用 ``<variable>: <type>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:747 msgid "To declare the return type of a function, use ``-> <type>``:" -msgstr "要声明函数的返回类型,使用``-> <type>``:" +msgstr "要声明函数的返回类型, 使用``-> <type>``:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:754 msgid "Inferred types" @@ -616,7 +619,7 @@ msgstr "推断类型" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:756 msgid "In most cases you can let the compiler infer the type, using ``:=``:" -msgstr "在大多数情况下,你可以让编译器使用 ``:=`` 来推断类型:" +msgstr "在大多数情况下, 你可以让编译器使用 ``:=`` 来推断类型:" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:762 msgid "" @@ -625,6 +628,6 @@ msgid "" "unless the scene or file of the node is loaded in memory. In this case, you " "should set the type explicitly." msgstr "" -"然而,在少数情况下,当上下文缺失时,编译器会回退到函数的返回类型.例如,在节点的场" -"景或文件被加载到内存中之前, ``get_node()`` 无法自动推断类型.在这种情况下,你应" -"该明确地设置类型." +"然而, 在少数情况下, 当上下文缺失时, 编译器会回退到函数的返回类型. 例如, 在节" +"点的场景或文件被加载到内存中之前, ``get_node()`` 无法自动推断类型. 在这种情况" +"下, 你应该明确地设置类型." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po index ead9356826..23e54b439d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,3 +26,5 @@ msgid "" "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" "party tool that interacts with GDScript, such as a linter or formatter." msgstr "" +"如果你有兴趣编写与GDScript交互的第三方工具,如linter或formatter,请参见 :ref:" +"`doc_gdscript_grammar` 。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 1bbac945e2..b5f185ed2a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,7 +23,7 @@ msgstr "GDScript 中静态类型" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:6 msgid "In this guide, you will learn:" -msgstr "在本指南中,您将学会:" +msgstr "在本指南中, 您将学会:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:8 msgid "**How to use types in GDScript**" @@ -39,18 +39,18 @@ msgid "" "can use it only in some sensitive GDScript files, use it everywhere, or " "write code like you always did!" msgstr "" -"在何处以及如何使用此新语言功能完全取决于您:您可以只在某些敏感的GDScript文件中" -"使用它,也可以在任何地方使用它,或者像往常一样编写代码!" +"在何处以及如何使用此新语言功能完全取决于您: 您可以只在某些敏感的GDScript文件" +"中使用它, 也可以在任何地方使用它, 或者像往常一样编写代码!" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:15 msgid "" "Static types can be used on variables, constants, functions, parameters, and " "return types." -msgstr "静态类型可用于变量、常量、函数、参数、和返回类型." +msgstr "静态类型可用于变量, 常量, 函数, 参数, 和返回类型." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:20 msgid "Typed GDScript is available since Godot 3.1." -msgstr "从Godot 3.1开始,可以使用类型化的GDScript." +msgstr "从Godot 3.1开始, 可以使用类型化的GDScript." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:23 msgid "A brief look at static typing" @@ -63,7 +63,7 @@ msgid "" "arguments' types show up when you call a method." msgstr "" "有了GDScript中的类型,Godot在编写代码时甚至可以检测到更多错误!它会在你工作时" -"为你和你的团队提供更多信息.因为当你调用方法时,会显示出参数的类型." +"为你和你的团队提供更多信息. 因为当你调用方法时, 会显示出参数的类型." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:29 msgid "" @@ -72,9 +72,9 @@ msgid "" "with your code should always pass an ``Item`` to the ``Inventory.add`` " "method. With types, you can enforce this:" msgstr "" -"想象你正在编写一个库存系统.您编写一个 ``Item`` 节点,然后再编写一个 " -"``Inventory`` .要将项目添加到清单中,使用代码的人员应始终将 ``Item`` 传递给 " -"``Inventory.add`` 方法.使用类型,您可以强制执行以下操作:" +"想象你正在编写一个库存系统. 您编写一个 ``Item`` 节点, 然后再编写一个 " +"``Inventory`` . 要将项目添加到清单中, 使用代码的人员应始终将 ``Item`` 传递给 " +"``Inventory.add`` 方法. 使用类型, 您可以强制执行以下操作:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:49 msgid "" @@ -84,9 +84,9 @@ msgid "" "issues at runtime, but lets you decide whether or not you want to leave the " "code as it is. More on that in a moment." msgstr "" -"类型化的GDScript的另一个显著优点是新的 **警告系统** .从版本3.1开始,Godot会在" -"您编写代码时向您发出有关代码的警告:引擎会识别代码中可能导致运行时出现问题的部" -"分,但您可以决定是否要保留代码.稍后详细介绍." +"类型化的GDScript的另一个显著优点是新的 **警告系统** . 从版本3.1开始,Godot会在" +"您编写代码时向您发出有关代码的警告: 引擎会识别代码中可能导致运行时出现问题的" +"部分, 但您可以决定是否要保留代码. 稍后详细介绍." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:55 msgid "" @@ -94,7 +94,7 @@ msgid "" "see the difference between a dynamic and a static typed completion options " "for a class called ``PlayerController``." msgstr "" -"静态类型还为您提供了更好的代码补全选项.下面,您可以看到一个名为" +"静态类型还为您提供了更好的代码补全选项. 下面, 您可以看到一个名为 " "``PlayerController`` 类的动态和静态类型补全选项之间的区别." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:59 @@ -102,7 +102,7 @@ msgid "" "You've probably stored a node in a variable before, and typed a dot to be " "left with no autocomplete suggestions:" msgstr "" -"您之前可能已经将节点存储在变量中,并输入了一个点,但是没有代码自动补全建议:" +"您之前可能已经将节点存储在变量中, 并输入了一个点, 但是没有代码自动补全建议:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:65 msgid "" @@ -110,16 +110,16 @@ msgid "" "you're passing to the function. If you write the type explicitly however, " "you will get all public methods and variables from the node:" msgstr "" -"这是因为动态代码. Godot无法知道您传递给函数的节点或值类型. 但是,如果您明确地" -"声明了类型,则将从该节点类型获取所有公共方法和变量:" +"这是因为动态代码. Godot无法知道您传递给函数的节点或值类型. 但是, 如果您明确地" +"声明了类型, 则将从该节点类型获取所有公共方法和变量:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:72 msgid "" "In the future, typed GDScript will also increase code performance: Just-In-" "Time compilation and other compiler improvements are already on the roadmap!" msgstr "" -"将来,类型化的GDScript也将提高代码性能:实时编译和其他编译器改进已经出现在路线" -"图上!" +"将来, 类型化的GDScript也将提高代码性能: 实时编译和其他编译器改进已经出现在路" +"线图上!" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:76 msgid "" @@ -131,10 +131,10 @@ msgid "" "clearer and the more structured the code, the faster it is to understand, " "the faster you can move forward." msgstr "" -"总体而言,类型化编程可为您提供更加结构化的体验.它有助于防止错误并改善脚本的自" -"我描述能力.当您在团队中或长期项目中工作时,这特别有用:研究表明,开发人员将大部" -"分时间都花在阅读别人的代码或他们过去编写并忘记的脚本上.代码越清晰,越结构化,理" -"解得就越快,前进的速度就越快." +"总体而言, 类型化编程可为您提供更加结构化的体验. 它有助于防止错误并改善脚本的" +"自我描述能力. 当您在团队中或长期项目中工作时, 这特别有用: 研究表明, 开发人员" +"将大部分时间都花在阅读别人的代码或他们过去编写并忘记的脚本上. 代码越清晰, 越" +"结构化, 理解得就越快, 前进的速度就越快." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:85 msgid "How to use static typing" @@ -146,8 +146,8 @@ msgid "" "variable's name, followed by its type. E.g. ``var health: int``. This forces " "the variable's type to always stay the same:" msgstr "" -"要定义变量或常量的类型,请在变量名称后加上一个冒号,后跟它的类型.例如 ``var " -"health: int`` .这将强制变量的类型保持不变:" +"要定义变量或常量的类型, 请在变量名称后加上一个冒号, 后跟它的类型. 例如 ``var " +"health: int`` . 这将强制变量的类型保持不变:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:96 msgid "" @@ -156,7 +156,7 @@ msgstr "如果您写冒号但省略写类型时,Godot将尝试推测类型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:105 msgid "Currently you can use three types of… types:" -msgstr "当前,您可以使用三类…类型:" +msgstr "当前, 您可以使用三类…类型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:107 msgid ":ref:`Built-in <doc_gdscript_builtin_types>`" @@ -165,7 +165,7 @@ msgstr ":ref:`内置类型 <doc_gdscript_builtin_types>`" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:108 msgid "" "Core classes and nodes (``Object``, ``Node``, ``Area2D``, ``Camera2D``, etc.)" -msgstr "核心类和节点( ``Object``、 ``Node``、 ``Area2D``、 ``Camera2D``、等)" +msgstr "核心类和节点( ``Object``, ``Node``, ``Area2D``, ``Camera2D``, 等)" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:110 msgid "" @@ -173,8 +173,8 @@ msgid "" "<doc_scripting_continued_class_name>` feature to register types in the " "editor." msgstr "" -"您自己定义的类.查看新的 :ref:`class_name " -"<doc_scripting_continued_class_name>` 特性,以便在编辑器中注册类型." +"您自己定义的类. 查看新的 :ref:`class_name " +"<doc_scripting_continued_class_name>` 特性, 以便在编辑器中注册类型." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:115 msgid "" @@ -182,8 +182,8 @@ msgid "" "automatically from the assigned value. But you can still do so to make the " "intent of your code clearer." msgstr "" -"您不需要为常量编写类型提示,因为Godot会根据分配的值自动设置.但是您仍然可以这样" -"做,以使代码的意图更加清晰." +"您不需要为常量编写类型提示, 因为Godot会根据分配的值自动设置. 但是您仍然可以这" +"样做, 以使代码的意图更加清晰." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:118 msgid "Custom variable types" @@ -195,15 +195,15 @@ msgid "" "two ways to use them in scripts. The first method is to preload the script " "you want to use as a type in a constant:" msgstr "" -"您可以将任何类(包括您的自定义类)用作类型.有两种在脚本中使用它们的方法.第一种" -"方法是将要用作类型的脚本预加载为常量:" +"您可以将任何类(包括您的自定义类)用作类型. 有两种在脚本中使用它们的方法. 第一" +"种方法是将要用作类型的脚本预加载为常量:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:129 msgid "" "The second method is to use the ``class_name`` keyword when you create. For " "the example above, your Rifle.gd would look like this:" msgstr "" -"第二种方法是在创建时使用 ``class_name`` 关键字.对于上面的示例,您的 ``Rifle." +"第二种方法是在创建时使用 ``class_name`` 关键字. 对于上面的示例, 您的 ``Rifle." "gd`` 看起来就像这样:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:137 @@ -212,7 +212,7 @@ msgid "" "editor, and you can use it anywhere, without having to preload it into a " "constant:" msgstr "" -"如果使用 ``class_name`` ,Godot会在编辑器中注册一个全局 ``Rifle`` 类型,您可以" +"如果使用 ``class_name`` ,Godot会在编辑器中注册一个全局 ``Rifle`` 类型, 您可以" "在任何地方使用它而无需将其预加载到常量中:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:146 @@ -223,7 +223,7 @@ msgstr "变量转换" msgid "" "Type casting is a key concept in typed languages. Casting is the conversion " "of a value from one type to another." -msgstr "类型转换是类型语言的关键概念.转换是将值从一种类型转换为另一种类型." +msgstr "类型转换是类型语言的关键概念. 转换是将值从一种类型转换为另一种类型." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:151 msgid "" @@ -234,10 +234,10 @@ msgid "" "a generic ``PhysicsBody2D``, and not your ``PlayerController`` on the " "``_on_body_entered`` callback." msgstr "" -"想象您的游戏中的一个敌人, ``extends Area2D``.您希望它与游戏角色,即一个附带有" -"一个名为 ``PlayerController`` 的脚本的 ``KinematicBody2D``,碰撞.您可以使用 " -"``on_body_entered`` 信号来检测碰撞.使用类型化的代码,您检测到的物体(body)将是" -"通用的 ``PhysicsBody2D``,而不是 ``_on_body_entered`` 回调上使用的 " +"想象您的游戏中的一个敌人, ``extends Area2D``. 您希望它与游戏角色, 即一个附带" +"有一个名为 ``PlayerController`` 的脚本的 ``KinematicBody2D``, 碰撞. 您可以使" +"用 ``on_body_entered`` 信号来检测碰撞. 使用类型化的代码, 您检测到的物体(body)" +"将是通用的 ``PhysicsBody2D``, 而不是 ``_on_body_entered`` 回调上使用的 " "``PlayerController``." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:158 @@ -247,8 +247,8 @@ msgid "" "use this type. This forces the variable to stick to the ``PlayerController`` " "type:" msgstr "" -"您可以使用 ``as`` 转换关键字检查这个 ``PhysicsBody2D`` 是否是您的游戏角色,并" -"再次使用冒号 ``:`` 来强制变量使用这种类型.这会强制变量坚持使用 " +"您可以使用 ``as`` 转换关键字检查这个 ``PhysicsBody2D`` 是否是您的游戏角色, 并" +"再次使用冒号 ``:`` 来强制变量使用这种类型. 这会强制变量坚持使用 " "``PlayerController`` 类型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:172 @@ -258,15 +258,15 @@ msgid "" "can use this to check if the body is the player or not. We will also get " "full autocompletion on the player variable thanks to that cast." msgstr "" -"在处理自定义类型时,如果 ``body`` 没有扩展为 ``PlayerController`` ,则 " -"``player`` 变量将被设置为 ``null`` .我们可以用它来检查物体是否为游戏玩家角色." -"多亏了类型转换,我们还将获得 ``player`` 变量的代码自动补全功能." +"在处理自定义类型时, 如果 ``body`` 没有扩展为 ``PlayerController`` , 则 " +"``player`` 变量将被设置为 ``null`` . 我们可以用它来检查物体是否为游戏玩家角" +"色. 多亏了类型转换, 我们还将获得 ``player`` 变量的代码自动补全功能." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:179 msgid "" "If you try to cast with a built-in type and it fails, Godot will throw an " "error." -msgstr "如果您尝试使用内置类型进行转换并失败,则Godot将引发错误." +msgstr "如果您尝试使用内置类型进行转换并失败, 则Godot将引发错误." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:182 msgid "Safe lines" @@ -280,9 +280,9 @@ msgid "" "information to know if an instruction will trigger an error or not at " "runtime." msgstr "" -"您也可以使用转换来确保安全行.安全行是Godot 3.1中的新工具,可以告诉您歧义的代码" -"行何时是类型安全的.由于您有时会混合类型化代码和动态代码,有时如果指令在运行时" -"触发错误,Godot可能没有足够的信息判断." +"您也可以使用转换来确保安全行. 安全行是Godot 3.1中的新工具, 可以告诉您歧义的代" +"码行何时是类型安全的. 由于您有时会混合类型化代码和动态代码, 有时如果指令在运" +"行时触发错误,Godot可能没有足够的信息判断." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:190 msgid "" @@ -293,11 +293,11 @@ msgid "" "classes it extends. With dynamic GDScript, you also don't care about the " "node's type as long as it has the methods you need to call." msgstr "" -"当您需要获得子节点时会发生这种情况.让我们以一个计时器为例:使用动态代码,您可以" -"使用 ``$Timer`` 获取节点.GDScript支持 `鸭子类型 <https://stackoverflow.com/" -"a/4205163/8125343>` __,所以即使您的计时器是 ``Timer`` 类型,它也扩展了 " -"``Node`` 和 ``Object`` ,这两个类.使用动态GDScript,只要节点具有您需要调用的方" -"法,您也不必关心节点的类型." +"当您需要获得子节点时会发生这种情况. 让我们以一个计时器为例: 使用动态代码, 您" +"可以使用 ``$Timer`` 获取节点.GDScript支持 `鸭子类型 <https://stackoverflow." +"com/a/4205163/8125343>` __, 所以即使您的计时器是 ``Timer`` 类型, 它也扩展了 " +"``Node`` 和 ``Object`` , 这两个类. 使用动态GDScript, 只要节点具有您需要调用的" +"方法, 您也不必关心节点的类型." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:198 msgid "" @@ -306,9 +306,9 @@ msgid "" "ensure the type works and if so, the line number will turn green at the left " "of the script editor." msgstr "" -"当您得到一个节点时,您可以使用强制转换来告诉Godot,您期望的类型: ``($Timer as " -"Timer)`` 、 ``($Player as KinematicBody2D)`` 等.Godot将确保该类型有效,如果是," -"则行号在脚本编辑器的左侧变为绿色." +"当您得到一个节点时, 您可以使用强制转换来告诉Godot, 您期望的类型: ``($Timer " +"as Timer)`` , ``($Player as KinematicBody2D)`` 等.Godot将确保该类型有效, 如果" +"是, 则行号在脚本编辑器的左侧变为绿色." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:206 msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" @@ -328,14 +328,14 @@ msgid "" "To define the return type of a function, write a dash and a right angle " "bracket ``->`` after its declaration, followed by the return type:" msgstr "" -"要定义函数的返回类型,请在声明后写一个短划线和一个右尖括号 ``->``,后跟返回类" +"要定义函数的返回类型, 请在声明后写一个短划线和一个右尖括号 ``->``, 后跟返回类" "型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:223 msgid "" "The type ``void`` means the function does not return anything. You can use " "any type, as with variables:" -msgstr "类型 ``void`` 表示函数不返回任何内容.您可以使用任何类型,如变量:" +msgstr "类型 ``void`` 表示函数不返回任何内容. 您可以使用任何类型, 如变量:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:232 msgid "You can also use your own nodes as return types:" @@ -343,18 +343,19 @@ msgstr "您还可以使用自己的节点作为返回类型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:248 msgid "Typed or dynamic: stick to one style" -msgstr "类型或动态类型:坚持一种风格" +msgstr "类型或动态类型: 坚持一种风格" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" -"类型化的GDScript和动态GDScript可以共存于同一项目中.但是我建议您坚持使用任意一" -"种风格,以确保您的代码库和同伴们的一致性.如果你们遵循相同的准则,那么每个人都可" -"以更轻松地一起工作,并且可以更快地阅读和理解他人的代码." +"类型化的GDScript和动态GDScript可以共存于同一项目中. 但是我建议您坚持使用任意" +"一种风格, 以确保您的代码库和同伴们的一致性. 如果你们遵循相同的准则, 那么每个" +"人都可以更轻松地一起工作, 并且可以更快地阅读和理解他人的代码." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256 msgid "" @@ -362,8 +363,8 @@ msgid "" "discussed above. Here's an example of the same, empty script, in a dynamic " "style:" msgstr "" -"类型化的代码需要编写更多,但是您将获得上面讨论的好处.下面是内容一样的空脚本示" -"例,首先是使用动态风格:" +"类型化的代码需要编写更多, 但是您将获得上面讨论的好处. 下面是内容一样的空脚本" +"示例, 首先是使用动态风格:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:272 msgid "And with static typing:" @@ -375,18 +376,19 @@ msgid "" "Signal callbacks, like any methods, can also use types. Here's a " "``body_entered`` signal in a dynamic style:" msgstr "" -"如您所见,您也可以对引擎虚函数的参数进行类型声明.与任何方法一样,信号回调参数也" -"可以使用类型.下面是一个动态风格的 ``body_entered`` 信号示例:" +"如您所见, 您也可以对引擎虚函数的参数进行类型声明. 与任何方法一样, 信号回调参" +"数也可以使用类型. 下面是一个动态风格的 ``body_entered`` 信号示例:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:295 msgid "And the same callback, with type hints:" -msgstr "以及具有类型提示的,相同的回调:" +msgstr "以及具有类型提示的, 相同的回调:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:302 msgid "" "You're free to replace, e.g. the ``CollisionObject2D``, with your own type, " "to cast parameters automatically:" -msgstr "您可以自由替代类型,例如把参数转换为您自己的类型 ``CollisionObject2D``:" +msgstr "" +"您可以自由替代类型, 例如把参数转换为您自己的类型 ``CollisionObject2D``:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:313 msgid "" @@ -395,10 +397,10 @@ msgid "" "anything else, like an ``Area2D``, or any node that doesn't extend " "``Bullet``, the ``bullet`` variable will be ``null``." msgstr "" -"``bullet`` 变量在这里保存任何继承了 ``CollisionObject2D`` 的节点类,但我们需要" -"确保它是我们的 ``Bullet`` ,即那个我们为项目创建的节点类型.如果它是其他任何东" -"西,比如 ``Area2D`` ,或任何不扩展 ``Bullet`` 的节点, ``bullet`` 变量值将是 " -"``null`` ." +"``bullet`` 变量在这里保存任何继承了 ``CollisionObject2D`` 的节点类, 但我们需" +"要确保它是我们的 ``Bullet`` , 即那个我们为项目创建的节点类型. 如果它是其他任" +"何东西, 比如 ``Area2D`` , 或任何不扩展 ``Bullet`` 的节点, ``bullet`` 变量值将" +"是 ``null`` ." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:319 msgid "Warning system" @@ -419,8 +421,8 @@ msgid "" "To wrap up this introduction, let's cover a few cases where you can't use " "type hints. All the examples below **will trigger errors**." msgstr "" -"为了总结这个介绍,我们将介绍一些不能使用类型提示的情况.以下所有示例 **都会触发" -"错误** ." +"为了总结这个介绍, 我们将介绍一些不能使用类型提示的情况. 以下所有示例 **都会触" +"发错误** ." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:332 msgid "You can't use Enums as types:" @@ -430,7 +432,7 @@ msgstr "您不能将枚举作为类型:" msgid "" "You can't specify the type of individual members in an array. This will give " "you an error:" -msgstr "您无法指定数组中单个成员的类型.这会给您一个错误:" +msgstr "您无法指定数组中单个成员的类型. 这会给您一个错误:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:346 msgid "" @@ -438,8 +440,8 @@ msgid "" "the ``for`` keyword loops over already has a different type. So you " "**cannot** write:" msgstr "" -"您不能在 ``for`` 循环中强制指定类型,因为 ``for`` 关键字循环中每个元素已经有不" -"同的类型.所以您 **不能** 指定类型:" +"您不能在 ``for`` 循环中强制指定类型, 因为 ``for`` 关键字循环中每个元素已经有" +"不同的类型. 所以您 **不能** 指定类型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:356 msgid "Two scripts can't depend on each other in a cyclic fashion:" @@ -456,6 +458,6 @@ msgid "" "scalable systems. In the future, static types will also bring you a nice " "performance boost thanks to upcoming compiler optimizations." msgstr "" -"类型化的GDScript是一个强大的工具.从Godot 3.1版开始可用,它可以帮助您编写更多结" -"构化的代码、避免常见错误、以及创建可伸缩的系统.将来,由于即将进行的编译器优化," -"静态类型也将为您带来不错的性能提升." +"类型化的GDScript是一个强大的工具. 从Godot 3.1版开始可用, 它可以帮助您编写更多" +"结构化的代码, 避免常见错误, 以及创建可伸缩的系统. 将来, 由于即将进行的编译器" +"优化, 静态类型也将为您带来不错的性能提升." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 9bd4f40ff2..9acd7cdc64 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "It's here to help you avoid mistakes that are hard to spot during " "development, and that may lead to runtime errors." msgstr "" -"GDScript警告系统补充了 :ref:`静态类型<doc_gdscript_static_typing>`(但也可以在" -"没有静态类型的情况下工作).它可以帮助您避免在开发过程中难以发现的错误,并可能导" -"致的运行时错误." +"GDScript警告系统补充了 :ref:`静态类型 <doc_gdscript_static_typing>`(但也可以" +"在没有静态类型的情况下工作). 它可以帮助您避免在开发过程中难以发现的错误, 并可" +"能导致的运行时错误." #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:11 msgid "" @@ -47,7 +47,7 @@ msgid "" "You can find a list of warnings for the active GDScript file in the script " "editor's status bar. The example below has 3 warnings:" msgstr "" -"你可以在脚本编辑器的状态栏中找到当前GDScript文件的警告列表.下面的例子有3个警" +"你可以在脚本编辑器的状态栏中找到当前GDScript文件的警告列表. 下面的例子有3个警" "告:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:25 @@ -62,9 +62,9 @@ msgid "" "corresponding line and the code won't trigger the corresponding warning " "anymore:" msgstr "" -"要忽略一个文件中的特定警告,请插入类似 ``#warning-ignore:warning-id`` 形式的特" -"殊注释,或点击警告说明右侧的忽略链接.Godot将在相应的行上方添加特殊注释,并且该" -"代码将不再触发相应的警告:" +"要忽略一个文件中的特定警告, 请插入类似 ``#warning-ignore:warning-id`` 形式的" +"特殊注释, 或点击警告说明右侧的忽略链接.Godot将在相应的行上方添加特殊注释, 并" +"且该代码将不再触发相应的警告:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:36 msgid "Warning system ignore example" @@ -77,7 +77,7 @@ msgid "" "warnings of all types in a file add the comment ``# warnings-disable`` to it." msgstr "" "你可以选择使用 ``# warning-ignore-all:warning-id`` 忽略文件中一个或所有的针对" -"某些类型的警告.要忽略所有类型的警告则在文件中添加 ``# warnings-disable`` 即" +"某些类型的警告. 要忽略所有类型的警告则在文件中添加 ``# warnings-disable`` 即" "可." #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:42 @@ -88,9 +88,9 @@ msgid "" "on this option. Here's the same file as the previous example with warnings " "as errors turned on:" msgstr "" -"警告不会阻止游戏的运行,但是您可以根据需要将其转换为错误.这样,除非您修复所有警" -"告,否则游戏无法编译.前往项目设置的 ``GDScript`` 部分打开此选项.这是与前一个示" -"例相同的文件,并在启用了警告转成错误:" +"警告不会阻止游戏的运行, 但是您可以根据需要将其转换为错误. 这样, 除非您修复所" +"有警告, 否则游戏无法编译. 前往项目设置的 ``GDScript`` 部分打开此选项. 这是与" +"前一个示例相同的文件, 并在启用了警告转成错误:" #: ../../docs/getting_started/scripting/gdscript/warning_system.rst:51 msgid "Warnings as errors" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po index 49a96c2ef9..bb3bd5e1d7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 11a82aea32..7db86f2c77 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Custom nodes are written in GDScript and can then be used in VisualScript. " "This is useful for offloading complex code to GDScript and reusing it." msgstr "" -"自定义节点可以用 GDScript 定义,并在 VisualScript (可视化脚本) 中使用.这对分流" -"复杂代码到 GDScript 并反复使用尤为有用." +"自定义节点可以用 GDScript 定义, 并在 VisualScript (可视化脚本) 中使用. 这对分" +"流复杂代码到 GDScript 并反复使用尤为有用." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:10 msgid "Creating a custom node" @@ -39,7 +39,7 @@ msgid "" "a ``tool`` keyword at the top. This is needed for the script to run in the " "editor." msgstr "" -"新建一个继承 :ref:`class_VisualScriptCustomNode` 类的脚本,并在代码顶端添加 " +"新建一个继承 :ref:`class_VisualScriptCustomNode` 类的脚本, 并在代码顶端添加 " "``tool`` 关键字. ``tool`` 能让脚本在编辑器中运行." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:14 @@ -50,15 +50,15 @@ msgid "" "``false`` for example." msgstr "" "你可以实现一些能够设置自定义节点参数的函数 (继承自 VisualScriptCustomNode 的" -"虚函数).只需要实现那些有必要的函数,假如你知道 ``_has_input_sequence_port`` 一" -"定会返回 ``false``,则没有必要实现它." +"虚函数). 只需要实现那些有必要的函数, 假如你知道 ``_has_input_sequence_port`` " +"一定会返回 ``false``, 则没有必要实现它." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:17 msgid "" "The most important part of a custom node is the ``_step`` function. The " "logic of the node is defined there." msgstr "" -"自定义节点最重要的部分就是``_step`` 函数.你需要在这个函数中定义节点的逻辑." +"自定义节点最重要的部分就是 ``_step`` 函数. 你需要在这个函数中定义节点的逻辑." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:19 msgid "The ``inputs`` parameter holds the value of the input ports." @@ -69,8 +69,8 @@ msgid "" "The ``outputs`` parameter is an array where the indices represent the output " "port ids. It can be modified to set the values of the output ports." msgstr "" -"``outputs`` 参数是一个数组,数组下标代表了输出接口的 ID.可以通过修改数组元素来" -"修改输出接口的值." +"``outputs`` 参数是一个数组, 数组下标代表了输出接口的 ID. 可以通过修改数组元素" +"来修改输出接口的值." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:23 msgid "" @@ -83,7 +83,8 @@ msgid "" "``working_mem`` is persistent each ``_step`` call. It can be used to store " "information." msgstr "" -"``working_mem`` 每次调用 ``_step`` 时不变(引用同一个数组).可以用它来储存信息." +"``working_mem`` 每次调用 ``_step`` 时不变(引用同一个数组). 可以用它来储存信" +"息." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:27 msgid "" @@ -92,9 +93,9 @@ msgid "" "return the id of the sequence port which should be called next. If your " "custom node doesn't have any, just return 0." msgstr "" -"若你想抛出一个错误,例如输入类型不正确时,可以将错误信息返回为字符串.若一切安" -"好,则返回下一个将被调用的序列接口的 ID.如果你的自定义节点没有需要调用的接口," -"则返回 0." +"若你想抛出一个错误, 例如输入类型不正确时, 可以将错误信息返回为字符串. 若一切" +"安好, 则返回下一个将被调用的序列接口的 ID. 如果你的自定义节点没有需要调用的接" +"口, 则返回 0." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:31 msgid "Example:" @@ -109,8 +110,8 @@ msgid "" "To use the script, add a ``CustomNode``, select it and drag your custom node " "script into the ``script`` property shown in the inspector." msgstr "" -"要使用你的自定义节点脚本,视图上方点击添加节点,新增一个 ``CustomNode``,选定它," -"并将你的脚本拖拽进属性面板中的 script 属性中." +"要使用你的自定义节点脚本, 视图上方点击添加节点, 新增一个 ``CustomNode``, 选定" +"它, 并将你的脚本拖拽进属性面板中的 script 属性中." #: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:100 msgid "Result:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 140226e6db..8456dbc6e8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,15 +28,15 @@ msgid "" "workflow. This led us to write our own version of how we believe this " "feature would work best with the engine." msgstr "" -"与Godot中的所有内容一样,我们优先考虑良好的体验,而不是复制或集成可能无法很好地" -"适应当前工作流程的第三方解决方案.这导致我们编写了自己的版本,我们认为此功能最" -"适合引擎使用的版本." +"与Godot中的所有内容一样, 我们优先考虑良好的体验, 而不是复制或集成可能无法很好" +"地适应当前工作流程的第三方解决方案. 这导致我们编写了自己的版本, 我们认为此功" +"能最适合引擎使用的版本." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:10 msgid "" "In Godot, a Visual Script fits smoothly together with regular scripts in the " "Editor tab" -msgstr "在Godot中,可视化脚本与在编辑器选项卡中的常规脚本配合得很好" +msgstr "在Godot中, 可视化脚本与在编辑器选项卡中的常规脚本配合得很好" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:15 msgid "" @@ -45,9 +45,9 @@ msgid "" "rest of Godot panels and docks act like a palette from where you can drag " "and drop all sorts of information to the script canvas:" msgstr "" -"实际上,可视化脚本与Godot的集成是如此之好,以至于很难相信仅在3.0版中才添加了它." -"这是因为,在编辑时,其余的Godot面板和停靠面板就像一个调色板一样,您可以从中将各" -"种信息拖放到脚本画布上:" +"实际上, 可视化脚本与Godot的集成是如此之好, 以至于很难相信仅在3.0版中才添加了" +"它. 这是因为, 在编辑时, 其余的Godot面板和停靠面板就像一个调色板一样, 您可以从" +"中将各种信息拖放到脚本画布上:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:23 msgid "Creating a script" @@ -59,22 +59,22 @@ msgid "" "any node in the scene and push the \"New Script\" button at the top right " "corner of the Scene Tree dock:" msgstr "" -"创建脚本的工作方式与其他脚本语言相同:选择场景中的任何节点,然后按场景树面板右" -"上角的 ``新建脚本`` 按钮:" +"创建脚本的工作方式与其他脚本语言相同: 选择场景中的任何节点, 然后按场景树面板" +"右上角的 ``新建脚本`` 按钮:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:31 msgid "" "Once it opens, the script type \"Visual Script\" must be selected from the " "drop down list. The script extension must be \".vs\" (for Visual Script!)." msgstr "" -"打开后,必须从下拉列表中选择脚本类型 ``可视化脚本(Visual Script)``.脚本扩展名" -"必须为 ``.vs`` (对于可视化脚本!)." +"打开后, 必须从下拉列表中选择脚本类型 ``可视化脚本(Visual Script)``. 脚本扩展" +"名必须为 ``.vs`` (对于可视化脚本!)." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:37 msgid "" "Finally, the Script Editor will open, allowing you to start editing the " "visual script:" -msgstr "最后,脚本编辑器将打开,允许开始编辑可视脚本:" +msgstr "最后, 脚本编辑器将打开, 允许开始编辑可视脚本:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:43 msgid "Adding a function" @@ -87,9 +87,9 @@ msgid "" "to communicate with the engine as other scripting engines. In Godot, the " "scripting interface is universal and all implementations conform to it." msgstr "" -"与其他可视化脚本实现不同,Godot中的可视化脚本重度基于功能.这是因为它使用与其他" -"脚本引擎相同的接口与引擎进行通信.在Godot中,脚本接口是通用的,并且所有实现都遵" -"循它." +"与其他可视化脚本实现不同,Godot中的可视化脚本重度基于功能. 这是因为它使用与其" +"他脚本引擎相同的接口与引擎进行通信. 在Godot中, 脚本接口是通用的, 并且所有实现" +"都遵循它." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:49 msgid "A function is an individual canvas with nodes connected." @@ -100,7 +100,7 @@ msgid "" "A single script can contain many functions, each of which will have a canvas " "of its own, allowing for more organization." msgstr "" -"单个脚本可以包含许多函数,每个函数都有自己的画布,从而允许进行更多的组织." +"单个脚本可以包含许多函数, 每个函数都有自己的画布, 从而允许进行更多的组织." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:53 msgid "There are three main ways to add functions in a script:" @@ -117,9 +117,9 @@ msgid "" "something happens and can be looked up in the reference. Virtual functions " "are listed when pressing the \"Override\" icon in the member panel:" msgstr "" -"Godot中大多数类型的节点和其他类型的对象都包含虚拟函数.这些功能在发生某些情况" -"时将被调用(运行您的代码),并且可以在参考中查找这些函数.当按下成员面板中的 ``覆" -"盖`` 图标时,将列出虚函数:" +"Godot中大多数类型的节点和其他类型的对象都包含虚拟函数. 这些功能在发生某些情况" +"时将被调用(运行您的代码), 并且可以在参考中查找这些函数. 当按下成员面板中的 ``" +"覆盖`` 图标时, 将列出虚函数:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:65 msgid "" @@ -127,19 +127,19 @@ msgid "" "loaded and added to the running scene. For this, the _ready() virtual method " "will be overridden:" msgstr "" -"在以下示例中,将在节点被加载并被添加到运行场景时执行一个函数.为此," +"在以下示例中, 将在节点被加载并被添加到运行场景时执行一个函数. 为此," "``_ready()`` 虚函数将被重写:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:71 msgid "Finally, a canvas appears for this function, showing the override:" -msgstr "最后,一个画布出现在这个函数上,显示重写:" +msgstr "最后, 一个画布出现在这个函数上, 显示重写:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:76 msgid "" "As some functions expect you to return a value, they will also add a return " "node where such value is supposed to be provided:" msgstr "" -"由于某些函数希望您返回值,因此它们还会在应该提供该值的地方,添加一个返回节点:" +"由于某些函数希望您返回值, 因此它们还会在应该提供该值的地方, 添加一个返回节点:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:83 msgid "Connecting a signal to a function" @@ -151,8 +151,8 @@ msgid "" "all sorts of things. A typical example would be a button that emits a " "\"pressed\" signal when actually pressed." msgstr "" -"当某些事情发生时,树中的节点会发出信号.Godot将信号用于各种事物.一个典型的例子" -"是一个按钮,当实际按下按钮时会发出 ``按下`` 信号." +"当某些事情发生时, 树中的节点会发出信号.Godot将信号用于各种事物. 一个典型的例" +"子是一个按钮, 当实际按下按钮时会发出 ``按下`` 信号." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:88 msgid "" @@ -160,8 +160,8 @@ msgid "" "inspecting the signals. Once they are displayed, connect the \"pressed\" " "signal:" msgstr "" -"为此,必须选择一个节点并打开节点选项卡.这将允许检查信号.一旦它们被显示,连接 ``" -"按下`` 信号:" +"为此, 必须选择一个节点并打开节点选项卡. 这将允许检查信号. 一旦它们被显示, 连" +"接 ``按下`` 信号:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:94 msgid "" @@ -169,14 +169,15 @@ msgid "" "node where the signal will be connected to, and the function that will " "receive the signal:" msgstr "" -"这将打开连接对话框.在此对话框中,您必须选择信号要被连接到的节点,以及将接收信号" -"的函数:" +"这将打开连接对话框. 在此对话框中, 您必须选择信号要被连接到的节点, 以及将接收" +"信号的函数:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:100 msgid "" "If this is done right, a new function will be created in our script and a " "signal will automatically be connected to it:" -msgstr "如果正确完成,将在我们的脚本中创建一个新函数,并自动将一个信号连接到它:" +msgstr "" +"如果正确完成, 将在我们的脚本中创建一个新函数, 并自动将一个信号连接到它:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:107 msgid "Creating a function manually" @@ -190,22 +191,22 @@ msgid "" "breaking a larger function up into several manageable chunks and reusing " "your visual code." msgstr "" -"创建函数的最后一种方法是手动完成.一般来说,除非您真的需要,否则这是不常见的.当" -"另一个(或相同)脚本手动调用自定义函数时,它们会起作用.这样做的主要用例是,将一个" -"较大的函数分解为几个可管理的块,并重新使用可视化代码." +"创建函数的最后一种方法是手动完成. 一般来说, 除非您真的需要, 否则这是不常见" +"的. 当另一个(或相同)脚本手动调用自定义函数时, 它们会起作用. 这样做的主要用例" +"是, 将一个较大的函数分解为几个可管理的块, 并重新使用可视化代码." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:113 msgid "" "To create a function manually, push the big \"Plus\" button, and a new " "function will be added with a default name:" msgstr "" -"要手动创建函数,请按下 ``加号`` 按钮,然后将添加一个具有默认名称的新函数:" +"要手动创建函数, 请按下 ``加号`` 按钮, 然后将添加一个具有默认名称的新函数:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:119 msgid "" "This will add a new function, which can be renamed by simply double clicking " "its name:" -msgstr "这将添加一个新函数,只需双击其名称即可重命名该函数:" +msgstr "这将添加一个新函数, 只需双击其名称即可重命名该函数:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:125 msgid "" @@ -213,9 +214,9 @@ msgid "" "when you call this function), simply click the Function node and check the " "inspector:" msgstr "" -"要编辑此函数可以获得的 ``参数`` (调用此函数时传递给它的值),只需点击 ``函数" +"要编辑此函数可以获得的 ``参数`` (调用此函数时传递给它的值), 只需点击 ``函数" "(Function)`` 节点并检查属性检查器:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:131 msgid "More on that will be explained later in this document." -msgstr "关于这一点的更多内容,将在本文后面解释." +msgstr "关于这一点的更多内容, 将在本文后面解释." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 0c41773e65..7f71e236fd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index c9ad835b8f..5e0695cfa0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,10 +32,11 @@ msgid "" "referring to *Node* here, it will be implied that a *Visual Script Node* is " "referred to unless indicated otherwise." msgstr "" -"在继续之前,必须注意 *节点(Node)* 术语需要谨慎使用.当指代 *可视化脚本节点* (或" -"通常称为 *节点*)时,此文本将指代用线连接的小盒子,它们是图的一部分.当指代 *场景" -"节点* 时,它暗指构成场景的元素,它是树的一部分.它们的命名类似,但功能是不同的.除" -"非另有说明,否则在此处指代 *节点* 时,将暗示指代了 *可视化脚本节点*." +"在继续之前, 必须注意 *节点(Node)* 术语需要谨慎使用. 当指代 *可视化脚本节点* " +"(或通常称为 *节点*)时, 此文本将指代用线连接的小盒子, 它们是图的一部分. 当指" +"代 *场景节点* 时, 它暗指构成场景的元素, 它是树的一部分. 它们的命名类似, 但功" +"能是不同的. 除非另有说明, 否则在此处指代 *节点* 时, 将暗示指代了 *可视化脚本" +"节点*." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:15 msgid "Node properties" @@ -47,8 +48,8 @@ msgid "" "properties. In Godot, though, we try to avoid bloating the nodes with " "editable controls for the sake of readability." msgstr "" -"与大多数可视化脚本实现一样,每个节点都具有可编辑的属性.但是,在Godot中,为了便于" -"阅读,我们尽量避免使用可编辑的控件来复杂化节点." +"与大多数可视化脚本实现一样, 每个节点都具有可编辑的属性. 但是, 在Godot中, 为了" +"便于阅读, 我们尽量避免使用可编辑的控件来复杂化节点." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:20 msgid "" @@ -56,8 +57,8 @@ msgid "" "via the *Inspector*. To edit them, select any node and edit its properties " "in the *Inspector*." msgstr "" -"节点仍将所需信息显示为文本,但编辑是通过 *属性检查器* 完成的.要编辑它们,请选择" -"任何节点并在 *属性检查器* 中编辑其属性." +"节点仍将所需信息显示为文本, 但编辑是通过 *属性检查器* 完成的. 要编辑它们, 请" +"选择任何节点并在 *属性检查器* 中编辑其属性." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:25 msgid "Ports and connections" @@ -79,8 +80,8 @@ msgid "" "appear to the left and right of nodes and which can be used to make " "*Connections*: There are two types of *Ports*: *Sequence* and *Data*." msgstr "" -"Godot可视脚本中的节点具有 *端口*.这些端点出现在节点的左侧和右侧,并可用于建立 " -"*连接*:*端口* 有两种类型:*序列* 和 *数据*." +"Godot可视脚本中的节点具有 *端口*. 这些端点出现在节点的左侧和右侧, 并可用于建" +"立 *连接 *:* 端口* 有两种类型:*序列* 和 *数据*." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:40 msgid "" @@ -92,10 +93,10 @@ msgid "" "following the white lines. Not every *Node* has *Sequence Ports*. In fact, " "most do not." msgstr "" -"*序列端口* 指示执行操作的顺序.通常,当一个 *节点* 完成处理后,它将从右侧的端口" -"之一转到下一个节点.如果未连接任何内容,则该函数可能会终止,或者可能尝试另一个输" -"出 *序列端口* (取决于节点).因此,您可以遵循白线来遵循函数中的逻辑流程.并非每" -"个 *节点* 都有 *序列端口*.实际上,大多数都没有." +"*序列端口* 指示执行操作的顺序. 通常, 当一个 *节点* 完成处理后, 它将从右侧的端" +"口之一转到下一个节点. 如果未连接任何内容, 则该函数可能会终止, 或者可能尝试另" +"一个输出 *序列端口* (取决于节点). 因此, 您可以遵循白线来遵循函数中的逻辑流" +"程. 并非每个 *节点* 都有 *序列端口*. 实际上, 大多数都没有." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:46 msgid "" @@ -105,9 +106,9 @@ msgid "" "considered an output, while, a port on the left side is an input. Connecting " "them allows information to flow to the next node." msgstr "" -"*数据端口* 端口包含类型化的值.类型可以是任何常规Godot类型,例如布尔、整数、字" -"符串、Vector3、数组、任何对象或场景节点等.节点右侧的 *数据端口* 被视为输出, " -"而左侧的端口是输入.连接它们可以使信息流动到下一个节点." +"*数据端口* 端口包含类型化的值. 类型可以是任何常规Godot类型, 例如布尔, 整数, " +"字符串, Vector3, 数组, 任何对象或场景节点等. 节点右侧的 *数据端口* 被视为输" +"出, 而左侧的端口是输入. 连接它们可以使信息流动到下一个节点." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:51 msgid "" @@ -115,8 +116,8 @@ msgid "" "Pay special attention to colors and icons, as each type has a different " "representation:" msgstr "" -"但并非所有的 *数据端口* 类型都兼容并且允许连接.要特别注意颜色和图标,因为每种" -"类型都有不同的表示形式:" +"但并非所有的 *数据端口* 类型都兼容并且允许连接. 要特别注意颜色和图标, 因为每" +"种类型都有不同的表示形式:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:58 msgid "Connections" @@ -126,7 +127,7 @@ msgstr "连接" msgid "" "Connecting is a relatively simple process. Drag an *Output Port* towards an " "*Input Port*." -msgstr "连接是一个相对简单的过程.将 *输出端口* 拖向 *输入端口* ." +msgstr "连接是一个相对简单的过程. 将 *输出端口* 拖向 *输入端口* ." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:65 msgid "" @@ -134,8 +135,8 @@ msgid "" "happens by dragging the *Input* away, while for *Sequence Ports*, this " "happens by dragging the *Output* away." msgstr "" -"断开连接需要一点练习.在 *数据端口* 断开是通过拖走 *输入* 来实现的,而对于 *序" -"列端口*,则通过拖走 *输出* 来实现." +"断开连接需要一点练习. 在 *数据端口* 断开是通过拖走 *输入* 来实现的, 而对于 *" +"序列端口*, 则通过拖走 *输出* 来实现." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:71 msgid "" @@ -143,8 +144,8 @@ msgid "" "(A single output port can connect to many inputs), while *Sequence Ports* " "are N:1 (Many sequence outputs can be connected to a single input)." msgstr "" -"乍一看这很奇怪,但是发生的原因是 *数据端口* 为 ``1:N`` (单个输出端口可以连接到" -"许多输入),而 *序列端口* 为 ``N:1`` (许多序列输出可以连接到单个输入)." +"乍一看这很奇怪, 但是发生的原因是 *数据端口* 为 ``1:N`` (单个输出端口可以连接" +"到许多输入), 而 *序列端口* 为 ``N:1`` (许多序列输出可以连接到单个输入)." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:75 msgid "" @@ -152,12 +153,12 @@ msgid "" "also context sensitive, it will supply a list of most common operations. For " "sequences, it will be conditional nodes:" msgstr "" -"连接到空白区域(拖动以进行连接,但在空白区域上未按下)也是上下文相关的,它将提供" -"最常用操作的列表.对序列,它将是条件节点:" +"连接到空白区域(拖动以进行连接, 但在空白区域上未按下)也是上下文相关的, 它将提" +"供最常用操作的列表. 对序列, 它将是条件节点:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:81 msgid "While, for data, a contextual set/get/call menu will open:" -msgstr "而对于数据,将打开上下文设置/获取/调用菜单:" +msgstr "而对于数据, 将打开上下文设置/获取/调用菜单:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:87 msgid "Adding nodes" @@ -169,8 +170,8 @@ msgid "" "each type of node does, let's take a short look at how nodes are most " "commonly added and dealt with." msgstr "" -"最后!我们到了有趣的部分!但是,在更详细地解释每种类型节点的作用之前,让我们简" -"单地看一下最常添加和处理节点的方式." +"最后!我们到了有趣的部分!但是, 在更详细地解释每种类型节点的作用之前, 让我们" +"简单地看一下最常添加和处理节点的方式." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:94 msgid "Accessing scene nodes" @@ -183,8 +184,8 @@ msgid "" "dropping into the canvas will ask you to *call a method* (sometimes referred " "to as *member function*) on this node." msgstr "" -"最常见的任务之一是访问场景树节点(同样,不要与 *可视化脚本节点* 混淆).从场景树" -"中拖放到画布上,将要求您在此节点上 *调用方法* (有时称为 *成员函数*)." +"最常见的任务之一是访问场景树节点(同样, 不要与 *可视化脚本节点* 混淆). 从场景" +"树中拖放到画布上, 将要求您在此节点上 *调用方法* (有时称为 *成员函数*)." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:102 msgid "" @@ -194,17 +195,17 @@ msgid "" "position in local coordinates to the control. Another common use case is " "queueing a node for deletion, which is done with the *queue_free* method." msgstr "" -"虽然在大多数情况下都需要访问属性(在下面进行更多介绍),但有时 *调用方法* 也可能" -"有用.方法对对象执行特定的操作.在上述情况下,可以将鼠标指针映射到控件的局部坐标" -"中.另一个常见用例是使用 ``queue_free`` 方法对要删除的节点进行排队." +"虽然在大多数情况下都需要访问属性(在下面进行更多介绍), 但有时 *调用方法* 也可" +"能有用. 方法对对象执行特定的操作. 在上述情况下, 可以将鼠标指针映射到控件的局" +"部坐标中. 另一个常见用例是使用 ``queue_free`` 方法对要删除的节点进行排队." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:109 msgid "" "Care must be taken that this only works if the scene being edited contains " "your *Visual Script* in one of the nodes! Otherwise, a warning will be shown." msgstr "" -"必须注意,仅当正在编辑的场景在其中一个节点中包含您的 *可视化脚本* 时,这才起作" -"用!否则,将出现一个警告." +"必须注意, 仅当正在编辑的场景在其中一个节点中包含您的 *可视化脚本* 时, 这才起" +"作用!否则, 将出现一个警告." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:113 msgid "Accessing scene node properties" @@ -217,9 +218,9 @@ msgid "" "Name* of the property you want to edit (hint, *not* the value!) and drag it " "to the canvas:" msgstr "" -"这是在可视化脚本中编辑 *场景节点* 的最常用方法.从 *场景树* 中选择 *场景节点" -"* ,转到属性检查器,找到要编辑的属性的 *名称* (提示,*不* 是值!)并将其拖到画布" -"上:" +"这是在可视化脚本中编辑 *场景节点* 的最常用方法. 从 *场景树* 中选择 *场景节点" +"* , 转到属性检查器, 找到要编辑的属性的 *名称* (提示,*不* 是值!)并将其拖到画" +"布上:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:120 msgid "" @@ -232,12 +233,12 @@ msgid "" "If instead reading this value is desired, drag the node again but hold :kbd:" "`Ctrl` (or :kbd:`Cmd` on macOS). This will create a getter:" msgstr "" -"如果需要读取该值,请再次拖动该节点,但按住 :kbd:`Ctrl` 键(macOS :kbd:`Cmd`).这" -"将创建一个 ``getter`` :" +"如果需要读取该值, 请再次拖动该节点, 但按住 :kbd:`Ctrl` 键(macOS :kbd:`Cmd`). " +"这将创建一个 ``getter`` :" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:127 msgid "In this case, the value can be read from a *Data Port*." -msgstr "在这种情况下,可以从 *数据端口* 读取值." +msgstr "在这种情况下, 可以从 *数据端口* 读取值." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:131 msgid "Variables" @@ -249,15 +250,15 @@ msgid "" "This value can be read from any of the functions of the script or from other " "scripts via the method described in the previous step." msgstr "" -"变量是脚本本地的,可以保存值的内存容器.可以通过上一步中描述的方法从脚本的任何" -"函数或从其他脚本中读取此值." +"变量是脚本本地的, 可以保存值的内存容器. 可以通过上一步中描述的方法从脚本的任" +"何函数或从其他脚本中读取此值." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:135 msgid "" "To add a Variable, push the \"+\" button on the *Variables* section of the " "Members panel. Double-click the new variable to rename it:" msgstr "" -"要添加变量,请按成员面板的 *变量* 部分中的 ``+`` 按钮.双击新变量以重命名它:" +"要添加变量, 请按成员面板的 *变量* 部分中的 ``+`` 按钮. 双击新变量以重命名它:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:140 msgid "Right-clicking the variable allows you to configure its properties:" @@ -271,19 +272,20 @@ msgid "" "makes it available to other scripts via the method described in the previous " "step." msgstr "" -"如上所示,可以更改变量的类型和初始值,以及一些属性提示.选择 ``导出`` 选项会在选" -"择节点时使属性面板中的变量可见.通过上一步中描述的方法,这也使其可用于其他脚本." +"如上所示, 可以更改变量的类型和初始值, 以及一些属性提示. 选择 ``导出`` 选项会" +"在选择节点时使属性面板中的变量可见. 通过上一步中描述的方法, 这也使其可用于其" +"他脚本." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153 msgid "" "To use the variable in the script, simply drag it to the canvas to create a " "getter:" -msgstr "要在脚本中使用该变量,只需将其拖到画布上即可创建一个 ``getter``:" +msgstr "要在脚本中使用该变量, 只需将其拖到画布上即可创建一个 ``getter``:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:158 msgid "Likewise, hold :kbd:`Ctrl` (or :kbd:`Cmd` on macOS) to drop a setter:" msgstr "" -"同样,按住 :kbd:`Ctrl` ( 或者在macOS上按住 :kbd:`Cmd` )放置一个 ``setter`` :" +"同样, 按住 :kbd:`Ctrl` ( 或者在macOS上按住 :kbd:`Cmd` )放置一个 ``setter`` :" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:164 msgid "Signals" @@ -295,8 +297,8 @@ msgid "" "this, do the same steps you did for variables in the previous step, except " "for *Signals*:" msgstr "" -"也可以在脚本中创建自己的信号并使用它们.为此,除了 *信号* 之外,执行与上一步中的" -"变量相同的步骤:" +"也可以在脚本中创建自己的信号并使用它们. 为此, 除了 *信号* 之外, 执行与上一步" +"中的变量相同的步骤:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:171 msgid "" @@ -310,18 +312,18 @@ msgid "" "built-in node signals. This allows you to connect it from another script " "from another *Scene Node*:" msgstr "" -"您创建的信号将与内置节点信号一起出现在属性检查器中.这使您可以从另一个 *场景节" -"点* 中的另一个脚本连接它:" +"您创建的信号将与内置节点信号一起出现在属性检查器中. 这使您可以从另一个 *场景" +"节点* 中的另一个脚本连接它:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:181 msgid "Finally, to emit the signal, simply drag it to the canvas:" -msgstr "最后,要发出信号,只需将其拖动到画布上:" +msgstr "最后, 要发出信号, 只需将其拖动到画布上:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:186 msgid "" "Remember that emitting a signal is a sequenced operation, so it must come " "from a Sequence port." -msgstr "请记住,发出信号是一种顺序操作,因此它必须来自序列端口." +msgstr "请记住, 发出信号是一种顺序操作, 因此它必须来自序列端口." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:190 msgid "Adding more nodes" @@ -333,8 +335,8 @@ msgid "" "nodes available for your canvas! Below the member panel, exists the list of " "all available node types:" msgstr "" -"既然已经涵盖了基础知识,那么让我们讨论一下可用于画布的大量实用程序节点! 在成" -"员面板下方,存在所有可用节点类型的列表:" +"既然已经涵盖了基础知识, 那么让我们讨论一下可用于画布的大量实用程序节点! 在成" +"员面板下方, 存在所有可用节点类型的列表:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:198 msgid "" @@ -349,9 +351,9 @@ msgid "" "automatically), these are added without any \"contextual\" information, so " "this has to be done manually." msgstr "" -"它们中的任何一个都可以拖到场景中.与节点不同(例如,从属性检查器中拖动属性会自动" -"将上下文设置为在编辑的节点),这些节点的添加没有任何\"上下文\"信息,因此必须手动" -"完成." +"它们中的任何一个都可以拖到场景中. 与节点不同(例如, 从属性检查器中拖动属性会自" +"动将上下文设置为在编辑的节点), 这些节点的添加没有任何 \"上下文\" 信息, 因此必" +"须手动完成." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:206 msgid "" @@ -359,8 +361,8 @@ msgid "" "they are documented there. That mentioned, a brief overview of node types " "follows:" msgstr "" -"请记住,您可以检查类参考以了解每个节点的功能,因为在那里有文档记录.提到的,节点" -"类型的简要概述如下:" +"请记住, 您可以检查类参考以了解每个节点的功能, 因为在那里有文档记录. 提到的, " +"节点类型的简要概述如下:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:211 msgid "Constants" @@ -372,8 +374,8 @@ msgid "" "time, can be useful as reference values. Most of the time they are integer " "or float." msgstr "" -"常量节点是提供值的节点,这些值虽然不随时间变化,但可用作参考值.大多数情况下它们" -"是整数或浮点数." +"常量节点是提供值的节点, 这些值虽然不随时间变化, 但可用作参考值. 大多数情况下" +"它们是整数或浮点数." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:219 msgid "" @@ -382,9 +384,9 @@ msgid "" "this node is not used that often because of default input values in *Data " "Ports*, but it's good to know it exists." msgstr "" -"第一个是 ``Constant``,它允许您选择任何类型的任何值作为常量,从整数(``42``)到字" -"符串(``Hello!``).通常,由于 *数据节点* 中的默认输入值,通常不使用此节点,但知道" -"它存在是很好的." +"第一个是 ``Constant``, 它允许您选择任何类型的任何值作为常量, 从整数(``42``)到" +"字符串(``Hello!``). 通常, 由于 *数据节点* 中的默认输入值, 通常不使用此节点, " +"但知道它存在是很好的." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:221 msgid "" @@ -392,14 +394,14 @@ msgid "" "constants for global types in Godot. In there you can find some useful " "constants to refer to key names, joystick or mouse buttons, etc." msgstr "" -"第二个是 ``GlobalConstant`` 节点,其中包含Godot中用于全局类型的一长串常量.在这" -"里,您可以找到一些有用的常量来引用键名、手柄或鼠标按钮等." +"第二个是 ``GlobalConstant`` 节点, 其中包含Godot中用于全局类型的一长串常量. 在" +"这里, 您可以找到一些有用的常量来引用键名, 手柄或鼠标按钮等." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:224 msgid "" "The third one is MathConstant, which provides typical mathematical " "constants, such as PI, E, etc." -msgstr "第三个是 ``MathConstant``,它提供典型的数学常数,如PI、E等." +msgstr "第三个是 ``MathConstant``, 它提供典型的数学常数, 如PI, E等." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:228 msgid "Data" @@ -411,14 +413,14 @@ msgid "" "Godot is accessed via these nodes, so they are some of the most important " "ones to use and pretty diverse." msgstr "" -"数据节点处理各种对信息的访问.Godot中的任何信息都可以通过这些节点进行访问,因此" -"它们是一些最重要的节点,并且种类繁多." +"数据节点处理各种对信息的访问.Godot中的任何信息都可以通过这些节点进行访问, 因" +"此它们是一些最重要的节点, 并且种类繁多." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:236 msgid "" "There are many types of nodes of interest here, so a short attempt to " "describe them will follow:" -msgstr "这里有趣的节点有很多类型,因此下面将简要描述它们:" +msgstr "这里有趣的节点有很多类型, 因此下面将简要描述它们:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:240 msgid "Action" @@ -431,9 +433,9 @@ msgid "" "below, the control is moved to the right when the \"move_right\" action is " "pressed." msgstr "" -"在处理来自设备的输入时,动作节点至关重要.您可以在(@TODO ACTION TUTE LINK)中阅" -"读有关动作的更多信息.在下面的示例中,当按下 ``move_right`` 动作时,控件将移动到" -"右侧." +"在处理来自设备的输入时, 动作节点至关重要. 您可以在(@TODO ACTION TUTE LINK)中" +"阅读有关动作的更多信息. 在下面的示例中, 当按下 ``move_right`` 动作时, 控件将" +"移动到右侧." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:249 msgid "Engine Singleton" @@ -446,14 +448,15 @@ msgid "" "have several purposes, but in general, they are useful for low-level access " "or OS-related access." msgstr "" -"引擎单例是全局接口(这意味着无需引用即可访问它们;与场景节点不同,它们始终可" -"用).它们有多种用途,但总的来说,它们对于低级访问或与操作系统相关的访问很有用." +"引擎单例是全局接口(这意味着无需引用即可访问它们;与场景节点不同, 它们始终可" +"用). 它们有多种用途, 但总的来说, 它们对于低级访问或与操作系统相关的访问很有" +"用." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:257 msgid "" "Remember that dragging a connection to empty space will help you call " "functions or set/get properties on these:" -msgstr "请记住,将连接拖动到空白区域将有助于您调用以下函数或设置/获取属性:" +msgstr "请记住, 将连接拖动到空白区域将有助于您调用以下函数或设置/获取属性:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:263 msgid "Local Variables" @@ -465,16 +468,16 @@ msgid "" "they all have the same name and type when using them and they will reference " "the same piece of memory." msgstr "" -"这些节点可以用作图形的临时存储.确保它们在使用时都具有相同的名称和类型,并且它" -"们将引用相同的内存." +"这些节点可以用作图形的临时存储. 确保它们在使用时都具有相同的名称和类型, 并且" +"它们将引用相同的内存." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270 msgid "" "As it can be seen above, there are two nodes available: A simple getter, and " "a sequenced setter (setting requires a sequence port)." msgstr "" -"从上面可以看到,有两个可用的节点:一个简单的 ``getter`` 和一个左侧有序列端口的 " -"``setter`` (设置需要一个序列端口)." +"从上面可以看到, 有两个可用的节点: 一个简单的 ``getter`` 和一个左侧有序列端口" +"的 ``setter`` (设置需要一个序列端口)." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:274 msgid "Scene Node" @@ -486,8 +489,8 @@ msgid "" "node by dragging the actual node from the scene tree to the canvas (this " "will create it and configure it)." msgstr "" -"这只是对树中节点的引用,但是通过将实际节点从场景树拖动到画布上(这将创建并配置" -"它),将更易于使用此节点." +"这只是对树中节点的引用, 但是通过将实际节点从场景树拖动到画布上(这将创建并配置" +"它), 将更易于使用此节点." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:281 msgid "Self" @@ -500,8 +503,8 @@ msgid "" "nodes (or event the node itself that has the script) from the Scene Tree to " "the canvas for this." msgstr "" -"在极少数情况下,可能需要将此场景节点作为参数传递.为此,可以调用函数并设置/获取" -"属性,或将节点(或甚至具有脚本的节点本身)从场景树拖到画布上." +"在极少数情况下, 可能需要将此场景节点作为参数传递. 为此, 可以调用函数并设置/获" +"取属性, 或将节点(或甚至具有脚本的节点本身)从场景树拖到画布上." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" @@ -514,9 +517,9 @@ msgid "" "when the node is sitting in the scene and active, otherwise accessing it " "will return an error." msgstr "" -"此节点类似于 ``Singleton`` 节点,因为它引用包含活动场景的 ``SceneTree``.但是," -"``SceneTree`` 仅在节点位于场景中并且处于活动状态时才起作用,否则访问它将返回一" -"个错误." +"此节点类似于 ``Singleton`` 节点, 因为它引用包含活动场景的 ``SceneTree``. 但" +"是,``SceneTree`` 仅在节点位于场景中并且处于活动状态时才起作用, 否则访问它将返" +"回一个错误." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:294 msgid "" @@ -524,8 +527,8 @@ msgid "" "calling groups, make timers, or even load another scene. It's a good class " "to get familiar with." msgstr "" -"``SceneTree`` 允许许多低级别的事情,比如设置拉伸选项、调用编组、制作计时器、甚" -"至加载另一个场景.这是一个适合熟悉的类." +"``SceneTree`` 允许许多低级别的事情, 比如设置拉伸选项, 调用编组, 制作计时器, " +"甚至加载另一个场景. 这是一个适合熟悉的类." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:299 msgid "Preload" @@ -537,8 +540,8 @@ msgid "" "resource loaded and ready to use. Rather than instancing the node, it's " "simpler to drag the desired resource from the filesystem dock to the canvas." msgstr "" -"这与GDScript中的 ``preload()`` 功能相同.它维护此资源已加载并可以使用.与实例化" -"节点相比,将所需的资源从文件系统停靠面板拖到画布上更为简单." +"这与GDScript中的 ``preload()`` 功能相同. 它维护此资源已加载并可以使用. 与实例" +"化节点相比, 将所需的资源从文件系统停靠面板拖到画布上更为简单." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306 msgid "Resource Path" @@ -549,8 +552,8 @@ msgid "" "This node is a simple helper to get a string with a path to a resource you " "can pick. It's useful in functions that load things from disk." msgstr "" -"此节点是一个简单的帮助器,用于获取您选择的资源的路径的字符串.它在从磁盘加载东" -"西的函数中很有用." +"此节点是一个简单的帮助器, 用于获取您选择的资源的路径的字符串. 它在从磁盘加载" +"东西的函数中很有用." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:313 msgid "Comment" @@ -562,8 +565,8 @@ msgid "" "will not try to get focus or be brought to top when selecting it. It can " "also be used to write text on it." msgstr "" -"``Comment`` 节点用作可以调整大小以放置其他节点的节点.在选择它时,它不会试图获" -"得焦点或被放到顶层.它也可以用来在上面写文字." +"``Comment`` 节点用作可以调整大小以放置其他节点的节点. 在选择它时, 它不会试图" +"获得焦点或被放到顶层. 它也可以用来在上面写文字." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:322 msgid "Flow Control" @@ -573,7 +576,7 @@ msgstr "流控制" msgid "" "Flow control nodes allow the execution to take different branches, usually " "depending on a given condition." -msgstr "流控制节点通常根据给定条件,允许执行以采取不同的分支." +msgstr "流控制节点通常根据给定条件, 允许执行以采取不同的分支." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:331 msgid "Condition" @@ -586,9 +589,9 @@ msgid "" "of them, it goes via the \"done\" port. Leaving sequence ports disconnected " "is fine if not all of them are used." msgstr "" -"这是一个检查布尔端口的简单节点.如果为 ``true`` ,它将执行 ``true`` 序列端口.如" -"果为 ``false`` ,则执行第二个.在执行完上面两个端口中的任意一个时,会执行 " -"``done`` 端口.对没有使用的端口保持断开即可." +"这是一个检查布尔端口的简单节点. 如果为 ``true`` , 它将执行 ``true`` 序列端" +"口. 如果为 ``false`` , 则执行第二个. 在执行完上面两个端口中的任意一个时, 会执" +"行 ``done`` 端口. 对没有使用的端口保持断开即可." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339 msgid "Iterator" @@ -599,7 +602,7 @@ msgid "" "Some data types in Godot (ie, arrays, dictionaries) are iterable. This means " "that a bit of code can run for each element that it has." msgstr "" -"Godot中的某些数据类型(即数组、字典)是可迭代的.这意味着可以为它具有的每个元素" +"Godot中的某些数据类型(即数组, 字典)是可迭代的. 这意味着可以为它具有的每个元素" "运行一些代码." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:344 @@ -608,12 +611,12 @@ msgid "" "via the \"each\" sequence port, making the element available in the \"elem\" " "data port." msgstr "" -"``Iterator`` 节点遍历所有元素,并且对于每个元素,它通过 ``each`` 序列端口,从而" -"使元素在 ``elem`` 数据端口中可用." +"``Iterator`` 节点遍历所有元素, 并且对于每个元素, 它通过 ``each`` 序列端口, 从" +"而使元素在 ``elem`` 数据端口中可用." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:347 msgid "When done, it goes via the \"exit\" sequence port." -msgstr "完成后,它将通过 ``exit`` 序列端口." +msgstr "完成后, 它将通过 ``exit`` 序列端口." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:351 msgid "Return" @@ -624,8 +627,8 @@ msgid "" "Some functions can return values. In general for virtual ones, Godot will " "add the Return node for you. A return node forces the function to end." msgstr "" -"某些函数可以返回值.一般来说,对于虚函数,Godot会为您添加 ``Return`` 节点.返回节" -"点强制函数结束." +"某些函数可以返回值. 一般来说, 对于虚函数,Godot会为您添加 ``Return`` 节点. 返" +"回节点强制函数结束." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:358 msgid "Sequence" @@ -635,7 +638,7 @@ msgstr "序列(``Sequence``)" msgid "" "This node is useful mostly for organizing your graph. It calls its sequence " "ports in order." -msgstr "此节点主要用于组织图形.它按顺序调用其序列端口." +msgstr "此节点主要用于组织图形. 它按顺序调用其序列端口." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:364 msgid "TypeCast" @@ -647,14 +650,14 @@ msgid "" "other objects to the type you desire. Afterwards, you can even drag the " "object output to get full completion." msgstr "" -"这是一个有用且常用的节点.您可以使用它将参数或其他对象转换为您想要的类型.之后," -"您甚至可以拖动对象输出以完全完成." +"这是一个有用且常用的节点. 您可以使用它将参数或其他对象转换为您想要的类型. 之" +"后, 您甚至可以拖动对象输出以完全完成." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:372 msgid "" "It is also possible to cast to a script, which will allow complete script " "properties and functions:" -msgstr "也可以转换为脚本,这将允许完整的脚本属性和功能:" +msgstr "也可以转换为脚本, 这将允许完整的脚本属性和功能:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:378 msgid "Switch" @@ -664,7 +667,7 @@ msgstr "选择(``Switch``)" msgid "" "The Switch node is similar to the Condition node, but it matches many values " "at the same time." -msgstr "``Switch`` 节点类似于 ``Condition`` 节点,但它同时匹配许多值." +msgstr "``Switch`` 节点类似于 ``Condition`` 节点, 但它同时匹配许多值." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:384 msgid "While" @@ -675,7 +678,7 @@ msgid "" "This is a more primitive form of iteration. \"repeat\" sequence output will " "be called as long as the condition in the \"cond\" data port is met." msgstr "" -"这是一种更原始的迭代形式.只要满足 ``cond`` 数据端口中的条件,就会调用 ``重复" +"这是一种更原始的迭代形式. 只要满足 ``cond`` 数据端口中的条件, 就会调用 ``重复" "`` 序列输出." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:391 @@ -687,8 +690,8 @@ msgid "" "Functions are simple helpers, most of the time deterministic. They take some " "arguments as input and return an output. They are almost never sequenced." msgstr "" -"函数是简单的帮助器,大多数情况下都是确定的.它们将一些参数作为输入并返回输出.它" -"们几乎从未排序." +"函数是简单的帮助器, 大多数情况下都是确定的. 它们将一些参数作为输入并返回输" +"出. 它们几乎从未排序." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:398 msgid "Built-In" @@ -701,9 +704,9 @@ msgid "" "functions, but others can be useful helpers. Make sure to take a look at the " "list at some point." msgstr "" -"有一个内置帮助器列表.该列表与 :ref:`GDScript<class_@GDScript>` 中的列表几乎相" -"同.它们中的大多数是数学函数,但其他函数可能是有用的帮助器.请确保一定要看一下清" -"单." +"有一个内置帮助器列表. 该列表与 :ref:`GDScript<class_@GDScript>` 中的列表几乎" +"相同. 它们中的大多数是数学函数, 但其他函数可能是有用的帮助器. 请确保一定要看" +"一下清单." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:404 msgid "By Type" @@ -715,8 +718,8 @@ msgid "" "dot-product, you can search for \"dot\" instead of the Vector3 category. In " "most cases just search the list of nodes, it should be faster." msgstr "" -"这些是基本类型可用的方法.例如,如果您想要一个点积,您可以搜索 ``点(dot)`` 而不" -"是 ``Vector3`` 类型.在大多数情况下,只需搜索节点列表即可,它应该更快." +"这些是基本类型可用的方法. 例如, 如果您想要一个点积, 您可以搜索 ``点(dot)`` 而" +"不是 ``Vector3`` 类型. 在大多数情况下, 只需搜索节点列表即可, 它应该更快." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:411 msgid "Call" @@ -726,7 +729,8 @@ msgstr "调用(``Call``)" msgid "" "This is the generic calling node. It is rarely used directly but by dragging " "to empty space on an already configured node." -msgstr "这是通用调用节点.很少直接使用它,而是通过拖动到已配置的节点上的空白处." +msgstr "" +"这是通用调用节点. 很少直接使用它, 而是通过拖动到已配置的节点上的空白处." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:417 msgid "Constructors" @@ -738,8 +742,8 @@ msgid "" "example, If you need to create a Vector3 out of 3 floats, a constructor must " "be used." msgstr "" -"这些是创建Godot基本数据类型所需的所有函数.例如,如果需要从3个浮点数中创建一个 " -"``Vector3``,则必须使用构造函数." +"这些是创建Godot基本数据类型所需的所有函数. 例如, 如果需要从3个浮点数中创建一" +"个 ``Vector3``, 则必须使用构造函数." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:425 msgid "Destructor" @@ -749,7 +753,7 @@ msgstr "析构函数" msgid "" "This is the opposite to Constructor, it allows to separate any basic type " "(ie, Vector3) into its sub-elements." -msgstr "这与构造函数相反,它允许将任何基本类型(即 ``Vector3``)分离到子元素中." +msgstr "这与构造函数相反, 它允许将任何基本类型(即 ``Vector3``)分离到子元素中." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:433 msgid "Emit Signal" @@ -760,7 +764,7 @@ msgid "" "Emits signals from any object. In general it's not that useful, as dragging " "a signal to the canvas works better." msgstr "" -"从任何物体发出信号.一般来说,这并不是很有用,因为拖动信号到画布的效果更好." +"从任何物体发出信号. 一般来说, 这并不是很有用, 因为拖动信号到画布的效果更好." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:439 msgid "Get/Set" @@ -771,8 +775,8 @@ msgid "" "Generic Getter/Setter node. Dragging properties from the Inspector works " "better, as they appear properly configured on drop." msgstr "" -"通用的 ``Getter/Setter`` 节点.从属性检查器中拖拽属性效果更好,因为在拖放时它们" -"就被正确配置." +"通用的 ``Getter/Setter`` 节点. 从属性检查器中拖拽属性效果更好, 因为在拖放时它" +"们就被正确配置." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:445 msgid "Wait" @@ -785,8 +789,8 @@ msgid "" "you to wait for a frame to pass, a fixed frame or a given amount of time " "until execution is resumed." msgstr "" -"``Wait`` 节点将暂停执行函数直到发生某些事情(实际上,直到恢复,可以经过许多帧)." -"默认节点允许您等待经过一帧、一固定帧或给定的时间量,直到恢复执行为止." +"``Wait`` 节点将暂停执行函数直到发生某些事情(实际上, 直到恢复, 可以经过许多" +"帧). 默认节点允许您等待经过一帧, 一固定帧或给定的时间量, 直到恢复执行为止." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:452 msgid "Yield" @@ -796,7 +800,7 @@ msgstr "Yield" msgid "" "This node completely suspends the execution of the script, and it will make " "the function return a value that can be used to resume execution." -msgstr "这个节点完全暂停脚本的执行,它将使函数返回一个值,该值可用于恢复执行." +msgstr "这个节点完全暂停脚本的执行, 它将使函数返回一个值, 该值可用于恢复执行." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:458 msgid "Yield Signal" @@ -804,7 +808,7 @@ msgstr "Yield 信号" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460 msgid "Same as Yield, but will wait until a given signal is emitted." -msgstr "与 ``Yield`` 相同,但要等到一个给定的信号发出." +msgstr "与 ``Yield`` 相同, 但要等到一个给定的信号发出." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:464 msgid "Index" @@ -814,7 +818,7 @@ msgstr "索引" msgid "" "Generic indexing operator, not often used but it's good that it exists just " "in case." -msgstr "通用索引操作符,不常用,但它的存在是好的,以防万一." +msgstr "通用索引操作符, 不常用, 但它的存在是好的, 以防万一." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:470 msgid "Operators" @@ -828,9 +832,9 @@ msgid "" "the operator). It is always recommended to set the right type for operators " "to catch errors faster and make the graph easier to read." msgstr "" -"这些大多是通用运算符,例如加法、乘法、比较等.默认情况下,它们大多数都接受任何数" -"据类型(如果输入的类型与运算符期望的类型不匹配,则在运行时将引发错误).始终建议" -"为运算符设置正确的类型,以更快地发现错误并使图形更易于阅读." +"这些大多是通用运算符, 例如加法, 乘法, 比较等. 默认情况下, 它们大多数都接受任" +"何数据类型(如果输入的类型与运算符期望的类型不匹配, 则在运行时将引发错误). 始" +"终建议为运算符设置正确的类型, 以更快地发现错误并使图形更易于阅读." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:481 msgid "Expression Node" @@ -842,8 +846,8 @@ msgid "" "used, it allows you to enormously simplify visual scripts that are math or " "logic heavy. Type any expression on it and it will be executed in real-time." msgstr "" -"在运算符中, ``Expression`` 节点是最强大的.如果使用得当,它可以极大地简化数学或" -"逻辑繁重的可视化脚本.在上面键入的任何表达式,它将实时执行." +"在运算符中, ``Expression`` 节点是最强大的. 如果使用得当, 它可以极大地简化数学" +"或逻辑繁重的可视化脚本. 在上面键入的任何表达式, 它将实时执行." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:486 msgid "Expression nodes can:" @@ -854,8 +858,8 @@ msgid "" "Perform math and logic expressions based on custom inputs (eg: \"a*5+b\", " "where a and b are custom inputs):" msgstr "" -"根据自定义输入,执行数学和逻辑表达式(例如: ``a*5+b``,其中 ``a`` 和 ``b`` 为自" -"定义输入):" +"根据自定义输入, 执行数学和逻辑表达式(例如: ``a*5+b``, 其中 ``a`` 和 ``b`` 为" +"自定义输入):" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:493 msgid "Access local variables or properties:" @@ -867,8 +871,8 @@ msgid "" "such as ``sin()``, ``cos()``, ``print()``, as well as constructors, such as " "``Vector3(x, y, z)``, ``Rect2(...)``, etc.:" msgstr "" -"使用GDScript现有的大部分内置函数,例如 ``sin()`` 、 ``cos()`` 、 ``print()`` ," -"以及构造函数,例如 ``Vector3(x,y,z)`` 、 ``Rect2(..)`` 等:" +"使用GDScript现有的大部分内置函数, 例如 ``sin()`` , ``cos()`` , ``print()`` , " +"以及构造函数, 例如 ``Vector3(x,y,z)`` , ``Rect2(..)`` 等:" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:503 msgid "Call API functions:" @@ -878,4 +882,4 @@ msgstr "调用API函数:" msgid "" "Use sequenced mode, which makes more sense in case of respecting the " "processing order:" -msgstr "使用顺序模式,这在遵守处理顺序的情况下更有意义:" +msgstr "使用顺序模式, 这在遵守处理顺序的情况下更有意义:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 947c7ee732..7d4ab033aa 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,9 @@ msgid "" "understood. Any artist, animator, game designer, etc. can look at it and " "quickly grasp the flow of logic." msgstr "" -"可视化脚本是一种工具,用于降低编程的入口壁垒.由于代码更直观,它需要较少的抽象思" -"维来理解.任何艺术家、动画师、游戏设计师等都可以看到它,并快速掌握逻辑流程." +"可视化脚本是一种工具, 用于降低编程的入口壁垒. 由于代码更直观, 它需要较少的抽" +"象思维来理解. 任何艺术家, 动画师, 游戏设计师等都可以看到它, 并快速掌握逻辑流" +"程." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:11 msgid "" @@ -38,14 +39,14 @@ msgid "" "with it, and it's often more difficult to modify than just writing a few " "characters." msgstr "" -"它没有使现有编程过时的原因很简单,就是它拓展性不强.用它来创建代码要花费相当多" -"的时间,并且修改它通常比仅仅编写几个字符更困难." +"它没有使现有编程过时的原因很简单, 就是它拓展性不强. 用它来创建代码要花费相当" +"多的时间, 并且修改它通常比仅仅编写几个字符更困难." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:15 msgid "" "With the misunderstanding cleared up, the question that remains is what are " "the practical uses for Visual Scripting." -msgstr "随着误解的消除,剩下的问题是可视化脚本的实际用途是什么." +msgstr "随着误解的消除, 剩下的问题是可视化脚本的实际用途是什么." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:18 msgid "The most common use cases are as follows:" @@ -55,13 +56,13 @@ msgstr "最常见的用例如下:" msgid "" "Game development beginners who want to learn an engine but have no " "programming experience yet." -msgstr "游戏开发新手,想要学习引擎,但还没有编程经验." +msgstr "游戏开发新手, 想要学习引擎, 但还没有编程经验." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:21 msgid "" "Artists and Game Designers who have no experience in programming and want to " "create quick prototypes or simple games." -msgstr "没有编程经验的艺术家和游戏设计师,希望快速创建游戏原型或简单的游戏." +msgstr "没有编程经验的艺术家和游戏设计师, 希望快速创建游戏原型或简单的游戏." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:22 msgid "" @@ -69,11 +70,11 @@ msgid "" "available to Artists or Game Designers in order to offload some of their " "work." msgstr "" -"在一个团队中工作的程序员,希望将游戏逻辑的一部分提供给艺术家或游戏设计师,以便" -"减少他们的工作负担." +"在一个团队中工作的程序员, 希望将游戏逻辑的一部分提供给艺术家或游戏设计师, 以" +"便减少他们的工作负担." #: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:24 msgid "" "These scenarios are far more common than one might think, so this is why " "Godot has added this feature." -msgstr "这些场景比人们想象的要普遍得多,因此这就是Godot添加此功能的原因." +msgstr "这些场景比人们想象的要普遍得多, 因此这就是Godot添加此功能的原因." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po index 53f1d53cd1..174a7b9453 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,9 +36,9 @@ msgid "" "splash image. Here's a copy just in case: :download:`robisplash.zip <files/" "robisplash.zip>`." msgstr "" -"首先,让我们使用前面教程中的场景( :ref:`doc_splash_screen` ).目标是添加一个 ``" -"淡入`` 动画到起始图像.为了防万一,这里是一个副本: :download:`robisplash.zip " -"<files/robisplash.zip>`." +"首先, 让我们使用前面教程中的场景( :ref:`doc_splash_screen` ). 目标是添加一个 " +"``淡入`` 动画到起始图像. 为了防万一, 这里是一个副本: :download:`robisplash." +"zip <files/robisplash.zip>`." #: ../../docs/getting_started/step_by_step/animations.rst:16 msgid "Add an animation player" @@ -49,17 +49,17 @@ msgid "" "First of all, add an :ref:`AnimationPlayer <class_AnimationPlayer>` node to " "the scene as a child of \"background\" (the root node):" msgstr "" -"首先,将一个 :ref:`AnimationPlayer <class_AnimationPlayer>` 节点添加到场景中," -"作为 ``background`` (根节点)的子节点:" +"首先, 将一个 :ref:`AnimationPlayer <class_AnimationPlayer>` 节点添加到场景" +"中, 作为 ``background`` (根节点)的子节点:" #: ../../docs/getting_started/step_by_step/animations.rst:23 msgid "" "When a node of this type is selected, the animation editor panel will appear:" -msgstr "当选择这种类型的节点时,动画编辑器面板会出现:" +msgstr "当选择这种类型的节点时, 动画编辑器面板会出现:" #: ../../docs/getting_started/step_by_step/animations.rst:28 msgid "The animation editor panel stays visible until manually hidden." -msgstr "动画编辑器面板保持可见,直到手动隐藏." +msgstr "动画编辑器面板保持可见, 直到手动隐藏." #: ../../docs/getting_started/step_by_step/animations.rst:31 msgid "Creating the animation" @@ -70,8 +70,8 @@ msgid "" "It's time to create a new animation! Press the Animation button then select " "new from the menu. Name the animation \"intro\" when the dialog appears." msgstr "" -"是时候创建一个新的动画了!按下动画按钮,然后在菜单中选择新建.在出现的对话框中" -"输入动画名称 ``intro``." +"是时候创建一个新的动画了!按下动画按钮, 然后在菜单中选择新建. 在出现的对话框" +"中输入动画名称 ``intro``." #: ../../docs/getting_started/step_by_step/animations.rst:40 msgid "" @@ -79,8 +79,8 @@ msgid "" "\" mode. In this mode, a key icon appears next to every property of the " "property editor. In Godot, any property of an object can be animated:" msgstr "" -"现在我们有一个动画,属性检查器进入 ``动画编辑`` 模式.在此模式下,属性检查器的每" -"个属性旁边都会显示一个钥匙图标.在Godot中,对象的任何属性都可以被动画化:" +"现在我们有一个动画, 属性检查器进入 ``动画编辑`` 模式. 在此模式下, 属性检查器" +"的每个属性旁边都会显示一个钥匙图标. 在Godot中, 对象的任何属性都可以被动画化:" #: ../../docs/getting_started/step_by_step/animations.rst:48 msgid "Editing the animation" @@ -96,12 +96,12 @@ msgid "" "\"Rect / Position\" property to ``(118, -400)`` and press the key button " "next to the property to add a keyframe:" msgstr "" -"在动画编辑器面板打开的情况下,选择 ``logo`` 节点,并将 ``Rect / Position`` 属性" -"设置为 ``(118, -400)``,然后按该属性旁边的键按钮以添加关键帧:" +"在动画编辑器面板打开的情况下, 选择 ``logo`` 节点, 并将 ``Rect / Position`` 属" +"性设置为 ``(118, -400)``, 然后按该属性旁边的键按钮以添加关键帧:" #: ../../docs/getting_started/step_by_step/animations.rst:58 msgid "When the dialog appears, confirm that you are creating a new track." -msgstr "当对话框出现时,证明您正在创建一个新轨道." +msgstr "当对话框出现时, 证明您正在创建一个新轨道." #: ../../docs/getting_started/step_by_step/animations.rst:60 msgid "The keyframe will be added in the animation player editor:" @@ -109,15 +109,15 @@ msgstr "关键帧将添加到动画播放器编辑器中:" #: ../../docs/getting_started/step_by_step/animations.rst:64 msgid "Move the editor cursor forward in time by clicking here:" -msgstr "点击此处,将编辑器光标及时向前移动:" +msgstr "点击此处, 将编辑器光标及时向前移动:" #: ../../docs/getting_started/step_by_step/animations.rst:68 msgid "" "Change the logo position to ``(118, 0)`` and add a keyframe again. With two " "keyframes with different values, the animation happens." msgstr "" -"将 ``logo`` 的位置改为 ``(118, 0)``,并再次添加一个关键帧.当有两个具有不同值的" -"关键帧,将产生动画." +"将 ``logo`` 的位置改为 ``(118, 0)``, 并再次添加一个关键帧. 当有两个具有不同值" +"的关键帧, 将产生动画." #: ../../docs/getting_started/step_by_step/animations.rst:73 msgid "" @@ -132,10 +132,10 @@ msgid "" "Click the \"Autoplay on Load\" button to set the animation to start " "automatically when the scene starts." msgstr "" -"点击 ``加载时自动播放(Autoplay on Load)`` 按钮,将动画设置为在场景开始时自动开" -"始." +"点击 ``加载时自动播放(Autoplay on Load)`` 按钮, 将动画设置为在场景开始时自动" +"开始." #: ../../docs/getting_started/step_by_step/animations.rst:83 msgid "" "And finally, when running the scene, the animation should look like this:" -msgstr "最终,当运行场景时,动画应该是这样的:" +msgstr "最终, 当运行场景时, 动画应该是这样的:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po index 6b394e987e..b6587d91ef 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "Godot just so they can open your project. Instead, you can *export* your " "project, converting it into a \"package\" that can be run by anyone." msgstr "" -"现在您已经有了一个可以运行的游戏,您可能想要和别人分享您的成果.然而,让您的朋友" -"下载Godot而只是为了打开您的项目是不实际的.相反,您可以 *导出* 您的项目,将其转" -"换为任何人都可以运行的 ``软件包``." +"现在您已经有了一个可以运行的游戏, 您可能想要和别人分享您的成果. 然而, 让您的" +"朋友下载Godot而只是为了打开您的项目是不实际的. 相反, 您可以 *导出* 您的项目, " +"将其转换为任何人都可以运行的 ``软件包``." #: ../../docs/getting_started/step_by_step/exporting.rst:14 msgid "" @@ -43,15 +43,15 @@ msgid "" "variety of platforms. First, however, we need to make some changes to the " "way the game works." msgstr "" -"你导出游戏的方式取决于你的目标平台是什么.在本教程中,你将学习如何为各种平台导" -"出 *躲避爬行者* 游戏.首先,需要对游戏的工作方式进行一些更改." +"你导出游戏的方式取决于你的目标平台是什么. 在本教程中, 你将学习如何为各种平台" +"导出 *躲避爬行者* 游戏. 首先, 需要对游戏的工作方式进行一些更改." #: ../../docs/getting_started/step_by_step/exporting.rst:19 msgid "" "If you haven't made *Dodge the Creeps* yourself yet, please read :ref:" "`doc_your_first_game` before continuing with this tutorial." msgstr "" -"如果你还没有自己制作 *躲避爬行者* ,请在继续本教程之前阅读 :ref:" +"如果你还没有自己制作 *躲避爬行者* , 请在继续本教程之前阅读 :ref:" "`doc_your_first_game` ." #: ../../docs/getting_started/step_by_step/exporting.rst:23 @@ -66,9 +66,9 @@ msgid "" "event can be treated the same as a touch event, we'll convert the game to a " "click-and-move input style." msgstr "" -"在 *躲避爬行者* 中,我们使用键盘控制玩家角色移动.如果游戏是在PC平台上进行的,这" -"将很良好,但在手机或平板电脑上,需要支持触屏输入.其点击事件可以和触摸事件一样处" -"理,所以会将游戏转换为点击移动的输入方式." +"在 *躲避爬行者* 中, 我们使用键盘控制玩家角色移动. 如果游戏是在PC平台上进行" +"的, 这将很良好, 但在手机或平板电脑上, 需要支持触屏输入. 其点击事件可以和触摸" +"事件一样处理, 所以会将游戏转换为点击移动的输入方式." #: ../../docs/getting_started/step_by_step/exporting.rst:31 msgid "" @@ -78,37 +78,36 @@ msgid "" "be able to keep playing our game on our computer after we switch to touch " "input." msgstr "" -"默认情况下,Godot从触摸输入中模拟鼠标输入.这意味着,发生鼠标事件上编码中的事件," -"触摸时也会触发它.Godot还可以从鼠标点击中模拟触摸输入,为了需要在切换到触摸输入" -"后,能够继续在电脑上玩我们的游戏." +"默认情况下,Godot从触摸输入中模拟鼠标输入. 这意味着, 发生鼠标事件上编码中的事" +"件, 触摸时也会触发它.Godot还可以从鼠标点击中模拟触摸输入, 为了需要在切换到触" +"摸输入后, 能够继续在电脑上玩我们的游戏." #: ../../docs/getting_started/step_by_step/exporting.rst:36 msgid "" "In **Project > Project Settings**, under **Input Devices > Pointing**, " "enable **Emulate Touch From Mouse**." msgstr "" -"在 **Project > Project Settings** [项目>项目设置]中,在 **Input Devices > " -"Pointing** [输入设备>定点]下,启用 **Emulate Touch From Mouse** [模拟鼠标触" +"在 **Project > Project Settings** [项目>项目设置]中, 在 **Input Devices > " +"Pointing** [输入设备>定点]下, 启用 **Emulate Touch From Mouse** [模拟鼠标触" "摸]." #: ../../docs/getting_started/step_by_step/exporting.rst:41 -#, fuzzy msgid "" "We also want to ensure that the game scales consistently on different-sized " "screens, so in the project settings go to **Display**, then click on " "**Window**. In the **Stretch** options, set **Mode** to ``2d`` and " "**Aspect** to ``keep``." msgstr "" -"我们还想确保游戏在不同大小的屏幕上的缩放比例一致,在项目设置中进入 " -"**Display** ,然后点击 **Window** .在 **Stretch** 选项中,将 **Mode** 设置为 " -"``2d`` ,将 **Aspect** 设置为 ``keep`` ." +"我们还想确保游戏在不同尺寸的屏幕上有一致的比例,所以在项目设置中进入 **显示" +"Display** ,然后点击 **窗口Window** 。在 **拉伸Stretch** 选项中,将 **模式" +"Mode** 设置为 ``2d`` , **方向Aspect** 设置为 ``保持keep`` 。" #: ../../docs/getting_started/step_by_step/exporting.rst:45 msgid "" "Since we are already in the **Window** settings, we should also set under " "**Handheld** the **Orientation** to ``portrait``." msgstr "" -"由于我们已经在 **Window** 设置中,还应该在 **Handheld** 下将 **Orientation** " +"由于我们已经在 **Window** 设置中, 还应该在 **Handheld** 下将 **Orientation** " "设置为 ``portrait`` 纵向." #: ../../docs/getting_started/step_by_step/exporting.rst:50 @@ -117,14 +116,14 @@ msgid "" "We'll remove the key inputs and make the player move towards a \"target\" " "that's set by the touch (or click) event." msgstr "" -"接下来,我们需要修改 ``Player.gd`` 脚本来改变输入方式.我们将移除键盘输入并使 " -"``Player`` 移动到触摸(或点击)事件设置的 ``目标``." +"接下来, 我们需要修改 ``Player.gd`` 脚本来改变输入方式. 我们将移除键盘输入并" +"使 ``Player`` 移动到触摸(或点击)事件设置的 ``目标``." #: ../../docs/getting_started/step_by_step/exporting.rst:54 msgid "" "Here is the full script for the player, with comments noting what we've " "changed:" -msgstr "这是 ``Player`` 的完整脚本,注释指出了我们做了哪些改变:" +msgstr "这是 ``Player`` 的完整脚本, 注释指出了我们做了哪些改变:" #: ../../docs/getting_started/step_by_step/exporting.rst:242 msgid "Setting a main scene" @@ -137,8 +136,8 @@ msgid "" "set **Main Scene** to ``Main.tscn`` by clicking the folder icon and " "selecting it." msgstr "" -"主场景是你的游戏开始的场景.对于这个 *躲避爬行者* 的例子,在 **Project -> " -"Project Settings -> Application -> Run** ,通过点击文件夹图标并选择它,将 " +"主场景是你的游戏开始的场景. 对于这个 *躲避爬行者* 的例子, 在 **Project -> " +"Project Settings -> Application -> Run** , 通过点击文件夹图标并选择它, 将 " "**Main Scene** 设置为 ``Main.tscn`` ." #: ../../docs/getting_started/step_by_step/exporting.rst:250 @@ -152,9 +151,9 @@ msgid "" "the engine without the editor pre-compiled for each platform. You can also " "download them in Godot by clicking on **Editor -> Manage Export Templates**:" msgstr "" -"要导出项目,你需要从http://godotengine.org/download 下载 *导出模板* .这些模板" -"是引擎的优化版本,没有为每个平台预编译的编辑器.你也可以在Godot中点击 **Editor " -"-> Manage Export Templates** 下载它们:" +"要导出项目, 你需要从http://godotengine.org/download 下载 *导出模板* . 这些模" +"板是引擎的优化版本, 没有为每个平台预编译的编辑器. 你也可以在Godot中点击 " +"**Editor -> Manage Export Templates** 下载它们:" #: ../../docs/getting_started/step_by_step/exporting.rst:261 msgid "" @@ -164,7 +163,7 @@ msgid "" "Templates** dialog." msgstr "" "如果你从 `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ " -"下载了Godot,导出模板已经包含在里面.因此,你不需要通过 **Manage Export " +"下载了Godot, 导出模板已经包含在里面. 因此, 你不需要通过 **Manage Export " "Templates** [导出模板管理]对话框下载它们." #: ../../docs/getting_started/step_by_step/exporting.rst:266 @@ -172,14 +171,15 @@ msgid "" "In the window that appears, you can click **Download** to get the template " "version that matches your version of Godot." msgstr "" -"在出现的窗口中,您可以点击 **Download** ,获取与您的Godot版本相匹配的模板." +"在出现的窗口中, 您可以点击 **Download** , 获取与您的Godot版本相匹配的模板." #: ../../docs/getting_started/step_by_step/exporting.rst:273 msgid "" "Export templates are bound to a specific Godot version. If you upgrade " "Godot, you must download templates that match the new version." msgstr "" -"导出模板与特定的Godot版本绑定.如果您升级Godot,您必须下载与新版本相匹配的模板." +"导出模板与特定的Godot版本绑定. 如果您升级Godot, 您必须下载与新版本相匹配的模" +"板." #: ../../docs/getting_started/step_by_step/exporting.rst:277 msgid "Export presets" @@ -189,15 +189,15 @@ msgstr "导出预设" msgid "" "Next, you can configure the export settings by clicking on **Project -> " "Export**." -msgstr "接下来,您可以通过点击 **Project -> Export** 来配置导出设置." +msgstr "接下来, 您可以通过点击 **Project -> Export** 来配置导出设置." #: ../../docs/getting_started/step_by_step/exporting.rst:281 msgid "" "Create a new export preset by clicking **Add...** and selecting a platform. " "You can make as many presets as you like with different settings." msgstr "" -"点击 **Add...** 并选择一个平台,创建一个新的导出预设.您可以通过不同的设置创建" -"任意数量的预设." +"点击 **Add...** 并选择一个平台, 创建一个新的导出预设. 您可以通过不同的设置创" +"建任意数量的预设." #: ../../docs/getting_started/step_by_step/exporting.rst:286 msgid "" @@ -205,24 +205,24 @@ msgid "" "a packed version of your project's data. This doesn't include an executable " "so the project can't be run on its own." msgstr "" -"窗口底部是两个按钮. **Export PCK/ZIP** 仅创建项目数据的打包版本,它不包含可执" -"行文件,因此该项目不能单独运行." +"窗口底部是两个按钮. **Export PCK/ZIP** 仅创建项目数据的打包版本, 它不包含可执" +"行文件, 因此该项目不能单独运行." #: ../../docs/getting_started/step_by_step/exporting.rst:290 msgid "" "The second button, **Export Project**, creates a complete executable version " "of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows." msgstr "" -"第二个按钮,**Export Project**,可以创建一个完整的游戏可执行版本,如Android的 " -"``.apk`` 或Windows的 ``.exe`` ." +"第二个按钮, **Export Project** , 可以创建一个完整的游戏可执行版本, 如Android" +"的 ``.apk`` 或Windows的 ``.exe`` ." #: ../../docs/getting_started/step_by_step/exporting.rst:293 msgid "" "In the **Resources** and **Features** tabs, you can customize how the game " "is exported for each platform. We can leave those settings alone for now." msgstr "" -"在 **Resources** 和 **Features** 选项卡中,你可以自定义每个平台的游戏导出方式." -"可以暂时不做这些设置." +"在 **Resources** 和 **Features** 选项卡中, 你可以自定义每个平台的游戏导出方" +"式. 可以暂时不做这些设置." #: ../../docs/getting_started/step_by_step/exporting.rst:297 msgid "Exporting by platform" @@ -232,7 +232,8 @@ msgstr "按平台导出" msgid "" "In this section, we'll walk through the process for each platform, including " "any additional software or requirements you'll need." -msgstr "在本节中,我们将逐步介绍每个平台的流程,包括您需要的任何其他软件或要求." +msgstr "" +"在本节中, 我们将逐步介绍每个平台的流程, 包括您需要的任何其他软件或要求." #: ../../docs/getting_started/step_by_step/exporting.rst:303 msgid "PC (Linux/macOS/Windows)" @@ -245,13 +246,13 @@ msgid "" "you want to make. Then click **Export Project** and choose a name and " "destination folder. Choose a location *outside* of your project folder." msgstr "" -"导出PC平台在三个支持的操作系统中的工作原理是一样的.打开导出窗口,点击 **Add..." -"** ,创建您要制作的预设.然后点击 **Export Project** ,选择名称和目标文件夹,选择" -"项目文件夹之 *外的* 位置." +"导出PC平台在三个支持的操作系统中的工作原理是一样的. 打开导出窗口, 点击 " +"**Add...** , 创建您要制作的预设. 然后点击 **Export Project** , 选择名称和目标" +"文件夹, 选择项目文件夹之 *外的* 位置." #: ../../docs/getting_started/step_by_step/exporting.rst:310 msgid "Click **Save** and the engine will build the export files." -msgstr "点击 **Save** ,引擎将建立导出文件." +msgstr "点击 **Save** , 引擎将建立导出文件." #: ../../docs/getting_started/step_by_step/exporting.rst:314 msgid "" @@ -260,9 +261,9 @@ msgid "" "either case, the compressed file contains a macOS ``.app`` that you can " "double-click and run." msgstr "" -"在导出macOS时,如果你从macOS电脑导出,你最终会得到一个 ``.dmg`` 文件,而使用" -"Linux或Windows则会得到一个 ``.zip`` .无论哪种情况,压缩后的文件都包含一个macOS" -"的 ``.app`` ,你可以双击并运行." +"在导出macOS时, 如果你从macOS电脑导出, 你最终会得到一个 ``.dmg`` 文件, 而使用" +"Linux或Windows则会得到一个 ``.zip`` . 无论哪种情况, 压缩后的文件都包含一个" +"macOS的 ``.app`` , 你可以双击并运行." #: ../../docs/getting_started/step_by_step/exporting.rst:321 msgid "" @@ -270,8 +271,8 @@ msgid "" "than the default one, you need to change it manually. See :ref:" "`doc_changing_application_icon_for_windows`." msgstr "" -"在Windows上,如果你想让导出的可执行文件的图标与默认图标不同,你需要手动更改.参" -"见 :ref:`doc_changing_application_icon_for_windows` ." +"在Windows上, 如果你想让导出的可执行文件的图标与默认图标不同, 你需要手动更改. " +"参见 :ref:`doc_changing_application_icon_for_windows` ." #: ../../docs/getting_started/step_by_step/exporting.rst:326 msgid "Android" @@ -284,15 +285,15 @@ msgid "" "art than science, and you may need to do some experimenting and searching " "for help in order to get everything working." msgstr "" -"移动设备具有各种各样的功能.在大多数情况下,Godot的默认设置是可以工作的,但是移" -"动开发有时更多的是艺术而不是科学,您可能需要做一些试验和寻找帮助,以使一切工作" -"正常." +"移动设备具有各种各样的功能. 在大多数情况下,Godot的默认设置是可以工作的, 但是" +"移动开发有时更多的是艺术而不是科学, 您可能需要做一些试验和寻找帮助, 以使一切" +"工作正常." #: ../../docs/getting_started/step_by_step/exporting.rst:335 msgid "" "Before you can export your project for Android, you must download the " "following software:" -msgstr "必须先下载以下软件,然后才能导出Android项目:" +msgstr "必须先下载以下软件, 然后才能导出Android项目:" #: ../../docs/getting_started/step_by_step/exporting.rst:338 msgid "Android SDK: https://developer.android.com/studio/" @@ -303,7 +304,7 @@ msgid "" "Open JDK (**version 8 is required**, more recent versions won't work): " "https://adoptopenjdk.net/index.html" msgstr "" -"打开JDK( **需要第8版** ,较新的版本无法使用):https://adoptopenjdk.net/index." +"打开JDK( **需要第8版** , 较新的版本无法使用):https://adoptopenjdk.net/index." "html" #: ../../docs/getting_started/step_by_step/exporting.rst:341 @@ -312,15 +313,15 @@ msgid "" "Manager** and install **Android SDK Platform Tools**. This installs the " "``adb`` command-line tool that Godot uses to communicate with your device." msgstr "" -"当你第一次运行Android Studio时,点击 **Configure -> SDK Manager** 并安装 " -"**Android SDK Platform Tools** .这将安装Godot用来与您的设备通信的 ``adb`` 命" +"当你第一次运行Android Studio时, 点击 **Configure -> SDK Manager** 并安装 " +"**Android SDK Platform Tools** . 这将安装Godot用来与您的设备通信的 ``adb`` 命" "令行工具." #: ../../docs/getting_started/step_by_step/exporting.rst:345 msgid "" "Next, create a debug keystore by running the following command on your " "system's command line:" -msgstr "接下来,通过在系统的命令行上运行以下命令来创建调试密钥库:" +msgstr "接下来, 通过在系统的命令行上运行以下命令来创建调试密钥库:" #: ../../docs/getting_started/step_by_step/exporting.rst:352 msgid "" @@ -329,8 +330,8 @@ msgid "" "applications on your system and the location of the keystore you just " "created." msgstr "" -"单击Godot中的 *编辑器 -> 编辑器设置*,然后选择 *导出/Android* 部分.在这里,您需" -"要设置系统上Android SDK应用程序的路径以及刚刚创建的密钥库的位置." +"单击Godot中的 *编辑器 -> 编辑器设置*, 然后选择 *导出/Android* 部分. 在这里, " +"您需要设置系统上Android SDK应用程序的路径以及刚刚创建的密钥库的位置." #: ../../docs/getting_started/step_by_step/exporting.rst:358 msgid "" @@ -340,24 +341,24 @@ msgid "" "your game is in landscape mode (i.e. the window width in pixels is greater " "than the window height), leave this on **Landscape**." msgstr "" -"现在你已经准备好导出了.点击 **Project -> Export** ,并添加一个Android的预设(见" -"上).选择新添加的Android预设.在 **Options** 下,进入 **Screen** ,将 " -"**Orientation** 设置为 **Portrait** .如果你的游戏是横屏模式(即窗口宽度(像素)" -"大于窗口高度),请将此设置保留为 **Landscape**." +"现在你已经准备好导出了. 点击 **Project -> Export** , 并添加一个Android的预设" +"(见上). 选择新添加的Android预设. 在 **Options** 下, 进入 **Screen** , 将 " +"**Orientation** 设置为 **Portrait** . 如果你的游戏是横屏模式(即窗口宽度(像素)" +"大于窗口高度), 请将此设置保留为 **Landscape** ." #: ../../docs/getting_started/step_by_step/exporting.rst:364 msgid "" "Click the **Export Project** button and Godot will build an APK you can " "download on your device. To do this on the command line, use the following:" msgstr "" -"点击 **Export Project** 按钮,Godot将构建一个APK,您可以在设备上下载.要在命令行" -"上进行这项工作,请使用以下方法:" +"点击 **Export Project** 按钮,Godot将构建一个APK, 您可以在设备上下载. 要在命令" +"行上进行这项工作, 请使用以下方法:" #: ../../docs/getting_started/step_by_step/exporting.rst:371 msgid "" "Your device may need to be in *developer mode*. Consult your device's " "documentation for details." -msgstr "我们的设备可能需要处于 *开发者模式*.有关详细信息,请查阅设备的文档." +msgstr "我们的设备可能需要处于 *开发者模式*. 有关详细信息, 请查阅设备的文档." #: ../../docs/getting_started/step_by_step/exporting.rst:374 msgid "" @@ -365,14 +366,14 @@ msgid "" "cause a **One-click Deploy** button to appear in Godot's playtest button " "area:" msgstr "" -"如果你的系统支持,连接兼容的安卓设备,就会在Godot的运行测试按钮区域出现 **One-" -"click Deploy** 一键部署按钮:" +"如果你的系统支持, 连接兼容的安卓设备, 就会在Godot的运行测试按钮区域出现 " +"**One-click Deploy** 一键部署按钮:" #: ../../docs/getting_started/step_by_step/exporting.rst:379 msgid "" "Clicking this button builds the APK and copies it onto your device in one " "step." -msgstr "点击此按钮可一步完成构建APK,并将其复制到您的设备上." +msgstr "点击此按钮可一步完成构建APK, 并将其复制到您的设备上." #: ../../docs/getting_started/step_by_step/exporting.rst:382 msgid "iOS" @@ -382,7 +383,7 @@ msgstr "iOS" msgid "" "To build your game for iOS, you must have a computer running macOS with " "Xcode installed." -msgstr "要为iOS构建游戏,你必须有一台运行macOS并安装Xcode的电脑." +msgstr "要为iOS构建游戏, 你必须有一台运行macOS并安装Xcode的电脑." #: ../../docs/getting_started/step_by_step/exporting.rst:389 msgid "" @@ -391,22 +392,22 @@ msgid "" "can find by logging in to your Apple developer account and looking in the " "**Membership** section." msgstr "" -"在导出之前,有一些设置是你 *必须* 完成的,这样才能成功导出项目.首先,**App " -"Store Team Id** ,你可以登录苹果开发者账号,在 **Membership** 栏目中找到." +"在导出之前, 有一些设置是你 *必须* 完成的, 这样才能成功导出项目. 首先, **App " +"Store Team Id** , 你可以登录苹果开发者账号, 在 **Membership** 栏目中找到." #: ../../docs/getting_started/step_by_step/exporting.rst:393 msgid "You must also provide icons and splash screen images as shown below:" -msgstr "您还必须提供图标和启动屏幕图像,如下所示:" +msgstr "您还必须提供图标和启动屏幕图像, 如下所示:" #: ../../docs/getting_started/step_by_step/exporting.rst:397 msgid "Click **Export Project** and select a destination folder." -msgstr "点击 **Export Project** ,选择目标文件夹." +msgstr "点击 **Export Project** , 选择目标文件夹." #: ../../docs/getting_started/step_by_step/exporting.rst:399 msgid "" "Once you have successfully exported the project, you'll find the following " "folders and files have been created in your selected location:" -msgstr "成功导出项目后,将在所选位置找到以下文件夹和文件:" +msgstr "成功导出项目后, 将在所选位置找到以下文件夹和文件:" #: ../../docs/getting_started/step_by_step/exporting.rst:404 msgid "" @@ -414,8 +415,8 @@ msgid "" "Xcode build procedure is beyond the scope of this tutorial. See https://help." "apple.com/xcode/mac/current/#/devc8c2a6be1 for more information." msgstr "" -"现在你可以在Xcode中打开项目,为iOS构建项目.Xcode的构建过程超出了本教程的范围." -"更多信息请参见 https://help.apple.com/xcode/mac/current/#/devc8c2a6be1." +"现在你可以在Xcode中打开项目, 为iOS构建项目.Xcode的构建过程超出了本教程的范" +"围. 更多信息请参见 https://help.apple.com/xcode/mac/current/#/devc8c2a6be1." #: ../../docs/getting_started/step_by_step/exporting.rst:410 msgid "HTML5 (web)" @@ -425,13 +426,13 @@ msgstr "HTML5 (网页)" msgid "" "Click **Export Project** on the HTML5 preset. We don't need to change any of " "the default settings." -msgstr "点击HTML5预设上的 **Export Project** ,不需要改变任何默认设置." +msgstr "点击HTML5预设上的 **Export Project** , 不需要改变任何默认设置." #: ../../docs/getting_started/step_by_step/exporting.rst:415 msgid "" "When the export is complete, you'll have a folder containing the following " "files:" -msgstr "导出完成后,您将拥有一个包含以下文件的文件夹:" +msgstr "导出完成后, 您将拥有一个包含以下文件的文件夹:" #: ../../docs/getting_started/step_by_step/exporting.rst:420 msgid "" @@ -440,9 +441,9 @@ msgid "" "server. If you don't have one set up on your computer, you can search online " "to find suggestions for your specific OS." msgstr "" -"在浏览器中查看 ``.html`` 文件,可以进行游戏.但是,你不能直接打开该文件,它需要由" -"网络服务器提供服务.如果你的电脑上没有设置服务器,可以在网上搜索,找到适合你特定" -"操作系统的建议." +"在浏览器中查看 ``.html`` 文件, 可以进行游戏. 但是, 你不能直接打开该文件, 它需" +"要由网络服务器提供服务. 如果你的电脑上没有设置服务器, 可以在网上搜索, 找到适" +"合你特定操作系统的建议." #: ../../docs/getting_started/step_by_step/exporting.rst:425 msgid "" @@ -450,8 +451,8 @@ msgid "" "have to wait a few moments while the game loads before you see the start " "screen." msgstr "" -"将浏览器指向你放置HTML文件的URL.您可能需要在游戏加载时等待片刻,才能看到开始屏" -"幕." +"将浏览器指向你放置HTML文件的URL. 您可能需要在游戏加载时等待片刻, 才能看到开始" +"屏幕." #: ../../docs/getting_started/step_by_step/exporting.rst:430 msgid "" @@ -459,8 +460,8 @@ msgid "" "can disable it by disabling **Export With Debug** in the final file dialog " "that appears when you export the project." msgstr "" -"游戏下方的控制台窗口会告诉你是否出现了任何问题.你可以在导出项目时的文件对话框" -"中禁用 **Export With Debug** 来禁用它." +"游戏下方的控制台窗口会告诉你是否出现了任何问题. 你可以在导出项目时的文件对话" +"框中禁用 **Export With Debug** 来禁用它." #: ../../docs/getting_started/step_by_step/exporting.rst:438 msgid "" @@ -470,6 +471,6 @@ msgid "" "bugs you find on the `Godot GitHub repository <https://github.com/" "godotengine/godot/issues>`_." msgstr "" -"虽然所有主流浏览器都支持WebAssembly,但它仍然是一项新兴技术,你可能会发现一些不" -"能使用的东西.确保你已经将浏览器更新到最新的版本,可在 `Godot GitHub仓库" +"虽然所有主流浏览器都支持WebAssembly, 但它仍然是一项新兴技术, 你可能会发现一些" +"不能使用的东西. 确保你已经将浏览器更新到最新的版本, 可在 `Godot GitHub 仓库 " "<https://github.com/godotengine/godot/issues>`_ 上报告你发现的任何错误." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 331801ba88..bc4df38a29 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "source files and assets while collaborating. Godot stores all assets as " "files in its file system." msgstr "" -"文件系统管理资源的存储方式和访问方式.精心设计的文件系统还允许多个开发人员在协" -"作时编辑相同的源文件和资源.Godot将所有资源作为文件存储在其文件系统中." +"文件系统管理资源的存储方式和访问方式. 精心设计的文件系统还允许多个开发人员在" +"协作时编辑相同的源文件和资源.Godot将所有资源作为文件存储在其文件系统中." #: ../../docs/getting_started/step_by_step/filesystem.rst:15 msgid "Implementation" @@ -49,10 +49,10 @@ msgid "" "resources. For example, a font resource is often bundled together with the " "font textures." msgstr "" -"文件系统将资源存储在磁盘上.从脚本到场景或PNG图像的任何内容都是引擎的资源.如果" -"一个资源包含引用磁盘上其他资源的属性,则它还将包括这些资源的路径.如果一个资源" -"具有内置的子资源,则该资源与所有捆绑的子资源一起保存在单个文件中.例如,字体资源" -"通常与字体纹理捆绑在一起." +"文件系统将资源存储在磁盘上. 从脚本到场景或PNG图像的任何内容都是引擎的资源. 如" +"果一个资源包含引用磁盘上其他资源的属性, 则它还将包括这些资源的路径. 如果一个" +"资源具有内置的子资源, 则该资源与所有捆绑的子资源一起保存在单个文件中. 例如, " +"字体资源通常与字体纹理捆绑在一起." #: ../../docs/getting_started/step_by_step/filesystem.rst:24 msgid "" @@ -60,8 +60,8 @@ msgid "" "and VCSs are better than anything we can implement, so Godot tries its best " "to play along with SVN, Git, Mercurial, Perforce, etc." msgstr "" -"Godot文件系统避免使用元数据文件.现有的资源管理器和VCS比我们能够实现的任何东西" -"都要好,因此Godot会尽力与SVN、Git、Mercurial、Perforce等一起使用." +"Godot文件系统避免使用元数据文件. 现有的资源管理器和VCS比我们能够实现的任何东" +"西都要好, 因此Godot会尽力与SVN, Git, Mercurial, Perforce等一起使用." #: ../../docs/getting_started/step_by_step/filesystem.rst:28 msgid "Example of file system contents:" @@ -77,8 +77,8 @@ msgid "" "found at the root of the project. In fact, its location defines where the " "root is. This is the first file that Godot looks for when opening a project." msgstr "" -"``project.godot`` 文件是项目描述文件,可以始终在项目的根目录下找到.实际上,其位" -"置定义了根的位置.这是Godot打开项目时要查找的第一个文件." +"``project.godot`` 文件是项目描述文件, 可以始终在项目的根目录下找到. 实际上, " +"其位置定义了根的位置. 这是Godot打开项目时要查找的第一个文件." #: ../../docs/getting_started/step_by_step/filesystem.rst:45 msgid "" @@ -86,7 +86,7 @@ msgid "" "ini format. Even an empty ``project.godot`` can function as a basic " "definition of a blank project." msgstr "" -"该文件使用 ``win.ini`` 格式以纯文本格式包含项目配置.甚至一个空的 ``project." +"该文件使用 ``win.ini`` 格式以纯文本格式包含项目配置. 甚至一个空的 ``project." "godot`` 都可以用作空项目的基本定义." #: ../../docs/getting_started/step_by_step/filesystem.rst:50 @@ -100,8 +100,8 @@ msgid "" "``C:\\project\\project.godot`` needs to be typed as ``C:/project/project." "godot``." msgstr "" -"Godot只支持用 ``/`` 做路径分隔符.这样做出于可移植性的原因.所有操作系统甚至" -"Windows都支持此功能,因此诸如 ``c:\\project\\project.godot`` 之类的路径需要键" +"Godot只支持用 ``/`` 做路径分隔符. 这样做出于可移植性的原因. 所有操作系统甚至" +"Windows都支持此功能, 因此诸如 ``c:\\project\\project.godot`` 之类的路径需要键" "入为 ``C:/project/project.godot`` ." #: ../../docs/getting_started/step_by_step/filesystem.rst:58 @@ -114,15 +114,15 @@ msgid "" "cumbersome and non-portable. To solve this problem, the special path ``res://" "`` was created." msgstr "" -"访问资源时,使用主机OS文件系统布局可能很麻烦且不可移植.为了解决这个问题,创建了" -"特殊路径 ``res://``." +"访问资源时, 使用主机OS文件系统布局可能很麻烦且不可移植. 为了解决这个问题, 创" +"建了特殊路径 ``res://``." #: ../../docs/getting_started/step_by_step/filesystem.rst:64 msgid "" "The path ``res://`` will always point at the project root (where ``project." "godot`` is located, so ``res://project.godot`` is always valid)." msgstr "" -"路径 ``res://`` 将始终指向项目根目录( ``project.godot`` 所在的位置,因此 " +"路径 ``res://`` 将始终指向项目根目录( ``project.godot`` 所在的位置, 因此 " "``res://project.godot`` 将始终有效)." #: ../../docs/getting_started/step_by_step/filesystem.rst:68 @@ -132,8 +132,8 @@ msgid "" "phones or consoles, or running from DVD), the file system will become read-" "only and writing will no longer be permitted." msgstr "" -"仅当从编辑器本地运行项目时,此文件系统才是读写的.导出时或在其他设备(例如电话或" -"控制台,或从DVD运行)上运行时,文件系统将变为只读状态,并且将不再允许写入." +"仅当从编辑器本地运行项目时, 此文件系统才是读写的. 导出时或在其他设备(例如电话" +"或控制台, 或从DVD运行)上运行时, 文件系统将变为只读状态, 并且将不再允许写入." #: ../../docs/getting_started/step_by_step/filesystem.rst:74 msgid "User path" @@ -147,8 +147,8 @@ msgid "" "differently depending on the OS the project is running on. Local path " "resolution is further explained in :ref:`doc_data_paths`." msgstr "" -"诸如保存游戏状态或下载内容包之类的任务仍需要写入磁盘.为此,引擎确保存在始终可" -"写的特殊路径 ``user://`` ." +"诸如保存游戏状态或下载内容包之类的任务仍需要写入磁盘. 为此, 引擎确保存在始终" +"可写的特殊路径 ``user://`` ." #: ../../docs/getting_started/step_by_step/filesystem.rst:83 msgid "Host file system" @@ -161,9 +161,9 @@ msgid "" "on all platforms. However, using host file system paths can be useful when " "writing development tools in Godot." msgstr "" -"另外,也可以使用主机文件系统路径,但是不建议将其用于已发布的产品,因为不能保证这" -"些路径在所有平台上都可以使用.但是,在Godot中编写开发工具时,使用主机文件系统路" -"径可能会很有用." +"另外, 也可以使用主机文件系统路径, 但是不建议将其用于已发布的产品, 因为不能保" +"证这些路径在所有平台上都可以使用. 但是, 在Godot中编写开发工具时, 使用主机文件" +"系统路径可能会很有用." #: ../../docs/getting_started/step_by_step/filesystem.rst:91 msgid "Drawbacks" @@ -177,9 +177,9 @@ msgid "" "These references will have to be re-defined to point at the new asset " "location." msgstr "" -"这种简单的文件系统设计有一些缺点.第一个问题是,资源四处移动(重新命名资源或将其" -"从项目中的一条路径移动到另一条路径)将破坏现有对这些资源的引用.这些引用将必须" -"重新定义以指向新资源的位置." +"这种简单的文件系统设计有一些缺点. 第一个问题是, 资源四处移动(重新命名资源或将" +"其从项目中的一条路径移动到另一条路径)将破坏现有对这些资源的引用. 这些引用将必" +"须重新定义以指向新资源的位置." #: ../../docs/getting_started/step_by_step/filesystem.rst:98 msgid "" @@ -188,9 +188,9 @@ msgid "" "dependencies will have to be fixed manually (Godot detects this and helps " "you fix them anyway, but why go the hard route?)." msgstr "" -"为避免这种情况,请在Godot中的文件系统停靠面板上,进行所有移动、删除和重命名操" -"作.切勿从Godot外部移动资源,否则必须手动修复依赖关系(Godot会检测到此问题并帮助" -"您修复它们,但是为什么要走这条艰难的路线呢?)." +"为避免这种情况, 请在Godot中的文件系统停靠面板上, 进行所有移动, 删除和重命名操" +"作. 切勿从Godot外部移动资源, 否则必须手动修复依赖关系(Godot会检测到此问题并帮" +"助您修复它们, 但是为什么要走这条艰难的路线呢?)." #: ../../docs/getting_started/step_by_step/filesystem.rst:103 msgid "" @@ -201,10 +201,11 @@ msgid "" "Linux, Android, etc. This may also apply to exported binaries, which use a " "compressed package to store all files." msgstr "" -"第二个问题是在Windows和macOS下,文件名和路径名不区分大小写.如果开发人员在不区" -"分大小写的主机文件系统中工作,将资源保存为 ``myfile.PNG`` ,然后将其引用为 " -"``myfile.png`` ,则该资源将在该平台上正常工作,但在其他平台(例如Linux、Android" -"等)上无法正常工作.这也适用于导出的二进制文件,该文件使用压缩包存储所有文件." +"第二个问题是在Windows和macOS下, 文件名和路径名不区分大小写. 如果开发人员在不" +"区分大小写的主机文件系统中工作, 将资源保存为 ``myfile.PNG`` , 然后将其引用为 " +"``myfile.png`` , 则该资源将在该平台上正常工作, 但在其他平台(例如Linux, " +"Android等)上无法正常工作. 这也适用于导出的二进制文件, 该文件使用压缩包存储所" +"有文件." #: ../../docs/getting_started/step_by_step/filesystem.rst:109 msgid "" @@ -212,5 +213,5 @@ msgid "" "files when working with Godot. One simple fool-proof convention is to only " "allow lowercase file and path names." msgstr "" -"建议您的团队在使用Godot一起工作时明确定义文件的命名约定.一种简单的万无一失的" +"建议您的团队在使用Godot一起工作时明确定义文件的命名约定. 一种简单的万无一失的" "约定是仅允许使用小写的文件名和路径名." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index a74d2cc8f5..5686f5028a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,7 +23,7 @@ msgstr "Godot的设计理念" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:6 msgid "Now that you've gotten your hands wet, let's talk about Godot's design." -msgstr "既然您已经小试身手,让我们谈谈Godot的设计." +msgstr "既然您已经小试身手, 让我们谈谈Godot的设计." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:8 msgid "" @@ -32,9 +32,9 @@ msgid "" "This leads to different workflows and different ways to form your games' " "structures. This all stems from their respective design philosophies." msgstr "" -"**每个游戏引擎都不同,以满足不同的需求.** 它们不仅提供一系列功能,而且每个引擎" -"的设计都是独一无二的.这将导致不同工作流程和项目组织结构.这一切都源于它们各自" -"的设计理念." +"**每个游戏引擎都不同, 以满足不同的需求.** 它们不仅提供一系列功能, 而且每个引" +"擎的设计都是独一无二的. 这将导致不同工作流程和项目组织结构. 这一切都源于它们" +"各自的设计理念." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:13 msgid "" @@ -44,16 +44,16 @@ msgid "" "you need to try it out for yourself and understand its design and " "limitations." msgstr "" -"这个页面是为了帮助您通过godot的一些核心功能来理解它的工作原理.这个页面既不是" -"godot特性的介绍列表,也不会对各个引擎做比较.要知道哪一种引擎更适合您的项目,您" -"需要自己尝试一下并了解各个引擎对设计和局限性." +"这个页面是为了帮助您通过godot的一些核心功能来理解它的工作原理. 这个页面既不是" +"godot特性的介绍列表, 也不会对各个引擎做比较. 要知道哪一种引擎更适合您的项目, " +"您需要自己尝试一下并了解各个引擎对设计和局限性." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:19 msgid "" "Please watch `Discover Godot 3, the Free game engine <https://youtu." "be/4v3qge-3CqQ>`_ if you're looking for an overview of the engine's features." msgstr "" -"如果您正在寻找引擎特性的概述,请观看 `探索免费游戏引擎Godot 3 <https://youtu." +"如果您正在寻找引擎特性的概述, 请观看 `探索免费游戏引擎Godot 3 <https://youtu." "be/4v3qge-3CqQ>`_ ." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:23 @@ -66,8 +66,8 @@ msgid "" "system and Node hierarchy. It tries to stay away from strict programming " "patterns to offer an intuitive way to structure your game." msgstr "" -"Godot凭借其灵活的场景系统和节点层次结构,将面向对象设计作为其核心.它试图远离严" -"格的编程模式,以提供直观的方式来构建游戏." +"Godot凭借其灵活的场景系统和节点层次结构, 将面向对象设计作为其核心. 它试图远离" +"严格的编程模式, 以提供直观的方式来构建游戏." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:29 msgid "" @@ -77,14 +77,14 @@ msgid "" "Change the BlinkingLight's color, save, and all the BrokenLanterns in the " "city will update instantly." msgstr "" -"首先,Godot可以让您 **组合或聚合** 场景.就像嵌套的预制件一样:您可以创建" -"BlinkingLight场景,并创建使用BlinkingLight的BrokenLantern场景.然后,创建一个充" -"满BrokenLanterns的城市.更改BlinkingLight的颜色,保存,城市中的所有BrokenLantern" -"都会立即更新." +"首先,Godot可以让您 **组合或聚合** 场景. 就像嵌套的预制件一样: 您可以创建" +"BlinkingLight场景, 并创建使用BlinkingLight的BrokenLantern场景. 然后, 创建一个" +"充满BrokenLanterns的城市. 更改BlinkingLight的颜色, 保存, 城市中的所有" +"BrokenLantern都会立即更新." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:36 msgid "On top of that, you can **inherit** from any scene." -msgstr "最重要的是,您可以从任何场景 **继承** ." +msgstr "最重要的是, 您可以从任何场景 **继承** ." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:38 msgid "" @@ -93,8 +93,8 @@ msgid "" "you're free to design it by using the editor, using only the code, or mixing " "and matching the two." msgstr "" -"一个Godot场景可以是武器、角色、物品、门、关卡、关卡的一部分……任何你能想象的东" -"西.它就像类一样,但也可以使用编辑器、纯代码或同时使用两者来编辑场景." +"一个Godot场景可以是武器, 角色, 物品, 门, 关卡, 关卡的一部分……任何你能想象的东" +"西. 它就像类一样, 但也可以使用编辑器, 纯代码或同时使用两者来编辑场景." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:43 msgid "" @@ -104,9 +104,9 @@ msgid "" "update as well. It helps you build your projects so that their structure " "matches the game's design." msgstr "" -"和其他几个3D引擎的Prefab(预制体)不同,场景可以通过继承来扩展.你可以创建一个 " -"``Magician(魔术师)`` 来扩展您的 ``Character(角色)`` .在编辑器中修改 " -"``Character(角色)`` (例如添加跳跃功能), ``Magician(魔术师)`` 也会更新.这样设" +"和其他几个3D引擎的Prefab(预制体)不同, 场景可以通过继承来扩展. 你可以创建一个 " +"``Magician(魔术师)`` 来扩展您的 ``Character(角色)`` . 在编辑器中修改 " +"``Character(角色)`` (例如添加跳跃功能), ``Magician(魔术师)`` 也会更新. 这样设" "计可以帮你保持项目结构与设计的一致性." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:49 @@ -120,9 +120,9 @@ msgid "" "from their parents up to the Node class. Although the engine does feature " "components like collision shapes, they're the exception, not the norm." msgstr "" -"另外,Godot提供了不同类型的节点(Node)对象,每种节点都有特定的用途.节点是场景树" -"的一部分,并且最终继承自 ``Node`` 类.尽管引擎确实具有碰撞形状之类的组件,但它们" -"是例外(并非Node,属于Resource)." +"另外,Godot提供了不同类型的节点(Node)对象, 每种节点都有特定的用途. 节点是场景" +"树的一部分, 并且最终继承自 ``Node`` 类. 尽管引擎确实具有碰撞形状之类的组件, " +"但它们是例外(并非Node, 属于Resource)." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:57 msgid "|image1|" @@ -134,8 +134,8 @@ msgid "" "features of its three parent classes, like transforms or the ability to draw " "custom shapes and render with a custom shader." msgstr "" -"``Sprite`` 是 ``Node2D``,``CanvasItem`` 和 ``Node`` 类型.它具有三个父类的所有" -"属性和特性,比如 ``transforms`` 或者绘制自定义形状和渲染自定义着色的能力." +"``Sprite`` 是 ``Node2D``,``CanvasItem`` 和 ``Node`` 类型. 它具有三个父类的所" +"有属性和特性, 比如 ``transforms`` 或者绘制自定义形状和渲染自定义着色的能力." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:64 msgid "All-inclusive package" @@ -148,8 +148,8 @@ msgid "" "shader editor, a debugger, a profiler, the ability to hot-reload locally and " "on remote devices, etc." msgstr "" -"Godot尝试提供自己的工具来满足最常见的需求.它具有专用的脚本工作区、动画编辑" -"器、tilemap编辑器、着色器编辑器、调试器、分析器、能够在本地和远程等设备上热重" +"Godot尝试提供自己的工具来满足最常见的需求. 它具有专用的脚本工作区, 动画编辑" +"器, tilemap编辑器, 着色器编辑器, 调试器, 分析器, 能够在本地和远程等设备上热重" "载的功能." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:71 @@ -163,9 +163,9 @@ msgid "" "import plugin for it. Or you can create one, like the `Tiled Map Importer " "<https://github.com/vnen/godot-tiled-importer>`__." msgstr "" -"我们的目标是提供一个完整的软件包来创建游戏以及持续的用户体验.您仍然可以和外部" -"程序一起工作,只要有一个导入插件做支持.或者您可以自己创建一个,比如 `Tiled Map" -"导入器 <https://github.com/vnen/godot-tiled-importer>`__ ." +"我们的目标是提供一个完整的软件包来创建游戏以及持续的用户体验. 您仍然可以和外" +"部程序一起工作, 只要有一个导入插件做支持. 或者您可以自己创建一个, 比如 " +"`Tiled Map 导入器 <https://github.com/vnen/godot-tiled-importer>`__ ." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:78 msgid "" @@ -174,8 +174,8 @@ msgid "" "developers and game designers, and they're tightly integrated in the engine " "and the editor." msgstr "" -"这也是为什么Godot提供自己的编程语言GDscript和VisualScript以及C#的部分原因.它" -"们是为满足游戏开发人员和游戏设计师的需求而设计的,并且紧密集成在引擎和编辑器" +"这也是为什么Godot提供自己的编程语言GDscript和VisualScript以及C#的部分原因. 它" +"们是为满足游戏开发人员和游戏设计师的需求而设计的, 并且紧密集成在引擎和编辑器" "中." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:83 @@ -184,9 +184,9 @@ msgid "" "types and offers a static language's quality of auto-completion. It is also " "optimized for gameplay code with built-in types like Vectors and Colors." msgstr "" -"GDscript使您可以使用类似Python的语法编写简单的代码,但是它可以检测类型并提供静" -"态语言的自动补全特质.它还针对具有内置类型(如 ``Vectors`` 和 ``Colors`` )的游" -"戏代码进行了优化." +"GDscript使您可以使用类似Python的语法编写简单的代码, 但是它可以检测类型并提供" +"静态语言的自动补全特质. 它还针对具有内置类型(如 ``Vectors`` 和 ``Colors`` )的" +"游戏代码进行了优化." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:87 msgid "" @@ -194,8 +194,8 @@ msgid "" "languages like C, C++, Rust, or Python (using the Cython compiler) without " "recompiling the engine." msgstr "" -"请注意,使用GDNative,您可以编写出使用类似C、C++、Rust或Python(使用Cython编译" -"器)这类的编译语言编写的高性能代码,而无需重新编译引擎." +"请注意, 使用GDNative, 您可以编写出使用类似C, C++, Rust或Python(使用Cython编译" +"器)这类的编译语言编写的高性能代码, 而无需重新编译引擎." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:91 msgid "|image3|" @@ -207,7 +207,7 @@ msgid "" "the editor. You can drag and drop nodes or resources into the graph to " "create new code blocks.*" msgstr "" -"*VisualScript是一种基于节点的编程语言,可以很好地集成到编辑器中. 您可以将节点" +"*VisualScript是一种基于节点的编程语言, 可以很好地集成到编辑器中. 您可以将节点" "或资源拖放到图中以创建新的代码块.*" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:97 @@ -218,8 +218,8 @@ msgid "" "extend the editor's functionality using game code. See `The Godot editor is " "a Godot game`_ below." msgstr "" -"请注意,3D工作区不像2D工作区有那么多工具.你将需要外部程序或插件来编辑地形、动" -"画复杂角色等.Godot提供了完整的API,可以使用游戏代码扩展编辑器的功能.参见下面" +"请注意,3D工作区不像2D工作区有那么多工具. 你将需要外部程序或插件来编辑地形, 动" +"画复杂角色等.Godot提供了完整的API, 可以使用游戏代码扩展编辑器的功能. 参见下面" "的 `The Godot editor is a Godot game`_ Godot编辑器是一个Godot游戏." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:102 @@ -231,7 +231,8 @@ msgid "" "*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " "states and transitions visually.*" msgstr "" -"*Godube 2中的状态机编辑器插件,由kubecz3k开发.它使您可以直观地管理状态和转换.*" +"*Godube 2中的状态机编辑器插件, 由kubecz3k开发. 它使您可以直观地管理状态和转" +"换.*" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:108 msgid "Open source" @@ -244,8 +245,8 @@ msgid "" "as well. For the most part, they're developed from the ground up by " "contributors." msgstr "" -"Godot源代码采用了 **MIT许可证** .这意味着它附带的所有技术也必须是自由的(自由" -"使用、修改等).大部分代码都是由贡献者从头开始开发的." +"Godot源代码采用了 **MIT许可证** . 这意味着它附带的所有技术也必须是自由的(自由" +"使用, 修改等). 大部分代码都是由贡献者从头开始开发的." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:115 msgid "" @@ -253,8 +254,8 @@ msgid "" "just won't ship with the engine. This may include Google AdMob, or FMOD. Any " "of these can come as third-party plugins instead." msgstr "" -"任何人都可以根据各自需求添加专有软件——当然它们是不会通过引擎一起提供.包括" -"Google AdMob或FMOD等,如果需要可以作为第三方插件来提供." +"任何人都可以根据各自需求添加专有软件——当然它们是不会通过引擎一起提供. 包括" +"Google AdMob或FMOD等, 如果需要可以作为第三方插件来提供." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:120 msgid "" @@ -263,16 +264,16 @@ msgid "" "Godot will print errors with a stack trace, even if they come from the " "engine itself." msgstr "" -"另一方面,开放源代码意味着你可以 **学习并扩展引擎** .你也可以很容易地调试游戏," -"因为Godot会使用堆栈跟踪打印所有错误,即使这些错误来自引擎本身." +"另一方面, 开放源代码意味着你可以 **学习并扩展引擎** . 你也可以很容易地调试游" +"戏, 因为Godot会使用堆栈跟踪打印所有错误, 即使这些错误来自引擎本身." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:126 msgid "" "This **does not affect the work you do with Godot** in any way: there's no " "strings attached to the engine or anything you make with it." msgstr "" -"**开放源码的协议不会以任何方式影响您用Godot所创作的作品**:不会有附加条件影响" -"Godot引擎与您用Godot制作的东西." +"**开放源码的协议不会以任何方式影响您用Godot所创作的作品** : 不会有附加条件影" +"响Godot引擎与您用Godot制作的东西." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:130 msgid "Community-driven" @@ -285,8 +286,8 @@ msgid "" "drive the core updates. New features from the core developers often focus on " "what will benefit the most users first." msgstr "" -"**Godot开发自社区,为其社区内外所有游戏开发者创造的.** 由用户需求及公开讨论驱" -"动核心更新.核心开发人员的新功能通常将重点放在首先让大多数用户受益的方面." +"**Godot开发自社区, 为其社区内外所有游戏开发者创造的.** 由用户需求及公开讨论驱" +"动核心更新. 核心开发人员的新功能通常将重点放在首先让大多数用户受益的方面." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:137 msgid "" @@ -296,9 +297,9 @@ msgid "" "improvements in all corners of the engine at the same time in every major " "release." msgstr "" -"就是说,尽管只有少数全职的核心开发者,但在撰写本文时,该项目已有超过600位贡献者." -"仁慈的程序员致力于完善他们可能需要的功能,因此在每个主要版本中都能看到引擎各个" -"方面的改进." +"就是说, 尽管只有少数全职的核心开发者, 但在撰写本文时, 该项目已有超过600位贡献" +"者. 仁慈的程序员致力于完善他们可能需要的功能, 因此在每个主要版本中都能看到引" +"擎各个方面的改进." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:144 msgid "The Godot editor is a Godot game" @@ -311,17 +312,17 @@ msgid "" "run game code in the editor. This means you can **use the same code** and " "scenes for your games, or **build plugins and extend the editor.**" msgstr "" -"Godot编辑器运行在游戏引擎上.它使用引擎自己的UI系统,可以在测试项目时热重载代码" -"和场景,也可以在编辑器中运行游戏代码.这意味着 **使用相同的代码** 和场景既可以" -"构建游戏,也可以 **构建插件并扩展编辑器** ." +"Godot编辑器运行在游戏引擎上. 它使用引擎自己的UI系统, 可以在测试项目时热重载代" +"码和场景, 也可以在编辑器中运行游戏代码. 这意味着 **使用相同的代码** 和场景既" +"可以构建游戏, 也可以 **构建插件并扩展编辑器** ." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151 msgid "" "This leads to a reliable and flexible UI system, as it powers the editor " "itself. With the ``tool`` keyword, you can run any game code in the editor." msgstr "" -"由于它为编辑器本身提供了动力,因此这导致了可靠且灵活的UI系统. 使用 `` tool`` " -"关键字,您可以在编辑器中运行任何游戏代码." +"由于它为编辑器本身提供了动力, 因此这导致了可靠且灵活的UI系统. 使用 `` tool`` " +"关键字, 您可以在编辑器中运行任何游戏代码." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:154 msgid "|image5|" @@ -333,8 +334,8 @@ msgid "" "tools for its node-based programming system and for the rest of the " "interface.*" msgstr "" -"*RPG in a Box* 是一个用Godot 2制作的RPG体素编辑器.它使用Godot的UI工具来制作其" -"基于节点的编程系统和界面的其余部分." +"*RPG in a Box* 是一个用Godot 2制作的RPG体素编辑器. 它使用Godot的UI工具来制作" +"其基于节点的编程系统和界面的其余部分." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:160 msgid "" @@ -343,9 +344,9 @@ msgid "" "custom level editors, or create scripts with the same nodes and API you use " "in your projects." msgstr "" -"将 ``tool`` 关键字放在任何GDScript文件的顶部,它将在编辑器中运行.这使您可以导" -"入和导出插件,创建自定义级别编辑器之类的插件,或使用与项目中使用的相同的节点和" -"API来创建脚本." +"将 ``tool`` 关键字放在任何GDScript文件的顶部, 它将在编辑器中运行. 这使您可以" +"导入和导出插件, 创建自定义级别编辑器之类的插件, 或使用与项目中使用的相同的节" +"点和API来创建脚本." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:166 msgid "Separate 2D and 3D engines" @@ -358,5 +359,5 @@ msgid "" "can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " "your 3D world." msgstr "" -"Godot提供专门的2D和3D渲染引擎.因此,**2D场景的基本单位是像素.** 即使引擎是分开" -"的,您可以在3D渲染2D,在2D渲染3D,并在您的3D世界叠加2D精灵和界面." +"Godot提供专门的2D和3D渲染引擎. 因此, **2D场景的基本单位是像素.** 即使引擎是分" +"开的, 您可以在3D渲染2D, 在2D渲染3D, 并在您的3D世界叠加2D精灵和界面." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po index 485a1df878..1d2539119a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po index 2fa44805d7..47d338d239 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,17 +33,17 @@ msgid "" "be separated into any number of scenes. This provides you with a powerful " "tool that helps you organize the different components of your game." msgstr "" -"创建单个场景并向其中添加节点,这可能适用于小型项目,但随着项目规模和复杂度的增" -"长,节点数量可能很快变得无法管理.为了解决这个问题,Godot允许一个项目被分成许多" -"场景.这提供了一个强大的工具,有助于组织游戏的不同组件." +"创建单个场景并向其中添加节点, 这可能适用于小型项目, 但随着项目规模和复杂度的" +"增长, 节点数量可能很快变得无法管理. 为了解决这个问题,Godot允许一个项目被分成" +"许多场景. 这提供了一个强大的工具, 有助于组织游戏的不同组件." #: ../../docs/getting_started/step_by_step/instancing.rst:15 msgid "" "In :ref:`doc_scenes_and_nodes` you learned that a scene is a collection of " "nodes organized in a tree structure, with a single node as the tree root." msgstr "" -"在 :ref:`doc_scenes_and_nodes` 中,你已了解场景是一个以树结构组织的节点的集合," -"并由单个节点作为树的根节点." +"在 :ref:`doc_scenes_and_nodes` 中, 你已了解场景是一个以树结构组织的节点的集" +"合, 并由单个节点作为树的根节点." #: ../../docs/getting_started/step_by_step/instancing.rst:20 msgid "" @@ -51,19 +51,19 @@ msgid "" "saved in this manner are called \"Packed Scenes\" and have a ``.tscn`` " "filename extension." msgstr "" -"可以创建任意多的场景并将其保存到磁盘.以这种方式保存的场景被称为\"打包场景\"," -"并会有个 ``.tscn`` 扩展名." +"可以创建任意多的场景并将其保存到磁盘. 以这种方式保存的场景被称为 \"打包场景" +"\", 并会有个 ``.tscn`` 扩展名." #: ../../docs/getting_started/step_by_step/instancing.rst:26 msgid "" "Once a scene has been saved, it can be instanced into another scene as if it " "were any other node." msgstr "" -"一旦场景被保存,它就可以被实例化到另一个场景中,就像它是任何其他节点一样." +"一旦场景被保存, 它就可以被实例化到另一个场景中, 就像它是任何其他节点一样." #: ../../docs/getting_started/step_by_step/instancing.rst:31 msgid "In the above picture, Scene B was added to Scene A as an instance." -msgstr "在上面的图片中,场景B作为实例被添加到A中." +msgstr "在上面的图片中, 场景B作为实例被添加到A中." #: ../../docs/getting_started/step_by_step/instancing.rst:34 msgid "Instancing by example" @@ -74,7 +74,7 @@ msgid "" "To learn how instancing works, let's start by downloading a sample project: :" "download:`instancing.zip <files/instancing.zip>`." msgstr "" -"要了解实例化如何工作,我们先下载一个示例项目: :download:`instancing.zip " +"要了解实例化如何工作, 我们先下载一个示例项目: :download:`instancing.zip " "<files/instancing.zip>`." #: ../../docs/getting_started/step_by_step/instancing.rst:39 @@ -82,8 +82,8 @@ msgid "" "Unzip this project anywhere you like. Then open Godot and add this project " "to the project manager using the 'Import' button:" msgstr "" -"解压该项目到任意位置.然后打开Godot,用 :menuselection:`导入(Import)` 按钮将项" -"目添加到到项目管理器中:" +"解压该项目到任意位置. 然后打开Godot, 用 :menuselection:`导入(Import)` 按钮将" +"项目添加到到项目管理器中:" #: ../../docs/getting_started/step_by_step/instancing.rst:44 msgid "" @@ -91,8 +91,8 @@ msgid "" "can find inside it. After doing this, the new project will appear on the " "list of projects. Edit the project by pressing the 'Edit' button." msgstr "" -"浏览到解压到的文件夹,然后打开可以在其中找到 ``project.godot`` 文件.执行此操作" -"后,新项目将显示在项目列表中.按 :menuselection:`编辑(Edit)` 按钮编辑项目." +"浏览到解压到的文件夹, 然后打开可以在其中找到 ``project.godot`` 文件. 执行此操" +"作后, 新项目将显示在项目列表中. 按 :menuselection:`编辑(Edit)` 按钮编辑项目." #: ../../docs/getting_started/step_by_step/instancing.rst:48 msgid "" @@ -102,12 +102,12 @@ msgid "" "with (using :ref:`StaticBody2D <class_StaticBody2D>`)." msgstr "" "该项目包含两个场景:``Ball.tscn`` 和 ``Main.tscn``. ball 场景使用 :ref:" -"`RigidBody2D <class_RigidBody2D>` 来提供物理行为,而主场景有一组用于与球碰撞的" -"障碍物(使用 :ref:`StaticBody2D <class_StaticBody2D>`)." +"`RigidBody2D <class_RigidBody2D>` 来提供物理行为, 而主场景有一组用于与球碰撞" +"的障碍物(使用 :ref:`StaticBody2D <class_StaticBody2D>`)." #: ../../docs/getting_started/step_by_step/instancing.rst:57 msgid "Open the ``Main`` scene, and then select the root node:" -msgstr "打开 ``Main`` 场景,然后选择根节点:" +msgstr "打开 ``Main`` 场景, 然后选择根节点:" #: ../../docs/getting_started/step_by_step/instancing.rst:61 msgid "" @@ -115,8 +115,9 @@ msgid "" "Click the \"link\"-shaped button (its hover-text says \"Instance a scene " "file as a Node.\") and select the ``Ball.tscn`` file." msgstr "" -"我们要添加一个 ``Ball`` 场景的实例,作为 ``Main`` 场景的子节点.点击\"链接\"形" -"状的按钮(悬浮框写着 ``实例化场景文件作为节点.``)然后选择 ``Ball.tscn`` 文件." +"我们要添加一个 ``Ball`` 场景的实例, 作为 ``Main`` 场景的子节点. 点击 \"链接" +"\" 形状的按钮(悬浮框写着 ``实例化场景文件作为节点.``)然后选择 ``Ball.tscn`` " +"文件." #: ../../docs/getting_started/step_by_step/instancing.rst:67 msgid "" @@ -124,12 +125,12 @@ msgid "" "``(0, 0)`` in screen coordinates). Click and drag the ball somewhere near " "the top-center of the scene:" msgstr "" -"这个球会被放置在屏幕区域的左上角(即屏幕坐标 ``(0, 0)``).点击并将球拖到场景顶" +"这个球会被放置在屏幕区域的左上角(即屏幕坐标 ``(0, 0)``). 点击并将球拖到场景顶" "部中心附近的某处:" #: ../../docs/getting_started/step_by_step/instancing.rst:73 msgid "Press \"Play\" and watch the ball fall to the bottom of the screen:" -msgstr "按下 :menuselection:`运行(Play)`,会看到球落到场景底部:" +msgstr "按下 :menuselection:`运行(Play)`, 会看到球落到场景底部:" #: ../../docs/getting_started/step_by_step/instancing.rst:78 msgid "Multiple instances" @@ -141,12 +142,12 @@ msgid "" "\"Instance\" button again, or by clicking on the ball instance and pressing :" "kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate it:" msgstr "" -"你可以在一个场景中添加任意数量的实例,可以再次使用 \"实例化\"按钮,也可以点击球" -"的实例,然后按 :kbd:`Ctrl + D`(MacOS上按 :kbd:`Cmd + D`)复制它:" +"你可以在一个场景中添加任意数量的实例, 可以再次使用 \"实例化\" 按钮, 也可以点" +"击球的实例, 然后按 :kbd:`Ctrl + D`(MacOS上按 :kbd:`Cmd + D`)复制它:" #: ../../docs/getting_started/step_by_step/instancing.rst:86 msgid "Run the scene again and all of the balls will fall." -msgstr "再次运行场景,这些球都会落下来." +msgstr "再次运行场景, 这些球都会落下来." #: ../../docs/getting_started/step_by_step/instancing.rst:91 msgid "Editing instances" @@ -166,8 +167,8 @@ msgid "" "bouncy. Because the instanced balls are based on the saved scene, changes to " "that scene will affect all instances." msgstr "" -"按下 :menuselection:`播放(Play)`,请注意现在所有被实例化的球会变得更有弹性.因" -"为被实例化的球基于保存过的场景,更改该场景会影响所有实例." +"按下 :menuselection:`播放(Play)`, 请注意现在所有被实例化的球会变得更有弹性. " +"因为被实例化的球基于保存过的场景, 更改该场景会影响所有实例." #: ../../docs/getting_started/step_by_step/instancing.rst:102 msgid "" @@ -178,10 +179,10 @@ msgid "" "Inspector dock and select \"Make Sub-Resources Unique\". Set its ``Bounce`` " "to ``1`` and press \"Play\"." msgstr "" -"也可以只调整个别实例. 先将 ``Bounce`` 设回 ``0`` ,然后在 ``Main`` 场景中,选择" -"一个要修改的球. 默认情况下在实例间共享同一个 ``PhysicsMaterial`` 这样的资源," -"因此修改前需要使其独立于其他实例. 点击属性面板右上方的工具按钮,选择\"转为独立" -"子资源\",并将 ``Bounce`` 设置为 ``1`` ,测试修改后的效果." +"也可以只调整个别实例. 先将 ``Bounce`` 设回 ``0`` , 然后在 ``Main`` 场景中, 选" +"择一个要修改的球. 默认情况下在实例间共享同一个 ``PhysicsMaterial`` 这样的资" +"源, 因此修改前需要使其独立于其他实例. 点击属性面板右上方的工具按钮, 选择 \"转" +"为独立子资源\", 并将 ``Bounce`` 设置为 ``1`` , 测试修改后的效果." #: ../../docs/getting_started/step_by_step/instancing.rst:111 msgid "" @@ -192,9 +193,9 @@ msgid "" "Pressing the revert button will restore the property to the value in the " "saved scene." msgstr "" -"可以注意到调整后的属性旁边有一个 :menuselection:`还原(revert)` 按钮.当这个按" -"钮出现,意味着修改了这个实例化场景属性,覆盖了它原有的值.即便再次修改原场景的属" -"性,它的值也会保持不变.按下还原按钮将会把属性值还原为原场景设定值." +"可以注意到调整后的属性旁边有一个 :menuselection:`还原(revert)` 按钮. 当这个按" +"钮出现, 意味着修改了这个实例化场景属性, 覆盖了它原有的值. 即便再次修改原场景" +"的属性, 它的值也会保持不变. 按下还原按钮将会把属性值还原为原场景设定值." #: ../../docs/getting_started/step_by_step/instancing.rst:119 msgid "Conclusion" @@ -206,5 +207,5 @@ msgid "" "object. It is also possible to create instances in code by using GDScript, " "see :ref:`doc_instancing_continued`." msgstr "" -"当您想创建同一对象的多个副本时,实例化会非常有用.您也可以使用GDScript创建实例" -"(请参阅 :ref:`doc_scripting_continued`)." +"当您想创建同一对象的多个副本时, 实例化会非常有用. 您也可以使用GDScript创建实" +"例(请参阅 :ref:`doc_scripting_continued`)." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index cb4fa1262b..9f6e51bd1e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,11 +27,11 @@ msgstr "概要" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:9 msgid "Instancing has many handy uses. At a glance, with instancing you have:" -msgstr "实例化有许多方便的用途. 一目了然,通过实例化您拥有:" +msgstr "实例化有许多方便的用途. 一目了然, 通过实例化您拥有:" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:11 msgid "The ability to subdivide scenes and make them easier to manage." -msgstr "细分场景,使它们更易于管理的能力." +msgstr "细分场景, 使它们更易于管理的能力." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:12 msgid "A tool to manage and edit multiple node instances at once." @@ -53,7 +53,7 @@ msgid "" "as an excellent design language. This distinguishes Godot from all the other " "engines out there. Godot was designed from the ground up around this concept." msgstr "" -"但实例化场景带来的最大优势在于它可以作为一种优秀的设计语言.这将Godot与其它所" +"但实例化场景带来的最大优势在于它可以作为一种优秀的设计语言. 这将Godot与其它所" "有引擎区分开来.Godot就是围绕这个概念从头开始设计的." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:24 @@ -64,13 +64,13 @@ msgid "" "the visible elements in your game, the ones that can be named not just by a " "programmer, but by anyone." msgstr "" -"在使用Godot制作游戏时,推荐的方法是忽略大多数常见的设计模式,如MVC或实体关系图," -"而是以更自然的方式思考场景. 首先想象一下游戏中可见的元素,这些元素可以由任何人" -"而非仅仅是由程序员命名." +"在使用Godot制作游戏时, 推荐的方法是忽略大多数常见的设计模式, 如MVC或实体关系" +"图, 而是以更自然的方式思考场景. 首先想象一下游戏中可见的元素, 这些元素可以由" +"任何人而非仅仅是由程序员命名." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:30 msgid "For example, here's how a simple shooter game could be imagined:" -msgstr "例如,这是一个简单的射击游戏可以想象的方式:" +msgstr "例如, 这是一个简单的射击游戏可以想象的方式:" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:34 msgid "" @@ -78,8 +78,8 @@ msgid "" "down the parts of the game that you can visualize, and then add arrows to " "represent ownership of one component by another." msgstr "" -"对于几乎任何类型的游戏,都可以想出这样的图表.写下游戏可以看见的部分,然后添加箭" -"头以表示组件之间的从属关系." +"对于几乎任何类型的游戏, 都可以想出这样的图表. 写下游戏可以看见的部分, 然后添" +"加箭头以表示组件之间的从属关系." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:38 msgid "" @@ -88,8 +88,8 @@ msgid "" "instancing (either by code or directly in the editor) for the ownership " "relationships." msgstr "" -"一旦得到这样的图,制作游戏的推荐过程就是为图中列出的每个元素创建一个场景.使用" -"实例化(通过代码或直接在编辑器中)实现从属关系." +"一旦得到这样的图, 制作游戏的推荐过程就是为图中列出的每个元素创建一个场景. 使" +"用实例化(通过代码或直接在编辑器中)实现从属关系." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:42 msgid "" @@ -101,16 +101,16 @@ msgid "" "design based on scene instantiation means little other architectural code is " "needed." msgstr "" -"在编程游戏(或一般软件)上花费的大量时间主要用于设计架构并使游戏组件适合该架构." -"基于场景的设计取代了这种方法,使开发更快、更直接,允许专注于游戏逻辑本身.因为大" -"多数游戏组件直接映射到场景,所以使用基于场景实例化的设计意味着需要很少的其他架" -"构代码." +"在编程游戏(或一般软件)上花费的大量时间主要用于设计架构并使游戏组件适合该架" +"构. 基于场景的设计取代了这种方法, 使开发更快, 更直接, 允许专注于游戏逻辑本" +"身. 因为大多数游戏组件直接映射到场景, 所以使用基于场景实例化的设计意味着需要" +"很少的其他架构代码." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:48 msgid "" "Let's take a look at one more, somewhat more complex, example of an open-" "world type game with lots of assets and nested elements:" -msgstr "我们来看看另一个更复杂的开放世界类游戏的示例,它有很多素材和嵌套元素:" +msgstr "我们来看看另一个更复杂的开放世界类游戏的示例, 它有很多素材和嵌套元素:" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:53 msgid "" @@ -119,8 +119,9 @@ msgid "" "(also scenes) in them. Later, we could make a house scene, connecting rooms " "to make up its interior." msgstr "" -"看看房间(Room)元素. 比方说,我们从这里开始.可以制作几个不同的房间场景,其中包括" -"不同的家具(也包括场景).之后,可以制作房屋(House)场景,连通房间以构成其内部." +"看看房间(Room)元素. 比方说, 我们从这里开始. 可以制作几个不同的房间场景, 其中" +"包括不同的家具(也包括场景). 之后, 可以制作房屋(House)场景, 连通房间以构成其内" +"部." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:58 msgid "" @@ -128,8 +129,8 @@ msgid "" "houses. Then, we could start working on the world map terrain, adding the " "citadel onto it." msgstr "" -"然后,可以制作一个由许多实例化的房屋组成的城堡(Citadel)场景.接着,可以开始做世" -"界地图地形(Terrain),并将城堡添加进去." +"然后, 可以制作一个由许多实例化的房屋组成的城堡(Citadel)场景. 接着, 可以开始做" +"世界地图地形(Terrain), 并将城堡添加进去." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:62 msgid "" @@ -137,8 +138,8 @@ msgid "" "them to the citadel as well. As a result, they would be indirectly added to " "the overall game world." msgstr "" -"之后,可以创建代表守卫(和其他NPC)的场景,并将它们添加到城堡中.因此,它们将间接地" -"添加到整个游戏世界中." +"之后, 可以创建代表守卫(和其他NPC)的场景, 并将它们添加到城堡中. 因此, 它们将间" +"接地添加到整个游戏世界中." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:66 msgid "" @@ -149,10 +150,10 @@ msgid "" "designers, game designers, and animators, all working with the editor " "interface." msgstr "" -"使用Godot,就可以很容易地像这样迭代您的游戏,因为您需要做的就是创建和实例化更多" -"的场景.编辑器UI也被设计成对程序员和非程序员一样友好.一个典型的团队开发过程会" -"涉及2D或3D美术工作者、关卡设计师、游戏设计师、和动画师,他们都可以这个编辑器界" -"面工作." +"使用Godot, 就可以很容易地像这样迭代您的游戏, 因为您需要做的就是创建和实例化更" +"多的场景. 编辑器UI也被设计成对程序员和非程序员一样友好. 一个典型的团队开发过" +"程会涉及2D或3D美术工作者, 关卡设计师, 游戏设计师, 和动画师, 他们都可以这个编" +"辑器界面工作." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:73 msgid "Information overload!" @@ -164,8 +165,8 @@ msgid "" "However, the important part of this tutorial was to create an awareness of " "how scenes and instancing are used in real projects." msgstr "" -"很多进阶的信息全部同时掉到了你身上.然而,本教程最重要部分是建立一个如何在实际" -"项目中使用场景和实例化的意识." +"很多进阶的信息全部同时掉到了你身上. 然而, 本教程最重要部分是建立一个如何在实" +"际项目中使用场景和实例化的意识." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:79 msgid "" @@ -173,5 +174,5 @@ msgid "" "making games and putting these concepts into practice. For now, don't worry " "about it too much, and go on to the next tutorial!" msgstr "" -"一旦开始制作游戏并将这些概念付诸实践,这里讨论的所有内容都将成为你的第二天性." -"现在,不要太担心,继续下一个教程!" +"一旦开始制作游戏并将这些概念付诸实践, 这里讨论的所有内容都将成为你的第二天" +"性. 现在, 不要太担心, 继续下一个教程!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 066bef8260..a526233ef8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,13 +27,13 @@ msgid "" "the **Project Manager, docks, workspaces** and everything you need to know " "to get started with the engine." msgstr "" -"这篇教程将带你快速上手Godot的界面.我们将了解 **项目管理器、 停靠面板、 工作区" +"这篇教程将带你快速上手Godot的界面. 我们将了解 **项目管理器, 停靠面板, 工作区" "** 以及初步运用引擎须知的一切." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:10 msgid "" "You can `download Godot Engine here <https://godotengine.org/download/>`_." -msgstr "你可以 `在此处下载Godot引擎 <https://godotengine.org/download/>`_ ." +msgstr "你可以 `在此处下载Godot 引擎 <https://godotengine.org/download/>`_ ." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13 msgid "Project manager" @@ -45,16 +45,16 @@ msgid "" "Since you have no projects there will be a popup asking if you want to open " "the asset library, just click cancel, we'll look at it later." msgstr "" -"启动Godot后,你会首先看到项目管理器窗口.因为你目前还没有项目,所以会有一个弹窗," -"询问你是否想要打开素材库,点击取消即可,我们稍后再回来看这个东西." +"启动Godot后, 你会首先看到项目管理器窗口. 因为你目前还没有项目, 所以会有一个弹" +"窗, 询问你是否想要打开素材库, 点击取消即可, 我们稍后再回来看这个东西." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21 msgid "" "Now you should see the project manager. It lets you create, remove, import " "or play game projects." msgstr "" -"当启动Godot,看到的第一个窗口就是项目管理器.它允许创建、移除、导入或运行游戏项" -"目." +"当启动Godot, 看到的第一个窗口就是项目管理器. 它允许创建, 移除, 导入或运行游戏" +"项目." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26 msgid "" @@ -70,9 +70,9 @@ msgid "" "downloading click install and choose where you want the project to go. You " "can learn more about it in :ref:`doc_what_is_assetlib`." msgstr "" -"在 **模板** 选项卡里,你可以从素材库中下载开源的项目模板和示例来帮助你快速入" -"门.只需选择你想要的模板或示例,然后点击下载.下载完成后,点击安装并选择项目存储" -"路径.更多相关内容我们会在 :ref:`doc_what_is_assetlib` 中学习." +"在 **模板** 选项卡里, 你可以从素材库中下载开源的项目模板和示例来帮助你快速入" +"门. 只需选择你想要的模板或示例, 然后点击下载. 下载完成后, 点击安装并选择项目" +"存储路径. 更多相关内容我们会在 :ref:`doc_what_is_assetlib` 中学习." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:40 msgid "Create or import a project" @@ -84,15 +84,15 @@ msgid "" "you give it a name, choose an empty folder on your computer to save it to, " "and choose a renderer." msgstr "" -"要创建新项目,点击右侧的 ``新建项目`` 按钮.为其命名并在计算机上选择一个空文件" -"夹来保存它,最后选择一个渲染器." +"要创建新项目, 点击右侧的 ``新建项目`` 按钮. 为其命名并在计算机上选择一个空文" +"件夹来保存它, 最后选择一个渲染器." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48 msgid "" "Click the Browse button to open Godot's file browser and pick a location or " "type the folder's path in the Project Path field." msgstr "" -"点击浏览按钮,打开Godot文件浏览器并选择位置.或者直接在项目路径字段输入目录路" +"点击浏览按钮, 打开Godot文件浏览器并选择位置. 或者直接在项目路径字段输入目录路" "径." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:53 @@ -102,8 +102,8 @@ msgid "" "project name and an empty folder will be created with that name for the " "project." msgstr "" -"当看到右侧出现绿色的勾,表示引擎检测到了一个空文件夹.你也可以点击项目名称旁边" -"的 ``创建``按钮 ,Godot会创建项目并在编辑器打开它." +"当看到右侧出现绿色的勾, 表示引擎检测到了一个空文件夹.你也可以点击项目名称旁" +"边的 ``创建`` 按钮 ,Godot会创建项目并在编辑器打开它." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:57 msgid "" @@ -113,23 +113,24 @@ msgid "" "details. Note that you can change the backend from the project settings if " "you change your mind later on. For this tutorial either backend is fine." msgstr "" -"在这个步骤你可以选择渲染后端(OpenGL ES 3.0 或者 OpenGL ES 2.0).两者的优缺点已" -"经列出帮助你做出选择,详细内容请参考 :ref:`doc_gles2_gles3_differences` 你也可" -"以在之后任何时候通过项目设置面板来更改渲染后端.对于本样例内容,两者任选其一都" -"是ok的." +"在这个步骤你可以选择渲染后端(OpenGL ES 3.0 或者 OpenGL ES 2.0). 两者的优缺点" +"已经列出帮助你做出选择, 详细内容请参考 :ref:`doc_gles2_gles3_differences` 你" +"也可以在之后任何时候通过项目设置面板来更改渲染后端. 对于本样例内容, 两者任选" +"其一都是ok的." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63 msgid "" "Once you are done click ``Create & Edit``. Godot will create the project for " "you and open it in the editor." -msgstr "当你完成之后,点击``创建 & 编辑``.引擎会帮你创建项目并在编辑器中打开." +msgstr "" +"当你完成之后, 点击 ``创建 & 编辑``. 引擎会帮你创建项目并在编辑器中打开." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:66 msgid "" "The next time you open the project manager, you'll see your new project in " "the list. Double click on it to open it in the editor." msgstr "" -"下次打开项目管理器的时候,就可以在列表里看到新项目了.双击它可以在编辑器打开." +"下次打开项目管理器的时候, 就可以在列表里看到新项目了. 双击它可以在编辑器打开." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:71 msgid "" @@ -137,12 +138,12 @@ msgid "" "Locate the folder that contains the project or the ``project.godot`` file to " "import and edit it." msgstr "" -"可以用类似方式导入已有项目.点击导入按钮,找到含有项目或 ``project.godot`` 文件" -"的目录就可以导入并编辑它了." +"可以用类似方式导入已有项目. 点击导入按钮, 找到含有项目或 ``project.godot`` 文" +"件的目录就可以导入并编辑它了." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77 msgid "When the folder path is correct, you'll see a green checkmark." -msgstr "如果目录路径正确,会看到绿色的对号." +msgstr "如果目录路径正确, 会看到绿色的对号." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82 msgid "Your first look at Godot's editor" @@ -154,14 +155,15 @@ msgid "" "interface with menus along the top of the interface and docks along the far " "extremes of the interface on either side of the viewport." msgstr "" -"欢迎来到戈多!打开项目后,您会看到编辑器的整个界面,顶部有菜单项,停靠在视窗顶端" -"处." +"欢迎来到戈多!打开项目后, 您会看到编辑器的整个界面, 顶部有菜单项, 停靠在视窗顶" +"端处." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:90 msgid "" "At the top, from left to right, you can see the **main menus**, the " "**workspaces**, and the **playtest buttons**." -msgstr "在顶部,从左到右,可以看到 **主菜单** 、**工作区** 以及 **各调试按钮** ." +msgstr "" +"在顶部, 从左到右, 可以看到 **主菜单** , **工作区** 以及 **各调试按钮** ." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93 msgid "" @@ -172,7 +174,7 @@ msgstr "**文件系统面板** 是您管理项目文件和资产的地方." msgid "" "The **Scene dock** lists the active scene's content and the **Inspector** " "allows for the management of the properties of a scene's content." -msgstr "**场景面板**列出了活动场景的内容,**检视器**用于管理场景内容的属性." +msgstr "**场景面板** 列出了活动场景的内容, **检视器** 用于管理场景内容的属性." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102 msgid "" @@ -180,8 +182,8 @@ msgid "" "to move, scale or lock your scene's objects. It changes as you jump to " "different workspaces." msgstr "" -"中间上方有 **工具栏**,你可以用它移动、缩放或锁定你的场景物件.它会随着工作区的" -"不同而切换." +"中间上方有 **工具栏** , 你可以用它移动, 缩放或锁定你的场景物件. 它会随着工作" +"区的不同而切换." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:108 msgid "" @@ -189,8 +191,8 @@ msgid "" "editor, the audio mixer… They are wide and can take precious space. That's " "why they're folded by default." msgstr "" -"**底部面板** 有输出、调试器、音频、动画,它们比较宽,会占用宝贵的空间.所以它们" -"默认是折叠状态." +"**底部面板** 有输出, 调试器, 音频, 动画, 它们比较宽, 会占用宝贵的空间. 所以它" +"们默认是折叠状态." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115 msgid "The workspaces" @@ -199,49 +201,48 @@ msgstr "工作区" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117 msgid "" "You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib." -msgstr "可以在顶部看到有四个工作区按钮:2D、3D、脚本和素材库." +msgstr "可以在顶部看到有四个工作区按钮:2D, 3D, 脚本和素材库." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -#, fuzzy msgid "" "You'll use the **2D workspace** for all types of games. In addition to 2D " "games, the 2D workspace is where you'll build your interfaces. Press :kbd:" "`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it." msgstr "" -"对所有类型的游戏都需要使用 **2D 工作区** .除了用于2D游戏外,也是构建UI界面的地" -"方.按 :kbd:`F1`(或 :kbd:`Alt + 1`在macOS上) 访问它." +"对所有类型的游戏都需要使用 **2D 工作区** . 除了用于2D游戏外, 也是构建UI界面的" +"地方. 按 :kbd:`F1` (或 :kbd:`Alt + 1` 在macOS上) 访问它." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -#, fuzzy msgid "" "In the **3D workspace**, you can work with meshes, lights, and design levels " "for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access " "it." msgstr "" -"在**3D工作区**中,你可以使用网格、灯光,并设计3D游戏的关卡.按 :kbd:`F2`(或 :" -"kbd:`Alt + 2`在macOS上)进入." +"在 **3D工作区** 中, 你可以使用网格, 灯光, 并设计3D游戏的关卡. 按 :kbd:`F2` " +"(或 :kbd:`Alt + 2` 在macOS上)进入." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "" "Notice the perspective button under the toolbar, it opens a list of options " "related to the 3D viewport." -msgstr "注意工具栏下的透视图按钮,它会打开一个与3D视图相关的选项列表." +msgstr "注意工具栏下的透视图按钮, 它会打开一个与3D视图相关的选项列表." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136 msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**." -msgstr "更多关于 **3D 工作区** 的细节,请查看 :ref:`doc_introduction_to_3d`." +msgstr "更多关于 **3D 工作区** 的细节, 请查看 :ref:`doc_introduction_to_3d`." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138 #, fuzzy msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" -"**Script**工作区是一个完整的代码编辑器,具有调试、自动补全和内置的代码参考等." -"按 :kbd:`F3`(或 :kbd:`Alt + 3`在macOS上)进入,按 :kbd:`Shift + F1`搜索引用." +"**Script** 工作区是一个完整的代码编辑器,具有调试器、丰富的自动完成功能和内置" +"代码引用。按 :kbd:`Ctrl + F3`(或 :kbd:`Alt + 3` 在macOS上)访问它,按 :kbd:" +"`Shift + F1` 来搜索引用。" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 msgid "" @@ -249,26 +250,26 @@ msgid "" "signal in the engine while you are writing a script, press the \"Search Help" "\" button at the top right of the Script workspace." msgstr "" -"要在编写脚本时,搜索引擎中的类、方法、属性、常量或信号的信息,请使用脚本工作区" -"右上方的 \"搜索帮助 \"按钮." +"要在编写脚本时, 搜索引擎中的类, 方法, 属性, 常量或信号的信息, 请使用脚本工作" +"区右上方的 \"搜索帮助\" 按钮." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150 msgid "" "A new window will pop up. Search for the item that you want to find " "information about." -msgstr "会弹出一个新窗口,以便查找你所需的信息." +msgstr "会弹出一个新窗口, 以便查找你所需的信息." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:155 msgid "" "Click on the item you are looking for and press open. The documentation for " "the item will be displayed in the script workspace." -msgstr "单击要查找的项目,然后按\"打开\".项目的文档将显示在脚本工作区中." +msgstr "单击要查找的项目, 然后按 \"打开\". 项目的文档将显示在脚本工作区中." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:160 msgid "" "Finally, the **AssetLib** is a library of free and open source add-ons, " "scripts and assets to use in your projects." -msgstr "最后, **素材库** 是一个免费的插件、脚本、资源仓库,可用于项目." +msgstr "最后, **素材库** 是一个免费的插件, 脚本, 资源仓库, 可用于项目." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:164 msgid "Modify the interface" @@ -280,12 +281,12 @@ msgid "" "multiple screens although you can work with an external code editor like " "Atom or Visual Studio Code for instance." msgstr "" -"Godot的界面存在于单一窗口中.不能把它拆分到多个屏幕中,不过可以使用外置的代码编" -"辑器如Atom或Visual Studio一起工作." +"Godot的界面存在于单一窗口中. 不能把它拆分到多个屏幕中, 不过可以使用外置的代码" +"编辑器如Atom或Visual Studio一起工作." #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:171 msgid "Move and resize docks" -msgstr "移动、重新调整面板尺寸" +msgstr "移动, 重新调整面板尺寸" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:173 msgid "" @@ -303,5 +304,5 @@ msgid "" "Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and " "feel of the editor." msgstr "" -"进入 ``Editor(编辑器)`` 菜单和 ``Editor Settings(编辑器设置)`` ,对编辑器的外" +"进入 ``Editor(编辑器)`` 菜单和 ``Editor Settings(编辑器设置)`` , 对编辑器的外" "观和感觉进行微调." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po index 58b51bfe8f..60a7cf2069 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "features rely on it. There is another datatype that is just as important: :" "ref:`Resource <class_Resource>`." msgstr "" -"在本教程之前,我们重点研究Godot中的 :ref:`Node <class_Node>` 类,因为它是您用来" -"编码行为的类,并且引擎的大多数功能都依赖于该类.还有另一个同样重要的数据类型: :" -"ref:`Resource <class_Resource>`." +"在本教程之前, 我们重点研究Godot中的 :ref:`Node <class_Node>` 类, 因为它是您用" +"来编码行为的类, 并且引擎的大多数功能都依赖于该类. 还有另一个同样重要的数据类" +"型: :ref:`Resource <class_Resource>`." #: ../../docs/getting_started/step_by_step/resources.rst:15 msgid "" @@ -43,8 +43,8 @@ msgid "" "containers**. They don't do anything on their own: instead, nodes use the " "data contained in resources." msgstr "" -"*节点* 为您提供功能:它们绘制精灵、3D模型、模拟物理、排列用户界面等.**资源** " -"是 **数据容器**.它们自己不能做任何事情:而是,节点使用资源中包含的数据." +"*节点* 为您提供功能: 它们绘制精灵, 3D模型, 模拟物理, 排列用户界面等. **资源" +"** 是 **数据容器** . 它们自己不能做任何事情: 而是, 节点使用资源中包含的数据." #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" @@ -55,12 +55,11 @@ msgid "" "<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font " "<class_Font>`, :ref:`Translation <class_Translation>`." msgstr "" -"Godot从磁盘保存或加载的任何内容都是一种资源.无论它是场景( ``.tscn`` 或 ``." -"scn`` 文件)、图像、脚本……这是一些 ``资源`` 示例: :ref:`Texture " -"<class_Texture>`、 :ref:`Script <class_Script>`、 :ref:`Mesh " -"<class_Mesh>`、 :ref:`Animation <class_Animation>`、 :ref:`AudioStream " -"<class_AudioStream>`、 :ref:`Font <class_Font>`、 :ref:`Translation " -"<class_Translation>`." +"Godot从磁盘保存或加载的任何内容都是一种资源. 无论它是场景( ``.tscn`` 或 ``." +"scn`` 文件), 图像, 脚本……这是一些 ``资源`` 示例: :ref:`Texture " +"<class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh <class_Mesh>`, :" +"ref:`Animation <class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :" +"ref:`Font <class_Font>`, :ref:`Translation <class_Translation>`." #: ../../docs/getting_started/step_by_step/resources.rst:26 msgid "" @@ -69,8 +68,8 @@ msgid "" "again will return the same copy every time. As resources only contain data, " "there is no need to duplicate them." msgstr "" -"当引擎从磁盘加载资源时,**它只加载一次**.如果该资源的副本已在内存中,则每次尝试" -"再次加载该资源将返回相同的副本.由于资源只包含数据,因此无需复制它们." +"当引擎从磁盘加载资源时, **它只加载一次** . 如果该资源的副本已在内存中, 则每次" +"尝试再次加载该资源将返回相同的副本. 由于资源只包含数据, 因此无需复制它们." #: ../../docs/getting_started/step_by_step/resources.rst:31 msgid "" @@ -79,9 +78,9 @@ msgid "" "these types can become a resource. This means that both nodes and resources " "can contain resources as properties:" msgstr "" -"每个对象(无论是节点还是资源)都可以导出属性.属性有很多类型,例如String、" -"integer、Vector2等,并且任何这些类型都可以成为资源.这意味着节点和资源都可以包" -"含资源以作为属性:" +"每个对象(无论是节点还是资源)都可以导出属性. 属性有很多类型, 例如String, " +"integer, Vector2等, 并且任何这些类型都可以成为资源. 这意味着节点和资源都可以" +"包含资源以作为属性:" #: ../../docs/getting_started/step_by_step/resources.rst:39 msgid "External vs built-in" @@ -89,24 +88,24 @@ msgstr "外部与内置" #: ../../docs/getting_started/step_by_step/resources.rst:41 msgid "There are two ways to save resources. They can be:" -msgstr "有两种保存资源的方法.它们是:" +msgstr "有两种保存资源的方法. 它们是:" #: ../../docs/getting_started/step_by_step/resources.rst:43 msgid "**External** to a scene, saved on the disk as individual files." -msgstr "**外部**,对于场景,作为单独文件保存在磁盘上." +msgstr "**外部** , 对于场景, 作为单独文件保存在磁盘上." #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" "**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " "attached to." -msgstr "**内置**,保存在\".tscn \"或它们所附的\".scn \"文件内." +msgstr "**内置** , 保存在\".tscn \"或它们所附的\".scn \"文件内." #: ../../docs/getting_started/step_by_step/resources.rst:46 msgid "" "To be more specific, here's a :ref:`Texture <class_Texture>` in a :ref:" "`Sprite <class_Sprite>` node:" msgstr "" -"更具体地说,这是一个 :ref:`Sprite <class_Sprite>` 节点中的一个 :ref:`Texture " +"更具体地说, 这是一个 :ref:`Sprite <class_Sprite>` 节点中的一个 :ref:`Texture " "<class_Texture>`:" #: ../../docs/getting_started/step_by_step/resources.rst:51 @@ -122,9 +121,9 @@ msgid "" "file like this, it is an external resource. If you erase the path or this " "path is empty, it becomes a built-in resource." msgstr "" -"``Path`` 属性告诉我们资源来自何处.在这里,它来自一个叫 ``robi.png`` 的PNG图像." -"当资源来自这样的文件时,它属于外部资源.如果您去掉这个路径或此路径为空,则它将成" -"为内置资源." +"``Path`` 属性告诉我们资源来自何处. 在这里, 它来自一个叫 ``robi.png`` 的PNG图" +"像. 当资源来自这样的文件时, 它属于外部资源. 如果您去掉这个路径或此路径为空, " +"则它将成为内置资源." #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" @@ -132,15 +131,16 @@ msgid "" "scene. In the example above, if you erase the path ``\"res://robi.png\"`` " "and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" -"保存场景时,将在内置资源和外部资源之间进行切换.在上面的示例中,如果删除路径 ``" -"\"res://robi.png\"`` 并保存,Godot会将图像保存在 ``.tscn`` 场景文件中." +"保存场景时, 将在内置资源和外部资源之间进行切换. 在上面的示例中, 如果删除路径 " +"``\"res://robi.png\"`` 并保存,Godot会将图像保存在 ``.tscn`` 场景文件中." #: ../../docs/getting_started/step_by_step/resources.rst:66 msgid "" "Even if you save a built-in resource, when you instance a scene multiple " "times, the engine will only load one copy of it." msgstr "" -"即使您保存一个内置资源,当多次实例化一个场景时,引擎也只会加载该场景的一个副本." +"即使您保存一个内置资源, 当多次实例化一个场景时, 引擎也只会加载该场景的一个副" +"本." #: ../../docs/getting_started/step_by_step/resources.rst:70 msgid "Loading resources from code" @@ -150,7 +150,7 @@ msgstr "从代码中加载资源" msgid "" "There are two ways to load resources from code. First, you can use the " "``load()`` function anytime:" -msgstr "有两种方法可以从代码加载资源.首先,您可以随时使用 ``load()`` 函数:" +msgstr "有两种方法可以从代码加载资源. 首先, 您可以随时使用 ``load()`` 函数:" #: ../../docs/getting_started/step_by_step/resources.rst:90 msgid "" @@ -158,9 +158,9 @@ msgid "" "the file from disk and load it at compile-time. As a result, you cannot call " "preload with a variable path: you need to use a constant string." msgstr "" -"您也可以 ``预加载(preload)`` 资源.与 ``load`` 不同, ``preload`` 会从硬盘中读" -"取文件,并在编译时加载它.因此,您不能使用一个变量化的路径调用预加载:您需要使用" -"常量字符串." +"您也可以 ``预加载(preload)`` 资源. 与 ``load`` 不同, ``preload`` 会从硬盘中读" +"取文件, 并在编译时加载它. 因此, 您不能使用一个变量化的路径调用预加载: 您需要" +"使用常量字符串." #: ../../docs/getting_started/step_by_step/resources.rst:106 msgid "Loading scenes" @@ -172,15 +172,15 @@ msgid "" "resources of type :ref:`PackedScene <class_PackedScene>`. The scene is " "packed inside a resource." msgstr "" -"场景也是资源, 但也有一个陷阱.保存到磁盘的场景是 :ref:`PackedScene " -"<class_PackedScene>` 类型的资源.该场景被打包在资源内部." +"场景也是资源, 但也有一个陷阱. 保存到磁盘的场景是 :ref:`PackedScene " +"<class_PackedScene>` 类型的资源. 该场景被打包在资源内部." #: ../../docs/getting_started/step_by_step/resources.rst:112 msgid "" "To get an instance of the scene, you have to use the :ref:`PackedScene." "instance() <class_PackedScene_method_instance>` method." msgstr "" -"要获取场景的实例,您必须使用 :ref:`PackedScene.instance() " +"要获取场景的实例, 您必须使用 :ref:`PackedScene.instance() " "<class_PackedScene_method_instance>` 方法." #: ../../docs/getting_started/step_by_step/resources.rst:133 @@ -189,8 +189,8 @@ msgid "" "returns the root node of the scene. You can then add it as a child of any " "other node." msgstr "" -"此方法在场景的层次结构中创建节点,对其进行配置,然后返回场景的根节点.然后,您可" -"以将其添加为任何其他节点的子级." +"此方法在场景的层次结构中创建节点, 对其进行配置, 然后返回场景的根节点. 然后, " +"您可以将其添加为任何其他节点的子级." #: ../../docs/getting_started/step_by_step/resources.rst:137 msgid "" @@ -200,10 +200,10 @@ msgid "" "each time. Remember that, as always, images, meshes, etc. are all shared " "between the scene instances." msgstr "" -"该方法有几个优点.由于 :ref:`PackedScene.instance() " -"<class_PackedScene_method_instance>` 函数速度相当快,您可以创建新的敌人、子" -"弹、效果等,而无需每次都从磁盘再次加载它们.请记住,像往常一样,图像、网格等都是" -"在场景实例之间共享的." +"该方法有几个优点. 由于 :ref:`PackedScene.instance() " +"<class_PackedScene_method_instance>` 函数速度相当快, 您可以创建新的敌人, 子" +"弹, 效果等, 而无需每次都从磁盘再次加载它们. 请记住, 像往常一样, 图像, 网格等" +"都是在场景实例之间共享的." #: ../../docs/getting_started/step_by_step/resources.rst:144 msgid "Freeing resources" @@ -216,9 +216,9 @@ msgid "" "node, the engine frees all the resources it owns as well if no other node " "uses them." msgstr "" -"当 ``资源(Resource)`` 不再使用时,它将自动释放自己.由于在大多数情况下,资源包含" -"在节点中,因此当您释放节点时,如果没有其他节点使用该节点拥有的所有资源,则引擎也" -"会释放它们." +"当 ``资源(Resource)`` 不再使用时, 它将自动释放自己. 由于在大多数情况下, 资源" +"包含在节点中, 因此当您释放节点时, 如果没有其他节点使用该节点拥有的所有资源, " +"则引擎也会释放它们." #: ../../docs/getting_started/step_by_step/resources.rst:151 msgid "Creating your own resources" @@ -231,9 +231,9 @@ msgid "" "serialized text or binary data (\\*.tres, \\*.res). They also inherit the " "reference-counting memory management from the Reference type." msgstr "" -"像Godot中的任何Object一样,用户也可以编写资源脚本.资源脚本继承了object类属性和" -"序列化文本或二进制数据( ``*.tres`` , ``*.res`` )之间自由转换的能力.它们还从 " -"``Reference`` 类型继承引用计数内存管理." +"像Godot中的任何Object一样, 用户也可以编写资源脚本. 资源脚本继承了object类属性" +"和序列化文本或二进制数据( ``*.tres`` , ``*.res`` )之间自由转换的能力. 它们还" +"从 ``Reference`` 类型继承引用计数内存管理." #: ../../docs/getting_started/step_by_step/resources.rst:158 msgid "" @@ -244,17 +244,17 @@ msgid "" "ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`, and :ref:" "`Resource <class_Resource>` features:" msgstr "" -"与其他替代数据结构(如JSON、CSV或自定义TXT文件)相比,它具有许多明显的优势.用户" -"只能将这些资源导入为 :ref:`Dictionary <class_Dictionary>` (JSON)或要解析的 :" -"ref:`File <class_File>`.将资源区分开来的是它们对 :ref:`Object " -"<class_Object>`、 :ref:`Reference <class_Reference>`、和 :ref:`Resource " +"与其他替代数据结构(如JSON, CSV或自定义TXT文件)相比, 它具有许多明显的优势. 用" +"户只能将这些资源导入为 :ref:`Dictionary <class_Dictionary>` (JSON)或要解析" +"的 :ref:`File <class_File>`. 将资源区分开来的是它们对 :ref:`Object " +"<class_Object>`, :ref:`Reference <class_Reference>`, 和 :ref:`Resource " "<class_Resource>` 功能的继承:" #: ../../docs/getting_started/step_by_step/resources.rst:165 msgid "" "They can define constants, so constants from other data fields or objects " "are not needed." -msgstr "它们可以定义常量,因此不需要其他数据字段或对象中的常量." +msgstr "它们可以定义常量, 因此不需要其他数据字段或对象中的常量." #: ../../docs/getting_started/step_by_step/resources.rst:167 msgid "" @@ -263,19 +263,19 @@ msgid "" "Resource script's structure needs to change, the game using the Resource " "need not also change." msgstr "" -"它们可以定义方法,包括属性的 ``setter/getter`` 方法.这允许对基础数据进行抽象和" -"封装.如果资源脚本的结构需要更改,则使用资源的游戏则不必更改." +"它们可以定义方法, 包括属性的 ``setter/getter`` 方法. 这允许对基础数据进行抽象" +"和封装. 如果资源脚本的结构需要更改, 则使用资源的游戏则不必更改." #: ../../docs/getting_started/step_by_step/resources.rst:169 msgid "" "They can define signals, so Resources can trigger responses to changes in " "the data they manage." -msgstr "它们可以定义信号,因此 ``Resources`` 可以触发对所管理数据更改的响应." +msgstr "它们可以定义信号, 因此 ``Resources`` 可以触发对所管理数据更改的响应." #: ../../docs/getting_started/step_by_step/resources.rst:171 msgid "" "They have defined properties, so users know 100% that their data will exist." -msgstr "它们具有已定义的属性,因此用户知道其数据将100%存在." +msgstr "它们具有已定义的属性, 因此用户知道其数据将100%存在." #: ../../docs/getting_started/step_by_step/resources.rst:173 msgid "" @@ -283,14 +283,14 @@ msgid "" "feature. Users do not need to implement custom logic to import/export a " "resource file's data." msgstr "" -"资源自动序列化和反序列化是一个Godot引擎的内置功能.用户无需实现自定义逻辑即可" +"资源自动序列化和反序列化是一个Godot引擎的内置功能. 用户无需实现自定义逻辑即可" "导入/导出资源文件的数据." #: ../../docs/getting_started/step_by_step/resources.rst:175 msgid "" "Resources can even serialize sub-Resources recursively, meaning users can " "design even more sophisticated data structures." -msgstr "资源甚至可以递归地序列化子资源,这意味着用户可以设计更复杂的数据结构." +msgstr "资源甚至可以递归地序列化子资源, 这意味着用户可以设计更复杂的数据结构." #: ../../docs/getting_started/step_by_step/resources.rst:177 msgid "" @@ -298,8 +298,8 @@ msgid "" "Upon exporting a game, Godot serializes resource files as binary files (\\*." "res) for increased speed and compression." msgstr "" -"用户可以将资源保存为版本控制友好的文本文件(``*.tres``).导出游戏后,Godot将资源" -"文件序列化为二进制文件(``*.res``),以提高速度和压缩率." +"用户可以将资源保存为版本控制友好的文本文件(``*.tres``). 导出游戏后,Godot将资" +"源文件序列化为二进制文件(``*.res``), 以提高速度和压缩率." #: ../../docs/getting_started/step_by_step/resources.rst:179 msgid "" @@ -308,9 +308,9 @@ msgid "" "their data. To do so, double-click the resource file in the FileSystem dock " "or click the folder icon in the Inspector and open the file in the dialog." msgstr "" -"Godot引擎的属性检查器开箱即用地渲染和编辑资源文件.这样,用户通常不需要实现自定" -"义逻辑即可可视化或编辑其数据.为此,请在文件系统停靠面板中双击资源文件,或在属性" -"检查器中点击文件夹图标,然后在对话框中打开该文件." +"Godot引擎的属性检查器开箱即用地渲染和编辑资源文件. 这样, 用户通常不需要实现自" +"定义逻辑即可可视化或编辑其数据. 为此, 请在文件系统停靠面板中双击资源文件, 或" +"在属性检查器中点击文件夹图标, 然后在对话框中打开该文件." #: ../../docs/getting_started/step_by_step/resources.rst:181 msgid "" @@ -326,8 +326,8 @@ msgid "" "Create a plain Resource object in the Inspector. This can even be a type " "that derives Resource, so long as your script is extending that type." msgstr "" -"在属性检查器面板中创建一个普通的 ``资源(Resources)`` 对象.只要您的脚本扩展了" -"该类型,它甚至可以是派生 ``资源(Resource)`` 的类型." +"在属性检查器面板中创建一个普通的 ``资源(Resources)`` 对象. 只要您的脚本扩展了" +"该类型, 它甚至可以是派生 ``资源(Resource)`` 的类型." #: ../../docs/getting_started/step_by_step/resources.rst:186 msgid "Set the ``script`` property in the Inspector to be your script." @@ -340,9 +340,9 @@ msgid "" "custom properties too! To save a resource from the Inspector, click the " "Inspector's tools menu (top right), and select \"Save\" or \"Save As...\"." msgstr "" -"现在,属性检查器将显示 ``资源(Resource)`` 脚本的自定义属性.如果编辑这些值并保" -"存资源,则属性检查器也会序列化自定义属性!要从属性检查器中保存资源,请点击属性" -"检查器的工具菜单(右上角),然后选择 ``保存`` 或 ``另存为...``." +"现在, 属性检查器将显示 ``资源(Resource)`` 脚本的自定义属性. 如果编辑这些值并" +"保存资源, 则属性检查器也会序列化自定义属性!要从属性检查器中保存资源, 请点击" +"属性检查器的工具菜单(右上角), 然后选择 ``保存`` 或 ``另存为...``." #: ../../docs/getting_started/step_by_step/resources.rst:193 msgid "" @@ -352,9 +352,9 @@ msgid "" "creation dialog. This will auto-add your script to the Resource object you " "create." msgstr "" -"如果脚本的语言支持 :ref:`脚本类型 <doc_scripting_continued_class_name>`,则可" -"以简化该过程.仅为脚本定义名称会将其添加到属性检查器的创建对话框.这会将脚本自" -"动添加到您创建的 ``资源(Resource)`` 对象中." +"如果脚本的语言支持 :ref:`脚本类型 <doc_scripting_continued_class_name>`, 则可" +"以简化该过程. 仅为脚本定义名称会将其添加到属性检查器的创建对话框. 这会将脚本" +"自动添加到您创建的 ``资源(Resource)`` 对象中." #: ../../docs/getting_started/step_by_step/resources.rst:198 msgid "Let's see some examples." @@ -368,10 +368,10 @@ msgid "" "ref:`EditorPlugin <class_EditorPlugin>` to create custom visualizations and " "editors for their data." msgstr "" -"``资源(Resource)`` 脚本类似于Unity的 ``ScriptableObjects``.属性检查器为自定义" -"资源提供内置支持.如果需要的话,用户甚至可以设计自己的基于 ``控制(Control)`` 的" -"工具脚本,并将它们与一个 :ref:`EditorPlugin <class_EditorPlugin>` 结合起来,以" -"为他们的数据创建自定义的可视化和编辑器." +"``资源(Resource)`` 脚本类似于Unity的 ``ScriptableObjects``. 属性检查器为自定" +"义资源提供内置支持. 如果需要的话, 用户甚至可以设计自己的基于 ``控制" +"(Control)`` 的工具脚本, 并将它们与一个 :ref:`EditorPlugin " +"<class_EditorPlugin>` 结合起来, 以为他们的数据创建自定义的可视化和编辑器." #: ../../docs/getting_started/step_by_step/resources.rst:283 msgid "" @@ -379,36 +379,36 @@ msgid "" "Resource scripts. DataTables are a String mapped to a custom struct, similar " "to a Dictionary mapping a String to a secondary custom Resource script." msgstr "" -"虚幻4引擎的数据表DataTables和CurveTable也很容易使用资源脚本重新创建.数据表" -"DataTables是映射到自定义结构的字符串,类似于将字符串映射到辅助自定义资源脚本的" -"字典." +"虚幻4引擎的数据表DataTables和CurveTable也很容易使用资源脚本重新创建. 数据表" +"DataTables是映射到自定义结构的字符串, 类似于将字符串映射到辅助自定义资源脚本" +"的字典." #: ../../docs/getting_started/step_by_step/resources.rst:319 msgid "" "Instead of just inlining the Dictionary values, one could also, " "alternatively..." -msgstr "不仅可以内联 ``字典(Dictionary)`` 值,还可以选择..." +msgstr "不仅可以内联 ``字典(Dictionary)`` 值, 还可以选择..." #: ../../docs/getting_started/step_by_step/resources.rst:321 msgid "" "Import a table of values from a spreadsheet and generate these key-value " "pairs, or..." -msgstr "从电子表格导入值表并生成这些键值对,或者..." +msgstr "从电子表格导入值表并生成这些键值对, 或者..." #: ../../docs/getting_started/step_by_step/resources.rst:323 msgid "" "Design a visualization within the editor and create a simple plugin that " "adds it to the Inspector when you open these types of Resources." msgstr "" -"在编辑器中设计可视化,并创建一个简单的插件,可在当您打开这些类型的 ``资源" -"(Resources)`` 时,将其添加到属性检查器中." +"在编辑器中设计可视化, 并创建一个简单的插件, 可在当您打开这些类型的 ``资源" +"(Resources)`` 时, 将其添加到属性检查器中." #: ../../docs/getting_started/step_by_step/resources.rst:326 msgid "" "CurveTables are the same thing, except mapped to an Array of float values or " "a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object." msgstr "" -"``CurveTables`` 是相同的东西,除了映射到一个浮点值数组或一个 :ref:`Curve " +"``CurveTables`` 是相同的东西, 除了映射到一个浮点值数组或一个 :ref:`Curve " "<class_Curve>`/ :ref:`Curve2D <class_Curve2D>` 资源对象之外." #: ../../docs/getting_started/step_by_step/resources.rst:331 @@ -420,10 +420,10 @@ msgid "" "keyword in GDScript) won't work. Godot will not serialize the custom " "properties on the script subclass properly." msgstr "" -"请注意,资源文件(``*.tres`` / ``*.res``)将在文件中存储它们使用的脚本的路径.加" -"载后,它们将获取并加载此脚本作为其类型的扩展.这意味着尝试指定一个子类,即脚本的" -"内部类(例如在GDScript中使用 ``class`` 关键字)将不起作用.Godot将无法正确序列化" -"脚本子类上的自定义属性." +"请注意, 资源文件(``*.tres`` / ``*.res``)将在文件中存储它们使用的脚本的路径. " +"加载后, 它们将获取并加载此脚本作为其类型的扩展. 这意味着尝试指定一个子类, 即" +"脚本的内部类(例如在GDScript中使用 ``class`` 关键字)将不起作用.Godot将无法正确" +"序列化脚本子类上的自定义属性." #: ../../docs/getting_started/step_by_step/resources.rst:337 msgid "" @@ -431,5 +431,5 @@ msgid "" "doesn't extend ``Resource``, and then determine that the script failed to " "load for the Resource object since the types are incompatible." msgstr "" -"在下面的示例中,Godot将加载 ``Node`` 脚本,并看到它没有扩展 ``Resource``,然后判" -"断脚本由于类型不兼容而无法为 ``资源(Resource)`` 对象加载." +"在下面的示例中,Godot将加载 ``Node`` 脚本, 并看到它没有扩展 ``Resource``, 然后" +"判断脚本由于类型不兼容而无法为 ``资源(Resource)`` 对象加载." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index bf8518cacb..6128b4f25e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#, fuzzy msgid "Using SceneTree" -msgstr "场景树" +msgstr "使用场景树SceneTree" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 msgid "Introduction" @@ -32,8 +31,8 @@ msgid "" "Scenes are collections of nodes. They become active once they enter the " "*scene tree*." msgstr "" -"在之前的教程中,所有内容都围绕节点的概念展开.场景是节点的集合.一旦进入 *场景树" -"*,它们就会被激活." +"在之前的教程中, 所有内容都围绕节点的概念展开. 场景是节点的集合. 一旦进入 *场" +"景树*, 它们就会被激活." #: ../../docs/getting_started/step_by_step/scene_tree.rst:14 msgid "MainLoop" @@ -46,8 +45,8 @@ msgid "" "Afterwards, all drivers, servers, scripting languages, scene system, etc are " "loaded." msgstr "" -"Godot内部的工作方式如下所示.有 :ref:`OS <class_OS>` 类,它是在开始时运行的唯一" -"实例.之后,加载所有驱动程序、服务、脚本语言、场景系统等." +"Godot内部的工作方式如下所示. 有 :ref:`OS <class_OS>` 类, 它是在开始时运行的唯" +"一实例. 之后, 加载所有驱动程序, 服务, 脚本语言, 场景系统等." #: ../../docs/getting_started/step_by_step/scene_tree.rst:21 msgid "" @@ -56,9 +55,9 @@ msgid "" "internals working (you can check main/main.cpp file in the source code if " "you are ever interested to see how this works internally)." msgstr "" -"初始化完成后,需要为 :ref:`OS <class_OS>` 提供一个 :ref:`MainLoop " -"<class_MainLoop>` 来运行.至此,所有这些都是内部工作(如果您有兴趣查看内部如何工" -"作,则可以在源代码中查看 ``main/main.cpp`` 文件)." +"初始化完成后, 需要为 :ref:`OS <class_OS>` 提供一个 :ref:`MainLoop " +"<class_MainLoop>` 来运行. 至此, 所有这些都是内部工作(如果您有兴趣查看内部如何" +"工作, 则可以在源代码中查看 ``main/main.cpp`` 文件)." #: ../../docs/getting_started/step_by_step/scene_tree.rst:27 msgid "" @@ -67,9 +66,9 @@ msgid "" "(physics-synchronized callback), and input. Again, this is low level and " "when making games in Godot, writing your own MainLoop seldom makes sense." msgstr "" -"用户程序或游戏将在 ``主循环(MainLoop)`` 中启动.该类具有一些方法,用于初始化、" -"空闲(帧同步回调)、固定(物理同步回调)、和输入.同样,这是低级的,并且在Godot中制" -"作游戏时,编写自己的 ``主循环(MainLoop)`` 意义不大." +"用户程序或游戏将在 ``主循环(MainLoop)`` 中启动. 该类具有一些方法, 用于初始" +"化, 空闲(帧同步回调), 固定(物理同步回调), 和输入. 同样, 这是低级的, 并且在" +"Godot中制作游戏时, 编写自己的 ``主循环(MainLoop)`` 意义不大." #: ../../docs/getting_started/step_by_step/scene_tree.rst:33 msgid "SceneTree" @@ -79,13 +78,13 @@ msgstr "场景树" msgid "" "One of the ways to explain how Godot works is that it's a high level game " "engine over a low level middleware." -msgstr "解释Godot的工作方式的一种方法是,它是基于低级中间件的高级游戏引擎." +msgstr "解释Godot的工作方式的一种方法是, 它是基于低级中间件的高级游戏引擎." #: ../../docs/getting_started/step_by_step/scene_tree.rst:38 msgid "" "The scene system is the game engine, while the :ref:`OS <class_OS>` and " "servers are the low level API." -msgstr "场景系统是游戏引擎,而 :ref:`OS <class_OS>` 和服务是底层API." +msgstr "场景系统是游戏引擎, 而 :ref:`OS <class_OS>` 和服务是底层API." #: ../../docs/getting_started/step_by_step/scene_tree.rst:41 msgid "" @@ -93,14 +92,14 @@ msgid "" "<class_SceneTree>`. This is automatically instanced and set when running a " "scene, no need to do any extra work." msgstr "" -"场景系统为OS提供了自己的主循环,即 :ref:`SceneTree <class_SceneTree>`.运行场景" -"时会自动实例化并设置该场景,无需执行任何其他工作." +"场景系统为OS提供了自己的主循环, 即 :ref:`SceneTree <class_SceneTree>`. 运行场" +"景时会自动实例化并设置该场景, 无需执行任何其他工作." #: ../../docs/getting_started/step_by_step/scene_tree.rst:46 msgid "" "It's important to know that this class exists because it has a few important " "uses:" -msgstr "重要的是要知道此类的存在,因为它有一些重要的用途:" +msgstr "重要的是要知道此类的存在, 因为它有一些重要的用途:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:49 msgid "" @@ -108,20 +107,20 @@ msgid "" "added as a child when it's first opened to become part of the *Scene Tree* " "(more on that next)." msgstr "" -"它包含根 :ref:`Viewport <class_Viewport>`,当场景第一次打开成为 *Scene Tree* " -"的一部分时,会将场景作为子级添加到其中(接下来会有更多)." +"它包含根 :ref:`Viewport <class_Viewport>`, 当场景第一次打开成为 *Scene Tree* " +"的一部分时, 会将场景作为子级添加到其中(接下来会有更多)." #: ../../docs/getting_started/step_by_step/scene_tree.rst:52 msgid "" "It contains information about the groups and has the means to call all nodes " "in a group or get a list of them." -msgstr "它包含有关编组的信息,并具有调用编组中所有节点或获取它们的列表的方法." +msgstr "它包含有关编组的信息, 并具有调用编组中所有节点或获取它们的列表的方法." #: ../../docs/getting_started/step_by_step/scene_tree.rst:54 msgid "" "It contains some global state functionality, such as setting pause mode or " "quitting the process." -msgstr "它包含一些全局状态功能,例如设置暂停模式或退出进程." +msgstr "它包含一些全局状态功能, 例如设置暂停模式或退出进程." #: ../../docs/getting_started/step_by_step/scene_tree.rst:57 msgid "" @@ -129,7 +128,7 @@ msgid "" "<class_SceneTree>` singleton can be obtained by calling :ref:`Node." "get_tree() <class_Node_method_get_tree>`." msgstr "" -"当节点是场景树的一部分时,可以通过调用 :ref:`Node.get_tree() " +"当节点是场景树的一部分时, 可以通过调用 :ref:`Node.get_tree() " "<class_Node_method_get_tree>` 获得 :ref:`SceneTree <class_SceneTree>` 单例." #: ../../docs/getting_started/step_by_step/scene_tree.rst:63 @@ -141,8 +140,8 @@ msgid "" "The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. " "From a node, it can be obtained in two different ways:" msgstr "" -"根 :ref:`Viewport <class_Viewport>` 始终位于场景的顶部.从一个节点,可以通过两" -"种不同的方式获得它:" +"根 :ref:`Viewport <class_Viewport>` 始终位于场景的顶部. 从一个节点, 可以通过" +"两种不同的方式获得它:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:80 msgid "" @@ -151,8 +150,8 @@ msgid "" "sense that the top of all nodes is always a node of this type otherwise " "nothing would be seen." msgstr "" -"此节点包含主视窗,默认情况下, :ref:`Viewport <class_Viewport>` 的任何子节点都" -"将绘制在其中,因此以Viewport作为根节点是有意义的,否则将看不到任何内容." +"此节点包含主视窗, 默认情况下, :ref:`Viewport <class_Viewport>` 的任何子节点都" +"将绘制在其中, 因此以Viewport作为根节点是有意义的, 否则将看不到任何内容." #: ../../docs/getting_started/step_by_step/scene_tree.rst:85 msgid "" @@ -160,8 +159,8 @@ msgid "" "and such), this one is the only one that is never created by the user. It's " "created automatically inside SceneTree." msgstr "" -"尽管可以在场景中创建其他视图(用于分屏效果等),但该视图是唯一不由用户创建的视" -"图.它是在 ``SceneTree`` 内部自动创建的." +"尽管可以在场景中创建其他视图(用于分屏效果等), 但该视图是唯一不由用户创建的视" +"图. 它是在 ``SceneTree`` 内部自动创建的." #: ../../docs/getting_started/step_by_step/scene_tree.rst:90 msgid "Scene tree" @@ -171,15 +170,15 @@ msgstr "场景树" msgid "" "When a node is connected, directly or indirectly, to the root viewport, it " "becomes part of the *scene tree*." -msgstr "当节点直接或间接连接到根视图时,它成为 *场景树* 的一部分." +msgstr "当节点直接或间接连接到根视图时, 它成为 *场景树* 的一部分." #: ../../docs/getting_started/step_by_step/scene_tree.rst:95 msgid "" "This means that as explained in previous tutorials, it will get the " "_enter_tree() and _ready() callbacks (as well as _exit_tree())." msgstr "" -"这意味着,如之前教程中所述,它将获得 ``_enter_tree()`` 和 ``_ready()`` 回调函数" -"(以及 ``_exit_tree()``)." +"这意味着, 如之前教程中所述, 它将获得 ``_enter_tree()`` 和 ``_ready()`` 回调函" +"数(以及 ``_exit_tree()``)." #: ../../docs/getting_started/step_by_step/scene_tree.rst:100 msgid "" @@ -188,9 +187,9 @@ msgid "" "receive and send notifications, play sounds, etc. When they are removed from " "the *scene tree*, they lose these abilities." msgstr "" -"当节点进入 *场景树* 时,它们将变为活动状态.它们可以访问需要处理的所有内容,获取" -"输入、显示2D和3D视觉效果、接收和发送通知、播放声音等.当它们从 *场景树* 中删除" -"时,它们将失去这些功能." +"当节点进入 *场景树* 时, 它们将变为活动状态. 它们可以访问需要处理的所有内容, " +"获取输入, 显示2D和3D视觉效果, 接收和发送通知, 播放声音等. 当它们从 *场景树* " +"中删除时, 它们将失去这些功能." #: ../../docs/getting_started/step_by_step/scene_tree.rst:106 msgid "Tree order" @@ -203,12 +202,12 @@ msgid "" "with a lower rank in the tree order will get notified before the current " "node." msgstr "" -"Godot中的大多数节点操作(例如绘制2D、处理、或获取通知)均以树顺序完成.这意味着" +"Godot中的大多数节点操作(例如绘制2D, 处理, 或获取通知)均以树顺序完成. 这意味着" "在树顺序中具有较低排名的父级和同胞将在当前节点之前得到通知." #: ../../docs/getting_started/step_by_step/scene_tree.rst:116 msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "\"变为活动状态\"通过进入 *场景树*" +msgstr "\"变为活动状态\" 通过进入 *场景树*" #: ../../docs/getting_started/step_by_step/scene_tree.rst:118 msgid "A scene is loaded from disk or created by scripting." @@ -220,8 +219,8 @@ msgid "" "child of the \"root\" Viewport (from SceneTree), or to any child or " "grandchild of it." msgstr "" -"该场景的根节点(只有一个根,还记得吗?)作为子级被添加至\"根\"视图(来自场景树)," -"或添加至其子孙节点." +"该场景的根节点(只有一个根, 还记得吗?)作为子级被添加至 \"根\" 视图(来自场景" +"树), 或添加至其子孙节点." #: ../../docs/getting_started/step_by_step/scene_tree.rst:122 msgid "" @@ -237,7 +236,7 @@ msgid "" "provided for convenience, when a node and all its children are inside the " "active scene." msgstr "" -"当节点及其所有子节点都位于活动场景中时,为方便起见,会提供一个额外的通知 " +"当节点及其所有子节点都位于活动场景中时, 为方便起见, 会提供一个额外的通知 " "``ready`` (GDScript中的 ``_ready()`` 回调函数)." #: ../../docs/getting_started/step_by_step/scene_tree.rst:128 @@ -245,7 +244,7 @@ msgid "" "When a scene (or part of it) is removed, they receive the \"exit scene\" " "notification ( _exit_tree() callback in GDScript) in bottom-to-top order" msgstr "" -"删除场景(或场景的一部分)后,它们将按照从下到上的顺序收到 ``退出场景(exit " +"删除场景(或场景的一部分)后, 它们将按照从下到上的顺序收到 ``退出场景(exit " "scene)`` 通知(GDScript中的 ``_exit_tree()`` 回调函数)" #: ../../docs/getting_started/step_by_step/scene_tree.rst:133 @@ -258,7 +257,7 @@ msgid "" "another one. The simple way to do this is to use the :ref:`SceneTree." "change_scene() <class_SceneTree_method_change_scene>` function:" msgstr "" -"加载场景后,通常需要更改该场景为另一个场景.简单的方法是使用 :ref:`SceneTree." +"加载场景后, 通常需要更改该场景为另一个场景. 简单的方法是使用 :ref:`SceneTree." "change_scene() <class_SceneTree_method_change_scene>` 函数:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:153 @@ -267,7 +266,7 @@ msgid "" "<class_PackedScene>` resources using the equivalent function :ref:`SceneTree." "change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:" msgstr "" -"除了使用文件路径之外,还可以使用等效的函数 :ref:`SceneTree." +"除了使用文件路径之外, 还可以使用等效的函数 :ref:`SceneTree." "change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>` " "来使用现成的 :ref:`PackedScene <class_PackedScene>` 资源:" @@ -280,7 +279,7 @@ msgid "" "(background) loading. This must be done manually using autoloads (see next " "chapter) and :ref:`doc_background_loading`." msgstr "" -"这些是切换场景的快速而有用的方法,但缺点是游戏将停止直到新场景被加载并运行.在" -"游戏开发的某个时刻,最好使用进度条、动画化的指示器或线程(背景)加载来创建适当的" -"加载画面.必须使用自动加载功能(请参阅下一章)和 :ref:`doc_background_loading` " -"手动完成此操作." +"这些是切换场景的快速而有用的方法, 但缺点是游戏将停止直到新场景被加载并运行. " +"在游戏开发的某个时刻, 最好使用进度条, 动画化的指示器或线程(背景)加载来创建适" +"当的加载画面. 必须使用自动加载功能(请参阅下一章)和 :ref:" +"`doc_background_loading` 手动完成此操作." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 2a73caafab..cda01ada1c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "jacket. Now, instead of making games, you create new and delicious recipes " "for your guests." msgstr "" -"试想一下您不再是一个游戏开发者.相反地,您是一位厨师!把您时髦的着装换成无檐帽" -"和双排扣夹克.现在,您是在为您的客人打造一个美味的菜谱而不是在做游戏." +"试想一下您不再是一个游戏开发者. 相反地, 您是一位厨师!把您时髦的着装换成无檐" +"帽和双排扣夹克. 现在, 您是在为您的客人打造一个美味的菜谱而不是在做游戏." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:16 msgid "" @@ -42,8 +42,8 @@ msgid "" "it. This way, anyone can follow the recipe and savor your magnificent " "creation." msgstr "" -"那么,厨师如何制作菜谱呢?菜谱分为两个部分:第一部分是成分,第二部分是准备它的说" -"明.这样,任何人都可以按照菜谱来品味你的宏伟创作." +"那么, 厨师如何制作菜谱呢?菜谱分为两个部分: 第一部分是成分, 第二部分是准备它" +"的说明. 这样, 任何人都可以按照菜谱来品味你的宏伟创作." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:21 msgid "" @@ -51,16 +51,16 @@ msgid "" "like being in a kitchen. In this kitchen, *nodes* are like a refrigerator " "full of fresh ingredients with which to cook." msgstr "" -"在Godot中制作游戏感觉和这种方式相同.使用这个引擎感觉就像是在一个厨房里.在这个" -"厨房里,*节点* 就是装满了用于烹饪的新鲜材料的冰箱." +"在Godot中制作游戏感觉和这种方式相同. 使用这个引擎感觉就像是在一个厨房里. 在这" +"个厨房里,*节点* 就是装满了用于烹饪的新鲜材料的冰箱." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:25 msgid "" "There are many types of nodes. Some show images, others play sound, other " "nodes display 3D models, etc. There are dozens of them." msgstr "" -"有很多种类型的节点,有的显示图像、有的播放声音、有的节点显示3D模型等等.它们有" -"数十个." +"有很多种类型的节点, 有的显示图像, 有的播放声音, 有的节点显示3D模型等等. 它们" +"有数十个." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29 msgid "Nodes" @@ -73,8 +73,8 @@ msgid "" "specialized functions. However, any given node always has the following " "attributes:" msgstr "" -"但让我们从基础开始.节点是创建游戏的基本构建块.如上所述,一个节点可以执行各种特" -"定的功能.但是,任何给定节点始终具有以下属性:" +"但让我们从基础开始. 节点是创建游戏的基本构建块. 如上所述, 一个节点可以执行各" +"种特定的功能. 但是, 任何给定节点始终具有以下属性:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:35 msgid "It has a name." @@ -101,8 +101,8 @@ msgid "" "The last one is important. Nodes can have other nodes as children. When " "arranged in this way, the nodes become a **tree**." msgstr "" -"最后一点很重要.节点能够持有其他节点作为子节点.以这种方式编排时,这些节点就会变" -"成一棵 **树**." +"最后一点很重要. 节点能够持有其他节点作为子节点. 以这种方式编排时, 这些节点就" +"会变成一棵 **树** ." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:46 msgid "" @@ -110,8 +110,8 @@ msgid "" "for organizing projects. Since different nodes have different functions, " "combining them allows for the creation of more complex functions." msgstr "" -"在Godot中,以这种方式来编排节点的特点为组织项目创造了一个强有力的工具.因为不同" -"的节点有不同的功能,将它们组合起来则允许创建更多复杂的功能." +"在Godot中, 以这种方式来编排节点的特点为组织项目创造了一个强有力的工具. 因为不" +"同的节点有不同的功能, 将它们组合起来则允许创建更多复杂的功能." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:50 msgid "" @@ -119,8 +119,8 @@ msgid "" "the next few sections. The most important fact to remember for now is that " "nodes exist and can be arranged this way." msgstr "" -"如果现在没有领悟它,不要担心.我们会再接下来几节里继续探讨.目前要记住最重要的一" -"点是:有节点这个东西存在,并且能够按这种方式来编排." +"如果现在没有领悟它, 不要担心. 我们会再接下来几节里继续探讨. 目前要记住最重要" +"的一点是: 有节点这个东西存在, 并且能够按这种方式来编排." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55 msgid "Scenes" @@ -131,13 +131,13 @@ msgid "" "Now that the concept of nodes has been defined, the next logical step is to " "explain what a Scene is." msgstr "" -"既然现在已经定义了节点的概念,那么下一个合逻辑的步骤就是解释场景是什么了." +"既然现在已经定义了节点的概念, 那么下一个合逻辑的步骤就是解释场景是什么了." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:62 msgid "" "A scene is composed of a group of nodes organized hierarchically (in tree " "fashion). Furthermore, a scene:" -msgstr "一个场景是由一组分层组织(以树形方式)的节点组成.此外,一个场景:" +msgstr "一个场景是由一组分层组织(以树形方式)的节点组成. 此外, 一个场景:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65 msgid "always has one root node." @@ -145,7 +145,7 @@ msgstr "始终有一个根节点." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66 msgid "can be saved to disk and loaded back." -msgstr "能够被保存到磁盘上,也能被载入回来." +msgstr "能够被保存到磁盘上, 也能被载入回来." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:67 msgid "can be *instanced* (more on that later)." @@ -156,8 +156,8 @@ msgid "" "Running a game means running a scene. A project can contain several scenes, " "but for the game to start, one of them must be selected as the main scene." msgstr "" -"运行一个游戏意味着运行一个场景.一个项目可以有多个场景,但是为了游戏的启动,必须" -"有一个作为主场景." +"运行一个游戏意味着运行一个场景. 一个项目可以有多个场景, 但是为了游戏的启动, " +"必须有一个作为主场景." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:72 msgid "" @@ -165,8 +165,8 @@ msgid "" "for editing 2D and 3D scenes as well as user interfaces, but the editor is " "based on the concept of editing a scene and the nodes that compose it." msgstr "" -"本质上,Godot编辑器就是一个 **场景编辑器** .它有很多用于编辑2D和3D场景以及用户" -"界面的工具,但是编辑器是基于编辑场景及构成场景的节点的概念的." +"本质上,Godot编辑器就是一个 **场景编辑器** . 它有很多用于编辑2D和3D场景以及用" +"户界面的工具, 但是编辑器是基于编辑场景及构成场景的节点的概念的." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:77 msgid "Editor" @@ -177,8 +177,8 @@ msgid "" "Open the project you made in :ref:`doc_intro_to_the_editor_interface`, or " "create a new one. This will open the Godot editor:" msgstr "" -"打开您在 :ref:`doc_intro_to_the_editor_interface`中创建的项目,或创建一个新项" -"目.这将打开Godot编辑器:" +"打开您在 :ref:`doc_intro_to_the_editor_interface` 中创建的项目, 或创建一个新" +"项目. 这将打开Godot编辑器:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:84 msgid "" @@ -186,8 +186,8 @@ msgid "" "let's open the refrigerator and add some fresh nodes to the project. We'll " "begin with a \"Hello World\" message that we'll put on the screen." msgstr "" -"正如前面提到的,在Godot做游戏感觉就像在厨房,所以让我们打开冰箱,为项目添加一些" -"新的节点.我们将以在屏幕上显示\"Hello World\"消息开始." +"正如前面提到的, 在Godot做游戏感觉就像在厨房, 所以让我们打开冰箱, 为项目添加一" +"些新的节点. 我们将以在屏幕上显示\"Hello World\"消息开始." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:89 msgid "" @@ -197,9 +197,9 @@ msgid "" "chosen node as a child of the currently selected node (or, in an empty " "scene, as the \"root\" node)." msgstr "" -"为此,我们需要添加 Label(标签)节点.点击场景面板左上角的\"添加子节点\"按钮(加号" -"图标).这是往场景中添加新节点的主要方式,会把新建的节点加到当前所选节点下,成为" -"其子节点(如果是空场景,新建节点则会成为根节点)." +"为此, 我们需要添加 Label(标签)节点. 点击场景面板左上角的 \"添加子节点\" 按钮" +"(加号图标). 这是往场景中添加新节点的主要方式, 会把新建的节点加到当前所选节点" +"下, 成为其子节点(如果是空场景, 新建节点则会成为根节点)." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:97 msgid "" @@ -210,10 +210,10 @@ msgid "" "pressing the \"Add Child Node\" button). You can also press the star-shaped " "icon to toggle the display of your favorited nodes." msgstr "" -"在(没有根节点的)空场景中,场景面板会显示一些快速添加根节点的选项.\"2D 场景\"会" -"添加 Node2D 节点,\"3D 场景\"会添加 Spatial 节点,\"用户界面\"会添加 Control 节" -"点,\"自定义节点\"则会让你自己选择节点类型(和点击\"添加子节点\"按钮的效果是一" -"致的).点击星形按钮可以切换是否显示收藏的节点." +"在(没有根节点的)空场景中, 场景面板会显示一些快速添加根节点的选项.\"2D 场景" +"\"会添加 Node2D 节点,\"3D 场景\"会添加 Spatial 节点,\"用户界面\" 会添加 " +"Control 节点,\"自定义节点\" 则会让你自己选择节点类型(和点击 \"添加子节点\" 按" +"钮的效果是一致的). 点击星形按钮可以切换是否显示收藏的节点." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:105 msgid "" @@ -222,9 +222,9 @@ msgid "" "its root node, likewise not every GUI or 2D scene needs a Control node or " "Node2D as their root node." msgstr "" -"此处的预设仅仅是为了方便,而不是对各类场景的强制要求.不是所有的 3D 场景都要以 " -"Spatial 节点为根节点,同样,GUI 和 2D 场景的根节点也不一定要是 Control 节点和 " -"Node2D 节点." +"此处的预设仅仅是为了方便, 而不是对各类场景的强制要求. 不是所有的 3D 场景都要" +"以 Spatial 节点为根节点, 同样,GUI 和 2D 场景的根节点也不一定要是 Control 节点" +"和 Node2D 节点." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110 msgid "" @@ -232,24 +232,24 @@ msgid "" "button or the Add Node button at the top. In scenes that aren't empty you " "use the add node button to create every child node." msgstr "" -"所以,往这个场景里添加标签节点的话,无论是点击自定义节点按钮,还是点击顶部的添加" -"节点按钮都可以.而如果是往非空场景里添加子节点,就得使用添加节点按钮." +"所以, 往这个场景里添加标签节点的话, 无论是点击自定义节点按钮, 还是点击顶部的" +"添加节点按钮都可以. 而如果是往非空场景里添加子节点, 就得使用添加节点按钮." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:116 msgid "" "This will open the Create Node dialog, showing the long list of nodes that " "can be created:" -msgstr "这将会打开创建节点对话框,展示了一长串能够被创建的节点列表:" +msgstr "这将会打开创建节点对话框, 展示了一长串能够被创建的节点列表:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:121 msgid "" "From there, select the \"Label\" node first. Searching for it is probably " "the fastest way:" -msgstr "在这里,先选择 \"Label\" 节点.直接搜索它可能是最快捷的方式:" +msgstr "在这里, 先选择 \"Label\" 节点. 直接搜索它可能是最快捷的方式:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:126 msgid "And finally, create the Label! A lot happens when Create is pressed:" -msgstr "最终,创建了一个标签!当创建按钮被按下时,很多事情就发生了:" +msgstr "最终, 创建了一个标签!当创建按钮被按下时, 很多事情就发生了:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:130 msgid "" @@ -257,28 +257,29 @@ msgid "" "type), and the Label appears, selected, at the top left corner of the " "viewport." msgstr "" -"首先,场景更改为2D编辑器(因为标签是一个2D节点类型),并且标签出现在视图的左上角," -"处于选中状态." +"首先, 场景更改为2D编辑器(因为标签是一个2D节点类型), 并且标签出现在视图的左上" +"角, 处于选中状态." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:133 msgid "" "The node appears in the scene tree editor in the Scene dock, and the label " "properties appear in the Inspector dock." -msgstr "该节点出现在场景树编辑面板中,标签的属性出现在检查器面板中." +msgstr "该节点出现在场景树编辑面板中, 标签的属性出现在检查器面板中." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136 msgid "" "The next step will be to change the \"Text\" Property of the label. Let's " "change it to \"Hello World\":" -msgstr "下一步就是去改变标签的 \"Text\" 属性了,我们来把它改成\"Hello,World!\":" +msgstr "" +"下一步就是去改变标签的 \"Text\" 属性了, 我们来把它改成 \"Hello,World!\":" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141 msgid "" "Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the " "top bar (or hit :kbd:`F6`):" msgstr "" -"好了,一切都已准备就绪,可以来运行场景了!在顶栏按下 PLAY SCENE按钮(或按 :kbd:" -"`F6` ):" +"好了, 一切都已准备就绪, 可以来运行场景了!在顶栏按下 PLAY SCENE按钮(或按 :" +"kbd:`F6` ):" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:146 msgid "Aaaand... Oops." @@ -289,7 +290,7 @@ msgid "" "Scenes need to be saved to be run, so save the scene to something like Hello." "tscn in Scene -> Save:" msgstr "" -"场景需要被保存才能被运行,所以在 :menuselection:`场景(Scene) --> 保存菜单" +"场景需要被保存才能被运行, 所以在 :menuselection:`场景(Scene) --> 保存菜单" "(Save)` 中将场景保存成文件如Hello.tscn:" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155 @@ -302,10 +303,11 @@ msgid "" "platform or install location, it is the way to locate where resource files " "are from inside the game." msgstr "" -"然后,有趣的事情发生了.这个文件对话框是一个特别的文件对话框,只允许保存在项目" -"内.项目根目录是 ``res://``,意为\"资源路径\"(resource path).这也就意味着,文件" -"只可以被保存到项目的内部.以后,当在Godot进行文件操作的时候,记住 ``res://`` 就" -"是资源的路径,无论哪种平台和安装位置,它都是定位游戏内部的资源文件位置的方式." +"然后, 有趣的事情发生了. 这个文件对话框是一个特别的文件对话框, 只允许保存在项" +"目内. 项目根目录是 ``res://``, 意为 \"资源路径\"(resource path). 这也就意味" +"着, 文件只可以被保存到项目的内部. 以后, 当在Godot进行文件操作的时候, 记住 " +"``res://`` 就是资源的路径, 无论哪种平台和安装位置, 它都是定位游戏内部的资源文" +"件位置的方式." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163 msgid "" @@ -324,8 +326,8 @@ msgid "" "one of your monitors, go to **Project → Project Settings → Display → " "Window** then enable **Allow Hidpi** under **Dpi**." msgstr "" -"如果这不能立即生效,而且你至少有一台显示器上有高DPI显示,请进入 **Project → " -"Project Settings → Display → Window** ,然后在 **Dpi** 下启用 **Allow " +"如果这不能立即生效, 而且你至少有一台显示器上有高DPI显示, 请进入 **Project → " +"Project Settings → Display → Window** , 然后在 **Dpi** 下启用 **Allow " "Hidpi** ." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:180 @@ -339,9 +341,9 @@ msgid "" "several scenes, so one of them must be set as the main scene. This is the " "scene that will be loaded any time the project is run." msgstr "" -"好了,是时候配置项目了.现在,唯一运行某些东西的方式就是执行当前的场景.然而,可能" -"有多个场景,因此其中一个必须被设定为主场景.这个场景是将会在项目运行时被载入的" -"场景." +"好了, 是时候配置项目了. 现在, 唯一运行某些东西的方式就是执行当前的场景. 然" +"而, 可能有多个场景, 因此其中一个必须被设定为主场景. 这个场景是将会在项目运行" +"时被载入的场景." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:187 msgid "" @@ -351,31 +353,33 @@ msgid "" "this process, Godot provides a project settings dialog, which acts as a sort " "of frontend to editing a project.godot file." msgstr "" -"这些设置将全部被存放在 ``project.godot`` 文件中,一个 ``win.ini`` 格式的普通文" -"本文件(以便编辑).在这个文件中有数十个设置可以被修改,来更改项目的执行方式.为了" -"简化此过程,Godot提供了项目设置对话框,作为编辑 ``project.godot`` 文件的前端." +"这些设置将全部被存放在 ``project.godot`` 文件中, 一个 ``win.ini`` 格式的普通" +"文本文件(以便编辑). 在这个文件中有数十个设置可以被修改, 来更改项目的执行方" +"式. 为了简化此过程,Godot提供了项目设置对话框, 作为编辑 ``project.godot`` 文件" +"的前端." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:193 msgid "To access that dialog, select Project -> Project Settings. Try it now." msgstr "" -"要访问这个对话框,选择 项目(Project) -> 项目设置(Project Settings).现在就试试" -"吧." +"要访问这个对话框, 选择 项目(Project) -> 项目设置(Project Settings). 现在就试" +"试吧." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:195 msgid "" "Once the window opens, let's select a main scene. Locate the `Application/" "Run/Main Scene` property and click on it to select 'Hello.tscn'." msgstr "" -"窗口打开后,让我们选择一个主场景.定位到 :menuselection:`应用程序(Application) " -"--> 运行(Run) --> 主场景(Main Scene)` 属性然后点击以选择 ``Hello.tscn``." +"窗口打开后, 让我们选择一个主场景. 定位到 :menuselection:`应用程序" +"(Application) --> 运行(Run) --> 主场景(Main Scene)` 属性然后点击以选择 " +"``Hello.tscn``." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200 msgid "" "Now, with this change, when you press the regular Play button (or F5), this " "scene will run, no matter which scene is actively being edited." msgstr "" -"现在,通过此更改,当您按常规播放按钮(或 :kbd:`F5`)时,无论正在编辑哪个场景,该场" -"景都将运行." +"现在, 通过此更改, 当您按常规播放按钮(或 :kbd:`F5`)时, 无论正在编辑哪个场景, " +"该场景都将运行." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:203 msgid "" @@ -385,8 +389,8 @@ msgid "" "saved to the project.godot file and remembered." msgstr "" "项目设置对话框提供了许多能够被保存至 ``project.godot`` 文件的选项并且显示出了" -"它们的默认值.当您改变了一个值,一个对勾被标记在属性名的左侧.这意味着这个属性将" -"被保存到 ``project.godot`` 文件中并被记住." +"它们的默认值. 当您改变了一个值, 一个对勾被标记在属性名的左侧. 这意味着这个属" +"性将被保存到 ``project.godot`` 文件中并被记住." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:208 msgid "" @@ -394,8 +398,8 @@ msgid "" "read them in at run-time using the :ref:`ProjectSettings " "<class_ProjectSettings>` singleton." msgstr "" -"另外,还可以使用 :ref:`ProjectSettings <class_ProjectSettings>` 单例在运行时来" -"添加自定义配置选项,并读取它们." +"另外, 还可以使用 :ref:`ProjectSettings <class_ProjectSettings>` 单例在运行时" +"来添加自定义配置选项, 并读取它们." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:212 msgid "To be continued..." @@ -407,5 +411,5 @@ msgid "" "only *one* scene and *one* node! Don't worry, the next tutorial will expand " "on that..." msgstr "" -"这篇教程谈论了\"场景和节点\",但是目前为止,还只有 *一个* 场景和 *一个* 节点!" -"别担心,下一篇教程将会展开讨论…" +"这篇教程谈论了 \"场景和节点\", 但是目前为止, 还只有 *一个* 场景和 *一个* 节" +"点!别担心, 下一篇教程将会展开讨论…" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po index ac2b90cfb9..ce70786680 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,16 +31,16 @@ msgid "" "`GDScript<doc_gdscript>`. Nowadays, Godot has four (yes, four!) official " "languages and the ability to add extra scripting languages dynamically!" msgstr "" -"在Godot 3.0版本之前,编写游戏脚本的唯一选择是使用 :ref:`GDScript " -"<doc_gdscript>`.如今,Godot已经有四种(没错,是四种!)官方语言,并具有动态添加额" -"外的脚本语言的能力!" +"在Godot 3.0版本之前, 编写游戏脚本的唯一选择是使用 :ref:`GDScript " +"<doc_gdscript>`. 如今,Godot已经有四种(没错, 是四种!)官方语言, 并具有动态添加" +"额外的脚本语言的能力!" #: ../../docs/getting_started/step_by_step/scripting.rst:13 msgid "" "This is great, mostly due to the large amount of flexibility provided, but " "it also makes our work supporting languages more difficult." msgstr "" -"这很好,主要在于提供了大量的灵活性,但也使得我们对语言的支持工作变得更加困难." +"这很好, 主要在于提供了大量的灵活性, 但也使得我们对语言的支持工作变得更加困难." #: ../../docs/getting_started/step_by_step/scripting.rst:16 msgid "" @@ -50,9 +50,9 @@ msgid "" "and C++ need to be edited in a separate IDE. If you are a big fan of " "statically typed languages, go with C# and C++ instead." msgstr "" -"不过,Godot中的\"主要\"语言是GDScript和VisualScript.选择它们的主要原因是它们与" -"Godot的整合程度,这使得体验更佳顺畅;两者都有非常好的编辑器集成,而C#和C++需要" -"在外部IDE中进行编辑.如果您是静态语言的忠实粉丝,也可以使用C#和C++." +"不过,Godot中的 \"主要\" 语言是GDScript和VisualScript. 选择它们的主要原因是它" +"们与Godot的整合程度, 这使得体验更佳顺畅;两者都有非常好的编辑器集成, 而C#和C+" +"+需要在外部IDE中进行编辑. 如果您是静态语言的忠实粉丝, 也可以使用C#和C++." #: ../../docs/getting_started/step_by_step/scripting.rst:22 msgid "GDScript" @@ -64,14 +64,14 @@ msgid "" "in Godot. Using it has some positive points compared to other languages due " "to its high integration with Godot:" msgstr "" -"如上所述, :ref:`GDScript<doc_gdscript>` 是Godot使用的主要语言.由于与Godot的高" -"度集成,使用它与其他语言相比有一些积极意义:" +"如上所述, :ref:`GDScript<doc_gdscript>` 是Godot使用的主要语言. 由于与Godot的" +"高度集成, 使用它与其他语言相比有一些积极意义:" #: ../../docs/getting_started/step_by_step/scripting.rst:28 msgid "" "It's simple, elegant, and designed to be familiar for users of other " "languages such as Lua, Python, Squirrel, etc." -msgstr "简单,优雅,设计上为Lua、Python、Squirrel等语言用户所熟悉." +msgstr "简单, 优雅, 设计上为Lua, Python, Squirrel等语言用户所熟悉." #: ../../docs/getting_started/step_by_step/scripting.rst:29 msgid "Loads and compiles blazingly fast." @@ -82,21 +82,21 @@ msgid "" "The editor integration is a pleasure to work with, with code completion for " "nodes, signals, and many other items pertaining to the scene being edited." msgstr "" -"编辑器集成非常令人愉快,有属于被编辑场景的节点、信号、以及其它条目的代码补全功" -"能." +"编辑器集成非常令人愉快, 有属于被编辑场景的节点, 信号, 以及其它条目的代码补全" +"功能." #: ../../docs/getting_started/step_by_step/scripting.rst:31 msgid "" "Has vector types built-in (such as Vectors, transforms, etc.), making it " "efficient for heavy use of linear algebra." -msgstr "有内建的矢量类型(比如Vector、Transform等),大量使用线性代数时非常有效." +msgstr "有内建的矢量类型(比如Vector, Transform等), 大量使用线性代数时非常有效." #: ../../docs/getting_started/step_by_step/scripting.rst:32 msgid "" "Supports multiple threads as efficiently as statically typed languages - one " "of the limitations that made us avoid VMs such as Lua, Squirrel, etc." msgstr "" -"像静态类型语言一样高效地支持多线程——这是我们避免使用诸如Lua、Squirrel等虚拟机" +"像静态类型语言一样高效地支持多线程——这是我们避免使用诸如Lua, Squirrel等虚拟机" "的原因之一." #: ../../docs/getting_started/step_by_step/scripting.rst:33 @@ -104,8 +104,8 @@ msgid "" "Uses no garbage collector, so it trades a small bit of automation (most " "objects are reference counted anyway), by determinism." msgstr "" -"不使用垃圾回收器,因此它以牺牲一小部分自动化为代价,换取了确定性(大多数对象都是" -"引用计数)." +"不使用垃圾回收器, 因此它以牺牲一小部分自动化为代价, 换取了确定性(大多数对象都" +"是引用计数)." #: ../../docs/getting_started/step_by_step/scripting.rst:34 msgid "" @@ -113,15 +113,15 @@ msgid "" "GDNative) if more performance is required, all without recompiling the " "engine." msgstr "" -"如果需要更高的性能,它的动态特性可以很容易地优化C ++中的代码段(通过GDNative)," -"而无需重新编译引擎." +"如果需要更高的性能, 它的动态特性可以很容易地优化C ++中的代码段(通过" +"GDNative), 而无需重新编译引擎." #: ../../docs/getting_started/step_by_step/scripting.rst:36 msgid "" "If you're undecided and have experience with programming, especially " "dynamically typed languages, go for GDScript!" msgstr "" -"如果还没决定好,并且对编程有经验,特别是动态类型语言,那就选择GDScript吧!" +"如果还没决定好, 并且对编程有经验, 特别是动态类型语言, 那就选择GDScript吧!" #: ../../docs/getting_started/step_by_step/scripting.rst:40 msgid "VisualScript" @@ -133,8 +133,8 @@ msgid "" "Scripting<doc_what_is_visual_script>`. This is a typical implementation of a " "\"blocks and connections\" language, but adapted to how Godot works." msgstr "" -"从3.0开始,Godot开始支持 :ref:`可视化脚本 <doc_what_is_visual_script>`.这是" -"\"节点和连线\"语言的典型实现,但适用于Godot的开发方式." +"从3.0开始,Godot开始支持 :ref:`可视化脚本 <doc_what_is_visual_script>`. 这是 " +"\"节点和连线\" 语言的典型实现, 但适用于Godot的开发方式." #: ../../docs/getting_started/step_by_step/scripting.rst:46 msgid "" @@ -142,14 +142,14 @@ msgid "" "experienced developers who want to make parts of the code more accessible to " "others, like game designers or artists." msgstr "" -"对非程序员来说,可视化编程是一个很好的工具,甚至对于经验丰富的开发人员来说也是" -"如此,他们想让部分代码易于被他人访问,比如游戏设计师和美术工作者." +"对非程序员来说, 可视化编程是一个很好的工具, 甚至对于经验丰富的开发人员来说也" +"是如此, 他们想让部分代码易于被他人访问, 比如游戏设计师和美术工作者." #: ../../docs/getting_started/step_by_step/scripting.rst:50 msgid "" "It can also be used by programmers to build state machines or custom visual " "node workflows - for example, a dialogue system." -msgstr "程序员也可以用它创建状态机或自定义可视节点工作流程,例如对话系统." +msgstr "程序员也可以用它创建状态机或自定义可视节点工作流程, 例如对话系统." #: ../../docs/getting_started/step_by_step/scripting.rst:55 msgid ".NET / C#" @@ -161,14 +161,14 @@ msgid "" "official support for it. C# is a mature language with tons of code written " "for it, and support was added thanks to a generous donation from Microsoft." msgstr "" -"由于微软的C#是游戏开发者的最爱,我们增加了官方支持.C#是一种成熟的语言,人们为它" -"编写了大量代码,而且支持增加得益于微软的慷慨捐赠." +"由于微软的C#是游戏开发者的最爱, 我们增加了官方支持.C#是一种成熟的语言, 人们为" +"它编写了大量代码, 而且支持增加得益于微软的慷慨捐赠." #: ../../docs/getting_started/step_by_step/scripting.rst:62 msgid "" "It has an excellent tradeoff between performance and ease of use, although " "one must be aware of its garbage collector." -msgstr "它在性能和易用性之间有很好的折衷,尽管必须注意它的垃圾回收器." +msgstr "它在性能和易用性之间有很好的折衷, 尽管必须注意它的垃圾回收器." #: ../../docs/getting_started/step_by_step/scripting.rst:65 msgid "" @@ -178,9 +178,9 @@ msgid "" "programming language, such as F#, Boo or ClojureCLR. In practice however, C# " "is the only officially supported .NET option." msgstr "" -"由于Godot使用 `Mono <https://mono-project.com>`_ .NET运行时,因此理论上任何第" -"三方.NET库或框架都可用于编写Godot脚本,以及任何符合通用语言标准架构的语言,如" -"F#、Boo或ClojureCLR.但实际上,C#是唯一官方支持的.NET选项." +"由于Godot使用 `Mono <https://mono-project.com>`_ .NET运行时, 因此理论上任何第" +"三方.NET库或框架都可用于编写Godot脚本, 以及任何符合通用语言标准架构的语言, 如" +"F#, Boo或ClojureCLR. 但实际上,C#是唯一官方支持的.NET选项." #: ../../docs/getting_started/step_by_step/scripting.rst:71 msgid "GDNative / C++" @@ -191,8 +191,8 @@ msgid "" "Finally, one of our brightest additions for the 3.0 release: GDNative allows " "scripting in C++ without needing to recompile (or even restart) Godot." msgstr "" -"最后是3.0版本的一个亮点:GDNative允许使用C++编写脚本,无需重新编译(甚至都不用重" -"启)Godot." +"最后是3.0版本的一个亮点:GDNative允许使用C++编写脚本, 无需重新编译(甚至都不用" +"重启)Godot." #: ../../docs/getting_started/step_by_step/scripting.rst:77 msgid "" @@ -200,8 +200,8 @@ msgid "" "generated shared libraries works perfectly, thanks to our use of an internal " "C API Bridge." msgstr "" -"任意C++版本都可以使用,并且由于我们使用内部C API桥接,因此生成的共享库使用的混" -"合编译器品牌和版本可以完美地工作." +"任意C++版本都可以使用, 并且由于我们使用内部C API桥接, 因此生成的共享库使用的" +"混合编译器品牌和版本可以完美地工作." #: ../../docs/getting_started/step_by_step/scripting.rst:81 msgid "" @@ -210,14 +210,14 @@ msgid "" "Visual Script. However, the API is clear and easy to use as it resembles, " "mostly, Godot's actual C++ API." msgstr "" -"这种语言是性能上的最佳选择,它不需要在整个游戏中都使用,因为其他部分可以用" -"GDScript或Visual Script编写.它的API清晰且易于使用,类似于Godot的实际C++ API." +"这种语言是性能上的最佳选择, 它不需要在整个游戏中都使用, 因为其他部分可以用" +"GDScript或Visual Script编写. 它的API清晰且易于使用, 类似于Godot的实际C++ API." #: ../../docs/getting_started/step_by_step/scripting.rst:86 msgid "" "More languages can be made available through the GDNative interface, but " "keep in mind we don't have official support for them." -msgstr "通过GDNative接口可以使用更多语言,但请记住我们没有官方支持." +msgstr "通过GDNative接口可以使用更多语言, 但请记住我们没有官方支持." #: ../../docs/getting_started/step_by_step/scripting.rst:90 msgid "Scripting a scene" @@ -229,8 +229,8 @@ msgid "" "button and a label, where pressing the button will update the label. This " "will demonstrate:" msgstr "" -"在教程剩下的部分里,我们将建立一个GUI场景,包含一个按钮和一个标签,当按下按钮时" -"会更新标签.这将会演示:" +"在教程剩下的部分里, 我们将建立一个GUI场景, 包含一个按钮和一个标签, 当按下按钮" +"时会更新标签. 这将会演示:" #: ../../docs/getting_started/step_by_step/scripting.rst:96 msgid "Writing a script and attaching it to a node." @@ -242,7 +242,7 @@ msgstr "通过信号来连接到UI元素." #: ../../docs/getting_started/step_by_step/scripting.rst:98 msgid "Writing a script that can access other nodes in the scene." -msgstr "编写脚本,使其能访问场景中的其它节点." +msgstr "编写脚本, 使其能访问场景中的其它节点." #: ../../docs/getting_started/step_by_step/scripting.rst:100 msgid "" @@ -251,8 +251,8 @@ msgid "" "and the reference is structured into sections to make it easier to get an " "overview of the concepts." msgstr "" -"在继续之前,请确保先略过并标记 :ref:`GDScript<doc_gdscript>` 参考. 这是一种设" -"计得很简单的语言,并且该参考文献各部分,以使您可以更容易地获得概念的概述." +"在继续之前, 请确保先略过并标记 :ref:`GDScript<doc_gdscript>` 参考. 这是一种设" +"计得很简单的语言, 并且该参考文献各部分, 以使您可以更容易地获得概念的概述." #: ../../docs/getting_started/step_by_step/scripting.rst:105 msgid "Scene setup" @@ -264,15 +264,15 @@ msgid "" "tutorial, then close that out (Project -> Quit to Project List) and create a " "New Project." msgstr "" -"如果上一教程的\"实例化\"项目仍然开着,请将它关闭(\"项目\"->\"退出到项目列表\")" -"并创建一个新项目." +"如果上一教程的 \"实例化\" 项目仍然开着, 请将它关闭(\"项目\" ->\"退出到项目列" +"表\")并创建一个新项目." #: ../../docs/getting_started/step_by_step/scripting.rst:109 msgid "" "Use the \"Add Child Node\" dialogue accessed from the Scene tab (or by " "pressing :kbd:`Ctrl + A`) to create a hierarchy with the following nodes:" msgstr "" -"使用从\"添加子场景/Add Child Node\"选项访问的\"添加子节点\"对话框(或通过按" +"使用从\"添加子场景/Add Child Node\"选项访问的\" 添加子节点\"对话框(或通过按" "Ctrl + A键)来创建具有以下节点的层次结构:" #: ../../docs/getting_started/step_by_step/scripting.rst:112 @@ -296,12 +296,12 @@ msgid "" "Use the 2D editor to position and resize the Button and Label so that they " "look like the image below. You can set the text from the Inspector tab." msgstr "" -"使用2D编辑器定位并调整按钮和标签的大小,使其看起来像下面的样子.可以在 :" +"使用2D编辑器定位并调整按钮和标签的大小, 使其看起来像下面的样子. 可以在 :" "menuselection:`属性检查器(Inspector)` 选项卡中设置文本." #: ../../docs/getting_started/step_by_step/scripting.rst:126 msgid "Finally, save the scene with a name such as ``sayhello.tscn``." -msgstr "最后,保存场景,用例如 ``sayhello.tscn`` 这样的名字." +msgstr "最后, 保存场景, 用例如 ``sayhello.tscn`` 这样的名字." #: ../../docs/getting_started/step_by_step/scripting.rst:131 msgid "Adding a script" @@ -319,13 +319,14 @@ msgstr "" msgid "" "The script creation dialog will pop up. This dialog allows you to set the " "script's language, class name, and other relevant options." -msgstr "脚本创建对话框会弹出.这个对话框允许您设置脚本语言、类名和其它相关选项." +msgstr "" +"脚本创建对话框会弹出. 这个对话框允许您设置脚本语言, 类名和其它相关选项." #: ../../docs/getting_started/step_by_step/scripting.rst:141 msgid "" "In GDScript, the file itself represents the class, so the class name field " "is not editable." -msgstr "在GDScript里,文件本身代表了类,所以类名一栏无法编辑." +msgstr "在GDScript里, 文件本身代表了类, 所以类名一栏无法编辑." #: ../../docs/getting_started/step_by_step/scripting.rst:144 msgid "" @@ -333,12 +334,12 @@ msgid "" "will automatically be filled in with \"Panel\". This is what we want, as the " "script's goal is to extend the functionality of our panel node." msgstr "" -"我们要附加脚本的节点是个Panel(面板),所以继承一栏会被自动填入``Panel``.这是我" -"们想要的,因为脚本的目的就是扩展这个面板节点的功能." +"我们要附加脚本的节点是个Panel(面板), 所以继承一栏会被自动填入 ``Panel``. 这是" +"我们想要的, 因为脚本的目的就是扩展这个面板节点的功能." #: ../../docs/getting_started/step_by_step/scripting.rst:148 msgid "Finally, enter a path name for the script and select Create:" -msgstr "最后,输入脚本的路径名然后选择新建(Create):" +msgstr "最后, 输入脚本的路径名然后选择新建(Create):" #: ../../docs/getting_started/step_by_step/scripting.rst:152 msgid "" @@ -346,8 +347,8 @@ msgid "" "an \"Open script\" icon next to the node in the Scene tab, as well as in the " "script property under Inspector:" msgstr "" -"然后将创建脚本并将其添加到节点上.您可以在\"场景\"选项卡中的节点旁边的\"打开脚" -"本\"图标,以及\"属性检查器\"下的脚本属性中看到:" +"然后将创建脚本并将其添加到节点上. 您可以在 \"场景\" 选项卡中的节点旁边的 \"打" +"开脚本\" 图标, 以及 \"属性检查器\" 下的脚本属性中看到:" #: ../../docs/getting_started/step_by_step/scripting.rst:158 msgid "" @@ -355,8 +356,8 @@ msgid "" "highlighted in the above image. This will bring you to the script editor, " "where a default template will be included:" msgstr "" -"要编辑脚本,请选择这两个按钮中的一个,在上图中两个按钮都被高亮突出显示.这将带您" -"到脚本编辑器,其中将包含默认模板:" +"要编辑脚本, 请选择这两个按钮中的一个, 在上图中两个按钮都被高亮突出显示. 这将" +"带您到脚本编辑器, 其中将包含默认模板:" #: ../../docs/getting_started/step_by_step/scripting.rst:163 msgid "" @@ -364,8 +365,8 @@ msgid "" "and all its children, enters the active scene. **Note:** ``_ready()`` is not " "the constructor; the constructor is instead ``_init()``." msgstr "" -"这里没有多少内容.``_ready()`` 函数在节点及其所有子节点进入活动场景时被调用.**" -"注意:** ``_ready()`` 并不是构造器;构造器是 ``_init()``." +"这里没有多少内容.``_ready()`` 函数在节点及其所有子节点进入活动场景时被调用. " +"**注意:** ``_ready()`` 并不是构造器;构造器是 ``_init()``." #: ../../docs/getting_started/step_by_step/scripting.rst:168 msgid "The role of the script" @@ -378,8 +379,9 @@ msgid "" "siblings, and so on. The local scope of the script is the node. In other " "words, the script inherits the functions provided by that node." msgstr "" -"脚本为节点添加行为.它用于控制节点的功能以及与其他节点(子节点,父节点,兄弟姐妹" -"等)的交互方式.脚本的局部作用域是节点.换句话说,脚本继承了该节点提供的功能." +"脚本为节点添加行为. 它用于控制节点的功能以及与其他节点(子节点, 父节点, 兄弟姐" +"妹等)的交互方式. 脚本的局部作用域是节点. 换句话说, 脚本继承了该节点提供的功" +"能." #: ../../docs/getting_started/step_by_step/scripting.rst:181 msgid "Handling a signal" @@ -392,9 +394,9 @@ msgid "" "mostly in GUI nodes, although other nodes have them too, and you can even " "define custom signals in your own scripts." msgstr "" -"当某种特定类型的动作发生时,信号被\"发出\",并且它们可以连接到任意脚本实例的任" -"意函数.信号主要用于GUI节点,尽管其他节点也有信号,您甚至可以在自己的脚本中定义" -"自定义信号." +"当某种特定类型的动作发生时, 信号被 \"发出\", 并且它们可以连接到任意脚本实例的" +"任意函数. 信号主要用于GUI节点, 尽管其他节点也有信号, 您甚至可以在自己的脚本中" +"定义自定义信号." #: ../../docs/getting_started/step_by_step/scripting.rst:188 msgid "" @@ -403,25 +405,25 @@ msgid "" "the second part. For the first part, Godot provides two ways to create " "connections: through a visual interface the editor provides or through code." msgstr "" -"在此步骤中,我们将\"按下\"信号连接到自定义函数.形成连接是第一部分,定义自定义功" -"能是第二部分.对于第一部分,Godot提供了两种创建连接的方式:通过编辑器提供的可视" -"界面、或通过代码." +"在此步骤中, 我们将 \"按下\" 信号连接到自定义函数. 形成连接是第一部分, 定义自" +"定义功能是第二部分. 对于第一部分,Godot提供了两种创建连接的方式: 通过编辑器提" +"供的可视界面, 或通过代码." #: ../../docs/getting_started/step_by_step/scripting.rst:193 msgid "" "While we will use the code method for the remainder of this tutorial series, " "let's cover how the editor interface works for future reference." msgstr "" -"虽然在本系列教程的其余部分中,我们将使用代码方法,但现在还是让我们介绍一下编辑" -"器界面的工作方式,以备将来参考." +"虽然在本系列教程的其余部分中, 我们将使用代码方法, 但现在还是让我们介绍一下编" +"辑器界面的工作方式, 以备将来参考." #: ../../docs/getting_started/step_by_step/scripting.rst:196 msgid "" "Select the Button node in the scene tree and then select the \"Node\" tab. " "Next, make sure that you have \"Signals\" selected." msgstr "" -"在场景树中选择 ``Button`` 节点,然后选择 ``节点(Node)`` 选项卡.接下来,确保已选" -"择 ``信号(Signals)``." +"在场景树中选择 ``Button`` 节点, 然后选择 ``节点(Node)`` 选项卡. 接下来, 确保" +"已选择 ``信号(Signals)``." #: ../../docs/getting_started/step_by_step/scripting.rst:201 msgid "" @@ -430,15 +432,15 @@ msgid "" "creation dialogue." msgstr "" "如果稍后在 ``BaseButton`` 下选择 ``pressed()`` 并单击右下角的 ``Connect ..." -"`` 按钮,则将打开连接创建对话框." +"`` 按钮, 则将打开连接创建对话框." #: ../../docs/getting_started/step_by_step/scripting.rst:206 msgid "" "The top of the dialogue displays a list of your scene's nodes with the " "emitting node's name highlighted in blue. Select the \"Panel\" node here." msgstr "" -"对话框的顶部显示了场景的节点列表,其中发射节点的名称会以蓝色突出显示.在这里选" -"择\"面板\"节点." +"对话框的顶部显示了场景的节点列表, 其中发射节点的名称会以蓝色突出显示. 在这里" +"选择 \"面板\" 节点." #: ../../docs/getting_started/step_by_step/scripting.rst:209 msgid "" @@ -446,8 +448,8 @@ msgid "" "created. By default, the method name will contain the emitting node's name " "(\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``." msgstr "" -"对话框的底部显示了将要创建的方法的名称.方法名字默认会包含发出节点的名字(在当" -"前例子中为\"Button\"),即:\"_on_[EmitterNode]_[signal_name]\"." +"对话框的底部显示了将要创建的方法的名称. 方法名字默认会包含发出节点的名字(在当" +"前例子中为 \"Button\"), 即 ``_on_[EmitterNode]_[signal_name]``." #: ../../docs/getting_started/step_by_step/scripting.rst:213 msgid "" @@ -455,8 +457,8 @@ msgid "" "this is a scripting tutorial, so for the sake of learning, let's dive into " "the manual process!" msgstr "" -"至此,已经介绍了有关如何使用可视界面的指南.但是,这是一个脚本教程,因此,为了学习" -"起见,让我们深入研究手动过程!" +"至此, 已经介绍了有关如何使用可视界面的指南. 但是, 这是一个脚本教程, 因此, 为" +"了学习起见, 让我们深入研究手动过程!" #: ../../docs/getting_started/step_by_step/scripting.rst:217 msgid "" @@ -465,8 +467,8 @@ msgid "" "<class_Node_method_get_node>`. This function uses paths to fetch nodes " "anywhere in the scene, relative to the node that owns the script." msgstr "" -"为此,我们将介绍一个可能是Godot程序员最常使用的函数: :ref:`Node.get_node() " -"<class_Node_method_get_node>`.此函数使用场景中相对于拥有脚本的节点的节点路径" +"为此, 我们将介绍一个可能是Godot程序员最常使用的函数: :ref:`Node.get_node() " +"<class_Node_method_get_node>`. 此函数使用场景中相对于拥有脚本的节点的节点路径" "来获取节点." #: ../../docs/getting_started/step_by_step/scripting.rst:222 @@ -474,7 +476,7 @@ msgid "" "For the sake of convenience, delete everything underneath ``extends Panel``. " "You will fill out the rest of the script manually." msgstr "" -"为了方便起见,删除 ``extends Panel`` 下面的所有内容.您将手动填写脚本的其余部" +"为了方便起见, 删除 ``extends Panel`` 下面的所有内容. 您将手动填写脚本的其余部" "分." #: ../../docs/getting_started/step_by_step/scripting.rst:225 @@ -483,20 +485,20 @@ msgid "" "is attached, you can fetch the Button by typing the following underneath the " "``_ready()`` function:" msgstr "" -"由于Button和Label是有脚本附加的Panel下的兄弟节点,因此可以通过在 ``_ready()`` " -"函数下输入以下内容来获取Button引用:" +"由于Button和Label是有脚本附加的Panel下的兄弟节点, 因此可以通过在 " +"``_ready()`` 函数下输入以下内容来获取Button引用:" #: ../../docs/getting_started/step_by_step/scripting.rst:242 msgid "Next, write a function which will be called when the button is pressed:" -msgstr "接下来,编写一个在按下按钮时将被调用的函数:" +msgstr "接下来, 编写一个在按下按钮时将被调用的函数:" #: ../../docs/getting_started/step_by_step/scripting.rst:257 msgid "" "Finally, connect the button's \"pressed\" signal to ``_on_Button_pressed()`` " "by using :ref:`Object.connect() <class_Object_method_connect>`." msgstr "" -"最后,使用 :ref:`Object.connect() <class_Object_method_connect>` 将按钮的\"按" -"下\"信号连接到 ``_ready()``." +"最后, 使用 :ref:`Object.connect() <class_Object_method_connect>` 将按钮的 " +"\"pressed\" 信号连接到 ``_ready()``." #: ../../docs/getting_started/step_by_step/scripting.rst:273 msgid "The final script should look like this:" @@ -505,7 +507,7 @@ msgstr "脚本最终看起来是这个样子:" #: ../../docs/getting_started/step_by_step/scripting.rst:306 msgid "" "Run the scene and press the button. You should get the following result:" -msgstr "运行场景并按下按钮,您应该得到以下结果:" +msgstr "运行场景并按下按钮, 您应该得到以下结果:" #: ../../docs/getting_started/step_by_step/scripting.rst:310 msgid "Why, hello there! Congratulations on scripting your first scene." @@ -518,13 +520,13 @@ msgid "" "In the above code, this means that Button must be a child of Panel. If " "Button were instead a child of Label, the code to obtain it would be:" msgstr "" -"关于本教程的一个常见的误解是 ``get_node(path)`` 的工作原理.对于给定的节点," -"``get_node(path)`` 搜索其直接子节点.在上面的代码中,这意味着Button必须是Panel" -"的子项.如果Button是Label的子项,则获得它的代码是:" +"关于本教程的一个常见的误解是 ``get_node(path)`` 的工作原理. 对于给定的节点," +"``get_node(path)`` 搜索其直接子节点. 在上面的代码中, 这意味着Button必须是" +"Panel的子项. 如果Button是Label的子项, 则获得它的代码是:" #: ../../docs/getting_started/step_by_step/scripting.rst:332 msgid "Also, remember that nodes are referenced by name, not by type." -msgstr "另外,请记住,节点是通过名称而不是类型来引用的." +msgstr "另外, 请记住, 节点是通过名称而不是类型来引用的." #: ../../docs/getting_started/step_by_step/scripting.rst:336 msgid "" @@ -532,8 +534,8 @@ msgid "" "to the connected function's parameters. You can add and remove values of " "different types." msgstr "" -"连接对话框的右侧面板用于将特定值绑定到所连接函数的参数.您可以添加和删除不同类" -"型的值." +"连接对话框的右侧面板用于将特定值绑定到所连接函数的参数. 您可以添加和删除不同" +"类型的值." #: ../../docs/getting_started/step_by_step/scripting.rst:340 msgid "" @@ -541,5 +543,5 @@ msgid "" "empty by default. Feel free to read up on the ``Object.connect`` method for " "more information." msgstr "" -"代码方法还使用第四个 ``Array`` 参数启用此功能,该参数默认为空.随时阅读 " +"代码方法还使用第四个 ``Array`` 参数启用此功能, 该参数默认为空. 随时阅读 " "``Object.connect`` 方法以获取更多信息." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 679de455ce..e252537889 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,14 +29,14 @@ msgstr "处理" msgid "" "Several actions in Godot are triggered by callbacks or virtual functions, so " "there is no need to write code that runs all the time." -msgstr "Godot中的多个动作是由回调或虚函数触发的,因此无需编写始终运行的代码." +msgstr "Godot中的多个动作是由回调或虚函数触发的, 因此无需编写始终运行的代码." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:12 msgid "" "However, it is still common to need a script to be processed on every frame. " "There are two types of processing: idle processing and physics processing." msgstr "" -"但是,在每一帧上都需要处理脚本仍然很常见.有两种处理类型:空闲处理和物理处理." +"但是, 在每一帧上都需要处理脚本仍然很常见. 有两种处理类型: 空闲处理和物理处理." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:16 msgid "" @@ -45,8 +45,8 @@ msgid "" "on with the :ref:`Node.set_process() <class_Node_method_set_process>` " "function." msgstr "" -"当在脚本中找到 :ref:`Node._process() <class_Node_method__process>` 方法时,将" -"激活空闲处理.可以通过 :ref:`Node.set_process() " +"当在脚本中找到 :ref:`Node._process() <class_Node_method__process>` 方法时, 将" +"激活空闲处理. 可以通过 :ref:`Node.set_process() " "<class_Node_method_set_process>` 函数来打开或关闭." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:20 @@ -59,8 +59,8 @@ msgid "" "will be called depends on how many frames per second (FPS) your application " "is running at. This rate can vary over time and devices." msgstr "" -"重要的是要记住,调用 ``_process()`` 的频率取决于应用程序运行的每秒帧数(FPS).该" -"速率会随着时间和设备的不同而变化." +"重要的是要记住, 调用 ``_process()`` 的频率取决于应用程序运行的每秒帧数(FPS). " +"该速率会随着时间和设备的不同而变化." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:40 msgid "" @@ -69,19 +69,19 @@ msgid "" "``_process()``." msgstr "" "为了管理这种可变性有所帮助,``delta`` 参数包含自上次调用 ``_process()`` 以来经" -"过的时间,以秒为单位的浮点数表示." +"过的时间, 以秒为单位的浮点数表示." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:43 msgid "" "This parameter can be used to make sure things always take the same amount " "of time, regardless of the game's FPS." -msgstr "此参数可用于确保事物始终花费相同的时间,从而与游戏的FPS无关." +msgstr "此参数可用于确保事物始终花费相同的时间, 从而与游戏的FPS无关." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:46 msgid "" "For example, movement is often multiplied with a time delta to make movement " "speed both constant and independent of the frame rate." -msgstr "例如,运动经常与时间增量相乘,以使运动速度既恒定又独立于帧速率." +msgstr "例如, 运动经常与时间增量相乘, 以使运动速度既恒定又独立于帧速率." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:49 msgid "" @@ -92,10 +92,10 @@ msgid "" "change the interval from the Project Settings, under Physics -> Common -> " "Physics Fps." msgstr "" -"用 ``_physics_process()`` 进行物理处理是相似的,但应将其用于必须在每个物理步骤" -"之前进行的处理,例如控制角色.它始终在物理步骤之前运行,并且以固定的时间间隔调" -"用:默认为每秒60次.您可以从\"项目设置\"的\"物理\"->\"通用\"->\"物理Fps\"下更改" -"时间间隔." +"用 ``_physics_process()`` 进行物理处理是相似的, 但应将其用于必须在每个物理步" +"骤之前进行的处理, 例如控制角色. 它始终在物理步骤之前运行, 并且以固定的时间间" +"隔调用: 默认为每秒60次. 您可以从 \"项目设置\" 的 \"物理\" ->\"通用\" ->\"物理" +"Fps\" 下更改时间间隔." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:55 msgid "" @@ -103,8 +103,8 @@ msgid "" "rate is not constant and is dependent on hardware and game optimization. Its " "execution is done after the physics step on single-threaded games." msgstr "" -"然而,函数 ``_process()`` 不与物理同步.它的帧率不是恒定的,并且取决于硬件和游戏" -"优化.在单线程游戏中它的执行是在的物理步骤之后完成的." +"然而, 函数 ``_process()`` 不与物理同步. 它的帧率不是恒定的, 并且取决于硬件和" +"游戏优化. 在单线程游戏中它的执行是在的物理步骤之后完成的." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:58 msgid "" @@ -129,16 +129,16 @@ msgid "" "for organizing large scenes. There are two ways to add nodes to groups. The " "first is from the UI, using the Groups button under the Node panel:" msgstr "" -"Godot中的编组的工作方式类似于您可能在其他软件中遇到的标记.一个节点可以根据需" -"要添加到任意多个编组.这是组织大型场景的一个有用特性.有两种方法可以向编组中添" -"加节点.第一个是从UI,使用 ``节点`` 面板下的 ``Groups`` 按钮:" +"Godot中的编组的工作方式类似于您可能在其他软件中遇到的标记. 一个节点可以根据需" +"要添加到任意多个编组. 这是组织大型场景的一个有用特性. 有两种方法可以向编组中" +"添加节点. 第一个是从UI, 使用 ``节点`` 面板下的 ``Groups`` 按钮:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:97 msgid "" "And the second way is from code. The following script would add the current " "node to the ``enemies`` group as soon as it appeared in the scene tree." msgstr "" -"第二种方法是从代码.下面的脚本会在当前节点出现在场景树中后立即将其添加到 " +"第二种方法是从代码. 下面的脚本会在当前节点出现在场景树中后立即将其添加到 " "``enemies`` 编组中." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:115 @@ -147,7 +147,7 @@ msgid "" "enemies can be notified about its alarm sounding by using :ref:`SceneTree." "call_group() <class_SceneTree_method_call_group>`:" msgstr "" -"这样,如果发现玩家潜入秘密基地,则可以使用 :ref:`SceneTree.call_group() " +"这样, 如果发现玩家潜入秘密基地, 则可以使用 :ref:`SceneTree.call_group() " "<class_SceneTree_method_call_group>` 发出警报声来通知所有敌人:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:132 @@ -174,9 +174,9 @@ msgid "" "and unpause it. It even comes with interesting signals. So check it out if " "you have some time!" msgstr "" -":ref:`SceneTree <class_SceneTree>` 类提供了许多有用的方法,例如与场景、其节点" -"层次结构、及节点编组交互.它使您可以轻松切换场景或重新加载场景,退出游戏或暂停" -"和取消暂停游戏.它还有一些有趣的信号,如果您有空可以详细去查看!" +":ref:`SceneTree <class_SceneTree>` 类提供了许多有用的方法, 例如与场景, 其节点" +"层次结构, 及节点编组交互. 它使您可以轻松切换场景或重新加载场景, 退出游戏或暂" +"停和取消暂停游戏. 它还有一些有趣的信号, 如果您有空可以详细去查看!" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:156 msgid "Notifications" @@ -190,9 +190,9 @@ msgid "" "`Object._notification() <class_Object_method__notification>` function in " "your script:" msgstr "" -"Godot 有一个通知系统.这个是非常底层的虚函数,通常不需要放入脚本代码里.只需要知" -"道有这个系统的存在.例如,您可以在您的脚本里添加 :ref:`Object._notification() " -"<class_Object_method__notification>` 函数:" +"Godot 有一个通知系统. 这个是非常底层的虚函数, 通常不需要放入脚本代码里. 只需" +"要知道有这个系统的存在. 例如, 您可以在您的脚本里添加 :ref:`Object." +"_notification() <class_Object_method__notification>` 函数:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 msgid "" @@ -200,8 +200,8 @@ msgid "" "ref>` shows the notifications it can receive. However, in most cases " "GDScript provides simpler overridable functions." msgstr "" -":ref:`类参考手册 <toc-class-ref>`每个类的文档里都说明了它们能接收的通知.不过," -"GDScript在大多数情况下都提供了更简单的可重写函数." +":ref:`类参考手册 <toc-class-ref>` 每个类的文档里都说明了它们能接收的通知. 不" +"过,GDScript在大多数情况下都提供了更简单的可重写函数." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 msgid "Overridable functions" @@ -211,13 +211,13 @@ msgstr "可重载函数" msgid "" "Such overridable functions, which are described as follows, can be applied " "to nodes:" -msgstr "如下所述的这些可重载函数,可以应用于节点:" +msgstr "如下所述的这些可重载函数, 可以应用于节点:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:272 msgid "" "As mentioned before, it's better to use these functions instead of the " "notification system." -msgstr "如前所述,最好使用这些函数代替通知系统." +msgstr "如前所述, 最好使用这些函数代替通知系统." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:276 msgid "Creating nodes" @@ -228,13 +228,13 @@ msgid "" "To create a node from code, call the ``.new()`` method, like for any other " "class-based datatype. For example:" msgstr "" -"要通过代码创建节点,请像其他任何基于类的数据类型一样,调用 ``.new()`` 方法. 例" -"如:" +"要通过代码创建节点, 请像其他任何基于类的数据类型一样, 调用 ``.new()`` 方法. " +"例如:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:302 msgid "" "To delete a node, be it inside or outside the scene, ``free()`` must be used:" -msgstr "要删除节点,无论是在场景内还是场景外,都必须使用 ``free()``:" +msgstr "要删除节点, 无论是在场景内还是场景外, 都必须使用 ``free()``:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:318 msgid "" @@ -242,8 +242,8 @@ msgid "" "manually deleting nodes is much simpler than it appears. Free the base node " "and everything else in the subtree goes away with it." msgstr "" -"当一个节点被释放时, 它也会释放其所有子节点.因此, 手动删除节点比看起来简单得" -"多.释放基节点, 那么子树中的其他所有东西都会随之消失." +"当一个节点被释放时, 它也会释放其所有子节点. 因此, 手动删除节点比看起来简单得" +"多. 释放基节点, 那么子树中的其他所有东西都会随之消失." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:322 msgid "" @@ -252,9 +252,9 @@ msgid "" "will crash the game. Running Godot with the debugger will often catch this " "case and warn you about it." msgstr "" -"当我们要删除当前\"阻塞\"的节点时,可能会发生这种情况,因为该节点正在发出信号或" -"正在调用函数.这会导致游戏崩溃.使用调试器运行Godot通常能捕获这种情况并向您发出" -"警告." +"当我们要删除当前 \"阻塞\" 的节点时, 可能会发生这种情况, 因为该节点正在发出信" +"号或正在调用函数. 这会导致游戏崩溃. 使用调试器运行Godot通常能捕获这种情况并向" +"您发出警告." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:327 msgid "" @@ -272,13 +272,13 @@ msgstr "实例化场景" msgid "" "Instancing a scene from code is done in two steps. The first one is to load " "the scene from your hard drive:" -msgstr "从代码实例化场景分两个步骤完成.第一步是从硬盘驱动器加载场景:" +msgstr "从代码实例化场景分两个步骤完成. 第一步是从硬盘驱动器加载场景:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:360 msgid "" "Preloading it can be more convenient, as it happens at parse time (GDScript " "only):" -msgstr "预加载可以更方便,因为它是在解析时发生的(仅适用于GDScript):" +msgstr "预加载可以更方便, 因为它是在解析时发生的(仅适用于GDScript):" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:368 msgid "" @@ -288,10 +288,10 @@ msgid "" "must be called. This will return the tree of nodes that can be added to the " "active scene:" msgstr "" -"但是 ``scene`` 还不是一个节点.它被打包在一个称为 :ref:`PackedScene " -"<class_PackedScene>` 的特殊资源中.要想创建实际的节点,就必须调用函数 :ref:" -"`PackedScene.instance() <class_PackedScene_method_instance>`.这将返回可以添加" -"到活动场景的节点树:" +"但是 ``scene`` 还不是一个节点. 它被打包在一个称为 :ref:`PackedScene " +"<class_PackedScene>` 的特殊资源中. 要想创建实际的节点, 就必须调用函数 :ref:" +"`PackedScene.instance() <class_PackedScene_method_instance>`. 这将返回可以添" +"加到活动场景的节点树:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:386 msgid "" @@ -300,9 +300,9 @@ msgid "" "This is especially useful to quickly instance several enemies, bullets, and " "other entities in the active scene." msgstr "" -"此两步过程的优点在于,打包的场景可以保持加载状态并可以随时使用,以便您可以根据" -"需要创建尽可能多的实例.这对于在活动场景中快速实例化多个敌人、子弹、和其他实体" -"特别有用." +"此两步过程的优点在于, 打包的场景可以保持加载状态并可以随时使用, 以便您可以根" +"据需要创建尽可能多的实例. 这对于在活动场景中快速实例化多个敌人, 子弹, 和其他" +"实体特别有用." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:394 msgid "Register scripts as classes" @@ -314,31 +314,34 @@ msgid "" "Editor. By default, you can only access unnamed scripts by loading the file " "directly." msgstr "" -"Godot有一个\"脚本类\"的功能,可以使用编辑器注册单个脚本.默认情况下,您只能通过" -"直接加载文件访问未命名的脚本." +"Godot有一个 \"脚本类\" 的功能, 可以使用编辑器注册单个脚本. 默认情况下, 您只能" +"通过直接加载文件访问未命名的脚本." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" -"您可以命名脚本,并在编辑器中使用 ``class_name`` 关键字并后跟类名将其注册为类" -"型.您可以添加逗号和可选的图像路径以用作图标.然后,您将在节点或资源创建对话框中" -"找到您的新类型." +"您可以命名脚本, 并在编辑器中使用 ``class_name`` 关键字并后跟类名将其注册为类" +"型. 您可以添加逗号和可选的图像路径以用作图标. 然后, 您将在节点或资源创建对话" +"框中找到您的新类型." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "在Godot 3.1中:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." msgstr "" -"只有GDScript和NativeScript,即C ++和其他GDNative支持的语言,可以注册脚本." +"只有GDScript和NativeScript, 即C ++和其他GDNative支持的语言, 可以注册脚本." -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "只有GDScript为每个命名脚本创建全局变量." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/signals.po index 476af735a8..ccbad48d72 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,8 +36,8 @@ msgid "" "example, rather than continuously checking a button to see if it's being " "pressed, the button can emit a signal when it's pressed." msgstr "" -"信号是Godot的 *观察者* 模式的版本.它们允许一个节点发出其他节点可以监听和响应" -"的消息.例如,与其持续检查按钮是否被按下,不如在按下按钮时发出信号." +"信号是Godot的 *观察者* 模式的版本. 它们允许一个节点发出其他节点可以监听和响应" +"的消息. 例如, 与其持续检查按钮是否被按下, 不如在按下按钮时发出信号." #: ../../docs/getting_started/step_by_step/signals.rst:17 msgid "" @@ -54,15 +54,15 @@ msgid "" "expect other objects to always be present, they can instead emit signals " "that all interested objects can subscribe to and respond to." msgstr "" -"信号是一种使游戏对象 *解耦* 的方法,从而可以使代码组织得更好,更易于管理.游戏对" -"象可以发出所有感兴趣的对象可以订阅并响应的信号,而非强制游戏对象期望其他对象始" -"终存在." +"信号是一种使游戏对象 *解耦* 的方法, 从而可以使代码组织得更好, 更易于管理. 游" +"戏对象可以发出所有感兴趣的对象可以订阅并响应的信号, 而非强制游戏对象期望其他" +"对象始终存在." #: ../../docs/getting_started/step_by_step/signals.rst:24 msgid "" "Below you can see some examples of how you can use signals in your own " "projects." -msgstr "接下来,您可以看到一些有关如何在自己的项目中使用信号的示例." +msgstr "接下来, 您可以看到一些有关如何在自己的项目中使用信号的示例." #: ../../docs/getting_started/step_by_step/signals.rst:27 msgid "Timer example" @@ -74,9 +74,9 @@ msgid "" "Create a new scene with a Node2D and two children: a Timer and a :ref:" "`Sprite <class_Sprite>`. In the Scene dock, rename Node2D to TimerExample." msgstr "" -"为了看看信号是如何工作的,让我们尝试使用一个 :ref:`Timer <class_Timer>` 节点." -"创建一个新的场景,有一个Node2D和两个子节点:一个定时器和一个 :ref:`Sprite " -"<class_Sprite>`. 在Scene dock中,将Node2D重命名为TimerExample." +"为了看看信号是如何工作的, 让我们尝试使用一个 :ref:`Timer <class_Timer>` 节" +"点. 创建一个新的场景, 有一个Node2D和两个子节点: 一个定时器和一个 :ref:" +"`Sprite <class_Sprite>`. 在Scene dock中, 将Node2D重命名为TimerExample." #: ../../docs/getting_started/step_by_step/signals.rst:33 msgid "" @@ -85,9 +85,9 @@ msgid "" "down menu. Attach a script to the root node, but don't add any code to it " "yet." msgstr "" -"对于 ``Sprite`` 的纹理,可以使用Godot图标,或您喜欢的任何其他图像.为此,请在 " -"``Sprite`` 的 ``Texture`` 属性下拉菜单中选择 ``Load``.将脚本附加到根节点,但尚" -"未添加任何代码." +"对于 ``Sprite`` 的纹理, 可以使用Godot图标, 或您喜欢的任何其他图像. 为此, 请" +"在 ``Sprite`` 的 ``Texture`` 属性下拉菜单中选择 ``Load``. 将脚本附加到根节" +"点, 但尚未添加任何代码." #: ../../docs/getting_started/step_by_step/signals.rst:37 msgid "Your scene tree should look like this:" @@ -99,8 +99,8 @@ msgid "" "This will cause the timer to start automatically when you run the scene. You " "can leave the *Wait Time* at 1 second." msgstr "" -"在 ``Timer`` 节点的属性中,勾选 *自动启动* 旁边的选框.这会令计时器在您运行场景" -"时自动启动.您可以将 *等待时间* 保留为1秒." +"在 ``Timer`` 节点的属性中, 勾选 *自动启动* 旁边的选框. 这会令计时器在您运行场" +"景时自动启动. 您可以将 *等待时间* 保留为1秒." #: ../../docs/getting_started/step_by_step/signals.rst:45 msgid "" @@ -109,9 +109,9 @@ msgid "" "case of the Timer node, the one we're concerned with is \"timeout\". This " "signal is emitted whenever the Timer reaches ``0``." msgstr "" -"在 \"属性检查器\" 选项卡旁边是一个标记为 \"节点\" 的选项卡.单击此选项卡,您将" -"看到所选节点可以发出的所有信号.对于 ``Timer`` 节点,我们关注的是\"timeout()\"." -"每当计时器到达 ``0`` 时,就会发出这个信号." +"在 \"属性检查器\" 选项卡旁边是一个标记为 \"节点\" 的选项卡. 单击此选项卡, 您" +"将看到所选节点可以发出的所有信号. 对于 ``Timer`` 节点, 我们关注的是 " +"\"timeout()\". 每当计时器到达 ``0`` 时, 就会发出这个信号." #: ../../docs/getting_started/step_by_step/signals.rst:52 msgid "" @@ -119,8 +119,8 @@ msgid "" "the signals panel. You'll see the following window, where you can define how " "you want to connect the signal:" msgstr "" -"点击\"timeout()\"信号,然后点击界面底部的\"连接...\"按钮.您将看到如下窗口,您可" -"以在其中定义如何连接信号:" +"点击 \"timeout()\" 信号, 然后点击界面底部的 \"连接...\" 按钮. 您将看到如下窗" +"口, 您可以在其中定义如何连接信号:" #: ../../docs/getting_started/step_by_step/signals.rst:58 msgid "" @@ -129,14 +129,14 @@ msgid "" "blue, this is a visual indication that it's the node that is emitting the " "signal. Select the root node." msgstr "" -"在左侧,你将看到场景中的节点,并可以选择要\"监听\"信号的节点.请注意,Timer 节点" -"为蓝色——意思是它是发出信号的节点.选择根节点." +"在左侧, 你将看到场景中的节点, 并可以选择要 \"监听\" 信号的节点. 请注意,Timer " +"节点为蓝色——意思是它是发出信号的节点. 选择根节点." #: ../../docs/getting_started/step_by_step/signals.rst:63 msgid "" "The target node *must* have a script attached or you'll receive an error " "message." -msgstr "目标节点 *必须* 附加一个脚本,否则您将收到一条错误消息." +msgstr "目标节点 *必须* 附加一个脚本, 否则您将收到一条错误消息." #: ../../docs/getting_started/step_by_step/signals.rst:66 msgid "" @@ -146,9 +146,9 @@ msgid "" "method, as each signal propagation will result in different values for those " "extra call arguments." msgstr "" -"如果你切换高级菜单,你会在右侧看到,你可以绑定任意数量的不同类型的参数.当你有多" -"个信号连接到同一个方法时,这将很有用,因为每个信号的传播,可能会附加不同值的调用" -"参数." +"如果你切换高级菜单, 你会在右侧看到, 你可以绑定任意数量的不同类型的参数. 当你" +"有多个信号连接到同一个方法时, 这将很有用, 因为每个信号的传播, 可能会附加不同" +"值的调用参数." #: ../../docs/getting_started/step_by_step/signals.rst:70 msgid "" @@ -157,31 +157,31 @@ msgid "" "By default, Godot will create this function using the naming convention " "``_on_<node_name>_<signal_name>`` but you can change it if you wish." msgstr "" -"窗口底部是一个标有\"Receiver Method\"的字段.这是您要使用的目标节点脚本中的函" -"数名称.默认情况下,Godot将使用命名约定 ``_on_<node_name>_<signal_name>`` 创建" -"此函数,但如果你想要修改它也可以." +"窗口底部是一个标有\"Receiver Method\"的字段. 这是您要使用的目标节点脚本中的函" +"数名称. 默认情况下,Godot将使用命名约定 ``_on_<node_name>_<signal_name>`` 创建" +"此函数, 但如果你想要修改它也可以." #: ../../docs/getting_started/step_by_step/signals.rst:75 msgid "" "Click \"Connect\" and you'll see that the function has been created in the " "script:" -msgstr "单击 ``连接(Connect)``,您将看到该函数已在脚本中创建:" +msgstr "单击 ``连接(Connect)``, 您将看到该函数已在脚本中创建:" #: ../../docs/getting_started/step_by_step/signals.rst:96 msgid "" "Now we can replace the placeholder code with whatever code we want to run " "when the signal is received. Let's make the Sprite blink:" msgstr "" -"现在,我们可以用接收信号时要运行的任何代码替换占位符代码.让我们让 ``Sprite`` " -"闪烁一下:" +"现在, 我们可以用接收信号时要运行的任何代码替换占位符代码. 让我们让 " +"``Sprite`` 闪烁一下:" #: ../../docs/getting_started/step_by_step/signals.rst:121 msgid "" "Run the scene and you'll see the Sprite blinking on and off every second. " "You can change the Timer's *Wait Time* property to alter this." msgstr "" -"运行场景,您将看到 ``Sprite`` 每秒闪烁一次.您可以更改计时器的 *等待时间* 属性" -"来更改此设置." +"运行场景, 您将看到 ``Sprite`` 每秒闪烁一次. 您可以更改计时器的 *等待时间* 属" +"性来更改此设置." #: ../../docs/getting_started/step_by_step/signals.rst:125 msgid "Connecting signals in code" @@ -193,14 +193,15 @@ msgid "" "This is usually necessary when you're instancing nodes via code and so you " "can't use the editor to make the connection." msgstr "" -"您还可以用在代码进行信号连接而不是用编辑器.当您通过代码实例化节点时,通常这是" -"必需的,因为您无法使用编辑器进行连接." +"您还可以用在代码进行信号连接而不是用编辑器. 当您通过代码实例化节点时, 通常这" +"是必需的, 因为您无法使用编辑器进行连接." #: ../../docs/getting_started/step_by_step/signals.rst:131 msgid "" "First, disconnect the signal by selecting the connection in the Timer's " "\"Node\" tab and clicking disconnect." -msgstr "首先,通过在 ``计时器`` 的\"节点\"选项卡中选择连接并点击断开来断开信号." +msgstr "" +"首先, 通过在 ``计时器`` 的 \"节点\" 选项卡中选择连接并点击断开来断开信号." #: ../../docs/getting_started/step_by_step/signals.rst:136 msgid "" @@ -210,9 +211,9 @@ msgid "" "<target_node>, <target_function_name>)``. Here is the code for our Timer " "connection:" msgstr "" -"要使用代码进行连接,我们可以使用 ``connect`` 函数.将把它放在 ``_ready()`` 函数" -"中,这样连接就会在运行时创建.函数的语法是 ``<source_node>." -"connect(<signal_name>, <target_node>, <target_function_name>)``.下面是我们的" +"要使用代码进行连接, 我们可以使用 ``connect`` 函数. 将把它放在 ``_ready()`` 函" +"数中, 这样连接就会在运行时创建. 函数的语法是 ``<source_node>." +"connect(<signal_name>, <target_node>, <target_function_name>)``. 下面是我们的" "计时器连接的代码:" #: ../../docs/getting_started/step_by_step/signals.rst:171 @@ -228,18 +229,18 @@ msgid "" "Once declared, your custom signals will appear in the Inspector and can be " "connected in the same way as a node's built-in signals." msgstr "" -"声明后,您的自定义信号将出现在检查器中,并且可以按照与节点的内置信号相同的方式" -"进行连接." +"声明后, 您的自定义信号将出现在检查器中, 并且可以按照与节点的内置信号相同的方" +"式进行连接." #: ../../docs/getting_started/step_by_step/signals.rst:195 msgid "To emit a signal via code, use the ``emit_signal`` function:" -msgstr "要通过代码发出信号,使用 ``emit_signal`` 函数:" +msgstr "要通过代码发出信号, 使用 ``emit_signal`` 函数:" #: ../../docs/getting_started/step_by_step/signals.rst:222 msgid "" "A signal can also optionally declare one or more arguments. Specify the " "argument names between parentheses:" -msgstr "信号还可以选择声明一个或多个参数.在括号之间指定参数名称:" +msgstr "信号还可以选择声明一个或多个参数. 在括号之间指定参数名称:" #: ../../docs/getting_started/step_by_step/signals.rst:243 msgid "" @@ -248,14 +249,14 @@ msgid "" "number of arguments when you emit signals. So it's up to you to emit the " "correct values." msgstr "" -"这些信号参数显示在编辑器的节点停靠面板中,Godot可以使用它们为您生成回调函数.但" -"是,发出信号时仍然可以发出任意数量的参数;所以由你来决定是否发出正确的值." +"这些信号参数显示在编辑器的节点停靠面板中,Godot可以使用它们为您生成回调函数. " +"但是, 发出信号时仍然可以发出任意数量的参数;所以由你来决定是否发出正确的值." #: ../../docs/getting_started/step_by_step/signals.rst:248 msgid "" "To pass values, add them as the second argument to the ``emit_signal`` " "function:" -msgstr "要传递数值,请将数值作为第二个参数添加到 ``emit_signal`` 函数中:" +msgstr "要传递数值, 请将数值作为第二个参数添加到 ``emit_signal`` 函数中:" #: ../../docs/getting_started/step_by_step/signals.rst:276 msgid "Conclusion" @@ -268,14 +269,14 @@ msgid "" "emits a ``body_entered`` signal whenever the player's physics body enters " "its collision shape, allowing you to know when the player collected it." msgstr "" -"Godot的许多内置节点类型提供了可用于检测事件的信号.例如,代表硬币的 :ref:" +"Godot的许多内置节点类型提供了可用于检测事件的信号. 例如, 代表硬币的 :ref:" "`Area2D <class_Area2D>` 在游戏角色的物理体进入碰撞形状时发出 " -"``body_entered`` 信号,让您知道游戏角色何时收集了它." +"``body_entered`` 信号, 让您知道游戏角色何时收集了它." #: ../../docs/getting_started/step_by_step/signals.rst:283 msgid "" "In the next section, :ref:`doc_your_first_game`, you'll build a complete " "game including several uses of signals to connect different game components." msgstr "" -"在下一节 :ref:`doc_your_first_game` 中,您将构建一个完整的游戏,其中包括使用多" -"种信号来连接不同的游戏组件." +"在下一节 :ref:`doc_your_first_game` 中, 您将构建一个完整的游戏, 其中包括使用" +"多种信号来连接不同的游戏组件." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 5f85e5a22c..7df4750e5e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,14 +31,14 @@ msgid "" "no method for storing information (e.g. a player's score or inventory) that " "is needed by more than one scene." msgstr "" -"Godot的场景系统虽然功能强大且灵活,但有一个缺点:没有一种方法可以用于存储多个场" -"景所需的信息(例如 ``player`` 的分数或库存)." +"Godot的场景系统虽然功能强大且灵活, 但有一个缺点: 没有一种方法可以用于存储多个" +"场景所需的信息(例如 ``player`` 的分数或库存)." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:13 msgid "" "It's possible to address this with some workarounds, but they come with " "their own limitations:" -msgstr "可以通过一些变通方法来解决此问题,但是它们有其自身的局限性:" +msgstr "可以通过一些变通方法来解决此问题, 但是它们有其自身的局限性:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16 msgid "" @@ -46,8 +46,8 @@ msgid "" "children. However, this means you can no longer run those scenes " "individually and expect them to work correctly." msgstr "" -"您可以使用\"主\"场景,加载和卸载其他场景作为其子级.但是,这意味着您不能再单独运" -"行这些场景并期望它们正常工作." +"您可以使用 \"主\" 场景, 加载和卸载其他场景作为其子级. 但是, 这意味着您不能再" +"单独运行这些场景并期望它们正常工作." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:19 msgid "" @@ -55,8 +55,8 @@ msgid "" "that require it, but frequently saving and loading data is cumbersome and " "may be slow." msgstr "" -"信息可以存储在 ``user://`` 下的磁盘上,然后由需要它的场景加载,但是经常保存和加" -"载数据很麻烦并且可能很慢." +"信息可以存储在 ``user://`` 下的磁盘上, 然后由需要它的场景加载, 但是经常保存和" +"加载数据很麻烦并且可能很慢." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23 msgid "" @@ -67,20 +67,20 @@ msgid "" "different names." msgstr "" "`单例模式 <https://en.wikipedia.org/wiki/Singleton_pattern>`_ 是一个解决需要" -"在场景之间存储持久性信息的常见用例的实用工具.在我们的示例中,只要多个单例具有" -"不同的名称,就可以复用相同的场景或类." +"在场景之间存储持久性信息的常见用例的实用工具. 在我们的示例中, 只要多个单例具" +"有不同的名称, 就可以复用相同的场景或类." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29 msgid "Using this concept, you can create objects that:" -msgstr "利用这个概念,你可以创建这样的对象:" +msgstr "利用这个概念, 你可以创建这样的对象:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31 msgid "Are always loaded, no matter which scene is currently running." -msgstr "无论当前运行哪个场景,始终加载." +msgstr "无论当前运行哪个场景, 始终加载." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32 msgid "Can store global variables such as player information." -msgstr "可以存储全局变量,如玩家信息." +msgstr "可以存储全局变量, 如玩家信息." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:33 msgid "Can handle switching scenes and between-scene transitions." @@ -90,7 +90,7 @@ msgstr "可以处理切换场景和场景间过渡." msgid "" "*Act* like a singleton, since GDScript does not support global variables by " "design." -msgstr "*行为* 类似单例模式,因为GDScript在设计上不支持全局变量." +msgstr "*行为* 类似单例模式, 因为GDScript在设计上不支持全局变量." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:36 msgid "Autoloading nodes and scripts can give us these characteristics." @@ -102,8 +102,8 @@ msgid "" "design pattern. It may still be instanced more than once by the user if " "desired." msgstr "" -"根据单例设计模式,Godot不会使AutoLoad成为一个 \"真正的\" 单例.如果需要,它仍然" -"可以被用户实例化多次." +"根据单例设计模式,Godot不会使AutoLoad成为一个 \"真正的\" 单例. 如果需要, 它仍" +"然可以被用户实例化多次." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:44 msgid "AutoLoad" @@ -122,17 +122,17 @@ msgid "" "script will be attached to it. This node will be added to the root viewport " "before any other scenes are loaded." msgstr "" -"您可以使用 ``自动加载(AutoLoad)`` 加载继承自 :ref:`class_Node` 的场景或脚本." -"注意:自动加载脚本时,将创建一个节点并将脚本附加到该节点.在加载任何其他场景之" -"前,此节点将添加到根视图." +"您可以使用 ``自动加载(AutoLoad)`` 加载继承自 :ref:`class_Node` 的场景或脚本. " +"注意: 自动加载脚本时, 将创建一个节点并将脚本附加到该节点. 在加载任何其他场景" +"之前, 此节点将添加到根视图." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:57 msgid "" "To autoload a scene or script, select **Project > Project Settings** from " "the menu and switch to the **AutoLoad** tab." msgstr "" -"要自动加载场景或脚本,请从菜单中选择 **项目 -> 项目设置(Project -> Project " -"Settings)** ,然后切换到 **自动加载(AutoLoad)** 选项卡." +"要自动加载场景或脚本, 请从菜单中选择 **项目 -> 项目设置(Project -> Project " +"Settings)** , 然后切换到 **自动加载(AutoLoad)** 选项卡." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:62 msgid "" @@ -141,22 +141,22 @@ msgid "" "order of the entries as they are added to the global scene tree can be " "manipulated using the up/down arrow keys." msgstr "" -"您可以在此处添加任意数量的场景或脚本.列表中的每个条目都需要一个名称,该名称被" -"分配为节点的 ``name`` 属性.使用向上/向下箭头键可以操纵将条目添加到全局场景树" -"时的顺序." +"您可以在此处添加任意数量的场景或脚本. 列表中的每个条目都需要一个名称, 该名称" +"被分配为节点的 ``name`` 属性. 使用向上/向下箭头键可以操纵将条目添加到全局场景" +"树时的顺序." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69 msgid "" "This means that any node can access a singleton named \"PlayerVariables\" " "with:" -msgstr "这意味着,任何节点都可以访问并使用一个名为 \"PlayerVariables\" 的单例:" +msgstr "这意味着, 任何节点都可以访问并使用一个名为 \"PlayerVariables\" 的单例:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:82 msgid "" "If the **Enable** column is checked (which is the default), then the " "singleton can be accessed directly without requiring ``get_node()``:" msgstr "" -"如果 **Enable** 列被选中(这是默认的),那么可以直接访问单例而不需要 " +"如果 **Enable** 列被选中(这是默认的), 那么可以直接访问单例而不需要 " "``get_node()``:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95 @@ -165,8 +165,8 @@ msgid "" "any other node in the scene tree. In fact, if you look at the running scene " "tree, you'll see the autoloaded nodes appear:" msgstr "" -"请注意,就像场景树中的任何其他节点一样,访问自动加载对象(脚本和/或场景)的方式也" -"是如此.实际上,如果查看正在运行的场景树,则会看到自动加载的节点出现:" +"请注意, 就像场景树中的任何其他节点一样, 访问自动加载对象(脚本和/或场景)的方式" +"也是如此. 实际上, 如果查看正在运行的场景树, 则会看到自动加载的节点出现:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102 msgid "Custom scene switcher" @@ -180,18 +180,18 @@ msgid "" "details). However, if you need more complex behavior when changing scenes, " "this method provides more functionality." msgstr "" -"本教程将演示如何使用自动加载功能构建场景切换器.可以将 :ref:`SceneTree." -"change_scene()<class_SceneTree_method_change_scene>` 方法(有关详细信息,请参" -"见 :ref:`doc_scene_tree` )用于基本的场景切换.但是,如果在更改场景时需要更复杂" -"的行为,则此方法可提供更多功能." +"本教程将演示如何使用自动加载功能构建场景切换器. 可以将 :ref:`SceneTree." +"change_scene()<class_SceneTree_method_change_scene>` 方法(有关详细信息, 请参" +"见 :ref:`doc_scene_tree` )用于基本的场景切换. 但是, 如果在更改场景时需要更复" +"杂的行为, 则此方法可提供更多功能." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:110 msgid "" "To begin, download the template from here: :download:`autoload.zip <files/" "autoload.zip>` and open it in Godot." msgstr "" -"首先,请从 :download:`autoload.zip <files/autoload.zip>` 下载模板并在Godot中将" -"其打开." +"首先, 请从 :download:`autoload.zip <files/autoload.zip>` 下载模板并在Godot中" +"将其打开." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:113 msgid "" @@ -200,9 +200,9 @@ msgid "" "``pressed()`` signal connected. When you run the project, it starts in " "``Scene1.tscn``. However, pressing the button does nothing." msgstr "" -"该项目包含两个场景: ``Scene1.tscn`` 和 ``Scene2.tscn``.每个场景都包含一个显示" -"场景名称的标签和一个连接了 ``pressed()`` 信号的按钮.当您运行该项目时,它将从 " -"``Scene1.tscn`` 开始.但是,按下按钮不会执行任何操作." +"该项目包含两个场景: ``Scene1.tscn`` 和 ``Scene2.tscn``. 每个场景都包含一个显" +"示场景名称的标签和一个连接了 ``pressed()`` 信号的按钮. 当您运行该项目时, 它将" +"从 ``Scene1.tscn`` 开始. 但是, 按下按钮不会执行任何操作." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:119 msgid "Global.gd" @@ -213,7 +213,7 @@ msgid "" "Switch to the **Script** tab and create a new script called ``Global.gd``. " "Make sure it inherits from ``Node``:" msgstr "" -"切换到 **脚本(Script)** 选项卡,并创建一个名为 ``Global.gd`` 的新脚本.确保它" +"切换到 **脚本(Script)** 选项卡, 并创建一个名为 ``Global.gd`` 的新脚本. 确保它" "从 ``Node`` 继承:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:126 @@ -223,16 +223,16 @@ msgid "" "the script by clicking the browse button or typing its path: ``res://Global." "gd``. Press **Add** to add it to the autoload list:" msgstr "" -"下一步是将此脚本添加到自动加载列表中.从菜单中打开 **项目 > 项目设置(Project " -"> Project Settings)** ,切换到 **自动加载(AutoLoad)** 选项卡,然后单击文件浏览" -"按钮或键入其路径: ``res://Global.gd`` .按 **添加(Add)** 将其添加到自动加载列" -"表:" +"下一步是将此脚本添加到自动加载列表中. 从菜单中打开 **项目 > 项目设置(Project " +"> Project Settings)** , 切换到 **自动加载(AutoLoad)** 选项卡, 然后单击文件浏" +"览按钮或键入其路径: ``res://Global.gd`` . 按 **添加(Add)** 将其添加到自动加载" +"列表:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:133 msgid "" "Now whenever we run any scene in the project, this script will always be " "loaded." -msgstr "现在,无论何时在项目中运行任何场景,该脚本都将始终加载." +msgstr "现在, 无论何时在项目中运行任何场景, 该脚本都将始终加载." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:135 msgid "" @@ -241,17 +241,17 @@ msgid "" "``Global.gd`` are children of root, but autoloaded nodes are always first. " "This means that the last child of root is always the loaded scene." msgstr "" -"返回到脚本,它需要在 ``_ready()`` 函数中获取当前场景.当前场景(带有按钮的场景)" -"和 ``global.gd`` 都是 ``root`` 的子代,但是自动加载的节点始终是第一个.这意味" -"着 ``root`` 的最后一个子项始终是加载的场景." +"返回到脚本, 它需要在 ``_ready()`` 函数中获取当前场景. 当前场景(带有按钮的场" +"景)和 ``global.gd`` 都是 ``root`` 的子代, 但是自动加载的节点始终是第一个. 这" +"意味着 ``root`` 的最后一个子项始终是加载的场景." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:167 msgid "" "Now we need a function for changing the scene. This function needs to free " "the current scene and replace it with the requested one." msgstr "" -"现在我们需要一个用于更改场景的函数.此函数需要释放当前场景,并将其替换为请求的" -"场景." +"现在我们需要一个用于更改场景的函数. 此函数需要释放当前场景, 并将其替换为请求" +"的场景." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:236 msgid "" @@ -260,14 +260,14 @@ msgid "" "completed. Thus, the current scene will not be removed while it is still " "being used (i.e. its code is still running)." msgstr "" -"使用 :ref:`Object.call_deferred() <class_Object_method_call_deferred>`,第二个" -"函数将仅在当前场景中的所有代码完成后运行.因此,当前场景在仍在使用(即其代码仍在" -"运行)时不会被删除." +"使用 :ref:`Object.call_deferred() <class_Object_method_call_deferred>`, 第二" +"个函数将仅在当前场景中的所有代码完成后运行. 因此, 当前场景在仍在使用(即其代码" +"仍在运行)时不会被删除." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:241 msgid "" "Finally, we need to fill the empty callback functions in the two scenes:" -msgstr "最后,我们需要在两个场景中填充空的回调函数:" +msgstr "最后, 我们需要在两个场景中填充空的回调函数:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:261 msgid "and" @@ -277,7 +277,7 @@ msgstr "以及" msgid "" "Run the project and test that you can switch between scenes by pressing the " "button." -msgstr "运行该项目,并测试您可以通过按下按钮来切换场景." +msgstr "运行该项目, 并测试您可以通过按下按钮来切换场景." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:286 msgid "" @@ -286,8 +286,8 @@ msgid "" "appear. To learn how to handle this, see the next tutorial: :ref:" "`doc_background_loading`." msgstr "" -"注意:当场景较小时,过渡是瞬时的.但是,如果您的场景比较复杂,则可能需要花费相当长" -"的时间才能显示出来.要了解如何处理此问题,请参阅下一个教程: :ref:" +"注意: 当场景较小时, 过渡是瞬时的. 但是, 如果您的场景比较复杂, 则可能需要花费" +"相当长的时间才能显示出来. 要了解如何处理此问题, 请参阅下一个教程: :ref:" "`doc_background_loading`." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:290 @@ -298,6 +298,6 @@ msgid "" "scene is changed. This can be used to indicate to the player that a scene is " "being loaded." msgstr "" -"另外,如果加载时间相对较短(少于3秒左右),你可以在改变场景之前,通过显示某种2D元" -"素来显示一个 \"加载中图标\",然后在改变场景后隐藏它.这能让玩家知道场景正在载入" -"中." +"另外, 如果加载时间相对较短(少于3秒左右), 你可以在改变场景之前, 通过显示某种2D" +"元素来显示一个 \"加载中图标\", 然后在改变场景后隐藏它. 这能让玩家知道场景正在" +"载入中." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 4aa1881adb..b1ff823338 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,8 +30,8 @@ msgid "" "This is a simple tutorial to establish the basic idea of how the GUI " "subsystem works. The goal is to create a simple, static splash screen." msgstr "" -"这是一个简单的教程,可建立有关GUI子系统如何工作的基本概念.目标是创建一个简单的" -"静态启动画面." +"这是一个简单的教程, 可建立有关GUI子系统如何工作的基本概念. 目标是创建一个简单" +"的静态启动画面." #: ../../docs/getting_started/step_by_step/splash_screen.rst:15 msgid "" @@ -39,8 +39,8 @@ msgid "" "can be placed directly in your project folder and Godot will import them " "automatically." msgstr "" -"下面是一个包含将要使用的资源的文件.解压的文件可以直接放在项目文件夹中,Godot会" -"自动导入它们." +"下面是一个包含将要使用的资源的文件. 解压的文件可以直接放在项目文件夹中,Godot" +"会自动导入它们." #: ../../docs/getting_started/step_by_step/splash_screen.rst:18 msgid ":download:`robisplash_assets.zip <files/robisplash_assets.zip>`." @@ -54,7 +54,7 @@ msgstr "设置" msgid "" "Set the display resolution to 800x450 in Project Settings, and set up a new " "scene like this:" -msgstr "在项目设置中将显示分辨率设置为800x450,然后设置一个新场景,如下所示:" +msgstr "在项目设置中将显示分辨率设置为800x450, 然后设置一个新场景, 如下所示:" #: ../../docs/getting_started/step_by_step/splash_screen.rst:27 msgid "" @@ -63,7 +63,7 @@ msgid "" "to the texture property." msgstr "" "节点 ``background`` 和 ``logo`` 是 :ref:`TextureRect <class_TextureRect>` 类" -"型.要显示图像,请将相应的资源拖动到 ``texture(纹理)`` 属性." +"型. 要显示图像, 请将相应的资源拖动到 ``texture(纹理)`` 属性." #: ../../docs/getting_started/step_by_step/splash_screen.rst:32 msgid "" @@ -71,13 +71,13 @@ msgid "" "several images for different states, but only the normal and pressed will be " "supplied in this example:" msgstr "" -"节点 ``start`` 是一个 :ref:`TextureButton <class_TextureButton>` .它为不同的" -"状态采用几张图像,但是在此示例中仅提供 ``正常(normal)`` 和 ``按下(pressed)`` " +"节点 ``start`` 是一个 :ref:`TextureButton <class_TextureButton>` . 它为不同的" +"状态采用几张图像, 但是在此示例中仅提供 ``正常(normal)`` 和 ``按下(pressed)`` " "状态的图像:" #: ../../docs/getting_started/step_by_step/splash_screen.rst:38 msgid "Finally, the node \"copyright\" is a :ref:`Label <class_Label>`." -msgstr "最后,节点 ``copyright`` 是一个 :ref:`Label <class_Label>`." +msgstr "最后, 节点 ``copyright`` 是一个 :ref:`Label <class_Label>`." #: ../../docs/getting_started/step_by_step/splash_screen.rst:40 msgid "Your final scene should look something like this." @@ -87,4 +87,4 @@ msgstr "您最终的场景应该是这样的." msgid "" "Go ahead and run the project. If you're satisfied with the results, " "continue to the next tutorial." -msgstr "继续运行这个项目.如果您对结果感到满意,请继续下一个教程." +msgstr "继续运行这个项目. 如果您对结果感到满意, 请继续下一个教程." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 4025fd1349..c6a9281eda 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,15 +29,15 @@ msgstr "简介" msgid "" "In this tutorial, you will connect a character to a life bar and animate the " "health loss." -msgstr "在本教程中,您将生命条关联到一个角色,并动画化生命值损失." +msgstr "在本教程中, 您将生命条关联到一个角色, 并动画化生命值损失." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:14 msgid "" "Here's what you'll create: the bar and the counter animate when the " "character takes a hit. They fade when it dies." msgstr "" -"这就是您要创建的内容:角色受到攻击时,条形图和计数器会进行动画处理.它死后会褪" -"色." +"这就是您要创建的内容: 角色受到攻击时, 条形图和计数器会进行动画处理. 它死后会" +"褪色." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:18 msgid "You will learn:" @@ -59,7 +59,7 @@ msgstr "如何用 :ref:`Tween <class_Tween>` 节点 **动画化** 生命条" msgid "" "If you want to learn how to set up the interface instead, check out the step-" "by-step UI tutorials:" -msgstr "如果您想学习如何设置界面,请查看渐进式UI教程:" +msgstr "如果您想学习如何设置界面, 请查看渐进式UI教程:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:28 msgid ":doc:`ui_main_menu`" @@ -79,10 +79,10 @@ msgid "" "manageable, and allows different team members to work on different parts of " "the game." msgstr "" -"在编写游戏代码时,您要首先构建核心游戏玩法:主要机制、玩家输入、获胜和失败条件." -"UI要晚一些.如果可能的话,您希望将组成项目的所有元素分开.每个角色都应该在自己的" -"场景中,有自己的脚本,UI元素也应该如此.这可以防止bug,保持项目的可管理性,并允许" -"不同的团队成员在游戏的不同部分工作." +"在编写游戏代码时, 您要首先构建核心游戏玩法: 主要机制, 玩家输入, 获胜和失败条" +"件.UI要晚一些. 如果可能的话, 您希望将组成项目的所有元素分开. 每个角色都应该在" +"自己的场景中, 有自己的脚本,UI元素也应该如此. 这可以防止bug, 保持项目的可管理" +"性, 并允许不同的团队成员在游戏的不同部分工作." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:40 msgid "" @@ -91,12 +91,12 @@ msgid "" "constant time intervals. We want the life bar to update when the Player " "takes damage." msgstr "" -"一旦核心游戏玩法和UI准备就绪,您就需要以某种方式连接它们.在我们的示例中,我们的" -"敌人以固定的时间间隔攻击玩家.我们希望生命条在玩家受到伤害时更新." +"一旦核心游戏玩法和UI准备就绪, 您就需要以某种方式连接它们. 在我们的示例中, 我" +"们的敌人以固定的时间间隔攻击玩家. 我们希望生命条在玩家受到伤害时更新." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:45 msgid "To do this, we will use **signals**." -msgstr "为此,我们将使用 **信号** ." +msgstr "为此, 我们将使用 **信号** ." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:49 msgid "" @@ -109,11 +109,11 @@ msgid "" "information, check out the `signals video tutorial <https://youtu.be/" "l0BkQxF7X3E>`_ on GDquest." msgstr "" -"信号是Godot观察者模式的版本.他们允许我们发出一些信息.其他节点可以连接到 **发" -"出** 信号的对象并接收信息.它是我们在用户界面和成就系统中大量使用的强大工具.但" -"是,您不希望在任何地方都使用它们.连接两个节点增加了它们之间的耦合.当存在大量连" -"接时,它们变得难以管理.有关更多信息,请查看GDquest上的 `信号视频教程 <https://" -"youtu.be/l0BkQxF7X3E>`_." +"信号是Godot观察者模式的版本. 他们允许我们发出一些信息. 其他节点可以连接到 **" +"发出** 信号的对象并接收信息. 它是我们在用户界面和成就系统中大量使用的强大工" +"具. 但是, 您不希望在任何地方都使用它们. 连接两个节点增加了它们之间的耦合. 当" +"存在大量连接时, 它们变得难以管理. 有关更多信息, 请查看GDquest上的 `信号视频教" +"程 <https://youtu.be/l0BkQxF7X3E>`_." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:53 msgid "Download and explore the start project" @@ -125,8 +125,8 @@ msgid "" "ui_code_life_bar.zip>`. It contains all the assets and scripts you need to " "get started. Extract the .zip archive to get two folders: `start` and `end`." msgstr "" -"下载Godot项目::download:`ui_code_life_bar.zip <files/ui_code_life_bar.zip>`." -"它包含起始所需的所有资源和脚本.解压缩.zip存档以获得两个文件夹:``start`` 和 " +"下载Godot项目::download:`ui_code_life_bar.zip <files/ui_code_life_bar.zip>`. " +"它包含起始所需的所有资源和脚本. 解压缩.zip存档以获得两个文件夹:``start`` 和 " "``end``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:58 @@ -138,10 +138,10 @@ msgid "" "game: the basic combat mechanics already work. But as the character isn't " "connected to the life bar, the ``GUI`` doesn't do anything." msgstr "" -"加载Godot中的 ``start`` 项目.在 ``FileSystem`` 停靠面板中双击 ``LevelMockup." -"tscn`` 打开它.这是一个RPG游戏的模型,2个角色面对面.粉色的敌人定期攻击并破坏绿" -"色的正方形,直到它死亡.请随意尝试游戏:基本的战斗机制已经工作.但由于角色没有连" -"接到生命条,``GUI`` 什么也做不了." +"加载Godot中的 ``start`` 项目. 在 ``FileSystem`` 停靠面板中双击 ``LevelMockup." +"tscn`` 打开它. 这是一个RPG游戏的模型,2个角色面对面. 粉色的敌人定期攻击并破坏" +"绿色的正方形, 直到它死亡. 请随意尝试游戏: 基本的战斗机制已经工作. 但由于角色" +"没有连接到生命条,``GUI`` 什么也做不了." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:68 msgid "" @@ -152,18 +152,18 @@ msgid "" "prototype and test the gameplay, chances are it won't work well and you'll " "have to re-create it from scratch." msgstr "" -"这是编写游戏代码的典型方式:首先实现核心游戏玩法,处理玩家的死亡,然后才添加界" -"面.这是因为UI会监听游戏中发生的事情.因此,如果其他系统还没有到位,它将无法正常" -"工作.如果您在原型设计和测试游戏玩法之前设计UI,则可能会无法正常工作,并且您必须" -"从头开始重新创建它." +"这是编写游戏代码的典型方式: 首先实现核心游戏玩法, 处理玩家的死亡, 然后才添加" +"界面. 这是因为UI会监听游戏中发生的事情. 因此, 如果其他系统还没有到位, 它将无" +"法正常工作. 如果您在原型设计和测试游戏玩法之前设计UI, 则可能会无法正常工作, " +"并且您必须从头开始重新创建它." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:71 msgid "The scene contains a background sprite, a GUI, and two characters." -msgstr "该场景包含一个背景精灵、一个GUI和两个角色." +msgstr "该场景包含一个背景精灵, 一个GUI和两个角色." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:75 msgid "The scene tree, with the GUI scene set to display its children" -msgstr "场景树,其中GUI场景设置为显示其子级" +msgstr "场景树, 其中GUI场景设置为显示其子级" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:77 msgid "" @@ -171,24 +171,25 @@ msgid "" "comes with a barebones script where we get the path to nodes that exist " "inside the scene:" msgstr "" -"GUI场景封装了游戏的所有图形用户界面.它带有一个准系统脚本,在该脚本中,我们获得" -"了场景中存在的节点的路径:" +"GUI场景封装了游戏的所有图形用户界面. 它带有一个准系统脚本, 在该脚本中, 我们获" +"得了场景中存在的节点的路径:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:105 msgid "" "``number_label`` displays a life count as a number. It's a ``Label`` node" -msgstr "``number_label`` 将生命计数显示为数字.它是一个 ``Label`` 节点" +msgstr "``number_label`` 将生命计数显示为数字. 它是一个 ``Label`` 节点" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:107 msgid "``bar`` is the life bar itself. It's a ``TextureProgress`` node" -msgstr "``bar`` 是生命条本身.它是一个 ``TextureProgress`` 节点" +msgstr "``bar`` 是生命条本身. 它是一个 ``TextureProgress`` 节点" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:108 msgid "" "``tween`` is a component-style node that can animate and control any value " "or method from any other node" msgstr "" -"``tween`` 是一个组件风格的节点,它可以动画和控制来自任何其他节点的任何值或方法" +"``tween`` 是一个组件风格的节点, 它可以动画和控制来自任何其他节点的任何值或方" +"法" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:113 msgid "" @@ -205,10 +206,10 @@ msgid "" "In the `scripts/` folder you will find the enemy, the player, and the GUI " "controller scripts." msgstr "" -"在项目的根目录中的 ``res://`` 文件夹中,您将找到 ``LevelMockup``.那是主要的游" -"戏场景,也是我们将要使用的场景.构成游戏的所有组件都在 ``scenes/`` 文件夹中." -"``assets/`` 文件夹包含游戏精灵和HP计数器的字体.在 ``scripts/`` 文件夹中,您会" -"找到敌人、游戏角色和GUI控制器脚本." +"在项目的根目录中的 ``res://`` 文件夹中, 您将找到 ``LevelMockup``. 那是主要的" +"游戏场景, 也是我们将要使用的场景. 构成游戏的所有组件都在 ``scenes/`` 文件夹" +"中.``assets/`` 文件夹包含游戏精灵和HP计数器的字体. 在 ``scripts/`` 文件夹中, " +"您会找到敌人, 游戏角色和GUI控制器脚本." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:117 msgid "" @@ -216,12 +217,12 @@ msgid "" "the scene in the editor. You'll see the LifeBar and EnergyBar are sub-scenes " "themselves." msgstr "" -"点击场景树中节点右侧的编辑场景图标以在编辑器中打开场景.您会看到 ``LifeBar`` " +"点击场景树中节点右侧的编辑场景图标以在编辑器中打开场景. 您会看到 ``LifeBar`` " "和 ``EnergyBar`` 本身就是子场景." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:121 msgid "The scene tree, with the Player scene set to display its children" -msgstr "场景树,设置 ``Player`` 场景来显示它的子节点" +msgstr "场景树, 设置 ``Player`` 场景来显示它的子节点" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:124 msgid "Set up the Lifebar with the Player's max\\_health" @@ -235,9 +236,9 @@ msgid "" "player's health to the GUI every time they take damage. The GUI will then " "update the ``Lifebar`` and ``Number`` nodes with this value." msgstr "" -"我们必须以某种方式告诉GUI:游戏角色当前的健康状况,更新生命条的纹理,并在屏幕左" -"上角的HP计数器中显示剩余的健康状况.为此,我们会在每次受到伤害时将玩家的生命值" -"发送到GUI.然后,GUI将使用此值更新 ``Lifebar`` 和 ``Number`` 节点." +"我们必须以某种方式告诉GUI: 游戏角色当前的健康状况, 更新生命条的纹理, 并在屏幕" +"左上角的HP计数器中显示剩余的健康状况. 为此, 我们会在每次受到伤害时将玩家的生" +"命值发送到GUI. 然后,GUI将使用此值更新 ``Lifebar`` 和 ``Number`` 节点." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:132 msgid "" @@ -246,8 +247,9 @@ msgid "" "step is thus to tell the ``GUI`` what the green character's ``max_health`` " "is." msgstr "" -"我们可以在此处停止显示数字,但是我们需要初始化条形图的 ``max_value``,以便按正" -"确的比例进行更新.因此,第一步是告诉 ``GUI`` 绿色角色的 ``max_health`` 是什么." +"我们可以在此处停止显示数字, 但是我们需要初始化条形图的 ``max_value``, 以便按" +"正确的比例进行更新. 因此, 第一步是告诉 ``GUI`` 绿色角色的 ``max_health`` 是什" +"么." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:139 msgid "" @@ -256,9 +258,9 @@ msgid "" "to change its `max_value` property. You send a percentage from the `Player` " "to the `GUI` instead: `health / max_health * 100`." msgstr "" -"默认情况下,条形图 ``TextureProgress`` 的 ``max_value`` 值为 ``100``.如果您不" -"需要用数字显示角色的健康状况,则无需更改其 ``max_value`` 属性.可以从 " -"``Player`` 向 ``GUI`` 发送一个百分比,而不是 ``health / max_health * 100``." +"默认情况下, 条形图 ``TextureProgress`` 的 ``max_value`` 值为 ``100``. 如果您" +"不需要用数字显示角色的健康状况, 则无需更改其 ``max_value`` 属性. 可以从 " +"``Player`` 向 ``GUI`` 发送一个百分比, 而不是 ``health / max_health * 100``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:143 msgid "" @@ -267,8 +269,8 @@ msgid "" "``Player``'s ``max_health`` in a new variable and use it to set the " "``bar``'s ``max_value``:" msgstr "" -"在场景停靠面板中单击 ``GUI`` 右侧的脚本图标以打开其脚本.在 ``_ready`` 函数中," -"我们将把 ``Player`` 的 ``max_health`` 存储在一个新变量中,并使用它来设置 " +"在场景停靠面板中单击 ``GUI`` 右侧的脚本图标以打开其脚本. 在 ``_ready`` 函数" +"中, 我们将把 ``Player`` 的 ``max_health`` 存储在一个新变量中, 并使用它来设置 " "``bar`` 的 ``max_value``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:164 @@ -278,9 +280,9 @@ msgid "" "from there. It gives us access to the node. The second part of the " "statement, ``.max_health``, accesses the ``max_health`` on the Player node." msgstr "" -"让我们把它分解一下.``$\"../Characters/Player\"`` 是场景树中一个节点的一个快捷" -"方式,从那里取回 ``Characters/Player`` 节点.它允许我们访问节点.陈述的第二部分," -"``.max_health``,访问 ``Player`` 节点上的 ``max_health``." +"让我们把它分解一下.``$ \"../Characters/Player\"`` 是场景树中一个节点的一个快" +"捷方式, 从那里取回 ``Characters/Player`` 节点. 它允许我们访问节点. 陈述的第二" +"部分,``.max_health``, 访问 ``Player`` 节点上的 ``max_health``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:170 msgid "" @@ -288,8 +290,8 @@ msgid "" "the two lines into one, but we'll need to use ``player_max_health`` again " "later in the tutorial." msgstr "" -"第二行将该值赋给 ``bar.max_value``.您可以将这两行合并为一行,但是在本教程中,稍" -"后我们需要再次使用 ``player_max_health``." +"第二行将该值赋给 ``bar.max_value``. 您可以将这两行合并为一行, 但是在本教程" +"中, 稍后我们需要再次使用 ``player_max_health``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:174 msgid "" @@ -297,8 +299,8 @@ msgid "" "game, so we could work with this. Why do we still use ``max_health``? There " "are two reasons:" msgstr "" -"``Player.gd`` 在游戏开始时设置 ``health`` 为 ``max_health``,所以我们可以使用" -"它.为什么我们仍然使用 ``max_health``?有两个原因:" +"``Player.gd`` 在游戏开始时设置 ``health`` 为 ``max_health``, 所以我们可以使用" +"它. 为什么我们仍然使用 ``max_health``? 有两个原因:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:178 msgid "" @@ -306,7 +308,7 @@ msgid "" "``max_health``: a future version of the game may load a level where the " "player already lost some health." msgstr "" -"我们不能保证 ``health`` 总是等于 ``max_health``:未来版本的游戏可能会加载一个" +"我们不能保证 ``health`` 总是等于 ``max_health``: 未来版本的游戏可能会加载一个" "已经失去部分健康值的游戏角色的关卡." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:184 @@ -319,23 +321,23 @@ msgid "" "to set everything up and prepare the game session. Learn more about _ready: :" "doc:`scripting_continued`" msgstr "" -"当您在游戏中打开场景时,Godot会按照场景停靠面板中的顺序,从上到下逐一创建节点." -"``GUI`` 和 ``Player`` 不是同一个节点分支的一部分.为了确保当彼此访问时它们都存" -"在,我们必须使用 ``_ready`` 函数.Godot在加载所有节点之后,在游戏开始之前,立即调" -"用 ``_ready``.这是设置所有内容并准备游戏会话的完美功能.进一步了解 " +"当您在游戏中打开场景时,Godot会按照场景停靠面板中的顺序, 从上到下逐一创建节点." +"``GUI`` 和 ``Player`` 不是同一个节点分支的一部分. 为了确保当彼此访问时它们都" +"存在, 我们必须使用 ``_ready`` 函数.Godot在加载所有节点之后, 在游戏开始之前, " +"立即调用 ``_ready``. 这是设置所有内容并准备游戏会话的完美功能. 进一步了解 " "``_ready``: :doc:`scripting_continued`" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:188 msgid "Update health with a signal when the player takes a hit" -msgstr "当 ``player`` 受到攻击时,用信号更新生命值" +msgstr "当 ``player`` 受到攻击时, 用信号更新生命值" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:190 msgid "" "Our GUI is ready to receive the ``health`` value updates from the " "``Player``. To achieve this we're going to use **signals**." msgstr "" -"我们的GUI已经准备好接收来自 ``Player`` 的 ``health`` 值更新.为了实现这一点,我" -"们将使用 **信号** ." +"我们的GUI已经准备好接收来自 ``Player`` 的 ``health`` 值更新. 为了实现这一点, " +"我们将使用 **信号** ." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:195 msgid "" @@ -344,9 +346,9 @@ msgid "" "can also create your own using the `signal` keyword. On the `Player` node, " "you'll find two signals we created for you: `died` and `health_changed`." msgstr "" -"有许多有用的内置信号,如 ``enter_tree`` 和 ``exit_tree``,当所有节点分别在被创" -"建和销毁时,会发出这些信号.您也可以使用 ``signal`` 关键字创建您自己的信号.在 " -"``Player`` 节点上,您会发现我们为您创建的两个信号: ``died`` 和 " +"有许多有用的内置信号, 如 ``enter_tree`` 和 ``exit_tree``, 当所有节点分别在被" +"创建和销毁时, 会发出这些信号. 您也可以使用 ``signal`` 关键字创建您自己的信" +"号. 在 ``Player`` 节点上, 您会发现我们为您创建的两个信号: ``died`` 和 " "``health_changed``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:197 @@ -361,10 +363,10 @@ msgid "" "code runs." msgstr "" "我们为什么不直接在 ``_process`` 函数中获取 ``Player`` 节点并查看健康值呢?以" -"这种方式访问节点会在节点之间产生紧密耦合.如果您少做一点,它可能会起作用.当您的" -"游戏越来越大,您可能会有更多的连接.如果以这种方式获取节点,它将很快变得复杂.不" -"仅如此:您还需要在 ``_process`` 函数中不断监听状态变化.此检查每秒发生60次,由于" -"代码的运行顺序,您可能会中断游戏." +"这种方式访问节点会在节点之间产生紧密耦合. 如果您少做一点, 它可能会起作用. 当" +"您的游戏越来越大, 您可能会有更多的连接. 如果以这种方式获取节点, 它将很快变得" +"复杂. 不仅如此: 您还需要在 ``_process`` 函数中不断监听状态变化. 此检查每秒发" +"生60次, 由于代码的运行顺序, 您可能会中断游戏." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206 msgid "" @@ -375,9 +377,10 @@ msgid "" "information. And you will update the state of your connected node *right " "after* the change happened." msgstr "" -"在给定的帧上,您可能会在更新 *之前* 查看另一个节点的属性:您从上一帧获得了一个" -"值.这会导致难以修复的模糊bug.另一方面,一个信号在发生变化后立即发出.它 **保证" -"** 您得到了一个新的信息.发生变化后,您将在 *之后立即* 更新连接节点的状态." +"在给定的帧上, 您可能会在更新 *之前* 查看另一个节点的属性: 您从上一帧获得了一" +"个值. 这会导致难以修复的模糊bug. 另一方面, 一个信号在发生变化后立即发出. 它 " +"**保证** 您得到了一个新的信息. 发生变化后, 您将在 *之后立即* 更新连接节点的状" +"态." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:215 msgid "" @@ -390,12 +393,12 @@ msgid "" "gameprogrammingpatterns.com/observer.html>`_. The `full book <https://" "gameprogrammingpatterns.com/contents.html>`_ is available online for free." msgstr "" -"从信号派生而来的观察者模式仍然在节点分支之间添加了一些耦合.但是,与直接访问节" -"点以在两个单独的类之间进行通信相比,它通常更轻便,更安全.父节点可以从其子节点获" -"取值.但是,如果您使用的是两个独立的分支,那么您会希望使用信号.阅读游戏编程模式," -"以获取有关 `观察者模式 <http://gameprogrammingpatterns.com/observer.html>`_ " -"的更多信息.`全书 <http://gameprogrammingpatterns.com/contents.html>`_ 可以免" -"费在线获得." +"从信号派生而来的观察者模式仍然在节点分支之间添加了一些耦合. 但是, 与直接访问" +"节点以在两个单独的类之间进行通信相比, 它通常更轻便, 更安全. 父节点可以从其子" +"节点获取值. 但是, 如果您使用的是两个独立的分支, 那么您会希望使用信号. 阅读游" +"戏编程模式, 以获取有关 `观察者模式 <http://gameprogrammingpatterns.com/" +"observer.html>`_ 的更多信息.`全书 <http://gameprogrammingpatterns.com/" +"contents.html>`_ 可以免费在线获得." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:219 msgid "" @@ -404,9 +407,9 @@ msgid "" "and click on the Node tab. This is the place to connect nodes to listen to " "the one you selected." msgstr "" -"考虑到这一点,让我们将 ``GUI`` 连接到 ``Player``.点击场景停靠面板中的 " -"``Player`` 节点来选择它.转到属性检查器面板,点击 ``Node`` 选项卡.这是连接节点" -"以监听您选择的节点的地方." +"考虑到这一点, 让我们将 ``GUI`` 连接到 ``Player``. 点击场景停靠面板中的 " +"``Player`` 节点来选择它. 转到属性检查器面板, 点击 ``Node`` 选项卡. 这是连接节" +"点以监听您选择的节点的地方." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:224 msgid "The first section lists custom signals defined in ``Player.gd``:" @@ -416,7 +419,7 @@ msgstr "第一部分列出了在 ``Player.gd`` 中定义的自定义信号:" msgid "" "``died`` is emitted when the character died. We will use it in a moment to " "hide the UI." -msgstr "角色死亡时会发出 ``died`` 信号.稍后我们将使用它来隐藏UI." +msgstr "角色死亡时会发出 ``died`` 信号. 稍后我们将使用它来隐藏UI." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:228 msgid "``health_changed`` is emitted when the character got hit." @@ -436,10 +439,10 @@ msgid "" "too many arguments using this window as they're less convenient than doing " "it from the code." msgstr "" -"选择 ``health_changed`` 并点击右下角的连接按钮以打开连接信号窗口.在左侧,您可" -"以选择监听此信号的节点.选择 ``GUI`` 节点.屏幕的右侧允许您将可选值与信号打包." -"我们已经在 ``Player.gd`` 中处理过了.通常,建议不要在此窗口中添加过多的参数,因" -"为它们不如从代码中添加方便." +"选择 ``health_changed`` 并点击右下角的连接按钮以打开连接信号窗口. 在左侧, 您" +"可以选择监听此信号的节点. 选择 ``GUI`` 节点. 屏幕的右侧允许您将可选值与信号打" +"包. 我们已经在 ``Player.gd`` 中处理过了. 通常, 建议不要在此窗口中添加过多的参" +"数, 因为它们不如从代码中添加方便." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244 msgid "The Connect Signal window with the GUI node selected" @@ -449,7 +452,7 @@ msgstr "选择了GUI节点的连接信号窗口" msgid "" "You can optionally connect nodes from the code. However doing it from the " "editor has two advantages:" -msgstr "您可以选择从代码中连接节点.从编辑器执行此操作有两个优点:" +msgstr "您可以选择从代码中连接节点. 从编辑器执行此操作有两个优点:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:250 msgid "Godot can write new callback functions for you in the connected script" @@ -459,7 +462,7 @@ msgstr "在连接的脚本中,Godot可以为您编写新的回调函数" msgid "" "An emitter icon appears next to the node that emits the signal in the Scene " "dock" -msgstr "在场景停靠面板中,一个发射器图标出现发出信号的节点旁边" +msgstr "在场景停靠面板中, 一个发射器图标出现发出信号的节点旁边" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:253 msgid "" @@ -472,11 +475,11 @@ msgid "" "creates the method inside the ``GUI`` node. The script editor opens with the " "cursor inside a new ``_on_Player_health_changed`` function." msgstr "" -"在窗口的底部,您将找到所选节点的路径.我们对第二行\"节点中的方法\"感兴趣.这是发" -"出信号时在 ``GUI`` 节点上调用的方法.该方法接收与信号一起发送的值,并让您对其进" -"行处理.如果您向右看,默认情况下有一个 ``创建函数`` 单选按钮.点击窗口底部的连接" -"按钮.Godot在 ``GUI`` 节点中创建该方法.脚本编辑器打开并将光标放在一个新的 " -"``_on_Player_health_changed`` 函数中." +"在窗口的底部, 您将找到所选节点的路径. 我们对第二行 \"节点中的方法\" 感兴趣. " +"这是发出信号时在 ``GUI`` 节点上调用的方法. 该方法接收与信号一起发送的值, 并让" +"您对其进行处理. 如果您向右看, 默认情况下有一个 ``创建函数`` 单选按钮. 点击窗" +"口底部的连接按钮.Godot在 ``GUI`` 节点中创建该方法. 脚本编辑器打开并将光标放在" +"一个新的 ``_on_Player_health_changed`` 函数中." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265 msgid "" @@ -486,8 +489,8 @@ msgid "" "the name with anything you'd like." msgstr "" "当您从编辑器连接节点时,Godot会使用以下模式生成方法名称: " -"``_on_EmitterName_signal_name``.如果您已经编写了该方法,``创建函数`` 选项将保" -"留它.您可以将名称替换为任意名称." +"``_on_EmitterName_signal_name``. 如果您已经编写了该方法,``创建函数`` 选项将保" +"留它. 您可以将名称替换为任意名称." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:272 msgid "Godot writes the callback method for you and takes you to it" @@ -499,9 +502,9 @@ msgid "" "argument. When the player emits the ``health_changed`` signal, it will send " "its current ``health`` alongside it. Your code should look like:" msgstr "" -"在函数名后面的参数中,添加一个 ``player_health`` 参数.当 ``Player`` 发出 " -"``health_changed`` 信号时,它将在其旁边发送其当前的 ``health``.您的代码应该如" -"下所示:" +"在函数名后面的参数中, 添加一个 ``player_health`` 参数. 当 ``Player`` 发出 " +"``health_changed`` 信号时, 它将在其旁边发送其当前的 ``health``. 您的代码应该" +"如下所示:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:292 msgid "" @@ -510,16 +513,17 @@ msgid "" "which follows the official `C# naming conventions. <https://docs.microsoft." "com/en-us/dotnet/standard/design-guidelines/capitalization-conventions>`_" msgstr "" -"引擎不会将PascalCase转换成snake_case,对于C#示例,我们将使用PascalCase来表示方" -"法名,而camelCase用于方法参数,这样遵循 `C#命名约定 <https://docs.microsoft." -"com/en-us/dotnet/standard/design-guidelines/capitalization-conventions>`_" +"引擎不会将PascalCase转换成snake_case, 对于C#示例, 我们将使用PascalCase来表示" +"方法名, 而camelCase用于方法参数, 这样遵循 `C #命名约定 <https://docs." +"microsoft.com/en-us/dotnet/standard/design-guidelines/capitalization-" +"conventions>`_" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:299 msgid "" "In Player.gd, when the Player emits the health\\_changed signal, it also " "sends its health value" msgstr "" -"在 ``Player.gd`` 中.当 ``Player`` 发出 ``health_changed`` 信号时,它也会发送" +"在 ``Player.gd`` 中. 当 ``Player`` 发出 ``health_changed`` 信号时, 它也会发送" "其 ``health`` 值" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302 @@ -527,15 +531,15 @@ msgid "" "Inside ``_on_Player_health_changed``, let's call a second function called " "``update_health`` and pass it the ``player_health`` variable." msgstr "" -"在 ``_on_Player_health_changed`` 中,我们调用第二个名为 ``update_health`` 的函" -"数,并将 ``player_health`` 变量传递给它." +"在 ``_on_Player_health_changed`` 中, 我们调用第二个名为 ``update_health`` 的" +"函数, 并将 ``player_health`` 变量传递给它." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:307 msgid "" "We could directly update the health value on `LifeBar` and `Number`. There " "are two reasons to use this method instead:" msgstr "" -"我们可以直接在 ``LifeBar`` 和 ``Number`` 上更新健康值.改为使用此方法的原因有" +"我们可以直接在 ``LifeBar`` 和 ``Number`` 上更新健康值. 改为使用此方法的原因有" "两个:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:309 @@ -543,8 +547,8 @@ msgid "" "The name makes it clear for our future selves and teammates that when the " "player took damage, we update the health count on the GUI" msgstr "" -"这个名称可以让未来的自己和队友清楚地知道,当 ``Player`` 受到伤害时,我们会在GUI" -"上更新生命值" +"这个名称可以让未来的自己和队友清楚地知道, 当 ``Player`` 受到伤害时, 我们会在" +"GUI上更新生命值" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310 msgid "We will reuse this method a bit later" @@ -555,7 +559,7 @@ msgid "" "Create a new ``update_health`` method below ``_on_Player_health_changed``. " "It takes a new\\_value as its only argument:" msgstr "" -"在 ``_on_Player_health_changed`` 下创建一个新的 ``update_health`` 方法.它以 " +"在 ``_on_Player_health_changed`` 下创建一个新的 ``update_health`` 方法. 它以 " "``new_value`` 作为唯一参数:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:327 @@ -577,8 +581,8 @@ msgid "" "``Number``'s ``text`` property requires a string, so we can't assign it to " "``new_value`` directly" msgstr "" -"``str`` 是一个内置函数,可将任何值转换为文本.``Number`` 的 ``text`` 属性需要一" -"个字符串,因此我们不能将其直接指定为 ``new_value``" +"``str`` 是一个内置函数, 可将任何值转换为文本.``Number`` 的 ``text`` 属性需要" +"一个字符串, 因此我们不能将其直接指定为 ``new_value``" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:354 msgid "" @@ -587,9 +591,9 @@ msgid "" "of the game. Press :kbd:`F5` to test the game: the life bar updates with " "every attack!" msgstr "" -"还要在 ``_ready`` 函数的末尾调用 ``update_health`` ,以在游戏开始时用正确的值" -"初始化 ``Number`` 节点的 ``text`` .按 :kbd:`F5`测试游戏:每次攻击时,生命条都会" -"更新!" +"还要在 ``_ready`` 函数的末尾调用 ``update_health`` , 以在游戏开始时用正确的值" +"初始化 ``Number`` 节点的 ``text`` . 按 :kbd:`F5` 测试游戏: 每次攻击时, 生命条" +"都会更新!" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:361 msgid "" @@ -611,10 +615,10 @@ msgid "" "``TextureProgress`` from its current level to the ``Player``'s new " "``health`` when the character takes damage." msgstr "" -"我们的界面可以使用,但是可以使用一些动画.这是介绍 ``Tween`` 节点的绝佳机会,该" -"节点是动画化属性的基本工具.``Tween`` 可以在从开始到结束一定的持续时间内,动画" -"化你想要的任何东西.例如,当角色受到伤害时,它可以将 ``TextureProgress`` 上的生" -"命值从当前级别的值动画化为 ``Player`` 的新的 ``health`` 值." +"我们的界面可以使用, 但是可以使用一些动画. 这是介绍 ``Tween`` 节点的绝佳机会, " +"该节点是动画化属性的基本工具.``Tween`` 可以在从开始到结束一定的持续时间内, 动" +"画化你想要的任何东西. 例如, 当角色受到伤害时, 它可以将 ``TextureProgress`` 上" +"的生命值从当前级别的值动画化为 ``Player`` 的新的 ``health`` 值." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:374 msgid "" @@ -622,19 +626,19 @@ msgid "" "``tween`` variable. Let's now use it. We have to make some changes to " "``update_health``." msgstr "" -"``GUI`` 场景已经包含存储在 ``tween`` 变量中的 ``Tween`` 子节点.现在使用它.我" -"们必须对 ``update_health`` 进行一些更改." +"``GUI`` 场景已经包含存储在 ``tween`` 变量中的 ``Tween`` 子节点. 现在使用它. " +"我们必须对 ``update_health`` 进行一些更改." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:378 msgid "" "We will use the ``Tween`` node's ``interpolate_property`` method. It takes " "seven arguments:" msgstr "" -"我们将使用 ``Tween`` 节点 ``interpolate_property`` 方法.它接受七个参数:" +"我们将使用 ``Tween`` 节点 ``interpolate_property`` 方法. 它接受七个参数:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:381 msgid "A reference to the node who owns the property to animate" -msgstr "节点的引用,该节点拥有要动画化的属性" +msgstr "节点的引用, 该节点拥有要动画化的属性" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:382 msgid "The property's identifier as a string" @@ -665,7 +669,7 @@ msgid "" "The last two arguments combined correspond to an easing equation. This " "controls how the value evolves from the start to the end point." msgstr "" -"最后两个参数组合起来对应一个缓动方程.这可以控制值从起点到终点的演变方式." +"最后两个参数组合起来对应一个缓动方程. 这可以控制值从起点到终点的演变方式." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:393 msgid "" @@ -676,9 +680,9 @@ msgid "" "variable named ``animated_health``." msgstr "" "点击 ``GUI`` 节点旁边的脚本图标以将其再次打开.``Number`` 节点需要文本来更新自" -"身,``Bar`` 则需要浮点数或整数.我们可以使用 ``interpolate_property`` 来动画化" -"一个数字,但不能直接动画化文本.我们将使用它动画化一个名为 ``animated_health`` " -"的新 ``GUI`` 变量." +"身,``Bar`` 则需要浮点数或整数. 我们可以使用 ``interpolate_property`` 来动画化" +"一个数字, 但不能直接动画化文本. 我们将使用它动画化一个名为 " +"``animated_health`` 的新 ``GUI`` 变量." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:399 msgid "" @@ -688,9 +692,9 @@ msgid "" "``animated_health`` value. Call the ``Tween`` node's " "``interpolate_property`` method:" msgstr "" -"在脚本顶部,定义一个新变量,将其命名为 ``animated_health``,并将其值设置为0.导航" -"回到 ``update_health`` 方法并清除其内容.让我们动画化 ``animated_health`` 值." -"调用 ``Tween`` 节点的 ``interpolate_property`` 方法:" +"在脚本顶部, 定义一个新变量, 将其命名为 ``animated_health``, 并将其值设置为0. " +"导航回到 ``update_health`` 方法并清除其内容. 让我们动画化 " +"``animated_health`` 值. 调用 ``Tween`` 节点的 ``interpolate_property`` 方法:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:421 msgid "Let's break down the call:" @@ -702,8 +706,8 @@ msgid "" "``Tween``'s interpolate\\_property takes the property's name as a string. " "That's why we write it as ``\"animated_health\"``." msgstr "" -"我们将以 ``self``,即 ``GUI`` 节点上的 ``animated_health`` 为目标.``Tween`` " -"的 ``interpolate_property`` 将以字符串接受属性名称.这是我们把它写成 ``" +"我们将以 ``self``, 即 ``GUI`` 节点上的 ``animated_health`` 为目标.``Tween`` " +"的 ``interpolate_property`` 将以字符串接受属性名称. 这是我们把它写成 ``" "\"animated_health\"`` 的原因." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:435 @@ -713,9 +717,9 @@ msgid "" "animation is the ``Player``'s ``health`` after the ``health_changed``: " "that's ``new_value``. And ``0.6`` is the animation's duration in seconds." msgstr "" -"起点是该条形图的当前值.我们仍然需要对这部分进行编码,但它将是 " -"``animated_health``.动画的结束点是在 ``health_changed`` 之后的 ``Player`` 的 " -"``health``:即 ``new_value``.``0.6`` 是动画的持续时间,以秒为单位." +"起点是该条形图的当前值. 我们仍然需要对这部分进行编码, 但它将是 " +"``animated_health``. 动画的结束点是在 ``health_changed`` 之后的 ``Player`` " +"的 ``health``: 即 ``new_value``.``0.6`` 是动画的持续时间, 以秒为单位." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:441 msgid "" @@ -723,8 +727,8 @@ msgid "" "``tween.start()``. We only have to do this once if the node is not active. " "Add this code after the last line:" msgstr "" -"直到我们通过 ``tween.start()`` 激活了 ``Tween`` 节点后,动画才会播放.如果节点" -"未被激活,则只需执行一次.在最后一行之后添加以下代码:" +"直到我们通过 ``tween.start()`` 激活了 ``Tween`` 节点后, 动画才会播放. 如果节" +"点未被激活, 则只需执行一次. 在最后一行之后添加以下代码:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:460 msgid "" @@ -735,10 +739,10 @@ msgid "" "`tween` node is perfect for code-controlled animations. For hand-made " "animations, check out `AnimationPlayer`." msgstr "" -"尽管我们可以在 ``Player`` 上动画化 ``health`` 属性,但我们不应该这样做.角色受" -"到打击时应该立即失去生命值.这使得管理他们的状态变得容易得多,比如知道他们何时" -"死亡.您总是希望将动画存储在单独的数据容器或节点中.``Tween`` 节点非常适合代码" -"控制的动画.对于手工制作的动画,请查看 ``AnimationPlayer``." +"尽管我们可以在 ``Player`` 上动画化 ``health`` 属性, 但我们不应该这样做. 角色" +"受到打击时应该立即失去生命值. 这使得管理他们的状态变得容易得多, 比如知道他们" +"何时死亡. 您总是希望将动画存储在单独的数据容器或节点中.``Tween`` 节点非常适合" +"代码控制的动画. 对于手工制作的动画, 请查看 ``AnimationPlayer``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:463 msgid "Assign the animated\\_health to the LifeBar" @@ -749,8 +753,8 @@ msgid "" "Now the ``animated_health`` variable animates but we don't update the actual " "``Bar`` and ``Number`` nodes anymore. Let's fix this." msgstr "" -"现在,``animated_health`` 变量动画化,但是我们不再更新实际的 ``Bar`` 和 " -"``Number`` 节点.让我们解决这个问题." +"现在,``animated_health`` 变量动画化, 但是我们不再更新实际的 ``Bar`` 和 " +"``Number`` 节点. 让我们解决这个问题." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468 msgid "So far, the update\\_health method looks like this:" @@ -762,8 +766,8 @@ msgid "" "the ``_process`` method to animate it. Let's now update the ``Number`` and " "``TextureProgress`` nodes like before, inside of ``_process``:" msgstr "" -"在这种特定情况下,由于 ``number_label`` 接受文本,因此我们需要使用 " -"``_process`` 方法来动画化它.现在,像之前一样,在 ``_process`` 里面更新 " +"在这种特定情况下, 由于 ``number_label`` 接受文本, 因此我们需要使用 " +"``_process`` 方法来动画化它. 现在, 像之前一样, 在 ``_process`` 里面更新 " "``Number`` 和 ``TextureProgress`` 节点:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:514 @@ -771,7 +775,7 @@ msgid "" "`number_label` and `bar` are variables that store references to the `Number` " "and `TextureProgress` nodes." msgstr "" -"``number_label`` 和 ``bar`` 是变量,用于存储对 ``Number`` 和 " +"``number_label`` 和 ``bar`` 是变量, 用于存储对 ``Number`` 和 " "``TextureProgress`` 节点的引用." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:516 @@ -780,12 +784,12 @@ msgid "" "number and looks like a mess. And considering the style of the game, it'd be " "nice for the life bar to animate in a choppier fashion." msgstr "" -"玩这个游戏,可以看到条形图的动画是平滑的.但是文本显示的是十进制数字,看起来很" -"乱.考虑到游戏的风格,生命条采用波动的动画效果会很不错." +"玩这个游戏, 可以看到条形图的动画是平滑的. 但是文本显示的是十进制数字, 看起来" +"很乱. 考虑到游戏的风格, 生命条采用波动的动画效果会很不错." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:522 msgid "The animation is smooth, but the number is broken" -msgstr "动画很流畅,但是数字坏了" +msgstr "动画很流畅, 但是数字坏了" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524 msgid "" @@ -793,17 +797,17 @@ msgid "" "variable named ``round_value`` to store the rounded ``animated_health``. " "Then assign it to ``number_label.text`` and ``bar.value``:" msgstr "" -"我们可以通过舍入 ``animated_health`` 来解决这两个问题.使用一个名为 " -"``round_value`` 的局部变量来存储四舍五入的 ``animated_health``.然后将其赋值" +"我们可以通过舍入 ``animated_health`` 来解决这两个问题. 使用一个名为 " +"``round_value`` 的局部变量来存储四舍五入的 ``animated_health``. 然后将其赋值" "给 ``number_label.text`` 和 ``bar.value``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:546 msgid "Try the game again to see a nice blocky animation." -msgstr "再次尝试游戏,以查看漂亮的方块动画." +msgstr "再次尝试游戏, 以查看漂亮的方块动画." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:550 msgid "By rounding out animated\\_health, we kill two birds with one stone" -msgstr "通过舍入 ``animated_health``,我们达到了一石二鸟的效果" +msgstr "通过舍入 ``animated_health``, 我们达到了一石二鸟的效果" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:554 msgid "" @@ -814,14 +818,14 @@ msgid "" "gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 " "damage, it happens in an instant." msgstr "" -"每当 ``Player`` 受到攻击时, ``GUI`` 就会调用 ``_on_Player_health_changed`` ," -"后者调用 ``update_health``.这将更新动画以及 ``_process`` 后跟随的 " -"``number_label`` 和 ``bar``.动画化的生命条显示健康值逐渐下降,这是一个技巧.它" -"使GUI感觉更加生动.如果 ``Player`` 受到3点伤害,就会在瞬间发生." +"每当 ``Player`` 受到攻击时, ``GUI`` 就会调用 ``_on_Player_health_changed`` , " +"后者调用 ``update_health``. 这将更新动画以及 ``_process`` 后跟随的 " +"``number_label`` 和 ``bar``. 动画化的生命条显示健康值逐渐下降, 这是一个技巧. " +"它使GUI感觉更加生动. 如果 ``Player`` 受到3点伤害, 就会在瞬间发生." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562 msgid "Fade the bar when the Player dies" -msgstr "当 ``Player`` 死亡时,淡出条形图" +msgstr "当 ``Player`` 死亡时, 淡出条形图" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:564 msgid "" @@ -830,25 +834,24 @@ msgid "" "well when the character died. We will reuse the same ``Tween`` node as it " "manages multiple animations in parallel for us." msgstr "" -"当绿色角色死亡时,它会播放死亡动画并淡出.此时,我们不应该再显示界面.当角色死亡" -"时,让我们也淡出条形图.我们将重用相同的 ``Tween`` 节点,因为它为我们并行管理多" -"个动画." +"当绿色角色死亡时, 它会播放死亡动画并淡出. 此时, 我们不应该再显示界面. 当角色" +"死亡时, 让我们也淡出条形图. 我们将重用相同的 ``Tween`` 节点, 因为它为我们并行" +"管理多个动画." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. " "Select the ``Player`` node in the Scene dock and click on the Node tab next " "to the Inspector." msgstr "" -"首先,``GUI`` 需要连接到 ``Player`` 的 ``died`` 信号,以知道它何时死亡.按 :kbd:" -"`F1` 跳转回2D工作区.在场景停靠面板中选择 ``Player`` 节点,然后单击属性检查器旁" -"边的节点选项卡." +"首先, ``GUI`` 需要连接到 ``Player`` 的 ``died`` 信号以知道它何时死亡。按 :" +"kbd:`Ctrl + F1` 跳回到2D工作区。在场景面板中选择 ``Player`` 节点,点击属性检" +"查器旁边的Node选项卡。" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574 msgid "Find the ``died`` signal, select it, and click the Connect button." -msgstr "找到 ``died`` 信号,选择它,然后点击连接按钮." +msgstr "找到 ``died`` 信号, 选择它, 然后点击连接按钮." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:578 msgid "The signal should already have the Enemy connected to it" @@ -862,9 +865,9 @@ msgid "" "the bottom of the window. This will take you to the ``GUI.gd`` file in the " "Script Workspace." msgstr "" -"在连接信号窗口中,再次连接到 ``GUI`` 节点.节点的路径应该是 ``../../GUI`` 并且" -"节点中的方法应该显示 ``_on_Player_died``.保留创建函数选项启用并点击窗口底部的" -"连接.这将把您带到脚本工作区中的 ``GUI.gd`` 文件中." +"在连接信号窗口中, 再次连接到 ``GUI`` 节点. 节点的路径应该是 ``../../GUI`` 并" +"且节点中的方法应该显示 ``_on_Player_died``. 保留创建函数选项启用并点击窗口底" +"部的连接. 这将把您带到脚本工作区中的 ``GUI.gd`` 文件中." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588 msgid "You should get these values in the Connecting Signal window" @@ -876,15 +879,15 @@ msgid "" "information, we emit a new signal. Use them wisely: the more connections you " "add, the harder they are to track." msgstr "" -"您现在应该可以看到一种模式:每当GUI需要新信息时,我们都会发出新信号.明智地使用" -"它们:添加的连接越多,跟踪起来就越困难." +"您现在应该可以看到一种模式: 每当GUI需要新信息时, 我们都会发出新信号. 明智地使" +"用它们: 添加的连接越多, 跟踪起来就越困难." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:594 msgid "" "To animate a fade on a UI element, we have to use its ``modulate`` property. " "``modulate`` is a ``Color`` that multiplies the colors of our textures." msgstr "" -"要动画化UI元素上的淡入淡出,我们必须使用其 ``modulate`` 属性. ``modulate`` 是" +"要动画化UI元素上的淡入淡出, 我们必须使用其 ``modulate`` 属性. ``modulate`` 是" "一种将我们的纹理颜色相乘的 ``Color`` ." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600 @@ -893,9 +896,9 @@ msgid "" "from it. It lets you toggle the visibility of the node, assign a shader to " "it, and modify it using a color with `modulate`." msgstr "" -"``modulate`` 来自 ``CanvasItem`` 类,所有2D和UI节点都继承自 ``CanvasItem`` .它" -"允许您切换节点的可见性,给它分配一个着色器,然后用一个带有 ``modulate`` 的颜色" -"来修改它." +"``modulate`` 来自 ``CanvasItem`` 类, 所有2D和UI节点都继承自 ``CanvasItem`` . " +"它允许您切换节点的可见性, 给它分配一个着色器, 然后用一个带有 ``modulate`` 的" +"颜色来修改它." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:602 msgid "" @@ -903,8 +906,9 @@ msgid "" "alpha. If we darken any of the first three channels it darkens the " "interface. If we lower the alpha channel, our interface fades out." msgstr "" -"``modulate`` 具有 ``Color`` 值,带有4个通道:红色、绿色、蓝色和alpha.如果我们使" -"前三个通道中的任何一个变暗,则都会使界面变暗.如果降低Alpha通道,则界面会淡出." +"``modulate`` 具有 ``Color`` 值, 带有4个通道: 红色, 绿色, 蓝色和alpha. 如果我" +"们使前三个通道中的任何一个变暗, 则都会使界面变暗. 如果降低Alpha通道, 则界面会" +"淡出." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:606 msgid "" @@ -914,10 +918,10 @@ msgid "" "``_on_Player_died`` method and name them ``start_color`` and ``end_color``. " "Use the ``Color()`` constructor to build two ``Color`` values." msgstr "" -"我们将在两个颜色值之间进行渐变:从alpha值为 ``1`` 的白色,即完全不透明,到alpha" -"值为 ``0`` 的纯白色,完全透明.让我们在 ``_on_Player_died`` 方法的顶部添加两个" -"变量,并将它们命名为 ``start_color`` 和 ``end_color``.使用 ``Color()`` 构造函" -"数构建两个 ``Color`` 值." +"我们将在两个颜色值之间进行渐变: 从alpha值为 ``1`` 的白色, 即完全不透明, 到" +"alpha值为 ``0`` 的纯白色, 完全透明. 让我们在 ``_on_Player_died`` 方法的顶部添" +"加两个变量, 并将它们命名为 ``start_color`` 和 ``end_color``. 使用 " +"``Color()`` 构造函数构建两个 ``Color`` 值." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:628 msgid "" @@ -925,14 +929,14 @@ msgid "" "respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is " "the alpha channel." msgstr "" -"``Color(1.0, 1.0, 1.0)`` 对应于白色.第四个参数是alpha通道,分别是 " +"``Color(1.0, 1.0, 1.0)`` 对应于白色. 第四个参数是alpha通道, 分别是 " "``start_color`` 和 ``end_color`` 中的 ``1.0`` 和 ``0.0``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:632 msgid "" "We then have to call the ``interpolate_property`` method of the ``Tween`` " "node again:" -msgstr "然后,我们必须再次调用 ``Tween`` 节点的 ``interpolate_property`` 方法:" +msgstr "然后, 我们必须再次调用 ``Tween`` 节点的 ``interpolate_property`` 方法:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:645 msgid "" @@ -940,17 +944,17 @@ msgid "" "``start_color`` to the ``end_color``. The duration is of one second, with a " "linear transition. Here's the complete ``_on_Player_died`` method:" msgstr "" -"这一次,我们改变了 ``modulate`` 属性,并将其从 ``start_color`` 动画化到 " -"``end_color`` .持续时间为1秒,线性过渡.因为过渡是线性的,所以缓动并不重要(译者" -"注).下面是完整的 ``_on_Player_died`` 方法:" +"这一次, 我们改变了 ``modulate`` 属性, 并将其从 ``start_color`` 动画化到 " +"``end_color`` . 持续时间为1秒, 线性过渡. 因为过渡是线性的, 所以缓动并不重要" +"(译者注). 下面是完整的 ``_on_Player_died`` 方法:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:669 msgid "And that is it. You may now play the game to see the final result!" -msgstr "就是这样.您现在可以玩游戏以查看最终结果!" +msgstr "就是这样. 您现在可以玩游戏以查看最终结果!" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:673 msgid "The final result. Congratulations for getting there!" -msgstr "最终结果.恭喜您做到了!" +msgstr "最终结果. 恭喜您做到了!" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:677 msgid "" @@ -960,6 +964,6 @@ msgid "" "signal to forward the information from the `Player` to the `GUI` and let the " "`GUI` process it." msgstr "" -"使用完全相同的技术,当 ``Player`` 中毒时,您可以改变条状图的颜色,当生命值降低时" -"将条状图变成红色,当他们受到暴击时晃动UI……原理是一样的:发出信号将信息从 " -"``Player`` 转发到 ``GUI``,然后让 ``GUI`` 对其进行处理." +"使用完全相同的技术, 当 ``Player`` 中毒时, 您可以改变条状图的颜色, 当生命值降" +"低时将条状图变成红色, 当他们受到暴击时晃动UI……原理是一样的: 发出信号将信息从 " +"``Player`` 转发到 ``GUI``, 然后让 ``GUI`` 对其进行处理." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index b63ec1f32b..d3e5313d82 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "energy bar, and bomb and emerald counters. By the end of this tutorial, " "you'll have a game GUI, ready to control with GDscript or VisualScript:" msgstr "" -"现在,您已经掌握了基础知识,我们将了解如何构建具有可复用的UI组件的游戏图形用户" -"界面(GUI):生命条、能量条、以及炸弹和翡翠计数器.在本教程结束时,您将拥有一个游" -"戏GUI,可以使用GDscript或VisualScript进行控制:" +"现在, 您已经掌握了基础知识, 我们将了解如何构建具有可复用的UI组件的游戏图形用" +"户界面(GUI): 生命条, 能量条, 以及炸弹和翡翠计数器. 在本教程结束时, 您将拥有一" +"个游戏GUI, 可以使用GDscript或VisualScript进行控制:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:13 #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:621 @@ -60,14 +60,14 @@ msgid "" "Godot to follow this tutorial. The `end/` folder contains the final result." msgstr "" "下载项目文件: :download:`ui_gui_design.zip <files/ui_gui_design.zip>` 并解压" -"缩存档.在Godot中导入 `start/` 项目以遵循本教程.`end/` 文件夹包含最终结果." +"缩存档. 在Godot中导入 `start/` 项目以遵循本教程.`end/` 文件夹包含最终结果." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:25 msgid "" "You can watch this tutorial as a `video on YouTube <https://www.youtube.com/" "watch?v=y1E_y9AIqow>`_." msgstr "" -"你可以观看这个教程 `在Youtube上的视频 <https://www.youtube.com/watch?" +"你可以观看这个教程 `在Youtube 上的视频 <https://www.youtube.com/watch?" "v=y1E_y9AIqow>`_ (英语且需要VPN)." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:28 @@ -80,8 +80,8 @@ msgid "" "doc:`ui_main_menu`, it starts with a ``MarginContainer``. Then, we can see " "up to three columns:" msgstr "" -"让我们分解最终的UI并计划将要使用的容器.和 :doc:`ui_main_menu` 一样,它以 " -"``MarginContainer`` 开头.然后,我们最多可以看到三列:" +"让我们分解最终的UI并计划将要使用的容器. 和 :doc:`ui_main_menu` 一样, 它以 " +"``MarginContainer`` 开头. 然后, 我们最多可以看到三列:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:34 msgid "The life and energy counters on the left" @@ -101,7 +101,7 @@ msgid "" "But the bar's label and the gauge are two parts of the same UI element. If " "we think of them this way, we're left with two columns:" msgstr "" -"但是条的标签和标尺是同一个UI元素的两个部分.如果我们这样想的话,就剩下两列了:" +"但是条的标签和标尺是同一个UI元素的两个部分. 如果我们这样想的话, 就剩下两列了:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:41 msgid "The life and energy bars on the left" @@ -116,10 +116,10 @@ msgid "" "``HBoxContainer`` in the right column to place the bomb and emerald counters " "side-by-side." msgstr "" -"这使嵌套容器变得更加容易:我们使用 ``MarginContainer``,在屏幕边框周围留有一些" -"边距,然后使用 ``HBoxContainer`` 来管理两列.这两个条在 ``VBoxContainer`` 中叠" -"加在一起.我们在右列中需要最后一个 ``HBoxContainer``,来并排放置炸弹和翡翠计数" -"器." +"这使嵌套容器变得更加容易: 我们使用 ``MarginContainer``, 在屏幕边框周围留有一" +"些边距, 然后使用 ``HBoxContainer`` 来管理两列. 这两个条在 ``VBoxContainer`` " +"中叠加在一起. 我们在右列中需要最后一个 ``HBoxContainer``, 来并排放置炸弹和翡" +"翠计数器." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:53 msgid "We get a clean UI layout with only 4 containers" @@ -131,8 +131,8 @@ msgid "" "gives us the main GUI scene's structure. With this plan in place, we can " "jump into Godot and create our GUI." msgstr "" -"我们将需要在各个UI组件内添加额外的容器,但这为我们提供了主GUI场景的结构.有了这" -"个计划,我们可以进入Godot并创建我们的GUI." +"我们将需要在各个UI组件内添加额外的容器, 但这为我们提供了主GUI场景的结构. 有了" +"这个计划, 我们可以进入Godot并创建我们的GUI." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:60 msgid "Create the base GUI" @@ -147,21 +147,21 @@ msgid "" "it looks good, you can save entire sections of the node tree as reusable sub-" "scenes. We'll do that in a moment." msgstr "" -"GUI有两种可能的方法:我们可以在单独的场景中设计元素并将它们放在一起,或者在一个" -"场景中对所有内容进行原型制作,然后将其分解.建议使用单个场景,因为这样可以更快地" -"处理UI的位置和比例.一旦看起来不错,就可以将节点树的整个部分保存为可重用子场景." -"我们稍后就做." +"GUI有两种可能的方法: 我们可以在单独的场景中设计元素并将它们放在一起, 或者在一" +"个场景中对所有内容进行原型制作, 然后将其分解. 建议使用单个场景, 因为这样可以" +"更快地处理UI的位置和比例. 一旦看起来不错, 就可以将节点树的整个部分保存为可重" +"用子场景. 我们稍后就做." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:69 msgid "For now, let's start with a few containers." -msgstr "现在,让我们从几个容器开始." +msgstr "现在, 让我们从几个容器开始." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:71 msgid "" "Create a new scene and add a ``MarginContainer``. Select the node and name " "it ``GUI``." msgstr "" -"创建一个新场景并添加一个 ``MarginContainer``.选择节点并将其命名为 ``GUI``." +"创建一个新场景并添加一个 ``MarginContainer``. 选择节点并将其命名为 ``GUI``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:74 msgid "" @@ -171,13 +171,13 @@ msgid "" "parent, the viewport by default. It will resize automatically on the " "vertical axis to make space for its child UI components." msgstr "" -"我们希望我们的界面锚定到屏幕的顶部.选择 ``GUI`` 节点并单击视图顶部的布局按钮." -"选择 ``Top Wide(顶部宽)`` 选项.默认情况下,``GUI`` 节点将锚定到其父级的视图顶" -"部.它将在垂直轴上自动调整大小,为其子UI组件腾出空间." +"我们希望我们的界面锚定到屏幕的顶部. 选择 ``GUI`` 节点并单击视图顶部的布局按" +"钮. 选择 ``Top Wide(顶部宽)`` 选项. 默认情况下,``GUI`` 节点将锚定到其父级的视" +"图顶部. 它将在垂直轴上自动调整大小, 为其子UI组件腾出空间." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:80 msgid "Save the scene as ``GUI.tscn``. We will put the entire GUI in it." -msgstr "将场景另存为 ``GUI.tscn``.我们将整个GUI放入其中." +msgstr "将场景另存为 ``GUI.tscn``. 我们将整个GUI放入其中." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:82 msgid "" @@ -187,10 +187,10 @@ msgid "" "``HBoxContainer`` node. This one will contain our two bars on the left and " "separate them from the two counters on the right." msgstr "" -"选择 ``MarginContainer`` 后,前往属性检查器并向下滚动到自定义常量部分.展开它," -"然后点击每个 ``Margin`` 属性旁边的字段.将它们全部设置为 ``20`` 像素.接下来,添" -"加一个 ``HBoxContainer`` 节点.接下来,添加一个`HBoxContainer`节点.这一个将在左" -"侧包含我们的两个条,并将它们与右侧的两个计数器分开." +"选择 ``MarginContainer`` 后, 前往属性检查器并向下滚动到自定义常量部分. 展开" +"它, 然后点击每个 ``Margin`` 属性旁边的字段. 将它们全部设置为 ``20`` 像素. 接" +"下来, 添加一个 ``HBoxContainer`` 节点. 接下来, 添加一个 `HBoxContainer` 节" +"点. 这一个将在左侧包含我们的两个条, 并将它们与右侧的两个计数器分开." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:88 msgid "" @@ -200,10 +200,10 @@ msgid "" "``HBoxContainer`` as a child of it. Call it ``Counters``. With these four " "containers, we have the base for our GUI scene." msgstr "" -"我们想将条形图垂直堆叠在 ``HBoxContainer`` 中.添加一个 ``VBoxContainer`` 作" -"为 ``HBoxContainer`` 的子项,并将其命名为 ``Bars``.再次选择父级 " -"``HBoxContainer``,这次添加另一个 ``HBoxContainer`` 作为其子级.称之为 " -"``Counters``.有了这四个容器,我们就为我们的GUI场景奠定了基础." +"我们想将条形图垂直堆叠在 ``HBoxContainer`` 中. 添加一个 ``VBoxContainer`` 作" +"为 ``HBoxContainer`` 的子项, 并将其命名为 ``Bars``. 再次选择父级 " +"``HBoxContainer``, 这次添加另一个 ``HBoxContainer`` 作为其子级. 称之为 " +"``Counters``. 有了这四个容器, 我们就为我们的GUI场景奠定了基础." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:95 msgid "You should have 4 containers that look like this" @@ -216,9 +216,9 @@ msgid "" "tutorial like this, it may seem weird. But once you're working on real " "games, you'll see it's an efficient workflow." msgstr "" -"之所以可以这样做,是因为我们首先分解了UI设计,并花了一些时间来考虑要使用的容器." -"当您学习这样的教程时,可能会觉得很奇怪.但是一旦您在真正的游戏中工作,您就会发现" -"它是一种高效的工作流程." +"之所以可以这样做, 是因为我们首先分解了UI设计, 并花了一些时间来考虑要使用的容" +"器. 当您学习这样的教程时, 可能会觉得很奇怪. 但是一旦您在真正的游戏中工作, 您" +"就会发现它是一种高效的工作流程." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:105 msgid "Create the bars' base" @@ -231,9 +231,9 @@ msgid "" "the ``HBoxContainer`` is the perfect tool for the job. Select the ``Bars`` " "node and add a new ``HBoxContainer`` inside of it. Name it ``Bar``." msgstr "" -"每个条形图拆分为两个水平对齐的子元素:带有健康计数的标签在左侧,量规在右侧.再" -"次,``HBoxContainer`` 是完成这项工作的理想工具.选择 ``Bars`` 节点,并在其中添加" -"一个新的 ``HBoxContainer``.将其命名为 ``Bar``." +"每个条形图拆分为两个水平对齐的子元素: 带有健康计数的标签在左侧, 量规在右侧. " +"再次,``HBoxContainer`` 是完成这项工作的理想工具. 选择 ``Bars`` 节点, 并在其中" +"添加一个新的 ``HBoxContainer``. 将其命名为 ``Bar``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:113 msgid "" @@ -247,13 +247,13 @@ msgid "" "between the life count and the gauge. Select the ``Bar`` and add a " "``MarginContainer``. Name it ``Count``. Inside of it, add three nodes:" msgstr "" -"标签本身至少需要三个节点:一个作为背景的 ``NinePatchRect``,在其顶部,我们将在左" -"侧添加一个纹理,即 ``HP`` 或 ``EP``,并在右侧用来显示值的一个 ``Label``.我们可" -"以根据需要嵌套 ``Control`` 节点.我们可以将 ``NinePatchRect`` 用作其他两个元素" -"的父元素,因为它包含了它俩.通常,您想使用容器代替,因为它们的作用是帮助组织UI组" -"件.无论如何,我们以后都需要一个 ``MarginContainer`` 来在生命计数和量规之间增加" -"一些空间.选择 ``Bar`` 并添加一个 ``MarginContainer``.将其命名为 ``Count``.在" -"其中添加三个节点:" +"标签本身至少需要三个节点: 一个作为背景的 ``NinePatchRect``, 在其顶部, 我们将" +"在左侧添加一个纹理, 即 ``HP`` 或 ``EP``, 并在右侧用来显示值的一个 ``Label``. " +"我们可以根据需要嵌套 ``Control`` 节点. 我们可以将 ``NinePatchRect`` 用作其他" +"两个元素的父元素, 因为它包含了它俩. 通常, 您想使用容器代替, 因为它们的作用是" +"帮助组织UI组件. 无论如何, 我们以后都需要一个 ``MarginContainer`` 来在生命计数" +"和量规之间增加一些空间. 选择 ``Bar`` 并添加一个 ``MarginContainer``. 将其命名" +"为 ``Count``. 在其中添加三个节点:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:124 msgid "A ``NinePatchRect`` named ``Background``" @@ -269,12 +269,12 @@ msgstr "和一个名为 ``Number`` 的 ``Label``" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:128 msgid "To add the nodes as siblings, always select the ``Count`` node first." -msgstr "要将节点添加为兄弟节点,请始终先选择 ``Count`` 节点." +msgstr "要将节点添加为兄弟节点, 请始终先选择 ``Count`` 节点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:132 msgid "" "Your scene tree should look like this. We're ready to throw in some textures" -msgstr "您的场景树应如图所示.我们准备加入一些纹理" +msgstr "您的场景树应如图所示. 我们准备加入一些纹理" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:135 msgid "" @@ -282,8 +282,8 @@ msgid "" "textures, head to the FileSystem dock to the left of the viewport. Browse " "down to the res://assets/GUI folder." msgstr "" -"我们的场景仍然是空的.是时候加入一些纹理了.要加载纹理,请转到视图左侧的文件系统" -"停靠面板.向下浏览到 ``res://assets/GUI`` 文件夹." +"我们的场景仍然是空的. 是时候加入一些纹理了. 要加载纹理, 请转到视图左侧的文件" +"系统停靠面板. 向下浏览到 ``res://assets/GUI`` 文件夹." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:141 msgid "You should see a list of textures that we'll use to skin our interface." @@ -299,11 +299,11 @@ msgid "" "Inspector, scroll down to the Rect section. Set ``Min Size`` to (100, 40). " "You should see the ``Background`` resize along with its parent containers." msgstr "" -"在场景停靠面板中选择 ``Background``.在属性检查器中,您应该看到一个 " -"``Texture`` 属性.在 ``FileSystem`` 选项卡中,点击并将 ``label_HP_bg.png`` 拖" -"到 ``Texture`` 插槽中.它保持压扁.父 ``MarginContainer`` 将强制其大小降为0,直" -"到我们强制容器中的元素具有最小大小.选择 ``Background`` 节点.在属性检查器面板" -"中,向下滚动到 ``Rect`` 部分.设置 ``Min Size`` 为(100,40).您应该会看到 " +"在场景停靠面板中选择 ``Background``. 在属性检查器中, 您应该看到一个 " +"``Texture`` 属性. 在 ``FileSystem`` 选项卡中, 点击并将 ``label_HP_bg.png`` 拖" +"到 ``Texture`` 插槽中. 它保持压扁. 父 ``MarginContainer`` 将强制其大小降为0, " +"直到我们强制容器中的元素具有最小大小. 选择 ``Background`` 节点. 在属性检查器" +"面板中, 向下滚动到 ``Rect`` 部分. 设置 ``Min Size`` 为(100,40). 您应该会看到 " "``Background`` 和它的父容器一起重调大小." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:153 @@ -314,13 +314,13 @@ msgid "" "viewport. They should stack up in the top-left corner of their parent " "``MarginContainer``." msgstr "" -"接下来,选择 ``Title`` 并将 ``label_HP.png`` 拖放到其 ``Texture`` 插槽中.选择 " -"``Number`` 节点,点击 ``Text`` 属性旁边的字段,然后键入 ``10``.这样,我们可以在" -"视图中看到两个节点.他们应该堆叠在其父级 ``MarginContainer`` 的左上角." +"接下来, 选择 ``Title`` 并将 ``label_HP.png`` 拖放到其 ``Texture`` 插槽中. 选" +"择 ``Number`` 节点, 点击 ``Text`` 属性旁边的字段, 然后键入 ``10``. 这样, 我们" +"可以在视图中看到两个节点. 他们应该堆叠在其父级 ``MarginContainer`` 的左上角." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:161 msgid "If you select both nodes, you should see something like this" -msgstr "如果您选择两个节点,您应该会看到这样的结果" +msgstr "如果您选择两个节点, 您应该会看到这样的结果" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:163 msgid "" @@ -331,10 +331,10 @@ msgid "" "them in the Scene dock. They'll snap back to their previous size and " "position." msgstr "" -"因为它们有一个container节点(容器类节点)作为其直接的父节点,所以我们无法自由移" -"动它们:``Count`` 节点将始终重置其锚、其大小和位置.尝试移动视图中的节点并调整" -"其大小.然后,选择三个纹理中的任何一个,然后按 :kbd:`Ctrl Up` 或 :kbd:`Ctrl " -"Down` 在场景停靠面板中对其重新排序.他们将恢复到之前的大小和位置." +"因为它们有一个container节点(容器类节点)作为其直接的父节点, 所以我们无法自由移" +"动它们:``Count`` 节点将始终重置其锚, 其大小和位置. 尝试移动视图中的节点并调整" +"其大小. 然后, 选择三个纹理中的任何一个, 然后按 :kbd:`Ctrl Up` 或 :kbd:`Ctrl " +"Down` 在场景停靠面板中对其重新排序. 他们将恢复到之前的大小和位置." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:170 msgid "" @@ -344,17 +344,17 @@ msgid "" "parent for the ``Title`` and ``Number``. Select both the ``Title`` and " "``Number``, and drag and drop them onto ``Background``." msgstr "" -"父容器控制其直接子代的大小、比例、边距和锚点.若要修改节点,必须将它们嵌套在常" -"规 ``Control`` 或另一个UI元素中.我们将使用 ``Background`` 作为 ``Title`` 和 " -"``Number`` 的父元素.选择 ``Title`` 和 ``Number``,然后拖放到 ``Background`` " -"上." +"父容器控制其直接子代的大小, 比例, 边距和锚点. 若要修改节点, 必须将它们嵌套在" +"常规 ``Control`` 或另一个UI元素中. 我们将使用 ``Background`` 作为 ``Title`` " +"和 ``Number`` 的父元素. 选择 ``Title`` 和 ``Number``, 然后拖放到 " +"``Background`` 上." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:179 msgid "" "By using the Background node as the two textures' parent, we take control " "away from the Count MarginContainer" msgstr "" -"通过将 ``Background`` 节点用作两个纹理的父级,我们将控制权从 ``Count``、即 " +"通过将 ``Background`` 节点用作两个纹理的父级, 我们将控制权从 ``Count``, 即 " "``MarginContainer`` 节点移开" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:182 @@ -370,20 +370,21 @@ msgid "" "Resize the node horizontally, so it takes the right half of the " "``Background`` and there's a bit of padding with the right edge." msgstr "" -"选择 ``Title``,然后在属性检查器中,将其 ``拉伸模式(Stretch Mode)`` 属性更改为 " -"``保持居中(Keep Centered)``.接下来,在属性检查器中找到 ``Rect`` 类别,并将 " -"``Size`` 属性更改为 (50, 40),使其仅占据背景的左半部分.接下来,选择 ``Number`` " -"节点.在视图中,点击 ``Layout`` 菜单并点击 ``Full Rect``.节点将调整大小以适合 " -"``Background``.前往属性检查器并将其 ``Align`` 属性更改为 ``Right``,将 " -"``Valign`` 属性更改为 ``Center``.文本应对齐到 ``Background`` 右边缘的中心.水" -"平调整节点的大小,因此它占据了 ``Background`` 的右半部分,并且右边缘有一些填充." +"选择 ``Title``, 然后在属性检查器中, 将其 ``拉伸模式(Stretch Mode)`` 属性更改" +"为 ``保持居中(Keep Centered)``. 接下来, 在属性检查器中找到 ``Rect`` 类别, 并" +"将 ``Size`` 属性更改为 (50, 40), 使其仅占据背景的左半部分. 接下来, 选择 " +"``Number`` 节点. 在视图中, 点击 ``Layout`` 菜单并点击 ``Full Rect``. 节点将调" +"整大小以适合 ``Background``. 前往属性检查器并将其 ``Align`` 属性更改为 " +"``Right``, 将 ``Valign`` 属性更改为 ``Center``. 文本应对齐到 ``Background`` " +"右边缘的中心. 水平调整节点的大小, 因此它占据了 ``Background`` 的右半部分, 并" +"且右边缘有一些填充." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:195 msgid "" "Here's how the nodes' bounding boxes should look in the viewport. Keep it " "rough, you don't need to place them too precisely for now." msgstr "" -"这是节点的边界框在视图中的外观.保持粗糙,您现在不需要将它们放置得过于精确." +"这是节点的边界框在视图中的外观. 保持粗糙, 您现在不需要将它们放置得过于精确." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:199 msgid "Replace the Label's font" @@ -396,9 +397,9 @@ msgid "" "the ``Custom Font`` category. Click the field next to the ``Font`` property " "and click on ``New Dynamic Font``. Click on the field again and select Edit." msgstr "" -"标签字体太小.我们需要更换它.选择 ``Number`` 节点,然后在属性检查器中,向下滚动" -"到 ``Control`` 类,然后找到 ``Custom Font`` 类别.点击 ``Font`` 属性旁边的字段," -"然后点击 ``新建动态字体``.再次点击该字段,然后选择编辑." +"标签字体太小. 我们需要更换它. 选择 ``Number`` 节点, 然后在属性检查器中, 向下" +"滚动到 ``Control`` 类, 然后找到 ``Custom Font`` 类别. 点击 ``Font`` 属性旁边" +"的字段, 然后点击 ``新建动态字体``. 再次点击该字段, 然后选择编辑." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:207 msgid "" @@ -409,11 +410,11 @@ msgid "" "viewport. Unfold the settings category to change the font size. Set the " "``Size`` property to a higher value, like ``24`` or ``28``." msgstr "" -"您将输入 ``动态字体(Dynamic Font)`` 资源.展开 ``字体(Font)`` 类别,然后点击 ``" -"字体数据(Font Data)`` 旁边的字段.点击 ``加载(Load)`` 按钮.在文件浏览器中,向下" -"浏览到 ``assets/font`` 文件夹,然后双击 ``Comfortaa-Bold.ttf`` 将其打开.您应该" -"在视图中看到字体更新.展开设置类别以更改字体大小.将 ``Size`` 属性设置为较高的" -"值,例如 ``24`` 或 ``28``." +"您将输入 ``动态字体(Dynamic Font)`` 资源. 展开 ``字体(Font)`` 类别, 然后点击 " +"``字体数据(Font Data)`` 旁边的字段. 点击 ``加载(Load)`` 按钮. 在文件浏览器" +"中, 向下浏览到 ``assets/font`` 文件夹, 然后双击 ``Comfortaa-Bold.ttf`` 将其打" +"开. 您应该在视图中看到字体更新. 展开设置类别以更改字体大小. 将 ``Size`` 属性" +"设置为较高的值, 例如 ``24`` 或 ``28``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:215 msgid "" @@ -426,22 +427,23 @@ msgid "" "``Custom Font`` category again and tweak the ``Bottom`` property until the " "text aligns with the ``Title`` node. I used a value of ``2`` pixels." msgstr "" -"现在,我们需要文本的基线,即数字的下边缘,以与左侧的 ``HP`` 纹理对齐.为此,仍在 " -"``DynamicFont`` 资源中,您可以在 ``Extra Spacing`` 类别下调整 ``Bottom`` 属性." -"它为文本添加了一些底部填充.点击场景选项卡中的 ``Number`` 节点,返回到节点属性," -"然后将 ``Valign`` 更改为 ``Bottom``.要调整文本的基线,请再次单击 ``自定义字体" -"(Custom Font)`` 类别下的 ``字体`` 字段,并调整 ``底部(Bottom)`` 属性,直到文本" -"与 ``标题(Title)`` 节点对齐.这里使用了 ``2`` 像素的值." +"现在, 我们需要文本的基线, 即数字的下边缘, 以与左侧的 ``HP`` 纹理对齐. 为此, " +"仍在 ``DynamicFont`` 资源中, 您可以在 ``Extra Spacing`` 类别下调整 " +"``Bottom`` 属性. 它为文本添加了一些底部填充. 点击场景选项卡中的 ``Number`` 节" +"点, 返回到节点属性, 然后将 ``Valign`` 更改为 ``Bottom``. 要调整文本的基线, 请" +"再次单击 ``自定义字体(Custom Font)`` 类别下的 ``字体`` 字段, 并调整 ``底部" +"(Bottom)`` 属性, 直到文本与 ``标题(Title)`` 节点对齐. 这里使用了 ``2`` 像素的" +"值." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:227 msgid "With a Bottom value of 2 pixels, the Number aligns with the Title" -msgstr "底部值为2像素,数字与标题对齐" +msgstr "底部值为2像素, 数字与标题对齐" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:229 msgid "" "With this, we finished the hardest part of the GUI. Congratulations! Let's " "move on to the simpler nodes." -msgstr "至此,我们完成了GUI中最难的部分.恭喜您!让我们继续讨论更简单的节点." +msgstr "至此, 我们完成了GUI中最难的部分. 恭喜您!让我们继续讨论更简单的节点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:233 msgid "Add the progress bar" @@ -452,8 +454,8 @@ msgid "" "We need one last element to complete our life bar: the gauge itself. Godot " "ships with a ``TextureProgress`` node that has everything we need." msgstr "" -"我们需要最后一个元素来完成我们的生命条:量规本身.Godot附带了一个 " -"``TextureProgress`` 节点,该节点具有我们所需的一切." +"我们需要最后一个元素来完成我们的生命条: 量规本身.Godot附带了一个 " +"``TextureProgress`` 节点, 该节点具有我们所需的一切." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:238 msgid "" @@ -464,23 +466,23 @@ msgid "" "onto the ``Progress`` slot. Under the ``Range`` class in the inspector, " "change the ``Value`` property to ``50`` to see the gauge fill up." msgstr "" -"选择 ``Bar`` 节点,并在其中添加 ``TextureProgress``.命名为 ``Gauge``.在属性检" -"查器中展开 ``纹理(Textures)`` 部分.转到 ``FileSystem`` 停靠面板,然后将 " -"``lifebar_bg.png`` 纹理拖放到 ``Under`` 插槽中.对 ``lifebar_fill.png`` 图像执" -"行相同的操作,然后将其拖放到 ``Progress`` 插槽中.在属性检查器面板的 ``Range`` " -"类下,将 ``Value`` 属性更改为 ``50``,以查看量规是否被填满." +"选择 ``Bar`` 节点, 并在其中添加 ``TextureProgress``. 命名为 ``Gauge``. 在属性" +"检查器中展开 ``纹理(Textures)`` 部分. 转到 ``FileSystem`` 停靠面板, 然后将 " +"``lifebar_bg.png`` 纹理拖放到 ``Under`` 插槽中. 对 ``lifebar_fill.png`` 图像" +"执行相同的操作, 然后将其拖放到 ``Progress`` 插槽中. 在属性检查器面板的 " +"``Range`` 类下, 将 ``Value`` 属性更改为 ``50``, 以查看量规是否被填满." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:246 msgid "With only five ``Control`` nodes, our first bar is ready to use." -msgstr "只有五个 ``Control`` 节点,我们的第一个条可以使用了." +msgstr "只有五个 ``Control`` 节点, 我们的第一个条可以使用了." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:250 msgid "" "That's it, our life bar is ready. This last part was quick, wasn't it? " "That's thanks to our robust container setup." msgstr "" -"就是这样,我们的生命条已准备就绪.最后一部分很快,不是吗?这要归功于我们强大的容" -"器设置." +"就是这样, 我们的生命条已准备就绪. 最后一部分很快, 不是吗?这要归功于我们强大" +"的容器设置." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:254 msgid "Design the bomb and emerald counters" @@ -491,7 +493,8 @@ msgid "" "The bomb and emerald counters are like the bar's ``Count`` node. So we'll " "duplicate it and use it as a template." msgstr "" -"炸弹和翡翠计数器就像条形图的 ``Count`` 节点一样.因此,我们将其复制并用作模板." +"炸弹和翡翠计数器就像条形图的 ``Count`` 节点一样. 因此, 我们将其复制并用作模" +"板." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:259 msgid "" @@ -500,9 +503,9 @@ msgid "" "``HBoxContainer`` at the bottom of the scene tree. You should see it resize " "automatically. Don't worry about this for now, we'll fix the size soon." msgstr "" -"在 ``Bar`` 节点下,选择 ``Count`` ,然后按 :kbd:`Ctrl+D` 复制它.将新节点拖放到" -"场景树中名为 ``Counters`` 的 ``HBoxContainer`` 节点下.您应该看到它会自动调整" -"大小,暂时不用担心,我们会尽快修复它." +"在 ``Bar`` 节点下, 选择 ``Count`` , 然后按 :kbd:`Ctrl+D` 复制它. 将新节点拖放" +"到场景树中名为 ``Counters`` 的 ``HBoxContainer`` 节点下. 您应该看到它会自动调" +"整大小, 暂时不用担心, 我们会尽快修复它." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:264 msgid "" @@ -513,14 +516,14 @@ msgid "" "display the icon. In the scene tree, select the ``Title`` node, and rename " "it to ``Icon``." msgstr "" -"将 ``Count2`` 节点重命名为 ``Counter`` .与条形图不同,我们希望数字在左边,图标" -"在右边.设置是相同的:我们需要一个背景( ``NinePatchRect`` )、标题、和数字节点." -"``Title`` 节点是一个 ``TextureRect``,这就是我们需要用来显示图标.在场景树中,选" -"择 ``Title`` 节点,并将其重命名为 ``Icon``." +"将 ``Count2`` 节点重命名为 ``Counter`` . 与条形图不同, 我们希望数字在左边, 图" +"标在右边. 设置是相同的: 我们需要一个背景( ``NinePatchRect`` ), 标题, 和数字节" +"点.``Title`` 节点是一个 ``TextureRect``, 这就是我们需要用来显示图标. 在场景树" +"中, 选择 ``Title`` 节点, 并将其重命名为 ``Icon``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:273 msgid "Here's how your node tree should look so far" -msgstr "到目前为止,这是您的节点树的外观" +msgstr "到目前为止, 这是您的节点树的外观" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:275 msgid "" @@ -531,15 +534,15 @@ msgid "" "in the toolbar at the top of the viewport and select ``Full Rect``. Both " "nodes will update to fit the size of the ``Background``." msgstr "" -"选中 ``Icon`` 节点后,在属性检查器中,滚动到顶部以查看 ``Texture`` 插槽.转到左" -"侧的 ``FileSystem`` 停靠面板,然后选择 ``bombs_icon.png``.将其拖放到 " -"``Texture`` 插槽中.在场景选项卡中,选择 ``Icon`` 和 ``Number`` 节点.点击视图顶" -"部工具栏中的 ``Layout`` 菜单,然后选择 ``全角(Full Rect)``.两个节点都将更新以" -"适合 ``背景(Background)`` 的大小." +"选中 ``Icon`` 节点后, 在属性检查器中, 滚动到顶部以查看 ``Texture`` 插槽. 转到" +"左侧的 ``FileSystem`` 停靠面板, 然后选择 ``bombs_icon.png``. 将其拖放到 " +"``Texture`` 插槽中. 在场景选项卡中, 选择 ``Icon`` 和 ``Number`` 节点. 点击视" +"图顶部工具栏中的 ``Layout`` 菜单, 然后选择 ``全角(Full Rect)``. 两个节点都将" +"更新以适合 ``背景(Background)`` 的大小." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:285 msgid "The nodes anchor to the entire Background, but their position is off" -msgstr "节点锚定到整个背景,但是它们的位置不正确" +msgstr "节点锚定到整个背景, 但是它们的位置不正确" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:287 msgid "" @@ -549,10 +552,10 @@ msgid "" "resize its left edge a bit to add some padding between the left edge of the " "``Background`` and the text." msgstr "" -"让我们更改 ``Number`` 的 ``align`` 属性,将其移至 ``Background`` 的左侧和中央." -"选择 ``Number`` 节点,将其 ``Align`` 属性更改为左侧,并将 ``Valign`` 属性更改为" -"居中.然后稍微调整其左边缘的大小,以在 ``Background`` 的左边缘和文本之间添加一" -"些填充." +"让我们更改 ``Number`` 的 ``align`` 属性, 将其移至 ``Background`` 的左侧和中" +"央. 选择 ``Number`` 节点, 将其 ``Align`` 属性更改为左侧, 并将 ``Valign`` 属性" +"更改为居中. 然后稍微调整其左边缘的大小, 以在 ``Background`` 的左边缘和文本之" +"间添加一些填充." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:295 msgid "The Number node aligned to the left and center" @@ -568,10 +571,10 @@ msgid "" "container cannot be smaller than the minimal size of its children. The " "container's margins also weigh in." msgstr "" -"要使 ``Icon`` 和背景叠加,我们需要进行一些调整.首先,我们的背景有点高.这是因为" -"它位于由最顶层GUI节点控制的边距容器内.选择场景树顶部的GUI节点,并垂直缩小其尺" -"寸,以使其尽可能薄.您会看到仪表防止您把它做得太小.容器不能小于其子容器的最小大" -"小.容器的边距也很重要." +"要使 ``Icon`` 和背景叠加, 我们需要进行一些调整. 首先, 我们的背景有点高. 这是" +"因为它位于由最顶层GUI节点控制的边距容器内. 选择场景树顶部的GUI节点, 并垂直缩" +"小其尺寸, 以使其尽可能薄. 您会看到仪表防止您把它做得太小. 容器不能小于其子容" +"器的最小大小. 容器的边距也很重要." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:305 msgid "" @@ -580,17 +583,17 @@ msgid "" "Layout menu again and select ``Center Right``. Move the icon up so it is " "centered vertically with the ``Background``." msgstr "" -"选择图标,点击布局菜单,然后选择 ``全矩形(Full Rect)`` 以重新居中.我们需要它锚" -"定到 ``Background`` 的右边缘.再次打开 ``Layout`` 菜单并选择 ``右居中(Center " -"Right)``.向上移动图标,使其垂直居中于 ``Background``." +"选择图标, 点击布局菜单, 然后选择 ``全矩形(Full Rect)`` 以重新居中. 我们需要它" +"锚定到 ``Background`` 的右边缘. 再次打开 ``Layout`` 菜单并选择 ``右居中" +"(Center Right)``. 向上移动图标, 使其垂直居中于 ``Background``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:313 msgid "" "The bomb icon anchors to the Background's right edge. Resize the Counter " "container to see the Icon node stick to its right side" msgstr "" -"炸弹图标锚定在 ``背景(Background)`` 的右边缘.调整 ``计数器(Counter)`` 容器的" -"大小,以查看粘在其右侧的 ``图标(Icon)`` 节点" +"炸弹图标锚定在 ``背景(Background)`` 的右边缘. 调整 ``计数器(Counter)`` 容器的" +"大小, 以查看粘在其右侧的 ``图标(Icon)`` 节点" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:316 msgid "" @@ -600,10 +603,10 @@ msgid "" "the ``Extra Spacing`` section, change the ``Bottom`` value to ``0`` to reset " "the font's baseline. Our counter now works as expected." msgstr "" -"因为我们从条形图的 ``Count`` 中复制了 ``Counter``,所以 ``Number`` 节点的字体" -"关闭了.再次选择 ``Number`` 节点,转到 ``Font`` 属性,然后点击它访问 " -"``DynamicFont`` 资源.在 ``Extra Spacing`` 部分,将 ``Bottom`` 值改为 ``0`` 以" -"重置字体的基线.我们的计数器现在运作正常." +"因为我们从条形图的 ``Count`` 中复制了 ``Counter``, 所以 ``Number`` 节点的字体" +"关闭了. 再次选择 ``Number`` 节点, 转到 ``Font`` 属性, 然后点击它访问 " +"``DynamicFont`` 资源. 在 ``Extra Spacing`` 部分, 将 ``Bottom`` 值改为 ``0`` " +"以重置字体的基线. 我们的计数器现在运作正常." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:323 msgid "" @@ -614,16 +617,16 @@ msgid "" "``Bars`` node should resize and push the counter to the right side of the " "screen." msgstr "" -"让我们将 ``Counters`` 锚定到视图的右边缘.为此,我们需要将 ``Bars`` 容器设置为" -"占用所有可用的水平空间.选择 ``Bars`` 节点,然后向下滚动到 ``Size Flags`` 类别." -"在 ``Horizontal`` 类别中,检查 ``Expand`` 值.``Bars`` 节点应调整大小并将计数器" -"推到屏幕右侧." +"让我们将 ``Counters`` 锚定到视图的右边缘. 为此, 我们需要将 ``Bars`` 容器设置" +"为占用所有可用的水平空间. 选择 ``Bars`` 节点, 然后向下滚动到 ``Size Flags`` " +"类别. 在 ``Horizontal`` 类别中, 检查 ``Expand`` 值.``Bars`` 节点应调整大小并" +"将计数器推到屏幕右侧." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:331 msgid "" "An expanding container eats all the space it can from its parent, pushing " "everything else along the way" -msgstr "一个扩展的容器会占用其父容器的所有空间,推动沿途的其他一切东西" +msgstr "一个扩展的容器会占用其父容器的所有空间, 推动沿途的其他一切东西" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:335 msgid "Turn the bar and counter into reusable UI components" @@ -636,9 +639,9 @@ msgid "" "we could have a single scene to store a UI element's template, and child " "scenes to work on variations. Godot lets us do this with Inherited Scenes." msgstr "" -"我们有一个条形图和一个计数器小部件.但是我们每种都需要两个.稍后我们可能需要更" -"改条形图的设计或功能.如果我们可以有一个场景来存储UI元素的模板,并让子场景来处" -"理变体,那就太好了.Godot让我们通过继承的场景做到这一点." +"我们有一个条形图和一个计数器小部件. 但是我们每种都需要两个. 稍后我们可能需要" +"更改条形图的设计或功能. 如果我们可以有一个场景来存储UI元素的模板, 并让子场景" +"来处理变体, 那就太好了.Godot让我们通过继承的场景做到这一点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:343 msgid "" @@ -649,11 +652,11 @@ msgid "" "the scene as ``Bar.tscn``. You should see the node branch turn it to a " "single ``Bar`` node." msgstr "" -"让我们将 ``Counter`` 和 ``Bar`` 分支保存为单独的场景,将它们简化为创建 " -"``LifeBar``、 ``EnergyBar``、 ``BombCounter``、和 ``EmeraldCounter``.选择 " -"``Bar`` ``HBoxContainer``.右键点击它,然后点击 ``将分支另存为场景(Save Branch " -"as Scene)``.将场景保存为 ``Bar.tscn``.您应该看到节点分支将其变为单个 ``Bar`` " -"节点." +"让我们将 ``Counter`` 和 ``Bar`` 分支保存为单独的场景, 将它们简化为创建 " +"``LifeBar``, ``EnergyBar``, ``BombCounter``, 和 ``EmeraldCounter``. 选择 " +"``Bar`` ``HBoxContainer``. 右键点击它, 然后点击 ``将分支另存为场景(Save " +"Branch as Scene)``. 将场景保存为 ``Bar.tscn``. 您应该看到节点分支将其变为单" +"个 ``Bar`` 节点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:352 msgid "" @@ -664,11 +667,11 @@ msgid "" "into the active one. Right click on any node in the Scene dock and select " "``Save Branch as Scene`` or ``Merge from Scene``." msgstr "" -"场景是节点树.最顶部的节点是树的 **根**,层次结构底部的子级是 **叶**.除根节点以" -"外的任何节点以及一个或多个子节点都是 **分支**.我们可以将节点分支封装到单独的" -"场景中,或者将它们从其他场景加载并合并到活动场景中.右键点击场景停靠面板中的任" -"何节点,然后选择 ``将分支另存为场景(Save Branch as Scene)`` 或 ``从场景合并" -"(Merge from Scene)``." +"场景是节点树. 最顶部的节点是树的 **根** , 层次结构底部的子级是 **叶** . 除根" +"节点以外的任何节点以及一个或多个子节点都是 **分支** . 我们可以将节点分支封装" +"到单独的场景中, 或者将它们从其他场景加载并合并到活动场景中. 右键点击场景停靠" +"面板中的任何节点, 然后选择 ``将分支另存为场景(Save Branch as Scene)`` 或 ``从" +"场景合并(Merge from Scene)``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:360 msgid "" @@ -680,15 +683,15 @@ msgid "" "nodes, we're ready to inherit this template and create the life bar. It's " "the same for the ``Counter``." msgstr "" -"然后,选择 ``Counter`` 节点并执行相同的操作.右键单击 ``将分支另存为场景(Save " -"Branch as Scene)``,并将其保存为 ``Counter.tscn``.新的编辑场景图标将显示在场景" -"树中节点的右侧.点击 ``Bar`` 旁边的一个以打开相应的场景.调整 ``Bar`` 节点的大" -"小,使其边界框适合其内容.我们以命名和放置 ``Control`` 节点的方式,已经准备好继" -"承此模板并创建生命条.同理操作 ``Counter``." +"然后, 选择 ``Counter`` 节点并执行相同的操作. 右键单击 ``将分支另存为场景" +"(Save Branch as Scene)``, 并将其保存为 ``Counter.tscn``. 新的编辑场景图标将显" +"示在场景树中节点的右侧. 点击 ``Bar`` 旁边的一个以打开相应的场景. 调整 " +"``Bar`` 节点的大小, 使其边界框适合其内容. 我们以命名和放置 ``Control`` 节点的" +"方式, 已经准备好继承此模板并创建生命条. 同理操作 ``Counter``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:370 msgid "With no extra changes, our Bar is ready to use" -msgstr "无需额外更改,我们的条形图即可使用" +msgstr "无需额外更改, 我们的条形图即可使用" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:373 msgid "Use scene inheritance to create the remaining elements" @@ -702,17 +705,18 @@ msgid "" "called EP and is yellow. Godot gives us a powerful tool to create a common " "base to reuse for all bars in the game: **inherited scenes**." msgstr "" -"我们需要两个条的工作方式相同:它们的左侧应有标签,并带有一些值,右侧应有水平量" -"规.唯一的区别是一个带有 ``HP`` 标签,并且是绿色的,而另一个叫做 ``EP``,并且是黄" -"色的.Godot为我们提供了一个强大的工具,可以为游戏中的所有条形图创建通用基础:**" -"继承的场景**." +"我们需要两个条的工作方式相同: 它们的左侧应有标签, 并带有一些值, 右侧应有水平" +"量规. 唯一的区别是一个带有 ``HP`` 标签, 并且是绿色的, 而另一个叫做 ``EP``, 并" +"且是黄色的.Godot为我们提供了一个强大的工具, 可以为游戏中的所有条形图创建通用" +"基础: **继承的场景** ." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:383 msgid "" "Inherited scenes help us keep the GUI scene clean. In the end, we will only " "have containers and one node for each UI component." msgstr "" -"继承的场景可帮助我们保持GUI场景的整洁.最后,每个UI组件只有一个容器和一个节点." +"继承的场景可帮助我们保持GUI场景的整洁. 最后, 每个UI组件只有一个容器和一个节" +"点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:386 msgid "" @@ -724,17 +728,18 @@ msgid "" "general, in UI design, buttons, panels etc. share a common base style and " "interactions. We don't want to copy it over to all variations manually." msgstr "" -"在继承的场景上,除了名称之外,还可以更改属性检查器中每个节点的任何属性.如果修改" -"并保存父场景,则所有继承的场景都会更新以反映所做的更改.如果您在继承的场景中更" -"改值,它将始终覆盖父级的属性.这对于UI很有用,因为它们经常需要相同元素的变体.通" -"常,在UI设计中,按钮、面板等具有相同的基本样式和交互.我们不想手动将其复制到所有" -"变体中." +"在继承的场景上, 除了名称之外, 还可以更改属性检查器中每个节点的任何属性. 如果" +"修改并保存父场景, 则所有继承的场景都会更新以反映所做的更改. 如果您在继承的场" +"景中更改值, 它将始终覆盖父级的属性. 这对于UI很有用, 因为它们经常需要相同元素" +"的变体. 通常, 在UI设计中, 按钮, 面板等具有相同的基本样式和交互. 我们不想手动" +"将其复制到所有变体中." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:395 msgid "" "A reload icon will appear next to the properties you override. Click it to " "reset the value to the parent scene's default." -msgstr "重新加载图标将出现在您重写的属性旁边.点击它可将值重置为父场景的默认值." +msgstr "" +"重新加载图标将出现在您重写的属性旁边. 点击它可将值重置为父场景的默认值." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:400 msgid "" @@ -743,9 +748,9 @@ msgid "" "override properties, resources and add extra nodes and scripts to extend its " "functionality." msgstr "" -"将场景继承想像成节点树,或者在GDScript中使用 ``extends`` 关键字.继承的场景会像" -"其父级一样执行所有操作,但是您可以覆盖属性、资源并添加额外的节点和脚本来扩展其" -"功能." +"将场景继承想像成节点树, 或者在GDScript中使用 ``extends`` 关键字. 继承的场景会" +"像其父级一样执行所有操作, 但是您可以覆盖属性, 资源并添加额外的节点和脚本来扩" +"展其功能." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:406 msgid "Inherit the Bar Scene to build the LifeBar" @@ -760,14 +765,14 @@ msgid "" "name it ``LifeBar``." msgstr "" "点击编辑器左上角选项会弹出一个场景文件选择器 ``场景 -> 新建继承的场景(Scene -" -"> New Inherited Scene)`` 以创建新的 ``Bar`` 类型.选择 ``Bar`` 场景并将其打开." -"您应该看到一个新的 [未保存] 标签,就像您的 ``Bar`` ,但除了根节点以外的其余子节" -"点均为灰色.按 :kbd:`Ctrl+S` ( :kbd:`Cmd+S` on macOS) 保存新的继承场景并将其命" -"名为 ``LifeBar``." +"> New Inherited Scene)`` 以创建新的 ``Bar`` 类型. 选择 ``Bar`` 场景并将其打" +"开. 您应该看到一个新的 [未保存] 标签, 就像您的 ``Bar`` , 但除了根节点以外的其" +"余子节点均为灰色. 按 :kbd:`Ctrl+S` ( :kbd:`Cmd+S` on macOS) 保存新的继承场景" +"并将其命名为 ``LifeBar``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:416 msgid "You can't rename grey nodes. This tells you they have a parent scene" -msgstr "您不能重命名灰色节点.这表示它们有一个父级场景" +msgstr "您不能重命名灰色节点. 这表示它们有一个父级场景" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:418 msgid "" @@ -778,9 +783,9 @@ msgid "" "works with all inherited scenes. Like our ``TextureProgress`` and ``Number`` " "nodes." msgstr "" -"首先,将根节点或顶级节点重命名为 ``LifeBar``.我们始终希望根目录准确描述此UI组" -"件是什么.该名称与接下来要创建的 ``EnergyBar`` 区别开来.场景内的其他节点应使用" -"广义术语来描述组件的结构,因此它适用于所有继承的场景.就像我们的 " +"首先, 将根节点或顶级节点重命名为 ``LifeBar``. 我们始终希望根目录准确描述此UI" +"组件是什么. 该名称与接下来要创建的 ``EnergyBar`` 区别开来. 场景内的其他节点应" +"使用广义术语来描述组件的结构, 因此它适用于所有继承的场景. 就像我们的 " "``TextureProgress`` 和 ``Number`` 节点一样." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:427 @@ -793,10 +798,10 @@ msgid "" "we create an inherited scene and change the name of the top level node, " "we're doing the same thing." msgstr "" -"如果您曾经做过网页设计,则它与使用CSS的精神相同:创建基类,并使用修饰符类添加变" -"体.在基本的按钮类中,您将具有绿色的按钮和红色的按钮供用户接受和拒绝提示.新类包" -"含父元素的名称和一个额外的关键字,以说明其修改方式.创建继承的场景并更改顶级节" -"点的名称时,我们正在做相同的事情." +"如果您曾经做过网页设计, 则它与使用CSS的精神相同: 创建基类, 并使用修饰符类添加" +"变体. 在基本的按钮类中, 您将具有绿色的按钮和红色的按钮供用户接受和拒绝提示. " +"新类包含父元素的名称和一个额外的关键字, 以说明其修改方式. 创建继承的场景并更" +"改顶级节点的名称时, 我们正在做相同的事情." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:436 msgid "Design the EnergyBar" @@ -807,7 +812,7 @@ msgid "" "We already setup the ``LifeBar``'s design with the main ``Bar`` scene. Now " "we need the ``EnergyBar``." msgstr "" -"我们已经使用主 ``Bar`` 场景设置了 ``LifeBar`` 的设计.现在我们需要 " +"我们已经使用主 ``Bar`` 场景设置了 ``LifeBar`` 的设计. 现在我们需要 " "``EnergyBar``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:441 @@ -817,9 +822,9 @@ msgid "" "``EnergyBar``. Save the new scene as ``EnergyBar.tscn``. We need to replace " "the HP texture with EP one, and to change the textures on the gauge." msgstr "" -"让我们创建一个新的继承场景,然后再次选择 ``Bar.tscn`` 场景并将其打开.双击 " -"``Bar`` 根节点,并将其重命名为 ``EnergyBar``.保存新场景为 ``EnergyBar.tscn``." -"我们需要用 ``EP`` 的纹理替换 ``HP`` 纹理,并更改量规上的纹理." +"让我们创建一个新的继承场景, 然后再次选择 ``Bar.tscn`` 场景并将其打开. 双击 " +"``Bar`` 根节点, 并将其重命名为 ``EnergyBar``. 保存新场景为 ``EnergyBar." +"tscn``. 我们需要用 ``EP`` 的纹理替换 ``HP`` 纹理, 并更改量规上的纹理." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:447 msgid "" @@ -828,9 +833,9 @@ msgid "" "slot. Select the ``Number`` node and change the ``Text`` property to a " "different value like ``14``." msgstr "" -"转到左侧的 ``FileSystem`` 停靠面板,在场景树中选择 ``Title`` 节点,然后将 " -"``label_EP.png`` 文件拖放到纹理插槽中.选择 ``Number`` 节点,然后将 ``Text`` 属" -"性更改为另一个值,例如 ``14``." +"转到左侧的 ``FileSystem`` 停靠面板, 在场景树中选择 ``Title`` 节点, 然后将 " +"``label_EP.png`` 文件拖放到纹理插槽中. 选择 ``Number`` 节点, 然后将 ``Text`` " +"属性更改为另一个值, 例如 ``14``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:452 msgid "" @@ -841,14 +846,14 @@ msgid "" "``40`` and switch back to the ``LifeBar`` or the ``Bar`` scenes. You will " "see the text increased in size." msgstr "" -"您会注意到 ``EP`` 纹理比 ``HP`` 纹理小.我们应该更新 ``Number`` 的字体大小以更" -"好地适应它.字体是一种资源.使用此资源的整个项目中的所有节点都将受到我们更改的" -"任何属性的影响.您可以尝试将大小更改为较大的值,例如 ``40``,然后切换回 " -"``LifeBar`` 或 ``Bar`` 场景.您将看到文本的大小增加了." +"您会注意到 ``EP`` 纹理比 ``HP`` 纹理小. 我们应该更新 ``Number`` 的字体大小以" +"更好地适应它. 字体是一种资源. 使用此资源的整个项目中的所有节点都将受到我们更" +"改的任何属性的影响. 您可以尝试将大小更改为较大的值, 例如 ``40``, 然后切换回 " +"``LifeBar`` 或 ``Bar`` 场景. 您将看到文本的大小增加了." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:461 msgid "If we change the font resource, all the nodes that use it are affected" -msgstr "如果我们更改字体资源,则使用该字体资源的所有节点都会受到影响" +msgstr "如果我们更改字体资源, 则使用该字体资源的所有节点都会受到影响" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:464 msgid "" @@ -858,10 +863,10 @@ msgid "" "select the ``Make Sub-Resources Unique`` option. Godot will find all the " "resources this node uses and create unique copies for us." msgstr "" -"要仅在此节点上更改字体大小,我们必须创建字体资源的副本.再次选择 ``Number`` 节" -"点,并点击属性检查器面板右上角的扳手和螺丝刀图标.在下拉菜单中,选择 ``使子资源" -"唯一(Make Sub-Resources Unique)`` 选项.Godot将找到该节点使用的所有资源,并为我" -"们创建唯一的副本." +"要仅在此节点上更改字体大小, 我们必须创建字体资源的副本. 再次选择 ``Number`` " +"节点, 并点击属性检查器面板右上角的扳手和螺丝刀图标. 在下拉菜单中, 选择 ``使子" +"资源唯一(Make Sub-Resources Unique)`` 选项.Godot将找到该节点使用的所有资源, " +"并为我们创建唯一的副本." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:472 msgid "Use this option to create unique copies of the resources for one node" @@ -874,9 +879,9 @@ msgid "" "need to use ``Make Sub-Resources Unique`` before you can tweak the resources " "without affecting the source node." msgstr "" -"当您从场景树中复制节点时,如果使用 :kbd:`Ctrl+D` ( :kbd:`Cmd+D` on macOS),它将" -"与原始节点共享资源.您需要先使用 ``使子资源唯一(Make Sub-Resources Unique)``," -"然后才能调整复制节点的资源而不影响源节点." +"当您从场景树中复制节点时, 如果使用 :kbd:`Ctrl+D` ( :kbd:`Cmd+D` on macOS), 它" +"将与原始节点共享资源. 您需要先使用 ``使子资源唯一(Make Sub-Resources " +"Unique)``, 然后才能调整复制节点的资源而不影响源节点." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:481 msgid "" @@ -885,13 +890,13 @@ msgid "" "adjust the ``Bottom`` spacing value to align the text's baseline with the EP " "label on the left." msgstr "" -"向下滚动到 ``自定义字体(Custom Font)`` 部分,然后打开 ``字体(Font)``.将 ``大小" -"(Size)`` 降低到较小的值,例如 ``20`` 或 ``22``.您可能还需要调整 ``底部" -"(Bottom)`` 间距值,以将文本的基线与左侧的 ``EP`` 标签对齐." +"向下滚动到 ``自定义字体(Custom Font)`` 部分, 然后打开 ``字体(Font)``. 将 ``大" +"小(Size)`` 降低到较小的值, 例如 ``20`` 或 ``22``. 您可能还需要调整 ``底部" +"(Bottom)`` 间距值, 以将文本的基线与左侧的 ``EP`` 标签对齐." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:488 msgid "The EP Count widget, with a smaller font than its HP counterpart" -msgstr "``EP Count`` 小部件,其字体比 ``HP`` 同类小" +msgstr "``EP Count`` 小部件, 其字体比 ``HP`` 同类小" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:490 msgid "" @@ -899,8 +904,8 @@ msgid "" "file onto the ``Under`` slot and do the same for ``energy_bar_fill.png`` and " "drop it onto the ``Progress`` texture slot." msgstr "" -"现在,选择 ``TextureProgress`` 节点.拖动 ``energy_bar_bg.png`` 文件到 " -"``Under`` 槽,并对 ``energy_bar_fill.png`` 执行相同的操作.然后把它放到 " +"现在, 选择 ``TextureProgress`` 节点. 拖动 ``energy_bar_bg.png`` 文件到 " +"``Under`` 槽, 并对 ``energy_bar_fill.png`` 执行相同的操作. 然后把它放到 " "``Progress`` 纹理槽中." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:494 @@ -912,10 +917,10 @@ msgid "" "That is also the size the ``Bar`` container will have. You may downscale " "this one as well." msgstr "" -"您可以垂直调整节点的大小,以使其边界矩形适合量规.对 ``Count`` 节点执行相同的操" -"作,直到其大小与条的大小对齐为止.因为 ``TextureProgress`` 的最小大小是根据其纹" -"理设置的,所以您将无法缩小 ``Count`` 节点低于该值大小.这也是 ``Bar`` 容器将具" -"有的大小.您也可以缩小此尺寸." +"您可以垂直调整节点的大小, 以使其边界矩形适合量规. 对 ``Count`` 节点执行相同的" +"操作, 直到其大小与条的大小对齐为止. 因为 ``TextureProgress`` 的最小大小是根据" +"其纹理设置的, 所以您将无法缩小 ``Count`` 节点低于该值大小. 这也是 ``Bar`` 容" +"器将具有的大小. 您也可以缩小此尺寸." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:501 msgid "" @@ -924,13 +929,14 @@ msgid "" "``Min Size`` property down to ``80`` pixels. It should resize automatically " "and the ``Title`` and ``Number`` nodes should reposition as well." msgstr "" -"最后但并非最不重要的一点是,``背景(Background)`` 容器的最小尺寸使其变得有点大." -"选择它,然后在 ``矩形(Rect)`` 部分中,将 ``最小大小(Min Size)`` 属性更改为 " -"``80`` 像素.它应该自动调整大小,并且 ``Title`` 和 ``Number`` 节点也应重新定位." +"最后但并非最不重要的一点是,``背景(Background)`` 容器的最小尺寸使其变得有点" +"大. 选择它, 然后在 ``矩形(Rect)`` 部分中, 将 ``最小大小(Min Size)`` 属性更改" +"为 ``80`` 像素. 它应该自动调整大小, 并且 ``Title`` 和 ``Number`` 节点也应重新" +"定位." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:509 msgid "The Count looks better now it's a bit smaller" -msgstr "``Count`` 看起来好多了,现在小了一点" +msgstr "``Count`` 看起来好多了, 现在小了一点" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:513 msgid "" @@ -940,9 +946,9 @@ msgid "" "the LifeBar's Count nodes are one hundred pixels wide, so both gauges will " "align perfectly." msgstr "" -"Count节点的大小会影响TextureProgress的位置.因为我们一会儿要垂直对齐我们的条形" -"图,所以我们最好使用计数器的左边缘来调整我们的EP标签的大小.这样EnergyBar的" -"Count和LifeBar的Count节点都是100像素宽,所以两个仪表都会完美对齐." +"Count节点的大小会影响TextureProgress的位置. 因为我们一会儿要垂直对齐我们的条" +"形图, 所以我们最好使用计数器的左边缘来调整我们的EP标签的大小. 这样EnergyBar的" +"Count和LifeBar的Count节点都是100像素宽, 所以两个仪表都会完美对齐." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:520 msgid "Prepare the bomb and emerald counters" @@ -955,9 +961,10 @@ msgid "" "``BombCounter`` too. Save the new scene as ``BombCounter.tscn``. That's all " "for this scene." msgstr "" -"现在让我们来处理计数器.进入 ``场景 -> 新继承的场景(Scene -> New Inherited " -"Scene)``,选择 ``Counter.tscn`` 作为基础.也将根节点重命名为 ``BombCounter``.将" -"新场景保存为 ``BombCounter.tscn``.这就是这个场景的全部内容." +"现在让我们来处理计数器. 进入 ``场景 -> 新继承的场景(Scene -> New Inherited " +"Scene)``, 选择 ``Counter.tscn`` 作为基础. 也将根节点重命名为 " +"``BombCounter``. 将新场景保存为 ``BombCounter.tscn``. 这就是这个场景的全部内" +"容." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:529 msgid "The bomb counter is the same as the original Counter scene" @@ -976,14 +983,14 @@ msgid "" "keyboard to nudge its position. Save, and we're done with all the UI " "elements." msgstr "" -"再次转到 ``场景 -> 新继承的场景(Scene -> New Inherited Scene)`` ,然后再次选" -"择 ``Counter.tscn`` .重命名根节点为 ``EmeraldCounter`` ,并将场景保存为 " -"``EmeraldCounter.tscn`` .对于这个新继承的场景,我们主要将炸弹图标替换为翡翠图" -"标.在 ``FileSystem(文件系统)`` 选项卡中,将 ``emeralds icon.png`` 拖到 " +"再次转到 ``场景 -> 新继承的场景(Scene -> New Inherited Scene)`` , 然后再次选" +"择 ``Counter.tscn`` . 重命名根节点为 ``EmeraldCounter`` , 并将场景保存为 " +"``EmeraldCounter.tscn`` . 对于这个新继承的场景, 我们主要将炸弹图标替换为翡翠" +"图标. 在 ``FileSystem(文件系统)`` 选项卡中, 将 ``emeralds icon.png`` 拖到 " "``Icon`` 节点 的 ``Texture`` 属性插槽中. ``Icon`` 已经锚定在 ``Background`` " -"节点的右边缘,因此我们可以更改其位置,并使用 ``EmeraldCounter`` 容器对其进行缩" -"放和重新定位.向右和向下稍微移动翡翠图标.使用键盘上的箭头键微调其位置.保存,我" -"们已经完成了所有UI元素." +"节点的右边缘, 因此我们可以更改其位置, 并使用 ``EmeraldCounter`` 容器对其进行" +"缩放和重新定位. 向右和向下稍微移动翡翠图标. 使用键盘上的箭头键微调其位置. 保" +"存, 我们已经完成了所有UI元素." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:544 msgid "The emerald counter should look something like this" @@ -1001,10 +1008,10 @@ msgid "" "container in the scene tree. Do the same for the ``EnergyBar``. You should " "see them align vertically." msgstr "" -"是时候将所有UI元素添加到主GUI场景中了.再次打开 ``GUI.tscn`` 场景,并删除 " -"``Bar`` 和 ``Counter`` 节点.在 ``FileSystem`` 停靠面板中,找到 ``LifeBar." -"tscn`` 并将其拖放到场景树中的 ``Bars`` 容器上.对 ``EnergyBar`` 执行相同的操" -"作.您应该看到它们垂直对齐." +"是时候将所有UI元素添加到主GUI场景中了. 再次打开 ``GUI.tscn`` 场景, 并删除 " +"``Bar`` 和 ``Counter`` 节点. 在 ``FileSystem`` 停靠面板中, 找到 ``LifeBar." +"tscn`` 并将其拖放到场景树中的 ``Bars`` 容器上. 对 ``EnergyBar`` 执行相同的操" +"作. 您应该看到它们垂直对齐." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:557 msgid "The LifeBar and the EnergyBar align automatically" @@ -1015,8 +1022,8 @@ msgid "" "Now, drag and drop the ``BombCounter.tscn`` and ``EmeraldCounter.tscn`` " "scenes onto the ``Counters`` node. They'll resize automatically." msgstr "" -"现在,将 ``BombCounter.tscn`` 和 ``EmeraldCounter.tscn`` 场景拖放到 " -"``Counters`` 节点上.它们会自动调整大小." +"现在, 将 ``BombCounter.tscn`` 和 ``EmeraldCounter.tscn`` 场景拖放到 " +"``Counters`` 节点上. 它们会自动调整大小." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:564 msgid "The nodes resize to take all the available vertical space" @@ -1032,20 +1039,20 @@ msgid "" "``HBoxContainer``." msgstr "" "为了让 ``EmeraldCounter`` 和 ``BombCounter`` 使用我们在 ``Counter.tscn`` 中定" -"义的大小,我们需要在 ``Counters`` 容器上更改 ``Size Flags``.选择 ``Counters`` " -"节点,然后在属性检查器中展开 ``Size Flags`` 部分.取消选中 ``垂直(Vertical)`` " -"属性的 ``填充(Fill)`` 标记,然后选中 ``收缩中心(Shrink Center)``,以便容器在 " -"``HBoxContainer`` 内部居中." +"义的大小, 我们需要在 ``Counters`` 容器上更改 ``Size Flags``. 选择 " +"``Counters`` 节点, 然后在属性检查器中展开 ``Size Flags`` 部分. 取消选中 ``垂" +"直(Vertical)`` 属性的 ``填充(Fill)`` 标记, 然后选中 ``收缩中心(Shrink " +"Center)``, 以便容器在 ``HBoxContainer`` 内部居中." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:575 msgid "Now both counters have a decent size" -msgstr "现在,这两个计数器都有一个像样的大小" +msgstr "现在, 这两个计数器都有一个像样的大小" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:579 msgid "" "Change the ``Min Size`` property of the ``Counters`` container to control " "the height of the counters' background." -msgstr "更改 ``Counters`` 容器的 ``Min Size`` 属性,以控制计数器背景的高度." +msgstr "更改 ``Counters`` 容器的 ``Min Size`` 属性, 以控制计数器背景的高度." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:582 msgid "" @@ -1058,11 +1065,12 @@ msgid "" "and go back to the GUI scene, it will be aligned vertically with the " "``LifeBar``." msgstr "" -"我们在 ``EnergyBar`` 上留下一个带有 ``EP`` 标签的小问题:2个条应垂直对齐.点击 " -"``EnergyBar`` 节点旁边的图标以打开其场景.选择 ``Count`` 节点,然后向下滚动到 " -"``Custom Constants`` 部分.添加一个 ``20`` 的 ``Margin Left``.在 ``Rect`` 部" -"分,将节点的 ``Min Size`` 设置为100,与 ``LifeBar`` 相同.``Count`` 现在应该在左" -"边有一些边距.如果您保存并返回GUI场景,它将与 ``LifeBar`` 垂直对齐." +"我们在 ``EnergyBar`` 上留下一个带有 ``EP`` 标签的小问题:2个条应垂直对齐. 点" +"击 ``EnergyBar`` 节点旁边的图标以打开其场景. 选择 ``Count`` 节点, 然后向下滚" +"动到 ``Custom Constants`` 部分. 添加一个 ``20`` 的 ``Margin Left``. 在 " +"``Rect`` 部分, 将节点的 ``Min Size`` 设置为100, 与 ``LifeBar`` 相同." +"``Count`` 现在应该在左边有一些边距. 如果您保存并返回GUI场景, 它将与 " +"``LifeBar`` 垂直对齐." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:593 msgid "The 2 bars align perfectly" @@ -1074,8 +1082,8 @@ msgid "" "shows you that you can go back to any scene anytime, tweak it, and see the " "changes propagate through the project!" msgstr "" -"我们原本可以这样设置 ``EnergyBar``.但是,这表明您可以随时返回任何场景进行调整," -"并查看更改在项目中的传播!" +"我们原本可以这样设置 ``EnergyBar``. 但是, 这表明您可以随时返回任何场景进行调" +"整, 并查看更改在项目中的传播!" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:602 msgid "Place the GUI onto the game's mockup" @@ -1085,11 +1093,11 @@ msgstr "把GUI放到游戏的模型上" msgid "" "To wrap up the tutorial we're going to insert the GUI onto the game's mockup " "scene." -msgstr "为了结束本教程,我们将GUI插入到游戏的模型场景中." +msgstr "为了结束本教程, 我们将GUI插入到游戏的模型场景中." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:607 msgid "Head to the FileSystem dock and open ``LevelMockup.tscn``." -msgstr "前往文件系统停靠面板,打开 ``LevelMockup.tscn``." +msgstr "前往文件系统停靠面板, 打开 ``LevelMockup.tscn``." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:609 msgid "" @@ -1101,9 +1109,9 @@ msgid "" "of the game." msgstr "" "将 ``GUI.tscn`` 场景拖放到 ``bg`` 节点下方和 ``Character`` 上方.GUI将缩放以适" -"合整个视图.前往 ``Layout`` 菜单并选择 ``Center Top`` 选项,使其锚定到游戏窗口" -"的顶部边缘.然后调整GUI的大小,使其在垂直方向上尽可能小.现在,您可以看到界面在游" -"戏中的外观." +"合整个视图. 前往 ``Layout`` 菜单并选择 ``Center Top`` 选项, 使其锚定到游戏窗" +"口的顶部边缘. 然后调整GUI的大小, 使其在垂直方向上尽可能小. 现在, 您可以看到界" +"面在游戏中的外观." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:616 msgid "" @@ -1111,7 +1119,7 @@ msgid "" "the final project here: :download:`ui_gui_design.zip <files/ui_gui_design." "zip>`." msgstr "" -"祝贺您完成了这篇冗长的教程.最终项目您可以在 :download:`ui_gui_design.zip " +"祝贺您完成了这篇冗长的教程. 最终项目您可以在 :download:`ui_gui_design.zip " "<files/ui_gui_design.zip>` 找到." #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:625 @@ -1125,8 +1133,8 @@ msgid "" "16:9. They are close to one another. That's why it's enough for the GUI " "elements to only move horizontally when we change the window size." msgstr "" -"**关于响应式设计的最后说明**.如果调整GUI的大小,您将看到节点移动,但是纹理和文" -"本将无法缩放.GUI的最小尺寸取决于其内部的纹理大小.在游戏中,我们不需要界面像网" -"站一样灵活.您几乎永远都不想同时支持横向和纵向屏幕方向.要么横向、要么纵向.在横" -"向模式中,最常见的比例范围是 4:3到16:9.它们很接近.这就是为什么当我们更改窗口大" -"小时,GUI元素仅水平移动就足够了." +"**关于响应式设计的最后说明** . 如果调整GUI的大小, 您将看到节点移动, 但是纹理" +"和文本将无法缩放.GUI的最小尺寸取决于其内部的纹理大小. 在游戏中, 我们不需要界" +"面像网站一样灵活. 您几乎永远都不想同时支持横向和纵向屏幕方向. 要么横向, 要么" +"纵向. 在横向模式中, 最常见的比例范围是 4:3到16:9. 它们很接近. 这就是为什么当" +"我们更改窗口大小时,GUI元素仅水平移动就足够了." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index cff9a2939a..eae0533043 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "platforms. Thankfully, Godot comes with robust tools to design and manage a " "responsive User Interface." msgstr "" -"电脑显示器、手机、和电视屏幕有各种形状和尺寸.要发布一款游戏,要发布游戏,您需要" -"支持不同的屏幕比例和分辨率.构建适应所有平台的响应式接口可能很困难.值得庆幸的" -"是,Godot附带了功能强大的工具,可以设计和管理响应式用户界面." +"电脑显示器, 手机, 和电视屏幕有各种形状和尺寸. 要发布一款游戏, 要发布游戏, 您" +"需要支持不同的屏幕比例和分辨率. 构建适应所有平台的响应式接口可能很困难. 值得" +"庆幸的是,Godot附带了功能强大的工具, 可以设计和管理响应式用户界面." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:14 msgid "Godot's editor is made with the engine's UI framework" @@ -59,15 +59,15 @@ msgid "" "The five most common containers (you can learn more about containers in the :" "ref:`GUI Containers <doc_gui_containers>` documentation page)." msgstr "" -"五个最常用的容器(您可以在 :ref:`GUI容器 <doc_gui_containers>` 文档页面中,了解" -"有关容器的更多信息)." +"五个最常用的容器(您可以在 :ref:`GUI 容器 <doc_gui_containers>` 文档页面中, 了" +"解有关容器的更多信息)." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:25 msgid "" "To learn how to control the interface and connect it to other scripts, read :" "ref:`Build your first game UI in Godot <doc_ui_game_user_interface>`." msgstr "" -"要了解如何控制界面并将其连接到其他脚本,请阅读: :ref:`在Godot中构建您的第一个" +"要了解如何控制界面并将其连接到其他脚本, 请阅读: :ref:`在Godot中构建您的第一个" "游戏UI <doc_ui_game_user_interface>`." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:28 @@ -77,8 +77,8 @@ msgid "" "from life bars to complex applications. Godot's editor itself is built using " "Control nodes." msgstr "" -"要设计UI,您将使用 ``Control`` 节点.这些就是编辑器中带有绿色图标的节点.它们有" -"数十种,可用于创建从生命条到复杂应用程序的所有内容.Godot的编辑器本身是使用 " +"要设计UI, 您将使用 ``Control`` 节点. 这些就是编辑器中带有绿色图标的节点. 它们" +"有数十种, 可用于创建从生命条到复杂应用程序的所有内容.Godot的编辑器本身是使用 " "``Control`` 节点构建的." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:32 @@ -88,9 +88,9 @@ msgid "" "capabilities. So to make your life easier use Control nodes wherever " "possible when building your UIs." msgstr "" -"``Control`` 节点具有独特的属性,使它们能很好地相互协作.其他可视节点(如 " -"``Node2D`` 和 ``Sprite``)没有这些功能.因此,为了使您的生活更轻松,请在构建UI时" -"尽可能使用 ``Control`` 节点." +"``Control`` 节点具有独特的属性, 使它们能很好地相互协作. 其他可视节点(如 " +"``Node2D`` 和 ``Sprite``)没有这些功能. 因此, 为了使您的生活更轻松, 请在构建UI" +"时尽可能使用 ``Control`` 节点." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:36 msgid "All control nodes share the same main properties:" @@ -125,7 +125,7 @@ msgid "" "Once you understand the basics of the Control node, it will take you less " "time to learn all the nodes that derive from it." msgstr "" -"一旦了解了 ``Control`` 节点的基础知识,您将花费更少的时间来学习从其派生的所有" +"一旦了解了 ``Control`` 节点的基础知识, 您将花费更少的时间来学习从其派生的所有" "节点." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:50 @@ -137,38 +137,39 @@ msgid "" "Godot ships with dozens of Control nodes. A lot of them are here to help you " "build editor plugins and applications." msgstr "" -"Godot附带了数十个 ``Control`` 节点.这里有很多插件可以帮助您构建编辑器插件和应" -"用程序." +"Godot附带了数十个 ``Control`` 节点. 这里有很多插件可以帮助您构建编辑器插件和" +"应用程序." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:55 msgid "" "For most games, you'll only need five types of UI elements, and a few " "Containers. These five Control nodes are:" msgstr "" -"对于大多数游戏,您只需要五种类型的UI元素和一些容器.这五个 ``Control`` 节点是:" +"对于大多数游戏, 您只需要五种类型的UI元素和一些容器. 这五个 ``Control`` 节点" +"是:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:58 msgid "Label: for displaying text" -msgstr "``Label``:用于显示文本" +msgstr "``Label``: 用于显示文本" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:59 msgid "" "TextureRect: used mostly for backgrounds, or everything that should be a " "static image" -msgstr "``TextureRect``:主要用于背景,或应为静态图像的所有内容" +msgstr "``TextureRect``: 主要用于背景, 或应为静态图像的所有内容" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:61 msgid "" "TextureProgress: for lifebars, loading bars, horizontal, vertical or radial" -msgstr "``TextureProgress``:适用于生命条、进度条、水平杆、垂直杆或径向杆" +msgstr "``TextureProgress``: 适用于生命条, 进度条, 水平杆, 垂直杆或径向杆" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:63 msgid "NinePatchRect: for scalable panels" -msgstr "``NinePatchRect``:可缩放面板" +msgstr "``NinePatchRect``: 可缩放面板" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:64 msgid "TextureButton: to create buttons" -msgstr "``TextureButton``:用于创建按钮" +msgstr "``TextureButton``: 用于创建按钮" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:68 msgid "The 5 most common Control nodes for UI design" @@ -184,8 +185,8 @@ msgid "" "the Sprite node, but it offers multiple scaling modes. Set the Stretch Mode " "property to change its behavior:" msgstr "" -"**TextureRect** 在UI内显示纹理或图像.它与Sprite节点类似,但提供了多种缩放模式," -"设置拉伸模式属性可改变其行为:" +"**TextureRect** 在UI内显示纹理或图像. 它与Sprite节点类似, 但提供了多种缩放模" +"式, 设置拉伸模式属性可改变其行为:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:77 msgid "" @@ -194,8 +195,8 @@ msgid "" "like ``Keep`` mode. Default mode for backwards compatibility." msgstr "" "``扩展缩放(兼容)(Scale On Expand (compat))`` 仅当 ``expand`` 属性为 ``true`` " -"时,缩放纹理以适合节点的边界矩形; 否则,其行为类似于 ``保持(Keep)`` 模式. 默认" -"模式用于向后兼容." +"时, 缩放纹理以适合节点的边界矩形; 否则, 其行为类似于 ``保持(Keep)`` 模式. 默" +"认模式用于向后兼容." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80 msgid "``Scale`` scales the texture to fit the node's bounding rectangle." @@ -203,15 +204,15 @@ msgstr "``缩放(Scale)`` 缩放纹理以适应节点的边界矩形." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81 msgid "``Tile`` makes the texture repeat, but it won't scale." -msgstr "``平铺(Tile)`` 使纹理重复出现,但不会缩放." +msgstr "``平铺(Tile)`` 使纹理重复出现, 但不会缩放." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:82 msgid "" "``Keep`` and ``Keep Centered`` force the texture to remain at its original " "size, in the top left corner or the center of the frame respectively." msgstr "" -"``保持(Keep)`` 和 ``保持居中(Keep Centered)`` 强制纹理保持其原始大小,分别位于" -"框架的左上角或中心." +"``保持(Keep)`` 和 ``保持居中(Keep Centered)`` 强制纹理保持其原始大小, 分别位" +"于框架的左上角或中心." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85 msgid "" @@ -220,7 +221,7 @@ msgid "" "the frame respectively." msgstr "" "``保持纵横比(Keep Aspect)`` 和 ``保持纵横比居中(Keep Aspect Centered)`` 可缩" -"放纹理,但会强制其保持其原始纵横比,分别位于框架的左上角或中心." +"放纹理, 但会强制其保持其原始纵横比, 分别位于框架的左上角或中心." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:87 msgid "" @@ -229,14 +230,14 @@ msgid "" "node's limits." msgstr "" "``保持纵横比覆盖(Keep Aspect Covered)`` 的工作方式与 ``保持纵横比居中`` 的一" -"样,但较短的一侧适合边界矩形,而另一侧则裁剪到节点的极限." +"样, 但较短的一侧适合边界矩形, 而另一侧则裁剪到节点的极限." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:90 msgid "" "As with Sprite nodes, you can modulate the TextureRect's color. Click the " "``Modulate`` property and use the color picker." msgstr "" -"与 ``Sprite`` 节点一样,您可以调制 ``TextureRect`` 的颜色.点击 ``Modulate(调" +"与 ``Sprite`` 节点一样, 您可以调制 ``TextureRect`` 的颜色. 点击 ``Modulate(调" "制)`` 属性并使用颜色选择器." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:95 @@ -255,10 +256,10 @@ msgid "" "the keyboard's input. The sixth image slot, the Click Mask, lets you define " "the clickable area using a 1-bit, pure black and white image." msgstr "" -"**纹理按钮** (TextureButton)类似于纹理矩形(TextureRect),只不过它有6个纹理槽:" -"每个纹理槽对应一个按钮的状态.大多数时候,会使用Normal(普通)、Pressed(按下)和" -"Hover(悬停)纹理.Focused(聚焦)适用于监听键盘输入的界面.Click Mask(点击遮罩)允" -"许你使用1位的纯黑白图片定义可点击区域." +"**纹理按钮** (TextureButton)类似于纹理矩形(TextureRect), 只不过它有6个纹理" +"槽: 每个纹理槽对应一个按钮的状态. 大多数时候, 会使用Normal(普通), Pressed(按" +"下)和Hover(悬停)纹理.Focused(聚焦)适用于监听键盘输入的界面.Click Mask(点击遮" +"罩)允许你使用1位的纯黑白图片定义可点击区域." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:107 msgid "" @@ -270,11 +271,11 @@ msgid "" "``modulate`` property, to change its color, and ``Resize`` and ``Stretch`` " "modes to change its scale behavior." msgstr "" -"在 ``基本按钮(Base Button)`` 部分中,您会发现一些复选框可以更改按钮的行为.当 " -"``切换模式(Toggle Mode)`` 开启时,当您按下该按钮时,它将在活动状态和正常状态之" -"间切换.``禁用(Disabled)`` 会让它默认被禁用,在这种情况下,它会使用 ``禁用" -"(Disabled)`` 纹理.``纹理按钮(TextureButton)`` 与纹理框架共享一些属性:它具有 " -"``Modulate(调制)`` 属性以更改其颜色,并具有 ``调整大小(Resize)`` 和 ``拉伸" +"在 ``基本按钮(Base Button)`` 部分中, 您会发现一些复选框可以更改按钮的行为. " +"当 ``切换模式(Toggle Mode)`` 开启时, 当您按下该按钮时, 它将在活动状态和正常状" +"态之间切换.``禁用(Disabled)`` 会让它默认被禁用, 在这种情况下, 它会使用 ``禁用" +"(Disabled)`` 纹理.``纹理按钮(TextureButton)`` 与纹理框架共享一些属性: 它具有 " +"``Modulate(调制)`` 属性以更改其颜色, 并具有 ``调整大小(Resize)`` 和 ``拉伸" "(Stretch)`` 模式以更改其缩放行为." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:117 @@ -292,7 +293,7 @@ msgid "" "value." msgstr "" "**TextureProgress** 最多可以将3个精灵分层来创建一个进度条.Under和Over纹理将" -"Progress纹理夹在中间,显示进度条的数值." +"Progress纹理夹在中间, 显示进度条的数值." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:126 msgid "" @@ -301,9 +302,9 @@ msgid "" "``Initial Angle`` and ``Fill Degrees`` properties let you limit the range of " "the gauge." msgstr "" -"``模式(Mode)`` 属性控制进度条的增长方向:水平,垂直或径向.如果将其设置为径向,则" -"可以使用 ``初始角度(Initial Angle)`` 和 ``填充度(Fill Degrees)`` 属性来限制量" -"规的范围." +"``模式(Mode)`` 属性控制进度条的增长方向: 水平, 垂直或径向. 如果将其设置为径" +"向, 则可以使用 ``初始角度(Initial Angle)`` 和 ``填充度(Fill Degrees)`` 属性来" +"限制量规的范围." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:131 msgid "" @@ -315,15 +316,15 @@ msgid "" "the default of ``0`` and ``100,`` and set the ``Value`` property to ``40``, " "40% of the ``Progress`` texture will show up, and 60% of it will stay hidden." msgstr "" -"要动画化进度条,您需要查看 ``Range`` 部分.设置 ``Min`` 和 ``Max`` 属性来定义量" -"规的范围.例如,要表示角色的生命,您需要将 ``Min`` 设置为 ``0``,将 ``Max`` 设置" -"为角色的最大生命.更改 ``Value`` 属性以更新进度条.如果将 ``Min`` 和 ``Max`` 的" -"值设置为 ``0`` 和 ``100`` 的默认值,并将 ``Value`` 属性设置为 ``40``," -"``Progress`` 纹理的40%会显示,60%会隐藏." +"要动画化进度条, 您需要查看 ``Range`` 部分. 设置 ``Min`` 和 ``Max`` 属性来定义" +"量规的范围. 例如, 要表示角色的生命, 您需要将 ``Min`` 设置为 ``0``, 将 " +"``Max`` 设置为角色的最大生命. 更改 ``Value`` 属性以更新进度条. 如果将 " +"``Min`` 和 ``Max`` 的值设置为 ``0`` 和 ``100`` 的默认值, 并将 ``Value`` 属性" +"设置为 ``40``,``Progress`` 纹理的40%会显示,60%会隐藏." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141 msgid "TextureProgress bar, two thirds filled" -msgstr "``TextureProgress`` 条,三分之二填充" +msgstr "``TextureProgress`` 条, 三分之二填充" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:144 msgid "Label" @@ -337,9 +338,9 @@ msgid "" "is off, you won't be able to scale the node. You can align the text " "horizontally and vertically with Align and Valign, respectively." msgstr "" -"**标签** 打印文本到屏幕.您可以在检查器的标签部分中找到其所有属性.将文本写入 " -"``Text`` 属性中,然后检查自动换行是否要遵守文本框的大小,如果禁用自动包裹,则将" -"无法缩放节点.您可以分别使用Align和Valign将文本水平和垂直对齐." +"**标签** 打印文本到屏幕. 您可以在检查器的标签部分中找到其所有属性. 将文本写" +"入 ``Text`` 属性中, 然后检查自动换行是否要遵守文本框的大小, 如果禁用自动包" +"裹, 则将无法缩放节点. 您可以分别使用Align和Valign将文本水平和垂直对齐." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:155 msgid "Picture of a Label" @@ -356,8 +357,8 @@ msgid "" "corners. It is useful to build panels, dialog boxes and scalable backgrounds " "for your UI." msgstr "" -"**NinePatchRect** 将纹理分割成3行和3列.缩放纹理时,中心和侧面会平铺,但不会缩放" -"角落.为UI构建面板、对话框和可伸缩的背景非常有用." +"**NinePatchRect** 将纹理分割成3行和3列. 缩放纹理时, 中心和侧面会平铺, 但不会" +"缩放角落. 为UI构建面板, 对话框和可伸缩的背景非常有用." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:167 msgid "NinePatchRect scaled with the min\\_size property" @@ -370,7 +371,7 @@ msgstr "有两个工作流程可以构建响应式UI" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:172 msgid "" "There are two workflows to build scalable and flexible interfaces in Godot:" -msgstr "在Godot中,有两个工作流程可构建可伸缩和灵活的界面:" +msgstr "在Godot中, 有两个工作流程可构建可伸缩和灵活的界面:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174 msgid "" @@ -398,16 +399,16 @@ msgid "" "cleaner hierarchies, but it's harder to arrange items in a row, column, " "grid, etc." msgstr "" -"这两种方法并不总是兼容的.由于容器控制着其子项,因此您无法在其上使用布局菜单.每" -"个容器都有特定的作用,因此您可能需要嵌套几个容器才能获得工作界面.使用布局方法" -"时,您将从下至上处理子级.由于没有在场景中插入额外的容器,所以层次结构会更加清" -"晰,但是很难在行、列、栅格等中排列项." +"这两种方法并不总是兼容的. 由于容器控制着其子项, 因此您无法在其上使用布局菜" +"单. 每个容器都有特定的作用, 因此您可能需要嵌套几个容器才能获得工作界面. 使用" +"布局方法时, 您将从下至上处理子级. 由于没有在场景中插入额外的容器, 所以层次结" +"构会更加清晰, 但是很难在行, 列, 栅格等中排列项." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:179 msgid "" "As you create UIs for your games and tools, you'll develop a sense for what " "fits best in each situation." -msgstr "在为游戏和工具创建UI时,您将对每种情况下最合适的内容有所了解." +msgstr "在为游戏和工具创建UI时, 您将对每种情况下最合适的内容有所了解." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:183 msgid "Place UI elements precisely with anchors" @@ -420,8 +421,8 @@ msgid "" "Top, Right and Bottom edges of the node. Change any of the 4 anchors to " "change the reference point of the margins." msgstr "" -"``Control`` 节点有位置和大小,但它们也有锚和边距.锚定义节点的左、上、右和下边" -"缘的原点或参考点.更改4个锚中的任何一个,将更改边距的参考点." +"``Control`` 节点有位置和大小, 但它们也有锚和边距. 锚定义节点的左, 上, 右和下" +"边缘的原点或参考点. 更改4个锚中的任何一个, 将更改边距的参考点." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:192 msgid "The anchor property" @@ -440,10 +441,10 @@ msgid "" "inspector's 4 properties. The layout menu will only show up when you select " "a control node." msgstr "" -"与任何属性一样,您可以在属性检查器面板中编辑4个锚点,但这不是最方便的方法.选择" -"控制节点后,布局菜单将出现在视图上方的工具栏中.它为您提供了一个图标列表,在此通" -"过单击就可以设置所有4个锚点,而不必在属性检查器面板去设置4个属性.仅当选择控制" -"节点时,才会显示布局菜单." +"与任何属性一样, 您可以在属性检查器面板中编辑4个锚点, 但这不是最方便的方法. 选" +"择控制节点后, 布局菜单将出现在视图上方的工具栏中. 它为您提供了一个图标列表, " +"在此通过单击就可以设置所有4个锚点, 而不必在属性检查器面板去设置4个属性. 仅当" +"选择控制节点时, 才会显示布局菜单." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:206 msgid "The layout menu in the viewport" @@ -463,16 +464,16 @@ msgid "" "position in pixels, while anchors are relative to the parent container's " "size." msgstr "" -"每个锚都是0到1之间的值.对于左侧和顶部锚点,值0表示没有任何边距,节点的边缘将与" -"其父节点的左侧和顶部边缘对齐.对于右边缘和底边缘,值为1表示它们将与父容器的右边" -"缘和底边缘对齐.另一方面,边距表示到锚点位置的距离(以像素为单位),而锚点是相对于" -"父容器的大小." +"每个锚都是0到1之间的值. 对于左侧和顶部锚点, 值0表示没有任何边距, 节点的边缘将" +"与其父节点的左侧和顶部边缘对齐. 对于右边缘和底边缘, 值为1表示它们将与父容器的" +"右边缘和底边缘对齐. 另一方面, 边距表示到锚点位置的距离(以像素为单位), 而锚点" +"是相对于父容器的大小." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:221 msgid "" "Margins are relative to the anchor position, which is relative to the " "anchors. In practice, you'll often let the container update margins for you" -msgstr "边距相对于相对于锚的锚位置.在实践中,您通常会让容器为您更新边距" +msgstr "边距相对于相对于锚的锚位置. 在实践中, 您通常会让容器为您更新边距" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:226 msgid "Margins change with the anchor" @@ -487,10 +488,10 @@ msgid "" "there's no parent, the margins will be relative to the node's own bounding " "Rectangle, set in the Rect section, in the inspector." msgstr "" -"当您移动或调整控制节点的大小时,边距会自动更新.它们表示从控制节点的边缘到其锚" -"点的距离,该锚点是相对于父控制节点或容器的.这就是为什么您的控制节点应始终位于" -"容器内的原因,我们稍后会看到.如果没有父对象,则边距将相对于属性检查器的矩形部分" -"中设置的,即节点自己的边界矩形." +"当您移动或调整控制节点的大小时, 边距会自动更新. 它们表示从控制节点的边缘到其" +"锚点的距离, 该锚点是相对于父控制节点或容器的. 这就是为什么您的控制节点应始终" +"位于容器内的原因, 我们稍后会看到. 如果没有父对象, 则边距将相对于属性检查器的" +"矩形部分中设置的, 即节点自己的边界矩形." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:238 msgid "Margins on a CenterContainer set to the \"Full Rect\" anchor" @@ -505,10 +506,10 @@ msgid "" "border of the screen? Use the MarginContainer. Want to build a vertical " "menu? Use the VBoxContainer. More on these below." msgstr "" -"尝试更改锚点或将 ``Control`` 节点嵌套在 ``Containers`` 中:边距将更新. 您几乎" -"不需要手动编辑边距.始终尝试先找到一个可以帮助您的容器;Godot带有节点,可以为您" -"解决所有常见情况.需要在生命条和屏幕边界之间添加空间?使用 ``VBoxContainer``. " -"更多关于这些的内容,参见下文." +"尝试更改锚点或将 ``Control`` 节点嵌套在 ``Containers`` 中: 边距将更新. 您几乎" +"不需要手动编辑边距. 始终尝试先找到一个可以帮助您的容器;Godot带有节点, 可以为" +"您解决所有常见情况. 需要在生命条和屏幕边界之间添加空间?使用 " +"``VBoxContainer``. 更多关于这些的内容, 参见下文." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:249 msgid "Use size tags to change how UI elements fill the available space" @@ -524,15 +525,15 @@ msgid "" "up to a third of the available space, but no more. The container will take " "over the node and resize it automatically." msgstr "" -"每个控制节点都有尺寸标志.它们告诉容器UI元素应该如何缩放.如果你在水平或垂直属" -"性上添加了 \"Fill \" 标志,节点的边界框将占用所有的空间,但它会尊重它的兄弟姐妹" -"并保留其尺寸.如果在一个 HBoxContainer 中有 3 个 TextureRect 节点,在两个轴上都" -"有 \"Fill\" 标志,它们将各自占用三分之一的可用空间,但不会超过.容器将接管该节点" -"并自动调整其大小." +"每个控制节点都有尺寸标志. 它们告诉容器UI元素应该如何缩放. 如果你在水平或垂直" +"属性上添加了 \"Fill \" 标志, 节点的边界框将占用所有的空间, 但它会尊重它的兄弟" +"姐妹并保留其尺寸. 如果在一个 HBoxContainer 中有 3 个 TextureRect 节点, 在两个" +"轴上都有 \"Fill\" 标志, 它们将各自占用三分之一的可用空间, 但不会超过. 容器将" +"接管该节点并自动调整其大小." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:261 msgid "3 UI elements in an HBoxContainer, they align horizontally" -msgstr "``HBoxContainer`` 中的3个UI元素,它们是水平对齐的" +msgstr "``HBoxContainer`` 中的3个UI元素, 它们是水平对齐的" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:263 msgid "" @@ -540,21 +541,21 @@ msgid "" "against its siblings. Its bounding rectangle will grow against the edges of " "its parent, or until it's blocked by another UI node." msgstr "" -"``Expand(展开)`` 标志允许UI元素获得它所能获得的所有空间,并推动其兄弟元素.它的" -"边界矩形将沿其父对象的边缘增长,或直到它被另一个UI节点阻止为止." +"``Expand(展开)`` 标志允许UI元素获得它所能获得的所有空间, 并推动其兄弟元素. 它" +"的边界矩形将沿其父对象的边缘增长, 或直到它被另一个UI节点阻止为止." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:269 msgid "" "The same example as above, but the center node has the \"Expand\" size flag" -msgstr "与上面的示例相同,但是中心节点有 ``Expand(展开)`` 大小标志" +msgstr "与上面的示例相同, 但是中心节点有 ``Expand(展开)`` 大小标志" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:272 msgid "" "You'll need some practice to understand the size tags, as their effect can " "change quite a bit depending on how you set up your interface." msgstr "" -"您需要进行一些练习来理解大小标签,因为它们的效果可能会根据您设置界面的方式而发" -"生很大变化." +"您需要进行一些练习来理解大小标签, 因为它们的效果可能会根据您设置界面的方式而" +"发生很大变化." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:276 msgid "Arrange control nodes automatically with containers" @@ -567,9 +568,9 @@ msgid "" "interface or center nodes in their bounding rectangles. All built-in " "containers update in the editor, so you can see the effect instantly." msgstr "" -"容器会自动排列所有子控件节点,包括行、列等中的其他容器.使用它们在边界矩形的界" -"面或中心节点周围添加 ``填充(padding)``.所有内置容器都会在编辑器中更新,因此您" -"可以立即看到效果." +"容器会自动排列所有子控件节点, 包括行, 列等中的其他容器. 使用它们在边界矩形的" +"界面或中心节点周围添加 ``填充(padding)``. 所有内置容器都会在编辑器中更新, 因" +"此您可以立即看到效果." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:284 msgid "" @@ -577,8 +578,8 @@ msgid "" "elements. To change them, navigate down to the Custom Constants section in " "the Inspector." msgstr "" -"容器具有一些特殊的属性来控制它们如何排列UI元素.要更改它们,请导航至属性检查器" -"中的 ``自定义常量`` 部分." +"容器具有一些特殊的属性来控制它们如何排列UI元素. 要更改它们, 请导航至属性检查" +"器中的 ``自定义常量`` 部分." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:289 msgid "The 5 most useful containers" @@ -589,24 +590,25 @@ msgid "" "If you build tools, you might need all of the containers. But for most " "games, a handful will be enough:" msgstr "" -"如果您构建工具,您可能需要所有的容器.但是对于大多数游戏来说,只需几个就足够了:" +"如果您构建工具, 您可能需要所有的容器. 但是对于大多数游戏来说, 只需几个就足够" +"了:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294 msgid "MarginContainer, to add margins around parts of the UI" -msgstr "MarginContainer边缘容器,以在部分UI周围添加边缘" +msgstr "MarginContainer边缘容器, 以在部分UI周围添加边缘" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:295 msgid "CenterContainer, to center its children in its bounding box" -msgstr "``CenterContainer``,将其子项放在其边界框中" +msgstr "``CenterContainer``, 将其子项放在其边界框中" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:296 msgid "" "VboxContainer and HboxContainer, to arrange UI elements in rows or columns" -msgstr "``VboxContainer`` 和 ``HboxContainer``,用于在行或列中排列UI元素" +msgstr "``VboxContainer`` 和 ``HboxContainer``, 用于在行或列中排列UI元素" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:298 msgid "GridContainer, to arrange Controls nodes in a grid-like pattern" -msgstr "``GridContainer``,以栅格状模式排列 ``Controls`` 节点" +msgstr "``GridContainer``, 以栅格状模式排列 ``Controls`` 节点" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:300 msgid "" @@ -616,14 +618,14 @@ msgid "" "want a single container nested inside it. If you use textures and buttons " "instead, they'll stack up." msgstr "" -"``CenterContainer`` 将其所有子项居中于其边界矩形内.如果希望这些选项停留在视图" -"的中心,通常使用它作为标题屏幕.当它使所有内容居中时,您通常会希望在其中嵌套一个" -"容器.如果改用纹理和按钮对象,它们会堆积在一起." +"``CenterContainer`` 将其所有子项居中于其边界矩形内. 如果希望这些选项停留在视" +"图的中心, 通常使用它作为标题屏幕. 当它使所有内容居中时, 您通常会希望在其中嵌" +"套一个容器. 如果改用纹理和按钮对象, 它们会堆积在一起." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:308 msgid "" "CenterContainer in action. The life bar centers inside its parent container." -msgstr "``CenterContainer`` 的作用.生命条位于它的父容器内部." +msgstr "``CenterContainer`` 的作用. 生命条位于它的父容器内部." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:311 msgid "" @@ -634,10 +636,10 @@ msgid "" "click the corresponding value box and type any number. It will activate " "automatically." msgstr "" -"``MarginContainer`` 在子节点的任何一侧添加一个边距.添加一个包含整个视图的 " -"``MarginContainer``,以在窗口边缘和UI之间添加分隔.您可以在容器的顶部、左侧、右" -"侧、或底部设置边距.无需勾选该复选框:点击相应的值框并输入任何数字.它会自动激" -"活." +"``MarginContainer`` 在子节点的任何一侧添加一个边距. 添加一个包含整个视图的 " +"``MarginContainer``, 以在窗口边缘和UI之间添加分隔. 您可以在容器的顶部, 左侧, " +"右侧, 或底部设置边距. 无需勾选该复选框: 点击相应的值框并输入任何数字. 它会自" +"动激活." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:320 msgid "The MarginContainer adds a 40px margin around the Game User Interface" @@ -652,10 +654,10 @@ msgid "" "rows and columns of different sizes, as you can nest them to your heart's " "content." msgstr "" -"有两个 ``BoxContainer``:``VBoxContainer`` 和 ``HBoxContainer``.您不能添加 " -"``BoxContainer`` 节点本身,因为它是一个辅助类,但是您可以使用垂直和水平框容器." -"它们将节点排列成行或列.使用它们可以在商店中排列商品,或使用大小不同的行和列构" -"建复杂的栅格,因为您可以将它们嵌套在所需位置." +"有两个 ``BoxContainer``:``VBoxContainer`` 和 ``HBoxContainer``. 您不能添加 " +"``BoxContainer`` 节点本身, 因为它是一个辅助类, 但是您可以使用垂直和水平框容" +"器. 它们将节点排列成行或列. 使用它们可以在商店中排列商品, 或使用大小不同的行" +"和列构建复杂的栅格, 因为您可以将它们嵌套在所需位置." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:331 msgid "The HBoxContainer horizontally aligns UI elements" @@ -670,10 +672,10 @@ msgid "" "add a spacer control node before its first child or after its last child, " "from a script." msgstr "" -"``VBoxContainer`` 自动将其子级排列为一列.它把它们一个接一个地放置.如果使用分" -"离参数,它将在其子级之间留有空隙.``HBoxContainer`` 将UI元素排列成一行.它类似" -"于 ``VBoxContainer``,具有一个额外的 ``add_spacer`` 方法,可从脚本中在第一个子" -"节点之前或最后一个子节点之后添加一个间隔控制节点." +"``VBoxContainer`` 自动将其子级排列为一列. 它把它们一个接一个地放置. 如果使用" +"分离参数, 它将在其子级之间留有空隙.``HBoxContainer`` 将UI元素排列成一行. 它类" +"似于 ``VBoxContainer``, 具有一个额外的 ``add_spacer`` 方法, 可从脚本中在第一" +"个子节点之前或最后一个子节点之后添加一个间隔控制节点." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:340 msgid "" @@ -686,14 +688,14 @@ msgid "" "set the vertical and horizontal separation between the rows and columns " "respectively." msgstr "" -"``GridContainer`` 允许您按网格模式排列UI元素.您只能控制其具有的列数,并且它将" -"根据其子级计数自行设置行数.如果您有9个子节点和3列,您将有9÷3 = 3行.再加3个子" -"项,就有4行了.换句话说,当您添加更多纹理和按钮时,它将创建新行.像盒子容器一样,它" -"具有两个属性,分别设置行和列之间的垂直和水平间隔." +"``GridContainer`` 允许您按网格模式排列UI元素. 您只能控制其具有的列数, 并且它" +"将根据其子级计数自行设置行数. 如果您有9个子节点和3列, 您将有9÷3 = 3行. 再加3" +"个子项, 就有4行了. 换句话说, 当您添加更多纹理和按钮时, 它将创建新行. 像盒子容" +"器一样, 它具有两个属性, 分别设置行和列之间的垂直和水平间隔." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:351 msgid "A GridContainer with 2 columns. It sizes each column automatically." -msgstr "具有2列的 ``GridContainer``.它会自动调整每列的大小." +msgstr "具有2列的 ``GridContainer``. 它会自动调整每列的大小." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:353 msgid "" @@ -701,5 +703,5 @@ msgid "" "design more advanced interfaces, head to the :ref:`GUI section <toc-learn-" "features-gui>` of the docs." msgstr "" -"Godot的UI系统很复杂,并且提供了更多功能.要了解如何设计更高级的界面,请转到文档" -"的 :ref:`GUI部分 <toc-learn-features-gui>`." +"Godot的UI系统很复杂, 并且提供了更多功能. 要了解如何设计更高级的界面, 请转到文" +"档的 :ref:`GUI 部分 <toc-learn-features-gui>`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 837344f631..b57c42cac5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "In the next two tutorials, you will build two responsive UI (user interface) " "scenes step-by-step using the engine's UI system:" msgstr "" -"在接下来的两个教程中,您将使用引擎的UI(用户界面)系统逐步构建两个响应式UI场景:" +"在接下来的两个教程中, 您将使用引擎的UI(用户界面)系统逐步构建两个响应式UI场景:" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:9 msgid "A main menu." @@ -34,7 +34,7 @@ msgstr "一个主菜单." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:10 msgid "A game UI with a health bar, energy bar, bomb and money counters." -msgstr "一个带有健康条、能量条、炸弹和金钱计数器的游戏UI." +msgstr "一个带有健康条, 能量条, 炸弹和金钱计数器的游戏UI." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12 msgid "" @@ -42,8 +42,8 @@ msgid "" "Control nodes. This page focuses on the visual part: everything you do from " "the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`." msgstr "" -"您将学习如何有效地设计游戏UI,以及如何使用Godot的 ``Control`` 节点.该页面专注" -"于视觉部分,仅在编辑器中完成所有操作.要学习如何编写血槽,请阅读 :doc:" +"您将学习如何有效地设计游戏UI, 以及如何使用Godot的 ``Control`` 节点. 该页面专" +"注于视觉部分, 仅在编辑器中完成所有操作. 要学习如何编写血槽, 请阅读 :doc:" "`ui_code_a_life_bar`." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20 @@ -59,8 +59,8 @@ msgid "" "folder." msgstr "" "下载项目文件: :download:`ui_main_menu_design.zip <files/ui_main_menu_design." -"zip>` 并解压缩存档.在Godot中导入 ``start/`` 项目以遵循本教程.``end/`` 文件夹" -"包含最终结果.您将在 ``start/assets/main_menu`` 文件夹中找到所有精灵." +"zip>` 并解压缩存档. 在Godot中导入 ``start/`` 项目以遵循本教程.``end/`` 文件夹" +"包含最终结果. 您将在 ``start/assets/main_menu`` 文件夹中找到所有精灵." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:30 msgid "" @@ -84,10 +84,10 @@ msgid "" "sure the players can find their way around the interface using those " "placeholders." msgstr "" -"要设计一个好的UI,您首先要提出一个粗略的模型:一个纯绘制版本,重点放在UI组件的位" -"置、它们的大小、和用户交互上.您只需要纸和笔.在此阶段,您不应该使用精美的图形和" -"最终图形.然后,您只需要简单的占位符精灵,就可以进入Godot.您要确保玩家可以使用这" -"些占位符在界面周围找到自己的路." +"要设计一个好的UI, 您首先要提出一个粗略的模型: 一个纯绘制版本, 重点放在UI组件" +"的位置, 它们的大小, 和用户交互上. 您只需要纸和笔. 在此阶段, 您不应该使用精美" +"的图形和最终图形. 然后, 您只需要简单的占位符精灵, 就可以进入Godot. 您要确保玩" +"家可以使用这些占位符在界面周围找到自己的路." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:46 msgid "The UI's rough plan or mockup" @@ -99,18 +99,18 @@ msgid "" "simple and clean. Avoid special effects, animation, and detailed " "illustration before you have players playtest your UI. Otherwise:" msgstr "" -"占位符不一定意味着难看,但是您应该保持图形简单和干净.在让玩家对UI进行游戏测试" -"之前,请避免使用特殊效果、动画、和详细的插图. 否则:" +"占位符不一定意味着难看, 但是您应该保持图形简单和干净. 在让玩家对UI进行游戏测" +"试之前, 请避免使用特殊效果, 动画, 和详细的插图. 否则:" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:52 msgid "" "The graphics might skew the players' perception of the experience and you'll " "miss out on valuable feedback." -msgstr "不好的图形可能会误导玩家对游戏的看法,您将会错过宝贵的反馈意见." +msgstr "不好的图形可能会误导玩家对游戏的看法, 您将会错过宝贵的反馈意见." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:54 msgid "If the User Experience doesn't work, you'll have to redo some sprites." -msgstr "如果用户体验不好,你还得重新设计一些角色." +msgstr "如果用户体验不好, 你还得重新设计一些角色." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:58 msgid "" @@ -120,9 +120,9 @@ msgid "" "visuals away, it's a lot easier to size and place UI elements properly. It " "helps you refine the design foundation you'll build upon." msgstr "" -"总是首先尝试让界面使用简单的文本和框.以后替换纹理很容易.专业的UX设计师通常使" -"用灰色的简单轮廓和框.当您去掉颜色和精美的视觉效果时,正确地设置和放置UI元素要" -"容易得多.它可以帮助您完善将要建立的设计基础." +"总是首先尝试让界面使用简单的文本和框. 以后替换纹理很容易. 专业的UX设计师通常" +"使用灰色的简单轮廓和框. 当您去掉颜色和精美的视觉效果时, 正确地设置和放置UI元" +"素要容易得多. 它可以帮助您完善将要建立的设计基础." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:65 msgid "There are two ways to design your UI in Godot. You can:" @@ -133,13 +133,13 @@ msgid "" "Build it all in a single scene, and eventually save some branches as " "reusable scenes." msgstr "" -"先将UI全部放在一个场景中,最后再提取出一些具有共性的组件保存为可重用场景." +"先将UI全部放在一个场景中, 最后再提取出一些具有共性的组件保存为可重用场景." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:69 msgid "" "Build template scenes for reusable components and create specific components " "that inherit from your base scenes." -msgstr "从可复用组件构建模板场景,并创建从基本场景继承的特定组件." +msgstr "从可复用组件构建模板场景, 并创建从基本场景继承的特定组件." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:72 msgid "" @@ -148,17 +148,17 @@ msgid "" "components as you go. When you're sure everything works, it's easy to make " "some parts reusable, as you'll see below." msgstr "" -"我们将使用第一种方法,因为初版的UI的通常会与所想有所落差,可能会删除并重新设计" -"部分组件.当确定所有东西做好后,很容易提取出可重复使用的部分,这点我们稍后就会看" -"到." +"我们将使用第一种方法, 因为初版的UI的通常会与所想有所落差, 可能会删除并重新设" +"计部分组件. 当确定所有东西做好后, 很容易提取出可重复使用的部分, 这点我们稍后" +"就会看到." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:79 msgid "" "The files you'll find in Godot. The graphics look cleaner than on the rough " "design, but they're still placeholders." msgstr "" -"在Godot中可以看到下载的文件.简洁的图形比粗糙的设计能更好地表达的意图.但它们仍" -"然是作为一个占位符来使用的." +"在Godot中可以看到下载的文件. 简洁的图形比粗糙的设计能更好地表达的意图. 但它们" +"仍然是作为一个占位符来使用的." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:83 msgid "Design the main menu" @@ -168,7 +168,7 @@ msgstr "设计主菜单" msgid "" "Before we jump into the editor, we want to plan how we'll nest containers " "based on our mockup image." -msgstr "在进入编辑器之前,我们要计划如何基于模型图像嵌套容器." +msgstr "在进入编辑器之前, 我们要计划如何基于模型图像嵌套容器." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:89 #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:292 @@ -185,25 +185,25 @@ msgid "" "everything, to the smallest ones, that encompass one widget, like a bar with " "its label, a panel or a button." msgstr "" -"将UI分解为嵌套的盒式结构.从包含所有内容的最大盒子,到包含一个像带有标签的进度" -"条、面板或按钮这样的小部件的小盒子.所有一切都是盒子." +"将UI分解为嵌套的盒式结构. 从包含所有内容的最大盒子, 到包含一个像带有标签的进" +"度条, 面板或按钮这样的小部件的小盒子. 所有一切都是盒子." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:96 msgid "If there's some padding around an area, use a ``MarginContainer``." -msgstr "如果一个区域周围有一些填充,使用 ``MarginContainer``." +msgstr "如果一个区域周围有一些填充, 使用 ``MarginContainer``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:97 msgid "" "If the elements are arranged in rows or columns, use an ``HBoxContainer`` or " "``VBoxContainer``." msgstr "" -"如果元素是按行或列组织的,请使用 ``HBoxContainer`` 或 ``VBoxContainer``组件." +"如果元素是按行或列组织的, 请使用 ``HBoxContainer`` 或 ``VBoxContainer`` 组件." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:100 msgid "" "These rules are enough to get us started, and work well for simple " "interfaces." -msgstr "这些规则足以使我们入门,并且对于简单的界面也能很好地工作." +msgstr "这些规则足以使我们入门, 并且对于简单的界面也能很好地工作." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:103 msgid "" @@ -214,14 +214,14 @@ msgid "" "with a ``VBoxContainer``. And in the right column, we'll center the " "illustration with a ``CenterContainer``." msgstr "" -"对于主菜单,最大的框是整个游戏窗口.窗口的边缘和第一个组件之间有填充:这儿应该使" -"用一个 ``MarginContainer``.然后,将屏幕分为两列,因此我们将使用一个 " -"``HBoxContainer``.在左栏中,我们将使用一个 ``VBoxContainer`` 来管理行.在右列" -"中,我们将使用一个 ``CenterContainer`` 将插图居中." +"对于主菜单, 最大的框是整个游戏窗口. 窗口的边缘和第一个组件之间有填充: 这儿应" +"该使用一个 ``MarginContainer``. 然后, 将屏幕分为两列, 因此我们将使用一个 " +"``HBoxContainer``. 在左栏中, 我们将使用一个 ``VBoxContainer`` 来管理行. 在右" +"列中, 我们将使用一个 ``CenterContainer`` 将插图居中." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:112 msgid "Interface building blocks, broken down using the three rules of thumb." -msgstr "构建界面的块,使用上面说到的三个经验法则分解." +msgstr "构建界面的块, 使用上面说到的三个经验法则分解." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:116 msgid "" @@ -229,8 +229,8 @@ msgid "" "Although we could place UI elements by hand, containers are faster, more " "precise, and **responsive**." msgstr "" -"容器适应窗户的分辨率和宽高比.虽然我们可以手动放置UI元素,但是容器更快、更精" -"确、响应更快." +"容器适应窗户的分辨率和宽高比. 虽然我们可以手动放置UI元素, 但是容器更快, 更精" +"确, 响应更快." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:121 msgid "Prepare the Main Menu scene" @@ -243,22 +243,22 @@ msgid "" "editor then change **Display > Window > Size > Width** to ``1366`` and " "**Display > Window > Size > Height** to ``768``." msgstr "" -"本教程以1366×768的窗口大小为准.要改变项目的基本窗口大小,请打开编辑器顶部的**" -"项目>项目设置**,然后将**显示>窗口>大小>宽度**改为``1366``,将**显示>窗口>大小>" -"高度**改为``768``." +"本教程以1366×768的窗口大小为准. 要改变项目的基本窗口大小, 请打开编辑器顶部的 " +"**项目>项目设置** , 然后将 **显示>窗口>大小>宽度** 改为 ``1366``, 将 **显示>" +"窗口>大小>高度** 改为 ``768``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:130 msgid "" "If you forget to change the window size, anchors and containers may not " "behave as expected." -msgstr "如果忘记更改窗口大小,则锚点和容器的行为可能与预期不符." +msgstr "如果忘记更改窗口大小, 则锚点和容器的行为可能与预期不符." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:133 msgid "" "Let's create the main menu. We'll build it in a single scene. To create an " "empty scene, click on **Scene > New Scene**." msgstr "" -"让我们来创建主菜单,将在一个单独的场景中建立它.要创建一个空的场景,点击 " +"让我们来创建主菜单, 将在一个单独的场景中建立它. 要创建一个空的场景, 点击 " "**Scene > New Scene** ." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136 @@ -269,10 +269,10 @@ msgid "" "interfaces, as you often need padding around the UI. Press :kbd:`Ctrl + S` (:" "kbd:`Cmd + S` on macOS) to save the scene to the disk. Name it *MainMenu*." msgstr "" -"在保存场景之前,我们必须添加一个根节点.UI的根应该是最外层的容器或元素.在这个例" -"子中,它是一个 ``MarginContainer`` . ``MarginContainer`` 适用于大多数界面,因为" -"UI周围通常需要留白.按下 :kbd:`Ctrl+S` (在macOS上是 :kbd:`Cmd+S` )将场景保存到" -"磁盘,并命名为 *MainMenu* ." +"在保存场景之前, 我们必须添加一个根节点.UI的根应该是最外层的容器或元素. 在这个" +"例子中, 它是一个 ``MarginContainer`` . ``MarginContainer`` 适用于大多数界面, " +"因为UI周围通常需要留白. 按下 :kbd:`Ctrl+S` (在macOS上是 :kbd:`Cmd+S` )将场景" +"保存到磁盘, 并命名为 *MainMenu* ." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:142 msgid "" @@ -280,8 +280,9 @@ msgid "" "the margins' size. Scroll down the ``Control`` class, to the ``Custom " "Constants`` section. Unfold it. Set the margins as such:" msgstr "" -"再次选择 ``MarginContainer``,然后转向属性检查器面板来定义边距的大小.向下滚动 " -"``Control`` 类,到 ``Custom Constants(自定义常量)`` 部分.展开它.设置边距如下:" +"再次选择 ``MarginContainer``, 然后转向属性检查器面板来定义边距的大小. 向下滚" +"动 ``Control`` 类, 到 ``Custom Constants(自定义常量)`` 部分. 展开它. 设置边距" +"如下:" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:146 msgid "Margin Right: *120*" @@ -304,8 +305,8 @@ msgid "" "We want the container to fit the window. In the toolbar above the Viewport, " "open the **Layout** menu and select the last option, **Full Rect**." msgstr "" -"我们希望容器能够适合窗口.在视口上方的工具栏中,打开 **Layout** 菜单,选择最后一" -"个选项 **Full Rect** ." +"我们希望容器能够适合窗口. 在视口上方的工具栏中, 打开 **Layout** 菜单, 选择最" +"后一个选项 **Full Rect** ." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:155 msgid "Add the UI sprites" @@ -316,7 +317,7 @@ msgid "" "Select the ``MarginContainer``, and create the UI elements as " "``TextureRect`` nodes. We need:" msgstr "" -"选择 ``MarginContainer``,并将UI元素创建为 ``TextureRect`` 节点.我们需要:" +"选择 ``MarginContainer``, 并将UI元素创建为 ``TextureRect`` 节点. 我们需要:" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:160 msgid "the title or logo," @@ -343,9 +344,9 @@ msgid "" "``TextureRect`` instances." msgstr "" "点击 **添加子节点(Add Node)** 按钮或是快捷键 :kbd:`Ctrl+A` (macOS为 :kbd:`Cmd" -"+A` ).输入 ``TextureRect`` 以找到相应的节点并按 :kbd:`Enter` .选中新节点后," -"按 :kbd:`Ctrl+D` (macOS为 :kbd:`Cmd+D` )五次拷贝出的五个 ``TextureRect`` 实" -"例." +"+A` ). 输入 ``TextureRect`` 以找到相应的节点并按 :kbd:`Enter` . 选中新节点" +"后, 按 :kbd:`Ctrl+D` (macOS为 :kbd:`Cmd+D` )五次拷贝出的五个 ``TextureRect`` " +"实例." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:170 msgid "" @@ -353,8 +354,9 @@ msgid "" "property and click **[empty] > Load**. A file browser opens and lets you " "pick a sprite to load into the texture slot." msgstr "" -"点击每个节点以将其选中.在属性检查器中,找到 **Texture** 属性,然后点击 " -"**[empty] -> Load** .将打开一个文件浏览器,让您选择一个精灵以加载到纹理插槽中." +"点击每个节点以将其选中. 在属性检查器中, 找到 **Texture** 属性, 然后点击 " +"**[empty] -> Load** . 将打开一个文件浏览器, 让您选择一个精灵以加载到纹理插槽" +"中." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:176 msgid "The file browser lets you find and load textures." @@ -368,9 +370,9 @@ msgid "" "rename them. Nothing has been placed in containers yet so this should look " "messy." msgstr "" -"对所有 ``TextureRect`` 节点重复该操作.您应该拥有logo、插图、三个菜单选项和版" -"本标注,它们分别作为一个单独的节点.然后,双击场景选项卡中的每个节点以重命名它" -"们.尚未在容器中放置任何东西,因此看起来应该很杂乱." +"对所有 ``TextureRect`` 节点重复该操作. 您应该拥有logo, 插图, 三个菜单选项和版" +"本标注, 它们分别作为一个单独的节点. 然后, 双击场景选项卡中的每个节点以重命名" +"它们. 尚未在容器中放置任何东西, 因此看起来应该很杂乱." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:186 msgid "The six nodes with textures loaded." @@ -380,13 +382,15 @@ msgstr "六个带贴图的节点已加载." msgid "" "If you want to support localization in your game, use ``Labels`` for menu " "options instead of ``TextureRect``." -msgstr "如果要在游戏中支持本地化,请使用 ``Labels`` 代替菜单项 ``TextureRect``." +msgstr "" +"如果要在游戏中支持本地化, 请使用 ``Labels`` 代替菜单项 ``TextureRect``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:194 msgid "Add containers to place UI elements automatically" msgstr "添加容器以自动放置UI元素" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -396,13 +400,13 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" -"主菜单周围留白,中间分为两部分:左侧有Logo和菜单选项.右侧有Characters,我们可以" -"使用 ``HSplitContainer`` 或 ``HBoxContainer`` 来实现. ``SplitContainer`` 将区" -"域分为上下或左右两部分,并允许用户自行调整区域大小. ``HBoxContainer`` 则只是根" -"据子节点数量分割.尽管可以禁用 ``SplitContainer`` 的调整区域大小功能,但还是建" -"议使用 ``BoxContainer`` ." +"主菜单周围留白, 中间分为两部分: 左侧有Logo和菜单选项. 右侧有Characters, 我们" +"可以使用 ``HSplitContainer`` 或 ``HBoxContainer`` 来实现. ``SplitContainer`` " +"将区域分为上下或左右两部分, 并允许用户自行调整区域大小. ``HBoxContainer`` 则" +"只是根据子节点数量分割. 尽管可以禁用 ``SplitContainer`` 的调整区域大小功能, " +"但还是建议使用 ``BoxContainer`` ." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207 msgid "" @@ -411,15 +415,15 @@ msgid "" "the menu options on the left, and a ``CenterContainer`` for the illustration " "on the right." msgstr "" -"选择 ``MarginContainer`` 并添加 ``HBoxContainer``.然后,我们需要两个容器作为 " -"``HBoxContainer`` 的子容器:一个 ``VBoxContainer`` 用于左边的菜单选项,一个 " -"``CenterContainer`` 用于右边的插图." +"选择 ``MarginContainer`` 并添加 ``HBoxContainer``. 然后, 我们需要两个容器作" +"为 ``HBoxContainer`` 的子容器: 一个 ``VBoxContainer`` 用于左边的菜单选项, 一" +"个 ``CenterContainer`` 用于右边的插图." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214 msgid "" "You should have four nested containers and the TextureRect nodes sitting " "aside from it." -msgstr "您应该有四个嵌套容器,并且下方有好几个 ``TextureRect`` 贴图节点." +msgstr "您应该有四个嵌套容器, 并且下方有好几个 ``TextureRect`` 贴图节点." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:217 msgid "" @@ -428,8 +432,8 @@ msgid "" "version note. Drag and drop them into the ``VBoxContainer``. The nodes " "should position automatically." msgstr "" -"在节点树中,选择应该在左侧出现的所有 ``TextureRect`` (贴图)节点:logo,菜单选项" -"和版本标注.将它们拖放到 ``VBoxContainer`` 中.节点就会自动定位." +"在节点树中, 选择应该在左侧出现的所有 ``TextureRect`` (贴图)节点:logo, 菜单选" +"项和版本标注. 将它们拖放到 ``VBoxContainer`` 中. 节点就会自动定位." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:224 msgid "Containers automatically place and resize textures" @@ -458,11 +462,11 @@ msgid "" "Characters node into the ``CenterContainer``. The Characters element will " "center automatically." msgstr "" -"要使字符居右,请首先选择 ``CenterContainer``.然后在属性检查器中,向下滚动到 **" -"尺寸标记(Size Flags)** 类别,然后点击 **垂直(Vertical)** 属性右侧的字段,并检" -"查 **扩展(Expand)** 还有 **填充(Fill)**.对 **水平(Horizontal)** 属性执行相同" -"的操作.这使得 ``CenterContainer`` 扩展到所有可用空间,同时不妨碍其邻居 " -"``VBoxContainer``.最后,将 ``Characters`` 节点拖放到 ``CenterContainer`` 中." +"要使字符居右, 请首先选择 ``CenterContainer``. 然后在属性检查器中, 向下滚动到 " +"**尺寸标记(Size Flags)** 类别, 然后点击 **垂直(Vertical)** 属性右侧的字段, 并" +"检查 **扩展(Expand)** 还有 **填充(Fill)** . 对 **水平(Horizontal)** 属性执行" +"相同的操作. 这使得 ``CenterContainer`` 扩展到所有可用空间, 同时不妨碍其邻居 " +"``VBoxContainer``. 最后, 将 ``Characters`` 节点拖放到 ``CenterContainer`` 中." "``Characters`` 元素将自动居中." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:242 @@ -470,7 +474,7 @@ msgid "" "The character node centers inside the right half of the screen as soon as " "you place it inside the CenterContainer." msgstr "" -"将角色节点放置在 ``CenterContainer`` 中后,它将立即在屏幕的右半部分居中." +"将角色节点放置在 ``CenterContainer`` 中后, 它将立即在屏幕的右半部分居中." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245 msgid "" @@ -482,17 +486,17 @@ msgid "" "inside the new ``VBoxContainer``. The UI's layout should barely change, if " "at all." msgstr "" -"为了隔开左侧的菜单选项和Logo,我们还需要一个容器并设置其Size Flags.选择 " +"为了隔开左侧的菜单选项和Logo, 我们还需要一个容器并设置其Size Flags. 选择 " "``VBoxContainer`` 并按 :kbd:`Ctrl+A` (macOS为 :kbd:`Cmd+A` )在其中添加一个新" -"节点.添加第二个 ``VBoxContainer`` ,并将其命名为 *MenuOptions* .选择所有菜单选" -"项( ``Continue``,``NewGame`` 和 ``Options`` ),并将其拖放至新的 " +"节点. 添加第二个 ``VBoxContainer`` , 并将其命名为 *MenuOptions* . 选择所有菜" +"单选项( ``Continue``,``NewGame`` 和 ``Options`` ), 并将其拖放至新的 " "``VBoxContainer`` 中.UI的布局应该看起来和刚才差不多." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:255 msgid "" "Place the new container between the other two nodes to retain the UI's " "layout." -msgstr "将新容器放置在其他两个节点之间,以保持UI的布局." +msgstr "将新容器放置在其他两个节点之间, 以保持UI的布局." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:258 msgid "" @@ -504,19 +508,19 @@ msgid "" "the available vertical space while respecting its neighbors, the ``Logo`` " "and ``Version`` elements." msgstr "" -"现在我们将菜单选项编组在一起,我们可以让它们的容器扩展到尽可能多的垂直空间.选" -"择 ``MenuOptions`` 节点.在属性检查器面板中,向下滚动到 **尺寸标志(Size " -"Flags)** 类别.点击 **垂直(Vertical)** 属性右侧的字段,并检查 **展开(Expand)** " -"和 **填充(Fill)**.容器将扩展以占据所有可用的垂直空间.但它不会影响到它的邻居, " -"即 ``Logo`` 和 ``Version`` 元素." +"现在我们将菜单选项编组在一起, 我们可以让它们的容器扩展到尽可能多的垂直空间. " +"选择 ``MenuOptions`` 节点. 在属性检查器面板中, 向下滚动到 **尺寸标志(Size " +"Flags)** 类别. 点击 **垂直(Vertical)** 属性右侧的字段, 并检查 **展开" +"(Expand)** 和 **填充(Fill)** . 容器将扩展以占据所有可用的垂直空间. 但它不会影" +"响到它的邻居, 即 ``Logo`` 和 ``Version`` 元素." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:266 msgid "" "To center the nodes in the ``VBoxContainer``, scroll to the top of the " "Inspector and change the **Alignment** property to **Center**." msgstr "" -"要使节点在 ``VBoxContainer`` 中居中,请滚动到属性检查器的顶部,然后将 " -"**Alignment** 属性更改为 **Center**." +"要使节点在 ``VBoxContainer`` 中居中, 请滚动到属性检查器的顶部, 然后将 " +"**Alignment** 属性更改为 **Center** ." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:271 msgid "The menu options should center vertically in the UI's left column." @@ -530,10 +534,10 @@ msgid "" "enter, the **Separation** property becomes active and Godot adds 30 pixels " "between menu options." msgstr "" -"为了把东西都包裹起来,让我们在菜单选项之间添加一些分隔.展开 **大小标记(Size " -"Flags)** 下面的 **自定义常量(Custom Constants)** 类别,然后点击 **分隔" -"(Separation)** 参数旁边的字段.设置为30.一旦您按下回车键,**分隔(Separation)** " -"属性就会激活,Godot会在菜单选项之间增加30个像素." +"为了把东西都包裹起来, 让我们在菜单选项之间添加一些分隔. 展开 **大小标记(Size " +"Flags)** 下面的 **自定义常量(Custom Constants)** 类别, 然后点击 **分隔" +"(Separation)** 参数旁边的字段. 设置为30. 一旦您按下回车键, **分隔" +"(Separation)** 属性就会激活,Godot会在菜单选项之间增加30个像素." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:281 msgid "The final interface." @@ -542,7 +546,7 @@ msgstr "最终界面." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:283 msgid "" "Without a single line of code, we have a precise and responsive main menu." -msgstr "没有一行代码,我们就有了一个精确且响应迅速的主菜单." +msgstr "没有一行代码, 我们就有了一个精确且响应迅速的主菜单." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:286 msgid "" @@ -552,8 +556,8 @@ msgid "" "bars and item counters." msgstr "" "恭喜你到达!您可以下载最终菜单 :download:`ui_main_menu_design.zip <files/" -"ui_main_menu_design.zip>` 以与您自己的进行比较.在下一个教程中,您将创建一个带" -"有条形和项目计数器的游戏用户界面." +"ui_main_menu_design.zip>` 以与您自己的进行比较. 在下一个教程中, 您将创建一个" +"带有条形和项目计数器的游戏用户界面." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:294 msgid "" @@ -562,8 +566,9 @@ msgid "" "ratios. In Godot, we use containers to control the position and the size of " "UI elements." msgstr "" -"响应式用户界面就是要确保我们的UI在所有屏幕类型上都能很好地缩放.电视屏幕和计算" -"机显示器具有不同的大小和比例.在Godot中,我们使用容器来控制UI元素的位置和大小." +"响应式用户界面就是要确保我们的UI在所有屏幕类型上都能很好地缩放. 电视屏幕和计" +"算机显示器具有不同的大小和比例. 在Godot中, 我们使用容器来控制UI元素的位置和大" +"小." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:299 msgid "" @@ -572,9 +577,9 @@ msgid "" "the Select Mode, select the container and click and drag on one of the " "container's corners to resize it. The UI components should flow inside of it." msgstr "" -"嵌套的顺序很重要.要查看UI是否能很好地适应不同的屏幕比例,可以先选择根节点,按 :" -"kbd:`Q` 激活鼠标模式(Select Mode),选择容器并拖拽容器角落以调整其大小.UI组件应" -"该在其中流畅移动." +"嵌套的顺序很重要. 要查看UI是否能很好地适应不同的屏幕比例, 可以先选择根节点, " +"按 :kbd:`Q` 激活鼠标模式(Select Mode), 选择容器并拖拽容器角落以调整其大小.UI" +"组件应该在其中流畅移动." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:305 msgid "" @@ -583,9 +588,9 @@ msgid "" "ratios, but we also need the entire game to adapt to different screen " "resolutions. To do this, Godot scales the entire window up and down." msgstr "" -"您会注意到,尽管容器在周围移动精灵,但不会缩放它们.这是正常的.我们希望UI系统能" -"够处理不同的屏幕比例,但是我们还需要整个游戏来适应不同的屏幕分辨率.为此,Godot" -"将上下缩放整个窗口." +"您会注意到, 尽管容器在周围移动精灵, 但不会缩放它们. 这是正常的. 我们希望UI系" +"统能够处理不同的屏幕比例, 但是我们还需要整个游戏来适应不同的屏幕分辨率. 为此," +"Godot将上下缩放整个窗口." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:311 msgid "" @@ -596,7 +601,8 @@ msgid "" "**Mode**, **Aspect**, and **Shrink**, control the screen size. For more " "information, see :ref:`doc_multiple_resolutions`." msgstr "" -"你可以在项目设置中改变比例模式:点击顶部菜单中的 **Project > Project " -"Settings** .在窗口的左栏,找到 **Display** 类别.点击 **Window** 子类别.在窗口" -"的右侧,你会发现一个 **Stretch** 部分.三个设置, **Mode**, **Aspect**, 和 " -"**Shrink**,控制着屏幕的大小.更多信息,请参阅 :ref:`doc_multiple_resolutions`." +"你可以在项目设置中改变比例模式: 点击顶部菜单中的 **Project > Project " +"Settings** . 在窗口的左栏, 找到 **Display** 类别. 点击 **Window** 子类别. 在" +"窗口的右侧, 你会发现一个 **Stretch** 部分. 三个设置, **Mode** , **Aspect** , " +"和 **Shrink** , 控制着屏幕的大小. 更多信息, 请参阅 :ref:" +"`doc_multiple_resolutions`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index a284027cb2..c5c894bd56 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "will learn how the Godot editor works, how to structure a project, and how " "to build a 2D game." msgstr "" -"本教程将指导您完成第一个Godot项目.您将学习Godot编辑器的工作原理、如何构建项" -"目、以及如何构建2D游戏." +"本教程将指导您完成第一个Godot项目. 您将学习Godot编辑器的工作原理, 如何构建项" +"目, 以及如何构建2D游戏." #: ../../docs/getting_started/step_by_step/your_first_game.rst:13 msgid "" @@ -40,16 +40,16 @@ msgid "" "have some programming experience already. If you're new to programming " "entirely, you should start here: :ref:`doc_scripting`." msgstr "" -"该项目是Godot引擎的一个介绍.它假定您已经有一定的编程经验.如果您完全不熟悉编" -"程,则应从这里开始: :ref:`doc_scripting`." +"该项目是Godot引擎的一个介绍. 它假定您已经有一定的编程经验. 如果您完全不熟悉编" +"程, 则应从这里开始: :ref:`doc_scripting`." #: ../../docs/getting_started/step_by_step/your_first_game.rst:18 msgid "" "The game is called \"Dodge the Creeps!\". Your character must move and avoid " "the enemies for as long as possible. Here is a preview of the final result:" msgstr "" -"这个游戏叫做 ``Dodge the Creeps!``.您的角色必须尽可能长时间移动并避开敌人.这" -"是最终结果的预览:" +"这个游戏叫做 ``Dodge the Creeps!``. 您的角色必须尽可能长时间移动并避开敌人. " +"这是最终结果的预览:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:24 msgid "" @@ -57,8 +57,8 @@ msgid "" "2D until you have a good understanding of the game development process and " "how to use Godot." msgstr "" -"**为什么是2D?** 3D游戏比2D游戏复杂得多.在你充分掌握了游戏开发过程和Godot的使" -"用方式之前,请坚持使用2D." +"**为什么是2D?** 3D游戏比2D游戏复杂得多. 在你充分掌握了游戏开发过程和Godot的" +"使用方式之前, 请坚持使用2D." #: ../../docs/getting_started/step_by_step/your_first_game.rst:29 msgid "Project setup" @@ -71,8 +71,8 @@ msgid "" "sounds you'll be using to make the game. Unzip these files in your project " "folder." msgstr "" -"启动Godot并创建一个新项目.然后,下载 :download:`dodge_assets.zip <files/" -"dodge_assets.zip>` ——用于制作这个游戏的图像和声音.将这些文件解压缩到您的项目" +"启动Godot并创建一个新项目. 然后, 下载 :download:`dodge_assets.zip <files/" +"dodge_assets.zip>` ——用于制作这个游戏的图像和声音. 将这些文件解压缩到您的项目" "文件夹中." #: ../../docs/getting_started/step_by_step/your_first_game.rst:36 @@ -81,8 +81,8 @@ msgid "" "you haven't read :ref:`doc_scenes_and_nodes`, do so now for an explanation " "of setting up a project and using the editor." msgstr "" -"在本教程中,我们假设您已经熟悉了编辑器.如果您还没有阅读 :ref:" -"`doc_scenes_and_nodes` ,请先阅读,学习如何设置项目与编辑器的使用方式." +"在本教程中, 我们假设您已经熟悉了编辑器. 如果您还没有阅读 :ref:" +"`doc_scenes_and_nodes` , 请先阅读, 学习如何设置项目与编辑器的使用方式." #: ../../docs/getting_started/step_by_step/your_first_game.rst:40 msgid "" @@ -90,8 +90,8 @@ msgid "" "the game window. Click on Project -> Project Settings -> Display -> Window " "and set \"Width\" to ``480`` and \"Height\" to ``720``." msgstr "" -"这个游戏使用竖屏模式,所以我们需要调整游戏窗口的大小.点击项目->项目设置->显示-" -">窗口,设置\"宽度\"为 ``480`` ,\"高度\"为 ``720``." +"这个游戏使用竖屏模式, 所以我们需要调整游戏窗口的大小. 点击项目->项目设置->显" +"示->窗口, 设置 \"宽度\" 为 ``480`` ,\"高度\" 为 ``720``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:44 msgid "" @@ -99,8 +99,8 @@ msgid "" "and ``Aspect`` to \"keep\". This ensures that the game scales consistently " "on different sized screens." msgstr "" -"在本节中,在\"拉伸\"选项下,将\"Mode\"设置为\"2d\",将\"Aspect\"设置为\"keep\"." -"这确保了游戏在不同大小的屏幕上的缩放一致." +"在本节中, 在 \"拉伸\" 选项下, 将 \"Mode\" 设置为 \"2d\", 将 \"Aspect\" 设置" +"为 \"keep\". 这确保了游戏在不同大小的屏幕上的缩放一致." #: ../../docs/getting_started/step_by_step/your_first_game.rst:49 msgid "Organizing the project" @@ -115,10 +115,10 @@ msgid "" "and scripts in the project's root folder, identified by ``res://``. You can " "see your project folders in the FileSystem Dock in the lower left corner:" msgstr "" -"在这个项目中,我们将制作3个独立的场景:``Player``、 ``Mob``、和 ``HUD``,之后将" -"它们组合到游戏的 ``Main`` 场景中.在较大的项目中,创建文件夹来保存各种场景及其" -"脚本可能会很有用,但是对于这个相对较小的游戏,你可以将场景和脚本保存在项目的根" -"文件夹 ``res://`` .您可以在左下角的文件系统停靠面板中看到您的项目文件夹:" +"在这个项目中, 我们将制作3个独立的场景:``Player``, ``Mob``, 和 ``HUD``, 之后将" +"它们组合到游戏的 ``Main`` 场景中. 在较大的项目中, 创建文件夹来保存各种场景及" +"其脚本可能会很有用, 但是对于这个相对较小的游戏, 你可以将场景和脚本保存在项目" +"的根文件夹 ``res://`` . 您可以在左下角的文件系统停靠面板中看到您的项目文件夹:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:62 msgid "Player scene" @@ -130,8 +130,8 @@ msgid "" "creating a separate Player scene is that we can test it separately, even " "before we've created other parts of the game." msgstr "" -"第一个场景,我们会定义 ``Player`` 对象.单独创建Player场景的好处之一是,在游戏的" -"其他部分做出来之前,我们就可以对其进行单独测试." +"第一个场景, 我们会定义 ``Player`` 对象. 单独创建Player场景的好处之一是, 在游" +"戏的其他部分做出来之前, 我们就可以对其进行单独测试." #: ../../docs/getting_started/step_by_step/your_first_game.rst:69 msgid "Node structure" @@ -144,15 +144,16 @@ msgid "" "- what the object *is*. Click the \"Other Node\" button and add an :ref:" "`Area2D <class_Area2D>` node to the scene." msgstr "" -"首先,我们需要为player对象选择一个根节点.作为一般规则,场景的根节点应该反映对象" -"所需的功能——对象*是什么*.单击\"其他节点\"按钮并将 :ref:" +"首先, 我们需要为player对象选择一个根节点. 作为一般规则, 场景的根节点应该反映" +"对象所需的功能——对象 *是什么*. 单击 \"其他节点\" 按钮并将 :ref:" "`Area2D<class_Area2D>` 节点添加到场景中." #: ../../docs/getting_started/step_by_step/your_first_game.rst:78 msgid "" "Godot will display a warning icon next to the node in the scene tree. You " "can ignore it for now. We will address it later." -msgstr "Godot将在场景树中的节点旁边显示警告图标.你现在可以忽略它.我们稍后再谈." +msgstr "" +"Godot将在场景树中的节点旁边显示警告图标. 你现在可以忽略它. 我们稍后再谈." #: ../../docs/getting_started/step_by_step/your_first_game.rst:81 msgid "" @@ -161,9 +162,9 @@ msgid "" "we've set the scene's root node, we can add additional nodes to give it more " "functionality." msgstr "" -"使用 ``Area2D`` 可以检测到与玩家重叠或进入玩家内的物体.通过双击节点名称将其名" -"称更改为 ``Player``.我们已经设置好了场景的根节点,现在可以向该角色中添加其他节" -"点来增加功能." +"使用 ``Area2D`` 可以检测到与玩家重叠或进入玩家内的物体. 通过双击节点名称将其" +"名称更改为 ``Player``. 我们已经设置好了场景的根节点, 现在可以向该角色中添加其" +"他节点来增加功能." #: ../../docs/getting_started/step_by_step/your_first_game.rst:86 msgid "" @@ -172,29 +173,30 @@ msgid "" "and click the icon to the right of the lock; its tooltip says \"Makes sure " "the object's children are not selectable.\"" msgstr "" -"在将任何子级添加到 ``Player`` 节点之前,我们要确保不会通过点击它们而意外地移动" -"它们或调整其大小.选择节点,然后点击锁右侧的图标;它的工具提示显示 ``确保对象的" -"子级不可选择.``" +"在将任何子级添加到 ``Player`` 节点之前, 我们要确保不会通过点击它们而意外地移" +"动它们或调整其大小. 选择节点, 然后点击锁右侧的图标;它的工具提示显示 ``确保对" +"象的子级不可选择.``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:93 msgid "" "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" "Linux or :kbd:`Cmd + S` on macOS." msgstr "" -"保存场景.点击场景 -> 保存,或者在Windows/Linux平台上按下 :kbd:`Ctrl+S` ,在" +"保存场景. 点击场景 -> 保存, 或者在Windows/Linux平台上按下 :kbd:`Ctrl+S` , 在" "MacOS上按下 :kbd:`Cmd+S` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:95 msgid "For this project, we will be following the Godot naming conventions." -msgstr "对于此项目,我们将遵循Godot的命名约定." +msgstr "对于此项目, 我们将遵循Godot的命名约定." #: ../../docs/getting_started/step_by_step/your_first_game.rst:97 msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -"**GDScript**:类(节点)使用大驼峰命名法(PascalCase),变量和函数使用蛇形命名法" -"(snake_case),常量使用全大写(ALL_CAPS)(请参阅 :ref:`doc_gdscript_styleguide`)." +"**GDScript** : 类(节点)使用大驼峰命名法(PascalCase), 变量和函数使用蛇形命名法" +"(snake_case), 常量使用全大写(ALL_CAPS)(请参阅 :ref:" +"`doc_gdscript_styleguide`)." #: ../../docs/getting_started/step_by_step/your_first_game.rst:101 msgid "" @@ -203,9 +205,9 @@ msgid "" "`doc_c_sharp_styleguide`). Be careful to type the method names precisely " "when connecting signals." msgstr "" -"**C#**:类、导出变量和方法使用PascalCase,私有字段使用_camelCase,局部变量和参数" -"使用camelCase(参见 :ref:`doc_c_sharp_styleguide`).连接信号时,请务必准确键入方" -"法名称." +"**C#** : 类, 导出变量和方法使用PascalCase, 私有字段使用_camelCase, 局部变量和" +"参数使用camelCase(参见 :ref:`doc_c_sharp_styleguide`). 连接信号时, 请务必准确" +"键入方法名称." #: ../../docs/getting_started/step_by_step/your_first_game.rst:108 msgid "Sprite animation" @@ -223,11 +225,11 @@ msgid "" "\"SpriteFrames\" panel:" msgstr "" "点击 ``Player`` 节点并添加一个 :ref:`AnimatedSprite <class_AnimatedSprite>` " -"节点作为子节点.``AnimatedSprite`` 将为我们的 ``Player`` 处理外观和动画.请注" -"意,节点旁边有一个警告符号.一个 ``AnimatedSprite`` 需要一个 :ref:" -"`SpriteFrames <class_SpriteFrames>` 资源,它是一个可显示的动画列表.要创建它,在" -"属性检查器面板中找到 ``Frames`` 属性,然后点击\"[空白]\" -> \"新建SpriteFrames" -"\".再次点击来打开 ``SpriteFrames`` 面板:" +"节点作为子节点.``AnimatedSprite`` 将为我们的 ``Player`` 处理外观和动画. 请注" +"意, 节点旁边有一个警告符号. 一个 ``AnimatedSprite`` 需要一个 :ref:" +"`SpriteFrames <class_SpriteFrames>` 资源, 它是一个可显示的动画列表. 要创建" +"它, 在属性检查器面板中找到 ``Frames`` 属性, 然后点击 \"[空白]\" -> \"新建" +"SpriteFrames\". 再次点击来打开 ``SpriteFrames`` 面板:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:121 msgid "" @@ -239,11 +241,11 @@ msgid "" "into the \"Animation Frames\" side of the panel for the corresponding " "animation:" msgstr "" -"左边是一个动画列表.点击 \"defalult\"动画,并将其重命名为 \"walk\".然后点击 " -"\"新动画\"按钮,创建另一个名为 \"up \"的动画.在 \"文件系统 \"选项卡中找到" -"player图像-——它们应该在你之前解压的 ``art`` 文件夹中.将每个动画的两张图像, " -"``playerGrey_up[1/2]`` 和 ``playerGrey_walk[1/2]`` ,拖到对应动画的面板的 \"动" -"画帧 \"处:" +"左边是一个动画列表. 点击 \"defalult\" 动画, 并将其重命名为 \"walk\". 然后点" +"击 \"新动画\" 按钮, 创建另一个名为 \"up\" 的动画. 在 \"文件系统\" 选项卡中找" +"到player图像-——它们应该在你之前解压的 ``art`` 文件夹中. 将每个动画的两张图" +"像, ``playerGrey_up[1/2]`` 和 ``playerGrey_walk[1/2]`` , 拖到对应动画的面板" +"的 \"动画帧\" 处:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:130 msgid "" @@ -252,8 +254,8 @@ msgid "" "property to ``(0.5, 0.5)``. You can find it in the Inspector under the " "``Node2D`` heading." msgstr "" -"``Player`` 图像对于游戏窗口来说有点太大,所以我们需要缩小它们.点击 " -"``AnimatedSprite`` 节点并将 ``Scale`` 属性设置为 ``(0.5,0.5)`` .您可以在属性" +"``Player`` 图像对于游戏窗口来说有点太大, 所以我们需要缩小它们. 点击 " +"``AnimatedSprite`` 节点并将 ``Scale`` 属性设置为 ``(0.5,0.5)`` . 您可以在属性" "检查器面板中的 ``Node2D`` 标题下找到它." #: ../../docs/getting_started/step_by_step/your_first_game.rst:137 @@ -265,15 +267,15 @@ msgid "" "\"New CapsuleShape2D\". Using the two size handles, resize the shape to " "cover the sprite:" msgstr "" -"最后,添加一个 :ref:`CollisionShape2D <class_CollisionShape2D>` 作为 " -"``Player`` 的子节点.它用于决定 ``Player`` 的\"碰撞盒\",亦或者说是它碰撞区域的" -"边界.对于该角色,``CapsuleShape2D`` 节点最适合,因此,在属性检查器中的\"形状\"旁" -"边,单击\" [空]\"\"->\"新建CapsuleShape2D\".使用两个尺寸手柄,调整形状,以覆盖住" -"精灵:" +"最后, 添加一个 :ref:`CollisionShape2D <class_CollisionShape2D>` 作为 " +"``Player`` 的子节点. 它用于决定 ``Player`` 的 \"碰撞盒\", 亦或者说是它碰撞区" +"域的边界. 对于该角色,``CapsuleShape2D`` 节点最适合, 因此, 在属性检查器中的 " +"\"形状\" 旁边, 单击\" [空]\"\" ->\"新建CapsuleShape2D\". 使用两个尺寸手柄, 调" +"整形状, 以覆盖住精灵:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:146 msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "完成后,您的 ``Player`` 场景看起来应该像这样:" +msgstr "完成后, 您的 ``Player`` 场景看起来应该像这样:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:150 msgid "Make sure to save the scene again after these changes." @@ -289,28 +291,28 @@ msgid "" "node, so we'll add a script. Click the ``Player`` node and click the " "\"Attach Script\" button:" msgstr "" -"现在我们需要添加一些内置节点所不具备的功能,因此要添加一个脚本.点击 " +"现在我们需要添加一些内置节点所不具备的功能, 因此要添加一个脚本. 点击 " "``Player`` 节点然后点击 ``附加脚本`` 按钮:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:161 msgid "" "In the script settings window, you can leave the default settings alone. " "Just click \"Create\":" -msgstr "在脚本设置窗口中,您可以维持默认设置.点击 ``创建`` 即可:" +msgstr "在脚本设置窗口中, 您可以维持默认设置. 点击 ``创建`` 即可:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:164 msgid "" "If you're creating a C# script or other languages, select the language from " "the `language` drop down menu before hitting create." msgstr "" -"如果您要创建一个C#脚本或者其他语言的脚本,那就在创建之前在 `语言` 下拉菜单中选" -"择语言." +"如果您要创建一个C#脚本或者其他语言的脚本, 那就在创建之前在 `语言` 下拉菜单中" +"选择语言." #: ../../docs/getting_started/step_by_step/your_first_game.rst:169 msgid "" "If this is your first time encountering GDScript, please read :ref:" "`doc_scripting` before continuing." -msgstr "如果这是您第一次使用GDScript,请在继续之前阅读 :ref:`doc_scripting`." +msgstr "如果这是您第一次使用GDScript, 请在继续之前阅读 :ref:`doc_scripting`." #: ../../docs/getting_started/step_by_step/your_first_game.rst:172 msgid "Start by declaring the member variables this object will need:" @@ -325,10 +327,10 @@ msgid "" "Variables\" section of the Inspector. Remember, if you change the value " "here, it will override the value written in the script." msgstr "" -"在第一个变量 ``speed`` 上使用 ``export`` 关键字,这样允许在属性检查器中设置其" -"值.对于希望能够像节点的内置属性一样进行调整的值,这可能很方便.点击 ``Player`` " -"节点,您将看到该属性现在显示在属性检查器的\"脚本变量\"部分中.请记住,如果您在此" -"处更改值,它将覆盖脚本中已写入的值." +"在第一个变量 ``speed`` 上使用 ``export`` 关键字, 这样允许在属性检查器中设置其" +"值. 对于希望能够像节点的内置属性一样进行调整的值, 这可能很方便. 点击 " +"``Player`` 节点, 您将看到该属性现在显示在属性检查器的 \"脚本变量\" 部分中. 请" +"记住, 如果您在此处更改值, 它将覆盖脚本中已写入的值." #: ../../docs/getting_started/step_by_step/your_first_game.rst:200 msgid "" @@ -337,16 +339,16 @@ msgid "" "triggered by clicking the word \"Mono\" at the bottom of the editor window " "to reveal the Mono Panel, then clicking the \"Build Project\" button." msgstr "" -"如果使用的是C#,则每当要查看新的导出变量或信号时,都需要(重新)构建项目程序集.点" -"击编辑器窗口底部的\" Mono\"一词以显示Mono面板,然后单击\" 构建项目\"按钮,即可" -"手动触发此构建." +"如果使用的是C#, 则每当要查看新的导出变量或信号时, 都需要(重新)构建项目程序" +"集. 点击编辑器窗口底部的 \"Mono\" 一词以显示Mono面板, 然后单击 \"构建项目\" " +"按钮, 即可手动触发此构建." #: ../../docs/getting_started/step_by_step/your_first_game.rst:208 msgid "" "The ``_ready()`` function is called when a node enters the scene tree, which " "is a good time to find the size of the game window:" msgstr "" -"当节点进入场景树时,``_ready()`` 函数被调用,这是查找游戏窗口大小的好时机:" +"当节点进入场景树时,``_ready()`` 函数被调用, 这是查找游戏窗口大小的好时机:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:224 msgid "" @@ -356,8 +358,8 @@ msgid "" "do the following:" msgstr "" "现在我们可以使用 ``_process()`` 函数定义 ``Player`` 将执行的操作." -"``_process()`` 在每一帧都被调用,因此我们将使用它,来更新我们希望会经常变化的游" -"戏元素.对于 ``Player`` ,我们需要执行以下操作:" +"``_process()`` 在每一帧都被调用, 因此我们将使用它, 来更新我们希望会经常变化的" +"游戏元素. 对于 ``Player`` , 我们需要执行以下操作:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:229 msgid "Check for input." @@ -380,18 +382,18 @@ msgid "" "we will use the default events that are assigned to the arrow keys on the " "keyboard." msgstr "" -"首先,我们需要检查输入—— ``Player`` 是否按下了键?对于这个游戏,我们有4个方向的" -"输入要检查.输入动作在项目设置中的\"输入映射\"下定义.在这里,您可以定义自定义事" -"件,并为其分配不同的键、鼠标事件、或其他输入.对于此演示项目,我们将使用分配给键" -"盘上箭头键的默认事件." +"首先, 我们需要检查输入—— ``Player`` 是否按下了键?对于这个游戏, 我们有4个方向" +"的输入要检查. 输入动作在项目设置中的 \"输入映射\" 下定义. 在这里, 您可以定义" +"自定义事件, 并为其分配不同的键, 鼠标事件, 或其他输入. 对于此演示项目, 我们将" +"使用分配给键盘上箭头键的默认事件." #: ../../docs/getting_started/step_by_step/your_first_game.rst:240 msgid "" "You can detect whether a key is pressed using ``Input.is_action_pressed()``, " "which returns ``true`` if it's pressed or ``false`` if it isn't." msgstr "" -"您可以使用 ``Input.is_action_pressed()`` 来检测是否按下了键,如果按下会返回 " -"``true``,否则返回 ``false`` ." +"您可以使用 ``Input.is_action_pressed()`` 来检测是否按下了键, 如果按下会返回 " +"``true``, 否则返回 ``false`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:302 msgid "" @@ -403,11 +405,11 @@ msgid "" "movement, the player would move *faster* diagonally than if it just moved " "horizontally." msgstr "" -"我们首先将 ``velocity(速度)`` 设置为 ``(0, 0)``——默认情况下玩家不应该移动.然" -"后我们检查每个输入并从 ``velocity(速度)`` 中进行加/减以获得总方向.例如,如果您" -"同时按住 ``right(向右)`` 和 ``down(向下)``,则生成的 ``velocity(速度)`` 速度将" -"为 ``(1, 1)``.在这种情况下,由于我们同时向水平和垂直两个方向进行移动,因此玩家" -"斜向移动的速度将会比水平移动要 *更快*." +"我们首先将 ``velocity(速度)`` 设置为 ``(0, 0)``——默认情况下玩家不应该移动. 然" +"后我们检查每个输入并从 ``velocity(速度)`` 中进行加/减以获得总方向. 例如, 如果" +"您同时按住 ``right(向右)`` 和 ``down(向下)``, 则生成的 ``velocity(速度)`` 速" +"度将为 ``(1, 1)``. 在这种情况下, 由于我们同时向水平和垂直两个方向进行移动, 因" +"此玩家斜向移动的速度将会比水平移动要 *更快*." #: ../../docs/getting_started/step_by_step/your_first_game.rst:309 msgid "" @@ -415,8 +417,8 @@ msgid "" "*length* to ``1``, then multiply by the desired speed. This means no more " "fast diagonal movement." msgstr "" -"只要对速度进行 *归一化(normalize)*,就可以防止这种情况,也就是将速度的 *长度" -"(length)* 设置为 ``1`` ,然后乘以想要的速度.这样就不会有过快的斜向运动了." +"只要对速度进行 *归一化(normalize)*, 就可以防止这种情况, 也就是将速度的 *长度" +"(length)* 设置为 ``1`` , 然后乘以想要的速度. 这样就不会有过快的斜向运动了." #: ../../docs/getting_started/step_by_step/your_first_game.rst:313 msgid "" @@ -424,16 +426,16 @@ msgid "" "explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " "know but won't be necessary for the rest of this tutorial." msgstr "" -"如果您以前从未使用过向量数学,或者需要复习,可以在Godot中的 :ref:" -"`doc_vector_math` 上查看向量用法的解释.最好了解一下,但对于本教程的其余部分而" -"言,这不是必需的." +"如果您以前从未使用过向量数学, 或者需要复习, 可以在Godot中的 :ref:" +"`doc_vector_math` 上查看向量用法的解释. 最好了解一下, 但对于本教程的其余部分" +"而言, 这不是必需的." #: ../../docs/getting_started/step_by_step/your_first_game.rst:317 msgid "" "We also check whether the player is moving so we can call ``play()`` or " "``stop()`` on the AnimatedSprite." msgstr "" -"我们也要检查玩家是否在移动,以便在AnimatedSprite上调用 ``play()`` 或 " +"我们也要检查玩家是否在移动, 以便在AnimatedSprite上调用 ``play()`` 或 " "``stop()`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:320 @@ -442,7 +444,7 @@ msgid "" "$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")." "play()``." msgstr "" -"``$`` 是 ``get_node()`` 的简写.因此在上面的代码中, ``$AnimatedSprite." +"``$`` 是 ``get_node()`` 的简写. 因此在上面的代码中, ``$AnimatedSprite." "play()`` 与 ``get_node(\"AnimatedSprite\").play()`` 相同." #: ../../docs/getting_started/step_by_step/your_first_game.rst:323 @@ -451,8 +453,8 @@ msgid "" "node, or returns ``null`` if the node is not found. Since AnimatedSprite is " "a child of the current node, we can use ``$AnimatedSprite``." msgstr "" -"在GDScript中,``$`` 返回在当前节点的相对路径处的节点,如果找不到该节点,则返回 " -"``null``.由于AnimatedSprite是当前节点的子项,因此我们可以使用 ``" +"在GDScript中,``$`` 返回在当前节点的相对路径处的节点, 如果找不到该节点, 则返" +"回 ``null``. 由于AnimatedSprite是当前节点的子项, 因此我们可以使用 ``" "$AnimatedSprite``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:326 @@ -463,9 +465,9 @@ msgid "" "to the bottom of the ``_process`` function (make sure it's not indented " "under the `else`):" msgstr "" -"现在我们有了一个运动方向,我们可以更新玩家的位置了.我们也可以使用 ``clamp()`` " -"来防止它离开屏幕.*clamp* 一个值意味着将其限制在给定范围内.将以下内容添加到 " -"``_process`` 函数的底部:" +"现在我们有了一个运动方向, 我们可以更新玩家的位置了. 我们也可以使用 " +"``clamp()`` 来防止它离开屏幕.*clamp* 一个值意味着将其限制在给定范围内. 将以下" +"内容添加到 ``_process`` 函数的底部:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:347 msgid "" @@ -474,18 +476,18 @@ msgid "" "this value ensures that your movement will remain consistent even if the " "frame rate changes." msgstr "" -"`_process()` 函数的 `delta` 参数是*帧长度*——完成上一帧所花费的时间.使用这个值" -"的话,可以保证你的移动不会被帧率的变化所影响." +"`_process()` 函数的 `delta` 参数是 *帧长度* ——完成上一帧所花费的时间. 使用这" +"个值的话, 可以保证你的移动不会被帧率的变化所影响." #: ../../docs/getting_started/step_by_step/your_first_game.rst:352 msgid "" "Click \"Play Scene\" (``F6``) and confirm you can move the player around the " "screen in all directions." -msgstr "点击\"运行场景\"(``F6``)并确认您能够在屏幕中沿任一方向移动玩家." +msgstr "点击 \"运行场景\"(``F6``)并确认您能够在屏幕中沿任一方向移动玩家." #: ../../docs/getting_started/step_by_step/your_first_game.rst:355 msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "如果在\"调试器(Debugger)\"面板中出现错误" +msgstr "如果在 \"调试器(Debugger)\" 面板中出现错误" #: ../../docs/getting_started/step_by_step/your_first_game.rst:357 msgid "" @@ -493,7 +495,7 @@ msgid "" "instance``" msgstr "" "``Attempt to call function 'play' in base 'null instance' on a null instance " -"[尝试在基类为'null实例'的null实例中调用'play'函数]``" +"[尝试在基类为 'null实例' 的null实例中调用 'play' 函数]``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:359 msgid "" @@ -501,7 +503,7 @@ msgid "" "Node names are case-sensitive and ``$NodeName`` must match the name you see " "in the scene tree." msgstr "" -"则可能意味着您拼错了 AnimatedSprite节点的名称.节点名称区分大小写,并且 ``" +"则可能意味着您拼错了 AnimatedSprite节点的名称. 节点名称区分大小写, 并且 ``" "$NodeName`` 或 ``get_node(\"NodeName\")`` 必须与您在场景树中看到的名称匹配." #: ../../docs/getting_started/step_by_step/your_first_game.rst:364 @@ -518,9 +520,9 @@ msgid "" "vertically with ``flip_v`` for downward movement. Let's place this code at " "the end of the ``_process()`` function:" msgstr "" -"现在 ``Player`` 可以移动了,我们需要根据方向更改AnimatedSprite正在播放哪个动" -"画.我们有一个 ``right`` 动画,使用 ``flip_h`` 属性将其水平翻转以向左移动;以及" -"一个 ``up`` 动画,用 ``flip_v`` 垂直翻转以向下移动.让我们将这些代码放在 " +"现在 ``Player`` 可以移动了, 我们需要根据方向更改AnimatedSprite正在播放哪个动" +"画. 我们有一个 ``right`` 动画, 使用 ``flip_h`` 属性将其水平翻转以向左移动;以" +"及一个 ``up`` 动画, 用 ``flip_v`` 垂直翻转以向下移动. 让我们将这些代码放在 " "``_process()`` 函数的末尾:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:401 @@ -530,8 +532,8 @@ msgid "" "*assigning* a boolean value, we can do both at the same time. Consider this " "code versus the one-line boolean assignment above:" msgstr "" -"上面代码中的布尔赋值是程序员常用的缩写.在做布尔比较同时,同时可 *赋* 一个布尔" -"值.参考这段代码与上面的单行布尔赋值:" +"上面代码中的布尔赋值是程序员常用的缩写. 在做布尔比较同时, 同时可 *赋* 一个布" +"尔值. 参考这段代码与上面的单行布尔赋值:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:425 msgid "" @@ -546,17 +548,17 @@ msgid "" "code. If you named the animation ``\"Walk\"``, you must also use a capital " "\"W\" in the code." msgstr "" -"这里一个常见的错误是把动画的名字打错了.\"SpriteFrames\"面板中的动画名称必须与" -"在代码中键入的内容匹配.如果将动画命名为 ``\"Walk`` ,则还必须在代码中使用大写" -"字母\"W\"." +"这里一个常见的错误是把动画的名字打错了.\"SpriteFrames\" 面板中的动画名称必须" +"与在代码中键入的内容匹配. 如果将动画命名为 ``\"Walk`` , 则还必须在代码中使用" +"大写字母 \"W\"." #: ../../docs/getting_started/step_by_step/your_first_game.rst:433 msgid "" "When you're sure the movement is working correctly, add this line to " "``_ready()``, so the player will be hidden when the game starts:" msgstr "" -"当您确定移动正常工作时,请将此行添加到 ``_ready()``,以便 ``Player`` 在游戏开始" -"时会被隐藏:" +"当您确定移动正常工作时, 请将此行添加到 ``_ready()``, 以便 ``Player`` 在游戏开" +"始时会被隐藏:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:446 msgid "Preparing for collisions" @@ -568,8 +570,8 @@ msgid "" "any enemies yet! That's OK, because we're going to use Godot's *signal* " "functionality to make it work." msgstr "" -"我们希望 ``Player`` 能够检测到何时被敌人击中,但是我们还没有任何敌人!没关系," -"因为我们将使用Godot的 *信号* 功能来使其正常工作." +"我们希望 ``Player`` 能够检测到何时被敌人击中, 但是我们还没有任何敌人!没关" +"系, 因为我们将使用Godot的 *信号* 功能来使其正常工作." #: ../../docs/getting_started/step_by_step/your_first_game.rst:452 msgid "Add the following at the top of the script, after ``extends Area2D``:" @@ -582,9 +584,9 @@ msgid "" "detect the collision. Select the ``Player`` node and click the \"Node\" tab " "next to the Inspector tab to see the list of signals the player can emit:" msgstr "" -"这定义了一个称为\"hit\"的自定义信号,当Player与敌人碰撞时,我们将使其Player发射" -"(发出)信号.我们将使用 ``Area2D`` 来检测碰撞.选择 ``Player`` 节点,然后点击属性" -"检查器选项卡旁边的\"节点\"选项卡,以查看Player可以发出的信号列表:" +"这定义了一个称为 \"hit\" 的自定义信号, 当Player与敌人碰撞时, 我们将使其Player" +"发射(发出)信号. 我们将使用 ``Area2D`` 来检测碰撞. 选择 ``Player`` 节点, 然后" +"点击属性检查器选项卡旁边的 \"节点\" 选项卡, 以查看Player可以发出的信号列表:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:473 msgid "" @@ -595,18 +597,18 @@ msgid "" "change any of these settings so click \"Connect\" again. Godot will " "automatically create a function in your player's script." msgstr "" -"请注意自定义的 \"hit \"信号也在存在!由于敌人将是 ``RigidBody2D`` 节点,所以需" -"要 ``body_entered(body: Node)`` 信号,当物体接触到玩家时,就会发出这个信号.点" -"击 \"连接...\",出现 \"连接一个信号 \"窗口,不需要改变这些设置,再次点击 \"连接" -"\",Godot会自动在你的玩家脚本中创建一个函数." +"请注意自定义的 \"hit\" 信号也在存在!由于敌人将是 ``RigidBody2D`` 节点, 所以需" +"要 ``body_entered(body: Node)`` 信号, 当物体接触到玩家时, 就会发出这个信号. " +"点击 \"连接...\", 出现 \"连接一个信号\" 窗口, 不需要改变这些设置, 再次点击 " +"\"连接\",Godot会自动在你的玩家脚本中创建一个函数." #: ../../docs/getting_started/step_by_step/your_first_game.rst:482 msgid "" "Note the green icon indicating that a signal is connected to this function. " "Add this code to the function:" msgstr "" -"请注意函数名旁的绿色图标,这表示信号已经连接到这个函数.将以下代码添加到函数体" -"中:" +"请注意函数名旁的绿色图标, 这表示信号已经连接到这个函数. 将以下代码添加到函数" +"体中:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:502 msgid "" @@ -614,8 +616,8 @@ msgid "" "need to disable the player's collision so that we don't trigger the ``hit`` " "signal more than once." msgstr "" -"敌人每次击中 ``Player`` 时,都会发出一个信号.我们需要禁用 ``Player`` 的碰撞检" -"测,确保我们不会多次触发 ``hit`` 信号." +"敌人每次击中 ``Player`` 时, 都会发出一个信号. 我们需要禁用 ``Player`` 的碰撞" +"检测, 确保我们不会多次触发 ``hit`` 信号." #: ../../docs/getting_started/step_by_step/your_first_game.rst:506 msgid "" @@ -623,15 +625,15 @@ msgid "" "middle of the engine's collision processing. Using ``set_deferred()`` tells " "Godot to wait to disable the shape until it's safe to do so." msgstr "" -"如果在引擎的碰撞处理过程中发生,禁用区域的碰撞形状可能会导致错误.使用 " -"``set_delayed()`` 告诉Godot等待禁用该形状,直到可以安全地这样做为止." +"如果在引擎的碰撞处理过程中发生, 禁用区域的碰撞形状可能会导致错误. 使用 " +"``set_delayed()`` 告诉Godot等待禁用该形状, 直到可以安全地这样做为止." #: ../../docs/getting_started/step_by_step/your_first_game.rst:510 msgid "" "The last piece is to add a function we can call to reset the player when " "starting a new game." msgstr "" -"最后再为 ``Player`` 添加一个函数,用于在开始新游戏时调用来重置 ``Player`` ." +"最后再为 ``Player`` 添加一个函数, 用于在开始新游戏时调用来重置 ``Player`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:531 msgid "Enemy scene" @@ -643,15 +645,16 @@ msgid "" "behavior will not be very complex: mobs will spawn randomly at the edges of " "the screen, choose a random direction, and move in a straight line." msgstr "" -"是时候去做一些玩家必须躲避的敌人了.它们的行为很简单:怪物将随机生成在屏幕的边" -"缘,沿着随机的方向直线移动." +"是时候去做一些玩家必须躲避的敌人了. 它们的行为很简单: 怪物将随机生成在屏幕的" +"边缘, 沿着随机的方向直线移动." #: ../../docs/getting_started/step_by_step/your_first_game.rst:537 msgid "" "We'll create a ``Mob`` scene, which we can then *instance* to create any " "number of independent mobs in the game." msgstr "" -"我们将创建一个 ``Mob`` 的怪物场景,以便在游戏中独立 *实例化* 出任意数量的怪物." +"我们将创建一个 ``Mob`` 的怪物场景, 以便在游戏中独立 *实例化* 出任意数量的怪" +"物." #: ../../docs/getting_started/step_by_step/your_first_game.rst:540 msgid "See :ref:`doc_instancing` to learn more about instancing." @@ -685,7 +688,7 @@ msgstr ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`" msgid "" "Don't forget to set the children so they can't be selected, like you did " "with the Player scene." -msgstr "别忘了设置子项,使其无法被选中,就像您对 ``Player`` 场景所做的那样." +msgstr "别忘了设置子项, 使其无法被选中, 就像您对 ``Player`` 场景所做的那样." #: ../../docs/getting_started/step_by_step/your_first_game.rst:556 msgid "" @@ -694,9 +697,9 @@ msgid "" "``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first " "box. This will ensure the mobs do not collide with each other." msgstr "" -"在 :ref:`RigidBody2D <class_RigidBody2D>` 属性中,将 ``Gravity Scale`` 设置为 " -"``0``,这样怪物就不会下坠.此外,在 ``PhysicsBody2D`` 部分下,点击 ``Mask`` 属性" -"并去除第一个复选框的勾选.这会确保怪物不会彼此碰撞." +"在 :ref:`RigidBody2D <class_RigidBody2D>` 属性中, 将 ``Gravity Scale`` 设置" +"为 ``0``, 这样怪物就不会下坠. 此外, 在 ``PhysicsBody2D`` 部分下, 点击 " +"``Mask`` 属性并去除第一个复选框的勾选. 这会确保怪物不会彼此碰撞." #: ../../docs/getting_started/step_by_step/your_first_game.rst:563 msgid "" @@ -704,29 +707,29 @@ msgid "" "player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. " "There are two images for each animation in the art folder." msgstr "" -"像设置玩家一样设置 :ref:`AnimatedSprite <class_AnimatedSprite>`.这一次, 我们" -"有3个动画: ``fly`` 、 ``swim`` 和 ``walk`` ,每个动画在art文件夹中都有2张图片." +"像设置玩家一样设置 :ref:`AnimatedSprite <class_AnimatedSprite>`. 这一次, 我们" +"有3个动画: ``fly`` , ``swim`` 和 ``walk`` , 每个动画在art文件夹中都有2张图片." #: ../../docs/getting_started/step_by_step/your_first_game.rst:567 msgid "Adjust the \"Speed (FPS)\" to ``3`` for all animations." -msgstr "对于所有动画,将\"速度(FPS)\"调整为 ``3`` ." +msgstr "对于所有动画, 将 \"速度(FPS)\" 调整为 ``3`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:571 msgid "Set the ``Playing`` property in the Inspector to “On”." -msgstr "将属性检查器中的 ``Playing`` 属性设置为\"On\"." +msgstr "将属性检查器中的 ``Playing`` 属性设置为 \"On\"." #: ../../docs/getting_started/step_by_step/your_first_game.rst:573 msgid "" "We'll select one of these animations randomly so that the mobs will have " "some variety." -msgstr "我们将随机选择其中一个动画,以便mobs有一些变化." +msgstr "我们将随机选择其中一个动画, 以便mobs有一些变化." #: ../../docs/getting_started/step_by_step/your_first_game.rst:575 msgid "" "Like the player images, these mob images need to be scaled down. Set the " "``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``." msgstr "" -"像 ``Player`` 图像一样,这些怪物的图像也要缩小.设置 ``AnimatedSprite`` 的 " +"像 ``Player`` 图像一样, 这些怪物的图像也要缩小. 设置 ``AnimatedSprite`` 的 " "``Scale`` 属性为 ``(0.75, 0.75)``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:578 @@ -735,9 +738,9 @@ msgid "" "align the shape with the image, you'll need to set the ``Rotation Degrees`` " "property to ``90`` (under \"Transform\" in the Inspector)." msgstr "" -"像在 ``Player`` 场景中一样,为碰撞添加一个 ``CapsuleShape2D`` .为了使形状与图" -"像对齐,您需要将 ``Rotation Degrees`` (在属性检查器的\"Transorm\"下)属性设置" -"为 ``90``." +"像在 ``Player`` 场景中一样, 为碰撞添加一个 ``CapsuleShape2D`` . 为了使形状与" +"图像对齐, 您需要将 ``Rotation Degrees`` (在属性检查器的 \"Transorm\" 下)属性" +"设置为 ``90``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:582 msgid "Save the scene." @@ -757,16 +760,16 @@ msgid "" "``max_speed`` for how fast each mob will move (it would be boring if they " "were all moving at the same speed)." msgstr "" -"当我们生成怪物时,我们将在 ``min_speed`` 和 ``max_speed`` 之间选择一个随机值," -"以确定每个怪物的运动速度(如果它们都以相同的速度运动,那将很无聊)." +"当我们生成怪物时, 我们将在 ``min_speed`` 和 ``max_speed`` 之间选择一个随机" +"值, 以确定每个怪物的运动速度(如果它们都以相同的速度运动, 那将很无聊)." #: ../../docs/getting_started/step_by_step/your_first_game.rst:615 msgid "" "Now let's look at the rest of the script. In ``_ready()`` we randomly choose " "one of the three animation types:" msgstr "" -"现在让我们看一下脚本的其余部分.在 ``_ready()`` 中,我们从三个动画类型中随机选" -"择一个:" +"现在让我们看一下脚本的其余部分. 在 ``_ready()`` 中, 我们从三个动画类型中随机" +"选择一个:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:637 msgid "" @@ -774,8 +777,8 @@ msgid "" "``frames`` property. This returns an Array containing all three animation " "names: ``[\"walk\", \"swim\", \"fly\"]``." msgstr "" -"首先,我们从AnimatedSprite的 ``frames`` 读取所有动画的名称列表.这个属性会返回" -"一个数组,该数组包含三个元素: ``[\"walk\", \"swim\", \"fly\"]`` ." +"首先, 我们从AnimatedSprite的 ``frames`` 读取所有动画的名称列表. 这个属性会返" +"回一个数组, 该数组包含三个元素: ``[\"walk\", \"swim\", \"fly\"]`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:641 msgid "" @@ -783,7 +786,7 @@ msgid "" "of these names from the list (array indices start at ``0``). ``randi() % n`` " "selects a random integer between ``0`` and ``n-1``." msgstr "" -"然后我们需要在 ``0`` 和 ``2`` 之间选取一个随机的数字,以在列表中选择一个名称" +"然后我们需要在 ``0`` 和 ``2`` 之间选取一个随机的数字, 以在列表中选择一个名称" "(数组索引以 ``0`` 起始).``randi() % n`` 会在 ``0`` and ``n-1`` 之中选择一个随" "机整数." @@ -793,8 +796,8 @@ msgid "" "to be different every time you run the scene. We're going to use " "``randomize()`` in our ``Main`` scene, so we won't need it here." msgstr "" -"如果希望每次运行场景时生成的\"随机数\"都不同,则必须使用 ``randomize()`` .我们" -"将在 ``Main`` 场景中使用 ``randomize()`` ,因此在这里不需要添加." +"如果希望每次运行场景时生成的 \"随机数\" 都不同, 则必须使用 ``randomize()`` . " +"我们将在 ``Main`` 场景中使用 ``randomize()`` , 因此在这里不需要添加." #: ../../docs/getting_started/step_by_step/your_first_game.rst:649 msgid "" @@ -802,7 +805,7 @@ msgid "" "screen. Connect the ``screen_exited()`` signal of the " "``VisibilityNotifier2D`` node and add this code:" msgstr "" -"最后一步是让怪物在超出屏幕时删除自己.连接 ``VisibilityNotifier2D`` 节点的 " +"最后一步是让怪物在超出屏幕时删除自己. 连接 ``VisibilityNotifier2D`` 节点的 " "``screen_exited()`` 信号并添加以下代码:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:666 @@ -819,16 +822,16 @@ msgid "" "`Node <class_Node>` named ``Main``. Ensure you create a Node, **not** a " "Node2D. Click the \"Instance\" button and select your saved ``Player.tscn``." msgstr "" -"现在是时候将它们整合在一起了.创建新场景并添加一个 :ref:`Node <class_Node>` 节" -"点,命名为 ``Main`` .注意,确保你创建的是Node **而不是** Node2D.点击\"实例化" -"\"按钮,然后选择保存的 ``Player.tscn``." +"现在是时候将它们整合在一起了. 创建新场景并添加一个 :ref:`Node <class_Node>` " +"节点, 命名为 ``Main`` . 注意, 确保你创建的是Node **而不是** Node2D. 点击 \"实" +"例化\" 按钮, 然后选择保存的 ``Player.tscn``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:678 msgid "" "Now, add the following nodes as children of ``Main``, and name them as shown " "(values are in seconds):" msgstr "" -"现在,将以下节点添加为 ``Main`` 的子节点,并按如下所示对其进行命名(值以秒为单" +"现在, 将以下节点添加为 ``Main`` 的子节点, 并按如下所示对其进行命名(值以秒为单" "位):" #: ../../docs/getting_started/step_by_step/your_first_game.rst:681 @@ -879,7 +882,7 @@ msgid "" "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " "set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." msgstr "" -"此外,将 ``StartTimer`` 的 ``One Shot`` 属性设置为 ``On``,并将 " +"此外, 将 ``StartTimer`` 的 ``One Shot`` 属性设置为 ``On``, 并将 " "``StartPosition`` 节点的 ``Position`` 设置为 ``(240, 450)``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:697 @@ -893,9 +896,9 @@ msgid "" "<class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you " "select ``Path2D``, you will see some new buttons at the top of the editor:" msgstr "" -"``Main`` 节点将产生新的生物,我们希望它们出现在屏幕边缘的随机位置.添加一个名" -"为 ``MobPath`` 的 :ref:`Path2D <class_Path2D>` 节点作为 ``Main`` 的子级.当您" -"选择 ``Path2D`` 时,您将在编辑器顶部看到一些新按钮:" +"``Main`` 节点将产生新的生物, 我们希望它们出现在屏幕边缘的随机位置. 添加一个名" +"为 ``MobPath`` 的 :ref:`Path2D <class_Path2D>` 节点作为 ``Main`` 的子级. 当您" +"选择 ``Path2D`` 时, 您将在编辑器顶部看到一些新按钮:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:706 msgid "" @@ -905,21 +908,21 @@ msgid "" "be found to the left of the \"Lock\" button, appearing as a magnet next to " "some dots and intersecting lines, respectively." msgstr "" -"选择中间的按钮( ``添加点`` ),然后通过点击给四角添加点来绘制路径.要使点吸附到" -"网格,请确保同时选中\"使用吸附\"和\"使用网格吸附\".该选项可以在\"锁定\"按钮左" -"侧找到,图标为一个磁铁加三个点或一些网格线." +"选择中间的按钮( ``添加点`` ), 然后通过点击给四角添加点来绘制路径. 要使点吸附" +"到网格, 请确保同时选中 \"使用吸附\" 和 \"使用网格吸附 \". 该选项可以在\" 锁定" +"\"按钮左侧找到, 图标为一个磁铁加三个点或一些网格线." #: ../../docs/getting_started/step_by_step/your_first_game.rst:714 msgid "" "Draw the path in *clockwise* order, or your mobs will spawn pointing " "*outwards* instead of *inwards*!" -msgstr "以 *顺时针* 的顺序绘制路径,否则小怪会 *向外* 而非 *向内* 生成!" +msgstr "以 *顺时针* 的顺序绘制路径, 否则小怪会 *向外* 而非 *向内* 生成!" #: ../../docs/getting_started/step_by_step/your_first_game.rst:719 msgid "" "After placing point ``4`` in the image, click the \"Close Curve\" button and " "your curve will be complete." -msgstr "在图像上放置点 ``4`` 后,点击 ``闭合曲线`` 按钮,您的曲线将完成." +msgstr "在图像上放置点 ``4`` 后, 点击 ``闭合曲线`` 按钮, 您的曲线将完成." #: ../../docs/getting_started/step_by_step/your_first_game.rst:722 msgid "" @@ -928,9 +931,9 @@ msgid "" "will automatically rotate and follow the path as it moves, so we can use it " "to select a random position and direction along the path." msgstr "" -"现在已经定义了路径,添加一个 :ref:`PathFollow2D <class_PathFollow2D>` 节点作" -"为 ``MobPath`` 的子节点,并将其命名为 ``MobSpawnLocation``.该节点在移动时,将自" -"动旋转并沿着该路径,因此我们可以使用它沿路径来选择随机位置和方向." +"现在已经定义了路径, 添加一个 :ref:`PathFollow2D <class_PathFollow2D>` 节点作" +"为 ``MobPath`` 的子节点, 并将其命名为 ``MobSpawnLocation``. 该节点在移动时, " +"将自动旋转并沿着该路径, 因此我们可以使用它沿路径来选择随机位置和方向." #: ../../docs/getting_started/step_by_step/your_first_game.rst:727 msgid "Your scene should look like this:" @@ -945,15 +948,15 @@ msgid "" "Add a script to ``Main``. At the top of the script, we use ``export " "(PackedScene)`` to allow us to choose the Mob scene we want to instance." msgstr "" -"将脚本添加到 ``Main``.在脚本的顶部,我们使用 ``export (PackedScene)`` 来允许我" -"们选择要实例化的 ``Mob`` 场景." +"将脚本添加到 ``Main``. 在脚本的顶部, 我们使用 ``export (PackedScene)`` 来允许" +"我们选择要实例化的 ``Mob`` 场景." #: ../../docs/getting_started/step_by_step/your_first_game.rst:774 msgid "" "Click the ``Main`` node and you will see the ``Mob`` property in the " "Inspector under \"Script Variables\"." msgstr "" -"单击 ``Main`` 节点,就可以在属性检查器(Inspector)的脚本变量区(Script " +"单击 ``Main`` 节点, 就可以在属性检查器(Inspector)的脚本变量区(Script " "Variables)看到 ``Mob`` 属性." #: ../../docs/getting_started/step_by_step/your_first_game.rst:777 @@ -964,21 +967,22 @@ msgstr "有两种方法来给这个属性赋值:" msgid "" "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` " "property ." -msgstr "从\"文件系统\"面板中拖动 ``Mob.tscn`` 到 ``Mob`` 属性中." +msgstr "从 \"文件系统\" 面板中拖动 ``Mob.tscn`` 到 ``Mob`` 属性中." #: ../../docs/getting_started/step_by_step/your_first_game.rst:781 msgid "" "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob." "tscn``." -msgstr "单击\"「空」\"旁边的下拉箭头按钮,选择\"载入\",接着选择 ``Mob.tscn`` ." +msgstr "" +"单击 \"「空」\" 旁边的下拉箭头按钮, 选择 \"载入\", 接着选择 ``Mob.tscn`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:784 msgid "" "Next, select the ``Player`` node in the Scene dock, and access the Node dock " "on the sidebar. Make sure to have the Signals tab selected in the Node dock." msgstr "" -"在场景树中选择 ``Player`` 节点,然后选择 ``节点(Node)`` 选项卡(位于右侧属性" -"旁),确保已选择 ``信号(Signals)`` ." +"在场景树中选择 ``Player`` 节点, 然后选择 ``节点(Node)`` 选项卡(位于右侧属性" +"旁), 确保已选择 ``信号(Signals)`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:787 msgid "" @@ -991,10 +995,10 @@ msgid "" "following code to the new function, as well as a ``new_game`` function that " "will set everything up for a new game:" msgstr "" -"你可以看到 ``Player`` 的信号列表.找到 ``hit`` 信号并双击(或右键选择\"连接信" -"号...\").我们将在打开的界面创建 ``game_over`` 函数,用来处理游戏结束时发生的事" -"情.在 ``连接信号到方法`` 窗口底部的 ``接收方法`` 框中键入 ``game_over`` .添加" -"以下代码,以及 ``new_game`` 函数以设置新游戏的所需内容:" +"你可以看到 ``Player`` 的信号列表. 找到 ``hit`` 信号并双击(或右键选择 \"连接信" +"号...\"). 我们将在打开的界面创建 ``game_over`` 函数, 用来处理游戏结束时发生的" +"事情. 在 ``连接信号到方法`` 窗口底部的 ``接收方法`` 框中键入 ``game_over`` . " +"添加以下代码, 以及 ``new_game`` 函数以设置新游戏的所需内容:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:828 msgid "" @@ -1003,7 +1007,7 @@ msgid "" "``StartTimer`` will start the other two timers. ``ScoreTimer`` will " "increment the score by 1." msgstr "" -"现在将每个 ``Timer`` 节点( ``StartTimer`` 、 ``ScoreTimer`` 和 ``MobTimer`` )" +"现在将每个 ``Timer`` 节点( ``StartTimer`` , ``ScoreTimer`` 和 ``MobTimer`` )" "的 ``timeout()`` 信号连接到 ``main`` 脚本.``StartTimer`` 将启动其他两个计时" "器.``ScoreTimer`` 将使得分以1的增速增加." @@ -1014,14 +1018,14 @@ msgid "" "``PathFollow2D`` node will automatically rotate as it follows the path, so " "we will use that to select the mob's direction as well as its position." msgstr "" -"在 ``_on_MobTimer_timeout()`` 中,我们将创建一个 ``mob`` 实例,沿着 ``Path2D`` " -"随机选择一个起始位置,然后让 ``mob`` 移动.``PathFollow2D`` 节点将沿路径移动,因" -"此会自动旋转,所以我们将使用它来选择怪物的方向及其位置." +"在 ``_on_MobTimer_timeout()`` 中, 我们将创建一个 ``mob`` 实例, 沿着 " +"``Path2D`` 随机选择一个起始位置, 然后让 ``mob`` 移动.``PathFollow2D`` 节点将" +"沿路径移动, 因此会自动旋转, 所以我们将使用它来选择怪物的方向及其位置." #: ../../docs/getting_started/step_by_step/your_first_game.rst:861 msgid "" "Note that a new instance must be added to the scene using ``add_child()``." -msgstr "注意,必须使用 ``add_child()`` 将新实例添加到场景中." +msgstr "注意, 必须使用 ``add_child()`` 将新实例添加到场景中." #: ../../docs/getting_started/step_by_step/your_first_game.rst:909 msgid "" @@ -1029,9 +1033,9 @@ msgid "" "degrees. If you're more comfortable working with degrees, you'll need to use " "the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two." msgstr "" -"为什么使用 ``PI`` ?在需要角度的函数中,GDScript使用 *弧度*,而不是角度.如果您" -"更喜欢使用角度,则需要使用 ``deg2rad()`` 和 ``rad2deg()`` 函数在角度和弧度之间" -"进行转换." +"为什么使用 ``PI`` ?在需要角度的函数中,GDScript使用 *弧度*, 而不是角度. 如果" +"您更喜欢使用角度, 则需要使用 ``deg2rad()`` 和 ``rad2deg()`` 函数在角度和弧度" +"之间进行转换." #: ../../docs/getting_started/step_by_step/your_first_game.rst:915 msgid "Testing the scene" @@ -1041,7 +1045,7 @@ msgstr "测试场景" msgid "" "Let's test the scene to make sure everything is working. Add this to " "``_ready()``:" -msgstr "让我们测试这个场景,确保一切正常.将这段添加至 ``_ready()``:" +msgstr "让我们测试这个场景, 确保一切正常. 将这段添加至 ``_ready()``:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:934 msgid "" @@ -1049,21 +1053,21 @@ msgid "" "automatically when the game launches. Press the \"Play\" button and select " "``Main.tscn`` when prompted." msgstr "" -"让我们同时指定 ``Main`` 作为我们的\"主场景\" —— 游戏启动时自动运行的场景. 按" -"下\"运行\"按钮,当弹出提示时选择 ``Main.tscn`` ." +"让我们同时指定 ``Main`` 作为我们的 \"主场景\" —— 游戏启动时自动运行的场景. 按" +"下 \"运行\" 按钮, 当弹出提示时选择 ``Main.tscn`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:938 msgid "" "You should be able to move the player around, see mobs spawning, and see the " "player disappear when hit by a mob." msgstr "" -"你应该可以四处移动游戏角色,看到可动对象生成,以及玩家被可动对象击中时会消失." +"你应该可以四处移动游戏角色, 看到可动对象生成, 以及玩家被可动对象击中时会消失." #: ../../docs/getting_started/step_by_step/your_first_game.rst:941 msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " "from ``_ready()``." -msgstr "当你确定一切正常时,在``_ready()``中移除对``new_game()``的调用." +msgstr "当你确定一切正常时, 在 ``_ready()`` 中移除对 ``new_game()`` 的调用." #: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "HUD" @@ -1077,10 +1081,10 @@ msgid "" "stands for \"heads-up display\", an informational display that appears as an " "overlay on top of the game view." msgstr "" -"最后我们的游戏需要的是一个UI:一个显示诸如分数、 \"游戏结束\" 消息和重启按钮的" -"界面.创建一个新的场景,并添加一个 :ref:`CanvasLayer <class_CanvasLayer>` 节点," -"命名为 ``HUD`` . \"HUD \" 代表 \"平视显示\" ,是一种信息显示,以叠加的方式出现" -"在游戏视图之上." +"最后我们的游戏需要的是一个UI: 一个显示诸如分数, \"游戏结束\" 消息和重启按钮的" +"界面. 创建一个新的场景, 并添加一个 :ref:`CanvasLayer <class_CanvasLayer>` 节" +"点, 命名为 ``HUD`` . \"HUD \" 代表 \"平视显示\" , 是一种信息显示, 以叠加的方" +"式出现在游戏视图之上." #: ../../docs/getting_started/step_by_step/your_first_game.rst:953 msgid "" @@ -1089,7 +1093,7 @@ msgid "" "isn't covered up by any game elements like the player or mobs." msgstr "" ":ref:`CanvasLayer <class_CanvasLayer>` 节点可以让我们在游戏的其他部分之上的一" -"层绘制UI元素,这样它所显示的信息就不会被任何游戏元素(如玩家或暴徒)所覆盖." +"层绘制UI元素, 这样它所显示的信息就不会被任何游戏元素(如玩家或暴徒)所覆盖." #: ../../docs/getting_started/step_by_step/your_first_game.rst:957 msgid "The HUD needs to display the following information:" @@ -1097,11 +1101,11 @@ msgstr "HUD需要显示以下信息:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:959 msgid "Score, changed by ``ScoreTimer``." -msgstr "得分,由 ``ScoreTimer`` 更改." +msgstr "得分, 由 ``ScoreTimer`` 更改." #: ../../docs/getting_started/step_by_step/your_first_game.rst:960 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "一条消息,例如 ``Game Over`` 或 ``Get Ready!``" +msgstr "一条消息, 例如 ``Game Over`` 或 ``Get Ready!``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:961 msgid "A \"Start\" button to begin the game." @@ -1113,7 +1117,7 @@ msgid "" "our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:" "`Label <class_Label>` and :ref:`Button <class_Button>`." msgstr "" -"UI元素的基本节点是 :ref:`Control <class_Control>`.要创造UI,我们会使用 :ref:" +"UI元素的基本节点是 :ref:`Control <class_Control>`. 要创造UI, 我们会使用 :ref:" "`Control <class_Control>` 的两种节点: :ref:`Label <class_Label>` 和 :ref:" "`Button <class_Button>` ." @@ -1145,12 +1149,12 @@ msgid "" "Regular.ttf\". To use this font, do the following:" msgstr "" "点击 ``ScoreLabel`` 并在属性检查器的 ``Text`` 字段中键入一个数字.``Control`` " -"节点的默认字体很小,不能很好地缩放.游戏素材中包含一个字体文件( ``Xolonium-" -"Regular.ttf`` ).要使用此字体,需要执行以下操作:" +"节点的默认字体很小, 不能很好地缩放. 游戏素材中包含一个字体文件( ``Xolonium-" +"Regular.ttf`` ). 要使用此字体, 需要执行以下操作:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:979 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" -msgstr "在 \"Custom Fonts\" 的下拉选项中,选择 ``新建DynamicFont``" +msgstr "在 \"Custom Fonts\" 的下拉选项中, 选择 ``新建DynamicFont``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:983 msgid "" @@ -1158,8 +1162,9 @@ msgid "" "\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the " "font's ``Size``. A setting of ``64`` works well." msgstr "" -"点击您添加的DynamicFont,然后在\"Font/Font Data\"的下拉选项中选择Load并选择" -"Xolonium-Regular.ttf文件.您还必须设置字体的 ``Size`` .设置为 ``64`` 就可以了." +"点击您添加的DynamicFont, 然后在\"Font/Font Data\"的下拉选项中选择Load并选择" +"Xolonium-Regular.ttf文件. 您还必须设置字体的 ``Size`` . 设置为 ``64`` 就可以" +"了." #: ../../docs/getting_started/step_by_step/your_first_game.rst:989 msgid "" @@ -1167,8 +1172,8 @@ msgid "" "next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in " "the same place on the other two Control nodes." msgstr "" -"在\" ScoreLabel\"上完成此操作后,可以单击DynamicFont属性旁边的向下箭头,然后选" -"择\"复制\",然后将其\"粘贴\"到其他两个Control节点的相同位置." +"在\" ScoreLabel\"上完成此操作后, 可以单击DynamicFont属性旁边的向下箭头, 然后" +"选择\" 复制 \", 然后将其\" 粘贴\"到其他两个Control节点的相同位置." #: ../../docs/getting_started/step_by_step/your_first_game.rst:993 msgid "" @@ -1179,22 +1184,22 @@ msgid "" "control node's edges to its anchor. See :ref:" "`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" -"**锚和边距:** ``控制`` 节点有一个位置和大小,但它们也有锚和边距.锚点定义了原点" -"与节点边缘的参考点.当你移动或调整控制节点的大小时,边距会自动更新.它们表示从控" -"制节点的边缘到其锚点的距离.更多细节请参见 :ref:" +"**锚和边距:** ``控制`` 节点有一个位置和大小, 但它们也有锚和边距. 锚点定义了原" +"点与节点边缘的参考点. 当你移动或调整控制节点的大小时, 边距会自动更新. 它们表" +"示从控制节点的边缘到其锚点的距离. 更多细节请参见 :ref:" "`doc_design_interfaces_with_the_control_nodes`." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1000 msgid "" "Arrange the nodes as shown below. Click the \"Layout\" button to set a " "Control node's layout:" -msgstr "按如下图所示排列节点.点击\"布局\"按钮以设置 一个Control 节点的布局:" +msgstr "按如下图所示排列节点. 点击 \"布局\" 按钮以设置 一个Control 节点的布局:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1005 msgid "" "You can drag the nodes to place them manually, or for more precise " "placement, use the following settings:" -msgstr "您可以拖动节点以手动放置它们,或者要进行更精确的放置,请使用以下设置:" +msgstr "您可以拖动节点以手动放置它们, 或者要进行更精确的放置, 请使用以下设置:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1009 msgid "ScoreLabel" @@ -1258,8 +1263,8 @@ msgid "" "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " "Shot`` property to \"On\"." msgstr "" -"在 ``MessageTimer`` 中,将 ``Wait Time`` 设置为 ``2`` 并将 ``One Shot`` 属性设" -"置为 \"On\"." +"在 ``MessageTimer`` 中, 将 ``Wait Time`` 设置为 ``2`` 并将 ``One Shot`` 属性" +"设置为 \"On\"." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1036 msgid "Now add this script to ``HUD``:" @@ -1269,13 +1274,13 @@ msgstr "现将这个脚本添加到 ``HUD``:" msgid "" "The ``start_game`` signal tells the ``Main`` node that the button has been " "pressed." -msgstr "``start_game`` 信号通知 ``Main`` 节点,按钮已经被按下." +msgstr "``start_game`` 信号通知 ``Main`` 节点, 按钮已经被按下." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1077 msgid "" "This function is called when we want to display a message temporarily, such " "as \"Get Ready\"." -msgstr "当我们想要显示一条临时消息时,比如 ``Get Ready`` ,就会调用这个函数." +msgstr "当我们想要显示一条临时消息时, 比如 ``Get Ready`` , 就会调用这个函数." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1111 msgid "" @@ -1283,8 +1288,8 @@ msgid "" "for 2 seconds, then return to the title screen and, after a brief pause, " "show the \"Start\" button." msgstr "" -"当 ``Player`` 输掉时调用这个函数.它将显示 ``Game Over`` 2秒,然后返回标题屏幕" -"并显示 ``Start`` 按钮." +"当 ``Player`` 输掉时调用这个函数. 它将显示 ``Game Over`` 2秒, 然后返回标题屏" +"幕并显示 ``Start`` 按钮." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1115 msgid "" @@ -1293,13 +1298,13 @@ msgid "" "useful to add delays such as in the above code, where we want to wait some " "time before showing the \"Start\" button." msgstr "" -"当您需要暂停片刻时,可以使用场景树的 ``create_timer()`` 函数替代使用 " -"``Timer`` 节点.这对于延迟非常有用,例如在上述代码中,在这里我们需要在显示 ``开" -"始`` 按钮前等待片刻." +"当您需要暂停片刻时, 可以使用场景树的 ``create_timer()`` 函数替代使用 " +"``Timer`` 节点. 这对于延迟非常有用, 例如在上述代码中, 在这里我们需要在显示 ``" +"开始`` 按钮前等待片刻." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1133 msgid "This function is called by ``Main`` whenever the score changes." -msgstr "每当分数改变,这个函数会被 ``Main`` 调用." +msgstr "每当分数改变, 这个函数会被 ``Main`` 调用." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1135 msgid "" @@ -1319,16 +1324,16 @@ msgid "" "Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " "The scene tree should look like this, so make sure you didn't miss anything:" msgstr "" -"现在我们完成了 ``HUD`` 场景,保存并返回 ``Main`` 场景.和 ``Player`` 场景的做法" -"一样,在 ``Main`` 场景中实例化 ``HUD`` 场景.完整的场景树看起来应该像这样,确保" -"您没有错过任何东西:" +"现在我们完成了 ``HUD`` 场景, 保存并返回 ``Main`` 场景. 和 ``Player`` 场景的做" +"法一样, 在 ``Main`` 场景中实例化 ``HUD`` 场景. 完整的场景树看起来应该像这样, " +"确保您没有错过任何东西:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 msgid "" "Now we need to connect the ``HUD`` functionality to our ``Main`` script. " "This requires a few additions to the ``Main`` scene:" msgstr "" -"现在我们需要将 ``HUD`` 功能与我们的 ``Main`` 脚本连接起来.这需要在 ``Main`` " +"现在我们需要将 ``HUD`` 功能与我们的 ``Main`` 脚本连接起来. 这需要在 ``Main`` " "场景中添加一些内容:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1174 @@ -1338,8 +1343,8 @@ msgid "" "\"Receiver Method\" in the \"Connect a Signal\" window. Verify that the " "green connection icon now appears next to ``func new_game()`` in the script." msgstr "" -"在\"节点\"选项卡中,通过在\"连接信号\"窗口的\"接收器方法\"中键入 " -"``new_game`` ,将HUD的 `` start_game`` 信号连接到主节点的 `` new_game()`` 功" +"在 \"节点\" 选项卡中, 通过在 \"连接信号\" 窗口的 \"接收器方法\" 中键入 " +"``new_game`` , 将HUD的 `` start_game`` 信号连接到主节点的 `` new_game()`` 功" "能. 验证绿色的连接图标现在是否在脚本中的 ``func new_game()`` 旁边出现." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1179 @@ -1357,16 +1362,16 @@ msgid "" "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in " "sync with the changing score:" msgstr "" -"最后,将下面的代码添加到 ``_on_ScoreTimer_timeout()`` 以保持不断变化的分数的同" -"步显示:" +"最后, 将下面的代码添加到 ``_on_ScoreTimer_timeout()`` 以保持不断变化的分数的" +"同步显示:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1217 msgid "" "Now you're ready to play! Click the \"Play the Project\" button. You will be " "asked to select a main scene, so choose ``Main.tscn``." msgstr "" -"现在您可以开始游戏了!点击 ``开始项目`` 按钮.将要求您选择一个主场景,因此选择 " -"``Main.tscn``." +"现在您可以开始游戏了!点击 ``开始项目`` 按钮. 将要求您选择一个主场景, 因此选" +"择 ``Main.tscn``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1221 msgid "Removing old creeps" @@ -1380,9 +1385,9 @@ msgid "" "tell *all* the mobs to remove themselves. We can do this with the \"group\" " "feature." msgstr "" -"如果你一直玩到\"游戏结束\",然后重新开始新游戏,上局游戏的小怪仍然显示在屏幕上." -"更好的做法是在新游戏开始时清除它们.我们需要一个同时让*所有*小怪删除它自己的方" -"法,为此可以使用\"分组\"功能." +"如果你一直玩到 \"游戏结束 \", 然后重新开始新游戏, 上局游戏的小怪仍然显示在屏" +"幕上. 更好的做法是在新游戏开始时清除它们. 我们需要一个同时让 *所有* 小怪删除" +"它自己的方法, 为此可以使用\" 分组\"功能." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1228 msgid "" @@ -1391,25 +1396,25 @@ msgid "" "\"Signals\", click \"Groups\" and you can type a new group name and click " "\"Add\"." msgstr "" -"在 ``Mob`` 场景中,选择根节点,然后单击检查器旁边的\" Node\"选项卡(在该位置可以" -"找到节点的信号). 在\"信号\"旁边,单击\"分组\",然后可以输入新的组名称,然后单击" -"\"添加\"." +"在 ``Mob`` 场景中, 选择根节点, 然后单击检查器旁边的\" Node\"选项卡(在该位置可" +"以找到节点的信号). 在 \"信号\" 旁边, 单击 \"分组 \", 然后可以输入新的组名称, " +"然后单击\" 添加\"." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1234 msgid "" "Now all mobs will be in the \"mobs\" group. We can then add the following " "line to the ``game_over()`` function in ``Main``:" msgstr "" -"现在,所有生物都将属于\"生物(mobs)\"组. 然后,我们可以将以下行添加到 ``Main`` " -"中的 ``game_over()`` 函数中:" +"现在, 所有生物都将属于 \"生物(mobs)\" 组. 然后, 我们可以将以下行添加到 " +"``Main`` 中的 ``game_over()`` 函数中:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1247 msgid "" "The ``call_group()`` function calls the named function on every node in a " "group - in this case we are telling every mob to delete itself." msgstr "" -"``call_group()`` 函数在组中的每个节点上调用命名函数-在这种情况下,我们告诉每个" -"生物都将其删除." +"``call_group()`` 函数在组中的每个节点上调用命名函数-在这种情况下, 我们告诉每" +"个生物都将其删除." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1251 msgid "Finishing up" @@ -1421,8 +1426,8 @@ msgid "" "remaining steps to add a bit more \"juice\" to improve the game experience. " "Feel free to expand the gameplay with your own ideas." msgstr "" -"现在,我们已经完成了游戏的所有功能.以下是一些剩余的步骤,可以添加更多\"果汁\"以" -"改善游戏体验.随心所欲地扩展游戏玩法." +"现在, 我们已经完成了游戏的所有功能. 以下是一些剩余的步骤, 可以添加更多 \"果汁" +"\" 以改善游戏体验. 随心所欲地扩展游戏玩法." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1258 msgid "Background" @@ -1437,16 +1442,16 @@ msgid "" "color you like and select \"Layout\" -> \"Full Rect\" so that it covers the " "screen." msgstr "" -"默认的灰色背景不是很吸引人,因此让我们更改其颜色.一种方法是使用 :ref:" -"`ColorRect <class_ColorRect>` 节点.将其设为 ``Main`` 下的第一个节点,以便将其" -"绘制在其他节点之后. ``ColorRect`` 只有一个属性: ``Color`` .选择您喜欢的颜色," -"然后选择\"布局\"->\"整个矩形\"(位于主窗口上方工具条),使其覆盖屏幕." +"默认的灰色背景不是很吸引人, 因此让我们更改其颜色. 一种方法是使用 :ref:" +"`ColorRect <class_ColorRect>` 节点. 将其设为 ``Main`` 下的第一个节点, 以便将" +"其绘制在其他节点之后. ``ColorRect`` 只有一个属性: ``Color`` . 选择您喜欢的颜" +"色, 然后选择 \"布局\" ->\"整个矩形\"(位于主窗口上方工具条), 使其覆盖屏幕." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1266 msgid "" "You could also add a background image, if you have one, by using a " "``TextureRect`` node instead." -msgstr "如果您有背景图片,您也可以通过使用 ``TextureRect`` 节点来添加背景图片." +msgstr "如果您有背景图片, 您也可以通过使用 ``TextureRect`` 节点来添加背景图片." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1270 msgid "Sound effects" @@ -1459,9 +1464,9 @@ msgid "" "\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" " "for when the player loses." msgstr "" -"声音和音乐可能是增加游戏体验吸引力的最有效方法.在游戏素材文件夹中,您有两个声" -"音文件: ``House in a Forest Loop.ogg`` 用于背景音乐,而 ``gameover.wav`` 用于" -"当玩家失败时." +"声音和音乐可能是增加游戏体验吸引力的最有效方法. 在游戏素材文件夹中, 您有两个" +"声音文件: ``House in a Forest Loop.ogg`` 用于背景音乐, 而 ``gameover.wav`` 用" +"于当玩家失败时." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1277 msgid "" @@ -1471,16 +1476,17 @@ msgid "" "corresponding audio file." msgstr "" "添加两个 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 节点作为 " -"``Main`` 的子节点.将其中一个命名为 ``Music``,将另一个命名为 ``DeathSound``.在" -"每个节点选项上,点击 ``Stream`` 属性, 选择 ``加载``,然后选择相应的音频文件." +"``Main`` 的子节点. 将其中一个命名为 ``Music``, 将另一个命名为 " +"``DeathSound``. 在每个节点选项上, 点击 ``Stream`` 属性, 选择 ``加载``, 然后选" +"择相应的音频文件." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1282 msgid "" "To play the music, add ``$Music.play()`` in the ``new_game()`` function and " "``$Music.stop()`` in the ``game_over()`` function." msgstr "" -"要播放音乐,在 ``new_game()`` 函数中添加 ``$Music.play()``,在 ``game_over()`` " -"函数中添加 ``$Music.stop()`` ." +"要播放音乐, 在 ``new_game()`` 函数中添加 ``$Music.play()``, 在 " +"``game_over()`` 函数中添加 ``$Music.stop()`` ." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1285 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." @@ -1496,8 +1502,8 @@ msgid "" "we could also start the game by pressing a key on the keyboard. We can do " "this with the \"Shortcut\" property of the ``Button`` node." msgstr "" -"由于游戏是使用键盘控制运行的,因此如果我们也可以通过按键盘上的键来启动游戏,将" -"非常方便.一种方法是使用 ``Button`` 节点的 ``Shortcut`` 属性." +"由于游戏是使用键盘控制运行的, 因此如果我们也可以通过按键盘上的键来启动游戏, " +"将非常方便. 一种方法是使用 ``Button`` 节点的 ``Shortcut`` 属性." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1294 msgid "" @@ -1508,16 +1514,17 @@ msgid "" "*Action* property, type the name ``ui_select``. This is the default input " "event associated with the spacebar." msgstr "" -"在 ``HUD`` 场景中,选择 ``StartButton`` ,然后在属性检查器中找到其 *Shortcut* " -"属性.选择\"New Shortcut\",然后单击Shortcut项.将出现第二个 *Shortcut* 属性.选" -"择 ``新建InputEventAction``,然后点击刚创建的InputEventAction.最后,在 " -"*Action* 属性中,键入名称 ``ui_select``. 这是与空格键关联的默认输入事件." +"在 ``HUD`` 场景中, 选择 ``StartButton`` , 然后在属性检查器中找到其 " +"*Shortcut* 属性. 选择\"New Shortcut\", 然后单击Shortcut项. 将出现第二个 " +"*Shortcut* 属性. 选择 ``新建InputEventAction``, 然后点击刚创建的" +"InputEventAction. 最后, 在 *Action* 属性中, 键入名称 ``ui_select``. 这是与空" +"格键关联的默认输入事件." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1302 msgid "" "Now when the start button appears, you can either click it or press :kbd:" "`Space` to start the game." -msgstr "现在,当开始按钮出现时,您可以点击它或按 :kbd:`Space` 来启动游戏." +msgstr "现在, 当开始按钮出现时, 您可以点击它或按 :kbd:`Space` 来启动游戏." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1306 msgid "Project files" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index b883584eaa..06333a5f8a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,14 +55,14 @@ msgid "" "This add-on has support for exporting multiple actions all at once into a " "single AnimationPlayer and makes it easy to switch actions." msgstr "" -"在大多数游戏中,一个对象会有几个动画来切换.这个插件支持将多个动作同时导出到单" -"个 ``AnimationPlayer`` 中,使切换动作变得很容易." +"在大多数游戏中, 一个对象会有几个动画来切换. 这个插件支持将多个动作同时导出到" +"单个 ``AnimationPlayer`` 中, 使切换动作变得很容易." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:16 msgid "" "This workflow makes use of blender nla_tracks. Here is a brief guide on how " "to use this feature:" -msgstr "此工作流程使用blender ``nla_tracks``.以下是如何使用此功能的简要指南:" +msgstr "此工作流程使用blender ``nla_tracks``. 以下是如何使用此功能的简要指南:" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:19 msgid "**1. Stash active action**" @@ -74,8 +74,8 @@ msgid "" "several ways to place an active action into NLA track, one is of course " "doing it in ``NLA Editor``" msgstr "" -"新创建的动作始终是绑定到对象的活动动作.有几种方法可以在NLA轨道上放置活动动作," -"一种当然是在 ``NLA编辑器`` 中" +"新创建的动作始终是绑定到对象的活动动作. 有几种方法可以在NLA轨道上放置活动动" +"作, 一种当然是在 ``NLA编辑器`` 中" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:28 msgid "Or it can be done stashing the action in ``Dope Sheet``" @@ -91,8 +91,8 @@ msgid "" "``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " "tracks into every action (including the action action) being exported." msgstr "" -"NLA轨道可以是 ``静默`` 或 ``取消静默``,导出器将导出所有 ``静默`` NLA轨道作为" -"一个单独的动作,将所有 ``取消静默`` NLA轨道混合到输出的每个动作(包括活动动作)" +"NLA轨道可以是 ``静默`` 或 ``取消静默``, 导出器将导出所有 ``静默`` NLA轨道作为" +"一个单独的动作, 将所有 ``取消静默`` NLA轨道混合到输出的每个动作(包括活动动作)" "中." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 @@ -107,7 +107,7 @@ msgstr "确保开启 ``导出暂存动作`` 选项." msgid "" "Then all the stashed actions, as well as the active action, are exported to " "an AnimationPlayer." -msgstr "所有暂存的动作,以及活动动作,都将导出到一个 ``AnimationPlayer`` 中." +msgstr "所有暂存的动作, 以及活动动作, 都将导出到一个 ``AnimationPlayer`` 中." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:54 msgid "Constraints" @@ -120,8 +120,8 @@ msgid "" "object has some constraint; if it does, all the constraints are baked into " "actions and then exported along with the object." msgstr "" -"有时使用对象约束构建复杂动画,通常的示例是反向运动学.插件会自动检查对象是否有" -"某些约束;如果有,则所有约束都被烘焙到对象具有的每个动作中,然后导出." +"有时使用对象约束构建复杂动画, 通常的示例是反向运动学. 插件会自动检查对象是否" +"有某些约束;如果有, 则所有约束都被烘焙到对象具有的每个动作中, 然后导出." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:62 msgid "Animation Mode" @@ -134,25 +134,25 @@ msgid "" "animated node. In order to fix this inconsistence and still make the " "animation play versatile, this add-on has three animation exporting modes." msgstr "" -"Godot和Blender有不同的结构来存储动画数据.在Godot中,动画数据存储在一个 " -"``AnimationPlayer`` 节点中,而不是存储在每个动画化的节点里.为了修复这种不一致" -"性,并使动画发挥多才多艺,这个插件有三种动画导出模式." +"Godot和Blender有不同的结构来存储动画数据. 在Godot中, 动画数据存储在一个 " +"``AnimationPlayer`` 节点中, 而不是存储在每个动画化的节点里. 为了修复这种不一" +"致性, 并使动画发挥多才多艺, 这个插件有三种动画导出模式." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70 msgid "**Mode 'Animation as Actions'**" -msgstr "**\"动画作为动作\"模式**" +msgstr "**\"动画作为动作\" 模式**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:72 msgid "" "Treat all the animations as object actions, so in the exported scene, every " "object would have its own AnimationPlayer and hold its actions." msgstr "" -"将所有动画视为对象动作,因此在导出的场景中,每个对象都有自己的 " +"将所有动画视为对象动作, 因此在导出的场景中, 每个对象都有自己的 " "``AnimationPlayer`` 并保持其动作." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:76 msgid "**Mode 'Scene Animation'**" -msgstr "**\"场景动画\"模式**" +msgstr "**\"场景动画\" 模式**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:78 msgid "" @@ -160,12 +160,12 @@ msgid "" "Blender's timeline, this is what you want. In this mode, all the animations " "in the scene are placed in just one AnimationPlayer in the scene root." msgstr "" -"如果您希望动画生成与在Blender的时间轴上播放相同的结果,这就是您想要的.在此模式" -"下,场景中的所有动画都只放置在场景根中的一个 ``AnimationPlayer`` 中." +"如果您希望动画生成与在Blender的时间轴上播放相同的结果, 这就是您想要的. 在此模" +"式下, 场景中的所有动画都只放置在场景根中的一个 ``AnimationPlayer`` 中." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:82 msgid "**Mode 'Animation as Action with Squash'**" -msgstr "**\"动画作为压缩动作\"模式**" +msgstr "**\"动画作为压缩动作\" 模式**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:84 msgid "" @@ -175,7 +175,7 @@ msgid "" "and each Skeleton and Mesh has actions; then one rig would have just one " "AnimationPlayer." msgstr "" -"这种模式与 '动画即动作' 模式的行为非常相似,但它可以生成较少的" -"AnimationPlayers;父子关系的对象将共享他们的AnimationPlayer.当您有多个装备,并" -"且每个骨架和网格都有动作时,这种模式就很有用;那么一个装备就只有一个" +"这种模式与 '动画即动作' 模式的行为非常相似, 但它可以生成较少的" +"AnimationPlayers;父子关系的对象将共享他们的AnimationPlayer. 当您有多个装备, " +"并且每个骨架和网格都有动作时, 这种模式就很有用;那么一个装备就只有一个" "AnimationPlayer." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 8ac8c2224c..245880c1e7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "\", which can be downloaded here: https://github.com/godotengine/godot-" "blender-exporter" msgstr "" -"本章涉及名为Godot Blender Exporter的Blender插件,可在: https://github.com/" +"本章涉及名为Godot Blender Exporter的Blender插件, 可在: https://github.com/" "godotengine/godot-blender- 下载" #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:7 @@ -36,8 +36,8 @@ msgid "" "format called ESCN, which is similar to TSCN (text format) but will be " "imported as binary SCN for performance." msgstr "" -"该插件可用于以Godot特定的场景格式ESCN,来导出Blender场景,该格式类似于TSCN(文本" -"格式),但将其导入为二进制SCN以提高性能." +"该插件可用于以Godot特定的场景格式ESCN, 来导出Blender场景, 该格式类似于TSCN(文" +"本格式), 但将其导入为二进制SCN以提高性能." #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:12 msgid "Details on exporting" @@ -53,14 +53,14 @@ msgid "" "for baking). An object will not be exported if it is not rendered in the " "scene. This can be set in the outliner:" msgstr "" -"有时您不希望导出某些对象(例如用于烘焙的高分辨率模型).如果未在场景中渲染对象," -"则不会导出该对象.可以在大纲视图中设置:" +"有时您不希望导出某些对象(例如用于烘焙的高分辨率模型). 如果未在场景中渲染对" +"象, 则不会导出该对象. 可以在大纲视图中设置:" #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:35 msgid "" "Objects hidden in the viewport will be exported, but will be hidden in the " "Godot scene." -msgstr "隐藏在视图中的对象将被导出,但将隐藏在Godot场景中." +msgstr "隐藏在视图中的对象将被导出, 但将隐藏在Godot场景中." #: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:40 msgid "Build pipeline integration" @@ -75,8 +75,8 @@ msgid "" "systems. An example Makefile and python script that exports all the blends " "in a directory are present in the Godot-Blender-exporter repository." msgstr "" -"如果您有数百个模型文件,则不希望您的艺术家浪费时间手动导出他们的blend文件.为了" -"解决这个问题,导出器提供了一个python函数 ``io_scene_godot." -"export(out_file_path)`` ,可以调用它来导出文件.这样可以轻松地与其他构建系统集" -"成.Godot-Blender-exporter存储库中有一个示例Makefile和python脚本,可导出目录中" -"的所有blend文件." +"如果您有数百个模型文件, 则不希望您的艺术家浪费时间手动导出他们的blend文件. 为" +"了解决这个问题, 导出器提供了一个python函数 ``io_scene_godot." +"export(out_file_path)`` , 可以调用它来导出文件. 这样可以轻松地与其他构建系统" +"集成.Godot-Blender-exporter存储库中有一个示例Makefile和python脚本, 可导出目录" +"中的所有blend文件." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index e53ef8c2df..88c58e3ee5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,21 +26,21 @@ msgid "" "By default, lamps in Blender have shadows enabled. This can cause " "performance issues in Godot." msgstr "" -"默认情况下,Blender中的灯泡已经启用了阴影.这在Godot中可能会导致性能问题." +"默认情况下,Blender中的灯泡已经启用了阴影. 这在Godot中可能会导致性能问题." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:8 msgid "" "Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " "is released, this will be removed and this part of the exporter will change." msgstr "" -"灯泡导出时,使用其 ``Blender渲染`` 设置.发行Blender 2.8后,将删除它,并且导出器" -"的这一部分将更改." +"灯泡导出时, 使用其 ``Blender渲染`` 设置. 发行Blender 2.8后, 将删除它, 并且导" +"出器的这一部分将更改." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:11 msgid "" "Sun, point and spot lamps are all exported from Blender along with many of " "their properties:" -msgstr "太阳灯、点光源和聚光灯均从Blender导出,并具有许多特性:" +msgstr "太阳灯, 点光源和聚光灯均从Blender导出, 并具有许多特性:" #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:16 msgid "There are some things to note:" @@ -52,15 +52,15 @@ msgid "" "clamped by the attenuation distance. To most closely match between the " "viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" msgstr "" -"在Blender中,灯将光线投射到无穷远.在Godot中,它受衰减距离的限制.要在视图和Godot" -"之间最紧密地匹配,启用 ``球体(Sphere)`` 复选框.(以绿色高亮显示)" +"在Blender中, 灯将光线投射到无穷远. 在Godot中, 它受衰减距离的限制. 要在视图和" +"Godot之间最紧密地匹配, 启用 ``球体(Sphere)`` 复选框.(以绿色高亮显示)" #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:21 msgid "" "Light attenuation models differ between Godot and Blender. The exporter " "attempts to make them match, but it isn't always very good." msgstr "" -"Godot和Blender之间的光衰减模型不同.导出器试图使它们匹配,但并不总是很好." +"Godot和Blender之间的光衰减模型不同. 导出器试图使它们匹配, 但并不总是很好." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:23 msgid "" @@ -68,8 +68,8 @@ msgid "" "The exporter attempts to make them similar, but it doesn't always look the " "same." msgstr "" -"Godot和Blender之间的聚光角度衰减模型也有所不同.导出器试图使它们相似,但它看起" -"来并不总是相同." +"Godot和Blender之间的聚光角度衰减模型也有所不同. 导出器试图使它们相似, 但它看" +"起来并不总是相同." #: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:26 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index 9dd0a93e0c..fd99c93210 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,8 +33,8 @@ msgid "" "means that you cannot see your model with the material applied inside " "Blender." msgstr "" -"导出器处理材质的一种方法,是尝试将Blender材质与现有的Godot材质进行匹配.这具有" -"能够使用Godot材质系统的所有功能的优点,但这意味着您可以看到模型,但不附带在" +"导出器处理材质的一种方法, 是尝试将Blender材质与现有的Godot材质进行匹配. 这具" +"有能够使用Godot材质系统的所有功能的优点, 但这意味着您可以看到模型, 但不附带在" "Blender中应用的材质." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:12 @@ -46,10 +46,11 @@ msgid "" "is not a ``SpatialMaterial`` or ``ShaderMaterial`` or if it cannot be found, " "then the exporter will fall back to exporting the material from Blender." msgstr "" -"为此,导出器会尝试查找名称与Blender中的材质名称相匹配的Godot材质.因此,如果您在" -"Blender中导出一个对象,它使用名为 ``PurpleDots`` 的材质,则导出器将搜索文件 " -"``PurpleDots.tres`` 并将其分配给该对象.如果此文件不是 ``SpatialMaterial`` 或 " -"``ShaderMaterial`` ,或者如果找不到,则导出器将退回到从Blender导出材质." +"为此, 导出器会尝试查找名称与Blender中的材质名称相匹配的Godot材质. 因此, 如果" +"您在Blender中导出一个对象, 它使用名为 ``PurpleDots`` 的材质, 则导出器将搜索文" +"件 ``PurpleDots.tres`` 并将其分配给该对象. 如果此文件不是 " +"``SpatialMaterial`` 或 ``ShaderMaterial`` , 或者如果找不到, 则导出器将退回到" +"从Blender导出材质." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:20 msgid "" @@ -68,8 +69,8 @@ msgid "" "will throw an error. This is useful for most projects where naming conflicts " "are unlikely." msgstr "" -"项目目录——尝试查找 ``project.Godot`` 并递归搜索子目录.如果找不到 ``project." -"Godot`` ,则会抛出错误.这对于不太可能存在命名冲突的大多数项目非常有用." +"项目目录——尝试查找 ``project.Godot`` 并递归搜索子目录. 如果找不到 ``project." +"Godot`` , 则会抛出错误. 这对于不太可能存在命名冲突的大多数项目非常有用." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:30 msgid "" @@ -77,12 +78,12 @@ msgid "" "location. This is useful for projects where you may have duplicate material " "names and need more control over what material gets assigned." msgstr "" -"导出目录——在导出位置的子目录中查找材质.这对于您可能具有重复材质名称并需要更多" -"控制所分配材质的项目非常有用." +"导出目录——在导出位置的子目录中查找材质. 这对于您可能具有重复材质名称并需要更" +"多控制所分配材质的项目非常有用." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:33 msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "无——不搜索材质.从Blender文件中导出它们." +msgstr "无——不搜索材质. 从Blender文件中导出它们." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:37 msgid "Export of Cycles/EEVEE materials" @@ -94,8 +95,8 @@ msgid "" "node tree to Godot Shader Material. Note that some of the Shader Node are " "not supported yet due to difficulties in implementation, which are:" msgstr "" -"导出器具有一个基本支持,可以将Cycles/EEVEE材质节点树转换为Godot着色器材质.请注" -"意,由于实现上的困难,尚不支持某些着色器节点,它们是:" +"导出器具有一个基本支持, 可以将Cycles/EEVEE材质节点树转换为Godot着色器材质. 请" +"注意, 由于实现上的困难, 尚不支持某些着色器节点, 它们是:" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:43 msgid "all the ``noisy textures``" @@ -114,8 +115,8 @@ msgid "" "shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " "``add shader`` and ``mix shader``" msgstr "" -"着色器节点除了 ``条理化BSDF``、 ``漫射``、 ``光泽度``、 ``玻璃``、 ``添加着色" -"器``以及``混合着色器``" +"着色器节点除了 ``条理化BSDF``, ``漫射``, ``光泽度``, ``玻璃``, ``添加着色器" +"`` 以及 ``混合着色器``" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:50 msgid "" @@ -123,8 +124,8 @@ msgid "" "output shader node, it is the only one guaranteed to be exactly correct. " "Others are just based on approximation." msgstr "" -"如果可能的话,尽量使用带有GGX分布的PrincipledBSDF节点作为输出着色器节点,这是唯" -"一能保证完全正确的节点,其他的只是基于近似值." +"如果可能的话, 尽量使用带有GGX分布的PrincipledBSDF节点作为输出着色器节点, 这是" +"唯一能保证完全正确的节点, 其他的只是基于近似值." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:53 msgid "" @@ -133,8 +134,8 @@ msgid "" "color and a few flags (e.g. unshaded) are exported and form a Spatial " "Material." msgstr "" -"有时,材质可能对于导出无效(例如,具有某些不受支持的节点),或者使用的是Blender内" -"置引擎,仅导出漫反射颜色和一些标记(例如,无阴影)并形成一个空间材质." +"有时, 材质可能对于导出无效(例如, 具有某些不受支持的节点), 或者使用的是Blender" +"内置引擎, 仅导出漫反射颜色和一些标记(例如, 无阴影)并形成一个空间材质." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:59 msgid "Generate external materials" @@ -146,11 +147,11 @@ msgid "" "internal to the ``escn`` file. There is an option which could enable " "generating external ``.material`` file when the ``escn`` file opens in Godot." msgstr "" -"材料导出的默认配置会将所有材质保留在 ``escn`` 文件内部.有一个选项可以确保,在" -"Godot中打开 ``escn`` 文件时生成外部 ``.material`` 文件." +"材料导出的默认配置会将所有材质保留在 ``escn`` 文件内部. 有一个选项可以确保, " +"在Godot中打开 ``escn`` 文件时生成外部 ``.material`` 文件." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:67 msgid "" "``.material`` file can be assigned to any material slot to be a external " "resource." -msgstr "``.material`` 文件可以分配到任何材料插槽,以作为一个外部资源." +msgstr "``.material`` 文件可以分配到任何材料插槽, 以作为一个外部资源." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 44aadd658c..1001336b83 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,8 +30,8 @@ msgid "" "There is an exporting option :code:`Apply Modifiers` to control whether mesh " "modifiers are applied to the exported mesh." msgstr "" -"有一个导出选项 ``应用修改器(Apply Modifiers)``,用来控制是否将网格修改器应用于" -"导出的网格." +"有一个导出选项 ``应用修改器(Apply Modifiers)``, 用来控制是否将网格修改器应用" +"于导出的网格." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:11 msgid "Shape Key" @@ -43,8 +43,8 @@ msgid "" "almost like exporting the mesh again, so don't be surprised it takes a " "relatively long time." msgstr "" -"支持导出网格形状键,但是导出每个形状键几乎就像再次导出网格一样,所以不要惊讶它" -"需要相对长的时间." +"支持导出网格形状键, 但是导出每个形状键几乎就像再次导出网格一样, 所以不要惊讶" +"它需要相对长的时间." #: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:17 msgid "" @@ -55,7 +55,7 @@ msgid "" "github.com/godotengine/godot-blender-exporter/issues>`__, which helps to " "develop the exporter to have a more precise check of modifiers." msgstr "" -"许多修改器与形状键不兼容(例如,次表面修改器),因此如果发现导出的形状键不正确,请" -"尝试禁用 ``应用修改器`` 并再次进行导出.此外,值得将不兼容的修改器报告给 `问题" -"列表 <https://github.com/godotengine/godot-blender-exporter/issues>`__,这有助" -"于开发导出器以更准确地检查修改器." +"许多修改器与形状键不兼容(例如, 次表面修改器), 因此如果发现导出的形状键不正" +"确, 请尝试禁用 ``应用修改器`` 并再次进行导出. 此外, 值得将不兼容的修改器报告" +"给 `问题列表 <https://github.com/godotengine/godot-blender-exporter/" +"issues>`__, 这有助于开发导出器以更准确地检查修改器." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index bfbab0e44f..8b560989bc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,15 +25,15 @@ msgstr "物理属性" msgid "" "Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " "physics tab:" -msgstr "通过在Blenders物理选项卡中,启用 ``刚体(Rigid Body)`` 来导出物理属性:" +msgstr "通过在Blenders物理选项卡中, 启用 ``刚体(Rigid Body)`` 来导出物理属性:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:10 msgid "" "By default, a single Blender object with rigid body enabled will export as " "three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance." msgstr "" -"默认情况下,启用了刚体的单个Blender对象将导出为三个节点:``PhysicsBody``、" -"``CollisionShape``、和 ``MeshInstance``." +"默认情况下, 启用了刚体的单个Blender对象将导出为三个节点:``PhysicsBody``, " +"``CollisionShape``, 和 ``MeshInstance``." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14 msgid "Body type" @@ -45,8 +45,8 @@ msgid "" "These turn into Static and RigidBody nodes. To create a kinematic body, " "enable the \"animated\" checkbox on an \"Active\" body:" msgstr "" -"Blender只有\"活动\"和\"不活动\"刚体的概念.这些转变为Static和RigidBody节点.要" -"创建运动体,请在\"活动\"物体上启用\"动画化\"复选框:" +"Blender只有 \"活动\" 和 \"不活动\" 刚体的概念. 这些转变为Static和RigidBody节" +"点. 要创建运动体, 请在 \"活动\" 物体上启用 \"动画化\" 复选框:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:23 msgid "Collision shapes" @@ -59,8 +59,8 @@ msgid "" "the options in Blender's rigid body collision and rigid body dynamics " "interfaces are supported:" msgstr "" -"Blender中缺少碰撞形状的许多参数,并且许多碰撞形状也不存在.但是,支持Blender刚体" -"碰撞和刚体动力学界面中的几乎所有选项:" +"Blender中缺少碰撞形状的许多参数, 并且许多碰撞形状也不存在. 但是, 支持Blender" +"刚体碰撞和刚体动力学界面中的几乎所有选项:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:39 msgid "There are the following caveats:" @@ -72,8 +72,8 @@ msgid "" "Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " "and Godot" msgstr "" -"并非所有碰撞形状都受支持.Blender和Godot只同时支持 ``Mesh``、``Convex Hull``、" -"``Capsule``、``Sphere`` 和 ``Box``" +"并非所有碰撞形状都受支持.Blender和Godot只同时支持 ``Mesh``, ``Convex Hull``, " +"``Capsule``, ``Sphere`` 和 ``Box``" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:36 msgid "" @@ -82,8 +82,8 @@ msgid "" "collision mask is equal to its collision group. Most of the time, this is " "what you want." msgstr "" -"在Godot中,您可以有不同的碰撞编组和碰撞遮罩.在Blender中,您只有碰撞编组.因此,导" -"出对象的碰撞遮罩等于其碰撞编组.大多数时候,这就是您想要的." +"在Godot中, 您可以有不同的碰撞编组和碰撞遮罩. 在Blender中, 您只有碰撞编组. 因" +"此, 导出对象的碰撞遮罩等于其碰撞编组. 大多数时候, 这就是您想要的." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:42 msgid "" @@ -91,8 +91,8 @@ msgid "" "rigid body enabled. The physics properties are taken from the parent-most " "rigid body, and the rest are used as collision shapes." msgstr "" -"要构建复合物理形状,请启用将刚体设置为多个对象的父级.物理属性取自最高父级的刚" -"体,其余用作碰撞形状." +"要构建复合物理形状, 请启用将刚体设置为多个对象的父级. 物理属性取自最高父级的" +"刚体, 其余用作碰撞形状." #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:47 msgid "Collision geometry only" @@ -105,8 +105,8 @@ msgid "" "the collision shape. To only export the collision shape, set the object's " "maximum draw type to Wire:" msgstr "" -"通常,你希望碰撞网格和图形网格有不同的几何形状,但默认情况下,导出器会将网格和碰" -"撞形状一起导出,要只导出碰撞形状,请将对象的最大绘制类型设置为Wire:" +"通常, 你希望碰撞网格和图形网格有不同的几何形状, 但默认情况下, 导出器会将网格" +"和碰撞形状一起导出, 要只导出碰撞形状, 请将对象的最大绘制类型设置为Wire:" #: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:56 msgid "" @@ -114,5 +114,5 @@ msgid "" "of the time, you want your collision geometry to be shown see-through when " "working on the models, so this works out fairly nicely." msgstr "" -"这也将影响对象在Blender视图中的显示方式.大多数时候,您希望在处理模型时透明显示" -"碰撞几何体,因此效果很好." +"这也将影响对象在Blender视图中的显示方式. 大多数时候, 您希望在处理模型时透明显" +"示碰撞几何体, 因此效果很好." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index f7e34554d4..86c158eeb9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,8 +40,8 @@ msgid "" "Blender, so that the exported bone transform be consistent between Blender " "and Godot" msgstr "" -"三个复选框 ``Inherit Rotation``、``Inherit Scale``、``Local Location`` (红色)" -"必须在Blender中构建骨架时勾选,以便在Blender和Godot之间,导出的骨骼变换一致" +"三个复选框 ``Inherit Rotation``, ``Inherit Scale``, ``Local Location`` (红色)" +"必须在Blender中构建骨架时勾选, 以便在Blender和Godot之间, 导出的骨骼变换一致" #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:18 msgid "" @@ -49,8 +49,8 @@ msgid "" "Blender. Make sure that the skeleton is reset to its T-pose or default rest " "pose." msgstr "" -"当在Blender导出时,网格不会被骨骼变形很重要.确保骨骼复位为其T型姿势或默认的重" -"置姿势." +"当在Blender导出时, 网格不会被骨骼变形很重要. 确保骨骼复位为其T型姿势或默认的" +"重置姿势." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:22 msgid "Bone Weights" @@ -63,9 +63,9 @@ msgid "" "the mesh deformed. Therefore, the exporter would raise an error for any " "vertex with no bone weights detected in a rigged mesh." msgstr "" -"Blender在其原始位置放置了没有骨骼权重的已绑定网格顶点,但是这些顶点将放置在" -"Godot中的 ``(0, 0, 0)`` 处,从而使网格形变.因此,对于在绑定网格中未检测到骨骼权" -"重的任何顶点,导出器都会引发错误." +"Blender在其原始位置放置了没有骨骼权重的已绑定网格顶点, 但是这些顶点将放置在" +"Godot中的 ``(0, 0, 0)`` 处, 从而使网格形变. 因此, 对于在绑定网格中未检测到骨" +"骼权重的任何顶点, 导出器都会引发错误." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:30 msgid "Non-Deform Bone" @@ -77,8 +77,8 @@ msgid "" "the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " "picture." msgstr "" -"请注意,通过启用 ``排除控制骨骼``,可以将未形变骨骼配置为不导出;图片中显示了形" -"变骨骼复选框." +"请注意, 通过启用 ``排除控制骨骼``, 可以将未形变骨骼配置为不导出;图片中显示了" +"形变骨骼复选框." #: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:38 msgid "Bone Attachment" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po index be2f17ccdb..3b973c1073 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,20 +32,21 @@ msgid "" "to specify how to convert and change import flags for textures, audio files, " "scenes, etc." msgstr "" -"以前,在Godot 2.x中导入素材需要手动维护一个包含源素材的单独目录.如果不这样做," -"就无法指定如何转换和更改纹理、音频文件、场景等的导入标志." +"以前, 在Godot 2.x中导入素材需要手动维护一个包含源素材的单独目录. 如果不这样" +"做, 就无法指定如何转换和更改纹理, 音频文件, 场景等的导入标志." #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" -"在Godot 3.0+中,我们使用一种更现代的导入方法:只需将素材(图像文件,场景,音频文" -"件,字体等)直接拖到项目文件夹中(使用系统文件资源管理器手动复制它们).Godot将自" -"动在内部导入这些文件,并将导入的素材隐藏在 ``res://.import`` 文件夹中." +"在Godot 3.0+中, 我们使用一种更现代的导入方法: 只需将素材(图像文件, 场景, 音频" +"文件, 字体等)直接拖到项目文件夹中(使用系统文件资源管理器手动复制它们).Godot将" +"自动在内部导入这些文件, 并将导入的素材隐藏在 ``res://.import`` 文件夹中." #: ../../docs/getting_started/workflow/assets/import_process.rst:20 msgid "" @@ -55,18 +56,18 @@ msgid "" "try and access an imported asset using the :ref:`File <class_File>` class it " "will work in the editor, but break in the exported project." msgstr "" -"这意味着,在尝试通过代码访问导入的素材时,你需要使用 :ref:" -"`ResourceLoader<class_ResourceLoader>` ,它会自动考虑内部文件的保存位置.如果尝" -"试使用 :ref:`File <class_File>` 类访问导入的素材,它会在编辑器中正常运作,但在" -"导出的项目中会出错." +"这意味着, 在尝试通过代码访问导入的素材时, 你需要使用 :ref:" +"`ResourceLoader<class_ResourceLoader>` , 它会自动考虑内部文件的保存位置. 如果" +"尝试使用 :ref:`File <class_File>` 类访问导入的素材, 它会在编辑器中正常运作, " +"但在导出的项目中会出错." #: ../../docs/getting_started/workflow/assets/import_process.rst:26 msgid "" "However, the :ref:`Resource Loader<class_ResourceLoader>` cannot access non " "imported files, only the :ref:`File <class_File>` class can." msgstr "" -"然而 :ref:`Resource Loader<class_ResourceLoader>` 无法访问非导入的文件,只有 :" -"ref:`File <class_File>` 类可以." +"然而 :ref:`Resource Loader<class_ResourceLoader>` 无法访问非导入的文件, 只" +"有 :ref:`File <class_File>` 类可以." #: ../../docs/getting_started/workflow/assets/import_process.rst:30 msgid "Changing import parameters" @@ -78,15 +79,16 @@ msgid "" "import parameters are only present in non-native Godot resource types) " "select the relevant resource in the filesystem dock:" msgstr "" -"在Godot中更改素材的导入参数(再次提醒,只有非本地的 Godot 素材类型有导入参数)," -"只需在文件系统停靠面板中选择相关的素材:" +"在Godot中更改素材的导入参数(再次提醒, 只有非本地的 Godot 素材类型有导入参" +"数), 只需在文件系统停靠面板中选择相关的素材:" #: ../../docs/getting_started/workflow/assets/import_process.rst:38 msgid "" "Then, after adjusting the parameters, press \"Reimport\". These parameters " "will only be used for this asset and on future reimports." msgstr "" -"并且,在调整参数后,按下 ``重新导入``.这些参数将仅用于此素材和之后的重新导入." +"并且, 在调整参数后, 按下 ``重新导入``. 这些参数将仅用于此素材和之后的重新导" +"入." #: ../../docs/getting_started/workflow/assets/import_process.rst:41 msgid "" @@ -94,8 +96,8 @@ msgid "" "possible. Simply select all of them together in the resources dock and the " "exposed parameters will apply to all of them when reimporting." msgstr "" -"同时更改多个素材的导入参数也是可能的.只需在资源停靠面板中一起选择所有这些素" -"材,当重新导入时,所暴露的参数将应用于它们." +"同时更改多个素材的导入参数也是可能的. 只需在资源停靠面板中一起选择所有这些素" +"材, 当重新导入时, 所暴露的参数将应用于它们." #: ../../docs/getting_started/workflow/assets/import_process.rst:46 msgid "Reimporting multiple assets" @@ -109,9 +111,9 @@ msgid "" "reimport in the file system. In the import tab there will now be a checkbox " "to the left of every import parameter." msgstr "" -"在进行项目时,你可能会发现有数个素材都需要修改同一个参数的情况,例如启用" -"mipmaps,但你只想改动特定的参数.为此,请在文件系统中选择你要重新导入的素材.现在" -"导入选项卡的每个导入参数的左边都会出现一个复选框." +"在进行项目时, 你可能会发现有数个素材都需要修改同一个参数的情况, 例如启用" +"mipmaps, 但你只想改动特定的参数. 为此, 请在文件系统中选择你要重新导入的素材. " +"现在导入选项卡的每个导入参数的左边都会出现一个复选框." #: ../../docs/getting_started/workflow/assets/import_process.rst:56 msgid "" @@ -120,8 +122,8 @@ msgid "" "button and every selected asset will be reimported with only those " "parameters changed." msgstr "" -"勾选导入素材中你想更改的参数,然后照常修改参数.最后点击\"重新导入\"按钮.这样就" -"重新导入了只有选定部分参数被修改过的素材." +"勾选导入素材中你想更改的参数, 然后照常修改参数. 最后点击 \"重新导入\" 按钮. " +"这样就重新导入了只有选定部分参数被修改过的素材." #: ../../docs/getting_started/workflow/assets/import_process.rst:62 msgid "Automatic reimport" @@ -133,25 +135,28 @@ msgid "" "automatic reimport of it, applying the preset configured for that specific " "asset." msgstr "" -"当源素材的 MD5 校验发生变化时,Godot 将执行自动重新导入,应用为该特定素材配置的" -"预设." +"当源素材的 MD5 校验发生变化时,Godot 将执行自动重新导入, 应用为该特定素材配置" +"的预设." #: ../../docs/getting_started/workflow/assets/import_process.rst:69 msgid "Files generated" msgstr "生成的文件" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" -"导入将添加一个额外的<asset>.import文件,其中包含导入配置.确保将这些提交到您的" -"版本控制系统!" +"导入将添加一个额外的 <asset>.import文件, 其中包含导入配置. 确保将这些提交到您" +"的版本控制系统!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" -msgstr "此外,额外的素材将预设在隐藏的 ``res://.import`` 文件夹中:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" +msgstr "此外, 额外的素材将预设在隐藏的 ``res://.import`` 文件夹中:" #: ../../docs/getting_started/workflow/assets/import_process.rst:80 msgid "" @@ -161,9 +166,9 @@ msgid "" "reimporting time when checking out on another computer, but it takes " "considerably more space and transfer time. Pick your poison!" msgstr "" -"如果此文件夹中的任何文件被删除(或整个文件夹),则素材将自动重新导入.因此,将此文" -"件夹提交给版本控制系统是可选的.当检出到另一台计算机上时,它可以节省重新导入的" -"时间,但需要相当多的空间和传输时间.请自己决定!" +"如果此文件夹中的任何文件被删除(或整个文件夹), 则素材将自动重新导入. 因此, 将" +"此文件夹提交给版本控制系统是可选的. 当检出到另一台计算机上时, 它可以节省重新" +"导入的时间, 但需要相当多的空间和传输时间. 请自己决定!" #: ../../docs/getting_started/workflow/assets/import_process.rst:87 msgid "Changing import resource type" @@ -174,8 +179,8 @@ msgid "" "Some source assets can be imported as different types of resources. For " "this, select the relevant type of resource desired and press \"Reimport\":" msgstr "" -"一些源素材可以作为不同类型的资源被导入.为此,选择所需资源的相关类型,然后按 ``" -"重新导入`` 即可:" +"一些源素材可以作为不同类型的资源被导入. 为此, 选择所需资源的相关类型, 然后按 " +"``重新导入`` 即可:" #: ../../docs/getting_started/workflow/assets/import_process.rst:97 msgid "Changing default import parameters" @@ -188,8 +193,8 @@ msgid "" "some resource types offering presets, the default setting can be saved and " "cleared too:" msgstr "" -"不同类型的游戏可能需要不同的默认值.通过使用 ``预设(Preset ..)`` 菜单,可以更改" -"每个项目的默认值.除了某些提供预设的素材类型外,还可以保存和清除默认设置:" +"不同类型的游戏可能需要不同的默认值. 通过使用 ``预设(Preset ..)`` 菜单, 可以更" +"改每个项目的默认值. 除了某些提供预设的素材类型外, 还可以保存和清除默认设置:" #: ../../docs/getting_started/workflow/assets/import_process.rst:107 msgid "Simplicity is key!" @@ -200,11 +205,11 @@ msgid "" "This is a very simple workflow which should take very little time to get " "used to. It also enforces a more correct way to deal with resources." msgstr "" -"这是一个非常简单的工作流程,只需很短的时间来习惯.它还能以更加正确的方式来处理" -"资源." +"这是一个非常简单的工作流程, 只需很短的时间来习惯. 它还能以更加正确的方式来处" +"理资源." #: ../../docs/getting_started/workflow/assets/import_process.rst:112 msgid "" "There are many types of assets available for import, so please continue " "reading to understand how to work with all of them!" -msgstr "有许多可导入的素材类型,请继续阅读,了解如何使用它们!" +msgstr "有许多可导入的素材类型, 请继续阅读, 了解如何使用它们!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 8d83e3609e..dd03ac1b36 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,7 +29,7 @@ msgstr "支持的文件" msgid "" "Godot provides three options to import your audio data: WAV, Ogg Vorbis and " "MP3." -msgstr "Godot提供了三个选项来导入您的音频数据:WAV、Ogg Vorbis和MP3." +msgstr "Godot提供了三个选项来导入您的音频数据:WAV, Ogg Vorbis和MP3." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 msgid "Each has different advantages." @@ -41,16 +41,16 @@ msgid "" "lightweight on the CPU to play back (hundreds of simultaneous voices in this " "format are fine). The downside is that they take up a lot of disk space." msgstr "" -"WAV文件使用原始数据或轻度压缩(IMA-ADPCM).它们在CPU上的播放是轻量级的(这种格式" -"的数百个同步声音都可以).缺点是它们会占用大量的磁盘空间." +"WAV文件使用原始数据或轻度压缩(IMA-ADPCM). 它们在CPU上的播放是轻量级的(这种格" +"式的数百个同步声音都可以). 缺点是它们会占用大量的磁盘空间." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:17 msgid "" "Ogg Vorbis files use a stronger compression that results in much smaller " "file size, but require significantly more processing power to play back." msgstr "" -"Ogg Vorbis文件使用更强的压缩率,从而可以减小文件大小,但需要更多的处理能力才能" -"播放." +"Ogg Vorbis文件使用更强的压缩率, 从而可以减小文件大小, 但需要更多的处理能力才" +"能播放." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:20 msgid "" @@ -61,10 +61,10 @@ msgid "" "and HTML5 projects where CPU resources are limited, especially when playing " "multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" -"MP3文件使用IMA-ADPCM的压缩效果比WAV好,但比Ogg Vorbis差.这意味着,一个与Ogg " -"Vorbis质量大致相同的MP3文件将明显增大.从好的方面来看,与Ogg Vorbis相比,MP3在播" -"放时需要较少的CPU使用率.这使得MP3对于CPU资源有限的移动和HTML5项目非常有用,特" -"别是在同时播放多个压缩声音时(如长的环境音)." +"MP3文件使用IMA-ADPCM的压缩效果比WAV好, 但比Ogg Vorbis差. 这意味着, 一个与Ogg " +"Vorbis质量大致相同的MP3文件将明显增大. 从好的方面来看, 与Ogg Vorbis相比,MP3在" +"播放时需要较少的CPU使用率. 这使得MP3对于CPU资源有限的移动和HTML5项目非常有" +"用, 特别是在同时播放多个压缩声音时(如长的环境音)." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 msgid "Here is a comparative chart." @@ -80,7 +80,7 @@ msgstr "1秒的音频" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24 bits,96 kHz,立体声" +msgstr "WAV 24 bits,96 kHz, 立体声" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 msgid "576 KB" @@ -88,7 +88,7 @@ msgstr "576 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16-bit,44 kHz,单声道" +msgstr "WAV 16-bit,44 kHz, 单声道" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 msgid "88 KB" @@ -96,7 +96,7 @@ msgstr "88 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:37 msgid "WAV 16-bit, IMA-ADPCM, mono" -msgstr "WAV 16-bit,IMA-ADPCM,单声道" +msgstr "WAV 16-bit,IMA-ADPCM, 单声道" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:37 msgid "22 KB" @@ -112,7 +112,7 @@ msgstr "24 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s,立体声" +msgstr "Ogg Vorbis 128 Kb/s, 立体声" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 msgid "16 KB" @@ -120,7 +120,7 @@ msgstr "16 KB" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:43 msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "Ogg Vorbis 96 Kb/s,立体声" +msgstr "Ogg Vorbis 96 Kb/s, 立体声" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:43 msgid "12 KB" @@ -131,7 +131,8 @@ msgid "" "Consider using WAV for short and repetitive sound effects, and Ogg Vorbis " "for music, speech, and long sound effects." msgstr "" -"考虑将 ``WAV`` 用于短而重复的音效,而将 ``Ogg Vorbis`` 用于音乐、语音和长音效." +"考虑将 ``WAV`` 用于短而重复的音效, 而将 ``Ogg Vorbis`` 用于音乐, 语音和长音" +"效." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:50 msgid "Best practices" @@ -144,13 +145,13 @@ msgid "" "reducing their size greatly and ensuring correct trimming. Say no to SFX " "with baked reverb!" msgstr "" -"Godot有一个带有内置效果的 :ref:`扩展总线系统 <doc_audio_buses>` .这使 :abbr:" -"`SFX(Sound Effects,音效)` 艺术家无需在音效中添加混响,从而大大减小了它们的尺寸" -"并确保正确的修剪.对使用混响烘焙的SFX说不!" +"Godot有一个带有内置效果的 :ref:`扩展总线系统 <doc_audio_buses>` . 这使 :abbr:" +"`SFX(Sound Effects, 音效)` 艺术家无需在音效中添加混响, 从而大大减小了它们的尺" +"寸并确保正确的修剪. 对使用混响烘焙的SFX说不!" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:59 msgid "As you can see above, sound effects become huge with reverb added." -msgstr "正如您在上面看到的,添加混响后音效会变得非常巨大." +msgstr "正如您在上面看到的, 添加混响后音效会变得非常巨大." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:62 msgid "Trimming" @@ -163,13 +164,13 @@ msgid "" "saving to a waveform, increase their size unnecessarily and add latency to " "the moment they are played back." msgstr "" -"经常发生的一个问题是,在开始和结束时,输出的波形长时间无声.当保存到波形时,它们" -"由 :abbr:`DAW(Digital Audio Workstation,数字音频工作站)` 插入,非必要地增加了" -"它们的大小,并增加了播放时的延迟." +"经常发生的一个问题是, 在开始和结束时, 输出的波形长时间无声. 当保存到波形时, " +"它们由 :abbr:`DAW(Digital Audio Workstation, 数字音频工作站)` 插入, 非必要地" +"增加了它们的大小, 并增加了播放时的延迟." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:69 msgid "Importing as WAV with the **Trimming** option enabled solves this." -msgstr "在启用 **修剪** 选项的情况下将其导入为 ``WAV``,即可解决此问题." +msgstr "在启用 **修剪** 选项的情况下将其导入为 ``WAV``, 即可解决此问题." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:73 msgid "Looping" @@ -182,11 +183,11 @@ msgid "" "engines, machine guns etc. Ping-pong looping is also supported." msgstr "" "Godot 支持在采样中循环(Sound Forge或Audition等工具可以将循环点添加到WAV文件" -"中).这对如引擎、机枪等音效很有用.还支持乒乓循环." +"中). 这对如引擎, 机枪等音效很有用. 还支持乒乓循环." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:80 msgid "" "As an alternative, the Import dock has a **Loop** option that enables " "looping for the entire sample when importing." msgstr "" -"另外,导入停靠面板具有 **循环(Loop)** 选项,可以在导入时对整个采样进行循环." +"另外, 导入停靠面板具有 **循环(Loop)** 选项, 可以在导入时对整个采样进行循环." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 8b7f6ec244..0268a59ce4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,8 +34,8 @@ msgid "" "BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " "8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" -"BMP (``.bmp``) - 不支持每像素16位的图像.只支持每像素1位、4位、8位、24位和32位" -"图像." +"BMP (``.bmp``) - 不支持每像素16位的图像. 只支持每像素1位, 4位, 8位, 24位和32" +"位图像." #: ../../docs/getting_started/workflow/assets/importing_images.rst:13 msgid "" @@ -43,8 +43,8 @@ msgid "" "will be loaded directly. This can be used to achieve effects using custom " "mipmaps." msgstr "" -"DirectDraw Surface(``.dds``) -如果纹理中存在mipmap,则直接加载.可以使用自定义" -"mipmap制作特效." +"DirectDraw Surface(``.dds``) -如果纹理中存在mipmap, 则直接加载. 可以使用自定" +"义mipmap制作特效." #: ../../docs/getting_started/workflow/assets/importing_images.rst:16 msgid "" @@ -83,9 +83,9 @@ msgid "" "wiki/index.php/Using_the_Command_Line#Export_files>`__." msgstr "" "SVG (``.svg``, ``.svgz``) - SVG在导入时使用 `NanoSVG <https://github.com/" -"memononen/nanosvg>`__ 进行栅格化.支持并不完善,复杂向量可能无法正确渲染.对于复" -"杂的向量,使用Inkscape将其渲染成PNGs往往是更好的解决方案.这个操作可以通过" -"Inkscape的 `命令行界面 <https://wiki.inkscape.org/wiki/index.php/" +"memononen/nanosvg>`__ 进行栅格化. 支持并不完善, 复杂向量可能无法正确渲染. 对" +"于复杂的向量, 使用Inkscape将其渲染成PNGs往往是更好的解决方案. 这个操作可以通" +"过Inkscape的 `命令行界面 <https://wiki.inkscape.org/wiki/index.php/" "Using_the_Command_Line#Export_files>`__ 来自动完成." #: ../../docs/getting_started/workflow/assets/importing_images.rst:30 @@ -96,7 +96,7 @@ msgstr "WebP (``.webp``)" msgid "" "If you've compiled the Godot editor from source with specific modules " "disabled, some formats may not be available." -msgstr "如果你从源代码编译Godot编辑器时禁用了特定的模块,某些格式可能无法使用." +msgstr "如果你从源代码编译Godot编辑器时禁用了特定的模块, 某些格式可能无法使用." #: ../../docs/getting_started/workflow/assets/importing_images.rst:38 msgid "Importing textures" @@ -108,8 +108,8 @@ msgid "" "stored in video memory and can't be accessed directly. This is what makes " "drawing them efficient." msgstr "" -"Godot 中的默认操作是将图像导入为纹理.纹理存储在显存中,不能直接访问.这就是使得" -"绘制它们变得高效的原因." +"Godot 中的默认操作是将图像导入为纹理. 纹理存储在显存中, 不能直接访问. 这就是" +"使得绘制它们变得高效的原因." #: ../../docs/getting_started/workflow/assets/importing_images.rst:44 msgid "Import options are vast:" @@ -127,10 +127,10 @@ msgid "" "enabled and compression is changed to VRAM). Texture is also reimported " "automatically." msgstr "" -"这个选项让 Godot 知道在 3D 中何时使用纹理(默认情况下导入为 2D).如果开启这个选" -"项,设置会发生改变,所以纹理标记对 3D 更友好(``贴图(mipmap)``、``过滤器" +"这个选项让 Godot 知道在 3D 中何时使用纹理(默认情况下导入为 2D). 如果开启这个" +"选项, 设置会发生改变, 所以纹理标记对 3D 更友好(``贴图(mipmap)``, ``过滤器" "(filter)`` 和 ``重复(repeat)`` 变为启用,``压缩(compression)`` 变为 ``显存" -"(VRAM)``).纹理也自动重新导入." +"(VRAM)``). 纹理也自动重新导入." #: ../../docs/getting_started/workflow/assets/importing_images.rst:55 msgid "Compression" @@ -142,8 +142,8 @@ msgid "" "they need to be compressed. Godot offers several compression methods, " "depending on the use case." msgstr "" -"图像是游戏中最大的素材之一.为了有效地处理它们,它们被需要压缩.Godot根据使用情" -"况提供了几种压缩方法." +"图像是游戏中最大的素材之一. 为了有效地处理它们, 它们被需要压缩.Godot根据使用" +"情况提供了几种压缩方法." #: ../../docs/getting_started/workflow/assets/importing_images.rst:61 msgid "Compress Mode" @@ -156,8 +156,9 @@ msgid "" "considerably (usually by a factor between 4 and 6). This mode should be " "avoided for 2D as it exhibits noticeable artifacts." msgstr "" -"**VRAM压缩:** 这是3D素材最常见的压缩方式.可以减小磁盘文件的大小,同时大大减少" -"显存使用量(通常是4到6倍).但 2D 素材应该避免使用此模式,因为它会出现明显的失真." +"**VRAM压缩:** 这是3D素材最常见的压缩方式. 可以减小磁盘文件的大小, 同时大大减" +"少显存使用量(通常是4到6倍). 但 2D 素材应该避免使用此模式, 因为它会出现明显的" +"失真." #: ../../docs/getting_started/workflow/assets/importing_images.rst:67 msgid "" @@ -167,8 +168,8 @@ msgid "" "than VRAM Compression, though. This is also the recommended setting for " "pixel art." msgstr "" -"**无损压缩:** 这是 2D 素材最常用的压缩方式.显示的素材不会失真,并且磁盘压缩率" -"也不错.但是,它占用的显存比VRAM压缩多得多.这是像素画的推荐设置." +"**无损压缩:** 这是 2D 素材最常用的压缩方式. 显示的素材不会失真, 并且磁盘压缩" +"率也不错. 但是, 它占用的显存比VRAM压缩多得多. 这是像素画的推荐设置." #: ../../docs/getting_started/workflow/assets/importing_images.rst:71 msgid "" @@ -177,22 +178,22 @@ msgid "" "compared to Lossless or Uncompressed. Video memory usage isn't decreased by " "this mode; it's the same as with Lossless Compression or Uncompressed." msgstr "" -"**有损压缩:** 对于比较大的 2D 素材是一个好的选择.只是会有一些失真,但比 VRAM " -"压缩少,文件大小比无损或未压缩低好几倍. 此模式不会降低视频内存使用量,它与无损" -"压缩或未压缩相同." +"**有损压缩:** 对于比较大的 2D 素材是一个好的选择. 只是会有一些失真, 但比 " +"VRAM 压缩少, 文件大小比无损或未压缩低好几倍. 此模式不会降低视频内存使用量, 它" +"与无损压缩或未压缩相同." #: ../../docs/getting_started/workflow/assets/importing_images.rst:75 msgid "" "**Uncompressed:** Only useful for formats that can't be compressed (such as " "raw float images)." -msgstr "未压缩:仅适用于无法压缩的格式(例如 raw float 图片)." +msgstr "未压缩: 仅适用于无法压缩的格式(例如 raw float 图片)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:78 msgid "" "In this table, each of the four options are described together with their " "advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -"在这张表中,四个选项中的每一个都描述了它们的优缺点( |good| = 最好的, |bad| = " +"在这张表中, 四个选项中的每一个都描述了它们的优缺点( |good| = 最好的, |bad| = " "最差的):" #: ../../docs/getting_started/workflow/assets/importing_images.rst:82 @@ -229,7 +230,7 @@ msgstr "存储为 WebP" #: ../../docs/getting_started/workflow/assets/importing_images.rst:84 msgid "Stored as S3TC/BC or PVRTC/ETC depending on platform" -msgstr "根据平台不同,存储为S3TC/BC或PVRTC/ETC" +msgstr "根据平台不同, 存储为S3TC/BC或PVRTC/ETC" #: ../../docs/getting_started/workflow/assets/importing_images.rst:86 msgid "Size on Disk" @@ -306,15 +307,15 @@ msgid "" "2.x. Modern PCs support the BC6H VRAM format, but there are still plenty " "that do not." msgstr "" -"Godot支持高动态范围纹理(如 ``.HDR`` 或 ``.EXR``).这些在高动态范围等矩形全景天" -"空中很有用(如果您要搜索,则互联网上有很多),它代替了Godot 2.x中的立方体贴图.现" -"代个人电脑支持 BC6H VRAM 格式,但仍有很多电脑不支持." +"Godot支持高动态范围纹理(如 ``.HDR`` 或 ``.EXR``). 这些在高动态范围等矩形全景" +"天空中很有用(如果您要搜索, 则互联网上有很多), 它代替了Godot 2.x中的立方体贴" +"图. 现代个人电脑支持 BC6H VRAM 格式, 但仍有很多电脑不支持." #: ../../docs/getting_started/workflow/assets/importing_images.rst:109 msgid "" "If you want Godot to ensure full compatibility in terms of the kind of " "textures, enable the \"Force RGBE\" option." -msgstr "如果您希望 Godot 确保完全兼容各种纹理,请启用 ``强制 RGBE`` 选项." +msgstr "如果您希望 Godot 确保完全兼容各种纹理, 请启用 ``强制 RGBE`` 选项." #: ../../docs/getting_started/workflow/assets/importing_images.rst:112 msgid "Normal Map" @@ -330,10 +331,10 @@ msgid "" "which means that if the texture is ever used as a normal map, it will be " "changed to \"Enabled\" and reimported automatically." msgstr "" -"将纹理用作法线贴图时,仅需要红色和绿色通道.鉴于常规纹理压缩算法产生的失真在法" -"线贴图中看起来不太好,RGTC 压缩格式最适合这种数据.将此选项强制为 ``已启用`` 将" -"使Godot导入 RGTC 压缩的图像.默认情况下,它被设置为 ``Detect``,这意味着如果纹理" -"一旦被用作法线贴图,则会将其更改为 ``Enabled`` 并自动重新导入." +"将纹理用作法线贴图时, 仅需要红色和绿色通道. 鉴于常规纹理压缩算法产生的失真在" +"法线贴图中看起来不太好,RGTC 压缩格式最适合这种数据. 将此选项强制为 ``已启用" +"`` 将使Godot导入 RGTC 压缩的图像. 默认情况下, 它被设置为 ``Detect``, 这意味着" +"如果纹理一旦被用作法线贴图, 则会将其更改为 ``Enabled`` 并自动重新导入." #: ../../docs/getting_started/workflow/assets/importing_images.rst:119 msgid "" @@ -341,8 +342,8 @@ msgid "" "have to adjust custom shaders that use the normal map to take this into " "account." msgstr "" -"请注意,RGTC压缩会影响生成的法线贴图图像.您必须在调整使用法线贴图的自定义着色" -"器时,考虑到这一点." +"请注意,RGTC压缩会影响生成的法线贴图图像. 您必须在调整使用法线贴图的自定义着色" +"器时, 考虑到这一点." #: ../../docs/getting_started/workflow/assets/importing_images.rst:123 msgid "" @@ -351,8 +352,8 @@ msgid "" "you may have to convert the normal map so its Y axis is flipped. Otherwise, " "the normal map direction may appear to be inverted on the Y axis." msgstr "" -"Godot需要法线贴图使用X +,Y-和Z +坐标.换言之,如果你导入了用于其他引擎的材质,就" -"需要转换法线贴图,将它的Y轴翻转过来.否则,法线贴图显示的Y轴方向会相反." +"Godot需要法线贴图使用X +,Y-和Z +坐标. 换言之, 如果你导入了用于其他引擎的材" +"质, 就需要转换法线贴图, 将它的Y轴翻转过来. 否则, 法线贴图显示的Y轴方向会相反." #: ../../docs/getting_started/workflow/assets/importing_images.rst:128 msgid "" @@ -372,7 +373,7 @@ msgstr "标志" msgid "" "There are plenty of settings that can be toggled when importing an image as " "a texture, depending on the use case." -msgstr "根据使用情况,很多设置在将图像作为纹理导入时,可以被切换." +msgstr "根据使用情况, 很多设置在将图像作为纹理导入时, 可以被切换." #: ../../docs/getting_started/workflow/assets/importing_images.rst:138 msgid "Repeat" @@ -384,8 +385,8 @@ msgid "" "disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to " "\"loop\"." msgstr "" -"此设置最常用于3D,因此通常在2D中被禁用.它将超出 0,0 -1,1 范围的UV坐标设置为 ``" -"循环``." +"此设置最常用于3D, 因此通常在2D中被禁用. 它将超出 0,0 -1,1 范围的UV坐标设置为 " +"``循环``." #: ../../docs/getting_started/workflow/assets/importing_images.rst:142 msgid "Repeating can optionally be set to mirrored mode." @@ -402,8 +403,8 @@ msgid "" "setting can be commonly used in 2D and 3D, but it's usually disabled when " "making pixel perfect games." msgstr "" -"当像素大于屏幕像素时,此选项可为它们启用线性插值.结果是更平滑的(更少块状)纹理." -"此设置通常可用于2D和3D,但在制作像素完美游戏时通常会禁用此设置." +"当像素大于屏幕像素时, 此选项可为它们启用线性插值. 结果是更平滑的(更少块状)纹" +"理. 此设置通常可用于2D和3D, 但在制作像素完美游戏时通常会禁用此设置." #: ../../docs/getting_started/workflow/assets/importing_images.rst:150 msgid "Mipmaps" @@ -416,8 +417,9 @@ msgid "" "older hardware (GLES2, mainly mobile), there are some requirements to use " "mipmaps:" msgstr "" -"当像素变得比屏幕小时,``mipmap`` 会启用.这有助于减少纹理收缩时的颗粒感效应.请" -"记住,在较旧的硬件(GLES2,主要是移动设备)中,使用 ``mipmap`` 需要满足一些要求:" +"当像素变得比屏幕小时,``mipmap`` 会启用. 这有助于减少纹理收缩时的颗粒感效应. " +"请记住, 在较旧的硬件(GLES2, 主要是移动设备)中, 使用 ``mipmap`` 需要满足一些要" +"求:" #: ../../docs/getting_started/workflow/assets/importing_images.rst:155 msgid "Texture width and height must be powers of 2" @@ -432,15 +434,15 @@ msgid "" "Keep in mind the above when making phone games and applications, want to aim " "for full compatibility, and need mipmaps." msgstr "" -"在制作手机游戏和应用程序时,希望完全兼容并使用 ``mipmap``,请牢记以上内容." +"在制作手机游戏和应用程序时, 希望完全兼容并使用 ``mipmap``, 请牢记以上内容." #: ../../docs/getting_started/workflow/assets/importing_images.rst:160 msgid "" "When doing 3D, mipmap should be turned on, as this also improves performance " "(smaller versions of the texture are used for objects further away)." msgstr "" -"在 3D 模式下,应该打开 ``mipmap``,因为这也会提高性能(更小大小的纹理用于更远的" -"对象)." +"在 3D 模式下, 应该打开 ``mipmap``, 因为这也会提高性能(更小大小的纹理用于更远" +"的对象)." #: ../../docs/getting_started/workflow/assets/importing_images.rst:163 msgid "Anisotropic" @@ -451,7 +453,7 @@ msgid "" "When textures are near parallel to the view (like floors), this option makes " "them have more detail by reducing blurriness." msgstr "" -"当纹理几乎与视图平行时(如地板),该选项通过减少模糊程度使它们具有更多细节." +"当纹理几乎与视图平行时(如地板), 该选项通过减少模糊程度使它们具有更多细节." #: ../../docs/getting_started/workflow/assets/importing_images.rst:168 msgid "SRGB" @@ -464,9 +466,9 @@ msgid "" "look correct. When set to \"Detect\" mode, the texture will be marked as " "SRGB when used in albedo channels." msgstr "" -"渲染 3D 图像时,Godot使用线性色彩空间.映射到 ``albedo`` (反射率)或细节通道的纹" -"理需要打开此选项,才能使颜色看起来正确.当设置为 ``Detect`` 模式时,纹理当在反照" -"率通道中使用时,将被标记为 SRGB ." +"渲染 3D 图像时,Godot使用线性色彩空间. 映射到 ``albedo`` (反射率)或细节通道的" +"纹理需要打开此选项, 才能使颜色看起来正确. 当设置为 ``Detect`` 模式时, 纹理当" +"在反照率通道中使用时, 将被标记为 SRGB ." #: ../../docs/getting_started/workflow/assets/importing_images.rst:174 msgid "Process" @@ -475,7 +477,7 @@ msgstr "过程" #: ../../docs/getting_started/workflow/assets/importing_images.rst:176 msgid "" "Some special processes can be applied to images when imported as textures." -msgstr "当作为纹理导入时,某些特殊过程可以应用于图像." +msgstr "当作为纹理导入时, 某些特殊过程可以应用于图像." #: ../../docs/getting_started/workflow/assets/importing_images.rst:179 msgid "Fix Alpha Border" @@ -487,14 +489,14 @@ msgid "" "transparency to non transparency. It helps mitigate the outline effect when " "exporting images from Photoshop and the like." msgstr "" -"这样会使周围颜色相同的像素从透明过渡到非透明.从Photoshop等导出图像时,它有助于" -"减轻轮廓效果." +"这样会使周围颜色相同的像素从透明过渡到非透明. 从Photoshop等导出图像时, 它有助" +"于减轻轮廓效果." #: ../../docs/getting_started/workflow/assets/importing_images.rst:186 msgid "" "It's a good idea to leave it on by default, unless specific values are " "needed." -msgstr "除非需要特定的值,否则最好在保持默认值." +msgstr "除非需要特定的值, 否则最好在保持默认值." #: ../../docs/getting_started/workflow/assets/importing_images.rst:189 msgid "Premultiplied Alpha" @@ -507,9 +509,9 @@ msgid "" "mind that a material will need to be created that uses the PREMULT ALPHA " "blend mode on canvas items that need it." msgstr "" -"修复深色边界的替代方法是使用预乘alpha.通过启用此选项,纹理将被转换为此格式.请" -"记住,在画布物体上使用预乘 ALPHA 混合模式需要创建一个材质.请记住,在画布上的使" -"用PREMULT ALPHA混合模式的项目,需要创建一个材质,而该材质需要它." +"修复深色边界的替代方法是使用预乘alpha. 通过启用此选项, 纹理将被转换为此格式. " +"请记住, 在画布物体上使用预乘 ALPHA 混合模式需要创建一个材质. 请记住, 在画布上" +"的使用PREMULT ALPHA混合模式的项目, 需要创建一个材质, 而该材质需要它." #: ../../docs/getting_started/workflow/assets/importing_images.rst:195 msgid "HDR as sRGB" @@ -521,8 +523,8 @@ msgid "" "use them, but, in the worst-case scenario, toggling this option on will make " "them look right." msgstr "" -"一些HDR文件已损坏,并包含sRGB颜色数据.建议不要使用它们,但是在最坏的情况下,启用" -"此选项会使它们看起来正确." +"一些HDR文件已损坏, 并包含sRGB颜色数据. 建议不要使用它们, 但是在最坏的情况下, " +"启用此选项会使它们看起来正确." #: ../../docs/getting_started/workflow/assets/importing_images.rst:200 msgid "Invert Color" @@ -534,8 +536,8 @@ msgid "" "map generated by external programs to depth map to use with :ref:" "`doc_spatial_material`." msgstr "" -"反转图像的颜色.例如,将外部程序生成的高度图转换为深度图以用于 :ref:" -"`doc_spatial_material`,将非常有用." +"反转图像的颜色. 例如, 将外部程序生成的高度图转换为深度图以用于 :ref:" +"`doc_spatial_material`, 将非常有用." #: ../../docs/getting_started/workflow/assets/importing_images.rst:205 msgid "Svg" @@ -551,5 +553,5 @@ msgid "" "image. The default scale (1.0) will make the imported SVG match its original " "design scale." msgstr "" -"该选项仅适用于 SVG 文件.它控制 SVG 图像的缩放.默认比例 (1.0) 表示使导入的 " +"该选项仅适用于 SVG 文件. 它控制 SVG 图像的缩放. 默认比例 (1.0) 表示使导入的 " "SVG 保持原始设计大小." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index d08439761f..217ee707a2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,8 +35,8 @@ msgid "" "Godot works with *scenes*. This means that the entire scene being worked on " "in your favorite 3D DCC will be transferred as close as possible." msgstr "" -"Godot 使用 *场景* 工作.这意味着用您最喜爱的3D软件制作的整个场景可以尽可能完整" -"地被导入." +"Godot 使用 *场景* 工作. 这意味着用您最喜爱的3D软件制作的整个场景可以尽可能完" +"整地被导入." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14 msgid "Godot supports the following 3D *scene file formats*:" @@ -47,12 +47,12 @@ msgid "" "glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " "and binary (``.glb``) formats." msgstr "" -"glTF 2.0 **(建议使用)**.Godot完全支持文本( ``.gltf`` )和二进制( ``.glb`` )格" +"glTF 2.0 **(建议使用)** .Godot完全支持文本( ``.gltf`` )和二进制( ``.glb`` )格" "式." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "DAE (COLLADA), an older format that is fully supported." -msgstr "DAE (COLLADA):一个比较老的格式,当然完全支持." +msgstr "DAE (COLLADA): 一个比较老的格式, 当然完全支持." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 msgid "" @@ -60,12 +60,12 @@ msgid "" "supported, but pretty limited (no support for pivots, skeletons, animations, " "PBR materials, ...)." msgstr "" -"OBJ(Wavefront)格式+他们的MTL材质文件.这也是完全支持的,但相当有限(不支持枢轴、" -"骨架、动画、PBR材质......)." +"OBJ(Wavefront)格式+他们的MTL材质文件. 这也是完全支持的, 但相当有限(不支持枢" +"轴, 骨架, 动画, PBR材质......)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19 msgid "ESCN, a Godot-specific format that Blender can export with a plugin." -msgstr "ESCN,是Godot特有的格式,Blender可以用插件导出." +msgstr "ESCN, 是Godot特有的格式,Blender可以用插件导出." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20 msgid "" @@ -73,8 +73,8 @@ msgid "" "proprietary, so we recommend using other formats listed above, if suitable " "for your workflow." msgstr "" -"FBX:通过 Open Asset Import library 提供支持.然而,FBX 是专属格式 ,所以如果无特" -"殊要求的话,推荐使用上面列出的格式." +"FBX: 通过 Open Asset Import library 提供支持. 然而,FBX 是专属格式, 所以如果无" +"特殊要求的话, 推荐使用上面列出的格式." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23 msgid "" @@ -88,8 +88,8 @@ msgid "" "sure that the skeleton is reset to its T-pose or default rest pose before " "exporting with your favorite 3D editor." msgstr "" -"在输出时,网格不会被骨骼变形很重要.在使用您喜欢的3D编辑器进行导出之前,请确保将" -"骨骼重置为其T姿势或默认的静止姿势." +"在输出时, 网格不会被骨骼变形很重要. 在使用您喜欢的3D编辑器进行导出之前, 请确" +"保将骨骼重置为其T姿势或默认的静止姿势." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:29 msgid "Exporting DAE files from Maya and 3DS Max" @@ -103,10 +103,10 @@ msgid "" "OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always " "up-to date with the latest version of the software." msgstr "" -"Autodesk 为 Maya 和 3DS Max添加了内置的 COLLADA 支持,但默认情况下已损坏,因此" -"不应使用.导出此格式的最佳方法是使用 `OpenCollada <https://github.com/" -"KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ 插件.尽管它们并非总是与最" -"新版本的软件保持一致,但它们可以很好地工作." +"Autodesk 为 Maya 和 3DS Max添加了内置的 COLLADA 支持, 但默认情况下已损坏, 因" +"此不应使用. 导出此格式的最佳方法是使用 `OpenCollada <https://github.com/" +"KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ 插件. 尽管它们并非总是与" +"最新版本的软件保持一致, 但它们可以很好地工作." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39 msgid "Exporting glTF 2.0 files from Blender" @@ -118,8 +118,8 @@ msgid "" "glb`` file), glTF embedded (``.gltf`` file), and with textures (``gltf`` + " "``.bin`` + textures)." msgstr "" -"有三种方法可以从Blender导出glTF文件.作为一个glTF二进制文件(``.glb`` 文件)、嵌" -"入的glTF(``.gltf`` 文件)、和使用纹理(``gltf`` + ``.bin`` + 纹理)." +"有三种方法可以从Blender导出glTF文件. 作为一个glTF二进制文件(``.glb`` 文件), " +"嵌入的glTF(``.gltf`` 文件), 和使用纹理(``gltf`` + ``.bin`` + 纹理)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:44 msgid "" @@ -127,8 +127,8 @@ msgid "" "mesh and textures set up in Blender. When brought into Godot the textures " "are part of the object's material file." msgstr "" -"glTF二进制文件是三个选项中最小的一个.它们包括在Blender中设置的网格和纹理.当放" -"入Godot中时,纹理将成为对象材质文件的一部分." +"glTF二进制文件是三个选项中最小的一个. 它们包括在Blender中设置的网格和纹理. 当" +"放入Godot中时, 纹理将成为对象材质文件的一部分." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47 msgid "" @@ -136,8 +136,8 @@ msgid "" "provide extra functionality in Godot, and shouldn't be used since they have " "a larger file size." msgstr "" -"glTF嵌入式文件的功能与二进制文件相同.它们没有在Godot中提供额外的功能,也不应使" -"用,因为它们的文件较大." +"glTF嵌入式文件的功能与二进制文件相同. 它们没有在Godot中提供额外的功能, 也不应" +"使用, 因为它们的文件较大." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:50 msgid "" @@ -148,17 +148,18 @@ msgid "" "files separate from the material file. If you don't need either of those " "glTF binary files are fine." msgstr "" -"将glTF与纹理分开使用有两个原因.一种是将场景以基于文本的格式和二进制数据,描述" -"在单独的二进制文件中.这对于版本控制很有用,如果要基于文本格式评审更改.第二种是" -"您需要将纹理文件与材质文件分开.如果您不需要这些glTF二进制文件的任一个,也可以." +"将glTF与纹理分开使用有两个原因. 一种是将场景以基于文本的格式和二进制数据, 描" +"述在单独的二进制文件中. 这对于版本控制很有用, 如果要基于文本格式评审更改. 第" +"二种是您需要将纹理文件与材质文件分开. 如果您不需要这些glTF二进制文件的任一" +"个, 也可以." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57 msgid "" "Blender does not export emissive textures with the glTF file. If your model " "uses one, it must be brought in separately." msgstr "" -"Blender导出的glTF文件不会包含放射纹理.如果您的模型使用这种文件,则必须单独分开" -"导入." +"Blender导出的glTF文件不会包含放射纹理. 如果您的模型使用这种文件, 则必须单独分" +"开导入." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61 msgid "Exporting DAE files from Blender" @@ -169,8 +170,8 @@ msgid "" "Blender has built-in COLLADA support, but it does not work properly for the " "needs of game engines and should not be used as is." msgstr "" -"Blender也有内置的 COLLADA 支持,但不能满足游戏引擎的需求,不能完全正常工作,不应" -"该使用." +"Blender也有内置的 COLLADA 支持, 但不能满足游戏引擎的需求, 不能完全正常工作, " +"不应该使用." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 msgid "" @@ -179,9 +180,9 @@ msgid "" "does not work in Blender 2.8 or newer, but there are plans to update it in " "the future." msgstr "" -"Godot提供了一个 `Blender插件<https://github.com/godotengine/collada-" -"exporter>`_ ,可以正确导出COLLADA场景,供Godot使用.它不能在Blender 2.8或更新的" -"版本中使用,但有计划在未来更新它." +"Godot提供了一个 `Blender 插件 <https://github.com/godotengine/collada-" +"exporter>`_ , 可以正确导出COLLADA场景, 供Godot使用. 它不能在Blender 2.8或更新" +"的版本中使用, 但有计划在未来更新它." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "Exporting ESCN files from Blender" @@ -195,18 +196,18 @@ msgid "" "information as possible from a Blender scene. However, it is considered " "experimental." msgstr "" -"最强大的一个,叫做 `godot-blender-exporter <https://github.com/godotengine/" -"godot-blender-exporter>`__ .它使用的是.escn文件,这也是.tscn文件(Godot场景文" -"件)的另一种名称;它从Blender场景中保留了尽可能多的信息.然而,它被认为是试验性" -"的." +"最强大的一个, 叫做 `godot-blender-exporter <https://github.com/godotengine/" +"godot-blender-exporter>`__ . 它使用的是.escn文件, 这也是.tscn文件(Godot场景文" +"件)的另一种名称;它从Blender场景中保留了尽可能多的信息. 然而, 它被认为是试验" +"性的." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "" "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ " "describing its functionality and usage." msgstr "" -"ESCN导出器有一个详细的 `文档 <escn_exporter / index.html>`__ ,描述了它的功能" -"和用法." +"ESCN导出器有一个详细的 ` 文档 <escn_exporter / index.html>`__ , 描述了它的功" +"能和用法." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 msgid "Exporting textures separately" @@ -222,16 +223,16 @@ msgid "" "armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/" "RodZill4/material-maker>`__." msgstr "" -"虽然纹理可以和模型一起以某些文件格式导出,如glTF 2.0,但您也可以单独导出它们." -"Godot的材质使用PBR(基于物理的渲染),所以如果一个纹理程序可以导出PBR纹理,它们就" -"可以在Godot中工作.这包括 `Substance suite <https://www.substance3d.com/" +"虽然纹理可以和模型一起以某些文件格式导出, 如glTF 2.0, 但您也可以单独导出它们." +"Godot的材质使用PBR(基于物理的渲染), 所以如果一个纹理程序可以导出PBR纹理, 它们" +"就可以在Godot中工作. 这包括 `Substance suite <https://www.substance3d.com/" ">`__ , `ArmorPaint (开源) <https://armorpaint.org/>`__ , `Material Maker (开" "源) <https://github.com/RodZill4/material-maker>`__ ." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 msgid "" "For more information on Godot's materials, see :ref:`doc_spatial_material`." -msgstr "关于Godot材质的更多信息,参见 :ref:`doc_spatial_material` ." +msgstr "关于Godot材质的更多信息, 参见 :ref:`doc_spatial_material` ." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 msgid "Exporting considerations" @@ -246,10 +247,10 @@ msgid "" "exporting the scene will lead to more consistent results and should be done " "whenever possible." msgstr "" -"由于GPU只能渲染三角形,所以包含四边形或N-gons的网格必须在渲染前进行 " -"*triangulated* 三角剖分.Godot可以在导入时对网格进行三角剖分,但结果可能无法预" -"测或不正确,特别是对于N-gons.无论目标应用是什么,在导出场景之前进行三角剖分会得" -"到更一致的结果,因此应该尽可能地进行三角剖分." +"由于GPU只能渲染三角形, 所以包含四边形或N-gons的网格必须在渲染前进行 " +"*triangulated* 三角剖分.Godot可以在导入时对网格进行三角剖分, 但结果可能无法预" +"测或不正确, 特别是对于N-gons. 无论目标应用是什么, 在导出场景之前进行三角剖分" +"会得到更一致的结果, 因此应该尽可能地进行三角剖分." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102 msgid "" @@ -260,17 +261,17 @@ msgid "" "depending on the exporter, you may be able to find and enable a " "**Triangulate Faces** option in the export dialog." msgstr "" -"为了避免在Godot中导入后出现三角剖分不正确的问题,建议让3D DCC自行对对象进行三" -"角剖分.在Blender中,可以通过向对象添加三角剖分修改器,并确保在导出对话框中勾选 " -"**应用修改器** 来实现.另外,根据导出工具的不同,您可以在导出对话框中找到并启用 " -"**Triangulate Faces** 选项." +"为了避免在Godot中导入后出现三角剖分不正确的问题, 建议让3D DCC自行对对象进行三" +"角剖分. 在Blender中, 可以通过向对象添加三角剖分修改器, 并确保在导出对话框中勾" +"选 **应用修改器** 来实现. 另外, 根据导出工具的不同, 您可以在导出对话框中找到" +"并启用 **Triangulate Faces** 选项." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D DCC before exporting the scene." msgstr "" -"为了避免在编辑器中出现3D选择的问题,建议在导出场景前在3D DCC中应用对象变换." +"为了避免在编辑器中出现3D选择的问题, 建议在导出场景前在3D DCC中应用对象变换." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Import workflows" @@ -281,42 +282,42 @@ msgid "" "Godot scene importer allows different workflows regarding how data is " "imported. Depending on many options, it is possible to import a scene with:" msgstr "" -"Godot场景导入器允许有关如何导入数据的不同工作流.根据许多选项,可以通过以下方式" -"导入场景:" +"Godot场景导入器允许有关如何导入数据的不同工作流. 根据许多选项, 可以通过以下方" +"式导入场景:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 msgid "" "External materials (default): Where each material is saved to a file " "resource. Modifications to them are kept." -msgstr "外部材质(默认):将每种材质保存到文件资源的位置.保留对它们的修改." +msgstr "外部材质(默认): 将每种材质保存到文件资源的位置. 保留对它们的修改." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 msgid "" "External meshes: Where each mesh is saved to a different file. Many users " "prefer to deal with meshes directly." -msgstr "外部网格:每个网格被保存到不同文件的位置.许多用户喜欢直接处理网格." +msgstr "外部网格: 每个网格被保存到不同文件的位置. 许多用户喜欢直接处理网格." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:120 msgid "" "External animations: Allowing saved animations to be modified and merged " "when sources change." -msgstr "外部动画:允许在源更改时,修改和合并保存的动画." +msgstr "外部动画: 允许在源更改时, 修改和合并保存的动画." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "" "External scenes: Save each of the root nodes of the imported scenes as a " "separate scene." -msgstr "外部场景:将每个导入场景的根节点保存为单独的场景." +msgstr "外部场景: 将每个导入场景的根节点保存为单独的场景." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:122 msgid "Single scene: A single scene file with everything built in." -msgstr "单场景:内置所有内容的单场景文件." +msgstr "单场景: 内置所有内容的单场景文件." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126 msgid "" "As different developers have different needs, this import process is highly " "customizable." -msgstr "由于不同的开发人员有不同的需求,因此此导入过程是高度可定制的." +msgstr "由于不同的开发人员有不同的需求, 因此此导入过程是高度可定制的." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:129 msgid "Import options" @@ -324,7 +325,7 @@ msgstr "导入选项" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:131 msgid "The importer has several options, which will be discussed below:" -msgstr "导入器有几种选项,这将在下面讨论:" +msgstr "导入器有几种选项, 这将在下面讨论:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136 msgid "Nodes" @@ -338,7 +339,8 @@ msgstr "根类型" msgid "" "By default, the type of the root node in imported scenes is \"Spatial\", but " "this can be modified." -msgstr "默认情况下,导入场景中根节点的类型为 ``Spatial``,但是可以对其进行修改." +msgstr "" +"默认情况下, 导入场景中根节点的类型为 ``Spatial``, 但是可以对其进行修改." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 msgid "Root Name" @@ -366,8 +368,8 @@ msgid "" "This is great for post processing, changing materials, doing funny stuff " "with the geometry etc." msgstr "" -"可以提供一个特殊脚本,来处理导入后的整个场景.这非常适合后期处理、更换材质、对" -"几何图形做有趣的事情等." +"可以提供一个特殊脚本, 来处理导入后的整个场景. 这非常适合后期处理, 更换材质, " +"对几何图形做有趣的事情等." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160 msgid "Create a script like this:" @@ -379,8 +381,8 @@ msgid "" "parameter is actually the root node of the scene). The scene that will " "finally be used must be returned. It can be a different one." msgstr "" -"``post_import`` 函数将导入的场景作为参数(参数实际上是场景的根节点).必须返回最" -"终将要使用的场景.它可以是不同的." +"``post_import`` 函数将导入的场景作为参数(参数实际上是场景的根节点). 必须返回" +"最终将要使用的场景. 它可以是不同的." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 @@ -395,14 +397,14 @@ msgid "" "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" -"默认情况下,Godot导入一个单独的场景.此选项允许指定根下面的节点将是一个单独的场" -"景,并被实例化到导入的场景中." +"默认情况下,Godot导入一个单独的场景. 此选项允许指定根下面的节点将是一个单独的" +"场景, 并被实例化到导入的场景中." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "" "Of course, instancing such imported scenes in other places manually works, " "too." -msgstr "当然,在其他地方手动实例导入的场景也是可以的." +msgstr "当然, 在其他地方手动实例导入的场景也是可以的." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187 msgid "Materials" @@ -416,7 +418,7 @@ msgstr "位置" msgid "" "Godot supports materials in meshes or nodes. By default, materials will be " "put on each node." -msgstr "Godot 支持网格或节点中的材质.默认情况下,材质将放置在每个节点上." +msgstr "Godot 支持网格或节点中的材质. 默认情况下, 材质将放置在每个节点上." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "" @@ -425,22 +427,22 @@ msgid "" "because most 3D DCCs don't have the same material options as those present " "in Godot." msgstr "" -"材质可以存储在场景中或外部文件中.默认情况下,它们存储在外部文件中,因此可以进行" -"编辑.这是因为大多数 3D 数字创作软件没有与 Godot 中的相同的材质选项." +"材质可以存储在场景中或外部文件中. 默认情况下, 它们存储在外部文件中, 因此可以" +"进行编辑. 这是因为大多数 3D 数字创作软件没有与 Godot 中的相同的材质选项." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "" "When materials are built-in, they will be lost each time the source scene is " "modified and re-imported." -msgstr "当材质是内置的时,每当源场景被修改并重新导入时,它们都会丢失." +msgstr "当材质是内置的时, 每当源场景被修改并重新导入时, 它们都会丢失." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207 msgid "" "Godot will not reimport materials that are stored in external files unless " "you remove the associated ``.material`` file before reimporting." msgstr "" -"除非你在重新导入之前删除相关的 ``.material``文件,否则Godot不会重新导入存储在" -"外部文件中的素材." +"除非你在重新导入之前删除相关的 ``.material`` 文件, 否则Godot不会重新导入存储" +"在外部文件中的素材." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "" @@ -449,9 +451,9 @@ msgid "" "dock, going to the Import dock then setting **Material > Storage** to " "**Built-In** instead of **Files**." msgstr "" -"如要在每次重新导入 3D 场景时强制重新导入材质,请在文件系统面板中选中 3D 场景中" -"的材质存储模式,然后进入导入面板,将 **材质 > 存储** 设置为 **内置** 而不是 **" -"文件**." +"如要在每次重新导入 3D 场景时强制重新导入材质, 请在文件系统面板中选中 3D 场景" +"中的材质存储模式, 然后进入导入面板, 将 **材质 > 存储** 设置为 **内置** 而不" +"是 **文件** ." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 msgid "Keep On Reimport" @@ -463,8 +465,8 @@ msgid "" "edited ones and ignore the ones coming from the source scene. This option is " "only present if materials are saved as files." msgstr "" -"一旦将材质编辑为使用Godot功能,导入器将保留已编辑的材质,并忽略来自源场景的材" -"料.仅当材质保存为文件时,此选项才存在." +"一旦将材质编辑为使用Godot功能, 导入器将保留已编辑的材质, 并忽略来自源场景的材" +"料. 仅当材质保存为文件时, 此选项才存在." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "Meshes" @@ -488,7 +490,7 @@ msgstr "这些是:" msgid "" "Transform Matrix (Location, rotation, and scale) : 32-bit float " "to 16-bit signed integer." -msgstr "变换矩阵(位置、旋转、和缩放):32位浮点数到16位有符号整数." +msgstr "变换矩阵(位置, 旋转, 和缩放):32位浮点数到16位有符号整数." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 msgid "" @@ -542,7 +544,7 @@ msgstr "骨架骨骼:32 位浮点数到16位无符号整数." msgid "" "Array index : 32-bit or 16-" "bit unsigned integer based on how many elements there are." -msgstr "数组索引:基于具体有多少元素,32位或16位无符号整数." +msgstr "数组索引: 基于具体有多少元素,32位或16位无符号整数." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245 msgid "Additional info:" @@ -558,7 +560,7 @@ msgid "" "Array index = An array of numbers that number each element of the arrays " "above; i.e. they number the vertices and normals." msgstr "" -"数组索引 = 一个数字数组,它为上面数组的每个元素计数;即, 它们的顶点和法线的数" +"数组索引 = 一个数字数组, 它为上面数组的每个元素计数;即, 它们的顶点和法线的数" "量." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:247 @@ -569,9 +571,9 @@ msgid "" "import of this mesh(es) may lead to gaps in geometry or vertices not being " "exactly where they should be." msgstr "" -"在某些情况下,这可能会导致精度损失,因此可能需要禁用此选项.例如,如果网格非常大" -"或导入了多个网格覆盖巨大的区域,则压缩此网格的导入,可能会导致几何图形的间隙、" -"或顶点不在它们应在的位置." +"在某些情况下, 这可能会导致精度损失, 因此可能需要禁用此选项. 例如, 如果网格非" +"常大或导入了多个网格覆盖巨大的区域, 则压缩此网格的导入, 可能会导致几何图形的" +"间隙, 或顶点不在它们应在的位置." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Ensure Tangents" @@ -584,9 +586,9 @@ msgid "" "source scene. Godot uses Mikktspace for this, but it's always better to have " "them generated in the exporter." msgstr "" -"如果要使用法线贴图的纹理,网格需要有切线阵列.此选项可确保如果这些阵列在源场景" -"中不存在,则生成它们.Godot 使用 Mikktspace 来做这件事,但最好让它们在导出器中生" -"成." +"如果要使用法线贴图的纹理, 网格需要有切线阵列. 此选项可确保如果这些阵列在源场" +"景中不存在, 则生成它们.Godot 使用 Mikktspace 来做这件事, 但最好让它们在导出器" +"中生成." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 msgid "" @@ -594,8 +596,8 @@ msgid "" "does not have much practical use unless one wants to build objects with them " "directly." msgstr "" -"网格可以存储在单独的文件(资源)中,而不是内置的.除非有人想直接用它们建立对象,否" -"则这没有多少实际用途." +"网格可以存储在单独的文件(资源)中, 而不是内置的. 除非有人想直接用它们建立对" +"象, 否则这没有多少实际用途." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 msgid "" @@ -623,11 +625,11 @@ msgstr "**启用:** 网格用于烘焙的光照贴图中." msgid "" "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second " "UV layer for lightmaps." -msgstr "**Gen光照贴图:** 网格用于烘焙光照贴图中,并为光照贴图展开第二个UV层." +msgstr "**Gen光照贴图:** 网格用于烘焙光照贴图中, 并为光照贴图展开第二个UV层." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." -msgstr "有关光线烘焙的更多信息,请参阅 :ref:`doc_baked_lightmaps`." +msgstr "有关光线烘焙的更多信息, 请参阅 :ref:`doc_baked_lightmaps`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281 msgid "External Files" @@ -650,9 +652,9 @@ msgid "" "Others, such as 3DS Max or Maya, need many animations put into the same " "timeline or, at worst, put each animation in a separate file." msgstr "" -"Godot提供了许多有关如何处理动画数据的选项.一些导出器(如Blender)可以在一个文件" -"中生成许多动画.其他的,如3DS Max 或 Maya,需要将许多动画放入同一时间线,或者最糟" -"糕的情况是将每个动画放在单独的文件中." +"Godot提供了许多有关如何处理动画数据的选项. 一些导出器(如Blender)可以在一个文" +"件中生成许多动画. 其他的, 如3DS Max 或 Maya, 需要将许多动画放入同一时间线, 或" +"者最糟糕的情况是将每个动画放在单独的文件中." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:296 msgid "Import of animations is enabled by default." @@ -665,8 +667,8 @@ msgid "" "Otherwise, changes made to animations from Godot will be lost when the " "project is run." msgstr "" -"要修改导入的 3D 场景中的动画,您需要在导入栏中将动画存储选项从 **内置** 改为 " -"**文件** .否则,在项目运行时,对Godot中的动画所做的修改将丢失." +"要修改导入的 3D 场景中的动画, 您需要在导入栏中将动画存储选项从 **内置** 改为 " +"**文件** . 否则, 在项目运行时, 对Godot中的动画所做的修改将丢失." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "FPS" @@ -679,8 +681,8 @@ msgid "" "specify the frames per second used to edit them. Failing to do this may " "result in shaky animations." msgstr "" -"大多数3D导出格式都以秒而不是帧的形式存储动画时间轴.为确保尽可能真实地导入动" -"画,请指定用于编辑动画的每秒帧数.未能这么做,可能会导致动画不稳定." +"大多数3D导出格式都以秒而不是帧的形式存储动画时间轴. 为确保尽可能真实地导入动" +"画, 请指定用于编辑动画的每秒帧数. 未能这么做, 可能会导致动画不稳定." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 msgid "Filter Script" @@ -690,7 +692,7 @@ msgstr "过滤器脚本" msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." -msgstr "可以使用特殊语法指定过滤器脚本,以决定应保留哪些动画的哪些轨道." +msgstr "可以使用特殊语法指定过滤器脚本, 以决定应保留哪些动画的哪些轨道." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317 msgid "" @@ -701,9 +703,10 @@ msgid "" "expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` " "under the hood)." msgstr "" -"过滤器脚本会针对每个导入的动画执行.语法由两种类型的语句组成,一种用于选择要过" -"滤的动画,另一种用于过滤匹配的动画中的各个轨道.所有名称模式均使用不区分大小写" -"的表达式匹配,可以使用通配符 ``?`` 和 ``*`` (内部使用 ``String.matchn()`` )." +"过滤器脚本会针对每个导入的动画执行. 语法由两种类型的语句组成, 一种用于选择要" +"过滤的动画, 另一种用于过滤匹配的动画中的各个轨道. 所有名称模式均使用不区分大" +"小写的表达式匹配, 可以使用通配符 ``?`` 和 ``*`` (内部使用 ``String." +"matchn()`` )." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:323 msgid "" @@ -712,8 +715,8 @@ msgid "" "filters to all imported animations which have a name ending in ``\"_Loop" "\"``::" msgstr "" -"脚本必须以动画过滤器语句开头 (如以 ``@`` 开头的行表示). 例如,如果我们想要将过" -"滤器应用在所有以 ``\"_Loop\"`` 结尾的导入动画上:" +"脚本必须以动画过滤器语句开头 (如以 ``@`` 开头的行表示). 例如, 如果我们想要将" +"过滤器应用在所有以 ``\"_Loop\"`` 结尾的导入动画上:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:329 msgid "" @@ -722,9 +725,9 @@ msgid "" "with names that begin with ``\"Arm_Left\"``, but also *exclude* all " "animations which have names ending in ``\"Attack\"``::" msgstr "" -"同样地,还可以在同一行中添加其他模式,以逗号分隔.下面是一个修改后的例子,它额外*" -"包含*所有名称以 ``\"Arm_Left\"`` 开头的动画,同时*排除*所有名称以 ``\"Attack" -"\"``结尾的动画::" +"同样地, 还可以在同一行中添加其他模式, 以逗号分隔. 下面是一个修改后的例子, 它" +"额外 *包含* 所有名称以 ``\"Arm_Left\"`` 开头的动画, 同时 *排除* 所有名称以 ``" +"\"Attack\"`` 结尾的动画::" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 msgid "" @@ -733,8 +736,8 @@ msgid "" "no track filter patterns are specified, then all tracks within the matched " "animations will be discarded!" msgstr "" -"在动画选择过滤器语句之后,我们添加轨道过滤模式来指示保留或丢弃哪些动画轨道.如" -"果未指定轨道过滤器模式,则匹配动画中的所有轨道都会被丢弃!" +"在动画选择过滤器语句之后, 我们添加轨道过滤模式来指示保留或丢弃哪些动画轨道. " +"如果未指定轨道过滤器模式, 则匹配动画中的所有轨道都会被丢弃!" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:339 msgid "" @@ -744,9 +747,9 @@ msgid "" "early rule may then be re-included once again by a filter rule further down " "in the filter script." msgstr "" -"需要注意的是,轨道过滤器表达式是按顺序作用于动画中的每条轨道,这意味着,一行表达" -"式可能包含某个轨道,但后续的规则仍然可以忽略它.同样,一个被之前规则排除的轨道," -"可能被过滤器脚本后续的规则重新包含进来." +"需要注意的是, 轨道过滤器表达式是按顺序作用于动画中的每条轨道, 这意味着, 一行" +"表达式可能包含某个轨道, 但后续的规则仍然可以忽略它. 同样, 一个被之前规则排除" +"的轨道, 可能被过滤器脚本后续的规则重新包含进来." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344 msgid "" @@ -754,8 +757,8 @@ msgid "" "\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -"例如: 包含动画中所有名字以``\"_Loop\"``结尾的轨道, 但忽略任何以``\"Control" -"\"``结尾的``\"Skeleton\"``轨道,除非它们的名字中有 ``\"Arm\"``::" +"例如: 包含动画中所有名字以 ``\"_Loop\"`` 结尾的轨道, 但忽略任何以 ``\"Control" +"\"`` 结尾的 ``\"Skeleton\"`` 轨道, 除非它们的名字中有 ``\"Arm\"``::" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 msgid "" @@ -763,13 +766,13 @@ msgid "" "discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" "Arm_Left_Control\"`` would be retained." msgstr "" -"在上面的示例中,如像``\"Skeleton:Leg_Control\"`` 这样的轨道会被丢弃,而像``" -"\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"``这样的轨道会被保留." +"在上面的示例中, 如像 ``\"Skeleton:Leg_Control\"`` 这样的轨道会被丢弃, 而像 ``" +"\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` 这样的轨道会被保留." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "" "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "任何不是以 ``+`` 或``-``开头的轨道过滤器行将会被忽略." +msgstr "任何不是以 ``+`` 或 ``-`` 开头的轨道过滤器行将会被忽略." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:361 msgid "" @@ -777,8 +780,8 @@ msgid "" "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" -"默认情况下,动画保存为内置.可以将它们保存到一个文件中.这允许向动画添加自定义轨" -"道并在重新导入后保留它们." +"默认情况下, 动画保存为内置. 可以将它们保存到一个文件中. 这允许向动画添加自定" +"义轨道并在重新导入后保留它们." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:365 msgid "Optimizer" @@ -790,8 +793,8 @@ msgid "" "the animation considerably. In general, this should always be turned on " "unless you suspect that an animation might be broken due to it being enabled." msgstr "" -"导入动画时,会运行优化程序,从而大大减少动画的大小.一般情况下,除非您怀疑动画可" -"能因启用而被破坏,否则应始终启用此功能." +"导入动画时, 会运行优化程序, 从而大大减少动画的大小. 一般情况下, 除非您怀疑动" +"画可能因启用而被破坏, 否则应始终启用此功能." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371 msgid "Clips" @@ -805,9 +808,9 @@ msgid "" "greater than zero. You can then name a clip, specify which frames it starts " "and stops on, and choose whether the animation loops or not." msgstr "" -"可以指定单个时间轴中的多个动画作为剪辑.这样做的话,模型必须只有一个命名为" -"``default``的动画.为了创建剪辑,把剪辑数量改成比0大的数.然后可以修改剪辑名字," -"指定开始和结束帧,选择动画是否循环." +"可以指定单个时间轴中的多个动画作为剪辑. 这样做的话, 模型必须只有一个命名为 " +"``default`` 的动画. 为了创建剪辑, 把剪辑数量改成比0大的数. 然后可以修改剪辑名" +"字, 指定开始和结束帧, 选择动画是否循环." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 msgid "Scene inheritance" @@ -820,8 +823,8 @@ msgid "" "(source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling " "app), Godot will re-import the whole scene." msgstr "" -"在许多情况下,可能需要对导入的场景进行修改.默认情况下,这是不可能的,因为如果源" -"素材发生更改(从3D建模应用程序重新导出了源 ``.dae``、``.gltf``、``.obj``)," +"在许多情况下, 可能需要对导入的场景进行修改. 默认情况下, 这是不可能的, 因为如" +"果源素材发生更改(从3D建模应用程序重新导出了源 ``.dae``, ``.gltf``, ``.obj``)," "Godot将重新导入 整个场景." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:387 @@ -830,11 +833,11 @@ msgid "" "Inheritance*. Try to open the imported scene and the following dialog will " "appear:" msgstr "" -"但是,可以使用 *场景继承* 进行本地修改.尝试打开导入的场景,将出现以下对话框:" +"但是, 可以使用 *场景继承* 进行本地修改. 尝试打开导入的场景, 将出现以下对话框:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 msgid "In inherited scenes, the only limitations for modifications are:" -msgstr "在继承场景中,修改的唯一限制是:" +msgstr "在继承场景中, 修改的唯一限制是:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 msgid "Nodes can't be removed (but can be added anywhere)." @@ -848,7 +851,7 @@ msgstr "子资源无法被编辑(如上所述它们将保存在外部)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:397 msgid "Other than that, everything is allowed!" -msgstr "除此之外,一切都是允许的!" +msgstr "除此之外, 一切都是允许的!" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 msgid "Import hints" @@ -858,7 +861,7 @@ msgstr "导入提示" msgid "" "Many times, when editing a scene, there are common tasks that need to be " "done after exporting:" -msgstr "很多时候,编辑场景时,导出后需要完成一些常见任务:" +msgstr "很多时候, 编辑场景时, 导出后需要完成一些常见任务:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 msgid "Adding collision detection to objects." @@ -881,8 +884,8 @@ msgid "" "Godot will detect suffixes in object names and will perform actions " "automatically." msgstr "" -"为简化此工作流程,Godot提供了一些后缀,可以将其添加到3D建模软件中的对象名称中." -"导入后,Godot将检测到它们并自动执行操作." +"为简化此工作流程,Godot提供了一些后缀, 可以将其添加到3D建模软件中的对象名称" +"中. 导入后,Godot将检测到它们并自动执行操作." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "All the suffixes described below are *case-sensitive*." @@ -897,8 +900,8 @@ msgid "" "Objects that have the ``-noimp`` suffix will be removed at import-time no " "matter what their type is. They will not appear in the imported scene." msgstr "" -"具有此后缀的节点名称将在导入时被删除,不管它们的类型是什么.它们不会出现在导入" -"的场景中." +"具有此后缀的节点名称将在导入时被删除, 不管它们的类型是什么. 它们不会出现在导" +"入的场景中." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" @@ -912,9 +915,10 @@ msgid "" "accurate option for collision detection. This option is usually what you " "want for level geometry (but see also ``-colonly`` below)." msgstr "" -"``-col``选项只作用于网格物体.如果该选项被检测到,将会添加一个静态碰撞体的子节" -"点,用的是跟网格一样的几何体.这会创建一个三角形网格碰撞体,这个选项对碰撞检测来" -"说很慢但是精确.这个选项通常是关卡几何体需要的(但是也看看下面的``-colonly`` )." +"``-col`` 选项只作用于网格物体. 如果该选项被检测到, 将会添加一个静态碰撞体的子" +"节点, 用的是跟网格一样的几何体. 这会创建一个三角形网格碰撞体, 这个选项对碰撞" +"检测来说很慢但是精确. 这个选项通常是关卡几何体需要的(但是也看看下面的 ``-" +"colonly`` )." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 msgid "" @@ -928,11 +932,11 @@ msgid "" "shape. This option is ideal for simple or dynamic objects that require " "mostly-accurate collision detection." msgstr "" -"``-convcol``选项将创建 一个 :ref:`class_convexpolygonshape` 而不是 :ref:" -"`class_concavepolygonshape`.不像可以是凹型的三角形网格,一个凸型的形状只能精确" -"的表示它没有任何凹型角度(金字塔是凸型,但空盒子是凹型).因此,凸型碰撞体通常不适" -"用于关卡几何体.当说到一个很简单的网格时, 凸型碰撞体相对三角形碰撞体有更好的性" -"能.这个选项适用于简单的物体,或是需要大多数时精确碰撞检测的动态物体." +"``-convcol`` 选项将创建 一个 :ref:`class_convexpolygonshape` 而不是 :ref:" +"`class_concavepolygonshape`. 不像可以是凹型的三角形网格, 一个凸型的形状只能精" +"确的表示它没有任何凹型角度(金字塔是凸型, 但空盒子是凹型). 因此, 凸型碰撞体通" +"常不适用于关卡几何体. 当说到一个很简单的网格时, 凸型碰撞体相对三角形碰撞体有" +"更好的性能. 这个选项适用于简单的物体, 或是需要大多数时精确碰撞检测的动态物体." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:442 msgid "" @@ -940,8 +944,8 @@ msgid "" "enough for collisions. This can create physics glitches and slow down the " "engine unneccesarily." msgstr "" -"然而,在这两个例子中,视觉几何体处理过于复杂或不够光滑的碰撞,物理引擎会出现小故" -"障从而不必要的降低了引擎的速度." +"然而, 在这两个例子中, 视觉几何体处理过于复杂或不够光滑的碰撞, 物理引擎会出现" +"小故障从而不必要的降低了引擎的速度." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:446 msgid "" @@ -949,15 +953,15 @@ msgid "" "upon importing and will create a :ref:`class_staticbody` collision instead. " "This helps the visual mesh and actual collision to be separated." msgstr "" -"为了解决这个问题,存在 ``-colony`` 修饰符,该修饰符将在导入时删除网格,并创建一" -"个 :ref:`class_staticbody` 静态碰撞体.这有助于将可视网格和实际碰撞体分开." +"为了解决这个问题, 存在 ``-colony`` 修饰符, 该修饰符将在导入时删除网格, 并创建" +"一个 :ref:`class_staticbody` 静态碰撞体. 这有助于将可视网格和实际碰撞体分开." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 msgid "" "The option ``-convcolonly`` works in a similar way, but will create a :ref:" "`class_convexpolygonshape` instead." msgstr "" -"选项 ``-convcolonly`` 已相似的方式工作,但将创建一个 :ref:" +"选项 ``-convcolonly`` 已相似的方式工作, 但将创建一个 :ref:" "`class_convexpolygonshape` 而不是一个 :ref:`class_concavepolygonshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 @@ -967,9 +971,9 @@ msgid "" "child. The collision node will have one of a number of predefined shapes, " "depending on Blender's empty draw type:" msgstr "" -"选项 ``-colonly`` 也可以与Blender的空对象一起使用.导入时,它将创建一个带有碰撞" -"节点的 :ref:`class_staticbody` 作为子节点.碰撞节点将具有许多预定义的形状之一," -"具体取决于Blender的空绘制类型:" +"选项 ``-colonly`` 也可以与Blender的空对象一起使用. 导入时, 它将创建一个带有碰" +"撞节点的 :ref:`class_staticbody` 作为子节点. 碰撞节点将具有许多预定义的形状之" +"一, 具体取决于Blender的空绘制类型:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:459 msgid "Single arrow will create a :ref:`class_rayshape`." @@ -994,7 +998,7 @@ msgid "" "triangle mesh or convex shapes. Primitive shapes often have the best " "performance and reliability." msgstr "" -"可能的话, **试着使用少量简单的碰撞体** 而不是三角形网格或凸型体.简单的形状常" +"可能的话, **试着使用少量简单的碰撞体** 而不是三角形网格或凸型体. 简单的形状常" "常有最好的性能和可靠性." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:470 @@ -1003,7 +1007,7 @@ msgid "" "on collision empties and set some distinct color for them in Blender's " "**User Preferences > Themes > 3D View > Empty**." msgstr "" -"为了Blender编辑器中更佳的可见性,可以在碰撞空物体上设置\"透视\"选项,并在" +"为了Blender编辑器中更佳的可见性, 可以在碰撞空物体上设置 \"透视\" 选项, 并在" "Blender的 **用户偏好设置> 主题> 3D视图> 空物体** 中为它们设置不同的颜色." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:476 @@ -1021,8 +1025,8 @@ msgid "" "A mesh node with the ``-navmesh`` suffix will be converted to a navigation " "mesh. The original Mesh object will be removed at import-time." msgstr "" -"具有 ``-navmesh`` 后缀的网格节点,将被转换为导航网格.原始网格节点将在导入时被" -"删除." +"具有 ``-navmesh`` 后缀的网格节点, 将被转换为导航网格. 原始网格节点将在导入时" +"被删除." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:486 msgid "Create a VehicleBody (-vehicle)" @@ -1033,8 +1037,8 @@ msgid "" "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" "ref:`class_VehicleBody` node." msgstr "" -"具有 ``-vehicle`` 后缀的网格节点,将作为一个 :ref:`class_VehicleBody` 节点的子" -"节点被导入." +"具有 ``-vehicle`` 后缀的网格节点, 将作为一个 :ref:`class_VehicleBody` 节点的" +"子节点被导入." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:492 msgid "Create a VehicleWheel (-wheel)" @@ -1045,7 +1049,7 @@ msgid "" "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" "`class_VehicleWheel` node." msgstr "" -"具有 ``-wheel`` 后缀的网格节点,将作为一个 :ref:`class_VehicleWheel` 节点的子" +"具有 ``-wheel`` 后缀的网格节点, 将作为一个 :ref:`class_VehicleWheel` 节点的子" "节点被导入." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:498 @@ -1057,12 +1061,12 @@ msgid "" "A mesh node with the ``-rigid`` suffix will be imported as a :ref:" "`class_RigidBody`." msgstr "" -"具有 ``-rigid`` 后缀的网格节点,将作为一个 :ref:`class_RigidBody` 节点的子节点" -"被导入." +"具有 ``-rigid`` 后缀的网格节点, 将作为一个 :ref:`class_RigidBody` 节点的子节" +"点被导入." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:503 msgid "Animation loop (-loop, -cycle)" -msgstr "动画循环(``-loop`` 、``-cycle``)" +msgstr "动画循环(``-loop`` , ``-cycle``)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:505 msgid "" @@ -1072,12 +1076,12 @@ msgid "" "a hyphen.**" msgstr "" "COLLADA文档中以令牌 ``loop`` 或 ``cycle`` 开头或结尾的动画剪辑将作为设置了循" -"环标志的Godot动画导入.**这是区分大小写的,不需要连字符.**" +"环标志的Godot动画导入. **这是区分大小写的, 不需要连字符.**" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:509 msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " "the ``loop`` or ``cycle`` prefix or suffix." msgstr "" -"在Blender中,这需要使用NLA编辑器,并用 ``loop`` 或 ``cycle`` 前缀或后缀命名该动" -"作." +"在Blender中, 这需要使用NLA编辑器, 并用 ``loop`` 或 ``cycle`` 前缀或后缀命名该" +"动作." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 9b67bdabdf..dddee9a1a1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "released in several languages. To handle this, internationalized text must " "be supported in any modern game engine." msgstr "" -"世界上充满了不同的语言和文化,所以现在的游戏都是以多种语言发布的.为了处理这个" -"问题,任何现代游戏引擎都必须支持国际化的文本." +"世界上充满了不同的语言和文化, 所以现在的游戏都是以多种语言发布的. 为了处理这" +"个问题, 任何现代游戏引擎都必须支持国际化的文本." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:13 msgid "" @@ -41,9 +41,9 @@ msgid "" "use several orders of magnitude more text than applications, so they must " "support efficient methods for dealing with loads of multilingual text." msgstr "" -"在常规的桌面或移动应用程序中,国际化文本通常位于资源文件中(或用于GNU内容的 ." -"po 文件).然而,游戏可以使用比应用程序多几个数量级的文本,因此它们必须支持能高效" -"处理多语言文本加载的方法." +"在常规的桌面或移动应用程序中, 国际化文本通常位于资源文件中(或用于GNU内容的 ." +"po 文件). 然而, 游戏可以使用比应用程序多几个数量级的文本, 因此它们必须支持能" +"高效处理多语言文本加载的方法." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:19 msgid "" @@ -54,10 +54,10 @@ msgid "" "if a game is released first in English, later in other languages, but a " "complete nightmare if working with many languages at the same time." msgstr "" -"有两种方法来生成多语言的游戏和应用程序.两者都基于键值对系统.第一种是使用其中" -"一种语言作为 ``键`` (通常是英语),第二种是使用特定的标识符.如果首先用英语发布" -"游戏,后来以其他语言发布游戏,则第一种方法可能更易于开发;但是如果同时使用多种" -"语言,则完全是一场噩梦." +"有两种方法来生成多语言的游戏和应用程序. 两者都基于键值对系统. 第一种是使用其" +"中一种语言作为 ``键`` (通常是英语), 第二种是使用特定的标识符. 如果首先用英语" +"发布游戏, 后来以其他语言发布游戏, 则第一种方法可能更易于开发;但是如果同时使" +"用多种语言, 则完全是一场噩梦." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:27 msgid "" @@ -66,9 +66,9 @@ msgid "" "other languages. The unique ID can be a number, a string, or a string with a " "number (it's just a unique string anyway)." msgstr "" -"一般来说,游戏使用第二种方法,并为每个字符串使用唯一的ID.这允许您在翻译为其他语" -"言时修改文本.唯一ID可以是数字、字符串、或带有数字的字符串(无论如何,它只是一个" -"唯一的字符串)." +"一般来说, 游戏使用第二种方法, 并为每个字符串使用唯一的ID. 这允许您在翻译为其" +"他语言时修改文本. 唯一ID可以是数字, 字符串, 或带有数字的字符串(无论如何, 它只" +"是一个唯一的字符串)." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:32 msgid "" @@ -76,8 +76,8 @@ msgid "" "translations written in the gettext ``.po`` format. See :ref:" "`doc_localization_using_gettext` for details." msgstr "" -"如果您需要更强大的文件格式,Godot还支持加载以gettext ``.po`` 格式编写的翻译.有" -"关详细信息,请参见 :ref:`doc_localization_using_gettext`." +"如果您需要更强大的文件格式,Godot还支持加载以gettext ``.po`` 格式编写的翻译. " +"有关详细信息, 请参见 :ref:`doc_localization_using_gettext`." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:37 msgid "Translation format" @@ -92,10 +92,10 @@ msgid "" "without a `byte order mark <https://en.wikipedia.org/wiki/" "Byte_order_mark>`__." msgstr "" -"为了完成这幅图片并提供高效的翻译支持,Godot有一个可以读取CSV文件特殊的导入器." -"所有电子表格编辑器(可以是Libreoffice、Microsoft Office、Google Docs等)都可以" -"导出为这种格式,因此唯一的要求是文件必须具有特殊的排列方式.CSV文件 **必须** 以" -"UTF-8编码保存,且不应含有 `字节顺序标记<https://en.wikipedia.org/wiki/" +"为了完成这幅图片并提供高效的翻译支持,Godot有一个可以读取CSV文件特殊的导入器. " +"所有电子表格编辑器(可以是Libreoffice, Microsoft Office, Google Docs等)都可以" +"导出为这种格式, 因此唯一的要求是文件必须具有特殊的排列方式.CSV文件 **必须** " +"以UTF-8编码保存, 且不应含有 `字节顺序标记 <https://en.wikipedia.org/wiki/" "Byte_order_mark>`__ ." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:47 @@ -106,8 +106,8 @@ msgid "" "excel-to-csv-with-utf8-encoding>`__." msgstr "" "默认情况下,Microsoft Excel始终以ANSI编码而不是UTF-8保存CSV文件.Excel中没有内" -"置的方法可以执行此操作,但是有一些变通的方法,如 `此处 <https://stackoverflow." -"com/questions/4221176/excel-to-csv-with-utf8-encoding>`__ 所述." +"置的方法可以执行此操作, 但是有一些变通的方法, 如 `此处 <https://" +"stackoverflow.com/questions/4221176/excel-to-csv-with-utf8-encoding>`__ 所述." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 msgid "" @@ -165,11 +165,11 @@ msgid "" "and \"Key1\" will be different keys. The top-left cell is ignored and can be " "left empty or having any content. Here's an example:" msgstr "" -"``lang`` 标签必须代表一种语言,该语言必须是引擎支持的 :ref:`有效地区语言 " -"<doc_locales>` 之一.``KEY`` 标签必须是唯一的,并且必须代表一个通用字符串(它们" -"通常以大写形式与其他字符串区分开).这些键将在运行时由匹配的翻译的字符串替换.特" -"别注意,``KEY1`` 和 ``Key1`` 将是不同的键.左上方的单元格将被忽略,可以保留为空" -"或包含任何内容.这是一个例子:" +"``lang`` 标签必须代表一种语言, 该语言必须是引擎支持的 :ref:`有效地区语言 " +"<doc_locales>` 之一.``KEY`` 标签必须是唯一的, 并且必须代表一个通用字符串(它们" +"通常以大写形式与其他字符串区分开). 这些键将在运行时由匹配的翻译的字符串替换. " +"特别注意,``KEY1`` 和 ``Key1`` 将是不同的键. 左上方的单元格将被忽略, 可以保留" +"为空或包含任何内容. 这是一个例子:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 msgid "en" @@ -259,11 +259,11 @@ msgid "" "Alternatively, you can select another delimiter than comma in the import " "options." msgstr "" -"下面是以逗号分隔的纯文本文件形式同样的例子,这应该是在电子表格中编辑上述内容的" -"结果.当编辑纯文本时,请确保用双引号包裹任何包含逗号、换行符或双引号的消息,这样" -"逗号就不会被解析为定界符,换行符不会创建新条目,双引号也不会被解析为包裹字符.请" -"确保在信息中包含的任何双引号之前使用另一个双引号来转义.另外,您也可以在导入选" -"项中选择逗号以外的其他定界符." +"下面是以逗号分隔的纯文本文件形式同样的例子, 这应该是在电子表格中编辑上述内容" +"的结果. 当编辑纯文本时, 请确保用双引号包裹任何包含逗号, 换行符或双引号的消" +"息, 这样逗号就不会被解析为定界符, 换行符不会创建新条目, 双引号也不会被解析为" +"包裹字符. 请确保在信息中包含的任何双引号之前使用另一个双引号来转义. 另外, 您" +"也可以在导入选项中选择逗号以外的其他定界符." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:106 msgid "CSV importer" @@ -274,8 +274,8 @@ msgid "" "Godot will treat CSV files as translations by default. It will import them " "and generate one or more compressed translation resource files next to it." msgstr "" -"Godot 将 CSV 文件默认作为译文处理.它将导入它们,并在其旁边位置生成一个或多个压" -"缩过的翻译资源文件." +"Godot 将 CSV 文件默认作为译文处理. 它将导入它们, 并在其旁边位置生成一个或多个" +"压缩过的翻译资源文件." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:111 msgid "" @@ -283,8 +283,8 @@ msgid "" "when the game runs, specified in project.godot (or the project settings). " "Godot allows loading and removing translations at runtime as well." msgstr "" -"导入还会将翻译添加到,要在游戏运行时加载的翻译列表中,在 ``project.godot`` (或" -"项目设置)中指定.Godot还允许在运行时加载和删除翻译." +"导入还会将翻译添加到, 要在游戏运行时加载的翻译列表中, 在 ``project.godot`` " +"(或项目设置)中指定.Godot还允许在运行时加载和删除翻译." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:116 msgid "" @@ -292,9 +292,9 @@ msgid "" "options. You can toggle the compression of the imported translations, and " "select the delimiter to use when parsing the CSV file." msgstr "" -"选择 ``.csv`` 文件并访问导入停靠面板,以定义导入选项.您可以切换是否压缩导入的" -"翻译,并选择在解析CSV文件时使用的定界符." +"选择 ``.csv`` 文件并访问导入停靠面板, 以定义导入选项. 您可以切换是否压缩导入" +"的翻译, 并选择在解析CSV文件时使用的定界符." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:122 msgid "Be sure to click **Reimport** after any change to these options." -msgstr "对这些选项进行任何更改后,请务必点击 ``重新导入``." +msgstr "对这些选项进行任何更改后, 请务必点击 ``重新导入``." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po index 9e62073e74..39cf5c9f50 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 10299585a2..07fa23e060 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,16 +29,16 @@ msgid "" "freed when you change the scene from code with :ref:`SceneTree.change_scene " "<class_SceneTree_method_change_scene>`." msgstr "" -"Godot提供了一个在项目根节点自动加载节点的功能,允许你在全局范围内访问它们,从而" -"完成单例作用 :ref:`doc_singletons_autoload`.当您使用 :ref:`SceneTree." -"change_scene <class_SceneTree_method_change_scene>`从代码中更改场景时,这些自" -"动加载的节点不会被释放." +"Godot提供了一个在项目根节点自动加载节点的功能, 允许你在全局范围内访问它们, 从" +"而完成单例作用 :ref:`doc_singletons_autoload`. 当您使用 :ref:`SceneTree." +"change_scene <class_SceneTree_method_change_scene>` 从代码中更改场景时, 这些" +"自动加载的节点不会被释放." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:11 msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." -msgstr "在本指南中,您将学习到何时使用自动加载功能,以及避免使用该功能的方法." +msgstr "在本指南中, 您将学习到何时使用自动加载功能, 以及避免使用该功能的方法." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:15 msgid "The cutting audio issue" @@ -51,8 +51,8 @@ msgid "" "Godot offers many ways to avoid global state thanks to the node tree and " "signals." msgstr "" -"其他引擎可能鼓励使用创建管理类,单例将很多功能组织到一个全局可访问的对象中.由" -"于节点树和信号,Godot提供了许多避免全局状态的方法." +"其他引擎可能鼓励使用创建管理类, 单例将很多功能组织到一个全局可访问的对象中. " +"由于节点树和信号,Godot提供了许多避免全局状态的方法." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:21 msgid "" @@ -62,9 +62,9 @@ msgid "" "``AudioStreamPlayer`` while it is already playing a sound, the new sound " "interrupts the first." msgstr "" -"例如,假设我们正在构建一个平台游戏,并希望收集能够播放声音效果的硬币,那么就有一" -"个节点 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>`.如果在 " -"``AudioStreamPlayer`` 已经在播放声音时调用它,新的声音就会打断第一个声音." +"例如, 假设我们正在构建一个平台游戏, 并希望收集能够播放声音效果的硬币, 那么就" +"有一个节点 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>`. 如果在 " +"``AudioStreamPlayer`` 已经在播放声音时调用它, 新的声音就会打断第一个声音." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:26 msgid "" @@ -75,10 +75,11 @@ msgid "" "play(\"coin_pickup.ogg\")``. This solves the problem in the short term but " "causes more problems:" msgstr "" -"有一个解决方案是写一个全局的,自动加载的音效管理器类.它会生成一个 " -"``AudioStreamPlayers``的节点池,每个播放器随着每个新的音效请求的出现而依次循环" -"播放.我们不妨就起名该类为``Sound``,你可以使用 ``Sound.play(\"coin_pickup.ogg" -"\")`` 从你的项目的任何位置使用它.这在短期内解决了问题但是却造成了更多的麻烦:" +"有一个解决方案是写一个全局的, 自动加载的音效管理器类. 它会生成一个 " +"``AudioStreamPlayers`` 的节点池, 每个播放器随着每个新的音效请求的出现而依次循" +"环播放. 我们不妨就起名该类为 ``Sound``, 你可以使用 ``Sound." +"play(\"coin_pickup.ogg\")`` 从你的项目的任何位置使用它. 这在短期内解决了问题" +"但是却造成了更多的麻烦:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:32 msgid "" @@ -86,16 +87,16 @@ msgid "" "the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " "available, all the nodes calling it can break." msgstr "" -"**全局状态**: 一个对象现在负责所有对象的数据.如果音效有错误,或没有一个可用的 " -"``AudioStreamPlayer`` ,一切都会崩溃." +"**全局状态** : 一个对象现在负责所有对象的数据. 如果音效有错误, 或没有一个可用" +"的 ``AudioStreamPlayer`` , 一切都会崩溃." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:36 msgid "" "**Global access**: now that any object can call ``Sound.play(sound_path)`` " "from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" -"**全局访问**: 意味着任何对象都可以从任何地方调用 ``Sound.play(sound_path)`` ," -"便不容易找到错误的来源了." +"**全局访问** : 意味着任何对象都可以从任何地方调用 ``Sound." +"play(sound_path)`` , 便不容易找到错误的来源了." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:39 msgid "" @@ -103,8 +104,8 @@ msgid "" "stored from the start, you can either have too few and face bugs, or too " "many and use more memory than you need." msgstr "" -"**全局资源分配**: 由于从一开始就存储了一个 ``AudioStreamPlayer`` 节点池,如果" -"数量太少会遇到bug,而数量太多则会占用更多的内存." +"**全局资源分配** : 由于从一开始就存储了一个 ``AudioStreamPlayer`` 节点池, 如" +"果数量太少会遇到bug, 而数量太多则会占用更多的内存." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:45 msgid "" @@ -112,34 +113,34 @@ msgid "" "data to the ``Sound`` autoload in our example. As a result, the domain to " "explore to fix the bug spans the entire project." msgstr "" -"关于全局访问,问题是任何地方的代码都可能将错误的数据传递给我们例子中的 " -"``Sound`` 自动加载.因此,为了修复这个bug,需要检索的区域跨越整个项目." +"关于全局访问, 问题是任何地方的代码都可能将错误的数据传递给我们例子中的 " +"``Sound`` 自动加载. 因此, 为了修复这个bug, 需要检索的区域跨越整个项目." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:49 msgid "" "When you keep code inside a scene, only one or two scripts may be involved " "in audio." -msgstr "当您将代码保存在场景中时,音频可能仅涉及一个或两个脚本." +msgstr "当您将代码保存在场景中时, 音频可能仅涉及一个或两个脚本." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:52 msgid "" "Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " "it needs within itself and all these problems go away:" msgstr "" -"与之形成对比的是,每个场景在其内部,保留尽可能多的 ``AudioStreamPlayer`` 节点," -"所有这些问题都会消失:" +"与之形成对比的是, 每个场景在其内部, 保留尽可能多的 ``AudioStreamPlayer`` 节" +"点, 所有这些问题都会消失:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:55 msgid "" "Each scene manages its own state information. If there is a problem with the " "data, it will only cause issues in that one scene." -msgstr "每个场景管理自己的状态信息.如果数据有问题,则只会在该场景中引起问题." +msgstr "每个场景管理自己的状态信息. 如果数据有问题, 则只会在该场景中引起问题." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:58 msgid "" "Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " "find which node is at fault." -msgstr "每个场景只访问自己的节点.那么如果有一个bug,很容易找到哪个节点有问题." +msgstr "每个场景只访问自己的节点. 那么如果有一个bug, 很容易找到哪个节点有问题." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:61 msgid "Each scene allocates exactly the amount of resources it needs." @@ -162,25 +163,26 @@ msgid "" "provides that feature for an individual scene using the :ref:`class_name " "<doc_scripting_continued_class_name>` keyword in GDScript." msgstr "" -"对于函数,可以使用GDScript中的class_name :ref:`class_name " -"<doc_scripting_continued_class_name>` 关键字创建一种新的``Node``类型,为单个场" -"景提供该功能." +"对于函数, 可以使用GDScript中的class_name :ref:`class_name " +"<doc_scripting_continued_class_name>` 关键字创建一种新的 ``Node`` 类型, 为单" +"个场景提供该功能." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:73 msgid "When it comes to data, you can either:" -msgstr "当涉及到数据时,您可以:" +msgstr "当涉及到数据时, 您可以:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:75 msgid "" "Create a new type of :ref:`Resource <class_Resource>` to share the data." -msgstr "创建一个新类型的 :ref:`Resource <class_Resource>`来共享数据." +msgstr "创建一个新类型的 :ref:`Resource <class_Resource>` 来共享数据." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:77 msgid "" "Store the data in an object to which each node has access, for example using " "the ``owner`` property to access the scene's root node." msgstr "" -"将数据存储在每个节点可以访问的对象中,例如使用``owner``属性来访问场景的根节点." +"将数据存储在每个节点可以访问的对象中, 例如使用 ``owner`` 属性来访问场景的根节" +"点." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:81 msgid "When you should use an Autoload" @@ -188,7 +190,7 @@ msgstr "何时应使用自动加载" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:83 msgid "Auto-loaded nodes can simplify your code in some cases:" -msgstr "在某些情况下,自动加载节点可以简化您的代码:" +msgstr "在某些情况下, 自动加载节点可以简化您的代码:" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:85 msgid "" @@ -196,14 +198,14 @@ msgid "" "database, then an autoload can be a good tool. There is no scripting API in " "Godot to create and manage static data otherwise." msgstr "" -"**静态数据**:如果你需要某个类专属的数据,比如数据库,那么自动加载将是一个很好的" -"工具.Godot中并没有脚本API来创建和管理静态数据." +"**静态数据** : 如果你需要某个类专属的数据, 比如数据库, 那么自动加载将是一个很" +"好的工具.Godot中并没有脚本API来创建和管理静态数据." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:89 msgid "" "**Static functions**: creating a library of functions that only return " "values." -msgstr "**静态函数**:创建一个只返回值的函数库." +msgstr "**静态函数** : 创建一个只返回值的函数库." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:91 msgid "" @@ -212,8 +214,8 @@ msgid "" "way to create systems that handle broad-scoped tasks. For example, a quest " "or a dialogue system." msgstr "" -"**范围广泛的系统** .如果单例管理器自己的信息,而不掺杂其他对象的数据,那么它是" -"创建处理宽泛任务系统的好办法.例如,任务或对话系统." +"**范围广泛的系统** . 如果单例管理器自己的信息, 而不掺杂其他对象的数据, 那么它" +"是创建处理宽泛任务系统的好办法. 例如, 任务或对话系统." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:96 msgid "" @@ -223,9 +225,9 @@ msgid "" "``class_name`` keyword instead to get auto-completion for a type in your " "entire project." msgstr "" -"在Godot 3.1之前,另一个用途只是为了方便:自动加载将有一个全局变量,用于在" -"GDScript中生成它们的名称,允许你从项目中的任何脚本文件中调用它们.但现在,你可以" -"使用``class_name``关键字来代替,以获得整个项目中一个类型的自动补全." +"在Godot 3.1之前, 另一个用途只是为了方便: 自动加载将有一个全局变量, 用于在" +"GDScript中生成它们的名称, 允许你从项目中的任何脚本文件中调用它们. 但现在, 你" +"可以使用 ``class_name`` 关键字来代替, 以获得整个项目中一个类型的自动补全." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:103 msgid "" @@ -235,13 +237,13 @@ msgid "" "game's node structure or which scene you run, e.g. by pressing :kbd:`F6` key." msgstr "" "自动加载不完全是一个单例. 没有什么可以阻止您实例化自动加载的节点的副本. 它只" -"是一个使节点作为场景树的根的子节点自动加载的工具,而与游戏的节点结构或运行哪个" -"场景无关,例如通过按F6键." +"是一个使节点作为场景树的根的子节点自动加载的工具, 而与游戏的节点结构或运行哪" +"个场景无关, 例如通过按F6键." #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:108 msgid "" "As a result, you can get the auto-loaded node, for example an autoload " "called ``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" -"然后,例如,你可以通过调用``get_node(\"/root/Sound\")``来获得一个名为``Sound``" -"的自动加载节点." +"然后, 例如, 你可以通过调用 ``get_node(\"/root/Sound\")`` 来获得一个名为 " +"``Sound`` 的自动加载节点." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index aedcde0f69..d83ed7cefc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Ever wondered whether one should approach problem X with data structure Y or " "Z? This article covers a variety of topics related to these dilemmas." msgstr "" -"有没有想过应该用数据结构Y还是Z,来处理问题X ?本文涵盖了与这些困境有关的各种主" -"题." +"有没有想过应该用数据结构Y还是Z, 来处理问题X ?本文涵盖了与这些困境有关的各种" +"主题." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:11 msgid "" @@ -35,20 +35,20 @@ msgid "" "terminology comes from algorithm analysis' `Big O Notation <https://rob-bell." "net/2009/06/a-beginners-guide-to-big-o-notation/>`_." msgstr "" -"本文引用了 ``[something]-time`` 操作.这个术语来自于算法分析的 `大O表示法 " +"本文引用了 ``[something]-time`` 操作. 这个术语来自于算法分析的 `大O 表示法 " "<https://rob-bell.net/2009/06/a-beginners-guide-to-big-o-notation/>`_." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:15 msgid "" "Long-story short, it describes the worst-case scenario of runtime length. In " "laymen's terms:" -msgstr "长话短说,它描述了运行时长度的最坏的情况.用外行的话来说:" +msgstr "长话短说, 它描述了运行时长度的最坏的情况. 用外行的话来说:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:18 msgid "" "\"As the size of a problem domain increases, the runtime length of the " "algorithm...\"" -msgstr "\"随着问题域的大小增加,算法的运行时间长度…\"" +msgstr "\"随着问题域的大小增加, 算法的运行时间长度…\"" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:21 msgid "Constant-time, ``O(1)``: \"...does not increase.\"" @@ -74,9 +74,9 @@ msgid "" "time allotted. In comparison, using a constant-time algorithm could handle " "the operation without issue." msgstr "" -"想象一下,如果必须在一帧内处理300万个数据点.不可能使用线性时间算法来设计这个特" -"性,因为数据的绝对大小,将使运行时间大大超出分配的时间.相比之下,使用常量时间算" -"法可以毫无问题地处理该操作." +"想象一下, 如果必须在一帧内处理300万个数据点. 不可能使用线性时间算法来设计这个" +"特性, 因为数据的绝对大小, 将使运行时间大大超出分配的时间. 相比之下, 使用常量" +"时间算法可以毫无问题地处理该操作." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:32 msgid "" @@ -87,9 +87,9 @@ msgid "" "algorithm / data structure for the job is part of what makes programmers' " "skills valuable." msgstr "" -"总的来说,开发人员希望尽可能避免进行线性时间操作.但是,如果保持线性时间运算的规" -"模很小,并且如果不需要经常执行操作,则这是能够接受的.平衡这些需求,并为工作选择" -"正确的算法/数据结构,是使程序员的技能有价值的一部分." +"总的来说, 开发人员希望尽可能避免进行线性时间操作. 但是, 如果保持线性时间运算" +"的规模很小, 并且如果不需要经常执行操作, 则这是能够接受的. 平衡这些需求, 并为" +"工作选择正确的算法/数据结构, 是使程序员的技能有价值的一部分." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:40 msgid "Array vs. Dictionary vs. Object" @@ -105,7 +105,7 @@ msgid "" msgstr "" "Godot将所有变量存储在 `Variant <https://docs.godotengine.org/en/latest/" "development/cpp/variant_class.html>`_ 类的脚本API中.``Variant`` 可以存储与 " -"``Variant`` 兼容的数据结构,例如 :ref:`Array <class_Array>` 和 :ref:" +"``Variant`` 兼容的数据结构, 例如 :ref:`Array <class_Array>` 和 :ref:" "`Dictionary <class_Dictionary>` 以及 :ref:`Object <class_Object>` ." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:48 @@ -114,8 +114,8 @@ msgid "" "contents in a contiguous section of memory, i.e. they are in a row adjacent " "to each other." msgstr "" -"Godot将数组实现为 ``Vector<Variant>``.引擎将数组内容存储在一个连续的内存段中," -"也就是说,它们是连续相邻的." +"Godot将数组实现为 ``Vector<Variant>``. 引擎将数组内容存储在一个连续的内存段" +"中, 也就是说, 它们是连续相邻的." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:53 msgid "" @@ -125,9 +125,9 @@ msgid "" "for example, a :ref:`PoolStringArray <class_PoolStringArray>` would be " "something like a ``Vector<String>``." msgstr "" -"对于不熟悉C++的人来说,``Vector`` 是传统C++库中数组对象的名称.它是一个\"模板化" -"\"类型,这意味着它的记录只能包含特定的类型(用尖括号表示).举个例子,一个 :ref:" -"`PoolStringArray <class_PoolStringArray>` 类似于一个 ``Vector<String>``." +"对于不熟悉C++的人来说,``Vector`` 是传统C++库中数组对象的名称. 它是一个 \"模板" +"化\" 类型, 这意味着它的记录只能包含特定的类型(用尖括号表示). 举个例子, 一个 :" +"ref:`PoolStringArray <class_PoolStringArray>` 类似于一个 ``Vector<String>``." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:60 msgid "Contiguous memory stores imply the following operation performance:" @@ -135,21 +135,21 @@ msgstr "连续的内存存储意味着以下操作性能:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:62 msgid "**Iterate:** Fastest. Great for loops." -msgstr "**迭代**:最快.非常适合循环." +msgstr "**迭代** : 最快. 非常适合循环." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:64 msgid "Op: All it does is increment a counter to get to the next record." -msgstr "运行:它所做的就是增加一个计数器,以得到下一个记录." +msgstr "运行: 它所做的就是增加一个计数器, 以得到下一个记录." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:66 msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." -msgstr "**插入、删除、移动**:依赖于位置.一般慢." +msgstr "**插入, 删除, 移动** : 依赖于位置. 一般慢." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:68 msgid "" "Op: Adding/removing/moving content involves moving the adjacent records over " "(to make room / fill space)." -msgstr "运行:添加/删除/移动内容,涉及移动相邻的记录(腾出房间/填补空间)." +msgstr "运行: 添加/删除/移动内容, 涉及移动相邻的记录(腾出房间/填补空间)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:71 msgid "Fast add/remove *from the end*." @@ -165,7 +165,7 @@ msgstr "最慢的 *从前面* 添加/删除." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:77 msgid "If doing many inserts/removals *from the front*, then..." -msgstr "如果执行多次 *从前面* 插入/删除,那么…" +msgstr "如果执行多次 *从前面* 插入/删除, 那么…" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:79 msgid "invert the array." @@ -173,7 +173,7 @@ msgstr "反转数组." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:81 msgid "do a loop which executes the Array changes *at the end*." -msgstr "执行一个循环,该循环 *在末尾* 执行数组更改." +msgstr "执行一个循环, 该循环 *在末尾* 执行数组更改." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:83 msgid "re-invert the array." @@ -184,29 +184,30 @@ msgid "" "This makes only 2 copies of the array (still constant time, but slow) versus " "copying roughly 1/2 of the array, on average, N times (linear time)." msgstr "" -"这只是复制了数组的两个副本(仍然是常数时间,但是速度很慢),大约复制了数组的1/2," -"平均N次(线性时间)." +"这只是复制了数组的两个副本(仍然是常数时间, 但是速度很慢), 大约复制了数组的" +"1/2, 平均N次(线性时间)." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" -"**取值,设值**:*按位置* 最快.例如:可以请求第0、第2、第10条记录,诸如此类,但不能" -"指定想要哪个记录." +"**取值, 设值** :*按位置* 最快. 例如: 可以请求第0, 第2, 第10条记录, 诸如此类, " +"但不能指定想要哪个记录." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:91 msgid "Op: 1 addition operation from array start position up to desired index." -msgstr "操作:从数组起始位置到所需索引的1个加法运算." +msgstr "操作: 从数组起始位置到所需索引的1个加法运算." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:93 msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "**查找**:最慢.识别一个数值的索引/位置." +msgstr "**查找** : 最慢. 识别一个数值的索引/位置." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:95 msgid "" "Op: Must iterate through array and compare values until one finds a match." -msgstr "操作:必须遍历数组并比较值,直到找到匹配的为止." +msgstr "操作: 必须遍历数组并比较值, 直到找到匹配的为止." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:97 msgid "" @@ -220,9 +221,9 @@ msgid "" "by re-sorting the Array after every edit and writing an ordered-aware search " "algorithm." msgstr "" -"如果保持有序,自定义搜索操作,可以使其达到对数时间(相对较快).不过,外行用户对此" -"会感到不舒服.通过在每次编辑之后,重新排序数组,并编写一个感知顺序的搜索算法来完" -"成." +"如果保持有序, 自定义搜索操作, 可以使其达到对数时间(相对较快). 不过, 外行用户" +"对此会感到不舒服. 通过在每次编辑之后, 重新排序数组, 并编写一个感知顺序的搜索" +"算法来完成." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:105 msgid "" @@ -235,11 +236,12 @@ msgid "" "becomes too full, it increases to the next power of 2 (so, 16 records, then " "32, etc.) and rebuilds the structure." msgstr "" -"Godot将Dictionary[字典]实现为一个 ``OrderedHashMap<Variant, Variant>`` .引擎" -"存储一个键值对的小数组(初始化为2^3或8条记录).当试图访问一个值时,它提供一个键." -"然后,对键进行 *哈希* 处理,即转换成一个数字.\"哈希\" 值用来计算进入数组的索引." -"作为一个数组,OHM就可以在键映射到值的 \"表\" 中快速查找.当HashMap变得过满时,它" -"会增加到2的下一个幂值(以 16条记录,然后是32条,等等),并重新构建结构." +"Godot将Dictionary[字典]实现为一个 ``OrderedHashMap<Variant, Variant>`` . 引擎" +"存储一个键值对的小数组(初始化为2^3或8条记录). 当试图访问一个值时, 它提供一个" +"键. 然后, 对键进行 *哈希* 处理, 即转换成一个数字.\"哈希\" 值用来计算进入数组" +"的索引. 作为一个数组,OHM就可以在键映射到值的 \"表\" 中快速查找. 当HashMap变得" +"过满时, 它会增加到2的下一个幂值(以 16条记录, 然后是32条, 等等), 并重新构建结" +"构." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:113 msgid "" @@ -248,9 +250,9 @@ msgid "" "position into account. In all, this results in constant-time access to all " "records at the expense of memory and some minor operational efficiency." msgstr "" -"散列是为了减少键碰撞的机会.如果发生了,列表必须为考虑前一个位置的值,重新计算另" -"一个索引.总之,这导致以牺牲内存和一些较小的操作效率为代价,对所有记录的常量时间" -"访问." +"散列是为了减少键碰撞的机会. 如果发生了, 列表必须为考虑前一个位置的值, 重新计" +"算另一个索引. 总之, 这导致以牺牲内存和一些较小的操作效率为代价, 对所有记录的" +"常量时间访问." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:118 msgid "Hashing every key an arbitrary number of times." @@ -262,8 +264,8 @@ msgid "" "one, as long as the number of hash calculations doesn't become too dependent " "on the density of the table, things will stay fast. Which leads to..." msgstr "" -"散列操作是常量时间的,因此即使一个算法必须执行多于一个,只要散列计算的数量不太" -"依赖于列表的密度,一切都会保持快速.这导致了……" +"散列操作是常量时间的, 因此即使一个算法必须执行多于一个, 只要散列计算的数量不" +"太依赖于列表的密度, 一切都会保持快速. 这导致了……" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:125 msgid "Maintaining an ever-growing size for the table." @@ -275,31 +277,32 @@ msgid "" "to reduce hash collisions and maintain the speed of accesses. This is why it " "constantly increases in size quadratically by powers of 2." msgstr "" -"HashMaps为了减少哈希冲突,并保持访问速度,在表中保留了未使用的内存的间隙.这也是" -"为什么它的大小不断地以2的幂次增加的原因." +"HashMaps为了减少哈希冲突, 并保持访问速度, 在表中保留了未使用的内存的间隙. 这" +"也是为什么它的大小不断地以2的幂次增加的原因." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:132 msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" msgstr "" -"如大家所知,Dictionaries [字典]擅长的任务是Arrays[数组]所不擅长的.其操作细节概" -"述如下:" +"如大家所知,Dictionaries [字典]擅长的任务是Arrays[数组]所不擅长的. 其操作细节" +"概述如下:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:135 msgid "**Iterate:** Fast." -msgstr "**迭代**:快速." +msgstr "**迭代** : 快速." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:137 msgid "" "Op: Iterate over the map's internal vector of hashes. Return each key. " "Afterwards, users then use the key to jump to and return the desired value." msgstr "" -"操作:遍历映射的内部散列向量.返回每个键.之后,用户使用该键跳转到并返回所需的值." +"操作: 遍历映射的内部散列向量. 返回每个键. 之后, 用户使用该键跳转到并返回所需" +"的值." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:141 msgid "**Insert, Erase, Move:** Fastest." -msgstr "**插入,删除,移动**:最快." +msgstr "**插入, 删除, 移动** : 最快." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:143 msgid "" @@ -307,8 +310,8 @@ msgid "" "value (array start + offset). Move is two of these (one insert, one erase). " "The map must do some maintenance to preserve its capabilities:" msgstr "" -"操作:散列给定的键.执行1个加法操作来查找适当的值(数组开始+偏移量).移动其中的两" -"个(一个插入,一个擦除).映射必须进行一些维护,以保留其功能:" +"操作: 散列给定的键. 执行1个加法操作来查找适当的值(数组开始+偏移量). 移动其中" +"的两个(一个插入, 一个擦除). 映射必须进行一些维护, 以保留其功能:" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:148 msgid "update ordered List of records." @@ -316,31 +319,31 @@ msgstr "更新记录的有序列表." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:150 msgid "determine if table density mandates a need to expand table capacity." -msgstr "确定列表密度,是否需要扩展列表容量." +msgstr "确定列表密度, 是否需要扩展列表容量." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:152 msgid "" "The Dictionary remembers in what order users inserted its keys. This enables " "it to execute reliable iterations." -msgstr "字典会记住用户插入键的顺序.这使它能够执行可靠的迭代." +msgstr "字典会记住用户插入键的顺序. 这使它能够执行可靠的迭代." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:155 msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "**取值,设值**:最快.和*根据键*查找相同." +msgstr "**取值, 设值** : 最快. 和 *根据键* 查找相同." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:157 msgid "Op: Same as insert/erase/move." -msgstr "操作:和插入/删除/移动类似." +msgstr "操作: 和插入/删除/移动类似." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:159 msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "**查找**:最慢.标识值的键." +msgstr "**查找** : 最慢. 标识值的键." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:161 msgid "" "Op: Must iterate through records and compare the value until a match is " "found." -msgstr "操作:必须遍历记录并比较该值,直到找到匹配的为止." +msgstr "操作: 必须遍历记录并比较该值, 直到找到匹配的为止." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:164 msgid "" @@ -357,11 +360,11 @@ msgid "" "find more information about what objects are and how they work in the :ref:" "`doc_what_are_godot_classes` article." msgstr "" -"Godot用愚蠢、但动态的方式容纳数据容器实现对象.提出问题时,对象将查询数据源.例" -"如,要回答\"您是否有一个名为 ``position`` 的属性?\"的问题,它可能会询问其 :" -"ref:`script <class_Script>` 或 :ref:`ClassDB <class_ClassDB>`.您可以在 :ref:" -"`doc_what_are_godot_classes` 文章中,找到有关什么是对象以及它们如何工作的更多" -"信息." +"Godot用愚蠢, 但动态的方式容纳数据容器实现对象. 提出问题时, 对象将查询数据源. " +"例如, 要回答\"您是否有一个名为 ``position`` 的属性?\"的问题, 它可能会询问" +"其 :ref:`script <class_Script>` 或 :ref:`ClassDB <class_ClassDB>`. 您可以在 :" +"ref:`doc_what_are_godot_classes` 文章中, 找到有关什么是对象以及它们如何工作的" +"更多信息." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:174 msgid "" @@ -375,11 +378,11 @@ msgid "" "that it must make so many checks is what makes them slower than both of the " "alternatives for looking up data." msgstr "" -"这里重要的细节是对象任务的复杂性.每次执行这些多源查询时,它运行 *几个* 迭代循" -"环和哈希表查找.此外,查询是线性时间操作,依赖于对象的继承层次结构大小.如果 " -"``Object`` 查询的类(当前类)什么都没有找到,则该请求将一直推迟到下一个基类,一直" -"到原始 ``Object`` 类为止.虽然这些都是单独的快速操作,但它必须进行如此多的检查," -"于是这一事实使得它们比查找数据的两种方法都要慢." +"这里重要的细节是对象任务的复杂性. 每次执行这些多源查询时, 它运行 *几个* 迭代" +"循环和哈希表查找. 此外, 查询是线性时间操作, 依赖于对象的继承层次结构大小. 如" +"果 ``Object`` 查询的类(当前类)什么都没有找到, 则该请求将一直推迟到下一个基" +"类, 一直到原始 ``Object`` 类为止. 虽然这些都是单独的快速操作, 但它必须进行如" +"此多的检查, 于是这一事实使得它们比查找数据的两种方法都要慢." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:186 msgid "" @@ -389,15 +392,15 @@ msgid "" "API operations will take much longer. They must locate the source of any " "relevant data before they can attempt to access it." msgstr "" -"当开发人员提到脚本API有多慢时,所引用的正是这一系列查询.与编译后的,应用程序知" -"道在哪里可以找到任何东西的,C++代码相比,不可避免的是,脚本API操作将花费更长的时" -"间.他们必须定位任何相关数据的来源,然后才能尝试访问它." +"当开发人员提到脚本API有多慢时, 所引用的正是这一系列查询. 与编译后的, 应用程序" +"知道在哪里可以找到任何东西的,C++代码相比, 不可避免的是, 脚本API操作将花费更长" +"的时间. 他们必须定位任何相关数据的来源, 然后才能尝试访问它." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:192 msgid "" "The reason GDScript is slow is because every operation it performs passes " "through this system." -msgstr "GDScript很慢的原因是,它执行的每个操作都要经过这个系统." +msgstr "GDScript很慢的原因是, 它执行的每个操作都要经过这个系统." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:195 msgid "" @@ -405,8 +408,8 @@ msgid "" "But, if the C# script calls into an engine class' content or if the script " "tries to access something external to it, it will go through this pipeline." msgstr "" -"C#可以通过更优化的字节码,以更快的速度处理一些内容.但是,如果C#脚本调用引擎类的" -"内容,或者脚本试图访问它的外部内容,它会通过这个管道." +"C#可以通过更优化的字节码, 以更快的速度处理一些内容. 但是, 如果C#脚本调用引擎" +"类的内容, 或者脚本试图访问它的外部内容, 它会通过这个管道." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:200 msgid "" @@ -416,17 +419,17 @@ msgid "" "a manual task. It is at this point that external, non-C++ classes will use " "the API to locate them." msgstr "" -"NativeScript C++甚至更进一步,默认将所有内容都保持在内部.对外部结构的调用将通" -"过脚本API进行.在NativeScript C++中,注册方法以将其公开给脚本API是一项手动任务." -"至此,外部非C++类将使用API来查找它们." +"NativeScript C++甚至更进一步, 默认将所有内容都保持在内部. 对外部结构的调用将" +"通过脚本API进行. 在NativeScript C++中, 注册方法以将其公开给脚本API是一项手动" +"任务. 至此, 外部非C++类将使用API来查找它们." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:206 msgid "" "So, assuming one extends from Reference to create a data structure, like an " "Array or Dictionary, why choose an Object over the other two options?" msgstr "" -"因此,假设从引用扩展到创建数据结构,比如一个 ``Array`` 或 ``Dictionary``,为什么" -"选择一个 ``Object`` 而不是其他两个选项?" +"因此, 假设从引用扩展到创建数据结构, 比如一个 ``Array`` 或 ``Dictionary``, 为" +"什么选择一个 ``Object`` 而不是其他两个选项?" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:209 msgid "" @@ -435,9 +438,9 @@ msgid "" "API doesn't change in response to internal data structure changes. What's " "more, Objects can have signals, allowing for reactive behavior." msgstr "" -"**控件**:对象能够创建更复杂的结构.可以在数据上分层抽象,以确保外部API不会响应" -"内部数据结构的更改.更重要的是,对象可以有信号,允许响应式行为.对象带来了创建更" -"复杂结构的能力." +"**控件** : 对象能够创建更复杂的结构. 可以在数据上分层抽象, 以确保外部API不会" +"响应内部数据结构的更改. 更重要的是, 对象可以有信号, 允许响应式行为. 对象带来" +"了创建更复杂结构的能力." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:214 msgid "" @@ -446,8 +449,8 @@ msgid "" "values one expects, but one doesn't need to worry about whether the property " "exists in the first place." msgstr "" -"**清晰**:当涉及到脚本和引擎类为对象定义的数据时,对象是一个可靠的数据源.属性可" -"能不包含期望的值,但是无需担心这个属性是否首先存在." +"**清晰** : 当涉及到脚本和引擎类为对象定义的数据时, 对象是一个可靠的数据源. 属" +"性可能不包含期望的值, 但是无需担心这个属性是否首先存在." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:219 msgid "" @@ -456,8 +459,8 @@ msgid "" "structure much easier. In comparison, Arrays and Dictionaries don't fulfill " "all use cases one might have." msgstr "" -"**便利**:如果已经有了类似的数据结构,之后从现有类扩展,可以使构建数据结构的任务" -"变得容易得多.相比之下,数组和字典不能满足所有的用例." +"**便利** : 如果已经有了类似的数据结构, 之后从现有类扩展, 可以使构建数据结构的" +"任务变得容易得多. 相比之下, 数组和字典不能满足所有的用例." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:224 msgid "" @@ -465,8 +468,8 @@ msgid "" "structures. With it, one can design their own List, Binary Search Tree, " "Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." msgstr "" -"对象还让用户有机会创建更专门化的数据结构.有了它,一个人可以设计自己的列表、二" -"叉搜索树、堆、散列树、图、不相交集、以及其他选择." +"对象还让用户有机会创建更专门化的数据结构. 有了它, 一个人可以设计自己的列表, " +"二叉搜索树, 堆, 散列树, 图, 不相交集, 以及其他选择." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:228 msgid "" @@ -475,49 +478,50 @@ msgid "" "As such, it can be helpful to construct one's own node type when building " "tree structures." msgstr "" -"\"为什么不在树结构中使用节点?\"有人可能会问.节点类包含与自定义数据结构无关的" -"内容.因此在构建树结构时,构造自己的节点类型是很有帮助的." +"\"为什么不在树结构中使用节点?\" 有人可能会问. 节点类包含与自定义数据结构无关" +"的内容. 因此在构建树结构时, 构造自己的节点类型是很有帮助的." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." -msgstr "从这里开始,然后就可以创建具有特定功能的结构,只会受到他们想象力的限制." +msgstr "" +"从这里开始, 然后就可以创建具有特定功能的结构, 只会受到他们想象力的限制." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" -msgstr "枚举:整数VS字符串" +msgstr "枚举: 整数VS字符串" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " "strings for the enum values (the latter only when using the ``export`` " "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -"大多数语言都提供了一个枚举类型选项.GDScript也不例外,但与大多数其他语言不同的" -"是,它允许人们使用整数或字符串作为枚举值(只有在GDScript中使用 ``export`` 关键" -"字时才可使用后者).那么问题就来了,\"应该使用哪一种?\"" +"大多数语言都提供了一个枚举类型选项.GDScript也不例外, 但与大多数其他语言不同的" +"是, 它允许人们使用整数或字符串作为枚举值(只有在GDScript中使用 ``export`` 关键" +"字时才可使用后者). 那么问题就来了,\"应该使用哪一种?\"" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -"简而言之,\"你觉得哪个更舒服就选哪个.\"这是GDScript特有的特性,而并非一般的" +"简而言之,\"你觉得哪个更舒服就选哪个.\" 这是GDScript特有的特性, 而并非一般的" "Godot脚本;该语言将可用性置于性能之上." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" -"在技术层面上,整数比较(常量时间)比字符串比较(线性时间)更快.如果你想保持其他语" -"言的习惯,那么应该使用整数." +"在技术层面上, 整数比较(常量时间)比字符串比较(线性时间)更快. 如果你想保持其他" +"语言的习惯, 那么应该使用整数." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -525,61 +529,61 @@ msgid "" "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" -"当您想要 *打印* 枚举值时,使用整数的主要问题就出现了.作为整数尝试打印 " -"``MY_ENUM``,将会打印 ``5`` 之类的东西,而不是像 ``MyEnum`` 这样的词.要打印整数" -"枚举,必须编写一个字典来映射每个枚举对应的字符串值." +"当您想要 *打印* 枚举值时, 使用整数的主要问题就出现了. 作为整数尝试打印 " +"``MY_ENUM``, 将会打印 ``5`` 之类的东西, 而不是像 ``MyEnum`` 这样的词. 要打印" +"整数枚举, 必须编写一个字典来映射每个枚举对应的字符串值." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " "use them as strings. That way, a separate data structure to execute on the " "printing is unnecessary." msgstr "" -"如果使用枚举的主要目的是打印值,并且希望将它们作为相关概念组合在一起,那么使用" -"它们作为字符串是有意义的.这样,就不需要在打印上执行单独的数据结构." +"如果使用枚举的主要目的是打印值, 并且希望将它们作为相关概念组合在一起, 那么使" +"用它们作为字符串是有意义的. 这样, 就不需要在打印上执行单独的数据结构." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" -"在什么情况下应该使用Godot的各种动画类?对于Godot的新用户来说,可能不是马上清楚" -"答案." +"在什么情况下应该使用Godot的各种动画类?对于Godot的新用户来说, 可能不是马上清" +"楚答案." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" -":ref:`AnimatedTexture <class_AnimatedTexture>` 是引擎绘制一个动画循环,而不是" -"一个静态图像的纹理.用户可以进行如下操作…" +":ref:`AnimatedTexture <class_AnimatedTexture>` 是引擎绘制一个动画循环, 而不是" +"一个静态图像的纹理. 用户可以进行如下操作…" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "它在纹理的每个部分移动的速率(每秒帧数)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "纹理中包含的区域数(帧)." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " "extra logic on the part of the engine. The bad news is that users have very " "little control." msgstr "" -"Godot的 :ref:`VisualServer <class_VisualServer>` 按规定的速度依次绘制区块.好" -"消息是,这并不涉及引擎部分额外的逻辑.坏消息是,用户几乎没有控制权." +"Godot的 :ref:`VisualServer <class_VisualServer>` 按规定的速度依次绘制区块. 好" +"消息是, 这并不涉及引擎部分额外的逻辑. 坏消息是, 用户几乎没有控制权." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -589,14 +593,14 @@ msgid "" "`TileMap <class_TileMap>` for many auto-animating backgrounds that all " "render in a single batched draw call." msgstr "" -"另外请注意,``AnimatedTexture`` 是一个 :ref:`Resource <class_Resource>`,与此处" -"讨论的其他 :ref:`Node <class_Node>` 对象不同.可以创建一个 :ref:`Sprite " -"<class_Sprite>` 节点,该节点使用 ``AnimatedTexture`` 作为其纹理.或者(其他方法" -"做不到的)可以将 ``AnimatedTexture`` 作为图块,添加到一个 :ref:`TileSet " -"<class_TileSet>` 中,并将其与 :ref:`TileMap <class_TileMap>` 集成在一起,以获得" -"许多自动动画化的背景,所有的渲染将在单个批处理内绘制调用." +"另外请注意,``AnimatedTexture`` 是一个 :ref:`Resource <class_Resource>`, 与此" +"处讨论的其他 :ref:`Node <class_Node>` 对象不同. 可以创建一个 :ref:`Sprite " +"<class_Sprite>` 节点, 该节点使用 ``AnimatedTexture`` 作为其纹理. 或者(其他方" +"法做不到的)可以将 ``AnimatedTexture`` 作为图块, 添加到一个 :ref:`TileSet " +"<class_TileSet>` 中, 并将其与 :ref:`TileMap <class_TileMap>` 集成在一起, 以获" +"得许多自动动画化的背景, 所有的渲染将在单个批处理内绘制调用." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -604,11 +608,11 @@ msgid "" "speed, regional offset, and orientation. This makes them well-suited to " "controlling 2D frame-based animations." msgstr "" -"``AnimatedSprite`` 节点,与 :ref:`SpriteFrames <class_SpriteFrames>` 资源结合" -"使用,允许用户通过精灵表创建各种动画序列,在动画之间切换,并控制它们的速度、区域" -"偏移量、和方向.这使得它们非常适合控制基于二维的帧动画." +"``AnimatedSprite`` 节点, 与 :ref:`SpriteFrames <class_SpriteFrames>` 资源结合" +"使用, 允许用户通过精灵表创建各种动画序列, 在动画之间切换, 并控制它们的速度, " +"区域偏移量, 和方向. 这使得它们非常适合控制基于二维的帧动画." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -616,35 +620,35 @@ msgid "" "use an :ref:`AnimationPlayer <class_AnimationPlayer>` node in conjunction " "with the AnimatedSprite." msgstr "" -"如果需要触发与动画更改相关的其他效果(例如,创建粒子效果,调用函数,或操作除基于" -"帧的动画外的其他外围元素),那么就需要使用一个 :ref:`AnimationPlayer " +"如果需要触发与动画更改相关的其他效果(例如, 创建粒子效果, 调用函数, 或操作除基" +"于帧的动画外的其他外围元素), 那么就需要使用一个 :ref:`AnimationPlayer " "<class_AnimationPlayer>` 节点与 ``AnimatedSprite`` 关联." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" -"如果你想设计更复杂的二维动画系统,``AnimationPlayer`` 也是你的必备工具,例如…" +"如果你想设计更复杂的二维动画系统,``AnimationPlayer`` 也是你的必备工具, 例如…" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." -msgstr "**剪纸动画**:在运行时编辑精灵的变换." +msgstr "**剪纸动画** : 在运行时编辑精灵的变换." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" -"**二维网格动画**:为精灵的纹理划分一个区域,并将骨骼绑定在上面.然后动画化该骨" -"骼,使骨骼按照彼此之间的关系,成比例地拉伸和弯曲纹理." +"**二维网格动画** : 为精灵的纹理划分一个区域, 并将骨骼绑定在上面. 然后动画化该" +"骨骼, 使骨骼按照彼此之间的关系, 成比例地拉伸和弯曲纹理." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "综上所述." -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " @@ -654,8 +658,8 @@ msgid "" "<class_AnimationTree>` shines. One can find an in-depth guide on using the " "AnimationTree :ref:`here <doc_animation_tree>`." msgstr "" -"虽然我们需要一个 AnimationPlayer,来为游戏设计每个独立的动画序列,它也可以用来" -"混合复合动画,也就是说,在这些动画之间实现平滑的转换.在为对象规划的动画之间,也" -"可能存在一个层次结构.在这些情况下使用 :ref:`AnimationTree " -"<class_AnimationTree>` 效果很出色.可以在 :ref:`这里 <doc_animation_tree>` 找" +"虽然我们需要一个 AnimationPlayer, 来为游戏设计每个独立的动画序列, 它也可以用" +"来混合复合动画, 也就是说, 在这些动画之间实现平滑的转换. 在为对象规划的动画之" +"间, 也可能存在一个层次结构. 在这些情况下使用 :ref:`AnimationTree " +"<class_AnimationTree>` 效果很出色. 可以在 :ref:`这里 <doc_animation_tree>` 找" "到关于使用 AnimationTree 的深入指南." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 56ecf2a870..2d3393766d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,7 +25,7 @@ msgstr "Godot接口" msgid "" "Often one needs scripts that rely on other objects for features. There are 2 " "parts to this process:" -msgstr "通常,需要依赖于功能的其他对象的脚本.这个过程分为两部分:" +msgstr "通常, 需要依赖于功能的其他对象的脚本. 这个过程分为两部分:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:9 msgid "Acquiring a reference to the object that presumably has the features." @@ -37,7 +37,7 @@ msgstr "从对象访问数据或逻辑." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:13 msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "本教程的其余部分,概述了完成所有这些操作的各种方法." +msgstr "本教程的其余部分, 概述了完成所有这些操作的各种方法." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:16 msgid "Acquiring object references" @@ -49,8 +49,8 @@ msgid "" "them is to get a reference to an existing object from another acquired " "instance." msgstr "" -"对所有 :ref:`Object <class_Object>` 来说,引用它们最基本的方法,是从另一个获取" -"的实例中,获取对现有对象的引用." +"对所有 :ref:`Object <class_Object>` 来说, 引用它们最基本的方法, 是从另一个获" +"取的实例中, 获取对现有对象的引用." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:32 msgid "" @@ -58,14 +58,14 @@ msgid "" "While users often access :ref:`Node <class_Node>` and :ref:`Resource " "<class_Resource>` this way, alternative measures are available." msgstr "" -"同样的原则也适用于 :ref:`Reference <class_Reference>` 对象.虽然用户经常以这种" -"方式访问 :ref:`Node <class_Node>` 和 :ref:`Resource <class_Resource>`,还可以" -"采取其他措施." +"同样的原则也适用于 :ref:`Reference <class_Reference>` 对象. 虽然用户经常以这" +"种方式访问 :ref:`Node <class_Node>` 和 :ref:`Resource <class_Resource>`, 还可" +"以采取其他措施." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:36 msgid "" "Instead of property or method access, one can get Resources by load access." -msgstr "代替属性或方法访问,可以通过加载访问获得 ``Resource``." +msgstr "代替属性或方法访问, 可以通过加载访问获得 ``Resource``." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:115 msgid "Note the following:" @@ -79,7 +79,7 @@ msgstr "一种语言可以通过多种方式加载这些资源." msgid "" "When designing how objects will access data, don't forget that one can pass " "resources around as references as well." -msgstr "在设计对象如何访问数据时,不要忘记,还可以将资源作为引用传递." +msgstr "在设计对象如何访问数据时, 不要忘记, 还可以将资源作为引用传递." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:122 msgid "" @@ -88,13 +88,13 @@ msgid "" "<class_Resource_method_duplicate>` an existing reference or instantiate one " "from scratch with ``new()``." msgstr "" -"请记住,加载资源将获取引擎维护的缓存资源实例.要获取一个新对象,必须 :ref:`复制 " -"<class_Resource_method_duplicate>` 一个现有引用,或者使用 ``new()`` 从头实例化" -"一个引用." +"请记住, 加载资源将获取引擎维护的缓存资源实例. 要获取一个新对象, 必须 :ref:`复" +"制 <class_Resource_method_duplicate>` 一个现有引用, 或者使用 ``new()`` 从头实" +"例化一个引用." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:127 msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "节点也有一个可选的访问点:场景树." +msgstr "节点也有一个可选的访问点: 场景树." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:245 msgid "Accessing data or logic from an object" @@ -107,8 +107,8 @@ msgid "" "**type**. It instead checks that the object **implements** the individual " "method." msgstr "" -"Godot的脚本API是鸭子类型.这意味着,如果脚本执行操作,则Godot不会通过 **类型** " -"验证其是否支持该操作.相反,它检查对象是否 **实现** 了单个方法." +"Godot的脚本API是鸭子类型. 这意味着, 如果脚本执行操作, 则Godot不会通过 **类型" +"** 验证其是否支持该操作. 相反, 它检查对象是否 **实现** 了单个方法." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:251 msgid "" @@ -118,10 +118,10 @@ msgid "" "`CanvasItem.visible <class_CanvasItem_property_visible>`, then Godot would " "do the following checks, in order:" msgstr "" -"例如, :ref:`CanvasItem <class_CanvasItem>` 类有一个 ``visible`` 的属性.实际" -"上,脚本API公开的所有属性,都是绑定到名称的 ``setter`` 和 ``getter`` 对.如果有" -"人试图访问 :ref:`CanvasItem.visible <class_CanvasItem_property_visible>`,那么" -"Godot会按照以下顺序进行检查:" +"例如, :ref:`CanvasItem <class_CanvasItem>` 类有一个 ``visible`` 的属性. 实际" +"上, 脚本API公开的所有属性, 都是绑定到名称的 ``setter`` 和 ``getter`` 对. 如果" +"有人试图访问 :ref:`CanvasItem.visible <class_CanvasItem_property_visible>`, " +"那么Godot会按照以下顺序进行检查:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:257 msgid "" @@ -130,8 +130,8 @@ msgid "" "a property defined on a base object by overriding the setter method for the " "property." msgstr "" -"如果对象附加了脚本,它将尝试通过脚本设置属性.通过覆盖属性的 ``setter`` 方法,这" -"为脚本提供了覆盖基础对象上定义的属性的机会." +"如果对象附加了脚本, 它将尝试通过脚本设置属性. 通过覆盖属性的 ``setter`` 方" +"法, 这为脚本提供了覆盖基础对象上定义的属性的机会." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:262 msgid "" @@ -141,18 +141,18 @@ msgid "" "getter. For more information about HashMaps, see the :ref:`data preferences " "<doc_data_preferences>` docs." msgstr "" -"如果脚本没有该属性,它在 ``ClassDB`` 中对 ``CanvasItem`` 类及其所有继承的类型" -"执行 ``visible`` 属性的哈希表查找.如果找到,它将调用绑定的 ``setter`` 或 " -"``getter``.有关哈希表的更多信息,参见 :ref:`数据偏好 <doc_data_preferences>` " -"文档." +"如果脚本没有该属性, 它在 ``ClassDB`` 中对 ``CanvasItem`` 类及其所有继承的类型" +"执行 ``visible`` 属性的哈希表查找. 如果找到, 它将调用绑定的 ``setter`` 或 " +"``getter``. 有关哈希表的更多信息, 参见 :ref:`数据偏好 " +"<doc_data_preferences>` 文档." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:268 msgid "" "If not found, it does an explicit check to see if the user wants to access " "the \"script\" or \"meta\" properties." msgstr "" -"如果没有找到,它会进行显式检查,以查看用户是否要访问 ``script`` 或 ``meta`` 属" -"性." +"如果没有找到, 它会进行显式检查, 以查看用户是否要访问 ``script`` 或 ``meta`` " +"属性." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:271 msgid "" @@ -161,8 +161,8 @@ msgid "" "execute logic that gives the impression that the Object has a property. This " "is also the case with the ``_get_property_list`` method." msgstr "" -"如果没有,它将在 ``CanvasItem`` 及其继承的类型中检查 ``_set``/``_get`` 实现(取" -"决于访问类型).这些方法可以执行逻辑,从而给人一种对象具有属性的印象." +"如果没有, 它将在 ``CanvasItem`` 及其继承的类型中检查 ``_set``/``_get`` 实现" +"(取决于访问类型). 这些方法可以执行逻辑, 从而给人一种对象具有属性的印象." "``_get_property_list`` 方法也是如此." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:276 @@ -172,8 +172,8 @@ msgid "" "the name of the tile with ID 1, i.e. :ref:`TileSet.tile_get_name(1) " "<class_TileSet_method_tile_get_name>`." msgstr "" -"请注意,即使对于非合法的符号名称,例如 :ref:`TileSet <class_TileSet>` 的 ``1/" -"tile_name`` 属性,这种情况也会发生.这是指ID为1的 ``tile`` 的名称,即 :ref:" +"请注意, 即使对于非合法的符号名称, 例如 :ref:`TileSet <class_TileSet>` 的 ``1/" +"tile_name`` 属性, 这种情况也会发生. 这是指ID为1的 ``tile`` 的名称, 即 :ref:" "`TileSet.tile_get_name(1) <class_TileSet_method_tile_get_name>`." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:281 @@ -182,22 +182,22 @@ msgid "" "script, the object's class, or any class that object inherits, but only for " "things which extend Object." msgstr "" -"因此,这个鸭子类型的系统可以在脚本、对象的类、或对象继承的任何类、但只能用于扩" -"展Object的对象中,定位属性." +"因此, 这个鸭子类型的系统可以在脚本, 对象的类, 或对象继承的任何类, 但只能用于" +"扩展Object的对象中, 定位属性." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:285 msgid "" "Godot provides a variety of options for performing runtime checks on these " "accesses:" -msgstr "Godot提供了多种选项,来对这些访问,执行运行时检查:" +msgstr "Godot提供了多种选项, 来对这些访问, 执行运行时检查:" #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:288 msgid "" "A duck-typed property access. These will property check (as described " "above). If the operation isn't supported by the object, execution will halt." msgstr "" -"鸭子类型属性的访问.这些将进行属性检查(如上所述).如果对象不支持该操作,则执行将" -"停止." +"鸭子类型属性的访问. 这些将进行属性检查(如上所述). 如果对象不支持该操作, 则执" +"行将停止." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:316 msgid "" @@ -205,9 +205,9 @@ msgid "" "<class_CanvasItem_property_visible>`, one can access the methods, " "``set_visible`` and ``is_visible`` like any other method." msgstr "" -"一个方法检查.在 :ref:`CanvasItem.visible " -"<class_CanvasItem_property_visible>` 的情况下,我们可以像访问任何其他方法一样," -"访问这些方法,``set_visible`` 和 ``is_visible`` ." +"一个方法检查. 在 :ref:`CanvasItem.visible " +"<class_CanvasItem_property_visible>` 的情况下, 我们可以像访问任何其他方法一" +"样, 访问这些方法,``set_visible`` 和 ``is_visible`` ." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:454 msgid "" @@ -215,13 +215,13 @@ msgid "" "useful in cases where one needs the max level of freedom from dependencies. " "In this case, one relies on an external context to setup the method." msgstr "" -"将访问权限外包给 :ref:`FuncRef <class_FuncRef>`.在人们需要最大程度地摆脱依赖" -"的情况下,这些方法可能会很有用.在这种情况下,需要依靠外部上下文来设置此方法." +"将访问权限外包给 :ref:`FuncRef <class_FuncRef>`. 在人们需要最大程度地摆脱依赖" +"的情况下, 这些方法可能会很有用. 在这种情况下, 需要依靠外部上下文来设置此方法." #: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:513 msgid "" "These strategies contribute to Godot's flexible design. Between them, users " "have a breadth of tools to meet their specific needs." msgstr "" -"这些策略有助于Godot的灵活设计.通过它们,用户可以使用多种工具来满足他们的特定需" -"求." +"这些策略有助于Godot的灵活设计. 通过它们, 用户可以使用多种工具来满足他们的特定" +"需求." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index e972cd2e74..daa59c601c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,17 +30,17 @@ msgid "" "to \"draw\", it will call ``_notification(NOTIFICATION_DRAW)``." msgstr "" "Godot中的每个对象都实现 :ref:`_notification " -"<class_Object_method__notification>` 方法.其目的是允许对象响应可能与之相关的" -"各种引擎级回调.例如,如果引擎告诉一个 :ref:`CanvasItem <class_CanvasItem>` 去 " -"``绘制``,它将调用 ``_notification(NOTIFICATION_DRAW)``." +"<class_Object_method__notification>` 方法. 其目的是允许对象响应可能与之相关的" +"各种引擎级回调. 例如, 如果引擎告诉一个 :ref:`CanvasItem <class_CanvasItem>` " +"去 ``绘制``, 它将调用 ``_notification(NOTIFICATION_DRAW)``." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:13 msgid "" "Some of these notifications, like draw, are useful to override in scripts. " "So much so that Godot exposes many of them with dedicated functions:" msgstr "" -"这些通知中的某些通知,例如 ``draw``,可用于在脚本中覆盖.如此之多,以至于Godot公" -"开了许多具有专用功能的通知:" +"这些通知中的某些通知, 例如 ``draw``, 可用于在脚本中覆盖. 如此之多, 以至于" +"Godot公开了许多具有专用功能的通知:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:16 msgid "``_ready()`` : NOTIFICATION_READY" @@ -78,7 +78,7 @@ msgstr "``_draw()`` : NOTIFICATION_DRAW" msgid "" "What users might *not* realize is that notifications exist for types other " "than Node alone:" -msgstr "用户可能 *不会* 意识到,通知仅针对 ``Node`` 以外的类型存在:" +msgstr "用户可能 *不会* 意识到, 通知仅针对 ``Node`` 以外的类型存在:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:35 msgid "" @@ -87,8 +87,8 @@ msgid "" "triggers during object initialization. Not accessible to scripts." msgstr "" ":ref:`Object::NOTIFICATION_POSTINITIALIZE " -"<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`:在对象初始化期间触发的回" -"调.脚本无法访问." +"<class_Object_constant_NOTIFICATION_POSTINITIALIZE>`: 在对象初始化期间触发的" +"回调. 脚本无法访问." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:38 msgid "" @@ -108,15 +108,15 @@ msgid "" "displays the game content." msgstr "" ":ref:`MainLoop::NOTIFICATION_WM_MOUSE_ENTER " -"<class_MainLoop_constant_NOTIFICATION_WM_MOUSE_ENTER>`:当鼠标进入,显示游戏内" -"容的操作系统窗口时,触发的回调." +"<class_MainLoop_constant_NOTIFICATION_WM_MOUSE_ENTER>`: 当鼠标进入, 显示游戏" +"内容的操作系统窗口时, 触发的回调." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:46 msgid "" "And many of the callbacks that *do* exist in Nodes don't have any dedicated " "methods, but are still quite useful." msgstr "" -"而且,在节点中 *确实* 存在许多回调,都没有任何专用方法,但是它们仍然非常有用." +"而且, 在节点中 *确实* 存在许多回调, 都没有任何专用方法, 但是它们仍然非常有用." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:49 msgid "" @@ -125,8 +125,8 @@ msgid "" "anytime one adds a child node to another node." msgstr "" ":ref:`Node::NOTIFICATION_PARENTED " -"<class_Node_constant_NOTIFICATION_PARENTED>`:任何时候将一个子节点添加到另一个" -"节点时,都会触发的回调." +"<class_Node_constant_NOTIFICATION_PARENTED>`: 任何时候将一个子节点添加到另一" +"个节点时, 都会触发的回调." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:52 msgid "" @@ -135,8 +135,8 @@ msgid "" "anytime one removes a child node from another node." msgstr "" ":ref:`Node::NOTIFICATION_UNPARENTED " -"<class_Node_constant_NOTIFICATION_UNPARENTED>`:任何时候从另一个节点删除一个子" -"节点时,都会触发的回调." +"<class_Node_constant_NOTIFICATION_UNPARENTED>`: 任何时候从另一个节点删除一个" +"子节点时, 都会触发的回调." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:56 msgid "" @@ -146,21 +146,21 @@ msgid "" "its ``about_to_show`` signal which triggers *before* its appearance." msgstr "" ":ref:`Popup::NOTIFICATION_POST_POPUP " -"<class_Popup_constant_NOTIFICATION_POST_POPUP>`: 一个回调,在Popup节点完成任" -"何 ``popup*`` 方法后触发.注意与它的 ``about_to_show`` 信号的区别,后者在*出现" -"之前*触发." +"<class_Popup_constant_NOTIFICATION_POST_POPUP>`: 一个回调, 在Popup节点完成任" +"何 ``popup*`` 方法后触发. 注意与它的 ``about_to_show`` 信号的区别, 后者在 *出" +"现之前* 触发." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:61 msgid "" "One can access all these custom notifications from the universal " "``_notification`` method." -msgstr "您可以从通用的 ``_notification`` 方法,访问所有这些自定义通知." +msgstr "您可以从通用的 ``_notification`` 方法, 访问所有这些自定义通知." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:65 msgid "" "Methods in the documentation labeled as \"virtual\" are also intended to be " "overridden by scripts." -msgstr "文档中标记为 ``虚拟(virtual)`` 的方法,也打算被脚本重写." +msgstr "文档中标记为 ``虚拟(virtual)`` 的方法, 也打算被脚本重写." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:68 msgid "" @@ -169,14 +169,14 @@ msgid "" "calls the method. Most languages (except C#) rely on it as a constructor." msgstr "" "一个经典的例子是 ``Object`` 中的 :ref:`_init <class_Object_method__init>` 方" -"法.虽然它没有等效的 ``NOTIFICATION_*``,但是引擎仍然调用该方法.大多数语言(C#除" -"外)都将其用作构造函数." +"法. 虽然它没有等效的 ``NOTIFICATION_*``, 但是引擎仍然调用该方法. 大多数语言" +"(C#除外)都将其用作构造函数." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:73 msgid "" "So, in which situation should one use each of these notifications or virtual " "functions?" -msgstr "那么,在哪种情况下应该使用这些通知或虚函数呢?" +msgstr "那么, 在哪种情况下应该使用这些通知或虚函数呢?" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:77 msgid "_process vs. _physics_process vs. \\*_input" @@ -191,10 +191,10 @@ msgid "" "the evaluations to update. If they don't need to execute every frame, then " "implementing a Timer-yield-timeout loop is another option." msgstr "" -"当需要帧之间依赖于帧速率的 ``deltatime`` 时,请使用 ``_process``.如果更新对象" -"数据的代码,需要尽可能频繁地更新,那么这是正确放置这些代码的地方.经常在这里执行" -"循环逻辑检查和数据缓存,但它取决于需要更新估算的频率.如果他们不需要执行每一帧," -"那么执行一个 ``Timer-yield-timeout`` 循环是另一种选择." +"当需要帧之间依赖于帧速率的 ``deltatime`` 时, 请使用 ``_process``. 如果更新对" +"象数据的代码, 需要尽可能频繁地更新, 那么这是正确放置这些代码的地方. 经常在这" +"里执行循环逻辑检查和数据缓存, 但它取决于需要更新估算的频率. 如果他们不需要执" +"行每一帧, 那么执行一个 ``Timer-yield-timeout`` 循环是另一种选择." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:97 msgid "" @@ -203,9 +203,10 @@ msgid "" "how fast or slow time advances, this is the right place. Recurring kinematic " "and object transform operations should execute here." msgstr "" -"当一个帧之间需要独立于帧速率的 ``deltatime`` 时,请使用 ``_physics_process``." -"如果不管时间是快还是慢,代码需要随着时间的推移进行一致的更新,那么这是正确的放" -"置这些代码的地方.重复的运动学和对象变换操作,应在此处执行." +"当一个帧之间需要独立于帧速率的 ``deltatime`` 时, 请使用 " +"``_physics_process``. 如果不管时间是快还是慢, 代码需要随着时间的推移进行一致" +"的更新, 那么这是正确的放置这些代码的地方. 重复的运动学和对象变换操作, 应在此" +"处执行." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:102 msgid "" @@ -215,9 +216,9 @@ msgid "" "by default). In contrast, ``*_input`` callbacks will trigger only on frames " "in which the engine has actually detected the input." msgstr "" -"为了获得最佳性能,应尽可能避免在这些回调期间,进行输入检查.``_process`` 和 " -"``_physics_process`` 将在每个机会触发(默认情况下它们不会 ``休息``).相反," -"``*_input`` 回调仅在,引擎实际检测到输入的帧上触发." +"为了获得最佳性能, 应尽可能避免在这些回调期间, 进行输入检查.``_process`` 和 " +"``_physics_process`` 将在每个机会触发(默认情况下它们不会 ``休息``). 相反," +"``*_input`` 回调仅在, 引擎实际检测到输入的帧上触发." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:108 msgid "" @@ -225,8 +226,8 @@ msgid "" "one wants to use delta time, one can fetch it from the related deltatime " "methods as needed." msgstr "" -"可以同样检查输入回调中的输入动作.如果要使用增量时间,则可以根据需要从相关的增" -"量时间方法中获取它." +"可以同样检查输入回调中的输入动作. 如果要使用增量时间, 则可以根据需要从相关的" +"增量时间方法中获取它." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:156 msgid "_init vs. initialization vs. export" @@ -239,21 +240,21 @@ msgid "" "should also run here. This triggers before ``_ready`` or ``_enter_tree``, " "but after a script creates and initializes its properties." msgstr "" -"如果脚本初始化它自己的节点子树,没有场景,代码应该在这里执行.其他属性或独立于 " -"``SceneTree`` 的 ``initialization`` 也应在此处运行.这会在 ``_ready`` 或 " -"``_enter_tree`` 之前触发,但是会在脚本创建并初始化其属性之后触发." +"如果脚本初始化它自己的节点子树, 没有场景, 代码应该在这里执行. 其他属性或独立" +"于 ``SceneTree`` 的 ``initialization`` 也应在此处运行. 这会在 ``_ready`` 或 " +"``_enter_tree`` 之前触发, 但是会在脚本创建并初始化其属性之后触发." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:163 msgid "" "Scripts have three types of property assignments that can occur during " "instantiation:" -msgstr "脚本具有实例化期间,可能发生的三种类型的属性分配:" +msgstr "脚本具有实例化期间, 可能发生的三种类型的属性分配:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:210 msgid "" "When instantiating a scene, property values will set up according to the " "following sequence:" -msgstr "当实例化一个场景时,将根据以下顺序设置属性值:" +msgstr "当实例化一个场景时, 将根据以下顺序设置属性值:" #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:213 msgid "" @@ -270,14 +271,14 @@ msgid "" "script, Godot will assign the exported value to replace the initial value " "defined in the script." msgstr "" -"**导出值赋值**:如果从一个场景而不是脚本中实例化,Godot将分配导出的值,来替换脚" -"本中定义的初始值." +"**导出值赋值** : 如果从一个场景而不是脚本中实例化,Godot将分配导出的值, 来替换" +"脚本中定义的初始值." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:221 msgid "" "As a result, instantiating a script versus a scene will affect both the " "initialization *and* the number of times the engine calls the setter." -msgstr "因此,实例化脚本和场景,将影响初始化,*和* 引擎调用 ``setter`` 的次数." +msgstr "因此, 实例化脚本和场景, 将影响初始化,*和* 引擎调用 ``setter`` 的次数." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:225 msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" @@ -293,9 +294,9 @@ msgid "" "This then causes a reverse cascade going up back to the tree's root." msgstr "" "当实例化连接到第一个执行场景的场景时,Godot将实例化树下的节点(进行 ``_init`` " -"调用),并构建从根向下的树.这导致 ``_enter_tree`` 调用,向下级联树.当树构建完成," -"叶子节点调用 ``_ready``.一旦所有子节点都完成了对它们的子节点的调用,一个节点就" -"会调用这个方法.然后,这将导致反向级联回到树的根部." +"调用), 并构建从根向下的树. 这导致 ``_enter_tree`` 调用, 向下级联树. 当树构建" +"完成, 叶子节点调用 ``_ready``. 一旦所有子节点都完成了对它们的子节点的调用, 一" +"个节点就会调用这个方法. 然后, 这将导致反向级联回到树的根部." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:234 msgid "" @@ -303,8 +304,9 @@ msgid "" "the SceneTree upon creation, so no ``_enter_tree`` callbacks trigger. " "Instead, only the ``_init`` and later ``_ready`` calls occur." msgstr "" -"在实例化一个脚本或一个独立场景时,节点不会在创建时添加到场景树,所以没有 " -"``_enter_tree`` 的回调触发器.相反,只发生 ``_init`` 和之后的 ``_ready`` 调用." +"在实例化一个脚本或一个独立场景时, 节点不会在创建时添加到场景树, 所以没有 " +"``_enter_tree`` 的回调触发器. 相反, 只发生 ``_init`` 和之后的 ``_ready`` 调" +"用." #: ../../docs/getting_started/workflow/best_practices/godot_notifications.rst:238 msgid "" @@ -315,8 +317,8 @@ msgid "" "to a custom signal on the parent node without failing. Useful on data-" "centric nodes that one might create at runtime." msgstr "" -"如果需要触发作为节点设置父级到另一个节点而发生的行为,无论它是否作为在主要/活" -"动场景中的部分发生,都可以使用 :ref:`PARENTED " -"<class_Node_constant_NOTIFICATION_PARENTED>` 通知.例如,这有一个将节点的方法," -"连接到父节点上的自定义信号,而不会失败的代码段.在运行时可能创建的,以数据为中心" -"的节点上有用." +"如果需要触发作为节点设置父级到另一个节点而发生的行为, 无论它是否作为在主要/活" +"动场景中的部分发生, 都可以使用 :ref:`PARENTED " +"<class_Node_constant_NOTIFICATION_PARENTED>` 通知. 例如, 这有一个将节点的方" +"法, 连接到父节点上的自定义信号, 而不会失败的代码段. 在运行时可能创建的, 以数" +"据为中心的节点上有用." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/index.po index cb87ce378b..3ef4e74316 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index c5297a4aa1..0242188174 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,7 +25,7 @@ msgstr "简介" msgid "" "This series is a collection of best practices to help you work efficiently " "with Godot." -msgstr "本系列是最佳实践的集合,可帮助您有效地使用Godot." +msgstr "本系列是最佳实践的集合, 可帮助您有效地使用Godot." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:9 msgid "" @@ -34,14 +34,15 @@ msgid "" "and cons, and they can be hard to weigh until you've worked with the engine " "for long enough." msgstr "" -"Godot允许你在如何构建项目的代码库和将其分解为场景方面有很大的灵活性.每种方法" -"都有它的优点和缺点,在你与该引擎磨合足够长的时间之前,很难权衡." +"Godot允许你在如何构建项目的代码库和将其分解为场景方面有很大的灵活性. 每种方法" +"都有它的优点和缺点, 在你与该引擎磨合足够长的时间之前, 很难权衡." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:13 msgid "" "There are always many ways to structure your code and solve specific " "programming problems. It would be impossible to cover them all here." -msgstr "总是有很多方法可以构造代码并解决特定的编程问题.这里不可能涵盖所有内容." +msgstr "" +"总是有很多方法可以构造代码并解决特定的编程问题. 这里不可能涵盖所有内容." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:16 msgid "" @@ -50,8 +51,8 @@ msgid "" "pros and cons of each option, and highlight the best course of action for " "the problem at hand." msgstr "" -"这就是为什么每篇文章,都是从一个现实世界的问题开始的.我们将每个问题,分解为基本" -"问题,提出解决方案,分析每种选择的利弊,并强调针对当前问题的最佳解决方案." +"这就是为什么每篇文章, 都是从一个现实世界的问题开始的. 我们将每个问题, 分解为" +"基本问题, 提出解决方案, 分析每种选择的利弊, 并强调针对当前问题的最佳解决方案." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:20 msgid "" @@ -60,8 +61,9 @@ msgid "" "Oriented programming languages. It will help you make sense of the rest of " "the series." msgstr "" -"你应该从阅读 :ref:`doc_what_are_godot_classes` 开始.它解释了Godot的节点和场景" -"如何与其他面向对象的编程语言中的类和对象关联.它将帮助你理解该系列的其他内容." +"你应该从阅读 :ref:`doc_what_are_godot_classes` 开始. 它解释了Godot的节点和场" +"景如何与其他面向对象的编程语言中的类和对象关联. 它将帮助你理解该系列的其他内" +"容." #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:26 msgid "" @@ -70,7 +72,7 @@ msgid "" "Single_responsibility_principle>`_ principle and `encapsulation <https://en." "wikipedia.org/wiki/Encapsulation_(computer_programming)>`_." msgstr "" -"Godot中的最佳实践,依赖于面向对象的设计原则.我们使用诸如 `单一职责 <https://" +"Godot中的最佳实践, 依赖于面向对象的设计原则. 我们使用诸如 `单一职责 <https://" "en.wikipedia.org/wiki/Single_responsibility_principle>`_ 原则和 `封装 " "<https://en.wikipedia.org/wiki/Encapsulation_(computer_programming)>`_ 之类的" "工具." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index a253794a78..94d964b9a2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Ever wondered whether one should approach problem X with strategy Y or Z? " "This article covers a variety of topics related to these dilemmas." msgstr "" -"有没有想过应该用数据结构Y还是Z,来处理问题X ?本文涵盖了与这些困境有关的各种主" -"题." +"有没有想过应该用数据结构Y还是Z, 来处理问题X ?本文涵盖了与这些困境有关的各种" +"主题." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:10 msgid "Loading vs. preloading" @@ -40,9 +40,9 @@ msgid "" "possible to front-load the \"loading\" operations and avoid loading " "resources while in the middle of performance-sensitive code." msgstr "" -"在GDScript中,存在全局 :ref:`preload <class_@GDScript_method_preload>` 方法.它" -"尽可能早地加载资源,以便提前进行 ``加载`` 操作,并避免在执行性能敏感的代码时加" -"载资源." +"在GDScript中, 存在全局 :ref:`preload <class_@GDScript_method_preload>` 方法. " +"它尽可能早地加载资源, 以便提前进行 ``加载`` 操作, 并避免在执行性能敏感的代码" +"时加载资源." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:17 msgid "" @@ -53,9 +53,9 @@ msgid "" "`ResourceLoader.load(path) <class_ResourceLoader_method_load>` which is " "accessible to *all* scripting languages." msgstr "" -"其对应的 :ref:`load <class_@GDScript_method_load>` 方法,只有在到达load语句时" -"才会加载资源.也就是说,它将立即加载资源,当它发生在敏感进程中时,会造成速度减" -"慢. ``load`` 函数也是 :ref:`ResourceLoader.load(path) " +"其对应的 :ref:`load <class_@GDScript_method_load>` 方法, 只有在到达load语句时" +"才会加载资源. 也就是说, 它将立即加载资源, 当它发生在敏感进程中时, 会造成速度" +"减慢. ``load`` 函数也是 :ref:`ResourceLoader.load(path) " "<class_ResourceLoader_method_load>` 的别名, *所有* 脚本语言都可以访问." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:24 @@ -63,8 +63,8 @@ msgid "" "So, when exactly does preloading occur versus loading, and when should one " "use either? Let's see an example:" msgstr "" -"那么,预加载和加载到底在什么时候发生,又应该什么时候使用这两种方法呢?我们来看" -"一个例子:" +"那么, 预加载和加载到底在什么时候发生, 又应该什么时候使用这两种方法呢?我们来" +"看一个例子:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:88 msgid "" @@ -73,8 +73,8 @@ msgid "" "wish for it. To distinguish these situations, there are a few things one can " "consider:" msgstr "" -"预加载允许脚本在加载脚本时处理所有加载.预加载是有用的,但也有一些时候,人们并不" -"希望这样.为了区分这些情况,我们可以考虑以下几点:" +"预加载允许脚本在加载脚本时处理所有加载. 预加载是有用的, 但也有一些时候, 人们" +"并不希望这样. 为了区分这些情况, 我们可以考虑以下几点:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:93 msgid "" @@ -83,9 +83,10 @@ msgid "" "does not expect. This could lead to unintentional, variable-length load " "times on top of the original script's load operations." msgstr "" -"如果无法确定何时可以加载脚本,则预加载资源,尤其是场景或脚本,可能会导致进一步加" -"载,这是人们所不希望的.这可能会导致无意中,在原始脚本的加载操作之上的可变长度加" -"载时间.在原始脚本的加载操作之上,这可能导致意外的、可变长度的加载时间." +"如果无法确定何时可以加载脚本, 则预加载资源, 尤其是场景或脚本, 可能会导致进一" +"步加载, 这是人们所不希望的. 这可能会导致无意中, 在原始脚本的加载操作之上的可" +"变长度加载时间. 在原始脚本的加载操作之上, 这可能导致意外的, 可变长度的加载时" +"间." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:98 msgid "" @@ -93,17 +94,18 @@ msgid "" "initialization), then preloading the value has no meaning. This point isn't " "a significant factor if one intends to always create the script on its own." msgstr "" -"如果其他东西可以代替该值(例如场景导出的初始化),则预加载该值没有任何意义.如果" -"打算总是自己创建脚本,那么这一点并不是重要因素." +"如果其他东西可以代替该值(例如场景导出的初始化), 则预加载该值没有任何意义. 如" +"果打算总是自己创建脚本, 那么这一点并不是重要因素." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" -"如果只希望 ``导入`` 另一个类资源(脚本或场景),则使用预加载的常量,通常是最佳的" -"做法.但是,在特殊情况下,我希望不要这样做:" +"如果只希望 ``导入`` 另一个类资源(脚本或场景), 则使用预加载的常量, 通常是最佳" +"的做法. 但是, 在特殊情况下, 我希望不要这样做:" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:106 msgid "" @@ -111,7 +113,7 @@ msgid "" "instead, initialized either using an ``export`` or a ``load`` (and perhaps " "not even initialized until later)." msgstr "" -"如果 '导入' 的类有可能发生变化,那么它应该是一个属性,使用 ``export`` 或 " +"如果 '导入' 的类有可能发生变化, 那么它应该是一个属性, 使用 ``export`` 或 " "``load`` 进行初始化(甚至可能以后才初始化)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:110 @@ -125,15 +127,15 @@ msgid "" "(which, as a :ref:`Reference <class_Reference>`-extending type, will cause " "the resources to delete themselves from memory)." msgstr "" -"如果脚本需要大量依赖关系,而又不想消耗太多内存,则可能希望在环境变化时,在运行时" -"中加载和卸载各种依赖关系.如果将资源预加载为常量,则卸载这些资源的唯一方法是卸" -"载整个脚本.如果改为加载属性,则可以将它们设置为 ``null``,并完全删除对资源的所" -"有引用(作为一个 :ref:`Reference <class_Reference>` 扩展类型,将导致资源从内存" -"中删除自己)." +"如果脚本需要大量依赖关系, 而又不想消耗太多内存, 则可能希望在环境变化时, 在运" +"行时中加载和卸载各种依赖关系. 如果将资源预加载为常量, 则卸载这些资源的唯一方" +"法是卸载整个脚本. 如果改为加载属性, 则可以将它们设置为 ``null``, 并完全删除对" +"资源的所有引用(作为一个 :ref:`Reference <class_Reference>` 扩展类型, 将导致资" +"源从内存中删除自己)." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:121 msgid "Large levels: static vs. dynamic" -msgstr "大型关卡:静态VS动态" +msgstr "大型关卡: 静态VS动态" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:123 msgid "" @@ -141,8 +143,8 @@ msgid "" "Should they create the level as one static space? Or should they load the " "level in pieces and shift the world's content as needed?" msgstr "" -"如果正在创建一个大型关卡,哪种情况是最合适的?他们应该将关卡创建为一个静态空间" -"吗?还是他们应该分阶段加载关卡,并根据需要改变世界的内容?" +"如果正在创建一个大型关卡, 哪种情况是最合适的?他们应该将关卡创建为一个静态空" +"间吗?还是他们应该分阶段加载关卡, 并根据需要改变世界的内容?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:127 msgid "" @@ -150,8 +152,8 @@ msgid "" "dilemma associated with the two options is one of the age-old programming " "choices: does one optimize memory over speed, or vice versa?" msgstr "" -"答案很简单,\"当性能需要的时候.\"与这两种选择有关的困境,是一种古老的编程选择:" -"是否会优化内存而不是速度,反之亦然?" +"答案很简单,\"当性能需要的时候.\" 与这两种选择有关的困境, 是一种古老的编程选" +"择: 是否会优化内存而不是速度, 反之亦然?" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:131 msgid "" @@ -160,9 +162,9 @@ msgid "" "Wasting users' RAM leads to programs running slow or outright crashing from " "everything else the computer tries to do at the same time." msgstr "" -"最简单的方法是使用静态关卡,它可以一次加载所有内容.但是,这取决于项目,这可能会" -"消耗大量内存.浪费用户的运行内存会导致程序运行缓慢,或者计算机在同一时间尝试做" -"的所有其他事情都会崩溃." +"最简单的方法是使用静态关卡, 它可以一次加载所有内容. 但是, 这取决于项目, 这可" +"能会消耗大量内存. 浪费用户的运行内存会导致程序运行缓慢, 或者计算机在同一时间" +"尝试做的所有其他事情都会崩溃." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:136 msgid "" @@ -172,9 +174,9 @@ msgid "" "Games with large and varied environments or procedurally generated elements " "often implement these strategies to avoid wasting memory." msgstr "" -"无论如何,应该将较大的场景分解为较小的场景(以帮助素材重用).然后,开发人员可以设" -"计一个节点,该节点实时管理资源和节点的创建/加载和删除/卸载.具有大型多样环境或" -"程序生成的元素的游戏,通常会实行这些策略,以避免浪费内存." +"无论如何, 应该将较大的场景分解为较小的场景(以帮助素材重用). 然后, 开发人员可" +"以设计一个节点, 该节点实时管理资源和节点的创建/加载和删除/卸载. 具有大型多样" +"环境或程序生成的元素的游戏, 通常会实行这些策略, 以避免浪费内存." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:142 msgid "" @@ -183,12 +185,12 @@ msgid "" "isn't careful, they can develop a system that bloats the technical debt of " "the application." msgstr "" -"另一方面,对动态系统进行编码更复杂,即,使用更多的编程逻辑,这会导致出现错误和bug" -"的机会.如果不小心的话,开发的系统,会增加应用程序的技术成本." +"另一方面, 对动态系统进行编码更复杂, 即, 使用更多的编程逻辑, 这会导致出现错误" +"和bug的机会. 如果不小心的话, 开发的系统, 会增加应用程序的技术成本." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:147 msgid "As such, the best options would be..." -msgstr "因此,最好的选择是…" +msgstr "因此, 最好的选择是…" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:149 msgid "To use a static level for smaller games." @@ -201,9 +203,9 @@ msgid "" "time, so as to improve usability and stability, then it could evolve into a " "reliable tool across projects." msgstr "" -"在开发中型/大型游戏时,如果有时间/资源,可以去创建一个可以对节点和资源的管理进" -"行编码的库或插件.如果随着时间的流逝而改进,以提高可用性和稳定性,那么它可能会演" -"变成跨项目的可靠工具." +"在开发中型/大型游戏时, 如果有时间/资源, 可以去创建一个可以对节点和资源的管理" +"进行编码的库或插件. 如果随着时间的流逝而改进, 以提高可用性和稳定性, 那么它可" +"能会演变成跨项目的可靠工具." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:156 msgid "" @@ -211,8 +213,8 @@ msgid "" "skills, but not the time or resources to refine the code (game's gotta get " "done). Could potentially refactor later to outsource the code into a plugin." msgstr "" -"为一款中/大型游戏编写动态逻辑代码,因为你拥有编程技能,但却没有时间或资源去完善" -"代码(必须要完成游戏).以后可能会进行重构,将代码外包到插件中." +"为一款中/大型游戏编写动态逻辑代码, 因为你拥有编程技能, 但却没有时间或资源去完" +"善代码(必须要完成游戏). 以后可能会进行重构, 将代码外包到插件中." #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:161 msgid "" @@ -220,5 +222,5 @@ msgid "" "please see the :ref:`\"Change scenes manually\" " "<doc_change_scenes_manually>` documentation." msgstr "" -"有关在运行时中,可以交换场景的各种方式的示例,请参见文档 :ref:`手动更改场景 " +"有关在运行时中, 可以交换场景的各种方式的示例, 请参见文档 :ref:`手动更改场景 " "<doc_change_scenes_manually>` ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index dd1a0423f2..eef9e36911 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "behavior though, the larger the strain each one adds to a project's " "performance." msgstr "" -"节点产生成本低廉,但是它们也有一定的局限性.一个项目可能有成千上万个节点在做所" -"有事情.他们的行为越复杂,每个节点对项目性能增加的压力就越大." +"节点产生成本低廉, 但是它们也有一定的局限性. 一个项目可能有成千上万个节点在做" +"所有事情. 他们的行为越复杂, 每个节点对项目性能增加的压力就越大." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:12 msgid "" @@ -37,8 +37,8 @@ msgid "" "Be sure to keep these in mind as options when designing how you wish to " "build your project's features." msgstr "" -"Godot为创建节点使用的API,提供了更轻量级的对象.在设计如何构建项目的特性时,请务" -"必将这些作为选项牢记在心." +"Godot为创建节点使用的API, 提供了更轻量级的对象. 在设计如何构建项目的特性时, " +"请务必将这些作为选项牢记在心." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:16 msgid "" @@ -47,8 +47,8 @@ msgid "" "difficult to create one's own custom data structures, even node structures, " "that are also lighter than the :ref:`Node <class_Node>` class." msgstr "" -":ref:`Object <class_Object>`:终极轻量级对象,原始对象必须使用手动内存管理.尽管" -"如此,创建自己的自定义数据结构并不难,甚至于节点结构,也比 :ref:`Node " +":ref:`Object <class_Object>`: 终极轻量级对象, 原始对象必须使用手动内存管理. " +"尽管如此, 创建自己的自定义数据结构并不难, 甚至于节点结构, 也比 :ref:`Node " "<class_Node>` 类更轻." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:21 @@ -58,8 +58,8 @@ msgid "" "columns. The data that it uses to generate its visualization though is " "actually a tree of :ref:`TreeItem <class_TreeItem>` Objects." msgstr "" -"**示例**:参见 :ref:`Tree <class_Tree>` 节点.它支持对,具有任意行数和列数的内容" -"表,进行高级定制.用来生成可视化的数据实际上是 :ref:`TreeItem " +"**示例** : 参见 :ref:`Tree <class_Tree>` 节点. 它支持对, 具有任意行数和列数的" +"内容表, 进行高级定制. 用来生成可视化的数据实际上是 :ref:`TreeItem " "<class_TreeItem>` 对象的树." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:26 @@ -69,9 +69,9 @@ msgid "" "the entire Node library, one creates an abbreviated set of Objects from " "which a node can generate and manage the appropriate sub-nodes." msgstr "" -"**优点:** 将一个人的API简化为较小范围的对象,有助于提高其可访问性,改善迭代时" -"间.与其使用整个Node库,不如创建一组简略的Objects,节点可以从这些Objects中生成和" -"管理相应的子节点." +"**优点:** 将一个人的API简化为较小范围的对象, 有助于提高其可访问性, 改善迭代时" +"间. 与其使用整个Node库, 不如创建一组简略的Objects, 节点可以从这些Objects中生" +"成和管理相应的子节点." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:31 msgid "" @@ -80,8 +80,9 @@ msgid "" "example, if the object's creator decides to delete it out of nowhere, this " "would trigger an error state when one next accesses it." msgstr "" -"处理它们时要小心.可以将 ``Object`` 存储到变量中,但是这些引用可能在没有警告的" -"情况下失效.例如,如果对象的创建者决定删除它,这将在下一次访问时,触发错误状态." +"处理它们时要小心. 可以将 ``Object`` 存储到变量中, 但是这些引用可能在没有警告" +"的情况下失效. 例如, 如果对象的创建者决定删除它, 这将在下一次访问时, 触发错误" +"状态." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:36 msgid "" @@ -90,17 +91,17 @@ msgid "" "further references to themselves exist. These are useful in the majority of " "cases where one needs data in a custom class." msgstr "" -":ref:`Reference <class_Reference>`: 只比Object更复杂一点.它们跟踪对自己的引" -"用,只有当对自己没有另外的引用存在时,才会删除加载的内存.在大多数需要在自定义类" -"中获取数据的情况下,很有用." +":ref:`Reference <class_Reference>`: 只比Object更复杂一点. 它们跟踪对自己的引" +"用, 只有当对自己没有另外的引用存在时, 才会删除加载的内存. 在大多数需要在自定" +"义类中获取数据的情况下, 很有用." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:41 msgid "" "**Example:** See the :ref:`File <class_File>` object. It functions just like " "a regular Object except that one need not delete it themselves." msgstr "" -"**示例** 参见 :ref:`File <class_File>` 对象.它的功能就像普通 ``Object`` 一样," -"只是不需要人为删除它." +"**示例** 参见 :ref:`File <class_File>` 对象. 它的功能就像普通 ``Object`` 一" +"样, 只是不需要人为删除它." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:44 msgid "**Advantages:** same as the Object." @@ -112,8 +113,8 @@ msgid "" "They have the innate ability to serialize/deserialize (i.e. save and load) " "their object properties to/from Godot resource files." msgstr "" -":ref:`Resource <class_Resource>`: 只比 ``Reference`` 稍微复杂一点.它们天然具" -"有将其对象属性,序列化和反序列化Godot资源文件的能力(即保存和加载)." +":ref:`Resource <class_Resource>`: 只比 ``Reference`` 稍微复杂一点. 它们天然具" +"有将其对象属性, 序列化和反序列化Godot资源文件的能力(即保存和加载)." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:50 msgid "" @@ -121,8 +122,8 @@ msgid "" "each of the :ref:`AudioEffect <class_AudioEffect>` classes. Each of these " "can be save and loaded, therefore they extend from Resource." msgstr "" -"**示例**:脚本, ``PackedScene`` (用于场景文件),以及其他类型,比如 :ref:" -"`AudioEffect <class_AudioEffect>` 类.每一个都可以保存和加载,因此它们从 " +"**示例** : 脚本, ``PackedScene`` (用于场景文件), 以及其他类型, 比如 :ref:" +"`AudioEffect <class_AudioEffect>` 类. 每一个都可以保存和加载, 因此它们从 " "``Resource`` 扩展." #: ../../docs/getting_started/workflow/best_practices/node_alternatives.rst:54 @@ -136,9 +137,9 @@ msgid "" "usability front, but also improve performance if one plans to have many such " "Resources/Nodes in their scenes." msgstr "" -"**优势**:关于 :ref:`Resource <class_Resource>` 与传统数据存储方法相比的优" -"势, :ref:`已经说了 <doc_resources>` 很多.然而,通过 ``Node`` 使用 " -"``Resource`` 的上下文,它们的主要优点是在属性检查器的兼容性方面.虽然几乎和 " -"``Object/Reference`` 一样轻量级,它们仍然可以在属性检查器中显示和导出属性.这使" -"他们可以实现,与可用性方面的子节点非常相似的目的,而且如果计划在其场景中,拥有许" -"多此类 ``Resource/Node``,还可以提高性能." +"**优势** : 关于 :ref:`Resource <class_Resource>` 与传统数据存储方法相比的优" +"势, :ref:`已经说了 <doc_resources>` 很多. 然而, 通过 ``Node`` 使用 " +"``Resource`` 的上下文, 它们的主要优点是在属性检查器的兼容性方面. 虽然几乎和 " +"``Object/Reference`` 一样轻量级, 它们仍然可以在属性检查器中显示和导出属性. 这" +"使他们可以实现, 与可用性方面的子节点非常相似的目的, 而且如果计划在其场景中, " +"拥有许多此类 ``Resource/Node``, 还可以提高性能." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index ef2895a64f..e130fe05b4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "content. Which nodes should one use? Where should one place them? How should " "they interact?" msgstr "" -"本文讨论与场景内容的有效组织,相关的主题.应该使用哪些节点?应该把它们放在哪" +"本文讨论与场景内容的有效组织, 相关的主题. 应该使用哪些节点?应该把它们放在哪" "里?它们应该如何互动?" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:11 @@ -38,7 +38,7 @@ msgstr "如何有效地建立关系" msgid "" "When Godot users begin crafting their own scenes, they often run into the " "following problem:" -msgstr "当Godot用户开始制作自己的场景时,他们经常遇到以下问题:" +msgstr "当Godot用户开始制作自己的场景时, 他们经常遇到以下问题:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16 msgid "" @@ -50,10 +50,10 @@ msgid "" "because the node paths do not find their targets and signal connections " "established in the editor break." msgstr "" -"他们创建了自己的第一个场景,并将其内容填满,但最终却将自己场景的分支保存为独立" -"的场景,因为他们应该拆分东西的纠结感开始累积.然而,他们会发现,之前能够依赖的强" -"引用已经不能用了.在多个地方重新使用场景会产生问题,因为节点路径找不到目标,在编" -"辑器中建立的信号连接也会中断." +"他们创建了自己的第一个场景, 并将其内容填满, 但最终却将自己场景的分支保存为独" +"立的场景, 因为他们应该拆分东西的纠结感开始累积. 然而, 他们会发现, 之前能够依" +"赖的强引用已经不能用了. 在多个地方重新使用场景会产生问题, 因为节点路径找不到" +"目标, 在编辑器中建立的信号连接也会中断." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24 msgid "" @@ -62,8 +62,8 @@ msgid "" "that the sub-scene will create itself without being picky about how one uses " "it." msgstr "" -"要解决这些问题,必须实例化子场景,而子场景不需要有关其环境的详细信息.人们必须能" -"够相信子场景会自己创建自己,而无需挑剔人们如何使用它." +"要解决这些问题, 必须实例化子场景, 而子场景不需要有关其环境的详细信息. 人们必" +"须能够相信子场景会自己创建自己, 而无需挑剔人们如何使用它." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29 msgid "" @@ -72,9 +72,9 @@ msgid "" "Loose_coupling>`_ to other parts of the codebase. This keeps the size of " "objects small (for maintainability) and improves their reusability." msgstr "" -"在OOP中需要考虑的最大的事情之一是维护重点的、单一目的的类,并与代码库的其他部" -"分进行 `松散的耦合<https://en.wikipedia.org/wiki/Loose_coupling>`_ .这样可以" -"使对象的大小保持在较小的范围内(便于维护),并提高它们的可重用性." +"在OOP中需要考虑的最大的事情之一是维护重点的, 单一目的的类, 并与代码库的其他部" +"分进行 `松散的耦合 <https://en.wikipedia.org/wiki/Loose_coupling>`_ . 这样可" +"以使对象的大小保持在较小的范围内(便于维护), 并提高它们的可重用性." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:35 msgid "" @@ -88,8 +88,8 @@ msgid "" "That is, one should create scenes that keep everything they need within " "themselves." msgstr "" -"**如果可能的话,应该设计没有依赖性的场景.** 也就是说,人们应该创建场景,而场景将" -"所需的一切保留在其内部." +"**如果可能的话, 应该设计没有依赖性的场景.** 也就是说, 人们应该创建场景, 而场" +"景将所需的一切保留在其内部." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 msgid "" @@ -100,16 +100,16 @@ msgid "" "which rely on their external environment can inadvertently trigger bugs and " "unexpected behavior." msgstr "" -"如果一个场景必须与外部环境交互,经验丰富的开发人员建议使用 `依赖注入 <https://" -"en.wikipedia.org/wiki/Dependency_injection>`_.该技术涉及使高级API提供低级API" -"的依赖关系.为什么是这样?因为依赖于其外部环境的类,可能会无意中触发,错误和意外" -"行为." +"如果一个场景必须与外部环境交互, 经验丰富的开发人员建议使用 `依赖注入 " +"<https://en.wikipedia.org/wiki/Dependency_injection>`_. 该技术涉及使高级API提" +"供低级API的依赖关系. 为什么是这样?因为依赖于其外部环境的类, 可能会无意中触" +"发, 错误和意外行为." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:49 msgid "" "To do this, one must expose data and then rely on a parent context to " "initialize it:" -msgstr "要做到这一点,必须公开数据,然后依赖父级上下文来初始化它:" +msgstr "要做到这一点, 必须公开数据, 然后依赖父级上下文来初始化它:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:52 msgid "" @@ -117,20 +117,21 @@ msgid "" "to behavior, not start it. Note that signal names are usually past-tense " "verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" -"连接到一个信号,极其安全,但只能用于 \"响应\" 行为,而不是启动它.请注意,信号名称" -"通常是过去式动词,如 \"entered\"、\"skill_activated\"或 \"item_collected\"." +"连接到一个信号, 极其安全, 但只能用于 \"响应\" 行为, 而不是启动它. 请注意, 信" +"号名称通常是过去式动词, 如 \"entered\" , \"skill_activated\" 或 " +"\"item_collected\"." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:73 msgid "Call a method. Used to start behavior." -msgstr "调用一个方法.用于启动行为." +msgstr "调用一个方法. 用于启动行为." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:92 msgid "" "Initialize a :ref:`FuncRef <class_FuncRef>` property. Safer than a method as " "ownership of the method is unnecessary. Used to start behavior." msgstr "" -"初始化一个 :ref:`FuncRef <class_FuncRef>` 属性.比方法更安全,因为方法的所有权" -"是没必要的.用于启动行为." +"初始化一个 :ref:`FuncRef <class_FuncRef>` 属性. 比方法更安全, 因为方法的所有" +"权是没必要的. 用于启动行为." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." @@ -146,8 +147,8 @@ msgid "" "keeps the child **loosely coupled** to its environment. One can re-use it in " "another context without any extra changes to its API." msgstr "" -"这些选项隐藏了子节点的访问点.这反过来又使子节点与环境保持 **松耦合** .人们可" -"以在另外一个上下文中重新使用它,而不需要对API做任何额外的改变." +"这些选项隐藏了子节点的访问点. 这反过来又使子节点与环境保持 **松耦合** . 人们" +"可以在另外一个上下文中重新使用它, 而不需要对API做任何额外的改变." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 msgid "" @@ -156,8 +157,8 @@ msgid "" "should only be aware of their hierarchies while an ancestor mediates their " "communications and references." msgstr "" -"虽然上面的例子说明了父子关系,但是同样的原则也适用于所有对象之间的关系.兄弟节" -"点应该只知道它们的层次结构,而先祖节点则负责协调它们的通信和引用." +"虽然上面的例子说明了父子关系, 但是同样的原则也适用于所有对象之间的关系. 兄弟" +"节点应该只知道它们的层次结构, 而先祖节点则负责协调它们的通信和引用." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "" @@ -165,8 +166,8 @@ msgid "" "dependencies on other objects. Whichever object actually owns the objects " "should manage the relationships between them." msgstr "" -"同样的原则也适用于,维护对其他对象依赖关系的非节点对象.无论哪个对象实际拥有这" -"些对象,都应该管理它们之间的关系." +"同样的原则也适用于, 维护对其他对象依赖关系的非节点对象. 无论哪个对象实际拥有" +"这些对象, 都应该管理它们之间的关系." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:209 msgid "" @@ -179,11 +180,11 @@ msgid "" "is otherwise known as development hell. Writing code that relies on external " "documentation for one to use it safely is error-prone by default." msgstr "" -"人们应该倾向于将数据保存在内部(场景内部),尽管它对外部上下文有一个依赖,即使是" -"一个松散耦合的依赖,仍然意味着节点,将期望其环境中的某些内容为真.项目的设计理念" -"应防止这种情况的发生.如果不是这样,代码的继承的责任将迫使开发人员使用文档,以在" -"微观尺度上跟踪对象关系;这就是所谓的开发地狱.默认情况下,编写依赖于外部文档的" -"代码,让人们安全地使用它,是很容易出错的." +"人们应该倾向于将数据保存在内部(场景内部), 尽管它对外部上下文有一个依赖, 即使" +"是一个松散耦合的依赖, 仍然意味着节点, 将期望其环境中的某些内容为真. 项目的设" +"计理念应防止这种情况的发生. 如果不是这样, 代码的继承的责任将迫使开发人员使用" +"文档, 以在微观尺度上跟踪对象关系;这就是所谓的开发地狱. 默认情况下, 编写依赖" +"于外部文档的代码, 让人们安全地使用它, 是很容易出错的." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:218 msgid "" @@ -198,13 +199,13 @@ msgid "" "then self-documents the scene through the script code. No content " "duplication via documentation is necessary." msgstr "" -"为了避免创建和维护此类文档,可以将依赖节点(上面的子级)转换为工具脚本,该脚本实" -"现 :ref:`_get_configuration_warning() " -"<class_Node_method__get_configuration_warning>`.从中返回一个非空字符串,将使场" -"景停靠面板生成警告图标,该字符串作为节点的工具提示.当它没有定义 :ref:" -"`CollisionShape2D <class_CollisionShape2D>` 子节点时,是相同图标,即显示为节点" -"如 :ref:`Area2D <class_Area2D>` 节点的图标.然后,编辑器通过脚本代码自行记录场" -"景.通过文档,没有内容复制是必要的." +"为了避免创建和维护此类文档, 可以将依赖节点(上面的子级)转换为工具脚本, 该脚本" +"实现 :ref:`_get_configuration_warning() " +"<class_Node_method__get_configuration_warning>`. 从中返回一个非空字符串, 将使" +"场景停靠面板生成警告图标, 该字符串作为节点的工具提示. 当它没有定义 :ref:" +"`CollisionShape2D <class_CollisionShape2D>` 子节点时, 是相同图标, 即显示为节" +"点如 :ref:`Area2D <class_Area2D>` 节点的图标. 然后, 编辑器通过脚本代码自行记" +"录场景. 通过文档, 没有内容复制是必要的." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:229 msgid "" @@ -214,9 +215,9 @@ msgid "" "will need clear instructions in the messages telling them what to do to " "configure it." msgstr "" -"这样的GUI可以更好地通知项目用户有关节点的关键信息.它具有外部依赖性吗?这些依" -"赖性是否得到满足?其他程序员,尤其是设计师和作家,将需要消息中的明确指示,告诉他" -"们如何进行配置." +"这样的GUI可以更好地通知项目用户有关节点的关键信息. 它具有外部依赖性吗?这些依" +"赖性是否得到满足?其他程序员, 尤其是设计师和作家, 将需要消息中的明确指示, 告" +"诉他们如何进行配置." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:234 msgid "" @@ -229,17 +230,17 @@ msgid "" "indirection is to avoid ending up in a situation where changing one class " "results in adversely effecting other classes." msgstr "" -"那么,为什么这些复杂的开关都起作用呢?嗯,因为场景在单独工作时运行得最好.如果不" -"能单独工作,那么与别人匿名运行(最小化强依赖,即松散耦合)是下下之策.不可避免地," -"可能需要对一个类进行更改,如果这些更改导致它以不可预见的方式与其他场景交互,那" -"么事情就会开始崩溃.所有这些间接性的目的就是为了避免最终出现改变一个类导致对其" -"他类产生不利影响的情况." +"那么, 为什么这些复杂的开关都起作用呢?嗯, 因为场景在单独工作时运行得最好. 如" +"果不能单独工作, 那么与别人匿名运行(最小化强依赖, 即松散耦合)是下下之策. 不可" +"避免地, 可能需要对一个类进行更改, 如果这些更改导致它以不可预见的方式与其他场" +"景交互, 那么事情就会开始崩溃. 所有这些间接性的目的就是为了避免最终出现改变一" +"个类导致对其他类产生不利影响的情况." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:243 msgid "" "Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." -msgstr "脚本和场景作为引擎类的扩展,应该遵守 *所有* 的OOP原则.例如..." +msgstr "脚本和场景作为引擎类的扩展, 应该遵守 *所有* 的OOP原则. 例如..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 msgid "`SOLID <https://en.wikipedia.org/wiki/SOLID>`_" @@ -262,18 +263,19 @@ msgid "Choosing a node tree structure" msgstr "选择一个节点树结构" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" -"因此,一个开发者开始开发一款游戏,却在眼前的巨大可能性面前止步不前.他们可能知道" -"自己想做什么,他们想要什么样的系统,但是把它们都放在 *哪里* 呢?好吧,如何创造他" -"们的游戏总是取决于他们自己.可以用多种方法构造节点树.但是,对于那些不确定的人来" -"说,这篇有用的指南可以为他们提供一个良好结构的示例来开始." +"因此, 一个开发者开始开发一款游戏, 却在眼前的巨大可能性面前止步不前. 他们可能" +"知道自己想做什么, 他们想要什么样的系统, 但是把它们都放在 *哪里* 呢?好吧, 如" +"何创造他们的游戏总是取决于他们自己. 可以用多种方法构造节点树. 但是, 对于那些" +"不确定的人来说, 这篇有用的指南可以为他们提供一个良好结构的示例来开始." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:261 msgid "" @@ -284,10 +286,10 @@ msgid "" "applications, this would be the \"main\" function. In this case, it would be " "a Main node." msgstr "" -"一个游戏总是应该有一种 \"入口点\";在某个地方,开发者可以明确地追踪到运行的开" -"始位置,以便他们可以在其他地方继续运行逻辑.这个地方也可以作为程序中所有其他数" -"据和逻辑的总览图.对于传统的应用程序,这将是 \"主\" 功能.在这种情况下,它将是一" -"个Main节点." +"一个游戏总是应该有一种 \"入口点\" ;在某个地方, 开发者可以明确地追踪到运行的" +"开始位置, 以便他们可以在其他地方继续运行逻辑. 这个地方也可以作为程序中所有其" +"他数据和逻辑的总览图. 对于传统的应用程序, 这将是 \"主\" 功能. 在这种情况下, " +"它将是一个Main节点." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:267 #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 @@ -306,8 +308,8 @@ msgid "" "child of Main. In addition, one will need a primary GUI for their game that " "manages the various menus and widgets the project needs." msgstr "" -"然后你便拥有了真正的游戏 ``世界`` (二维或三维).这可以是 ``Main`` 的子节点.另" -"外,他们的游戏将需要一个主要的GUI,来管理项目所需的各种菜单和小部件." +"然后你便拥有了真正的游戏 ``世界`` (二维或三维). 这可以是 ``Main`` 的子节点. " +"另外, 他们的游戏将需要一个主要的GUI, 来管理项目所需的各种菜单和小部件." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 msgid "Node2D/Spatial \"World\" (game_world.gd)" @@ -323,14 +325,14 @@ msgid "" "node. :ref:`Changing scenes manually <doc_change_scenes_manually>` gives " "users full control over how their game world transitions." msgstr "" -"当变更关卡时,可以稍后换出 ``世界`` 节点的子级. :ref:`手动更换场景 " +"当变更关卡时, 可以稍后换出 ``世界`` 节点的子级. :ref:`手动更换场景 " "<doc_change_scenes_manually>` 让用户完全控制他们的游戏世界如何过渡." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:284 msgid "" "The next step is to consider what gameplay systems one's project requires. " "If one has a system that..." -msgstr "下一步是考虑项目需要什么样的游戏系统.如果有这么一个系统…" +msgstr "下一步是考虑项目需要什么样的游戏系统. 如果有这么一个系统…" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 msgid "tracks all of its data internally" @@ -359,9 +361,9 @@ msgid "" "content. This structure more or less keeps the \"World\" as the main game " "node." msgstr "" -"对于较小的游戏,一个更简单、具有更少控制的选择,是拥有一个游戏单例,简单地调用 :" -"ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` 方法以交" -"换出主场景的内容.这种结构或多或少保留 ``世界`` 作为主要游戏节点." +"对于较小的游戏, 一个更简单, 具有更少控制的选择, 是拥有一个游戏单例, 简单地调" +"用 :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` 方法" +"以交换出主场景的内容. 这种结构或多或少保留 ``世界`` 作为主要游戏节点." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:301 msgid "" @@ -370,17 +372,18 @@ msgid "" "the GUI nodes would also delete themselves during scene transitions." msgstr "" "任何GUI也需要是一个单例;是 \"世界\" 的一个过渡部分;或者是作为根节点的直接子" -"节点手动添加.否则,GUI节点也会在场景转换时自行删除." +"节点手动添加. 否则,GUI节点也会在场景转换时自行删除." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" -"如果人们具有修改其他系统数据的系统,则应将其定义为他们自己的脚本或场景,而不是" -"自动加载.有关原因的更多信息,请参见 :ref:`自动加载VS内部节点 " +"如果人们具有修改其他系统数据的系统, 则应将其定义为他们自己的脚本或场景, 而不" +"是自动加载. 有关原因的更多信息, 请参见 :ref:`自动加载VS 内部节点 " "<doc_autoloads_versus_internal_nodes>` 文档." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:312 @@ -392,9 +395,9 @@ msgid "" "should have its own place in the hierarchy as a sibling or some other " "relation." msgstr "" -"游戏中的每个子系统在 ``SceneTree`` 中应有其自己的部分.仅在节点是其父级的有效" -"元素的情况下,才应使用父子关系.合理地移除父级是否意味着也应删除子级?如果没有," -"那么它应在层次结构中有自己的位置,作为同级关系或其他关系." +"游戏中的每个子系统在 ``SceneTree`` 中应有其自己的部分. 仅在节点是其父级的有效" +"元素的情况下, 才应使用父子关系. 合理地移除父级是否意味着也应删除子级?如果没" +"有, 那么它应在层次结构中有自己的位置, 作为同级关系或其他关系." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:320 msgid "" @@ -406,22 +409,22 @@ msgid "" "node. To assign the ``target`` :ref:`NodePath <class_NodePath>`, use one of " "the following:" msgstr "" -"在某些情况下,我们需要这些分离的节点,*仍然* 相对彼此定位它们自己.为此,可以使" -"用 :ref:`RemoteTransform <class_RemoteTransform>` / :ref:`RemoteTransform2D " -"<class_RemoteTransform2D>` 节点.它们将允许目标节点有条件地,从 ``Remote*`` 节" -"点继承选定的转换元素.要分配 ``目标`` :ref:`NodePath <class_NodePath>`,请使用" -"以下方法之一:" +"在某些情况下, 我们需要这些分离的节点,*仍然* 相对彼此定位它们自己. 为此, 可以" +"使用 :ref:`RemoteTransform <class_RemoteTransform>` / :ref:" +"`RemoteTransform2D <class_RemoteTransform2D>` 节点. 它们将允许目标节点有条件" +"地, 从 ``Remote*`` 节点继承选定的转换元素. 要分配 ``目标`` :ref:`NodePath " +"<class_NodePath>`, 请使用以下方法之一:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 msgid "" "A reliable third party, likely a parent node, to mediate the assignment." -msgstr "一个可靠的第三方,可能是一个父节点,来协调分配任务." +msgstr "一个可靠的第三方, 可能是一个父节点, 来协调分配任务." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:329 msgid "" "A group, to easily pull a reference to the desired node (assuming there will " "only ever be one of the targets)." -msgstr "一个编组,轻松提取对所需节点的引用(假设只有一个目标)." +msgstr "一个编组, 轻松提取对所需节点的引用(假设只有一个目标)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:332 msgid "" @@ -429,8 +432,8 @@ msgid "" "one must micro-manage when a node must move around the SceneTree to preserve " "itself. For example..." msgstr "" -"什么时候应该这样做呢?嗯,这是主观的.当一个节点必须在SceneTree[场景树]上移动以" -"保护自己时,就会出现两难的局面.例如..." +"什么时候应该这样做呢?嗯, 这是主观的. 当一个节点必须在SceneTree[场景树]上移动" +"以保护自己时, 就会出现两难的局面. 例如..." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:336 msgid "Add a \"player\" node to a \"room\"." @@ -438,12 +441,12 @@ msgstr "添加一个 ``玩家`` 节点到一个 ``房间``." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:337 msgid "Need to change rooms, so one must delete the current room." -msgstr "需要更改 ``房间``,因此必须删除当前 ``房间``." +msgstr "需要更改 ``房间``, 因此必须删除当前 ``房间``." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:338 msgid "" "Before the room can be deleted, one must preserve and/or move the player." -msgstr "在可以删除 ``房间`` 之前,必须保存和/或移动 ``玩家``." +msgstr "在可以删除 ``房间`` 之前, 必须保存和/或移动 ``玩家``." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:340 msgid "Is memory a concern?" @@ -454,11 +457,12 @@ msgid "" "If not, one can just create the two rooms, move the player and delete the " "old one. No problem." msgstr "" -"如果不是这样,一次可以创建两个 ``房间``,移动 ``玩家`` 并删除旧的那个.没有问题." +"如果不是这样, 一次可以创建两个 ``房间``, 移动 ``玩家`` 并删除旧的那个. 没有问" +"题." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:345 msgid "If so, one will need to..." -msgstr "如果是这样,那么需要…" +msgstr "如果是这样, 那么需要…" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 msgid "Move the player somewhere else in the tree." @@ -485,18 +489,18 @@ msgid "" "is dangerous. It's a maintenance burden, strains code readability, and " "bloats the intellectual content of a project unnecessarily." msgstr "" -"问题是,这里的角色是一个 \"特殊情况\" ;开发者必须 *知道* 需要以这种方式处理项" -"目中的角色.因此,作为一个团队可靠地分享这些信息的唯一方法就是 *文档化* .而将实" -"现细节保留在文档中是很危险的,它是一种维护负担,使代码可读性下降,不必要地膨胀项" -"目的知识内容." +"问题是, 这里的角色是一个 \"特殊情况\" ;开发者必须 *知道* 需要以这种方式处理" +"项目中的角色. 因此, 作为一个团队可靠地分享这些信息的唯一方法就是 *文档化* . " +"而将实现细节保留在文档中是很危险的, 它是一种维护负担, 使代码可读性下降, 不必" +"要地膨胀项目的知识内容." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:359 msgid "" "In a more complex game with larger assets, it can be a better idea to simply " "keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" -"在拥有更多的素材的、更复杂的游戏,简单地将玩家完全保留在 SceneTree 中的其他地" -"方会更好.这样的好处是:" +"在拥有更多的素材的, 更复杂的游戏, 简单地将玩家完全保留在 SceneTree 中的其他地" +"方会更好. 这样的好处是:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:362 msgid "More consistency." @@ -510,13 +514,13 @@ msgstr "没有必须被记录和维护在某地的 ``特殊情况``." msgid "" "No opportunity for errors to occur because these details are not accounted " "for." -msgstr "因为没有考虑这些细节,所以没有机会发生错误." +msgstr "因为没有考虑这些细节, 所以没有机会发生错误." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:367 msgid "" "In contrast, if one ever needs to have a child node that does *not* inherit " "the transform of their parent, one has the following options:" -msgstr "相比之下,如果需要一个子节点 *不* 继承父节点的转换,那么具有以下选项:" +msgstr "相比之下, 如果需要一个子节点 *不* 继承父节点的转换, 那么具有以下选项:" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:370 msgid "" @@ -524,8 +528,8 @@ msgid "" "them. As nodes with no transform, Nodes will not pass along such information " "to their children." msgstr "" -"**声明性** 解决方案:在它们之间放置一个 :ref:`Node <class_Node>` .作为没有转换" -"的节点,节点不会将这些信息传递给其子节点." +"**声明性** 解决方案: 在它们之间放置一个 :ref:`Node <class_Node>` . 作为没有转" +"换的节点, 节点不会将这些信息传递给其子节点." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:373 msgid "" @@ -534,10 +538,10 @@ msgid "" "<class_Spatial_method_set_as_toplevel>` node. This will make the node ignore " "its inherited transform." msgstr "" -"**命令性** 解决方案:对 :ref:`CanvasItem " +"**命令性** 解决方案: 对 :ref:`CanvasItem " "<class_CanvasItem_method_set_as_toplevel>` 或者 :ref:`Spatial " -"<class_Spatial_method_set_as_toplevel>` 节点,使用 ``set_as_toplevel`` 设值函" -"数.这将使节点忽略其继承的转换." +"<class_Spatial_method_set_as_toplevel>` 节点, 使用 ``set_as_toplevel`` 设值函" +"数. 这将使节点忽略其继承的转换." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:380 msgid "" @@ -548,10 +552,10 @@ msgid "" "keeping these in a separate branch from the \"world\" can help simplify the " "management of game connections and the like." msgstr "" -"如果构建一个网络游戏,请记住哪些节点和游戏系统与所有 ``玩家`` 相关,而哪些只与" -"权威服务器相关.例如,用户并不需要所有人都拥有每个 ``玩家`` 的 " -"``PlayerController`` 逻辑的副本.相反,他们只需要自己的.这样,将它们保持在从 ``" -"世界`` 分离的独立的分支中,可以帮助简化游戏连接等的管理." +"如果构建一个网络游戏, 请记住哪些节点和游戏系统与所有 ``玩家`` 相关, 而哪些只" +"与权威服务器相关. 例如, 用户并不需要所有人都拥有每个 ``玩家`` 的 " +"``PlayerController`` 逻辑的副本. 相反, 他们只需要自己的. 这样, 将它们保持在" +"从 ``世界`` 分离的独立的分支中, 可以帮助简化游戏连接等的管理." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:387 msgid "" @@ -561,10 +565,10 @@ msgid "" "they are dependent, then it stands to reason that they should be children of " "that parent (and likely part of that parent's scene if they aren't already)." msgstr "" -"场景组织的关键是用关系树而不是空间树来考虑SceneTree[场景树].节点是否依赖于其" -"父节点的存在?如果不是,那么它们可以自己在别的地方茁壮成长.如果它们是依赖性的," -"那么理所当然它们应该是父节点的子节点(如果它们还不是父节点场景的一部分,那么很" -"可能是父节点场景的一部分)." +"场景组织的关键是用关系树而不是空间树来考虑SceneTree[场景树]. 节点是否依赖于其" +"父节点的存在?如果不是, 那么它们可以自己在别的地方茁壮成长. 如果它们是依赖性" +"的, 那么理所当然它们应该是父节点的子节点(如果它们还不是父节点场景的一部分, 那" +"么很可能是父节点场景的一部分)." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:393 msgid "" @@ -573,6 +577,6 @@ msgid "" "one still has the flexibility to move nodes around, it is still best when " "such moves are unnecessary by default." msgstr "" -"这是否意味着节点本身就是组件?并不是这样.Godot的节点树形成的是聚合关系,而不是" -"组合关系.虽然我们依旧可以灵活地移动节点,但在默认情况下,无需移动,仍然是最好的" -"选择." +"这是否意味着节点本身就是组件?并不是这样.Godot的节点树形成的是聚合关系, 而不" +"是组合关系. 虽然我们依旧可以灵活地移动节点, 但在默认情况下, 无需移动, 仍然是" +"最好的选择." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index bd46ac86f8..4f721ad9a9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "We've already covered how scenes and scripts are different. Scripts define " "an engine class extension with imperative code, scenes with declarative code." msgstr "" -"我们已经介绍了场景和脚本的不同之处.脚本使用命令性代码定义引擎类扩展,而场景使" -"用声明性代码." +"我们已经介绍了场景和脚本的不同之处. 脚本使用命令性代码定义引擎类扩展, 而场景" +"使用声明性代码." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:10 msgid "" @@ -36,8 +36,8 @@ msgid "" "are often used in conjunction with a script so that the scene acts as an " "extension of the scripts declarative code." msgstr "" -"结果,每个系统的功能都不同.场景可以定义扩展类的初始化方式,但不能定义其实际行" -"为.场景通常与脚本结合使用,以便场景充当脚本声明性代码的扩展." +"结果, 每个系统的功能都不同. 场景可以定义扩展类的初始化方式, 但不能定义其实际" +"行为. 场景通常与脚本结合使用, 以便场景充当脚本声明性代码的扩展." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:16 msgid "Anonymous types" @@ -49,8 +49,8 @@ msgid "" "alone. This is, in essence, what the Godot Editor does, only in the C++ " "constructor of its objects." msgstr "" -"单独使用脚本 *可以* 完全定义场景的内容.从本质上讲,Godot编辑器所做的,仅在其对" -"象的C++构造函数中." +"单独使用脚本 *可以* 完全定义场景的内容. 从本质上讲,Godot编辑器所做的, 仅在其" +"对象的C++构造函数中." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:22 msgid "" @@ -58,8 +58,8 @@ msgid "" "is identical to creating in-engine classes whereas handling scenes requires " "a change in API:" msgstr "" -"但是,选择哪个来使用,可能是一个两难问题.创建脚本实例与创建引擎类相同,而处理场" -"景需要更改API:" +"但是, 选择哪个来使用, 可能是一个两难问题. 创建脚本实例与创建引擎类相同, 而处" +"理场景需要更改API:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:59 msgid "" @@ -67,8 +67,8 @@ msgid "" "differences between engine and script code. The larger and more complex the " "node, the more reason there is to build it as a scene." msgstr "" -"此外,由于引擎和脚本代码之间的速度差异,脚本的运行速度将比场景慢一些.节点越大和" -"越复杂,将它构建为场景的理由就越多." +"此外, 由于引擎和脚本代码之间的速度差异, 脚本的运行速度将比场景慢一些. 节点越" +"大和越复杂, 将它构建为场景的理由就越多." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:64 msgid "Named types" @@ -81,9 +81,9 @@ msgid "" "dialog with an optional icon. In these cases, the user's ability to use the " "script is much more streamlined. Rather than having to..." msgstr "" -"在某些情况下,用户可以在编辑器内,将脚本注册为新类型.在节点或资源创建对话框中," -"将其显示为新类型,并带有可选图标.在这些情况下,用户使用脚本的能力更加流畅.而不" -"必…" +"在某些情况下, 用户可以在编辑器内, 将脚本注册为新类型. 在节点或资源创建对话框" +"中, 将其显示为新类型, 并带有可选图标. 在这些情况下, 用户使用脚本的能力更加流" +"畅. 而不必…" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:71 msgid "Know the base type of the script they would like to use." @@ -117,7 +117,7 @@ msgstr "(属性方法)" msgid "" "Scroll down to the bottom of the Inspector to find the ``script`` property " "and select it." -msgstr "向下滚动到属性检查器的底部,找到 ``脚本`` 属性并选择它." +msgstr "向下滚动到属性检查器的底部, 找到 ``脚本`` 属性并选择它." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:87 msgid "Select \"Load\" from the dropdown." @@ -134,8 +134,8 @@ msgid "" "of the above work. The creation dialog even has a search bar to look up the " "type by name." msgstr "" -"使用一个注册的脚本,脚本类型将像系统中的其他节点和资源一样成为创建选项.不需要" -"做任何上述工作.创建对话框甚至还有一个搜索栏,用于按名称查找类型." +"使用一个注册的脚本, 脚本类型将像系统中的其他节点和资源一样成为创建选项. 不需" +"要做任何上述工作. 创建对话框甚至还有一个搜索栏, 用于按名称查找类型." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:96 msgid "There are two systems for registering types..." @@ -147,7 +147,7 @@ msgstr ":ref:`自定义类型 <doc_making_plugins>`" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:100 msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "仅限编辑器.类型名称在运行时中不可访问." +msgstr "仅限编辑器. 类型名称在运行时中不可访问." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:102 msgid "Does not support inherited custom types." @@ -155,13 +155,13 @@ msgstr "不支持继承的自定义类型." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:104 msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "一个初始化工具.使用脚本创建节点.仅此而已." +msgstr "一个初始化工具. 使用脚本创建节点. 仅此而已." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:106 msgid "" "Editor has no type-awareness of the script or its relationship to other " "engine types or scripts." -msgstr "编辑器没有对该脚本的类型感知,或其与其他引擎类型或脚本的关系." +msgstr "编辑器没有对该脚本的类型感知, 或其与其他引擎类型或脚本的关系." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:109 #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:127 @@ -172,7 +172,7 @@ msgstr "允许用户定义一个图标." msgid "" "Works for all scripting languages because it deals with Script resources in " "abstract." -msgstr "适用于所有脚本语言,因为它抽象处理脚本资源." +msgstr "适用于所有脚本语言, 因为它抽象处理脚本资源." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:113 msgid "" @@ -198,13 +198,13 @@ msgstr "显示全部继承关系." msgid "" "Creates the node with the script, but can also change types or extend the " "type from the editor." -msgstr "使用脚本创建节点,但也可以从编辑器更改或扩展类型." +msgstr "使用脚本创建节点, 但也可以从编辑器更改或扩展类型." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:124 msgid "" "Editor is aware of inheritance relationships between scripts, script " "classes, and engine C++ classes." -msgstr "编辑器知道脚本、脚本类和引擎c++类之间的继承关系." +msgstr "编辑器知道脚本, 脚本类和引擎c++类之间的继承关系." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:129 msgid "" @@ -222,8 +222,8 @@ msgid "" "scripting languages. Each scripting language must implement its own support " "for exposing this information." msgstr "" -"编辑器扫描项目文件夹,并为所有脚本语言注册任何公开的名称.为公开此信息,每种脚本" -"语言都必须实现自己的支持." +"编辑器扫描项目文件夹, 并为所有脚本语言注册任何公开的名称. 为公开此信息, 每种" +"脚本语言都必须实现自己的支持." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:138 msgid "" @@ -232,8 +232,8 @@ msgid "" "script resource. Creating instances and accessing constants or static " "methods is viable from anywhere." msgstr "" -"这两种方法都向创建对话框添加名称,特别是脚本类,还允许用户在不加载脚本资源的情" -"况下访问类别名称.在任何地方都可以创建实例,和访问常量或静态方法." +"这两种方法都向创建对话框添加名称, 特别是脚本类, 还允许用户在不加载脚本资源的" +"情况下访问类别名称. 在任何地方都可以创建实例, 和访问常量或静态方法." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:143 msgid "" @@ -242,13 +242,14 @@ msgid "" "creating in-house tools for designers to use will find an easier time of " "things this way." msgstr "" -"有了这些功能,由于它赋予用户易用性,人们可能希望它们的类型是没有场景的脚本.那些" -"正在开发的插件或创建供设计人员使用的内部工具,将以这种方式使事情变得更轻松." +"有了这些功能, 由于它赋予用户易用性, 人们可能希望它们的类型是没有场景的脚本. " +"那些正在开发的插件或创建供设计人员使用的内部工具, 将以这种方式使事情变得更轻" +"松." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:148 msgid "" "On the downside, it also means having to use largely imperative programming." -msgstr "不足之处在于,这也意味着很大程度上必须使用命令式编程." +msgstr "不足之处在于, 这也意味着很大程度上必须使用命令式编程." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:151 msgid "Performance of Script vs PackedScene" @@ -258,7 +259,7 @@ msgstr "Script[脚本]与PackedScene[场景包]的性能对比" msgid "" "One last aspect to consider when choosing scenes and scripts is execution " "speed." -msgstr "在选择场景和脚本时,最后一个需要考虑的方面是执行速度." +msgstr "在选择场景和脚本时, 最后一个需要考虑的方面是执行速度." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:155 msgid "" @@ -266,8 +267,8 @@ msgid "" "initialize them grows much larger. Creating node hierarchies demonstrates " "this. Each Node's logic could be several hundred lines of code in length." msgstr "" -"随着对象内容的增加,脚本创建和初始化所需的内容也会大大增加.创建节点层次结构就" -"说明了这一点.每个Node的逻辑可能有几百行代码." +"随着对象内容的增加, 脚本创建和初始化所需的内容也会大大增加. 创建节点层次结构" +"就说明了这一点. 每个Node的逻辑可能有几百行代码." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:159 msgid "" @@ -275,8 +276,8 @@ msgid "" "script to it, sets its future parent as its owner so it gets saved to disk " "along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" -"下面的代码示例创建一个新的 ``Node``,更改名称,分配脚本,将其未来的父级设置为其" -"所有者,以便保存到磁盘中,最后将其添加为\"主\"节点的子级:" +"下面的代码示例创建一个新的 ``Node``, 更改名称, 分配脚本, 将其未来的父级设置为" +"其所有者, 以便保存到磁盘中, 最后将其添加为 \"主\" 节点的子级:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:195 msgid "" @@ -284,8 +285,8 @@ msgid "" "instruction makes a call to the scripting API which leads to many \"lookups" "\" on the back-end to find the logic to execute." msgstr "" -"这样的脚本代码比引擎端的C++代码要慢很多.每条指令都要调用脚本API,导致后端要进" -"行多次 \"查找\",以找到要执行的逻辑." +"这样的脚本代码比引擎端的C++代码要慢很多. 每条指令都要调用脚本API, 导致后端要" +"进行多次 \"查找\", 以找到要执行的逻辑." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:199 msgid "" @@ -295,9 +296,9 @@ msgid "" "scenes in batches on the back-end and provide much better performance than " "scripts." msgstr "" -"场景有助于避免这个性能问题. :ref:`PackedScene <class_PackedScene>` [场景包]," -"场景继承的基础类型,定义了使用序列化数据创建对象的资源.引擎可以在后端批量处理" -"场景,并提供比脚本好得多的性能." +"场景有助于避免这个性能问题. :ref:`PackedScene <class_PackedScene>` [场景包], " +"场景继承的基础类型, 定义了使用序列化数据创建对象的资源. 引擎可以在后端批量处" +"理场景, 并提供比脚本好得多的性能." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:205 msgid "Conclusion" @@ -305,7 +306,7 @@ msgstr "总结" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:207 msgid "In the end, the best approach is to consider the following:" -msgstr "最后,最好的方法是考虑以下几点:" +msgstr "最后, 最好的方法是考虑以下几点:" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:209 msgid "" @@ -315,9 +316,9 @@ msgid "" "chances are that it should probably be a script, likely one with a custom " "name/icon." msgstr "" -"如果希望创建一个基本工具,它将在几个不同的项目中重用,以及可能提供给不同技能水" -"平的人使用.(包括那些不认为自己是个程序员的用户),它很可能是一个脚本,有一个自定" -"义名称/图标." +"如果希望创建一个基本工具, 它将在几个不同的项目中重用, 以及可能提供给不同技能" +"水平的人使用.(包括那些不认为自己是个程序员的用户), 它很可能是一个脚本, 有一个" +"自定义名称/图标." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:214 msgid "" @@ -325,8 +326,8 @@ msgid "" "should always be a scene. Scenes are easier to track/edit and provide more " "security than scripts." msgstr "" -"如果有人想创造一个特定于他们的游戏的概念,那么它应该是一个场景.场景比脚本更容" -"易跟踪/编辑,并提供更多的安全性." +"如果有人想创造一个特定于他们的游戏的概念, 那么它应该是一个场景. 场景比脚本更" +"容易跟踪/编辑, 并提供更多的安全性." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:218 msgid "" @@ -334,5 +335,5 @@ msgid "" "this in 3.1 by declaring a script class and giving it a scene as a constant. " "The script becomes, in effect, a namespace:" msgstr "" -"如果有人想命名一个场景,他们仍然可以在3.1版本中,通过声明一个脚本类并给它一个场" -"景作为常量来实现这一点.实际上,该脚本变成了一个命名空间:" +"如果有人想命名一个场景, 他们仍然可以在3.1版本中, 通过声明一个脚本类并给它一个" +"场景作为常量来实现这一点. 实际上, 该脚本变成了一个命名空间:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index bd7945ba06..525a8fbea0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "The engine offers two main ways to create reusable objects: scripts and " "scenes. Neither of these technically define classes under the hood." msgstr "" -"引擎提供了两种创建可重用对象的主要方式:脚本和场景.这两种方式在技术上都没有在" -"引擎下定义类." +"引擎提供了两种创建可重用对象的主要方式: 脚本和场景. 这两种方式在技术上都没有" +"在引擎下定义类." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:9 msgid "" @@ -35,16 +35,16 @@ msgid "" "programming principles to the scripts and scenes that compose your game. " "That is why it's useful to understand how we can think of them as classes." msgstr "" -"尽管如此,使用Godot的许多最佳实践涉及到将面向对象的编程原则应用到组成你的游戏" -"的脚本和场景中.这就是为什么了解我们如何将它们视为类是很有用的." +"尽管如此, 使用Godot的许多最佳实践涉及到将面向对象的编程原则应用到组成你的游戏" +"的脚本和场景中. 这就是为什么了解我们如何将它们视为类是很有用的." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:13 msgid "" "This guide briefly explains how scripts and scenes work in the engine's core " "to help you understand how they work under the hood." msgstr "" -"本指南简要介绍了脚本和场景在引擎核心中的工作方式,以帮助您了解它们在引擎中的工" -"作方式." +"本指南简要介绍了脚本和场景在引擎核心中的工作方式, 以帮助您了解它们在引擎中的" +"工作方式." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:17 msgid "How scripts work in the engine" @@ -55,8 +55,8 @@ msgid "" "The engine provides built-in classes like :ref:`Node <class_Node>`. You can " "extend those to create derived types using a script." msgstr "" -"引擎提供了内置的类,如 :ref:`Node <class_Node>` .你可以使用脚本扩展这些类来创" -"建派生类型." +"引擎提供了内置的类, 如 :ref:`Node <class_Node>` . 你可以使用脚本扩展这些类来" +"创建派生类型." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:22 msgid "" @@ -64,7 +64,7 @@ msgid "" "tell the engine a sequence of initializations to perform on one of the " "engine's built-in classes." msgstr "" -"这些脚本在技术上不是类.相反,它们是告诉引擎在内置类中执行一系列初始化的资源." +"这些脚本在技术上不是类. 相反, 它们是告诉引擎在内置类中执行一系列初始化的资源." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:25 msgid "" @@ -73,7 +73,7 @@ msgid "" "class information. ``ClassDB`` contains information about classes like:" msgstr "" "Godot的内部类具有使用一个 :ref:`ClassDB <class_ClassDB>` 注册一个类数据的方" -"法.该数据库提供对类信息的运行时访问.``ClassDB`` 包含有关类的信息,例如:" +"法. 该数据库提供对类信息的运行时访问.``ClassDB`` 包含有关类的信息, 例如:" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:29 msgid "Properties." @@ -98,16 +98,16 @@ msgid "" "records and the object's base types' records to see if the object supports " "the operation." msgstr "" -"这个 ``ClassDB`` 是对象在执行访问属性或调用方法等操作时的检查对象.它检查数据" -"库的记录和对象的基本类型记录,以确定对象是否支持该操作." +"这个 ``ClassDB`` 是对象在执行访问属性或调用方法等操作时的检查对象. 它检查数据" +"库的记录和对象的基本类型记录, 以确定对象是否支持该操作." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:38 msgid "" "Attaching a :ref:`Script <class_Script>` to your object extends the methods, " "properties, and signals available from the ``ClassDB``." msgstr "" -"将 :ref:`Script <class_Script>`附加到你的对象中,可以扩展 ``ClassDB`` 中的方" -"法、属性和信号." +"将 :ref:`Script <class_Script>` 附加到你的对象中, 可以扩展 ``ClassDB`` 中的方" +"法, 属性和信号." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:43 msgid "" @@ -117,10 +117,10 @@ msgid "" "they extend ``Reference`` though, you cannot attach them to a :ref:`Node " "<class_Node>`." msgstr "" -"即使是不使用 ``extends`` 关键字的脚本,也会隐式地继承引擎的基础 :ref:" -"`Reference <class_Reference>` 类.因此,你可以从代码中实例化脚本,而无需使用 " -"``extends`` 关键字.不过由于它们扩展了 ``Reference`` ,你不能把它们附加到一个 :" -"ref:`Node <class_Node>` ." +"即使是不使用 ``extends`` 关键字的脚本, 也会隐式地继承引擎的基础 :ref:" +"`Reference <class_Reference>` 类. 因此, 你可以从代码中实例化脚本, 而无需使用 " +"``extends`` 关键字. 不过由于它们扩展了 ``Reference`` , 你不能把它们附加到一" +"个 :ref:`Node <class_Node>` ." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:49 msgid "Scenes" @@ -133,8 +133,8 @@ msgid "" "inheritable groups of nodes. Creating a scene is similar to having a script " "that creates nodes and adds them as children using ``add_child()``." msgstr "" -"场景的行为与类有很多相似之处,所以把场景看成一个类是有意义的.场景是可重用、可" -"实例化、可继承的节点组.创建场景类似于有一个脚本,创建节点并使用 " +"场景的行为与类有很多相似之处, 所以把场景看成一个类是有意义的. 场景是可重用, " +"可实例化, 可继承的节点组. 创建场景类似于有一个脚本, 创建节点并使用 " "``add_child()`` 将其添加为子节点." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:55 @@ -143,8 +143,8 @@ msgid "" "scene's nodes. As such, the scene is often an extension of the script's " "declarative code." msgstr "" -"我们经常将场景与使用场景节点的脚本根节点配对.因此,场景通常是脚本声明性代码的" -"扩展." +"我们经常将场景与使用场景节点的脚本根节点配对. 因此, 场景通常是脚本声明性代码" +"的扩展." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:58 msgid "The content of a scene helps to define:" @@ -173,15 +173,16 @@ msgid "" "apply to written code also apply to scenes: single responsibility, " "encapsulation, and others." msgstr "" -"为什么这些对场景组织很重要?因为场景的实例 *是* 对象.因此,许多适用于书写代码" -"的面向对象原则也适用于场景: 单一职责、封装等." +"为什么这些对场景组织很重要?因为场景的实例 *是* 对象. 因此, 许多适用于书写代" +"码的面向对象原则也适用于场景: 单一职责, 封装等." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:69 msgid "" "The scene is *always an extension of the script attached to its root node*, " "so you can interpret it as part of a class." msgstr "" -"场景 *总是脚本的延伸,附着在它的根节点上* ,所以你可以把它解释为一个类的一部分." +"场景 *总是脚本的延伸, 附着在它的根节点上* , 所以你可以把它解释为一个类的一部" +"分." #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:72 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index c1d87accd3..4a1912cd08 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,13 +29,13 @@ msgid "" "then build it and use it as an export template every time you export the " "project." msgstr "" -"Godot提供了使用自定义构建Android模板的选项.与使用Godot附带的已预先构建好的模" -"板不同,而是将实际的安卓Java项目安装到项目文件夹中.然后Godot将构建它,并在每次" -"导出项目时将其作为导出模板使用." +"Godot提供了使用自定义构建Android模板的选项. 与使用Godot附带的已预先构建好的模" +"板不同, 而是将实际的安卓Java项目安装到项目文件夹中. 然后Godot将构建它, 并在每" +"次导出项目时将其作为导出模板使用." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:11 msgid "There are some reasons why you may want to do this:" -msgstr "出于某些原因,您可能想要这样做:" +msgstr "出于某些原因, 您可能想要这样做:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:13 msgid "Modify the project before it's built." @@ -52,6 +52,9 @@ msgid "" "android<doc_exporting_for_android>` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" +"配置自定义构建是一个相当简单的过程。但首先你需要按照 :ref:`导出到" +"android<doc_exporting_for_android>` 中的步骤,直到 **在Godot中设置它 ** 。做" +"完这些后,按照下面的步骤进行。" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" @@ -59,13 +62,13 @@ msgstr "设置自定义构建环境" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:23 msgid "Go to the Project menu, and install the *Custom Build* template:" -msgstr "进入项目菜单,安装 *自定义构建* 模板:" +msgstr "进入项目菜单, 安装 *自定义构建* 模板:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:27 msgid "" "Make sure export templates are downloaded. If not, this menu will help you " "download them." -msgstr "确保已下载导出模板.如果没有,此菜单将帮助您下载它们." +msgstr "确保已下载导出模板. 如果没有, 此菜单将帮助您下载它们." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:30 msgid "" @@ -74,9 +77,9 @@ msgid "" "your own add-ons<doc_android_plugin>`, or you really need to modify the " "project." msgstr "" -"将在 ``res://android/build`` 下创建一个基于Gradle的Android项目,不需要编辑这些" -"文件,除非你想 :ref:`创建你自己的add-ons<doc_android_plugin>` ,或者真的需要修" -"改项目." +"将在 ``res://android/build`` 下创建一个基于Gradle的Android项目, 不需要编辑这" +"些文件, 除非你想 :ref:`创建你自己的 add-ons<doc_android_plugin>` , 或者真的需" +"要修改项目." #: ../../docs/getting_started/workflow/export/android_custom_build.rst:36 msgid "Enabling the custom build and exporting" @@ -87,7 +90,7 @@ msgid "" "When setting up the Android project in the **Project > Export** dialog, " "**Custom Build** needs to be enabled:" msgstr "" -"在 **Project > Export** [项目>导出]对话框中设置Android项目时,需要启用 " +"在 **Project > Export** [项目>导出]对话框中设置Android项目时, 需要启用 " "**Custom Build** [自定义构建]:" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:43 @@ -96,11 +99,11 @@ msgid "" "the `Gradle <https://gradle.org/>`__ build system to generate fresh " "templates (this window will appear every time):" msgstr "" -"从现在开始,尝试导出项目或一键部署会调用 `Gradle <https://gradle.org/>`__ 构建" -"系统来生成新的模板(每次都会出现这个窗口):" +"从现在开始, 尝试导出项目或一键部署会调用 `Gradle <https://gradle.org/>`__ 构" +"建系统来生成新的模板(每次都会出现这个窗口):" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:49 msgid "" "The templates built will be used automatically afterwards, so no further " "configuration is needed." -msgstr "生成的模板将在以后自动使用,因此不需要进一步的配置." +msgstr "生成的模板将在以后自动使用, 因此不需要进一步的配置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index c663247c57..e89da16859 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "most likely want to change that for your project. There are two types of " "icons that can be changed on Windows: the file icon and the taskbar icon." msgstr "" -"默认情况下,导出项目的图标将是Godot图标.您很可能想要为您的项目更改它.在Windows" -"上可以更改两种类型的图标:文件图标和任务栏图标." +"默认情况下, 导出项目的图标将是Godot图标. 您很可能想要为您的项目更改它. 在" +"Windows上可以更改两种类型的图标: 文件图标和任务栏图标." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:11 msgid "Creating an ICO file" @@ -41,8 +41,8 @@ msgid "" "application icon in any program but you will have to convert it to an ICO " "file using a program such as GIMP." msgstr "" -"Windows无法使用png或jpg格式的应用图标.然而,它会使用Windows专属的ICO格式.你可" -"以在任何程序中创建应用图标,但需要用像GIMP这类程序转换成ICO文件." +"Windows无法使用png或jpg格式的应用图标. 然而, 它会使用Windows专属的ICO格式. 你" +"可以在任何程序中创建应用图标, 但需要用像GIMP这类程序转换成ICO文件." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:18 msgid "" @@ -57,8 +57,8 @@ msgid "" "It is also possible to convert a PNG image to an hiDPI-friendly ICO file " "using this `ImageMagick <https://www.imagemagick.org/>`_ command:" msgstr "" -"也可以使用这个 `ImageMagick <https://www.imagemagick.org/>`_ 命令,将PNG图像转" -"换为hiDPI友好的ICO文件:" +"也可以使用这个 `ImageMagick <https://www.imagemagick.org/>`_ 命令, 将PNG图像" +"转换为hiDPI友好的ICO文件:" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:30 msgid "" @@ -68,10 +68,13 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" +"为了使ICO文件有效地替换默认Godot图标,它必须包含默认Godot图标所包含的 *所有 " +"* 尺寸。16×16, 32×32, 48×48, 64×64, 128×128, 256×256.如果ICO文件不包含所有尺" +"寸,默认Godot图标将保留没有被覆盖的尺寸。" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 msgid "The above ImageMagick command takes this into account." -msgstr "" +msgstr "上面的ImageMagick命令考虑到了这一点。" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" @@ -89,8 +92,8 @@ msgid "" "→ Config → Windows Native Icon**. Click on the folder icon and select your " "ICO file." msgstr "" -"要更改任务栏图标,请转到 **项目→项目设置→应用程序→配置→图标(Windows Native " -"Icon)** .单击文件夹图标,然后选择所需的图标." +"要更改任务栏图标, 请转到 **项目→项目设置→应用程序→配置→图标(Windows Native " +"Icon)** . 单击文件夹图标, 然后选择所需的图标." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:51 msgid "" @@ -98,8 +101,8 @@ msgid "" "the icon for macOS, use ``Macos Native Icon``. And for any other platform, " "use the ``Icon`` setting." msgstr "" -"这个设置只会修改WIndows导出的游戏图标.为了设置macOS的图标,使用 ``Macos " -"Native Icon``.其他平台的话,使用``Icon``设置." +"这个设置只会修改WIndows导出的游戏图标. 为了设置macOS的图标, 使用 ``Macos " +"Native Icon``. 其他平台的话, 使用 ``Icon`` 设置." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:56 msgid "Changing the file icon" @@ -114,8 +117,8 @@ msgid "" "the Export dialog." msgstr "" "修改内嵌PCK文件的应用程序图标时存在着 `已知问题 <https://github.com/" -"godotengine/godot/issues/33466>`__ .如果在Export对话框的Windows导出设置中选" -"择 **Embed Pck**选项,建议避免使用rcedit." +"godotengine/godot/issues/33466>`__ . 如果在Export对话框的Windows导出设置中选" +"择 **Embed Pck** 选项, 建议避免使用rcedit." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:65 msgid "" @@ -129,8 +132,8 @@ msgid "" "tool called **rcedit**. You can download it `here <https://github.com/" "electron/rcedit/releases>`_." msgstr "" -"在导出选项中选择它之前,您需要额外安装一个名为 **rcedit** 的工具.您可以在 `这" -"里 <https://github.com/electron/rcedit/releases>`_ 下载它." +"在导出选项中选择它之前, 您需要额外安装一个名为 **rcedit** 的工具. 您可以在 `" +"这里 <https://github.com/electron/rcedit/releases>`_ 下载它." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:74 msgid "" @@ -139,9 +142,9 @@ msgid "" "Click on the folder icon for the **rcedit** entry. Navigate to and select " "the rcedit executable." msgstr "" -"下载后,您需要告诉Godot,计算机上rcedit可执行文件的路径.转到 **编辑器→编辑器设" -"置→导出→Windows** .单击 **rcedit** 条目的文件夹图标.导航到并选择rcedit可执行" -"文件." +"下载后, 您需要告诉Godot, 计算机上rcedit可执行文件的路径. 转到 **编辑器→编辑器" +"设置→导出→Windows** . 单击 **rcedit** 条目的文件夹图标. 导航到并选择rcedit可" +"执行文件." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:82 msgid "" @@ -157,9 +160,9 @@ msgid "" "Export**. Assuming you have already created a Windows Desktop preset, select " "your icon in ICO format in the **Application → Icon** field." msgstr "" -"您现在应该已准备好所有内容来更改文件图标.为此,您需要在导出时指定图标.转到 **" -"项目→导出** .假设您已经创建了Windows桌面预设,请在 **应用程序→图标** 字段中选" -"择ICO格式的图标." +"您现在应该已准备好所有内容来更改文件图标. 为此, 您需要在导出时指定图标. 转到 " +"**项目→导出** . 假设您已经创建了Windows桌面预设, 请在 **应用程序→图标** 字段" +"中选择ICO格式的图标." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:97 msgid "" @@ -169,10 +172,10 @@ msgid "" "godotengine/godot/blob/master/platform/windows/godot.ico>`__ with your own " "ICO file *before* compiling export templates." msgstr "" -"如果rcedit修改图标失败,你可以改变图标后 :ref:`编译你自己的Windows导出模板 " -"<doc_compiling_for_windows>`.为了这样,在编译导出模板*之前*用你自己的ICO文件替" -"换 `platform/windows/godot.ico <https://github.com/godotengine/godot/blob/" -"master/platform/windows/godot.ico>`__ ." +"如果rcedit修改图标失败, 你可以改变图标后 :ref:`编译你自己的Windows 导出模板 " +"<doc_compiling_for_windows>`. 为了这样, 在编译导出模板 *之前* 用你自己的ICO文" +"件替换 `platform/windows/godot.ico <https://github.com/godotengine/godot/" +"blob/master/platform/windows/godot.ico>`__ ." #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:103 msgid "" @@ -188,7 +191,7 @@ msgstr "测试结果" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:109 msgid "" "You can now export the project. If it worked correctly, you should see this:" -msgstr "您现在可以导出项目了.如果它正常工作,您应该看到:" +msgstr "您现在可以导出项目了. 如果它正常工作, 您应该看到:" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:115 msgid "" @@ -196,5 +199,5 @@ msgid "" "cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" "ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" -"如果你的图标没有正确显示,在Windows 10中,试着清理图标缓存.那就是,打开 **运行" -"** 对话框 输入``ie4uinit.exe -ClearIconCache`` 或 ``ie4uinit.exe -show``." +"如果你的图标没有正确显示, 在Windows 10中, 试着清理图标缓存. 那就是, 打开 **运" +"行** 对话框 输入``ie4uinit.exe -ClearIconCache`` 或 ``ie4uinit.exe -show``." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 558f2a97e9..7672e33ea7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "Android. The following steps detail what is needed to set up the Android SDK " "and the engine." msgstr "" -"导出Android的要求比编译Android的Godot要少.下面的步骤详细介绍了设置Android SDK" -"和引擎所需的内容." +"导出Android的要求比编译Android的Godot要少. 下面的步骤详细介绍了设置Android " +"SDK和引擎所需的内容." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:10 msgid "Download the Android SDK" @@ -43,7 +43,7 @@ msgid "" "You can install it using `Android Studio version 4.1 or later <https://" "developer.android.com/studio/>`__." msgstr "" -"你可以使用 `Android Studio 4.1或更高版本<https://developer.android.com/" +"你可以使用 `Android Studio 4.1或更高版本 <https://developer.android.com/" "studio/>`__ 进行安装." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:16 @@ -51,7 +51,7 @@ msgid "" "Run it once to complete the SDK setup using these `instructions <https://" "developer.android.com/studio/intro/update#sdk-manager>`__." msgstr "" -"运行一次,使用这些 `说明<https://developer.android.com/studio/intro/" +"运行一次, 使用这些 `说明 <https://developer.android.com/studio/intro/" "update#sdk-manager>`__ 完成SDK设置." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:17 @@ -59,7 +59,7 @@ msgid "" "Ensure that the `required packages <https://developer.android.com/studio/" "intro/update#recommended>`__ are installed as well." msgstr "" -"确保 `必要的软件包<https://developer.android.com/studio/intro/" +"确保 `必要的软件包 <https://developer.android.com/studio/intro/" "update#recommended>`__ 也被安装." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:19 @@ -67,9 +67,8 @@ msgid "Android SDK Platform-Tools version 30.0.5 or later" msgstr "Android SDK平台工具30.0.5或更高版本" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -#, fuzzy msgid "Android SDK Build-Tools version 30.0.3" -msgstr "Android SDK Build-Tools version 30.0.1" +msgstr "Android SDK 构建工具版本 30.0.3" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 msgid "Android SDK Platform 29" @@ -92,7 +91,7 @@ msgid "" "You can install it using the `command line tools <https://developer.android." "com/studio/#command-tools>`__." msgstr "" -"你可以使用 `命令行工具<https://developer.android.com/studio/#command-" +"你可以使用 `命令行工具 <https://developer.android.com/studio/#command-" "tools>`__ 来安装它." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:28 @@ -101,7 +100,7 @@ msgid "" "developer.android.com/studio/command-line/sdkmanager>`__ command to complete " "the setup process:" msgstr "" -"命令行工具安装完成后,运行 `sdkmanager <https://developer.android.com/studio/" +"命令行工具安装完成后, 运行 `sdkmanager <https://developer.android.com/studio/" "command-line/sdkmanager>`__ 命令以完成安装过程:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 @@ -109,8 +108,8 @@ msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" -"如果你使用的是Linux, **不要使用你的发行版软件库提供的Android SDK,因为它通常是" -"过时的** ." +"如果你使用的是Linux, **不要使用你的发行版软件库提供的Android SDK, 因为它通常" +"是过时的** ." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 msgid "Install OpenJDK 8" @@ -144,7 +143,7 @@ msgstr "" msgid "" "If you can't find it or need to generate one, the keytool command from the " "JDK can be used for this purpose::" -msgstr "如果找不到或需要生成一个,则可以使用JDK中的keytool命令:" +msgstr "如果找不到或需要生成一个, 则可以使用JDK中的keytool命令:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:57 msgid "" @@ -154,10 +153,10 @@ msgid "" "information on ``keytool`` usage, see `this Q&A article <https://godotengine." "org/qa/21349/jdk-android-file-missing>`__." msgstr "" -"这会在当前目录中创建一个 ``debug.keystore`` 文件.你需要移动到一个难忘的位置," -"比如 ``%USERPROFILE%\\.android\\`` ,因为后续步骤会需要这个位置. ``keytool`` " -"用法的更多信息请查看 `这个 Q&A 文章 <https://godotengine.org/qa/21349/jdk-" -"android-file-missing>`__ ." +"这会在当前目录中创建一个 ``debug.keystore`` 文件. 你需要移动到一个难忘的位" +"置, 比如 ``%USERPROFILE%\\.android\\`` , 因为后续步骤会需要这个位置. " +"``keytool`` 用法的更多信息请查看 `这个 Q&A 文章 <https://godotengine.org/" +"qa/21349/jdk-android-file-missing>`__ ." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:60 msgid "Setting it up in Godot" @@ -167,7 +166,8 @@ msgstr "在Godot中设置它" msgid "" "Enter the Editor Settings screen. This screen contains the editor settings " "for the user account in the computer (it's independent of the project)." -msgstr "进入编辑器设置屏幕.此屏幕包含计算机中用户帐户的编辑器设置(独立于项目)." +msgstr "" +"进入编辑器设置屏幕. 此屏幕包含计算机中用户帐户的编辑器设置(独立于项目)." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:68 msgid "Scroll down to the section where the Android settings are located:" @@ -175,7 +175,7 @@ msgstr "向下滚动到Android设置所在的部分:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:72 msgid "In that screen, 2 paths need to be set:" -msgstr "在该屏幕中,需要设置两个路径:" +msgstr "在该屏幕中, 需要设置两个路径:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:74 msgid "" @@ -183,27 +183,42 @@ msgid "" "installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/" "Users/$USER/Library/Android/sdk/`` on macOS." msgstr "" -"``Android Sdk Path`` 设置为Android SDK的安装位置.例如,Windows上的 ``" -"%LOCALAPPDATA%\\Android\\Sdk\\`` ,或macOS上的 ``/Users/$USER/Library/Android/" -"sdk/`` ." +"``Android Sdk Path`` 设置为Android SDK的安装位置. 例如,Windows上的 ``" +"%LOCALAPPDATA%\\Android\\Sdk\\`` , 或macOS上的 ``/Users/$USER/Library/" +"Android/sdk/`` ." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:77 msgid "" "The debug ``.keystore`` file - It can be found in the folder where you put " "the ``debug.keystore`` file you created above." msgstr "" -"debug ``.keystore``文件 - 可以在之前创建 ``debug.keystore`` 文件的文件夹中找" +"debug ``.keystore`` 文件 - 可以在之前创建 ``debug.keystore`` 文件的文件夹中找" "到." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 msgid "Once that is configured, everything is ready to export to Android!" -msgstr "配置完成后,导出到Android的一切都准备好了!" +msgstr "配置完成后, 导出到Android的一切都准备好了!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "提供启动器图标" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -211,21 +226,21 @@ msgid "" "resolution variants." msgstr "" "启动图标是Android启动器应用把你的应用展示给用户时用到的.Godot只需要高分辨率图" -"标(适用于``xxxhdpi``屏幕),然后自动生成低分辨率变体." +"标(适用于 ``xxxhdpi`` 屏幕), 然后自动生成低分辨率变体." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godot需要两种类型的图标:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -"**Main Icon:** \"经典\" 图标.这会在所有Android版本不高于 Android 8 (Oreo)中使" -"用.必须至少 192×192 px." +"**Main Icon:** \"经典\" 图标. 这会在所有Android版本不高于 Android 8 (Oreo)中" +"使用. 必须至少 192×192 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -236,10 +251,10 @@ msgid "" msgstr "" "**Adaptive Icons:** 从 Android 8 (包括)开始, `Adaptive Icons <https://" "developer.android.com/guide/practices/ui_guidelines/icon_design_adaptive>`_ " -"被引入.应用为了有原生的样式需要包含分离的背景与前景图标.用户的启动程序会控制" -"图标的动画和遮罩.必须至少432×432 px." +"被引入. 应用为了有原生的样式需要包含分离的背景与前景图标. 用户的启动程序会控" +"制图标的动画和遮罩. 必须至少432×432 px." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -250,28 +265,28 @@ msgstr "" "<https://medium.com/google-design/designing-adaptive-icons-515af294c783>`_ 来" "帮助理解这些规则以及自适应图标的一些技巧." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " "(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -"最重要的自适应图标规则是,把图标的重要元素放置在安全区:一个直径为" -"66dp(``xxxhdpi``上为264像素)居中的圆来避免被启动器裁剪." +"最重要的自适应图标规则是, 把图标的重要元素放置在安全区: 一个直径为" +"66dp(``xxxhdpi`` 上为264像素)居中的圆来避免被启动器裁剪." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" msgstr "" -"如果你不提供必要的图标,Godot会用备用链来替换它们,当当前行失败时会尝试下一行:" +"如果你不提供必要的图标,Godot会用备用链来替换它们, 当当前行失败时会尝试下一行:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "**主图标:** 提供主图标 -> 项目图标 -> 默认Godot主图标." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -279,82 +294,81 @@ msgstr "" "**自适应图标前景:** 提供的前景图标 ->提供的主图标 -> 项目图标 -> 默认 Godot " "前景图标." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "**自适应图标背景:** 提供的背景图标 -> 默认 Godot 背景图标." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -"强烈建议提供所有要求的图标的指定分辨率.这样一来,你的应用程序在所有的Android设" -"备和版本上都会显得非常漂亮." +"强烈建议提供所有要求的图标的指定分辨率. 这样一来, 你的应用程序在所有的Android" +"设备和版本上都会显得非常漂亮." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "为Google Play商店导出" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -"将APK上传到Google的Play商店,需要您使用非调试密钥库文件进行签名,这样的文件可以" -"像这样生成:" +"将APK上传到Google的Play商店, 需要您使用非调试密钥库文件进行签名, 这样的文件可" +"以像这样生成:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " "guides to learn more about `APK signing <https://developer.android.com/" "studio/publish/app-signing>`__." msgstr "" -"此密钥库和密钥用于验证您的开发人员身份,记住密码并将其保存在安全的地方!使用" -"Google的Android开发者指南来了解有关 `APK签名 <https://developer.android.com/" +"此密钥库和密钥用于验证您的开发人员身份, 记住密码并将其保存在安全的地方!使用" +"Google的Android开发者指南来了解有关 `APK 签名 <https://developer.android.com/" "studio/publish/app-signing>`__ 的更多信息." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" -msgstr "现在,在您的Android导出预设中填写以下表格:" +msgstr "现在, 在您的Android导出预设中填写以下表格:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "**发布:** 输入您刚刚生成的密钥库文件的路径." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**发布用户:** 替换为密钥别名." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." -msgstr "**发布密码:** 密钥密码. 请注意,密钥库密码和密钥密码当前必须相同." +msgstr "**发布密码:** 密钥密码. 请注意, 密钥库密码和密钥密码当前必须相同." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -"**您的export_presets.cfg文件现在包含敏感信息.** 如果使用版本控制系统,则应将其" -"从公共存储库中删除,并将其添加到 ``.gitignore`` 文件或等效文件中." +"**您的export_presets.cfg文件现在包含敏感信息.** 如果使用版本控制系统, 则应将" +"其从公共存储库中删除, 并将其添加到 ``.gitignore`` 文件或等效文件中." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 -#, fuzzy +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." -msgstr "选择APK的名称时,请不要忘记取消选中 **带调试导出** 复选框." +msgstr "在导出时,不要忘记取消勾选 \"以调试方式导出 \" 。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "优化APK大小" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -363,12 +377,12 @@ msgid "" "for a single architecture. Note that applications targeting ARMv7 can also " "run on ARMv8 devices, but the opposite is not true." msgstr "" -"默认情况下,APK将包含适用于ARMv7和ARMv8体系结构的本地库.这会大大增加其大小.要" -"创建较小的APK,请在项目的Android导出预设中取消选中 **Armeabi-v 7a** 或 **Arm " -"64 -v 8a**.这将创建一个仅包含单个架构库的APK.请注意,针对ARMv7的应用程序也可以" -"在ARMv8设备上运行,但事实并非如此." +"默认情况下,APK将包含适用于ARMv7和ARMv8体系结构的本地库. 这会大大增加其大小. " +"要创建较小的APK, 请在项目的Android导出预设中取消选中 **Armeabi-v 7a** 或 " +"**Arm 64 -v 8a** . 这将创建一个仅包含单个架构库的APK. 请注意, 针对ARMv7的应用" +"程序也可以在ARMv8设备上运行, 但事实并非如此." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -378,17 +392,17 @@ msgid "" "creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most " "devices in use today." msgstr "" -"自2019年8月起,Google Play要求所有应用程序都必须以64位格式提供.这意味着您不能" -"上传 *仅* 包含ARMv7库的APK.为了解决这个问题,您可以使用其 `多个APK支持 " +"自2019年8月起,Google Play要求所有应用程序都必须以64位格式提供. 这意味着您不能" +"上传 *仅* 包含ARMv7库的APK. 为了解决这个问题, 您可以使用其 `多个APK 支持 " "<https://developer.android.com/google/play/publishing/multiple-apks>`__ 将多" -"个APK上传到Google Play.每个APK都应针对单一架构;为ARMv7和ARMv8创建APK通常足以" -"覆盖当今使用的大多数设备." +"个APK上传到Google Play. 每个APK都应针对单一架构;为ARMv7和ARMv8创建APK通常足" +"以覆盖当今使用的大多数设备." -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " "information." msgstr "" -"您可以通过仅编译具有所需功能的Android导出模板来进一步优化大小.有关更多信息,请" -"参见 :ref:`doc_optimizing_for_size`." +"您可以通过仅编译具有所需功能的Android导出模板来进一步优化大小. 有关更多信息, " +"请参见 :ref:`doc_optimizing_for_size`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index f45f6151d7..8edf0cab2f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "doesn't have a GPU or display server available, you'll need to use a server " "build of Godot." msgstr "" -"如果要在没有 GPU 或显示服务器的计算机上为项目运行专用服务器,则需要使用 Godot " -"的服务器版本." +"如果要在没有 GPU 或显示服务器的计算机上为项目运行专用服务器, 则需要使用 " +"Godot 的服务器版本." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:10 msgid "Platform support" @@ -40,16 +40,16 @@ msgid "" "org/download/server>`__. To compile a server binary from source, follow " "instructions in :ref:`doc_compiling_for_x11`." msgstr "" -"**Linux:** `下载官方Linux服务器二进制文件 <https://godotengine.org/download/" -"server>`__. 要从源码编译服务器二进制文件, 请遵循 :ref:`doc_compiling_for_x11`" -"中的说明." +"**Linux:** `下载官方Linux 服务器二进制文件 <https://godotengine.org/download/" +"server>`__. 要从源码编译服务器二进制文件, 请遵循 :ref:" +"`doc_compiling_for_x11` 中的说明." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:15 msgid "" "**macOS:** :ref:`Compile a server binary from source for macOS " "<doc_compiling_for_osx>`." msgstr "" -"**macOS :** :ref:`从源代码编译macOS的服务器二进制文件 " +"**macOS :** :ref:`从源代码编译macOS 的服务器二进制文件 " "<doc_compiling_for_osx>`." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:16 @@ -60,18 +60,18 @@ msgid "" "window`` command-line argument, you'll need to have OpenGL support available " "on the Windows machine." msgstr "" -"**Windows:** 目前还没有运行在Windows平台下的专用服务器版本.可以使用 ``--no-" -"window`` 命令行参数来防止Godot创建窗口.请注意,即使使用了 ``--no-window`` ,还" -"是需要OpenGL支持." +"**Windows:** 目前还没有运行在Windows平台下的专用服务器版本. 可以使用 ``--no-" +"window`` 命令行参数来防止Godot创建窗口. 请注意, 即使使用了 ``--no-window`` , " +"还是需要OpenGL支持." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:21 msgid "" "If your project uses C#, you'll have to use a Mono-enabled server binary." -msgstr "如果项目使用C#,那么就必须使用带有Mono的服务器." +msgstr "如果项目使用C#, 那么就必须使用带有Mono的服务器." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:24 msgid "\"Headless\" versus \"server\" binaries" -msgstr "\"精简\"与 \"服务\"二进制文件的比较" +msgstr "\"精简\" 与 \"服务\" 二进制文件的比较" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:26 msgid "" @@ -86,8 +86,8 @@ msgid "" "**Server:** Use this one for running dedicated servers. It does not contain " "editor functionality, and is therefore smaller and more optimized." msgstr "" -"**Server(服务器):** 不包含编辑器的功能,体积更小,优化更高,是在服务器平台下的最" -"佳选择." +"**Server(服务器):** 不包含编辑器的功能, 体积更小, 优化更高, 是在服务器平台下" +"的最佳选择." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:32 msgid "" @@ -95,9 +95,9 @@ msgid "" "be used for exporting projects. This binary *can* be used to run dedicated " "servers, but it's not recommended as it's larger and less optimized." msgstr "" -"**Headless:** [精简]只包含编辑器功能的可执行文件,目的是用来导出项目.该可执行" -"文件 **可以** 用来运行专用服务,但是因为其体积较大,优化程度较低,所以不建议将其" -"作为专用服务器使用." +"**Headless:** [精简]只包含编辑器功能的可执行文件, 目的是用来导出项目. 该可执" +"行文件 **可以** 用来运行专用服务, 但是因为其体积较大, 优化程度较低, 所以不建" +"议将其作为专用服务器使用." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:37 msgid "Exporting a PCK file" @@ -112,18 +112,18 @@ msgid "" "Create a Linux/X11 export preset, define a custom Release export template " "that points to the server binary then export the project as usual." msgstr "" -"创建Linux/X11导出预设,并为Release(custom_template/release)选定指向服务器的可" -"执行文件,然后照往常一样导出项目即可." +"创建Linux/X11导出预设, 并为Release(custom_template/release)选定指向服务器的可" +"执行文件, 然后照往常一样导出项目即可." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:43 msgid "Export a PCK file only, preferably from a Linux/X11 export preset." -msgstr "只导出PCK文件,建议从Linux/X11导出预设设定中导出." +msgstr "只导出PCK文件, 建议从Linux/X11导出预设设定中导出." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:45 msgid "" "Both methods should result in identical output. The text below describes the " "PCK file approach." -msgstr "这两种方法的输出结果应该是相同的.下文介绍了PCK文件的方法." +msgstr "这两种方法的输出结果应该是相同的. 下文介绍了PCK文件的方法." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:48 msgid "" @@ -133,9 +133,10 @@ msgid "" "destination path. The **Export With Debug** checkbox in the file dialog has " "no bearing on the final PCK file, so you can leave it as-is." msgstr "" -"一旦下载好一个服务器二进制文件,你应当导出包含项目-数据的PCK文件.创建导出预设" -"后,点击导出对话框底部的 **Export PCK/ZIP** ,然后选择一个目标路径.文件对话框的" -"**Export With Debug** 检查框不会对最终的PCK文件造成影响,所以可以让它保持原样." +"一旦下载好一个服务器二进制文件, 你应当导出包含项目-数据的PCK文件. 创建导出预" +"设后, 点击导出对话框底部的 **Export PCK/ZIP** , 然后选择一个目标路径. 文件对" +"话框的 **Export With Debug** 检查框不会对最终的PCK文件造成影响, 所以可以让它" +"保持原样." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:54 msgid "See :ref:`doc_exporting_projects` for more information." @@ -147,8 +148,8 @@ msgid "" "editor with the `--export-pack` option while in the project folder to export " "only a PCK file." msgstr "" -"如果你从(Headless)精简编辑器导出项目,在项目文件夹中使用 `--export-pack` 选项" -"调用精简编辑器,只导出一个PCK文件." +"如果你从(Headless)精简编辑器导出项目, 在项目文件夹中使用 `--export-pack` 选项" +"调用精简编辑器, 只导出一个PCK文件." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:64 msgid "" @@ -157,8 +158,8 @@ msgid "" "possibly be. Support for stripping unneeded resources from a PCK for server " "usage is planned in a future Godot release." msgstr "" -"PCK文件会包含如材质、声音等服务器通常不需要的资源,因此PCK文件会比可能的要大." -"未来的Godot版本计划加入对去除PCK文件中服务器不需要资源的支持." +"PCK文件会包含如材质, 声音等服务器通常不需要的资源, 因此PCK文件会比可能的要" +"大. 未来的Godot版本计划加入对去除PCK文件中服务器不需要资源的支持." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:69 msgid "" @@ -166,8 +167,8 @@ msgid "" "client and dedicated server build. This can be useful if you want to ship a " "single archive that can be used both as a client and dedicated server." msgstr "" -"从好的方面,这允许客户端和专用服务构建使用同一个PCK文件.如果你想发布一个既可用" -"于客户端又可用于专用服务的单一存档文件,可能很有用." +"从好的方面, 这允许客户端和专用服务构建使用同一个PCK文件. 如果你想发布一个既可" +"用于客户端又可用于专用服务的单一存档文件, 可能很有用." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:74 msgid "Preparing the server distribution" @@ -182,10 +183,10 @@ msgid "" "with a PCK that has a different name, you can specify the path to the PCK " "file using the ``--main-pack`` command-line argument::" msgstr "" -"下载或编译服务器二进制文件后,应将其放在与你导出的PCK文件相同的文件夹中.服务器" -"二进制文件的名称应该与PCK文件相同(不包括扩展名).这可以让Godot自动检测使用PCK" -"文件.如果你想用不同名字的PCK启动服务器,你可以使用``--main-pack``命令行参数指" -"定PCK文件的路径::" +"下载或编译服务器二进制文件后, 应将其放在与你导出的PCK文件相同的文件夹中. 服务" +"器二进制文件的名称应该与PCK文件相同(不包括扩展名). 这可以让Godot自动检测使用" +"PCK文件. 如果你想用不同名字的PCK启动服务器, 你可以使用 ``--main-pack`` 命令行" +"参数指定PCK文件的路径::" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:86 msgid "Starting the dedicated server" @@ -198,15 +199,15 @@ msgid "" "argument. This can be done by adding the following code snippet in your main " "scene (or a singleton)'s ``_ready()`` method::" msgstr "" -"如果你的客户端和服务都是同一个Godot项目的一部分,你必须添加一个使用命令行参数" -"直接启动服务的方法.这可以通过在你的主场景(或单例)的 ``_ready()`` 方法中添加以" -"下代码片段来实现::" +"如果你的客户端和服务都是同一个Godot项目的一部分, 你必须添加一个使用命令行参数" +"直接启动服务的方法. 这可以通过在你的主场景(或单例)的 ``_ready()`` 方法中添加" +"以下代码片段来实现::" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:99 msgid "" "Alternatively, you can make the dedicated server always start up if a " "headless or server binary is detected::" -msgstr "另外,你也可以让专用服务在检测到精简或服务器二进制时总是启动::" +msgstr "另外, 你也可以让专用服务在检测到精简或服务器二进制时总是启动::" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:109 msgid "" @@ -214,7 +215,7 @@ msgid "" "most likely be configured in a way where running the main scene starts a " "server automatically." msgstr "" -"如果你的客户端和服务器是独立的Godot项目,服务器通常应该配置成运行主场景时自启" +"如果你的客户端和服务器是独立的Godot项目, 服务器通常应该配置成运行主场景时自启" "服务的方式." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:114 @@ -229,10 +230,10 @@ msgid "" "view server logs in a more convenient fashion, with automatic log rotation " "provided by systemd." msgstr "" -"在Linux上,为了让你的专用服务在崩溃或系统重启后重新启动,你可以 `创建一个系统服" -"务<https://medium.com/@benmorel/creating-a-linux-servicewith-" -"systemd-611b5c8b91d6>`__ .这也可以更方便的查看服务器日志,系统提供的日志自动轮" -"询功能." +"在Linux上, 为了让你的专用服务在崩溃或系统重启后重新启动, 你可以 `创建一个系统" +"服务 <https://medium.com/@benmorel/creating-a-linux-servicewith-" +"systemd-611b5c8b91d6>`__ . 这也可以更方便的查看服务器日志, 系统提供的日志自动" +"轮询功能." #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:122 msgid "" @@ -241,6 +242,6 @@ msgid "" "This way, it can be used more easily in an automatic scaling setup (which is " "outside the scope of this tutorial)." msgstr "" -"如果你有容器的经验,可以考虑将专用服务器包装在一个 `Docker <https://www." -"docker.com/>`__ 容器中.这样,在弹性配置中可以更容易地使用它(这不在本教程的范围" -"内)." +"如果你有容器的经验, 可以考虑将专用服务器包装在一个 `Docker <https://www." +"docker.com/>`__ 容器中. 这样, 在弹性配置中可以更容易地使用它(这不在本教程的范" +"围内)." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index af728cddd9..662d10277c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "build and deploy to an iOS device, build a release for the App Store, and do " "everything else you can normally do with Xcode." msgstr "" -"这些是在Xcode中加载Godot项目的步骤.这允许您构建和部署到iOS设备,为App Store构" -"建一个发行版本,并执行您通常可以使用Xcode执行的所有其他操作." +"这些是在Xcode中加载Godot项目的步骤. 这允许您构建和部署到iOS设备, 为App Store" +"构建一个发行版本, 并执行您通常可以使用Xcode执行的所有其他操作." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:11 msgid "Requirements" @@ -37,13 +37,13 @@ msgstr "需求" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:13 msgid "" "You must export for iOS from a computer running macOS with Xcode installed." -msgstr "您必须从运行安装了Xcode的macOS的计算机中,为iOS导出." +msgstr "您必须从运行安装了Xcode的macOS的计算机中, 为iOS导出." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:14 msgid "" "Download the Godot export templates. Use the Godot menu: Editor > Manage " "Export Templates" -msgstr "下载Godot导出模板.使用Godot菜单:编辑器 > 管理导出模板" +msgstr "下载Godot导出模板. 使用Godot菜单: 编辑器 > 管理导出模板" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:17 msgid "Export a Godot project to Xcode" @@ -54,20 +54,20 @@ msgid "" "In the Godot editor, open the **Export** window from the **Project** menu. " "When the Export window opens, click **Add..** and select **iOS**." msgstr "" -"在Godot编辑器中,从 **项目** 菜单打开 **导出** 窗口.导出窗口打开后,点击 **添" -"加..** 并选择 **iOS** ." +"在Godot编辑器中, 从 **项目** 菜单打开 **导出** 窗口. 导出窗口打开后, 点击 **" +"添加..** 并选择 **iOS** ." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:22 msgid "" "The following export options are required. Leaving any blank will cause the " "exporter to throw an error:" -msgstr "需要以下导出选项.留下任何空白会导致导出器抛出错误:" +msgstr "需要以下导出选项. 留下任何空白会导致导出器抛出错误:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:25 msgid "" "In the **Application** category * **App Store Team ID** and (Bundle) " "**Identifier**" -msgstr "在 **应用程序** 类别 * **应用程序商店团队ID** 和(捆绑包)**标识符中**" +msgstr "在 **应用程序** 类别 * **应用程序商店团队ID** 和(捆绑包) **标识符中**" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:27 msgid "Everything in the **Required Icons** category" @@ -85,13 +85,13 @@ msgstr "**Portrait Launch Screens** 类别中的所有内容" msgid "" "After you click **Export Project**, there are still two important options " "left:" -msgstr "点击 **导出项目** 后,仍有两个重要选项:" +msgstr "点击 **导出项目** 后, 仍有两个重要选项:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:33 msgid "" "**Path** is an empty folder that will contain the exported Xcode project " "files." -msgstr "**Path** 是一个空文件夹,它将包含导出的Xcode项目文件." +msgstr "**Path** 是一个空文件夹, 它将包含导出的Xcode项目文件." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:34 msgid "" @@ -105,20 +105,20 @@ msgid "" "project's name. When you see **exported_xcode_project_name** in the " "following steps, replace it with the name you used instead." msgstr "" -"本教程使用 **exported_xcode_project_name** ,但您将使用您的项目的名称.当您在以" -"下步骤中看到 **exported_xcode_project_name** 时,请将其替换为您使用的名称." +"本教程使用 **exported_xcode_project_name** , 但您将使用您的项目的名称. 当您在" +"以下步骤中看到 **exported_xcode_project_name** 时, 请将其替换为您使用的名称." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:42 msgid "" "Avoid using spaces when you choose your **exported_xcode_project_name** as " "this can lead to corruption in your XCode project file." msgstr "" -"选择 **exported_xcode_project_name** 时,避免使用空格,因为这可能会导致XCode项" -"目文件错误." +"选择 **exported_xcode_project_name** 时, 避免使用空格, 因为这可能会导致XCode" +"项目文件错误." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:45 msgid "When the export completes, the output folder should look like this:" -msgstr "导出完成后,输出文件夹应如下所示:" +msgstr "导出完成后, 输出文件夹应如下所示:" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:49 msgid "" @@ -137,15 +137,15 @@ msgid "" "The above method creates an exported project that you can build for release, " "but you have to re-export every time you make a change in Godot." msgstr "" -"上面的方法创建了一个可以为发布而构建的导出项目,但每次在Godot中进行更改时,都必" -"须重新导出." +"上面的方法创建了一个可以为发布而构建的导出项目, 但每次在Godot中进行更改时, 都" +"必须重新导出." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:58 msgid "" "While developing, you can speed this process up by linking your Godot " "project files directly into your app." msgstr "" -"在开发过程中,您可以通过将Godot项目文件直接链接到您的应用程序,来加快此过程." +"在开发过程中, 您可以通过将Godot项目文件直接链接到您的应用程序, 来加快此过程." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:61 msgid "In the following example:" @@ -166,8 +166,8 @@ msgid "" "**godot_project_to_export** must not be the same as " "**exported_xcode_project_name** to prevent signing issues in Xcode." msgstr "" -"**godot_project_to_export**和 **exported_xcode_project_name**必须不一样,以免" -"Xcode出现签名问题." +"**godot_project_to_export** 和 **exported_xcode_project_name** 必须不一样, 以" +"免Xcode出现签名问题." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:70 msgid "Steps to link a Godot project folder to Xcode" @@ -179,7 +179,7 @@ msgstr "从一个导出的iOS项目开始(按照上述步骤)." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:73 msgid "In Finder, drag the Godot project folder into the Xcode file browser." -msgstr "在Finder中,将Godot项目文件夹拖到Xcode文件浏览器中." +msgstr "在Finder中, 将Godot项目文件夹拖到Xcode文件浏览器中." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:77 msgid "" @@ -187,8 +187,8 @@ msgid "" "means you will be able to continue to edit your Godot project in its current " "location." msgstr "" -"3.在对话框中,确保选中 **创建文件夹引用** .这意味着您将能够继续在其当前位置编" -"辑您的Godot项目." +"3. 在对话框中, 确保选中 **创建文件夹引用** . 这意味着您将能够继续在其当前位置" +"编辑您的Godot项目." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:82 msgid "See the **godot_project_to_export** folder in the Xcode file browser." @@ -196,7 +196,7 @@ msgstr "请参阅Xcode文件浏览器中的 **godot_project_to_export** 文件 #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:83 msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." -msgstr "从Xcode项目中删除 **exported_xcode_project_name.pck**." +msgstr "从Xcode项目中删除 **exported_xcode_project_name.pck** ." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:87 msgid "" @@ -204,8 +204,8 @@ msgid "" "named **godot_path** (this is the real key name) with a value " "**godot_project_to_export** (this is the name of your project)" msgstr "" -"6.打开 **exported_xcode_project_name-Info.plist**,并添加一个名为 " -"**godot_path** 的字符串属性(这是真正的密钥名称),其值为 " +"6. 打开 **exported_xcode_project_name-Info.plist** , 并添加一个名为 " +"**godot_path** 的字符串属性(这是真正的密钥名称), 其值为 " "**godot_project_to_export** (这是项目的名称)" #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:93 @@ -213,8 +213,8 @@ msgid "" "That's it! You can now edit your project in the Godot editor and build it in " "Xcode when you want to run it on a device." msgstr "" -"就这样!您现在可以在Godot编辑器中编辑项目;并在想要在设备上运行时,在Xcode中构" -"建它." +"就这样!您现在可以在Godot编辑器中编辑项目;并在想要在设备上运行时, 在Xcode中" +"构建它." #: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:97 msgid "Plugins for iOS" @@ -224,4 +224,4 @@ msgstr "iOS的插件" msgid "" "Special iOS plugins can be used in Godot. Check out the :ref:" "`doc_plugins_for_ios` page." -msgstr "在Godot中可以使用特殊的iOS插件.查看 :ref:`doc_plugins_for_ios` 页面." +msgstr "在Godot中可以使用特殊的iOS插件. 查看 :ref:`doc_plugins_for_ios` 页面." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 0baf1bf932..794b6c1d12 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "(``godot.exe`` on Windows, ``godot`` on the rest), compress the folder and " "send it to someone else. However, this is often not desired." msgstr "" -"分发PC游戏的最简单方法是复制可执行文件(在Windows上为 ``godot.exe``,其余为 " -"``godot``),压缩文件夹并将其发送给其他人.然而,这往往不理想." +"分发PC游戏的最简单方法是复制可执行文件(在Windows上为 ``godot.exe``, 其余为 " +"``godot``), 压缩文件夹并将其发送给其他人. 然而, 这往往不理想." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:10 msgid "" @@ -38,15 +38,16 @@ msgid "" "bundled with a specially optimized binary that is smaller, faster and does " "not contain the editor and debugger." msgstr "" -"Godot在使用导出系统时,为PC分发提供了一种更为优雅的方法. 当为PC(Linux、" -"Windows、macOS)导出时,导出器将提取所有项目文件,并创建一个 ``data.pck`` 文件." -"该文件与特别优化的二进制文件捆绑在一起,更小、更快、并且不包含编辑器和调试器." +"Godot在使用导出系统时, 为PC分发提供了一种更为优雅的方法. 当为PC(Linux, " +"Windows, macOS)导出时, 导出器将提取所有项目文件, 并创建一个 ``data.pck`` 文" +"件. 该文件与特别优化的二进制文件捆绑在一起, 更小, 更快, 并且不包含编辑器和调" +"试器." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:18 msgid "" "If you export for Windows with embedded PCK files, you will not be able to " "sign the program as it will break." -msgstr "如果你用内嵌的PCK文件导出到Windows,你将无法签名程序,因为它会崩溃." +msgstr "如果你用内嵌的PCK文件导出到Windows, 你将无法签名程序, 因为它会崩溃." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:21 msgid "" @@ -55,5 +56,5 @@ msgid "" "you're distributing your project via Steam as it bypasses code signing and " "antivirus checks." msgstr "" -"在Windows上,PCK嵌入也会在杀毒软件中造成误报.因此,建议避免使用它,除非你的项目" -"通过Steam发布,因为这样就绕过了代码签名和防病毒检查." +"在Windows上,PCK嵌入也会在杀毒软件中造成误报. 因此, 建议避免使用它, 除非你的项" +"目通过Steam发布, 因为这样就绕过了代码签名和防病毒检查." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index a5654129f3..ef92bd4359 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "installed as a Windows App or submitted to the Windows Store. Exporting UWP " "packages also works from any platform, not only from Windows." msgstr "" -"导出一个 ``.appx`` 包没有额外的要求,它可以作为Windows应用程序被安装,或提交到" -"Windows应用商店.也可以在任何平台上,而不仅仅是从Windows上,导出UWP软件包." +"导出一个 ``.appx`` 包没有额外的要求, 它可以作为Windows应用程序被安装, 或提交" +"到Windows应用商店. 也可以在任何平台上, 而不仅仅是从Windows上, 导出UWP软件包." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:10 msgid "" @@ -36,14 +36,14 @@ msgid "" "trusted signature. Godot supports automatic signing of packages with " "external tools." msgstr "" -"但是,如果要安装并运行应用程序,则需要使用可信签名对其进行签名.目前,Godot不支持" -"签名包,因此您需要使用外部工具来执行此操作." +"但是, 如果要安装并运行应用程序, 则需要使用可信签名对其进行签名. 目前,Godot不" +"支持签名包, 因此您需要使用外部工具来执行此操作." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:14 msgid "" "Also, make sure the Publisher Name you set when exporting the package " "matches the name used on the certificate." -msgstr "此外,请确保导出包时,设置的发布者名称,与证书上使用的名称相匹配." +msgstr "此外, 请确保导出包时, 设置的发布者名称, 与证书上使用的名称相匹配." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:18 msgid "Limitations on Xbox One" @@ -54,7 +54,7 @@ msgid "" "As described in the `UWP documentation <https://docs.microsoft.com/en-us/" "windows/uwp/xbox-apps/system-resource-allocation>`__:" msgstr "" -"如 `UWP文档 <https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-" +"如 `UWP 文档 <https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-" "resource-allocation>`__ 中所述:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25 @@ -78,7 +78,7 @@ msgid "" "Submitted as a \"Game\" (through `Xbox Live Creators Program <https://www." "xbox.com/en-US/developers/creators-program>`__)" msgstr "" -"提交为 ``游戏`` (通过 `Xbox Live创意者计划 <https://www.xbox.com/zh-CN/" +"提交为 ``游戏`` (通过 `Xbox Live 创意者计划 <https://www.xbox.com/zh-CN/" "developers/creators-program>`__)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:28 @@ -97,7 +97,7 @@ msgstr "独享GPU能力(100%)" msgid "" "Exceeding these memory limitations will cause allocation failures and the " "application will crash." -msgstr "超过这些内存限制将导致分配失败,并且应用程序将崩溃." +msgstr "超过这些内存限制将导致分配失败, 并且应用程序将崩溃." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:35 msgid "Creating a signing certificate" @@ -110,9 +110,9 @@ msgid "" "Developer Prompts, since it comes with these tools and they can be located " "in the path." msgstr "" -"这需要Windows SDK附带的 ``MakeCert.exe`` 和 ``Pvk2Pfx.exe`` 工具.如果您使用" -"Visual Studio,则可以打开其中一个开发者命令提示符,因为它附带了这些工具,并且它" -"们可以在路径中定位." +"这需要Windows SDK附带的 ``MakeCert.exe`` 和 ``Pvk2Pfx.exe`` 工具. 如果您使用" +"Visual Studio, 则可以打开其中一个开发者命令提示符, 因为它附带了这些工具, 并且" +"它们可以在路径中定位." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:41 msgid "" @@ -120,12 +120,12 @@ msgid "" "<https://msdn.microsoft.com/en-us/library/windows/desktop/jj835832(v=vs.85)." "aspx>`__." msgstr "" -"您可以从 `Microsoft的文档 <https://msdn.microsoft.com/en-us/library/windows/" +"您可以从 `Microsoft 的文档 <https://msdn.microsoft.com/en-us/library/windows/" "desktop/jj835832(v=vs.85).aspx>`__ 获得更详细的说明." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:44 msgid "First, run ``MakeCert`` to create a private key::" -msgstr "首先,运行 ``MakeCert`` 来创建私钥:" +msgstr "首先, 运行 ``MakeCert`` 来创建私钥:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:48 msgid "" @@ -139,13 +139,13 @@ msgstr "" msgid "" "Next, create a Personal Information Exchange (.pfx) file using ``Pvk2Pfx." "exe``::" -msgstr "接下来,使用 ``Pvk2Pfx.exe`` 创建个人信息交换(.pfx)文件:" +msgstr "接下来, 使用 ``Pvk2Pfx.exe`` 创建个人信息交换(.pfx)文件:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:55 msgid "" "If you don't specify a password with ``/po`` argument, the PFX will have the " "same password as the private key." -msgstr "如果未使用 ``/ po`` 参数指定密码,则PFX将具有与私钥相同的密码." +msgstr "如果未使用 ``/ po`` 参数指定密码, 则PFX将具有与私钥相同的密码." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:58 msgid "" @@ -153,7 +153,7 @@ msgid "" "your app. Open the Command Prompt as Administrator and run the following " "command::" msgstr "" -"您还需要信任此证书才能安装您的应用.以管理员身份打开命令提示符并运行以下命令:" +"您还需要信任此证书才能安装您的应用. 以管理员身份打开命令提示符并运行以下命令:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:64 msgid "Setting up automatic signing" @@ -165,8 +165,8 @@ msgid "" "Export > Uwp. From there you need to click on the folder for ``Signtool``, " "and navigate to the ``SignTool.exe`` file on your computer." msgstr "" -"为了导出时自动签名你需要转到 Editor Settings > Export > Uwp.在这里你需要点击" -"包含 ``Signtool``的文件夹,然后导航到电脑上的``SignTool.exe``文件." +"为了导出时自动签名你需要转到 Editor Settings > Export > Uwp. 在这里你需要点击" +"包含 ``Signtool`` 的文件夹, 然后导航到电脑上的 ``SignTool.exe`` 文件." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:72 msgid "" @@ -175,9 +175,9 @@ msgid "" "next to ``Certificate`` and go to the certificate file. Then enter the " "pfxPassword in the password field." msgstr "" -"设置好编辑器选项之后,转到Project > Export,然后选择UWP预设.点击在 ``Signing`` " -"选项的下面``Certificate``旁边的文件夹,然后转到certificate文件.接着在密码字段" -"输入pfxPassword." +"设置好编辑器选项之后, 转到Project > Export, 然后选择UWP预设. 点击在 " +"``Signing`` 选项的下面 ``Certificate`` 旁边的文件夹, 然后转到certificate文" +"件. 接着在密码字段输入pfxPassword." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:79 msgid "Your project will now be automatically signed on export." @@ -187,7 +187,7 @@ msgstr "现在你的项目将在导出时自动签名." msgid "" "If you want to sign an exported app manually run ``SignTool.exe`` and use " "the following command." -msgstr "如果你想手动签名导出的应用,运行``SignTool.exe``然后使用后面的命令." +msgstr "如果你想手动签名导出的应用, 运行 ``SignTool.exe`` 然后使用后面的命令." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:84 msgid "SignTool sign /fd SHA256 /a /f MyKey.pfx /p pfxPassword package.appx" @@ -202,8 +202,8 @@ msgid "" "As of the Windows 10 Anniversary Update, you are able to install packages " "simply by double clicking the ``.appx`` file from Windows Explorer." msgstr "" -"从Windows 10周年更新开始,只需双击Windows资源管理器中的 ``.appx`` 文件即可安装" -"软件包." +"从Windows 10周年更新开始, 只需双击Windows资源管理器中的 ``.appx`` 文件即可安" +"装软件包." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:92 msgid "" @@ -216,5 +216,5 @@ msgid "" "If you want to update your already installed app, you must update the " "version number on the new package or first uninstall the previous package." msgstr "" -"如果要更新已安装的应用程序,则必须更新新软件包上的版本号或首先卸载以前的软件" +"如果要更新已安装的应用程序, 则必须更新新软件包上的版本号或首先卸载以前的软件" "包." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index a4712e2f41..646d6f2249 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "This requires support for `WebAssembly <https://webassembly.org/>`__ and " "`WebGL <https://www.khronos.org/webgl/>`__ in the user's browser." msgstr "" -"HTML5导出允许将在Godot引擎中制作的游戏发布到浏览器.这需要在用户浏览器中支持 " +"HTML5导出允许将在Godot引擎中制作的游戏发布到浏览器. 这需要在用户浏览器中支持 " "`WebAssembly <https://webassembly.org/>`__ 和 `WebGL <https://www.khronos." "org/webgl/>`__ ." @@ -37,11 +37,10 @@ msgid "" "`F12`, to view **debug information** like JavaScript, engine, and WebGL " "errors." msgstr "" -"使用浏览器集成的开发人员控制台,通常使用 :kbd:`F12` 打开,来查看 **调试信息**," -"如Javascript、引擎和WebGL错误." +"使用浏览器集成的开发人员控制台, 通常使用 :kbd:`F12` 打开, 来查看 **调试信息" +"** , 如Javascript, 引擎和WebGL错误." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -#, fuzzy msgid "" "`There are significant bugs when running HTML5 projects on iOS <https://" "github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:" @@ -50,8 +49,8 @@ msgid "" "also result in better performance." msgstr "" "`在iOS上运行HTML5项目有严重的bug <https://github.com/godotengine/godot/" -"issues/26554>`__ (与浏览器无关).推荐使用 :ref:`iOS' native export " -"functionality <doc_exporting_for_ios>`,同时它也有更好的性能." +"issues/26554>`__ 这与浏览器无关.推荐使用 :ref:`iOS' native export " +"functionality <doc_exporting_for_ios>` ,同时它也有更好的性能." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:21 msgid "WebGL 2" @@ -62,14 +61,14 @@ msgid "" "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, " "HTML5 export uses *WebGL 2* when the *GLES3* option is selected." msgstr "" -"在 *OpenGL ES 3* 渲染器从 Godot 删除以支持 *Vulkan* 之前,当选择 *GLES3* 选项" +"在 *OpenGL ES 3* 渲染器从 Godot 删除以支持 *Vulkan* 之前, 当选择 *GLES3* 选项" "时,HTML5导出将使用 *WebGL 2* ." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:26 msgid "" "Using WebGL 2 is not recommended due to its expected removal from Godot " "without replacement." -msgstr "不推荐使用WebGL 2,因为它预计会从Godot中移除而不需要替换." +msgstr "不推荐使用WebGL 2, 因为它预计会从Godot中移除而不需要替换." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29 msgid "" @@ -78,14 +77,14 @@ msgid "" "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " "Safari), so they will also not work." msgstr "" -"并非所有浏览器都支持WebGL 2.**Firefox** 和 **Chromium** (Chrome、Opera)是支持" -"WebGL 2的最受欢迎的浏览器,而 **Safari** 和 **Edge** 不起作用.在 **iOS** 系统" -"上,所有浏览器都基于WebKit(即Safari),因此它们也无法正常工作." +"并非所有浏览器都支持WebGL 2. **Firefox** 和 **Chromium** (Chrome, Opera)是支" +"持WebGL 2的最受欢迎的浏览器, 而 **Safari** 和 **Edge** 不起作用. 在 **iOS** " +"系统上, 所有浏览器都基于WebKit(即Safari), 因此它们也无法正常工作." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:34 msgid "" "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -msgstr "Godot 的 WebGL 2 渲染器存在 3D 问题,并且不再维护." +msgstr "Godot 的 WebGL 2 渲染器存在 3D 问题, 并且不再维护." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:39 msgid "Export options" @@ -97,20 +96,20 @@ msgid "" "*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " "the game in the default browser for testing." msgstr "" -"如果可以使用可运行的Web导出模板,则编辑器中的 *停止场景* 和 *播放编辑的场景* " -"按钮之间会出现一个按钮,可以在默认浏览器中快速打开游戏进行测试." +"如果可以使用可运行的Web导出模板, 则编辑器中的 *停止场景* 和 *播放编辑的场景* " +"按钮之间会出现一个按钮, 可以在默认浏览器中快速打开游戏进行测试." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:45 msgid "" "You can choose the **Export Type** to select which features will be " "available:" -msgstr "" +msgstr "你可以选择 **导出类型** ,以选择哪些功能将被使用:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 msgid "" "*Regular*: is the most compatible across browsers, will not support threads, " "nor GDNative." -msgstr "" +msgstr "*Regular*: 跨浏览器的兼容性最好,不支持线程,也不支持GDNative。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "" @@ -118,12 +117,15 @@ msgid "" "developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" "SharedArrayBuffer>`__" msgstr "" +"*线程*: 将要求浏览器支持 `共享数组缓冲区SharedArrayBuffer <https://developer." +"mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" +"SharedArrayBuffer>`__" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "" "*GDNative*: enables GDNative support but makes the binary bigger and slower " "to load." -msgstr "" +msgstr "*GDNative*: 启用GDNative支持,但使二进制文件更大,加载速度更慢。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:51 msgid "" @@ -132,14 +134,17 @@ msgid "" "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" +"如果你打算使用 :ref:`VRAM compression <doc_import_images>` ,请确保为目标平台" +"启用 **Vram Texture Compression** (同时启用 **For Desktop** 和 **For " +"Mobile** 将导致更大,但更兼容的导出)。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56 msgid "" "If a path to a **Custom HTML shell** file is given, it will be used instead " "of the default HTML page. See :ref:`doc_customizing_html5_shell`." msgstr "" -"如果给出了 **自定义HTML Shell** 文件的路径,则将使用它来代替默认的HTML页面.请" -"参阅 :ref:`doc_customizing_html5_shell`." +"如果给出了 **自定义HTML Shell** 文件的路径, 则将使用它来代替默认的HTML页面. " +"请参阅 :ref:`doc_customizing_html5_shell`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59 msgid "" @@ -147,11 +152,10 @@ msgid "" "HTML page. This allows to, for example, load webfonts and third-party " "JavaScript APIs, include CSS, or run JavaScript code." msgstr "" -"**Head Include** 被附加到生成的HTML页面的 ``<head>`` 元素中.例如,这允许加载" -"webfonts和第三方JavaScript APIs,包括CSS或运行JavaScript代码." +"**Head Include** 被附加到生成的HTML页面的 ``<head>`` 元素中. 例如, 这允许加载" +"webfonts和第三方JavaScript APIs, 包括CSS或运行JavaScript代码." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:63 -#, fuzzy msgid "" "Each project must generate their own HTML file. On export, several text " "placeholders are replaced in the generated HTML file specifically for the " @@ -159,16 +163,15 @@ msgid "" "lost in future exports. To customize the generated file, use the **Custom " "HTML shell** option." msgstr "" -"每个项目必须生成自己的HTML文件.在导出时,在 **生成的HTML文件** 中,有几个文本占" -"位符会被替换,专门用于给定的导出选项.任何对 **生成的HTML文件** 的直接修改将在" -"以后的导出中丢失.要自定义生成的文件,请参见 :ref:" -"`doc_customizing_html5_shell` ." +"每个项目必须生成他们自己的HTML文件。在导出时,几个文本占位符会在生成的HTML文" +"件中被替换,专门用于给定的导出选项。任何对该HTML文件的直接修改都会在以后的导" +"出中丢失。要自定义生成的文件,请使用** 自定义HTML shell**选 项。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 msgid "" "**Export types** other then *Regular* are not yet supported by the C# " "version." -msgstr "" +msgstr "C# 版本尚不支持除 *Regular* 之外的 **导出类型** 。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "Limitations" @@ -181,8 +184,8 @@ msgid "" "list of limitations you should be aware of when porting a Godot game to the " "web." msgstr "" -"出于安全和隐私的原因,许多在本机平台上轻松工作的功能在Web平台上更加复杂.以下列" -"出了将Godot游戏移植到Web时应注意的限制." +"出于安全和隐私的原因, 许多在本机平台上轻松工作的功能在Web平台上更加复杂. 以下" +"列出了将Godot游戏移植到Web时应注意的限制." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:82 msgid "" @@ -192,6 +195,9 @@ msgid "" "the web page is served via a secure HTTPS connection (localhost is usually " "exempt from such requirement)." msgstr "" +"浏览器供应商正在使越来越多的功能只在 `安全上下文 <https://developer.mozilla." +"org/en-US/docs/Web/Security/Secure_Contexts>`_ 中可用,这意味着这些功能只有在" +"通过安全的HTTPS连接提供网页时才可用(localhost通常不受这种要求影响)。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid "" @@ -200,9 +206,9 @@ msgid "" "if the functionality you're interested in has an issue yet. If not, open one " "to communicate your interest." msgstr "" -"查看GitHub上的 `HTML5公开议题列表<https://github.com/godotengine/godot/" -"issues?q=is:open+is:issue+label:platform:html5>`__ ,看看你关注的功能是否有议" -"题.如果没有,请打开一个议题来表达你的兴趣." +"查看GitHub上的 `HTML5公开议题列表 <https://github.com/godotengine/godot/" +"issues?q=is:open+is:issue+label:platform:html5>`__ , 看看你关注的功能是否有议" +"题. 如果没有, 请打开一个议题来表达你的兴趣." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:94 msgid "Using cookies for data persistence" @@ -215,9 +221,9 @@ msgid "" "``iframe``, **third-party** cookies must also be enabled. Incognito/private " "browsing mode also prevents persistence." msgstr "" -"如果需要持久化 ``user://`` 文件系统,用户必须 **允许cookie** (特别是" -"IndexedDB).当玩 ``iframe`` 中呈现的游戏时,还必须启用 **第三方** cookie.隐身/" -"隐私浏览模式也会防止持久性." +"如果需要持久化 ``user://`` 文件系统, 用户必须 **允许cookie** (特别是" +"IndexedDB). 当玩 ``iframe`` 中呈现的游戏时, 还必须启用 **第三方** cookie. 隐" +"身/隐私浏览模式也会防止持久性." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101 msgid "" @@ -225,8 +231,8 @@ msgid "" "``user://`` file system is persistent, but can give false positives in some " "cases." msgstr "" -"方法 ``OS.is_userfs_persistent()`` 可用于检查 ``user://`` 文件系统是否持久,但" -"在某些情况下会误报." +"方法 ``OS.is_userfs_persistent()`` 可用于检查 ``user://`` 文件系统是否持久, " +"但在某些情况下会误报." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:106 msgid "Threads" @@ -238,6 +244,8 @@ msgid "" "only available if the appropriate **Export Type** is set and support for it " "across browsers is still limited." msgstr "" +"如前所述 :ref:`以上 <doc_javascript_export_options>` 多线程只有在设置了适当" +"的 **导出类型** 的情况下才可用,而且对跨浏览器的支持仍然有限。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "" @@ -246,6 +254,9 @@ msgid "" "`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/" "Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__." msgstr "" +"需要一个 :ref:`安全上下文 <doc_javascript_secure_contexts>` 。浏览器也开始要" +"求在提供网页时要有特定的 `跨源隔离头 <https://developer.mozilla.org/en-US/" +"docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__ 。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "GDNative" @@ -256,12 +267,16 @@ msgid "" "As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only " "available if the appropriate **Export Type** is set." msgstr "" +"正如前面提到的 :ref:`以上 <doc_javascript_export_options>` GDNative只有在设置" +"了适当的 **导出类型** 时才可用。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "" "The export will also copy the required GDNative ``.wasm`` files to the " "output folder (and must be uploaded to your server along with your game)." msgstr "" +"导出也将复制所需的GDNative ``.wasm`` 文件到导出文件夹(必须与游戏一起上传到你" +"的服务器)。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Full screen and mouse capture" @@ -276,10 +291,10 @@ msgid "" "``_unhandled_input``. Querying the :ref:`class_Input` singleton is not " "sufficient, the relevant input event must currently be active." msgstr "" -"浏览器不允许任意 **进入全屏**.**捕获光标** 也是如此.相反,这些操作必须作为对" -"JavaScript输入事件的响应而发生.在Godot中,这意味着从按下的输入事件,例如 " -"``_input`` 或 ``_unhandled_input``,回调中进入全屏.查询 :ref:`class_Input` 单" -"例是不够的,相关的输入事件当前必须是活动的." +"浏览器不允许任意 **进入全屏** . ** 捕获光标** 也是如此. 相反, 这些操作必须作" +"为对JavaScript输入事件的响应而发生. 在Godot中, 这意味着从按下的输入事件, 例" +"如 ``_input`` 或 ``_unhandled_input``, 回调中进入全屏. 查询 :ref:" +"`class_Input` 单例是不够的, 相关的输入事件当前必须是活动的." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:135 msgid "" @@ -287,8 +302,8 @@ msgid "" "engine is started from within a valid input event handler. This requires :" "ref:`customization of the HTML page <doc_customizing_html5_shell>`." msgstr "" -"出于同样的原因,除非从有效的输入事件处理程序中启动引擎,否则全屏项目设置将不起" -"作用.这需要 :ref:`定制HTML页面 <doc_customizing_html5_shell>`." +"出于同样的原因, 除非从有效的输入事件处理程序中启动引擎, 否则全屏项目设置将不" +"起作用. 这需要 :ref:`定制HTML 页面 <doc_customizing_html5_shell>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 msgid "Audio" @@ -299,7 +314,7 @@ msgid "" "Chrome restricts how websites may play audio. It may be necessary for the " "player to click or tap or press a key to enable audio." msgstr "" -"Chrome 限制网站播放音频的方式.可能需要玩家单击或轻按或按住一个键来启用音频." +"Chrome 限制网站播放音频的方式. 可能需要玩家单击或轻按或按住一个键来启用音频." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145 msgid "" @@ -315,6 +330,7 @@ msgid "" "Access to microphone requires a :ref:`secure context " "<doc_javascript_secure_contexts>`." msgstr "" +"访问麦克风需要一个 :ref:`安全上下文 <doc_javascript_secure_contexts>` 。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 msgid "Networking" @@ -323,7 +339,7 @@ msgstr "网络" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:154 msgid "" "Low level networking is not implemented due to lacking support in browsers." -msgstr "" +msgstr "由于缺乏浏览器的支持,低级别的网络没有实现。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156 msgid "" @@ -331,11 +347,13 @@ msgid "" "requests <doc_http_request_class>`, :ref:`WebSocket (client) " "<doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are supported." msgstr "" +"目前,只有 :ref:`HTTP client <doc_http_client_class>`, :ref:`HTTP requests " +"<doc_http_request_class>`, :ref:`WebSocket (client) <doc_websocket>` 和 :ref:" +"`WebRTC <doc_webrtc>` 被支持。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 -#, fuzzy msgid "The HTTP classes also have several restrictions on the HTML5 platform:" -msgstr "HTTP类在HTML5平台上有一些限制:" +msgstr "HTTP类在HTML5平台上也有若干限制:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:163 msgid "Accessing or changing the ``StreamPeer`` is not possible" @@ -348,7 +366,7 @@ msgstr "``Threaded/Blocking`` 模式不可用" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:165 msgid "" "Cannot progress more than once per frame, so polling in a loop will freeze" -msgstr "每帧不能进行多次,因此循环中的轮询将冻结" +msgstr "每帧不能进行多次, 因此循环中的轮询将冻结" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:166 msgid "No chunked responses" @@ -368,7 +386,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:171 msgid "Clipboard" -msgstr "" +msgstr "剪贴板" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "" @@ -377,15 +395,18 @@ msgid "" "docs/Web/API/Clipboard_API>`__, additionally, due to the API asynchronous " "nature might not be reliable when accessed from GDScript." msgstr "" +"引擎和操作系统之间的剪贴板同步需要一个支持 `剪贴板API <https://developer." +"mozilla.org/en-US/docs/Web/API/Clipboard_API>`__ 的浏览器,此外,由于API的异" +"步性,从GDScript访问时可能不可靠。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:178 #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:189 msgid "Requires a :ref:`secure context <doc_javascript_secure_contexts>`." -msgstr "" +msgstr "需要 :ref:`安全上下文 <doc_javascript_secure_contexts>`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:181 msgid "Gamepads" -msgstr "" +msgstr "游戏手柄" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:183 msgid "" @@ -396,6 +417,11 @@ msgid "" "reliable way to detect the gamepad information necessary to remap them based " "on model/vendor/OS due to privacy considerations." msgstr "" +"游戏手柄将不会被检测到,直到他们的一个按钮被按下。游戏手柄可能有错误的映射," +"这取决于浏览器/操作系统/游戏手柄的组合,可悲的是 `游戏手柄API <https://" +"developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/" +"Using_the_Gamepad_API>`__ 并没有提供一个可靠的方法来检测游戏手柄的信息,以根" +"据模型/供应商/操作系统来重新映射它们。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:192 msgid "Boot splash is not displayed" @@ -407,8 +433,8 @@ msgid "" "However, the image is exported as a PNG file, so :ref:`custom HTML pages " "<doc_customizing_html5_shell>` can display it." msgstr "" -"默认的HTML页面在加载时不显示启动界面.然而,图像导出为一个PNG文件,因此 :ref:`自" -"定义HTML页面 <doc_customizing_html5_shell>` 可以显示它." +"默认的HTML页面在加载时不显示启动界面. 然而, 图像导出为一个PNG文件, 因此 :ref:" +"`自定义HTML 页面 <doc_customizing_html5_shell>` 可以显示它." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:199 msgid "Shader language limitations" @@ -419,7 +445,7 @@ msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" -"当导出 GLES2 项目到 HTML5时, WebGL 1.0将被使用. WebGL 1.0不支持动态循环,所以" +"当导出 GLES2 项目到 HTML5时, WebGL 1.0将被使用. WebGL 1.0不支持动态循环, 所以" "使用这些的着色器将不会工作." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:205 @@ -432,8 +458,8 @@ msgid "" "server, including a default HTML page for presentation. A custom HTML file " "can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" -"导出为Web生成多个要从Web服务器提供的文件,包括用于演示的默认HTML页面.可以使用" -"自定义HTML文件,请参阅 :ref:`doc_customizing_html5_shell` ." +"导出为Web生成多个要从Web服务器提供的文件, 包括用于演示的默认HTML页面. 可以使" +"用自定义HTML文件, 请参阅 :ref:`doc_customizing_html5_shell` ." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:211 msgid "" @@ -441,8 +467,8 @@ msgid "" "servers and can be renamed to e.g. ``index.html`` at any time, its name is " "never depended on by default." msgstr "" -"生成的 ``.html`` 文件可以在Apache服务器中用作 ``DirectoryIndex``,并且可以在任" -"何时候重命名为例如 ``index.html``,默认情况下永远不会依赖它的名称." +"生成的 ``.html`` 文件可以在Apache服务器中用作 ``DirectoryIndex``, 并且可以在" +"任何时候重命名为例如 ``index.html``, 默认情况下永远不会依赖它的名称." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:215 msgid "" @@ -450,8 +476,8 @@ msgid "" "way it can be inserted into an ``<iframe>`` with the game's size, as is " "common on most web game hosting sites." msgstr "" -"HTML页面在浏览器窗口内以最大尺寸绘制游戏.这样,就可以将其插入游戏大小的 " -"``<iframe>`` 中,这在大多数网络游戏托管站点中很常见." +"HTML页面在浏览器窗口内以最大尺寸绘制游戏. 这样, 就可以将其插入游戏大小的 " +"``<iframe>`` 中, 这在大多数网络游戏托管站点中很常见." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:219 msgid "" @@ -463,10 +489,10 @@ msgid "" "image. It is not used in the default HTML page, but is included for :ref:" "`custom HTML pages <doc_customizing_html5_shell>`." msgstr "" -"其他导出的文件在 ``.html`` 文件旁边,按原样提供,名称不变.``.wasm`` 文件是实现" -"引擎的二进制WebAssembly模块.``.pck`` 文件是包含您的游戏的Godot主包.``.js`` 文" -"件包含启动代码, ``.html`` 文件使用它来访问引擎.``.png`` 文件包含启动画面图像." -"默认HTML页面中未使用它,但 :ref:`自定义HTML页面 " +"其他导出的文件在 ``.html`` 文件旁边, 按原样提供, 名称不变.``.wasm`` 文件是实" +"现引擎的二进制WebAssembly模块.``.pck`` 文件是包含您的游戏的Godot主包.``.js`` " +"文件包含启动代码, ``.html`` 文件使用它来访问引擎.``.png`` 文件包含启动画面图" +"像. 默认HTML页面中未使用它, 但 :ref:`自定义HTML 页面 " "<doc_customizing_html5_shell>` 中包含了它." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:227 @@ -475,7 +501,7 @@ msgid "" "`application/octet-stream`. The ``.wasm`` file is delivered as :mimetype:" "`application/wasm`." msgstr "" -"``.pck`` 文件是二进制文件,通常与MIME类型 :mimetype:`application/octet-" +"``.pck`` 文件是二进制文件, 通常与MIME类型 :mimetype:`application/octet-" "stream` 一起分发.``.wasm`` 文件以 :mimetype:`application/wasm` 分发." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:231 @@ -483,8 +509,8 @@ msgid "" "Delivering the WebAssembly module (``.wasm``) with a MIME-type other than :" "mimetype:`application/wasm` can prevent some start-up optimizations." msgstr "" -"分发WebAssembly模块(``.wasm``)时,使用一个 :mimetype:`application/wasm` 以外的" -"MIME类型,可能会阻止某些启动优化." +"分发WebAssembly模块(``.wasm``)时, 使用一个 :mimetype:`application/wasm` 以外" +"的MIME类型, 可能会阻止某些启动优化." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:235 msgid "" @@ -493,12 +519,12 @@ msgid "" "WebAssembly module compresses particularly well, down to around a quarter of " "its original size with gzip compression." msgstr "" -"建议使用服务器端压缩来分发文件,尤其是对通常很大的 ``.pck`` 和 ``.wasm`` 文件." -"WebAssembly模块压缩特别好,通过gzip压缩缩小到原始大小的四分之一." +"建议使用服务器端压缩来分发文件, 尤其是对通常很大的 ``.pck`` 和 ``.wasm`` 文" +"件.WebAssembly模块压缩特别好, 通过gzip压缩缩小到原始大小的四分之一." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:240 msgid "**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)" -msgstr "" +msgstr "**提供即时压缩的主机:** GitHub Pages (gzip)" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:242 msgid "" @@ -506,6 +532,8 @@ msgid "" "(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-" "compression/>`__)" msgstr "" +"**不提供即时压缩的主机:** itch.io, GitLab 页面 ( `支持手动gzip预压缩 " +"<https://webd97.de/post/gitlab-pages-compression/>`__ )" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:248 msgid "Calling JavaScript from script" @@ -519,16 +547,16 @@ msgid "" "as JavaScript code. This allows interacting with the browser in ways not " "possible with script languages integrated into Godot." msgstr "" -"在Web构建中,实现了 ``JavaScript`` 单例.它提供一个名为 ``eval`` 的方法,其工作" -"方式与同名的JavaScript函数类似.它将字符串作为参数,并将其作为JavaScript代码执" -"行.这允许以与集成到Godot中的脚本语言不可能的方式与浏览器交互." +"在Web构建中, 实现了 ``JavaScript`` 单例. 它提供一个名为 ``eval`` 的方法, 其工" +"作方式与同名的JavaScript函数类似. 它将字符串作为参数, 并将其作为JavaScript代" +"码执行. 这允许以与集成到Godot中的脚本语言不可能的方式与浏览器交互." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:261 msgid "" "The value of the last JavaScript statement is converted to a GDScript value " "and returned by ``eval()`` under certain circumstances:" msgstr "" -"最后一个JavaScript语句的值转换为GDScript值,并在某些情况下由 ``eval()`` 返回:" +"最后一个JavaScript语句的值转换为GDScript值, 并在某些情况下由 ``eval()`` 返回:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:264 msgid "JavaScript ``number`` is returned as GDScript :ref:`class_float`" @@ -547,7 +575,7 @@ msgid "" "JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as " "GDScript :ref:`class_PoolByteArray`" msgstr "" -"JavaScript ``RellBuffer``、 ``TypedArray`` 和 ``DataView`` 作为GDScript的 :" +"JavaScript ``RellBuffer``, ``TypedArray`` 和 ``DataView`` 作为GDScript的 :" "ref:`class_PoolByteArray` 返回" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:276 @@ -555,25 +583,26 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "任何其他JavaScript值都返回为 ``null`` ." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" "HTML5导出模板可能会 :ref:`built <doc_compiling_for_web>` 不支持单例以提高安全" -"性.对于这样的模板,在HTML5以外的平台上,调用 ``JavaScript.eval`` 也会返回 " -"``null`` . 可以通过 ``JavaScript`` :ref:`feature标签<doc_feature_tags>` 来检" -"查单例的可用性:" +"性. 对于这样的模板, 在HTML5以外的平台上, 调用 ``JavaScript.eval`` 也会返回 " +"``null`` . 可以通过 ``JavaScript`` :ref:`feature 标签 <doc_feature_tags>` 来" +"检查单例的可用性:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:292 msgid "" "GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in " "``my_func3()`` above, are useful to keep JavaScript code readable." msgstr "" -"GDScript中的多行字符串由3双引号 ``\"\"\"`` 包围,如同上文中的 ``my_func3()`` " -"那样,有助于保证JavaScript代码的可读性." +"GDScript中的多行字符串由3双引号 ``\"\"\"`` 包围, 如同上文中的 ``my_func3()`` " +"那样, 有助于保证JavaScript代码的可读性." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:295 msgid "" @@ -581,5 +610,5 @@ msgid "" "specifies whether to execute the code in the global execution context, " "defaulting to ``false`` to prevent polluting the global namespace::" msgstr "" -"``eval`` 方法也接受第二个可选的布尔参数,它指定是否在全局执行上下文中执行代码," -"默认为 ``false`` 以防止污染全局命名空间:" +"``eval`` 方法也接受第二个可选的布尔参数, 它指定是否在全局执行上下文中执行代" +"码, 默认为 ``false`` 以防止污染全局命名空间:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 84bec18676..a65c05000c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:4 msgid "Exporting packs, patches, and mods" -msgstr "导出包、补丁、和mod" +msgstr "导出包, 补丁, 和mod" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:7 msgid "Use cases" @@ -29,7 +29,7 @@ msgstr "使用案例" msgid "" "Oftentimes one would like to add functionality to one's game after it has " "been deployed." -msgstr "通常,人们希望在其游戏部署后为它添加功能." +msgstr "通常, 人们希望在其游戏部署后为它添加功能." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:12 msgid "Examples of this include..." @@ -38,21 +38,21 @@ msgstr "这样的例子包括..." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:14 msgid "" "Downloadable Content: the ability to add features and content to one's game." -msgstr "可下载内容:向游戏添加功能和内容的能力." +msgstr "可下载内容: 向游戏添加功能和内容的能力." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:15 msgid "Patches: the ability to fix a bug that is present in a shipped product." -msgstr "修补程序:修复已发布产品中存在的错误的能力." +msgstr "修补程序: 修复已发布产品中存在的错误的能力." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:16 msgid "Mods: grant other people the ability to create content for one's game." -msgstr "Mods:授予其他人为自己的游戏创建内容的能力." +msgstr "Mods: 授予其他人为自己的游戏创建内容的能力." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:18 msgid "" "These tools help developers to extend their development beyond the initial " "release." -msgstr "这些工具可帮助开发人员,以扩展开发到初始版本之外." +msgstr "这些工具可帮助开发人员, 以扩展开发到初始版本之外." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:22 msgid "Overview of PCK files" @@ -62,7 +62,7 @@ msgstr "PCK文件概述" msgid "" "Godot enables this via a feature called **resource packs** (PCK files, with " "extension ``.pck``)." -msgstr "Godot通过 **资源包** (PCK文件,扩展名为 ``.pck`` )实现此功能." +msgstr "Godot通过 **资源包** (PCK文件, 扩展名为 ``.pck`` )实现此功能." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:27 msgid "**Advantages:**" @@ -98,8 +98,8 @@ msgid "" "to players. Then, when one wants to add functionality or content later on, " "they just deliver the updates via PCK files to the users." msgstr "" -"除第一次需要提供完整导出给用户外,之后添加的功能或内容,只需要使用此功能提供PCK" -"文件给用户更新即可." +"除第一次需要提供完整导出给用户外, 之后添加的功能或内容, 只需要使用此功能提供" +"PCK文件给用户更新即可." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:40 msgid "PCK files usually contain, but are not limited to:" @@ -141,7 +141,7 @@ msgstr "任何其他适合导入游戏的素材" msgid "" "The PCK files can even be an entirely different Godot project, which the " "original game loads in at runtime." -msgstr "PCK文件甚至可以是一个完全不同的Godot项目,原始游戏在运行时加载它." +msgstr "PCK文件甚至可以是一个完全不同的Godot项目, 原始游戏在运行时加载它." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:55 msgid "Generating PCK files" @@ -153,9 +153,9 @@ msgid "" "and go to Project/Export and click on “Export PCK/Zip”. Also make sure to " "have an export template selected while doing so." msgstr "" -"为了将项目的所有资源打包到 ``PCK`` 文件中,请打开项目并转到 ``项目/导出" -"(Project/Export)``,然后点击 ``导出PCK/Zip``.还要确保在执行此操作时选择了导出" -"模板." +"为了将项目的所有资源打包到 ``PCK`` 文件中, 请打开项目并转到 ``项目/导出" +"(Project/Export)``, 然后点击 ``导出PCK/Zip``. 还要确保在执行此操作时选择了导" +"出模板." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:63 msgid "" @@ -164,8 +164,8 @@ msgid "" "or ZIP file extension, then the export process will build that type of file " "for the chosen platform." msgstr "" -"另一种方法是 :ref:`从命令行导出 <doc_command_line_tutorial_exporting>`.如果输" -"出文件以PCK或ZIP文件扩展名结尾,则导出过程将为所选平台构建该类型的文件." +"另一种方法是 :ref:`从命令行导出 <doc_command_line_tutorial_exporting>`. 如果" +"输出文件以PCK或ZIP文件扩展名结尾, 则导出过程将为所选平台构建该类型的文件." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:69 msgid "" @@ -174,8 +174,8 @@ msgid "" "certain structure for the PCK's resources and/or a certain interface for its " "scripts, then either..." msgstr "" -"如果有人希望为他们的游戏支持mod,他们将需要其用户创建类似的导出文件.假设原始游" -"戏需要PCK资源的某种结构和/或其脚本具有特定的接口,那么..." +"如果有人希望为他们的游戏支持mod, 他们将需要其用户创建类似的导出文件. 假设原始" +"游戏需要PCK资源的某种结构和/或其脚本具有特定的接口, 那么..." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:74 msgid "" @@ -185,9 +185,9 @@ msgid "" "mod content for the game (so that it will work). Users would then use " "Godot's built in exporting tools to create a PCK file, as detailed above." msgstr "" -"开发人员必须公开这些预期结构/接口的文档,期望模组制作者安装Godot引擎,然后,在为" -"游戏构建Mod内容时,这些修改者也将遵守文档中定义的API(这样它将起作用).用户然后" -"将如上所述,使用Godot的内置导出工具来创建 ``PCK`` 文件." +"开发人员必须公开这些预期结构/接口的文档, 期望模组制作者安装Godot引擎, 然后, " +"在为游戏构建Mod内容时, 这些修改者也将遵守文档中定义的API(这样它将起作用). 用" +"户然后将如上所述, 使用Godot的内置导出工具来创建 ``PCK`` 文件." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:80 msgid "" @@ -200,12 +200,12 @@ msgid "" "a tool-build though (for security) and for the modding tools to *do* use a " "tool-enabled engine build." msgstr "" -"开发人员使用Godot来构建GUI工具,以将其确切的API内容添加到项目中.这个Godot工具" -"必须运行在,或者可以访问一个(分布在原始游戏的文件旁边或者可能在原始游戏的文件" -"中),启用工具的引擎构建上.然后,该工具可以从命令行,使用Godot可执行文件以及 :" -"ref:`OS.execute() <class_OS_method_execute>`,导出PCK文件.对于游戏而言最有意义" -"的是,不使用工具构建(出于安全性考虑);而对于改装工具而言最有意义的是,使用工具" -"启用的引擎构建." +"开发人员使用Godot来构建GUI工具, 以将其确切的API内容添加到项目中. 这个Godot工" +"具必须运行在, 或者可以访问一个(分布在原始游戏的文件旁边或者可能在原始游戏的文" +"件中), 启用工具的引擎构建上. 然后, 该工具可以从命令行, 使用Godot可执行文件以" +"及 :ref:`OS.execute() <class_OS_method_execute>`, 导出PCK文件. 对于游戏而言最" +"有意义的是, 不使用工具构建(出于安全性考虑);而对于改装工具而言最有意义的是, " +"使用工具启用的引擎构建." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:90 msgid "Opening PCK files at runtime" @@ -219,9 +219,10 @@ msgid "" "file in the directory of the games executable. The PCK file contains a " "“mod_scene.tscn” test scene in its root." msgstr "" -"要导入PCK文件,可以使用单行程序.请记住,如果导入失败,不会出现错误或异常.相反,可" -"能必须在顶部创建一些验证代码作为一层.以下示例在游戏可执行文件的目录中需要一" -"个 ``mod.pck`` 文件.PCK文件在其根目录中包含 ``mod_scene.tscn`` 测试场景." +"要导入PCK文件, 可以使用单行程序. 请记住, 如果导入失败, 不会出现错误或异常. 相" +"反, 可能必须在顶部创建一些验证代码作为一层. 以下示例在游戏可执行文件的目录中" +"需要一个 ``mod.pck`` 文件.PCK文件在其根目录中包含 ``mod_scene.tscn`` 测试场" +"景." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:117 msgid "" @@ -232,10 +233,10 @@ msgid "" "of creating patches for one's own game. A PCK file of this kind can fix the " "content of a previously loaded PCK." msgstr "" -"如果导入的文件与项目中已有的文件具有相同的文件路径和名称,则导入的文件将替换" -"它.创建DLC或mod时需要注意这一点(使用工具将mods隔离到特定mods子文件夹时,很容易" -"解决).但是,这也是为自己的游戏创建补丁的一种方式,这种PCK文件可以修复先前加载的" -"PCK的内容." +"如果导入的文件与项目中已有的文件具有相同的文件路径和名称, 则导入的文件将替换" +"它. 创建DLC或mod时需要注意这一点(使用工具将mods隔离到特定mods子文件夹时, 很容" +"易解决). 但是, 这也是为自己的游戏创建补丁的一种方式, 这种PCK文件可以修复先前" +"加载的PCK的内容." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:123 msgid "" @@ -243,7 +244,7 @@ msgid "" "`ProjectSettings.load_resource_pack() " "<class_ProjectSettings_method_load_resource_pack>`." msgstr "" -"为了退出这个行为,把``false`` 作为第二个参数传递给 :ref:`ProjectSettings." +"为了退出这个行为, 把 ``false`` 作为第二个参数传递给 :ref:`ProjectSettings." "load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`." #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:127 @@ -252,8 +253,8 @@ msgid "" "directory first. Then, before loading the resource pack, you need to load " "its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" msgstr "" -"对于C#项目,您必需先构建DLL并把它放在项目目录中.然后,在加载资源包之前,您需要按" -"如下方法加载它的DLL:``Assembly.LoadFile(\"mod.dll\")``" +"对于C#项目, 您必需先构建DLL并把它放在项目目录中. 然后, 在加载资源包之前, 您需" +"要按如下方法加载它的DLL:``Assembly.LoadFile(\"mod.dll\")``" #: ../../docs/getting_started/workflow/export/exporting_pcks.rst:132 msgid "Summary" @@ -267,6 +268,6 @@ msgid "" "that purpose. Godot should make that process smooth regardless of which " "route a developer pursues." msgstr "" -"本教程应显示了,如何轻松地向游戏添加mod、补丁、或DLC.最重要的是确定,如何一个人" -"计划为他们的游戏,分发将来的内容,并为此目的开发一个定制的工作流程.无论开发者采" -"用哪种方法,Godot都应使该过程顺利进行." +"本教程应显示了, 如何轻松地向游戏添加mod, 补丁, 或DLC. 最重要的是确定, 如何一" +"个人计划为他们的游戏, 分发将来的内容, 并为此目的开发一个定制的工作流程. 无论" +"开发者采用哪种方法,Godot都应使该过程顺利进行." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 80c55c834c..a9f856a916 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,7 +31,7 @@ msgid "" "would compile the proper binaries and build the packages for each platform " "manually." msgstr "" -"起初,Godot 没有任何导出项目的方法.开发人员将编译适当的二进制文件并手动为每个" +"起初,Godot 没有任何导出项目的方法. 开发人员将编译适当的二进制文件并手动为每个" "平台构建软件包." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:15 @@ -40,8 +40,8 @@ msgid "" "our company started taking more projects at the same time, it became evident " "that this was a bottleneck." msgstr "" -"当更多的开发人员(甚至是非编程人员)开始使用它,而当我们的公司同时开始进行更多的" -"项目时,很明显这是一个瓶颈." +"当更多的开发人员(甚至是非编程人员)开始使用它, 而当我们的公司同时开始进行更多" +"的项目时, 很明显这是一个瓶颈." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:20 msgid "On PC" @@ -53,8 +53,8 @@ msgid "" "binary in the same directory as the ``project.godot`` file, then compress " "the project directory and you are done." msgstr "" -"使用Godot在PC上分发游戏项目非常容易.将Godot二进制文件拖放到与 ``project." -"godot`` 文件相同的目录中,然后压缩项目目录即可." +"使用Godot在PC上分发游戏项目非常容易. 将Godot二进制文件拖放到与 ``project." +"godot`` 文件相同的目录中, 然后压缩项目目录即可." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:26 msgid "" @@ -66,17 +66,17 @@ msgid "" "binary, which is smaller in size, more optimized and does not include tools " "like the editor and debugger." msgstr "" -"这听起来很简单,但开发人员可能不想这样做的原因可能有几个.第一个原因是可能不希" -"望分发大量文件.一些开发人员可能不喜欢好奇的用户偷看游戏的制作方式,其他开发人" -"员可能会发现它不雅致,等等.另一个原因是,开发人员可能更喜欢特殊编译的二进制文" -"件,该二进制文件的大小较小、更优化、并且不包含编辑器和调试器之类的工具." +"这听起来很简单, 但开发人员可能不想这样做的原因可能有几个. 第一个原因是可能不" +"希望分发大量文件. 一些开发人员可能不喜欢好奇的用户偷看游戏的制作方式, 其他开" +"发人员可能会发现它不雅致, 等等. 另一个原因是, 开发人员可能更喜欢特殊编译的二" +"进制文件, 该二进制文件的大小较小, 更优化, 并且不包含编辑器和调试器之类的工具." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:34 msgid "" "Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " "extra package files <doc_exporting_pcks>`." msgstr "" -"最后,Godot有一个简单但有效的系统,用于 :ref:`将DLC创建为额外的包文件 " +"最后,Godot有一个简单但有效的系统, 用于 :ref:`将DLC 创建为额外的包文件 " "<doc_exporting_pcks>` ." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:39 @@ -86,9 +86,9 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>` " "and loading them at run-time." msgstr "" -"Godot目前尚不支持加载大于2 GB的PCK文件.如果导出的项目数据大于2 GB,则需要通" -"过 :ref:`导出额外的 PCK <doc_exporting_pcks>`将其分割成多个PCK文件,并在运行时" -"加载它们." +"Godot目前尚不支持加载大于2 GB的PCK文件. 如果导出的项目数据大于2 GB, 则需要通" +"过 :ref:`导出额外的 PCK <doc_exporting_pcks>` 将其分割成多个PCK文件, 并在运行" +"时加载它们." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" @@ -100,8 +100,8 @@ msgid "" "project on those devices, a binary for each of those platforms is built, " "then added to a native project together with the game data." msgstr "" -"移动设备中的相同情况会更糟糕.要在这些设备上分发项目,需要为每个平台构建一个二" -"进制文件,然后将其与游戏数据一起添加到本地项目中." +"移动设备中的相同情况会更糟糕. 要在这些设备上分发项目, 需要为每个平台构建一个" +"二进制文件, 然后将其与游戏数据一起添加到本地项目中." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:52 msgid "" @@ -110,8 +110,8 @@ msgid "" "While learning each SDK is always encouraged, it can be frustrating to be " "forced to do it at an undesired time." msgstr "" -"这可能很麻烦,因为这意味着开发人员必须熟悉每个平台的SDK,才能进行导出.虽然总是" -"鼓励学习每个SDK,但在不希望的时间被迫这样做可能会令人沮丧." +"这可能很麻烦, 因为这意味着开发人员必须熟悉每个平台的SDK, 才能进行导出. 虽然总" +"是鼓励学习每个SDK, 但在不希望的时间被迫这样做可能会令人沮丧." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:57 msgid "" @@ -121,9 +121,9 @@ msgid "" "standardized for more than a decade, but mobile devices use different " "formats for texture compression, such as PVRTC (iOS) or ETC (Android)." msgstr "" -"这种方法还有另一个问题:不同的设备偏好一些不同格式的数据来运行.这个主要的示例" -"是纹理压缩.所有PC硬件都使用S3TC(BC)压缩,并且已经标准化了十多年,但是移动设备使" -"用不同的格式进行纹理压缩,例如PVRTC(iOS)或ETC(Android)." +"这种方法还有另一个问题: 不同的设备偏好一些不同格式的数据来运行. 这个主要的示" +"例是纹理压缩. 所有PC硬件都使用S3TC(BC)压缩, 并且已经标准化了十多年, 但是移动" +"设备使用不同的格式进行纹理压缩, 例如PVRTC(iOS)或ETC(Android)." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:65 msgid "Export menu" @@ -135,18 +135,18 @@ msgid "" "proven to work the best. At the time of this writing, not all platforms are " "supported yet, but the supported platforms continue to grow." msgstr "" -"经过多次尝试不同的导出工作流程后,目前的工作流程已被证明是最好的.在撰写本文时," -"并不是所有平台都支持,但受支持的平台仍在继续增长." +"经过多次尝试不同的导出工作流程后, 目前的工作流程已被证明是最好的. 在撰写本文" +"时, 并不是所有平台都支持, 但受支持的平台仍在继续增长." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:71 msgid "To open the export menu, click the **Export** button:" -msgstr "要打开导出菜单,请单击 **导出** 按钮:" +msgstr "要打开导出菜单, 请单击 **导出** 按钮:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:75 msgid "" "The export menu will open. However, it will be completely empty. This is " "because we need to add an export preset." -msgstr "导出菜单将打开,但它完全是空的.这是因为我们需要添加导出预设." +msgstr "导出菜单将打开, 但它完全是空的. 这是因为我们需要添加导出预设." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:80 msgid "" @@ -154,8 +154,8 @@ msgid "" "export menu. This will open a drop-down list of platforms to choose from for " "an export preset." msgstr "" -"要创建导出预设,请点击导出菜单顶部的 ``添加...`` 按钮.这将打开一个平台下拉列" -"表,以从中选择导出预设." +"要创建导出预设, 请点击导出菜单顶部的 ``添加...`` 按钮. 这将打开一个平台下拉列" +"表, 以从中选择导出预设." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:86 msgid "" @@ -166,15 +166,15 @@ msgid "" "is missing and will not allow the user to export for that platform until " "they resolve it:" msgstr "" -"默认选项通常足以导出,因此通常无需对其进行调整.但是,许多平台都需要安装其他工具" -"(SDK)才能导出.此外,Godot需要安装导出模板来创建软件包.缺少某些内容时,导出菜单" -"将发出提示,并且在解决该问题之前,用户将无法导出该平台:" +"默认选项通常足以导出, 因此通常无需对其进行调整. 但是, 许多平台都需要安装其他" +"工具(SDK)才能导出. 此外,Godot需要安装导出模板来创建软件包. 缺少某些内容时, 导" +"出菜单将发出提示, 并且在解决该问题之前, 用户将无法导出该平台:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:95 msgid "" "At that time, the user is expected to come back to the documentation and " "follow instructions on how to properly set up that platform." -msgstr "那时,用户需要回到文档并按照有关如何正确设置该平台的说明进行操作." +msgstr "那时, 用户需要回到文档并按照有关如何正确设置该平台的说明进行操作." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:99 msgid "Export templates" @@ -187,7 +187,7 @@ msgid "" "a renamed ZIP archive) from the `download page of the website <https://www." "godotengine.org/download>`_." msgstr "" -"除了设置平台之外,还必须安装导出模板才能导出项目.可以从 `该网站的下载页面 " +"除了设置平台之外, 还必须安装导出模板才能导出项目. 可以从 `该网站的下载页面 " "<https://www.godotengine.org/download>`_ 中以TPZ文件(是一个重命名的ZIP存档)的" "形式获取它们." @@ -195,7 +195,7 @@ msgstr "" msgid "" "Once downloaded, they can be installed using the **Install Export " "Templates** option in the editor:" -msgstr "一旦下载后,就可以使用编辑器中的 **安装导出模板** 选项进行安装:" +msgstr "一旦下载后, 就可以使用编辑器中的 **安装导出模板** 选项进行安装:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:114 msgid "Export mode" @@ -206,7 +206,8 @@ msgid "" "When exporting, Godot makes a list of all the files to export and then " "creates the package. There are 3 different modes for exporting:" msgstr "" -"导出时,Godot会创建一个所有要导出的文件的列表,然后创建包.有3种不同的导出模式:" +"导出时,Godot会创建一个所有要导出的文件的列表, 然后创建包. 有3种不同的导出模" +"式:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:119 msgid "Export all resources in the project" @@ -227,9 +228,9 @@ msgid "" "you a list of the scenes or resources in the project, and you have to select " "every scene or resource you want to export." msgstr "" -"**Export all resources in the project** 将会导出项目中的每一个资源.**Export " +"**Export all resources in the project** 将会导出项目中的每一个资源. **Export " "selected scenes** 和 **Export selected resources** 给予你一张项目中的场景或资" -"源的清单,并且需要选取每个想导出的场景或资源." +"源的清单, 并且需要选取每个想导出的场景或资源." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:133 msgid "Exporting from the command line" @@ -242,8 +243,9 @@ msgid "" "from the command line still requires an export preset to define the export " "parameters. A basic invocation of the command would be:" msgstr "" -"在生产中,自动化构建很有用,Godot使用 ``--export`` 和 ``--export-debug`` 命令行" -"参数来支持它.从命令行导出仍需要导出预设来定义导出参数.该命令的基本调用将是:" +"在生产中, 自动化构建很有用,Godot使用 ``--export`` 和 ``--export-debug`` 命令" +"行参数来支持它. 从命令行导出仍需要导出预设来定义导出参数. 该命令的基本调用将" +"是:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:144 msgid "" @@ -252,8 +254,9 @@ msgid "" "relative to the project path or absolute; it does not respect the directory " "the command was invoked from." msgstr "" -"假设有一个名为 ``Windows Desktop`` 的预设,并且可以找到该模板,它将导出为 " -"``some_name.exe``.输出路径相对于项目路径或绝对路径;它不遵命令被调用时的目录." +"假设有一个名为 ``Windows Desktop`` 的预设, 并且可以找到该模板, 它将导出为 " +"``some_name.exe``. 输出路径相对于项目路径或绝对路径;它不遵命令被调用时的目" +"录." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:149 msgid "" @@ -261,16 +264,16 @@ msgid "" "single export to be used with multiple Godot executables. This takes place " "if the target name ends with ``.pck`` or ``.zip``." msgstr "" -"您还可以将其配置为仅导出PCK或ZIP文件,从而允许单个导出可以被多个Godot可执行文" -"件使用.如果目标名称以 ``.pck`` 或 ``.zip`` 结尾,才会发生这种情况." +"您还可以将其配置为仅导出PCK或ZIP文件, 从而允许单个导出可以被多个Godot可执行文" +"件使用. 如果目标名称以 ``.pck`` 或 ``.zip`` 结尾, 才会发生这种情况." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:153 msgid "" "It is often useful to combine the ``--export`` flag with the ``--path`` " "flag, and to create a dedicated export preset for automated export:" msgstr "" -"将 ``--export`` 标志与 ``--path`` 标志组合起来通常很有用,可为自动导出创建专用" -"的导出预设:" +"将 ``--export`` 标志与 ``--path`` 标志组合起来通常很有用, 可为自动导出创建专" +"用的导出预设:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:161 msgid "PCK versus ZIP pack file formats" @@ -282,8 +285,8 @@ msgid "" "recommended format for most use cases, but you may want to use a ZIP archive " "instead depending on your needs." msgstr "" -"各个格式有它的优势与劣势.PCK 对大多数用例来说是默认和推荐格式,但取决于您的需" -"要,您可能希望使用 ZIP." +"各个格式有它的优势与劣势.PCK 对大多数用例来说是默认和推荐格式, 但取决于您的需" +"要, 您可能希望使用 ZIP." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:167 msgid "**PCK format:**" @@ -291,7 +294,7 @@ msgstr "**PCK格式:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:169 msgid "Uncompressed format. Larger file size, but faster to read/write." -msgstr "未压缩的格式.文件尺寸更大,但读写更快." +msgstr "未压缩的格式. 文件尺寸更大, 但读写更快." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:170 msgid "" @@ -299,8 +302,8 @@ msgid "" "operating system, even though there are `third-party tools <https://github." "com/hhyyrylainen/GodotPckTool>`__ to extract and create PCK files." msgstr "" -"尽管有 `第三方工具<https://github.com/hhyyrylainen/GodotPckTool>`__ 来提取和" -"创建PCK文件,但使用用户操作系统上通常存在的工具是不可读和不可写的." +"尽管有 `第三方工具 <https://github.com/hhyyrylainen/GodotPckTool>`__ 来提取和" +"创建PCK文件, 但使用用户操作系统上通常存在的工具是不可读和不可写的." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:175 msgid "**ZIP format:**" @@ -308,7 +311,7 @@ msgstr "**ZIP格式:**" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:177 msgid "Compressed format. Smaller file size, but slower to read/write." -msgstr "经过压缩,尺寸更小,但读写较慢." +msgstr "经过压缩, 尺寸更小, 但读写较慢." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:178 msgid "" @@ -316,7 +319,7 @@ msgid "" "system. This can be useful to make modding easier (see also :ref:" "`doc_exporting_pcks`)." msgstr "" -"可以使用用户操作系统中的常见工具读取或写入.这对简化制作mod很有用.(另请参阅 :" +"可以使用用户操作系统中的常见工具读取或写入. 这对简化制作mod很有用.(另请参阅 :" "ref:`doc_exporting_pcks`)." #: ../../docs/getting_started/workflow/export/exporting_projects.rst:183 @@ -326,9 +329,9 @@ msgid "" "use it automatically. Therefore, you have to create a *launcher script* that " "the player can double-click or run from a terminal to launch the project::" msgstr "" -"由于存在一个 `已知错误 <https://github.com/godotengine/godot/pull/42123>`__ ," -"当 ZIP 文件用作打包文件时,导出的二进制文件不会尝试自动使用它.因此,你需要创建" -"一个 *启动脚本* ,玩家可以双击它或从终端启动项目::" +"由于存在一个 `已知错误 <https://github.com/godotengine/godot/" +"pull/42123>`__ , 当 ZIP 文件用作打包文件时, 导出的二进制文件不会尝试自动使用" +"它. 因此, 你需要创建一个 *启动脚本* , 玩家可以双击它或从终端启动项目::" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:195 msgid "" @@ -336,5 +339,5 @@ msgid "" "binary. On Linux, make sure to give executable permissions to the launcher " "script using the command ``chmod +x launch.sh``." msgstr "" -"保存启动脚本,并将它与导出的二进制文件放在同一文件夹中.在Linux上,请确保使用 " -"``chmod +x launch.sh`` 命令给予启动脚本可执行权限." +"保存启动脚本, 并将它与导出的二进制文件放在同一文件夹中. 在Linux上, 请确保使" +"用 ``chmod +x launch.sh`` 命令给予启动脚本可执行权限." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 7693053139..f8530e8365 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,8 +30,8 @@ msgid "" "Godot has a special system to tag availability of features. Each *feature* " "is represented as a string, which can refer to many of the following:" msgstr "" -"Godot 有一个特殊的系统来标记功能的可用性.每个 *功能* 均表示为一个字符串,可以" -"引用以下各项:" +"Godot 有一个特殊的系统来标记功能的可用性. 每个 *功能* 均表示为一个字符串, 可" +"以引用以下各项:" #: ../../docs/getting_started/workflow/export/feature_tags.rst:12 msgid "Platform name." @@ -43,7 +43,7 @@ msgstr "平台体系结构(64位或32位,x86或ARM)." #: ../../docs/getting_started/workflow/export/feature_tags.rst:14 msgid "Platform type (desktop, mobile, Web)." -msgstr "平台类型(桌面,移动,Web)." +msgstr "平台类型(桌面, 移动,Web)." #: ../../docs/getting_started/workflow/export/feature_tags.rst:15 msgid "Supported texture compression algorithms on the platform." @@ -75,7 +75,7 @@ msgstr "默认功能" msgid "" "Here is a list of most feature tags in Godot. Keep in mind they are **case-" "sensitive**:" -msgstr "这是Godot中大多数功能标签的列表.请记住它们 *区分大小写*:" +msgstr "这是Godot中大多数功能标签的列表. 请记住它们 *区分大小写*:" #: ../../docs/getting_started/workflow/export/feature_tags.rst:33 msgid "**Feature tag**" @@ -313,7 +313,8 @@ msgid "" "*Project Settings*. This allows you to better customize any configuration " "when doing a build." msgstr "" -"功能可用于覆盖 *项目设置* 中的特定配置值.这样可以在构建时,更好地定制任意配置." +"功能可用于覆盖 *项目设置* 中的特定配置值. 这样可以在构建时, 更好地定制任意配" +"置." #: ../../docs/getting_started/workflow/export/feature_tags.rst:103 msgid "" @@ -321,8 +322,8 @@ msgid "" "the game (which was customized in a special export preset, which, in turn, " "includes only demo levels)." msgstr "" -"在下面的示例中,为游戏的演示版本添加了一个不同的图标(在特定的导出预设中进行了" -"自定义,而该预设仅包含演示关卡)." +"在下面的示例中, 为游戏的演示版本添加了一个不同的图标(在特定的导出预设中进行了" +"自定义, 而该预设仅包含演示关卡)." #: ../../docs/getting_started/workflow/export/feature_tags.rst:108 msgid "After overriding, a new field is added for this specific configuration:" @@ -336,6 +337,10 @@ msgid "" "setting with the desired feature tag(s) if you want them to override base " "project settings on all platforms and configurations." msgstr "" +"当使用 :ref:`project settings \"override.cfg\" functionality " +"<class_ProjectSettings>` 时(这与功能标签无关),记住功能标签仍然适用。因此," +"如果你想让它们覆盖所有平台和配置上的基本项目设置,请确保 *也 * 用所需的功能标" +"签覆盖设置。" #: ../../docs/getting_started/workflow/export/feature_tags.rst:122 msgid "Default overrides" @@ -345,7 +350,7 @@ msgstr "默认覆盖" msgid "" "There are already a lot of settings that come with overrides by default; " "they can be found in many sections of the project settings." -msgstr "默认情况下,已有很多覆盖的设置;它们可以在项目设置的许多地方中找到." +msgstr "默认情况下, 已有很多覆盖的设置;它们可以在项目设置的许多地方中找到." #: ../../docs/getting_started/workflow/export/feature_tags.rst:130 msgid "Customizing the build" @@ -357,5 +362,5 @@ msgid "" "custom **ExportPlugin**. They are also used to specify which shared library " "is loaded and exported in **GDNative**." msgstr "" -"通过编写自定义 **ExportPlugin**,功能标签也可以用于自定义构建过程.它们还用于指" -"定在 **GDNative** 中加载和导出哪个共享库." +"通过编写自定义 **ExportPlugin** , 功能标签也可以用于自定义构建过程. 它们还用" +"于指定在 **GDNative** 中加载和导出哪个共享库." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po index 4c4c3fb86a..1b98088726 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index b1cf57f946..c962be986f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,54 +22,113 @@ msgid "One-click deploy" msgstr "一键部署" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "听起来不错,这是什么?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "一键部署的步骤" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " "it's good to let the user know that it exists." msgstr "" -"一旦平台配置正确,且支持的设备连接到电脑上,这个功能就会自动弹出.由于事情可能会" -"在很多层面上出错(平台可能没有正确配置,SDK可能安装错误,设备可能配置不当等),所" -"以让用户知道它的存在是件好事." +"一旦平台配置正确, 且支持的设备连接到电脑上, 这个功能就会自动弹出. 由于事情可" +"能会在很多层面上出错(平台可能没有正确配置,SDK可能安装错误, 设备可能配置不当" +"等), 所以让用户知道它的存在是件好事." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" -"一些平台(写这篇文章的时候,只有Android)可以检测到USB设备连接到电脑上,并为用户" -"提供在设备上自动导出、安装和运行项目(在调试模式下).这个功能用业界的流行语来" -"说,叫做 \"一键部署\"." +"一些平台(写这篇文章的时候, 只有Android)可以检测到USB设备连接到电脑上, 并为用" +"户提供在设备上自动导出, 安装和运行项目(在调试模式下). 这个功能用业界的流行语" +"来说, 叫做 \"一键部署\"." -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "一键部署的步骤" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "配置目标平台." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." -msgstr "配置设备(确保设备处于开发者模式,例如电脑,USB线已插好,USB已识别等)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." +msgstr "" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "连接设备.." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "瞧!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "支持所有平台." #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "点击一次..然后部署!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +#, fuzzy +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" +"此外, 在尝试构建自定义导出模板之前, 您仍然需要按照 :ref:" +"`doc_exporting_for_android` 教程中提到的步骤进行操作." + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "一键部署" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po index 8dca9e9094..163452f002 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po index d010d29646..e72c94288c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 075fe9457a..743510439b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "tutorial suggests a workflow which should be a good starting point. We will " "also cover using version control with Godot." msgstr "" -"由于Godot对项目结构或文件系统的使用没有限制,因此学习引擎时组织文件似乎很有挑" -"战性.本教程提出了一个工作流程,应该是一个很好的起点.我们还将介绍在Godot中使用" -"版本控制." +"由于Godot对项目结构或文件系统的使用没有限制, 因此学习引擎时组织文件似乎很有挑" +"战性. 本教程提出了一个工作流程, 应该是一个很好的起点. 我们还将介绍在Godot中使" +"用版本控制." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:15 msgid "Organization" @@ -44,21 +44,23 @@ msgstr "组织" msgid "" "Godot is scene-based in nature, and uses the filesystem as-is, without " "metadata or an asset database." -msgstr "Godot本质上是基于场景的,并按原样使用文件系统,而没有元数据或素材数据库." +msgstr "" +"Godot本质上是基于场景的, 并按原样使用文件系统, 而没有元数据或素材数据库." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:20 msgid "" "Unlike other engines, many resources are contained within the scene itself, " "so the amount of files in the filesystem is considerably lower." -msgstr "与其他引擎不同,场景本身包含许多资源,因此文件系统中的文件数量要少得多." +msgstr "" +"与其他引擎不同, 场景本身包含许多资源, 因此文件系统中的文件数量要少得多." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:23 msgid "" "Considering that, the most common approach is to group assets as close to " "scenes as possible; when a project grows, it makes it more maintainable." msgstr "" -"考虑到这一点,最常见的方法是将素材编组得尽可能接近场景;当项目变大时,它使其更" -"易于维护." +"考虑到这一点, 最常见的方法是将素材编组得尽可能接近场景;当项目变大时, 它使其" +"更易于维护." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:27 msgid "" @@ -66,8 +68,8 @@ msgid "" "assets, such as sprite images, 3D model meshes, materials, and music, etc. " "They can then use a separate folder to store built levels that use them." msgstr "" -"例如,通常可以将其基本素材(例如,精灵图像、3D模型网格、材质、和音乐等)放置在一" -"个文件夹中.然后,它们可以使用一个单独的文件夹来存储使用它们的构建关卡." +"例如, 通常可以将其基本素材(例如, 精灵图像, 3D模型网格, 材质, 和音乐等)放置在" +"一个文件夹中. 然后, 它们可以使用一个单独的文件夹来存储使用它们的构建关卡." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:48 msgid "Style guide" @@ -76,7 +78,7 @@ msgstr "风格指南" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:50 msgid "" "For consistency across projects, we recommend following these guidelines:" -msgstr "为了项目之间的一致性,我们建议遵循以下指导原则:" +msgstr "为了项目之间的一致性, 我们建议遵循以下指导原则:" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:52 msgid "" @@ -86,14 +88,14 @@ msgid "" "the convention is to name them after the class name which should be in " "PascalCase." msgstr "" -"使用 **snake_case** 风格为文件夹和文件命名(除了c#脚本).这避免了在 Windows 上" -"导出项目时可能出现的大小写敏感问题.C# 脚本是这个规则的一个例外,因为按照惯例是" -"用类名来对它们命名,而类名应该是 PascalCase 风格." +"使用 **snake_case** 风格为文件夹和文件命名(除了c#脚本). 这避免了在 Windows 上" +"导出项目时可能出现的大小写敏感问题.C# 脚本是这个规则的一个例外, 因为按照惯例" +"是用类名来对它们命名, 而类名应该是 PascalCase 风格." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:57 msgid "" "Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "使用 **PascalCase** 风格对节点进行命名,这与内置的节点大小写风格一致." +msgstr "使用 **PascalCase** 风格对节点进行命名, 这与内置的节点大小写风格一致." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58 msgid "" @@ -103,9 +105,9 @@ msgid "" "if you use third-party game assets for a character, it makes more sense to " "include them within the same folder as the character scenes and scripts." msgstr "" -"通常,将第三方资源放在顶级的 ``addons/`` 文件夹中,即使它们不是编辑器插件.这样" -"更加容易跟踪哪些文件是第三方文件.当然这个规则也有一些例外:如果你要使用第三方" -"游戏资源创建角色,将这些资源和角色场景及脚本放在同一文件夹下会更好." +"通常, 将第三方资源放在顶级的 ``addons/`` 文件夹中, 即使它们不是编辑器插件. 这" +"样更加容易跟踪哪些文件是第三方文件. 当然这个规则也有一些例外: 如果你要使用第" +"三方游戏资源创建角色, 将这些资源和角色场景及脚本放在同一文件夹下会更好." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:65 msgid "Importing" @@ -117,14 +119,14 @@ msgid "" "project. While this can be useful in large projects, it resulted in an " "organization hassle for most developers." msgstr "" -"3.0版之前的 Godot 版本从项目外的文件执行导入过程.尽管这在大型项目中很有用,但" -"它给大多数开发人员带来了组织麻烦." +"3.0版之前的 Godot 版本从项目外的文件执行导入过程. 尽管这在大型项目中很有用, " +"但它给大多数开发人员带来了组织麻烦." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:71 msgid "" "Because of this, assets are now transparently imported from within the " "project folder." -msgstr "因此,现在可以从项目文件夹中透明地导入素材." +msgstr "因此, 现在可以从项目文件夹中透明地导入素材." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:75 msgid "Ignoring specific folders" @@ -136,8 +138,8 @@ msgid "" "an empty file called ``.gdignore`` in the folder (the leading ``.`` is " "required). This can be useful to speed up the initial project importing." msgstr "" -"为防止 Godot 导入特定文件夹中的文件,请在文件夹中创建一个名为 ``.gdignore`` 的" -"空文件(以 ``.``号开头).这对于加快初始项目导入非常有用." +"为防止 Godot 导入特定文件夹中的文件, 请在文件夹中创建一个名为 ``.gdignore`` " +"的空文件(以 ``.`` 号开头). 这对于加快初始项目导入非常有用." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:83 msgid "" @@ -145,22 +147,23 @@ msgid "" "editor such as Notepad++ or use the following command in a command prompt: " "``type nul > .gdignore``" msgstr "" -"要在 Windows 上创建一个以 ``.`` 号开头的文件,你可以使用文本编辑器比如 Notepad" -"++ 或者在命令提示符(Win+R 键-->输入cmd打开)中输入:``type nul > .gdignore``." +"要在 Windows 上创建一个以 ``.`` 号开头的文件, 你可以使用文本编辑器比如 " +"Notepad++ 或者在命令提示符(Win+R 键-->输入cmd打开)中输入:``type nul > ." +"gdignore``." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:87 msgid "" "Once the folder is ignored, resources in that folder can't be loaded anymore " "using the ``load()`` and ``preload()`` methods." msgstr "" -"一旦文件夹被忽略,该文件夹中的资源就不能再使用 ``load()`` 和 ``preload()`` 方" +"一旦文件夹被忽略, 该文件夹中的资源就不能再使用 ``load()`` 和 ``preload()`` 方" "法加载." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:90 msgid "" "Ignoring a folder will also automatically hide it from the FileSystem dock, " "which can be useful to reduce clutter." -msgstr "忽略文件夹也会自动将其从 FileSystem dock 隐藏,这有助于减少杂乱." +msgstr "忽略文件夹也会自动将其从 FileSystem dock 隐藏, 这有助于减少杂乱." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:96 msgid "Case sensitivity" @@ -175,18 +178,18 @@ msgid "" "stick to ``snake_case`` naming for all files in the project (and lowercase " "characters in general)." msgstr "" -"Windows和最新的macOS版本默认使用不区分大小写的文件系统,而Linux发行版默认使用" -"区分大小写的文件系统.由于Godot的PCK虚拟文件系统区分大小写,因此在导出项目后可" -"能会导致问题.为了避免这种情况,建议对项目中的所有文件都使用 ``snake_case`` 蛇" -"形命名法(一般使用小写)." +"Windows和最新的macOS版本默认使用不区分大小写的文件系统, 而Linux发行版默认使用" +"区分大小写的文件系统. 由于Godot的PCK虚拟文件系统区分大小写, 因此在导出项目后" +"可能会导致问题. 为了避免这种情况, 建议对项目中的所有文件都使用 " +"``snake_case`` 蛇形命名法(一般使用小写)." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:107 msgid "" "You can break this rule when style guides say otherwise (such as the C# " "style guide). Still, be consistent to avoid mistakes." msgstr "" -"当风格指南中另有说明时,可以不遵守此规则(如C#样式指南).不过,记得保持一致性,避" -"免出错." +"当风格指南中另有说明时, 可以不遵守此规则(如C#样式指南). 不过, 记得保持一致" +"性, 避免出错." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:110 msgid "" @@ -195,9 +198,9 @@ msgid "" "Subsystem for Linux feature, run the following command in a PowerShell " "window::" msgstr "" -"在Windows 10上,为了进一步避免与大小写敏感性相关的错误,您还可以让项目文件夹区" -"分大小写.启用 Windows 的 Linux 子系统特性后,在 PowerShell 窗口中运行以下命" -"令::" +"在Windows 10上, 为了进一步避免与大小写敏感性相关的错误, 您还可以让项目文件夹" +"区分大小写. 启用 Windows 的 Linux 子系统特性后, 在 PowerShell 窗口中运行以下" +"命令::" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:120 msgid "" @@ -205,5 +208,5 @@ msgid "" "following line in a PowerShell window *running as Administrator* then reboot " "when asked::" msgstr "" -"如果你还没有启用 Windows 的 Linux 子系统,你可以在PowerShell窗口中输入以下代码" -"*以管理员权限运行*然后重启::" +"如果你还没有启用 Windows 的 Linux 子系统, 你可以在PowerShell窗口中输入以下代" +"码 *以管理员权限运行* 然后重启::" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index 96c211e042..100b082efe 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "you are using. VCS can be setup or shut down in the editor under **Project > " "Version Control**." msgstr "" -"Godot旨在对版本控制系统友好,并尽量生成可读且可合并的文件. Godot支持在编辑器本" -"身中使用版本控制系统.但是,在编辑器中使用版本控制系统需要使用对应的版本控制系" -"统插件.可以在编辑器中的**项目> 版本控制**下设置或关闭版本控制系统." +"Godot旨在对版本控制系统友好, 并尽量生成可读且可合并的文件. Godot支持在编辑器" +"本身中使用版本控制系统. 但是, 在编辑器中使用版本控制系统需要使用对应的版本控" +"制系统插件. 可以在编辑器中的 **项目> 版本控制** 下设置或关闭版本控制系统." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:17 msgid "Official Git plugin" @@ -49,9 +49,9 @@ msgid "" "Documentation on how to use the Git plugin can be found `here <https://" "github.com/godotengine/godot-git-plugin/wiki>`__." msgstr "" -"有一个官方插件可以让你在编辑器中使用Git,你可以在 `这里 <https://github.com/" -"godotengine/godot-git-plugin/releases>`__ 找到最新的版本(不在素材库中).关于如" -"何使用Git插件的文档可以在 `这里 <https://github.com/godotengine/godot-git-" +"有一个官方插件可以让你在编辑器中使用Git, 你可以在 `这里 <https://github.com/" +"godotengine/godot-git-plugin/releases>`__ 找到最新的版本(不在素材库中). 关于" +"如何使用Git插件的文档可以在 `这里 <https://github.com/godotengine/godot-git-" "plugin/wiki>`__ 找到." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:27 @@ -60,20 +60,20 @@ msgstr "从版本控制服务排除的文件" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:29 msgid "There are some folders Godot creates you should have your VCS ignore:" -msgstr "有一些Godot创建的文件夹,你应该让版本控制系统忽略:" +msgstr "有一些Godot创建的文件夹, 你应该让版本控制系统忽略:" #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:31 msgid "" "``.import/``: This folder stores all the files it imports automatically " "based on your source assets and their import flags." msgstr "" -"``.import/`` :根据你的源素材和导入标记自动导入的文件都保存在这个文件夹中." +"``.import/`` : 根据你的源素材和导入标记自动导入的文件都保存在这个文件夹中." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:33 msgid "" "``*.translation``: These files are binary imported translations generated " "from CSV files." -msgstr "``*.translation`` .这些文件是从CSV文件生成的导入的二进制翻译文件." +msgstr "``*.translation`` . 这些文件是从CSV文件生成的导入的二进制翻译文件." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:34 msgid "" @@ -81,16 +81,16 @@ msgid "" "project, including sensitive information such as Android keystore " "credentials." msgstr "" -"``export_presets.cfg`` :此文件包含项目的所有导出预设,含有敏感信息,如 Android " -"密钥存储凭据." +"``export_presets.cfg`` : 此文件包含项目的所有导出预设, 含有敏感信息, 如 " +"Android 密钥存储凭据." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:36 msgid "" "``.mono/``: This folder stores automatically-generated Mono files. It only " "exists in projects that use the Mono version of Godot." msgstr "" -"``.mono /`` :此文件夹存储自动生成的Mono文件.它仅在使用Mono版本的Godot的项目中" -"存在." +"``.mono /`` : 此文件夹存储自动生成的Mono文件. 它仅在使用Mono版本的Godot的项目" +"中存在." #: ../../docs/getting_started/workflow/project_setup/version_control_systems.rst:40 msgid "Working with Git on Windows" @@ -103,5 +103,6 @@ msgid "" "by Git due to their line endings being converted automatically. It is better " "to set this option as::" msgstr "" -"大多数Git for Windows客户端都将 ``core.autocrlf`` 设置为 ``true`` .这可能会导" -"致文件错误地被Git标记为已修改,因为文件的行尾会被自动转换.最好将该选项设置为::" +"大多数Git for Windows客户端都将 ``core.autocrlf`` 设置为 ``true`` . 这可能会" +"导致文件错误地被Git标记为已修改, 因为文件的行尾会被自动转换. 最好将该选项设置" +"为::" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/index.po b/sphinx/po/zh_CN/LC_MESSAGES/index.po index 5722ed2f28..8d135109a4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -50,8 +50,8 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" -"Godot的文档有各种语言和版本.展开侧边栏底部的 \"Read the Docs\" 面板可以看到该" -"列表." +"Godot的文档有各种语言和版本. 展开侧边栏底部的 \"Read the Docs\" 面板可以看到" +"该列表." #: ../../docs/index.rst:10 msgid "" @@ -61,7 +61,7 @@ msgid "" "documentation for the previous stable `3.2 <https://docs.godotengine.org/" "en/3.2>`_ branch." msgstr "" -"这是稳定版3.3分支的文档.想找当前 **开发** 分支的文档? `请看这里 <https://" +"这是稳定版3.3分支的文档. 想找当前 **开发** 分支的文档? `请看这里 <https://" "docs.godotengine.org/en/latest>`_. 你也可以浏览以前的稳定的 `3.2 <https://" "docs.godotengine.org/en/3.2>`_ 分支的文档." @@ -82,7 +82,7 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" -"根据翻译工作的完成程度,您可能会发现整段甚至整页文档仍然是英文. 可以通过在" +"根据翻译工作的完成程度, 您可能会发现整段甚至整页文档仍然是英文. 可以通过在" "Weblate上提供新翻译或者校对现有翻译来帮助社区." #: ../../docs/index.rst:27 @@ -91,8 +91,8 @@ msgid "" "\"latest\" (development) branch, but should be suitable to learn how to use " "stable Godot releases nevertheless." msgstr "" -"目前,本地化的翻译只适用于 \"最新\" 开发分支,但应该还是适合学习如何使用稳定的" -"Godot版本." +"目前, 本地化的翻译只适用于 \"最新\" 开发分支, 但应该还是适合学习如何使用稳定" +"的Godot版本." #: ../../docs/index.rst:31 msgid "" @@ -102,9 +102,9 @@ msgid "" "`introduction page <doc_about_intro>` to get an overview of what this " "documentation has to offer." msgstr "" -"欢迎来到 `Godot引擎 <https://godotengine.org>`_ 的官方文档,Godot引擎是一款免" -"费、由开源社区驱动的2D和3D游戏引擎!如果是初次阅读本文档,我们建议您读一下 :" -"ref:`introduction page <doc_about_intro>` ,以对本文档的内容有一个整体的了解." +"欢迎来到 `Godot 引擎 <https://godotengine.org>`_ 的官方文档,Godot引擎是一款免" +"费, 由开源社区驱动的2D和3D游戏引擎!如果是初次阅读本文档, 我们建议您读一下 :" +"ref:`简介页面 <doc_about_intro>` , 以对本文档的内容有一个整体的了解." #: ../../docs/index.rst:37 msgid "" @@ -112,11 +112,10 @@ msgid "" "the documentation for your topic of interest. You can also use the search " "function in the top left corner." msgstr "" -"左侧栏中的目录表可让您轻松访问感兴趣的主题的文档.您也可以使用左上角的搜索功" +"左侧栏中的目录表可让您轻松访问感兴趣的主题的文档. 您也可以使用左上角的搜索功" "能." #: ../../docs/index.rst:41 -#, fuzzy msgid "" "You can also `download an HTML copy <https://nightly.link/godotengine/godot-" "docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for " @@ -135,10 +134,10 @@ msgid "" "something, or cannot find what you are looking for in the docs, help us make " "the documentation better by letting us know!" msgstr "" -"Godot引擎是由志愿者社区驱动的开源项目.文档团队会随时采纳您的反馈,以帮助改进教" -"程和类参考手册. 如果您不理解某些内容,或者无法在文档中找到您要查找的内容,请告" -"知我们以帮助更好地完善文档!译者注:如愿参与中文化翻译或者文档校错等事项,可加" -"入QQ群社区:673791862、1030508359!" +"Godot引擎是由志愿者社区驱动的开源项目. 文档团队会随时采纳您的反馈, 以帮助改进" +"教程和类参考手册. 如果您不理解某些内容, 或者无法在文档中找到您要查找的内容, " +"请告知我们以帮助更好地完善文档!译者注: 如愿参与中文化翻译或者文档校错等事" +"项, 可加入QQ群社区:673791862, 1030508359!" #: ../../docs/index.rst:52 msgid "" @@ -149,10 +148,10 @@ msgid "" "discord.gg/zH7NUgz>`_, or the ``#documentation`` channel on the `Godot " "Contributors Chat <https://chat.godotengine.org/>`_!" msgstr "" -"在 `GitHub仓库 <https://github.com/godotengine/godot-docs/issues>`_ 上提交问" -"题或pull请求,帮助我们将 `文档 <https://hosted.weblate.org/engage/godot-" -"engine/>`_ 翻译成您的语言,或者在 `Discord <https://discord.gg/zH7NUgz>`_ 的 " -"``#documentation`` 频道,或 `Godot贡献者聊天 <https://chat.godotengine.org/" +"在 `GitHub 仓库 <https://github.com/godotengine/godot-docs/issues>`_ 上提交问" +"题或pull请求, 帮助我们将 `文档 <https://hosted.weblate.org/engage/godot-" +"engine/>`_ 翻译成您的语言, 或者在 `Discord <https://discord.gg/zH7NUgz>`_ 的 " +"``#documentation`` 频道, 或 `Godot 贡献者聊天 <https://chat.godotengine.org/" ">`_ 的 ``#documentation`` 频道中和我们交流!" #: ../../docs/index.rst:62 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 8f62b4f3f4..22175c2b46 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,7 +35,7 @@ msgid "" msgstr "" "本教程以 `灯与影 <https://github.com/godotengine/godot-demo-projects/tree/" "master/2d/lights_and_shadows>`_ 演示项目解释了2D灯光的工作原理. 本节首先简要" -"介绍了最终demo所使用的资源,然后介绍了如何逐步实现类似demo的场景." +"介绍了最终demo所使用的资源, 然后介绍了如何逐步实现类似demo的场景." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:16 msgid "" @@ -46,9 +46,9 @@ msgid "" "\"Templates\" and search for \"2D Lights and Shadows Demo\"." msgstr "" "本教程的所有资源都可以在github上的 `官方演示存储库 <https://github.com/" -"godotengine/godot-demo-projects>`_ 中找到. 我建议您在开始之前下载它. 或者,也" -"可以在项目管理器中下载. 在启动Godot时在顶部栏中选择\"模板(Templates)\"选项卡" -"并搜索 \"2D Lights and Shadows Demo\"." +"godotengine/godot-demo-projects>`_ 中找到. 我建议您在开始之前下载它. 或者, 也" +"可以在项目管理器中下载. 在启动Godot时在顶部栏中选择 \"模板(Templates)\" 选项" +"卡并搜索 \"2D Lights and Shadows Demo\"." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:22 msgid "Setup" @@ -60,8 +60,8 @@ msgid "" "casters, and one for the background. I've included links to them all here if " "you want to download them separately from the demo." msgstr "" -"对于这个演示,我们使用四种纹理:两种用于灯光,一种用于那些会产生阴影的物品,一种" -"用于背景. 如果想单独下载它们,我在这里列出了所有链接." +"对于这个演示, 我们使用四种纹理: 两种用于灯光, 一种用于那些会产生阴影的物品, " +"一种用于背景. 如果想单独下载它们, 我在这里列出了所有链接." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:28 msgid "" @@ -72,7 +72,7 @@ msgid "" msgstr "" "第一个是演示中使用的背景图像( `bg.png <https://raw.githubusercontent.com/" "godotengine/godot-demo-projects/master/2d/lights_and_shadows/bg.png>`_ ). 你" -"不一定需要背景,但我们还是在演示中用了一个." +"不一定需要背景, 但我们还是在演示中用了一个." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:31 msgid "" @@ -83,7 +83,7 @@ msgid "" msgstr "" "第二个是用作影子的纯黑色图片 (`caster.png <https://raw.githubusercontent.com/" "godotengine/godot-demo-projects/master/2d/lights_and_shadows/caster." -"png>`_ ) . 对跳跃游戏,它可能是墙或任何其他投射阴影的物体." +"png>`_ ) . 对跳跃游戏, 它可能是墙或任何其他投射阴影的物体." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:35 msgid "" @@ -96,8 +96,8 @@ msgid "" msgstr "" "接下来是灯本身 (`light.png <https://raw.githubusercontent.com/godotengine/" "godot-demo-projects/master/2d/lights_and_shadows/light.png>`_ ) . 如果单击该" -"链接,您会注意到它有多大. 用于灯光的图像应覆盖您希望灯光覆盖的区域. 此图像为" -"1024x1024像素,因此您应该使用它来覆盖游戏中的1024x1024像素." +"链接, 您会注意到它有多大. 用于灯光的图像应覆盖您希望灯光覆盖的区域. 此图像为" +"1024x1024像素, 因此您应该使用它来覆盖游戏中的1024x1024像素." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:40 msgid "" @@ -107,10 +107,10 @@ msgid "" "light is and the larger light image to show the effect of the light upon the " "rest of the scene." msgstr "" -"最后,我们有聚光灯图像 (`spot.png <https://raw.githubusercontent.com/" +"最后, 我们有聚光灯图像 (`spot.png <https://raw.githubusercontent.com/" "godotengine/godot-demo-projects/master/2d/lights_and_shadows/spot.png>`_ ) . " -"该演示使用灯泡来显示灯光的位置,使用较大的灯光图片来显示灯光对场景其余部分的影" -"响." +"该演示使用灯泡来显示灯光的位置, 使用较大的灯光图片来显示灯光对场景其余部分的" +"影响." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:46 msgid "Nodes" @@ -145,7 +145,8 @@ msgstr ":ref:`CanvasModulate<class_CanvasModulate>` 用于使场景变暗." msgid "" ":ref:`Sprites <class_Sprite>` are used to display the textures for the light " "blobs, the background, and for the shadow casters." -msgstr ":ref:`Sprites <class_Sprite>` 用于显示灯泡,背景和产生阴影的物体的纹理." +msgstr "" +":ref:`Sprites <class_Sprite>` 用于显示灯泡, 背景和产生阴影的物体的纹理." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:59 msgid "" @@ -155,7 +156,7 @@ msgid "" "out parts of the scene." msgstr "" ":ref:`Light2Ds <class_Light2D>` 用于点亮场景. 光通常的工作方式是在场景的其余" -"部分添加选定的纹理以模拟光照. 但它可以以其他方式使用,例如屏蔽部分场景." +"部分添加选定的纹理以模拟光照. 但它可以以其他方式使用, 例如屏蔽部分场景." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:63 msgid "" @@ -165,8 +166,8 @@ msgid "" "on the center of the :ref:`Light <class_Light2D>`." msgstr "" ":ref:`LightOccluder2Ds <class_LightOccluder2D>` 用于告诉着色器, 场景的哪些部" -"分投射阴影. 阴影仅出现在 :ref:`Light2D <class_Light2D>` 所覆盖的区域,它们的方" -"向基于 :ref:`Light <class_Light2D>` 的中心." +"分投射阴影. 阴影仅出现在 :ref:`Light2D <class_Light2D>` 所覆盖的区域, 它们的" +"方向基于 :ref:`Light <class_Light2D>` 的中心." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:68 msgid "Lights" @@ -223,8 +224,8 @@ msgid "" "light source. A child :ref:`Sprite <class_Sprite>` is not necessary to make " "a :ref:`Light <class_Light2D>` work." msgstr "" -"对于这个demo,灯光有两个组件, :ref:`Light <class_Light2D>` 本身(这是灯光的效" -"果),和 :ref:`Sprite <class_Sprite>` 灯泡(一个显示光源位置的图片). 子节点 :" +"对于这个demo, 灯光有两个组件, :ref:`Light <class_Light2D>` 本身(这是灯光的效" +"果), 和 :ref:`Sprite <class_Sprite>` 灯泡(一个显示光源位置的图片). 子节点 :" "ref:`Sprite <class_Sprite>` 不是让 :ref:`Light <class_Light2D>` 工作的必要条" "件." @@ -245,8 +246,8 @@ msgid "" "By default shadows are turned off. To turn them on click on the :ref:`Light " "<class_Light2D>` and under the Shadows section check ``Enabled``." msgstr "" -"默认情况下,阴影处于关闭状态. 要打开它们,请单击 :ref:`Light <class_Light2D>` " -"并在Shadows部分下面选中 ``启用`` ." +"默认情况下, 阴影处于关闭状态. 要打开它们, 请单击 :ref:`Light " +"<class_Light2D>` 并在Shadows部分下面选中 ``启用`` ." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:102 msgid "" @@ -256,10 +257,11 @@ msgid "" "`LightOccluder2D <class_LightOccluder2D>` looks like a dark spot and in this " "demo the :ref:`Sprite <class_Sprite>` is just a black square." msgstr "" -"在演示中我们使用带有纹理的 :ref:`Sprite <class_Sprite>` 来制作\"投射影子的物" -"体\",但实际上您只需要几个 :ref:`LightOccluder2Ds <class_LightOccluder2D>` . :" -"ref:`LightOccluder2D <class_LightOccluder2D>` 本身看起来像一个黑点,在这个演示" -"中 :ref:`Sprite <class_Sprite>` 只是一个黑色方块." +"在演示中我们使用带有纹理的 :ref:`Sprite <class_Sprite>` 来制作 \"投射影子的物" +"体\", 但实际上您只需要几个 :ref:`LightOccluder2Ds " +"<class_LightOccluder2D>` . :ref:`LightOccluder2D <class_LightOccluder2D>` 本" +"身看起来像一个黑点, 在这个演示中 :ref:`Sprite <class_Sprite>` 只是一个黑色方" +"块." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 msgid "Step by step" @@ -271,7 +273,7 @@ msgid "" "step by step through the process of making a scene like the one found in the " "demo." msgstr "" -"既然我们已经介绍了需用到的节点的基础知识,那就可以开始逐步实现demo中的场景了." +"既然我们已经介绍了需用到的节点的基础知识, 那就可以开始逐步实现demo中的场景了." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:113 msgid "" @@ -281,8 +283,8 @@ msgid "" "can be any background you choose. For this style of shadow it is most likely " "to be a floor texture." msgstr "" -"首先添加一个 :ref:`Sprite <class_Sprite>` 并将其纹理设置为 `背景图片<https://" -"raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/" +"首先添加一个 :ref:`Sprite <class_Sprite>` 并将其纹理设置为 `背景图片 " +"<https://raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/" "lights_and_shadows/bg.png>`_ . 在你的游戏中这可以是你选择的任何背景. 对于我们" "这种风格的阴影, 这张图最可能是地板的纹理." @@ -298,7 +300,7 @@ msgstr "" "接下来创建三个 :ref:`Light2D's <class_Light2D>` 并将它们的纹理设置为 `light " "image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/" "master/2d/lights_and_shadows/light.png>`_ . 你可以在上面的栏目中更改颜色. 默" -"认情况下,阴影关闭并且 ``mode`` 设置为 ``add`` . 这意味着每个灯光都会将自己的" +"认情况下, 阴影关闭并且 ``mode`` 设置为 ``add`` . 这意味着每个灯光都会将自己的" "颜色添加到下面的任何颜色中." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:124 @@ -315,19 +317,21 @@ msgid "" "be centered on its parent :ref:`Light <class_Light2D>`." msgstr "" "接下来为每个 :ref:`Light <class_Light2D>` 节点添加一个 :ref:`Sprite " -"<class_Sprite>` 子节点,并将 :ref:`Sprite's <class_Sprite>` 纹理设置为 `blob " +"<class_Sprite>` 子节点, 并将 :ref:`Sprite's <class_Sprite>` 纹理设置为 `blob " "image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/" "master/2d/lights_and_shadows/spot.png>`_ . 他们都应该保持在 :ref:`Light " -"<class_Light2D>` 节点的中心.blob是灯本身的图像,而 :ref:`Light " +"<class_Light2D>` 节点的中心.blob是灯本身的图像, 而 :ref:`Light " "<class_Light2D>` 显示灯光对场景的影响. :ref:`LightOccluder2D's " "<class_LightOccluder2D>` 会将光的位置视为 :ref:`Light <class_Light2D>` 节点的" -"中心,这就是为什么我们希望blob位于父节点 :ref:`Light <class_Light2D>` 的中心." +"中心, 这就是为什么我们希望blob位于父节点 :ref:`Light <class_Light2D>` 的中心." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:133 msgid "" "The animations in the demo will not be covered here. See :ref:" "`doc_introduction_animation` for information on creating animations." msgstr "" +"这里将不涉及演示中的动画。有关创建动画的信息,请参见 :ref:" +"`doc_introduction_animation` 。" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:136 msgid "" @@ -348,11 +352,11 @@ msgid "" "see the effects of the lights distinctly." msgstr "" "在场景中添加 :ref:`CanvasModulate <class_CanvasModulate>` 并将其颜色设置为 " -"``rgb(70, 70, 70)`` . 这将使场景足够暗,以清楚地看到灯光的效果." +"``rgb(70, 70, 70)`` . 这将使场景足够暗, 以清楚地看到灯光的效果." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:145 msgid "Now we add the shadow casters." -msgstr "现在,我们来添加会投射阴影的物体." +msgstr "现在, 我们来添加会投射阴影的物体." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:147 msgid "" @@ -361,9 +365,9 @@ msgid "" "used to group all the shadow casters together. This way we can show and hide " "them all at the same time." msgstr "" -"该演示使用了一个名为\"casters\"的 :ref:`Node <class_Node2D>` 来组织投射阴影的" -"物体. 在场景中添加 :ref:`Node2D <class_Node2D>` . 它会被用来把所有投射阴影的" -"物体变成一个大组. 这样我们就可以同时显示和隐藏它们." +"该演示使用了一个名为 \"casters\" 的 :ref:`Node <class_Node2D>` 来组织投射阴影" +"的物体. 在场景中添加 :ref:`Node2D <class_Node2D>` . 它会被用来把所有投射阴影" +"的物体变成一个大组. 这样我们就可以同时显示和隐藏它们." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:151 msgid "" @@ -383,7 +387,7 @@ msgstr "" "godot-demo-projects/master/2d/lights_and_shadows/caster.png>`_ . 子节点 :ref:" "`LightOccluder2D <class_LightOccluder2D>` 是所有神奇的事情发生的地方. 在游戏" "中 :ref:`Sprite <class_Sprite>` 可能不仅仅是一个黑色的方块; 它可以是任何可以" -"投射阴影的物体的图片:一面墙,一个宝箱或其他任何东西." +"投射阴影的物体的图片: 一面墙, 一个宝箱或其他任何东西." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:159 msgid "" @@ -395,7 +399,7 @@ msgid "" msgstr "" ":ref:`LightOccluder2Ds <class_LightOccluder2D>` 告诉游戏Occluder(遮光物)是什" "么形状.Occluder是一个多边形的容器 :ref:`OccluderPolygon2D " -"<class_OccluderPolygon2D>` . 对于这个演示,由于我们的墙是正方形,我们将 " +"<class_OccluderPolygon2D>` . 对于这个演示, 由于我们的墙是正方形, 我们将 " "``Polygon`` 设置为正方形. 其他设置保持为默认." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:164 @@ -416,10 +420,10 @@ msgid "" "winding order is used to determine which side of the line is inside the " "polygon. Only outward facing lines cast shadows." msgstr "" -"``Cull Mode`` 让您选择剔除的方向. 默认值为\"已禁用\",这意味着无论灯光在哪一" -"侧,遮挡物都会投射阴影. 另外两个设置 ``Clockwise`` 和 ``Counter-Clockwise`` 指" -"的是多边形顶点的弯曲顺序. 弯曲顺序用于确定光线的哪一侧在多边形内. 只有朝外的" -"光线才投下阴影." +"``Cull Mode`` 让您选择剔除的方向. 默认值为 \"已禁用\", 这意味着无论灯光在哪一" +"侧, 遮挡物都会投射阴影. 另外两个设置 ``Clockwise`` 和 ``Counter-Clockwise`` " +"指的是多边形顶点的弯曲顺序. 弯曲顺序用于确定光线的哪一侧在多边形内. 只有朝外" +"的光线才投下阴影." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:172 msgid "" @@ -428,7 +432,7 @@ msgid "" "corresponding :ref:`OccluderPolygon2D <class_OccluderPolygon2D>`, so that " "the lines of the polygon can be seen:" msgstr "" -"为了说明它们的差异,这张图片里是一个相应的 :ref:`LightOccluder2D " +"为了说明它们的差异, 这张图片里是一个相应的 :ref:`LightOccluder2D " "<class_LightOccluder2D>` 的 ``Closed`` 设置为 ``off`` 的 :ref:" "`OccluderPolygon2D <class_OccluderPolygon2D>` . 这是为了可以看到多边形的轮廓:" @@ -449,7 +453,7 @@ msgid "" "vertical line on the left which would cast a shadow as well." msgstr "" "``Cull Mode`` 设置为 ``Counter-Clockwise`` . 只有底部的轮廓线投下阴影. 如果 " -"``Closed`` 设置为 ``on`` ,左边会有一条额外的垂直轮廓线也会投射阴影." +"``Closed`` 设置为 ``on`` , 左边会有一条额外的垂直轮廓线也会投射阴影." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:190 msgid "" @@ -458,9 +462,9 @@ msgid "" "<class_Light2D>` and under the Shadow section set ``Enable`` to ``on``. This " "turns on shadows with hard edges like in the image below." msgstr "" -"当你添加 :ref:`LightOccluder2Ds <class_LightOccluder2D>` 时,阴影仍不会出现. " +"当你添加 :ref:`LightOccluder2Ds <class_LightOccluder2D>` 时, 阴影仍不会出现. " "你需要回到 :ref:`Light2Ds <class_Light2D>` 并在Shadow部分下设置 ``Enable`` " -"为 ``on`` . 这将打开带有硬边缘的阴影,如下图所示." +"为 ``on`` . 这将打开带有硬边缘的阴影, 如下图所示." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:196 msgid "" @@ -473,12 +477,12 @@ msgid "" "will run. That is why Godot provides 3-13 samples by default and allows you " "to choose. The demo uses PCF7." msgstr "" -"为了给出看起来更好的柔和边缘阴影,我们设置变量 ``filter`` , ``filter smooth`` " -"和 ``gradient length`` . Godot支持 `Percentage Closer Filtering <https://" -"developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html>`_ (PCF) ,它在像素周围" -"提取阴影贴图的多个样本,并模糊它们以创建平滑的阴影效果. 样本数越多,阴影看起来" -"越平滑但运行速度越慢. 这就是为什么Godot默认提供3-13个样本并让你可以自己选择用" -"几个样本. 该演示使用PCF7." +"为了给出看起来更好的柔和边缘阴影, 我们设置变量 ``filter`` , ``filter " +"smooth`` 和 ``gradient length`` . Godot支持 `Percentage Closer Filtering " +"<https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html>`_ (PCF) , 它" +"在像素周围提取阴影贴图的多个样本, 并模糊它们以创建平滑的阴影效果. 样本数越" +"多, 阴影看起来越平滑但运行速度越慢. 这就是为什么Godot默认提供3-13个样本并让你" +"可以自己选择用几个样本. 该演示使用PCF7." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:205 msgid "" @@ -495,8 +499,8 @@ msgid "" "because the distance between samples is based on the variable ``filter " "smooth``." msgstr "" -"``filter`` 设置为 ``PCF13`` . 注意这里阴影变宽了,这是因为样本之间的距离是依赖" -"于变量 ``filter smooth`` 的." +"``filter`` 设置为 ``PCF13`` . 注意这里阴影变宽了, 这是因为样本之间的距离是依" +"赖于变量 ``filter smooth`` 的." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:213 msgid "" @@ -506,9 +510,9 @@ msgid "" "However, with few samples and a large filter smooth, you can see lines " "forming between the samples." msgstr "" -"为了使用filtering(过滤),你需要设置 ``filter smooth`` 变量. 这决定了样品之间的" -"距离. 如果您想让柔软区域延伸很远,您可以增加 ``filter smooth`` 的大小. 然而,在" -"低样品和大过滤平滑的情况下,你会看到样本之间形成的线条." +"为了使用filtering(过滤), 你需要设置 ``filter smooth`` 变量. 这决定了样品之间" +"的距离. 如果您想让柔软区域延伸很远, 您可以增加 ``filter smooth`` 的大小. 然" +"而, 在低样品和大过滤平滑的情况下, 你会看到样本之间形成的线条." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:220 msgid "``filter smooth`` is set to ``30``." @@ -533,9 +537,9 @@ msgid "" "this produces a hard edge. The gradient length variable creates a smooth " "gradient to begin the shadow to reduce the effect of the hard edge." msgstr "" -"最后谈谈变量 ``gradient length`` . 对于一些平滑阴影,最好不要在对象上立即开始" -"阴影,因为这会产生硬边. Gradient length(渐变长度)变量让阴影刚开始的时候平滑渐" -"变,以减少硬边缘的影响." +"最后谈谈变量 ``gradient length`` . 对于一些平滑阴影, 最好不要在对象上立即开始" +"阴影, 因为这会产生硬边. Gradient length(渐变长度)变量让阴影刚开始的时候平滑渐" +"变, 以减少硬边缘的影响." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:235 msgid "``gradient length`` is set to ``0``." @@ -552,6 +556,6 @@ msgid "" "Godot provides so much flexibility. Just keep in mind that the higher " "``filter`` set the more expensive the shadows will be." msgstr "" -"您需要稍微调整设置以找到适合你项目的设置. 没有对每个人都正确的解决方案,这就是" -"Godot为什么提供如此多灵活性. 只要记住 ``filter`` 值越高, 阴影的计算成本也越高" -"就行了." +"您需要稍微调整设置以找到适合你项目的设置. 没有对每个人都正确的解决方案, 这就" +"是Godot为什么提供如此多灵活性. 只要记住 ``filter`` 值越高, 阴影的计算成本也越" +"高就行了." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_meshes.po index b8129f81dd..913eb99245 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,17 +32,17 @@ msgid "" "it can't really display 3D meshes directly (although it can be done via " "``Viewport`` and ``ViewportTexture``)." msgstr "" -"在3D中,网格用于显示世界.在2D中它们不常见, 因为图片使用得更频繁.Godot的2D部分" -"是一个纯2D引擎,因此它不能直接显示3D网格(尽管它可以通过 ``Viewport(视窗)`` 和 " -"``ViewportTexture(视窗纹理)`` 来实现)." +"在3D中, 网格用于显示世界. 在2D中它们不常见, 因为图片使用得更频繁.Godot的2D部" +"分是一个纯2D引擎, 因此它不能直接显示3D网格(尽管它可以通过 ``Viewport(视窗)`` " +"和 ``ViewportTexture(视窗纹理)`` 来实现)." #: ../../docs/tutorials/2d/2d_meshes.rst:13 msgid "" "If you are interested in displaying 3D meshes on a 2D viewport, see the :ref:" "`doc_viewport_as_texture` tutorial." msgstr "" -"如果你对在二维视区上显示三维网格感兴趣,请参见 :ref:`doc_viewport_as_texture` " -"教程." +"如果你对在二维视区上显示三维网格感兴趣, 请参见 :ref:" +"`doc_viewport_as_texture` 教程." #: ../../docs/tutorials/2d/2d_meshes.rst:15 msgid "" @@ -50,8 +50,8 @@ msgid "" "or ignored) instead of 3D. You can experiment creating them yourself using " "``SurfaceTool`` from code and displaying them in a ``MeshInstance2D`` node." msgstr "" -"二维网格是包含二维几何(Z轴可以省略或忽略)而不是三维几何的网格.你可以尝试使用" -"代码中的 ``SurfaceTool(表面工具)`` 创建它们,并在 ``MeshInstance2D(二维网格实" +"二维网格是包含二维几何(Z轴可以省略或忽略)而不是三维几何的网格. 你可以尝试使用" +"代码中的 ``SurfaceTool(表面工具)`` 创建它们, 并在 ``MeshInstance2D(二维网格实" "例)`` 节点中显示它们." #: ../../docs/tutorials/2d/2d_meshes.rst:18 @@ -59,8 +59,8 @@ msgid "" "Currently, the only way to generate a 2D mesh within the editor is by either " "importing an OBJ file as a mesh, or converting it from a Sprite." msgstr "" -"目前,在编辑器中生成二维网格的唯一方法,是导入一个OBJ文件作为网格,或者从Sprite" -"转换而来." +"目前, 在编辑器中生成二维网格的唯一方法, 是导入一个OBJ文件作为网格, 或者从" +"Sprite转换而来." #: ../../docs/tutorials/2d/2d_meshes.rst:21 msgid "Optimizing pixels drawn" @@ -72,8 +72,8 @@ msgid "" "drawing large images with transparency, Godot will draw the whole quad to " "the screen. The large transparent areas will still be drawn." msgstr "" -"在某些情况下,这个工作流程对于优化二维绘图比较有用.当绘制具有透明度的大型图像" -"时,Godot将把整个四方形(quad)绘制到屏幕上.大片的透明区域还是会被绘制." +"在某些情况下, 这个工作流程对于优化二维绘图比较有用. 当绘制具有透明度的大型图" +"像时,Godot将把整个四方形(quad)绘制到屏幕上. 大片的透明区域还是会被绘制." #: ../../docs/tutorials/2d/2d_meshes.rst:25 msgid "" @@ -82,14 +82,14 @@ msgid "" "each other with large transparent areas (for example, when using " "``ParallaxBackground``)." msgstr "" -"如果绘制非常大的图像时(大概屏幕大小),或者将多个有大透明区域的图像叠加在一起" -"(例如使用\"视差背景\"时), 这会影响性能,尤其是在移动设备上." +"如果绘制非常大的图像时(大概屏幕大小), 或者将多个有大透明区域的图像叠加在一起" +"(例如使用 \"视差背景\" 时), 这会影响性能, 尤其是在移动设备上." #: ../../docs/tutorials/2d/2d_meshes.rst:28 msgid "" "Converting to a mesh will ensure that only the opaque parts will be drawn " "and the rest will be ignored." -msgstr "转换成网格能确保只绘制不透明部分,其余部分被忽略." +msgstr "转换成网格能确保只绘制不透明部分, 其余部分被忽略." #: ../../docs/tutorials/2d/2d_meshes.rst:31 msgid "Converting Sprites to 2D meshes" @@ -101,28 +101,28 @@ msgid "" "``MeshInstance2D``. Start with an image that contains large amounts of " "transparency on the edges, like this tree:" msgstr "" -"你可以通过把 ``Sprite`` 转换为 ``MeshInstance2D`` 的方法来利用这种优化.从边缘" -"有大量透明的图片开始,就像这棵树:" +"你可以通过把 ``Sprite`` 转换为 ``MeshInstance2D`` 的方法来利用这种优化. 从边" +"缘有大量透明的图片开始, 就像这棵树:" #: ../../docs/tutorials/2d/2d_meshes.rst:38 msgid "Put it in a ``Sprite`` and select \"Convert to 2D Mesh\" from the menu:" -msgstr "把它放到一个 ``Sprite`` 中, 从菜单选择\"转换为2D网格\":" +msgstr "把它放到一个 ``Sprite`` 中, 从菜单选择 \"转换为2D网格\":" #: ../../docs/tutorials/2d/2d_meshes.rst:42 msgid "" "A dialog will appear, showing a preview of how the 2D mesh will be created:" -msgstr "会出现一个对话框,显示将要创建的二维网格预览:" +msgstr "会出现一个对话框, 显示将要创建的二维网格预览:" #: ../../docs/tutorials/2d/2d_meshes.rst:46 msgid "" "The default values are good enough for many cases, but you can change growth " "and simplification according to your needs:" msgstr "" -"很多情况下,默认值已经足够好,但是你可以根据需要改变growth(增长)和" +"很多情况下, 默认值已经足够好, 但是你可以根据需要改变growth(增长)和" "simplication(简化):" #: ../../docs/tutorials/2d/2d_meshes.rst:50 msgid "" "Finally, push the ``Convert 2D Mesh`` button and your Sprite will be " "replaced:" -msgstr "最后,按下 ``Convert 2D Mesh`` 按钮,你的Sprite将被替换:" +msgstr "最后, 按下 ``Convert 2D Mesh`` 按钮, 你的Sprite将被替换:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po index c2539e52cc..db0266bf74 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "the style of game you're making, you may have special requirements, but in " "general the movement in most 2D games is based on a small number of designs." msgstr "" -"每个初学者都会说:\"我如何移动我的游戏角色呢?\" 根据你正在制作的游戏的风格,可" -"能有特殊的需求,但一般来说,大多数2D游戏的运动都基于一组不太多的操作之上." +"每个初学者都会说:\"我如何移动我的游戏角色呢?\" 根据你正在制作的游戏的风格, " +"可能有特殊的需求, 但一般来说, 大多数2D游戏的运动都基于一组不太多的操作之上." #: ../../docs/tutorials/2d/2d_movement.rst:13 msgid "" @@ -40,8 +40,8 @@ msgid "" "but the principles will apply to other node types (Area2D, RigidBody2D) as " "well." msgstr "" -"在这些示例中,我们将使用 :ref:`KinematicBody2D <class_KinematicBody2D>` ,但这" -"些原则也适用于其他节点类型(Area2D,RigidBody2D)." +"在这些示例中, 我们将使用 :ref:`KinematicBody2D <class_KinematicBody2D>` , 但" +"这些原则也适用于其他节点类型(Area2D,RigidBody2D)." #: ../../docs/tutorials/2d/2d_movement.rst:19 msgid "Setup" @@ -65,7 +65,7 @@ msgid "" "details):" msgstr "" "打开 ``Project -> Project Settings`` 并选择 \"Input Map\" 选项卡. 添加以下输" -"入操作(相关详细信息,请参阅 :ref:`InputEvent <doc_inputevent>` ):" +"入操作(相关详细信息, 请参阅 :ref:`InputEvent <doc_inputevent>` ):" #: ../../docs/tutorials/2d/2d_movement.rst:31 msgid "8-way movement" @@ -78,12 +78,12 @@ msgid "" "way movement\" comes from the fact that the player can move diagonally by " "pressing two keys at the same time." msgstr "" -"在这种情况下,您希望用户按下四个方向键(上/左/下/右或W / A / S / D)并沿所选方向" -"移动. \"8向移动\"意味着游戏角色可以通过同时按下两个键实现斜向移动." +"在这种情况下, 您希望用户按下四个方向键(上/左/下/右或W / A / S / D)并沿所选方" +"向移动. \"8向移动\" 意味着游戏角色可以通过同时按下两个键实现斜向移动." #: ../../docs/tutorials/2d/2d_movement.rst:39 msgid "Add a script to the kinematic body and add the following code:" -msgstr "将脚本添加到场景中的KinematicBody2D上,并添加以下代码:" +msgstr "将脚本添加到场景中的KinematicBody2D上, 并添加以下代码:" #: ../../docs/tutorials/2d/2d_movement.rst:103 msgid "" @@ -92,25 +92,25 @@ msgid "" "opposite keys cancel each other out, but will also result in diagonal " "movement being faster due to the two directions being added together." msgstr "" -"在 ``get_input()`` 函数中,我们检查四个键盘事件并将它们相加以获得速度向量. 这" -"么做的优点是两个相对的键会彼此抵消,但是由于两个非相对方向被加在一起,导致对角" -"线方向移动速度更快." +"在 ``get_input()`` 函数中, 我们检查四个键盘事件并将它们相加以获得速度向量. 这" +"么做的优点是两个相对的键会彼此抵消, 但是由于两个非相对方向被加在一起, 导致对" +"角线方向移动速度更快." #: ../../docs/tutorials/2d/2d_movement.rst:108 msgid "" "We can prevent that if we *normalize* the velocity, which means we set its " "*length* to ``1``, and multiply by the desired speed." msgstr "" -"如果我们对速度 进行 *归一化(normalize)* 处理, 就可以防止这种情况 ,这意味着我" -"们将速度向量的 *长度* 设置为 ``1`` ,并乘以所期望的速度." +"如果我们对速度 进行 *归一化(normalize)* 处理, 就可以防止这种情况, 这意味着我" +"们将速度向量的 *长度* 设置为 ``1`` , 并乘以所期望的速度." #: ../../docs/tutorials/2d/2d_movement.rst:111 msgid "" "If you've never used vector math before, or need a refresher, you can see an " "explanation of vector usage in Godot at :ref:`doc_vector_math`." msgstr "" -"如果你之前从未接触过向量数学,或者需要复习,你可以在 :ref:`doc_vector_math` 看" -"到Godot中向量用法的解释." +"如果你之前从未接触过向量数学, 或者需要复习, 你可以在 :ref:`doc_vector_math` " +"看到Godot中向量用法的解释." #: ../../docs/tutorials/2d/2d_movement.rst:116 msgid "" @@ -118,7 +118,7 @@ msgid "" "you've set up input actions correctly as described in the :ref:" "`doc_2d_movement_setup` part of this tutorial." msgstr "" -"如果在你按下键时上面的代码不起任何作用,请仔细检查你是否按照本教程的 :ref:" +"如果在你按下键时上面的代码不起任何作用, 请仔细检查你是否按照本教程的 :ref:" "`doc_2d_movement_setup` 部分所描述的正确设置了输入操作." #: ../../docs/tutorials/2d/2d_movement.rst:121 @@ -132,8 +132,9 @@ msgid "" "the character, while up/down moves it forward or backward in whatever " "direction it's facing." msgstr "" -"这种类型的运动有时被称为\"Asteroids式运动\",因为它类似于经典街机游戏Asteroids" -"的工作方式. 按左/右旋转角色,而按上/下使得角色在面向的方向上向前或向后." +"这种类型的运动有时被称为 \"Asteroids式运动\", 因为它类似于经典街机游戏" +"Asteroids的工作方式. 按左/右旋转角色, 而按上/下使得角色在面向的方向上向前或向" +"后." #: ../../docs/tutorials/2d/2d_movement.rst:198 msgid "" @@ -142,8 +143,8 @@ msgid "" "rotation. The rotation is applied directly to the body's ``rotation`` " "property." msgstr "" -"我们添加了两个新变量来跟踪旋转方向和速度.同样,一次按下两个键将相互抵消并导致" -"没有旋转.旋转直接应用于物体的 ``rotation`` 属性上." +"我们添加了两个新变量来跟踪旋转方向和速度. 同样, 一次按下两个键将相互抵消并导" +"致没有旋转. 旋转直接应用于物体的 ``rotation`` 属性上." #: ../../docs/tutorials/2d/2d_movement.rst:202 msgid "" @@ -152,9 +153,9 @@ msgid "" "function that you can use in many circumstances where you would otherwise " "need to apply trigonometric functions." msgstr "" -"为了设定速度,我们使用 ``Vector2.rotated()`` 方法,使它的指向与物体方向相同. " -"``rotated()`` 是一个很有用的向量函数,你可以在许多情况下使用它,否则就需要用到" -"三角函数." +"为了设定速度, 我们使用 ``Vector2.rotated()`` 方法, 使它的指向与物体方向相同. " +"``rotated()`` 是一个很有用的向量函数, 你可以在许多情况下使用它, 否则就需要用" +"到三角函数." #: ../../docs/tutorials/2d/2d_movement.rst:208 msgid "Rotation + movement (mouse)" @@ -167,8 +168,8 @@ msgid "" "character will always \"look at\" the mouse pointer. The forward/back inputs " "remain the same, however." msgstr "" -"这种运动方式是前一种运动方式的变体. 这次,方向由鼠标位置而不是键盘设置. 角色将" -"始终\"看向\"鼠标指针. 前进/后退输入保持不变." +"这种运动方式是前一种运动方式的变体. 这次, 方向由鼠标位置而不是键盘设置. 角色" +"将始终 \"看向\" 鼠标指针. 前进/后退输入保持不变." #: ../../docs/tutorials/2d/2d_movement.rst:269 msgid "" @@ -176,8 +177,8 @@ msgid "" "point the player towards a given position. Without this function, you could " "get the same effect by setting the angle like this:" msgstr "" -"这里我们用到 :ref:`Node2D <class_Node2D>` 中的 ``look_at()`` 方法,使游戏角色" -"朝向给定的位置. 如果没有此函数,为获得相同的效果,可能需要像下面这样设置角度:" +"这里我们用到 :ref:`Node2D <class_Node2D>` 中的 ``look_at()`` 方法, 使游戏角色" +"朝向给定的位置. 如果没有此函数, 为获得相同的效果, 可能需要像下面这样设置角度:" #: ../../docs/tutorials/2d/2d_movement.rst:284 msgid "Click-and-move" @@ -196,9 +197,9 @@ msgid "" "moves slightly past the position and tries to move back, only to move too " "far and repeat." msgstr "" -"注意我们在移动之前做的 ``distance_to()`` 检查. 如果没有这个检查,物体在到达目" -"标位置时会\"抖动\",因为它稍微移过该位置时就会试图向后移动,只是每次移动步长都" -"会有点远从而导致来回重复移动." +"注意我们在移动之前做的 ``distance_to()`` 检查. 如果没有这个检查, 物体在到达目" +"标位置时会 \"抖动\", 因为它稍微移过该位置时就会试图向后移动, 只是每次移动步长" +"都会有点远从而导致来回重复移动." #: ../../docs/tutorials/2d/2d_movement.rst:348 msgid "" @@ -211,8 +212,8 @@ msgid "" "This technique can also be used as the basis of a \"following\" character. " "The ``target`` position can be that of any object you want to move to." msgstr "" -"该技术也可以用到\"跟随\"的游戏角色中. ``目标`` 位置可以是任何你想移动到的对象" -"的位置." +"该技术也可以用到 \"跟随\" 的游戏角色中. ``目标`` 位置可以是任何你想移动到的对" +"象的位置." #: ../../docs/tutorials/2d/2d_movement.rst:355 msgid "Summary" @@ -225,7 +226,7 @@ msgid "" "make." msgstr "" "你可能觉得这些代码示例可以作为你自己的项目的一个有用的出发点. 请随意使用它们" -"并试验它们,看看你能做些什么." +"并试验它们, 看看你能做些什么." #: ../../docs/tutorials/2d/2d_movement.rst:360 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index da8dc53322..9106d9ccfd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,29 +26,31 @@ msgid "Introduction" msgstr "简介" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:9 +#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" -"在本教程中,你将学习如何使用AnimatedSprite节点和AnimationPlayer节点创建2D动画" -"角色.通常,当你创建或下载动画化的角色时,它将以两种方式出现:作为单独的图像或一" -"个包含所有动画帧的单张sprite sheet(sprite 清单).两者都可以使用AnimatedSprite" -"节点在Godot中进行动画处理." +"在本教程中, 你将学习如何使用AnimatedSprite节点和AnimationPlayer节点创建2D动画" +"角色. 通常, 当你创建或下载动画化的角色时, 它将以两种方式出现: 作为单独的图像" +"或一个包含所有动画帧的单张sprite sheet(sprite 清单). 两者都可以使用" +"AnimatedSprite节点在Godot中进行动画处理." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 +#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" -"首先,我们将使用 :ref:`AnimatedSprite <class_AnimatedSprite>` 动画化单个图像的" -"集合.然后我们将使用此节点为sprite sheet(精灵合集)制作动画. 最后,我们将学习使" -"用 :ref:`AnimationPlayer <class_AnimationPlayer>` 和 :ref:`Sprite " +"首先, 我们将使用 :ref:`AnimatedSprite <class_AnimatedSprite>` 动画化单个图像" +"的集合. 然后我们将使用此节点为sprite sheet(精灵合集)制作动画. 最后, 我们将学" +"习使用 :ref:`AnimationPlayer <class_AnimationPlayer>` 和 :ref:`Sprite " "<class_Sprite>` 的 *Animation* 属性对一个 sprite sheet 进行动画." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:19 @@ -69,8 +71,8 @@ msgid "" "your character's animation frames. For this example, we'll use the following " "animation:" msgstr "" -"在这个情况下,你有一组图像,每一个都包含你角色的动画的一帧.对于这个例子,我们将" -"使用以下动画:" +"在这个情况下, 你有一组图像, 每一个都包含你角色的动画的一帧. 对于这个例子, 我" +"们将使用以下动画:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:31 msgid "" @@ -84,7 +86,7 @@ msgstr "" msgid "" "Unzip the images and place them in your project folder. Set up your scene " "tree with the following nodes:" -msgstr "解压缩这些图像并将它们放在项目文件夹中.使用以下节点布置场景树:" +msgstr "解压缩这些图像并将它们放在项目文件夹中. 使用以下节点布置场景树:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:39 #: ../../docs/tutorials/2d/2d_sprite_animation.rst:169 @@ -96,8 +98,8 @@ msgid "" "for more information." msgstr "" "根节点也可以是 :ref:`Area2D <class_Area2D>` 或 :ref:`RigidBody2D " -"<class_RigidBody2D>` .动画仍然会以同样的方式制作.一旦动画完成,你可以为" -"CollisionShape2D形状分配一个形状.更多信息请参见 :ref:`Physics Introduction " +"<class_RigidBody2D>` . 动画仍然会以同样的方式制作. 一旦动画完成, 你可以为" +"CollisionShape2D形状分配一个形状. 更多信息请参见 :ref:`Physics Introduction " "<doc_physics_introduction>` ." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:46 @@ -105,14 +107,15 @@ msgid "" "Now select the ``AnimatedSprite`` and in its *SpriteFrames* property, select " "\"New SpriteFrames\"." msgstr "" -"现在选择 ``AnimatedSprite`` ,并在它的 *SpriteFrames(精灵帧)* 属性中,选择\"新" -"建 SpriteFrames\"." +"现在选择 ``AnimatedSprite`` , 并在它的 *SpriteFrames(精灵帧)* 属性中, 选择" +"\"新建 SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:51 msgid "" "Click on the new SpriteFrames resource and you'll see a new panel appear at " "the bottom of the editor window:" -msgstr "点击新的 SpriteFrames 资源,你会看到一个新的面板出现在编辑器窗口的底部:" +msgstr "" +"点击新的 SpriteFrames 资源, 你会看到一个新的面板出现在编辑器窗口的底部:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:56 msgid "" @@ -120,8 +123,8 @@ msgid "" "the center part of the SpriteFrames panel. On the left side, change the name " "of the animation from \"default\" to \"run\"." msgstr "" -"从左边的文件系统面板,将这8张独立的图片拖放到SpriteFrames(精灵帧)面板的中间部" -"分.在左边,将动画名称从\"默认\"更改为\"奔跑\"." +"从左边的文件系统面板, 将这8张独立的图片拖放到SpriteFrames(精灵帧)面板的中间部" +"分. 在左边, 将动画名称从 \"默认\" 更改为 \"奔跑\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:62 msgid "" @@ -129,15 +132,15 @@ msgid "" "now see the animation playing in the viewport. However, it is a bit slow. To " "fix this, change the *Speed (FPS)* setting in the SpriteFrames panel to 10." msgstr "" -"回到属性面板,在 *Playing(播放)* 属性的复选框里打勾.您现在应该可以看到在视区中" -"播放的动画.然而,它有点慢.为了解决这个问题,更改SpriteFrames面板中的 *速度 " -"(FPS)* 为10." +"回到属性面板, 在 *Playing(播放)* 属性的复选框里打勾. 您现在应该可以看到在视区" +"中播放的动画. 然而, 它有点慢. 为了解决这个问题, 更改SpriteFrames面板中的 *速" +"度 (FPS)* 为10." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:66 msgid "" "You can add additional animations by clicking the \"New Animation\" button " "and adding additional images." -msgstr "你可以通过点击\"新建动画\"按钮并添加其他的图像,来添其他的动画." +msgstr "你可以通过点击 \"新建动画\" 按钮并添加其他的图像, 来添其他的动画." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:70 msgid "Controlling the animation" @@ -150,84 +153,92 @@ msgid "" "animation while the right arrow key is held, and stop it when the key is " "released." msgstr "" -"动画完成后,你可以通过代码中的 ``play()`` 和 ``stop()`` 方法控制动画.这里有一" -"个简单的例子, 按住右方向键播放动画,松开后就停下." +"动画完成后, 你可以通过代码中的 ``play()`` 和 ``stop()`` 方法控制动画. 这里有" +"一个简单的例子, 按住右方向键播放动画, 松开后就停下." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:116 msgid "Sprite sheet with AnimatedSprite" msgstr "带有AnimatedSprite[动画精灵]的精灵表" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 +#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" -"您还可以使用类\"AnimatedSprite\"从Sprite sheet (精灵清单)轻松设置动画.我们将" -"使用此公共域精灵表:" +"您还可以使用类 \"AnimatedSprite\" 从Sprite sheet (精灵清单)轻松设置动画. 我们" +"将使用此公共域精灵表:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 msgid "" "Right-click the image and choose \"Save Image As\" to download it, and then " "copy the image into your project folder." msgstr "" -"右键单击图片,选择\"图片另存为\"来下载图片,然后将图片复制到项目文件夹中." +"右键单击图片, 选择 \"图片另存为\" 来下载图片, 然后将图片复制到项目文件夹中." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 +#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" -"设置场景树的方式与以前使用单个图像时相同. 选择 ``AnimatedSprite`` ,并在其 " -"*SpriteFrames* 属性中,选择\"New SpriteFrames\"." +"设置场景树的方式与以前使用单个图像时相同. 选择 ``AnimatedSprite`` , 并在其 " +"*SpriteFrames* 属性中, 选择\"New SpriteFrames\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 +#, fuzzy msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" -"点击新建 SpriteFrames 资源,你会看到一个新的面板出现在编辑器窗口的底部,选择" +"点击新建 SpriteFrames 资源, 你会看到一个新的面板出现在编辑器窗口的底部, 选择" "\"从精灵表中添加帧(Add frames from a Sprite Sheet)\"." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." -msgstr "将提示您打开一个文件.选择您的Sprite sheet (精灵清单)." +#, fuzzy +msgid "You will be prompted to open a file. Select your sprite sheet." +msgstr "将提示您打开一个文件. 选择您的Sprite sheet (精灵清单)." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 +#, fuzzy msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" -"一个新的窗口将打开,显示您选择的Sprite sheet (精灵清单).您需要做的第一件事就是" -"更改精灵表中的垂直和水平方的正确图像数量.在这个Sprite sheet (精灵清单)中,水平" -"有四个图像,垂直有2个图像." +"一个新的窗口将打开, 显示您选择的Sprite sheet (精灵清单). 您需要做的第一件事就" +"是更改精灵表中的垂直和水平方的正确图像数量. 在这个Sprite sheet (精灵清单)中, " +"水平有四个图像, 垂直有2个图像." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 +#, fuzzy msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" -"接下来,从要包含在动画中的Sprite sheet (精灵清单)中选择帧.我们将选择前四个,然" -"后单击\"Add 4 frames(添加4帧)\"来创建动画." +"接下来, 从要包含在动画中的Sprite sheet (精灵清单)中选择帧. 我们将选择前四个, " +"然后单击\"Add 4 frames(添加4帧)\"来创建动画." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 +#, fuzzy msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" -"现在,您将在底部面板中的动画列表下看到您的动画.双击default将动画的名称更改为" +"现在, 您将在底部面板中的动画列表下看到您的动画. 双击default将动画的名称更改为" "jump." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 +#, fuzzy msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" -"最后,在AnimatedSprite(动画精灵)的inspector(检查器面板)勾选Playing(播放)就可以" -"看到你的青蛙跳动画!" +"最后, 在AnimatedSprite(动画精灵)的inspector(检查器面板)勾选Playing(播放)就可" +"以看到你的青蛙跳动画!" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:151 msgid "Sprite sheet with AnimationPlayer" @@ -240,25 +251,26 @@ msgid "" "animating the change from texture to texture with :ref:`AnimationPlayer " "<class_AnimationPlayer>`." msgstr "" -"在使用sprite sheet(精灵清单)时,另一种方法是使用标准的 :ref:`Sprite " -"<class_Sprite>`节点来显示纹理,然后用 :ref:`AnimationPlayer " -"<class_AnimationPlayer>`来实现从纹理到纹理的动画变化." +"在使用sprite sheet(精灵清单)时, 另一种方法是使用标准的 :ref:`Sprite " +"<class_Sprite>` 节点来显示纹理, 然后用 :ref:`AnimationPlayer " +"<class_AnimationPlayer>` 来实现从纹理到纹理的动画变化." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:157 msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "考虑一下这个sprite sheet,包含6帧动画:" +msgstr "考虑一下这个sprite sheet, 包含6帧动画:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:161 msgid "" "Right-click the image and choose \"Save Image As\" to download, then copy " "the image into your project folder." -msgstr "右键单击图片,选择\"图片另存为\"下载图片,然后将图片复制到项目文件夹中." +msgstr "" +"右键单击图片, 选择 \"图片另存为\" 下载图片, 然后将图片复制到项目文件夹中." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:164 msgid "" "Our goal is to display these images one after another in a loop. Start by " "setting up your scene tree:" -msgstr "我们的目的是,循环着一个接一个地显示这些图像.首先布置你的场景树:" +msgstr "我们的目的是, 循环着一个接一个地显示这些图像. 首先布置你的场景树:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:176 msgid "" @@ -268,8 +280,8 @@ msgid "" "*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " "vertical frames in your sprite sheet." msgstr "" -"将sprite sheet拖拽到Sprite的 *Texture* 属性里,你会看到整个清单显示在屏幕上.要" -"把它分割成单独的帧,在属性面板中展开 *Animation* 部分,将 *Hframes* 设置为 " +"将sprite sheet拖拽到Sprite的 *Texture* 属性里, 你会看到整个清单显示在屏幕上. " +"要把它分割成单独的帧, 在属性面板中展开 *Animation* 部分, 将 *Hframes* 设置为 " "``6`` . *Hframes* 和 *Vframes* 是sprite sheet中水平和垂直帧的数量." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:184 @@ -278,8 +290,8 @@ msgid "" "ranges from ``0`` to ``5`` and the image displayed by the Sprite changes " "accordingly. This is the property we'll be animating." msgstr "" -"现在尝试更改 *Frame* 属性的值.你可以看到它的范围从 ``0`` 到 ``5`` ,Sprite 所" -"显示的图像也随之改变.这就是我们想要动画化的属性." +"现在尝试更改 *Frame* 属性的值. 你可以看到它的范围从 ``0`` 到 ``5`` ,Sprite 所" +"显示的图像也随之改变. 这就是我们想要动画化的属性." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:188 msgid "" @@ -287,13 +299,14 @@ msgid "" "by \"New\". Name the new animation \"walk\". Set the animation length to " "``0.6`` and click the \"Loop\" button so that our animation will repeat." msgstr "" -"选中 ``AnimationPlayer`` ,然后点击 \"动画\" 按钮,然后点击\"新建\"按钮.将新动" -"画命名为\"walk\".将动画长度设置为 ``0.6`` ,点击 \"Loop\" 按钮,让动画重复播放." +"选中 ``AnimationPlayer`` , 然后点击 \"动画\" 按钮, 然后点击 \"新建\" 按钮. 将" +"新动画命名为 \"walk\". 将动画长度设置为 ``0.6`` , 点击 \"Loop\" 按钮, 让动画" +"重复播放." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:194 msgid "" "Now select the ``Sprite`` node and click the key icon to add a new track." -msgstr "现在选中 ``Sprite`` 节点,并单击钥匙图标,添加一个新的动画轨道(track)." +msgstr "现在选中 ``Sprite`` 节点, 并单击钥匙图标, 添加一个新的动画轨道(track)." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:198 msgid "" @@ -301,12 +314,12 @@ msgid "" "default), until you have all the frames from 0 to 5. You'll see the frames " "actually appearing in the animation track:" msgstr "" -"继续在时间轴的每一点添加帧(默认为 ``0.1`` 秒),直到你得到了从0到5的所有帧.你会" -"看到这些帧出现在动画轨道(animation track)上:" +"继续在时间轴的每一点添加帧(默认为 ``0.1`` 秒), 直到你得到了从0到5的所有帧. 你" +"会看到这些帧出现在动画轨道(animation track)上:" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:204 msgid "Press \"Play\" on the animation to see how it looks." -msgstr "按下动画上的\"播放\"键,看看效果如何." +msgstr "按下动画上的 \"播放\" 键, 看看效果如何." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:209 msgid "Controlling an AnimationPlayer animation" @@ -319,8 +332,8 @@ msgid "" "animation while the right arrow key is held, and stop it when the key is " "released." msgstr "" -"正如AnimationSprite一样,你可以通过代码中的 ``play()`` 和 ``stop()`` 方法控制" -"动画.同样, 这里有一个简单的例子, 按住右方向键键播放动画,松开后就停下." +"正如AnimationSprite一样, 你可以通过代码中的 ``play()`` 和 ``stop()`` 方法控制" +"动画. 同样, 这里有一个简单的例子, 按住右方向键键播放动画, 松开后就停下." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:253 msgid "" @@ -335,25 +348,26 @@ msgid "" "``advance(0)`` to update the animation immediately." msgstr "" "如果同时更新一个动画和一个其他的属性(比如说, 一个平台跳跃游戏可能会更新sprite" -"的 ``h_flip``/``v_flip`` 属性然后同时开始一个\"转身\"动画), 要记住 " -"``play()`` 不是即时生效的.它是在下次 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` 被处理时生效的.这可能要到下一帧, 导致现在这一帧变成" -"\"错误\"帧-应用了属性的变化, 但动画还没有开始.如果这会造成麻烦的话, 在调用 " -"``play()`` 后, 你可以调用 ``advance(0)`` 来立即开始播放动画." +"的 ``h_flip``/``v_flip`` 属性然后同时开始一个 \"转身\" 动画), 要记住 " +"``play()`` 不是即时生效的. 它是在下次 :ref:`AnimationPlayer " +"<class_AnimationPlayer>` 被处理时生效的. 这可能要到下一帧, 导致现在这一帧变" +"成 \"错误\" 帧-应用了属性的变化, 但动画还没有开始. 如果这会造成麻烦的话, 在调" +"用 ``play()`` 后, 你可以调用 ``advance(0)`` 来立即开始播放动画." #: ../../docs/tutorials/2d/2d_sprite_animation.rst:264 msgid "Summary" msgstr "总结" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:266 +#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" -"这些例子展示了你可以在Godot中使用的两个2D动画类.每种方法都有其好处." -"``AnimationPlayer``比``AnimatedSprite``更复杂一些,但它提供了额外的功能,因为你" -"还可以对其他属性如位置或比例进行动画.试验一下,看看哪种最适合你的需要." +"这些例子展示了你可以在Godot中使用的两个2D动画类. 每种方法都有其好处." +"``AnimationPlayer`` 比 ``AnimatedSprite`` 更复杂一些, 但它提供了额外的功能, " +"因为你还可以对其他属性如位置或比例进行动画. 试验一下, 看看哪种最适合你的需要." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po index 8797583ce9..27ef627297 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -46,9 +46,9 @@ msgid "" "has a transform (translation, rotation, scale, etc.) that can be accessed as " "a :ref:`Transform2D <class_Transform2D>`." msgstr "" -"正如前面教程 :ref:`doc_canvas_layers` 中提到的那样 ,每个CanvasItem节点(要记得" +"正如前面教程 :ref:`doc_canvas_layers` 中提到的那样, 每个CanvasItem节点(要记得" "Node2D和基于Control的节点使用CanvasItem作为它们的公共根)将驻留在 *Canvas " -"Layer* 中. 每个Canvas Layer都有一个变换(平移,旋转,缩放等),可以作为 :ref:" +"Layer* 中. 每个Canvas Layer都有一个变换(平移, 旋转, 缩放等), 可以作为 :ref:" "`Transform2D <class_Transform2D>` 进行访问." #: ../../docs/tutorials/2d/2d_transforms.rst:22 @@ -57,8 +57,8 @@ msgid "" "0, in the built-in canvas. To put nodes in a different layer, a :ref:" "`CanvasLayer <class_CanvasLayer>` node can be used." msgstr "" -"在前面的教程中也有介绍,节点默认是在0层,在内置的画布中绘制的.如果要把节点放在" -"不同的层中,可以使用一个 :ref:`CanvasLayer <class_CanvasLayer>` 节点." +"在前面的教程中也有介绍, 节点默认是在0层, 在内置的画布中绘制的. 如果要把节点放" +"在不同的层中, 可以使用一个 :ref:`CanvasLayer <class_CanvasLayer>` 节点." #: ../../docs/tutorials/2d/2d_transforms.rst:27 msgid "Global canvas transform" @@ -72,7 +72,7 @@ msgid "" "much use, but is used in the CanvasItem Editor in Godot's editor." msgstr "" "Viewport还具有全局画布变换(也是 :ref:`Transform2D <class_Transform2D>` ). 这" -"是一个影响所有单独的 *画布层* 的主变换. 通常这种变换用得不多.它被用在了Godot" +"是一个影响所有单独的 *画布层* 的主变换. 通常这种变换用得不多. 它被用在了Godot" "的编辑器中的画布项编辑器中." #: ../../docs/tutorials/2d/2d_transforms.rst:36 @@ -86,8 +86,8 @@ msgid "" "in :ref:`doc_multiple_resolutions`), but can also be manually set on each " "viewport." msgstr "" -"最后,Viewport有 *拉伸变换* ,用于调整大小或拉伸屏幕. 此变换在内部使用(见 :ref:" -"`doc_multiple_resolutions` ),但也可以在每个Viewport上手动设置." +"最后,Viewport有 *拉伸变换* , 用于调整大小或拉伸屏幕. 此变换在内部使用(见 :" +"ref:`doc_multiple_resolutions` ), 但也可以在每个Viewport上手动设置." #: ../../docs/tutorials/2d/2d_transforms.rst:43 msgid "" @@ -99,8 +99,8 @@ msgid "" "convenience." msgstr "" "在 :ref:`MainLoop._input_event() <class_MainLoop_method__input_event>` 回调中" -"接收的输入事件上应用了拉伸变换,但没有应用上面那些变换. 为了方便将InputEvent坐" -"标转换为本地画布项坐标,引擎添加了 :ref:`CanvasItem.make_input_local() " +"接收的输入事件上应用了拉伸变换, 但没有应用上面那些变换. 为了方便将InputEvent" +"坐标转换为本地画布项坐标, 引擎添加了 :ref:`CanvasItem.make_input_local() " "<class_CanvasItem_method_make_input_local>` 函数." #: ../../docs/tutorials/2d/2d_transforms.rst:50 @@ -112,7 +112,7 @@ msgid "" "For a coordinate in CanvasItem local properties to become an actual screen " "coordinate, the following chain of transforms must be applied:" msgstr "" -"要使CanvasItem的本地属性中的坐标成为实际屏幕坐标,必须应用以下一系列变换:" +"要使CanvasItem的本地属性中的坐标成为实际屏幕坐标, 必须应用以下一系列变换:" #: ../../docs/tutorials/2d/2d_transforms.rst:58 msgid "Transform functions" @@ -170,7 +170,7 @@ msgstr "" msgid "" "Finally, then, to convert a CanvasItem local coordinates to screen " "coordinates, just multiply in the following order:" -msgstr "那么最后,要将CanvasItem的本地坐标转换为屏幕坐标,只需按以下顺序相乘:" +msgstr "那么最后, 要将CanvasItem的本地坐标转换为屏幕坐标, 只需按以下顺序相乘:" #: ../../docs/tutorials/2d/2d_transforms.rst:84 msgid "" @@ -179,8 +179,8 @@ msgid "" "coordinates (``CanvasItem.get_global_transform()``), to allow automatic " "screen resolution resizing to work properly." msgstr "" -"但请记住,通常情况最好不要使用屏幕坐标. 推荐的方法是, 仅仅使用画布坐标" -"( ``CanvasItem.get_global_transform()`` ),以保证自动分辨率调整能正常工作." +"但请记住, 通常情况最好不要使用屏幕坐标. 推荐的方法是, 仅仅使用画布坐标" +"( ``CanvasItem.get_global_transform()`` ), 以保证自动分辨率调整能正常工作." #: ../../docs/tutorials/2d/2d_transforms.rst:90 msgid "Feeding custom input events" @@ -191,5 +191,5 @@ msgid "" "It is often desired to feed custom input events to the scene tree. With the " "above knowledge, to correctly do this, it must be done the following way:" msgstr "" -"通常需要将自定义输入事件提供给场景树. 有了上述知识,要正确地做到这一点,必须通" -"过以下方式完成:" +"通常需要将自定义输入事件提供给场景树. 有了上述知识, 要正确地做到这一点, 必须" +"通过以下方式完成:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po index b7da462be6..3c54a0f4f3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,10 +33,10 @@ msgid "" "Each item will inherit its parent's transform. This means that when the " "parent is moved, the children will move too." msgstr "" -"常规2D节点,如 :ref:`Node2D <class_Node2D>` 或 :ref:`Control <class_Control>` " -"都继承自 :ref:`CanvasItem <class_CanvasItem>` , 它是所有2D节点的基础." -"CanvasItem 被组织成树状结构,同时继承它们父节点的变换.这意味着在移动父节点时," -"子节点也会被移动." +"常规2D节点, 如 :ref:`Node2D <class_Node2D>` 或 :ref:`Control " +"<class_Control>` 都继承自 :ref:`CanvasItem <class_CanvasItem>` , 它是所有2D节" +"点的基础.CanvasItem 被组织成树状结构, 同时继承它们父节点的变换. 这意味着在移" +"动父节点时, 子节点也会被移动." #: ../../docs/tutorials/2d/canvas_layers.rst:16 msgid "" @@ -45,7 +45,7 @@ msgid "" "through it." msgstr "" "CanvasItem 节点和继承他们的节点, 都作为 :ref:`Viewport <class_Viewport>` 的直" -"接或间接子节点放置,并将通过它显示." +"接或间接子节点放置, 并将通过它显示." #: ../../docs/tutorials/2d/canvas_layers.rst:19 msgid "" @@ -56,8 +56,8 @@ msgid "" "that transform." msgstr "" "Viewport 具有属性 :ref:`Viewport.canvas_transform " -"<class_Viewport_property_canvas_transform>` ,它允许对它所包含的CanvasItem层级" -"施加一个自定义的 :ref:`Transform2D <class_Transform2D>` 变换. 如 :ref:" +"<class_Viewport_property_canvas_transform>` , 它允许对它所包含的CanvasItem层" +"级施加一个自定义的 :ref:`Transform2D <class_Transform2D>` 变换. 如 :ref:" "`Camera2D <class_Camera2D>` 的主要工作方式就是改变那个Transform2D变换." #: ../../docs/tutorials/2d/canvas_layers.rst:25 @@ -74,13 +74,13 @@ msgid "" "Usually though, we don't want *everything* in the game or app to be subject " "to the canvas transform. Examples of this are:" msgstr "" -"通常情况下,我们不希望游戏中的*所有东西*都受到画布变换的影响 .相应的例子有:" +"通常情况下, 我们不希望游戏中的 *所有东西* 都受到画布变换的影响. 相应的例子有:" #: ../../docs/tutorials/2d/canvas_layers.rst:31 msgid "" "**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " "stage." -msgstr "**Parallax Backgrounds(视差背景)** :比场景其他部分移动得慢的背景." +msgstr "**Parallax Backgrounds(视差背景)** : 比场景其他部分移动得慢的背景." #: ../../docs/tutorials/2d/canvas_layers.rst:33 msgid "" @@ -89,17 +89,17 @@ msgid "" "display and other elements to retain their screen positions even when our " "view of the game world is changing." msgstr "" -"**用户界面**:想象一个UI(用户界面)或HUD(平视显示器) 叠加在我们的游戏世界视图" -"上.我们想要生命计数器,分数显示等东西保持其屏幕位置,即使当游戏世界中的视角正在" -"改变时他们也不动." +"**用户界面** : 想象一个UI(用户界面)或HUD(平视显示器) 叠加在我们的游戏世界视图" +"上. 我们想要生命计数器, 分数显示等东西保持其屏幕位置, 即使当游戏世界中的视角" +"正在改变时他们也不动." #: ../../docs/tutorials/2d/canvas_layers.rst:34 msgid "" "**Transitions**: We may want visual effects used for transitions (fades, " "blends) to remain at a fixed screen location." msgstr "" -"**Transitions(转场)** :我们应该希望用于转场的效果(淡入淡出之类的东西)也保持在" -"固定的位置." +"**Transitions(转场)** : 我们应该希望用于转场的效果(淡入淡出之类的东西)也保持" +"在固定的位置." #: ../../docs/tutorials/2d/canvas_layers.rst:36 msgid "How can these problems be solved in a single scene tree?" @@ -119,11 +119,11 @@ msgid "" "transform and do not depend on the transform of other layers. This allows " "the UI to be fixed in screen-space while our view on the game world changes." msgstr "" -"答案是 :ref:`CanvasLayer <class_CanvasLayer>` ,它是一个节点,为所有子代和孙代" -"添加一个单独的2D渲染层.Viewport的子节点默认在图层 \"0 \" 处绘制,而CanvasLayer" -"将在任何数字层处绘制.数字较大的图层将绘制在数字较小的图层之上.CanvasLayers也" -"有自己的变换,不依赖于其他层的变换.这使得当我们对游戏世界的观察发生变化时,UI可" -"以固定在屏幕空间中." +"答案是 :ref:`CanvasLayer <class_CanvasLayer>` , 它是一个节点, 为所有子代和孙" +"代添加一个单独的2D渲染层.Viewport的子节点默认在图层 \"0 \" 处绘制, 而" +"CanvasLayer将在任何数字层处绘制. 数字较大的图层将绘制在数字较小的图层之上." +"CanvasLayers也有自己的变换, 不依赖于其他层的变换. 这使得当我们对游戏世界的观" +"察发生变化时,UI可以固定在屏幕空间中." #: ../../docs/tutorials/2d/canvas_layers.rst:50 msgid "" @@ -131,8 +131,8 @@ msgid "" "a CanvasLayer at layer \"-1\". The screen with the points, life counter and " "pause button can also be created at layer \"1\"." msgstr "" -"比如说创建Parallax Background(视差背景). 这可以通过层为\"-1\"的CanvasLayer完" -"成. 带有分数,生命计数器和暂停按钮的屏幕也可以创建在编号为\"1\"的层中." +"比如说创建Parallax Background(视差背景). 这可以通过层为 \"-1\" 的CanvasLayer" +"完成. 带有分数, 生命计数器和暂停按钮的屏幕也可以创建在编号为 \"1\" 的层中." #: ../../docs/tutorials/2d/canvas_layers.rst:54 msgid "Here's a diagram of how it looks:" @@ -143,8 +143,8 @@ msgid "" "CanvasLayers are independent of tree order, and they only depend on their " "layer number, so they can be instantiated when needed." msgstr "" -"CanvasLayer 独立于树顺序,它们仅依赖于它们的层数,因此可以只在需要时让它们实例" -"化." +"CanvasLayer 独立于树顺序, 它们仅依赖于它们的层数, 因此可以只在需要时让它们实" +"例化." #: ../../docs/tutorials/2d/canvas_layers.rst:61 msgid "" @@ -156,7 +156,7 @@ msgid "" "controlling their drawing order (see :ref:`Node2D.z_index " "<class_Node2D_property_z_index>`)." msgstr "" -"CanvasLayer 不需要控制节点的绘制顺序.确保节点被正确绘制在\"前面\"或\"后面\"的" -"标准方法是操作场景面板中节点的顺序.也许违反直觉,场景面板中最上面的节点绘制在" -"视图端口中较低的节点 *后面* .二维节点也有控制其绘图顺序的属性(参考 :ref:" -"`Node2D.z_index <class_Node2D_property_z_index>` )." +"CanvasLayer 不需要控制节点的绘制顺序. 确保节点被正确绘制在 \"前面\" 或 \"后面" +"\" 的标准方法是操作场景面板中节点的顺序. 也许违反直觉, 场景面板中最上面的节点" +"绘制在视图端口中较低的节点 *后面* . 二维节点也有控制其绘图顺序的属性(参考 :" +"ref:`Node2D.z_index <class_Node2D_property_z_index>` )." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index b8d43b5e64..30e7af098d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,11 +35,11 @@ msgid "" "<class_Node2D>` based) draw custom commands. It is *really* easy to do it, " "too." msgstr "" -"Godot有Sprite、多边形、粒子和各种东西的节点. 在大多数情况下,他们已经足够了, " -"但并不总是这样.在因为不存在绘制特定 *东西* 的节点,而在恐惧、焦虑和愤怒中哭泣" -"之前...有知道, 让任何2D节点(不管它是继承自 :ref:`Control <class_Control>` 还" -"是 :ref:`Node2D <class_Node2D>` ) 绘制一个自定义命令是很轻松的. 而且这 *真的" -"非常* 容易操作." +"Godot有Sprite, 多边形, 粒子和各种东西的节点. 在大多数情况下, 他们已经足够了, " +"但并不总是这样. 在因为不存在绘制特定 *东西* 的节点, 而在恐惧, 焦虑和愤怒中哭" +"泣之前... 有知道, 让任何2D节点(不管它是继承自 :ref:`Control <class_Control>` " +"还是 :ref:`Node2D <class_Node2D>` ) 绘制一个自定义命令是很轻松的. 而且这 *真" +"的非常* 容易操作." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:17 msgid "But..." @@ -57,36 +57,36 @@ msgid "" "that draws a circle, an image with trails, a special kind of animated " "polygon, etc)." msgstr "" -"绘制未由节点处理的形状或逻辑(例如:制作一个可以绘制圆,带有轨迹的图像,特殊类型" -"的动画多边形等的节点)." +"绘制未由节点处理的形状或逻辑(例如: 制作一个可以绘制圆, 带有轨迹的图像, 特殊类" +"型的动画多边形等的节点)." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:25 msgid "" "Visualizations that are not that compatible with nodes: (example: a tetris " "board). The tetris example uses a custom draw function to draw the blocks." msgstr "" -"与节点不兼容的可视化:(例如:俄罗斯方块). Godot俄罗斯方块示例使用自定义绘制功能" -"来绘制那些小块." +"与节点不兼容的可视化:(例如: 俄罗斯方块). Godot俄罗斯方块示例使用自定义绘制功" +"能来绘制那些小块." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:28 msgid "" "Drawing a large number of simple objects. Custom drawing avoids the overhead " "of using nodes which makes it less memory intensive and potentially faster." msgstr "" -"绘制大量的简单对象.自定义绘制避免了使用节点的开销,这减少了内存占用,而且有可能" -"更快." +"绘制大量的简单对象. 自定义绘制避免了使用节点的开销, 这减少了内存占用, 而且有" +"可能更快." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:31 msgid "" "Making a custom UI control. There are plenty of controls available, but it's " "easy to run into the need to make a new, custom one." msgstr "" -"制作自定义UI控件. 尽管有很多可用的控件,但很容易遇到需要制作新自定义控件的情" +"制作自定义UI控件. 尽管有很多可用的控件, 但很容易遇到需要制作新自定义控件的情" "况." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:35 msgid "OK, how?" -msgstr "好吧,怎么做?" +msgstr "好吧, 怎么做?" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:37 msgid "" @@ -94,7 +94,7 @@ msgid "" "ref:`Control <class_Control>` or :ref:`Node2D <class_Node2D>`. Then override " "the ``_draw()`` function." msgstr "" -"添加一个脚本到任何 :ref:`CanvasItem <class_CanvasItem>` 的派生节点,如 :ref:" +"添加一个脚本到任何 :ref:`CanvasItem <class_CanvasItem>` 的派生节点, 如 :ref:" "`Control <class_Control>` 或 :ref:`Node2D <class_Node2D>`. 然后重载_draw()函" "数." @@ -115,7 +115,7 @@ msgid "" "The ``_draw()`` function is only called once, and then the draw commands are " "cached and remembered, so further calls are unnecessary." msgstr "" -"``_draw()`` 函数只调用一次,然后绘制命令被缓存并记住,因此不需要进一步调用." +"``_draw()`` 函数只调用一次, 然后绘制命令被缓存并记住, 因此不需要进一步调用." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:66 msgid "" @@ -123,7 +123,7 @@ msgid "" "call :ref:`CanvasItem.update() <class_CanvasItem_method_update>` in that " "same node and a new ``_draw()`` call will happen." msgstr "" -"如果由于状态或其他更改而需要重新绘制,只需在同一节点中调用 :ref:`CanvasItem." +"如果由于状态或其他更改而需要重新绘制, 只需在同一节点中调用 :ref:`CanvasItem." "update()<class_CanvasItem_method_update>` 就会发生新的 ``_draw()`` 调用." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70 @@ -137,12 +137,12 @@ msgid "" "In some cases, it may be desired to draw every frame. For this, just call " "``update()`` from the ``_process()`` callback, like this:" msgstr "" -"在某些情况下,可能需要绘制每一帧. 为此,只需从 ``_process()`` 回调调用 " -"``update()`` ,如下所示:" +"在某些情况下, 可能需要绘制每一帧. 为此, 只需从 ``_process()`` 回调调用 " +"``update()`` , 如下所示:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:146 msgid "An example: drawing circular arcs" -msgstr "一个示例:绘制圆弧" +msgstr "一个示例: 绘制圆弧" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:148 msgid "" @@ -153,8 +153,8 @@ msgid "" "to perform this and draw it yourself." msgstr "" "我们现在将使用Godot Engine的自定义绘图功能来绘制Godot不提供功能的内容. 比如," -"Godot提供了 ``draw_circle()`` 函数,它会绘制一个完整的圆. 但是,画一个圆的一部" -"分怎么说?你必须编写一个函数来执行此操作, 自己绘制它." +"Godot提供了 ``draw_circle()`` 函数, 它会绘制一个完整的圆. 但是, 画一个圆的一" +"部分怎么说?你必须编写一个函数来执行此操作, 自己绘制它." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:154 msgid "Arc function" @@ -168,9 +168,9 @@ msgid "" "we have to provide to our drawing function. We'll also provide the color " "value, so we can draw the arc in different colors if we wish." msgstr "" -"弧由其所在的圆的参数定义. 即:中心位置和半径.弧本身由开始的角度和停止的角度来" -"定义. 这些是我们必须为绘图提供的4个参数. 我们还将提供颜色值,因此我们可以根据" -"需要绘制不同颜色的圆弧." +"弧由其所在的圆的参数定义. 即: 中心位置和半径. 弧本身由开始的角度和停止的角度" +"来定义. 这些是我们必须为绘图提供的4个参数. 我们还将提供颜色值, 因此我们可以根" +"据需要绘制不同颜色的圆弧." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:161 msgid "" @@ -185,11 +185,12 @@ msgid "" "In our example, we will simply use a fixed number of points, no matter the " "radius." msgstr "" -"基本上,在屏幕上绘制形状需要将其分解为一定量首位相接的点. 你可以预见到,点越多," -"它就越平滑,但处理开销就越大. 一般来说,如果你的形状很大(或者在3D场景中靠近相" -"机),则需要绘制更多的点才不会看起来像是有棱角的. 相反,如果你的形状很小(或在3D" -"场景里远离相机),你可以减少其点数以节省处理成本. 这称为 *多层次细节(Level of " -"Detail, LoD)* . 在我们的示例中,无论半径如何,我们都只使用固定数量的点." +"基本上, 在屏幕上绘制形状需要将其分解为一定量首位相接的点. 你可以预见到, 点越" +"多, 它就越平滑, 但处理开销就越大. 一般来说, 如果你的形状很大(或者在3D场景中靠" +"近相机), 则需要绘制更多的点才不会看起来像是有棱角的. 相反, 如果你的形状很小" +"(或在3D场景里远离相机), 你可以减少其点数以节省处理成本. 这称为 *多层次细节" +"(Level of Detail, LoD)* . 在我们的示例中, 无论半径如何, 我们都只使用固定数量" +"的点." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:201 msgid "" @@ -199,8 +200,8 @@ msgid "" "``Vector2``\\ s." msgstr "" "还记得我们的形状必须分解成成的点的数量吗? 我们将 ``nb_points`` 变量中的这个" -"数字修改为32.然后,我们初始化一个空的 ``PoolVector2Array`` ,就是一个Vector2数" -"组." +"数字修改为32. 然后, 我们初始化一个空的 ``PoolVector2Array`` , 就是一个Vector2" +"数组." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:205 msgid "" @@ -210,9 +211,9 @@ msgid "" "include the last point. We first determine the angle of each point, between " "the starting and ending angles." msgstr "" -"下一步包括计算构成弧的这32个点的实际位置. 这是在第一个for循环中完成的:我们迭" -"代我们想要计算位置的点的数量,后面+1来包括最后一个点. 我们首先确定起点和终点之" -"间每个点的角度." +"下一步包括计算构成弧的这32个点的实际位置. 这是在第一个for循环中完成的: 我们迭" +"代我们想要计算位置的点的数量, 后面+1来包括最后一个点. 我们首先确定起点和终点" +"之间每个点的角度." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:210 msgid "" @@ -223,10 +224,10 @@ msgid "" "start counting at 12 o'clock. So we decrease each angle by 90° in order to " "start counting from 12 o'clock." msgstr "" -"每个角度减小90°的原因是我们将使用三角函数计算每个角度的2D位置(你知道,余弦和正" -"弦之类的东西......). 但是,为了简单, ``cos()`` 和 ``sin()`` 使用弧度,而不是度" -"数作为参数. 虽然我们想在12点钟位置开始计数,但0°(0弧度)的角度从3点钟位置开始. " -"因此我们将每个角度减小90°,以便从12点位置开始计数." +"每个角度减小90°的原因是我们将使用三角函数计算每个角度的2D位置(你知道, 余弦和" +"正弦之类的东西......). 但是, 为了简单, ``cos()`` 和 ``sin()`` 使用弧度, 而不" +"是度数作为参数. 虽然我们想在12点钟位置开始计数, 但0°(0弧度)的角度从3点钟位置" +"开始. 因此我们将每个角度减小90°, 以便从12点位置开始计数." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:216 msgid "" @@ -240,11 +241,11 @@ msgid "" "the point in the ``PoolVector2Array`` which was previously defined." msgstr "" "以角度 ``angle`` (单位是弧度)位于圆上的点的实际位置由 ``Vector2(cos(angle), " -"sin(angle))`` 给出. 由于 ``cos()`` 和 ``sin()`` 返回介于-1和1之间的值,因此位" -"置位于半径为1的圆上.要将此位置放在我们的半径为 ``radius`` 的辅助圆上,我们只需" -"要将那个位置乘以 ``radius`` . 最后,我们需要将我们的辅助圆定位在 ``center`` 位" -"置,这是通过将其与我们的 ``Vector2`` 相加来实现的. 最后,我们在之前定义的 " -"``PoolVector2Array`` 中插入这个点." +"sin(angle))`` 给出. 由于 ``cos()`` 和 ``sin()`` 返回介于-1和1之间的值, 因此位" +"置位于半径为1的圆上. 要将此位置放在我们的半径为 ``radius`` 的辅助圆上, 我们只" +"需要将那个位置乘以 ``radius`` . 最后, 我们需要将我们的辅助圆定位在 " +"``center`` 位置, 这是通过将其与我们的 ``Vector2`` 相加来实现的. 最后, 我们在" +"之前定义的 ``PoolVector2Array`` 中插入这个点." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:224 msgid "" @@ -257,11 +258,11 @@ msgid "" "line between a pair of points will never be long enough to see them. If that " "were to happen, we would simply need to increase the number of points." msgstr "" -"现在,我们需要实际绘制我们的点. 你可以想象,我们不会简单地画出我们的32个点:我们" -"需要绘制每一点之间的所有内容. 我们可以使用前面的方法自己计算每个点,然后逐个绘" -"制. 但这太复杂和低效了(除非确实需要). 因此,我们只需在每对点之间绘制线条. 除非" -"我们的辅助圆的半径很大,否则一对点之间每条线的长度永远不会长到足以看到它们. 如" -"果发生这种情况,我们只需要增加点的个数就可以了." +"现在, 我们需要实际绘制我们的点. 你可以想象, 我们不会简单地画出我们的32个点: " +"我们需要绘制每一点之间的所有内容. 我们可以使用前面的方法自己计算每个点, 然后" +"逐个绘制. 但这太复杂和低效了(除非确实需要). 因此, 我们只需在每对点之间绘制线" +"条. 除非我们的辅助圆的半径很大, 否则一对点之间每条线的长度永远不会长到足以看" +"到它们. 如果发生这种情况, 我们只需要增加点的个数就可以了." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:234 msgid "Draw the arc on the screen" @@ -289,8 +290,8 @@ msgid "" "is exactly the same as before, except that we draw a polygon instead of " "lines:" msgstr "" -"我们可以更进一步,不仅仅绘制一个由弧定义的扇形的边缘,还可以绘制其形体. 该方法" -"与以前完全相同,只是我们绘制的是多边形而不是线条:" +"我们可以更进一步, 不仅仅绘制一个由弧定义的扇形的边缘, 还可以绘制其形体. 该方" +"法与以前完全相同, 只是我们绘制的是多边形而不是线条:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:310 msgid "Dynamic custom drawing" @@ -304,10 +305,10 @@ msgid "" "our example, we will simply increment them by 50. This increment value has " "to remain constant or else the rotation speed will change accordingly." msgstr "" -"好吧,我们现在能够在屏幕上绘制自定义内容. 然而,它是静态的; 我们让这个形状围绕" -"中心转动吧. 这样做的方法就是随着时间的推移改变angle_from和angle_to值. 对于我" -"们的示例,我们将简单地将它们递增50.此增量值必须保持不变,否则旋转速度将相应地改" -"变." +"好吧, 我们现在能够在屏幕上绘制自定义内容. 然而, 它是静态的; 我们让这个形状围" +"绕中心转动吧. 这样做的方法就是随着时间的推移改变angle_from和angle_to值. 对于" +"我们的示例, 我们将简单地将它们递增50. 此增量值必须保持不变, 否则旋转速度将相" +"应地改变." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:318 msgid "" @@ -315,8 +316,8 @@ msgid "" "top of our script. Also note that you can store them in other nodes and " "access them using ``get_node()``." msgstr "" -"首先,我们必须在我们的angle_from和angle_to变量变成全局变量, 放在脚本顶部. 另请" -"注意,您可以将它们存储在其他节点中并使用 ``get_node()`` 访问它们." +"首先, 我们必须在我们的angle_from和angle_to变量变成全局变量, 放在脚本顶部. 另" +"请注意, 您可以将它们存储在其他节点中并使用 ``get_node()`` 访问它们." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:340 msgid "We make these values change in the _process(delta) function." @@ -332,10 +333,11 @@ msgid "" "can manage (``2^31 - 1``). When this happens, Godot may crash or produce " "unexpected behavior." msgstr "" -"我们也在这里增加angle_from和angle_to值. 但是,我们不能忘记将结果 ``wrap()`` 在" -"0到360°之间! 也就是说,如果角度是361°,那么它实际上是1°. 如果您不包装这些值,脚" -"本将正常工作,但角度值将随着时间的推移变得越来越大,直到它们达到Godot可以管理的" -"最大整数值(``2^31 - 1``). 当发生这种情况时,Godot可能会崩溃或产生意外行为." +"我们也在这里增加angle_from和angle_to值. 但是, 我们不能忘记将结果 ``wrap()`` " +"在0到360°之间! 也就是说, 如果角度是361°, 那么它实际上是1°. 如果您不包装这些" +"值, 脚本将正常工作, 但角度值将随着时间的推移变得越来越大, 直到它们达到Godot可" +"以管理的最大整数值(``2^31 - 1``). 当发生这种情况时,Godot可能会崩溃或产生意外" +"行为." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:349 msgid "" @@ -343,19 +345,19 @@ msgid "" "automatically calls ``_draw()``. This way, you can control when you want to " "refresh the frame." msgstr "" -"最后,我们不要忘记调用 ``update()`` 函数,它自动调用 ``_draw()`` . 这样,您可以" -"控制何时要刷新这一帧." +"最后, 我们不要忘记调用 ``update()`` 函数, 它自动调用 ``_draw()`` . 这样, 您可" +"以控制何时要刷新这一帧." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:389 msgid "" "Also, don't forget to modify the ``_draw()`` function to make use of these " "variables:" -msgstr "另外,不要忘记修改 ``_draw()`` 函数来使用这些变量:" +msgstr "另外, 不要忘记修改 ``_draw()`` 函数来使用这些变量:" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:413 msgid "" "Let's run! It works, but the arc is rotating insanely fast! What's wrong?" -msgstr "我们运行吧! 它工作正常,但弧线旋转快得疯掉了! 怎么了?" +msgstr "我们运行吧! 它工作正常, 但弧线旋转快得疯掉了! 怎么了?" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:416 msgid "" @@ -367,11 +369,11 @@ msgid "" "hardware), so using ``delta`` to control your drawing ensures that your " "program runs at the same speed on everybody's hardware." msgstr "" -"原因是你的GPU实际上正在尽可能快地显示帧. 我们需要以这个速度为基准\"标准化\"绘" -"图的速度. 为了实现这个效果,我们必须使用 ``_process()`` 函数的 ``delta`` 参" -"数. ``delta`` 包含最后两个渲染帧之间经过的时间. 它通常很小(约0.0003秒,但这取" -"决于你的硬件). 因此,使用 ``delta`` 来控制绘图可确保程序在每个人的硬件上以相同" -"的速度运行." +"原因是你的GPU实际上正在尽可能快地显示帧. 我们需要以这个速度为基准 \"标准化\" " +"绘图的速度. 为了实现这个效果, 我们必须使用 ``_process()`` 函数的 ``delta`` 参" +"数. ``delta`` 包含最后两个渲染帧之间经过的时间. 它通常很小(约0.0003秒, 但这取" +"决于你的硬件). 因此, 使用 ``delta`` 来控制绘图可确保程序在每个人的硬件上以相" +"同的速度运行." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:424 msgid "" @@ -380,13 +382,13 @@ msgid "" "increased by a much smaller value, which directly depends on the rendering " "speed." msgstr "" -"在我们的示例中,我们只需要在 ``_process()`` 函数中将 ``rotation_angle`` 变量乘" -"以 ``delta`` . 这样,我们的2个角度会以一个小得多的值递增,值的大小直接取决于渲" -"染速度." +"在我们的示例中, 我们只需要在 ``_process()`` 函数中将 ``rotation_angle`` 变量" +"乘以 ``delta`` . 这样, 我们的2个角度会以一个小得多的值递增, 值的大小直接取决" +"于渲染速度." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:458 msgid "Let's run again! This time, the rotation displays fine!" -msgstr "让我们再运行一次! 这次,旋转显示正常!" +msgstr "让我们再运行一次! 这次, 旋转显示正常!" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:461 msgid "Tools" @@ -405,5 +407,5 @@ msgid "" "Remember to use the \"tool\" keyword at the top of the script (check the :" "ref:`doc_gdscript` reference if you forgot what this does)." msgstr "" -"请记住在脚本顶部使用\"tool\"关键字(如果您忘记了它做什么,请查看 :ref:" +"请记住在脚本顶部使用 \"tool\" 关键字(如果您忘记了它做什么, 请查看 :ref:" "`doc_gdscript` 参考文档)." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po index 94462ea5fb..0e73f2131d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index e525ad29e4..7cb9795654 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,7 +32,7 @@ msgid "" "sparks, fire, magic particles, smoke, mist, etc." msgstr "" "Godot提供了一种简单(但对于大多数用途而言足够灵活)的粒子系统. 粒子系统用于模拟" -"复杂的物理效应,如火花,火焰,魔法粒子,烟雾,雾气,等." +"复杂的物理效应, 如火花, 火焰, 魔法粒子, 烟雾, 雾气, 等." #: ../../docs/tutorials/2d/particle_systems_2d.rst:13 msgid "" @@ -43,10 +43,10 @@ msgid "" "essence, creating a particle system means setting base physics parameters " "and then adding randomness to them." msgstr "" -"这个想法是以固定的间隔发射具有固定的寿命的\"粒子\". 在其生命周期中,每个粒子都" -"具有相同的基本行为. 让每个粒子变得不同并提供整体更加\"有机\"外观的是与各个参" -"数相关的\"随机性\". 实质上,创建粒子系统意味着设置基本物理参数,然后为它们添加" -"随机性." +"这个想法是以固定的间隔发射具有固定的寿命的 \"粒子\". 在其生命周期中, 每个粒子" +"都具有相同的基本行为. 让每个粒子变得不同并提供整体更加 \"有机\" 外观的是与各" +"个参数相关的 \"随机性\". 实质上, 创建粒子系统意味着设置基本物理参数, 然后为它" +"们添加随机性." #: ../../docs/tutorials/2d/particle_systems_2d.rst:21 msgid "Particle nodes" @@ -68,13 +68,13 @@ msgid "" "menu of the toolbar." msgstr "" "Godot为2D粒子提供了两个不同的节点: :ref:`class_Particles2D` 和 :ref:" -"`class_CPUParticles2D` . Particles2D更为先进,并使用GPU处理粒子效果,但这将其限" -"制于相对高端的图形API中,在我们的情况下仅限于GLES3渲染器.对于使用GLES2后端的项" -"目,CPUParticles2D是一个CPU驱动的选项.其功能与Particles2D接近,但性能较低." -"Particles2D是通过 :ref:`class_ParticlesMaterial` (以及可选的自定义Shader)来配" -"置的,但相应的选项在CPUParticles2D中是通过节点属性提供的(轨迹设置除外).您可以" -"通过单击场景中的节点,然后在工具栏的\"粒子\"菜单中选择\"转换为CPU粒子\",将" -"Particles2D节点转换为CPUParticles2D节点." +"`class_CPUParticles2D` . Particles2D更为先进, 并使用GPU处理粒子效果, 但这将其" +"限制于相对高端的图形API中, 在我们的情况下仅限于GLES3渲染器. 对于使用GLES2后端" +"的项目,CPUParticles2D是一个CPU驱动的选项. 其功能与Particles2D接近, 但性能较" +"低.Particles2D是通过 :ref:`class_ParticlesMaterial` (以及可选的自定义Shader)" +"来配置的, 但相应的选项在CPUParticles2D中是通过节点属性提供的(轨迹设置除外). " +"您可以通过单击场景中的节点, 然后在工具栏的 \"粒子\" 菜单中选择 \"转换为CPU粒" +"子\", 将Particles2D节点转换为CPUParticles2D节点." #: ../../docs/tutorials/2d/particle_systems_2d.rst:36 msgid "" @@ -84,8 +84,8 @@ msgid "" "your Particles2D node in the inspector. This is because the node needs a " "ParticlesMaterial to function." msgstr "" -"这个教程的其余部分将使用Particles2D节点.首先, 添加一个Particles2D节点到场景" -"中. 在创建该节点后,您会注意到只创建了一个白点,并且在场景面板(左上角)的" +"这个教程的其余部分将使用Particles2D节点. 首先, 添加一个Particles2D节点到场景" +"中. 在创建该节点后, 您会注意到只创建了一个白点, 并且在场景面板(左上角)的" "Particles2D节点旁边有一个警告图标. 这是因为节点需要ParticlesMaterial才能工作." #: ../../docs/tutorials/2d/particle_systems_2d.rst:42 @@ -98,9 +98,9 @@ msgid "" "in your inspector panel. Click on the box next to ``Material``, and from the " "dropdown menu select ``New ParticlesMaterial``." msgstr "" -"要将运行材质添加到粒子节点,请转到 ``属性面板`` 面板中的 ``Process " -"Material`` . 单击 ``Material`` 旁边的框,然后从下拉菜单中选择 ``New Particles " -"Material`` ." +"要将运行材质添加到粒子节点, 请转到 ``属性面板`` 面板中的 ``Process " +"Material`` . 单击 ``Material`` 旁边的框, 然后从下拉菜单中选择 ``New " +"Particles Material`` ." #: ../../docs/tutorials/2d/particle_systems_2d.rst:50 msgid "Your Particles2D node should now be emitting white points downward." @@ -132,7 +132,7 @@ msgid "" "The time in seconds that every particle will stay alive. When lifetime ends, " "a new particle is created to replace it." msgstr "" -"每个粒子存活的时间(以秒为单位). 生命周期结束时,会创建一个新粒子来替换它." +"每个粒子存活的时间(以秒为单位). 生命周期结束时, 会创建一个新粒子来替换它." #: ../../docs/tutorials/2d/particle_systems_2d.rst:73 msgid "Lifetime: 0.5" @@ -150,7 +150,7 @@ msgstr "One Shot (一次性)" msgid "" "When enabled, a Particles2D node will emit all of its particles once and " "then never again." -msgstr "启用后,Particles2D节点将一次性发出所有粒子,然后再也不发射." +msgstr "启用后,Particles2D节点将一次性发出所有粒子, 然后再也不发射." #: ../../docs/tutorials/2d/particle_systems_2d.rst:88 msgid "Preprocess" @@ -164,9 +164,9 @@ msgid "" "the system process a given number of seconds before it is actually drawn the " "first time." msgstr "" -"粒子系统从没有粒子被发射开始,然后开始发射. 当加载场景如火炬,雾等系统时可能会" -"带来不便,因为它会在进入场景的那一刻开始发射. 预处理用于让系统在第一次实际绘制" -"之前处理给定的秒数." +"粒子系统从没有粒子被发射开始, 然后开始发射. 当加载场景如火炬, 雾等系统时可能" +"会带来不便, 因为它会在进入场景的那一刻开始发射. 预处理用于让系统在第一次实际" +"绘制之前处理给定的秒数." #: ../../docs/tutorials/2d/particle_systems_2d.rst:97 msgid "Speed Scale" @@ -178,8 +178,8 @@ msgid "" "of a particle system. Lowering the value will make the particles slower " "while increasing the value will make the particles much faster." msgstr "" -"速度比例具有默认值 ``1`` ,用于调整粒子系统的速度. 降低值会使粒子变慢,而增加值" -"会使粒子更快." +"速度比例具有默认值 ``1`` , 用于调整粒子系统的速度. 降低值会使粒子变慢, 而增加" +"值会使粒子更快." #: ../../docs/tutorials/2d/particle_systems_2d.rst:104 msgid "Explosiveness" @@ -191,16 +191,16 @@ msgid "" "emitted every 0.1 seconds. The explosiveness parameter changes this, and " "forces particles to be emitted all together. Ranges are:" msgstr "" -"如果有10个寿命为 ``1`` 的粒子,则意味着粒子将每0.1秒发射一次. 爆炸性参数改变了" -"这一点,并迫使粒子一起发射. 范围是:" +"如果有10个寿命为 ``1`` 的粒子, 则意味着粒子将每0.1秒发射一次. 爆炸性参数改变" +"了这一点, 并迫使粒子一起发射. 范围是:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:110 msgid "0: Emit particles at regular intervals (default value)." -msgstr "0:定期发射粒子(默认值)." +msgstr "0: 定期发射粒子(默认值)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:111 msgid "1: Emit all particles simultaneously." -msgstr "1:同时发射所有粒子." +msgstr "1: 同时发射所有粒子." #: ../../docs/tutorials/2d/particle_systems_2d.rst:113 msgid "" @@ -217,7 +217,7 @@ msgid "" "All physics parameters can be randomized. Random values range from ``0`` to " "``1``. The formula to randomize a parameter is:" msgstr "" -"所有物理参数都可以随机化.随机值范围从 ``0`` 到 ``1`` .随机化参数的公式为:" +"所有物理参数都可以随机化. 随机值范围从 ``0`` 到 ``1`` . 随机化参数的公式为:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:129 msgid "Fixed FPS" @@ -230,8 +230,8 @@ msgid "" "render at 2 frames per second. Note this does not slow down the particle " "system itself." msgstr "" -"此设置可用于将粒子系统设置为以固定的帧率渲染. 例如,将值更改为 ``2`` 将使粒子" -"以每秒2帧的速度渲染. 请注意,这不会减慢粒子系统本身的速度." +"此设置可用于将粒子系统设置为以固定的帧率渲染. 例如, 将值更改为 ``2`` 将使粒子" +"以每秒2帧的速度渲染. 请注意, 这不会减慢粒子系统本身的速度." #: ../../docs/tutorials/2d/particle_systems_2d.rst:136 msgid "Fract Delta" @@ -255,8 +255,8 @@ msgid "" "If this rectangle is outside of the viewport, the engine will not render the " "particles on screen." msgstr "" -"可见性矩形控制粒子在屏幕上的可见性. 如果此矩形位于视区之外,则引擎将不会在屏幕" -"上渲染粒子." +"可见性矩形控制粒子在屏幕上的可见性. 如果此矩形位于视区之外, 则引擎将不会在屏" +"幕上渲染粒子." #: ../../docs/tutorials/2d/particle_systems_2d.rst:149 msgid "" @@ -275,9 +275,9 @@ msgid "" "Particles2D node emitting particles for a few seconds and set the rectangle " "to fit the surface the particles take." msgstr "" -"可以使用2D视图上方的工具栏自动生成可见性区域.为此,请选择Particles2D节点,然后" -"单击 ``粒子 > 生成可视化区域`` . Godot将模拟Particles2D节点发射粒子几秒钟,并" -"将矩形区域设置为适合粒子的大小." +"可以使用2D视图上方的工具栏自动生成可见性区域. 为此, 请选择Particles2D节点, 然" +"后单击 ``粒子 > 生成可视化区域`` . Godot将模拟Particles2D节点发射粒子几秒钟, " +"并将矩形区域设置为适合粒子的大小." #: ../../docs/tutorials/2d/particle_systems_2d.rst:155 msgid "" @@ -287,7 +287,7 @@ msgid "" "Particles2D node." msgstr "" "你可以使用 ``Generation Time (sec)`` 选项控制发射持续时间. 最大值为25秒. 如果" -"您需要更多时间让粒子移动,您可以暂时更改Particles2D节点上的 ``preprocess`` 时" +"您需要更多时间让粒子移动, 您可以暂时更改Particles2D节点上的 ``preprocess`` 时" "间." #: ../../docs/tutorials/2d/particle_systems_2d.rst:158 @@ -300,16 +300,16 @@ msgid "" "emitted to is relative to the node. If the node is moved, all particles are " "moved with it:" msgstr "" -"默认情况下,此选项处于启用状态,这意味着粒子发射的空间是相对于节点来算的. 如果" -"移动节点,则所有粒子会随之移动:" +"默认情况下, 此选项处于启用状态, 这意味着粒子发射的空间是相对于节点来算的. 如" +"果移动节点, 则所有粒子会随之移动:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:166 msgid "" "If disabled, particles will emit to global space, meaning that if the node " "is moved, already emitted particles are not affected:" msgstr "" -"如果禁用,粒子将发射到全局空间,这意味着如果移动节点,则已发射的粒子不会受到影" -"响:" +"如果禁用, 粒子将发射到全局空间, 这意味着如果移动节点, 则已发射的粒子不会受到" +"影响:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:172 msgid "Draw Order" @@ -338,8 +338,8 @@ msgid "" "``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " "the default gravity settings, particles will go straight down." msgstr "" -"这是粒子发射的基础方向.默认值是 ``Vector3(1,0,0)`` ,它使粒子向右发射.然而,在" -"默认的重力设置下,粒子会直线下降." +"这是粒子发射的基础方向. 默认值是 ``Vector3(1,0,0)`` , 它使粒子向右发射. 然" +"而, 在默认的重力设置下, 粒子会直线下降." #: ../../docs/tutorials/2d/particle_systems_2d.rst:190 msgid "" @@ -347,8 +347,8 @@ msgid "" "than 0. Here, we set the initial velocity to 40. You'll notice that " "particles emit toward the right, then go down because of gravity." msgstr "" -"为了让这个属性作用更明显,你需要一个大于0的 *初始速度(initial velocity)* .这" -"里,我们把初始速度设为40.你会注意到粒子向右发射,然后受重力作用下降." +"为了让这个属性作用更明显, 你需要一个大于0的 *初始速度(initial velocity)* . 这" +"里, 我们把初始速度设为40. 你会注意到粒子向右发射, 然后受重力作用下降." #: ../../docs/tutorials/2d/particle_systems_2d.rst:197 msgid "Spread" @@ -361,7 +361,7 @@ msgid "" "all directions (+/- 180). For spread to do anything the \"Initial Velocity\" " "parameter must be greater than 0." msgstr "" -"此参数是以度为单位的角度,它会被随机加减到基础 ``Direction`` 上. ``180`` 的铺" +"此参数是以度为单位的角度, 它会被随机加减到基础 ``Direction`` 上. ``180`` 的铺" "开角度将向所有方向发射(+/- 180)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:207 @@ -436,7 +436,7 @@ msgid "" "If this acceleration is positive, particles are accelerated away from the " "center. If negative, they are absorbed towards it." msgstr "" -"如果此加速度为正,则粒子会向远离发射中心加速. 如果是负的,他们会被加速吸进去." +"如果此加速度为正, 则粒子会向远离发射中心加速. 如果是负的, 他们会被加速吸进去." #: ../../docs/tutorials/2d/particle_systems_2d.rst:261 msgid "Tangential Acceleration" @@ -447,7 +447,7 @@ msgid "" "This acceleration will use the tangent vector to the center. Combining with " "radial acceleration can do nice effects." msgstr "" -"该加速度会使用从粒子到中心点的切向量,结合径向加速度可以做出很酷炫的效果." +"该加速度会使用从粒子到中心点的切向量, 结合径向加速度可以做出很酷炫的效果." #: ../../docs/tutorials/2d/particle_systems_2d.rst:269 msgid "Damping" @@ -459,8 +459,8 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" -"阻尼选项会对颗粒施加摩擦力,迫使它们停止. 它特别适用于火花或爆炸,火花或爆炸通" -"常以高线速度开始,然后在他们隐去时停下来." +"阻尼选项会对颗粒施加摩擦力, 迫使它们停止. 它特别适用于火花或爆炸, 火花或爆炸" +"通常以高线速度开始, 然后在他们隐去时停下来." #: ../../docs/tutorials/2d/particle_systems_2d.rst:278 msgid "Angle" @@ -511,20 +511,20 @@ msgid "" "area and direction in which particles are emitted. These can be generated " "from textures in your project." msgstr "" -"ParticlesMaterial 可以让你设置一个发射遮挡(Emission Mask),它决定了粒子发射的" -"区域和方向.这些可以用项目中的纹理来生成." +"ParticlesMaterial 可以让你设置一个发射遮挡(Emission Mask), 它决定了粒子发射的" +"区域和方向. 这些可以用项目中的纹理来生成." #: ../../docs/tutorials/2d/particle_systems_2d.rst:311 msgid "" "Ensure that a ParticlesMaterial is set, and the Particles2D node is " "selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" -"确保设置了ParticlesMaterial,选中Particles2D节点.工具栏中应显示\"Particles(粒" -"子)\"菜单:" +"确保设置了ParticlesMaterial, 选中Particles2D节点. 工具栏中应显示 " +"\"Particles(粒子)\" 菜单:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:316 msgid "Open it and select \"Load Emission Mask\":" -msgstr "打开它,选择\"加载 Emission Mask(发射遮挡)\":" +msgstr "打开它, 选择\"加载 Emission Mask(发射遮挡)\":" #: ../../docs/tutorials/2d/particle_systems_2d.rst:320 msgid "Then select which texture you want to use as your mask:" @@ -546,12 +546,12 @@ msgstr "纹理可以生成三种类型的发射遮挡:" msgid "" "Solid Pixels: Particles will spawn from any area of the texture, excluding " "transparent areas." -msgstr "Solid Pixels(实心像素):粒子将从纹理的任何区域产生,透明区域除外." +msgstr "Solid Pixels(实心像素): 粒子将从纹理的任何区域产生, 透明区域除外." #: ../../docs/tutorials/2d/particle_systems_2d.rst:336 msgid "" "Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "Border Pixels(边界像素):粒子将从纹理的外边缘产生." +msgstr "Border Pixels(边界像素): 粒子将从纹理的外边缘产生." #: ../../docs/tutorials/2d/particle_systems_2d.rst:340 msgid "" @@ -560,8 +560,8 @@ msgid "" "Note that an ``Initial Velocity`` will need to be set in order to utilize " "this." msgstr "" -"Directed Border Pixels(定向边界像素):类似于边界像素,在遮罩中添加额外的信息,使" -"粒子能够从边缘发射出去.请注意,想要使用它,需要设置一个 ``初始速度``." +"Directed Border Pixels(定向边界像素): 类似于边界像素, 在遮罩中添加额外的信" +"息, 使粒子能够从边缘发射出去. 请注意, 想要使用它, 需要设置一个 ``初始速度``." #: ../../docs/tutorials/2d/particle_systems_2d.rst:348 msgid "Emission Colors" @@ -578,15 +578,15 @@ msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticlesMaterial, under the ``Emission Shape`` section:" msgstr "" -"一旦你点击\"确定\",将生成遮挡并设置为粒子材质.可以在 ``Emission Shape(发射形" -"状)`` 部分看到它:" +"一旦你点击 \"确定\", 将生成遮挡并设置为粒子材质. 可以在 ``Emission Shape(发射" +"形状)`` 部分看到它:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:356 msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" -"这个部分所有提到的值, \"加载Emission Mask(发射遮挡)\"菜单都会自动生成,所以通" +"这个部分所有提到的值, \"加载Emission Mask(发射遮挡)\"菜单都会自动生成, 所以通" "常他们放着不管就可以了." #: ../../docs/tutorials/2d/particle_systems_2d.rst:359 @@ -594,5 +594,5 @@ msgid "" "An image should not be added to ``Point Texture`` or ``Color Texture`` " "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" -"不应该直接添加图像到 ``Point Texture`` 或 ``Color Texture`` 中.应该始终使用" +"不应该直接添加图像到 ``Point Texture`` 或 ``Color Texture`` 中. 应该始终使用" "\"加载Emisson Mask(发射遮挡)\"菜单." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po index b36b026058..f3abd09188 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 -#, fuzzy msgid "Using TileMaps" -msgstr "使用图块地图(Tile Maps)" +msgstr "使用瓦片地图TileMaps" #: ../../docs/tutorials/2d/using_tilemaps.rst:7 msgid "Introduction" @@ -37,11 +36,11 @@ msgid "" "Finally, you can add collision, occlusion, and navigation shapes to tiles, " "adding additional functionality to the TileMap." msgstr "" -"图块地图是用于创建游戏布局的图块网格.使用 :ref:`TileMap <class_TileMap>` 节点" -"设计关卡有很多好处.首先,它们可以通过将图块\"绘制\"到网格上来绘制布局,这比逐个" -"放置单个 :ref:`Sprite <class_Sprite>` 节点快得多;其次,它们允许更大的关卡,因" -"为它们针对绘制大量图块进行了优化.最后,您可以为图块添加碰撞,遮挡和导航形状,从" -"而为图块地图添加其他功能." +"图块地图是用于创建游戏布局的图块网格. 使用 :ref:`TileMap <class_TileMap>` 节" +"点设计关卡有很多好处. 首先, 它们可以通过将图块 \"绘制\" 到网格上来绘制布局, " +"这比逐个放置单个 :ref:`Sprite <class_Sprite>` 节点快得多;其次, 它们允许更大" +"的关卡, 因为它们针对绘制大量图块进行了优化. 最后, 您可以为图块添加碰撞, 遮挡" +"和导航形状, 从而为图块地图添加其他功能." #: ../../docs/tutorials/2d/using_tilemaps.rst:21 msgid "Project setup" @@ -54,9 +53,9 @@ msgid "" "nl/assets/abstract-platformer>`_ but for this demo we'll stick to this small " "set." msgstr "" -"在这个Demo中,我们将使用Kenney的\"Abstract Platformer\"艺术包中的以下图块.您可" -"以在 `此处 <https://kenney.nl/assets/abstract-platformer>`_ 找到完整的包,但是" -"对于本演示,我们将仅使用这一小部分." +"在这个Demo中, 我们将使用Kenney的\"Abstract Platformer\"艺术包中的以下图块. 您" +"可以在 `此处 <https://kenney.nl/assets/abstract-platformer>`_ 找到完整的包, " +"但是对于本演示, 我们将仅使用这一小部分." #: ../../docs/tutorials/2d/using_tilemaps.rst:29 msgid "Create a new project and place the above image in the project folder." @@ -70,10 +69,10 @@ msgid "" "the Import tab. Turn off ``Filter`` and click \"Reimport\". See :ref:" "`doc_import_images` for details." msgstr "" -"使用图块集时,相邻的图块匹配很重要. Godot的默认设置是使用插值的\"滤镜" -"(Filter)\"模式导入2D图像,这将导致图块之间的边界很丑.选择图像,然后单击\"导入" -"(Import)\"选项卡.关闭 ``Filter`` ,然后单击\"重新导入\".有关详细信息,请参见 :" -"ref:`doc_import_images` ." +"使用图块集时, 相邻的图块匹配很重要. Godot的默认设置是使用插值的 \"滤镜" +"(Filter)\" 模式导入2D图像, 这将导致图块之间的边界很丑. 选择图像, 然后单击 " +"\"导入(Import)\" 选项卡. 关闭 ``Filter`` , 然后单击 \"重新导入\". 有关详细信" +"息, 请参见 :ref:`doc_import_images` ." #: ../../docs/tutorials/2d/using_tilemaps.rst:37 msgid "TileMap node" @@ -85,15 +84,16 @@ msgid "" "TileMap uses a square grid of tiles. You can also use a perspective-based " "\"Isometric\" mode or define your own custom tile shape." msgstr "" -"在场景中添加一个新的 :ref:`TileMap <class_TileMap>` 节点.默认情况下,TileMap使" -"用正方形的图块网格.您还可以使用基于透视图的\"Isometric\"模式或定义自己的自定" -"义图块形状." +"在场景中添加一个新的 :ref:`TileMap <class_TileMap>` 节点. 默认情况下,TileMap" +"使用正方形的图块网格. 您还可以使用基于透视图的 \"Isometric\" 模式或定义自己的" +"自定义图块形状." #: ../../docs/tutorials/2d/using_tilemaps.rst:45 msgid "" "Under the \"Cell\" section in the Inspector are many properties you can " "adjust to customize your tilemap's behavior:" -msgstr "在属性面板的\"Cell\"部分下,有许多属性可以调整, 自定义图块贴图的行为:" +msgstr "" +"在属性面板的 \"Cell\" 部分下, 有许多属性可以调整, 自定义图块贴图的行为:" #: ../../docs/tutorials/2d/using_tilemaps.rst:52 msgid "``Cell Size``" @@ -104,7 +104,7 @@ msgid "" "This defines the size of the grid. This should match the pixel size of your " "tiles. The default value is ``(64, 64)``." msgstr "" -"这定义了网格的大小.这应与您的图块的像素大小匹配.默认值为 ``(64,64) `` ." +"这定义了网格的大小. 这应与您的图块的像素大小匹配. 默认值为 ``(64,64) `` ." #: ../../docs/tutorials/2d/using_tilemaps.rst:56 msgid "``YSort``" @@ -115,8 +115,8 @@ msgid "" "This causes tiles to be drawn in order of their ``Y`` position, so that " "\"lower\" tiles are drawn on top of \"higher\" ones." msgstr "" -"这将导致以 ``Y`` (竖直方向)位置的顺序绘制图块,这样的话\"较低\"图块的绘制覆盖" -"在\"较高\"图块的上面." +"这将导致以 ``Y`` (竖直方向)位置的顺序绘制图块, 这样的话 \"较低\" 图块的绘制覆" +"盖在 \"较高\" 图块的上面." #: ../../docs/tutorials/2d/using_tilemaps.rst:59 msgid "``Half Offset`` and ``Tile Origin``" @@ -137,8 +137,8 @@ msgid "" "Defines the chunk size used for batched drawing. This can negatively affect " "performance. Don't change it unless you know what you're doing." msgstr "" -"定义用于批处理绘图的块大小.这可能会对性能产生负面影响.除非你知道你在做什么,否" -"则不要改变它." +"定义用于批处理绘图的块大小. 这可能会对性能产生负面影响. 除非你知道你在做什" +"么, 否则不要改变它." #: ../../docs/tutorials/2d/using_tilemaps.rst:66 msgid "``Custom Transform``" @@ -146,11 +146,11 @@ msgstr "``Custom Transform``" #: ../../docs/tutorials/2d/using_tilemaps.rst:66 msgid "Used to alter the tile's shape. Use this if you have non-square tiles." -msgstr "用来改变图块的形状.如果您有非正方形的图块,请使用此选项." +msgstr "用来改变图块的形状. 如果您有非正方形的图块, 请使用此选项." #: ../../docs/tutorials/2d/using_tilemaps.rst:68 msgid "All of these options can be left at their defaults for this demo." -msgstr "在这个演示中,所有这些选项都可以保持默认值." +msgstr "在这个演示中, 所有这些选项都可以保持默认值." #: ../../docs/tutorials/2d/using_tilemaps.rst:71 msgid "Creating a TileSet" @@ -164,23 +164,24 @@ msgid "" "other properties. When the game runs, the TileMap combines the individual " "tiles into a single object." msgstr "" -"一旦你配置好你的TileMap,是时候添加一个 :ref:`TileSet <class_TileSet>` 了." -"TileSet是一个 :ref:`Resource <class_Resource>` ,它包含了图块的所有数据——纹理," -"碰撞形状(Collision Shape)和其他属性.当游戏运行时,TileMap 将独立的图块合并成一" -"个对象." +"一旦你配置好你的TileMap, 是时候添加一个 :ref:`TileSet <class_TileSet>` 了." +"TileSet是一个 :ref:`Resource <class_Resource>` , 它包含了图块的所有数据——纹" +"理, 碰撞形状(Collision Shape)和其他属性. 当游戏运行时,TileMap 将独立的图块合" +"并成一个对象." #: ../../docs/tutorials/2d/using_tilemaps.rst:79 msgid "" "To add a new TileSet, click on the \"Tile Set\" property and select \"New " "TileSet\"." msgstr "" -"若要添加新TileSet,请单击\"Tile Set\"属性并选择\"新建 TileSet(New TileSet)\"." +"若要添加新TileSet, 请单击\"Tile Set\"属性并选择\" 新建 TileSet(New " +"TileSet)\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:84 msgid "" "Click on the TileSet property, and the \"TileSet\" panel will open at the " "bottom of the editor window:" -msgstr "单击TileSet属性,\"TileSet\"面板将在编辑器窗口底部打开:" +msgstr "单击TileSet属性,\"TileSet\" 面板将在编辑器窗口底部打开:" #: ../../docs/tutorials/2d/using_tilemaps.rst:89 msgid "" @@ -188,8 +189,8 @@ msgid "" "the \"Add Texture(s) to TileSet\" button and select the ``tilesheet.png`` " "image." msgstr "" -"首先,您需要添加用于砖块的纹理.点击\"Add Texture(s) to TileSet(添加纹理到磁贴" -"集)\"按钮,选择 ``tilesheet.png`` 的图片." +"首先, 您需要添加用于砖块的纹理. 点击\"Add Texture(s) to TileSet(添加纹理到磁" +"贴集)\"按钮, 选择 ``tilesheet.png`` 的图片." #: ../../docs/tutorials/2d/using_tilemaps.rst:92 msgid "" @@ -197,9 +198,9 @@ msgid "" "want. Click the \"Enable Snap\" button to make it easier to select the " "entire tile. A yellow rectangle appears around the selected tile." msgstr "" -"接下来,点击\"New Single Tile(新建图块)\",在图像中拖动来选择你想要的图块.单击" -"\"Enable Snap(启用吸附)\"按钮可以更容易地选择整个砖块.一个黄色矩形会出现在选" -"定的图块区域周围." +"接下来, 点击\"New Single Tile(新建图块)\", 在图像中拖动来选择你想要的图块. 单" +"击\"Enable Snap(启用吸附)\"按钮可以更容易地选择整个砖块. 一个黄色矩形会出现在" +"选定的图块区域周围." #: ../../docs/tutorials/2d/using_tilemaps.rst:98 msgid "" @@ -207,16 +208,16 @@ msgid "" "created tile now appears on the right side. Click in the viewport and you " "can place tiles. Right-click to remove them." msgstr "" -"单击场景树中的TileMap,你会看到新创建的图块现在出现在右侧.单击视窗,你就可以放" -"置图块.右键单击以删除它们." +"单击场景树中的TileMap, 你会看到新创建的图块现在出现在右侧. 单击视窗, 你就可以" +"放置图块. 右键单击以删除它们." #: ../../docs/tutorials/2d/using_tilemaps.rst:104 msgid "" "It's easy to accidentally select and move the tilemap node. To avoid this, " "use the node's lock button:" msgstr "" -"很容易发生意外地选择和移动TileMap节点的情况.为了避免这种情况,使用节点的锁定按" -"钮:" +"很容易发生意外地选择和移动TileMap节点的情况. 为了避免这种情况, 使用节点的锁定" +"按钮:" #: ../../docs/tutorials/2d/using_tilemaps.rst:110 msgid "Collision shapes" @@ -228,8 +229,8 @@ msgid "" "obstacles, for example - then you'll need to add collision shapes to any " "tiles that you want to be considered \"solid\"." msgstr "" -"如果你在制作需要碰撞体积的地图——墙壁,地板,或其他障碍——你需要添加collision " -"shape到任何你想被认为是\"实心的\"图块上." +"如果你在制作需要碰撞体积的地图——墙壁, 地板, 或其他障碍——你需要添加collision " +"shape到任何你想被认为是 \"实心的\" 图块上." #: ../../docs/tutorials/2d/using_tilemaps.rst:116 msgid "" @@ -239,9 +240,9 @@ msgid "" "button. Make sure you still have grid snap enabled, then click and drag in " "the tile. A square collision shape appears in light blue:" msgstr "" -"点击编辑器窗口底部的 \"TileSet\",返回到图块集工具.点击你之前定义的图块(黄色勾" -"勒).选择 \"碰撞 \"选项卡,点击 \"创建一个新的矩形\" 按钮.确保你仍然启用了网格" -"吸附,然后点击并拖入图块.一个正方形的碰撞形状将出现在浅蓝色当中:" +"点击编辑器窗口底部的 \"TileSet\", 返回到图块集工具. 点击你之前定义的图块(黄色" +"勾勒). 选择 \"碰撞\" 选项卡, 点击 \"创建一个新的矩形\" 按钮. 确保你仍然启用了" +"网格吸附, 然后点击并拖入图块. 一个正方形的碰撞形状将出现在浅蓝色当中:" #: ../../docs/tutorials/2d/using_tilemaps.rst:124 msgid "" @@ -260,12 +261,12 @@ msgid "" "tiles all at once using an atlas. This also allows you to randomly generate " "tiles from the group." msgstr "" -"你可以使用地图集(atlas)一次定义一组图块,而不必一次添加一个图块.这也允许你从组" -"中随机生成图块." +"你可以使用地图集(atlas)一次定义一组图块, 而不必一次添加一个图块. 这也允许你从" +"组中随机生成图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:133 msgid "Click \"New Atlas\" and drag to select the entire tile sheet." -msgstr "点击 \"新建合集\",然后拖动以选择整个图块." +msgstr "点击 \"新建合集\", 然后拖动以选择整个图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:137 msgid "" @@ -273,8 +274,8 @@ msgid "" "settings to `(64, 64)`, or your tiles may be chopped into smaller pieces. " "You can find this in the Inspector:" msgstr "" -"如果你还没有设置,请确保将Snap Options中的\"Step\"更改为 `(64, 64)` 或者别的适" -"合你图块的大小.你可以在属性面板中找到它:" +"如果你还没有设置, 请确保将Snap Options中的 \"Step\" 更改为 `(64, 64)` 或者别" +"的适合你图块的大小. 你可以在属性面板中找到它:" #: ../../docs/tutorials/2d/using_tilemaps.rst:143 msgid "" @@ -282,14 +283,14 @@ msgid "" "tiles as before. You can also click \"Icon\" to select one of the tiles to " "represent the atlas." msgstr "" -"一旦你定义了图块组,你就可以像以前一样将碰撞形状(Collision Shape)添加到各个图" -"块上.你也可以点击\"Icon\"来选择其中一个作为整个图块组的图标." +"一旦你定义了图块组, 你就可以像以前一样将碰撞形状(Collision Shape)添加到各个图" +"块上. 你也可以点击 \"Icon\" 来选择其中一个作为整个图块组的图标." #: ../../docs/tutorials/2d/using_tilemaps.rst:147 msgid "" "Back in the TileMap, you can select the atlas tile and you'll see all of the " "tiles it contains:" -msgstr "回到TileMap,你可以选择图块组,你会看到它所包含的所有图块:" +msgstr "回到TileMap, 你可以选择图块组, 你会看到它所包含的所有图块:" #: ../../docs/tutorials/2d/using_tilemaps.rst:152 msgid "" @@ -297,7 +298,7 @@ msgid "" "grouping similar tiles together when you're working with a large number of " "tiles." msgstr "" -"除了节省定义图块的时间外,这可以帮助你在处理大量图块时将类似的图块分组在一起." +"除了节省定义图块的时间外, 这可以帮助你在处理大量图块时将类似的图块分组在一起." #: ../../docs/tutorials/2d/using_tilemaps.rst:156 msgid "Random tile priorities" @@ -312,10 +313,10 @@ msgid "" "twice as likely to be selected as a tile with priority 1, and a tile with " "priority 3 is 50% more likely to be selected than a tile with priority 2." msgstr "" -"使用Atlas拼贴进行绘制时,启用\"使用优先级\"选项会导致随机选择拼贴. 默认情况下," -"图块集中的每个图块发生的可能性均等. 您可以通过为每个图块设置不同的优先级来更" -"改可能性. 例如,优先级为2的图块被选择的可能性是优先级为1的图块的两倍,优先级为3" -"的图块的选择可能性是优先级为2的图块." +"使用Atlas拼贴进行绘制时, 启用 \"使用优先级\" 选项会导致随机选择拼贴. 默认情况" +"下, 图块集中的每个图块发生的可能性均等. 您可以通过为每个图块设置不同的优先级" +"来更改可能性. 例如, 优先级为2的图块被选择的可能性是优先级为1的图块的两倍, 优" +"先级为3的图块的选择可能性是优先级为2的图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:166 msgid "Autotiles" @@ -326,8 +327,8 @@ msgid "" "Autotiles allow you to define a group of tiles, then add rules to control " "which tile gets used for drawing based on the content of adjacent cells." msgstr "" -"自动图块允许你定义一组图块,然后添加规则以根据相邻单元格的内容来控制使用哪个图" -"块进行绘制." +"自动图块允许你定义一组图块, 然后添加规则以根据相邻单元格的内容来控制使用哪个" +"图块进行绘制." #: ../../docs/tutorials/2d/using_tilemaps.rst:171 msgid "" @@ -335,8 +336,8 @@ msgid "" "add collisions, occlusion, navigation shapes, tile priorties, and select an " "icon tile in the same manner as for atlas tiles." msgstr "" -"单击\"新建自动图块\",并拖动以选择要使用的图块. 以与合集图块相同的方式添加碰" -"撞、遮挡、导航形状、图块优先级以及选择图标." +"单击 \"新建自动图块\", 并拖动以选择要使用的图块. 以与合集图块相同的方式添加碰" +"撞, 遮挡, 导航形状, 图块优先级以及选择图标." #: ../../docs/tutorials/2d/using_tilemaps.rst:175 msgid "" @@ -345,9 +346,10 @@ msgid "" "mask. Left-clicking an area of the tile adds a bit, right-click removes \"off" "\", and shift-left-click sets an \"ignore\" bit." msgstr "" -"图块的选择是由位位掩码 (Bitmask) 来控制的.可以通过点击\"Bitmask\"来新增位掩" -"码,然后点击图块中要新增或移除位位掩码的部分.左键点击图块中的区域来新增位元,右" -"键点击则可移除\"关闭 (Off)\",Shift + 左键点击则可设定\"忽略 (Ignore)\"位元." +"图块的选择是由位位掩码 (Bitmask) 来控制的. 可以通过点击 \"Bitmask\" 来新增位" +"掩码, 然后点击图块中要新增或移除位位掩码的部分. 左键点击图块中的区域来新增位" +"元, 右键点击则可移除\"关闭 (Off)\",Shift + 左键点击则可设定\"忽略 " +"(Ignore)\"位元." #: ../../docs/tutorials/2d/using_tilemaps.rst:180 msgid "" @@ -359,9 +361,9 @@ msgid "" "randomly, using the tile priorities." msgstr "" "当 Godot 使用自动图块来更新其中一格图块格 (Cell) 时,Godot 会先依据周边已经设" -"定好的图块格来建立图块样式.接著再使用建立好的样式来以与其位位掩码相符的单一图" -"块来建立自动图块.若没有找到相符的位位掩码,则会改用\"icon\"图块.若有找到多个相" -"符的位位掩码,则会依照图块优先度随机选择一个." +"定好的图块格来建立图块样式. 接著再使用建立好的样式来以与其位位掩码相符的单一" +"图块来建立自动图块. 若没有找到相符的位位掩码, 则会改用 \"icon\" 图块. 若有找" +"到多个相符的位位掩码, 则会依照图块优先度随机选择一个." #: ../../docs/tutorials/2d/using_tilemaps.rst:187 msgid "" @@ -370,15 +372,16 @@ msgid "" "\"Selected Tile\" heading. Allowed values are \"2x2\", \"3x3 (minimal)\", " "and \"3x3\"." msgstr "" -"位掩码与图集的匹配规则取决于图集的自动位掩码模式.可以在\"属性面板\"分页中的" -"\"Selected Tile\"底下设定该规则.可设定的值有\"2x2\"、\"3x3 (minimal)\"与" -"\"3x3\"." +"位掩码与图集的匹配规则取决于图集的自动位掩码模式. 可以在 \"属性面板\" 分页中" +"的\"Selected Tile\"底下设定该规则. 可设定的值有 \"2x2\" , \"3x3 " +"(minimal)\"与 \"3x3\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:191 msgid "" "All \"on\" and \"off\" bits must be satisfied for a bitmask to match, but " "\"ignore\" bits are ignored." -msgstr "位掩码必须满足所有\"on\"和\"off'位才能匹配,但\"ignore\"位会被忽略." +msgstr "" +"位掩码必须满足所有 \"on\" 和 \"off'位才能匹配, 但 \"ignore\" 位会被忽略." #: ../../docs/tutorials/2d/using_tilemaps.rst:195 msgid "2x2" @@ -386,7 +389,7 @@ msgstr "2x2" #: ../../docs/tutorials/2d/using_tilemaps.rst:197 msgid "In 2x2 mode, each bitmask contains four bits, one for each corner." -msgstr "在2x2模式下,每个比特掩码包含4个位,对应4个角." +msgstr "在2x2模式下, 每个比特掩码包含4个位, 对应4个角." #: ../../docs/tutorials/2d/using_tilemaps.rst:199 msgid "" @@ -395,17 +398,17 @@ msgid "" "the top-left bit is set, the cell directly above, directly left, and " "diagonally above-left must be filled." msgstr "" -"对于设为\"on\"的位元,所有连结到该角落的图块格都必须以相同的自动图块来填满以符" -"合位位掩码.举例来说,若有设定左上角的位元,则正上方、正左方、与斜左上方的图块格" -"都必须要被填满." +"对于设为 \"on\" 的位元, 所有连结到该角落的图块格都必须以相同的自动图块来填满" +"以符合位位掩码. 举例来说, 若有设定左上角的位元, 则正上方, 正左方, 与斜左上方" +"的图块格都必须要被填满." #: ../../docs/tutorials/2d/using_tilemaps.rst:204 msgid "" "Where a bit is \"off\", at least one cell connected to that corner must not " "be set using the same autotile." msgstr "" -"对于设为\"off\"的位元,则至少有一个连接到该角落的图块格不能使用相同的自动图块" -"来设定." +"对于设为 \"off\" 的位元, 则至少有一个连接到该角落的图块格不能使用相同的自动图" +"块来设定." #: ../../docs/tutorials/2d/using_tilemaps.rst:207 msgid "" @@ -413,16 +416,16 @@ msgid "" "would be needed to provide exactly one tile for each arrangement that this " "mode can test for." msgstr "" -"要使用的图块都必须要设定至少一个位元.因此,对每个要测试该模式的图块排列,都必须" -"要设定总共 15 格图块来提供刚好一个的图块." +"要使用的图块都必须要设定至少一个位元. 因此, 对每个要测试该模式的图块排列, 都" +"必须要设定总共 15 格图块来提供刚好一个的图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:211 msgid "" "2x2 mode can only match cells that are part of a 2-by-2 block - cells with " "no neighbors and lines only one cell wide are not supported." msgstr "" -"2x2 模式只能对应到 2 乘 2 区块中的图块格 —— 也就是周围没有其他图块格的图块格," -"且不支持边长只有 1 的图块格." +"2x2 模式只能对应到 2 乘 2 区块中的图块格 —— 也就是周围没有其他图块格的图块" +"格, 且不支持边长只有 1 的图块格." #: ../../docs/tutorials/2d/using_tilemaps.rst:214 #: ../../docs/tutorials/2d/using_tilemaps.rst:246 @@ -433,7 +436,7 @@ msgstr "**Template - Generic[通用模版]:**" msgid "" "This template can be used for sideways or fully top-down perspectives. It's " "designed for a TileMap cell size of 64x64." -msgstr "此模版可用于侧视角或完全的俯视角.每一个TileMap 图块格的尺寸是64x64." +msgstr "此模版可用于侧视角或完全的俯视角. 每一个TileMap 图块格的尺寸是64x64." #: ../../docs/tutorials/2d/using_tilemaps.rst:219 #: ../../docs/tutorials/2d/using_tilemaps.rst:252 @@ -462,7 +465,7 @@ msgid "" "In 3x3 (minimal) mode, each bitmask contains 9 bits (4 corners, 4 edges, 1 " "center). The 4 corner bits work the same as in 2x2 mode." msgstr "" -"3x3 (minimal) 模式中,每个位掩码都包含了 9 个位元 (4 个角落、4 个边缘、1 个中" +"3x3 (minimal) 模式中, 每个位掩码都包含了 9 个位元 (4 个角落, 4 个边缘, 1 个中" "央).4 个角落的位元的运作方式与 2x2 模式相同." #: ../../docs/tutorials/2d/using_tilemaps.rst:232 @@ -470,8 +473,8 @@ msgid "" "When an edge bit is \"on\", the cell which shares that edge must be filled. " "When an edge bit is \"off\", the cell which shares that edge must be empty." msgstr "" -"当边缘位为\"on\"时,必须填充共享该边缘的单元.当边沿位为\"off\"时,共享该边沿的" -"单元格必须为空." +"当边缘位为 \"on\" 时, 必须填充共享该边缘的单元. 当边沿位为 \"off\" 时, 共享该" +"边沿的单元格必须为空." #: ../../docs/tutorials/2d/using_tilemaps.rst:235 msgid "" @@ -479,14 +482,14 @@ msgid "" "this mode, it makes no sense for a corner bit to be \"on\" when either edge " "bit adjacent to it is not \"on\"." msgstr "" -"对于任何你想要使用的图块,中心位应该是\"打开\"的.注意,在这种模式下,当相邻的任" -"何一个边位都不是\"开\"时,让一个角位\"开\"是没有意义的." +"对于任何你想要使用的图块, 中心位应该是 \"打开\" 的. 注意, 在这种模式下, 当相" +"邻的任何一个边位都不是 \"开\" 时, 让一个角位 \"开\" 是没有意义的." #: ../../docs/tutorials/2d/using_tilemaps.rst:239 msgid "" "A total of 47 tiles would be needed to provide exactly one bitmask for each " "arrangement that this mode can test for." -msgstr "总共需要47个图块,才能为该模式可以测试的每种设置提供一个精确的位掩码." +msgstr "总共需要47个图块, 才能为该模式可以测试的每种设置提供一个精确的位掩码." #: ../../docs/tutorials/2d/using_tilemaps.rst:244 msgid "Right-click an image and choose **Save image as…** to save it." @@ -499,8 +502,8 @@ msgid "" "have to use different subtile sizes for top-down templates as described " "below." msgstr "" -"该模板可用于横向或上帝视角.下面的所有模板都是专为64x64的TileMap单元格尺寸设计" -"的,但对于上帝视角的模板,您可能需要使用不同的子图块尺寸." +"该模板可用于横向或上帝视角. 下面的所有模板都是专为64x64的TileMap单元格尺寸设" +"计的, 但对于上帝视角的模板, 您可能需要使用不同的子图块尺寸." #: ../../docs/tutorials/2d/using_tilemaps.rst:260 msgid "**Template - Generic 16 tiles:**" @@ -511,7 +514,7 @@ msgid "" "This template can be used for tilesets that only have 16 tiles - for simpler " "art styles the missing tiles will not be noticeable." msgstr "" -"该模板可用于仅包含16个图块的图块集-在更简单的艺术风格下,缺失的图块并不明显." +"该模板可用于仅包含16个图块的图块集-在更简单的艺术风格下, 缺失的图块并不明显." #: ../../docs/tutorials/2d/using_tilemaps.rst:269 msgid "Blue-checkered: \"ignore\"" @@ -527,23 +530,23 @@ msgstr "Key(适用于以下四个模板):" #: ../../docs/tutorials/2d/using_tilemaps.rst:278 msgid "Green: floor" -msgstr "绿色:地面" +msgstr "绿色: 地面" #: ../../docs/tutorials/2d/using_tilemaps.rst:279 msgid "Cyan: wall" -msgstr "青色:墙" +msgstr "青色: 墙" #: ../../docs/tutorials/2d/using_tilemaps.rst:280 msgid "Yellow: top of wall" -msgstr "黄色:墙顶" +msgstr "黄色: 墙顶" #: ../../docs/tutorials/2d/using_tilemaps.rst:281 msgid "Grey: hidden due to overlap" -msgstr "" +msgstr "灰色:由于重叠而隐藏" #: ../../docs/tutorials/2d/using_tilemaps.rst:282 msgid "Transparent: air" -msgstr "透明:空气" +msgstr "透明: 空气" #: ../../docs/tutorials/2d/using_tilemaps.rst:286 msgid "**Template - Top-down wall in 3/4 perspective:**" @@ -557,7 +560,7 @@ msgstr "**模版 - 上帝视角的墙 3/4 透视 (厚墙):**" msgid "" "When using this template, set the TileSet subtile size to ``Vector2(64, " "88)``." -msgstr "使用此模板时,将图块集子图块大小设置为 ``Vector2(64, 88)`` ." +msgstr "使用此模板时, 将图块集子图块大小设置为 ``Vector2(64, 88)`` ." #: ../../docs/tutorials/2d/using_tilemaps.rst:296 msgid "**Template - Top-down wall in 3/4 perspective (tall walls):**" @@ -569,8 +572,8 @@ msgid "" "184)`` and the \"Selected Tile\" Texture offset to height minus the cell " "size. This means the texture offset should be ``Vector2(0, -120)``:" msgstr "" -"使用该模板时,将 \"吸附选项\"步长设置为 ``Vector2(64, 184)`` ,\"选定图块\"纹理" -"偏移为高度减去单元格大小,这意味着纹理偏移应该是 ``Vector2(0, -120)`` :" +"使用该模板时, 将 \"吸附选项\" 步长设置为 ``Vector2(64, 184)`` ,\"选定图块\" " +"纹理偏移为高度减去单元格大小, 这意味着纹理偏移应该是 ``Vector2(0, -120)`` :" #: ../../docs/tutorials/2d/using_tilemaps.rst:305 msgid "3x3" @@ -579,21 +582,21 @@ msgstr "3x3" #: ../../docs/tutorials/2d/using_tilemaps.rst:307 msgid "" "In 3x3 mode, each bitmaks contains 9 bits (4 corners, 4 edges, 1 center)" -msgstr "在3x3模式下,每个位掩码包含9位(4个角,4个边缘,1个中心)" +msgstr "在3x3模式下, 每个位掩码包含9位(4个角,4个边缘,1个中心)" #: ../../docs/tutorials/2d/using_tilemaps.rst:309 msgid "" "Each bit checks a single adjacent cell. Corner bits only check diagonally " "adjacent cells. The center bit should be \"on\" for any tile you wish to use." msgstr "" -"每个位都会检查一个相邻的单元格.角位只检查对角线相邻的单元格.对于您想使用的任" -"何图块,中心位应该是 \"开启\"." +"每个位都会检查一个相邻的单元格. 角位只检查对角线相邻的单元格. 对于您想使用的" +"任何图块, 中心位应该是 \"开启\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:312 msgid "" "A total of 256 tiles would be needed to provide exactly one bitmask for each " "arrangement that this mode can test for." -msgstr "总共需要256个图块,才能为该模式可以测试的每种排列提供准确的一个位掩码." +msgstr "总共需要256个图块, 才能为该模式可以测试的每种排列提供准确的一个位掩码." #: ../../docs/tutorials/2d/using_tilemaps.rst:317 msgid "Disabling autotile" @@ -605,8 +608,8 @@ msgid "" "and select tiles manually, by clicking \"Disable Autotile\" at the top of " "the tile selection window." msgstr "" -"当使用自动图块时,可以通过单击图块选择窗口顶部的\"禁用自动图块\"来关闭自动图块" -"行为,并手动选择图块." +"当使用自动图块时, 可以通过单击图块选择窗口顶部的 \"禁用自动图块\" 来关闭自动" +"图块行为, 并手动选择图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:324 msgid "Autotile binding" @@ -624,12 +627,12 @@ msgid "" "to the neighbor cell. You can find the id of an autotile using " "\"find_tile_by_name(name)\", empty cells are given an id of -1." msgstr "" -"默认情况下,自动图块只检查使用相同自动图块填充的相邻单元格.这种行为可以被重写," -"以便让自动图块相互绑定,甚至绑定到空单元格.目前,这只能通过脚本来实现.你需要添" -"加一个脚本到你的图块集,并定义一个名为\"_is_tile_bound(drawing_id, " -"neighbor_id) \"的函数.此函数将适用于每个不包含相同自动图块的相邻单元格,如果你" -"想让绘制的单元格 \"绑定 \"到相邻的单元格,那么这个函数应该返回true.你可以使用 " -"\"find_tile_by_name(name) \"查找自动图块的id,空单元格的id为-1." +"默认情况下, 自动图块只检查使用相同自动图块填充的相邻单元格. 这种行为可以被重" +"写, 以便让自动图块相互绑定, 甚至绑定到空单元格. 目前, 这只能通过脚本来实现. " +"你需要添加一个脚本到你的图块集, 并定义一个名为\"_is_tile_bound(drawing_id, " +"neighbor_id) \"的函数. 此函数将适用于每个不包含相同自动图块的相邻单元格, 如果" +"你想让绘制的单元格 \"绑定\" 到相邻的单元格, 那么这个函数应该返回true. 你可以" +"使用 \"find_tile_by_name(name)\" 查找自动图块的id, 空单元格的id为-1." #: ../../docs/tutorials/2d/using_tilemaps.rst:336 msgid "" @@ -637,8 +640,8 @@ msgid "" "declaration, and you may need to close and reload the scene for these " "changes to take effect." msgstr "" -"注意,要在编辑器中使用它,脚本应该以\"tool\"声明开始,并且您可能需要关闭并重新加" -"载场景,以便这些更改生效." +"注意, 要在编辑器中使用它, 脚本应该以 \"tool\" 声明开始, 并且您可能需要关闭并" +"重新加载场景, 以便这些更改生效." #: ../../docs/tutorials/2d/using_tilemaps.rst:341 msgid "Tips and tricks" @@ -650,9 +653,9 @@ msgid "" "may notice lines appearing between your tiles. To fix this, open Project " "Settings and enable \"Use Pixel Snap\" in the \"Rendering/Quality\" section." msgstr "" -"如果你使用 :ref:`Camera2D <class_Camera2D>` 来滚动显示你的关卡,则可能会注意到" -"在图块之间出现了一些线条.要解决此问题,请打开\"项目设置\",然后在\"Rendering/" -"Quality(渲染/质量)\"部分中启用\"Use Pixel Snap\"." +"如果你使用 :ref:`Camera2D <class_Camera2D>` 来滚动显示你的关卡, 则可能会注意" +"到在图块之间出现了一些线条. 要解决此问题, 请打开 \"项目设置\", 然后在 " +"\"Rendering/Quality(渲染/质量)\" 部分中启用\"Use Pixel Snap\"." #: ../../docs/tutorials/2d/using_tilemaps.rst:347 msgid "" @@ -662,11 +665,11 @@ msgstr "您可以使用编辑器右上方的图标来翻转和旋转图块." #: ../../docs/tutorials/2d/using_tilemaps.rst:349 msgid "" "To draw straight lines, hold :kbd:`Shift` while clicking and dragging a tile." -msgstr "要绘制直线,请在点击并拖动图块时按住 :kbd:`Shift` ." +msgstr "要绘制直线, 请在点击并拖动图块时按住 :kbd:`Shift` ." #: ../../docs/tutorials/2d/using_tilemaps.rst:351 msgid "" "Tools such as copy, paste, and bucket fill, can be found in the \"TileMap\" " "menu in the upper-right." msgstr "" -"可以在右上角的\" TileMap\"菜单中找到诸如复制,粘贴和油漆桶填充之类的工具." +"可以在右上角的\" TileMap\"菜单中找到诸如复制, 粘贴和油漆桶填充之类的工具." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 14bd1b2834..87efa0ed8d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "limitations. Godot's renderer is no exception. To work effectively with " "those limitations, you need to understand them." msgstr "" -"出于对性能的要求,实时渲染引擎有很多局限性.Godot的渲染器也不例外.为了更有效地" -"工作,你需要了解这些局限性." +"出于对性能的要求, 实时渲染引擎有很多局限性.Godot的渲染器也不例外. 为了更有效" +"地工作, 你需要了解这些局限性." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:14 msgid "Texture size limits" @@ -44,8 +44,8 @@ msgid "" "on older devices. You can check your target GPU's limitations on `GPUinfo." "org <https://www.gpuinfo.org/>`__." msgstr "" -"在台式机和笔记本电脑上,旧设备可能不支持大于8192×8192的纹理.你可以在`GPUinfo." -"org <https://www.gpuinfo.org/>`上检查你的目标GPU的限制." +"在台式机和笔记本电脑上, 旧设备可能不支持大于8192×8192的纹理. 你可以在" +"`GPUinfo.org <https://www.gpuinfo.org/>` 上检查你的目标GPU的限制." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:20 msgid "" @@ -55,9 +55,9 @@ msgid "" "avoid using textures larger than 4096×4096 and use a power of two size if " "the texture needs to repeat." msgstr "" -"移动端GPU通常仅支持小于4096×4096的纹理.此外,一些移动端GPU不支持对非二的幂次大" -"小的纹理进行重复(repeat)操作.因此,如果你想让你的纹理在所有平台上正确显示,你应" -"该避免使用比4096×4096大的纹理,如果纹理需要重复,应该使用两倍的大小." +"移动端GPU通常仅支持小于4096×4096的纹理. 此外, 一些移动端GPU不支持对非二的幂次" +"大小的纹理进行重复(repeat)操作. 因此, 如果你想让你的纹理在所有平台上正确显" +"示, 你应该避免使用比4096×4096大的纹理, 如果纹理需要重复, 应该使用两倍的大小." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:27 msgid "Color banding" @@ -71,15 +71,14 @@ msgid "" "visible banding, especially when using untextured materials. This can also " "be seen in 2D projects when using smooth gradient textures." msgstr "" -"当使用GLES3或Vulkan渲染器时,Godot的3D引擎内部以高动态范围(HDR)进行渲染.然而," -"渲染输出将被色调映射(tonemmapped)到一个低动态范围,以便它可以显示在屏幕上.这可" -"能导致可见的条带效应(banding),特别是当使用未贴图的材质时.在使用了具有平滑梯度" -"的纹理的2D项目中也能看到这种效应." +"当使用GLES3或Vulkan渲染器时,Godot的3D引擎内部以高动态范围(HDR)进行渲染. 然" +"而, 渲染输出将被色调映射(tonemmapped)到一个低动态范围, 以便它可以显示在屏幕" +"上. 这可能导致可见的条带效应(banding), 特别是当使用未贴图的材质时. 在使用了具" +"有平滑梯度的纹理的2D项目中也能看到这种效应." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:35 -#, fuzzy msgid "There are two main ways to alleviate banding:" -msgstr "设置背景的方法有很多种:" +msgstr "有两个主要的方法来缓解条带:" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:37 msgid "" @@ -89,6 +88,9 @@ msgid "" "also requires HDR to be enabled in the Project Settings (which is the " "default)." msgstr "" +"在项目设置中启用 **使用Debanding ** 。这将应用一个全屏debanding着色器作为后期" +"处理效果,而且非常廉价。只有在使用GLES3或Vulkan渲染器时才支持全屏debanding。" +"它还需要在项目设置中启用HDR(这是默认的)。" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:41 msgid "" @@ -99,6 +101,10 @@ msgid "" "your project is rendered in LDR, which means it will work when using the " "GLES2 renderer." msgstr "" +"或者,在你的纹理中烘焙一些噪声。这主要在2D中是有效的,例如用于虚化效果。在3D" +"中,你也可以使用一个 `自定义去噪着色器 <https://github.com/fractilegames/" +"godot-gles2-debanding-material>`__ 来应用于你的 *材质* 。即使你的项目是用LDR" +"渲染的,这种技术也是有效的,这意味着它在使用GLES2渲染器时也能发挥作用。" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:49 msgid "" @@ -121,10 +127,10 @@ msgid "" "fighting will occur. This will materialize as textures flickering back and " "forth as the camera moves or rotates." msgstr "" -"为了在3D空间中排序对象,渲染引擎使用了深度缓冲区(也称为Z-buffer).这个缓冲区具" -"有有限的精度:在桌面平台上是24位,在移动平台上有时是16位(出于性能原因).如果两个" -"不同的对象最终具有相同的z缓冲值,那么z冲突(Z-fighting)就会发生,此时移动或旋转" -"相机,将观察到纹理来回闪烁." +"为了在3D空间中排序对象, 渲染引擎使用了深度缓冲区(也称为Z-buffer). 这个缓冲区" +"具有有限的精度: 在桌面平台上是24位, 在移动平台上有时是16位(出于性能原因). 如" +"果两个不同的对象最终具有相同的z缓冲值, 那么z冲突(Z-fighting)就会发生, 此时移" +"动或旋转相机, 将观察到纹理来回闪烁." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:62 msgid "" @@ -135,9 +141,10 @@ msgid "" "permissible value for your use case, though keep in mind it won't impact " "precision as much as the **Near** property." msgstr "" -"为了使深度缓冲在渲染区域上更精确,你应该*增加*摄像机节点的**Near**属性,但是要" -"小心,如果你设置得太高,玩家就会看穿附近的几何体.同时,还应该*减少*摄像机节点的" -"**Far**属性到你用例允许的最低值,尽管它不会像**Near**属性那样影响精度." +"为了使深度缓冲在渲染区域上更精确, 你应该 *增加* 摄像机节点的 **Near** 属性, " +"但是要小心, 如果你设置得太高, 玩家就会看穿附近的几何体. 同时, 还应该 *减少* " +"摄像机节点的 **Far** 属性到你用例允许的最低值, 尽管它不会像 **Near** 属性那样" +"影响精度." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:69 msgid "" @@ -147,9 +154,9 @@ msgid "" "increased to avoid Z-fighting in the distance. It can then be decreased once " "the player leaves the airplane." msgstr "" -"如果你只需要当玩家能够看到很远的地方时才提供高精度,你可以根据游戏条件动态改变" -"它.例如,如果玩家进入飞机,**Near**属性可以暂时增加,以避免远处的z冲突现象(z-" -"fighting).当玩家离开飞机时,它便会被减少." +"如果你只需要当玩家能够看到很远的地方时才提供高精度, 你可以根据游戏条件动态改" +"变它. 例如, 如果玩家进入飞机, **Near** 属性可以暂时增加, 以避免远处的z冲突现" +"象(z-fighting). 当玩家离开飞机时, 它便会被减少." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:75 msgid "" @@ -157,7 +164,7 @@ msgid "" "the Z-fighting objects further apart without the difference being visible to " "the player." msgstr "" -"根据场景和玩家视野条件,你还可以在玩家不会看出差异的情况下将产生z冲突的对象移" +"根据场景和玩家视野条件, 你还可以在玩家不会看出差异的情况下将产生z冲突的对象移" "得更远." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:80 @@ -175,11 +182,11 @@ msgid "" "specific materials to appear in front or behind of other transparent " "materials. Even then, this may not always be sufficient." msgstr "" -"在Godot中,透明材质是在不透明材质之后绘制的.透明对象在绘制之前会根据Node3D的位" -"置而不是世界空间中的顶点位置来排序(从后向前).因此,互相有重叠的对象可能会出现" -"排序错误的情况.要修复排序不当的对象,可以调整材质的 :ref:`Render Priority " -"<class_Material_property_render_priority>`属性.这将迫使特定的材质出现在其他透" -"明材质的前面或后面.即便如此,这可能也并不总是能解决问题." +"在Godot中, 透明材质是在不透明材质之后绘制的. 透明对象在绘制之前会根据Node3D的" +"位置而不是世界空间中的顶点位置来排序(从后向前). 因此, 互相有重叠的对象可能会" +"出现排序错误的情况. 要修复排序不当的对象, 可以调整材质的 :ref:`Render " +"Priority <class_Material_property_render_priority>` 属性. 这将迫使特定的材质" +"出现在其他透明材质的前面或后面. 即便如此, 这可能也并不总是能解决问题." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:90 msgid "" @@ -187,8 +194,8 @@ msgid "" "to alleviate this, but this is costly on the GPU. Godot currently doesn't " "provide this feature. There are still several ways to avoid this problem:" msgstr "" -"一些渲染引擎采用了顺序无关的透明技术(OIT)来缓解这个问题,但这类技术对于GPU而言" -"开销很大.Godot目前没有提供这个功能,但仍然有几种方法可以避免这个问题:" +"一些渲染引擎采用了顺序无关的透明技术(OIT)来缓解这个问题, 但这类技术对于GPU而" +"言开销很大.Godot目前没有提供这个功能, 但仍然有几种方法可以避免这个问题:" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:94 msgid "" @@ -197,8 +204,8 @@ msgid "" "material. This will allow the opaque part to cast shadows and may also " "improve performance." msgstr "" -"只有在你真正需要的时候才让材质透明.如果一种材质只有一个很小的透明部分,考虑将" -"它分割成一个单独的材质.这将允许不透明部分投射阴影,也可能提高性能." +"只有在你真正需要的时候才让材质透明. 如果一种材质只有一个很小的透明部分, 考虑" +"将它分割成一个单独的材质. 这将允许不透明部分投射阴影, 也可能提高性能." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:99 msgid "" @@ -207,9 +214,9 @@ msgid "" "**PixelAlpha**. This will make the material opaque. This way, it can also " "cast shadows." msgstr "" -"如果你想让材质随着距离增加而褪色,使用StandardMaterial3D距离褪色模式 **Pixel " -"Dither** 或 **Object Dither** 来代替 **PixelAlpha** ,这将使材质不透明,它也可" -"以投射阴影." +"如果你想让材质随着距离增加而褪色, 使用StandardMaterial3D距离褪色模式 **Pixel " +"Dither** 或 **Object Dither** 来代替 **PixelAlpha** , 这将使材质不透明, 它也" +"可以投射阴影." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:105 msgid "Multi-sample antialiasing" @@ -222,8 +229,8 @@ msgid "" "*color* samples used to render a scene. Here's what this means in practice:" msgstr "" "多重样本抗锯齿(MSAA)指的是在渲染对象时在多边形的边上取多个覆盖样本(coverage " -"samples),但它不会增加用于渲染场景的颜色样本数量.下面是它在实践中的作用和局限" -"性:" +"samples), 但它不会增加用于渲染场景的颜色样本数量. 下面是它在实践中的作用和局" +"限性:" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:111 msgid "" @@ -240,13 +247,13 @@ msgstr "使用alpha测试(1位透明度)的透明材质无法被平滑." msgid "" "Specular aliasing (\"sparkles\" that appear on reflective surfaces) won't be " "reduced." -msgstr "高光锯齿问题(即出现在反射表面上的\"火花\"(sparkle))无法解决." +msgstr "高光锯齿问题(即出现在反射表面上的 \"火花\"(sparkle))无法解决." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:115 msgid "" "There are several ways to work around this limitation depending on your " "performance budget:" -msgstr "有几种方法可以解决这一限制,这取决于您的绩效预算:" +msgstr "有几种方法可以解决这一限制, 这取决于您的绩效预算:" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:117 msgid "" @@ -255,9 +262,9 @@ msgid "" "Limiter**. This filter has a moderate cost on performance. It should be " "enabled only if you actually need it." msgstr "" -"为了使高光锯齿不那么明显,打开项目设置,并启用**Rendering > Quality > Screen " -"Space Filters > Screen Space Roughness Limiter**.这个滤波器对性能有一定影响," -"只有当您确实需要它时,才应该启用它." +"为了使高光锯齿不那么明显, 打开项目设置, 并启用 **Rendering > Quality > " +"Screen Space Filters > Screen Space Roughness Limiter** . 这个滤波器对性能有" +"一定影响, 只有当您确实需要它时, 才应该启用它." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:122 msgid "" @@ -266,8 +273,8 @@ msgid "" "will also make the scene appear blurrier, especially at resolutions below " "1440p." msgstr "" -"除了(或代替)MSAA之外,启用FXAA.FXAA是一个屏幕空间的抗锯齿方法,因此它将平滑一切" -"事物.缺点是它会使场景显得模糊,特别是在分辨率低于1440p的时候." +"除了(或代替)MSAA之外, 启用FXAA.FXAA是一个屏幕空间的抗锯齿方法, 因此它将平滑一" +"切事物. 缺点是它会使场景显得模糊, 特别是在分辨率低于1440p的时候." #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:126 msgid "" @@ -276,6 +283,6 @@ msgid "" "on the ViewportTexture flags. This technique is called *supersampling* and " "is very slow. Its use is generally only recommended for offline rendering." msgstr "" -"以更高的分辨率渲染场景,然后在与窗口大小匹配的ViewportTexture中显示它.确保在" -"ViewportTexture的标记中启用 **Filter** .这种技术叫做 *supersampling超采样* ," -"非常慢.通常只推荐在离线渲染时使用它." +"以更高的分辨率渲染场景, 然后在与窗口大小匹配的ViewportTexture中显示它. 确保在" +"ViewportTexture的标记中启用 **Filter** . 这种技术叫做 *supersampling超采样" +"* , 非常慢. 通常只推荐在离线渲染时使用它." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index a27ab4a6bf..2bed96519a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,257 +26,294 @@ msgid "Introduction" msgstr "简介" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 +#, fuzzy msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -"烘焙的光影图是为场景添加间接(或烘焙)光照的另一种工作流程.与 :ref:" -"`doc_gi_probes` 的方法不同,烘焙光照图在低端PC和移动设备上运行良好,因为运行时" -"几乎不消耗资源." +"烘焙的光影图是为场景添加间接(或烘焙)光照的另一种工作流程. 与 :ref:" +"`doc_gi_probes` 的方法不同, 烘焙光照图在低端PC和移动设备上运行良好, 因为运行" +"时几乎不消耗资源." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 +#, fuzzy msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -"与 ``GIProbe``\\ s 不同的是,Baked Lightmaps[烘焙光照贴图]是完全静态的.一旦被" -"烘焙,就不能被修改,也不能为场景提供反射,所以在内部用 :ref:" +"与 ``GIProbe``\\ s 不同的是,Baked Lightmaps[烘焙光照贴图]是完全静态的. 一旦被" +"烘焙, 就不能被修改, 也不能为场景提供反射, 所以在内部用 :ref:" "`doc_reflection_probes` 和它一起使用(或者在外部使用Sky)是获得好质量的要求." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -"由于它们是烘焙的,所以比 ``GIProbe`` 在光线渗出方面的问题要少,如果在高质量设置" -"下使用Raytrace[光线跟踪]模式,间接光看起来会更好(但烘焙可能需要一段时间)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 +msgid "" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#, fuzzy msgid "" "In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -"最后,决定哪种间接光照方式更好取决于你的使用案例.一般来说,GIProbe看起来更好,而" -"且更容易设置.但对于移动或低端兼容性,Baked Lightmaps是你唯一的选择." +"最后, 决定哪种间接光照方式更好取决于你的使用案例. 一般来说,GIProbe看起来更" +"好, 而且更容易设置. 但对于移动或低端兼容性,Baked Lightmaps是你唯一的选择." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 msgid "Visual comparison" msgstr "视觉比较" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:31 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +#, fuzzy msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." msgstr "" -"以下是Baked Lightmaps与GIProbe外观的比较. 请注意,光照贴图更准确,但也受到照明" -"在未打开的纹理上的影响,因此过渡和分辨率可能不那么好. GIProbe看起来不太准确(因" -"为它是近似值),但总体上更加平滑." +"以下是Baked Lightmaps与GIProbe外观的比较. 请注意, 光照贴图更准确, 但也受到照" +"明在未打开的纹理上的影响, 因此过渡和分辨率可能不那么好. GIProbe看起来不太准确" +"(因为它是近似值), 但总体上更加平滑." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "设置" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " "secondary texture coordinates that ensures any face in the object has its " "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -"首先,在光照贴图可以执行任何操作之前,要烘焙的对象需要UV2图层和纹理大小. UV2图" -"层是一组辅助纹理坐标,可确保对象中的任何面在UV贴图中都有自己的位置. 面不得共享" -"纹理中的像素." +"首先, 在光照贴图可以执行任何操作之前, 要烘焙的对象需要UV2图层和纹理大小. UV2" +"图层是一组辅助纹理坐标, 可确保对象中的任何面在UV贴图中都有自己的位置. 面不得" +"共享纹理中的像素." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "这里有几种方法可以确保您的对象具有唯一的UV2层和纹理大小:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "解开场景导入" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +#, fuzzy +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" +"总体来说, 这可能是最好的方法. 唯一的缺点是, 在大型模型上, 导入时解包可能需要" +"一段时间. 只要在文件系统栏选择导入的场景, 然后进入导入选项卡. 在那里, 可以修" +"改以下选项:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +#, fuzzy +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" +"总体来说, 这可能是最好的方法. 唯一的缺点是, 在大型模型上, 导入时解包可能需要" +"一段时间. 只要在文件系统栏选择导入的场景, 然后进入导入选项卡. 在那里, 可以修" +"改以下选项:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +#, fuzzy +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" +"** Light Baking ** 光照烘焙模式需要设置为 **\"Gen Lightmaps\"** . 还必须提供" +"世界单位的纹素大小, 因为这将确定光照贴图纹理的最终大小(并因此确定地图中的UV填" +"充)." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "设置此选项的效果是场景中的所有网格都将正确生成其UV2贴图." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +#, fuzzy +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" +"作为警告: 当重用场景中的网格时, 请记住将为找到的第一个实例生成UV. 如果网格重" +"复使用不同的比例(并且比例大不相同, 超过一半或两次), 这将导致低效的光照贴图. " +"如果您计划使用光照贴图, 请不要在不同比例下重复使用源网格." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "从Godot内部解开" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "Godot可以选择打开网格并可视化UV通道. 它可以在Mesh菜单中找到:" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "这将生成第二组UV2坐标, 可用于烘焙, 并且还将自动设置纹理大小." + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "从3D DCC展开" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 +#, fuzzy msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -"一种选择是从您最喜欢的3D应用程序中进行. 通常不推荐这种方法,但首先要解释它,以" -"便您知道它存在. 主要的优点是,在您可能想要重新导入很多的复杂对象上,纹理生成过" -"程在Godot中可能非常昂贵,因此在导入之前将其解包可以更快." +"一种选择是从您最喜欢的3D应用程序中进行. 通常不推荐这种方法, 但首先要解释它, " +"以便您知道它存在. 主要的优点是, 在您可能想要重新导入很多的复杂对象上, 纹理生" +"成过程在Godot中可能非常昂贵, 因此在导入之前将其解包可以更快." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "只需在第二个UV2层上打开包装即可." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 +#, fuzzy msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." -msgstr "并正常导入. 请记住,导入后需要在网格上设置纹理大小." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." +msgstr "并正常导入. 请记住, 导入后需要在网格上设置纹理大小." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " "work quickly. You will mostly need to use seams or other techniques to " "create better unwrapping." msgstr "" -"如果在导入时使用外部网格,则将保留大小. 请注意,3D DCC中的大多数解包器都不是面" -"向质量的,因为它们可以快速工作. 您通常需要使用接缝或其他技术来创建更好的展开." +"如果在导入时使用外部网格, 则将保留大小. 请注意,3D DCC中的大多数解包器都不是面" +"向质量的, 因为它们可以快速工作. 您通常需要使用接缝或其他技术来创建更好的展开." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "从Godot内部解开" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "Godot可以选择打开网格并可视化UV通道. 它可以在Mesh菜单中找到:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "这将生成第二组UV2坐标,可用于烘焙,并且还将自动设置纹理大小." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "解开场景导入" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" -"总体来说,这可能是最好的方法.唯一的缺点是,在大型模型上,导入时解包可能需要一段" -"时间.只要在文件系统栏选择导入的场景,然后进入导入选项卡.在那里,可以修改以下选" -"项:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" -"** Light Baking ** 光照烘焙模式需要设置为 **\"Gen Lightmaps\"** . 还必须提供" -"世界单位的纹素大小,因为这将确定光照贴图纹理的最终大小(并因此确定地图中的UV填" -"充)." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "设置此选项的效果是场景中的所有网格都将正确生成其UV2贴图." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" -"作为警告:当重用场景中的网格时,请记住将为找到的第一个实例生成UV. 如果网格重复" -"使用不同的比例(并且比例大不相同,超过一半或两次),这将导致低效的光照贴图. 如果" -"您计划使用光照贴图,请不要在不同比例下重复使用源网格." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "检查UV2" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -"在前面提到的网格菜单中,可以显示UV2纹理坐标. 如果出现问题,请确保检查网格是否具" -"有以下UV2坐标:" +"在前面提到的网格菜单中, 可以显示UV2纹理坐标. 如果出现问题, 请确保检查网格是否" +"具有以下UV2坐标:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "设置场景" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 +#, fuzzy msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -"在做任何事情之前,需要在场景中添加一个**BakedLightmap** 节点.这将使该场景中的" -"所有节点(和子节点),甚至是实例场景中的所有节点都能进行光照烘焙." +"在做任何事情之前, 需要在场景中添加一个 **BakedLightmap** 节点. 这将使该场景中" +"的所有节点(和子节点), 甚至是实例场景中的所有节点都能进行光照烘焙." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -"子场景可以多次实例化,因为这是由面包师支持的,并且每个子场景都将被分配一个自己" -"的光照贴图(只需确保遵守前面提到的缩放规则):" +"子场景可以多次实例化, 因为这是由面包师支持的, 并且每个子场景都将被分配一个自" +"己的光照贴图(只需确保遵守前面提到的缩放规则):" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "配置边界" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -"光线贴图(Lightmap)需要一个受影响区域的近似体积,因为它将光线传递给在该体积内部" -"的动态对象(稍后再谈).就像使用 ``GIProbe`` 一样,用体积覆盖场景:" +"光线贴图(Lightmap)需要一个受影响区域的近似体积, 因为它将光线传递给在该体积内" +"部的动态对象(稍后再谈). 就像使用 ``GIProbe`` 一样, 用体积覆盖场景:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "设置网格" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 +#, fuzzy msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." -msgstr "要使** MeshInstance **节点参与烘焙过程,需要启用``在烘焙灯中使用``属性." +"have the **Use in Baked Light** property enabled." +msgstr "" +"要使 ** MeshInstance ** 节点参与烘焙过程, 需要启用 ``在烘焙灯中使用`` 属性." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." -msgstr "在场景导入时自动生成光照贴图时,会自动启用此功能." +msgstr "在场景导入时自动生成光照贴图时, 会自动启用此功能." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "设置灯" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -"默认情况下,灯光采用间接灯光烘焙. 这意味着阴影贴图和光照仍然是动态的并影响移动" -"的物体,但是光线反射的光将被烘焙." +"默认情况下, 灯光采用间接灯光烘焙. 这意味着阴影贴图和光照仍然是动态的并影响移" +"动的物体, 但是光线反射的光将被烘焙." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" @@ -284,197 +321,320 @@ msgstr "" "灯可以禁用(不烘焙)或完全烘焙(直接和间接). 这可以通过灯光中的 **烘焙模式** 菜" "单进行控制:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "模式是:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "禁用力量。" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 +#, fuzzy msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -"**禁用:** 烘焙时忽略灯光. 请记住隐藏灯光对烘焙没有影响,因此必须使用此灯泡." +"**禁用:** 烘焙时忽略灯光. 请记住隐藏灯光对烘焙没有影响, 因此必须使用此灯泡." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." -msgstr "**间接:** 这是默认模式. 只会间接照明." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -"**全部:** 间接和直接照明都将被烘焙. 如果您不希望灯光出现两次(动态和静态),只需" -"将其隐藏即可." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "烘焙质量" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" -"为简单起见, ``烘焙光照贴图(BakedLightmap)`` 使用场景的体素化版本来计算光照. " -"可以使用 **烘焙细分(Bake Subdiv)** 参数调整体素大小. 更多细分会产生更多细节," -"但也需要更多时间来烘焙." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" -"通常,默认值足够好. 还有一个 **捕捉细分(Capture Subdivision)** (必须始终等于或" -"小于主细分),用于捕捉动态对象中的光(稍后会详细介绍). 对于更多情况,它的默认值也" -"足够好." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" -"除捕获大小外,还可以通过设置 **烘焙模式** 来修改质量. 提供了两种间接捕获模式:" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" -"**Voxel Cone**: Trace:是默认的;它不太精确,但更快.看起来类似于(但比) " -"``GIProbe`` 稍好." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." -msgstr "" -"**光线追踪(Ray Tracing)** :这种方法更精确,但烘焙时间可能要长得多. 如果以低质" -"量或中等质量使用,某些场景可能会产生噪声颗粒." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +#, fuzzy +msgid "Indirect" +msgstr "rect2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "烘焙" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#, fuzzy msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -"要开始烘焙过程,只需在选择 ``BakedLightmap`` 节点时按下顶部的 ** 烘焙光照贴图" +"要开始烘焙过程, 只需在选择 ``BakedLightmap`` 节点时按下顶部的 ** 烘焙光照贴图" "(Bake Lightmaps )** 大按钮:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -"这可能需要几秒到几分钟(或几小时),具体取决于场景大小,烘焙方法和所选质量." +"这可能需要几秒到几分钟(或几小时), 具体取决于场景大小, 烘焙方法和所选质量." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "配置烘焙" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "烘焙还有几种选择:" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -"** 烘焙细分(Bake Subdiv)** : 光照贴图机(Godot lightmapper)使用网格来传输光信" -"息. 默认值能很好地适用大多数情况.您希望更好地照亮小细节或您的场景很大,可以增" -"大它." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +#, fuzzy +msgid "Tweaks" +msgstr "扭捏" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -"** Capture Subdiv**: 这是用于实时捕获信息的网格(照明动态对象). 默认值通常是" -"OK,它通常小于Bake Subdiv并且不能大于它." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." -msgstr "**烘焙质量**:提供三种烘焙质量模式,低,中和高. 更高的质量需要更多的时间." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 -msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -"**烘焙模式(Bake Mode)** :烘焙器可以使用两种不同的技术: *体素圆锥追踪(Voxel " -"Cone Tracing )* (快速但近似),或 *光线追踪(RayTracing)* (慢但准确)." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." -msgstr "**传播**: 用于*Voxel Cone Trace*模式.工作原理与 ``GIProbe`` 中一样." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 -msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." -msgstr "**HDR** : 如果禁用,则光照贴图更小,但不能捕捉到任何超过白色的光线(1.0)." - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 -msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -"**图像路径** : Lightmaps的保存位置.默认情况下,保存在与场景相同的目录下 (\"." -"\"),但可以进行调整." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" -msgstr "**范围**:受影响区域的大小(可以直观地编辑)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 +msgid "" +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." +msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 +msgid "" +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 +msgid "" +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "Atlas Tiles(图块组)" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "捕获" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "数据" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 +#, fuzzy msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -"**光数据(Light Data)** :包含烘焙后的光烘焙数据. 纹理保存到磁盘,但这也包含动态" -"对象的捕获数据,这些数据可能有点大. 如果您使用.tscn格式(而不是.scn),则可以将其" -"保存到磁盘." +"**光数据(Light Data)** : 包含烘焙后的光烘焙数据. 纹理保存到磁盘, 但这也包含动" +"态对象的捕获数据, 这些数据可能有点大. 如果您使用.tscn格式(而不是.scn), 则可以" +"将其保存到磁盘." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "动态对象" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 +#, fuzzy msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -"在其他引擎或lightmapper实现中,您需要手动在该级别周围放置称为``lightprobes``的" -"小对象以生成* capture *数据. 然后,这用于将光传输到在场景中移动的动态对象." +"在其他引擎或lightmapper实现中, 您需要手动在该级别周围放置称为 " +"``lightprobes`` 的小对象以生成* capture *数据. 然后, 这用于将光传输到在场景中" +"移动的动态对象." -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " "objects around, and they will be lit accordingly. Of course, you have to " "make sure you set up your scene bounds accordingly or it won't work." msgstr "" -"但是,这种光照贴图的实现使用了不同的方法. 这个过程是自动的,所以您不必做任何事" -"情. 只需移动物体,它们就会相应点亮. 当然,您必须确保相应地设置场景边界,否则它将" -"无法工作." +"但是, 这种光照贴图的实现使用了不同的方法. 这个过程是自动的, 所以您不必做任何" +"事情. 只需移动物体, 它们就会相应点亮. 当然, 您必须确保相应地设置场景边界, 否" +"则它将无法工作." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/csg_tools.po index 3d4ec44ad7..9f8711b0d3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,9 +27,9 @@ msgid "" "basic shapes or custom meshes to create more complex shapes. In 3D modelling " "software, CSG is mostly known as \"Boolean Operators\"." msgstr "" -"CSG是 **Constructive Solid Geometry** [构造实体几何]的缩写,是一种将基本形状或" -"自定义网格组合起来以创建更复杂形状的工具.在三维建模软件中,CSG多被称为 \"布尔" -"运算符\" ." +"CSG是 **Constructive Solid Geometry** [构造实体几何]的缩写, 是一种将基本形状" +"或自定义网格组合起来以创建更复杂形状的工具. 在三维建模软件中,CSG多被称为 \"布" +"尔运算符\" ." #: ../../docs/tutorials/3d/csg_tools.rst:10 msgid "" @@ -47,7 +47,7 @@ msgid "" "built-in support for UV mapping or editing 3D polygons (though extruded 2D " "polygons can be used with the CSGPolygon node)." msgstr "" -"Godot中的CSG节点主要用于原型设计.没有内置的对UV贴图或编辑3D多边形的支持(尽管" +"Godot中的CSG节点主要用于原型设计. 没有内置的对UV贴图或编辑3D多边形的支持(尽管" "挤出的2D多边形可以用CSGPolygon节点来使用)." #: ../../docs/tutorials/3d/csg_tools.rst:18 @@ -57,10 +57,10 @@ msgid "" "It lets you design levels using `TrenchBroom <https://kristianduske.com/" "trenchbroom/>`__ and import them in Godot." msgstr "" -"如果你正在为一个项目寻找一个简单易用的关卡设计工具,你可能会想使用 `Qodot " -"<https://github.com/Shfty/qodot-plugin>`__ 来代替.它可以让你使用 " -"`TrenchBroom <https://kristianduske.com/trenchbroom/>`__ 设计关卡,并在Godot中" -"导入它们." +"如果你正在为一个项目寻找一个简单易用的关卡设计工具, 你可能会想使用 `Qodot " +"<https://github.com/Shfty/qodot-plugin>`__ 来代替. 它可以让你使用 " +"`TrenchBroom <https://kristianduske.com/trenchbroom/>`__ 设计关卡, 并在Godot" +"中导入它们." #: ../../docs/tutorials/3d/csg_tools.rst:27 msgid "Introduction to CSG nodes" @@ -70,7 +70,7 @@ msgstr "CSG节点简介" msgid "" "Like other features of Godot, CSG is supported in the form of nodes. These " "are the CSG nodes:" -msgstr "与Godot的其他功能一样,CSG以节点的形式存在,这些是CSG节点:" +msgstr "与Godot的其他功能一样,CSG以节点的形式存在, 这些是CSG节点:" #: ../../docs/tutorials/3d/csg_tools.rst:32 msgid ":ref:`CSGBox <class_CSGBox>`" @@ -112,19 +112,19 @@ msgstr "每个CSG节点都支持3种布尔运算:" msgid "" "**Union:** Geometry of both primitives is merged, intersecting geometry is " "removed." -msgstr "**并集(Union):** 合并两个基元的几何,删除交叉几何." +msgstr "**并集(Union):** 合并两个基元的几何, 删除交叉几何." #: ../../docs/tutorials/3d/csg_tools.rst:51 msgid "" "**Intersection:** Only intersecting geometry remains, the rest is removed." -msgstr "**交集(Intersection):** 只保留相交的几何体,其余的被删除." +msgstr "**交集(Intersection):** 只保留相交的几何体, 其余的被删除." #: ../../docs/tutorials/3d/csg_tools.rst:52 msgid "" "**Subtraction:** The second shape is subtracted from the first, leaving a " "dent with its shape." msgstr "" -"**差集(Subtraction):** 第二种形状从第一种形状中减去,留下一个凹陷的形状." +"**差集(Subtraction):** 第二种形状从第一种形状中减去, 留下一个凹陷的形状." #: ../../docs/tutorials/3d/csg_tools.rst:60 msgid "CSGPolygon" @@ -135,8 +135,8 @@ msgid "" "The :ref:`CSGPolygon <class_CSGPolygon>` node extrude along a Polygon drawn " "in 2D (in X, Y coordinates) in the following ways:" msgstr "" -":ref:`CSGPolygon <class_CSGPolygon>`节点以下列方式沿着以2D(X,Y坐标)绘制的多边" -"形挤出:" +":ref:`CSGPolygon <class_CSGPolygon>` 节点以下列方式沿着以2D(X,Y坐标)绘制的多" +"边形挤出:" #: ../../docs/tutorials/3d/csg_tools.rst:65 msgid "**Depth:** Extruded back a given amount." @@ -159,7 +159,7 @@ msgid "" "extrude along the given path." msgstr "" "**Path** 模式需要一个 :ref:`Path <class_Path>` 节点来运行. 在 ``Path`` 节点" -"中,绘制路径, ``CSGPolygon`` 中的多边形将沿给定路径挤出." +"中, 绘制路径, ``CSGPolygon`` 中的多边形将沿给定路径挤出." #: ../../docs/tutorials/3d/csg_tools.rst:80 msgid "Custom meshes" @@ -171,8 +171,8 @@ msgid "" "modelled in other software and imported into Godot. Multiple materials are " "supported. There are some restrictions for geometry:" msgstr "" -"任何网格都可以用于 :ref:`CSGMesh <class_CSGMesh>`,网格可以在其他软件中建模并" -"导入Godot. 支持多种材质,对几何体有一些限制:" +"任何网格都可以用于 :ref:`CSGMesh <class_CSGMesh>`, 网格可以在其他软件中建模并" +"导入Godot. 支持多种材质, 对几何体有一些限制:" #: ../../docs/tutorials/3d/csg_tools.rst:86 msgid "it must be closed," @@ -199,8 +199,8 @@ msgid "" "The :ref:`CSGCombiner <class_CSGCombiner>` node is an empty shape used for " "organization. It will only combine children nodes." msgstr "" -":ref:`CSGCombiner <class_CSGCombiner>`节点是一个用于组织的空形状,它只会合并子" -"节点." +":ref:`CSGCombiner <class_CSGCombiner>` 节点是一个用于组织的空形状, 它只会合并" +"子节点." #: ../../docs/tutorials/3d/csg_tools.rst:100 msgid "Processing order" @@ -212,8 +212,8 @@ msgid "" "union, intersection or subtraction, in tree order, and apply them to itself " "one after the other." msgstr "" -"每个CSG节点将首先按树顺序处理其子节点及其操作:并集,交集或减法,并将它们逐一应" -"用于自身." +"每个CSG节点将首先按树顺序处理其子节点及其操作: 并集, 交集或减法, 并将它们逐一" +"应用于自身." #: ../../docs/tutorials/3d/csg_tools.rst:106 msgid "" @@ -224,9 +224,9 @@ msgid "" "affecting performance. Only use binary operations where you actually need " "them." msgstr "" -"为了保证性能,确保CSG几何体保持相对简单,因为复杂的网格可能需要一段时间来处理." -"如果将对象添加在一起(如桌子和房间对象),请将它们创建为单独的CSG树.强制在一棵树" -"中添加太多对象最终会影响性能.仅在实际需要的地方使用二进制操作." +"为了保证性能, 确保CSG几何体保持相对简单, 因为复杂的网格可能需要一段时间来处" +"理. 如果将对象添加在一起(如桌子和房间对象), 请将它们创建为单独的CSG树. 强制在" +"一棵树中添加太多对象最终会影响性能. 仅在实际需要的地方使用二进制操作." #: ../../docs/tutorials/3d/csg_tools.rst:114 msgid "Prototyping a level" @@ -240,7 +240,7 @@ msgstr "我们将对房间进行原型设计以练习使用CSG工具." msgid "" "Working in **Orthogonal** projection gives a better view when combining the " "CSG shapes." -msgstr "在 **Orthogonal** [正交]视角下工作,在组合CSG形状时可以得到更好的视图." +msgstr "在 **Orthogonal** [正交]视角下工作, 在组合CSG形状时可以得到更好的视图." #: ../../docs/tutorials/3d/csg_tools.rst:121 msgid "Our level will contain these objects:" @@ -276,8 +276,8 @@ msgid "" "some angles. Change the display mode using **Display Overdraw** in the 3D " "viewport menu, or add a DirectionalLight node to help you see clearly." msgstr "" -"环境的默认光照在某些角度不能提供清晰的阴影.使用3D视图菜单中的 **Display " -"Overdraw** [显示透视]改变显示模式,或者添加一个DirectionalLight[直射光]节点来" +"环境的默认光照在某些角度不能提供清晰的阴影. 使用3D视图菜单中的 **Display " +"Overdraw** [显示透视]改变显示模式, 或者添加一个DirectionalLight[直射光]节点来" "帮助你清楚看到." #: ../../docs/tutorials/3d/csg_tools.rst:138 @@ -285,12 +285,12 @@ msgid "" "Create a CSGBox and name it ``room``, enable **Invert Faces** and change the " "dimensions of your room." msgstr "" -"创建一个CSGBox并将其命名为 ``room`` ,启用 **Invert Faces** [反转面]并改变你的" -"房间的大小." +"创建一个CSGBox并将其命名为 ``room`` , 启用 **Invert Faces** [反转面]并改变你" +"的房间的大小." #: ../../docs/tutorials/3d/csg_tools.rst:145 msgid "Next, create a CSGCombiner and name it ``desk``." -msgstr "接下来,创建一个CSGCombiner并将其命名为 ``desk`` ." +msgstr "接下来, 创建一个CSGCombiner并将其命名为 ``desk`` ." #: ../../docs/tutorials/3d/csg_tools.rst:147 msgid "A desk has one surface and 4 legs:" @@ -300,7 +300,7 @@ msgstr "桌子有一个表面和四条腿:" msgid "" "Create 1 CSGBox children node in **Union** mode for the surface and adjust " "the dimensions." -msgstr "在 **Union** 模式下为曲面创建1个CSGBox子节点,并调整大小." +msgstr "在 **Union** 模式下为曲面创建1个CSGBox子节点, 并调整大小." #: ../../docs/tutorials/3d/csg_tools.rst:151 msgid "" @@ -310,19 +310,19 @@ msgstr "在 **Union** 模式下为腿部创建4个CSGBox子节点并调整大小 #: ../../docs/tutorials/3d/csg_tools.rst:154 msgid "Adjust their placement to resemble a desk." -msgstr "调整它们的摆放位置,就像一张办公桌." +msgstr "调整它们的摆放位置, 就像一张办公桌." #: ../../docs/tutorials/3d/csg_tools.rst:158 msgid "" "CSG nodes inside a CSGCombiner will only process their operation within the " "combiner. Therefore, CSGCombiners are used to organize CSG nodes." msgstr "" -"CSG组合内的CSG节点只会在组合内处理它们的操作.因此,CSGCombiners[CSG组合]是用来" -"组织CSG节点的." +"CSG组合内的CSG节点只会在组合内处理它们的操作. 因此,CSGCombiners[CSG组合]是用" +"来组织CSG节点的." #: ../../docs/tutorials/3d/csg_tools.rst:162 msgid "Create a CSGCombiner and name it ``bed``." -msgstr "创建一个CSGCombiner,并将其命名为 ``bed`` ." +msgstr "创建一个CSGCombiner, 并将其命名为 ``bed`` ." #: ../../docs/tutorials/3d/csg_tools.rst:164 msgid "" @@ -330,32 +330,32 @@ msgid "" "CSGBox and adjust its dimension for the bed. Create another CSGBox and " "adjust its dimension for the mattress." msgstr "" -"我们的床由三部分组成:床、床垫和枕头.创建一个CSGBox并调整床的尺寸.再创建一个" -"CSGBox,并调整床垫的尺寸." +"我们的床由三部分组成: 床, 床垫和枕头. 创建一个CSGBox并调整床的尺寸. 再创建一" +"个CSGBox, 并调整床垫的尺寸." #: ../../docs/tutorials/3d/csg_tools.rst:170 msgid "" "We will create another CSGCombiner named ``pillow`` as the child of " "``bed``. The scene tree should look like this:" msgstr "" -"我们将创建另一个名为 ``pillow`` 的CSGCombiner作为 ``bed`` 的子节点.场景树应如" -"下所示:" +"我们将创建另一个名为 ``pillow`` 的CSGCombiner作为 ``bed`` 的子节点. 场景树应" +"如下所示:" #: ../../docs/tutorials/3d/csg_tools.rst:175 msgid "" "We will combine 3 CSGSphere nodes in **Union** mode to form a pillow. Scale " "the Y axis of the spheres and enable **Smooth Faces**." msgstr "" -"我们将在 **Union** 模式下组合3个CSGSphere节点,形成一个枕头.缩放球体的Y轴并启" -"用 **Smooth Faces** [平滑面]." +"我们将在 **Union** 模式下组合3个CSGSphere节点, 形成一个枕头. 缩放球体的Y轴并" +"启用 **Smooth Faces** [平滑面]." #: ../../docs/tutorials/3d/csg_tools.rst:180 msgid "" "Select the ``pillow`` node and switch the mode to **Subtraction**; the " "combined spheres will cut a hole into the mattress." msgstr "" -"选择 ``pillow`` [枕头]节点,并将模式切换到 **减法** ;组合后的球体将在床垫上开" -"一个洞." +"选择 ``pillow`` [枕头]节点, 并将模式切换到 **减法** ;组合后的球体将在床垫上" +"开一个洞." #: ../../docs/tutorials/3d/csg_tools.rst:185 msgid "" @@ -370,18 +370,18 @@ msgid "" "node is not a CSG node, the CSGCombiner nodes are the end of the operations; " "this shows the use of CSGCombiner to organize the CSG scene." msgstr "" -"这是为了说明CSG处理顺序的效果.由于根节点不是CSG节点,所以CSGCombiner节点是操作" -"的结束;这显示了使用CSGCombiner来组织CSG场景." +"这是为了说明CSG处理顺序的效果. 由于根节点不是CSG节点, 所以CSGCombiner节点是操" +"作的结束;这显示了使用CSGCombiner来组织CSG场景." #: ../../docs/tutorials/3d/csg_tools.rst:193 msgid "" "Undo the re-parent after observing the effect. The bed you've built should " "look like this:" -msgstr "观察效果后,撤消重新选择父节点.您搭建的床应如下所示:" +msgstr "观察效果后, 撤消重新选择父节点. 您搭建的床应如下所示:" #: ../../docs/tutorials/3d/csg_tools.rst:198 msgid "Create a CSGCombiner and name it ``lamp``." -msgstr "创建一个CSGCombiner,并将其命名为 ``lamp`` ." +msgstr "创建一个CSGCombiner, 并将其命名为 ``lamp`` ." #: ../../docs/tutorials/3d/csg_tools.rst:200 msgid "" @@ -389,8 +389,8 @@ msgid "" "CSGCylinder, enable the **Cone** option and make it the stand. Create " "another CSGCylinder and adjust the dimensions to use it as a pole." msgstr "" -"一盏灯由3部分组成:支架、灯杆和灯罩.创建一个CSGCylinder,启用 **Cone** 选项并将" -"其作为支架.再创建一个CSGCylinder,并调整尺寸,将其作为灯杆使用." +"一盏灯由3部分组成: 支架, 灯杆和灯罩. 创建一个CSGCylinder, 启用 **Cone** 选项" +"并将其作为支架. 再创建一个CSGCylinder, 并调整尺寸, 将其作为灯杆使用." #: ../../docs/tutorials/3d/csg_tools.rst:206 msgid "" @@ -399,42 +399,42 @@ msgid "" "while in **Front View** (numeric keypad 1); this shape will extrude around " "the origin and form the lampshade." msgstr "" -"我们将使用CSGP多边形来制作灯罩.使用 **Spin** 模式,在 **Front View** (数字键盘" -"1)下绘制一个 `trapezoid <https://en.wikipedia.org/wiki/Trapezoid>`_ [梯形],这" -"个形状将围绕原点挤出,形成灯罩." +"我们将使用CSGP多边形来制作灯罩. 使用 **Spin** 模式, 在 **Front View** (数字键" +"盘1)下绘制一个 `trapezoid <https://en.wikipedia.org/wiki/Trapezoid>`_ [梯" +"形], 这个形状将围绕原点挤出, 形成灯罩." #: ../../docs/tutorials/3d/csg_tools.rst:217 msgid "Adjust the placement of the 3 parts to make it look like a lamp." -msgstr "调整3个部分的位置,使其看起来像一盏灯." +msgstr "调整3个部分的位置, 使其看起来像一盏灯." #: ../../docs/tutorials/3d/csg_tools.rst:221 msgid "Create a CSGCombiner and name it ``bookshelf``." -msgstr "创建一个CSGCombiner,并将其命名为 ``bookshelf`` ." +msgstr "创建一个CSGCombiner, 并将其命名为 ``bookshelf`` ." #: ../../docs/tutorials/3d/csg_tools.rst:223 msgid "" "We will use 3 CSGBox nodes for the bookshelf. Create a CSGBox and adjust its " "dimensions; this will be the size of the bookshelf." msgstr "" -"我们将为书架使用3个CSGBox节点.创建一个CSGBox并调整其大小,这将是书架的尺寸." +"我们将为书架使用3个CSGBox节点. 创建一个CSGBox并调整其大小, 这将是书架的尺寸." #: ../../docs/tutorials/3d/csg_tools.rst:228 msgid "" "Duplicate the CSGBox and shorten the dimensions of each axis and change the " "mode to **Subtraction**." -msgstr "复制CSGBox并缩短每个轴的尺寸,并将模式改为 **Subtraction** [减法]." +msgstr "复制CSGBox并缩短每个轴的尺寸, 并将模式改为 **Subtraction** [减法]." #: ../../docs/tutorials/3d/csg_tools.rst:235 msgid "" "You've almost built a shelf. Create one more CSGBox for dividing the shelf " "into two levels." -msgstr "你几乎已经建立了一个架子.再创建一个CSGBox,把架子分成两层." +msgstr "你几乎已经建立了一个架子. 再创建一个CSGBox, 把架子分成两层." #: ../../docs/tutorials/3d/csg_tools.rst:240 msgid "" "Position your furniture in your room as you like and your scene should look " "this:" -msgstr "根据您的喜好将您的家具放在房间里,您的场景应该是这样的:" +msgstr "根据您的喜好将您的家具放在房间里, 您的场景应该是这样的:" #: ../../docs/tutorials/3d/csg_tools.rst:245 msgid "" @@ -443,7 +443,7 @@ msgid "" "city; explore its limitations when designing your game." msgstr "" "你已经成功地用Godot中的CSG工具制作了一个房间关卡的原型.CSG工具可以用于设计各" -"种类型的关卡,如迷宫或城市;在设计游戏时探究它的局限性." +"种类型的关卡, 如迷宫或城市;在设计游戏时探究它的局限性." #: ../../docs/tutorials/3d/csg_tools.rst:250 msgid "Using prototype textures" @@ -458,19 +458,19 @@ msgid "" "restricts its usage to organic surfaces like terrain. Still, when " "prototyping, it can be used to quickly apply textures to CSG-based levels." msgstr "" -"Godot的 :ref:`doc_spatial_material`支持*triplanar mapping*,它可以用来自动将纹" -"理应用到任意对象上,而不会发生变形.这在使用CSG时很方便,因为Godot还不支持在CSG" -"节点上编辑UV贴图.三面贴图的速度相对较慢,这通常限制了它的使用,比如地形等有机表" -"面.不过,在原型设计时,还是可以用它来快速将纹理应用到基于CSG的关卡上.【CSG:构造" -"实体几何(Constructive Solid Geometry)的简写】" +"Godot的 :ref:`doc_spatial_material` 支持*triplanar mapping*, 它可以用来自动将" +"纹理应用到任意对象上, 而不会发生变形. 这在使用CSG时很方便, 因为Godot还不支持" +"在CSG节点上编辑UV贴图. 三面贴图的速度相对较慢, 这通常限制了它的使用, 比如地形" +"等有机表面. 不过, 在原型设计时, 还是可以用它来快速将纹理应用到基于CSG的关卡" +"上. 【CSG: 构造实体几何(Constructive Solid Geometry)的简写】" #: ../../docs/tutorials/3d/csg_tools.rst:259 msgid "" "If you need some textures for prototyping, Kenney made a `set of CC0-" "licensed prototype textures <https://kenney.nl/assets/prototype-textures>`__." msgstr "" -"如果你需要一些原型的图片,Kenney做了一套 `CC0授权的原型图片<https://kenney.nl/" -"assets/prototype-textures>`__." +"如果你需要一些原型的图片,Kenney做了一套 `CC0授权的原型图片 <https://kenney." +"nl/assets/prototype-textures>`__." #: ../../docs/tutorials/3d/csg_tools.rst:262 msgid "There are two ways to apply a material to a CSG node:" @@ -483,8 +483,8 @@ msgid "" "automatically, but will make it impossible to change the material in " "individual children." msgstr "" -"将其作为材质覆盖应用到CSGCombiner节点上(在检查器中的**Geometry > Material " -"Override**).这将自动影响它的子节点,但能改变单个子节点的材质." +"将其作为材质覆盖应用到CSGCombiner节点上(在检查器中的 **Geometry > Material " +"Override** ). 这将自动影响它的子节点, 但能改变单个子节点的材质." #: ../../docs/tutorials/3d/csg_tools.rst:268 msgid "" @@ -492,8 +492,8 @@ msgid "" "This way, each CSG node can have its own appearance. Subtractive CSG nodes " "will apply their material to the nodes they're \"digging\" into." msgstr "" -"将材质应用于单个节点( **材质** 在(属性)检查器中).这样,每个CSG节点都可以有自己" -"的外观.减去CSG节点将把它们的材质应用到 \"digging\" 到的节点上." +"将材质应用于单个节点( **材质** 在(属性)检查器中). 这样, 每个CSG节点都可以有自" +"己的外观. 减去CSG节点将把它们的材质应用到 \"digging\" 到的节点上." #: ../../docs/tutorials/3d/csg_tools.rst:272 msgid "" @@ -507,12 +507,12 @@ msgid "" "Higher values in the **Scale** property will cause the texture to repeat " "more often." msgstr "" -"要将三平面贴图应用到CSG节点,请选中它,转到 \"(属性)检查器\",单击 **材料重写** " -"旁边的 **[空]** 文本(或针对单个CSG节点的 **材质** ).选择 **新建空间材质** .单" -"击新创建的材质的图标,对其进行编辑.展开 **Albedo** 部分,将纹理加载到 " -"**Texture** 属性中.现在,展开 **Uv1** 部分并选中 **Triplanar**.您可以通过上面" -"的 **Scale** 和 **Offset** 属性来改变每个轴上的纹理偏移和比例.在 **Scale** 属" -"性中,较高的值将导致纹理更频繁地重复." +"要将三平面贴图应用到CSG节点, 请选中它, 转到 \"(属性)检查器\", 单击 **材料重写" +"** 旁边的 **[空]** 文本(或针对单个CSG节点的 **材质** ). 选择 **新建空间材质" +"** . 单击新创建的材质的图标, 对其进行编辑. 展开 **Albedo** 部分, 将纹理加载" +"到 **Texture** 属性中. 现在, 展开 **Uv1** 部分并选中 **Triplanar** . 您可以通" +"过上面的 **Scale** 和 **Offset** 属性来改变每个轴上的纹理偏移和比例. 在 " +"**Scale** 属性中, 较高的值将导致纹理更频繁地重复." #: ../../docs/tutorials/3d/csg_tools.rst:281 msgid "" @@ -522,6 +522,6 @@ msgid "" "onto, click the dropdown arrow next to its material property then choose " "**Paste**." msgstr "" -"您可以复制一个 SpatialMaterial,以便在 CSG 节点中重复使用它.要做到这一点,在(属" -"性)检查器中点击材质属性旁边的下拉箭头,然后选择 **复制** .要粘贴它,请选择您要" -"应用该材质的节点,单击其材质属性旁边的下拉箭头,然后选择 **粘贴**." +"您可以复制一个 SpatialMaterial, 以便在 CSG 节点中重复使用它. 要做到这一点, 在" +"(属性)检查器中点击材质属性旁边的下拉箭头, 然后选择 **复制** . 要粘贴它, 请选" +"择您要应用该材质的节点, 单击其材质属性旁边的下拉箭头, 然后选择 **粘贴** ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 93ace31042..b45f3a2657 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "Godot 3 provides a redesigned Environment resource, as well as a new post-" "processing system with many available effects right out of the box." msgstr "" -"Godot 3提供了重新设计的环境资源(Environment resource),以及一个全新的后期处理" -"(post-processing)系统,其开箱即用,具有许多可用的效果." +"Godot 3提供了重新设计的环境资源(Environment resource), 以及一个全新的后期处理" +"(post-processing)系统, 其开箱即用, 具有许多可用的效果." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:10 msgid "Environment" @@ -40,9 +40,9 @@ msgid "" "effects, and adjustments. By itself it does nothing, but it becomes enabled " "once used in one of the following locations in order of priority:" msgstr "" -"Environment资源存储控制渲染环境所需的所有信息. 这包括天空,环境照明,色调映射," -"效果和调整. 它本身什么都不做,但是一旦在以下位置之一中按优先级顺序使用它就会启" -"用:" +"Environment资源存储控制渲染环境所需的所有信息. 这包括天空, 环境照明, 色调映" +"射, 效果和调整. 它本身什么都不做, 但是一旦在以下位置之一中按优先级顺序使用它" +"就会启用:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:18 msgid "Camera node" @@ -58,7 +58,7 @@ msgstr "环境可以设置为相机. 它将优先于任何其他设置." msgid "" "This is mostly useful when wanting to override an existing environment, but " "in general it's a better idea to use the option below." -msgstr "这在想要覆盖现有环境时非常有用,但通常使用下面的选项更好." +msgstr "这在想要覆盖现有环境时非常有用, 但通常使用下面的选项更好." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:28 msgid "WorldEnvironment node" @@ -69,8 +69,8 @@ msgid "" "The WorldEnvironment node can be added to any scene, but only one can exist " "per active scene tree. Adding more than one will result in a warning." msgstr "" -"WorldEnvironment节点可以添加到任何场景,但每个活动场景树只能存在一个. 添加多个" -"将导致警告." +"WorldEnvironment节点可以添加到任何场景, 但每个活动场景树只能存在一个. 添加多" +"个将导致警告." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:35 msgid "" @@ -79,7 +79,7 @@ msgid "" "which makes it quite useful." msgstr "" "添加的任何环境都具有比默认环境更高的优先级(如下所述). 这意味着它可以在每个场" -"景的基础上被覆盖,这使它非常有用." +"景的基础上被覆盖, 这使它非常有用." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:40 msgid "Default environment" @@ -91,8 +91,8 @@ msgid "" "Environment was set to a Camera or WorldEnvironment. Just head to Project " "Settings -> Rendering -> Environment:" msgstr "" -"可以设置默认环境,当没有将环境设置为Camera或WorldEnvironment时,该环境可用作后" -"备环境. 只需前往项目设置 ->渲染 ->环境:" +"可以设置默认环境, 当没有将环境设置为Camera或WorldEnvironment时, 该环境可用作" +"后备环境. 只需前往项目设置 ->渲染 ->环境:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:48 msgid "" @@ -100,8 +100,8 @@ msgid "" "environment (``default_env.tres``). If one needs to be created, save it to " "disk before referencing it here." msgstr "" -"从项目管理器创建的新项目带有默认环境(``default_env.tres``). 如果需要创建一个," -"请将其保存到磁盘,然后再在此处引用它." +"从项目管理器创建的新项目带有默认环境(``default_env.tres``). 如果需要创建一" +"个, 请将其保存到磁盘, 然后再在此处引用它." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:53 msgid "Environment options" @@ -125,8 +125,8 @@ msgid "" "can also change how objects are affected by ambient and reflected light." msgstr "" "\"背景(Background) \"部分包含有关如何填充背景的设置(屏幕中未绘制对象的部分). " -"在Godot 3.0中,背景不仅用于显示图像或颜色,还可以改变物体受环境光和反射光影响的" -"方式." +"在Godot 3.0中, 背景不仅用于显示图像或颜色, 还可以改变物体受环境光和反射光影响" +"的方式." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:68 msgid "There are many ways to set the background:" @@ -143,7 +143,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:71 msgid "**Custom Color** is like Clear Color, but with a custom color value." msgstr "" -"**自定义颜色(Custom Color)** 与清晰颜色(Clear Color)类似,但具有自定义颜色值." +"**自定义颜色(Custom Color)** 与清晰颜色(Clear Color)类似, 但具有自定义颜色值." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:72 msgid "" @@ -160,7 +160,7 @@ msgid "" "value for drawing the background. The sky will only be used for reflection " "and ambient light." msgstr "" -"** 颜色+天空(Color + Sky )** 可让您定义天空(如上所示),但使用恒定颜色值绘制背" +"** 颜色+天空(Color + Sky )** 可让您定义天空(如上所示), 但使用恒定颜色值绘制背" "景. 天空仅用于反射和环境光." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:76 @@ -173,8 +173,8 @@ msgid "" "geometry with the same intensity. It is global and independent of lights " "that might be added to the scene." msgstr "" -"环境(如此处定义)是一种光,它影响具有相同强度的每个几何体. 它是全局的,独立于可" -"能添加到场景中的灯光." +"环境(如此处定义)是一种光, 它影响具有相同强度的每个几何体. 它是全局的, 独立于" +"可能添加到场景中的灯光." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:82 msgid "" @@ -183,8 +183,8 @@ msgid "" "the *Sky* (as described before, but a sky needs to be set as background for " "this to be enabled)." msgstr "" -"有两种类型的环境光: *环境色* (恒定颜色乘以材质反射),然后从 *天空* 获得一个(如" -"前所述,但天空需要设置为背景) 启用)." +"有两种类型的环境光: *环境色* (恒定颜色乘以材质反射), 然后从 *天空* 获得一个" +"(如前所述, 但天空需要设置为背景) 启用)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:89 msgid "" @@ -192,9 +192,9 @@ msgid "" "color and sky using the **Sky Contribution** setting (this value is 1.0 by " "default for convenience, so only the sky affects objects)." msgstr "" -"当 *天空(Sky)* 设置为背景时,可以使用 **天空贡献度(Sky Contribution)** 设置在" -"环境颜色(ambient color)和天空(sky)之间进行混合(为方便起见,此值默认为1.0,因此" -"只有天空会影响对象)." +"当 *天空(Sky)* 设置为背景时, 可以使用 **天空贡献度(Sky Contribution)** 设置在" +"环境颜色(ambient color)和天空(sky)之间进行混合(为方便起见, 此值默认为1.0, 因" +"此只有天空会影响对象)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:93 msgid "Here is a comparison of how different ambient light affects a scene:" @@ -204,7 +204,7 @@ msgstr "以下是不同环境光对场景的影响比较:" msgid "" "Finally, there is an **Energy** setting, which is a multiplier. It's useful " "when working with HDR." -msgstr "最后有一个 **能量(Energy)** 设置,这是一个乘数,在使用HDR时非常有用." +msgstr "最后有一个 **能量(Energy)** 设置, 这是一个乘数, 在使用HDR时非常有用." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:100 msgid "" @@ -215,15 +215,16 @@ msgid "" "indirect light propagates. Below is a comparison, in terms of quality, " "between using a flat ambient color and a GIProbe:" msgstr "" -"一般来说,环境光应该只用于简单的场景和大型外景,或是出于性能考虑(环境光消耗少)," -"但它不能提供最好的光照质量.最好是用ReflectionProbe或GIProbe生成环境光,这样可" -"以更忠实地模拟间接光的传播方式.下面是使用平面环境色和GIProbe在质量上的比较:" +"一般来说, 环境光应该只用于简单的场景和大型外景, 或是出于性能考虑(环境光消耗" +"少), 但它不能提供最好的光照质量. 最好是用ReflectionProbe或GIProbe生成环境光, " +"这样可以更忠实地模拟间接光的传播方式. 下面是使用平面环境色和GIProbe在质量上的" +"比较:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:109 msgid "" "Using one of the methods described above, objects get constant ambient " "lighting replaced by ambient light from the probes." -msgstr "使用上述方法之一,物体获得恒定的环境照明,由来自探头的环境光代替." +msgstr "使用上述方法之一, 物体获得恒定的环境照明, 由来自探头的环境光代替." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:113 msgid "Fog" @@ -235,8 +236,8 @@ msgid "" "The physical effect is actually pretty complex, but Godot provides a good " "approximation. There are two kinds of fog in Godot:" msgstr "" -"雾,就像在现实生活中一样,使远处的物体逐渐消失成均匀的颜色. 物理效果实际上非常" -"复杂,但Godot提供了一个很好的近似. Godot有两种雾:" +"雾, 就像在现实生活中一样, 使远处的物体逐渐消失成均匀的颜色. 物理效果实际上非" +"常复杂, 但Godot提供了一个很好的近似. Godot有两种雾:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:119 msgid "" @@ -248,14 +249,14 @@ msgid "" "**Height Fog:** This one is applied to any objects below (or above) a " "certain height, regardless of the distance from the camera." msgstr "" -"**高度雾:** 此高度应用于任何低于(或高于)某个高度的物体,无论距离相机的距离如" +"**高度雾:** 此高度应用于任何低于(或高于)某个高度的物体, 无论距离相机的距离如" "何." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:124 msgid "" "Both of these fog types can have their curve tweaked, making their " "transition more or less sharp." -msgstr "这两种雾类型都可以调整它们的曲线,使它们的过渡或多或少变得清晰." +msgstr "这两种雾类型都可以调整它们的曲线, 使它们的过渡或多或少变得清晰." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:126 msgid "Two properties can be tweaked to make the fog effect more interesting:" @@ -267,16 +268,16 @@ msgid "" "the fog. When looking towards a directional light (usually a sun), the color " "of the fog will be changed, simulating the sunlight passing through the fog." msgstr "" -"第一个是 **太阳量** ,它利用雾的太阳颜色属性. 当朝向定向光(通常是太阳)时,雾的" -"颜色将会改变,模拟穿过雾的阳光." +"第一个是 **太阳量** , 它利用雾的太阳颜色属性. 当朝向定向光(通常是太阳)时, 雾" +"的颜色将会改变, 模拟穿过雾的阳光." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:132 msgid "" "The second is **Transmit Enabled** which simulates more realistic light " "transmittance. In practice, it makes light stand out more across the fog." msgstr "" -"第二个是** Transmit Enabled **,模拟更逼真的透光率. 在实践中,它使光线在雾中更" -"加突出." +"第二个是 ** Transmit Enabled ** , 模拟更逼真的透光率. 在实践中, 它使光线在雾" +"中更加突出." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:138 msgid "Tonemap" @@ -297,24 +298,24 @@ msgid "" "result is not that strong. Tone mapping options are:" msgstr "" "从电影和游戏行业中使用的标准曲线的简短列表中选择将应用于场景的色调映射曲线. " -"色调映射可以使亮区和暗区更均匀,即使结果不那么强. 色调映射选项包括:" +"色调映射可以使亮区和暗区更均匀, 即使结果不那么强. 色调映射选项包括:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:147 msgid "" "**Mode:** Tone mapping mode, which can be Linear, Reindhart, Filmic, or Aces." -msgstr "**模式:** 色调映射模式,可以是线性,Reindhart,Filmic或Aces." +msgstr "**模式:** 色调映射模式, 可以是线性,Reindhart,Filmic或Aces." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:148 msgid "" "**Exposure:** Tone mapping exposure which simulates amount of light received " "over time." -msgstr "**曝光:** 色调映射曝光,模拟随时间接收的光量." +msgstr "**曝光:** 色调映射曝光, 模拟随时间接收的光量." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:149 msgid "" "**White:** Tone mapping white, which simulates where in the scale white is " "located (by default 1.0)." -msgstr "**White:** 色调映射白色,模拟缩放白色的位置(默认为1.0)." +msgstr "**White:** 色调映射白色, 模拟缩放白色的位置(默认为1.0)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:152 msgid "Auto Exposure (HDR)" @@ -329,9 +330,9 @@ msgid "" "simulates the camera (or eye) in an effort to adapt between light and dark " "locations and their different amounts of light." msgstr "" -"尽管在大多数情况下,照明和纹理都受到艺术家的严格控制,但Godot通过自动曝光机制支" -"持简单的高动态范围实现. 当将内部区域与低光和户外相结合时,这通常用于真实性. 自" -"动曝光模拟相机(或眼睛),以适应明暗位置和不同光量." +"尽管在大多数情况下, 照明和纹理都受到艺术家的严格控制, 但Godot通过自动曝光机制" +"支持简单的高动态范围实现. 当将内部区域与低光和户外相结合时, 这通常用于真实" +"性. 自动曝光模拟相机(或眼睛), 以适应明暗位置和不同光量." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:165 msgid "" @@ -342,9 +343,10 @@ msgid "" "directional light. Normally, values between 3.0 and 6.0 are enough to " "simulate indoor-outdoor conditions." msgstr "" -"使用自动曝光的最简单方法是确保室外灯(或其他强光)的能量超过1.0.这是通过调整它" -"们的 **能量** 乘数(对灯本身)来实现的.为了使其保持一致,**天空** 通常也需要使用" -"能量乘数,以配合定向光.通常情况下,数值在3.0到6.0之间,就足以模拟室内室外条件." +"使用自动曝光的最简单方法是确保室外灯(或其他强光)的能量超过1.0. 这是通过调整它" +"们的 **能量** 乘数(对灯本身)来实现的. 为了使其保持一致, **天空** 通常也需要使" +"用能量乘数, 以配合定向光. 通常情况下, 数值在3.0到6.0之间, 就足以模拟室内室外" +"条件." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:171 msgid "" @@ -352,21 +354,21 @@ msgid "" "pixels that go over the tonemap **White** will bleed to the glow buffer, " "creating the typical bloom effect in photography." msgstr "" -"通过将自动曝光与* Glow *后期处理相结合(更多内容如下),超过色调图** **的像素将" -"会流向发光缓冲区,从而在摄影中创造典型的绽放效果." +"通过将自动曝光与* Glow *后期处理相结合(更多内容如下), 超过色调图 ** ** 的像素" +"将会流向发光缓冲区, 从而在摄影中创造典型的绽放效果." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:177 msgid "" "The user-controllable values in the Auto Exposure section come with sensible " "defaults, but you can still tweak them:" -msgstr "\"自动曝光\"部分中的用户可控值具有合理的默认值,但您仍然可以调整它们:" +msgstr "\"自动曝光\" 部分中的用户可控值具有合理的默认值, 但您仍然可以调整它们:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:182 msgid "" "**Scale:** Value to scale the lighting. Brighter values produce brighter " "images, smaller ones produce darker ones." msgstr "" -"**比例:** 用于缩放照明的值. 较亮的值会产生较亮的图像,较小的值会产生较暗的图" +"**比例:** 用于缩放照明的值. 较亮的值会产生较亮的图像, 较小的值会产生较暗的图" "像." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:183 @@ -385,7 +387,7 @@ msgstr "** Max Luma:** 自动曝光旨在调整的最大亮度." msgid "" "**Speed:** Speed at which luminance corrects itself. The higher the value, " "the faster correction happens." -msgstr "**速度:** 亮度校正的速度. 值越高,发生的校正越快." +msgstr "**速度:** 亮度校正的速度. 值越高, 发生的校正越快." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:188 msgid "Mid- and post-processing effects" @@ -409,9 +411,9 @@ msgid "" "objects are in contact with each other (object over floor, over a table, " "floating on water, etc)." msgstr "" -"虽然Godot支持三种反射数据源(Sky,ReflectionProbe和GIProbe),但它们可能无法为所" -"有情况提供足够的细节. 屏幕空间反射最有意义的场景是物体彼此接触(地板上的物体," -"桌子上的物体,漂浮在水面上等)." +"虽然Godot支持三种反射数据源(Sky,ReflectionProbe和GIProbe), 但它们可能无法为所" +"有情况提供足够的细节. 屏幕空间反射最有意义的场景是物体彼此接触(地板上的物体, " +"桌子上的物体, 漂浮在水面上等)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:205 msgid "" @@ -420,8 +422,8 @@ msgid "" "be used to make characters, cars, etc. reflect on surrounding surfaces when " "moving around." msgstr "" -"另一个优点(即使只启用最小),它是实时工作(而其他类型的反射是预先计算的).这可以" -"用来使人物、汽车等在移动时反射到周围的表面上." +"另一个优点(即使只启用最小), 它是实时工作(而其他类型的反射是预先计算的). 这可" +"以用来使人物, 汽车等在移动时反射到周围的表面上." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:209 msgid "" @@ -432,26 +434,27 @@ msgstr "一些用户控制的参数可用于更好地调整技术:" msgid "" "**Max Steps** determines the length of the reflection. The bigger this " "number, the more costly it is to compute." -msgstr "**最大步数** 确定反射的长度. 这个数字越大,计算成本就越高." +msgstr "**最大步数** 确定反射的长度. 这个数字越大, 计算成本就越高." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:212 msgid "" "**Fade In** allows adjusting the fade-in curve, which is useful to make the " "contact area softer." -msgstr "**淡入** 允许调整淡入曲线,这有助于使接触区域更柔和." +msgstr "**淡入** 允许调整淡入曲线, 这有助于使接触区域更柔和." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:213 msgid "" "**Fade Out** allows adjusting the fade-out curve, so the step limit fades " "out softly." -msgstr "**淡出** 允许调整淡出曲线,因此步长限制会轻微淡出." +msgstr "**淡出** 允许调整淡出曲线, 因此步长限制会轻微淡出." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:214 msgid "" "**Depth Tolerance** can be used for screen-space-ray hit tolerance to gaps. " "The bigger the value, the more gaps will be ignored." msgstr "" -"** Depth Tolerance **可用于屏幕空间射线对间隙的容差. 值越大,忽略的差距就越大." +"** Depth Tolerance ** 可用于屏幕空间射线对间隙的容差. 值越大, 忽略的差距就越" +"大." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:215 msgid "" @@ -463,7 +466,7 @@ msgstr "**粗糙度** 将应用屏幕空间模糊来近似具有此材质特征 msgid "" "Keep in mind that screen-space-reflections only work for reflecting opaque " "geometry. Transparent objects can't be reflected." -msgstr "请记住,屏幕空间反射仅适用于反射不透明几何体. 透明对象无法反映." +msgstr "请记住, 屏幕空间反射仅适用于反射不透明几何体. 透明对象无法反映." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:220 msgid "Screen-Space Ambient Occlusion (SSAO)" @@ -478,10 +481,10 @@ msgid "" "methods proposed previously act more on a larger scale (large regions) than " "at the smaller geometry level." msgstr "" -"正如在 **环境** 部分提到的,光节点的光线无法到达的区域会被环境光照亮(要么是因" -"为它在半径之外,要么是阴影).Godot可以使用GIProbe、ReflectionProbe、Sky或恒定的" -"环境色来模拟这种情况.但问题是,之前提出的所有方法都更多地作用于较大的尺度(大区" -"域),而不是较小的几何层面." +"正如在 **环境** 部分提到的, 光节点的光线无法到达的区域会被环境光照亮(要么是因" +"为它在半径之外, 要么是阴影).Godot可以使用GIProbe, ReflectionProbe, Sky或恒定" +"的环境色来模拟这种情况. 但问题是, 之前提出的所有方法都更多地作用于较大的尺度" +"(大区域), 而不是较小的几何层面." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:231 msgid "" @@ -489,8 +492,8 @@ msgid "" "Reflection probes have more local detail, but not enough to simulate " "situations where light is not able to fill inside hollow or concave features." msgstr "" -"恒定环境色和Sky在任何地方都是一样的,而GI和反射探针的局部细节较多,但不足以模拟" -"光线无法填充到中空或凹面特征内部的情况." +"恒定环境色和Sky在任何地方都是一样的, 而GI和反射探针的局部细节较多, 但不足以模" +"拟光线无法填充到中空或凹面特征内部的情况." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:235 msgid "" @@ -498,8 +501,8 @@ msgid "" "the image below, its purpose is to make sure concave areas are darker, " "simulating a narrower path for the light to enter:" msgstr "" -"这可以用屏幕空间环境遮挡来模拟.如下图所示,它的目的是确保凹陷区域更暗,模拟光线" -"进入的较窄路径:" +"这可以用屏幕空间环境遮挡来模拟. 如下图所示, 它的目的是确保凹陷区域更暗, 模拟" +"光线进入的较窄路径:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:241 msgid "" @@ -507,8 +510,8 @@ msgid "" "able to appreciate it. This is because SSAO only acts on *ambient* light, " "not direct light." msgstr "" -"启用此效果,打开灯光并且无法欣赏它是一个常见的错误. 这是因为SSAO仅作用于* " -"ambient * light,而不是直接光." +"启用此效果, 打开灯光并且无法欣赏它是一个常见的错误. 这是因为SSAO仅作用于* " +"ambient * light, 而不是直接光." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:244 msgid "" @@ -517,15 +520,15 @@ msgid "" "light too, use the **Light Affect** parameter (even though this is not " "correct, some artists like how it looks)." msgstr "" -"这就是为什么在上图中,直射光下效果不太明显的原因(在左边).如果你想强制SSAO也在" -"直射光下工作,请使用 **Light Affect** [光线影响]参数(尽管并这不好,但有些设计师" -"喜欢它的外观)." +"这就是为什么在上图中, 直射光下效果不太明显的原因(在左边). 如果你想强制SSAO也" +"在直射光下工作, 请使用 **Light Affect** [光线影响]参数(尽管并这不好, 但有些设" +"计师喜欢它的外观)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:248 msgid "" "SSAO looks best when combined with a real source of indirect light, like " "GIProbe:" -msgstr "当与真正的间接光源结合时,SSAO看起来最好,比如GIProbe:" +msgstr "当与真正的间接光源结合时,SSAO看起来最好, 比如GIProbe:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:252 msgid "Tweaking SSAO is possible with several parameters:" @@ -536,7 +539,7 @@ msgid "" "**Radius/Intensity:** To control the radius or intensity of the occlusion, " "these two parameters are available. Radius is in world (Metric) units." msgstr "" -"**半径/强度:** 要控制遮挡的半径或强度,可以使用这两个参数. 半径是世界(公制)单" +"**半径/强度:** 要控制遮挡的半径或强度, 可以使用这两个参数. 半径是世界(公制)单" "位." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:257 @@ -552,14 +555,14 @@ msgid "" "**Bias:** This can be tweaked to solve self occlusion, though the default " "generally works well enough." msgstr "" -"**偏差(Bias):** 这可以通过调整来解决自我遮挡问题,但默认情况下通常效果不错." +"**偏差(Bias):** 这可以通过调整来解决自我遮挡问题, 但默认情况下通常效果不错." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:259 msgid "" "**Light Affect:** SSAO only affects ambient light, but increasing this " "slider can make it also affect direct light. Some artists prefer this effect." msgstr "" -"**光线影响(Light Affect):** SSAO仅影响环境光线,但增加此滑块可能会影响直射光" +"**光线影响(Light Affect):** SSAO仅影响环境光线, 但增加此滑块可能会影响直射光" "线. 有些艺术家喜欢这种效果." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:260 @@ -569,9 +572,9 @@ msgid "" "greater than 0 multiply the AO texture by the SSAO effect to varying " "degrees. This does not affect materials without an AO texture." msgstr "" -"** Ao通道影响(Ao Channel Affect):** 如果使用零值,则仅将材质的AO纹理用于环境光" -"遮挡; SSAO将不适用.大于0的值会在不同程度上将AO纹理乘以SSAO效果.这不会影响没" -"有AO纹理的材料." +"** Ao通道影响(Ao Channel Affect):** 如果使用零值, 则仅将材质的AO纹理用于环境" +"光遮挡; SSAO将不适用. 大于0的值会在不同程度上将AO纹理乘以SSAO效果. 这不会影" +"响没有AO纹理的材料." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:261 msgid "" @@ -589,17 +592,17 @@ msgid "" "better (with a bit of dithering-like effect), but does not preserve local " "detail as well." msgstr "" -"**模糊(Blur):** 使用的模糊内核类型. 1x1内核是一个简单的模糊,可以更好地保留局" -"部细节,但效率不高(通常在上面的高质量设置下效果更好),而3x3会更好地柔化图像(有" -"一点像抖动效果)但不保留局部 细节也是如此." +"**模糊(Blur):** 使用的模糊内核类型. 1x1内核是一个简单的模糊, 可以更好地保留局" +"部细节, 但效率不高(通常在上面的高质量设置下效果更好), 而3x3会更好地柔化图像" +"(有一点像抖动效果)但不保留局部 细节也是如此." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:263 msgid "" "**Edge Sharpness**: This can be used to preserve the sharpness of edges " "(avoids areas without AO on creases)." msgstr "" -"**边缘清晰度(Edge Sharpness)** :这可用于保持边缘的清晰度(避免折痕处没有AO的区" -"域)." +"**边缘清晰度(Edge Sharpness)** : 这可用于保持边缘的清晰度(避免折痕处没有AO的" +"区域)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:266 msgid "Depth of Field / Far Blur" @@ -611,8 +614,8 @@ msgid "" "behind a given range. It has an initial **Distance** with a **Transition** " "region (in world units):" msgstr "" -"此效果可模拟高端相机的焦距. 它模糊了给定范围后面的物体. 它有一个** **距离**, " -"**过渡** 区域(世界单位):" +"此效果可模拟高端相机的焦距. 它模糊了给定范围后面的物体. 它有一个 ** ** 距离 " +"**, ** 过渡** 区域(世界单位):" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:274 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:286 @@ -620,7 +623,8 @@ msgid "" "The **Amount** parameter controls the amount of blur. For larger blurs, " "tweaking the **Quality** may be needed in order to avoid artifacts." msgstr "" -"** Amount **参数控制模糊量. 对于较大的模糊,可能需要调整 **质量** 以避免伪影." +"** Amount ** 参数控制模糊量. 对于较大的模糊, 可能需要调整 **质量** 以避免伪" +"影." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:278 msgid "Depth of Field / Near Blur" @@ -633,7 +637,7 @@ msgid "" "initial **Distance** with a **Transition** region (in world units):" msgstr "" "此效果可模拟高端相机的焦距. 它使靠近相机的物体模糊(在远处模糊的相反方向上作" -"用). 它有一个** **距离**, **过渡** 区域(世界单位):" +"用). 它有一个 ** ** 距离 **, ** 过渡** 区域(世界单位):" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:289 msgid "" @@ -651,16 +655,16 @@ msgid "" "the media (be it analog or digital), it generally bleeds outwards to darker " "regions of the image. This is simulated in Godot with the **Glow** effect." msgstr "" -"在摄影和胶片中,当光量超过介质支持的最大值(无论是模拟还是数字)时,它通常会向外" -"渗出到图像的较暗区域. 这是在Godot中用** Glow **效果模拟的." +"在摄影和胶片中, 当光量超过介质支持的最大值(无论是模拟还是数字)时, 它通常会向" +"外渗出到图像的较暗区域. 这是在Godot中用 ** Glow ** 效果模拟的." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:303 msgid "" "By default, even if the effect is enabled, it will be weak or invisible. One " "of two conditions need to happen for it to actually show:" msgstr "" -"默认情况下,即使启用了效果,它也会变弱或不可见. 实际显示它需要发生的两个条件之" -"一:" +"默认情况下, 即使启用了效果, 它也会变弱或不可见. 实际显示它需要发生的两个条件" +"之一:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:306 msgid "" @@ -672,17 +676,17 @@ msgid "" "threshold." msgstr "" "像素中的光线超过 **HDR阈值** (其中0是所有光线都超过该阈值,1.0是光线超过色调映" -"射器 **白** 值).通常情况下,这个值应该在1.0,但它可以调低,以允许更多的光线渗入." -"还有一个额外的参数, **HDR Scale** ,允许对超过阈值的光线进行缩放(使其更亮或更" -"暗)." +"射器 **白** 值). 通常情况下, 这个值应该在1.0, 但它可以调低, 以允许更多的光线" +"渗入. 还有一个额外的参数, **HDR Scale** , 允许对超过阈值的光线进行缩放(使其更" +"亮或更暗)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:310 msgid "" "The Bloom effect has a value set greater than 0. As it increases, it sends " "the whole screen to the glow processor at higher amounts." msgstr "" -"Bloom效果的值设置大于0.随着它的增加,它会以更高的数量将整个屏幕发送到辉光处理" -"器." +"Bloom效果的值设置大于0. 随着它的增加, 它会以更高的数量将整个屏幕发送到辉光处" +"理器." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:314 msgid "Both will cause the light to start bleeding out of the brighter areas." @@ -690,14 +694,14 @@ msgstr "两者都会导致光从较亮的区域开始流血." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:316 msgid "Once glow is visible, it can be controlled with a few extra parameters:" -msgstr "一旦看到发光,就可以通过一些额外的参数来控制它:" +msgstr "一旦看到发光, 就可以通过一些额外的参数来控制它:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:318 msgid "" "**Intensity** is an overall scale for the effect, it can be made stronger or " "weaker (0.0 removes it)." msgstr "" -"**强度(Intensity)** 是效果的整体比例,可以将其增强或减弱(0.0可以将其删除)." +"**强度(Intensity)** 是效果的整体比例, 可以将其增强或减弱(0.0可以将其删除)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:319 msgid "" @@ -706,8 +710,8 @@ msgid "" "this is not needed, as the size can be more efficiently adjusted with the " "**Levels**." msgstr "" -"**强度(Strength)** 是指高斯滤波器内核的处理强度.数值越大,滤波器越饱和并向外扩" -"展.一般来说,不需要改变这个值,因为可以通过 **Levels** 更有效地调整大小." +"**强度(Strength)** 是指高斯滤波器内核的处理强度. 数值越大, 滤波器越饱和并向外" +"扩展. 一般来说, 不需要改变这个值, 因为可以通过 **Levels** 更有效地调整大小." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:321 msgid "The **Blend Mode** of the effect can also be changed:" @@ -719,8 +723,8 @@ msgid "" "image with no blending involved. In general, it's too strong to be used, but " "can look good with low intensity Bloom (produces a dream-like effect)." msgstr "" -"**添加剂(Additive)** 是最强的,因为它只是在图像上添加了发光效果而不涉及混合. " -"一般来说,它太强大而无法使用,但在低强度Bloom下可以看起来很好(产生梦幻般的效" +"**添加剂(Additive)** 是最强的, 因为它只是在图像上添加了发光效果而不涉及混合. " +"一般来说, 它太强大而无法使用, 但在低强度Bloom下可以看起来很好(产生梦幻般的效" "果)." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:324 @@ -728,15 +732,15 @@ msgid "" "**Screen** is the default one. It ensures glow never brights more than " "itself and works great as an all around." msgstr "" -"**屏幕** 是默认值. 它确保发光永远不会比自身更亮,并且可以很好地作为一个整体." +"**屏幕** 是默认值. 它确保发光永远不会比自身更亮, 并且可以很好地作为一个整体." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:325 msgid "" "**Softlight** is the weakest one, producing only a subtle color disturbance " "around the objects. This mode works best on dark scenes." msgstr "" -"**Softlight** 是最弱的一种,只会在物体周围产生微妙的色彩干扰. 此模式在黑暗场景" -"中效果最佳." +"**Softlight** 是最弱的一种, 只会在物体周围产生微妙的色彩干扰. 此模式在黑暗场" +"景中效果最佳." #: ../../docs/tutorials/3d/environment_and_post_processing.rst:326 msgid "" @@ -751,13 +755,13 @@ msgid "" "hazy glows covering the whole screen:" msgstr "" "为了改变辉光效果的大小和形状,Godot提供 **级别(Levels)** . 较小的级别是在物体" -"周围出现的强光晕,而大的级别是覆盖整个屏幕的朦胧光晕:" +"周围出现的强光晕, 而大的级别是覆盖整个屏幕的朦胧光晕:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:334 msgid "" "The real strength of this system, though, is to combine levels to create " "more interesting glow patterns:" -msgstr "然而,这个系统的真正优势在于结合水平来创造更有趣的发光模式:" +msgstr "然而, 这个系统的真正优势在于结合水平来创造更有趣的发光模式:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:339 msgid "" @@ -766,8 +770,8 @@ msgid "" "**Bicubic Upscaling** gets rids of it, at a minimal performance cost. *Note " "that this is effective only when using the GLES3 backend.*" msgstr "" -"最后,随着最高的图层在对微小模糊图像的拉伸中被创建,我们可能会看到一些块状模" -"糊. 启用 **Bicubic Upscaling** 可以以最低的性能成本拜托它.**注意这只有在使用" +"最后, 随着最高的图层在对微小模糊图像的拉伸中被创建, 我们可能会看到一些块状模" +"糊. 启用 **Bicubic Upscaling** 可以以最低的性能成本拜托它. **注意这只有在使用" "GLES3时才有效.**" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:347 @@ -784,7 +788,7 @@ msgstr "在处理结束时,Godot提供了进行一些标准图像调整的可能 msgid "" "The first one is being able to change the typical Brightness, Contrast, and " "Saturation:" -msgstr "第一个是能够改变典型的亮度,对比度和饱和度:" +msgstr "第一个是能够改变典型的亮度, 对比度和饱和度:" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:359 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 85e407a3be..56c8f0ba92 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index c93de82805..5b1a2179a7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,7 +30,7 @@ msgid "" "In this part, we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" -"在这部分,我们要给玩家增加手榴弹,让玩家拥有抓取和投掷物体的能力,并添加炮塔!" +"在这部分, 我们要给玩家增加手榴弹, 让玩家拥有抓取和投掷物体的能力, 并添加炮塔!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:13 msgid "" @@ -38,9 +38,9 @@ msgid "" "moving on to this part of the tutorial. The finished project from :ref:" "`doc_fps_tutorial_part_four` will be the starting project for part 5" msgstr "" -"在继续本教程的这一部分之前,我们假设您已经完成了 :ref:" +"在继续本教程的这一部分之前, 我们假设您已经完成了 :ref:" "`doc_fps_tutorial_part_four`. 完成的项目来自 :ref:" -"`doc_fps_tutorial_part_four`将成为第5部分的起始项目" +"`doc_fps_tutorial_part_four` 将成为第5部分的起始项目" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:16 msgid "Let's get started!" @@ -54,7 +54,7 @@ msgstr "添加手榴弹" msgid "" "Firstly, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." -msgstr "首先,我们给玩家一些手榴弹,打开 ``Grenade.tscn`` ." +msgstr "首先, 我们给玩家一些手榴弹, 打开 ``Grenade.tscn`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:23 msgid "" @@ -63,16 +63,16 @@ msgid "" "going to use :ref:`RigidBody <class_RigidBody>` nodes for our grenades so " "they bounce around the world in a (somewhat) realistic manner." msgstr "" -"这里有几件事要注意,首先是手榴弹要使用 :ref:`RigidBody <class_RigidBody>` 节" -"点.我们要为手榴弹使用 :ref:`RigidBody <class_RigidBody>` 节点,这样它们就会以" -"有种表现现实的方式在世界范围内弹跳." +"这里有几件事要注意, 首先是手榴弹要使用 :ref:`RigidBody <class_RigidBody>` 节" +"点. 我们要为手榴弹使用 :ref:`RigidBody <class_RigidBody>` 节点, 这样它们就会" +"以有种表现现实的方式在世界范围内弹跳." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:26 msgid "" "The second thing to note is ``Blast_Area``. This is an :ref:`Area " "<class_Area>` node that will represent the blast radius of the grenade." msgstr "" -"第二点需要注意的是 ``Blast_Area``. 这是一个 :ref:`Area <class_Area>` 节点,它" +"第二点需要注意的是 ``Blast_Area``. 这是一个 :ref:`Area <class_Area>` 节点, 它" "代表手榴弹的爆炸半径." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:28 @@ -84,17 +84,18 @@ msgid "" "also emitted using world coordinates instead of local coordinates, so we " "have ``Local Coords`` unchecked as well." msgstr "" -"最后,要注意的是 ``Explosion`` .这是 :ref:`Particles <class_Particles>` 节点," -"当手雷爆炸时,会发出爆炸效果.需注意,我们启用了 ``One shot`` ,是为了一次发射所" -"有的粒子.粒子使用世界坐标而不是局部坐标发射的,所以没有选中 ``Local Coords`` ." +"最后, 要注意的是 ``Explosion`` . 这是 :ref:`Particles <class_Particles>` 节" +"点, 当手雷爆炸时, 会发出爆炸效果. 需注意, 我们启用了 ``One shot`` , 是为了一" +"次发射所有的粒子. 粒子使用世界坐标而不是局部坐标发射的, 所以没有选中 ``Local " +"Coords`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:32 msgid "" "If you want, you can see how the particles are set up by looking through the " "particle's ``Process Material`` and ``Draw Passes``." msgstr "" -"如果需要,您可以通过查看粒子的\"过程材质\"和\"绘制过程\"来查看粒子是如何设置" -"的." +"如果需要, 您可以通过查看粒子的 \"过程材质\" 和 \"绘制过程\" 来查看粒子是如何" +"设置的." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:34 msgid "" @@ -106,38 +107,38 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:90 msgid "Let's go over what's happening, starting with the class variables:" -msgstr "让我们回顾一下正在发生的事情,从类变量开始:" +msgstr "让我们回顾一下正在发生的事情, 从类变量开始:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:92 msgid "" "``GRENADE_DAMAGE``: The amount of damage the grenade causes when it explodes." -msgstr "``GRENADE DAMAGE``:手榴弹爆炸时造成的伤害量." +msgstr "``GRENADE DAMAGE``: 手榴弹爆炸时造成的伤害量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 msgid "" "``GRENADE_TIME``: The amount of time the grenade takes (in seconds) to " "explode once it's created/thrown." -msgstr "``GRENADE_TIME``:手榴弹在创建/抛出后爆炸所需的时间(以秒为单位)." +msgstr "``GRENADE_TIME``: 手榴弹在创建/抛出后爆炸所需的时间(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:94 msgid "" "``grenade_timer``: A variable for tracking how long the grenade has been " "created/thrown." -msgstr "``grenade_timer``:一个变量,用于跟踪手榴弹被创建/抛出的时间." +msgstr "``grenade_timer``: 一个变量, 用于跟踪手榴弹被创建/抛出的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:95 msgid "" "``EXPLOSION_WAIT_TIME``: The amount of time needed (in seconds) to wait " "before we destroy the grenade scene after the explosion" msgstr "" -"``EXPLOSION_WAIT_TIME``:爆炸后我们摧毁手榴弹场景所需的等待时间(以秒为单位)" +"``EXPLOSION_WAIT_TIME``: 爆炸后我们摧毁手榴弹场景所需的等待时间(以秒为单位)" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:96 msgid "" "``explosion_wait_timer``: A variable for tracking how much time has passed " "since the grenade exploded." msgstr "" -"``explosion_wait_timer``:一个变量,用于跟踪自手榴弹爆炸以来已经过了多少时间." +"``explosion_wait_timer``: 一个变量, 用于跟踪自手榴弹爆炸以来已经过了多少时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:97 msgid "" @@ -152,22 +153,22 @@ msgid "" "``grenade_mesh``: The :ref:`MeshInstance <class_MeshInstance>` for the " "grenade." msgstr "" -"``grenade_mesh``:手榴弹的参考 :ref:`MeshInstance <class_MeshInstance>` ." +"``grenade_mesh``: 手榴弹的参考 :ref:`MeshInstance <class_MeshInstance>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:99 msgid "" "``blast_area``: The blast :ref:`Area <class_Area>` used to damage things " "when the grenade explodes." msgstr "" -"``blast_area``:爆炸 :ref:`Area <class_Area>` 用于在手榴弹爆炸时损坏东西." +"``blast_area``: 爆炸 :ref:`Area <class_Area>` 用于在手榴弹爆炸时损坏东西." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:100 msgid "" "``explosion_particles``: The :ref:`Particles <class_Particles>` that come " "out when the grenade explodes." msgstr "" -"``explosion_particles``: :ref:`Particles <class_Particles>` ,当手榴弹爆炸时产" -"生." +"``explosion_particles``: :ref:`Particles <class_Particles>` , 当手榴弹爆炸时" +"产生." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:102 msgid "" @@ -179,8 +180,8 @@ msgid "" "gets us the exact time the explosion particles will last." msgstr "" "注意 ``EXPLOSION_WAIT_TIME`` 是一个相当奇怪的数字(``0.48``). 这是因为我们希" -"望 ``EXPLOSION_WAIT_TIME`` 等于爆炸粒子发射的时间长度,所以当粒子完成时我们会" -"摧毁/释放手榴弹. 我们通过获取粒子的生命时间并将其除以粒子的速度刻度来计算" +"望 ``EXPLOSION_WAIT_TIME`` 等于爆炸粒子发射的时间长度, 所以当粒子完成时我们会" +"摧毁/释放手榴弹. 我们通过获取粒子的生命时间并将其除以粒子的速度刻度来计算 " "\"EXPLOSION_WAIT_TIME\". 这让我们得到了爆炸粒子持续的确切时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:108 @@ -191,7 +192,7 @@ msgstr "现在让我们把注意力转向 ``_ready`` ." msgid "" "First we get all the nodes we'll need and assign them to the proper class " "variables." -msgstr "首先,我们得到需要的所有节点,并将它们分配到合适的类变量中." +msgstr "首先, 我们得到需要的所有节点, 并将它们分配到合适的类变量中." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:112 msgid "" @@ -202,8 +203,8 @@ msgid "" msgstr "" "我们需要得到 :ref:`CollisionShape <class_CollisionShape>` 和 :ref:" "`MeshInstance <class_MeshInstance>` 因为类似于 :ref:" -"`doc_fps_tutorial_part_four`中的目标,我们将隐藏手榴弹的网格并禁用碰撞形状 手" -"榴弹爆炸了." +"`doc_fps_tutorial_part_four` 中的目标, 我们将隐藏手榴弹的网格并禁用碰撞形状 " +"手榴弹爆炸了." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:115 msgid "" @@ -223,8 +224,8 @@ msgid "" "emit in one shot. This is to be extra sure the particles will behave the way " "we expect them to." msgstr "" -"当我们得到所有的节点并将它们分配给类变量后,确保爆炸粒子不会发射,并且它们被设" -"置为一次发射.这是为了确保粒子会以我们期望的方式运行." +"当我们得到所有的节点并将它们分配给类变量后, 确保爆炸粒子不会发射, 并且它们被" +"设置为一次发射. 这是为了确保粒子会以我们期望的方式运行." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:123 msgid "Now let's look at ``_process``." @@ -237,9 +238,9 @@ msgid "" "grenade has to wait ``GRENADE_TIME`` seconds before exploding, allowing the :" "ref:`RigidBody <class_RigidBody>` to move around." msgstr "" -"首先,我们检查 ``grenade_timer`` 是否小于 ``GRENADE_TIME`` .如果是,我们加上 " -"``delta`` 并返回.这是为了让手榴弹在爆炸前必须等待 ``GRENADE_TIME`` 秒,让 :" -"ref:`RigidBody <class_RigidBody>` 移动." +"首先, 我们检查 ``grenade_timer`` 是否小于 ``GRENADE_TIME`` . 如果是, 我们加" +"上 ``delta`` 并返回. 这是为了让手榴弹在爆炸前必须等待 ``GRENADE_TIME`` 秒, " +"让 :ref:`RigidBody <class_RigidBody>` 移动." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:128 msgid "" @@ -250,11 +251,11 @@ msgid "" "whatever code under the check will only be called once, right when the " "grenade has waited long enough and needs to explode." msgstr "" -"如果 ``grenade_timer`` 位于 ``GRENADE_TIMER`` 或更高,那么我们需要检查手榴弹是" -"否等待了足够长的时间并且需要爆炸. 我们通过检查 ``explosion_wait_timer`` 是否" -"等于 ``0`` 或更少来做到这一点. 因为我们将立即将 ``delta`` 添加到 " -"``explosion_wait_timer`` ,所以检查下的任何代码只会被调用一次,就在手榴弹等待足" -"够长并且需要爆炸时." +"如果 ``grenade_timer`` 位于 ``GRENADE_TIMER`` 或更高, 那么我们需要检查手榴弹" +"是否等待了足够长的时间并且需要爆炸. 我们通过检查 ``explosion_wait_timer`` 是" +"否等于 ``0`` 或更少来做到这一点. 因为我们将立即将 ``delta`` 添加到 " +"``explosion_wait_timer`` , 所以检查下的任何代码只会被调用一次, 就在手榴弹等待" +"足够长并且需要爆炸时." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:132 msgid "" @@ -262,15 +263,15 @@ msgid "" "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " "and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" -"如果手榴弹已经等待足够长的时间爆炸,我们首先告诉\"爆炸_粒子\"发射. 然后我们使 " -"``grenade_mesh`` 不可见,并禁用 ``rigid_shape`` ,有效地隐藏了手榴弹." +"如果手榴弹已经等待足够长的时间爆炸, 我们首先告诉 \"爆炸_粒子\" 发射. 然后我们" +"使 ``grenade_mesh`` 不可见, 并禁用 ``rigid_shape`` , 有效地隐藏了手榴弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:135 msgid "" "We then set the :ref:`RigidBody <class_RigidBody>`'s mode to ``MODE_STATIC`` " "so the grenade does not move." msgstr "" -"然后我们将 :ref:`RigidBody <class_RigidBody>` 的模式设置为 ``MODE_STATIC`` ," +"然后我们将 :ref:`RigidBody <class_RigidBody>` 的模式设置为 ``MODE_STATIC`` , " "这样手榴弹就不会移动了." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:137 @@ -281,9 +282,9 @@ msgid "" "This makes it where the bodies exploded by the grenade will explode outwards " "from the grenade's position." msgstr "" -"然后我们得到 ``blast_area`` 中的所有尸体,检查它们是否有 ``bullet_hit`` 方法或" -"函数,如果有,我们调用它,并传入 ``GRENADE_DAMAGE`` 和从尸体查看手榴弹的变换.这" -"样就使得被手榴弹爆炸的尸体会从手榴弹的位置向外爆炸." +"然后我们得到 ``blast_area`` 中的所有尸体, 检查它们是否有 ``bullet_hit`` 方法" +"或函数, 如果有, 我们调用它, 并传入 ``GRENADE_DAMAGE`` 和从尸体查看手榴弹的变" +"换. 这样就使得被手榴弹爆炸的尸体会从手榴弹的位置向外爆炸." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:140 msgid "" @@ -291,8 +292,8 @@ msgid "" "``EXPLOSION_WAIT_TIME``. If it is, we add ``delta`` to " "``explosion_wait_timer``." msgstr "" -"然后我们检查 ``explosion_wait_timer`` 是否小于 ``EXPLOSION_WAIT_TIME`` .如果" -"小于,就在 ``explosion_wait_timer`` 上加上 ``delta`` ." +"然后我们检查 ``explosion_wait_timer`` 是否小于 ``EXPLOSION_WAIT_TIME`` . 如果" +"小于, 就在 ``explosion_wait_timer`` 上加上 ``delta`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:142 msgid "" @@ -303,11 +304,11 @@ msgid "" "`Particles <class_Particles>` play and we can free/destroy the grenade, as " "we no longer need it." msgstr "" -"接下来,我们检查 ``explosion_wait_timer`` 是否大于或等于 " -"``EXPLOSION_WAIT_TIME`` .因为我们添加了 ``delta`` ,所以只调用一次.如果 " -"``explosion_wait_timer`` 大于或等于 ``EXPLOSION_WAIT_TIME`` ,说明手榴弹已经等" -"待了足够长的时间,让 :ref:`Particles <class_Particles>` 播放,可以释放或销毁手" -"榴弹,因为不再需要它了." +"接下来, 我们检查 ``explosion_wait_timer`` 是否大于或等于 " +"``EXPLOSION_WAIT_TIME`` . 因为我们添加了 ``delta`` , 所以只调用一次. 如果 " +"``explosion_wait_timer`` 大于或等于 ``EXPLOSION_WAIT_TIME`` , 说明手榴弹已经" +"等待了足够长的时间, 让 :ref:`Particles <class_Particles>` 播放, 可以释放或销" +"毁手榴弹, 因为不再需要它了." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 msgid "" @@ -322,9 +323,9 @@ msgid "" "``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " "grenade has collided with the environment and needs to stick to something." msgstr "" -"``Sticky_Grenade.tscn``几乎与``Grenade.tscn``相同,只有一个小的补充. 我们现在" -"有第二个 :ref:`Area <class_Area>`,称为 ``Sticky_Area`` . 我们将使用" -"\"Stick_Area\"来检测粘性手榴弹何时与环境相撞并需要粘在某物上." +"``Sticky_Grenade.tscn`` 几乎与 ``Grenade.tscn`` 相同, 只有一个小的补充. 我们" +"现在有第二个 :ref:`Area <class_Area>`, 称为 ``Sticky_Area`` . 我们将使用 " +"\"Stick_Area\" 来检测粘性手榴弹何时与环境相撞并需要粘在某物上." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 msgid "" @@ -339,19 +340,19 @@ msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " "just go over what's changed." msgstr "" -"上面的代码几乎与 ``Grenade.gd`` 的代码完全相同,所以让我们回顾一下已经改变的代" -"码." +"上面的代码几乎与 ``Grenade.gd`` 的代码完全相同, 所以让我们回顾一下已经改变的" +"代码." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 msgid "Firstly, we have a few more class variables:" -msgstr "首先,我们还有几个类变量:" +msgstr "首先, 我们还有几个类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 msgid "" "``attached``: A variable for tracking whether or not the sticky grenade has " "attached to a :ref:`PhysicsBody <class_PhysicsBody>`." msgstr "" -"``附加``:一个变量,用于跟踪粘性手榴弹是否附加到 :ref:`PhysicsBody " +"``附加``: 一个变量, 用于跟踪粘性手榴弹是否附加到 :ref:`PhysicsBody " "<class_PhysicsBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 @@ -359,13 +360,14 @@ msgid "" "``attach_point``: A variable to hold a :ref:`Spatial <class_Spatial>` that " "will be at the position where the sticky grenade collided." msgstr "" -"``attach_point``: 一个变量,用于保存 :ref:`Spatial <class_Spatial>` ,将位于粘" -"性手榴弹碰撞的位置." +"``attach_point``: 一个变量, 用于保存 :ref:`Spatial <class_Spatial>` , 将位于" +"粘性手榴弹碰撞的位置." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" "``player_body``: The player's :ref:`KinematicBody <class_KinematicBody>`." -msgstr "``player_body``:游戏角色的 :ref:`KinematicBody <class_KinematicBody>`." +msgstr "" +"``player_body``: 游戏角色的 :ref:`KinematicBody <class_KinematicBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 msgid "" @@ -374,9 +376,9 @@ msgid "" "player's :ref:`KinematicBody <class_KinematicBody>` so the sticky grenade " "does not stick to the player when the player throws it." msgstr "" -"它们添加,是为了让粘性手雷能够粘在任何可能击中的 :ref:`PhysicsBody " -"<class_PhysicsBody>` 上.我们现在还需要玩家的 :ref:`KinematicBody " -"<class_KinematicBody>` ,这样当玩家投掷手雷时,粘性手雷就不会粘在玩家身上." +"它们添加, 是为了让粘性手雷能够粘在任何可能击中的 :ref:`PhysicsBody " +"<class_PhysicsBody>` 上. 我们现在还需要玩家的 :ref:`KinematicBody " +"<class_KinematicBody>` , 这样当玩家投掷手雷时, 粘性手雷就不会粘在玩家身上." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 msgid "" @@ -384,8 +386,8 @@ msgid "" "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -"现在让我们来看看 ``_ready`` 中的小变化. 在 ``_ready`` 中我们添加了一行代码,因" -"此当任何物体进入 ``Stick_Area`` 时,会调用 ``collided_with_body`` 函数." +"现在让我们来看看 ``_ready`` 中的小变化. 在 ``_ready`` 中我们添加了一行代码, " +"因此当任何物体进入 ``Stick_Area`` 时, 会调用 ``collided_with_body`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 msgid "Next let's take a look at ``collided_with_body``." @@ -400,10 +402,10 @@ msgid "" "collided with is not itself. If we have collided with ourself, we ignore it " "by returning." msgstr "" -"首先,我们要确保粘性手榴弹不与自己发生碰撞.因为粘性的 :ref:`Area " +"首先, 我们要确保粘性手榴弹不与自己发生碰撞. 因为粘性的 :ref:`Area " "<class_Area>` 不知道自己是附着在手榴弹的 :ref:`RigidBody <class_RigidBody>` " -"上的,所以我们需要通过检查是否与自己碰撞的主体不是自己,来确保它不会粘到自己身" -"上.如果我们与自己相撞了,就通过返回来忽略它." +"上的, 所以我们需要通过检查是否与自己碰撞的主体不是自己, 来确保它不会粘到自己" +"身上. 如果我们与自己相撞了, 就通过返回来忽略它." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:269 msgid "" @@ -412,23 +414,23 @@ msgid "" "it. If the body the sticky grenade has collided with is indeed " "``player_body``, we ignore it by returning." msgstr "" -"然后我们检查一下是否有东西分配给 ``player_body`` ,如果粘手榴弹碰撞的物体是投" -"掷它的游戏角色. 如果粘手榴弹碰到的物体确实是 ``player_body``,我们会通过返回来" -"忽略它." +"然后我们检查一下是否有东西分配给 ``player_body`` , 如果粘手榴弹碰撞的物体是投" +"掷它的游戏角色. 如果粘手榴弹碰到的物体确实是 ``player_body``, 我们会通过返回" +"来忽略它." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 msgid "" "Next, we check if the sticky grenade has attached to something already or " "not." -msgstr "接下来,我们检查粘性手雷是否已经附着在某物上." +msgstr "接下来, 我们检查粘性手雷是否已经附着在某物上." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 msgid "" "If the sticky grenade is not attached, we then set ``attached`` to ``true`` " "so we know the sticky grenade has attached to something." msgstr "" -"如果手榴弹被接触了,我们将 `attached` 设置为 `true` ,这样我们就知道粘性手榴弹" -"附着在某物上." +"如果手榴弹被接触了, 我们将 `attached` 设置为 `true` , 这样我们就知道粘性手榴" +"弹附着在某物上." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:276 msgid "" @@ -436,9 +438,9 @@ msgid "" "of the body the sticky grenade collided with. We then set the :ref:`Spatial " "<class_Spatial>`'s position to the sticky grenade's current global position." msgstr "" -"然后我们创建一个新的 :ref:`Spatial <class_Spatial>` 节点,并使其成为粘性手榴弹" -"与之碰撞的物体的子节点. 然后我们将 :ref:`Spatial <class_Spatial>` 的位置设置" -"为粘性手榴弹当前的全球位置." +"然后我们创建一个新的 :ref:`Spatial <class_Spatial>` 节点, 并使其成为粘性手榴" +"弹与之碰撞的物体的子节点. 然后我们将 :ref:`Spatial <class_Spatial>` 的位置设" +"置为粘性手榴弹当前的全球位置." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:279 msgid "" @@ -449,8 +451,8 @@ msgid "" "body it collided with." msgstr "" "因为我们已经添加了 :ref:`Spatial <class_Spatial>` 作为粘性手榴弹碰撞的物体的" -"一个子节点,它将跟随所述物体. 然后我们可以使用它 :ref:`Spatial " -"<class_Spatial>` 来设置粘性手榴弹的位置,因此它总是在相对于它碰撞的物体的相同" +"一个子节点, 它将跟随所述物体. 然后我们可以使用它 :ref:`Spatial " +"<class_Spatial>` 来设置粘性手榴弹的位置, 因此它总是在相对于它碰撞的物体的相同" "位置." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:282 @@ -459,12 +461,12 @@ msgid "" "moving whatever body it has collided with. Finally, we set our mode to " "``MODE_STATIC`` so the grenade does not move." msgstr "" -"然后我们禁用 ``rigid_shape`` ,这样粘手榴弹就不会一直移动它碰到的任何物体. 最" -"后,我们将模式设置为\"MODE_STATIC\",因此手榴弹不会移动." +"然后我们禁用 ``rigid_shape`` , 这样粘手榴弹就不会一直移动它碰到的任何物体. 最" +"后, 我们将模式设置为 \"MODE_STATIC\", 因此手榴弹不会移动." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:287 msgid "Finally, lets go over the few changes in ``_process``." -msgstr "最后,让我们回顾一下 ``_process`` 中的一些变化." +msgstr "最后, 让我们回顾一下 ``_process`` 中的一些变化." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:289 msgid "" @@ -481,8 +483,8 @@ msgid "" "<class_Spatial>` assigned to ``attach_point`` (using its global :ref:" "`Transform <class_Transform>`'s origin)." msgstr "" -"如果连接了粘性手榴弹,我们确保附加的点不等于 ``null`` . 如果附加的点不等于 " -"``null`` ,我们将粘性手榴弹的全局位置(使用其global :ref:`Transform " +"如果连接了粘性手榴弹, 我们确保附加的点不等于 ``null`` . 如果附加的点不等于 " +"``null`` , 我们将粘性手榴弹的全局位置(使用其global :ref:`Transform " "<class_Transform>` 的原点)设置为 :ref:`Spatial <的全局位置 class_Spatial>` 赋" "值给 ``attach_point`` (使用它的global :ref:`Transform <class_Transform>` 的原" "点)." @@ -493,8 +495,8 @@ msgid "" "check to see if the sticky grenade has an attached point. If it does, we " "also call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" -"在我们释放/销毁粘性手榴弹之前,现在唯一的另一个变化是检查粘性手榴弹是否有附着" -"点. 如果是这样,我们也在连接点上调用 ``queue_free`` ,因此它也被释放/销毁." +"在我们释放/销毁粘性手榴弹之前, 现在唯一的另一个变化是检查粘性手榴弹是否有附着" +"点. 如果是这样, 我们也在连接点上调用 ``queue_free`` , 因此它也被释放/销毁." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:299 msgid "Adding grenades to the player" @@ -503,7 +505,7 @@ msgstr "向游戏角色添加手榴弹" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:301 msgid "" "Now we need to add some code to ``Player.gd`` so we can use the grenades." -msgstr "现在我们需要在 ``Player.gd`` 中添加一些代码,以便我们可以使用手榴弹." +msgstr "现在我们需要在 ``Player.gd`` 中添加一些代码, 以便我们可以使用手榴弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 msgid "" @@ -511,9 +513,9 @@ msgid "" "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -"首先,打开 ``Player.tscn`` 并展开节点树,直到您找到 ``Rotation_Helper`` . 注意" -"在 ``Rotation_Helper`` 中我们有一个名为 ``Grenade_Toss_Pos`` 的节点. 我们将在" -"这里生成手榴弹." +"首先, 打开 ``Player.tscn`` 并展开节点树, 直到您找到 ``Rotation_Helper`` . 注" +"意在 ``Rotation_Helper`` 中我们有一个名为 ``Grenade_Toss_Pos`` 的节点. 我们将" +"在这里生成手榴弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 msgid "" @@ -522,15 +524,15 @@ msgid "" "``Grenade_Toss_Pos``, you can change the angle at which the grenades are " "tossed." msgstr "" -"还要注意它是如何在\"X\"轴上轻微旋转的,它不是直指,而是略微向上. 通过改变" -"\"Grenade_Toss_Pos\"的旋转,您可以改变投掷手榴弹的角度." +"还要注意它是如何在 \"X\" 轴上轻微旋转的, 它不是直指, 而是略微向上. 通过改变 " +"\"Grenade_Toss_Pos\" 的旋转, 您可以改变投掷手榴弹的角度." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:309 msgid "" "Okay, now let's start making the grenades work with the player. Add the " "following class variables to ``Player.gd``:" msgstr "" -"好的,现在让我们开始让手榴弹与游戏角色一起工作. 将以下类变量添加到``Player." +"好的, 现在让我们开始让手榴弹与游戏角色一起工作. 将以下类变量添加到 ``Player." "gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 @@ -538,27 +540,27 @@ msgid "" "``grenade_amounts``: The amount of grenades the player is currently carrying " "(for each type of grenade)." msgstr "" -"``grenade_amounts``:游戏角色当前携带的手榴弹数量(针对每种类型的手榴弹)." +"``grenade_amounts``: 游戏角色当前携带的手榴弹数量(针对每种类型的手榴弹)." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" "``current_grenade``: The name of the grenade the player is currently using." -msgstr "``current_grenade``:游戏角色目前正在使用的手榴弹的名称." +msgstr "``current_grenade``: 游戏角色目前正在使用的手榴弹的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "``grenade_scene``: The grenade scene we worked on earlier." -msgstr "``grenade_scene``:我们之前工作的手榴弹场景." +msgstr "``grenade_scene``: 我们之前工作的手榴弹场景." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." -msgstr "``sticky_grenade_scene``:我们之前工作过的粘手榴弹场景." +msgstr "``sticky_grenade_scene``: 我们之前工作过的粘手榴弹场景." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``GRENADE_THROW_FORCE``: The force at which the player will throw the " "grenades." -msgstr "``GRENADE_THROW_FORCE``:游戏角色投掷手榴弹的力量." +msgstr "``GRENADE_THROW_FORCE``: 游戏角色投掷手榴弹的力量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:325 msgid "Most of these variables are similar to how we have our weapons set up." @@ -571,8 +573,8 @@ msgid "" "to make a more complex FPS with more grenades, you'd likely want to make a " "system for grenades similar to how we have the weapons set up." msgstr "" -"虽然可以制作更模块化的手榴弹系统,但我发现仅仅两枚手榴弹的额外复杂性是不值得" -"的. 如果您打算制造一个更复杂的FPS和更多的手榴弹,您可能想要建立一个类似于我们" +"虽然可以制作更模块化的手榴弹系统, 但我发现仅仅两枚手榴弹的额外复杂性是不值得" +"的. 如果您打算制造一个更复杂的FPS和更多的手榴弹, 您可能想要建立一个类似于我们" "如何设置武器的手榴弹系统." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:332 @@ -580,7 +582,7 @@ msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -"现在我们需要在 ``_process_input`` 中添加一些代码.将以下内容添加到" +"现在我们需要在 ``_process_input`` 中添加一些代码. 将以下内容添加到 " "``_process_input``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:362 @@ -594,8 +596,9 @@ msgid "" "currently using. Based on the name of the grenade the player is currently " "using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -"首先,我们检查 ``change_grenade`` 动作是否刚刚被按下.如果按下了,就检查玩家当前" -"使用的手榴弹.根据手榴弹名称,将 ``current_grenade`` 改为相反的手榴弹名称." +"首先, 我们检查 ``change_grenade`` 动作是否刚刚被按下. 如果按下了, 就检查玩家" +"当前使用的手榴弹. 根据手榴弹名称, 将 ``current_grenade`` 改为相反的手榴弹名" +"称." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 msgid "" @@ -603,8 +606,8 @@ msgid "" "If it has, we then check to see if the player has more than ``0`` grenades " "for the current grenade type selected." msgstr "" -"接下来我们检查是否刚刚按下了 ``fire_grenade`` 动作. 如果有,我们检查游戏角色是" -"否有超过\"0\"的手榴弹,用于当前选择的手榴弹类型." +"接下来我们检查是否刚刚按下了 ``fire_grenade`` 动作. 如果有, 我们检查游戏角色" +"是否有超过 \"0\" 的手榴弹, 用于当前选择的手榴弹类型." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 msgid "" @@ -613,9 +616,9 @@ msgid "" "player is currently using, we instance the proper grenade scene and assign " "it to ``grenade_clone``." msgstr "" -"如果游戏角色拥有超过\"0\"的手榴弹,我们就会从当前手榴弹的手榴弹数量中移除一" -"枚. 然后,根据游戏角色当前正在使用的手榴弹,我们实例化正确的手榴弹场景并将其分" -"配给\"grenade_clone\"." +"如果游戏角色拥有超过 \"0\" 的手榴弹, 我们就会从当前手榴弹的手榴弹数量中移除一" +"枚. 然后, 根据游戏角色当前正在使用的手榴弹, 我们实例化正确的手榴弹场景并将其" +"分配给 \"grenade_clone\"." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:373 msgid "" @@ -625,9 +628,9 @@ msgid "" "grenade so that it is launched forward, relative to the ``Z`` directional " "vector of ``grenade_clone``'s." msgstr "" -"接下来,我们将 ``grenade_clone`` 添加为根节点的子节点,并将其global :ref:" +"接下来, 我们将 ``grenade_clone`` 添加为根节点的子节点, 并将其global :ref:" "`Transform <class_Transform>` 设置为 ``Grenade_Toss_Pos`` 的global :ref:" -"`Transform <class_Transform>`. 最后,我们对手榴弹施加一个冲动,使它相对于 " +"`Transform <class_Transform>`. 最后, 我们对手榴弹施加一个冲动, 使它相对于 " "``grenade_clone`` 的 ``Z`` 方向向量向前发射." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:379 @@ -635,23 +638,23 @@ msgid "" "Now the player can use both types of grenades, but there are still a few " "things we should probably add before we move on to adding the other things." msgstr "" -"现在游戏角色可以使用两种类型的手榴弹,但在我们继续添加其他东西之前,我们应该添" -"加一些东西." +"现在游戏角色可以使用两种类型的手榴弹, 但在我们继续添加其他东西之前, 我们应该" +"添加一些东西." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:381 msgid "" "We still need a way to show the player how many grenades are left, and we " "should probably add a way to get more grenades when the player picks up ammo." msgstr "" -"我们仍然需要一种方法向游戏角色展示剩下多少手榴弹,我们应该在游戏角色拿起弹药时" -"增加一种获得更多手榴弹的方法." +"我们仍然需要一种方法向游戏角色展示剩下多少手榴弹, 我们应该在游戏角色拿起弹药" +"时增加一种获得更多手榴弹的方法." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:383 msgid "" "Firstly, let's change some of the code in ``Player.gd`` to show how many " "grenades are left. Change ``process_UI`` to the following:" msgstr "" -"首先,修改 ``Player.gd`` 中的一些代码,以显示还剩多少颗手榴弹.将 " +"首先, 修改 ``Player.gd`` 中的一些代码, 以显示还剩多少颗手榴弹. 将 " "``process_UI`` 改为如下:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:399 @@ -663,16 +666,16 @@ msgid "" "While we're still in ``Player.gd``, let's add a function to add grenades to " "the player. Add the following function to ``Player.gd``:" msgstr "" -"当我们还在 ``Player.gd`` 时,让我们添加一个向游戏角色添加手榴弹的功能. 将以下" -"函数添加到``Player.gd``:" +"当我们还在 ``Player.gd`` 时, 让我们添加一个向游戏角色添加手榴弹的功能. 将以下" +"函数添加到 ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:409 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -"现在我们可以使用 ``add_grenade`` 添加一个手榴弹,它会自动被夹到最大的 ``4`` 手" -"榴弹." +"现在我们可以使用 ``add_grenade`` 添加一个手榴弹, 它会自动被夹到最大的 ``4`` " +"手榴弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 msgid "" @@ -681,8 +684,8 @@ msgid "" "from ``clamp(grenade_amounts[current_grenade], 0, 4)`` to " "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -"如果需要,可以将\"4\"改为常量. 您需要创建一个新的全局常量,比如 " -"``MAX_GRENADES`` ,然后将钳位从``clamp(grenade_amounts " +"如果需要, 可以将 \"4\" 改为常量. 您需要创建一个新的全局常量, 比如 " +"``MAX_GRENADES`` , 然后将钳位从``clamp(grenade_amounts " "[current_grenade],0,4)``更改为``clamp(grenade_amounts [current_grenade], 0," "MAX_GRENADES)``" @@ -690,13 +693,14 @@ msgstr "" msgid "" "If you do not want to limit how many grenades the player can carry, remove " "the line that clamps the grenades altogether!" -msgstr "如果您不想限制游戏角色可以携带多少手榴弹,那就去掉完全夹住手榴弹的线!" +msgstr "如果您不想限制游戏角色可以携带多少手榴弹, 那就去掉完全夹住手榴弹的线!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:416 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" -msgstr "现在我们有一个添加手榴弹的功能,让我们打开 ``AmmoPickup.gd`` 并使用它!" +msgstr "" +"现在我们有一个添加手榴弹的功能, 让我们打开 ``AmmoPickup.gd`` 并使用它!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:418 msgid "" @@ -711,7 +715,7 @@ msgid "" "Now we are also checking to see if the body has the ``add_grenade`` " "function. If it does, we call it like we call ``add_ammo``." msgstr "" -"现在我们还要检查主体是否有 ``add_grenade`` 函数. 如果是这样,我们称之为" +"现在我们还要检查主体是否有 ``add_grenade`` 函数. 如果是这样, 我们称之为 " "\"add_ammo\"." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:435 @@ -721,7 +725,7 @@ msgid "" "``AmmoPickup.gd`` with the other class variables:" msgstr "" "您可能已经注意到我们正在使用一个尚未定义的新常量, ``GRENADE_AMOUNTS`` . 我们" -"加上吧! 使用其他类变量将以下类变量添加到``AmmoPickup.gd``:" +"加上吧! 使用其他类变量将以下类变量添加到 ``AmmoPickup.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:442 msgid "``GRENADE_AMOUNTS``: The amount of grenades each pickup contains." @@ -732,8 +736,8 @@ msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " "the small ammo pickup does not give the player any additional grenades." msgstr "" -"注意 ``GRENADE_AMOUNTS`` 中的第二个元素是 ``0`` .这是为了让小弹药拾取器不给玩" -"家任何额外的手榴弹." +"注意 ``GRENADE_AMOUNTS`` 中的第二个元素是 ``0`` . 这是为了让小弹药拾取器不给" +"玩家任何额外的手榴弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:449 msgid "Now you should be able to throw grenades! Go give it a try!" @@ -748,8 +752,8 @@ msgid "" "Next, let's give the player the ability to pick up and throw :ref:`RigidBody " "<class_RigidBody>` nodes." msgstr "" -"接下来,让我们给玩家提供拾取和投掷 :ref:`RigidBody <class_RigidBody>` 节点的能" -"力." +"接下来, 让我们给玩家提供拾取和投掷 :ref:`RigidBody <class_RigidBody>` 节点的" +"能力." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:457 msgid "Open up ``Player.gd`` and add the following class variables:" @@ -760,8 +764,8 @@ msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "<class_RigidBody>` node." msgstr "" -"``grabbed_object``:一个用于保存抓取的变量 :ref:`RigidBody <class_RigidBody>` " -"节点." +"``grabbed_object``: 一个用于保存抓取的变量 :ref:`RigidBody " +"<class_RigidBody>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" @@ -780,13 +784,13 @@ msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " "<class_Raycast>` goes. This is the player's grab distance." msgstr "" -"``OBJECT_GRAB_RAY_DISTANCE``:距离 :ref:`Raycast <class_Raycast>` 去了. 这是游" -"戏角色的抓地距离." +"``OBJECT_GRAB_RAY_DISTANCE``: 距离 :ref:`Raycast <class_Raycast>` 去了. 这是" +"游戏角色的抓地距离." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:471 msgid "" "With that done, all we need to do is add some code to ``process_input``:" -msgstr "完成后,我们需要做的就是在 ``process_input`` 中添加一些代码:" +msgstr "完成后, 我们需要做的就是在 ``process_input`` 中添加一些代码:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:509 msgid "Let's go over what's happening." @@ -800,9 +804,9 @@ msgid "" "not using any weapons. This is a design choice, but I feel it gives " "``UNARMED`` a use." msgstr "" -"首先,我们检查按下的是否是 ``fire`` 动作,以及玩家是否使用了 ``UNARMED`` " -"'weapon' .这是因为我们只希望玩家在没有使用任何武器的时候,能够捡起和投掷物体." -"这是一种设计上的选择,但我觉得让 ``UNARMED`` 有了用途." +"首先, 我们检查按下的是否是 ``fire`` 动作, 以及玩家是否使用了 ``UNARMED`` " +"'weapon' . 这是因为我们只希望玩家在没有使用任何武器的时候, 能够捡起和投掷物" +"体. 这是一种设计上的选择, 但我觉得让 ``UNARMED`` 有了用途." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:515 msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." @@ -813,7 +817,7 @@ msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody <class_RigidBody>`." msgstr "" -"如果 ``grabbed_object`` 是 ``null`` ,我们想看看我们是否可以选择 :ref:" +"如果 ``grabbed_object`` 是 ``null`` , 我们想看看我们是否可以选择 :ref:" "`RigidBody <class_RigidBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 @@ -823,7 +827,7 @@ msgid "" "having to use a :ref:`Raycast <class_Raycast>` node." msgstr "" "我们首先从当前获得直接空间状态 :ref:`World <class_World>`. 这样我们就可以完全" -"从代码中投射光线,而不必使用 :ref:`Raycast <class_Raycast>` 节点." +"从代码中投射光线, 而不必使用 :ref:`Raycast <class_Raycast>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:524 msgid "" @@ -843,8 +847,8 @@ msgid "" msgstr "" "然后我们通过将当前 :ref:`Viewport <class_Viewport>` 大小分成两半来得到屏幕的" "中心. 然后我们使用摄像机的 ``project_ray_origin`` 和 ``project_ray_normal`` " -"获取射线的原点和终点. 如果您想了解有关这些函数如何工作的更多信息,请参阅 :ref:" -"`Ray-casting <doc_ray-casting>`." +"获取射线的原点和终点. 如果您想了解有关这些函数如何工作的更多信息, 请参阅 :" +"ref:`Ray-casting <doc_ray-casting>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 msgid "" @@ -853,9 +857,9 @@ msgid "" "the player cannot carry themselves or the knife's collision :ref:`Area " "<class_Area>`." msgstr "" -"接下来,我们将光线发送到空间状态,看看它是否得到了结果. 我们添加了游戏角色和刀" -"子 :ref:`Area <class_Area>` 作为两个例外,因此游戏角色无法携带自己或刀的碰撞 :" -"ref:`Area <class_Area>`." +"接下来, 我们将光线发送到空间状态, 看看它是否得到了结果. 我们添加了游戏角色和" +"刀子 :ref:`Area <class_Area>` 作为两个例外, 因此游戏角色无法携带自己或刀的碰" +"撞 :ref:`Area <class_Area>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:532 msgid "" @@ -865,9 +869,9 @@ msgid "" "if the collider the ray collided with is a :ref:`RigidBody " "<class_RigidBody>`." msgstr "" -"然后我们检查是否从射线上得到了一个结果.如果没有对象与射线发生碰撞,将返回一个" -"空的Dictionary.如果Dictionary不是空的,即至少有一个对象发生了碰撞,,我们再看看" -"射线碰撞的碰撞器是否是一个 :ref:`RigidBody <class_RigidBody>` ." +"然后我们检查是否从射线上得到了一个结果. 如果没有对象与射线发生碰撞, 将返回一" +"个空的Dictionary. 如果Dictionary不是空的, 即至少有一个对象发生了碰撞,, 我们再" +"看看射线碰撞的碰撞器是否是一个 :ref:`RigidBody <class_RigidBody>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 msgid "" @@ -876,9 +880,10 @@ msgid "" "mode on the :ref:`RigidBody <class_RigidBody>` we collided with to " "``MODE_STATIC`` so it doesn't move in our hands." msgstr "" -"如果光线与 :ref:`RigidBody <class_RigidBody>` 相撞,我们将 ``grabbed_object`` " -"设置为光线与光线相撞的对撞机. 然后我们将模式设置为 :ref:`RigidBody " -"<class_RigidBody>` 我们与 ``MODE_STATIC`` 相撞,所以它不会在我们手中移动." +"如果光线与 :ref:`RigidBody <class_RigidBody>` 相撞, 我们将 " +"``grabbed_object`` 设置为光线与光线相撞的对撞机. 然后我们将模式设置为 :ref:" +"`RigidBody <class_RigidBody>` 我们与 ``MODE_STATIC`` 相撞, 所以它不会在我们手" +"中移动." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:537 msgid "" @@ -887,8 +892,8 @@ msgid "" "`RigidBody <class_RigidBody>` have no collision layer or mask, which means " "it will not be able to collide with anything as long as we are holding it." msgstr "" -"最后,我们将抓取的 :ref:`RigidBody <class_RigidBody>` 的碰撞层和碰撞掩码设置" -"为 ``0`` . 这将使得抓住 :ref:`RigidBody <class_RigidBody>` 没有碰撞层或掩码," +"最后, 我们将抓取的 :ref:`RigidBody <class_RigidBody>` 的碰撞层和碰撞掩码设置" +"为 ``0`` . 这将使得抓住 :ref:`RigidBody <class_RigidBody>` 没有碰撞层或掩码, " "这意味着只要我们拿着它就不会碰到任何东西." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 @@ -897,7 +902,7 @@ msgid "" "<doc_physics_introduction_collision_layer_code_example>` for more " "information on Godot collision masks." msgstr "" -"关于Godot碰撞掩码的更多信息,请参见 :ref:`物理介绍" +"关于Godot碰撞掩码的更多信息, 请参见 :ref:`物理介绍 " "<doc_physics_introduction_collision_layer_code_example>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 @@ -905,7 +910,7 @@ msgid "" "If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" "`RigidBody <class_RigidBody>` the player is holding." msgstr "" -"如果 ``grabbed_object`` 不是 ``null`` ,那么我们需要抛出游戏角色持有的 :ref:" +"如果 ``grabbed_object`` 不是 ``null`` , 那么我们需要抛出游戏角色持有的 :ref:" "`RigidBody <class_RigidBody>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 @@ -922,8 +927,8 @@ msgid "" "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -"这是一个相当大的假设,即所有刚体都将使用\"MODE_RIGID\". 虽然本教程系列就是这种" -"情况,但在其他项目中可能并非如此." +"这是一个相当大的假设, 即所有刚体都将使用 \"MODE_RIGID\". 虽然本教程系列就是这" +"种情况, 但在其他项目中可能并非如此." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:554 msgid "" @@ -932,8 +937,9 @@ msgid "" "class variable so you can change it back to the mode it was in before you " "picked it up." msgstr "" -"如果你有不同模式的刚体,可能需要把你拾取的 :ref:`RigidBody <class_RigidBody>` " -"的模式存储到一个类变量中,这样就可以把它改回拾取它之前的模式." +"如果你有不同模式的刚体, 可能需要把你拾取的 :ref:`RigidBody " +"<class_RigidBody>` 的模式存储到一个类变量中, 这样就可以把它改回拾取它之前的模" +"式." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" @@ -950,7 +956,7 @@ msgid "" "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" "然后我们将抓取的 :ref:`RigidBody <class_RigidBody>` 的碰撞层和掩码设置为 " -"``1`` ,这样它就可以再次与层 ``1`` 上的任何东西碰撞." +"``1`` , 这样它就可以再次与层 ``1`` 上的任何东西碰撞." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 msgid "" @@ -962,18 +968,18 @@ msgid "" "would have the original collision layer/mask to set for them when you are " "reversing the process." msgstr "" -"这又是一个相当大的假设,即所有刚体都只在碰撞层\"1\"上,所有碰撞掩模都在层" -"\"1\"上. 如果您在其他项目中使用此脚本,您可能需要在变量中存储 :ref:`RigidBody " -"<class_RigidBody>` 的碰撞图层/掩码,然后将它们更改为\"0\",这样您就可以 在您反" -"转过程时为其设置的原始碰撞图层/蒙版." +"这又是一个相当大的假设, 即所有刚体都只在碰撞层 \"1\" 上, 所有碰撞掩模都在层 " +"\"1\" 上. 如果您在其他项目中使用此脚本, 您可能需要在变量中存储 :ref:" +"`RigidBody <class_RigidBody>` 的碰撞图层/掩码, 然后将它们更改为 \"0\", 这样您" +"就可以 在您反转过程时为其设置的原始碰撞图层/蒙版." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "Finally, we set ``grabbed_object`` to ``null`` since the player has " "successfully thrown the held object." msgstr "" -"最后,我们将 ``grabbed_object`` 设置为 ``null`` ,因为游戏角色已经成功抛出了被" -"保持的对象." +"最后, 我们将 ``grabbed_object`` 设置为 ``null`` , 因为游戏角色已经成功抛出了" +"被保持的对象." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 msgid "" @@ -989,8 +995,8 @@ msgid "" "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -"虽然技术上没有输入相关,但是将代码移动到此处的代码很容易,因为它只有两行,然后所" -"有的抓取/抛出代码都在一个地方" +"虽然技术上没有输入相关, 但是将代码移动到此处的代码很容易, 因为它只有两行, 然" +"后所有的抓取/抛出代码都在一个地方" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" @@ -998,8 +1004,8 @@ msgid "" "camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " "is facing." msgstr "" -"如果游戏角色持有一个物体,我们将其全局位置设置为相机的位置以及相机朝向的方向上" -"的\"OBJECT_GRAB_DISTANCE\"." +"如果游戏角色持有一个物体, 我们将其全局位置设置为相机的位置以及相机朝向的方向" +"上的 \"OBJECT_GRAB_DISTANCE\"." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:577 msgid "" @@ -1007,9 +1013,9 @@ msgid "" "While the player is holding an object, we do not want the player to be able " "to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -"在我们测试之前,我们需要在 ``_physics_process`` 中改变一些东西. 当游戏角色持有" -"一个物体时,我们不希望游戏角色能够更换武器或重装,所以将 ``_physics_process`` " -"改为:" +"在我们测试之前, 我们需要在 ``_physics_process`` 中改变一些东西. 当游戏角色持" +"有一个物体时, 我们不希望游戏角色能够更换武器或重装, 所以将 " +"``_physics_process`` 改为:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 msgid "Now the player cannot change weapons or reload while holding an object." @@ -1020,7 +1026,7 @@ msgid "" "Now you can grab and throw RigidBody nodes while you're in the ``UNARMED`` " "state! Go give it a try!" msgstr "" -"现在,当您处于\"UNARMED\"状态时,您可以抓住并抛出RigidBody节点! 去尝试吧!" +"现在, 当您处于 \"UNARMED\" 状态时, 您可以抓住并抛出RigidBody节点! 去尝试吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "Adding a turret" @@ -1028,19 +1034,19 @@ msgstr "添加一个炮塔" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "Next, let's make a turret to shoot the player!" -msgstr "接下来,让我们制作一个炮塔射击游戏角色!" +msgstr "接下来, 让我们制作一个炮塔射击游戏角色!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." -msgstr "打开 ``Turret.tscn`` . 如果尚未展开,请展开 ``Turret`` ." +msgstr "打开 ``Turret.tscn`` . 如果尚未展开, 请展开 ``Turret`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:605 msgid "" "Notice how the turret is broken up into several parts: ``Base``, ``Head``, " "``Vision_Area``, and a ``Smoke`` :ref:`Particles <class_Particles>` node." msgstr "" -"请注意炮塔是如何被分解成几个部分: ``Base`` 、 ``Head`` 、 ``Vision_Area`` 和 " +"请注意炮塔是如何被分解成几个部分: ``Base`` , ``Head`` , ``Vision_Area`` 和 " "``Smoke`` :ref:`Particles <class_Particles>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:607 @@ -1050,8 +1056,8 @@ msgid "" "ref:`StaticBody <class_StaticBody>` and a :ref:`Raycast <class_Raycast>` " "node." msgstr "" -"打开 ``Base`` ,你会发现是一个 :ref:`StaticBody <class_StaticBody>` 和一个网" -"格.打开 ``Head`` ,你会发现有几个网格,一个 :ref:`StaticBody " +"打开 ``Base`` , 你会发现是一个 :ref:`StaticBody <class_StaticBody>` 和一个网" +"格. 打开 ``Head`` , 你会发现有几个网格, 一个 :ref:`StaticBody " "<class_StaticBody>` 和一个 :ref:`Raycast <class_Raycast>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 @@ -1061,9 +1067,9 @@ msgid "" "meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -"\"头部\"的一个注意事项是,如果我们使用光线投射,光线投射将是炮塔射击的地方. 我" -"们还有两个网格叫做 ``Flash`` 和 ``Flash_2`` . 这些将是枪口闪光,简要显示炮塔开" -"火时." +"\"头部\" 的一个注意事项是, 如果我们使用光线投射, 光线投射将是炮塔射击的地方. " +"我们还有两个网格叫做 ``Flash`` 和 ``Flash_2`` . 这些将是枪口闪光, 简要显示炮" +"塔开火时." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:613 msgid "" @@ -1071,16 +1077,16 @@ msgid "" "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -"``Vision_Area``是 :ref:`Area <class_Area>` 我们将用作炮塔的能力. 当某些东西进" -"入\"Vision_Area\"时,我们会认为炮塔可以看到它." +"``Vision_Area`` 是 :ref:`Area <class_Area>` 我们将用作炮塔的能力. 当某些东西" +"进入 \"Vision_Area\" 时, 我们会认为炮塔可以看到它." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" "``Smoke`` is a :ref:`Particles <class_Particles>` node that will play when " "the turret is destroyed and repairing." msgstr "" -"``Smoke``是一个 :ref:`Particles <class_Particles>` 节点将在炮塔被摧毁和修复时" -"播放." +"``Smoke`` 是一个 :ref:`Particles <class_Particles>` 节点将在炮塔被摧毁和修复" +"时播放." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:619 msgid "" @@ -1088,68 +1094,68 @@ msgid "" "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -"现在我们已经了解了如何设置场景,让我们开始编写炮塔的代码. 选择 ``Turret`` 并创" -"建一个名为 ``Turret.gd`` 的新脚本. 将以下内容添加到``Turret.gd``:" +"现在我们已经了解了如何设置场景, 让我们开始编写炮塔的代码. 选择 ``Turret`` 并" +"创建一个名为 ``Turret.gd`` 的新脚本. 将以下内容添加到 ``Turret.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "This is quite a bit of code, so let's break it down function by function. " "Let's first look at the class variables:" -msgstr "这是相当多的代码,所以让我们按功能分解它. 我们先来看一下类变量:" +msgstr "这是相当多的代码, 所以让我们按功能分解它. 我们先来看一下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``use_raycast``: An exported boolean so we can change whether the turret " "uses objects or raycasting for bullets." msgstr "" -"``use_raycast``: 一个导出的布尔值,以便我们可以改变炮塔是使用对象还是使用射线" +"``use_raycast``: 一个导出的布尔值, 以便我们可以改变炮塔是使用对象还是使用射线" "发射子弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." -msgstr "``TURRET_DAMAGE_BULLET``:单个子弹场景造成的伤害量." +msgstr "``TURRET_DAMAGE_BULLET``: 单个子弹场景造成的伤害量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "<class_Raycast>` bullet does." msgstr "" -"``TURRET_DAMAGE_RAYCAST``:单个损坏的数量 :ref:`Raycast <class_Raycast>` " +"``TURRET_DAMAGE_RAYCAST``: 单个损坏的数量 :ref:`Raycast <class_Raycast>` " "bullet." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." -msgstr "``FLASH_TIME``:枪口闪光网格的可见时间(以秒为单位)." +msgstr "``FLASH_TIME``: 枪口闪光网格的可见时间(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." -msgstr "``flash_timer``:一个变量,用于跟踪枪口闪光网格的可见时间." +msgstr "``flash_timer``: 一个变量, 用于跟踪枪口闪光网格的可见时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." -msgstr "``FIRE_TIME``:发射子弹所需的时间(以秒为单位)." +msgstr "``FIRE_TIME``: 发射子弹所需的时间(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." -msgstr "``fire_timer``:一个变量,用于跟踪炮塔上次射击后经过的时间." +msgstr "``fire_timer``: 一个变量, 用于跟踪炮塔上次射击后经过的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``node_turret_head``: A variable to hold the ``Head`` node." -msgstr "``node_turret_head``:一个用于保存 ``Head`` 节点的变量." +msgstr "``node_turret_head``: 一个用于保存 ``Head`` 节点的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast <class_Raycast>` node " "attached to the turret's head." msgstr "" -"``node_raycast``:一个变量,用于保存附加到炮塔头部的 :ref:`Raycast " +"``node_raycast``: 一个变量, 用于保存附加到炮塔头部的 :ref:`Raycast " "<class_Raycast>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 @@ -1157,7 +1163,7 @@ msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance <class_MeshInstance>`." msgstr "" -"``node_flash_one``:一个用于保存第一个枪口flash的变量 :ref:`MeshInstance " +"``node_flash_one``: 一个用于保存第一个枪口flash的变量 :ref:`MeshInstance " "<class_MeshInstance>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 @@ -1165,76 +1171,76 @@ msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance <class_MeshInstance>`." msgstr "" -"``node_flash_two``:一个用于保存第二个枪口flash的变量 :ref:`MeshInstance " +"``node_flash_two``: 一个用于保存第二个枪口flash的变量 :ref:`MeshInstance " "<class_MeshInstance>`." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." -msgstr "``ammo_in_turret``:目前炮塔中的弹药数量." +msgstr "``ammo_in_turret``: 目前炮塔中的弹药数量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." -msgstr "``AMMO_IN_FULL_TURRET``:完整炮塔中的弹药数量." +msgstr "``AMMO_IN_FULL_TURRET``: 完整炮塔中的弹药数量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." -msgstr "``AMMO_RELOAD_TIME``:炮塔重装的时间." +msgstr "``AMMO_RELOAD_TIME``: 炮塔重装的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." -msgstr "``ammo_reload_timer``:一个变量,用于跟踪炮塔重装的时间." +msgstr "``ammo_reload_timer``: 一个变量, 用于跟踪炮塔重装的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``current_target``: The turret's current target." -msgstr "``current_target``:炮塔的当前目标." +msgstr "``current_target``: 炮塔的当前目标." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." -msgstr "``is_active``:用于跟踪炮塔是否能够射向目标的变量." +msgstr "``is_active``: 用于跟踪炮塔是否能够射向目标的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." -msgstr "``PLAYER_HEIGHT``:我们添加到目标的高度,所以我们不会在它的脚下射击." +msgstr "``PLAYER_HEIGHT``: 我们添加到目标的高度, 所以我们不会在它的脚下射击." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "``smoke_particles``: A variable to hold the smoke particles node." -msgstr "``smoke_particles``:用于保存烟雾粒子节点的变量." +msgstr "``smoke_particles``: 用于保存烟雾粒子节点的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "``turret_health``: The amount of health the turret currently has." -msgstr "``turret_health``:炮塔目前的健康状况." +msgstr "``turret_health``: 炮塔目前的健康状况." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." -msgstr "``MAX_TURRET_HEALTH``:完全愈合的炮塔的健康量." +msgstr "``MAX_TURRET_HEALTH``: 完全愈合的炮塔的健康量." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." -msgstr "``DESTROYED_TIME``:被毁坏的炮塔修复自己所花费的时间(以秒为单位)." +msgstr "``DESTROYED_TIME``: 被毁坏的炮塔修复自己所花费的时间(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." -msgstr "``destroyed_timer``:一个变量,用于跟踪炮塔被摧毁的时间." +msgstr "``destroyed_timer``: 一个变量, 用于跟踪炮塔被摧毁的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:810 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" -msgstr "``bullet_scene``:炮塔射击的子弹场景(与游戏角色的手枪相同的场景)" +msgstr "``bullet_scene``: 炮塔射击的子弹场景(与游戏角色的手枪相同的场景)" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Whew, that's quite a few class variables!" -msgstr "哇,这是相当多的类变量!" +msgstr "哇, 这是相当多的类变量!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "Let's go through ``_ready`` next." @@ -1246,28 +1252,28 @@ msgid "" "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision``, respectively." msgstr "" -"首先,我们得到视觉区域,将 ``body_entered`` 和 ``body_exited`` 信号分别连接到 " -"``body_entered_vision`` 和 ``body_exited_vision`` ." +"首先, 我们得到视觉区域, 将 ``body_entered`` 和 ``body_exited`` 信号分别连接" +"到 ``body_entered_vision`` 和 ``body_exited_vision`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" "We then get all the nodes and assign them to their respective variables." -msgstr "然后,我们得到所有的节点,并将它们分配到各自的变量中." +msgstr "然后, 我们得到所有的节点, 并将它们分配到各自的变量中." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "Next, we add some exceptions to the :ref:`Raycast <class_Raycast>` so the " "turret cannot hurt itself." msgstr "" -"接下来,我们给 :ref:`Raycast <class_Raycast>` 添加一些例外情况,这样炮塔就不能" -"伤害自己了." +"接下来, 我们给 :ref:`Raycast <class_Raycast>` 添加一些例外情况, 这样炮塔就不" +"能伤害自己了." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 msgid "" "Then we make both flash meshes invisible at start, since we are not going to " "be firing during ``_ready``." msgstr "" -"然后我们在开始时使两个闪存网格都不可见,因为我们不会在\"_ready\"期间触发." +"然后我们在开始时使两个闪存网格都不可见, 因为我们不会在 \"_ready\" 期间触发." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 msgid "" @@ -1275,15 +1281,15 @@ msgid "" "``smoke_particles`` variable. We also set ``emitting`` to ``false`` to " "ensure the particles are not emitting until the turret is broken." msgstr "" -"然后我们得到烟雾粒子节点,并将其分配给 ``smoke_particles`` 变量.将 " -"``emitting`` 设置为 ``false`` ,以确保炮塔在被破坏之前,粒子不会发射." +"然后我们得到烟雾粒子节点, 并将其分配给 ``smoke_particles`` 变量. 将 " +"``emitting`` 设置为 ``false`` , 以确保炮塔在被破坏之前, 粒子不会发射." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -"最后,我们将炮塔的生命值设置为\"MAX_TURRET_HEALTH\",以便从完全健康状态开始." +"最后, 我们将炮塔的生命值设置为 \"MAX_TURRET_HEALTH\", 以便从完全健康状态开始." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "Now let's go through ``_physics_process``." @@ -1293,7 +1299,8 @@ msgstr "现在让我们来看看 ``_physics_process`` ." msgid "" "Firstly, we check whether the turret is active. If the turret is active, we " "want to process the firing code." -msgstr "首先,我们检查炮塔是否处于激活状态.如果炮塔处于激活状态,则处理射击代码." +msgstr "" +"首先, 我们检查炮塔是否处于激活状态. 如果炮塔处于激活状态, 则处理射击代码." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" @@ -1302,9 +1309,9 @@ msgid "" "gets to zero or less after we've subtracted ``delta``, we want to hide both " "of the flash meshes." msgstr "" -"接下来,如果 ``flash_timer`` 大于0,意味着flash网格是可见的,我们要从 " -"``flash_timer`` 中删除delta.如果 ``flash_timer`` 减去 ``delta`` 后变为0或更" -"小,要隐藏两个flash网格." +"接下来, 如果 ``flash_timer`` 大于0, 意味着flash网格是可见的, 我们要从 " +"``flash_timer`` 中删除delta. 如果 ``flash_timer`` 减去 ``delta`` 后变为0或更" +"小, 要隐藏两个flash网格." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:841 msgid "" @@ -1312,14 +1319,14 @@ msgid "" "we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it is not " "aiming at the player's feet." msgstr "" -"接下来,我们检查炮塔是否有目标.如果炮塔有目标,让炮塔的头部看向它,加上 " -"``PLAYER_HEIGHT`` ,这样它就不会瞄准玩家的脚." +"接下来, 我们检查炮塔是否有目标. 如果炮塔有目标, 让炮塔的头部看向它, 加上 " +"``PLAYER_HEIGHT`` , 这样它就不会瞄准玩家的脚." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 msgid "" "We then check whether the turret's health is greater than zero. If it is, we " "then check whether there is ammo in the turret." -msgstr "然后我们检查炮塔的健康状况是否大于零,如果是,就检查炮塔里是否有弹药." +msgstr "然后我们检查炮塔的健康状况是否大于零, 如果是, 就检查炮塔里是否有弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:846 msgid "" @@ -1328,9 +1335,9 @@ msgid "" "``fire_timer``. If ``fire_timer`` is less than or equal to zero, the turret " "can fire a bullet, so we call the ``fire_bullet`` function." msgstr "" -"如果有,我们检查 ``fire_timer`` 是否大于0,如果大于,则炮塔不能发射,需要从 " -"``fire_timer`` 中删除 ``delta`` .如果 ``fire_timer`` 小于或等于零,炮塔可以发" -"射子弹,则调用 ``fire_bullet`` 函数." +"如果有, 我们检查 ``fire_timer`` 是否大于0, 如果大于, 则炮塔不能发射, 需要从 " +"``fire_timer`` 中删除 ``delta`` . 如果 ``fire_timer`` 小于或等于零, 炮塔可以" +"发射子弹, 则调用 ``fire_bullet`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" @@ -1340,10 +1347,10 @@ msgid "" "to zero, we set ``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the " "turret has waited long enough to refill its ammo." msgstr "" -"如果炮塔内没有任何弹药,我们检查 ``ammo_reload_timer`` 是否大于零,如果大于零," -"我们从 ``ammo_reload_timer`` 中减去 ``delta`` .如果 ``ammo_reload_timer`` 小" -"于或等于零,我们将 ``ammo_in_turret`` 设置为 ``AMMO_IN_FULL_TURRET`` ,因为炮塔" -"已经等待了足够长的时间来补充弹药." +"如果炮塔内没有任何弹药, 我们检查 ``ammo_reload_timer`` 是否大于零, 如果大于" +"零, 我们从 ``ammo_reload_timer`` 中减去 ``delta`` . 如果 " +"``ammo_reload_timer`` 小于或等于零, 我们将 ``ammo_in_turret`` 设置为 " +"``AMMO_IN_FULL_TURRET`` , 因为炮塔已经等待了足够长的时间来补充弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:853 msgid "" @@ -1352,9 +1359,9 @@ msgid "" "less, we then check whether ``destroyed_timer`` is greater than zero. If it " "is, we subtract ``delta`` from ``destroyed_timer``." msgstr "" -"接下来,我们检查炮塔的健康值是否小于或等于 ``0`` ,而不是它是否处于活动状态.如" -"果炮塔的健康值为0或更少,我们检查 ``destroyed_timer`` 是否大于0.如果是,我们从 " -"``destroyed_timer`` 中减去 ``delta`` ." +"接下来, 我们检查炮塔的健康值是否小于或等于 ``0`` , 而不是它是否处于活动状态. " +"如果炮塔的健康值为0或更少, 我们检查 ``destroyed_timer`` 是否大于0. 如果是, 我" +"们从 ``destroyed_timer`` 中减去 ``delta`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 msgid "" @@ -1362,7 +1369,7 @@ msgid "" "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -"如果 ``destroyed_timer`` 小于或等于零,我们将 ``turret_health`` 设置为 " +"如果 ``destroyed_timer`` 小于或等于零, 我们将 ``turret_health`` 设置为 " "``MAX_TURRET_HEALTH`` 并通过将 ``smoke_particles.emitting`` 设置为 ``false`` " "来停止冒烟." @@ -1372,7 +1379,7 @@ msgstr "接下来让我们来看看 ``fire_bullet`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:863 msgid "Firstly, we check whether the turret is using a raycast." -msgstr "首先,我们检查炮塔是否使用了射线投射." +msgstr "首先, 我们检查炮塔是否使用了射线投射." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:865 msgid "" @@ -1381,7 +1388,7 @@ msgid "" "briefly." msgstr "" "使用射线投射的代码与 :ref:`doc_fps_tutorial_part_two` 中步枪的代码几乎完全相" -"同,所以我只简单介绍一下." +"同, 所以我只简单介绍一下." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:868 msgid "" @@ -1393,11 +1400,11 @@ msgid "" "damage a single raycast bullet does along with the raycast's transform. We " "then subtract ``1`` from ``ammo_in_turret``." msgstr "" -"我们首先让raycast看向目标,确保raycast在没有任何障碍物的情况下能够击中目标.然" -"后我们强制raycast更新,这样我们就能得到一帧完美的碰撞检查.然后,检查raycast是否" -"与任何东西发生了碰撞.如果有,我们检查被碰撞的物体是否有 ``bullet_hit`` 方法.如" -"果有,我们就调用它,并将单颗raycast子弹造成的伤害和raycast的变换一起传递进来.然" -"后我们从 ``ammo_in_turret`` 中减去 ``1`` ." +"我们首先让raycast看向目标, 确保raycast在没有任何障碍物的情况下能够击中目标. " +"然后我们强制raycast更新, 这样我们就能得到一帧完美的碰撞检查. 然后, 检查" +"raycast是否与任何东西发生了碰撞. 如果有, 我们检查被碰撞的物体是否有 " +"``bullet_hit`` 方法. 如果有, 我们就调用它, 并将单颗raycast子弹造成的伤害和" +"raycast的变换一起传递进来. 然后我们从 ``ammo_in_turret`` 中减去 ``1`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:873 msgid "" @@ -1406,9 +1413,9 @@ msgid "" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -"如果炮塔没有使用光线投射,我们会生成一个子弹对象. 这段代码几乎完全与手枪中的代" -"码相同 :ref:`doc_fps_tutorial_part_two`,所以与光线播放代码一样,我只是简单地介" -"绍一下." +"如果炮塔没有使用光线投射, 我们会生成一个子弹对象. 这段代码几乎完全与手枪中的" +"代码相同 :ref:`doc_fps_tutorial_part_two`, 所以与光线播放代码一样, 我只是简单" +"地介绍一下." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" @@ -1418,9 +1425,10 @@ msgid "" "the turret's constant class variables. We then subtract ``1`` from " "``ammo_in_turret``." msgstr "" -"我们首先制作一个子弹克隆,并将其分配给 ``clone`` ,然后我们将其添加为根节点的一" -"个子节点.我们将子弹的全局变换设置为枪管末端,由于它太小,所以将其放大,并使用炮" -"塔的常量类变量设置其伤害和速度.然后从 ``ammo_in_turret`` 中减去 ``1`` ." +"我们首先制作一个子弹克隆, 并将其分配给 ``clone`` , 然后我们将其添加为根节点的" +"一个子节点. 我们将子弹的全局变换设置为枪管末端, 由于它太小, 所以将其放大, 并" +"使用炮塔的常量类变量设置其伤害和速度. 然后从 ``ammo_in_turret`` 中减去 " +"``1`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:880 msgid "" @@ -1430,16 +1438,16 @@ msgid "" "turret has used the last bullet in its ammo. If it has, we set " "``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret reloads." msgstr "" -"然后,不管我们使用的是哪种子弹方式,都要让两个枪口闪光网格可见.我们将 " +"然后, 不管我们使用的是哪种子弹方式, 都要让两个枪口闪光网格可见. 我们将 " "``flash_timer`` 和 ``fire_timer`` 分别设置为 ``FLASH_TIME`` 和 " -"``FIRE_TIME`` .然后检查炮塔是否已经用完了最后一颗子弹.如果用完了,将 " -"``ammo_reload_timer`` 设置为 ``ammo_reload_TIME`` ,这样炮塔就会重新装弹." +"``FIRE_TIME`` . 然后检查炮塔是否已经用完了最后一颗子弹. 如果用完了, 将 " +"``ammo_reload_timer`` 设置为 ``ammo_reload_TIME`` , 这样炮塔就会重新装弹." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:886 msgid "" "Let's look at ``body_entered_vision`` next, and thankfully it is rather " "short." -msgstr "让我们看看接下来的 ``body_entered_vision`` ,谢天谢地,它很短." +msgstr "让我们看看接下来的 ``body_entered_vision`` , 谢天谢地, 它很短." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:888 msgid "" @@ -1449,16 +1457,16 @@ msgid "" "`Area <class_Area>` is a :ref:`KinematicBody <class_KinematicBody>`." msgstr "" "我们首先通过检查 ``current_target`` 是否等于 ``null`` 来检查炮塔当前是否有目" -"标. 如果炮塔没有目标,我们就检查刚刚进入 :ref:`Area <class_Area>` 视野的物体是" -"一个 :ref:`KinematicBody <class_KinematicBody>` ." +"标. 如果炮塔没有目标, 我们就检查刚刚进入 :ref:`Area <class_Area>` 视野的物体" +"是一个 :ref:`KinematicBody <class_KinematicBody>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 msgid "" "We're assuming the turret should only fire at :ref:`KinematicBody " "<class_KinematicBody>` nodes since that is what the player is using." msgstr "" -"我们假设炮塔应该只对 :ref:`KinematicBody <class_KinematicBody>` 节点进行射击," -"因为玩家使用的就是这个节点." +"我们假设炮塔应该只对 :ref:`KinematicBody <class_KinematicBody>` 节点进行射" +"击, 因为玩家使用的就是这个节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:893 msgid "" @@ -1467,7 +1475,7 @@ msgid "" "body, and set ``is_active`` to ``true``." msgstr "" "如果刚进入视觉的主体 :ref:`Area <class_Area>` 是 :ref:`KinematicBody " -"<class_KinematicBody>`,我们将 ``current_target`` 设置为body,并将 " +"<class_KinematicBody>`, 我们将 ``current_target`` 设置为body, 并将 " "``is_active`` 设置为 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:898 @@ -1480,8 +1488,8 @@ msgid "" "whether the body that has just left the turret's vision :ref:`Area " "<class_Area>` is the turret's target." msgstr "" -"首先,我们检查炮塔是否有目标.如果有,检查刚刚离开炮塔的视野的物体 :ref:`Area " -"<class_Area>`是否为炮塔的目标." +"首先, 我们检查炮塔是否有目标. 如果有, 检查刚刚离开炮塔的视野的物体 :ref:" +"`Area <class_Area>` 是否为炮塔的目标." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 msgid "" @@ -1490,13 +1498,13 @@ msgid "" "``is_active`` to ``false``, and reset all the variables related to firing " "the turret since the turret no longer has a target to fire at." msgstr "" -"如果刚刚离开视野 :ref:`Area <class_Area>` 的机体是炮塔的当前目标,将 " -"``current_target`` 设置为 ``null`` ,将 ``is_active`` 设置为 ``false`` ,并重置" -"所有与发射炮塔有关的变量,因为炮塔已经没有目标可以发射." +"如果刚刚离开视野 :ref:`Area <class_Area>` 的机体是炮塔的当前目标, 将 " +"``current_target`` 设置为 ``null`` , 将 ``is_active`` 设置为 ``false`` , 并重" +"置所有与发射炮塔有关的变量, 因为炮塔已经没有目标可以发射." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "Finally, let's look at ``bullet_hit``." -msgstr "最后,让我们看一下 ``bullet_hit`` ." +msgstr "最后, 让我们看一下 ``bullet_hit`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:910 msgid "" @@ -1511,8 +1519,9 @@ msgid "" "set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " "before being repaired." msgstr "" -"然后,我们检查炮塔是否被摧毁,健康值为零或更少,如果被摧毁,就开始发射烟雾粒子,并" -"将 ``destroyed_timer`` 设置为 ``DESTROYED_TIME`` ,这样炮塔在修复前就必须等待." +"然后, 我们检查炮塔是否被摧毁, 健康值为零或更少, 如果被摧毁, 就开始发射烟雾粒" +"子, 并将 ``destroyed_timer`` 设置为 ``DESTROYED_TIME`` , 这样炮塔在修复前就必" +"须等待." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "" @@ -1523,14 +1532,14 @@ msgid "" "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "<class_StaticBody>` you have selected." msgstr "" -"好了,所有这些都完成了,在炮塔准备使用之前,我们只有最后一件事要做.打开 " -"``Turret.tscn`` 如果还没有打开的话,从 ``Base`` 或 ``Head`` 中选择一个 :ref:" -"`StaticBody <class_StaticBody>` 节点.创建一个名为 ``TurretBodies.gd`` 的新脚" -"本,并将其附加到你选择的任何一个 :ref:`StaticBody <class_StaticBody>` 节点上." +"好了, 所有这些都完成了, 在炮塔准备使用之前, 我们只有最后一件事要做. 打开 " +"``Turret.tscn`` 如果还没有打开的话, 从 ``Base`` 或 ``Head`` 中选择一个 :ref:" +"`StaticBody <class_StaticBody>` 节点. 创建一个名为 ``TurretBodies.gd`` 的新脚" +"本, 并将其附加到你选择的任何一个 :ref:`StaticBody <class_StaticBody>` 节点上." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:921 msgid "Add the following code to ``TurretBodies.gd``:" -msgstr "将以下代码添加到``TurretBodies.gd``:" +msgstr "将以下代码添加到 ``TurretBodies.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:936 msgid "" @@ -1539,7 +1548,7 @@ msgid "" "`NodePath <class_NodePath>` to the ``Turret`` node." msgstr "" "这段代码所做的就是在 ``path_to_turret_root`` 所指向的任何节点上调用 " -"``bullet_hit`` .回到编辑器,将 :ref:`NodePath <class_NodePath>` 分配给 " +"``bullet_hit`` . 回到编辑器, 将 :ref:`NodePath <class_NodePath>` 分配给 " "``Turret`` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:939 @@ -1550,7 +1559,7 @@ msgid "" "``Turret`` node." msgstr "" "现在选择另一个 :ref:`StaticBody <class_StaticBody>` 节点(在 ``Body`` 或 " -"``Head`` 中)并为其指定 ``TurretBodies.gd`` 脚本. 附加脚本后,再次将 :ref:" +"``Head`` 中)并为其指定 ``TurretBodies.gd`` 脚本. 附加脚本后, 再次将 :ref:" "`NodePath <class_NodePath>` 分配给 ``Turret`` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 @@ -1559,8 +1568,8 @@ msgid "" "all the bullets use the ``bullet_hit`` function, we need to add that " "function to the player." msgstr "" -"最后,我们需要做的是给玩家增加一种伤害的方式.由于所有的子弹都使用 " -"``bullet_hit`` 函数,我们需要为玩家添加该函数." +"最后, 我们需要做的是给玩家增加一种伤害的方式. 由于所有的子弹都使用 " +"``bullet_hit`` 函数, 我们需要为玩家添加该函数." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:946 msgid "Open ``Player.gd`` and add the following:" @@ -1571,7 +1580,7 @@ msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -"完成所有这些后,您应该拥有完全可操作的炮塔! 在一个/两个/所有场景中进行几次尝" +"完成所有这些后, 您应该拥有完全可操作的炮塔! 在一个/两个/所有场景中进行几次尝" "试!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 @@ -1592,13 +1601,13 @@ msgid "" "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -"在 :ref:`doc_fps_tutorial_part_six`中,我们将添加一个主菜单和一个暂停菜单,为游" -"戏角色添加重新生成的系统,以及更改/移动声音系统,以便我们可以从任何脚本中使用" -"它." +"在 :ref:`doc_fps_tutorial_part_six` 中, 我们将添加一个主菜单和一个暂停菜单, " +"为游戏角色添加重新生成的系统, 以及更改/移动声音系统, 以便我们可以从任何脚本中" +"使用它." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:965 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:967 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index dd747b14cc..b564b1e6ac 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "player can destroy, support for joypads, and add the ability to change " "weapons with the scroll wheel." msgstr "" -"在这部分,我们将增加健康拾取、弹药拾取、玩家可以摧毁的目标,支持手柄,并增加用滚" -"轮更换武器的功能." +"在这部分, 我们将增加健康拾取, 弹药拾取, 玩家可以摧毁的目标, 支持手柄, 并增加" +"用滚轮更换武器的功能." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 msgid "" @@ -40,8 +40,8 @@ msgid "" "moving on to this part of the tutorial. The finished project from :ref:" "`doc_fps_tutorial_part_three` will be the starting project for part 4" msgstr "" -"在继续本教程的这一部分之前,假设您已完成 :ref:`doc_fps_tutorial_part_three`. " -"完成的项目来自 :ref:`doc_fps_tutorial_part_three`将成为第4部分的起始项目" +"在继续本教程的这一部分之前, 假设您已完成 :ref:`doc_fps_tutorial_part_three`. " +"完成的项目来自 :ref:`doc_fps_tutorial_part_three` 将成为第4部分的起始项目" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:16 msgid "Let's get started!" @@ -57,15 +57,15 @@ msgid "" "Console controllers, Joysticks (like for flight simulators), Wheels (like " "for driving simulators), VR Controllers, and more!" msgstr "" -"在Godot中,任何游戏控制器都被称为游戏手柄(joypad). 这包括:控制台控制器,操纵杆" -"(Joysticks )(如飞行模拟器),车轮(如用于驾驶模拟器),VR控制器等等!" +"在Godot中, 任何游戏控制器都被称为游戏手柄(joypad). 这包括: 控制台控制器, 操纵" +"杆(Joysticks )(如飞行模拟器), 车轮(如用于驾驶模拟器),VR控制器等等!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:24 msgid "" "Firstly, we need to change a few things in our project's input map. Open up " "the project settings and select the ``Input Map`` tab." msgstr "" -"首先,我们需要在项目的键位映射中更改一些内容. 打开项目设置并选择 ``键位映射" +"首先, 我们需要在项目的键位映射中更改一些内容. 打开项目设置并选择 ``键位映射" "(Input Map)`` 选项卡." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:26 @@ -73,8 +73,8 @@ msgid "" "Now we need to add some joypad buttons to our various actions. Click the " "plus icon and select ``Joy Button``." msgstr "" -"现在我们需要为我们的各种动作添加一些游戏手柄按钮. 单击加号图标,然后选择``欢乐" -"按钮``." +"现在我们需要为我们的各种动作添加一些游戏手柄按钮. 单击加号图标, 然后选择 ``欢" +"乐按钮``." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:30 msgid "" @@ -82,44 +82,44 @@ msgid "" "selected is set to ``0``. In the finished project, we will be using the " "following:" msgstr "" -"随意使用您想要的任何按钮布局. 确保所选设备设置为``0``. 在完成的项目中,我们将" -"使用以下内容:" +"随意使用您想要的任何按钮布局. 确保所选设备设置为 ``0``. 在完成的项目中, 我们" +"将使用以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:32 msgid "movement_sprint: ``Device 0, Button 4 (L, L1)``" -msgstr "movement_sprint:``设备0,按钮4(L,L1)``" +msgstr "movement_sprint:``设备0, 按钮4(L,L1)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:33 msgid "fire: ``Device 0, Button 0 (PS Cross, XBox A, Nintendo B)``" -msgstr "fire:``设备0,按钮0(PS Cross,XBox A,Nintendo B)``" +msgstr "fire:``设备0, 按钮0(PS Cross,XBox A,Nintendo B)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:34 msgid "reload: ``Device 0, Button 0 (PS Square, XBox X, Nintendo Y)``" -msgstr "重新加载:``设备0,按钮0(PS Square,XBox X,Nintendo Y)``" +msgstr "重新加载:``设备0, 按钮0(PS Square,XBox X,Nintendo Y)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:35 msgid "flashlight: ``Device 0, Button 12 (D-Pad Up)``" -msgstr "手电筒:``设备0,按钮12(D-Pad Up)``" +msgstr "手电筒:``设备0, 按钮12(D-Pad Up)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:36 msgid "shift_weapon_positive: ``Device 0, Button 15 (D-Pad Right)``" -msgstr "shift_weapon_positive:``设备0,按钮15(D-Pad右)``" +msgstr "shift_weapon_positive:``设备0, 按钮15(D-Pad右)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:37 msgid "shift_weapon_negative: ``Device 0, Button 14 (D-Pad Left)``" -msgstr "shift_weapon_negative:``设备0,按钮14(D-Pad Left)``" +msgstr "shift_weapon_negative:``设备0, 按钮14(D-Pad Left)``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:38 msgid "fire_grenade: ``Device 0, Button 1 (PS Circle, XBox B, Nintendo A).``" -msgstr "fire_grenade:``设备0,按钮1(PS圈,XBox B,任天堂A).``" +msgstr "fire_grenade:``设备0, 按钮1(PS圈,XBox B, 任天堂A).``" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:40 msgid "These are already set up for you if you downloaded the starter assets" -msgstr "如果您下载了启动资源,则已为您设置了这些内容" +msgstr "如果您下载了启动资源, 则已为您设置了这些内容" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:42 msgid "Once you are happy with the input, close the project settings and save." -msgstr "对输入感到满意后,关闭项目设置并保存." +msgstr "对输入感到满意后, 关闭项目设置并保存." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:46 msgid "Now let's open up ``Player.gd`` and add joypad input." @@ -129,7 +129,7 @@ msgstr "现在让我们打开 ``Player.gd`` 并添加joypad输入." msgid "" "First, we need to define a few new class variables. Add the following class " "variables to ``Player.gd``:" -msgstr "首先,我们需要定义一些新的类变量. 将以下类变量添加到``Player.gd``:" +msgstr "首先, 我们需要定义一些新的类变量. 将以下类变量添加到 ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:56 msgid "Let's go over what each of these does:" @@ -139,14 +139,14 @@ msgstr "让我们回顾一下这些做法:" msgid "" "``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " "the camera." -msgstr "``JOYPAD SENSITIVITY``:这是游戏手柄操纵杆移动相机的速度." +msgstr "``JOYPAD SENSITIVITY``: 这是游戏手柄操纵杆移动相机的速度." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" "``JOYPAD_DEADZONE``: The dead zone for the joypad. You may need to adjust " "depending on your joypad." msgstr "" -"``JOYPAD DEADZONE``:游戏手柄的死区. 您可能需要根据您的游戏手柄进行调整." +"``JOYPAD DEADZONE``: 游戏手柄的死区. 您可能需要根据您的游戏手柄进行调整." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:61 msgid "" @@ -154,15 +154,16 @@ msgid "" "movement within a radius of JOYPAD_DEADZONE. If we did not ignore said " "movement, the camera would jitter." msgstr "" -"许多游戏手柄在某一点上抖动. 为了解决这个问题,我们忽略半径为JOYPAD_DEADZONE内" -"的任何移动. 如果我们不忽略所说的运动,相机就会抖动." +"许多游戏手柄在某一点上抖动. 为了解决这个问题, 我们忽略半径为JOYPAD_DEADZONE内" +"的任何移动. 如果我们不忽略所说的运动, 相机就会抖动." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:64 msgid "" "Also, we are defining ``JOYPAD_SENSITIVITY`` as a variable instead of a " "constant because we'll later be changing it." msgstr "" -"此外,我们将 ``JOYPAD_SENSITIVITY`` 定义为变量而不是常量,因为我们稍后会更改它." +"此外, 我们将 ``JOYPAD_SENSITIVITY`` 定义为变量而不是常量, 因为我们稍后会更改" +"它." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:66 msgid "Now we are ready to start handling joypad input!" @@ -173,7 +174,7 @@ msgid "" "In ``process_input``, add the following code just before " "``input_movement_vector = input_movement_vector.normalized()``:" msgstr "" -"在 ``process_input`` 中添加以下代码,就在 ``input_movement_vector = " +"在 ``process_input`` 中添加以下代码, 就在 ``input_movement_vector = " "input_movement_vector.normalized()`` 之前:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:113 @@ -182,7 +183,7 @@ msgstr "让我们回顾一下我们正在做的事情." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:115 msgid "Firstly, we check to see if there is a connected joypad." -msgstr "首先,我们检查是否有连接的游戏手柄." +msgstr "首先, 我们检查是否有连接的游戏手柄." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" @@ -190,8 +191,8 @@ msgid "" "left and up/down. Because a wired Xbox 360 controller has different joystick " "axis mapping based on OS, we will use different axes based on the OS." msgstr "" -"如果连接了一个游戏手柄,我们就可以获得左/右和左/上的左摇杆轴. 由于有线Xbox 360" -"控制器具有基于OS的不同操纵杆轴映射,因此我们将基于OS使用不同的轴." +"如果连接了一个游戏手柄, 我们就可以获得左/右和左/上的左摇杆轴. 由于有线Xbox " +"360控制器具有基于OS的不同操纵杆轴映射, 因此我们将基于OS使用不同的轴." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:121 msgid "" @@ -200,8 +201,8 @@ msgid "" "joystick axes may need changing. If they do, please open a GitHub issue on " "the Godot documentation repository! Thanks!" msgstr "" -"本教程假设您使用的是XBox 360或Playstation有线控制器. 此外,我目前没有访问Mac计" -"算机,因此操纵杆轴可能需要更改. 如果有,请在Godot文档存储库中打开GitHub " +"本教程假设您使用的是XBox 360或Playstation有线控制器. 此外, 我目前没有访问Mac" +"计算机, 因此操纵杆轴可能需要更改. 如果有, 请在Godot文档存储库中打开GitHub " "issue ! 谢谢!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:125 @@ -211,9 +212,9 @@ msgid "" "Vector2. If it is not, we use a scaled Radial Dead zone for precise dead " "zone calculation." msgstr "" -"接下来,我们检查joypad向量长度是否在 ``JOYPAD_DEZONE`` 半径内.如果是,我们将 " -"``joypad_vec`` 设置为一个空的Vector2.如果不在范围内,使用一个按比例的径向死区" -"来精确计算死区." +"接下来, 我们检查joypad向量长度是否在 ``JOYPAD_DEZONE`` 半径内. 如果是, 我们" +"将 ``joypad_vec`` 设置为一个空的Vector2. 如果不在范围内, 使用一个按比例的径向" +"死区来精确计算死区." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:128 msgid "" @@ -232,12 +233,12 @@ msgid "" "provided in that article. The article is a great read, and I highly suggest " "giving it a look!" msgstr "" -"我们正在使用该文章中提供的缩放径向死区代码的翻译版本. 这篇文章很精彩,我强烈建" -"议您看看!" +"我们正在使用该文章中提供的缩放径向死区代码的翻译版本. 这篇文章很精彩, 我强烈" +"建议您看看!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:134 msgid "Finally, we add ``joypad_vec`` to ``input_movement_vector``." -msgstr "最后,我们将 ``joypad_vec`` 添加到 ``input_movement_vector`` ." +msgstr "最后, 我们将 ``joypad_vec`` 添加到 ``input_movement_vector`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:136 msgid "" @@ -246,8 +247,8 @@ msgid "" "they pushed in the same direction with both the keyboard and the joypad!" msgstr "" "还记得我们如何归一化 ``input_movement_vector`` 吗?这就是原因!如果我们不对 " -"``input_movement_vector`` 进行归一化处理,如果玩家用键盘和游戏手柄向同一个方向" -"推进,就会使移动变得更快!" +"``input_movement_vector`` 进行归一化处理, 如果玩家用键盘和游戏手柄向同一个方" +"向推进, 就会使移动变得更快!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:141 msgid "" @@ -263,8 +264,8 @@ msgid "" "Firstly, we check the mouse mode. If the mouse mode is not " "``MOUSE_MODE_CAPTURED``, we want to return, which will skip the code below." msgstr "" -"首先我们检查鼠标模式. 如果鼠标模式不是 ``MOUSE_MODE_CAPTURED`` ,我们想要返回," -"将跳过下面的代码." +"首先我们检查鼠标模式. 如果鼠标模式不是 ``MOUSE_MODE_CAPTURED`` , 我们想要返" +"回, 将跳过下面的代码." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:220 msgid "" @@ -273,8 +274,8 @@ msgid "" "values so it is mapped to the proper axes for the right joystick." msgstr "" "接下来我们定义一个新的 :ref:`Vector2 <class_Vector2>` 命名为 " -"``joypad_vec`` . 这将保持正确的操纵杆位置. 基于操作系统,我们设置其值,使其映射" -"到右侧操纵杆的正确轴." +"``joypad_vec`` . 这将保持正确的操纵杆位置. 基于操作系统, 我们设置其值, 使其映" +"射到右侧操纵杆的正确轴." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:223 msgid "" @@ -282,21 +283,21 @@ msgid "" "joystick axes may need changing. If they do, please open a GitHub issue on " "the Godot documentation repository! Thanks!" msgstr "" -"如上所述,我(目前)没有访问Mac苹果计算机,因此操纵杆轴可能需要更改. 如果有,请在" -"Godot文档存储库中打开GitHub问题! 谢谢!" +"如上所述, 我(目前)没有访问Mac苹果计算机, 因此操纵杆轴可能需要更改. 如果有, 请" +"在Godot文档存储库中打开GitHub问题! 谢谢!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:226 msgid "" "We then account for the joypad's dead zone, exactly like in " "``process_input``." -msgstr "然后我们考虑了joypad的死区,就像在 ``process_input`` 中一样." +msgstr "然后我们考虑了joypad的死区, 就像在 ``process_input`` 中一样." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:228 msgid "" "Then, we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " "<class_KinematicBody>` using ``joypad_vec``." msgstr "" -"然后,我们使用 ``joypad_vec`` 旋转 ``rotation_helper`` 和玩家的 :ref:" +"然后, 我们使用 ``joypad_vec`` 旋转 ``rotation_helper`` 和玩家的 :ref:" "`KinematicBody <class_KinematicBody>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:230 @@ -314,15 +315,15 @@ msgid "" "``process_view`` as well. Once these bugs are fixed, this will likely be " "updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" -"由于Windows上一些与鼠标有关的错误,我们不能将鼠标旋转也放在 ``process_view`` " -"中.一旦这些bug被修复,我们可能会更新,将鼠标旋转也放在 ``process_view_input`` " -"中." +"由于Windows上一些与鼠标有关的错误, 我们不能将鼠标旋转也放在 ``process_view`` " +"中. 一旦这些bug被修复, 我们可能会更新, 将鼠标旋转也放在 " +"``process_view_input`` 中." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:236 msgid "" "Finally, we clamp the camera's rotation so the player cannot look upside " "down." -msgstr "最后,我们夹住相机的旋转,这样游戏角色就不会颠倒过来." +msgstr "最后, 我们夹住相机的旋转, 这样游戏角色就不会颠倒过来." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:240 msgid "" @@ -337,8 +338,8 @@ msgid "" "Once ``process_view_input`` is added to ``_physics_process``, you should be " "able to play using a joypad!" msgstr "" -"一旦 ``process_view_input`` 被添加到 ``_physics_process`` ,您应该能够使用游戏" -"手柄玩!" +"一旦 ``process_view_input`` 被添加到 ``_physics_process`` , 您应该能够使用游" +"戏手柄玩!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" @@ -346,8 +347,8 @@ msgid "" "to do some more axis managing, and because I prefer to use a shoulder " "buttons to fire." msgstr "" -"我决定不使用游戏手柄来触发,因为我们必须做更多的轴管理,因为我更喜欢使用肩部按" -"钮来开火." +"我决定不使用游戏手柄来触发, 因为我们必须做更多的轴管理, 因为我更喜欢使用肩部" +"按钮来开火." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" @@ -356,9 +357,9 @@ msgid "" "triggers, and check if it's over a certain value, say ``0.8`` for example. " "If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" -"如果您想使用触发器进行触发,您需要在 ``process_input`` 中改变触发的工作方式. " -"您需要获取触发器的轴值,并检查它是否超过某个值,例如\"0.8\". 如果是,则添加与按" -"下 ``fire`` 动作时相同的代码." +"如果您想使用触发器进行触发, 您需要在 ``process_input`` 中改变触发的工作方式. " +"您需要获取触发器的轴值, 并检查它是否超过某个值, 例如 \"0.8\". 如果是, 则添加" +"与按下 ``fire`` 动作时相同的代码." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:250 msgid "Adding mouse scroll wheel input" @@ -370,8 +371,8 @@ msgid "" "pickups and the target. Let's add the ability to change weapons using the " "scroll wheel on the mouse." msgstr "" -"在开始研究拾取器和目标之前,我们再增加一个与输入相关的功能.增加使用鼠标上的滚" -"轮更换武器的功能." +"在开始研究拾取器和目标之前, 我们再增加一个与输入相关的功能. 增加使用鼠标上的" +"滚轮更换武器的功能." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:254 msgid "Open up ``Player.gd`` and add the following class variables:" @@ -383,14 +384,14 @@ msgstr "让我们回顾一下这些新变量将要做的事情:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:263 msgid "``mouse_scroll_value``: The value of the mouse scroll wheel." -msgstr "``mouse_scroll_value``:鼠标滚轮的值." +msgstr "``mouse_scroll_value``: 鼠标滚轮的值." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:264 msgid "" "``MOUSE_SENSITIVITY_SCROLL_WHEEL``: How much a single scroll action " "increases mouse_scroll_value" msgstr "" -"``MOUSE_SENSITIVITY_SCROLL_WHEEL``:单个滚动操作增加了多少mouse_scroll_value" +"``MOUSE_SENSITIVITY_SCROLL_WHEEL``: 单个滚动操作增加了多少mouse_scroll_value" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:268 msgid "Now let's add the following to ``_input``:" @@ -406,9 +407,9 @@ msgid "" "that the mouse mode is ``MOUSE_MODE_CAPTURED``. Then, we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" -"首先,我们检查该事件是否是 ``InputEventMouseButton`` 事件,鼠标模式是否是 " -"``MOUSE_MODE_CAPTURED`` .然后,我们检查按钮索引是否是 ``BUTTON_WHEEL_UP`` 或 " -"``BUTTON_WHEEL_DOWN`` ." +"首先, 我们检查该事件是否是 ``InputEventMouseButton`` 事件, 鼠标模式是否是 " +"``MOUSE_MODE_CAPTURED`` . 然后, 我们检查按钮索引是否是 ``BUTTON_WHEEL_UP`` " +"或 ``BUTTON_WHEEL_DOWN`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:295 msgid "" @@ -417,15 +418,15 @@ msgid "" "it is up or down, we add or subtract ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/" "from ``mouse_scroll_value``." msgstr "" -"如果事件的索引确实是按钮轮索引,我们再检查它是 ``BUTTON_WHEEL_UP`` 还是 " -"``BUTTON_WHEEL_DOWN`` .根据它是向上还是向下,我们向 ``mouse_scroll_value`` 加" -"减 ``mouse_SENSITIVITY_SCROLL_WHEEL`` ." +"如果事件的索引确实是按钮轮索引, 我们再检查它是 ``BUTTON_WHEEL_UP`` 还是 " +"``BUTTON_WHEEL_DOWN`` . 根据它是向上还是向下, 我们向 ``mouse_scroll_value`` " +"加减 ``mouse_SENSITIVITY_SCROLL_WHEEL`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:298 msgid "" "Next, we clamp mouse scroll value to ensure it is inside the range of " "selectable weapons." -msgstr "接下来,我们限制鼠标滚动值,确保它在可选择的武器范围内." +msgstr "接下来, 我们限制鼠标滚动值, 确保它在可选择的武器范围内." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:300 msgid "" @@ -433,7 +434,7 @@ msgid "" "player is doing neither, we round ``mouse_scroll_value`` and cast it to an " "``int``." msgstr "" -"然后我们检查游戏角色是在换武器还是重装. 如果游戏角色两者都没做,我们将 " +"然后我们检查游戏角色是在换武器还是重装. 如果游戏角色两者都没做, 我们将 " "``mouse_scroll_value`` 舍入并将其转换为 ``int`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:302 @@ -442,8 +443,8 @@ msgid "" "key in our dictionary. If we left it as a float, we would get an error when " "we tried to run the project." msgstr "" -"我们把 ``mouse_scroll_value`` 转为 ``int`` ,这样就可以把它作为字典中的一个键." -"如果把它作为一个浮点数,当我们试图运行项目时,会得到一个错误." +"我们把 ``mouse_scroll_value`` 转为 ``int`` , 这样就可以把它作为字典中的一个" +"键. 如果把它作为一个浮点数, 当我们试图运行项目时, 会得到一个错误." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:305 msgid "" @@ -454,11 +455,11 @@ msgid "" "will change weapons in ``process_changing_weapon``, and set " "``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" -"接下来,我们用 ``WEAPON_NUMBER_TO_NAME`` 检查 ``round_mouse_scroll_value`` 处" -"的武器名称是否与当前的武器名称不相等.如果武器与玩家当前的武器不同,我们就分配 " -"``changing_weapon_name`` ,设置 ``changing_weapon`` 为 ``true`` ,这样玩家就会" -"在 ``process_changing_weapon`` 中更换武器,并设置 ``mouse_scroll_value`` 为 " -"``round_mouse_scroll_value`` ." +"接下来, 我们用 ``WEAPON_NUMBER_TO_NAME`` 检查 ``round_mouse_scroll_value`` 处" +"的武器名称是否与当前的武器名称不相等. 如果武器与玩家当前的武器不同, 我们就分" +"配 ``changing_weapon_name`` , 设置 ``changing_weapon`` 为 ``true`` , 这样玩家" +"就会在 ``process_changing_weapon`` 中更换武器, 并设置 ``mouse_scroll_value`` " +"为 ``round_mouse_scroll_value`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:309 msgid "" @@ -468,9 +469,9 @@ msgid "" "By assigning ``mouse_scroll_value`` to ``round_mouse_scroll_value``, we " "ensure that each weapon takes exactly the same amount of scrolling to change." msgstr "" -"我们之所以将 ``mouse_scroll_value`` 设置为四舍五入的滚动值,是因为我们不希望玩" -"家的鼠标滚轮仅仅停留在数值之间,从而使它们能够快速切换.通过将 " -"``mouse_scroll_value`` 分配给 ``round_mouse_scroll_value`` ,我们可以保证每把" +"我们之所以将 ``mouse_scroll_value`` 设置为四舍五入的滚动值, 是因为我们不希望" +"玩家的鼠标滚轮仅仅停留在数值之间, 从而使它们能够快速切换. 通过将 " +"``mouse_scroll_value`` 分配给 ``round_mouse_scroll_value`` , 我们可以保证每把" "武器需要完全相同的滚动量来改变." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:315 @@ -479,7 +480,7 @@ msgid "" "changing weapons, add the following right after the line ``changing_weapon = " "true``:" msgstr "" -"我们需要改变的另一件事是 ``process_input`` . 在更改武器的代码中,在" +"我们需要改变的另一件事是 ``process_input`` . 在更改武器的代码中, 在" "\"changing_weapon = true\"行之后添加以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:321 @@ -490,8 +491,8 @@ msgid "" "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." msgstr "" -"现在滚动值将随着键盘输入而改变.如果我们不改变这个,滚动值就会不同步,向前或向后" -"滚动将不会过渡到下一个或最后一个武器,而是滚轮改变的下一个或最后一个武器." +"现在滚动值将随着键盘输入而改变. 如果我们不改变这个, 滚动值就会不同步, 向前或" +"向后滚动将不会过渡到下一个或最后一个武器, 而是滚轮改变的下一个或最后一个武器." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:326 msgid "Now you can change weapons using the scroll wheel! Go give it a whirl!" @@ -505,7 +506,7 @@ msgstr "增加健康拾取" msgid "" "Now that the player has health and ammo, we ideally need a way to replenish " "those resources." -msgstr "既然游戏角色拥有健康和弹药,我们理想情况下需要一种补充这些资源的方法." +msgstr "既然游戏角色拥有健康和弹药, 我们理想情况下需要一种补充这些资源的方法." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:333 msgid "Open up ``Health_Pickup.tscn``." @@ -517,8 +518,8 @@ msgid "" "Spatial nodes, one called ``Health_Kit`` and another called " "``Health_Kit_Small``." msgstr "" -"如果尚未展开,请展开 ``Holder`` . 注意我们如何有两个Spatial节点,一个叫做 " -"``Health_Kit`` ,另一个称为 ``Health_Kit_Small`` ." +"如果尚未展开, 请展开 ``Holder`` . 注意我们如何有两个Spatial节点, 一个叫做 " +"``Health_Kit`` , 另一个称为 ``Health_Kit_Small`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:337 msgid "" @@ -527,7 +528,7 @@ msgid "" "``Health_Kit_Small`` only have a single :ref:`MeshInstance " "<class_MeshInstance>` as their children." msgstr "" -"这是因为我们实际上要做两种尺寸的健康拾音,一种是小的,一种是大的和正常的. " +"这是因为我们实际上要做两种尺寸的健康拾音, 一种是小的, 一种是大的和正常的. " "``Health_Kit`` 和 ``Health_Kit_Small`` 只有一个 :ref:`MeshInstance " "<class_MeshInstance>` 作为它们的子级." @@ -540,18 +541,18 @@ msgid "" "on the size of the health pickup, so the smaller health pickup has a trigger " "collision shape closer to its size." msgstr "" -"接下来展开 ``Health_Pickup_Trigger`` .这是一个 :ref:`Area <class_Area>` 节点," -"我们要用它来检查玩家是否已经走到足够近的地方去捡健康装备.如果你展开它,会发现" -"两个碰撞形状,每个尺寸都有一个.我们将根据健康拾取器的大小使用不同的碰撞形状大" -"小,较小的健康拾取器有一个更接近其大小的触发碰撞形状." +"接下来展开 ``Health_Pickup_Trigger`` . 这是一个 :ref:`Area <class_Area>` 节" +"点, 我们要用它来检查玩家是否已经走到足够近的地方去捡健康装备. 如果你展开它, " +"会发现两个碰撞形状, 每个尺寸都有一个. 我们将根据健康拾取器的大小使用不同的碰" +"撞形状大小, 较小的健康拾取器有一个更接近其大小的触发碰撞形状." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:344 msgid "" "The last thing to note is how we have an :ref:`AnimationPlayer " "<class_AnimationPlayer>` node so the health kit bobs and spins around slowly." msgstr "" -"最后要注意的是,我们有一个 :ref:`AnimationPlayer <class_AnimationPlayer>` 节" -"点,所以健康装备会慢慢地摆动和旋转." +"最后要注意的是, 我们有一个 :ref:`AnimationPlayer <class_AnimationPlayer>` 节" +"点, 所以健康装备会慢慢地摆动和旋转." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:346 msgid "" @@ -564,38 +565,38 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:405 msgid "" "Let's go over what this script is doing, starting with its class variables:" -msgstr "让我们回顾一下这个脚本正在做什么,从它的类变量开始:" +msgstr "让我们回顾一下这个脚本正在做什么, 从它的类变量开始:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:407 msgid "" "``kit_size``: The size of the health pickup. Notice how we're using a " "``setget`` function to tell if it's changed." msgstr "" -"``kit_size``: 健康拾取器的大小.请注意,我们是如何使用 ``setget`` 函数来判断它" -"是否发生了变化." +"``kit_size``: 健康拾取器的大小. 请注意, 我们是如何使用 ``setget`` 函数来判断" +"它是否发生了变化." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:408 msgid "" "``HEALTH_AMMOUNTS``: The amount of health each pickup in each size contains." -msgstr "``HEALTH_AMMOUNTS`` :每种尺寸的拾取物所含的健康量." +msgstr "``HEALTH_AMMOUNTS`` : 每种尺寸的拾取物所含的健康量." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:409 msgid "" "``RESPAWN_TIME``: The amount of time, in seconds, it takes for the health " "pickup to respawn" -msgstr "``RESPAWN_TIME`` :回复拾取品重生所需的时间(以秒为单位)" +msgstr "``RESPAWN_TIME`` : 回复拾取品重生所需的时间(以秒为单位)" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:410 msgid "" "``respawn_timer``: A variable used to track how long the health pickup has " "been waiting to respawn." -msgstr "``respawn_timer``:一个变量,用于追踪回复拾取物重生所剩的时间." +msgstr "``respawn_timer``: 一个变量, 用于追踪回复拾取物重生所剩的时间." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:411 msgid "" "``is_ready``: A variable to track whether the ``_ready`` function has been " "called or not." -msgstr "``is_ready``:一个变量,用于跟踪是否已调用 ``_ready`` 函数." +msgstr "``is_ready``: 一个变量, 用于跟踪是否已调用 ``_ready`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:413 msgid "" @@ -605,8 +606,8 @@ msgid "" "the first ``setget`` call, we would get several errors in the debugger." msgstr "" "我们使用 ``is_ready`` 是因为 ``setget`` 函数在 ``_ready`` 之前被调用;我们需" -"要忽略第一个kit_size_change调用,因为在 ``_ready`` 被调用之前,我们不能访问子节" -"点.如果不忽略第一个 ``setget`` 的调用,会在调试器中获得几个错误." +"要忽略第一个kit_size_change调用, 因为在 ``_ready`` 被调用之前, 我们不能访问子" +"节点. 如果不忽略第一个 ``setget`` 的调用, 会在调试器中获得几个错误." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:417 msgid "" @@ -615,21 +616,21 @@ msgid "" "have to make two scenes for the two sizes, since we can easily change sizes " "in the editor using the exported variable." msgstr "" -"另外,请注意我们是如何使用一个导出的变量.这是为了让我们可以在编辑器中改变健康" -"拾取器的大小.这使得我们不必为两种尺寸制作两个场景,因为我们可以很容易地在编辑" -"器中使用导出的变量改变尺寸." +"另外, 请注意我们是如何使用一个导出的变量. 这是为了让我们可以在编辑器中改变健" +"康拾取器的大小. 这使得我们不必为两种尺寸制作两个场景, 因为我们可以很容易地在" +"编辑器中使用导出的变量改变尺寸." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:420 msgid "" "See :ref:`doc_GDScript` and scroll down to the Exports section for a list of " "export hints you can use." msgstr "" -"请参阅 :ref:`doc_GDScript`并向下滚动到Exports部分,以获取可以使用的导出提示列" -"表." +"请参阅 :ref:`doc_GDScript` 并向下滚动到Exports部分, 以获取可以使用的导出提示" +"列表." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "Let's look at ``_ready``:" -msgstr "让我们来看看``_ready``:" +msgstr "让我们来看看 ``_ready``:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 msgid "" @@ -638,16 +639,16 @@ msgid "" "makes it so any body that enters the :ref:`Area <class_Area>` triggers the " "``trigger_body_entered`` function." msgstr "" -"首先,我们将 ``Health_Pickup_Trigger`` 的 ``body_entered`` 信号连接到 " -"``trigger_body_entered`` 函数.这样,任何进入 :ref:`Area <class_Area>` 的物体都" -"会触发 ``trigger_body_entered`` 函数." +"首先, 我们将 ``Health_Pickup_Trigger`` 的 ``body_entered`` 信号连接到 " +"``trigger_body_entered`` 函数. 这样, 任何进入 :ref:`Area <class_Area>` 的物体" +"都会触发 ``trigger_body_entered`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:429 msgid "" "Next, we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" -"接下来,我们将 ``is_ready`` 设置为 ``true`` ,这样我们就可以使用 ``setget`` 函" -"数." +"接下来, 我们将 ``is_ready`` 设置为 ``true`` , 这样我们就可以使用 ``setget`` " +"函数." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:431 msgid "" @@ -656,8 +657,8 @@ msgid "" "the second argument is whether to enable or disable the collision shape and " "mesh at that size." msgstr "" -"然后我们使用 ``kit_size_change_values`` 隐藏所有可能的套件和它们的碰撞形状.第" -"一个参数是套件的大小,第二个参数是启用或禁用该大小的碰撞形状和网格." +"然后我们使用 ``kit_size_change_values`` 隐藏所有可能的套件和它们的碰撞形状. " +"第一个参数是套件的大小, 第二个参数是启用或禁用该大小的碰撞形状和网格." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" @@ -665,8 +666,8 @@ msgid "" "``kit_size_change_values`` and passing in ``kit_size`` and ``true``, so the " "size at ``kit_size`` is enabled." msgstr "" -"然后我们只选择我们选择的工具包大小,调用 ``kit_size_change_values`` 并传入 " -"``kit_size`` 和 ``true`` ,这样就可以启用 ``kit_size`` 的大小." +"然后我们只选择我们选择的工具包大小, 调用 ``kit_size_change_values`` 并传入 " +"``kit_size`` 和 ``true`` , 这样就可以启用 ``kit_size`` 的大小." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:438 msgid "Next let's look at ``kit_size_change``." @@ -682,8 +683,8 @@ msgid "" "``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" -"如果 ``is_ready`` 是 ``true`` ,那么我们使用 ``kit_size_change_values`` 制作已" -"经分配给 ``kit_size`` 的任何工具包,传入 ``kit_size`` 和 ``false`` ." +"如果 ``is_ready`` 是 ``true`` , 那么我们使用 ``kit_size_change_values`` 制作" +"已经分配给 ``kit_size`` 的任何工具包, 传入 ``kit_size`` 和 ``false`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" @@ -694,16 +695,16 @@ msgid "" "passed in visible." msgstr "" "然后我们将 ``kit_size`` 分配给传入的新值 ``value`` . 然后我们再次调用 " -"``kit_size_change_values`` 传递 ``kit_size`` ,但这次使用第二个参数作为 " -"``true`` ,所以我们启用它. 因为我们将 ``kit_size`` 更改为传入的值,这将使得任何" -"工具包大小都可见." +"``kit_size_change_values`` 传递 ``kit_size`` , 但这次使用第二个参数作为 " +"``true`` , 所以我们启用它. 因为我们将 ``kit_size`` 更改为传入的值, 这将使得任" +"何工具包大小都可见." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:447 msgid "" "If ``is_ready`` is not ``true``, we simply assign ``kit_size`` to the passed " "in ``value``." msgstr "" -"如果 ``is_ready`` 不是 ``true`` ,我们只需将 ``kit_size`` 分配给传入的 " +"如果 ``is_ready`` 不是 ``true`` , 我们只需将 ``kit_size`` 分配给传入的 " "``value`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:451 @@ -715,16 +716,16 @@ msgid "" "The first thing we do is check to see which size was passed in. Based on " "which size we want to enable/disable, we want to get different nodes." msgstr "" -"我们要做的第一件事就是检查一下传入的是哪个大小.根据我们要启用或禁用的大小,希" -"望获得不同的节点." +"我们要做的第一件事就是检查一下传入的是哪个大小. 根据我们要启用或禁用的大小, " +"希望获得不同的节点." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" "We get the collision shape for the node corresponding to ``size`` and " "disable it based on the ``enabled`` passed in argument/variable." msgstr "" -"我们得到对应于 ``size`` 的节点的碰撞形状,并根据参数/变量中传递的 ``enabled`` " -"禁用它." +"我们得到对应于 ``size`` 的节点的碰撞形状, 并根据参数/变量中传递的 " +"``enabled`` 禁用它." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:457 msgid "" @@ -734,10 +735,10 @@ msgid "" "need to flip it. By flipping it, we can enable the collision shape and make " "the mesh visible when ``true`` is passed in." msgstr "" -"为什么我们使用 ``!enable`` 而不是 ``enable`` ? 当我们说要启用节点时,我们可" -"以传入 ``true`` ,但是因为 :ref:`CollisionShape <class_CollisionShape>` 使用禁" -"用而不是启用,我们需要翻转它. 通过翻转它,我们可以启用碰撞形状,并在传入\"true" -"\"时使网格可见." +"为什么我们使用 ``!enable`` 而不是 ``enable`` ? 当我们说要启用节点时, 我们可" +"以传入 ``true`` , 但是因为 :ref:`CollisionShape <class_CollisionShape>` 使用" +"禁用而不是启用, 我们需要翻转它. 通过翻转它, 我们可以启用碰撞形状, 并在传入 " +"\"true\" 时使网格可见." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:461 msgid "" @@ -754,13 +755,13 @@ msgid "" "so we cannot pick up health for a size that is not visible, and so only the " "mesh for the proper size will be visible." msgstr "" -"这个功能可能会让人有点困惑,试着这样想.我们使用 ``enabled`` 启用或禁用 " -"``size`` 的适当节点.这是为了让我们不能为一个不可见的尺寸拾取健康,所以只有适当" -"尺寸的网格才会可见." +"这个功能可能会让人有点困惑, 试着这样想. 我们使用 ``enabled`` 启用或禁用 " +"``size`` 的适当节点. 这是为了让我们不能为一个不可见的尺寸拾取健康, 所以只有适" +"当尺寸的网格才会可见." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:468 msgid "Finally, let's look at ``trigger_body_entered``." -msgstr "最后,让我们看一下 ``trigger_body_entered`` ." +msgstr "最后, 让我们看一下 ``trigger_body_entered`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:470 msgid "" @@ -769,7 +770,7 @@ msgid "" "``add_health`` and pass in the health provided by the current kit size." msgstr "" "我们要做的第一件事是检查刚刚进入的物体是否有一个叫做 ``add_health`` 的方法或" -"函数.如果有,我们就调用 ``add_health`` ,并将当前套件大小提供的健康状况传入." +"函数. 如果有, 我们就调用 ``add_health`` , 并将当前套件大小提供的健康状况传入." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:473 msgid "" @@ -778,17 +779,17 @@ msgid "" "``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " "at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" -"然后我们将 ``respawn_timer`` 设置为 ``RESPAWN_TIME`` ,这样游戏角色必须等待游" -"戏角色再次恢复健康状态. 最后,调用 ``kit_size_change_values`` ,传入 " -"``kit_size`` 和 ``false`` ,这样 ``kit_size`` 的工具包是不可见的,直到它等待足" -"够长的时间重新生成." +"然后我们将 ``respawn_timer`` 设置为 ``RESPAWN_TIME`` , 这样游戏角色必须等待游" +"戏角色再次恢复健康状态. 最后, 调用 ``kit_size_change_values`` , 传入 " +"``kit_size`` 和 ``false`` , 这样 ``kit_size`` 的工具包是不可见的, 直到它等待" +"足够长的时间重新生成." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:478 msgid "" "The last thing we need to do before the player can use this health pickup is " "add a few things to ``Player.gd``." msgstr "" -"在玩家使用这个健康拾取器之前,我们需要做的最后一件事就是在 ``Player.gd`` 中添" +"在玩家使用这个健康拾取器之前, 我们需要做的最后一件事就是在 ``Player.gd`` 中添" "加一些东西." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:480 @@ -797,15 +798,15 @@ msgstr "打开 ``Player.gd`` 并添加以下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:486 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." -msgstr "``MAX_HEALTH``:游戏角色可以拥有的最大健康状态." +msgstr "``MAX_HEALTH``: 游戏角色可以拥有的最大健康状态." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:488 msgid "" "Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" -"现在我们需要将\"add_health\"函数添加到游戏角色中. 将以下内容添加到``Player." -"gd``:" +"现在我们需要将 \"add_health\" 函数添加到游戏角色中. 将以下内容添加到 " +"``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:496 msgid "Let's quickly go over what this does." @@ -817,8 +818,8 @@ msgid "" "clamp the health so that it cannot take on a value higher than " "``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" -"我们首先将 ``additional_health`` 加到玩家的当前健康值上.然后控制健康值使其不" -"能高于 ``MAX_HEALTH`` ,也不能低于 ``0`` ." +"我们首先将 ``additional_health`` 加到玩家的当前健康值上. 然后控制健康值使其不" +"能高于 ``MAX_HEALTH`` , 也不能低于 ``0`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:503 msgid "" @@ -827,9 +828,9 @@ msgid "" "of the health pickup in the editor when a ``Health_Pickup`` instanced scene " "is selected, from a convenient drop down." msgstr "" -"做好了这些,玩家就可以收集健康了!去在周围放置几个 ``Health_Pickup`` 的场景,然" -"后试一试.当选择了 ``Health_Pickup`` 实例场景时,你可以在编辑器中通过一个方便的" -"下拉菜单来改变健康拾取器的大小." +"做好了这些, 玩家就可以收集健康了!去在周围放置几个 ``Health_Pickup`` 的场景, " +"然后试一试. 当选择了 ``Health_Pickup`` 实例场景时, 你可以在编辑器中通过一个方" +"便的下拉菜单来改变健康拾取器的大小." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:507 msgid "Adding the ammo pickups" @@ -840,8 +841,8 @@ msgid "" "While adding health is good and all, we can't reap the rewards from adding " "it since nothing can (currently) damage us. Let's add some ammo pickups next!" msgstr "" -"虽然增加健康是好事,但是我们不能从增加健康中获得奖励,因为目前没有什么东西可以" -"伤害我们.接下来让我们增加一些弹药拾取吧!" +"虽然增加健康是好事, 但是我们不能从增加健康中获得奖励, 因为目前没有什么东西可" +"以伤害我们. 接下来让我们增加一些弹药拾取吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:512 msgid "" @@ -849,8 +850,8 @@ msgid "" "``Health_Pickup.tscn``, but with the meshes and trigger collision shapes " "changed slightly to account for the difference in mesh sizes." msgstr "" -"打开 ``Ammo_Pickup.tscn`` .请注意它的结构与 ``Health_Pickup.tscn`` 完全相同," -"但网格和触发碰撞形状略有改变,以考虑到网格大小的不同." +"打开 ``Ammo_Pickup.tscn`` . 请注意它的结构与 ``Health_Pickup.tscn`` 完全相" +"同, 但网格和触发碰撞形状略有改变, 以考虑到网格大小的不同." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:515 msgid "" @@ -866,8 +867,8 @@ msgid "" "pickup. That's because it largely is the same! Only a few things have been " "changed, and that's what we're going to go over." msgstr "" -"你可能已经注意到这段代码看起来和健康拾取几乎一模一样.那是因为它基本上是一样" -"的!只有一些东西被改变了,这就是我们要介绍的." +"你可能已经注意到这段代码看起来和健康拾取几乎一模一样. 那是因为它基本上是一样" +"的!只有一些东西被改变了, 这就是我们要介绍的." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:579 msgid "" @@ -877,10 +878,10 @@ msgid "" "stood for how many health points would be awarded, we add an entire clip to " "the current weapon instead of the raw ammo amount)" msgstr "" -"首先,请注意将 ``HEALTH_AMMOUNTS`` 改为 ``AMMO_AMOUNTS`` . ``AMMO_AMOUNTS`` 是" -"指拾取时给当前武器增加多少弹药夹或弹夹.(与 ``HEALTH_AMMOUNTS`` 不同的是, " -"``HEALTH_AMMOUNTS`` 代表的是将获得多少健康点数,我们将为当前武器增加整个弹夹," -"而不是原始弹药量)" +"首先, 请注意将 ``HEALTH_AMMOUNTS`` 改为 ``AMMO_AMOUNTS`` . ``AMMO_AMOUNTS`` " +"是指拾取时给当前武器增加多少弹药夹或弹夹.(与 ``HEALTH_AMMOUNTS`` 不同的是, " +"``HEALTH_AMMOUNTS`` 代表的是将获得多少健康点数, 我们将为当前武器增加整个弹" +"夹, 而不是原始弹药量)" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:582 msgid "" @@ -888,22 +889,22 @@ msgid "" "checking for the existence of and calling a function called ``add_ammo`` " "instead of ``add_health``." msgstr "" -"唯一要注意的是在 ``trigger_body_entered`` 中.我们正在检查是否存在并调用名为 " +"唯一要注意的是在 ``trigger_body_entered`` 中. 我们正在检查是否存在并调用名为 " "``add_ammo`` 而不是 ``add_health`` 的函数." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:584 msgid "" "Other than those two small changes, everything else is the same as the " "health pickup!" -msgstr "除了这两处小改动,其他的都和健康拾取一样!" +msgstr "除了这两处小改动, 其他的都和健康拾取一样!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:588 msgid "" "All we need to do to make the ammo pickups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" -"为了让弹药拾取器运作,我们需要做的是在播放器中添加一个新的函数.打开 ``Player." -"gd`` 并添加以下函数:" +"为了让弹药拾取器运作, 我们需要做的是在播放器中添加一个新的函数. 打开 " +"``Player.gd`` 并添加以下函数:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:597 msgid "Let's go over what this function does." @@ -916,8 +917,8 @@ msgid "" "not ``UNARMED`` before trying to get the node/script attached to " "``current_weapon_name``." msgstr "" -"我们首先检查的是玩家是否是 ``UNARMED`` .因为 ``UNARMED`` 没有节点或脚本,所以" -"在尝试获取 ``current_weapon_name`` 的节点或脚本之前,我们要确定玩家不是 " +"我们首先检查的是玩家是否是 ``UNARMED`` . 因为 ``UNARMED`` 没有节点或脚本, 所" +"以在尝试获取 ``current_weapon_name`` 的节点或脚本之前, 我们要确定玩家不是 " "``UNARMED`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:602 @@ -927,17 +928,17 @@ msgid "" "multiplying the current weapon's ``AMMO_IN_MAG`` value by however many ammo " "clips we're adding (``additional_ammo``)." msgstr "" -"接下来我们检查当前的武器是否可以重新填充. 如果当前的武器可以,我们通过将当前武" -"器的 ``AMMO_IN_MAG`` 变量乘以额外的弹夹数目(``additional_ammo``),来为武器添加" -"完整的弹夹/弹仓所容纳的弹药量." +"接下来我们检查当前的武器是否可以重新填充. 如果当前的武器可以, 我们通过将当前" +"武器的 ``AMMO_IN_MAG`` 变量乘以额外的弹夹数目(``additional_ammo``), 来为武器" +"添加完整的弹夹/弹仓所容纳的弹药量." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:607 msgid "" "With that done, you should now be able to get additional ammo! Go place some " "ammo pickups in one/both/all of the scenes and give it a try!" msgstr "" -"做好了这些,你现在应该可以获得额外的弹药了!去在一个或两个或所有的场景中放置一" -"些弹药拾取器,然后试一试吧!" +"做好了这些, 你现在应该可以获得额外的弹药了!去在一个或两个或所有的场景中放置一" +"些弹药拾取器, 然后试一试吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:609 msgid "" @@ -946,9 +947,9 @@ msgid "" "to each weapon's script, and then clamp the weapon's ``spare_ammo`` variable " "after adding ammo in ``add_ammo``." msgstr "" -"要注意的是,我们并没有对你携带弹药的数量进行限制.如果想要限制每件武器可携带的" -"弹药数量,您需要在每件武器的脚本内添加一个额外变量,然后限定武器的\"备用弹药" -"\"(spare_ammo)变量后,在\"添加弹药\"(add_ammo)变量内添加弹药." +"要注意的是, 我们并没有对你携带弹药的数量进行限制. 如果想要限制每件武器可携带" +"的弹药数量, 您需要在每件武器的脚本内添加一个额外变量, 然后限定武器的 \"备用弹" +"药 \"(spare_ammo)变量后, 在\" 添加弹药\"(add_ammo)变量内添加弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:613 msgid "Adding breakable targets" @@ -956,7 +957,7 @@ msgstr "添加易碎目标" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:615 msgid "Before we end this part, let's add some targets." -msgstr "在我们结束这一部分之前,让我们添加一些目标." +msgstr "在我们结束这一部分之前, 让我们添加一些目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:617 msgid "" @@ -971,10 +972,10 @@ msgid "" "`RigidBody <class_RigidBody>` would be more hassle than it's worth since all " "it has to do is stay still." msgstr "" -"首先,请注意我们没有使用 :ref:`RigidBody <class_RigidBody>` 节点,而是使用 :" -"ref:`StaticBody <class_StaticBody>` 节点.原因是我们的不可破碎目标不会移动到任" -"何地方;使用一个 :ref:`RigidBody <class_RigidBody>` 会比它更麻烦,因为它要做的" -"就是保持不动." +"首先, 请注意我们没有使用 :ref:`RigidBody <class_RigidBody>` 节点, 而是使用 :" +"ref:`StaticBody <class_StaticBody>` 节点. 原因是我们的不可破碎目标不会移动到" +"任何地方;使用一个 :ref:`RigidBody <class_RigidBody>` 会比它更麻烦, 因为它要" +"做的就是保持不动." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:623 msgid "" @@ -982,7 +983,7 @@ msgid "" "<class_StaticBody>` over a :ref:`RigidBody <class_RigidBody>`." msgstr "" "我们还使用了 :ref:`StaticBody <class_StaticBody>` 代替 :ref:`RigidBody " -"<class_RigidBody>`来节省一点性能." +"<class_RigidBody>` 来节省一点性能." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:625 msgid "" @@ -1002,10 +1003,10 @@ msgid "" "hide the non-broken target, so it looks like the target shattered rather " "than a shattered target was spawned/instanced." msgstr "" -"请注意目标是如何被分解成五块的,每一块都是一个 :ref:`RigidBody " -"<class_RigidBody>` 节点.当目标受到太多伤害需要被摧毁时,我们将生成和实例化这个" -"场景.然后,将隐藏不可破碎的目标,所以看起来像是目标破碎了,而不是一个破碎的目标" -"被生成和实例化." +"请注意目标是如何被分解成五块的, 每一块都是一个 :ref:`RigidBody " +"<class_RigidBody>` 节点. 当目标受到太多伤害需要被摧毁时, 我们将生成和实例化这" +"个场景. 然后, 将隐藏不可破碎的目标, 所以看起来像是目标破碎了, 而不是一个破碎" +"的目标被生成和实例化." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:632 msgid "" @@ -1014,9 +1015,9 @@ msgid "" "nodes. This will make it so the player can shoot at the broken pieces and " "they will react to the bullets." msgstr "" -"当你保持打开 ``Broken_Target.tscn`` 时,将 ``RigidBody_hit_test.gd`` 附加到所" -"有的 :ref:`RigidBody <class_RigidBody>` 节点.这将使玩家可以向碎块射击,它们会" -"对子弹做出反应." +"当你保持打开 ``Broken_Target.tscn`` 时, 将 ``RigidBody_hit_test.gd`` 附加到所" +"有的 :ref:`RigidBody <class_RigidBody>` 节点. 这将使玩家可以向碎块射击, 它们" +"会对子弹做出反应." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:635 msgid "" @@ -1024,54 +1025,54 @@ msgid "" "`StaticBody <class_StaticBody>` node and create a new script called ``Target." "gd``." msgstr "" -"好吧,现在切换回 ``Target.tscn`` ,选择``Target`` :ref:`StaticBody " +"好吧, 现在切换回 ``Target.tscn`` , 选择 ``Target`` :ref:`StaticBody " "<class_StaticBody>` 节点并创建一个名为 ``Target.gd`` 的新脚本." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:637 msgid "Add the following code to ``Target.gd``:" -msgstr "将以下代码添加到``Target.gd``:" +msgstr "将以下代码添加到 ``Target.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:695 msgid "Let's go over what this script does, starting with the class variables:" -msgstr "让我们回顾一下这个脚本的作用,从类变量开始:" +msgstr "让我们回顾一下这个脚本的作用, 从类变量开始:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:697 msgid "" "``TARGET_HEALTH``: The amount of damage needed to break a fully healed " "target." -msgstr "``TARGET_HEALTH``:打破完全治疗目标所需的伤害量." +msgstr "``TARGET_HEALTH``: 打破完全治疗目标所需的伤害量." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 msgid "``current_health``: The amount of health this target currently has." -msgstr "``current_health``:此目标目前的健康状况." +msgstr "``current_health``: 此目标目前的健康状况." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:699 msgid "" "``broken_target_holder``: A variable to hold the ``Broken_Target_Holder`` " "node so we can use it easily." msgstr "" -"``broken_target_holder``:一个变量,用于保存 ``Broken_Target_Holder`` 节点,以便" -"我们可以轻松使用它." +"``broken_target_holder``: 一个变量, 用于保存 ``Broken_Target_Holder`` 节点, " +"以便我们可以轻松使用它." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 msgid "" "``target_collision_shape``: A variable to hold the :ref:`CollisionShape " "<class_CollisionShape>` for the non-broken target." msgstr "" -"``target_collision_shape``:一个变量,用于保存 :ref:`CollisionShape " +"``target_collision_shape``: 一个变量, 用于保存 :ref:`CollisionShape " "<class_CollisionShape>` 用于未破坏的目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:701 msgid "" "``TARGET_RESPAWN_TIME``: The length of time, in seconds, it takes for a " "target to respawn." -msgstr "``TARGET_RESPAWN_TIME``:目标重生的时间长度(以秒为单位)." +msgstr "``TARGET_RESPAWN_TIME``: 目标重生的时间长度(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" "``target_respawn_timer``: A variable to track how long a target has been " "broken." -msgstr "``target_respawn_timer``:一个跟踪目标被破坏时间的变量." +msgstr "``target_respawn_timer``: 一个跟踪目标被破坏时间的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:703 msgid "" @@ -1091,9 +1092,9 @@ msgid "" "scene we're using." msgstr "" "注意我们是如何使用一个导出的变量(a :ref:`PackedScene <class_PackedScene>`)来" -"获取破碎的目标场景,而不是使用 ``preload`` .通过使用导出的变量,我们可以从编辑" -"器中选择场景,如果需要使用不同的场景,就像在编辑器中选择不同的场景一样简单,不需" -"要到代码中去改变使用的场景." +"获取破碎的目标场景, 而不是使用 ``preload`` . 通过使用导出的变量, 我们可以从编" +"辑器中选择场景, 如果需要使用不同的场景, 就像在编辑器中选择不同的场景一样简" +"单, 不需要到代码中去改变使用的场景." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "Let's look at ``_ready``." @@ -1106,10 +1107,10 @@ msgid "" "here, instead of ``$``. If you wanted to use ``$``, then you'd need to " "change ``get_parent().get_node()`` to ``$\"../Broken_Target_Holder\"``." msgstr "" -"我们要做的第一件事是获取破碎的目标持有者,并将其分配给 " -"``broken_target_holder`` .注意在这里使用的是 ``get_parent().get_node()`` ,而" -"不是 ``$`` .如果你想使用 ``$`` ,那么需要将 ``get_parent().get_node()`` 改为 " -"``$\".../Broken_Target_Holder\"`` ." +"我们要做的第一件事是获取破碎的目标持有者, 并将其分配给 " +"``broken_target_holder`` . 注意在这里使用的是 ``get_parent().get_node()`` , " +"而不是 ``$`` . 如果你想使用 ``$`` , 那么需要将 ``get_parent().get_node()`` 改" +"为 ``$ \".../Broken_Target_Holder\"`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:716 msgid "" @@ -1117,8 +1118,8 @@ msgid "" "NodeName\"`` to get the parent nodes using ``$``, which is why " "``get_parent().get_node()`` is used instead." msgstr "" -"在写这篇文章时,我没有意识到您可以使用``$\"../ NodeName\"``来使用``$``来获取父" -"节点,这就是为什么``get_parent().get_node( )``用来代替." +"在写这篇文章时, 我没有意识到您可以使用``$\"../ NodeName\"``来使用`` $``来获取" +"父节点, 这就是为什么``get_parent().get_node( )``用来代替." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:719 msgid "" @@ -1130,10 +1131,10 @@ msgid "" "To get around this, we will disable/enable the collision shape as we make " "the mesh visible/invisible." msgstr "" -"接下来,我们得到碰撞形状,并将其分配给 ``target_collision_shape`` .我们需要碰撞" -"形状的原因是,即使网格是不可见的,碰撞形状仍然会存在于物理世界中.这使得玩家可以" -"与一个非破碎的目标进行交互,即使它是不可见的,这不是我们想要的.为了解决这个问" -"题,我们将在使网格可见或不可见时禁用或启用碰撞形状." +"接下来, 我们得到碰撞形状, 并将其分配给 ``target_collision_shape`` . 我们需要" +"碰撞形状的原因是, 即使网格是不可见的, 碰撞形状仍然会存在于物理世界中. 这使得" +"玩家可以与一个非破碎的目标进行交互, 即使它是不可见的, 这不是我们想要的. 为了" +"解决这个问题, 我们将在使网格可见或不可见时禁用或启用碰撞形状." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:725 msgid "Next let's look at ``_physics_process``." @@ -1145,12 +1146,12 @@ msgid "" "first thing we do is check to see if ``target_respawn_timer`` is greater " "than ``0``." msgstr "" -"我们只使用 ``_physics_process`` 进行重新生成,所以我们要做的第一件事就是检查 " +"我们只使用 ``_physics_process`` 进行重新生成, 所以我们要做的第一件事就是检查 " "``target_respawn_timer`` 是否大于 ``0`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:729 msgid "If it is, we then subtract ``delta`` from it." -msgstr "如果是,我们就从中减去 ``delta`` ." +msgstr "如果是, 我们就从中减去 ``delta`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:731 msgid "" @@ -1160,13 +1161,13 @@ msgid "" "here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" -"然后我们检查 ``target_respawn_timer`` 是否为 ``0`` 或更少.原因是由于刚刚从 " -"``target_respawn_timer`` 中减除了 ``delta`` ,如果它是 ``0`` 或更少,那么目标刚" -"到这里,这实际上使我们能够在定时器完成后做任何我们需要做的事情." +"然后我们检查 ``target_respawn_timer`` 是否为 ``0`` 或更少. 原因是由于刚刚从 " +"``target_respawn_timer`` 中减除了 ``delta`` , 如果它是 ``0`` 或更少, 那么目标" +"刚到这里, 这实际上使我们能够在定时器完成后做任何我们需要做的事情." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:734 msgid "In this case, we want to respawn the target." -msgstr "在这种情况下,我们想重新生成目标." +msgstr "在这种情况下, 我们想重新生成目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:736 msgid "" @@ -1183,7 +1184,7 @@ msgid "" "Next, we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" -"接下来,我们通过将其 ``disabled`` 布尔值设置为 ``false`` 来启用碰撞形状." +"接下来, 我们通过将其 ``disabled`` 布尔值设置为 ``false`` 来启用碰撞形状." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:740 msgid "Then we make the target, and all of its children nodes, visible again." @@ -1193,11 +1194,12 @@ msgstr "然后我们再次使目标及其所有子节点可见." msgid "" "Finally, we reset the target's health (``current_health``) to " "``TARGET_HEALTH``." -msgstr "最后,我们将目标的健康状况(``current_health``)重置为``TARGET_HEALTH``." +msgstr "" +"最后, 我们将目标的健康状况(``current_health``)重置为 ``TARGET_HEALTH``." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:746 msgid "Finally, let's look at ``bullet_hit``." -msgstr "最后,让我们看一下 ``bullet_hit`` ." +msgstr "最后, 让我们看一下 ``bullet_hit`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:748 msgid "" @@ -1210,27 +1212,28 @@ msgid "" "Next we check to see if the target is at ``0`` health or lower. If it is, " "the target has just died and we need to spawn a broken target." msgstr "" -"接下来我们检查目标是否处于\"0\"健康状态或更低. 如果是,目标刚刚死亡,我们需要产" -"生一个破碎的目标." +"接下来我们检查目标是否处于 \"0\" 健康状态或更低. 如果是, 目标刚刚死亡, 我们需" +"要产生一个破碎的目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:752 msgid "" "We first instance a new destroyed target scene, and assign it to a new " "variable, a ``clone``." msgstr "" -"我们首先实例化一个新的被破坏的目标场景,并将其分配给一个新变量,即 ``clone`` ." +"我们首先实例化一个新的被破坏的目标场景, 并将其分配给一个新变量, 即 " +"``clone`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:754 msgid "Next we add the ``clone`` as a child of the broken target holder." -msgstr "接下来,我们将 ``clone`` 添加为已损坏目标持有者的子项." +msgstr "接下来, 我们将 ``clone`` 添加为已损坏目标持有者的子项." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:756 msgid "" "For bonus effect, we want to make all the target pieces explode outwards. To " "do this, we iterate over all the children in ``clone``." msgstr "" -"对于奖励效果,我们希望使所有目标碎片向外爆炸. 为此,我们遍历 ``clone`` 中的所有" -"子节点." +"对于奖励效果, 我们希望使所有目标碎片向外爆炸. 为此, 我们遍历 ``clone`` 中的所" +"有子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:758 msgid "" @@ -1241,10 +1244,10 @@ msgid "" "we push the child from the calculated center, in the direction away from the " "center, using the damage of the bullet as the force." msgstr "" -"对于每个子节点,我们首先检查它是否是 :ref:`RigidBody <class_RigidBody>` 节点. " -"如果是,我们然后计算目标相对于子节点的中心位置. 然后我们计算出子节点相对于中心" -"的方向. 使用这些计算出的变量,我们将子弹从计算中心推向远离中心的方向,使用子弹" -"的损伤作为力." +"对于每个子节点, 我们首先检查它是否是 :ref:`RigidBody <class_RigidBody>` 节" +"点. 如果是, 我们然后计算目标相对于子节点的中心位置. 然后我们计算出子节点相对" +"于中心的方向. 使用这些计算出的变量, 我们将子弹从计算中心推向远离中心的方向, " +"使用子弹的损伤作为力." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:762 msgid "" @@ -1252,8 +1255,8 @@ msgid "" "change this to a higher or lower value depending on how explosively you want " "your targets to shatter." msgstr "" -"我们将伤害乘以 ``12`` ,因此效果更为显著.您可以将其更改为更高或更低的值,具体取" -"决于您希望目标破碎的程度." +"我们将伤害乘以 ``12`` , 因此效果更为显著. 您可以将其更改为更高或更低的值, 具" +"体取决于您希望目标破碎的程度." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:765 msgid "" @@ -1261,14 +1264,15 @@ msgid "" "``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` in seconds " "until it is respawned." msgstr "" -"接下来,我们设置目标的重新生成计时器.将定时器设置为 ``TARGET_RESPAWN_TIME`` ," -"所以它需要 ``TARGET_RESPAWN_TIME`` 秒,才能重新生成." +"接下来, 我们设置目标的重新生成计时器. 将定时器设置为 " +"``TARGET_RESPAWN_TIME`` , 所以它需要 ``TARGET_RESPAWN_TIME`` 秒, 才能重新生" +"成." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:767 msgid "" "Then we disable the non-broken target's collision shape, and set the " "target's visibility to ``false``." -msgstr "然后我们禁用非破坏目标的碰撞形状,并将目标的可见性设置为\"假\"." +msgstr "然后我们禁用非破坏目标的碰撞形状, 并将目标的可见性设置为 \"假\"." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:771 msgid "" @@ -1277,7 +1281,7 @@ msgid "" "an error!" msgstr "" "确保在编辑器中为 ``Target.tscn`` 设置导出的 ``destroyed_target`` 值! 否则目" -"标将不会被销毁,您将收到错误!" +"标将不会被销毁, 您将收到错误!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:774 msgid "" @@ -1286,8 +1290,8 @@ msgid "" "they've taken enough damage. After a little while, they'll respawn into a " "whole target again." msgstr "" -"完成后,在一个/两个/所有级别中放置一些 ``Target.tscn`` 实例. 您会发现他们在受" -"到足够的伤害后会爆炸成五件. 过了一会儿,他们会再次重生成一个整体目标." +"完成后, 在一个/两个/所有级别中放置一些 ``Target.tscn`` 实例. 您会发现他们在受" +"到足够的伤害后会爆炸成五件. 过了一会儿, 他们会再次重生成一个整体目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:778 msgid "Final notes" @@ -1298,8 +1302,8 @@ msgid "" "Now you can use a joypad, change weapons with the mouse's scroll wheel, " "replenish your health and ammo, and break targets with your weapons." msgstr "" -"现在您可以使用游戏手柄,用鼠标的滚轮更换武器,补充您的健康和弹药,并用您的武器打" -"破目标." +"现在您可以使用游戏手柄, 用鼠标的滚轮更换武器, 补充您的健康和弹药, 并用您的武" +"器打破目标." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:784 msgid "" @@ -1307,12 +1311,12 @@ msgid "" "grenades to our player, give our player the ability to grab and throw " "objects, and add turrets!" msgstr "" -"在下一部分中, :ref:`doc_fps_tutorial_part_five`,我们将为我们的游戏角色添加手" -"榴弹,让我们的游戏角色能够抓住并投掷物体,并添加炮塔!" +"在下一部分中, :ref:`doc_fps_tutorial_part_five`, 我们将为我们的游戏角色添加手" +"榴弹, 让我们的游戏角色能够抓住并投掷物体, 并添加炮塔!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:787 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:789 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index fba20b12ea..ab8fb92a99 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,11 +32,11 @@ msgstr "本教程系列将向您展示如何制作单人FPS游戏." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:13 msgid "Throughout the course of this tutorial series, we will cover how:" -msgstr "在本系列教程的整个过程中,我们将介绍如何:" +msgstr "在本系列教程的整个过程中, 我们将介绍如何:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:15 msgid "To make a first person character that can move, sprint, and jump." -msgstr "制作可以移动,冲刺和跳跃的第一人称角色." +msgstr "制作可以移动, 冲刺和跳跃的第一人称角色." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:16 msgid "" @@ -47,7 +47,7 @@ msgstr "制作一个简单的动画状态机来处理动画过渡." msgid "" "To add three weapons to the first person character, each using a different " "way to handle bullet collisions:" -msgstr "要向第一个人物角色添加三个武器,每个武器使用不同的方式来处理子弹碰撞:" +msgstr "要向第一个人物角色添加三个武器, 每个武器使用不同的方式来处理子弹碰撞:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:18 msgid "A knife (using an :ref:`Area <class_Area>`)" @@ -92,7 +92,7 @@ msgstr "添加弹药和健康拾取" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:28 msgid "In two sizes: big and small" -msgstr "有两种大小:大小" +msgstr "有两种大小: 大小" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:29 msgid "To add an automatic turret" @@ -124,7 +124,7 @@ msgstr "使用级别选择屏幕" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:36 msgid "To add a universal pause menu we can access anywhere" -msgstr "要添加通用暂停菜单,我们可以随时随地访问" +msgstr "要添加通用暂停菜单, 我们可以随时随地访问" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:38 msgid "" @@ -132,23 +132,23 @@ msgid "" "complete :ref:`doc_your_first_game`, if you are new to Godot and/or game " "development **before** going through this tutorial series." msgstr "" -"虽然这个教程可以由初学者完成,但强烈建议完成 :ref:`doc_your_first_game` ,如果" -"您是新手Godot和/或游戏开发 **之前** 通过本教程系列." +"虽然这个教程可以由初学者完成, 但强烈建议完成 :ref:`doc_your_first_game` , 如" +"果您是新手Godot和/或游戏开发 **之前** 通过本教程系列." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:43 msgid "" "Remember: Making 3D games is much harder than making 2D games. If you do not " "know how to make 2D games, you will likely struggle making 3D games." msgstr "" -"记住制作3D游戏比制作2D游戏难得多.如果你不知道如何制作2D游戏,你很可能会在制作" -"3D游戏时遇到困难." +"记住制作3D游戏比制作2D游戏难得多. 如果你不知道如何制作2D游戏, 你很可能会在制" +"作3D游戏时遇到困难." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:46 msgid "" "This tutorial assumes you have experience working with the Godot editor, " "basic programming experience in GDScript, and basic experience in game " "development." -msgstr "本教程假设你有使用Godot编辑器、GDScript基本编程、游戏开发的基本经验." +msgstr "本教程假设你有使用Godot编辑器, GDScript基本编程, 游戏开发的基本经验." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:49 msgid "" @@ -164,8 +164,8 @@ msgid "" "models for making levels, and a few scenes already configured for this " "tutorial." msgstr "" -"提供的初始化资源包含动画3D模型,一组用于制作关卡的3D模型,以及已为本教程配置的" -"一些场景." +"提供的初始化资源包含动画3D模型, 一组用于制作关卡的3D模型, 以及已为本教程配置" +"的一些场景." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:54 msgid "" @@ -173,7 +173,7 @@ msgid "" "TwistedTwigleg, with changes/additions by the Godot community. All original " "assets provided for this tutorial are released under the ``MIT`` license." msgstr "" -"提供的所有资源(除非另有说明)最初由TwistedTwigleg创建,由Godot社区进行更改/添" +"提供的所有资源(除非另有说明)最初由TwistedTwigleg创建, 由Godot社区进行更改/添" "加. 本教程提供的所有原始资源都在 ``MIT`` 许可下发布." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:57 @@ -182,24 +182,24 @@ msgid "" "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -"您可以随意使用这些资源! 所有原始资源均属于Godot社区,其他资源属于以下列出的资" -"源:" +"您可以随意使用这些资源! 所有原始资源均属于Godot社区, 其他资源属于以下列出的" +"资源:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:59 msgid "" "The skybox is created by **StumpyStrust** on OpenGameArt. The skybox used is " "licensed under ``CC0``." msgstr "" -"天空盒由OpenGameArt上的** StumpyStrust **创建. 使用的天空盒在``CC0``下获得许" -"可." +"天空盒由OpenGameArt上的 ** StumpyStrust ** 创建. 使用的天空盒在 ``CC0`` 下获" +"得许可." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:62 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -"使用的字体是 ** Titillium-Regular ** ,并根据 ``SIL Open Font License,Version " -"1.1`` 许可." +"使用的字体是 ** Titillium-Regular ** , 并根据 ``SIL Open Font License," +"Version 1.1`` 许可." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:64 msgid "" @@ -215,7 +215,7 @@ msgstr "部分概述" msgid "" "In this part we will be making a first person player that can move around " "the environment." -msgstr "在这一部分,我们将制作一个可以在环境中移动的第一人称游戏角色." +msgstr "在这一部分, 我们将制作一个可以在环境中移动的第一人称游戏角色." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:74 msgid "" @@ -223,8 +223,8 @@ msgid "" "can move around the game environment, sprint, look around with a mouse based " "first person camera, jump into the air, and turn a flash light on and off." msgstr "" -"在这部分结束时,你将拥有一个能够在游戏环境中移动和冲刺、能够用鼠标控制相机环顾" -"四周、能够跳到空中、能够打开和关闭闪光灯的第一人称角色." +"在这部分结束时, 你将拥有一个能够在游戏环境中移动和冲刺, 能够用鼠标控制相机环" +"顾四周, 能够跳到空中, 能够打开和关闭闪光灯的第一人称角色." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:78 msgid "Getting everything ready" @@ -241,8 +241,8 @@ msgid "" "there are several pre-setup scenes we will be using throughout the tutorial " "series." msgstr "" -"使用本教程提供的脚本并不一定需要这些资源,但对理解教程很有帮助.在随后的一系列" -"教程中,我们将使用许多预制场景." +"使用本教程提供的脚本并不一定需要这些资源, 但对理解教程很有帮助. 在随后的一系" +"列教程中, 我们将使用许多预制场景." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:86 msgid "" @@ -251,8 +251,8 @@ msgid "" "actions for our player. Feel free to change the keys bound to these actions " "if you want." msgstr "" -"首先,打开项目设置并转到\"输入映射\"选项卡.你会发现已经定义好了几个动作. 这些" -"动作将会用在我们的游戏角色上. 如有需要,随时可以更改这些操作绑定的按键." +"首先, 打开项目设置并转到 \"输入映射\" 选项卡. 你会发现已经定义好了几个动作. " +"这些动作将会用在我们的游戏角色上. 如有需要, 随时可以更改这些操作绑定的按键." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:92 msgid "Let's take a second to see what we have in the starter assets." @@ -264,8 +264,8 @@ msgid "" "`` we have 14 scenes, most of which we will be visiting as we go through " "this tutorial series." msgstr "" -"初始化资源中包含几个场景. 例如,在``res://``中我们有14个场景,我们将在本教程系" -"列中访问其中的大多数场景." +"初始化资源中包含几个场景. 例如, 在 ``res://`` 中我们有14个场景, 我们将在本教" +"程系列中访问其中的大多数场景." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:97 msgid "For now let's open up ``Player.tscn``." @@ -278,9 +278,9 @@ msgid "" "``Assets`` in this tutorial series. ``Assets`` contains all the models used " "for each of the levels, as well as some textures and materials." msgstr "" -"``Assets`` 文件夹中有许多场景和一些纹理. 如果你想看,可以多看看,但本系列教程不" -"会深入探索 ``Assets`` . ``Assets`` 包含用于每个层级的所有模型,也有一些纹理和" -"材质." +"``Assets`` 文件夹中有许多场景和一些纹理. 如果你想看, 可以多看看, 但本系列教程" +"不会深入探索 ``Assets`` . ``Assets`` 包含用于每个层级的所有模型, 也有一些纹理" +"和材质." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:104 msgid "Making the FPS movement logic" @@ -290,7 +290,7 @@ msgstr "制作FPS运动逻辑" msgid "" "Once you have ``Player.tscn`` open, let's take a quick look at how it is set " "up:" -msgstr "打开\"Player.tscn\"后,让我们快速了解它是如何设置的:" +msgstr "打开 \"Player.tscn\" 后, 让我们快速了解它是如何设置的:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:110 msgid "" @@ -298,16 +298,16 @@ msgid "" "pointing capsule as the collision shape for the player is fairly common in " "most first person games." msgstr "" -"首先,注意如何设置游戏角色的碰撞形状. 在大多数第一人称游戏中,使用垂直指向胶囊" -"作为游戏角色的碰撞形状是相当普遍的." +"首先, 注意如何设置游戏角色的碰撞形状. 在大多数第一人称游戏中, 使用垂直指向胶" +"囊作为游戏角色的碰撞形状是相当普遍的." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:113 msgid "" "We are adding a small square to the 'feet' of the player so the player does " "not feel like they are balancing on a single point." msgstr "" -"我们在游戏角色的``脚``上添加一个小方块,这样游戏角色就不会觉得他们在单点上保持" -"平衡." +"我们在游戏角色的 ``脚`` 上添加一个小方块, 这样游戏角色就不会觉得他们在单点上" +"保持平衡." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:116 msgid "" @@ -315,8 +315,8 @@ msgid "" "can roll over slight edges. Where to place the 'feet' is dependent on your " "levels and how you want your player to feel." msgstr "" -"我们确实希望\"脚\"略高于胶囊的底部,因此我们可以翻过轻微的边缘. 放置\"脚\"的位" -"置取决于您的水平以及您希望游戏角色的感受." +"我们确实希望 \"脚\" 略高于胶囊的底部, 因此我们可以翻过轻微的边缘. 放置 \"脚" +"\" 的位置取决于您的水平以及您希望游戏角色的感受." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:119 msgid "" @@ -324,8 +324,8 @@ msgid "" "they walk to an edge and slide off. We are adding the small square at the " "bottom of the capsule to reduce sliding on, and around, edges." msgstr "" -"玩家从边缘滑落时,很容易注意到碰撞形状是一个圆.让我们在胶囊底部添加一个小正方" -"形来减少在边缘上方和周围的滑动." +"玩家从边缘滑落时, 很容易注意到碰撞形状是一个圆. 让我们在胶囊底部添加一个小正" +"方形来减少在边缘上方和周围的滑动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:123 msgid "" @@ -337,7 +337,7 @@ msgid "" msgstr "" "需要注意的另一件事是有多少节点是 ``Rotation_Helper`` 的子节点. 这是因为 " "``Rotation_Helper`` 包含了我们想在 ``X`` 轴上旋转(向上和向下)的所有节点. 这么" -"做的目的是为了在 ``Y`` 轴上旋转 ``Player`` ,在 ``X`` 轴上旋转 " +"做的目的是为了在 ``Y`` 轴上旋转 ``Player`` , 在 ``X`` 轴上旋转 " "``Rotation_helper`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:128 @@ -347,12 +347,12 @@ msgid "" "further degenerating into a state of rotation on all three axes in some " "cases." msgstr "" -"假如我们不使用 ``Rotation_helper`` ,那么我们有时很可能会同时旋转 ``X`` 和 " +"假如我们不使用 ``Rotation_helper`` , 那么我们有时很可能会同时旋转 ``X`` 和 " "``Y`` 轴. 在某些情况下可能会进一步恶化为同时旋转三个轴的状态." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:132 msgid "See :ref:`using transforms <doc_using_transforms>` for more information" -msgstr "有关更多信息,请参阅 :ref:`使用转换<doc_using_transforms>`" +msgstr "有关更多信息, 请参阅 :ref:`使用转换 <doc_using_transforms>`" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:136 msgid "Attach a new script to the ``Player`` node and call it ``Player.gd``." @@ -363,12 +363,12 @@ msgid "" "Let's program our player by adding the ability to move around, look around " "with the mouse, and jump. Add the following code to ``Player.gd``:" msgstr "" -"让我们通过添加移动能力,用鼠标环顾四周并跳跃来编程我们的游戏角色. 将以下代码添" -"加到``Player.gd``:" +"让我们通过添加移动能力, 用鼠标环顾四周并跳跃来编程我们的游戏角色. 将以下代码" +"添加到 ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:375 msgid "This is a lot of code, so let's break it down function by function:" -msgstr "这段代码很多,所以让我们按功能分解它:" +msgstr "这段代码很多, 所以让我们按功能分解它:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 msgid "" @@ -376,13 +376,13 @@ msgid "" "manually typing the code in, you can copy and paste the code from this page " "directly into the script editor." msgstr "" -"手敲代码的过程可以让你学到很多,所以并不提倡复制粘贴代码,但你仍然可以将此页面" -"中的代码直接复制粘贴到脚本编辑器中." +"手敲代码的过程可以让你学到很多, 所以并不提倡复制粘贴代码, 但你仍然可以将此页" +"面中的代码直接复制粘贴到脚本编辑器中." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:380 msgid "" "If you do this, all the code copied will be using spaces instead of tabs." -msgstr "如果这么做,所有复制的代码将使用空格而不是制表符." +msgstr "如果这么做, 所有复制的代码将使用空格而不是制表符." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 msgid "" @@ -391,15 +391,15 @@ msgid "" "tabs. You can select \"Convert Indent To Spaces\" to convert tabs back into " "spaces." msgstr "" -"要在脚本编辑器中将空格转换为制表符(Tab),请单击\"编辑\"菜单并选择\"将缩进转换" -"为选项卡\". 这会将所有空格转换为制表符. 您也可以选择\"将缩进转换为空格\"以将" -"制表符转换回空格." +"要在脚本编辑器中将空格转换为制表符(Tab), 请单击 \"编辑\" 菜单并选择 \"将缩进" +"转换为选项卡\". 这会将所有空格转换为制表符. 您也可以选择 \"将缩进转换为空格" +"\" 以将制表符转换回空格." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "First, we define some class variables to dictate how our player will move " "about the world." -msgstr "首先,我们定义一些类变量来决定我们的游戏角色将如何在世界范围内移动." +msgstr "首先, 我们定义一些类变量来决定我们的游戏角色将如何在世界范围内移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:389 msgid "" @@ -407,8 +407,8 @@ msgid "" "referred to as \"class variables\"**. This is because we can access any of " "these variables from any place in the script." msgstr "" -"在本教程中, **函数外部定义的变量将被称为\"类变量\"** . 这是因为我们可以从脚本" -"中的任何位置访问这些变量中的任何一个." +"在本教程中, **函数外部定义的变量将被称为 \"类变量\"** . 这是因为我们可以从脚" +"本中的任何位置访问这些变量中的任何一个." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:393 msgid "Let's go through each of the class variables:" @@ -416,42 +416,42 @@ msgstr "让我们来看看每个类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:395 msgid "``GRAVITY``: How strong gravity pulls us down." -msgstr "``GRAVITY``:强大的重力让我们失望." +msgstr "``GRAVITY``: 强大的重力让我们失望." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:396 msgid "``vel``: Our :ref:`KinematicBody <class_KinematicBody>`'s velocity." -msgstr "``vel``:我们的 :ref:`KinematicBody <class_KinematicBody>` 的速度." +msgstr "``vel``: 我们的 :ref:`KinematicBody <class_KinematicBody>` 的速度." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:397 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -"``MAX_SPEED``:我们可以达到的最快速度. 一旦我们达到这个速度,我们就不会更快." +"``MAX_SPEED``: 我们可以达到的最快速度. 一旦我们达到这个速度, 我们就不会更快." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:398 msgid "``JUMP_SPEED``: How high we can jump." -msgstr "``JUMP_SPEED``:我们能跳得多高." +msgstr "``JUMP_SPEED``: 我们能跳得多高." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:399 msgid "" "``ACCEL``: How quickly we accelerate. The higher the value, the sooner we " "get to max speed." -msgstr "``ACCEL``:我们加速的速度有多快. 值越高,我们就越快达到最大速度." +msgstr "``ACCEL``: 我们加速的速度有多快. 值越高, 我们就越快达到最大速度." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "" "``DEACCEL``: How quickly we are going to decelerate. The higher the value, " "the sooner we will come to a complete stop." -msgstr "``DEACCEL``:我们减速的速度有多快. 值越高,我们就越快达到完全静止." +msgstr "``DEACCEL``: 我们减速的速度有多快. 值越高, 我们就越快达到完全静止." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "<class_KinematicBody>` will consider as a 'floor'." msgstr "" -"``MAX_SLOPE_ANGLE``:我们最陡的角度 :ref:`KinematicBody " -"<class_KinematicBody>` 将被视为'floor'." +"``MAX_SLOPE_ANGLE``: 我们最陡的角度 :ref:`KinematicBody " +"<class_KinematicBody>` 将被视为 'floor'." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:402 msgid "``camera``: The :ref:`Camera <class_Camera>` node." @@ -462,8 +462,8 @@ msgid "" "``rotation_helper``: A :ref:`Spatial <class_Spatial>` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -"``rotation_helper``:一个 :ref:`Spatial <class_Spatial>` 节点,包含我们想要在X" -"轴上旋转的所有内容(向上和向下)." +"``rotation_helper``: 一个 :ref:`Spatial <class_Spatial>` 节点, 包含我们想要在" +"X轴上旋转的所有内容(向上和向下)." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "" @@ -471,8 +471,8 @@ msgid "" "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -"``MOUSE_SENSITIVITY``:鼠标的敏感程度. 我发现``0.05``的值适用于我的鼠标,但您可" -"能需要根据鼠标的敏感程度进行更改." +"``MOUSE_SENSITIVITY``: 鼠标的敏感程度. 我发现 ``0.05`` 的值适用于我的鼠标, 但" +"您可能需要根据鼠标的敏感程度进行更改." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:406 msgid "" @@ -480,15 +480,15 @@ msgid "" "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -"您可以调整其中的许多变量以获得不同的结果. 例如,通过降低 ``GRAVITY`` 和/或增" -"加 ``JUMP_SPEED`` ,您可以获得一个更\"浮动\"的感觉角色. 随意尝试!" +"您可以调整其中的许多变量以获得不同的结果. 例如, 通过降低 ``GRAVITY`` 和/或增" +"加 ``JUMP_SPEED`` , 您可以获得一个更 \"浮动\" 的感觉角色. 随意尝试!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:410 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -"您可能已经注意到 ``MOUSE_SENSITIVITY`` 写在所有大写字母中,就像其他常量一样," +"您可能已经注意到 ``MOUSE_SENSITIVITY`` 写在所有大写字母中, 就像其他常量一样, " "但 ``MOUSE_SENSITIVITY`` 不是常量." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 @@ -499,9 +499,9 @@ msgid "" "effort to remind ourselves to treat it like a constant, it's named in all " "caps." msgstr "" -"这背后的原因是我们希望在整个脚本中将其视为一个常量变量(一个无法更改的变量),但" -"我们希望能够在以后添加可自定义设置时更改该值. 因此,为了提醒自己将其视为一个常" -"量,它以全部大写命名." +"这背后的原因是我们希望在整个脚本中将其视为一个常量变量(一个无法更改的变量), " +"但我们希望能够在以后添加可自定义设置时更改该值. 因此, 为了提醒自己将其视为一" +"个常量, 它以全部大写命名." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "Now let's look at the ``_ready`` function:" @@ -512,13 +512,14 @@ msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -"首先,我们获得\"camera\"和\"rotation_helper\"节点,并将它们存储到它们的变量中." +"首先, 我们获得 \"camera\" 和 \"rotation_helper\" 节点, 并将它们存储到它们的变" +"量中." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:421 msgid "" "Then we need to set the mouse mode to captured, so the mouse cannot leave " "the game window." -msgstr "然后我们需要将鼠标模式设置为capture,这样鼠标就无法离开游戏窗口." +msgstr "然后我们需要将鼠标模式设置为capture, 这样鼠标就无法离开游戏窗口." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "" @@ -526,8 +527,8 @@ msgid "" "for two reasons: The first reason being we do not want the player to see " "their mouse cursor as they play." msgstr "" -"这将隐藏鼠标并将其保持在屏幕的中心. 这样做有两个原因:一是我们不希望游戏角色在" -"游玩过程中看见他们的鼠标光标." +"这将隐藏鼠标并将其保持在屏幕的中心. 这样做有两个原因: 一是我们不希望游戏角色" +"在游玩过程中看见他们的鼠标光标." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 msgid "" @@ -536,8 +537,8 @@ msgid "" "the player clicks outside the window, and then the game would lose focus. To " "assure neither of these issues happens, we capture the mouse cursor." msgstr "" -"二是因为我们不希望光标离开游戏窗口. 一旦光标离开游戏窗口,就有可能产生玩家点击" -"在窗口外,导致游戏失去焦点的问题.所以我们捕获鼠标光标来避免这些问题." +"二是因为我们不希望光标离开游戏窗口. 一旦光标离开游戏窗口, 就有可能产生玩家点" +"击在窗口外, 导致游戏失去焦点的问题. 所以我们捕获鼠标光标来避免这些问题." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" @@ -545,12 +546,12 @@ msgid "" "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -"关于鼠标模式请参阅 :ref:`输入文档<class_Input>` . 我们只会在本教程系列中用到 " -"``MOUSE_MODE_CAPTURED`` 和 ``MOUSE_MODE_VISIBLE`` ." +"关于鼠标模式请参阅 :ref:`输入文档 <class_Input>` . 我们只会在本教程系列中用" +"到 ``MOUSE_MODE_CAPTURED`` 和 ``MOUSE_MODE_VISIBLE`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "Next let's take a look at ``_physics_process``:" -msgstr "接下来让我们来看看``_physics_process``:" +msgstr "接下来让我们来看看 ``_physics_process``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:437 msgid "" @@ -566,8 +567,8 @@ msgid "" "input. We want to call it first, before anything else, so we have fresh " "player input to work with." msgstr "" -"``process_input``存储与玩家输入有关的所有代码. 我们希望最先调用它,以便处理最" -"新的玩家输入." +"``process_input`` 存储与玩家输入有关的所有代码. 我们希望最先调用它, 以便处理" +"最新的玩家输入." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:442 msgid "" @@ -575,11 +576,11 @@ msgid "" "`KinematicBody <class_KinematicBody>` so it can move through the game world." msgstr "" "``process_movement`` 是我们向 :ref:`KinematicBody <class_KinematicBody>` 发送" -"所有必要数据的地方,这样它就可以在游戏世界中移动." +"所有必要数据的地方, 这样它就可以在游戏世界中移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 msgid "Let's look at ``process_input`` next:" -msgstr "让我们看看下面的``process_input``:" +msgstr "让我们看看下面的 ``process_input``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:449 msgid "First we set ``dir`` to an empty :ref:`Vector3 <class_Vector3>`." @@ -592,13 +593,13 @@ msgid "" "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" "``dir`` 将用于存储游戏角色打算移动的方向. 因为我们不希望游戏角色以前的输入影" -"响游戏角色超过单个 ``process_movement`` 调用,所以我们重置 ``dir`` ." +"响游戏角色超过单个 ``process_movement`` 调用, 所以我们重置 ``dir`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:454 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." -msgstr "接下来,我们获取相机的全局变换并将其存储到 ``cam_xform`` 变量中." +msgstr "接下来, 我们获取相机的全局变换并将其存储到 ``cam_xform`` 变量中." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" @@ -607,7 +608,7 @@ msgid "" "take a second to explain how they work:" msgstr "" "我们需要相机的全局变换的原因是我们可以使用它的方向向量. 许多人发现方向向量令" -"人困惑,所以让我们花一点时间来解释它们是如何工作的:" +"人困惑, 所以让我们花一点时间来解释它们是如何工作的:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:461 msgid "" @@ -615,8 +616,8 @@ msgid "" "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -"世界空间可以定义为:相对于恒定原点,放置所有对象的空间. 每个物体,无论是2D还是" -"3D,都在世界空间中占有一席之地." +"世界空间可以定义为: 相对于恒定原点, 放置所有对象的空间. 每个物体, 无论是2D还" +"是3D, 都在世界空间中占有一席之地." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" @@ -624,14 +625,15 @@ msgid "" "object's position, rotation, and scale can be measured by a single, known, " "fixed point called the origin." msgstr "" -"换句话说:世界空间是宇宙中的空间,每个物体的位置,旋转和比例都可以通过称为原点的" -"单个已知固定点来测量." +"换句话说: 世界空间是宇宙中的空间, 每个物体的位置, 旋转和比例都可以通过称为原" +"点的单个已知固定点来测量." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." -msgstr "在Godot中,原点位于``(0,0,0)``,旋转为``(0,0,0)``,标度为``(1,1,1)``." +msgstr "" +"在Godot中, 原点位于 ``(0,0,0)``, 旋转为 ``(0,0,0)``, 标度为 ``(1,1,1)``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" @@ -639,14 +641,14 @@ msgid "" "<class_Spatial>` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -"当您打开Godot编辑器并选择一个 :ref:`Spatial <class_Spatial>` 基于节点时,会弹" -"出一个Gizmo. 默认情况下,每个箭头都使用世界空间方向指向." +"当您打开Godot编辑器并选择一个 :ref:`Spatial <class_Spatial>` 基于节点时, 会弹" +"出一个Gizmo. 默认情况下, 每个箭头都使用世界空间方向指向." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" -msgstr "如果您想使用世界空间方向向量移动,您会做这样的事情:" +msgstr "如果您想使用世界空间方向向量移动, 您会做这样的事情:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" @@ -679,14 +681,14 @@ msgid "" "you translate, rotate, or scale an object, world space will *always point in " "the same direction*." msgstr "" -"请注意,在两个示例中,节点的旋转不会更改方向箭头. 这是因为世界空间是一个常数. " -"无论您如何平移,旋转或缩放对象,世界空间都将*始终指向相同的方向*." +"请注意, 在两个示例中, 节点的旋转不会更改方向箭头. 这是因为世界空间是一个常" +"数. 无论您如何平移, 旋转或缩放对象, 世界空间都将 *始终指向相同的方向*." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:514 msgid "" "Local space is different, because it takes the rotation of the object into " "account." -msgstr "局部空间不同,因为它考虑了对象的旋转." +msgstr "局部空间不同, 因为它考虑了对象的旋转." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" @@ -695,8 +697,8 @@ msgid "" "can be at ``N`` many locations, the values derived from local space change " "with the position of the origin." msgstr "" -"局部空间可以定义如下: 一个物体的位置是世𠇚的原点的空间.由于原点的位置可以在 " -"``N`` 多地点,从局部空间得出的数值将随着原点的位置而变化." +"局部空间可以定义如下: 一个物体的位置是世𠇚的原点的空间. 由于原点的位置可以在 " +"``N`` 多地点, 从局部空间得出的数值将随着原点的位置而变化." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:521 msgid "" @@ -711,7 +713,7 @@ msgid "" "same thing in this context)" msgstr "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" -"eye-space-in-game-development(在这种情况下,局部空间和眼睛空间基本相同)" +"eye-space-in-game-development(在这种情况下, 局部空间和眼睛空间基本相同)" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" @@ -719,8 +721,8 @@ msgid "" "its :ref:`Transform <class_Transform>`, so then we can get the :ref:`Basis " "<class_Basis>` from the :ref:`Transform <class_Transform>`." msgstr "" -"要获得 :ref:`Spatial <class_Spatial>` 节点的局部空间,我们需要得到它 :ref:" -"`Transform <class_Transform>` ,这样我们就可以从 :ref:`Transform " +"要获得 :ref:`Spatial <class_Spatial>` 节点的局部空间, 我们需要得到它 :ref:" +"`Transform <class_Transform>` , 这样我们就可以从 :ref:`Transform " "<class_Transform>` 得到 :ref:`Basis <class_Basis>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:529 @@ -737,7 +739,7 @@ msgid "" "To use the :ref:`Spatial <class_Spatial>` node's local directional vectors, " "we use this code:" msgstr "" -"要使用 :ref:`Spatial <class_Spatial>` 节点的本地方向向量,我们使用以下代码:" +"要使用 :ref:`Spatial <class_Spatial>` 节点的本地方向向量, 我们使用以下代码:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:557 msgid "Here is what local space looks like in 2D:" @@ -751,7 +753,7 @@ msgid "" "space." msgstr "" "以下是 :ref:`Spatial <class_Spatial>` 装置在您使用本地空间模式时显示. 注意箭" -"头如何跟随左侧对象的旋转,这看起来与局部空间的3D示例完全相同." +"头如何跟随左侧对象的旋转, 这看起来与局部空间的3D示例完全相同." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:569 msgid "" @@ -759,7 +761,7 @@ msgid "" "the little cube button when you have a :ref:`Spatial <class_Spatial>` based " "node selected." msgstr "" -"当你选择了一个 :ref:`Spatial <class_Spatial>` 为基础的节点时,你可以按 :kbd:" +"当你选择了一个 :ref:`Spatial <class_Spatial>` 为基础的节点时, 你可以按 :kbd:" "`T` 或小立方体按钮在本地和世界空间模式之间切换." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:574 @@ -770,13 +772,13 @@ msgid "" "from the object's point of view, as opposed to using world vectors, which " "give direction from the world's point of view." msgstr "" -"局部向量即使是对于比较有经验的游戏开发者来说也是很容易混淆的,所以如果这一切都" -"没有什么意义的话,不要担心.关于局部向量,要记住的关键一点是,我们使用局部坐标从" -"对象的角度获得方向,而不是使用世界向量,世界向量从世界的角度给出方向." +"局部向量即使是对于比较有经验的游戏开发者来说也是很容易混淆的, 所以如果这一切" +"都没有什么意义的话, 不要担心. 关于局部向量, 要记住的关键一点是, 我们使用局部" +"坐标从对象的角度获得方向, 而不是使用世界向量, 世界向量从世界的角度给出方向." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:580 msgid "Okay, back to ``process_input``:" -msgstr "好的,回到``process_input``:" +msgstr "好的, 回到 ``process_input``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:582 msgid "" @@ -784,21 +786,21 @@ msgid "" "to an empty :ref:`Vector2 <class_Vector2>`. We will use this to make a " "virtual axis of sorts, to map the player's input to movement." msgstr "" -"接下来,我们创建一个新的变量 ``input_movement_vector`` ,并将其分配给一个空的 :" -"ref:`Vector2 <class_Vector2>` .我们将用它来制作一个虚拟轴,将玩家的输入映射到" -"移动." +"接下来, 我们创建一个新的变量 ``input_movement_vector`` , 并将其分配给一个空" +"的 :ref:`Vector2 <class_Vector2>` . 我们将用它来制作一个虚拟轴, 将玩家的输入" +"映射到移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:585 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." -msgstr "这对于键盘来说似乎有些过分,但是当我们添加游戏手柄输入时,这将有意义." +msgstr "这对于键盘来说似乎有些过分, 但是当我们添加游戏手柄输入时, 这将有意义." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 msgid "" "Based on which directional movement action is pressed, we add to or subtract " "from ``input_movement_vector``." -msgstr "根据按下哪个方向移动动作,对 ``input_movement_vector`` 进行加减." +msgstr "根据按下哪个方向移动动作, 对 ``input_movement_vector`` 进行加减." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 msgid "" @@ -806,8 +808,8 @@ msgid "" "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -"在我们检查了每个定向运动动作之后,我们将 ``input_movement_vector`` 归一化. 这" -"使得 ``input_movement_vector`` 的值在\"1\"半径单位圆内." +"在我们检查了每个定向运动动作之后, 我们将 ``input_movement_vector`` 归一化. 这" +"使得 ``input_movement_vector`` 的值在 \"1\" 半径单位圆内." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" @@ -816,9 +818,9 @@ msgid "" "add the camera's local ``Z`` axis so the player moves forward or backwards " "in relation to the camera." msgstr "" -"接下来,我们将摄像机的本地 ``Z`` 向量时间 ``input_movement_vector.y`` 添加到 " -"``dir`` . 这是当游戏角色向前或向后按下时,我们添加相机的本地\"Z\"轴,以便游戏角" -"色相对于相机向前或向后移动." +"接下来, 我们将摄像机的本地 ``Z`` 向量时间 ``input_movement_vector.y`` 添加到 " +"``dir`` . 这是当游戏角色向前或向后按下时, 我们添加相机的本地 \"Z\" 轴, 以便游" +"戏角色相对于相机向前或向后移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:595 msgid "" @@ -828,8 +830,8 @@ msgid "" "normalized()`` because our camera's Z axis faces backwards in relation to " "the rest of the player." msgstr "" -"因为相机旋转了 ``-180`` 度,我们必须翻转 ``Z`` 方向向量. 通常向前是正Z轴,所以" -"使用 ``basis.z.normalized()`` 会起作用,但是我们使用 ``-basis.z." +"因为相机旋转了 ``-180`` 度, 我们必须翻转 ``Z`` 方向向量. 通常向前是正Z轴, 所" +"以使用 ``basis.z.normalized()`` 会起作用, 但是我们使用 ``-basis.z." "normalized()`` 因为我们的相机的Z轴面向后方 对其余的游戏角色." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:600 @@ -839,9 +841,9 @@ msgid "" "x``. This makes it where the player moves left/right in relation to the " "camera when the player presses left/right." msgstr "" -"我们对相机的本地 ``X`` 向量做同样的事情,而不是使用 ``input_movement_vector." -"y`` 我们改为使用 ``input_movement_vector.x`` . 当游戏角色向左/向右按下时,这使" -"得游戏角色相对于相机向左/向右移动." +"我们对相机的本地 ``X`` 向量做同样的事情, 而不是使用 ``input_movement_vector." +"y`` 我们改为使用 ``input_movement_vector.x`` . 当游戏角色向左/向右按下时, 这" +"使得游戏角色相对于相机向左/向右移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:603 msgid "" @@ -851,13 +853,14 @@ msgid "" "then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" "接下来我们使用 :ref:`KinematicBody <class_KinematicBody>` 的 ``is_on_floor`` " -"函数检查游戏角色是否在场上. 如果是,那么我们检查是否刚刚按下了\"movement_jump" -"\"动作. 如果有,那么我们将游戏角色的\"Y\"速度设置为\"JUMP_SPEED\"." +"函数检查游戏角色是否在场上. 如果是, 那么我们检查是否刚刚按下了 " +"\"movement_jump\" 动作. 如果有, 那么我们将游戏角色的 \"Y\" 速度设置为 " +"\"JUMP_SPEED\"." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 msgid "" "Because we're setting the Y velocity, the player will jump into the air." -msgstr "因为我们正在设置Y速度,所以游戏角色将跳到空中." +msgstr "因为我们正在设置Y速度, 所以游戏角色将跳到空中." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" @@ -867,8 +870,8 @@ msgid "" "until you terminate the runtime." msgstr "" "然后我们检查 ``ui_cancel`` 动作. 这样我们就可以在按下 ``escape`` 按钮时释放/" -"捕获鼠标光标. 如果我们不这样做将无法释放光标,这意味着它(光标)在您终止运行之前" -"会一直受困(无法显示以及正常使用)." +"捕获鼠标光标. 如果我们不这样做将无法释放光标, 这意味着它(光标)在您终止运行之" +"前会一直受困(无法显示以及正常使用)." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:613 msgid "" @@ -876,28 +879,28 @@ msgid "" "or not. If it is, we capture it, and if it's not, we make it visible (free " "it)." msgstr "" -"为了释放和捕获光标,检查鼠标是否可见或释放.如果是,就捕获它,如果不是,就使它可见" -"或释放它." +"为了释放和捕获光标, 检查鼠标是否可见或释放. 如果是, 就捕获它, 如果不是, 就使" +"它可见或释放它." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:615 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -"这就是我们现在为 ``process_input`` 所做的一切. 我们会多次回到此功能,因为我们" +"这就是我们现在为 ``process_input`` 所做的一切. 我们会多次回到此功能, 因为我们" "会为游戏角色增加更多复杂性." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "Now let's look at ``process_movement``:" -msgstr "现在让我们看一下``process_movement``:" +msgstr "现在让我们看一下 ``process_movement``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:621 msgid "" "First we ensure that ``dir`` does not have any movement on the ``Y`` axis by " "setting its ``Y`` value to zero." msgstr "" -"首先,我们将 ``dir`` 的 ``Y`` 值设置为零,确保 ``dir`` 在 ``Y`` 轴上没有任何移" -"动." +"首先, 我们将 ``dir`` 的 ``Y`` 值设置为零, 确保 ``dir`` 在 ``Y`` 轴上没有任何" +"移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" @@ -906,25 +909,25 @@ msgid "" "the player is moving straight or diagonally. If we did not normalize, the " "player would move faster on the diagonal than when going straight." msgstr "" -"接下来我们对 ``dir`` 进行归一化处理,确保在一个 ``1`` 半径单位圆内.这使得无论" -"玩家是直行还是斜行,以恒定的速度移动.如果不进行归一化,玩家在对角线上的移动速度" -"会比直线移动时快." +"接下来我们对 ``dir`` 进行归一化处理, 确保在一个 ``1`` 半径单位圆内. 这使得无" +"论玩家是直行还是斜行, 以恒定的速度移动. 如果不进行归一化, 玩家在对角线上的移" +"动速度会比直线移动时快." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 msgid "" "Next we add gravity to the player by adding ``GRAVITY * delta`` to the " "player's ``Y`` velocity." msgstr "" -"接下来,我们通过将\"GRAVITY * delta\"添加到游戏角色的\"Y\"速度来为游戏角色增加" -"重力." +"接下来, 我们通过将\"GRAVITY * delta\"添加到游戏角色的\" Y\"速度来为游戏角色增" +"加重力." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "" "After that we assign the player's velocity to a new variable (called " "``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -"之后我们将游戏角色的速度分配给一个新的变量(称为\"hvel\"),并移除\"Y\"轴上的任" -"何移动." +"之后我们将游戏角色的速度分配给一个新的变量(称为 \"hvel\"), 并移除\" Y\"轴上的" +"任何移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:630 msgid "" @@ -932,12 +935,12 @@ msgid "" "Then we multiply that by the player's max speed so we know how far the " "player will move in the direction provided by ``dir``." msgstr "" -"接下来,我们为游戏角色的方向向量设置一个新变量(``target``). 然后我们将其乘以游" -"戏角色的最大速度,以便我们知道游戏角色将在\"dir\"提供的方向上移动多远." +"接下来, 我们为游戏角色的方向向量设置一个新变量(``target``). 然后我们将其乘以" +"游戏角色的最大速度, 以便我们知道游戏角色将在 \"dir\" 提供的方向上移动多远." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 msgid "After that we make a new variable for acceleration, named ``accel``." -msgstr "之后我们为加速创建一个新变量,名为 ``accel`` ." +msgstr "之后我们为加速创建一个新变量, 名为 ``accel`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 msgid "" @@ -947,8 +950,8 @@ msgid "" "left, or right." msgstr "" "然后我们采用 ``hvel`` 的点积来看看游戏角色是否按照 ``hvel`` 移动. 记住, " -"``hvel`` 没有任何\"Y\"速度,这意味着我们只检查游戏角色是向前,向后,向左还是向右" -"移动." +"``hvel`` 没有任何 \"Y\" 速度, 这意味着我们只检查游戏角色是向前, 向后, 向左还" +"是向右移动." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 msgid "" @@ -956,8 +959,8 @@ msgid "" "``ACCEL`` constant so the player will accelerate, otherwise we set ``accel`` " "to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -"如果玩家根据 ``hvel`` 移动,那么将 ``accel`` 设置为 ``ACCEL`` 常数,这样玩家就" -"会加速,否则将 ``accel`` 设置为 ``DEACCEL`` 常数,这样玩家就会减速." +"如果玩家根据 ``hvel`` 移动, 那么将 ``accel`` 设置为 ``ACCEL`` 常数, 这样玩家" +"就会加速, 否则将 ``accel`` 设置为 ``DEACCEL`` 常数, 这样玩家就会减速." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 msgid "" @@ -966,9 +969,9 @@ msgid "" "``move_and_slide`` to let the :ref:`KinematicBody <class_KinematicBody>` " "handle moving the player through the physics world." msgstr "" -"然后我们插入水平速度,将游戏角色的\"X\"和\"Z\"速度设置为插值水平速度,并调用" -"\"move_and_slide\"以让 :ref:`KinematicBody <class_KinematicBody>` 处理移动 游" -"戏角色通过物理世界." +"然后我们插入水平速度, 将游戏角色的 \"X\" 和 \"Z\" 速度设置为插值水平速度, 并" +"调用 \"move_and_slide\" 以让 :ref:`KinematicBody <class_KinematicBody>` 处理" +"移动 游戏角色通过物理世界." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:645 msgid "" @@ -982,7 +985,7 @@ msgstr "" msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" -msgstr "我们的最后一个函数是 ``_input`` 函数,谢天谢地它很简短:" +msgstr "我们的最后一个函数是 ``_input`` 函数, 谢天谢地它很简短:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:651 msgid "" @@ -991,15 +994,15 @@ msgid "" "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" "首先确保要处理的事件是一个 :ref:`InputEventMouseMotion " -"<class_InputEventMouseMotion>`事件.检查光标是否被捕获,因为如果没有捕获,我们就" -"不希望旋转." +"<class_InputEventMouseMotion>` 事件. 检查光标是否被捕获, 因为如果没有捕获, 我" +"们就不希望旋转." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:654 msgid "" "See :ref:`Mouse and input coordinates <doc_mouse_and_input_coordinates>` for " "a list of possible input events." msgstr "" -"请参阅 :ref:`鼠标和输入坐标<doc_mouse_and_input_coordinates>` 以获取可能的输" +"请参阅 :ref:`鼠标和输入坐标 <doc_mouse_and_input_coordinates>` 以获取可能的输" "入事件列表." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:657 @@ -1008,7 +1011,7 @@ msgid "" "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion <class_InputEventMouseMotion>`." msgstr "" -"如果该事件确实是一个鼠标运动事件,并且光标被捕获,将根据 :ref:" +"如果该事件确实是一个鼠标运动事件, 并且光标被捕获, 将根据 :ref:" "`InputEventMouseMotion <class_InputEventMouseMotion>` 提供的相对鼠标运动进行" "旋转." @@ -1018,15 +1021,15 @@ msgid "" "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "<class_InputEventMouseMotion>`." msgstr "" -"首先,我们使用相对鼠标运动的 ``Y`` 值旋转 ``X`` 轴上的 ``rotation_helper`` 节" -"点,提供者 :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`." +"首先, 我们使用相对鼠标运动的 ``Y`` 值旋转 ``X`` 轴上的 ``rotation_helper`` 节" +"点, 提供者 :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:663 msgid "" "Then we rotate the entire :ref:`KinematicBody <class_KinematicBody>` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -"然后我们通过相对鼠标运动的``X``值旋转整个 :ref:`KinematicBody " +"然后我们通过相对鼠标运动的 ``X`` 值旋转整个 :ref:`KinematicBody " "<class_KinematicBody>` 在 ``Y`` 轴上." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:665 @@ -1036,7 +1039,7 @@ msgid "" "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" "Godot将相对鼠标运动转换为 :ref:`Vector2 <class_Vector2>` 其中鼠标上下移动分别" -"为``1``和``-1``. 左右移动分别是``1``和``-1``." +"为 ``1`` 和 ``-1``. 左右移动分别是 ``1`` 和 ``-1``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:669 msgid "" @@ -1044,8 +1047,8 @@ msgid "" "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -"由于我们如何旋转游戏角色,我们将相对鼠标移动的``X``值乘以``-1``,因此鼠标左右移" -"动会使游戏角色左右向同一方向旋转." +"由于我们如何旋转游戏角色, 我们将相对鼠标移动的 ``X`` 值乘以 ``-1``, 因此鼠标" +"左右移动会使游戏角色左右向同一方向旋转." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:673 msgid "" @@ -1053,15 +1056,16 @@ msgid "" "``-70`` and ``70`` degrees so the player cannot rotate themselves upside " "down." msgstr "" -"最后,我们将 ``rotation_helper`` 的 ``X`` 旋转夹在 ``-70`` 和 ``70`` 度之间,这" -"样游戏角色就不能自己颠倒了." +"最后, 我们将 ``rotation_helper`` 的 ``X`` 旋转夹在 ``-70`` 和 ``70`` 度之间, " +"这样游戏角色就不能自己颠倒了." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:676 msgid "" "See :ref:`using transforms <doc_using_transforms>` for more information on " "rotating transforms." msgstr "" -"关于旋转变换的更多信息,请参见 :ref:`using transforms <doc_using_transform>` ." +"关于旋转变换的更多信息, 请参见 :ref:`using transforms " +"<doc_using_transform>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:680 msgid "" @@ -1069,8 +1073,8 @@ msgid "" "already opened up. We will be using this scene as we go through the next few " "tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -"要测试代码,打开名为 ``Testing_Area.tscn`` 的场景,我们将在接下来的几个教程中使" -"用这个场景,所以一定要在场景选项卡中打开它." +"要测试代码, 打开名为 ``Testing_Area.tscn`` 的场景, 我们将在接下来的几个教程中" +"使用这个场景, 所以一定要在场景选项卡中打开它." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:683 msgid "" @@ -1079,9 +1083,9 @@ msgid "" "or by pressing :kbd:`F5`. You should now be able to walk around, jump in the " "air, and look around using the mouse." msgstr "" -"按 :kbd:`F6` 以 ``Testing_Area.tscn`` 作为打开的选项卡,按右上角的播放按钮,或" -"者按 :kbd:`F5`来测试你的代码.现在你应该可以四处走动,在空中跳跃,并使用鼠标四处" -"查看." +"按 :kbd:`F6` 以 ``Testing_Area.tscn`` 作为打开的选项卡, 按右上角的播放按钮, " +"或者按 :kbd:`F5` 来测试你的代码. 现在你应该可以四处走动, 在空中跳跃, 并使用鼠" +"标四处查看." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:689 msgid "Giving the player a flash light and the option to sprint" @@ -1091,7 +1095,7 @@ msgstr "为游戏角色提供闪光灯和冲刺选项" msgid "" "Before we get to making the weapons work, there are a couple more things we " "should add." -msgstr "在我们开始创建武器之前,还有一些应该添加的东西." +msgstr "在我们开始创建武器之前, 还有一些应该添加的东西." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:693 msgid "" @@ -1099,17 +1103,17 @@ msgid "" "these to our player, so let's do that!" msgstr "" "许多FPS游戏都可以选择冲刺和手电筒. 我们可以轻松地将这些添加到我们的游戏角色" -"中,所以让我们这样做!" +"中, 所以让我们这样做!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:696 msgid "First we need a few more class variables in our player script:" -msgstr "首先,我们需要在游戏角色脚本中添加更多类变量:" +msgstr "首先, 我们需要在游戏角色脚本中添加更多类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:717 msgid "" "All the sprinting variables work exactly the same as the non sprinting " "variables with similar names." -msgstr "所有冲刺变量的工作原理与非冲刺变量的工作原理完全相同,名称相似." +msgstr "所有冲刺变量的工作原理与非冲刺变量的工作原理完全相同, 名称相似." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:720 msgid "" @@ -1117,7 +1121,7 @@ msgid "" "sprinting, and ``flashlight`` is a variable we will be using to hold the " "player's flash light node." msgstr "" -"``is_sprinting`` 是一个布尔值来跟踪游戏角色当前是否正在冲刺,而 " +"``is_sprinting`` 是一个布尔值来跟踪游戏角色当前是否正在冲刺, 而 " "``flashlight`` 是我们用来保持游戏角色闪光灯节点的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:723 @@ -1125,13 +1129,13 @@ msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -"现在我们需要添加几行代码,从 ``_ready`` 开始. 将以下内容添加到``_ready``:" +"现在我们需要添加几行代码, 从 ``_ready`` 开始. 将以下内容添加到 ``_ready``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:734 msgid "" "This gets the ``Flashlight`` node and assigns it to the ``flashlight`` " "variable." -msgstr "这将获得 ``Flashlight`` 节点,并将其分配给 ``flashlight`` 变量." +msgstr "这将获得 ``Flashlight`` 节点, 并将其分配给 ``flashlight`` 变量." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:738 msgid "" @@ -1153,10 +1157,10 @@ msgid "" "the player faster when they sprint. Here in ``process_input`` we are just " "going to change the ``is_sprinting`` variable." msgstr "" -"我们将 ``is_sprinting`` 设置为 ``true`` ,当玩家按住 ``movement_sprint`` 动作" -"时,设置为 ``false`` ,当释放 ``movement_sprint`` 动作时,设置为 ``false`` .在 " -"``process_movement`` 中,我们将添加使玩家冲刺时速度更快的代码.这里在 " -"``process_input`` 中,我们只需要改变 ``is_sprinting`` 变量." +"我们将 ``is_sprinting`` 设置为 ``true`` , 当玩家按住 ``movement_sprint`` 动作" +"时, 设置为 ``false`` , 当释放 ``movement_sprint`` 动作时, 设置为 ``false`` . " +"在 ``process_movement`` 中, 我们将添加使玩家冲刺时速度更快的代码. 这里在 " +"``process_input`` 中, 我们只需要改变 ``is_sprinting`` 变量." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:786 msgid "" @@ -1165,16 +1169,16 @@ msgid "" "pressed. If it was, we then check to see if ``flashlight`` is visible in the " "scene tree. If it is, then we hide it, and if it's not, we show it." msgstr "" -"我们做一些类似于释放和捕捉光标的事情来处理手电筒.我们首先检查 ``flashlight`` " -"动作是否刚刚被按下.如果是,我们再检查 ``flashlight`` 是否在场景树中可见.如果" -"是,就隐藏它,如果不是,就显示它." +"我们做一些类似于释放和捕捉光标的事情来处理手电筒. 我们首先检查 " +"``flashlight`` 动作是否刚刚被按下. 如果是, 我们再检查 ``flashlight`` 是否在场" +"景树中可见. 如果是, 就隐藏它, 如果不是, 就显示它." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:791 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -"现在我们需要在 ``process_movement`` 中改变一些东西. 首先,用以下代码替换" +"现在我们需要在 ``process_movement`` 中改变一些东西. 首先, 用以下代码替换" "``target * = MAX_SPEED``:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:808 @@ -1183,36 +1187,37 @@ msgid "" "check to see if the player is sprinting or not. If the player is sprinting, " "we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -"现在我们首先检查游戏角色是否在冲刺,而不是总是将 ``target`` 乘以 " -"``MAX_SPEED`` . 如果游戏角色正在冲刺,我们将 ``target`` 乘以 " +"现在我们首先检查游戏角色是否在冲刺, 而不是总是将 ``target`` 乘以 " +"``MAX_SPEED`` . 如果游戏角色正在冲刺, 我们将 ``target`` 乘以 " "``MAX_SPRINT_SPEED`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:811 msgid "" "Now all that's left is to change the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" -msgstr "现在剩下的就是改变冲刺时的加速度了.将 ``accel = ACCEL`` 改为如下:" +msgstr "现在剩下的就是改变冲刺时的加速度了. 将 ``accel = ACCEL`` 改为如下:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:828 msgid "" "Now, when the player is sprinting, we'll use ``SPRINT_ACCEL`` instead of " "``ACCEL``, which will accelerate the player faster." msgstr "" -"现在,当玩家在冲刺时,我们将使用 ``SPRINT_ACCEL`` 而不是 ``ACCEL`` ,这样会使玩" -"家更快加速." +"现在, 当玩家在冲刺时, 我们将使用 ``SPRINT_ACCEL`` 而不是 ``ACCEL`` , 这样会使" +"玩家更快加速." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:832 msgid "" "You should now be able to sprint if you press :kbd:`Shift`, and can toggle " "the flash light on and off by pressing :kbd:`F`!" msgstr "" -"现在,如果你按下 :kbd:`Shift`就可以冲刺,按下 :kbd:`F` 就可以打开和关闭闪光灯!" +"现在, 如果你按下 :kbd:`Shift` 就可以冲刺, 按下 :kbd:`F` 就可以打开和关闭闪光" +"灯!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:834 msgid "" "Go try it out! You can change the sprint-related class variables to make the " "player faster or slower when sprinting!" -msgstr "去试试吧!你可以改变与sprint相关的类变量,让玩家在冲刺时速度更快或更慢!" +msgstr "去试试吧!你可以改变与sprint相关的类变量, 让玩家在冲刺时速度更快或更慢!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:837 msgid "Final notes" @@ -1222,7 +1227,7 @@ msgstr "最后的笔记" msgid "" "Whew! That was a lot of work. Now you have a fully working first person " "character!" -msgstr "呼!这是一个巨大的工作.现在,你有一个完全工作的第一人称角色!" +msgstr "呼!这是一个巨大的工作. 现在, 你有一个完全工作的第一人称角色!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:843 msgid "" @@ -1235,7 +1240,7 @@ msgstr "" msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" -msgstr "在这一点上,我们通过短跑和闪光灯从第一人称角度重新创建了运动角色演示!" +msgstr "在这一点上, 我们通过短跑和闪光灯从第一人称角度重新创建了运动角色演示!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:847 msgid "" @@ -1243,12 +1248,12 @@ msgid "" "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -"目前,游戏角色脚本将处于制作各种第一人称游戏的理想状态. 例如:恐怖游戏,平台游" -"戏,冒险游戏等等!" +"目前, 游戏角色脚本将处于制作各种第一人称游戏的理想状态. 例如: 恐怖游戏, 平台" +"游戏, 冒险游戏等等!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:850 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:852 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 312b0bfba6..84f3b6393e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,15 +31,16 @@ msgid "" "system for the player, and change/move the sound system so we can use it " "from any script." msgstr "" -"在这部分,我们将添加一个主菜单和暂停菜单,为玩家添加一个重生系统,并改变和移动声" -"音系统,以便可以从任何脚本中使用它." +"在这部分, 我们将添加一个主菜单和暂停菜单, 为玩家添加一个重生系统, 并改变和移" +"动声音系统, 以便可以从任何脚本中使用它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:12 msgid "" "This is the last part of the FPS tutorial; by the end of this, you will have " "a solid base to build amazing FPS games with Godot!" msgstr "" -"这是FPS教程的最后一部分;结束后,你将有一个坚实的基础,用Godot建立惊人的FPS游戏!" +"这是FPS教程的最后一部分;结束后, 你将有一个坚实的基础, 用Godot建立惊人的FPS游" +"戏!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:16 msgid "" @@ -47,7 +48,7 @@ msgid "" "moving on to this part of the tutorial. The finished project from :ref:" "`doc_fps_tutorial_part_five` will be the starting project for part 6" msgstr "" -"假设您已经完成了 :ref:`doc_fps_tutorial_part_five`,才会进入本部分教程.从 :" +"假设您已经完成了 :ref:`doc_fps_tutorial_part_five`, 才会进入本部分教程. 从 :" "ref:`doc_fps_tutorial_part_five` 中完成的项目将是第六部分的起始项目" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:19 @@ -62,13 +63,13 @@ msgstr "添加主菜单" msgid "" "Firstly, open up ``Main_Menu.tscn`` and take a look at how the scene is set " "up." -msgstr "首先,打开 ``Main_Menu.tscn`` ,看看场景是如何设置的." +msgstr "首先, 打开 ``Main_Menu.tscn`` , 看看场景是如何设置的." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:26 msgid "" "The main menu is broken up into three different panels, each representing a " "different 'screen' of our main menu." -msgstr "主菜单分为三个不同的面板,每个面板代表主菜单的不同\"屏幕\"." +msgstr "主菜单分为三个不同的面板, 每个面板代表主菜单的不同 \"屏幕\"." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:29 msgid "" @@ -76,8 +77,8 @@ msgid "" "bit more interesting than a solid color. It's a camera looking around the " "skybox, nothing fancy." msgstr "" -"``Background_Animation``节点就是这样,菜单的背景比纯色更有趣. 这是一个环顾天空" -"盒的相机,没什么特别的." +"``Background_Animation`` 节点就是这样, 菜单的背景比纯色更有趣. 这是一个环顾天" +"空盒的相机, 没什么特别的." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:32 msgid "" @@ -85,8 +86,8 @@ msgid "" "keep only ``Start_Menu`` visible when you're done, as that's the screen we " "want to show first when we enter the main menu." msgstr "" -"随意展开所有的节点,看看它们是如何设置的.记住,当你完成后,只保留 " -"``Start_Menu`` 可见,因为当我们进入主菜单时,希望首先显示的是这个屏幕." +"随意展开所有的节点, 看看它们是如何设置的. 记住, 当你完成后, 只保留 " +"``Start_Menu`` 可见, 因为当我们进入主菜单时, 希望首先显示的是这个屏幕." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:35 msgid "" @@ -102,14 +103,14 @@ msgid "" "of this tutorial series. **We're only going to look at the UI related code " "briefly.**" msgstr "" -"这里的大多数代码都与制作UI有关,这超出了本教程系列的目的. **我们只是简要介绍一" -"下与UI相关的代码.**" +"这里的大多数代码都与制作UI有关, 这超出了本教程系列的目的. **我们只是简要介绍" +"一下与UI相关的代码.**" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:125 msgid "" "See :ref:`doc_ui_main_menu` and the tutorials following for better ways to " "make GUIs and UIs!" -msgstr "请参阅 :ref:`doc_ui_main_menu`以及以下教程,以获得更好的GUI和UI方法!" +msgstr "请参阅 :ref:`doc_ui_main_menu` 以及以下教程, 以获得更好的GUI和UI方法!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:127 msgid "Let's look at the class variables first." @@ -120,14 +121,15 @@ msgid "" "``start_menu``: A variable to hold the ``Start_Menu`` :ref:`Panel " "<class_Panel>`." msgstr "" -"``start_menu``:一个用于保存``Start_Menu``的变量 :ref:`Panel <class_Panel>`." +"``start_menu``: 一个用于保存 ``Start_Menu`` 的变量 :ref:`Panel " +"<class_Panel>`." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 msgid "" "``level_select_menu``: A variable to hold the ``Level_Select_Menu`` :ref:" "`Panel <class_Panel>`." msgstr "" -"``level_select_menu``:一个用于保存``Level_Select_Menu``的变量 :ref:`Panel " +"``level_select_menu``: 一个用于保存 ``Level_Select_Menu`` 的变量 :ref:`Panel " "<class_Panel>`." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:131 @@ -135,38 +137,38 @@ msgid "" "``options_menu``: A variable to hold the ``Options_Menu`` :ref:`Panel " "<class_Panel>`." msgstr "" -"``options_menu``:一个变量来保存``Options_Menu`` :ref:`Panel <class_Panel>`." +"``options_menu``: 一个变量来保存 ``Options_Menu`` :ref:`Panel <class_Panel>`." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:132 msgid "" "``testing_area_scene``: The path to the ``Testing_Area.tscn`` file, so we " "can change to it from this scene." msgstr "" -"``testing_area_scene``:``Testing_Area.tscn``文件的路径,所以我们可以从这个场景" -"改变它." +"``testing_area_scene``:``Testing_Area.tscn`` 文件的路径, 所以我们可以从这个场" +"景改变它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:133 msgid "" "``space_level_scene``: The path to the ``Space_Level.tscn`` file, so we can " "change to it from this scene." msgstr "" -"``space_level_scene``:``Space_Level.tscn``文件的路径,所以我们可以从这个场景改" -"变它." +"``space_level_scene``:``Space_Level.tscn`` 文件的路径, 所以我们可以从这个场景" +"改变它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:134 msgid "" "``ruins_level_scene``: The path to the ``Ruins_Level.tscn`` file, so we can " "change to it from this scene." msgstr "" -"``ruins_level_scene``:``Ruins_Level.tscn``文件的路径,所以我们可以从这个场景改" -"变它." +"``ruins_level_scene``:``Ruins_Level.tscn`` 文件的路径, 所以我们可以从这个场景" +"改变它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:136 msgid "" "You'll have to set the paths to the correct files in the editor before " "testing this script! Otherwise it will not work!" msgstr "" -"在测试此脚本之前,您必须在编辑器中设置正确文件的路径! 否则它将无法正常工作!" +"在测试此脚本之前, 您必须在编辑器中设置正确文件的路径! 否则它将无法正常工作!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:140 msgid "Now let's go over ``_ready``" @@ -177,15 +179,15 @@ msgid "" "Firstly, we get all the :ref:`Panel <class_Panel>` nodes and assign them to " "the proper variables." msgstr "" -"首先,我们得到所有的 :ref:`Panel <class_Panel>` 节点,并将它们分配到合适的变量" -"中." +"首先, 我们得到所有的 :ref:`Panel <class_Panel>` 节点, 并将它们分配到合适的变" +"量中." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:144 msgid "" "Next, we connect all the buttons ``pressed`` signals to their respective " "``[panel_name_here]_button_pressed`` functions." msgstr "" -"接下来,我们将所有的按钮 ``pressed`` 信号连接到各自的 " +"接下来, 我们将所有的按钮 ``pressed`` 信号连接到各自的 " "``[panel_name_here]_button_pressed`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:146 @@ -193,8 +195,8 @@ msgid "" "We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " "player returns to this scene, the mouse will be visible." msgstr "" -"然后,我们将鼠标模式设置为 ``MOUSE_MODE_VISIBLE`` ,以保证每当玩家回到这个场景" -"时,鼠标都是可见的." +"然后, 我们将鼠标模式设置为 ``MOUSE_MODE_VISIBLE`` , 以保证每当玩家回到这个场" +"景时, 鼠标都是可见的." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:148 msgid "" @@ -202,39 +204,39 @@ msgid "" "ref:`HSlider <class_HSlider>` nodes so their values line up with the mouse " "and joypad sensitivity in the singleton." msgstr "" -"然后我们得到一个叫 ``Globals`` 的单例.然后设置 :ref:`HSlider " -"<class_HSlider>` 节点的值,使它们的值与单例中的鼠标和手柄的灵敏度一致." +"然后我们得到一个叫 ``Globals`` 的单例. 然后设置 :ref:`HSlider " +"<class_HSlider>` 节点的值, 使它们的值与单例中的鼠标和手柄的灵敏度一致." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:151 msgid "" "We have not made the ``Globals`` singleton yet, so don't worry! We're going " "to make it soon!" -msgstr "我们还没有制作 ``Globals`` 单例,所以不用担心! 我们很快就会成功!" +msgstr "我们还没有制作 ``Globals`` 单例, 所以不用担心! 我们很快就会成功!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:155 msgid "" "In ``start_menu_button_pressed``, we check to see which button is pressed." -msgstr "在 ``start_menu_button_pressed`` 中,我们检查哪个按钮被按下." +msgstr "在 ``start_menu_button_pressed`` 中, 我们检查哪个按钮被按下." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:157 msgid "" "Based on the button pressed, we either change the currently visible panel, " "quit the application, or open the Godot website." msgstr "" -"根据按下的按钮,我们要么更改当前可见的面板,退出应用程序,要么打开Godot网站." +"根据按下的按钮, 我们要么更改当前可见的面板, 退出应用程序, 要么打开Godot网站." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:161 msgid "" "In ``level_select_menu_button_pressed``, we check to see which button is " "pressed." -msgstr "在 ``level_select_menu_button_pressed`` 中,我们检查按下了哪个按钮." +msgstr "在 ``level_select_menu_button_pressed`` 中, 我们检查按下了哪个按钮." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:163 #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 msgid "" "If the ``back`` button has been pressed, we change the currently visible " "panels to return to the main menu." -msgstr "如果按下\"后退\"按钮,我们会更改当前可见的面板以返回主菜单." +msgstr "如果按下 \"后退\" 按钮, 我们会更改当前可见的面板以返回主菜单." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:165 msgid "" @@ -244,19 +246,19 @@ msgid "" "singleton to change nodes using its ``load_new_scene`` function, passing in " "the file path of the scene the player has selected." msgstr "" -"如果有一个场景变化按钮被按下,首先调用 ``set_mouse_and_joypad_sensitivity`` ," -"这样单例( ``Globals.gd`` )就有了 :ref:`HSlider <class_HSlider>` 节点的值.然" -"后,用它的 ``load_new_scene`` 函数告诉单例改变节点,并传入玩家选择的场景的文件" -"路径." +"如果有一个场景变化按钮被按下, 首先调用 " +"``set_mouse_and_joypad_sensitivity`` , 这样单例( ``Globals.gd`` )就有了 :ref:" +"`HSlider <class_HSlider>` 节点的值. 然后, 用它的 ``load_new_scene`` 函数告诉" +"单例改变节点, 并传入玩家选择的场景的文件路径." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 msgid "Don't worry about the singleton, we'll get there soon!" -msgstr "不要担心单例,我们很快到了!" +msgstr "不要担心单例, 我们很快到了!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." -msgstr "在 ``options_menu_button_pressed`` 中,我们检查按下了哪个按钮." +msgstr "在 ``options_menu_button_pressed`` 中, 我们检查按下了哪个按钮." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 msgid "" @@ -264,25 +266,25 @@ msgid "" "<class_OS>`'s full screen mode by setting it to the flipped version of its " "current value." msgstr "" -"如果按下 ``fullscreen`` 按钮,我们就会将 :ref:`OS <class_OS>` 的全屏模式设置为" -"其当前值的翻转版本." +"如果按下 ``fullscreen`` 按钮, 我们就会将 :ref:`OS <class_OS>` 的全屏模式设置" +"为其当前值的翻转版本." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 msgid "" "If the ``vsync`` button is pressed, we set the :ref:`OS <class_OS>`'s Vsync " "based on the state of the Vsync check button." msgstr "" -"如果 ``vsync`` 按钮被按下,我们根据Vsync检查按钮的状态来设置 :ref:`OS " +"如果 ``vsync`` 按钮被按下, 我们根据Vsync检查按钮的状态来设置 :ref:`OS " "<class_OS>` 的Vsync." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." -msgstr "最后,让我们来看看 ``set_mouse_and_joypad_sensitivity`` ." +msgstr "最后, 让我们来看看 ``set_mouse_and_joypad_sensitivity`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 msgid "" "Firstly, we get the ``Globals`` singleton and assign it to a local variable." -msgstr "首先,我们得到 ``Globals`` 单例,并将其分配给一个局部变量." +msgstr "首先, 我们得到 ``Globals`` 单例, 并将其分配给一个局部变量." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 msgid "" @@ -290,8 +292,8 @@ msgid "" "to the values in their respective :ref:`HSlider <class_HSlider>` node " "counterparts." msgstr "" -"然后我们将 ``mouse_sensitivity`` 和``joypad_sensitivity``变量设置为它们各自的" -"值 :ref:`HSlider <class_HSlider>` 节点对应物." +"然后我们将 ``mouse_sensitivity`` 和 ``joypad_sensitivity`` 变量设置为它们各自" +"的值 :ref:`HSlider <class_HSlider>` 节点对应物." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 msgid "Making the ``Globals`` singleton" @@ -302,8 +304,8 @@ msgid "" "Now, for all this to work, we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -"现在,为了让所有这些都能正常工作,我们需要创建 ``Globals`` 单例.在 ``Script`` " -"选项卡中创建一个新的脚本,并将其命名为 ``Globals.gd`` ." +"现在, 为了让所有这些都能正常工作, 我们需要创建 ``Globals`` 单例. 在 " +"``Script`` 选项卡中创建一个新的脚本, 并将其命名为 ``Globals.gd`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 msgid "" @@ -312,9 +314,9 @@ msgid "" "unchanged except for the ``Path`` where you need to insert the script's name " "``Globals.gd``." msgstr "" -"要制作 ``Globals`` 单例,请转到编辑器中的 ``Script`` 选项卡,然后单击 ``New`` " -"并出现一个 ``Create Script`` 框,除了 ``Path`` 您需要插入脚本名称 ``Globals." -"gd`` ." +"要制作 ``Globals`` 单例, 请转到编辑器中的 ``Script`` 选项卡, 然后单击 " +"``New`` 并出现一个 ``Create Script`` 框, 除了 ``Path`` 您需要插入脚本名称 " +"``Globals.gd`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:196 msgid "Add the following to ``Globals.gd``." @@ -327,25 +329,25 @@ msgid "" "is doing is holding two class variables, and abstract defining how we change " "scenes." msgstr "" -"正如你所看到的,它是相当小而简单的.随着这部分的进展,我们会不断给 ``Globals." -"gd`` 添加更复杂的逻辑,但现在,它所做的就是持有两个类变量,以及抽象定义我们如何" -"改变场景." +"正如你所看到的, 它是相当小而简单的. 随着这部分的进展, 我们会不断给 ``Globals." +"gd`` 添加更复杂的逻辑, 但现在, 它所做的就是持有两个类变量, 以及抽象定义我们如" +"何改变场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -"``mouse_sensitivity``:我们鼠标的当前灵敏度,所以我们可以在 ``Player.gd`` 中加" -"载它." +"``mouse_sensitivity``: 我们鼠标的当前灵敏度, 所以我们可以在 ``Player.gd`` 中" +"加载它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -"``joypad_sensitivity``:我们游戏手柄的当前灵敏度,所以我们可以在 ``Player.gd`` " -"中加载它." +"``joypad_sensitivity``: 我们游戏手柄的当前灵敏度, 所以我们可以在 ``Player." +"gd`` 中加载它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:217 msgid "" @@ -354,8 +356,8 @@ msgid "" "are stored in ``Globals.gd``, any changes we make in one scene (like in " "``Options_Menu``) will affect the sensitivity for the player." msgstr "" -"现在,我们将使用 ``Globals.gd`` 来实现跨场景携带变量的功能.因为鼠标和手柄的灵" -"敏度都存储在 ``Globals.gd`` 中,我们在一个场景中做的任何改变(比如在 " +"现在, 我们将使用 ``Globals.gd`` 来实现跨场景携带变量的功能. 因为鼠标和手柄的" +"灵敏度都存储在 ``Globals.gd`` 中, 我们在一个场景中做的任何改变(比如在 " "``Options_Menu`` 中)都会影响玩家的灵敏度." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 @@ -365,7 +367,7 @@ msgid "" "given in ``load_new_scene``." msgstr "" "我们在 ``load_new_scene`` 中所做的就是调用 :ref:`SceneTree " -"<class_SceneTree>` 的 ``change_scene`` 函数,传入 ``load_new_scene`` 中给出的" +"<class_SceneTree>` 的 ``change_scene`` 函数, 传入 ``load_new_scene`` 中给出的" "场景路径." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 @@ -373,7 +375,7 @@ msgid "" "That's all the code needed for ``Globals.gd`` right now! Before we can test " "the main menu, we first need to set ``Globals.gd`` as an autoload script." msgstr "" -"这就是现在 ``Globals.gd`` 所需要的所有代码!在我们测试主菜单之前,首先需要将 " +"这就是现在 ``Globals.gd`` 所需要的所有代码!在我们测试主菜单之前, 首先需要将 " "``Globals.gd`` 设置为自动加载脚本." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:224 @@ -388,28 +390,29 @@ msgid "" "``Add``!" msgstr "" "然后通过单击旁边的按钮( ``..`` )选择 ``Path`` 字段中 ``Globals.gd`` 的路径. " -"确保 ``Node Name`` 字段中的名称是 ``Globals`` . 如果您拥有上图所示的所有内容," -"请按 ``添加`` !" +"确保 ``Node Name`` 字段中的名称是 ``Globals`` . 如果您拥有上图所示的所有内" +"容, 请按 ``添加`` !" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " "us to access it from any script, in any scene." msgstr "" -"这将使 ``Globals.gd`` 成为单例/自动加载脚本,这将允许我们从任何场景中的任何脚" +"这将使 ``Globals.gd`` 成为单例/自动加载脚本, 这将允许我们从任何场景中的任何脚" "本访问它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." -msgstr "有关单例/自动加载脚本的更多信息,请参阅 :ref:`doc_singletons_autoload`." +msgstr "" +"有关单例/自动加载脚本的更多信息, 请参阅 :ref:`doc_singletons_autoload`." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" -msgstr "现在 ``Globals.gd`` 是一个单例/自动加载脚本,您可以测试主菜单!" +msgstr "现在 ``Globals.gd`` 是一个单例/自动加载脚本, 您可以测试主菜单!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:237 msgid "" @@ -420,10 +423,10 @@ msgid "" "subcategory and you can change the main scene by changing the value in " "``Main Scene``." msgstr "" -"您可能希望将主场景从 ``Testing_Area.tscn`` 更改为 ``Main_Menu.tscn`` ,因此当" -"我们导出游戏时,游戏角色将从主菜单开始. 您可以通过 ``General`` 选项卡下的" -"``Project Settings``来完成此操作. 然后在 ``Application`` 类别中,单击 ``Run`` " -"子类别,您可以通过更改``Main Scene``中的值来更改主场景." +"您可能希望将主场景从 ``Testing_Area.tscn`` 更改为 ``Main_Menu.tscn`` , 因此当" +"我们导出游戏时, 游戏角色将从主菜单开始. 您可以通过 ``General`` 选项卡下的" +"``Project Settings``来完成此操作. 然后在 ``Application`` 类别中, 单击 " +"``Run`` 子类别, 您可以通过更改``Main Scene``中的值来更改主场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:241 msgid "" @@ -431,8 +434,8 @@ msgid "" "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -"在测试主菜单之前,您必须在编辑器中的 ``Main_Menu`` 中设置正确文件的路径! 否" -"则,您将无法从级别选择菜单/屏幕更改场景." +"在测试主菜单之前, 您必须在编辑器中的 ``Main_Menu`` 中设置正确文件的路径! 否" +"则, 您将无法从级别选择菜单/屏幕更改场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 msgid "Adding the debug menu" @@ -443,8 +446,8 @@ msgid "" "Now, let's add a simple debugging scene so we can track things like FPS " "(Frames Per Second) in-game. Open up ``Debug_Display.tscn``." msgstr "" -"现在,让我们添加一个简单的调试场景,这样就可以在游戏中跟踪FPS(每秒帧数)等内容." -"打开 ``Debug_Display.tscn`` ." +"现在, 让我们添加一个简单的调试场景, 这样就可以在游戏中跟踪FPS(每秒帧数)等内" +"容. 打开 ``Debug_Display.tscn`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:249 msgid "" @@ -454,9 +457,9 @@ msgid "" "the game is running, and a label for showing with which Godot version the " "game is running." msgstr "" -"你可以看到它是一个 :ref:`Panel <class_Panel>`,位置在屏幕的右上角.它有三个 :" -"ref:`Labels <class_Label>`,一个是显示游戏运行的FPS,一个是显示游戏在什么操作系" -"统上运行,还有一个标签是显示游戏在哪个Godot版本上运行." +"你可以看到它是一个 :ref:`Panel <class_Panel>`, 位置在屏幕的右上角. 它有三个 :" +"ref:`Labels <class_Label>`, 一个是显示游戏运行的FPS, 一个是显示游戏在什么操作" +"系统上运行, 还有一个标签是显示游戏在哪个Godot版本上运行." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:252 msgid "" @@ -479,10 +482,10 @@ msgid "" "when you are running Windows, it will return ``Windows``, while when you are " "running Linux, it will return ``X11``." msgstr "" -"在 ``_ready`` 中,我们使用 ``get_name`` 函数将 ``OS_Label`` 的文本设置为 :ref:" -"`OS <class_OS>` 提供的名称.这将返回Godot被编译的操作系统或操作系统的名称.例" -"如,当你运行Windows时,它将返回 ``Windows`` ,而当你运行Linux时,它将返回 " -"``X11`` ." +"在 ``_ready`` 中, 我们使用 ``get_name`` 函数将 ``OS_Label`` 的文本设置为 :" +"ref:`OS <class_OS>` 提供的名称. 这将返回Godot被编译的操作系统或操作系统的名" +"称. 例如, 当你运行Windows时, 它将返回 ``Windows`` , 而当你运行Linux时, 它将返" +"回 ``X11`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:273 msgid "" @@ -494,10 +497,10 @@ msgid "" "``Engine_Label``. See :ref:`Engine <class_Engine>` for more information on " "the values ``get_version_info`` returns." msgstr "" -"然后,我们将 ``Engine_Label`` 的文本设置为 ``Engine.get_version_info`` 提供的" -"版本信息. ``Engine.get_version_info`` 会返回一个字典,里面有关于当前运行的" -"Godot版本的有用信息.我们只关心字符串的版本,至少对这个标签来说是这样,所以我们" -"得到这个字符串,并将其赋值为 ``Engine_Label`` 中的 ``text`` .参见 :ref:" +"然后, 我们将 ``Engine_Label`` 的文本设置为 ``Engine.get_version_info`` 提供的" +"版本信息. ``Engine.get_version_info`` 会返回一个字典, 里面有关于当前运行的" +"Godot版本的有用信息. 我们只关心字符串的版本, 至少对这个标签来说是这样, 所以我" +"们得到这个字符串, 并将其赋值为 ``Engine_Label`` 中的 ``text`` . 参见 :ref:" "`Engine <class_Engine>` 了解更多关于 ``get_version_info`` 返回值的信息." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:277 @@ -507,10 +510,10 @@ msgid "" "integer, we have to cast it to a string using ``str`` before we can add it " "to the :ref:`Label <class_Label>`." msgstr "" -"在 ``_process`` 中,我们将 ``FPS_Label`` 的文本设置为 ``Engine." -"get_frames_per_second`` ,但由于 ``get_frames_per_second`` 返回的是一个整数,所" -"以我们必须先用 ``str`` 将其转变成一个字符串,然后才能将其添加到 :ref:`Label " -"<class_Label>` 中." +"在 ``_process`` 中, 我们将 ``FPS_Label`` 的文本设置为 ``Engine." +"get_frames_per_second`` , 但由于 ``get_frames_per_second`` 返回的是一个整数, " +"所以我们必须先用 ``str`` 将其转变成一个字符串, 然后才能将其添加到 :ref:" +"`Label <class_Label>` 中." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:282 msgid "" @@ -529,7 +532,7 @@ msgid "" "This will call a new function called ``set_debug_display`` in our singleton, " "so let's add that next!" msgstr "" -"这将会在单例中调用一个新的函数 ``set_debug_display`` ,所以接下来让我们添加这" +"这将会在单例中调用一个新的函数 ``set_debug_display`` , 所以接下来让我们添加这" "个函数吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:300 @@ -542,17 +545,17 @@ msgid "" "``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " "always drawn on top." msgstr "" -"``canvas_layer``:一个画布层,因此在 ``Globals.gd`` 中创建的GUI / UI总是在顶部" -"绘制." +"``canvas_layer``: 一个画布层, 因此在 ``Globals.gd`` 中创建的GUI / UI总是在顶" +"部绘制." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." -msgstr "``DEBUG_DISPLAY``:我们之前处理过的调试显示场景." +msgstr "``DEBUG_DISPLAY``: 我们之前处理过的调试显示场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 msgid "" "``debug_display``: A variable to hold the debug display when/if there is one." -msgstr "``debug_display``:一个变量,用于在/如果存在时保持调试显示." +msgstr "``debug_display``: 一个变量, 用于在/如果存在时保持调试显示." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:318 msgid "" @@ -560,7 +563,7 @@ msgid "" "``_ready`` so ``Globals.gd`` will have a canvas layer to use (which we will " "store in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -"现在我们已经定义了类变量,我们需要在 ``_ready`` 中添加几行,以便 ``Globals." +"现在我们已经定义了类变量, 我们需要在 ``_ready`` 中添加几行, 以便 ``Globals." "gd`` 将使用一个画布层(我们将存储在 ``canvas_layer`` 中). 将 ``_ready`` 更改为" "以下内容:" @@ -573,11 +576,11 @@ msgid "" "makes a :ref:`Node <class_Node>`, we can treat ``Globals.gd`` like any other " "node with regard to adding/removing children nodes." msgstr "" -"现在在 ``_ready`` 中,我们创建一个新的画布层,将其分配给 ``canvas_layer`` ,并将" -"其添加为子节点.因为 ``Globals.gd`` 是一个自动加载单例,所以当游戏启动时,Godot" -"会做一个 :ref:`Node <class_Node>` ,它将有 ``Globals.gd`` 附在上面.由于Godot制" -"作了一个 :ref:`Node <class_Node>` ,我们可以像对待其他节点一样对待 ``Globals." -"gd`` 来添加或删除子节点." +"现在在 ``_ready`` 中, 我们创建一个新的画布层, 将其分配给 ``canvas_layer`` , " +"并将其添加为子节点. 因为 ``Globals.gd`` 是一个自动加载单例, 所以当游戏启动时," +"Godot会做一个 :ref:`Node <class_Node>` , 它将有 ``Globals.gd`` 附在上面. 由于" +"Godot制作了一个 :ref:`Node <class_Node>` , 我们可以像对待其他节点一样对待 " +"``Globals.gd`` 来添加或删除子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:331 msgid "" @@ -596,13 +599,13 @@ msgid "" "memory problems if you are instancing/spawning lots of nodes and you are not " "freeing them." msgstr "" -"当将节点添加到单例自动加载时,你必须小心不要丢失对任何子节点的引用.这是因为当" -"你改变活动场景时,节点不会被释放和销毁,这意味着如果你在实例化和生成很多节点而" -"没有释放它们,可能会遇到内存问题." +"当将节点添加到单例自动加载时, 你必须小心不要丢失对任何子节点的引用. 这是因为" +"当你改变活动场景时, 节点不会被释放和销毁, 这意味着如果你在实例化和生成很多节" +"点而没有释放它们, 可能会遇到内存问题." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:340 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" -msgstr "现在我们需要将 ``set_debug_display`` 添加到``Globals.gd``:" +msgstr "现在我们需要将 ``set_debug_display`` 添加到 ``Globals.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 msgid "Let's go over what's happening." @@ -612,7 +615,7 @@ msgstr "让我们回顾一下正在发生的事情." msgid "" "First we check to see if ``Globals.gd`` is trying to turn on the debug " "display, or turn it off." -msgstr "首先,我们检查 ``Globals.gd`` 是否正在尝试打开调试显示,或者将其关闭." +msgstr "首先, 我们检查 ``Globals.gd`` 是否正在尝试打开调试显示, 或者将其关闭." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:358 msgid "" @@ -622,10 +625,10 @@ msgid "" "active. If ``Globals.gd`` has a debug display active, we free it using " "``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -"如果 ``Globals.gd`` 正在关闭显示,我们检查 ``debug_display`` 是否不等于 " -"``null`` . 如果 ``debug_display`` 不等于 ``null`` ,那么 ``Globals.gd`` 必须有" -"一个当前有效的调试显示. 如果 ``Globals.gd`` 的调试显示处于活动状态,我们使用 " -"``queue_free`` 释放它,然后将 ``debug_display`` 分配给 ``null`` ." +"如果 ``Globals.gd`` 正在关闭显示, 我们检查 ``debug_display`` 是否不等于 " +"``null`` . 如果 ``debug_display`` 不等于 ``null`` , 那么 ``Globals.gd`` 必须" +"有一个当前有效的调试显示. 如果 ``Globals.gd`` 的调试显示处于活动状态, 我们使" +"用 ``queue_free`` 释放它, 然后将 ``debug_display`` 分配给 ``null`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:361 msgid "" @@ -635,10 +638,10 @@ msgid "" "``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " "of ``canvas_layer``." msgstr "" -"如果 ``Globals.gd`` 打开显示器,我们检查以确保 ``Globals.gd`` 没有激活调试显" +"如果 ``Globals.gd`` 打开显示器, 我们检查以确保 ``Globals.gd`` 没有激活调试显" "示. 我们通过确保 ``debug_display`` 等于 ``null`` 来做到这一点. 如果 " -"``debug_display`` 是``null``,我们实例化一个新的 ``DEBUG_DISPLAY_SCENE`` ,并将" -"其添加为 ``canvas_layer`` 的子节点." +"``debug_display`` 是 ``null``, 我们实例化一个新的 ``DEBUG_DISPLAY_SCENE`` , " +"并将其添加为 ``canvas_layer`` 的子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:367 msgid "" @@ -646,7 +649,7 @@ msgid "" "the :ref:`CheckButton <class_CheckButton>` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -"完成后,我们现在可以通过在 ``Options_Menu`` 面板中切换 :ref:`CheckButton " +"完成后, 我们现在可以通过在 ``Options_Menu`` 面板中切换 :ref:`CheckButton " "<class_CheckButton>` 来打开和关闭调试显示. 去尝试吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 @@ -659,9 +662,9 @@ msgid "" "running, without any additional work on our part!" msgstr "" "注意到即使你从 ``Main_Menu.tscn`` 到另一个场景(如 ``Testing_Area.tscn`` )改变" -"场景时,调试显示也会保持.这就是在单例/自动加载中实例化/spawning节点并将它们作" -"为子节点添加到单例/自动加载的好处.只要游戏还在运行,任何作为单例/自动加载的子" -"节点都会一直存在,而不需要我们做任何额外的工作!" +"场景时, 调试显示也会保持. 这就是在单例/自动加载中实例化/spawning节点并将它们" +"作为子节点添加到单例/自动加载的好处. 只要游戏还在运行, 任何作为单例/自动加载" +"的子节点都会一直存在, 而不需要我们做任何额外的工作!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:374 msgid "Adding a pause menu" @@ -672,7 +675,8 @@ msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -"让我们添加一个暂停菜单,这样当我们按下 ``ui_cancel`` 动作时我们可以返回主菜单." +"让我们添加一个暂停菜单, 这样当我们按下 ``ui_cancel`` 动作时我们可以返回主菜" +"单." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 msgid "Open up ``Pause_Popup.tscn``." @@ -687,8 +691,8 @@ msgid "" msgstr "" "注意 ``Pause_Popup`` 中的根节点是一个 :ref:`WindowDialog " "<class_WindowDialog>` ; :ref:`WindowDialog <class_WindowDialog>` 继承自 :" -"ref:`Popup <class_Popup>` ,这意味着 :ref:`WindowDialog <class_WindowDialog>` " -"可以像弹出窗口一样运行." +"ref:`Popup <class_Popup>` , 这意味着 :ref:`WindowDialog " +"<class_WindowDialog>` 可以像弹出窗口一样运行." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:383 msgid "" @@ -698,9 +702,9 @@ msgid "" "makes it so it will continue to process even when the game is paused, which " "we need in order to interact with the UI elements." msgstr "" -"选择 ``Pause_Popup`` ,然后一直向下滚动,直到在检查器中找到 ``Pause`` 菜单.请注" -"意,暂停模式被设置为 ``process`` ,而不是像通常默认设置的 ``inherit`` .这使得它" -"即使在游戏暂停时也会继续处理,我们需要这样做才能与UI元素进行交互." +"选择 ``Pause_Popup`` , 然后一直向下滚动, 直到在检查器中找到 ``Pause`` 菜单. " +"请注意, 暂停模式被设置为 ``process`` , 而不是像通常默认设置的 ``inherit`` . " +"这使得它即使在游戏暂停时也会继续处理, 我们需要这样做才能与UI元素进行交互." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:387 msgid "" @@ -710,29 +714,29 @@ msgid "" "couple of signals in ``Globals.gd``, we'll write all the code for the popup " "there." msgstr "" -"现在我们已经了解 ``Pause_Popup.tscn`` 是如何设置的,让我们编写代码来使它工作." -"通常,我们会在场景的根节点上附加一个脚本,在本例中是 ``Pause_Popup`` ,但由于需" -"要在 ``Globals.gd`` 中接收一些信号,我们将在那里写弹出窗口的所有代码." +"现在我们已经了解 ``Pause_Popup.tscn`` 是如何设置的, 让我们编写代码来使它工" +"作. 通常, 我们会在场景的根节点上附加一个脚本, 在本例中是 ``Pause_Popup`` , 但" +"由于需要在 ``Globals.gd`` 中接收一些信号, 我们将在那里写弹出窗口的所有代码." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." -msgstr "``MAIN_MENU_PATH``:主菜单场景的路径." +msgstr "``MAIN_MENU_PATH``: 主菜单场景的路径." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." -msgstr "``POPUP_SCENE``:我们之前看过的弹出场景." +msgstr "``POPUP_SCENE``: 我们之前看过的弹出场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:401 msgid "``popup``: A variable to hold the pop up scene." -msgstr "``popup``:一个用于保存弹出场景的变量." +msgstr "``popup``: 一个用于保存弹出场景的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:403 msgid "" "Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -"现在我们需要将 ``_process`` 添加到 ``Globals.gd`` 中,这样当按下 " -"``ui_cancel`` 动作时它就会响应. 将以下内容添加到``_process``:" +"现在我们需要将 ``_process`` 添加到 ``Globals.gd`` 中, 这样当按下 " +"``ui_cancel`` 动作时它就会响应. 将以下内容添加到 ``_process``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:424 msgid "Let's go over what's happening here." @@ -744,15 +748,15 @@ msgid "" "check to make sure ``Globals.gd`` does not already have a ``popup`` open by " "checking to see if ``popup`` is equal to ``null``." msgstr "" -"首先,我们检查 ``ui_cancel`` 动作是否被按下.然后,我们通过检查 ``popup`` 是否等" -"于 ``null`` 来确保 ``Globals.gd`` 没有打开 ``popup`` ." +"首先, 我们检查 ``ui_cancel`` 动作是否被按下. 然后, 我们通过检查 ``popup`` 是" +"否等于 ``null`` 来确保 ``Globals.gd`` 没有打开 ``popup`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:431 msgid "" "If ``Globals.gd`` do not have a pop-up open, we instance ``POPUP_SCENE`` and " "assign it to ``popup``." msgstr "" -"如果 ``Globals.gd`` 没有弹出窗口,我们实例化 ``POPUP_SCENE`` 并将其分配给 " +"如果 ``Globals.gd`` 没有弹出窗口, 我们实例化 ``POPUP_SCENE`` 并将其分配给 " "``popup`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 @@ -760,7 +764,7 @@ msgid "" "We then get the quit button and assign its ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -"然后我们得到退出按钮并将它的 ``pressed`` 信号分配给 ``popup_quit`` ,我们将很" +"然后我们得到退出按钮并将它的 ``pressed`` 信号分配给 ``popup_quit`` , 我们将很" "快添加." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 @@ -769,8 +773,8 @@ msgid "" "<class_WindowDialog>` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -"接下来,我们将 :ref:`WindowDialog <class_WindowDialog>` 的 ``popup_hide`` 信号" -"和resume按钮的 ``pressed`` 信号都分配给 ``popup_closed`` ,将很快添加." +"接下来, 我们将 :ref:`WindowDialog <class_WindowDialog>` 的 ``popup_hide`` 信" +"号和resume按钮的 ``pressed`` 信号都分配给 ``popup_closed`` , 将很快添加." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 msgid "" @@ -778,8 +782,8 @@ msgid "" "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -"然后,我们添加 ``popup`` 作为 ``canvas_layer`` 的子级,这样它就会被绘制在上面." -"然后用 ``popup_centered`` 通知 ``popup`` 在屏幕中心弹出." +"然后, 我们添加 ``popup`` 作为 ``canvas_layer`` 的子级, 这样它就会被绘制在上" +"面. 然后用 ``popup_centered`` 通知 ``popup`` 在屏幕中心弹出." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 msgid "" @@ -788,39 +792,39 @@ msgid "" "able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -"接下来,我们确保鼠标模式为 ``MOUSE_MODE_VISIBLE`` ,这样玩家就可以与弹出窗口进" -"行交互.如果我们不这样做,玩家将无法在任何鼠标模式为 ``MOUSE_MODE_CAPTURED`` 的" -"场景中与弹出窗口交互." +"接下来, 我们确保鼠标模式为 ``MOUSE_MODE_VISIBLE`` , 这样玩家就可以与弹出窗口" +"进行交互. 如果我们不这样做, 玩家将无法在任何鼠标模式为 " +"``MOUSE_MODE_CAPTURED`` 的场景中与弹出窗口交互." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:443 msgid "Finally, we pause the entire :ref:`SceneTree <class_SceneTree>`." -msgstr "最后,我们暂停整个 :ref:`SceneTree <class_SceneTree>`." +msgstr "最后, 我们暂停整个 :ref:`SceneTree <class_SceneTree>`." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:445 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" -msgstr "有关在Godot中暂停的更多信息,请参阅 :ref:`doc_pausing_games`" +msgstr "有关在Godot中暂停的更多信息, 请参阅 :ref:`doc_pausing_games`" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:449 msgid "" "Now, we need to add the functions to which we've connected the signals. " "Let's add ``popup_closed`` first." -msgstr "现在,我们需要添加连接信号的函数.先添加 ``popup_closed`` ." +msgstr "现在, 我们需要添加连接信号的函数. 先添加 ``popup_closed`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:451 #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:466 msgid "Add the following to ``Globals.gd``:" -msgstr "将以下内容添加到``Globals.gd``:" +msgstr "将以下内容添加到 ``Globals.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:462 msgid "" "``popup_closed`` will resume the game and destroy the pop-up if there is one." -msgstr "``popup_closed`` 将恢复游戏,并在有弹出窗口的情况下销毁." +msgstr "``popup_closed`` 将恢复游戏, 并在有弹出窗口的情况下销毁." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:464 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." -msgstr "``popup_quit``类似,但我们也确保鼠标可见并将场景更改为标题屏幕." +msgstr "``popup_quit`` 类似, 但我们也确保鼠标可见并将场景更改为标题屏幕." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 msgid "" @@ -828,21 +832,21 @@ msgid "" "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop-up if there is one, and change scenes to the main menu." msgstr "" -"``popup_quit`` 将恢复游戏,将鼠标模式设置为 ``MOUSE_MODE_VISIBLE`` 以确保鼠标" -"在主菜单中可见,如果有弹出窗口,则销毁弹出窗口,并将场景改为主菜单." +"``popup_quit`` 将恢复游戏, 将鼠标模式设置为 ``MOUSE_MODE_VISIBLE`` 以确保鼠标" +"在主菜单中可见, 如果有弹出窗口, 则销毁弹出窗口, 并将场景改为主菜单." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:486 msgid "" "Before we're ready to test the pop-up, we should change one thing in " "``Player.gd``." -msgstr "在我们准备测试弹出窗口之前,应该在 ``Player.gd`` 中修改一件事." +msgstr "在我们准备测试弹出窗口之前, 应该在 ``Player.gd`` 中修改一件事." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:488 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -"打开 ``Player.gd`` 并在 ``process_input`` 中,将捕获/释放光标的代码更改为以下" +"打开 ``Player.gd`` 并在 ``process_input`` 中, 将捕获/释放光标的代码更改为以下" "内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 @@ -859,8 +863,8 @@ msgid "" "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -"现在,我们不是捕捉或释放鼠标,而是检查当前的鼠标模式是否为 " -"``MOUSE_MODE_VISIBLE`` .如果是,就把它设置为 ``MOUSE_MODE_CAPTURED`` ." +"现在, 我们不是捕捉或释放鼠标, 而是检查当前的鼠标模式是否为 " +"``MOUSE_MODE_VISIBLE`` . 如果是, 就把它设置为 ``MOUSE_MODE_CAPTURED`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:512 msgid "" @@ -868,15 +872,15 @@ msgid "" "pause, we no longer have to worry about freeing and capturing the cursor in " "``Player.gd``." msgstr "" -"因为每当你暂停时,弹出的窗口会使鼠标模式为 ``MOUSE_MODE_VISIBLE`` ,所以我们不" -"再担心在 ``Player.gd`` 中释放和捕捉光标." +"因为每当你暂停时, 弹出的窗口会使鼠标模式为 ``MOUSE_MODE_VISIBLE`` , 所以我们" +"不再担心在 ``Player.gd`` 中释放和捕捉光标." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:516 msgid "" "Now the pause menu pop-up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -"现在弹出的暂停菜单已经完成.现在你可以在游戏中的任何一点暂停并返回主菜单!" +"现在弹出的暂停菜单已经完成. 现在你可以在游戏中的任何一点暂停并返回主菜单!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 msgid "Starting the respawn system" @@ -887,8 +891,8 @@ msgid "" "Since the player can lose all their health, it would be ideal if the player " "died and respawned too, so let's add that next!" msgstr "" -"由于游戏角色可以失去所有的健康,如果游戏角色死亡和重生,那将是理想的,所以让我们" -"接下来添加!" +"由于游戏角色可以失去所有的健康, 如果游戏角色死亡和重生, 那将是理想的, 所以让" +"我们接下来添加!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" @@ -897,9 +901,9 @@ msgid "" "dies, we're going to make ``Death_Screen`` visible, and show them how long " "they have to wait before the player is able to respawn." msgstr "" -"首先,打开 ``Player.tscn`` ,展开 ``HUD`` .注意有一个 :ref:`ColorRect " -"<class_ColorRect>` 叫 ``Death_Screen`` .当玩家死亡时,我们将使 " -"``Death_Screen`` 可见,并向他们展示在玩家能够重生之前他们需要等待多长时间." +"首先, 打开 ``Player.tscn`` , 展开 ``HUD`` . 注意有一个 :ref:`ColorRect " +"<class_ColorRect>` 叫 ``Death_Screen`` . 当玩家死亡时, 我们将使 " +"``Death_Screen`` 可见, 并向他们展示在玩家能够重生之前他们需要等待多长时间." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:526 msgid "Open up ``Player.gd`` and add the following class variables:" @@ -907,27 +911,27 @@ msgstr "打开 ``Player.gd`` 并添加以下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." -msgstr "``RESPAWN_TIME``:重生的时间(以秒为单位)." +msgstr "``RESPAWN_TIME``: 重生的时间(以秒为单位)." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:537 msgid "``dead_time``: A variable to track how long the player has been dead." -msgstr "``dead_time``:一个跟踪游戏角色死亡时间的变量." +msgstr "``dead_time``: 一个跟踪游戏角色死亡时间的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:538 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." -msgstr "``is_dead``:一个跟踪游戏角色当前是否死亡的变量." +msgstr "``is_dead``: 一个跟踪游戏角色当前是否死亡的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." -msgstr "``globals``:一个变量来保存 ``Globals.gd`` 单例." +msgstr "``globals``: 一个变量来保存 ``Globals.gd`` 单例." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." "gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -"我们现在需要在 ``_ready`` 中添加几行,所以我们可以在 ``Player.gd`` 中使用 " +"我们现在需要在 ``_ready`` 中添加几行, 所以我们可以在 ``Player.gd`` 中使用 " "``Globals.gd`` . 将以下内容添加到 ``_ready``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:551 @@ -937,28 +941,28 @@ msgid "" "in the player's global :ref:`Transform <class_Transform>` to the position " "returned by ``globals.get_respawn_position``." msgstr "" -"现在我们得到 ``Globals.gd`` 的单例,并将其分配给 ``globals`` .我们还设置了玩家" -"的全局位置,将玩家的全局 :ref:`Transform <class_Transform>` 中的原点设置为由 " -"``globals.get_respawn_position`` 返回的位置." +"现在我们得到 ``Globals.gd`` 的单例, 并将其分配给 ``globals`` . 我们还设置了玩" +"家的全局位置, 将玩家的全局 :ref:`Transform <class_Transform>` 中的原点设置为" +"由 ``globals.get_respawn_position`` 返回的位置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:554 msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" -msgstr "别担心,我们将在下面添加 ``get_respawn_position`` !" +msgstr "别担心, 我们将在下面添加 ``get_respawn_position`` !" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:558 msgid "" "Next, we need to make a few changes to ``_physics_process``. Change " "``_physics_process`` to the following:" msgstr "" -"接下来,我们需要对 ``_physics_process`` 进行一些修改.将 ``_physics_process`` " -"改为:" +"接下来, 我们需要对 ``_physics_process`` 进行一些修改. 将 " +"``_physics_process`` 改为:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:576 msgid "" "Now the player will not be processing input or movement input when the " "player is dead. We are also now calling ``process_respawn``." msgstr "" -"现在,当游戏角色死亡时,游戏角色将不会处理输入或移动输入. 我们现在也在调用 " +"现在, 当游戏角色死亡时, 游戏角色将不会处理输入或移动输入. 我们现在也在调用 " "``process_respawn`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:578 @@ -968,17 +972,17 @@ msgid "" "the expression we obtain the opposite expression ``if is_dead == true:``. It " "is just a shorter way of writing the same code functionality." msgstr "" -"``if !is_dead:`` 表达式与 ``if is_dead == false:`` 表达式是等价的,工作方式相" -"同.而把表达式中的 ``!`` 号去掉,我们就可以得到相反的表达式 ``if is_dead == " -"true:`` .这只是用一种更短的方式来写同样的代码功能." +"``if !is_dead:`` 表达式与 ``if is_dead == false:`` 表达式是等价的, 工作方式相" +"同. 而把表达式中的 ``!`` 号去掉, 我们就可以得到相反的表达式 ``if is_dead == " +"true:`` . 这只是用一种更短的方式来写同样的代码功能." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:580 msgid "We have not made ``process_respawn`` yet, so let's change that." -msgstr "我们还没有制作 ``process_respawn`` ,所以让我们改变它." +msgstr "我们还没有制作 ``process_respawn`` , 所以让我们改变它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:584 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" -msgstr "让我们添加 ``process_respawn`` . 将以下内容添加到``Player.gd``:" +msgstr "让我们添加 ``process_respawn`` . 将以下内容添加到 ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:643 msgid "Let's go through what this function is doing." @@ -989,8 +993,8 @@ msgid "" "Firstly, we check whether the player has just died by checking if ``health`` " "is less than or equal to ``0`` and ``is_dead`` is ``false``." msgstr "" -"首先,我们通过检查``health``是否等于或小于``0``并且``is_dead``是``false``来检" -"查游戏角色是否刚刚死亡." +"首先, 我们通过检查 ``health`` 是否等于或小于 ``0`` 并且 ``is_dead`` 是 " +"``false`` 来检查游戏角色是否刚刚死亡." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 msgid "" @@ -998,8 +1002,8 @@ msgid "" "We do this to make sure the player is not blocking anything with their dead " "body." msgstr "" -"如果游戏角色刚刚去世,我们会禁用游戏角色的碰撞形状. 我们这样做是为了确保游戏角" -"色不会用尸体挡住任何东西." +"如果游戏角色刚刚去世, 我们会禁用游戏角色的碰撞形状. 我们这样做是为了确保游戏" +"角色不会用尸体挡住任何东西." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" @@ -1007,9 +1011,9 @@ msgid "" "``changing_weapon_name`` to ``UNARMED``. This is so, if the player is using " "a weapon, it is put away when they dies." msgstr "" -"接下来,我们将 ``changing_weapon`` 设置为 ``true`` ,并将 " -"``changing_weapon_name`` 设置为 ``UNARMED`` .这样一来,如果玩家在使用武器,当他" -"们死亡时,武器就会被收起来." +"接下来, 我们将 ``changing_weapon`` 设置为 ``true`` , 并将 " +"``changing_weapon_name`` 设置为 ``UNARMED`` . 这样一来, 如果玩家在使用武器, " +"当他们死亡时, 武器就会被收起来." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:654 msgid "" @@ -1018,9 +1022,9 @@ msgid "" "We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " "invisible." msgstr "" -"然后我们制作``Death_Screen`` :ref:`ColorRect <class_ColorRect>` 可见,这样当游" -"戏角色死亡时,游戏角色会得到漂亮的灰色覆盖. 然后我们制作UI的其余部分, " -"``Panel`` 和``Crosshair``节点,看不见." +"然后我们制作 ``Death_Screen`` :ref:`ColorRect <class_ColorRect>` 可见, 这样当" +"游戏角色死亡时, 游戏角色会得到漂亮的灰色覆盖. 然后我们制作UI的其余部分, " +"``Panel`` 和 ``Crosshair`` 节点, 看不见." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 msgid "" @@ -1028,8 +1032,8 @@ msgid "" "how long the player has been dead. We also set ``is_dead`` to ``true`` so we " "know the player has died." msgstr "" -"接下来,我们把 ``dead_time`` 设置为 ``RESPAWN_TIME`` ,这样就可以开始倒数玩家已" -"经死亡多久.还将 ``is_dead`` 设置为 ``true`` ,这样就知道玩家已经死亡." +"接下来, 我们把 ``dead_time`` 设置为 ``RESPAWN_TIME`` , 这样就可以开始倒数玩家" +"已经死亡多久. 还将 ``is_dead`` 设置为 ``true`` , 这样就知道玩家已经死亡." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 msgid "" @@ -1038,9 +1042,9 @@ msgid "" "holding a object, we throw it using the same code as the throwing code we " "added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -"如果玩家死亡的时候手里持有一个东西,我们就需要扔掉它.我们首先检查玩家是否持有" -"一个物体.如果玩家持有一个物体,使用与 :ref:`doc_fps_tutorial_part_five` 中添加" -"的投掷代码相同的代码来投掷它." +"如果玩家死亡的时候手里持有一个东西, 我们就需要扔掉它. 我们首先检查玩家是否持" +"有一个物体. 如果玩家持有一个物体, 使用与 :ref:`doc_fps_tutorial_part_five` 中" +"添加的投掷代码相同的代码来投掷它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:662 msgid "" @@ -1050,17 +1054,17 @@ msgid "" "multiple lines so it looks better and is more readable by the players of " "your games." msgstr "" -"表达式 ``You have died\\n`` 的 ``\\n`` 组合是一个命令,用于在下面的新行上显示" -"后面的文本. 当您用魔杖很好地将显示的文本分组为多行时,这总是很有用,因此它看起" -"来更好,并且更容易被游戏游戏角色阅读." +"表达式 ``You have died\\n`` 的 ``\\n`` 组合是一个命令, 用于在下面的新行上显示" +"后面的文本. 当您用魔杖很好地将显示的文本分组为多行时, 这总是很有用, 因此它看" +"起来更好, 并且更容易被游戏游戏角色阅读." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "" "Then we check whether the player is dead. If so, we then remove ``delta`` " "from ``dead_time``." msgstr "" -"然后我们检查游戏角色是否死了. 如果游戏角色死了,我们就从 ``dead_time`` 中删除 " -"``delta`` ." +"然后我们检查游戏角色是否死了. 如果游戏角色死了, 我们就从 ``dead_time`` 中删" +"除 ``delta`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:668 msgid "" @@ -1069,9 +1073,9 @@ msgid "" "from the left. This gives the player a nice looking string showing how much " "time the player has left to wait before the player can respawn." msgstr "" -"然后我们创建一个名为 ``dead_time_pretty`` 的新变量,我们将 ``dead_time`` 转换" -"为字符串,只使用从左边开始的前三个字符. 这为游戏角色提供了一个漂亮的字符串,显" -"示游戏角色在游戏角色重生之前需要等待多长时间." +"然后我们创建一个名为 ``dead_time_pretty`` 的新变量, 我们将 ``dead_time`` 转换" +"为字符串, 只使用从左边开始的前三个字符. 这为游戏角色提供了一个漂亮的字符串, " +"显示游戏角色在游戏角色重生之前需要等待多长时间." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:671 msgid "" @@ -1087,35 +1091,37 @@ msgid "" "We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" "接下来我们检查游戏角色是否已经等待足够长时间并且可以重生. 我们通过检查 " -"``dead_time`` 是否为\"0\"或更少来做到这一点." +"``dead_time`` 是否为 \"0\" 或更少来做到这一点." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 msgid "" "If the player has waited long enough to respawn, we set the player's " "position to a new respawn position provided by ``get_respawn_position``." msgstr "" -"如果游戏角色等待足够长时间重生,我们将游戏角色的位置设置为" -"\"get_respawn_position\"提供的新重生位置." +"如果游戏角色等待足够长时间重生, 我们将游戏角色的位置设置为 " +"\"get_respawn_position\" 提供的新重生位置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 msgid "" "We then enable both of the player's collision shapes so the player can " "collide again with the environment." -msgstr "然后我们启用两个游戏角色的碰撞形状,以便游戏角色可以再次与环境发生碰撞." +msgstr "" +"然后我们启用两个游戏角色的碰撞形状, 以便游戏角色可以再次与环境发生碰撞." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:679 msgid "" "Next, we make the ``Death_Screen`` invisible and make the rest of the UI, " "the ``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -"接下来,我们使 ``Death_Screen`` 不可见,并使UI的其余部分, ``Panel`` 和 " +"接下来, 我们使 ``Death_Screen`` 不可见, 并使UI的其余部分, ``Panel`` 和 " "``Crosshair`` 节点再次可见." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:681 msgid "" "We then go through each weapon and call its ``reset_weapon`` function, which " "we will add soon." -msgstr "然后我们通过每个武器并调用它的 ``reset_weapon`` 函数,我们将很快添加它." +msgstr "" +"然后我们通过每个武器并调用它的 ``reset_weapon`` 函数, 我们将很快添加它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:683 msgid "" @@ -1123,24 +1129,24 @@ msgid "" "values, and change ``current_grenade`` to ``Grenade``. This effectively " "resets these variables to their default values." msgstr "" -"然后我们将 ``health`` 重置为 ``100`` ,将 ``grenade_amounts`` 重置为默认值,并" -"将 ``current_grenade`` 改为 ``Grenade`` . 这有效地将这些变量重置为其默认值." +"然后我们将 ``health`` 重置为 ``100`` , 将 ``grenade_amounts`` 重置为默认值, " +"并将 ``current_grenade`` 改为 ``Grenade`` . 这有效地将这些变量重置为其默认值." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:686 msgid "Finally, we set ``is_dead`` to ``false``." -msgstr "最后,我们将 ``is_dead`` 设置为 ``false`` ." +msgstr "最后, 我们将 ``is_dead`` 设置为 ``false`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -"在我们离开 ``Player.gd`` 之前,我们需要在 ``_input`` 中添加一个快速的东西. 在 " -"``_input`` 的开头添加以下内容:" +"在我们离开 ``Player.gd`` 之前, 我们需要在 ``_input`` 中添加一个快速的东西. " +"在 ``_input`` 的开头添加以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:697 msgid "Now, when the player is dead, they cannot look around with the mouse." -msgstr "现在当游戏角色死了,玩家无法用鼠标环顾四周." +msgstr "现在当游戏角色死了, 玩家无法用鼠标环顾四周." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "Finishing the respawn system" @@ -1159,50 +1165,50 @@ msgid "" "Now, when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -"现在当我们调用 ``reset_weapon`` 时,手枪中的弹药和备用弹药将重置为默认值." +"现在当我们调用 ``reset_weapon`` 时, 手枪中的弹药和备用弹药将重置为默认值." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" -msgstr "现在让我们在 ``Weapon_Rifle.gd`` 中添加``reset_weapon``:" +msgstr "现在让我们在 ``Weapon_Rifle.gd`` 中添加 ``reset_weapon``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "And add the following to ``Weapon_Knife.gd``:" -msgstr "并将以下内容添加到``Weapon_Knife.gd``:" +msgstr "并将以下内容添加到 ``Weapon_Knife.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now all the weapons will reset when the player dies." -msgstr "现在,当游戏角色死亡时,所有武器都会重置." +msgstr "现在, 当游戏角色死亡时, 所有武器都会重置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:732 msgid "" "Now we need to add a few things to ``Globals.gd``. Firstly, add the " "following class variable:" -msgstr "现在我们需要在 ``Globals.gd`` 中添加一些东西. 首先,添加以下类变量:" +msgstr "现在我们需要在 ``Globals.gd`` 中添加一些东西. 首先, 添加以下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 msgid "" "``respawn_points``: A variable to hold all the respawn points in a level" -msgstr "``respawn_points`` :一个变量,用于保存关卡中的所有重生点" +msgstr "``respawn_points`` : 一个变量, 用于保存关卡中的所有重生点" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -"因为我们每次都得到一个随机的衍生点,我们需要随机化这个数字生成器.在\"_ready" -"\"中添加以下内容:" +"因为我们每次都得到一个随机的衍生点, 我们需要随机化这个数字生成器. 在 \"_ready" +"\" 中添加以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:746 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we use any of the random functions." msgstr "" -"``randomize`` 将给我们一个新的随机种子,因此当我们使用任意一个随机函数时,我们" -"得到一个(相对的)随机数字字符串." +"``randomize`` 将给我们一个新的随机种子, 因此当我们使用任意一个随机函数时, 我" +"们得到一个(相对的)随机数字字符串." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:748 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" -msgstr "现在让我们将 ``get_respawn_position`` 添加到``Globals.gd``:" +msgstr "现在让我们将 ``get_respawn_position`` 添加到 ``Globals.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:759 #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:941 @@ -1214,16 +1220,16 @@ msgid "" "Firstly, we check if ``Globals.gd`` has any ``respawn_points`` by checking " "whether ``respawn_points`` is ``null`` or not." msgstr "" -"首先,我们通过检查 ``respawn_points`` 是否为 ``null`` 来检查 ``Globals.gd`` 是" -"否有任何 ``respawn_points`` ." +"首先, 我们通过检查 ``respawn_points`` 是否为 ``null`` 来检查 ``Globals.gd`` " +"是否有任何 ``respawn_points`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 <class_Vector3>` with the position ``(0, 0, 0)``." msgstr "" -"如果 ``respawn_points`` 是``null``,我们返回一个空位置 :ref:`Vector 3 " -"<class_Vector3>` ,位置为``(0,0,0)``." +"如果 ``respawn_points`` 是 ``null``, 我们返回一个空位置 :ref:`Vector 3 " +"<class_Vector3>` , 位置为 ``(0,0,0)``." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:767 msgid "" @@ -1232,16 +1238,16 @@ msgid "" "since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -"如果' respawn_points ' '不是' null ' ',那么我们就会得到一个介于' 0 ' '和' " -"respawn_points ' ' '中的元素数量之间的随机数,减去' 1 ' ',因为大多数编程语言," -"包括' GDScript ' ' ',在访问列表中的元素时,都是从' 0 ' '开始计数的." +"如果' respawn_points ' '不是' null ' ', 那么我们就会得到一个介于' 0 ' '和' " +"respawn_points ' ' '中的元素数量之间的随机数, 减去' 1 ' ', 因为大多数编程语" +"言, 包括' GDScript ' ' ', 在访问列表中的元素时, 都是从' 0 ' '开始计数的." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:770 msgid "" "We then return the position of the :ref:`Spatial <class_Spatial>` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -"然后,我们在 ``respawn_points`` 的``respawn_point``位置返回 :ref:`Spatial " +"然后, 我们在 ``respawn_points`` 的 ``respawn_point`` 位置返回 :ref:`Spatial " "<class_Spatial>` 节点的位置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:774 @@ -1257,8 +1263,8 @@ msgid "" "with no respawn points, we do not respawn the player at the respawn points " "that were in the level prior." msgstr "" -"我们将 ``respawn_points`` 设置为 ``null`` ,所以当/如果游戏角色达到没有重生点" -"的等级时,我们不会在先前等级的重生点重生游戏角色." +"我们将 ``respawn_points`` 设置为 ``null`` , 所以当/如果游戏角色达到没有重生点" +"的等级时, 我们不会在先前等级的重生点重生游戏角色." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 msgid "" @@ -1268,8 +1274,8 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" "现在我们需要的是一种设置重生点的方法. 打开 ``Ruins_Level.tscn`` 并选择 " -"``Spawn_Points`` . 添加一个名为 ``Respawn_Point_Setter.gd`` 的新脚本,并将其附" -"加到 ``Spawn_Points`` . 将以下内容添加到``Respawn_Point_Setter.gd``:" +"``Spawn_Points`` . 添加一个名为 ``Respawn_Point_Setter.gd`` 的新脚本, 并将其" +"附加到 ``Spawn_Points`` . 将以下内容添加到 ``Respawn_Point_Setter.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:796 msgid "" @@ -1279,7 +1285,7 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" "现在当一个带有 ``Respawn_Point_Setter.gd`` 的节点调用了它的 ``_ready`` 函数" -"时,该节点的所有子节点都带有 ``Respawn_Point_Setter.gd`` , ``Spawn_Points`` " +"时, 该节点的所有子节点都带有 ``Respawn_Point_Setter.gd`` , ``Spawn_Points`` " "在 `` Ruins_Level.tscn`` 将被添加到 ``Globals.gd`` 中的 ``respawn_points`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:800 @@ -1288,14 +1294,14 @@ msgid "" "ref:`SceneTree <class_SceneTree>` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -"任何带有\"Respawn_Point_Setter.gd`\"的节点都必须位于 :ref:`SceneTree " -"<class_SceneTree>中的游戏角色上方,所以重新生成的点在游戏角色需要它们在游戏角" +"任何带有 \"Respawn_Point_Setter.gd`\" 的节点都必须位于 :ref:`SceneTree " +"<class_SceneTree>中的游戏角色上方, 所以重新生成的点在游戏角色需要它们在游戏角" "色的 ``_ready`` 函数之前设置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:805 msgid "" "Now, when the player dies, they will respawn after waiting ``4`` seconds!" -msgstr "现在当游戏角色死亡时,他们会在等待 ``4`` 秒后重生!" +msgstr "现在当游戏角色死亡时, 他们会在等待 ``4`` 秒后重生!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:807 msgid "" @@ -1303,8 +1309,8 @@ msgid "" "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -"除了 ``Ruins_Level.tscn`` 之外,还没有为任何级别设置生成点! 将生成点添加到" -"\"Space_Level.tscn\"将留给读者练习." +"除了 ``Ruins_Level.tscn`` 之外, 还没有为任何级别设置生成点! 将生成点添加到 " +"\"Space_Level.tscn\" 将留给读者练习." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:811 msgid "Writing a sound system we can use anywhere" @@ -1315,13 +1321,13 @@ msgid "" "Finally, let's make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -"最后,让我们制作一个音响系统,这样我们就可以在任何地方播放声音,而无需使用播放" -"器." +"最后, 让我们制作一个音响系统, 这样我们就可以在任何地方播放声音, 而无需使用播" +"放器." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:815 msgid "" "Firstly, open up ``SimpleAudioPlayer.gd`` and change it to the following:" -msgstr "首先,打开 ``SimpleAudioPlayer.gd`` 并将其更改为以下内容:" +msgstr "首先, 打开 ``SimpleAudioPlayer.gd`` 并将其更改为以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 msgid "" @@ -1331,9 +1337,9 @@ msgid "" "clip when we create a sound, but instead we are forcing an audio stream to " "be passed in to ``play_sound``." msgstr "" -"旧版本有一些变化,首先是我们不再将声音文件存储在 ``SimpleAudioPlayer.gd`` 中. " -"这对性能要好得多,因为我们在创建声音时不再加载每个音频片段,而是强制将音频流传" -"递到\"play_sound\"." +"旧版本有一些变化, 首先是我们不再将声音文件存储在 ``SimpleAudioPlayer.gd`` " +"中. 这对性能要好得多, 因为我们在创建声音时不再加载每个音频片段, 而是强制将音" +"频流传递到 \"play_sound\"." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:863 msgid "" @@ -1344,8 +1350,8 @@ msgid "" "spawn a new audio player with the music when the old one is finished." msgstr "" "另一个变化是我们有一个名为 ``should_loop`` 的新类变量. 我们不是仅在每次完成时" -"销毁音频播放器,而是要检查并查看音频播放器是否设置为循环播放. 这使得我们可以像" -"循环背景音乐那样使用音频,而不必在旧音频播放完成后用音乐生成新的音频播放器." +"销毁音频播放器, 而是要检查并查看音频播放器是否设置为循环播放. 这使得我们可以" +"像循环背景音乐那样使用音频, 而不必在旧音频播放完成后用音乐生成新的音频播放器." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 msgid "" @@ -1355,9 +1361,9 @@ msgid "" "so when the audio player is destroyed, we can also remove it from a list in " "``Globals.gd``." msgstr "" -"最后,不是在 ``Player.gd`` 中实例化/生成,而是在 ``Player.gd`` 中生成音频播放" -"器,这样我们就可以从任何场景创建声音. 现在音频播放器存储了 ``Globals.gd`` 单" -"例,所以当音频播放器被销毁时,我们也可以从 ``Globals.gd`` 中的列表中删除它." +"最后, 不是在 ``Player.gd`` 中实例化/生成, 而是在 ``Player.gd`` 中生成音频播放" +"器, 这样我们就可以从任何场景创建声音. 现在音频播放器存储了 ``Globals.gd`` 单" +"例, 所以当音频播放器被销毁时, 我们也可以从 ``Globals.gd`` 中的列表中删除它." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:868 msgid "Let's go over the changes." @@ -1368,7 +1374,7 @@ msgid "" "For the class variables, we removed all the ``audio_[insert name here]`` " "variables since we will instead have these passed in from ``Globals.gd``." msgstr "" -"对于类变量,我们删除了所有的 ``audio_[insert name here]`` 变量,因为我们将从 " +"对于类变量, 我们删除了所有的 ``audio_[insert name here]`` 变量, 因为我们将从 " "``Globals.gd`` 中传入这些变量." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:874 @@ -1379,7 +1385,7 @@ msgid "" "singleton." msgstr "" "我们还添加了两个新的类变量 ``should_loop`` 和 ``globals`` . 我们将使用 " -"``should_loop`` 来判断音频播放器是否应该在声音结束时循环,而 ``globals`` 将保" +"``should_loop`` 来判断音频播放器是否应该在声音结束时循环, 而 ``globals`` 将保" "留 ``Globals.gd`` 单例." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:877 @@ -1399,10 +1405,10 @@ msgid "" "an error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -"``play_sound`` 现在需要传入一个名为 ``audio_stream`` 的音频流,而不是 " -"``sound_name`` . 我们不是检查声音名称和设置音频播放器的流,而是检查以确保传入" -"音频流.如果未传入音频流,我们打印错误消息,从列表中删除音频播放器,在 ``Globals." -"gd`` 单例中称为 ``created_audio`` ,然后释放音频播放器." +"``play_sound`` 现在需要传入一个名为 ``audio_stream`` 的音频流, 而不是 " +"``sound_name`` . 我们不是检查声音名称和设置音频播放器的流, 而是检查以确保传入" +"音频流. 如果未传入音频流, 我们打印错误消息, 从列表中删除音频播放器, 在 " +"``Globals.gd`` 单例中称为 ``created_audio`` , 然后释放音频播放器." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 msgid "" @@ -1413,10 +1419,10 @@ msgid "" "player from a list in the ``Globals.gd`` singleton called ``created_audio``, " "and then free the audio player." msgstr "" -"最后,在 ``sound_finished`` 中,我们首先检查音频播放器是否应该使用 " -"``should_loop`` 循环. 如果音频播放器应该循环,我们将从头开始再次播放声音,位置" -"为 ``0.0`` . 如果音频播放器不应该循环,我们从名为 ``created_audio`` 的 " -"``Globals.gd`` 单曲列表中删除音频播放器,然后释放音频播放器." +"最后, 在 ``sound_finished`` 中, 我们首先检查音频播放器是否应该使用 " +"``should_loop`` 循环. 如果音频播放器应该循环, 我们将从头开始再次播放声音, 位" +"置为 ``0.0`` . 如果音频播放器不应该循环, 我们从名为 ``created_audio`` 的 " +"``Globals.gd`` 单曲列表中删除音频播放器, 然后释放音频播放器." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 msgid "" @@ -1424,8 +1430,8 @@ msgid "" "to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -"现在我们已完成对 ``SimpleAudioPlayer.gd`` 的更改,现在我们需要将注意力转向 " -"``Globals.gd`` . 首先,添加以下类变量:" +"现在我们已完成对 ``SimpleAudioPlayer.gd`` 的更改, 现在我们需要将注意力转向 " +"``Globals.gd`` . 首先, 添加以下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:905 msgid "Let's go over these global variables." @@ -1436,18 +1442,18 @@ msgid "" "``audio_clips``: A dictionary holding all the audio clips ``Globals.gd`` can " "play." msgstr "" -"``audio_clips`` :一个 包含``Globals.gd`` 中可以播放的所有音频片段的字典." +"``audio_clips`` : 一个 包含 ``Globals.gd`` 中可以播放的所有音频片段的字典." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:908 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." -msgstr "``SIMPLE_AUDIO_PLAYER_SCENE``:简单的音频播放器场景." +msgstr "``SIMPLE_AUDIO_PLAYER_SCENE``: 简单的音频播放器场景." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:909 msgid "" "``created_audio``: A list to hold all the simple audio players ``Globals." "gd`` has created." msgstr "" -"``created_audio``:一个列表,用于保存所有已创建的简单的音频播放器 ``Globals." +"``created_audio``: 一个列表, 用于保存所有已创建的简单的音频播放器 ``Globals." "gd``." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:911 @@ -1456,8 +1462,8 @@ msgid "" "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -"如果要添加其他音频,则需要将其添加到\"audio_clips\". 本教程中未提供音频文件,因" -"此您必须提供自己的音频文件." +"如果要添加其他音频, 则需要将其添加到 \"audio_clips\". 本教程中未提供音频文" +"件, 因此您必须提供自己的音频文件." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:914 msgid "" @@ -1465,8 +1471,8 @@ msgid "" "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -"我推荐的一个网站是**GameSounds.xyz**. 我正在使用2017年Sonniss'GDC游戏音频包中" -"包含的Gamemaster音频枪声音包.我使用过的轨道(经过一些小编辑)如下:" +"我推荐的一个网站是 **GameSounds.xyz** . 我正在使用2017年Sonniss'GDC游戏音频包" +"中包含的Gamemaster音频枪声音包. 我使用过的轨道(经过一些小编辑)如下:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:918 msgid "gun_revolver_pistol_shot_04," @@ -1490,8 +1496,8 @@ msgid "" "Firstly, we check whether ``Globals.gd`` has an audio clip with the name " "``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -"首先,我们检查 ``Globals.gd`` 是否在 ``audio_clips`` 中有一个名为 " -"``sound_name`` 的音频剪辑. 如果没有,我们会打印一条错误消息." +"首先, 我们检查 ``Globals.gd`` 是否在 ``audio_clips`` 中有一个名为 " +"``sound_name`` 的音频剪辑. 如果没有, 我们会打印一条错误消息." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:945 msgid "" @@ -1499,7 +1505,7 @@ msgid "" "instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " "``new_audio``." msgstr "" -"如果 ``Globals.gd`` 有一个名为 ``sound_name`` 的音频剪辑,我们然后实例/生成一" +"如果 ``Globals.gd`` 有一个名为 ``sound_name`` 的音频剪辑, 我们然后实例/生成一" "个新的 ``SIMPLE_AUDIO_PLAYER_SCENE`` 并将其分配给 ``new_audio`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:947 @@ -1507,29 +1513,29 @@ msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -"然后我们设置 ``should_loop`` ,并添加 ``new_audio`` 作为 ``Globals.gd`` 的子节" -"点." +"然后我们设置 ``should_loop`` , 并添加 ``new_audio`` 作为 ``Globals.gd`` 的子" +"节点." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -"记住,我们必须小心地将节点添加到单例中,因为这些节点在改变场景时不会被销毁." +"记住, 我们必须小心地将节点添加到单例中, 因为这些节点在改变场景时不会被销毁." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:951 msgid "" "We add the ``new_audio`` into the ``created_audio`` list to hold all created " "audios." msgstr "" -"我们将 \"new_audio \"添加到 \"created_audio \"列表中,以保存所有创建的音频." +"我们将 \"new_audio\" 添加到 \"created_audio\" 列表中, 以保存所有创建的音频." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:953 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " "``sound_name`` and the sound position." msgstr "" -"然后我们调用 ``play_sound`` ,传入与 ``sound_name`` 相关的音频片段和声音位置." +"然后我们调用 ``play_sound`` , 传入与 ``sound_name`` 相关的音频片段和声音位置." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "" @@ -1537,12 +1543,12 @@ msgid "" "``load_new_scene`` so when the player changes scenes, all the audio is " "destroyed." msgstr "" -"在我们离开 ``Globals.gd`` 之前,我们需要在 ``load_new_scene`` 中添加几行代码," -"这样当播放器改变场景时,所有的音频都会被销毁." +"在我们离开 ``Globals.gd`` 之前, 我们需要在 ``load_new_scene`` 中添加几行代" +"码, 这样当播放器改变场景时, 所有的音频都会被销毁." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 msgid "Add the following to ``load_new_scene``:" -msgstr "将以下内容添加到``load_new_scene``:" +msgstr "将以下内容添加到 ``load_new_scene``:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" @@ -1552,10 +1558,10 @@ msgid "" "``created_audio`` so it no longer holds any references to any (now freed/" "destroyed) simple audio players." msgstr "" -"现在,在 ``Globals.gd`` 改变场景之前,它会通过 ``created_sounds`` 中的每个简单" -"音频播放器并释放/销毁它们. 一旦 ``Globals.gd`` 完成了 ``created_audio`` 中的" -"所有声音,我们就会清除 ``created_audio`` ,这样它就不再拥有对任何(现已释放/毁" -"坏)简单音频播放器的引用." +"现在, 在 ``Globals.gd`` 改变场景之前, 它会通过 ``created_sounds`` 中的每个简" +"单音频播放器并释放/销毁它们. 一旦 ``Globals.gd`` 完成了 ``created_audio`` 中" +"的所有声音, 我们就会清除 ``created_audio`` , 这样它就不再拥有对任何(现已释放/" +"毁坏)简单音频播放器的引用." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:973 msgid "" @@ -1564,21 +1570,21 @@ msgid "" "since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -"让我们改变 ``Player.gd`` 中的 ``create_sound`` 来使用这个新系统. 首先,从 " -"``Player.gd`` 的类变量中删除 ``simple_audio_player`` ,因为我们将不再直接在 " +"让我们改变 ``Player.gd`` 中的 ``create_sound`` 来使用这个新系统. 首先, 从 " +"``Player.gd`` 的类变量中删除 ``simple_audio_player`` , 因为我们将不再直接在 " "``Player.gd`` 中实例化/产生声音." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 msgid "Now, change ``create_sound`` to the following:" -msgstr "现在,将 ``create_sound`` 更改为以下内容:" +msgstr "现在, 将 ``create_sound`` 更改为以下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "" "Now, whenever ``create_sound`` is called, we simply call ``play_sound`` in " "``Globals.gd``, passing in all the arguments received." msgstr "" -"现在每当调用 ``create_sound`` 时,我们只需在 ``Globals.gd`` 中调用 " -"``play_sound`` ,传入所有收到的参数." +"现在每当调用 ``create_sound`` 时, 我们只需在 ``Globals.gd`` 中调用 " +"``play_sound`` , 传入所有收到的参数." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" @@ -1588,8 +1594,8 @@ msgid "" "the position from which to play the sound." msgstr "" "现在我们的FPS中的所有声音都可以在任何地方播放. 我们所要做的就是得到 " -"``Globals.gd`` 单例,并调用 ``play_sound`` ,传入我们想要播放的声音的名称,无论" -"我们是否想要它循环,以及 播放声音." +"``Globals.gd`` 单例, 并调用 ``play_sound`` , 传入我们想要播放的声音的名称, 无" +"论我们是否想要它循环, 以及 播放声音." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 msgid "" @@ -1600,10 +1606,10 @@ msgid "" "in the grenades ``_process`` function, right after the grenade damages all " "the bodies within its blast radius." msgstr "" -"例如,如果您想在手榴弹爆炸时发出爆炸声,您需要在 ``Globals.gd`` 的 " -"``audio_clips`` 中添加一个新的声音,得到 ``Globals.gd`` 单例, 然后您只需要在手" -"榴弹 ``_ process`` 函数中添加类似 ``globals.play_sound(\"explosion\",false," -"global_transform.origin)`` 的东西,就在手榴弹损坏其爆炸半径范围内的所有物体之" +"例如, 如果您想在手榴弹爆炸时发出爆炸声, 您需要在 ``Globals.gd`` 的 " +"``audio_clips`` 中添加一个新的声音, 得到 ``Globals.gd`` 单例, 然后您只需要在" +"手榴弹 ``_ process`` 函数中添加类似 ``globals.play_sound(\"explosion\",false," +"global_transform.origin)`` 的东西, 就在手榴弹损坏其爆炸半径范围内的所有物体之" "后." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:996 @@ -1617,11 +1623,11 @@ msgstr "现在您有一个完全工作的单人FPS!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "At this point, you have a good base to build more complicated FPS games." -msgstr "在此之上,你已打下构建更复杂的FPS游戏的良好基础." +msgstr "在此之上, 你已打下构建更复杂的FPS游戏的良好基础." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1004 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1006 msgid "" @@ -1637,20 +1643,20 @@ msgid "" "different order. This is because the finished project source files are what " "the tutorial is based on." msgstr "" -"完成的项目源文件包含相同的代码,只是书写顺序稍有不同.因为本教程的撰写基于已完" -"成的项目源文件." +"完成的项目源文件包含相同的代码, 只是书写顺序稍有不同. 因为本教程的撰写基于已" +"完成的项目源文件." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1011 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." -msgstr "完成的项目代码是按照创建功能的顺序编写的,不一定是理想的学习顺序." +msgstr "完成的项目代码是按照创建功能的顺序编写的, 不一定是理想的学习顺序." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." -msgstr "除此之外,源代码完全相同,只是提供有用的评论,解释每个部分的作用." +msgstr "除此之外, 源代码完全相同, 只是提供有用的评论, 解释每个部分的作用." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" @@ -1672,8 +1678,8 @@ msgid "" "date. If you are unsure of which to use, use the project(s) provided in the " "documentation, as they are maintained by the Godot community." msgstr "" -"文档中的代码可能会随时更新至最新版.如果您不确定使用哪个,请使用文档中提供的项" -"目,因为它们是由Godot社区负责维护的." +"文档中的代码可能会随时更新至最新版. 如果您不确定使用哪个, 请使用文档中提供的" +"项目, 因为它们是由Godot社区负责维护的." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1024 msgid "" @@ -1690,8 +1696,8 @@ msgid "" "community.** All original assets provided for this tutorial are released " "under the ``MIT`` license." msgstr "" -"启动资源中提供的所有资源(除非另有说明) **最初由TwistedTwigleg创建,由Godot社区" -"进行更改/添加.** 本教程提供的所有原始资源均在 ``MIT`` 许可下发布." +"启动资源中提供的所有资源(除非另有说明) **最初由TwistedTwigleg创建, 由Godot社" +"区进行更改/添加.** 本教程提供的所有原始资源均在 ``MIT`` 许可下发布." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1029 msgid "" @@ -1699,8 +1705,8 @@ msgid "" "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -"您可以随意使用这些资源! 所有原始资源均属于Godot社区,其他资源属于以下列出的资" -"源:" +"您可以随意使用这些资源! 所有原始资源均属于Godot社区, 其他资源属于以下列出的" +"资源:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1031 msgid "" @@ -1708,16 +1714,16 @@ msgid "" "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -"天空盒由** StumpyStrust **创建,可以在OpenGameArt.org找到. https://" -"opengameart.org/content/space-skyboxes-0. 天空盒根据\"CC0\"许可证授权." +"天空盒由 ** StumpyStrust ** 创建, 可以在OpenGameArt.org找到. https://" +"opengameart.org/content/space-skyboxes-0. 天空盒根据 \"CC0\" 许可证授权." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1034 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -"使用的字体是 ** Titillium-Regular ** ,并根据 ``SIL Open Font License,Version " -"1.1`` 许可." +"使用的字体是 ** Titillium-Regular ** , 并根据 ``SIL Open Font License," +"Version 1.1`` 许可." #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1036 msgid "" @@ -1731,7 +1737,8 @@ msgstr "" msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" -msgstr "虽然没有提供声音,但您可以在https://gamesounds.xyz/找到许多游戏就绪声音" +msgstr "" +"虽然没有提供声音, 但您可以在https://gamesounds.xyz/找到许多游戏就绪声音" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1040 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 34fe0a59f3..714296ba1f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "We will also be giving the player the ability to reload, and we will be " "adding sounds when the weapons fire." msgstr "" -"在这个部分,我们将通过给玩家的武器提供弹药来限制他们.还将赋予玩家重新装填的能" -"力,并且将添加武器开火时的声音." +"在这个部分, 我们将通过给玩家的武器提供弹药来限制他们. 还将赋予玩家重新装填的" +"能力, 并且将添加武器开火时的声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" @@ -40,8 +40,8 @@ msgid "" "moving on to this part of the tutorial. The finished project from :ref:" "`doc_fps_tutorial_part_two` will be the starting project for part 3" msgstr "" -"在继续本教程的这一部分之前,我们假设您已经完成了 :ref:" -"`doc_fps_tutorial_part_two`. 完成的项目来自 :ref:`doc_fps_tutorial_part_two`" +"在继续本教程的这一部分之前, 我们假设您已经完成了 :ref:" +"`doc_fps_tutorial_part_two`. 完成的项目来自 :ref:`doc_fps_tutorial_part_two` " "将成为第3部分的起始项目" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 @@ -55,7 +55,7 @@ msgstr "改变水平" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:24 msgid "" "Now that we have a fully working FPS, let's move to a more FPS-like level." -msgstr "现在我们已经有了一个完全可以运作的FPS,让我们进入一个更像FPS的级别." +msgstr "现在我们已经有了一个完全可以运作的FPS, 让我们进入一个更像FPS的级别." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 msgid "" @@ -74,7 +74,8 @@ msgid "" "button, or :kbd:`F6` on keyboard, and give each a try." msgstr "" "``Space_Level.tscn`` 和 ``Ruins_Level.tscn`` 是为了本教程而制作的完整的自定义" -"FPS关卡.按 ``Play Current Scene`` 按钮,或按键盘上的 :kbd:`F6`,分别尝试一下." +"FPS关卡. 按 ``Play Current Scene`` 按钮, 或按键盘上的 :kbd:`F6`, 分别尝试一" +"下." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:33 msgid "" @@ -82,8 +83,9 @@ msgid "" "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -"``Space_Level.tscn``对于GPU的图形要求比``Ruins_Level.tscn``更高. 如果您的计算" -"机正在努力渲染 ``Space_Level.tscn`` ,请尝试使用 ``Ruins_Level.tscn`` 代替." +"``Space_Level.tscn`` 对于GPU的图形要求比 ``Ruins_Level.tscn`` 更高. 如果您的" +"计算机正在努力渲染 ``Space_Level.tscn`` , 请尝试使用 ``Ruins_Level.tscn`` 代" +"替." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" @@ -91,7 +93,7 @@ msgid "" "Godot 3.2 or later, you may need to apply the following changes to the Space " "Level and Ruins Level scenes:" msgstr "" -"由于本教程发布后Godot的更新,如果您使用的是Godot 3.2或更高版本,您可能需要对" +"由于本教程发布后Godot的更新, 如果您使用的是Godot 3.2或更高版本, 您可能需要对" "Space关卡和Ruins Level关卡场景进行以下更改:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:40 @@ -106,10 +108,10 @@ msgid "" "Space_Level_Objects/Space_Level_Mesh_Lib.tres`` from the FileSystem dock to " "that field." msgstr "" -"在场景树面板中,选择 **Floor_and_Celing** 节点.在(属性)检查器面板中,如果" -"GridMap下的Mesh Library字段为``[空]``,则将其设置为``Space_Level_Mesh_Lib." -"tres``,将文件``res://assets/Space_Level_Objects/Space_Level_Mesh_Lib.tres``从" -"文件系统面板拖放到该字段." +"在场景树面板中, 选择 **Floor_and_Celing** 节点. 在(属性)检查器面板中, 如果" +"GridMap下的Mesh Library字段为 ``[空]``, 则将其设置为 ``Space_Level_Mesh_Lib." +"tres``, 将文件 ``res://assets/Space_Level_Objects/Space_Level_Mesh_Lib." +"tres`` 从文件系统面板拖放到该字段." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:42 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:46 @@ -128,10 +130,10 @@ msgid "" "Ruin_Level_Objects/Ruin_Level_Mesh_Lib.tres`` from the FileSystem dock into " "that field." msgstr "" -"在场景树面板中,选择**Floor**节点.在(属性)检查器面板中,如果GridMap下的Mesh " -"Library字段是 ``[空]`` ,则将其设置为 ``Ruin_Level_Mesh_Lib.tres`` ,将文件 " -"``res://assets/Ruin_Level_Objects/Ruin_Level_Mesh_Lib.tres`` 从文件系统拖放到" -"该字段." +"在场景树面板中, 选择 **Floor** 节点. 在(属性)检查器面板中, 如果GridMap下的" +"Mesh Library字段是 ``[空]`` , 则将其设置为 ``Ruin_Level_Mesh_Lib.tres`` , 将" +"文件 ``res://assets/Ruin_Level_Objects/Ruin_Level_Mesh_Lib.tres`` 从文件系统" +"拖放到该字段." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:48 msgid "" @@ -141,7 +143,7 @@ msgid "" msgstr "" "您可能已经注意到有几个 :ref:`RigidBody <class_RigidBody>` 节点放在整个关卡" "中. 我们可以在它们上面放置 ``RigidBody_hit_test.gd`` 然后它们会对被子弹击中做" -"出反应,所以让我们这样做吧!" +"出反应, 所以让我们这样做吧!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:51 msgid "" @@ -153,7 +155,7 @@ msgstr "按照以下说明选择您要使用的场景中的任何一个(或两 msgid "" "Now you can fire at all the rigid bodies in either level and they will react " "to bullets hitting them!" -msgstr "现在你可以向任一关卡中的所有刚体开火,它们会对子弹击中而做出反应!" +msgstr "现在你可以向任一关卡中的所有刚体开火, 它们会对子弹击中而做出反应!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:90 msgid "Adding ammo" @@ -163,12 +165,12 @@ msgstr "添加弹药" msgid "" "Now that the player has working guns, let's give them a limited amount of " "ammo." -msgstr "现在游戏角色有枪,让我们给他们一些有限的弹药." +msgstr "现在游戏角色有枪, 让我们给他们一些有限的弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 msgid "" "Firstly, we need to define a few variables in each of our weapon scripts." -msgstr "首先,我们需要在每个武器脚本中定义一些变量." +msgstr "首先, 我们需要在每个武器脚本中定义一些变量." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 @@ -177,16 +179,16 @@ msgstr "打开 ``Weapon_Pistol.gd`` 并添加以下类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" -msgstr "``ammo_in_weapon``:手枪中弹药的数量" +msgstr "``ammo_in_weapon``: 手枪中弹药的数量" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:105 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" -msgstr "``spare_ammo``:我们为手枪留下的弹药量" +msgstr "``spare_ammo``: 我们为手枪留下的弹药量" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reloaded weapon/magazine" -msgstr "``AMMO_IN_MAG``:武器或弹仓完全重装后所容纳的弹药数量" +msgstr "``AMMO_IN_MAG``: 武器或弹仓完全重装后所容纳的弹药数量" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:108 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." @@ -206,8 +208,8 @@ msgid "" "``fire_weapon``. Instead, we're going to check to see if the player has " "enough ammo in ``Player.gd``." msgstr "" -"这将在玩家每次开火时从 ``ammo_in_weapon`` 中删除一个.请注意,我们不是在 " -"``fire_weapon`` 中检查玩家是否有足够的弹药,而是在 ``Player.gd`` 中检查玩家是" +"这将在玩家每次开火时从 ``ammo_in_weapon`` 中删除一个. 请注意, 我们不是在 " +"``fire_weapon`` 中检查玩家是否有足够的弹药, 而是在 ``Player.gd`` 中检查玩家是" "否有足够的弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:117 @@ -220,8 +222,8 @@ msgid "" "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all our weapons." msgstr "" -"你可能想知道为什么我们要为小刀添加弹药,它不消耗任何弹药,之所以要给小刀添加弹" -"药,是为了让我们的所有武器有一个一致的界面." +"你可能想知道为什么我们要为小刀添加弹药, 它不消耗任何弹药, 之所以要给小刀添加" +"弹药, 是为了让我们的所有武器有一个一致的界面." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:122 msgid "" @@ -229,12 +231,12 @@ msgid "" "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or not all our weapons have the same variables." msgstr "" -"如果我们不为刀子添加弹药变量,就必须为刀子添加检查.通过给刀子添加弹药变量,就不" -"用担心武器是否都有相同的变量." +"如果我们不为刀子添加弹药变量, 就必须为刀子添加检查. 通过给刀子添加弹药变量, " +"就不用担心武器是否都有相同的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:125 msgid "Add the following class variables to ``Weapon_Rifle.gd``:" -msgstr "将以下类变量添加到``Weapon_Rifle.gd``:" +msgstr "将以下类变量添加到 ``Weapon_Rifle.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:133 msgid "" @@ -243,46 +245,46 @@ msgid "" "is_colliding()`` check so the player loses ammo regardless of whether the " "player hit something or not." msgstr "" -"然后将以下内容添加到``fire_weapon``:``ammo_in_weapon - = 1``. 确保" -"``ammo_in_weapon - = 1``在``if ray.is_colliding()``之后检查,这样无论游戏角色" -"是否击中某个东西,游戏角色都会失去弹药." +"然后将以下内容添加到 ``fire_weapon``:``ammo_in_weapon - = 1``. 确保" +"``ammo_in_weapon - = 1``在``if ray.is_colliding()``之后检查, 这样无论游戏角色" +"是否击中某个东西, 游戏角色都会失去弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:136 msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" -msgstr "现在剩下的就是刀. 将以下内容添加到``Weapon_Knife.gd``:" +msgstr "现在剩下的就是刀. 将以下内容添加到 ``Weapon_Knife.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:144 msgid "Because the knife does not consume ammo, that is all we need to add." -msgstr "因为这把刀不消耗弹药,所以我们只需要添加." +msgstr "因为这把刀不消耗弹药, 所以我们只需要添加." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:148 msgid "Now we need to change one thing in ``Player.gd``, that is to say," -msgstr "现在我们需要在\" Player.gd\"中更改一件事,也就是说," +msgstr "现在我们需要在\" Player.gd\"中更改一件事, 也就是说," #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:150 msgid "" "how we're firing the weapons in ``process_input``. Change the code for " "firing weapons to the following:" -msgstr "如何在 ``process_input`` 中发射武器.将发射武器的代码改为:" +msgstr "如何在 ``process_input`` 中发射武器. 将发射武器的代码改为:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:165 msgid "" "Now the weapons have a limited amount of ammo, and will stop firing when the " "player runs out." -msgstr "现在武器的弹药数量有限,并且当游戏角色用尽时将停止射击." +msgstr "现在武器的弹药数量有限, 并且当游戏角色用尽时将停止射击." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:169 msgid "" "Ideally, we'd like to let the player be able to see how much ammo is left. " "Let's make a new function called ``process_UI``." msgstr "" -"理想情况下,我们希望让玩家能够看到还剩多少弹药.让我们做一个新的函数,叫做 " +"理想情况下, 我们希望让玩家能够看到还剩多少弹药. 让我们做一个新的函数, 叫做 " "``process_UI`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:171 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." -msgstr "首先,将 ``process_UI(delta)`` 添加到 ``_physics_process``." +msgstr "首先, 将 ``process_UI(delta)`` 添加到 ``_physics_process``." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:173 msgid "Now add the following to ``Player.gd``:" @@ -299,15 +301,15 @@ msgid "" "``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " "the player's health since ``UNARMED`` and ``KNIFE`` do not consume ammo." msgstr "" -"首先,我们检查当前的武器是 ``UNARMED`` 还是 ``KNIFE`` .如果是,我们改变 " -"``UI_status_label`` 的文字,只显示玩家的健康状况,因为 ``UNARMED`` 和 " +"首先, 我们检查当前的武器是 ``UNARMED`` 还是 ``KNIFE`` . 如果是, 我们改变 " +"``UI_status_label`` 的文字, 只显示玩家的健康状况, 因为 ``UNARMED`` 和 " "``KNIFE`` 不消耗弹药." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "If the player is using a weapon that consumes ammo, we first get the weapon " "node." -msgstr "如果游戏角色正在使用消耗弹药的武器,我们首先获得武器节点." +msgstr "如果游戏角色正在使用消耗弹药的武器, 我们首先获得武器节点." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 msgid "" @@ -315,7 +317,7 @@ msgid "" "with how much ammo the player has in the weapon and how much spare ammo the " "player has for that weapon." msgstr "" -"然后我们将 ``UI_status_label`` 的文字改为显示玩家的健康状况,以及玩家在武器中" +"然后我们将 ``UI_status_label`` 的文字改为显示玩家的健康状况, 以及玩家在武器中" "的弹药数量和该武器的备用弹药数量." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:196 @@ -331,20 +333,20 @@ msgid "" "Now that the player can run out of ammo, we need a way to let the player " "fill them back up. Let's add reloading next!" msgstr "" -"现在游戏角色可以用尽弹药,我们需要一种方法让游戏角色填补它们. 我们接下来再添加" -"重装!" +"现在游戏角色可以用尽弹药, 我们需要一种方法让游戏角色填补它们. 我们接下来再添" +"加重装!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "For reloading, we need to add a few more variables and a function to every " "weapon." -msgstr "对于重装,我们需要给每把武器增加一些变量和一个函数." +msgstr "对于重装, 我们需要给每把武器增加一些变量和一个函数." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:214 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" -msgstr "``CAN_RELOAD``:一个布尔值,用于跟踪此武器是否具有重新加载的能力" +msgstr "``CAN_RELOAD``: 一个布尔值, 用于跟踪此武器是否具有重新加载的能力" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:215 msgid "" @@ -352,25 +354,25 @@ msgid "" "ammo. We will not be using ``CAN_REFILL`` in this part, but we will in the " "next part!" msgstr "" -"``CAN_REFILL``:一个布尔值,用于跟踪我们是否可以重新填充此武器的备用弹药. 我们" -"不会在这部分使用 ``CAN_REFILL`` ,但我们将在下一部分中使用!" +"``CAN_REFILL``: 一个布尔值, 用于跟踪我们是否可以重新填充此武器的备用弹药. 我" +"们不会在这部分使用 ``CAN_REFILL`` , 但我们将在下一部分中使用!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:216 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." -msgstr "``RELOADING_ANIM_NAME``:此武器的重新加载动画的名称." +msgstr "``RELOADING_ANIM_NAME``: 此武器的重新加载动画的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:218 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -"现在我们需要添加一个处理重载的函数. 将以下函数添加到``Weapon_Pistol.gd``:" +"现在我们需要添加一个处理重载的函数. 将以下函数添加到 ``Weapon_Pistol.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 msgid "" "First we define a variable to see whether or not this weapon can reload." -msgstr "首先,我们定义一个变量,以查看此武器是否可以重新加载." +msgstr "首先, 我们定义一个变量, 以查看此武器是否可以重新加载." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 msgid "" @@ -378,8 +380,8 @@ msgid "" "because we only want to be able to reload when the player is not firing, " "equipping, or unequipping." msgstr "" -"然后我们检查游戏角色是否处于这个武器的空闲动画状态,因为我们只希望能够在游戏角" -"色没有开火,装备或无装备时重新加载." +"然后我们检查游戏角色是否处于这个武器的空闲动画状态, 因为我们只希望能够在游戏" +"角色没有开火, 装备或无装备时重新加载." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:254 msgid "" @@ -388,14 +390,15 @@ msgid "" "the player cannot reload when the player has no ammo or when the weapon is " "already full of ammo." msgstr "" -"接下来我们检查一下玩家是否有备用弹药,以及武器中已有的弹药是否等于满载的武器." -"这样我们就可以保证在玩家没有弹药或者武器已经装满弹药的情况下,不能重新装填." +"接下来我们检查一下玩家是否有备用弹药, 以及武器中已有的弹药是否等于满载的武" +"器. 这样我们就可以保证在玩家没有弹药或者武器已经装满弹药的情况下, 不能重新装" +"填." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:257 msgid "" "If we can still reload, then we calculate the amount of ammo needed to " "reload the weapon." -msgstr "如果还能重装,那么我们就计算一下重装武器所需要的弹药数量." +msgstr "如果还能重装, 那么我们就计算一下重装武器所需要的弹药数量." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 msgid "" @@ -403,26 +406,26 @@ msgid "" "from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" "magazine." msgstr "" -"如果游戏角色有足够的弹药来填充武器,我们从 ``spare_ammo`` 中移除所需的弹药,然" -"后将 ``ammo_in_weapon`` 设置为武器/弹仓的满载值." +"如果游戏角色有足够的弹药来填充武器, 我们从 ``spare_ammo`` 中移除所需的弹药, " +"然后将 ``ammo_in_weapon`` 设置为武器/弹仓的满载值." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:261 msgid "" "If the player does not have enough ammo, we add all the ammo left in " "``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -"如果玩家没有足够的弹药,我们就把 ``spare_ammo`` 中剩余的弹药全部加进去,然后把 " -"``spare_ammo`` 设为 ``0`` ." +"如果玩家没有足够的弹药, 我们就把 ``spare_ammo`` 中剩余的弹药全部加进去, 然后" +"把 ``spare_ammo`` 设为 ``0`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:263 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." -msgstr "接下来我们播放这个武器的重新加载动画,然后返回 ``true`` ." +msgstr "接下来我们播放这个武器的重新加载动画, 然后返回 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "If the player could not reload, we return ``false``." -msgstr "如果游戏角色无法重新加载,我们会返回\"false\"." +msgstr "如果游戏角色无法重新加载, 我们会返回 \"false\"." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:269 msgid "" @@ -435,11 +438,11 @@ msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -"这些变量与手枪完全相同,只是将\"RELOADING_ANIM_NAME\"改为步枪的重装动画." +"这些变量与手枪完全相同, 只是将 \"RELOADING_ANIM_NAME\" 改为步枪的重装动画." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:280 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" -msgstr "现在我们需要将 ``reload_weapon`` 添加到``Weapon_Rifle.gd``:" +msgstr "现在我们需要将 ``reload_weapon`` 添加到 ``Weapon_Rifle.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "This code is exactly the same as the one for the pistol." @@ -450,7 +453,7 @@ msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " "Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -"我们需要为武器做的最后一点是向刀子添加\"重装\". 将以下类变量添加到" +"我们需要为武器做的最后一点是向刀子添加 \"重装\". 将以下类变量添加到 " "``Weapon_Knife.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 @@ -459,16 +462,16 @@ msgid "" "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -"由于我们都无法重新加载或重新填充刀,我们将两个常量都设置为\"false\". 我们还将 " -"``RELOADING_ANIM_NAME`` 定义为空字符串,因为该刀没有重新加载动画." +"由于我们都无法重新加载或重新填充刀, 我们将两个常量都设置为 \"false\". 我们还" +"将 ``RELOADING_ANIM_NAME`` 定义为空字符串, 因为该刀没有重新加载动画." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 msgid "Now we need to add ``reloading_weapon``:" -msgstr "现在我们需要添加``reloading_weapon``:" +msgstr "现在我们需要添加 ``reloading_weapon``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:332 msgid "Since we cannot reload a knife, we always return ``false``." -msgstr "由于我们无法重装刀,我们总是返回 ``false`` ." +msgstr "由于我们无法重装刀, 我们总是返回 ``false`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "Adding reloading to the player" @@ -479,14 +482,15 @@ msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " "new class variable:" msgstr "" -"现在我们需要在 ``Player.gd`` 中添加一些内容. 首先,我们需要定义一个新的类变量:" +"现在我们需要在 ``Player.gd`` 中添加一些内容. 首先, 我们需要定义一个新的类变" +"量:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:343 msgid "" "``reloading_weapon``: A variable to track whether or not the player is " "currently trying to reload." msgstr "" -"``reloading_weapon``:一个变量,用于跟踪游戏角色当前是否正在尝试重新加载." +"``reloading_weapon``: 一个变量, 用于跟踪游戏角色当前是否正在尝试重新加载." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "Next we need to add another function call to ``_physics_process``." @@ -505,7 +509,7 @@ msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -"现在我们需要添加 ``process_reloading`` . 将以下函数添加到``Player.gd``:" +"现在我们需要添加 ``process_reloading`` . 将以下函数添加到 ``Player.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 @@ -514,7 +518,7 @@ msgstr "让我们回顾一下这里发生的事情." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "Firstly, we check to make sure the player is trying to reload." -msgstr "首先,我们检查一下玩家是否在尝试重装." +msgstr "首先, 我们检查一下玩家是否在尝试重装." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:374 msgid "" @@ -522,14 +526,14 @@ msgid "" "current weapon does not equal ``null``, we call its ``reload_weapon`` " "function." msgstr "" -"如果游戏角色正在尝试重新加载,我们将获得当前的武器. 如果当前武器不等于 " -"``null`` ,我们称之为 ``reload_weapon`` 函数." +"如果游戏角色正在尝试重新加载, 我们将获得当前的武器. 如果当前武器不等于 " +"``null`` , 我们称之为 ``reload_weapon`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:376 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." -msgstr "如果当前武器等于\"null\",则当前武器为\"UNARMED\"." +msgstr "如果当前武器等于 \"null\", 则当前武器为 \"UNARMED\"." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:378 msgid "" @@ -537,15 +541,15 @@ msgid "" "whether the player successfully reloaded, we've tried reloading and no " "longer need to keep trying." msgstr "" -"最后,我们把 ``reloading_weapon`` 设置为 ``false`` ,因为无论玩家是否成功重装," -"都已经尝试过重装,不再需要继续尝试." +"最后, 我们把 ``reloading_weapon`` 设置为 ``false`` , 因为无论玩家是否成功重" +"装, 都已经尝试过重装, 不再需要继续尝试." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 msgid "" "Before we can let the player reload, we need to change a few things in " "``process_input``." msgstr "" -"在我们让游戏角色重新加载之前,我们需要在 ``process_input`` 中更改一些内容." +"在我们让游戏角色重新加载之前, 我们需要在 ``process_input`` 中更改一些内容." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" @@ -553,27 +557,27 @@ msgid "" "need to add an additional check (``if reloading_weapon == false:``) to see " "if the player is reloading:" msgstr "" -"我们首先需要修改的是更换武器的代码.需要增加一个额外的检查( ``if " +"我们首先需要修改的是更换武器的代码. 需要增加一个额外的检查( ``if " "reloading_weapon == false:`` )来查看玩家是否在重装:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:396 msgid "" "This makes it so the player cannot change weapons if the player is reloading." -msgstr "这使得如果游戏角色重新加载,游戏角色无法改变武器." +msgstr "这使得如果游戏角色重新加载, 游戏角色无法改变武器." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:398 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -"现在我们需要添加代码以在游戏角色按下\"reload\"动作时触发重新加载. 将以下代码" -"添加到``process_input``:" +"现在我们需要添加代码以在游戏角色按下 \"reload\" 动作时触发重新加载. 将以下代" +"码添加到 ``process_input``:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:423 msgid "" "First we make sure the player is not reloading already, nor is the player " "trying to change weapons." -msgstr "首先,我们确保游戏角色没有重新加载,游戏角色也不会尝试更换武器." +msgstr "首先, 我们确保游戏角色没有重新加载, 游戏角色也不会尝试更换武器." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "Then we check to see if the ``reload`` action has been pressed." @@ -585,16 +589,16 @@ msgid "" "check to make sure it is not ``null``. Then we check to see whether the " "weapon can reload or not using its ``CAN_RELOAD`` constant." msgstr "" -"如果玩家按了 ``reload`` ,我们就会得到当前的武器,并检查它是否是 ``null`` .然后" -"使用常量 ``CAN_RELOAD`` 检查武器是否可以重装." +"如果玩家按了 ``reload`` , 我们就会得到当前的武器, 并检查它是否是 ``null`` . " +"然后使用常量 ``CAN_RELOAD`` 检查武器是否可以重装." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" "If the weapon can reload, we then get the current animation state, and make " "a variable for tracking whether the player is already reloading or not." msgstr "" -"如果武器可以重新加载,我们将获得当前动画状态,并创建一个变量来跟踪游戏角色是否" -"已经重新加载." +"如果武器可以重新加载, 我们将获得当前动画状态, 并创建一个变量来跟踪游戏角色是" +"否已经重新加载." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:432 msgid "" @@ -607,20 +611,21 @@ msgid "" "If the player is not reloading any weapon, we set ``reloading_weapon`` to " "``true``." msgstr "" -"如果玩家没有重新装填任何武器,我们将 ``reloading_weapon`` 设置为 ``true`` ." +"如果玩家没有重新装填任何武器, 我们将 ``reloading_weapon`` 设置为 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:438 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " "fire it and it's out of ammo." -msgstr "我想补充的一件事是,如果您试图发射武器并且没有弹药,那么武器会自动重装." +msgstr "" +"我想补充的一件事是, 如果您试图发射武器并且没有弹药, 那么武器会自动重装." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:440 msgid "" "We also need to add an additional if check (``is_reloading_weapon == false:" "``) so the player cannot fire the current weapon while reloading." msgstr "" -"我们还需要增加一个额外的if检查( ``is_reloading_weapon == false:`` ),这样玩家" +"我们还需要增加一个额外的if检查( ``is_reloading_weapon == false:`` ), 这样玩家" "在重装时当前的武器就不能发射." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:443 @@ -628,7 +633,7 @@ msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -"让我们在 ``process_input`` 中更改我们的触发代码,以便在尝试触发空武器时重新加" +"让我们在 ``process_input`` 中更改我们的触发代码, 以便在尝试触发空武器时重新加" "载:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 @@ -637,22 +642,22 @@ msgid "" "weapon, and when we have ``0`` or less ammo in the current weapon, we set " "``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -"现在我们在发射武器之前,先检查一下玩家是否有重新装填弹药,当前武器中的弹药为 " -"``0`` 或更少时,如果玩家试图发射,就将 ``reloading_weapon`` 设置为 ``true`` ." +"现在我们在发射武器之前, 先检查一下玩家是否有重新装填弹药, 当前武器中的弹药为 " +"``0`` 或更少时, 如果玩家试图发射, 就将 ``reloading_weapon`` 设置为 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:464 msgid "" "This will make it so the player will try to reload when attempting to fire " "an empty weapon." -msgstr "这将使玩家在试图发射空武器时,会尝试重新装填." +msgstr "这将使玩家在试图发射空武器时, 会尝试重新装填." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "With that done, the player can now reload! Give it a try! Now you can fire " "all the spare ammo for each weapon." msgstr "" -"做好了这些,玩家现在就可以重装了!试试吧!现在你可以把每把武器的备用弹药全部发射" -"出去." +"做好了这些, 玩家现在就可以重装了!试试吧!现在你可以把每把武器的备用弹药全部发" +"射出去." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "Adding sounds" @@ -662,7 +667,7 @@ msgstr "添加声音" msgid "" "Finally, let's add some sounds that accompany the player firing, reloading " "and changing weapons." -msgstr "最后,让我们添加一些伴随玩家射击、重装和更换武器的声音." +msgstr "最后, 让我们添加一些伴随玩家射击, 重装和更换武器的声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 msgid "" @@ -672,7 +677,7 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" "本教程中没有提供游戏声音(出于法律原因). https://gamesounds.xyz/是 **免版税或" -"公共领域音乐和适合游戏的声音的集合** . 我使用了Gamemaster的Gun Sound Pack,可" +"公共领域音乐和适合游戏的声音的集合** . 我使用了Gamemaster的Gun Sound Pack, 可" "以在Sonniss.com GDC 2017 Game Audio Bundle中找到." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 @@ -682,7 +687,7 @@ msgid "" "as its child." msgstr "" "打开 ``Simple_Audio_Player.tscn`` . 它只是一个 :ref:`Spatial " -"<class_Spatial>` ,其中 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 作" +"<class_Spatial>` , 其中 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 作" "为它的子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:481 @@ -691,8 +696,8 @@ msgid "" "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -"这被称为\"简单\"音频播放器的原因是因为我们没有考虑性能,因为代码旨在以最简单的" -"方式提供声音." +"这被称为 \"简单\" 音频播放器的原因是因为我们没有考虑性能, 因为代码旨在以最简" +"单的方式提供声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:484 msgid "" @@ -700,8 +705,8 @@ msgid "" "in 3D space, right click the :ref:`AudioStreamPlayer " "<class_AudioStreamPlayer>` and select \"Change type\"." msgstr "" -"如果您想使用3D音频,所以它听起来像是来自3D空间中的一个位置,右键单击 :ref:" -"`AudioStreamPlayer <class_AudioStreamPlayer>` 并选择\"更改类型\"." +"如果您想使用3D音频, 所以它听起来像是来自3D空间中的一个位置, 右键单击 :ref:" +"`AudioStreamPlayer <class_AudioStreamPlayer>` 并选择 \"更改类型\"." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:487 msgid "" @@ -713,10 +718,10 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" "这将打开节点浏览器. 导航到 :ref:`AudioStreamPlayer3D " -"<class_AudioStreamPlayer3D>` 并选择\"更改\". 在本教程的源代码中,我们将使用 :" -"ref:`AudioStreamPlayer <class_AudioStreamPlayer>`,但如果需要,您可以选择使用 :" -"ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>`,无论哪一个,下面提供的代" -"码都可以使用 您选择了." +"<class_AudioStreamPlayer3D>` 并选择 \"更改\". 在本教程的源代码中, 我们将使" +"用 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>`, 但如果需要, 您可以选择" +"使用 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>`, 无论哪一个, 下面" +"提供的代码都可以使用 您选择了." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:492 msgid "" @@ -734,8 +739,8 @@ msgid "" "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call ``play_sound``." msgstr "" -"在 ``play_sound`` 中默认将 ``position`` 设置为 ``null`` ,我们将它作为一个可选" -"的参数,这意味着 ``position`` 不一定要传入才能调用 ``play_sound`` ." +"在 ``play_sound`` 中默认将 ``position`` 设置为 ``null`` , 我们将它作为一个可" +"选的参数, 这意味着 ``position`` 不一定要传入才能调用 ``play_sound`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:547 msgid "Let's go over what's happening here:" @@ -753,8 +758,8 @@ msgstr "" "在 ``_ready`` 中我们得到 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` " "并将其 ``finished`` 信号连接到 ``destroy_self`` 函数. 无论是否为 :ref:" "`AudioStreamPlayer <class_AudioStreamPlayer>` 或 :ref:`AudioStreamPlayer3D " -"<class_AudioStreamPlayer3D>` 节点,因为它们都有finished信号. 为了确保它不播放" -"任何声音,我们在 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>`上调用 " +"<class_AudioStreamPlayer3D>` 节点, 因为它们都有finished信号. 为了确保它不播放" +"任何声音, 我们在 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 上调用 " "``stop`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 @@ -762,8 +767,8 @@ msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop, " "the sounds will continue to play infinitely and the script will not work!" msgstr "" -"确保您的声音文件 **不是** 设置为循环! 如果设置为循环,声音将无限播放,脚本将无" -"法正常工作!" +"确保您的声音文件 **不是** 设置为循环! 如果设置为循环, 声音将无限播放, 脚本将" +"无法正常工作!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:558 msgid "" @@ -772,15 +777,15 @@ msgid "" "of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "<class_AudioStreamPlayer>` to the correct sound." msgstr "" -"``play_sound``函数是我们将从``Player.gd``调用的函数. 我们检查声音是否是三种可" -"能的声音之一,如果它是三种声音之一,我们将音频流设置为 :ref:`AudioStreamPlayer " -"<class_AudioStreamPlayer>` 到正确的声音." +"``play_sound`` 函数是我们将从 ``Player.gd`` 调用的函数. 我们检查声音是否是三" +"种可能的声音之一, 如果它是三种声音之一, 我们将音频流设置为 :ref:" +"`AudioStreamPlayer <class_AudioStreamPlayer>` 到正确的声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:562 msgid "" "If it is an unknown sound, we print an error message to the console and free " "the audio player." -msgstr "如果是未知声音,我们会向控制台输出错误消息并释放音频播放器." +msgstr "如果是未知声音, 我们会向控制台输出错误消息并释放音频播放器." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:564 msgid "" @@ -788,14 +793,15 @@ msgid "" "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -"如果您使用的是 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` ,请删" -"除 ``#`` 以设置音频播放器节点的位置,使其在正确的位置播放." +"如果您使用的是 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` , 请删" +"除 ``#`` 以设置音频播放器节点的位置, 使其在正确的位置播放." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:567 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` to " "play." -msgstr "最后,我们告诉 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 来玩." +msgstr "" +"最后, 我们告诉 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 来玩." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:569 msgid "" @@ -804,14 +810,14 @@ msgid "" "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " "<class_AudioStreamPlayer>` and free the audio player to save on resources." msgstr "" -"当 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 播放声音时,它将调用 " -"``destroy_self`` ,因为我们连接了 ``_ready`` 中的 ``finished`` 信号. 我们停" +"当 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 播放声音时, 它将调用 " +"``destroy_self`` , 因为我们连接了 ``_ready`` 中的 ``finished`` 信号. 我们停" "止 :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` 并释放音频播放器以节省" "资源." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:573 msgid "This system is extremely simple and has some major flaws:" -msgstr "这个系统非常简单,有一些重大缺陷:" +msgstr "这个系统非常简单, 有一些重大缺陷:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 msgid "" @@ -821,9 +827,10 @@ msgid "" "sounds in some sort of container with exposed variables so we do not have to " "remember the name(s) of each sound effect we want to play." msgstr "" -"有一个缺陷是我们必须传入一个字符串值来播放一个声音.虽然记住这三个声音的名字相" -"对简单,但当你有更多的声音时,它可能会越来越复杂.理想的情况是,我们将这些声音放" -"在某种容器中,并有暴露的变量,这样我们就不必记住要播放的每个声音效果的名字." +"有一个缺陷是我们必须传入一个字符串值来播放一个声音. 虽然记住这三个声音的名字" +"相对简单, 但当你有更多的声音时, 它可能会越来越复杂. 理想的情况是, 我们将这些" +"声音放在某种容器中, 并有暴露的变量, 这样我们就不必记住要播放的每个声音效果的" +"名字." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 msgid "" @@ -833,9 +840,9 @@ msgid "" "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -"另一个缺陷是我们无法使用此系统轻松播放循环音效,也无法播放背景音乐. 因为我们无" -"法播放循环声音,某些效果(如脚步声)难以实现,因为我们必须跟踪是否存在声音效果以" -"及是否需要继续播放它." +"另一个缺陷是我们无法使用此系统轻松播放循环音效, 也无法播放背景音乐. 因为我们" +"无法播放循环声音, 某些效果(如脚步声)难以实现, 因为我们必须跟踪是否存在声音效" +"果以及是否需要继续播放它." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:585 msgid "" @@ -843,8 +850,8 @@ msgid "" "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -"这个系统最大的缺点之一是我们只能播放\"Player.gd\"中的声音. 理想情况下,我们希" -"望能够随时播放任何脚本中的声音." +"这个系统最大的缺点之一是我们只能播放 \"Player.gd\" 中的声音. 理想情况下, 我们" +"希望能够随时播放任何脚本中的声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:590 msgid "" @@ -852,8 +859,8 @@ msgid "" "``Simple_Audio_Player.tscn``. Place the following code in the class " "variables section of the script:" msgstr "" -"做完这些,我们再打开 ``Player.gd`` .首先我们需要加载 ``Simple_Audio_Player." -"tscn`` .在脚本的类变量部分放入以下代码:" +"做完这些, 我们再打开 ``Player.gd`` . 首先我们需要加载 ``Simple_Audio_Player." +"tscn`` . 在脚本的类变量部分放入以下代码:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:597 msgid "" @@ -862,9 +869,9 @@ msgid "" "play. To make the process simpler, let's create a ``create_sound`` function " "in ``Player.gd``:" msgstr "" -"现在我们需要在需要时实例化简单的音频播放器,然后调用它的 ``play_sound`` 函数并" -"传递我们想要播放的声音的名称. 为了简化这个过程,让我们在 ``Player.gd`` 中创建" -"一个 ``create_sound`` 函数:" +"现在我们需要在需要时实例化简单的音频播放器, 然后调用它的 ``play_sound`` 函数" +"并传递我们想要播放的声音的名称. 为了简化这个过程, 让我们在 ``Player.gd`` 中创" +"建一个 ``create_sound`` 函数:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:609 msgid "Let's walk through what this function does:" @@ -875,14 +882,14 @@ msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable named ``audio_clone``." msgstr "" -"第一行实例化 ``Simple_Audio_Player.tscn`` 场景,并将其分配给一个名为 " +"第一行实例化 ``Simple_Audio_Player.tscn`` 场景, 并将其分配给一个名为 " "``audio_clone`` 的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 msgid "" "The second line gets the scene root, and this has a large (though safe) " "assumption." -msgstr "第二行获取场景根,这有一个很大(虽然安全)的假设." +msgstr "第二行获取场景根, 这有一个很大(虽然安全)的假设." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:618 msgid "" @@ -894,11 +901,11 @@ msgid "" "huge assumption that the first child of the root node is the root scene that " "the player is under, which may not always be the case**." msgstr "" -"我们首先得到这个节点 :ref:`SceneTree <class_SceneTree>`,然后访问根节点,在这种" -"情况下是 :ref:`Viewport <class_Viewport>` 这整个游戏正在运行. 然后我们得到了" -"第一个子节点 :ref:`Viewport <class_Viewport>`,在我们的示例中恰好是 " +"我们首先得到这个节点 :ref:`SceneTree <class_SceneTree>`, 然后访问根节点, 在这" +"种情况下是 :ref:`Viewport <class_Viewport>` 这整个游戏正在运行. 然后我们得到" +"了第一个子节点 :ref:`Viewport <class_Viewport>`, 在我们的示例中恰好是 " "``Test_Area.tscn`` 中的根节点或任何其他提供的级别. **我们正在做出一个巨大的假" -"设,即根节点的第一个子节点是游戏角色所处的根场景,这可能并非总是如此**." +"设, 即根节点的第一个子节点是游戏角色所处的根场景, 这可能并非总是如此** ." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "" @@ -908,9 +915,9 @@ msgid "" "projects and will not be happening in this tutorial series. This is only " "potentially a issue depending on how you handle scene loading." msgstr "" -"如果这对你没有意义,不要太担心.第二行代码只有在你将多个场景作为根节点的子节点" -"同时加载的情况下才会不可靠地运行,这在大多数项目中很少发生,在本系列教程中也不" -"会发生.这只是潜在的问题,取决于你如何处理场景加载." +"如果这对你没有意义, 不要太担心. 第二行代码只有在你将多个场景作为根节点的子节" +"点同时加载的情况下才会不可靠地运行, 这在大多数项目中很少发生, 在本系列教程中" +"也不会发生. 这只是潜在的问题, 取决于你如何处理场景加载." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 msgid "" @@ -927,8 +934,8 @@ msgid "" "passed in to ``create_sound``. This will call ``Simple_Audio_Player.gd``'s " "``play_sound`` function with the passed in arguments." msgstr "" -"最后,我们调用 ``play_sound`` 函数并将传入的参数传递给 ``create_sound`` . 这将" -"使用传入的参数调用 ``Simple_Audio_Player.gd`` 的 ``play_sound`` 函数." +"最后, 我们调用 ``play_sound`` 函数并将传入的参数传递给 ``create_sound`` . 这" +"将使用传入的参数调用 ``Simple_Audio_Player.gd`` 的 ``play_sound`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 msgid "" @@ -945,13 +952,13 @@ msgid "" "Now, we want to make a noise when the player fires the pistol, so add the " "following to the end of the ``fire_weapon`` function:" msgstr "" -"现在,我们想在游戏角色发射手枪时发出噪音,所以将以下内容添加到 ``fire_weapon`` " -"函数的末尾:" +"现在, 我们想在游戏角色发射手枪时发出噪音, 所以将以下内容添加到 " +"``fire_weapon`` 函数的末尾:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:646 msgid "" "Now when the player fires the pistol, we'll play the ``Pistol_shot`` sound." -msgstr "现在,当游戏角色发射手枪时,我们将发出\"手枪射击\"的声音." +msgstr "现在, 当游戏角色发射手枪时, 我们将发出 \"手枪射击\" 的声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 @@ -960,14 +967,14 @@ msgid "" "under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " "in the ``reload_weapon`` function:" msgstr "" -"要在游戏角色重新加载时发出声音,我们需要在 ``reload_weapon`` 函数中的 " +"要在游戏角色重新加载时发出声音, 我们需要在 ``reload_weapon`` 函数中的 " "``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` 下添加以" "下内容:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:655 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 msgid "Now when the player reloads, we'll play the ``Gun_cock`` sound." -msgstr "现在当游戏角色重新加载时,我们将播放 ``Gun_cock`` 声音." +msgstr "现在当游戏角色重新加载时, 我们将播放 ``Gun_cock`` 声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:659 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." @@ -978,12 +985,12 @@ msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -"要在步枪被射击时发出声音,请将以下内容添加到 ``fire_weapon`` 函数的末尾:" +"要在步枪被射击时发出声音, 请将以下内容添加到 ``fire_weapon`` 函数的末尾:" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 msgid "" "Now when the player fires the rifle, we'll play the ``Rifle_shot`` sound." -msgstr "现在,当游戏角色发射步枪时,我们将发出\"Rifle_shot\"声音." +msgstr "现在, 当游戏角色发射步枪时, 我们将发出 \"Rifle_shot\" 声音." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 msgid "Final notes" @@ -992,7 +999,7 @@ msgstr "最后的笔记" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:684 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" -msgstr "现在您拥有有限弹药的武器,当您开火时它们会播放声音!" +msgstr "现在您拥有有限弹药的武器, 当您开火时它们会播放声音!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:686 msgid "" @@ -1000,8 +1007,8 @@ msgid "" "still a few things that would be nice to add, and we're going to add them in " "the next three parts!" msgstr "" -"至此,我们已经具备了一个FPS游戏的所有基本功能.还有一些东西可以添加,将在接下来" -"的三个部分中添加它们!" +"至此, 我们已经具备了一个FPS游戏的所有基本功能. 还有一些东西可以添加, 将在接下" +"来的三个部分中添加它们!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:689 msgid "" @@ -1009,8 +1016,8 @@ msgid "" "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody <class_RigidBody>` nodes." msgstr "" -"例如,现在我们无法为我们的备件添加弹药,所以我们最终会耗尽. 另外,我们没有任何东" -"西可以射击 :ref:`RigidBody <class_RigidBody>` 节点." +"例如, 现在我们无法为我们的备件添加弹药, 所以我们最终会耗尽. 另外, 我们没有任" +"何东西可以射击 :ref:`RigidBody <class_RigidBody>` 节点." #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:692 msgid "" @@ -1018,12 +1025,12 @@ msgid "" "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -"在:参考:`doc_fps_tutorial_part_four`我们将添加一些射击目标,以及一些健康和弹药" -"拾取! 我们还将添加joypad支持,因此我们可以使用有线Xbox 360控制器!" +"在: 参考:`doc_fps_tutorial_part_four` 我们将添加一些射击目标, 以及一些健康和" +"弹药拾取! 我们还将添加joypad支持, 因此我们可以使用有线Xbox 360控制器!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:695 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:697 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 27a6662b3f..5b9e20df42 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgstr "部分概述" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:9 msgid "In this part we will be giving our player weapons to play with." -msgstr "在这部分中,我们将为游戏角色提供武器." +msgstr "在这部分中, 我们将为游戏角色提供武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:13 msgid "" @@ -36,8 +36,8 @@ msgid "" "with transitions, and the weapons will interact with objects in the " "environment." msgstr "" -"到这部分结束时,您将拥有一个可以使用小刀发射手枪,步枪和攻击的游戏角色. 游戏角" -"色现在还将拥有过渡动画,并且武器将与环境中的对象进行交互." +"到这部分结束时, 您将拥有一个可以使用小刀发射手枪, 步枪和攻击的游戏角色. 游戏" +"角色现在还将拥有过渡动画, 并且武器将与环境中的对象进行交互." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:17 msgid "" @@ -45,8 +45,8 @@ msgid "" "moving on to this part of the tutorial. The finished project from :ref:" "`doc_fps_tutorial_part_one` will be the starting project for part 2" msgstr "" -"在继续本教程的这一部分之前,我们假设您已经完成了 :ref:" -"`doc_fps_tutorial_part_one`. 完成的项目来自 :ref:`doc_fps_tutorial_part_one`" +"在继续本教程的这一部分之前, 我们假设您已经完成了 :ref:" +"`doc_fps_tutorial_part_one`. 完成的项目来自 :ref:`doc_fps_tutorial_part_one` " "将成为第2部分的起始项目" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:20 @@ -63,7 +63,7 @@ msgid "" "and select the :ref:`AnimationPlayer <class_AnimationPlayer>` Node " "(``Player`` -> ``Rotation_Helper`` -> ``Model`` -> ``Animation_Player``)." msgstr "" -"首先,我们需要一种方法来处理不断变化的动画. 打开 ``Player.tscn`` 并选择 :ref:" +"首先, 我们需要一种方法来处理不断变化的动画. 打开 ``Player.tscn`` 并选择 :ref:" "`AnimationPlayer <class_AnimationPlayer>` Node(``Player`` -> " "``Rotation_Helper`` -> ``Model`` -> ``Animation_Player``)." @@ -72,12 +72,12 @@ msgid "" "Create a new script called ``AnimationPlayer_Manager.gd`` and attach that to " "the :ref:`AnimationPlayer <class_AnimationPlayer>`." msgstr "" -"创建一个名为 ``AnimationPlayer_Manager.gd`` 的新脚本,并将其附加到 :ref:" +"创建一个名为 ``AnimationPlayer_Manager.gd`` 的新脚本, 并将其附加到 :ref:" "`AnimationPlayer <class_AnimationPlayer>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:30 msgid "Add the following code to ``AnimationPlayer_Manager.gd``:" -msgstr "将以下代码添加到``AnimationPlayer_Manager.gd``:" +msgstr "将以下代码添加到 ``AnimationPlayer_Manager.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:152 msgid "Lets go over what this script is doing:" @@ -91,25 +91,25 @@ msgstr "让我们从这个脚本的类变量开始:" msgid "" "``states``: A dictionary for holding our animation states. (Further " "explanation below)" -msgstr "``states``:用于保存动画状态的字典. (以下进一步说明)" +msgstr "``states``: 用于保存动画状态的字典. (以下进一步说明)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 msgid "" "``animation_speeds``: A dictionary for holding all the speeds at which we " "want to play our animations." -msgstr "``animation_speeds``:一个字典,用来保存我们想要播放的动画的所有速度." +msgstr "``animation_speeds``: 一个字典, 用来保存我们想要播放的动画的所有速度." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:160 msgid "" "``current_state``: A variable for holding the name of the animation state we " "are currently in." -msgstr "``current_state``:一个变量,用于保存我们当前所处的动画状态的名称." +msgstr "``current_state``: 一个变量, 用于保存我们当前所处的动画状态的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:161 msgid "" "``callback_function``: A variable for holding the callback function. " "(Further explanation below)" -msgstr "``callback_function``:用于保存回调函数的变量. (以下进一步说明)" +msgstr "``callback_function``: 用于保存回调函数的变量. (以下进一步说明)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:163 msgid "" @@ -117,8 +117,8 @@ msgid "" "``states`` is structured like a basic state machine. Here is roughly how " "``states`` is set up:" msgstr "" -"如果您熟悉状态机,那么您可能已经注意到 ``states`` 的结构类似于基本状态机. 这里" -"大致是如何设置``states``:" +"如果您熟悉状态机, 那么您可能已经注意到 ``states`` 的结构类似于基本状态机. 这" +"里大致是如何设置 ``states``:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:166 msgid "" @@ -128,9 +128,9 @@ msgid "" "state, we can only transition to ``Knife_equip``, ``Pistol_equip``, " "``Rifle_equip``, and ``Idle_unarmed``." msgstr "" -"``states`` 是一个字典,键是当前状态的名称,值是一个数组,里面有可以转换的所有动" -"画及状态.例如,如果当前处于 ``Idle_unarmed`` 状态,只能过渡到 " -"``Knife_equip`` 、 ``Pistol_equip`` 、 ``Rifle_equip`` 和 ``Idle_unarmed`` ." +"``states`` 是一个字典, 键是当前状态的名称, 值是一个数组, 里面有可以转换的所有" +"动画及状态. 例如, 如果当前处于 ``Idle_unarmed`` 状态, 只能过渡到 " +"``Knife_equip`` , ``Pistol_equip`` , ``Rifle_equip`` 和 ``Idle_unarmed`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:171 msgid "" @@ -140,9 +140,9 @@ msgid "" "some states into others, as will be explained further below in " "``animation_ended``." msgstr "" -"如果我们尝试转换到未包含在我们所处状态的可能转换状态中的状态,那么我们会收到警" -"告消息并且动画不会更改. 我们也可以自动从一些状态转换到其他状态,这将在下面的" -"\"animation_ended\"中进一步解释." +"如果我们尝试转换到未包含在我们所处状态的可能转换状态中的状态, 那么我们会收到" +"警告消息并且动画不会更改. 我们也可以自动从一些状态转换到其他状态, 这将在下面" +"的 \"animation_ended\" 中进一步解释." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:175 msgid "" @@ -150,8 +150,8 @@ msgid "" "state machine. If you are interested to know more about state machines, see " "the following articles:" msgstr "" -"为了保持本教程的简单性,我们没有使用 完整的 '状态机' .如果你有兴趣了解更多关于" -"状态机的知识,请看以下文章:" +"为了保持本教程的简单性, 我们没有使用 完整的 '状态机' . 如果你有兴趣了解更多关" +"于状态机的知识, 请看以下文章:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:179 msgid "" @@ -178,20 +178,20 @@ msgid "" "animations are a little slow and in an effort to make everything look " "smooth, we need to play them at faster speeds." msgstr "" -"``animation_speeds``是每个动画播放的速度. 有些动画有点慢,为了让一切看起来都很" -"流畅,我们需要以更快的速度播放它们." +"``animation_speeds`` 是每个动画播放的速度. 有些动画有点慢, 为了让一切看起来都" +"很流畅, 我们需要以更快的速度播放它们." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:186 msgid "" "Notice that all of the firing animations are faster than their normal speed. " "Remember this for later!" -msgstr "请注意,所有触发动画都比正常速度快. 请记住以后再说!" +msgstr "请注意, 所有触发动画都比正常速度快. 请记住以后再说!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:188 msgid "" "``current_state`` will hold the name of the animation state we are currently " "in." -msgstr "``current_state``将保存我们当前所处的动画状态的名称." +msgstr "``current_state`` 将保存我们当前所处的动画状态的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:190 msgid "" @@ -202,9 +202,9 @@ msgid "" "script, which is how we will use it later." msgstr "" "最后, ``callback_function`` 将是一个 :ref:`FuncRef <class_FuncRef>` 由游戏角" -"色传入,用于在适当的动画帧中生成子弹. 答 :ref:`FuncRef <class_FuncRef>` 允许我" -"们传递一个函数作为参数,有效地允许我们从另一个脚本调用一个函数,这是我们以后使" -"用它的方式." +"色传入, 用于在适当的动画帧中生成子弹. 答 :ref:`FuncRef <class_FuncRef>` 允许" +"我们传递一个函数作为参数, 有效地允许我们从另一个脚本调用一个函数, 这是我们以" +"后使用它的方式." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:196 msgid "Now let's look at ``_ready``." @@ -215,8 +215,8 @@ msgid "" "First we are setting our animation to ``Idle_unarmed`` using the " "``set_animation`` function, so we for sure start in that animation." msgstr "" -"首先,我们使用 ``set_animation`` 函数将动画设置为 ``Idle_unarmed`` ,所以我们肯" -"定会从那个动画开始." +"首先, 我们使用 ``set_animation`` 函数将动画设置为 ``Idle_unarmed`` , 所以我们" +"肯定会从那个动画开始." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:201 msgid "" @@ -224,8 +224,8 @@ msgid "" "it to call ``animation_ended``. This means whenever an animation is " "finished, ``animation_ended`` will be called." msgstr "" -"接下来,我们将 ``animation_finished`` 信号连接到此脚本并将其指定为调用 " -"``animation_ended`` . 这意味着每当动画完成时,都会调用 ``animation_ended`` ." +"接下来, 我们将 ``animation_finished`` 信号连接到此脚本并将其指定为调用 " +"``animation_ended`` . 这意味着每当动画完成时, 都会调用 ``animation_ended`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:206 msgid "Let's look at ``set_animation`` next." @@ -238,9 +238,9 @@ msgid "" "animation state we are currently in has the passed in animation state name " "in ``states``, then we will change to that animation." msgstr "" -"``set_animation``将动画更改为名为``animation_name`` 的动画*如果*我们可以转换" -"到它. 换句话说,如果我们当前所处的动画状态在\"states\"中有传递的动画状态名称," -"那么我们将更改为该动画." +"``set_animation`` 将动画更改为名为 ``animation_name`` 的动画 *如果* 我们可以" +"转换到它. 换句话说, 如果我们当前所处的动画状态在 \"states\" 中有传递的动画状" +"态名称, 那么我们将更改为该动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:212 msgid "" @@ -248,8 +248,8 @@ msgid "" "animation currently playing. If they are the same, then we write a warning " "to the console and return ``true``." msgstr "" -"首先,我们检查传入的动画名称是否与当前播放的动画名称相同.如果它们是相同的,那么" -"就向控制台书写一个警告,并返回 ``true`` ." +"首先, 我们检查传入的动画名称是否与当前播放的动画名称相同. 如果它们是相同的, " +"那么就向控制台书写一个警告, 并返回 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:215 msgid "" @@ -257,17 +257,17 @@ msgid "" "animation with the name ``animation_name`` using ``has_animation``. If it " "does not, we return ``false``." msgstr "" -"其次,使用 ``has_animation`` 查看 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` 是否有名称为 ``animation_name`` 的动画.如果没有,返回" -"``false``." +"其次, 使用 ``has_animation`` 查看 :ref:`AnimationPlayer " +"<class_AnimationPlayer>` 是否有名称为 ``animation_name`` 的动画. 如果没有, 返" +"回 ``false``." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:218 msgid "" "Thirdly, we check whether ``current_state`` is set. If we have a state in " "``current_state``, then we get all the possible states we can transition to." msgstr "" -"第三,检查 ``current_state`` 是否被设置.如果在 ``current_state`` 中有一个状态," -"那么就可以转换到所有可能的状态." +"第三, 检查 ``current_state`` 是否被设置. 如果在 ``current_state`` 中有一个状" +"态, 那么就可以转换到所有可能的状态." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:220 msgid "" @@ -276,9 +276,9 @@ msgid "" "`AnimationPlayer <class_AnimationPlayer>` to play the animation with a blend " "time of ``-1`` at the speed set in ``animation_speeds`` and return ``true``." msgstr "" -"如果动画名称在可能的转换列表中,我们将 ``current_state`` 设置为传入的动画" -"(``animation_name``),告诉 :ref:`AnimationPlayer <class_AnimationPlayer>` 以混" -"合时间播放动画 在 ``animation_speeds`` 中设置的速度为 ``-1`` 并返回 " +"如果动画名称在可能的转换列表中, 我们将 ``current_state`` 设置为传入的动画" +"(``animation_name``), 告诉 :ref:`AnimationPlayer <class_AnimationPlayer>` 以" +"混合时间播放动画 在 ``animation_speeds`` 中设置的速度为 ``-1`` 并返回 " "``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:224 @@ -289,7 +289,7 @@ msgstr "混合时间是将两个动画混合/混合多长时间." msgid "" "By putting in a value of ``-1``, the new animation instantly plays, " "overriding whatever animation is already playing." -msgstr "通过输入值\"-1\",新动画立即播放,覆盖已播放的任何动画." +msgstr "通过输入值 \"-1\", 新动画立即播放, 覆盖已播放的任何动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:228 msgid "" @@ -299,15 +299,15 @@ msgid "" "transition between animations, which looks great when you are changing from " "a walking animation to a running animation." msgstr "" -"如果您输入一个\"1\"的值,一秒钟后新动画将以增加的力量播放,将两个动画混合在一起" -"一秒钟,然后再播放新动画. 这导致动画之间的平滑过渡,当您从步行动画更改为正在运" -"行的动画时,这看起来很棒." +"如果您输入一个 \"1\" 的值, 一秒钟后新动画将以增加的力量播放, 将两个动画混合在" +"一起一秒钟, 然后再播放新动画. 这导致动画之间的平滑过渡, 当您从步行动画更改为" +"正在运行的动画时, 这看起来很棒." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:232 msgid "" "We set the blend time to ``-1`` because we want to instantly change " "animations." -msgstr "我们将混合时间设置为\"-1\",因为我们想立即更改动画." +msgstr "我们将混合时间设置为 \"-1\", 因为我们想立即更改动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:236 msgid "Now let's look at ``animation_ended``." @@ -319,7 +319,7 @@ msgid "" "`AnimationPlayer <class_AnimationPlayer>` when it's done playing an " "animation." msgstr "" -"``animation_ended``是一个函数,它将被调用 :ref:`AnimationPlayer " +"``animation_ended`` 是一个函数, 它将被调用 :ref:`AnimationPlayer " "<class_AnimationPlayer>` 当它完成播放动画时." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:241 @@ -328,8 +328,8 @@ msgid "" "when it's finished. To handle this, we check for every possible animation " "state. If we need to, we will transition into another state." msgstr "" -"对于某些动画状态,可能需要在它完成后过渡到另一个状态.为了处理这个问题,我们会检" -"查每一个可能的动画状态,如果需要,将过渡到另一个状态." +"对于某些动画状态, 可能需要在它完成后过渡到另一个状态. 为了处理这个问题, 我们" +"会检查每一个可能的动画状态, 如果需要, 将过渡到另一个状态." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:244 msgid "" @@ -338,8 +338,8 @@ msgid "" "``animation_finished`` signal when they reach the end of the animation and " "are about to loop again." msgstr "" -"如果您使用自己的动画模型,请确保没有动画设置为循环. 循环动画在到达动画结束时不" -"会发送 ``animation_finished`` 信号,并且即将再循环." +"如果您使用自己的动画模型, 请确保没有动画设置为循环. 循环动画在到达动画结束时" +"不会发送 ``animation_finished`` 信号, 并且即将再循环." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:248 msgid "" @@ -347,8 +347,8 @@ msgid "" "``states``, but in an effort to make the tutorial easier to understand, " "we'll hard code each state transition in ``animation_ended``." msgstr "" -"``animation_ended`` 中的转换最好是 ``states`` 中数据的一部分,但为了使教程更容" -"易理解,我们将对 ``animation_ended`` 中的每个状态转换进行硬编码." +"``animation_ended`` 中的转换最好是 ``states`` 中数据的一部分, 但为了使教程更" +"容易理解, 我们将对 ``animation_ended`` 中的每个状态转换进行硬编码." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:254 msgid "" @@ -358,10 +358,10 @@ msgid "" "in function. If we do not have a :ref:`FuncRef <class_FuncRef>` assigned to " "``callback_function``, we print out a warning to the console." msgstr "" -"最后是 ``animation_callback`` ,这个函数将被我们动画中的调用方法跟踪其调用.如" -"果有一个 :ref:`FuncRef <class_FuncRef>` 分配给 ``callback_function`` ,那么就" -"会调用这个传递进来的函数.如果没有分配给 ``callback_function`` 的 :ref:" -"`FuncRef <class_FuncRef>`,就会向控制台打印出一个警告." +"最后是 ``animation_callback`` , 这个函数将被我们动画中的调用方法跟踪其调用. " +"如果有一个 :ref:`FuncRef <class_FuncRef>` 分配给 ``callback_function`` , 那么" +"就会调用这个传递进来的函数. 如果没有分配给 ``callback_function`` 的 :ref:" +"`FuncRef <class_FuncRef>`, 就会向控制台打印出一个警告." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:258 msgid "" @@ -370,7 +370,7 @@ msgid "" "working correctly." msgstr "" "尝试运行 ``Testing_Area.tscn`` 以确保没有运行时问题. 如果游戏运行但似乎没有任" -"何改变,那么一切都正常." +"何改变, 那么一切都正常." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:262 msgid "Getting the animations ready" @@ -382,8 +382,8 @@ msgid "" "player script. Before that, though, we need to set some animation callback " "tracks in our firing animations." msgstr "" -"现在我们已经有了一个运行的动画管理器,需要从玩家脚本中来调用它.不过在此之前,需" -"要在发射动画中设置一些动画回调跟踪." +"现在我们已经有了一个运行的动画管理器, 需要从玩家脚本中来调用它. 不过在此之" +"前, 需要在发射动画中设置一些动画回调跟踪." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:267 msgid "" @@ -392,8 +392,8 @@ msgid "" "``Rotation_Helper`` -> ``Model`` -> ``Animation_Player``)." msgstr "" "打开 ``Player.tscn`` 如果您没有打开并导航到 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` node(``Player`` ->` `Rotation_Helper`` ->` `Model` " -"` ->` `Animation_Player``)." +"<class_AnimationPlayer>` node(``Player`` -> ``Rotation_Helper`` -> ``Model`` " +"-> ``Animation_Player``)." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:270 msgid "" @@ -401,8 +401,8 @@ msgid "" "animation for the pistol, rifle, and knife. Let's start with the pistol. " "Click the animation drop down list and select \"Pistol_fire\"." msgstr "" -"我们需要给三个动画附加一个调用方法跟踪.手枪、步枪和刀的射击动画,让我们从手枪" -"开始.点击动画下拉列表,选择 \"Pistol_fire\" ." +"我们需要给三个动画附加一个调用方法跟踪. 手枪, 步枪和刀的射击动画, 让我们从手" +"枪开始. 点击动画下拉列表, 选择 \"Pistol_fire\" ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:273 msgid "" @@ -411,8 +411,8 @@ msgid "" "above the list, click the \"Add track\" button, to the left of the time line" msgstr "" "现在向下滚动到动画轨道列表的底部. 列表中的最后一项应为``Armature / Skeleton:" -"Left_UpperPointer``. 现在位于列表底部,单击动画窗口底部栏上的加号图标,紧邻循环" -"按钮和向上箭头" +"Left_UpperPointer``. 现在位于列表底部, 单击动画窗口底部栏上的加号图标, 紧邻循" +"环按钮和向上箭头" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:278 msgid "" @@ -421,9 +421,9 @@ msgid "" "a window showing the entire node tree. Navigate to the :ref:`AnimationPlayer " "<class_AnimationPlayer>` node, select it, and press OK." msgstr "" -"这会弹出一个窗口,里面有几个选择.我们要添加一个调用方法跟踪,所以点击 \"调用方" -"法跟踪\" 的选项.这将打开一个窗口,显示整个节点树.导航到 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` 节点,选择它,然后按确定." +"这会弹出一个窗口, 里面有几个选择. 我们要添加一个调用方法跟踪, 所以点击 \"调用" +"方法跟踪\" 的选项. 这将打开一个窗口, 显示整个节点树. 导航到 :ref:" +"`AnimationPlayer <class_AnimationPlayer>` 节点, 选择它, 然后按确定." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:284 msgid "" @@ -432,15 +432,15 @@ msgid "" "to call our callback function. Scrub the timeline until you reach the point " "where the muzzle starts to flash." msgstr "" -"现在位于动画轨道列表的底部,您将看到一个绿色轨道,其中显示\"AnimationPlayer\". " -"现在我们需要添加我们想要调用回调函数的点. 擦洗时间线,直到到达枪口开始闪烁的" -"点." +"现在位于动画轨道列表的底部, 您将看到一个绿色轨道, 其中显示 \"AnimationPlayer" +"\". 现在我们需要添加我们想要调用回调函数的点. 擦洗时间线, 直到到达枪口开始闪" +"烁的点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:288 msgid "" "The timeline is the window where all the points in our animation are stored. " "Each of the little points represents a point of animation data." -msgstr "时间轴是存储动画中所有点的窗口,每一个小点都代表一个动画数据点." +msgstr "时间轴是存储动画中所有点的窗口, 每一个小点都代表一个动画数据点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:291 msgid "" @@ -448,8 +448,8 @@ msgid "" "<class_Camera>` node underneath Rotation Helper and check the \"Preview\" " "box underneath Perspective in the top-left corner." msgstr "" -"如要预览\"Pistol_fire\"动画,请选择Rotation Helper下面的 :ref:` 摄像机" -"<class_Camera>` 节点,并检查左上角透视图下面的\"预览(Preview)\"框." +"如要预览 \"Pistol_fire\" 动画, 请选择Rotation Helper下面的 :ref:`摄像机 " +"<class_Camera>` 节点, 并检查左上角透视图下面的 \"预览(Preview)\" 框." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:295 msgid "" @@ -457,8 +457,8 @@ msgid "" "we say \"scrub the timeline until you reach a point\", what we mean is move " "through the animation window until you reach the point on the timeline." msgstr "" -"擦洗时间轴意味着让我们自己完成动画. 因此,当我们说\"擦洗时间线直到达到某个点" -"\"时,我们的意思是在动画窗口中移动,直到到达时间轴上的点." +"擦洗时间轴意味着让我们自己完成动画. 因此, 当我们说 \"擦洗时间线直到达到某个点" +"\" 时, 我们的意思是在动画窗口中移动, 直到到达时间轴上的点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:299 msgid "" @@ -466,16 +466,16 @@ msgid "" "muzzle flash is the flash of light that escapes the muzzle when a bullet is " "fired. The muzzle is also sometimes referred to as the barrel of the gun." msgstr "" -"而且,枪口是枪弹出来的终点. 枪口闪光是当子弹射击时逃离枪口的闪光. 枪口有时也被" -"称为枪管." +"而且, 枪口是枪弹出来的终点. 枪口闪光是当子弹射击时逃离枪口的闪光. 枪口有时也" +"被称为枪管." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:303 msgid "" "For finer control when scrubbing the timeline, press :kbd:`Ctrl` and scroll " "forward with the mouse wheel to zoom in. Scrolling backwards will zoom out." msgstr "" -"在清量时间轴时,为了更精细地控制,按 :kbd:`Ctrl` 键,用鼠标滚轮向前滚动可放大,向" -"后滚动则会缩小." +"在清量时间轴时, 为了更精细地控制, 按 :kbd:`Ctrl` 键, 用鼠标滚轮向前滚动可放" +"大, 向后滚动则会缩小." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:306 msgid "" @@ -491,14 +491,14 @@ msgid "" "Player\" and press ``Insert Key``. In the empty name field, enter " "``animation_callback`` and press :kbd:`Enter`." msgstr "" -"到达所需位置后,右击 \"Animation Player\" 这一行,按 ``Insert Key`` .在空的名称" -"栏中,输入 ``animation_callback`` ,然后按 :kbd:`Enter` ." +"到达所需位置后, 右击 \"Animation Player\" 这一行, 按 ``Insert Key`` . 在空的" +"名称栏中, 输入 ``animation_callback`` , 然后按 :kbd:`Enter` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:314 msgid "" "Now when we are playing this animation the call method track will be " "triggered at that specific point of the animation." -msgstr "现在,当我们在播放这个动画时,调用方法跟踪将在动画的那个特定点被触发." +msgstr "现在, 当我们在播放这个动画时, 调用方法跟踪将在动画的那个特定点被触发." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:318 msgid "Let's repeat the process for the rifle and knife firing animations!" @@ -510,8 +510,8 @@ msgid "" "to explained in a little less depth. Follow the steps from above if you get " "lost! It is exactly the same, just on a different animation." msgstr "" -"因为这个过程与手枪完全相同,所以这个过程的解释会稍微深入一点. 如果您迷路,请按" -"照上面的步骤! 它完全相同,只是在不同的动画上." +"因为这个过程与手枪完全相同, 所以这个过程的解释会稍微深入一点. 如果您迷路, 请" +"按照上面的步骤! 它完全相同, 只是在不同的动画上." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:323 msgid "" @@ -521,16 +521,16 @@ msgid "" "muzzle starts to flash and right click and press ``Insert Key`` to add a " "call method track point at that position on the track." msgstr "" -"从动画下拉列表中进入 \"Rifle_fire\" 动画.到动画轨道列表的最下方,点击列表上方" -"的 \"Add Track\" 按钮,添加调用方法跟踪.找到枪口开始闪光的点,右键按 ``Insert " -"Key`` 在轨道上的该位置添加调用方法跟踪点." +"从动画下拉列表中进入 \"Rifle_fire\" 动画. 到动画轨道列表的最下方, 点击列表上" +"方的 \"Add Track\" 按钮, 添加调用方法跟踪. 找到枪口开始闪光的点, 右键按 " +"``Insert Key`` 在轨道上的该位置添加调用方法跟踪点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:327 msgid "" "Type \"animation_callback\" into the name field of the pop up which opened " "and press :kbd:`Enter`." msgstr "" -"在打开的弹出窗口的名称栏中输入 \"animation_callback\" ,然后按 :kbd:`Enter` ." +"在打开的弹出窗口的名称栏中输入 \"animation_callback\" , 然后按 :kbd:`Enter` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:329 msgid "" @@ -540,9 +540,9 @@ msgid "" "method track. Next find a point around the first third of the animation to " "place the animation callback method point at." msgstr "" -"现在我们需要将回调方法跟踪应用到刀动画中.选择 \"Knife_fire\" 动画,滚动到动画" -"轨道的底部.点击列表上方的 \"Add Track\" 按钮,添加一个方法跟踪.接下来在动画的" -"前三分之一处找一个点,将动画回调方法点放在这里." +"现在我们需要将回调方法跟踪应用到刀动画中. 选择 \"Knife_fire\" 动画, 滚动到动" +"画轨道的底部. 点击列表上方的 \"Add Track\" 按钮, 添加一个方法跟踪. 接下来在动" +"画的前三分之一处找一个点, 将动画回调方法点放在这里." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:333 msgid "" @@ -551,16 +551,16 @@ msgid "" "firing logic for our knife, so the animation has been named in a style that " "is consistent with the other animations." msgstr "" -"我们实际上不会开枪,动画是一个刺伤动画而不是射击动画. 在本教程中,我们重复使用" -"枪械射击逻辑,因此动画的命名风格与其他动画一致." +"我们实际上不会开枪, 动画是一个刺伤动画而不是射击动画. 在本教程中, 我们重复使" +"用枪械射击逻辑, 因此动画的命名风格与其他动画一致." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:337 msgid "" "From there right click on the timeline and click \"Insert Key\". Put " "\"animation_callback\" into the name field and press :kbd:`Enter`." msgstr "" -"从那里右击时间轴,点击 \"Insert Key\" .在名称栏中输入 \"animation_callback\" ," -"然后按 :kbd:`Enter` ." +"从那里右击时间轴, 点击 \"Insert Key\" . 在名称栏中输入 \"animation_callback" +"\" , 然后按 :kbd:`Enter` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:339 msgid "Be sure to save your work!" @@ -572,8 +572,8 @@ msgid "" "our player script! We need to set up one last scene: The scene for our " "bullet object." msgstr "" -"完成后,我们就可以开始在玩家脚本中添加开火的功能了.我们需要设置最后一个场景,子" -"弹对象的场景." +"完成后, 我们就可以开始在玩家脚本中添加开火的功能了. 我们需要设置最后一个场" +"景, 子弹对象的场景." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:345 msgid "Creating the bullet scene" @@ -585,8 +585,8 @@ msgid "" "tutorial series, we will be exploring two of the more common ways: Objects, " "and raycasts." msgstr "" -"有几种方法可以处理电子游戏中枪支的子弹. 在本系列教程中,我们将探讨两种更常见的" -"方法:对象和光线投射." +"有几种方法可以处理电子游戏中枪支的子弹. 在本系列教程中, 我们将探讨两种更常见" +"的方法: 对象和光线投射." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:352 msgid "" @@ -596,7 +596,7 @@ msgid "" "it travels forward." msgstr "" "两种方法之一是使用子弹对象. 这将是一个穿越世界并处理自己的碰撞代码的对象. 在" -"这种方法中,我们在枪的方向上创建/生成一个子弹对象,然后向前行进." +"这种方法中, 我们在枪的方向上创建/生成一个子弹对象, 然后向前行进." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:356 msgid "" @@ -605,8 +605,9 @@ msgid "" "move on, and the bullet itself will handle checking for collisions, sending " "the proper signal(s) to the object it collides with, and destroying itself." msgstr "" -"这种方法有几个优点.首先是我们不必将子弹存储在玩家中.我们可以简单地创建子弹,然" -"后继续前进,而子弹本身将处理检查碰撞,发送适当的信号给它碰撞的对象,并销毁自己." +"这种方法有几个优点. 首先是我们不必将子弹存储在玩家中. 我们可以简单地创建子" +"弹, 然后继续前进, 而子弹本身将处理检查碰撞, 发送适当的信号给它碰撞的对象, 并" +"销毁自己." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:359 msgid "" @@ -617,10 +618,10 @@ msgid "" "instantly hit whatever it's pointed at. This feels more realistic because " "nothing in real life moves instantly from one point to another." msgstr "" -"另一个优点是我们可以有更复杂的子弹运动.如果我们想让子弹随着时间的推移而微微下" -"降,可以让子弹控制脚本慢慢地把子弹推向地面.使用物体也会让子弹需要时间来到达目" -"标,它不会立即击中任何它所指向的东西.这样感觉更真实,因为现实生活中没有任何东西" -"会瞬间从一个点移动到另一个点." +"另一个优点是我们可以有更复杂的子弹运动. 如果我们想让子弹随着时间的推移而微微" +"下降, 可以让子弹控制脚本慢慢地把子弹推向地面. 使用物体也会让子弹需要时间来到" +"达目标, 它不会立即击中任何它所指向的东西. 这样感觉更真实, 因为现实生活中没有" +"任何东西会瞬间从一个点移动到另一个点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:363 msgid "" @@ -632,9 +633,9 @@ msgid "" "potentially have several hundred bullets." msgstr "" "性能的一个巨大缺点. 虽然让每个子弹计算他们自己的路径并处理他们自己的碰撞可以" -"提供很大的灵活性,但这需要以性能为代价. 通过这种方法,我们每一步计算每个子弹的" -"运动,虽然这可能不是几十个子弹的问题,但当您可能有几百个子弹时,它可能会成为一个" -"巨大的问题." +"提供很大的灵活性, 但这需要以性能为代价. 通过这种方法, 我们每一步计算每个子弹" +"的运动, 虽然这可能不是几十个子弹的问题, 但当您可能有几百个子弹时, 它可能会成" +"为一个巨大的问题." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:367 msgid "" @@ -644,9 +645,9 @@ msgid "" "position. You can also find bullets as objects many times with grenades " "because they generally bounce around the world before exploding." msgstr "" -"尽管性能受到了影响,但许多第一人称射击游戏包括某种形式的物体子弹. 火箭发射器是" -"一个很好的示例,因为在许多第一人称射击游戏中,火箭不会立即在目标位置爆炸. 您也" -"可以用手榴弹多次发现子弹作为物体,因为它们通常会在爆炸前在世界各地反弹." +"尽管性能受到了影响, 但许多第一人称射击游戏包括某种形式的物体子弹. 火箭发射器" +"是一个很好的示例, 因为在许多第一人称射击游戏中, 火箭不会立即在目标位置爆炸. " +"您也可以用手榴弹多次发现子弹作为物体, 因为它们通常会在爆炸前在世界各地反弹." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:371 msgid "" @@ -655,30 +656,30 @@ msgid "" "observations. **They may be entirely wrong**. I have never worked on **any** " "of the following games)" msgstr "" -"虽然我不能肯定地说是这种情况,但这些游戏 *可能* 以某种形式使用子弹物体:(这些完" -"全来自我的观察. **它们可能完全错误** .我从未参与** 任何**以下游戏)" +"虽然我不能肯定地说是这种情况, 但这些游戏 *可能* 以某种形式使用子弹物体:(这些" +"完全来自我的观察. **它们可能完全错误** . 我从未参与 ** 任何** 以下游戏)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:374 msgid "" "Halo (Rocket launchers, fragmentation grenades, sniper rifles, brute shot, " "and more)" -msgstr "光环(火箭发射器、破片手雷、狙击步枪、暴力射击等)" +msgstr "光环(火箭发射器, 破片手雷, 狙击步枪, 暴力射击等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:375 msgid "" "Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super " "moves, and more)" -msgstr "命运(火箭发射器,手榴弹,聚变步枪,狙击步枪,超级动作等)" +msgstr "命运(火箭发射器, 手榴弹, 聚变步枪, 狙击步枪, 超级动作等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:376 msgid "" "Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and " "more)" -msgstr "使命召唤(火箭发射器,手榴弹,弹道刀,弩等)" +msgstr "使命召唤(火箭发射器, 手榴弹, 弹道刀, 弩等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:377 msgid "Battlefield (Rocket launchers, grenades, claymores, mortars, and more)" -msgstr "战场(火箭发射器,手榴弹,claymores,迫击炮等)" +msgstr "战场(火箭发射器, 手榴弹,claymores, 迫击炮等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:379 msgid "" @@ -696,8 +697,8 @@ msgid "" "creating your first person shooter, especially if you plan on adding some " "form of networking in the future." msgstr "" -"虽然我们没有实现任何形式的网络(因为它将在其自己的整个教程系列中),但在创建第一" -"人称射击游戏时要牢记这一点,特别是如果您计划在未来添加某种形式的网络." +"虽然我们没有实现任何形式的网络(因为它将在其自己的整个教程系列中), 但在创建第" +"一人称射击游戏时要牢记这一点, 特别是如果您计划在未来添加某种形式的网络." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:387 msgid "" @@ -710,7 +711,7 @@ msgid "" "This method is extremely common in guns that have fast moving bullets that " "rarely change trajectory over time." msgstr "" -"这种方法在具有快速移动的子弹的枪支中非常常见,这些子弹很少随时间改变轨道." +"这种方法在具有快速移动的子弹的枪支中非常常见, 这些子弹很少随时间改变轨道." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:391 msgid "" @@ -719,9 +720,9 @@ msgid "" "raycast's origin to the starting position of the bullet, and based on the " "length we can adjust how far the bullet 'travels' through space." msgstr "" -"我们不是创建一个子弹对象并通过空间发送它,而是从枪的枪管/枪口向前发送一条射" -"线. 我们将光线投射的原点设置为子弹的起始位置,并根据长度调整子弹在空间中``行进" -"``的距离." +"我们不是创建一个子弹对象并通过空间发送它, 而是从枪的枪管/枪口向前发送一条射" +"线. 我们将光线投射的原点设置为子弹的起始位置, 并根据长度调整子弹在空间中 ``行" +"进`` 的距离." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:394 msgid "" @@ -730,30 +731,30 @@ msgid "" "**They may be entirely wrong**. I have never worked on **any** of the " "following games)" msgstr "" -"虽然我不能肯定地说是这种情况,但这些游戏 *可能* 会以某种形式使用光线投射:(这些" -"完全来自我的观察. **它们可能完全错误** .我从来没有工作**任何 **以下游戏)" +"虽然我不能肯定地说是这种情况, 但这些游戏 *可能* 会以某种形式使用光线投射:(这" +"些完全来自我的观察. **它们可能完全错误** . 我从来没有工作 **任何 ** 以下游戏)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:397 msgid "" "Halo (Assault rifles, DMRs, battle rifles, covenant carbine, spartan laser, " "and more)" -msgstr "Halo(突击步枪,DMR,战斗步枪,契约卡宾枪,斯巴达激光等)" +msgstr "Halo(突击步枪,DMR, 战斗步枪, 契约卡宾枪, 斯巴达激光等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:398 msgid "" "Destiny (Auto rifles, pulse rifles, scout rifles, hand cannons, machine " "guns, and more)" -msgstr "命运(自动步枪,脉冲步枪,侦察步枪,手枪,机关枪等)" +msgstr "命运(自动步枪, 脉冲步枪, 侦察步枪, 手枪, 机关枪等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:399 msgid "" "Call of Duty (Assault rifles, light machine guns, sub machine guns, pistols, " "and more)" -msgstr "使命召唤(突击步枪,轻型机枪,子机枪,手枪等)" +msgstr "使命召唤(突击步枪, 轻型机枪, 子机枪, 手枪等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:400 msgid "Battlefield (Assault rifles, SMGs, carbines, pistols, and more)" -msgstr "战场(突击步枪,SMG,卡宾枪,手枪等)" +msgstr "战场(突击步枪,SMG, 卡宾枪, 手枪等)" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:402 msgid "" @@ -771,9 +772,9 @@ msgid "" "not need to sync the bullet movements over the Internet, we only need to " "send whether or not the raycast hit." msgstr "" -"另一个优点是我们可以立即知道我们是否在确实遇到了什么,或者当我们要求它时. 对于" -"网络而言,这很重要,因为我们不需要通过互联网同步子弹移动,我们只需要发送光线投" -"射." +"另一个优点是我们可以立即知道我们是否在确实遇到了什么, 或者当我们要求它时. 对" +"于网络而言, 这很重要, 因为我们不需要通过互联网同步子弹移动, 我们只需要发送光" +"线投射." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:409 msgid "" @@ -785,9 +786,9 @@ msgid "" "heavier on performance." msgstr "" "然而,Raycasting确实有一些缺点. 一个主要的缺点是我们不能简单地以线性线以外的方" -"式投射一条光线. 这意味着无论光线长度有多长,都只能用直线射击. 尽管可以通过在不" -"同位置投射多条光线来创建子弹运动的幻觉,但这不仅难以在代码中实现,而且性能负担" -"也更重." +"式投射一条光线. 这意味着无论光线长度有多长, 都只能用直线射击. 尽管可以通过在" +"不同位置投射多条光线来创建子弹运动的幻觉, 但这不仅难以在代码中实现, 而且性能" +"负担也更重." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:413 msgid "" @@ -799,19 +800,19 @@ msgid "" "raycasts. Another way is simply not drawing the raycast at all, because " "theoretically the bullets move so fast our eyes could not see it anyway." msgstr "" -"另一个缺点是我们看不到子弹. 对于子弹物体,我们实际上可以看到子弹穿过空间,如果" -"我们将一个网格附加到它上面,但由于光线投射立即发生,我们没有一个体面的方式来显" -"示子弹. 您可以从光线投射的原点到光线投射相撞的点绘制一条线,这是显示光线投影的" -"一种流行方式. 另一种方法是根本不绘制光线投射,因为从理论上讲,子弹移动得如此之" -"快,我们的眼睛无论如何都看不到它." +"另一个缺点是我们看不到子弹. 对于子弹物体, 我们实际上可以看到子弹穿过空间, 如" +"果我们将一个网格附加到它上面, 但由于光线投射立即发生, 我们没有一个体面的方式" +"来显示子弹. 您可以从光线投射的原点到光线投射相撞的点绘制一条线, 这是显示光线" +"投影的一种流行方式. 另一种方法是根本不绘制光线投射, 因为从理论上讲, 子弹移动" +"得如此之快, 我们的眼睛无论如何都看不到它." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:420 msgid "" "Let's get the bullet object set up. This is what our pistol will create when " "the \"Pistol_fire\" animation callback function is called." msgstr "" -"让我们设置子弹对象——在调用\"Pistol_fire\"动画回调函数时,我们的手枪会创建的内" -"容." +"让我们设置子弹对象——在调用 \"Pistol_fire\" 动画回调函数时, 我们的手枪会创建的" +"内容." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:423 msgid "" @@ -821,8 +822,8 @@ msgid "" "`CollisionShape <class_CollisionShape>` children to it." msgstr "" "打开 ``Bullet_Scene.tscn`` . 这个场景包含一个名为bullet的 :ref:`Spatial " -"<class_Spatial>` 节点,附有一个 :ref:`MeshInstance <class_MeshInstance>` 以及" -"一个带有 :ref:`CollisionShape <class_CollisionShape>`子节点的 :ref:`Area " +"<class_Spatial>` 节点, 附有一个 :ref:`MeshInstance <class_MeshInstance>` 以及" +"一个带有 :ref:`CollisionShape <class_CollisionShape>` 子节点的 :ref:`Area " "<class_Area>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:427 @@ -831,7 +832,7 @@ msgid "" "``Bullet`` :ref:`Spatial <class_Spatial>`." msgstr "" "创建一个名为 ``Bullet_script.gd`` 的新脚本并将其附加到 ``Bullet`` :ref:" -"`Spatial <class_Spatial>`上." +"`Spatial <class_Spatial>` 上." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:429 msgid "" @@ -839,8 +840,8 @@ msgid "" "will be using the :ref:`Area <class_Area>` to check whether or not we've " "collided with something" msgstr "" -"我们将在根部移动整个子弹对象( ``Bullet`` ).使用 :ref:`Area <class_Area>` 来检" -"查是否碰撞了什么东西" +"我们将在根部移动整个子弹对象( ``Bullet`` ). 使用 :ref:`Area <class_Area>` 来" +"检查是否碰撞了什么东西" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:431 msgid "" @@ -852,17 +853,17 @@ msgid "" "<class_RigidBody>` nodes, including other bullets, will be effected." msgstr "" "为什么我们使用 :ref:`Area <class_Area>` 而不是 :ref:`RigidBody " -"<class_RigidBody>`? 不使用 :ref:`RigidBody <class_RigidBody>`的主要原因是我" -"们不希望子弹与其他 :ref:`RigidBody <class_RigidBody>` 节点发生交互.我们通过使" -"用 :ref:`Area <class_Area>` 确保其他任何 :ref:`RigidBody <class_RigidBody>` " -"节点,包括其他子弹,都不会受到影响." +"<class_RigidBody>` ? 不使用 :ref:`RigidBody <class_RigidBody>` 的主要原因是" +"我们不希望子弹与其他 :ref:`RigidBody <class_RigidBody>` 节点发生交互. 我们通" +"过使用 :ref:`Area <class_Area>` 确保其他任何 :ref:`RigidBody " +"<class_RigidBody>` 节点, 包括其他子弹, 都不会受到影响." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:435 msgid "" "Another reason is simply because it is easier to detect collisions with an :" "ref:`Area <class_Area>`!" msgstr "" -"另一个原因很简单,因为用以下方法检测碰撞更容易 :ref:`Area <class_Area>`!" +"另一个原因很简单, 因为用以下方法检测碰撞更容易 :ref:`Area <class_Area>` !" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:437 msgid "Here's the script that will control our bullet:" @@ -878,34 +879,34 @@ msgstr "首先我们定义一些类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:479 msgid "``BULLET_SPEED``: The speed at which the bullet travels." -msgstr "``BULLET_SPEED``:子弹前进的速度." +msgstr "``BULLET_SPEED``: 子弹前进的速度." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:480 msgid "" "``BULLET_DAMAGE``: The damage the bullet will cause to anything with which " "it collides." -msgstr "``BULLET_DAMAGE``:子弹对碰撞物造成的伤害." +msgstr "``BULLET_DAMAGE``: 子弹对碰撞物造成的伤害." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:481 msgid "``KILL_TIMER``: How long the bullet can last without hitting anything." -msgstr "``KILL_TIMER``:子弹未击中情况下的的存在时间." +msgstr "``KILL_TIMER``: 子弹未击中情况下的的存在时间." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:482 msgid "``timer``: A float for tracking how long the bullet has been alive." -msgstr "``timer``:一个用于跟踪子弹存在时间的浮点数." +msgstr "``timer``: 一个用于跟踪子弹存在时间的浮点数." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:483 msgid "" "``hit_something``: A boolean for tracking whether or not we've hit something." -msgstr "``hit_something``:一个布尔值,用于跟踪我们是否击中了某些东西." +msgstr "``hit_something``: 一个布尔值, 用于跟踪我们是否击中了某些东西." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:485 msgid "" "With the exception of ``timer`` and ``hit_something``, all of these " "variables change how the bullet interacts with the world." msgstr "" -"除了 ``timer`` 和 ``hit_something`` 之外,所有这些变量都会改变子弹与世界的交互" -"方式." +"除了 ``timer`` 和 ``hit_something`` 之外, 所有这些变量都会改变子弹与世界的交" +"互方式." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:488 msgid "" @@ -913,7 +914,7 @@ msgid "" "get a bullet travelling forever. By using a kill timer, we can ensure that " "no bullets will travel forever and consume resources." msgstr "" -"我们使用kill timer 是因为子弹不会无休止地运动下去. 通过使用kill timer,我们可" +"我们使用kill timer 是因为子弹不会无休止地运动下去. 通过使用kill timer, 我们可" "以确保不会出现子弹一直移动而消耗资源的问题." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:492 @@ -925,18 +926,18 @@ msgid "" "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." msgstr "" -"与 :ref:`doc_fps_tutorial_part_one`一样,我们定义了几个全大写的类变量. 这背后" -"的原因与 :ref:`doc_fps_tutorial_part_one`:给出的原因相同:我们希望将这些变量作" -"为常量使用,但同时也希望能够更改它们. 在本例中,我们稍后需要更改这些子弹的伤害" -"和速度,因此我们需要让它们成为变量而不是常量." +"与 :ref:`doc_fps_tutorial_part_one` 一样, 我们定义了几个全大写的类变量. 这背" +"后的原因与 :ref:`doc_fps_tutorial_part_one`: 给出的原因相同: 我们希望将这些变" +"量作为常量使用, 但同时也希望能够更改它们. 在本例中, 我们稍后需要更改这些子弹" +"的伤害和速度, 因此我们需要让它们成为变量而不是常量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:499 msgid "" "In ``_ready`` we set the area's ``body_entered`` signal to ourself so that " "it calls the ``collided`` function when a body enters the area." msgstr "" -"在 ``_ready`` 中,我们将区域的 ``body_entered`` 信号设置为我们自己,以便在物体" -"进入该区域时调用 ``collided`` 函数." +"在 ``_ready`` 中, 我们将区域的 ``body_entered`` 信号设置为我们自己, 以便在物" +"体进入该区域时调用 ``collided`` 函数." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:504 msgid "" @@ -944,14 +945,14 @@ msgid "" "scene in local mode, you will find that the bullet faces the positive local " "``Z`` axis." msgstr "" -"``_physics_process`` 获得子弹的局部``Z``轴. 如果你以局部模式观察场景,你会发现" -"子弹面向局部 ``Z`` 正轴." +"``_physics_process`` 获得子弹的局部 ``Z`` 轴. 如果你以局部模式观察场景, 你会" +"发现子弹面向局部 ``Z`` 正轴." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:507 msgid "" "Next we translate the entire bullet by that forward direction, multiplying " "in our speed and delta time." -msgstr "接下来,我们将整个子弹按前进方向进行平移,乘上速度和时间增量." +msgstr "接下来, 我们将整个子弹按前进方向进行平移, 乘上速度和时间增量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:509 msgid "" @@ -959,12 +960,12 @@ msgid "" "reached a value as big or greater than our ``KILL_TIME`` constant. If it " "has, we use ``queue_free`` to free the bullet." msgstr "" -"之后我们将时间增量加到计时器上,检查计时器是否大于或等于我们的 ``KILL_TIME`` " -"常量. 如果是,就调用 ``queue_free`` 释放子弹." +"之后我们将时间增量加到计时器上, 检查计时器是否大于或等于我们的 ``KILL_TIME`` " +"常量. 如果是, 就调用 ``queue_free`` 释放子弹." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:514 msgid "In ``collided`` we check whether we've hit something yet." -msgstr "在 ``collided`` 中,我们检查子弹是否击中东西." +msgstr "在 ``collided`` 中, 我们检查子弹是否击中东西." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:516 msgid "" @@ -975,10 +976,10 @@ msgid "" "in the bullet's damage and the bullet's global transform so we can get the " "bullet's rotation and position." msgstr "" -"请记住,只有当一个实体进入 :ref:`Area <class_Area>` 节点时才会调用 " -"``collided`` . 如果子弹尚未与某些东西发生碰撞,我们将继续检查子弹发生碰撞的物" -"体是否具有名为\"bullet_hit\"的功能/方法. 如果有,我们调用并传递子弹的伤害和子" -"弹的全局变换,这样我们就可以获得子弹的旋转和位置." +"请记住, 只有当一个实体进入 :ref:`Area <class_Area>` 节点时才会调用 " +"``collided`` . 如果子弹尚未与某些东西发生碰撞, 我们将继续检查子弹发生碰撞的物" +"体是否具有名为 \"bullet_hit\" 的功能/方法. 如果有, 我们调用并传递子弹的伤害和" +"子弹的全局变换, 这样我们就可以获得子弹的旋转和位置." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:521 msgid "" @@ -986,8 +987,8 @@ msgid "" "<class_StaticBody>`, :ref:`RigidBody <class_RigidBody>`, or :ref:" "`KinematicBody <class_KinematicBody>`" msgstr "" -"在 ``collided`` 中,传入的物体可以是 :ref:`StaticBody <class_StaticBody>`, :" -"ref:`RigidBody <class_RigidBody>`,或者 :ref:`KinematicBody " +"在 ``collided`` 中, 传入的物体可以是 :ref:`StaticBody <class_StaticBody>`, :" +"ref:`RigidBody <class_RigidBody>`, 或者 :ref:`KinematicBody " "<class_KinematicBody>`" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:524 @@ -997,9 +998,9 @@ msgid "" "``bullet_hit`` function/method, it has hit something and so we need to make " "sure the bullet does not hit anything else." msgstr "" -"我们将子弹的 ``hit_something`` 变量设置为 ``true`` ,因为无论子弹碰撞的物体是" -"否具有 ``bullet_hit`` 函数/方法,它都已经击中了一件东西,所以我们需要确保子弹不" -"再击中任何其他东西." +"我们将子弹的 ``hit_something`` 变量设置为 ``true`` , 因为无论子弹碰撞的物体是" +"否具有 ``bullet_hit`` 函数/方法, 它都已经击中了一件东西, 所以我们需要确保子弹" +"不再击中任何其他东西." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:527 msgid "Then we free the bullet using ``queue_free``." @@ -1010,8 +1011,8 @@ msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -"你可能想知道,既然我们已经使用了 ``queue_free`` 在子弹击中某物的时候释放子弹," -"为什么还需要一个 ``hit_something`` 变量." +"你可能想知道, 既然我们已经使用了 ``queue_free`` 在子弹击中某物的时候释放子" +"弹, 为什么还需要一个 ``hit_something`` 变量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:532 msgid "" @@ -1021,16 +1022,16 @@ msgid "" "whether the bullet has hit something, we can make sure that the bullet will " "only hit one object." msgstr "" -"我们需要跟踪是否击中某物的原因是 ``queue_free`` 没有立即释放节点,所以子弹可能" -"会在Godot有机会释放它之前与另一个物体发生碰撞. 通过追踪子弹是否击中,我们可以" -"确保子弹只击中一个物体." +"我们需要跟踪是否击中某物的原因是 ``queue_free`` 没有立即释放节点, 所以子弹可" +"能会在Godot有机会释放它之前与另一个物体发生碰撞. 通过追踪子弹是否击中, 我们可" +"以确保子弹只击中一个物体." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -"在我们再次开始编程游戏角色之前,让我们快速看一下 ``Player.tscn`` . 再次打开 " +"在我们再次开始编程游戏角色之前, 让我们快速看一下 ``Player.tscn`` . 再次打开 " "``Player.tscn`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 @@ -1048,24 +1049,24 @@ msgid "" "forward on the Z axis. ``Gun_aim_point`` will serve as the point where the " "bullets will for sure collide with as it goes along." msgstr "" -"``Gun_aim_point``是子弹瞄准的点. 注意它是如何与屏幕中心对齐并在Z轴上向前拉一" -"段距离. ``Gun_aim_point``将作为子弹在进行时肯定会碰撞的点." +"``Gun_aim_point`` 是子弹瞄准的点. 注意它是如何与屏幕中心对齐并在Z轴上向前拉一" +"段距离. ``Gun_aim_point`` 将作为子弹在进行时肯定会碰撞的点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows at which target the bullets will be aiming." msgstr "" -"这里有一个用于调试的隐形网格实例.这个网格是一个小球体,可以直观地显示子弹将瞄" -"准的位置." +"这里有一个用于调试的隐形网格实例. 这个网格是一个小球体, 可以直观地显示子弹将" +"瞄准的位置." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:554 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "<class_Spatial>` nodes, one for each weapon." msgstr "" -"打开 ``Gun_Fire_Points`` ,你会发现另外三个 :ref:`Spatial <class_Spatial>` 节" -"点,每把武器各一个." +"打开 ``Gun_Fire_Points`` , 你会发现另外三个 :ref:`Spatial <class_Spatial>` 节" +"点, 每把武器各一个." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:557 msgid "" @@ -1073,7 +1074,7 @@ msgid "" "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our bullets will travel." msgstr "" -"打开 ``Rifle_Point`` ,你会找到一个 :ref:`Raycast <class_Raycast>` 节点. 我们" +"打开 ``Rifle_Point`` , 你会找到一个 :ref:`Raycast <class_Raycast>` 节点. 我们" "将在这里为我们的步枪子弹发送光线投射. 光线投射的长度将决定我们的子弹能走多远." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 @@ -1083,8 +1084,8 @@ msgid "" "objects, it is quite possible we could run into performance issues on older " "machines." msgstr "" -"我们使用 :ref:`Raycast <class_Raycast>` 节点来处理步枪的子弹,因为我们想要快速" -"发射大量子弹. 如果我们使用bullet对象,很可能会在旧机器上遇到性能问题." +"我们使用 :ref:`Raycast <class_Raycast>` 节点来处理步枪的子弹, 因为我们想要快" +"速发射大量子弹. 如果我们使用bullet对象, 很可能会在旧机器上遇到性能问题." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" @@ -1094,9 +1095,9 @@ msgid "" "through the timeline. The point for each weapon should mostly line up with " "the end of each weapon." msgstr "" -"如果你想知道发射点的位置,它们大致就在每个武器的末端. 你可以转到 " -"``AnimationPlayer`` ,选择其中一个发射动画并拖动时间轴来观察. 每种武器的发射点" -"应该基本与它的末端对齐." +"如果你想知道发射点的位置, 它们大致就在每个武器的末端. 你可以转到 " +"``AnimationPlayer`` , 选择其中一个发射动画并拖动时间轴来观察. 每种武器的发射" +"点应该基本与它的末端对齐." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:571 msgid "" @@ -1106,10 +1107,10 @@ msgid "" "If we were making a throwing knife, we would likely spawn a bullet object " "that looks like a knife." msgstr "" -"打开 ``Knife_Point`` ,你会看到一个 :ref:`Area <class_Area>` 节点. 我们对刀应" -"用 :ref:`Area <class_Area>`是因为我们只关心接近我们的所有物体,并且刀不会被射" -"向空中. 而如果我们要制作一把可投掷的飞刀,我们更可能会生成一个看起来像刀子的子" -"弹物体." +"打开 ``Knife_Point`` , 你会看到一个 :ref:`Area <class_Area>` 节点. 我们对刀应" +"用 :ref:`Area <class_Area>` 是因为我们只关心接近我们的所有物体, 并且刀不会被" +"射向空中. 而如果我们要制作一把可投掷的飞刀, 我们更可能会生成一个看起来像刀子" +"的子弹物体." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" @@ -1117,16 +1118,16 @@ msgid "" "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -"最后,我们有了 ``Pistol_Point`` . 这是我们将创建/实例化子弹对象的点. 我们这里" -"不需要任何额外的节点,因为子弹处理它自己的所有碰撞检测." +"最后, 我们有了 ``Pistol_Point`` . 这是我们将创建/实例化子弹对象的点. 我们这里" +"不需要任何额外的节点, 因为子弹处理它自己的所有碰撞检测." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -"现在我们已经看到了我们将如何处理我们的其他武器,以及我们将在哪里产生子弹,让我" -"们开始努力让它们发挥作用." +"现在我们已经看到了我们将如何处理我们的其他武器, 以及我们将在哪里产生子弹, 让" +"我们开始努力让它们发挥作用." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 msgid "" @@ -1136,9 +1137,9 @@ msgid "" "`doc_design_interfaces_with_the_control_nodes` for a tutorial on using GUI " "nodes." msgstr "" -"如果需要,您还可以查看HUD节点. 除了使用单个参考之外没有任何花哨的东西 :ref:" -"`Label <class_Label>`,我们不会触及任何这些节点. 检查 :ref:" -"`doc_design_interfaces_with_the_control_nodes`获取有关使用GUI节点的教程." +"如果需要, 您还可以查看HUD节点. 除了使用单个参考之外没有任何花哨的东西 :ref:" +"`Label <class_Label>`, 我们不会触及任何这些节点. 检查 :ref:" +"`doc_design_interfaces_with_the_control_nodes` 获取有关使用GUI节点的教程." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 msgid "Creating the first weapon" @@ -1146,7 +1147,7 @@ msgstr "创造第一个武器" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:591 msgid "Lets write the code for each of our weapons, starting with the pistol." -msgstr "让我们为每个武器编写代码,从手枪开始." +msgstr "让我们为每个武器编写代码, 从手枪开始." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:593 msgid "" @@ -1160,7 +1161,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "Add the following code to ``Weapon_Pistol.gd``:" -msgstr "将以下代码添加到``Weapon_Pistol.gd``:" +msgstr "将以下代码添加到 ``Weapon_Pistol.gd``:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:646 msgid "Let's go over how the script works." @@ -1168,33 +1169,33 @@ msgstr "让我们回顾一下脚本的工作原理." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:650 msgid "First we define some class variables we'll need in the script:" -msgstr "首先,我们在脚本中定义一些我们需要的类变量:" +msgstr "首先, 我们在脚本中定义一些我们需要的类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:652 msgid "``DAMAGE``: The amount of damage a single bullet does." -msgstr "``DAMAGE``:单个子弹造成的伤害量." +msgstr "``DAMAGE``: 单个子弹造成的伤害量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:653 msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." -msgstr "``IDLE_ANIM_NAME``:手枪空闲动画的名称." +msgstr "``IDLE_ANIM_NAME``: 手枪空闲动画的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:654 msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." -msgstr "``FIRE_ANIM_NAME``:手枪的火焰动画的名称." +msgstr "``FIRE_ANIM_NAME``: 手枪的火焰动画的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:655 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." -msgstr "``is_weapon_enabled``:用于检查此武器是否正在使用/启用的变量." +msgstr "``is_weapon_enabled``: 用于检查此武器是否正在使用/启用的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:656 msgid "``bullet_scene``: The bullet scene we worked on earlier." -msgstr "``bullet_scene``:我们之前处理的子弹场景." +msgstr "``bullet_scene``: 我们之前处理的子弹场景." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:657 msgid "``player_node``: A variable to hold ``Player.gd``." -msgstr "``player_node``:一个容纳 ``Player.gd`` 的变量." +msgstr "``player_node``: 一个容纳 ``Player.gd`` 的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:659 msgid "" @@ -1211,10 +1212,10 @@ msgid "" "makes our code much more modular because we can add weapons without having " "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -"我们要做的每一件武器都会有这些变量(减去 ``bullet_scene`` ),这样我们在 " -"``Player.gd`` 中就有了一个一致的交互界面.通过在每个武器中使用相同的变量和函" -"数,我们可以与之进行交互,而不必知道我们使用的是哪种武器,这使得代码更加模块化," -"可以添加武器,而不必改变 ``Player.gd`` 中的许多代码,而且能正常工作." +"我们要做的每一件武器都会有这些变量(减去 ``bullet_scene`` ), 这样我们在 " +"``Player.gd`` 中就有了一个一致的交互界面. 通过在每个武器中使用相同的变量和函" +"数, 我们可以与之进行交互, 而不必知道我们使用的是哪种武器, 这使得代码更加模块" +"化, 可以添加武器, 而不必改变 ``Player.gd`` 中的许多代码, 而且能正常工作." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:666 msgid "" @@ -1223,9 +1224,9 @@ msgid "" "design with a consistent interface, we can keep ``Player.gd`` nice and neat, " "while also making it easier to add/remove/modify weapons." msgstr "" -"我们可以把所有的代码都写在 ``Player.gd`` 中,但这样一来, ``Player.gd`` 会随着" -"我们添加武器而变得越来越难管理.通过使用具有一致界面的模块化设计,我们可以使 " -"``Player.gd`` 保持良好和整洁,同时也使添加和删除和修改武器变得更加容易." +"我们可以把所有的代码都写在 ``Player.gd`` 中, 但这样一来, ``Player.gd`` 会随着" +"我们添加武器而变得越来越难管理. 通过使用具有一致界面的模块化设计, 我们可以使 " +"``Player.gd`` 保持良好和整洁, 同时也使添加和删除和修改武器变得更加容易." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 msgid "In ``_ready`` we simply pass over it." @@ -1235,7 +1236,7 @@ msgstr "在 ``_ready`` 中我们简单地将它传递过来." msgid "" "There is one thing of note though, an assumption that we'll fill in ``Player." "gd`` at some point." -msgstr "但有一点值得注意,我们假设我们会在某些时候填写\"Player.gd\"." +msgstr "但有一点值得注意, 我们假设我们会在某些时候填写 \"Player.gd\"." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "" @@ -1254,14 +1255,14 @@ msgid "" "on) and it is relatively safe to assume we will remember to pass ourselves " "to each weapon in ``Player.gd``." msgstr "" -"虽然这可能导致游戏角色没有进入自己的情况(因为我们忘记),但我们必须有一长串 " +"虽然这可能导致游戏角色没有进入自己的情况(因为我们忘记), 但我们必须有一长串 " "``get_parent`` 调用来遍历场景树以检索游戏角色. 这看起来不太漂亮" -"(``get_parent().get_parent().get_parent()``依此类推)假设我们会记得将自己传递" -"给``Player.gd``中的每个武器,这是相对安全的." +"(``get_parent().get_parent().get_parent()`` 依此类推)假设我们会记得将自己传递" +"给 ``Player.gd`` 中的每个武器, 这是相对安全的." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:683 msgid "Next let's look at ``fire_weapon``:" -msgstr "接下来让我们看看``fire_weapon``:" +msgstr "接下来让我们看看 ``fire_weapon``:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "The first thing we do is instance the bullet scene we made earlier." @@ -1272,8 +1273,8 @@ msgid "" "By instancing the scene, we are creating a new node holding all the node(s) " "in the scene we instanced, effectively cloning that scene." msgstr "" -"通过实例化场景,我们创建了一个新的节点,并持有我们实例化的场景中的所有节点,将有" -"效地克隆了该场景." +"通过实例化场景, 我们创建了一个新的节点, 并持有我们实例化的场景中的所有节点, " +"将有效地克隆了该场景." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 msgid "" @@ -1281,8 +1282,8 @@ msgid "" "are currently in. By doing this, we're making it a child of the root node of " "the currently loaded scene." msgstr "" -"然后,我们在当前所在场景的根节点的第一个子节点上添加一个 ``clone`` .这样就把它" -"变成了当前加载场景的根节点的子节点." +"然后, 我们在当前所在场景的根节点的第一个子节点上添加一个 ``clone`` . 这样就把" +"它变成了当前加载场景的根节点的子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 msgid "" @@ -1292,9 +1293,9 @@ msgid "" "adding our ``clone`` as a child of ``Testing_Area``, the root node in that " "scene." msgstr "" -"换句话说,我们在当前加载/打开的场景中添加一个 ``clone`` 作为第一个节点的子节点" -"(无论在场景树的顶部). 如果当前加载/打开的场景是 ``Testing_Area.tscn`` ,我们将" -"把 ``clone`` 添加为 ``Testing_Area`` 的子项,这是该场景中的根节点." +"换句话说, 我们在当前加载/打开的场景中添加一个 ``clone`` 作为第一个节点的子节" +"点(无论在场景树的顶部). 如果当前加载/打开的场景是 ``Testing_Area.tscn`` , 我" +"们将把 ``clone`` 添加为 ``Testing_Area`` 的子项, 这是该场景中的根节点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" @@ -1302,8 +1303,8 @@ msgid "" "an assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -"正如下面关于添加声音的章节中提到的,这个方法做了一个假设.将在后面的添加声音一" -"节中解释 :ref:`doc_fps_tutorial_part_three`" +"正如下面关于添加声音的章节中提到的, 这个方法做了一个假设. 将在后面的添加声音" +"一节中解释 :ref:`doc_fps_tutorial_part_three`" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:697 msgid "" @@ -1311,8 +1312,8 @@ msgid "" "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -"接下来我们将克隆的全局变换设置为 ``Pistol_Point`` 的全局变换.这样做的原因是为" -"了让子弹在手枪的末端产生." +"接下来我们将克隆的全局变换设置为 ``Pistol_Point`` 的全局变换. 这样做的原因是" +"为了让子弹在手枪的末端产生." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:699 msgid "" @@ -1321,15 +1322,15 @@ msgid "" "scrolling through ``Pistol_fire``. You'll find the position is more or less " "at the end of the pistol when it fires." msgstr "" -"你可以通过点击 :ref:`AnimationPlayer <class_AnimationPlayer>` ,滚动浏览 " -"``Pistol_fire`` ,就可以看到 ``Pistol_Point`` 的位置就在手枪的末端.你会发现手" -"枪射击时,位置差不多就在手枪的尾部." +"你可以通过点击 :ref:`AnimationPlayer <class_AnimationPlayer>` , 滚动浏览 " +"``Pistol_fire`` , 就可以看到 ``Pistol_Point`` 的位置就在手枪的末端. 你会发现" +"手枪射击时, 位置差不多就在手枪的尾部." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." -msgstr "接下来我们将它扩大一倍因为\"4\",因为子弹场景默认情况下有点太小了." +msgstr "接下来我们将它扩大一倍因为 \"4\", 因为子弹场景默认情况下有点太小了." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "" @@ -1350,9 +1351,9 @@ msgid "" "set ``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol " "has successfully been equipped." msgstr "" -"我们首先要做的是检查动画管理器是否在手枪的闲置动画中.如果在手枪的闲置动画中," -"我们将 ``is_weapon_enabled`` 设置为 ``true`` ,并返回 ``true`` ,因为手枪已经成" -"功装备." +"我们首先要做的是检查动画管理器是否在手枪的闲置动画中. 如果在手枪的闲置动画" +"中, 我们将 ``is_weapon_enabled`` 设置为 ``true`` , 并返回 ``true`` , 因为手枪" +"已经成功装备." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:714 msgid "" @@ -1360,15 +1361,15 @@ msgid "" "to the pistol's idle animation, if we are in the pistol's idle animation the " "pistol must have finished playing the equip animation." msgstr "" -"因为我们知道我们的手枪的\"装备\"动画会自动转换为手枪的空闲动画,如果我们在手枪" -"的空闲动画中,手枪必须完成播放装备动画." +"因为我们知道我们的手枪的 \"装备\" 动画会自动转换为手枪的空闲动画, 如果我们在" +"手枪的空闲动画中, 手枪必须完成播放装备动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 msgid "" "We know these animations will transition because we wrote the code to make " "them transition in ``Animation_Manager.gd``" msgstr "" -"我们知道这些动画将会转换,因为我们编写了代码以使它们在 ``Animation_Manager." +"我们知道这些动画将会转换, 因为我们编写了代码以使它们在 ``Animation_Manager." "gd`` 中转换" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:719 @@ -1378,9 +1379,9 @@ msgid "" "weapon can be equipped from this state, we change animations to " "``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -"接下来我们检查游戏角色是否处于\"Idle_unarmed\"动画状态. 因为所有非装备动画都" -"会进入这种状态,并且因为任何武器都可以从这种状态装备,所以如果游戏角色处于" -"\"Idle_unarmed\"状态,我们会将动画更改为\"Pistol_equip\"." +"接下来我们检查游戏角色是否处于 \"Idle_unarmed\" 动画状态. 因为所有非装备动画" +"都会进入这种状态, 并且因为任何武器都可以从这种状态装备, 所以如果游戏角色处于 " +"\"Idle_unarmed\" 状态, 我们会将动画更改为 \"Pistol_equip\"." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 msgid "" @@ -1388,18 +1389,18 @@ msgid "" "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -"既然我们知道 ``Pistol_equip`` 将转换为 ``Pistol_idle`` ,我们不需要再为武器配" -"备额外的处理,但由于我们还没能装备手枪,我们返回 ``false``." +"既然我们知道 ``Pistol_equip`` 将转换为 ``Pistol_idle`` , 我们不需要再为武器配" +"备额外的处理, 但由于我们还没能装备手枪, 我们返回 ``false``." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Finally, let's look at ``unequip_weapon``:" -msgstr "最后,让我们看看 ``unequip_weapon``:" +msgstr "最后, 让我们看看 ``unequip_weapon``:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." -msgstr "``unequip_weapon``类似于``equip_weapon``,但我们却反过来检查." +msgstr "``unequip_weapon`` 类似于 ``equip_weapon``, 但我们却反过来检查." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:731 msgid "" @@ -1408,9 +1409,9 @@ msgid "" "animation. If the player is not in the ``Pistol_unequip`` animation, we want " "to play the ``pistol_unequip`` animation." msgstr "" -"首先我们检查玩家是否处于闲置动画状态,然后检查玩家是否处于 ``Pistol_unequip`` " -"动画状态,如果玩家不在 ``Pistol_unequip`` 动画中,就播放 ``Pistol_unequip`` 动" -"画." +"首先我们检查玩家是否处于闲置动画状态, 然后检查玩家是否处于 " +"``Pistol_unequip`` 动画状态, 如果玩家不在 ``Pistol_unequip`` 动画中, 就播放 " +"``Pistol_unequip`` 动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:734 msgid "" @@ -1421,10 +1422,10 @@ msgid "" "process ``set_animation``, so we add this additional check to make sure the " "unequip animation plays." msgstr "" -"你可能想知道为什么我们要检查玩家是否在手枪的闲置动画中,然后确保玩家没有在闲置" -"动画后立即解除装备.其原因是,我们可能在极少数情况下在处理 ``set_animation`` 之" -"前就调用 ``unequip_weapon`` 两次,所以添加了这个额外的检查来确保unquip动画的播" -"放." +"你可能想知道为什么我们要检查玩家是否在手枪的闲置动画中, 然后确保玩家没有在闲" +"置动画后立即解除装备. 其原因是, 我们可能在极少数情况下在处理 " +"``set_animation`` 之前就调用 ``unequip_weapon`` 两次, 所以添加了这个额外的检" +"查来确保unquip动画的播放." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" @@ -1434,18 +1435,18 @@ msgid "" "``false`` since we are no longer using this weapon, and return ``true`` " "because we have successfully unequipped the pistol." msgstr "" -"接下来我们检查玩家是否处于 ``Idle_unarmed`` ,也就是将从 ``Pistol_unequip`` 过" -"渡到的动画状态.如果玩家处于 ``Idle_unarmed`` ,那么我们将 " -"``is_weapon_enabled`` 设置为 ``false`` ,因为不再使用这把武器,并返回 " -"``true`` ,因为已经成功解除了手枪的装备." +"接下来我们检查玩家是否处于 ``Idle_unarmed`` , 也就是将从 ``Pistol_unequip`` " +"过渡到的动画状态. 如果玩家处于 ``Idle_unarmed`` , 那么我们将 " +"``is_weapon_enabled`` 设置为 ``false`` , 因为不再使用这把武器, 并返回 " +"``true`` , 因为已经成功解除了手枪的装备." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "If the player is not in ``Idle_unarmed``, we return ``false`` because we " "have not yet successfully unequipped the pistol." msgstr "" -"如果游戏角色不在\"Idle_unarmed\"中,我们会返回\"false\",因为我们尚未成功装备手" -"枪." +"如果游戏角色不在 \"Idle_unarmed\" 中, 我们会返回 \"false\", 因为我们尚未成功" +"装备手枪." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:744 msgid "Creating the other two weapons" @@ -1455,7 +1456,7 @@ msgstr "制造另外两种武器" msgid "" "Now that we have all the code we'll need for the pistol, let's add the code " "for the rifle and knife next." -msgstr "现在我们已经有了手枪所需要的所有代码,接下来添加步枪和刀的代码." +msgstr "现在我们已经有了手枪所需要的所有代码, 接下来添加步枪和刀的代码." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" @@ -1465,14 +1466,14 @@ msgid "" msgstr "" "选择 ``Rifle_Point`` ( ``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point`` )并创建一个名为 ``Weapon_Rifle.gd`` 的" -"新脚本,然后添加 下列:" +"新脚本, 然后添加 下列:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:801 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -"其中大部分与 ``Weapon_Pistol.gd`` 完全相同,所以我们只会看看改变了什么: " +"其中大部分与 ``Weapon_Pistol.gd`` 完全相同, 所以我们只会看看改变了什么: " "``fire_weapon`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:803 @@ -1480,7 +1481,7 @@ msgid "" "The first thing we do is get the :ref:`Raycast <class_Raycast>` node, which " "is a child of ``Rifle_Point``." msgstr "" -"我们要做的第一件事是获取 :ref:`Raycast <class_Raycast>` 节点,它是 " +"我们要做的第一件事是获取 :ref:`Raycast <class_Raycast>` 节点, 它是 " "``Rifle_Point`` 的子节点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:805 @@ -1492,7 +1493,7 @@ msgid "" msgstr "" "接下来我们使用 ``force_raycast_update`` 强制执行 :ref:`Raycast " "<class_Raycast>` 更新. 这将迫使 :ref:`Raycast <class_Raycast>` 在我们调用它时" -"检测碰撞,这意味着我们可以与3D物理世界进行帧完美碰撞检查." +"检测碰撞, 这意味着我们可以与3D物理世界进行帧完美碰撞检查." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:808 msgid "" @@ -1507,9 +1508,9 @@ msgid "" "<class_StaticBody>`, :ref:`RigidBody <class_RigidBody>`, or a :ref:" "`KinematicBody <class_KinematicBody>`." msgstr "" -"如果 :ref:`Raycast <class_Raycast>` 与某些东西相撞,我们首先得到它碰撞的碰撞" +"如果 :ref:`Raycast <class_Raycast>` 与某些东西相撞, 我们首先得到它碰撞的碰撞" "体. 这可以是 :ref:`StaticBody <class_StaticBody>`, :ref:`RigidBody " -"<class_RigidBody>`,或者a :ref:`KinematicBody <class_KinematicBody>`." +"<class_RigidBody>`, 或者a :ref:`KinematicBody <class_KinematicBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:813 msgid "" @@ -1517,8 +1518,8 @@ msgid "" "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -"接下来我们要确保我们碰到的物体不是游戏角色,因为我们(可能)不想让游戏角色有能力" -"在脚下射击." +"接下来我们要确保我们碰到的物体不是游戏角色, 因为我们(可能)不想让游戏角色有能" +"力在脚下射击." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:815 msgid "" @@ -1528,9 +1529,9 @@ msgid "" "ref:`Raycast <class_Raycast>` so we can tell from which direction the bullet " "came." msgstr "" -"如果主体不是玩家,我们就检查它是否有一个叫做 ``bullet_hit`` 的函数或方法.如果" -"有,我们就调用它,并传入子弹的伤害量 ``DAMAGE`` ,以及 :ref:`Raycast " -"<class_Raycast>` 的全局变换,这样我们就可以知道子弹是从哪个方向发射过来的." +"如果主体不是玩家, 我们就检查它是否有一个叫做 ``bullet_hit`` 的函数或方法. 如" +"果有, 我们就调用它, 并传入子弹的伤害量 ``DAMAGE`` , 以及 :ref:`Raycast " +"<class_Raycast>` 的全局变换, 这样我们就可以知道子弹是从哪个方向发射过来的." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "Now all we need to do is write the code for the knife." @@ -1544,14 +1545,15 @@ msgid "" msgstr "" "选择 ``Knife_Point`` ( ``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point`` )并创建一个名为 ``Weapon_Knife.gd`` 的" -"新脚本,然后添加 下列:" +"新脚本, 然后添加 下列:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:873 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -"与 ``Weapon_Rifle.gd`` 一样,唯一的区别在于 ``fire_weapon`` ,所以让我们看一下:" +"与 ``Weapon_Rifle.gd`` 一样, 唯一的区别在于 ``fire_weapon`` , 所以让我们看一" +"下:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:875 msgid "" @@ -1568,7 +1570,7 @@ msgid "" "every body that touches the :ref:`Area <class_Area>`." msgstr "" "接下来我们要使用 ``get_overlapping_bodies`` 来获取 :ref:`Area <class_Area>` " -"内的所有碰撞体.这将返回一个接触到 :ref:`Area <class_Area>` 的所有碰撞体的列" +"内的所有碰撞体. 这将返回一个接触到 :ref:`Area <class_Area>` 的所有碰撞体的列" "表." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:880 @@ -1582,9 +1584,9 @@ msgid "" "player, we use ``continue`` so we jump and look at the next body in " "``bodies``." msgstr "" -"首先我们检查以确保物体不是游戏角色,因为我们不想让游戏角色能够刺伤自己. 如果物" -"体是游戏角色,我们使用 ``continue`` ,所以我们跳过并看着 ``bodies`` 中的下一个" -"物体." +"首先我们检查以确保物体不是游戏角色, 因为我们不想让游戏角色能够刺伤自己. 如果" +"物体是游戏角色, 我们使用 ``continue`` , 所以我们跳过并看着 ``bodies`` 中的下" +"一个物体." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:885 msgid "" @@ -1593,8 +1595,8 @@ msgid "" "amount of damage a single knife swipe does (``DAMAGE``) and the global " "transform of the :ref:`Area <class_Area>`." msgstr "" -"如果我们没有跳到下一个物体,我们检查物体是否有 ``bullet_hit`` 函数/方法. 如果" -"确实如此,我们称之为,传递单刀划动所造成的伤害量(``DAMAGE``)和全局变换 :ref:" +"如果我们没有跳到下一个物体, 我们检查物体是否有 ``bullet_hit`` 函数/方法. 如果" +"确实如此, 我们称之为, 传递单刀划动所造成的伤害量(``DAMAGE``)和全局变换 :ref:" "`Area <class_Area>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:888 @@ -1604,8 +1606,8 @@ msgid "" "position works well enough and the extra time needed to calculate a rough " "position for each body is not worth the effort." msgstr "" -"虽然我们可以尝试计算刀准确击中的粗略位置,但我们不会这样做,因为使用 :ref:" -"`Area <class_Area>` 的位置运行良好,并且计算粗略位置所需的额外时间 每个人都不" +"虽然我们可以尝试计算刀准确击中的粗略位置, 但我们不会这样做, 因为使用 :ref:" +"`Area <class_Area>` 的位置运行良好, 并且计算粗略位置所需的额外时间 每个人都不" "值得努力." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 @@ -1619,7 +1621,7 @@ msgstr "让我们开始在 ``Player.gd`` 中使武器运作." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:897 msgid "" "First let's start by adding some class variables we'll need for the weapons:" -msgstr "首先,我们先为武器添加一些需要的类变量:" +msgstr "首先, 我们先为武器添加一些需要的类变量:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 msgid "Let's go over what these new variables will do:" @@ -1630,15 +1632,15 @@ msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "<class_AnimationPlayer>` node and its script, which we wrote previously." msgstr "" -"``animation_manager``:这将保存 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` 节点及其脚本,我们之前写过." +"``animation_manager``: 这将保存 :ref:`AnimationPlayer " +"<class_AnimationPlayer>` 节点及其脚本, 我们之前写过." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:918 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -"``current_weapon_name``:我们当前使用的武器的名称. 它有四个可能的值: " +"``current_weapon_name``: 我们当前使用的武器的名称. 它有四个可能的值: " "``UNARMED`` , ``KNIFE`` , ``PISTOL`` 和 ``RIFLE`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:919 @@ -1650,7 +1652,7 @@ msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -"``WEAPON_NUMBER_TO_NAME``:允许我们从武器编号转换为其名称的字典. 我们将用它来" +"``WEAPON_NUMBER_TO_NAME``: 允许我们从武器编号转换为其名称的字典. 我们将用它来" "换武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:921 @@ -1658,31 +1660,31 @@ msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -"``WEAPON_NAME_TO_NUMBER``:一个字典,允许我们从武器的名称转换为它的号码. 我们将" -"用它来换武器." +"``WEAPON_NAME_TO_NUMBER``: 一个字典, 允许我们从武器的名称转换为它的号码. 我们" +"将用它来换武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:922 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." -msgstr "``changing_weapon``:一个布尔值,用于跟踪我们是否正在改变枪支/武器." +msgstr "``changing_weapon``: 一个布尔值, 用于跟踪我们是否正在改变枪支/武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:923 msgid "``changing_weapon_name``: The name of the weapon we want to change to." -msgstr "``changing_weapon_name``:我们想要改变的武器的名称." +msgstr "``changing_weapon_name``: 我们想要改变的武器的名称." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:924 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -"``health``:我们的球员有多少健康. 在本教程的这一部分中,我们将不会使用它." +"``health``: 我们的球员有多少健康. 在本教程的这一部分中, 我们将不会使用它." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:925 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserve." -msgstr "``UI_status_label``: 标签显示我们健康状况数值,以及枪和储备的弹药量." +msgstr "``UI_status_label``: 标签显示我们健康状况数值, 以及枪和储备的弹药量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:929 msgid "" @@ -1704,8 +1706,8 @@ msgid "" msgstr "" "首先我们得到 :ref:`AnimationPlayer <class_AnimationPlayer>` 节点并将其分配给 " "``animation_manager`` 变量. 然后我们将回调函数设置为 :ref:`FuncRef " -"<class_FuncRef>` ,它将调用游戏角色的 ``fire_bullet`` 函数. 现在我们还没有编" -"写 ``fire_bullet`` 函数,但我们很快就会到达那里." +"<class_FuncRef>` , 它将调用游戏角色的 ``fire_bullet`` 函数. 现在我们还没有编" +"写 ``fire_bullet`` 函数, 但我们很快就会到达那里." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:967 msgid "" @@ -1713,20 +1715,20 @@ msgid "" "allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -"接下来,我们得到所有的武器节点,并将它们分配给 ``weapons`` .这将允许我们只访问" -"武器节点的名称( ``KNIFE`` 、 ``PISTOL`` 或 ``RIFLE`` )." +"接下来, 我们得到所有的武器节点, 并将它们分配给 ``weapons`` . 这将允许我们只访" +"问武器节点的名称( ``KNIFE`` , ``PISTOL`` 或 ``RIFLE`` )." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:970 msgid "" "We then get ``Gun_Aim_Point``'s global position so we can rotate the " "player's weapons to aim at it." msgstr "" -"然后我们得到 ``Gun_Aim_Point`` 的全球位置,这样我们就可以旋转游戏角色的武器来" +"然后我们得到 ``Gun_Aim_Point`` 的全球位置, 这样我们就可以旋转游戏角色的武器来" "瞄准它." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:972 msgid "Then we go through each weapon in ``weapons``." -msgstr "然后我们通过\"武器\"中的每一件武器." +msgstr "然后我们通过 \"武器\" 中的每一件武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:974 msgid "" @@ -1735,9 +1737,9 @@ msgid "" "have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " "then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -"我们首先得到武器节点. 如果武器节点不是\"null\",那么我们将它的 " +"我们首先得到武器节点. 如果武器节点不是 \"null\", 那么我们将它的 " "``player_node`` 变量设置为这个脚本(``Player.gd``). 然后我们使用 ``look_at`` " -"函数查看 ``gun_aim_point_pos`` ,然后在 ``Y`` 轴上旋转 ``180`` 度." +"函数查看 ``gun_aim_point_pos`` , 然后在 ``Y`` 轴上旋转 ``180`` 度." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:977 msgid "" @@ -1745,8 +1747,8 @@ msgid "" "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -"我们将所有这些武器点在它们的\"Y\"轴上旋转\"180\"度,因为我们的相机指向后方. 如" -"果我们没有将所有这些武器点旋转\"180\"度,那么所有武器都会向后射击." +"我们将所有这些武器点在它们的 \"Y\" 轴上旋转 \"180\" 度, 因为我们的相机指向后" +"方. 如果我们没有将所有这些武器点旋转 \"180\" 度, 那么所有武器都会向后射击." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "" @@ -1758,15 +1760,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "Finally, we get the UI :ref:`Label <class_Label>` from our HUD." -msgstr "最后,我们从我们的HUD获取UI :ref:`Label <class_Label>` ." +msgstr "最后, 我们从我们的HUD获取UI :ref:`Label <class_Label>` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Let's add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -"让我们在 ``_physics_process`` 中添加一个新的函数调用,这样就可以更换武器了.下" -"面是新的代码:" +"让我们在 ``_physics_process`` 中添加一个新的函数调用, 这样就可以更换武器了. " +"下面是新的代码:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "Now we will call ``process_changing_weapons``." @@ -1777,24 +1779,24 @@ msgid "" "Now let's add all the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -"现在让我们在 ``process_input`` 中添加所有玩家输入时武器的代码.添加以下代码:" +"现在让我们在 ``process_input`` 中添加所有玩家输入时武器的代码. 添加以下代码:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1040 msgid "Let's go over the additions, starting with how we're changing weapons." -msgstr "先来介绍一下新增的内容,是如何改变武器的." +msgstr "先来介绍一下新增的内容, 是如何改变武器的." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1042 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." -msgstr "首先,我们得到当前武器的数字并将其分配给 ``weapon_change_number`` ." +msgstr "首先, 我们得到当前武器的数字并将其分配给 ``weapon_change_number`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1044 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -"然后我们检查是否按下了任何数字键(键1-4). 如果是,我们将 " +"然后我们检查是否按下了任何数字键(键1-4). 如果是, 我们将 " "``weapon_change_number`` 设置为该键映射的值." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1047 @@ -1804,9 +1806,9 @@ msgid "" "languages start at ``0`` instead of ``1``. See https://en.wikipedia.org/wiki/" "Zero-based_numbering for more information." msgstr "" -"键1被映射到\"0\"的原因是因为列表中的第一个元素被映射到零而不是一个. 大多数编" -"程语言中的大多数列表/数组访问器都以 ``0`` 而不是 ``1`` 开头. 有关详细信息,请" -"参阅https://en.wikipedia.org/wiki/Zero-based_numbering." +"键1被映射到 \"0\" 的原因是因为列表中的第一个元素被映射到零而不是一个. 大多数" +"编程语言中的大多数列表/数组访问器都以 ``0`` 而不是 ``1`` 开头. 有关详细信息, " +"请参阅https://en.wikipedia.org/wiki/Zero-based_numbering." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1050 msgid "" @@ -1814,8 +1816,9 @@ msgid "" "``shift_weapon_negative`` is pressed. If one of them is, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -"接下来,我们检查 ``shift_weapon_positive`` 或r ``shift_weapon_negative`` 是否" -"被按下.如果其中之一被按下,就从 ``weapon_change_number`` 中添加或减去 ``1`` ." +"接下来, 我们检查 ``shift_weapon_positive`` 或r ``shift_weapon_negative`` 是否" +"被按下. 如果其中之一被按下, 就从 ``weapon_change_number`` 中添加或减去 " +"``1`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1053 msgid "" @@ -1825,8 +1828,8 @@ msgid "" "``weapon_change_number`` is ``0`` or more." msgstr "" "因为游戏角色可能已经在游戏角色拥有的武器数量之外移动了 " -"``weapon_change_number`` ,我们将其钳制,使其不能超过游戏角色拥有的最大武器数" -"量,并确保 ``weapon_change_number`` 为\"0\". 或者更多." +"``weapon_change_number`` , 我们将其钳制, 使其不能超过游戏角色拥有的最大武器数" +"量, 并确保 ``weapon_change_number`` 为 \"0\". 或者更多." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1056 msgid "" @@ -1837,9 +1840,9 @@ msgid "" "set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " "set ``changing_weapon`` to ``true``." msgstr "" -"然后我们检查玩家是否还没有更换武器.如果还没有,就检查玩家要更换的武器是否是新" -"的武器,而不是玩家当前使用的武器.如果玩家要换的武器是新武器,我们就将 " -"``changing_weapon_name`` 设置为 ``weapon_change_number`` 的武器,并将 " +"然后我们检查玩家是否还没有更换武器. 如果还没有, 就检查玩家要更换的武器是否是" +"新的武器, 而不是玩家当前使用的武器. 如果玩家要换的武器是新武器, 我们就将 " +"``changing_weapon_name`` 设置为 ``weapon_change_number`` 的武器, 并将 " "``changing_weapon`` 设置为 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 @@ -1848,8 +1851,8 @@ msgid "" "pressed. Then we check to make sure the player is not changing weapons. Next " "we get the weapon node for the current weapon." msgstr "" -"为了发射武器,我们首先检查是否按下了 ``fire`` 动作. 然后我们检查确保游戏角色没" -"有更换武器. 接下来,我们获得当前武器的武器节点." +"为了发射武器, 我们首先检查是否按下了 ``fire`` 动作. 然后我们检查确保游戏角色" +"没有更换武器. 接下来, 我们获得当前武器的武器节点." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1064 msgid "" @@ -1857,12 +1860,12 @@ msgid "" "``IDLE_ANIM_NAME`` state, we set the player's animation to the current " "weapon's ``FIRE_ANIM_NAME``." msgstr "" -"如果当前武器节点不等于 ``null`` ,并且玩家处于 ``IDLE_ANIM_NAME`` 状态,我们将" -"玩家的动画设置为当前武器的 ``FIRE_ANIM_NAME`` ." +"如果当前武器节点不等于 ``null`` , 并且玩家处于 ``IDLE_ANIM_NAME`` 状态, 我们" +"将玩家的动画设置为当前武器的 ``FIRE_ANIM_NAME`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "Let's add ``process_changing_weapons`` next." -msgstr "接下来我们再加上``process_changing_weapons`` ." +msgstr "接下来我们再加上 ``process_changing_weapons`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 msgid "Add the following code:" @@ -1877,7 +1880,7 @@ msgid "" "The first thing we do is make sure we've received input to change weapons. " "We do this by making sure ``changing_weapon`` is ``true``." msgstr "" -"我们要做的第一件事是确保已经收到了更换武器的输入.就是确保 " +"我们要做的第一件事是确保已经收到了更换武器的输入. 就是确保 " "``changing_weapon`` 是 ``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 @@ -1885,12 +1888,12 @@ msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -"接下来我们定义一个变量(``weapon_unequipped``),这样我们就可以检查当前的武器是" +"接下来我们定义一个变量(``weapon_unequipped``), 这样我们就可以检查当前的武器是" "否已成功装备." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1113 msgid "Then we get the current weapon from ``weapons``." -msgstr "然后我们从\"武器\"中获取当前的武器." +msgstr "然后我们从 \"武器\" 中获取当前的武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1115 msgid "" @@ -1900,10 +1903,10 @@ msgid "" "enabled, we set ``weapon_unequipped`` to ``true`` because the weapon has " "successfully been unequipped." msgstr "" -"如果当前的武器不是 ``null`` ,那么我们需要检查该武器是否被启用.如果武器被启用," -"调用它的 ``unequip_weapon`` 函数,这样它就会启动解除装备的动画.如果武器没有启" -"用,我们将 ``weapon_unequipped`` 设置为 ``true`` ,因为武器已经成功地解除了装" -"备." +"如果当前的武器不是 ``null`` , 那么我们需要检查该武器是否被启用. 如果武器被启" +"用, 调用它的 ``unequip_weapon`` 函数, 这样它就会启动解除装备的动画. 如果武器" +"没有启用, 我们将 ``weapon_unequipped`` 设置为 ``true`` , 因为武器已经成功地解" +"除了装备." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1118 msgid "" @@ -1913,16 +1916,16 @@ msgid "" "animations for ``UNARMED``, so we can just start equipping the weapon the " "player wants to change to." msgstr "" -"如果当前武器是\"null\",那么我们可以简单地将 ``weapon_unequipped`` 设置为 " -"``true`` . 我们做这个检查的原因是因为 ``UNARMED`` 没有武器脚本/节点,但是 " -"``UNARMED`` 也没有动画,所以我们可以开始装备游戏角色想要改变的武器." +"如果当前武器是 \"null\", 那么我们可以简单地将 ``weapon_unequipped`` 设置为 " +"``true`` . 我们做这个检查的原因是因为 ``UNARMED`` 没有武器脚本/节点, 但是 " +"``UNARMED`` 也没有动画, 所以我们可以开始装备游戏角色想要改变的武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1121 msgid "" "If the player has successfully unequipped the current weapon " "(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -"如果游戏角色已成功装备当前武器(``weapon_unequipped == true``),我们需要装备新" +"如果游戏角色已成功装备当前武器(``weapon_unequipped == true``), 我们需要装备新" "武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1123 @@ -1930,8 +1933,8 @@ msgid "" "First we define a new variable (``weapon_equipped``) for tracking whether " "the player has successfully equipped the new weapon or not." msgstr "" -"首先,我们定义一个新变量(``weapon_equipped``),用于跟踪游戏角色是否成功装备了新" -"武器." +"首先, 我们定义一个新变量(``weapon_equipped``), 用于跟踪游戏角色是否成功装备了" +"新武器." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 msgid "" @@ -1941,9 +1944,10 @@ msgid "" "so it starts to equip the weapon. If the weapon is enabled, we set " "``weapon_equipped`` to ``true``." msgstr "" -"然后我们得到游戏角色想要改变的武器. 如果游戏角色想要改变的武器不是\"空\",那么" -"我们检查它是否被启用. 如果它没有启用,我们称其为 ``equip_weapon`` 函数,因此它" -"开始装备武器. 如果武器已启用,我们将 ``weapon_equipped`` 设置为 ``true`` ." +"然后我们得到游戏角色想要改变的武器. 如果游戏角色想要改变的武器不是 \"空\", 那" +"么我们检查它是否被启用. 如果它没有启用, 我们称其为 ``equip_weapon`` 函数, 因" +"此它开始装备武器. 如果武器已启用, 我们将 ``weapon_equipped`` 设置为 " +"``true`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" @@ -1951,8 +1955,8 @@ msgid "" "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -"如果游戏角色想要改变的武器是\"null\",我们只需将 ``weapon_equipped`` 设置为 " -"``true`` ,因为我们没有\"UNARMED\"的任何节点/脚本,我们也没有 任何动画." +"如果游戏角色想要改变的武器是 \"null\", 我们只需将 ``weapon_equipped`` 设置为 " +"``true`` , 因为我们没有 \"UNARMED\" 的任何节点/脚本, 我们也没有 任何动画." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 msgid "" @@ -1962,16 +1966,16 @@ msgid "" "``current_weapon_name`` to ``changing_weapon_name`` since the current weapon " "has changed, and then we set ``changing_weapon_name`` to an empty string." msgstr "" -"最后,我们检查玩家是否成功装备了新武器.如果他成功装备了, 把 " -"``changing_weapon`` 设置为 ``false`` , 因为玩家不再更换武器.还将 " -"``current_weapon_name`` 设置为 ``changing_weapon_name`` ,因为当前武器已更改," -"然后将 ``changing_weapon_name`` 设置为空字符串." +"最后, 我们检查玩家是否成功装备了新武器. 如果他成功装备了, 把 " +"``changing_weapon`` 设置为 ``false`` , 因为玩家不再更换武器. 还将 " +"``current_weapon_name`` 设置为 ``changing_weapon_name`` , 因为当前武器已更" +"改, 然后将 ``changing_weapon_name`` 设置为空字符串." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "Now, we need to add one more function to the player, and then the player is " "ready to start firing the weapons!" -msgstr "现在,我们需要为游戏角色增加一个功能,然后游戏角色就可以开始射击武器!" +msgstr "现在, 我们需要为游戏角色增加一个功能, 然后游戏角色就可以开始射击武器!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 msgid "" @@ -1979,8 +1983,8 @@ msgid "" "`AnimationPlayer <class_AnimationPlayer>` at those points we set earlier in " "the :ref:`AnimationPlayer <class_AnimationPlayer>` function track:" msgstr "" -"我们需要添加 ``fire_bullet`` ,它将由 :ref:`AnimationPlayer " -"<class_AnimationPlayer>` 调用,我们在前面设置的那些点 :ref:`AnimationPlayer " +"我们需要添加 ``fire_bullet`` , 它将由 :ref:`AnimationPlayer " +"<class_AnimationPlayer>` 调用, 我们在前面设置的那些点 :ref:`AnimationPlayer " "<class_AnimationPlayer>` 函数轨道:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1151 @@ -1992,7 +1996,7 @@ msgid "" "First we check to see whether the player is changing weapons. If the player " "is changing weapons, we do not want shoot, so we ``return``." msgstr "" -"首先,我们检查玩家是否正在更换武器.如果玩家正在更换武器,不想射击,所以 " +"首先, 我们检查玩家是否正在更换武器. 如果玩家正在更换武器, 不想射击, 所以 " "``return`` ." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 @@ -2002,8 +2006,8 @@ msgid "" "running the rest of the code, and because we are not looking for a returned " "variable either when we call this function." msgstr "" -"调用 ``return`` 会停止调用函数的其余部分. 在这种情况下,我们不返回变量,因为我" -"们只对不运行其余代码感兴趣,并且因为我们在调用此函数时不会查找返回的变量." +"调用 ``return`` 会停止调用函数的其余部分. 在这种情况下, 我们不返回变量, 因为" +"我们只对不运行其余代码感兴趣, 并且因为我们在调用此函数时不会查找返回的变量." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1159 msgid "" @@ -2018,14 +2022,14 @@ msgid "" "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -"还记得我们如何提到射击动画的速度比其他动画更快吗? 通过改变射击动画速度,您可" +"还记得我们如何提到射击动画的速度比其他动画更快吗? 通过改变射击动画速度, 您可" "以改变武器射击子弹的速度!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 msgid "" "Before we are ready to test our new weapons, we still have a bit of work to " "do." -msgstr "在我们准备测试新武器之前,还有一些工作要做." +msgstr "在我们准备测试新武器之前, 还有一些工作要做." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Creating some test subjects" @@ -2037,7 +2041,7 @@ msgid "" "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody <class_RigidBody>`." msgstr "" -"通过转到脚本窗口,单击\"文件\",然后选择新脚本来创建新脚本. 将此脚本命名为 " +"通过转到脚本窗口, 单击 \"文件\", 然后选择新脚本来创建新脚本. 将此脚本命名为 " "``RigidBody_hit_test`` 并确保它扩展 :ref:`RigidBody <class_RigidBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 @@ -2055,7 +2059,7 @@ msgid "" "<class_RigidBody>`. We will use this to push the :ref:`RigidBody " "<class_RigidBody>` in the same direction as the bullet." msgstr "" -"首先,我们得到子弹的前向方向向量. 这样我们可以知道子弹将从哪个方向击中 :ref:" +"首先, 我们得到子弹的前向方向向量. 这样我们可以知道子弹将从哪个方向击中 :ref:" "`RigidBody <class_RigidBody>`. 我们将使用它来推送 :ref:`RigidBody " "<class_RigidBody>` 与子弹的方向相同." @@ -2068,9 +2072,9 @@ msgid "" "a reaction when the bullets collide with the :ref:`RigidBody " "<class_RigidBody>`." msgstr "" -"我们需要通过 ``BASE_BULLET_BOOST`` 来增加方向向量,这样子弹可以打包更多,并以可" -"见的方式移动 :ref:`RigidBody <class_RigidBody>` 节点. 如果在子弹与 :ref:" -"`RigidBody <class_RigidBody>` 发生冲突时想要更少或更多的反应,您可以将 " +"我们需要通过 ``BASE_BULLET_BOOST`` 来增加方向向量, 这样子弹可以打包更多, 并以" +"可见的方式移动 :ref:`RigidBody <class_RigidBody>` 节点. 如果在子弹与 :ref:" +"`RigidBody <class_RigidBody>` 发生冲突时想要更少或更多的反应, 您可以将 " "``BASE_BULLET_BOOST`` 设置为更低或更高的值." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1202 @@ -2089,12 +2093,12 @@ msgid "" "the collider does not effect how much the bullets move the :ref:`RigidBody " "<class_RigidBody>`." msgstr "" -"首先,我们需要计算冲动的位置. 因为 ``apply_impulse`` 采用相对于 :ref:" -"`RigidBody <class_RigidBody>` 的向量,我们需要计算从 :ref:`RigidBody " +"首先, 我们需要计算冲动的位置. 因为 ``apply_impulse`` 采用相对于 :ref:" +"`RigidBody <class_RigidBody>` 的向量, 我们需要计算从 :ref:`RigidBody " "<class_RigidBody>` 到子弹的距离. 我们通过从子弹的全局原点/位置减去 :ref:" "`RigidBody <class_RigidBody>` 的全局原点/位置来做到这一点. 这使我们与 :ref:" -"`RigidBody <class_RigidBody>` 到子弹的距离. 我们规范化这个向量,这样对撞机的大" -"小不会影响子弹移动的程度 :ref:`RigidBody <class_RigidBody>`." +"`RigidBody <class_RigidBody>` 到子弹的距离. 我们规范化这个向量, 这样对撞机的" +"大小不会影响子弹移动的程度 :ref:`RigidBody <class_RigidBody>`." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1210 msgid "" @@ -2102,8 +2106,8 @@ msgid "" "the direction the bullet is facing and multiply it by the bullet's damage. " "This gives a nice result and for stronger bullets, we get a stronger result." msgstr "" -"最后,我们需要计算出冲力,使用子弹所面向的方向,然后乘以子弹的伤害.这样就能得到" -"一个不错的结果,对于更强的子弹,将得到的结果会更强." +"最后, 我们需要计算出冲力, 使用子弹所面向的方向, 然后乘以子弹的伤害. 这样就能" +"得到一个不错的结果, 对于更强的子弹, 将得到的结果会更强." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1215 msgid "" @@ -2117,15 +2121,16 @@ msgstr "" msgid "" "Open up ``Testing_Area.tscn`` and select all the cubes parented to the " "``Cubes`` node." -msgstr "打开 ``Testing_Area.tscn`` ,选择所有以 ``Cubes`` 节点为父节点的立方体." +msgstr "" +"打开 ``Testing_Area.tscn`` , 选择所有以 ``Cubes`` 节点为父节点的立方体." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 msgid "" "If you select the top cube, and then hold down :kbd:`Shift` and select the " "last cube, Godot will select all the cubes in-between!" msgstr "" -"如果你选择最上面的立方体,然后按住 :kbd:`Shift` 并选择最后一个立方体,Godot会选" -"择其间所有的立方体!" +"如果你选择最上面的立方体, 然后按住 :kbd:`Shift` 并选择最后一个立方体,Godot会" +"选择其间所有的立方体!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1222 msgid "" @@ -2133,8 +2138,8 @@ msgid "" "get to the \"scripts\" section. Click the drop down and select \"Load\". " "Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -"一旦你选择了所有的立方体,在属性面板中向下滚动,直到你到达 \"scripts\" 部分.点" -"击下拉菜单并选择 \"Load\".打开你新创建的 ``RigidBody_hit_test.gd`` 脚本." +"一旦你选择了所有的立方体, 在属性面板中向下滚动, 直到你到达 \"scripts\" 部分. " +"点击下拉菜单并选择 \"Load\". 打开你新创建的 ``RigidBody_hit_test.gd`` 脚本." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 msgid "Final notes" @@ -2144,24 +2149,24 @@ msgstr "最后的笔记" msgid "" "That was a lot of code! But now, with all that done, you can go and give " "your weapons a test!" -msgstr "那是很多代码!但现在,所有这些都做完了,你可以去测试你的武器了!" +msgstr "那是很多代码!但现在, 所有这些都做完了, 你可以去测试你的武器了!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 msgid "" "You should now be able to fire as many bullets as you want at the cubes and " "they will move in response to the bullets colliding with them." -msgstr "现在你应该可以向方块发射任意数量的子弹,它们会随着子弹的碰撞而移动." +msgstr "现在你应该可以向方块发射任意数量的子弹, 它们会随着子弹的碰撞而移动." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1235 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -"在 :ref:`doc_fps_tutorial_part_three`中,我们将为武器添加弹药以及一些声音!" +"在 :ref:`doc_fps_tutorial_part_three` 中, 我们将为武器添加弹药以及一些声音!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1237 msgid "If you ever get lost, be sure to read over the code again!" -msgstr "如果你感到迷茫,请一定要再读一遍代码!" +msgstr "如果你感到迷茫, 请一定要再读一遍代码!" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1239 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po index 8e3be622c6..fada3e0fff 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/gi_probes.rst:4 -#, fuzzy msgid "Using GIProbe" -msgstr "全局光照探测器" +msgstr "使用全局光照探测器GIProbe" #: ../../docs/tutorials/3d/gi_probes.rst:7 msgid "Introduction" @@ -32,8 +31,8 @@ msgid "" "`doc_baked_lightmaps` can be used as an alternative when using the GLES2 " "renderer." msgstr "" -"此功能仅在使用 GLES3 后端时可用.:ref:'doc_baked_lightmap'可用作使用GLES2渲染" -"器时的替代方法." +"此功能仅在使用 GLES3 后端时可用. :ref:'doc_baked_lightmap' 可用作使用GLES2渲" +"染器时的替代方法." #: ../../docs/tutorials/3d/gi_probes.rst:13 msgid "" @@ -42,9 +41,9 @@ msgid "" "Probes are similar to Reflection Probes, but they use a different and more " "complex technique to produce indirect light and reflections." msgstr "" -"就像 :ref:`doc_reflection_probes`,并且如 :ref:`doc_spatial_material` 中所述," -"对象可以显示反射光或漫反射光. GI探针类似于反射探针,但它们使用不同且更复杂的技" -"术来产生间接光和反射." +"就像 :ref:`doc_reflection_probes`, 并且如 :ref:`doc_spatial_material` 中所" +"述, 对象可以显示反射光或漫反射光. GI探针类似于反射探针, 但它们使用不同且更复" +"杂的技术来产生间接光和反射." #: ../../docs/tutorials/3d/gi_probes.rst:18 msgid "" @@ -54,9 +53,9 @@ msgid "" "time. Dynamic objects that move within one of these probes will also receive " "indirect lighting from the scene automatically." msgstr "" -"GI探针的强度是实时,高质量,间接光. 虽然场景需要对将要使用的静态对象进行快速预" -"烘焙,但可以添加,更改或删除灯光,并且这将实时更新. 在其中一个探针内移动的动态对" -"象也将自动从场景接收间接光照." +"GI探针的强度是实时, 高质量, 间接光. 虽然场景需要对将要使用的静态对象进行快速" +"预烘焙, 但可以添加, 更改或删除灯光, 并且这将实时更新. 在其中一个探针内移动的" +"动态对象也将自动从场景接收间接光照." #: ../../docs/tutorials/3d/gi_probes.rst:24 msgid "" @@ -64,8 +63,8 @@ msgid "" "more limited way), so it is possible to provide full real-time lighting for " "a stage without having to resort to lightmaps." msgstr "" -"就像 \"ReflectionProbe[反射探针]\"一样,\"GIProbe[GI探针]\"也可以进行混合(方式" -"比较有限),可以为舞台提供完整的实时照明,而不必依赖于光照贴图." +"就像 \"ReflectionProbe[反射探针]\" 一样,\"GIProbe[GI探针]\" 也可以进行混合(方" +"式比较有限), 可以为舞台提供完整的实时照明, 而不必依赖于光照贴图." #: ../../docs/tutorials/3d/gi_probes.rst:28 msgid "The main downsides of ``GIProbe`` are:" @@ -75,14 +74,15 @@ msgstr "``GIProbe[GI探针]`` 的主要缺点是:" msgid "" "A small amount of light leaking can occur if the level is not carefully " "designed. This must be artist-tweaked." -msgstr "如果没有仔细设计水平,可能会发生少量漏光. 这必须是艺术家调整的." +msgstr "如果没有仔细设计水平, 可能会发生少量漏光. 这必须是艺术家调整的." #: ../../docs/tutorials/3d/gi_probes.rst:31 msgid "" "Performance requirements are higher than for lightmaps, so it may not run " "properly in low-end integrated GPUs (may need to reduce resolution)." msgstr "" -"性能要求高于光照贴图,因此在低端集成GPU中可能无法正常运行(可能需要降低分辨率)." +"性能要求高于光照贴图, 因此在低端集成GPU中可能无法正常运行(可能需要降低分辨" +"率)." #: ../../docs/tutorials/3d/gi_probes.rst:32 msgid "" @@ -91,15 +91,16 @@ msgid "" "size or shape works for them. Mixing them with Screen Space Reflection also " "works well." msgstr "" -"反射是体素化,所以它们看起来不像 ``ReflectionProbe[反射探针]`` 那样清晰.然而," -"作为交换,它们经过体积化,所以任何房间的大小或形状都可以适用.将它们与屏幕空间反" -"射混合使用时也很有效." +"反射是体素化, 所以它们看起来不像 ``ReflectionProbe[反射探针]`` 那样清晰. 然" +"而, 作为交换, 它们经过体积化, 所以任何房间的大小或形状都可以适用. 将它们与屏" +"幕空间反射混合使用时也很有效." #: ../../docs/tutorials/3d/gi_probes.rst:33 msgid "" "They consume considerably more video memory than Reflection Probes, so they " "must be used with care in the right subdivision sizes." -msgstr "它们比反射探头消耗的视频内存大得多,所以在使用时必须注意正确的细分尺寸." +msgstr "" +"它们比反射探头消耗的视频内存大得多, 所以在使用时必须注意正确的细分尺寸." #: ../../docs/tutorials/3d/gi_probes.rst:36 msgid "Setting up" @@ -110,8 +111,8 @@ msgid "" "Just like a ``ReflectionProbe``, simply set up the ``GIProbe`` by wrapping " "it around the geometry that will be affected." msgstr "" -"就像ReflectionProbe[反射探针]一样,只需将GIProbe[GI探针]包裹在受影响的几何体周" -"围即可." +"就像ReflectionProbe[反射探针]一样, 只需将GIProbe[GI探针]包裹在受影响的几何体" +"周围即可." #: ../../docs/tutorials/3d/gi_probes.rst:43 msgid "" @@ -119,15 +120,15 @@ msgid "" "important in order for ``GIProbe`` to recognize objects, otherwise they will " "be ignored:" msgstr "" -"之后,确认启用几何体将被烘焙,这对 ``GIProbe[GI探针]`` 识别对象很重要,否则会被" -"忽略:" +"之后, 确认启用几何体将被烘焙, 这对 ``GIProbe[GI探针]`` 识别对象很重要, 否则会" +"被忽略:" #: ../../docs/tutorials/3d/gi_probes.rst:48 msgid "" "Once the geometry is set up, push the Bake button that appears on the 3D " "editor toolbar to begin the pre-baking process:" msgstr "" -"设置好几何体后,按下3D编辑器工具栏上出现的 \"烘焙\" 按钮,开始预烘焙过程:" +"设置好几何体后, 按下3D编辑器工具栏上出现的 \"烘焙\" 按钮, 开始预烘焙过程:" #: ../../docs/tutorials/3d/gi_probes.rst:55 msgid "" @@ -135,8 +136,8 @@ msgid "" "sided walls). For interior levels, enclose your level geometry in a " "sufficiently large box and bridge the loops to close the mesh." msgstr "" -"网格应该有足够厚的壁,以避免漏光(避免单面壁).对于室内关卡,将你的关卡几何体围在" -"一个足够大的盒子里,并桥接环路来封闭网格." +"网格应该有足够厚的壁, 以避免漏光(避免单面壁). 对于室内关卡, 将你的关卡几何体" +"围在一个足够大的盒子里, 并桥接环路来封闭网格." #: ../../docs/tutorials/3d/gi_probes.rst:60 msgid "Adding lights" @@ -147,26 +148,26 @@ msgid "" "Unless there are materials with emission, ``GIProbe`` does nothing by " "default. Lights need to be added to the scene to have an effect." msgstr "" -"除非有发光的材质,否则 ``GIProbe[GI探针]`` 默认什么都不做.灯光需要添加到场景中" -"才有效果." +"除非有发光的材质, 否则 ``GIProbe[GI探针]`` 默认什么都不做. 灯光需要添加到场景" +"中才有效果." #: ../../docs/tutorials/3d/gi_probes.rst:65 msgid "" "The effect of indirect light can be viewed quickly (it is recommended you " "turn off all ambient/sky lighting to tweak this, though, as shown below):" msgstr "" -"可以快速查看间接光的效果(建议您关闭所有环境/天空照明以调整它,但如下所示):" +"可以快速查看间接光的效果(建议您关闭所有环境/天空照明以调整它, 但如下所示):" #: ../../docs/tutorials/3d/gi_probes.rst:70 msgid "" "In some situations, though, indirect light may be too weak. Lights have an " "indirect multiplier to tweak this:" -msgstr "但在某些情况下,间接光线可能太弱. 灯具有间接乘数来调整:" +msgstr "但在某些情况下, 间接光线可能太弱. 灯具有间接乘数来调整:" #: ../../docs/tutorials/3d/gi_probes.rst:75 msgid "" "And, as ``GIProbe`` lighting updates in real-time, this effect is immediate:" -msgstr "而且,由于 ``GIProbe[GI探针]`` 灯光将实时更新,效果立竿见影:" +msgstr "而且, 由于 ``GIProbe[GI探针]`` 灯光将实时更新, 效果立竿见影:" #: ../../docs/tutorials/3d/gi_probes.rst:80 msgid "Reflections" @@ -179,8 +180,8 @@ msgid "" "Reflection Probes or Screen Space Reflections, but fully reflect " "volumetrically." msgstr "" -"对于粗糙度很低的金属材质,可以观察到体素反射.请注意,这些细节远不如反射探针或屏" -"幕空间反射,但却能充分反映体积." +"对于粗糙度很低的金属材质, 可以观察到体素反射. 请注意, 这些细节远不如反射探针" +"或屏幕空间反射, 但却能充分反映体积." #: ../../docs/tutorials/3d/gi_probes.rst:88 msgid "" @@ -188,8 +189,8 @@ msgid "" "Reflections, as a full 3-stage fallback-chain. This allows to have precise " "reflections where needed:" msgstr "" -"``GIProbe``\\ s 可以很容易地与反射探针和屏幕空间反射混合使用,成为一个完整的三" -"阶段回调链.这样就可以在需要的地方进行精确的反射:" +"``GIProbe``\\ s 可以很容易地与反射探针和屏幕空间反射混合使用, 成为一个完整的" +"三阶段回调链. 这样就可以在需要的地方进行精确的反射:" #: ../../docs/tutorials/3d/gi_probes.rst:94 msgid "Interior vs exterior" @@ -206,15 +207,15 @@ msgstr "" msgid "" "The difference becomes clear in the image below, where light from the sky " "goes from spreading inside to being ignored." -msgstr "在下面的图像中,差异变得清晰,来自天空的光从内部传播到被忽略." +msgstr "在下面的图像中, 差异变得清晰, 来自天空的光从内部传播到被忽略." #: ../../docs/tutorials/3d/gi_probes.rst:106 msgid "" "As complex buildings may mix interiors with exteriors, combining GIProbes " "for both parts works well." msgstr "" -"由于复杂的建筑物可能将室内和室外混合在一起,因此将两个部件的GIProbes结合起来非" -"常有效." +"由于复杂的建筑物可能将室内和室外混合在一起, 因此将两个部件的GIProbes结合起来" +"非常有效." #: ../../docs/tutorials/3d/gi_probes.rst:110 msgid "Tweaking" @@ -229,8 +230,8 @@ msgid "" "**Subdiv** Subdivision used for the probe. The default (128) is generally " "good for small- to medium-sized areas. Bigger subdivisions use more memory." msgstr "" -"**Subdiv** 探针使用的细分.默认值(128)通常适用于中小型区域,更大的细分将占用更" -"多内存." +"**Subdiv** 探针使用的细分. 默认值(128)通常适用于中小型区域, 更大的细分将占用" +"更多内存." #: ../../docs/tutorials/3d/gi_probes.rst:117 msgid "**Extents** Size of the probe. Can be tweaked from the gizmo." @@ -240,7 +241,7 @@ msgstr "**范围** 探头大小. 可以从Gizmo调整." msgid "" "**Dynamic Range** Maximum light energy the probe can absorb. Higher values " "allow brighter light, but with less color detail." -msgstr "**动态范围** 探头可以吸收的最大光能. 值越高,光线越亮,但颜色细节越少." +msgstr "**动态范围** 探头可以吸收的最大光能. 值越高, 光线越亮, 但颜色细节越少." #: ../../docs/tutorials/3d/gi_probes.rst:119 msgid "" @@ -257,7 +258,7 @@ msgid "" "**Bias** Value used to avoid self-occlusion when doing voxel cone tracing, " "should generally be above 1.0 (1==voxel size)." msgstr "" -"**偏差** 用于避免在进行体素锥体追踪时自我遮挡的值,通常应高于1.0(1 ==体素大" +"**偏差** 用于避免在进行体素锥体追踪时自我遮挡的值, 通常应高于1.0(1 ==体素大" "小)." #: ../../docs/tutorials/3d/gi_probes.rst:122 @@ -265,7 +266,7 @@ msgid "" "**Normal Bias** Alternative type of bias useful for some scenes. Experiment " "with this one if regular bias does not work." msgstr "" -"**普通偏差** 对某些场景有用的替代偏见类型. 如果常规偏差不起作用,请尝试使用此" +"**普通偏差** 对某些场景有用的替代偏见类型. 如果常规偏差不起作用, 请尝试使用此" "方法." #: ../../docs/tutorials/3d/gi_probes.rst:123 @@ -274,13 +275,13 @@ msgstr "**内部** 允许与天空的灯光混合." #: ../../docs/tutorials/3d/gi_probes.rst:124 msgid "**Compress** Currently broken. Do not use." -msgstr "**压缩** 目前已损坏.请勿使用." +msgstr "**压缩** 目前已损坏. 请勿使用." #: ../../docs/tutorials/3d/gi_probes.rst:125 msgid "" "**Data** Contains the light baked data after baking. If you are saving the " "data it should be saved as a .res file." -msgstr "**数据** 包含烘焙后的光照数据.如果您要存储,应将其保存为.res文件." +msgstr "**数据** 包含烘焙后的光照数据. 如果您要存储, 应将其保存为.res文件." #: ../../docs/tutorials/3d/gi_probes.rst:128 msgid "Quality" @@ -291,4 +292,4 @@ msgid "" "``GIProbe``\\ s are quite demanding. It is possible to use lower quality " "voxel cone tracing in exchange for more performance." msgstr "" -"``GIProbe``\\ s 的要求相当高.可以使用较低质量的体素锥体追踪来换取更高的性能." +"``GIProbe``\\ s 的要求相当高. 可以使用较低质量的体素锥体追踪来换取更高的性能." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index e5d30931ea..d58b159418 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,16 +32,17 @@ msgid "" "ready for integration!\" then goes into the game, lighting is setup and the " "game runs." msgstr "" -"通常情况下,艺术家会进行所有3D建模,然后进行所有纹理处理,在3D DCC中查看他们令人" -"敬畏的模型并说 ``看起来很棒,可以进行整合!`` 然后进入游戏,设置灯光并运行游戏." +"通常情况下, 艺术家会进行所有3D建模, 然后进行所有纹理处理, 在3D DCC中查看他们" +"令人敬畏的模型并说 ``看起来很棒, 可以进行整合!`` 然后进入游戏, 设置灯光并运" +"行游戏." #: ../../docs/tutorials/3d/high_dynamic_range.rst:14 msgid "" "So at what point does all this \"HDR\" business come into play? To " "understand the answer, we need to look at how displays behave." msgstr "" -"那么,所有这些\" HDR\"业务在什么时候发挥作用?要理解答案,我们需要查看显示器的" -"行为." +"那么, 所有这些\" HDR\"业务在什么时候发挥作用?要理解答案, 我们需要查看显示器" +"的行为." #: ../../docs/tutorials/3d/high_dynamic_range.rst:17 msgid "" @@ -49,8 +50,8 @@ msgid "" "intensity. Modern game engines perform complex math on linear light values " "in their respective scenes. So what's the problem?" msgstr "" -"您的显示器输出线性光比率从某个最大强度到某个最小强度.现代游戏引擎在各自的场景" -"中对线性光值进行复杂的数学计算.这将会有什么问题呢?" +"您的显示器输出线性光比率从某个最大强度到某个最小强度. 现代游戏引擎在各自的场" +"景中对线性光值进行复杂的数学计算. 这将会有什么问题呢?" #: ../../docs/tutorials/3d/high_dynamic_range.rst:21 msgid "" @@ -60,9 +61,9 @@ msgid "" "bearing in the game engine; there is only a potentially infinitely wide " "range of intensity values generated per frame of rendering." msgstr "" -"根据显示器类型的不同,显示的强度范围有限.然而,游戏引擎渲染的强度值范围没有限" -"制.虽然 \"最大强度 \"对sRGB显示器来说有一定的意义,但在游戏引擎中却没有任何影" -"响;每帧渲染时可能产生无限宽的强度值范围." +"根据显示器类型的不同, 显示的强度范围有限. 然而, 游戏引擎渲染的强度值范围没有" +"限制. 虽然 \"最大强度\" 对sRGB显示器来说有一定的意义, 但在游戏引擎中却没有任" +"何影响;每帧渲染时可能产生无限宽的强度值范围." #: ../../docs/tutorials/3d/high_dynamic_range.rst:27 msgid "" @@ -74,26 +75,26 @@ msgid "" "particular camera rendering transform to the scene data, and the output " "would be ready for display on a particular display type." msgstr "" -"这意味着场景光强(也称为 *场景对应(scene-referred)* 的光照比率),需要进行转换和" -"映射以适应所选显示器的特定输出范围.这就类似通过虚拟摄像机拍摄我们的游戏引擎场" -"景,在这里,我们的虚拟摄像机将对场景数据应用特定的摄像机渲染变换,其输出将以特定" -"的显示类型显示." +"这意味着场景光强(也称为 *场景对应(scene-referred)* 的光照比率), 需要进行转换" +"和映射以适应所选显示器的特定输出范围. 这就类似通过虚拟摄像机拍摄我们的游戏引" +"擎场景, 在这里, 我们的虚拟摄像机将对场景数据应用特定的摄像机渲染变换, 其输出" +"将以特定的显示类型显示." #: ../../docs/tutorials/3d/high_dynamic_range.rst:37 msgid "" "Godot does not support high dynamic range *output* yet. It can only perform " "lighting in HDR and tonemap the result to a low dynamic range image." msgstr "" -"Godot目前尚不支持高动态范围*输出*.它只能在HDR中执行照明,并将结果映射为低动态" -"范围的图像." +"Godot目前尚不支持高动态范围 *输出*. 它只能在HDR中执行照明, 并将结果映射为低动" +"态范围的图像." #: ../../docs/tutorials/3d/high_dynamic_range.rst:40 msgid "" "For advanced users, it is still possible to get a non-tonemapped image of " "the viewport with full HDR data, which can then be saved to an OpenEXR file." msgstr "" -"对于高级用户来说,仍然可以得到一个非色调映射的视图图像与完整的HDR数据,然后可以" -"保存到一个OpenEXR文件." +"对于高级用户来说, 仍然可以得到一个非色调映射的视图图像与完整的HDR数据, 然后可" +"以保存到一个OpenEXR文件." #: ../../docs/tutorials/3d/high_dynamic_range.rst:44 msgid "Computer displays" @@ -107,9 +108,9 @@ msgid "" "the ratios out of the uniquely colored lights at each reddish, greenish, and " "blueish emission site." msgstr "" -"几乎所有显示器都需要对发送给它们的代码值进行非线性编码.显示器又利用其独特的传" -"输特性,将代码值\"解码\"为输出的线性光比,并在每个红色,绿色和蓝色发射点的独特颜" -"色的光中投射出这些比值." +"几乎所有显示器都需要对发送给它们的代码值进行非线性编码. 显示器又利用其独特的" +"传输特性, 将代码值 \"解码\" 为输出的线性光比, 并在每个红色, 绿色和蓝色发射点" +"的独特颜色的光中投射出这些比值." #: ../../docs/tutorials/3d/high_dynamic_range.rst:52 msgid "" @@ -119,9 +120,9 @@ msgid "" "including the color of the lights in the LED pixels as well as the transfer " "characteristics of the input (OETF) and output (EOTF)." msgstr "" -"对于大多数计算机显示器来说,显示器的规格是根据IEC 61966-2-1(也称为1996年sRGB规" -"格)概述的.该规范概述了sRGB显示器的性能,包括LED像素中的灯光颜色以及输入(OETF)" -"和输出(EOTF)的传输特性." +"对于大多数计算机显示器来说, 显示器的规格是根据IEC 61966-2-1(也称为1996年sRGB" +"规格)概述的. 该规范概述了sRGB显示器的性能, 包括LED像素中的灯光颜色以及输入" +"(OETF)和输出(EOTF)的传输特性." #: ../../docs/tutorials/3d/high_dynamic_range.rst:58 msgid "" @@ -129,8 +130,8 @@ msgid "" "example, television broadcast displays use the BT.1886 EOTF. However, Godot " "currently only supports sRGB displays." msgstr "" -"并非所有显示器都使用与计算机显示器相同的OETF和EOTF.例如,电视广播显示器使用" -"BT.1886 EOTF.然而,Godot目前只支持sRGB显示器." +"并非所有显示器都使用与计算机显示器相同的OETF和EOTF. 例如, 电视广播显示器使用" +"BT.1886 EOTF. 然而,Godot目前只支持sRGB显示器." #: ../../docs/tutorials/3d/high_dynamic_range.rst:62 msgid "" @@ -149,9 +150,9 @@ msgid "" "simple transfer function of the display. A more complex approach to encoding " "is required." msgstr "" -"场景参考模型的数学要求我们将场景乘以不同的值,以调整不同光照范围的强度和曝光." -"显示器简单的传递函数不能恰当地渲染游戏从引擎场景中输出的更大动态范围.这需要一" -"种更复杂的编码方法." +"场景参考模型的数学要求我们将场景乘以不同的值, 以调整不同光照范围的强度和曝" +"光. 显示器简单的传递函数不能恰当地渲染游戏从引擎场景中输出的更大动态范围. 这" +"需要一种更复杂的编码方法." #: ../../docs/tutorials/3d/high_dynamic_range.rst:75 msgid "Scene linear & asset pipelines" @@ -164,9 +165,9 @@ msgid "" "import. Even when linearized, those assets may not be perfectly well-suited " "for use as textures, depending on how they were generated." msgstr "" -"在场景线性sRGB中工作并不像按一下开关那样简单. 首先,导入的图像素材必须在导入时" -"转换为线性光比例. 即使将其线性化,这些素材也可能并不完全适合用作纹理,具体取决" -"于它们的生成方式." +"在场景线性sRGB中工作并不像按一下开关那样简单. 首先, 导入的图像素材必须在导入" +"时转换为线性光比例. 即使将其线性化, 这些素材也可能并不完全适合用作纹理, 具体" +"取决于它们的生成方式." #: ../../docs/tutorials/3d/high_dynamic_range.rst:82 msgid "There are two ways to do this:" @@ -184,9 +185,9 @@ msgid "" "correctly. These textures may also be compressed later, which can exacerbate " "the problem." msgstr "" -"这是最简单的使用sRGB资源的方法,但不是最理想的.这样做的一个问题是质量的损失.每" -"通道使用8位来表示线性光比率,不足以正确量化这些值.这些纹理以后也可能会被压缩," -"可能会加剧这个问题." +"这是最简单的使用sRGB资源的方法, 但不是最理想的. 这样做的一个问题是质量的损" +"失. 每通道使用8位来表示线性光比率, 不足以正确量化这些值. 这些纹理以后也可能会" +"被压缩, 可能会加剧这个问题." #: ../../docs/tutorials/3d/high_dynamic_range.rst:93 msgid "Hardware sRGB transfer function to display linear conversion" @@ -198,8 +199,8 @@ msgid "" "This works fine on PC and consoles, but most mobile devices don't support " "it, or they don't support it on compressed texture formats (iOS for example)." msgstr "" -"GPU会在使用浮点读取纹理单元后进行转换.这在PC和游戏机上很好用,但大多数移动设备" -"不支持,或者它们不支持压缩的纹理格式(例如iOS)." +"GPU会在使用浮点读取纹理单元后进行转换. 这在PC和游戏机上很好用, 但大多数移动设" +"备不支持, 或者它们不支持压缩的纹理格式(例如iOS)." #: ../../docs/tutorials/3d/high_dynamic_range.rst:100 msgid "Scene linear to display-referred nonlinear" @@ -212,8 +213,9 @@ msgid "" "enable sRGB conversion in the current :ref:`Environment <class_Environment>` " "(more on that below)." msgstr "" -"完成所有渲染后,场景线性渲染需要转换为适当的输出,例如sRGB显示. 为此,请在当前" -"的: :ref:`Environment <class_Environment>` 中启用 sRGB 转换(更多内容见下文)." +"完成所有渲染后, 场景线性渲染需要转换为适当的输出, 例如sRGB显示. 为此, 请在当" +"前的: :ref:`Environment <class_Environment>` 中启用 sRGB 转换(更多内容见下" +"文)." #: ../../docs/tutorials/3d/high_dynamic_range.rst:106 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po index 6943203091..d087a46753 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 47f2c95139..277bceb9f6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "counterparts." msgstr "" "创造一个3D游戏很有挑战性. 那个多出来的的Z轴使许多有助于使2D游戏变得简单的常用" -"技术不再起作用. 为了帮助习惯这种转变,值得一提的是,Godot在2D和3D上使用了类似的" -"API. 大多数节点是相同的,并且以2D和3D版本存在. 事实上,可以看看3D平台游戏教程或" -"3D运动学角色教程,这些教程大部分与2D游戏相同." +"技术不再起作用. 为了帮助习惯这种转变, 值得一提的是,Godot在2D和3D上使用了类似" +"的API. 大多数节点是相同的, 并且以2D和3D版本存在. 事实上, 可以看看3D平台游戏教" +"程或3D运动学角色教程, 这些教程大部分与2D游戏相同." #: ../../docs/tutorials/3d/introduction_to_3d.rst:14 msgid "" @@ -43,8 +43,8 @@ msgid "" "developers, not mathematicians or engineers) will help pave the way for you " "to develop 3D games efficiently." msgstr "" -"在3D中,数学比2D更复杂一些,所以看看Wiki里的 :ref:`doc_vector_math` 将有助于为" -"有效开发3D游戏铺平道路(它是为游戏开发者,而不是数学家或工程师,特别创建的)." +"在3D中, 数学比2D更复杂一些, 所以看看Wiki里的 :ref:`doc_vector_math` 将有助于" +"为有效开发3D游戏铺平道路(它是为游戏开发者, 而不是数学家或工程师, 特别创建的)." #: ../../docs/tutorials/3d/introduction_to_3d.rst:20 msgid "Spatial node" @@ -69,10 +69,10 @@ msgid "" "<class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>` members " "representing location, Euler rotation (X, Y and Z angles) and scale." msgstr "" -"Spatial空间节点有一个局部变换,它是相对于父节点而言的(只要父节点也是 **或继承" -"自** 的Spatial空间类型).这个变换可以以4×3 :ref:`Transform <class_Transform>`" -"的形式访问,也可以以3个 :ref:`Vector3 <class_Vector3>` 成员的形式访问,分别代表" -"位置、欧拉旋转(X、Y和Z角)和缩放." +"Spatial空间节点有一个局部变换, 它是相对于父节点而言的(只要父节点也是 **或继承" +"自** 的Spatial空间类型). 这个变换可以以4×3 :ref:`Transform " +"<class_Transform>` 的形式访问, 也可以以3个 :ref:`Vector3 <class_Vector3>` 成" +"员的形式访问, 分别代表位置, 欧拉旋转(X, Y和Z角)和缩放." #: ../../docs/tutorials/3d/introduction_to_3d.rst:39 msgid "3D content" @@ -87,7 +87,7 @@ msgid "" "images)." msgstr "" "与2D中加载图像内容和绘图非常简单的情况不同, 3D更难一些.3D内容需要使用特殊的3D" -"工具(通常称为DCC)创造,并导出为交换文件格式以导入Godot(3D格式不像图像那样标准" +"工具(通常称为DCC)创造, 并导出为交换文件格式以导入Godot(3D格式不像图像那样标准" "化)." #: ../../docs/tutorials/3d/introduction_to_3d.rst:48 @@ -101,9 +101,9 @@ msgid "" "entire scenes (just as they look in the DCC), including animation, skeletal " "rigs, blend shapes, etc." msgstr "" -"有两条线路可以导入3D模型到Godot中. 第一个也是最常见的一个,是通过 :ref:" -"`doc_importing_3d_scenes` ,它允许导入整个场景(就像它们在DCC中看起来的那样),包" -"括动画,骨架绑定,混合形状等." +"有两条线路可以导入3D模型到Godot中. 第一个也是最常见的一个, 是通过 :ref:" +"`doc_importing_3d_scenes` , 它允许导入整个场景(就像它们在DCC中看起来的那样), " +"包括动画, 骨架绑定, 混合形状等." #: ../../docs/tutorials/3d/introduction_to_3d.rst:58 msgid "" @@ -112,7 +112,7 @@ msgid "" "for display." msgstr "" "第二条路线是通过 :ref:`doc_importing_3d_meshes` 导入简单的.OBJ文件作为网格资" -"源,然后将其放入 :ref:`MeshInstance <class_MeshInstance>` 节点中显示." +"源, 然后将其放入 :ref:`MeshInstance <class_MeshInstance>` 节点中显示." #: ../../docs/tutorials/3d/introduction_to_3d.rst:63 msgid "Generated geometry" @@ -128,10 +128,10 @@ msgid "" "more straightforward API and helpers for indexing, generating normals, " "tangents, etc." msgstr "" -"通过直接使用 :ref:`Mesh <class_Mesh>` 资源可以创建自定义几何体,只需创建数组并" -"使用 :ref:`Mesh.add_surface() <class_Mesh_method_add_surface>` 函数即可. 也有" -"一个辅助类 :ref:`SurfaceTool <class_SurfaceTool>` ,它提供了一个更直接的API和" -"帮助器,用于索引,生成法线,切线等." +"通过直接使用 :ref:`Mesh <class_Mesh>` 资源可以创建自定义几何体, 只需创建数组" +"并使用 :ref:`Mesh.add_surface() <class_Mesh_method_add_surface>` 函数即可. 也" +"有一个辅助类 :ref:`SurfaceTool <class_SurfaceTool>` , 它提供了一个更直接的API" +"和帮助器, 用于索引, 生成法线, 切线等." #: ../../docs/tutorials/3d/introduction_to_3d.rst:72 msgid "" @@ -139,8 +139,8 @@ msgid "" "that will not be updated often), as creating vertex arrays and submitting " "them to the 3D API has a significant performance cost." msgstr "" -"在任何情况下,这种方法都是为了用于生成静态几何体(不会经常更新的模型),因为创建" -"顶点数组并将它们提交给3D API具有显著的性能开销." +"在任何情况下, 这种方法都是为了用于生成静态几何体(不会经常更新的模型), 因为创" +"建顶点数组并将它们提交给3D API具有显著的性能开销." #: ../../docs/tutorials/3d/introduction_to_3d.rst:77 msgid "Immediate geometry" @@ -153,9 +153,9 @@ msgid "" "<class_ImmediateGeometry>`, which provides an OpenGL 1.x style immediate-" "mode API to create points, lines, triangles, etc." msgstr "" -"相反,如果需要生成会经常更新的简单几何体,Godot会提供一个特殊节点 :ref:" -"`ImmediateGeometry <class_ImmediateGeometry>` ,它会提供OpenGL 1.x风格的即时模" -"式API来创建点,线 ,三角形等." +"相反, 如果需要生成会经常更新的简单几何体,Godot会提供一个特殊节点 :ref:" +"`ImmediateGeometry <class_ImmediateGeometry>` , 它会提供OpenGL 1.x风格的即时" +"模式API来创建点, 线, 三角形等." #: ../../docs/tutorials/3d/introduction_to_3d.rst:86 msgid "2D in 3D" @@ -170,10 +170,10 @@ msgid "" "that take advantage of mixing with 3D backgrounds, more realistic parallax, " "lighting/shadow effects, etc." msgstr "" -"虽然Godot包装了强大的2D引擎,但许多类型的游戏会使用在3D环境中的2D效果. 通过使" -"用不旋转的固定相机(正交或透视),可以使用诸如 :ref:`Sprite3D <class_Sprite3D>` " -"和 :ref:`AnimatedSprite3D <class_AnimatedSprite3D>` 等节点来创建混合了具有3D" -"背景,更逼真的视差,灯光/阴影效果等的2D游戏." +"虽然Godot包装了强大的2D引擎, 但许多类型的游戏会使用在3D环境中的2D效果. 通过使" +"用不旋转的固定相机(正交或透视), 可以使用诸如 :ref:`Sprite3D " +"<class_Sprite3D>` 和 :ref:`AnimatedSprite3D <class_AnimatedSprite3D>` 等节点" +"来创建混合了具有3D背景, 更逼真的视差, 灯光/阴影效果等的2D游戏." #: ../../docs/tutorials/3d/introduction_to_3d.rst:96 msgid "" @@ -181,8 +181,8 @@ msgid "" "performance in comparison to plain 2D, as well as the lack of reference of " "working in pixels." msgstr "" -"当然,缺点在于与普通2D相比增加了复杂性并降低了与普通2D 相比的性能,以及缺乏进行" -"像素工作时的参考." +"当然, 缺点在于与普通2D相比增加了复杂性并降低了与普通2D 相比的性能, 以及缺乏进" +"行像素工作时的参考." #: ../../docs/tutorials/3d/introduction_to_3d.rst:101 msgid "Environment" @@ -196,9 +196,10 @@ msgid "" "several types of built-in post-processing effects. Environments can also be " "overridden in the Camera." msgstr "" -"除了编辑场景之外,编辑环境通常也很常见. Godot提供了一个 :ref:" -"`WorldEnvironment <class_WorldEnvironment>` 节点,该节点允许更改背景颜色,模式" -"(就像放一个天空盒时那样)以及应用多种内置处理后效果.环境可以在Camera中被覆写." +"除了编辑场景之外, 编辑环境通常也很常见. Godot提供了一个 :ref:" +"`WorldEnvironment <class_WorldEnvironment>` 节点, 该节点允许更改背景颜色, 模" +"式(就像放一个天空盒时那样)以及应用多种内置处理后效果. 环境可以在Camera中被覆" +"写." #: ../../docs/tutorials/3d/introduction_to_3d.rst:110 msgid "3D viewport" @@ -209,7 +210,7 @@ msgid "" "Editing 3D scenes is done in the 3D tab. This tab can be selected manually, " "but it will be automatically enabled when a Spatial node is selected." msgstr "" -"编辑3D场景可以在3D选项卡中完成. 该选项卡可以手动选择,但在选择Spatial节点时将" +"编辑3D场景可以在3D选项卡中完成. 该选项卡可以手动选择, 但在选择Spatial节点时将" "自动启用." #: ../../docs/tutorials/3d/introduction_to_3d.rst:118 @@ -219,7 +220,7 @@ msgid "" "included to customize mouse buttons and behavior to be similar to other " "tools in the Editor Settings:" msgstr "" -"默认的3D场景导航控制类似于Blender(旨在在自由软件工作流程中具有某种一致性),但" +"默认的3D场景导航控制类似于Blender(旨在在自由软件工作流程中具有某种一致性), 但" "在编辑器设置中也包含了自定义鼠标按钮和行为使其看上去像其他工具的选项:" #: ../../docs/tutorials/3d/introduction_to_3d.rst:126 @@ -234,8 +235,8 @@ msgid "" "what you are doing)." msgstr "" "Godot使用 `公制 <http://en.wikipedia.org/wiki/Metric_system>`__ 系统来处理所" -"有事情. 3D物理和其他部分都为此而调整,所以试图使用不同的缩放比例通常是一个坏主" -"意(除非你知道你在做什么)." +"有事情. 3D物理和其他部分都为此而调整, 所以试图使用不同的缩放比例通常是一个坏" +"主意(除非你知道你在做什么)." #: ../../docs/tutorials/3d/introduction_to_3d.rst:133 msgid "" @@ -246,9 +247,9 @@ msgid "" "as rendering or physics, so make sure your artists always work in the right " "scale!" msgstr "" -"在使用3D资源时,最好使用正确的缩放比例(将DCC设置为公制). Godot允许缩放后导入," -"尽管这在大多数时都适用,但在极少数情况下,诸如渲染或物理等敏感区域带来浮点精度" -"问题(带来毛刺或失真). 所以,确保你的渲染总是在正确的缩放比例下工作!" +"在使用3D资源时, 最好使用正确的缩放比例(将DCC设置为公制). Godot允许缩放后导" +"入, 尽管这在大多数时都适用, 但在极少数情况下, 诸如渲染或物理等敏感区域带来浮" +"点精度问题(带来毛刺或失真). 所以, 确保你的渲染总是在正确的缩放比例下工作!" #: ../../docs/tutorials/3d/introduction_to_3d.rst:140 msgid "" @@ -257,8 +258,8 @@ msgid "" "axis is used as a \"pointing towards\" direction. This convention roughly " "means that:" msgstr "" -"Y坐标用于\"向上\",但对于大多数需要对齐的物体(如灯光,摄像机,胶囊碰撞体,载具" -"等),Z轴用作\"指向\"方向. 这个约定大致意味着:" +"Y坐标用于 \"向上 \", 但对于大多数需要对齐的物体(如灯光, 摄像机, 胶囊碰撞体, " +"载具等),Z轴用作\" 指向\"方向. 这个约定大致意味着:" #: ../../docs/tutorials/3d/introduction_to_3d.rst:145 msgid "**X** is sides" @@ -284,9 +285,9 @@ msgid "" "also to the shader language, ordering of components for Vector3, Color, " "etc.)." msgstr "" -"在3D视图中移动物体是通过操纵器辅助线框完成的.每个轴用一种颜色表示:红、绿、蓝" -"分别代表X、Y、Z.这种惯例也适用于网格和其他辅助线框(也适用于着色器语言," -"Vector3、Color等组件的排序)." +"在3D视图中移动物体是通过操纵器辅助线框完成的. 每个轴用一种颜色表示: 红, 绿, " +"蓝分别代表X, Y, Z. 这种惯例也适用于网格和其他辅助线框(也适用于着色器语言," +"Vector3, Color等组件的排序)." #: ../../docs/tutorials/3d/introduction_to_3d.rst:160 msgid "Some useful keybindings:" @@ -296,11 +297,11 @@ msgstr "一些有用的键盘绑定:" msgid "" "To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " "rotating." -msgstr "在移动、缩放或旋转时,按 :kbd:`Ctrl` 键,可进行吸附放置或旋转." +msgstr "在移动, 缩放或旋转时, 按 :kbd:`Ctrl` 键, 可进行吸附放置或旋转." #: ../../docs/tutorials/3d/introduction_to_3d.rst:164 msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "要将视图集中在所选对象上,按 :kbd:`F`." +msgstr "要将视图集中在所选对象上, 按 :kbd:`F`." #: ../../docs/tutorials/3d/introduction_to_3d.rst:167 msgid "View menu" @@ -310,7 +311,7 @@ msgstr "视图菜单" msgid "" "The view options are controlled by the \"View\" menu in the viewport's " "toolbar." -msgstr "视图选项由视窗工具栏中的\"视图\"菜单控制." +msgstr "视图选项由视窗工具栏中的 \"视图\" 菜单控制." #: ../../docs/tutorials/3d/introduction_to_3d.rst:173 msgid "You can hide the gizmos in the 3D view of the editor through this menu:" @@ -320,7 +321,7 @@ msgstr "你可以通过这个菜单在编辑器的3D视图中隐藏辅助线框: msgid "" "To hide a specific type of gizmos, you can toggle them off in the \"View\" " "menu." -msgstr "要隐藏特定类型的辅助线框,你可以在 \"视图\"菜单中把它们切换掉." +msgstr "要隐藏特定类型的辅助线框, 你可以在 \"视图\" 菜单中把它们切换掉." #: ../../docs/tutorials/3d/introduction_to_3d.rst:182 msgid "Default environment" @@ -337,8 +338,8 @@ msgid "" "work with a default environment in order to provide indirect and reflected " "light to your objects." msgstr "" -"鉴于基于物理的渲染工作方式,建议总是使用一个默认环境,以便为对象提供间接和反射" -"光." +"鉴于基于物理的渲染工作方式, 建议总是使用一个默认环境, 以便为对象提供间接和反" +"射光." #: ../../docs/tutorials/3d/introduction_to_3d.rst:193 msgid "Cameras" @@ -350,8 +351,8 @@ msgid "" "displayed unless a :ref:`Camera <class_Camera>` is also added to the scene. " "Cameras can work in either orthogonal or perspective projections:" msgstr "" -"无论在3D空间中放置多少物体,除非在场景中添加了 :ref:`相机 <class_Camera>` ,否" -"则不会显示任何内容. 相机可以在正交或透视投影中工作:" +"无论在3D空间中放置多少物体, 除非在场景中添加了 :ref:`相机 <class_Camera>` , " +"否则不会显示任何内容. 相机可以在正交或透视投影中工作:" #: ../../docs/tutorials/3d/introduction_to_3d.rst:202 msgid "" @@ -361,15 +362,15 @@ msgid "" "picture-in-picture) are desired, they need their own children cameras to " "display." msgstr "" -"摄像机与父视窗或其祖先视窗相关联,且仅显示到他们上面. 由于场景树的根是一个视" -"窗,默认情况下会在其上显示摄像机,但如果需要子视窗(作为渲染目标或画中画),则需要" -"自己的子摄像头才能显示." +"摄像机与父视窗或其祖先视窗相关联, 且仅显示到他们上面. 由于场景树的根是一个视" +"窗, 默认情况下会在其上显示摄像机, 但如果需要子视窗(作为渲染目标或画中画), 则" +"需要自己的子摄像头才能显示." #: ../../docs/tutorials/3d/introduction_to_3d.rst:210 msgid "" "When dealing with multiple cameras, the following rules are enforced for " "each viewport:" -msgstr "处理多台摄像机时,每个视窗都遵循以下规则:" +msgstr "处理多台摄像机时, 每个视窗都遵循以下规则:" #: ../../docs/tutorials/3d/introduction_to_3d.rst:213 msgid "" @@ -377,8 +378,8 @@ msgid "" "will become the active camera. Further cameras entering the scene will be " "ignored (unless they are set as *current*)." msgstr "" -"如果场景树中没有摄像机,则第一个进入的摄像机将成为活跃摄像机. 进入场景的其他摄" -"像机将被忽略(除非它们被设置为 *current* )." +"如果场景树中没有摄像机, 则第一个进入的摄像机将成为活跃摄像机. 进入场景的其他" +"摄像机将被忽略(除非它们被设置为 *current* )." #: ../../docs/tutorials/3d/introduction_to_3d.rst:216 msgid "" @@ -386,14 +387,14 @@ msgid "" "of any other camera in the scene. If the property is set, it will become " "active, replacing the previous camera." msgstr "" -"如果相机设置了\" *current* \"属性,则无论场景中是否有其他相机,都会使用它. 如果" -"该属性已设置,它将变为活动状态,取代之前的摄像头." +"如果相机设置了\" *current* \"属性, 则无论场景中是否有其他相机, 都会使用它. 如" +"果该属性已设置, 它将变为活动状态, 取代之前的摄像头." #: ../../docs/tutorials/3d/introduction_to_3d.rst:219 msgid "" "If an active camera leaves the scene tree, the first camera in tree-order " "will take its place." -msgstr "如果活动摄像机离开场景树,则按树形顺序排列的第一台摄像机将取代它." +msgstr "如果活动摄像机离开场景树, 则按树形顺序排列的第一台摄像机将取代它." #: ../../docs/tutorials/3d/introduction_to_3d.rst:223 msgid "Lights" @@ -406,6 +407,6 @@ msgid "" "many as desired can be added, as long as performance allows, and no more " "than 8 lights shine on a single mesh." msgstr "" -"Godot的每个网格最多限制8个灯.除此之外,在Godot中,对灯的数量和灯的类型都没有限" -"制.在性能允许的情况下,可以根据需要,添加任意数量的灯,而单个网格上照射的灯不超" -"过8盏." +"Godot的每个网格最多限制8个灯. 除此之外, 在Godot中, 对灯的数量和灯的类型都没有" +"限制. 在性能允许的情况下, 可以根据需要, 添加任意数量的灯, 而单个网格上照射的" +"灯不超过8盏." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index a030363224..dc57cb23ca 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -37,12 +37,12 @@ msgid "" "From the Material itself in the form of the emission color (though it does " "not affect nearby objects unless baked)." msgstr "" -"以自发光颜色(Emission Color)的形式从材质(Material)本身发出,(虽然除非烘培贴图," -"否则它不会影响附近的物体)." +"以自发光颜色(Emission Color)的形式从材质(Material)本身发出,(虽然除非烘培贴" +"图, 否则它不会影响附近的物体)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:14 msgid "Light Nodes: Directional, Omni and Spot." -msgstr "光节点: 方向光(Directional),万向光(Omni),和聚光灯(Spot)." +msgstr "光节点: 方向光(Directional), 万向光(Omni), 和聚光灯(Spot)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:15 msgid "Ambient Light in the :ref:`Environment <class_Environment>`." @@ -69,8 +69,8 @@ msgid "" "There are three types of light nodes: `Directional light`_, `Omni light`_ " "and `Spot light`_. Let's take a look at the common parameters for lights:" msgstr "" -"如前所述,有三种类型的光节点: 方向光 `Directional light`_ ,万向光 `Omni " -"light`_ 和聚光灯 `Spot light`_ .让我们来看看光的通用参数:" +"如前所述, 有三种类型的光节点: 方向光 `Directional light`_ , 万向光 `Omni " +"light`_ 和聚光灯 `Spot light`_ . 让我们来看看光的通用参数:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:31 msgid "Each one has a specific function:" @@ -78,14 +78,14 @@ msgstr "它们每一个都有特定的功能:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:33 msgid "**Color**: Base color for emitted light." -msgstr "**Color(颜色)** :发光的基色." +msgstr "**Color(颜色)** : 发光的基色." #: ../../docs/tutorials/3d/lights_and_shadows.rst:34 msgid "" "**Energy**: Energy multiplier. This is useful for saturating lights or " "working with :ref:`doc_high_dynamic_range`." msgstr "" -"**Energy(能量)** :能量乘数.这对于使灯光饱和或使用 :ref:" +"**Energy(能量)** : 能量乘数. 这对于使灯光饱和或使用 :ref:" "`doc_high_dynamic_range` 非常有用." #: ../../docs/tutorials/3d/lights_and_shadows.rst:35 @@ -93,30 +93,30 @@ msgid "" "**Indirect Energy**: Secondary multiplier used with indirect light (light " "bounces). This works in baked light or GIProbe." msgstr "" -"**Indirect Energy(间接能量)** :与间接光一起使用的次级乘数(光是会反弹的). 这适" -"用于烘焙的光线或GIProbe(GI探针)." +"**Indirect Energy(间接能量)** : 与间接光一起使用的次级乘数(光是会反弹的). 这" +"适用于烘焙的光线或GIProbe(GI探针)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:36 msgid "" "**Negative**: Light becomes subtractive instead of additive. It's sometimes " "useful to manually compensate some dark corners." msgstr "" -"**Negative(减色)** :光变为减色而不是添加. 手动补偿一些黑暗角落有时很有用." +"**Negative(减色)** : 光变为减色而不是添加. 手动补偿一些黑暗角落有时很有用." #: ../../docs/tutorials/3d/lights_and_shadows.rst:37 msgid "" "**Specular**: Affects the intensity of the specular blob in objects affected " "by this light. At zero, this light becomes a pure diffuse light." msgstr "" -"**反射(Specular)** :影响受此光影响的物体中镜面反射高光斑点的强度. 在值为零时," -"该光变为纯漫反射光." +"**反射(Specular)** : 影响受此光影响的物体中镜面反射高光斑点的强度. 在值为零" +"时, 该光变为纯漫反射光." #: ../../docs/tutorials/3d/lights_and_shadows.rst:38 msgid "" "**Bake Mode**: Sets the bake mode for the light. For more information see :" "ref:`doc_baked_lightmaps`" msgstr "" -"**Bake Mode(烘培模式)** :设置灯光的烘焙模式.有关更多信息,请参见 :ref:" +"**Bake Mode(烘培模式)** : 设置灯光的烘焙模式. 有关更多信息, 请参见 :ref:" "`doc_baked_lightmaps`" #: ../../docs/tutorials/3d/lights_and_shadows.rst:39 @@ -127,6 +127,9 @@ msgid "" "adjust the ``cast_shadow`` property on the GeometryInstance to the desired " "value." msgstr "" +"**剔除蒙版Cull Mask**: 在下面选定的图层中的物体将受到此光的影响。请注意,通过" +"这个遮罩禁用的对象仍然会投射阴影。如果你不希望被禁用的物体投射阴影,请将" +"GeometryInstance上的 ``cast_shadow`` 属性调整为所需值。" #: ../../docs/tutorials/3d/lights_and_shadows.rst:45 msgid "Shadow mapping" @@ -139,27 +142,28 @@ msgid "" "There is a list of generic shadow parameters, each also has a specific " "function:" msgstr "" -"灯光可以可选地投射阴影. 这使它们具有更好的真实感(光线不会照到被遮挡的区域),但" -"它会带来更大的性能开销.有一个通用阴影参数列表,每个参数也有一个特定的功能:" +"灯光可以可选地投射阴影. 这使它们具有更好的真实感(光线不会照到被遮挡的区域), " +"但它会带来更大的性能开销. 有一个通用阴影参数列表, 每个参数也有一个特定的功能:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:51 msgid "**Enabled**: Check to enable shadow mapping in this light." -msgstr "**Enabled(启用)** :勾选以启用阴影贴图." +msgstr "**Enabled(启用)** : 勾选以启用阴影贴图." #: ../../docs/tutorials/3d/lights_and_shadows.rst:52 msgid "" "**Color**: Areas occluded are multiplied by this color. It is black by " "default, but it can be changed to tint shadows." msgstr "" -"**Color(颜色)** :遮挡的区域会被乘以此颜色. 默认为黑色,但可以更改来给阴影染色." +"**Color(颜色)** : 遮挡的区域会被乘以此颜色. 默认为黑色, 但可以更改来给阴影染" +"色." #: ../../docs/tutorials/3d/lights_and_shadows.rst:53 msgid "" "**Bias**: When this parameter is too small, self shadowing occurs. When too " "large, shadows separate from the casters. Tweak to what works best for you." msgstr "" -"**Bias(偏移)** :当此参数太小时,阴影会打在物体自己身上. 当太大时,阴影与物体本" -"体分开. 调整到最适合你的状态." +"**Bias(偏移)** : 当此参数太小时, 阴影会打在物体自己身上. 当太大时, 阴影与物体" +"本体分开. 调整到最适合你的状态." #: ../../docs/tutorials/3d/lights_and_shadows.rst:54 msgid "" @@ -167,15 +171,15 @@ msgid "" "generated by the bias. Contact shadows are only available when using the " "GLES3 backend." msgstr "" -"**Contact(接触)** :执行一个短促的屏幕空间光线投射,以减少上述偏差产生的间隙.接" -"触阴影仅在使用GLES3后端是可用." +"**Contact(接触)** : 执行一个短促的屏幕空间光线投射, 以减少上述偏差产生的间" +"隙. 接触阴影仅在使用GLES3后端是可用." #: ../../docs/tutorials/3d/lights_and_shadows.rst:55 msgid "" "**Reverse Cull Faces**: Some scenes work better when shadow mapping is " "rendered with face-culling inverted." msgstr "" -"**Reverse Cull Faces(反向剔除平面)** :某些场景在阴影渲染时, 开启反向平面剔除" +"**Reverse Cull Faces(反向剔除平面)** : 某些场景在阴影渲染时, 开启反向平面剔除" "会工作得更好." #: ../../docs/tutorials/3d/lights_and_shadows.rst:57 @@ -183,12 +187,12 @@ msgid "" "Below is an image of what tweaking bias looks like. Default values work for " "most cases, but in general it depends on the size and complexity of geometry." msgstr "" -"下图是调整Bias(偏移)的样子. 默认值适用于大多数情况,但通常取决于几何的大小和复" -"杂程度." +"下图是调整Bias(偏移)的样子. 默认值适用于大多数情况, 但通常取决于几何的大小和" +"复杂程度." #: ../../docs/tutorials/3d/lights_and_shadows.rst:62 msgid "Finally, if gaps can't be solved, the **Contact** option can help:" -msgstr "最后,如果无法解决间隙,** Contact(接触)** 选项可以帮助:" +msgstr "最后, 如果无法解决间隙, ** Contact(接触)** 选项可以帮助:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:66 msgid "" @@ -196,8 +200,8 @@ msgid "" "resolution, although that may lead to decreased performance on low-end " "hardware." msgstr "" -"任何类型的偏差问题都可以通过增加阴影贴图分辨率来解决,尽管这可能会导致低端硬件" -"性能下降." +"任何类型的偏差问题都可以通过增加阴影贴图分辨率来解决, 尽管这可能会导致低端硬" +"件性能下降." #: ../../docs/tutorials/3d/lights_and_shadows.rst:70 msgid "Directional light" @@ -210,8 +214,8 @@ msgid "" "be used whenever possible (although it's not the cheapest shadow-map to " "compute, but more on that later)." msgstr "" -"这是最常见的光线类型,代表了很远的光源(如太阳).它也是计算中最便宜的光,应该尽可" -"能使用(虽然它不是计算起来最便宜的阴影贴图,但这点稍后再说)." +"这是最常见的光线类型, 代表了很远的光源(如太阳). 它也是计算中最便宜的光, 应该" +"尽可能使用(虽然它不是计算起来最便宜的阴影贴图, 但这点稍后再说)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:76 msgid "" @@ -221,7 +225,7 @@ msgid "" "the node does not affect the lighting at all and can be anywhere." msgstr "" "定向光模拟覆盖整个场景的无限数量的平行光线. 定向光节点由指示光线方向的大箭头" -"表示. 但是,节点的位置根本不会影响照明,它可以在任何地方." +"表示. 但是, 节点的位置根本不会影响照明, 它可以在任何地方." #: ../../docs/tutorials/3d/lights_and_shadows.rst:83 msgid "" @@ -229,8 +233,8 @@ msgid "" "others stay dark. Most light types have specific parameters, but directional " "lights are pretty simple in nature, so they don't." msgstr "" -"每个表面的正面被光线照射,而其他部分则保持黑暗. 大多数灯光类型都有特定的参数," -"但定向灯本质上非常简单,所以它们没有." +"每个表面的正面被光线照射, 而其他部分则保持黑暗. 大多数灯光类型都有特定的参" +"数, 但定向灯本质上非常简单, 所以它们没有." #: ../../docs/tutorials/3d/lights_and_shadows.rst:87 msgid "Directional shadow mapping" @@ -243,8 +247,8 @@ msgid "" "distance). There is, however, a problem with this approach because objects " "closer to the camera receive blocky shadows." msgstr "" -"为了计算阴影贴图,会从正交视图(仅深度)渲染整个场景(或直到最大距离).但是,这种方" -"法存在问题,因为靠近相机的物体会得到块状阴影." +"为了计算阴影贴图, 会从正交视图(仅深度)渲染整个场景(或直到最大距离). 但是, 这" +"种方法存在问题, 因为靠近相机的物体会得到块状阴影." #: ../../docs/tutorials/3d/lights_and_shadows.rst:95 msgid "" @@ -253,17 +257,17 @@ msgid "" "shadow map. This allows small areas close to the viewer to have the same " "shadow resolution as a huge, far-away area." msgstr "" -"为了解决这个问题,使用了名为\"Parallel Split Shadow Maps\"(平行分割阴影,或" -"PSSM)的技术. 这将视锥体分成2或4个区域.每个区域都有自己的阴影贴图. 这允许靠近" +"为了解决这个问题, 使用了名为\"Parallel Split Shadow Maps\"(平行分割阴影, 或" +"PSSM)的技术. 这将视锥体分成2或4个区域. 每个区域都有自己的阴影贴图. 这允许靠近" "观察者的小区域具有与巨大的遥远区域相同的阴影分辨率." #: ../../docs/tutorials/3d/lights_and_shadows.rst:100 msgid "With this, shadows become more detailed:" -msgstr "有了它,阴影变得更加详细:" +msgstr "有了它, 阴影变得更加详细:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:104 msgid "To control PSSM, a number of parameters are exposed:" -msgstr "为了控制PSSM,暴露了许多参数:" +msgstr "为了控制PSSM, 暴露了许多参数:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:108 msgid "" @@ -273,18 +277,18 @@ msgid "" "values generally work well, but tweaking the first split a bit is common to " "give more detail to close objects (like a character in a third person game)." msgstr "" -"每个分割距离都是相对于相机最远处(或阴影 **Max Distance(最大距离)** ,如果大于" -"零)控制的,因此 *0.0* 是眼睛位置, *1.0* 是阴影在一定距离处结束的位置.分割介于" -"两者之间. 默认值通常效果很好,但调整第一个分割数值是很常见的,可以为近处对象提" -"供更多细节(比如第三人称游戏中的角色)." +"每个分割距离都是相对于相机最远处(或阴影 **Max Distance(最大距离)** , 如果大于" +"零)控制的, 因此 *0.0* 是眼睛位置, *1.0* 是阴影在一定距离处结束的位置. 分割介" +"于两者之间. 默认值通常效果很好, 但调整第一个分割数值是很常见的, 可以为近处对" +"象提供更多细节(比如第三人称游戏中的角色)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:114 msgid "" "Always make sure to set a shadow *Max Distance* according to what the scene " "needs. A lower maximum distance will result in better-looking shadows." msgstr "" -"始终确保根据场景需要设置阴影 *Max Distance(最大距离)* . 最大距离越近,阴影的质" -"量越高." +"始终确保根据场景需要设置阴影 *Max Distance(最大距离)* . 最大距离越近, 阴影的" +"质量越高." #: ../../docs/tutorials/3d/lights_and_shadows.rst:117 msgid "" @@ -292,8 +296,8 @@ msgid "" "this, the **\"Blend Splits\"** option can be turned on, which sacrifices " "detail in exchange for smoother transitions:" msgstr "" -"有时,一个分割与下一个之间的过渡看起来很糟糕. 要解决此问题,可以打开 **\"Blend " -"Splits\"(混合分割)** 选项,牺牲细节以换取更平滑的过渡:" +"有时, 一个分割与下一个之间的过渡看起来很糟糕. 要解决此问题, 可以打开 **" +"\"Blend Splits\"(混合分割)** 选项, 牺牲细节以换取更平滑的过渡:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:123 msgid "" @@ -301,8 +305,8 @@ msgid "" "shadowing when objects are perpendicular to the light. The only downside is " "that it makes the shadow a bit thinner." msgstr "" -"当物体垂直于光线时,**\"Normal Bias\"(法线偏差)** 参数可用于修复自阴影的特殊情" -"况. 唯一的缺点是它使阴影更薄." +"当物体垂直于光线时, **\"Normal Bias\"(法线偏差)** 参数可用于修复自阴影的特殊" +"情况. 唯一的缺点是它使阴影更薄." #: ../../docs/tutorials/3d/lights_and_shadows.rst:129 msgid "" @@ -311,7 +315,7 @@ msgid "" "this value can fix them." msgstr "" "**\"Bias Split Scale\"(偏差分割缩放)** 参数可以控制远处分割的额外偏差. 如果仅" -"在远处的分割上发生自阴影,则此值可以修复它们." +"在远处的分割上发生自阴影, 则此值可以修复它们." #: ../../docs/tutorials/3d/lights_and_shadows.rst:132 msgid "Finally, the **\"Depth Range\"** has two settings:" @@ -324,8 +328,8 @@ msgid "" "This is the default and generally desired, but it reduces the effective " "shadow resolution." msgstr "" -"**Stable(稳定)** :在相机移动时保持阴影稳定,并且当靠近阴影边缘时出现在轮廓中的" -"块保持原位. 这是默认, 通常想要的设置,但会降低有效的阴影分辨率." +"**Stable(稳定)** : 在相机移动时保持阴影稳定, 并且当靠近阴影边缘时出现在轮廓中" +"的块保持原位. 这是默认, 通常想要的设置, 但会降低有效的阴影分辨率." #: ../../docs/tutorials/3d/lights_and_shadows.rst:135 msgid "" @@ -334,9 +338,9 @@ msgid "" "at the same time the shadow looks more detailed (so this effect may be " "subtle enough to be forgiven)." msgstr "" -"**Optimized(最优)** :会尝试在任何给定时间达到最大可用分辨率. 这可能会导致阴影" -"边缘出现\"移动锯\"效果,但同时阴影看起来更加细致(因此这种效果可能非常轻微,可以" -"被原谅)." +"**Optimized(最优)** : 会尝试在任何给定时间达到最大可用分辨率. 这可能会导致阴" +"影边缘出现 \"移动锯\" 效果, 但同时阴影看起来更加细致(因此这种效果可能非常轻" +"微, 可以被原谅)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:137 msgid "Just experiment which setting works better for your scene." @@ -355,7 +359,7 @@ msgid "" "Increasing it can solve bias problems, but decrease performance. Shadow " "mapping is an art of tweaking." msgstr "" -"增加它可以解决偏差问题,但会降低性能. 阴影贴图(Shadow mapping)是一门调整的艺" +"增加它可以解决偏差问题, 但会降低性能. 阴影贴图(Shadow mapping)是一门调整的艺" "术." #: ../../docs/tutorials/3d/lights_and_shadows.rst:146 @@ -366,7 +370,7 @@ msgstr "全向光" msgid "" "Omni light is a point source that emits light spherically in all directions " "up to a given radius." -msgstr "全向光是一种点光源,可在所有方向上发射光,直至给定半径." +msgstr "全向光是一种点光源, 可在所有方向上发射光, 直至给定半径." #: ../../docs/tutorials/3d/lights_and_shadows.rst:153 msgid "" @@ -374,19 +378,19 @@ msgid "" "lights don't have a radius. This is a problem because it means computing " "several omni lights would become demanding." msgstr "" -"在现实生活中,光衰减是个和距离成反比的函数,这意味着全向光没有半径.这是一个问" -"题,因为这意味着计算几个全向光会变得很困难." +"在现实生活中, 光衰减是个和距离成反比的函数, 这意味着全向光没有半径. 这是一个" +"问题, 因为这意味着计算几个全向光会变得很困难." #: ../../docs/tutorials/3d/lights_and_shadows.rst:156 msgid "" "To solve this, a *Range* is introduced together with an attenuation function." -msgstr "为了解决这个问题,引入了 *Range(范围)* 和衰减函数." +msgstr "为了解决这个问题, 引入了 *Range(范围)* 和衰减函数." #: ../../docs/tutorials/3d/lights_and_shadows.rst:160 msgid "" "These two parameters allow tweaking how this works visually in order to find " "aesthetically pleasing results." -msgstr "这两个参数允许调整其在视觉上的工作方式,以便找到美学上令人愉悦的结果." +msgstr "这两个参数允许调整其在视觉上的工作方式, 以便找到美学上令人愉悦的结果." #: ../../docs/tutorials/3d/lights_and_shadows.rst:166 msgid "Omni shadow mapping" @@ -405,7 +409,7 @@ msgid "" "later is more correct, but costlier." msgstr "" "全向光阴影可以渲染为 **\"Dual Paraboloid\"(双抛物面)或\"Cube Mapped\"(方形映" -"射)**. 前者渲染速度很快但会导致变形,而后者更正确但成本更高." +"射)** . 前者渲染速度很快但会导致变形, 而后者更正确但成本更高." #: ../../docs/tutorials/3d/lights_and_shadows.rst:177 msgid "" @@ -414,9 +418,9 @@ msgid "" "(more on that at the end), it may not make a difference in performance for " "most scenes." msgstr "" -"如果渲染的对象大部分是不规则的,那么Dual Paraboloid 通常就足够了. 无论怎么说," -"由于这些阴影被缓存在阴影图集中(后面会详细讲),对于大多数场景而言,它可能不会对" -"性能产生影响." +"如果渲染的对象大部分是不规则的, 那么Dual Paraboloid 通常就足够了. 无论怎么" +"说, 由于这些阴影被缓存在阴影图集中(后面会详细讲), 对于大多数场景而言, 它可能" +"不会对性能产生影响." #: ../../docs/tutorials/3d/lights_and_shadows.rst:182 msgid "Spot light" @@ -429,8 +433,8 @@ msgid "" "reflectors, spots, etc. This type of light is also attenuated towards the " "opposite direction it points to." msgstr "" -"聚光灯类似于全向光,除了它们只发光到锥形(或\"截断\"). 它们可用于模拟手电筒,汽" -"车灯,反射器,光点等.这种类型的光也会向其指向的相反方向衰减." +"聚光灯类似于全向光, 除了它们只发光到锥形(或 \"截断\"). 它们可用于模拟手电筒, " +"汽车灯, 反射器, 光点等. 这种类型的光也会向其指向的相反方向衰减." #: ../../docs/tutorials/3d/lights_and_shadows.rst:191 msgid "" @@ -438,17 +442,17 @@ msgid "" "and add two extra parameters:" msgstr "" "聚光灯和 **Omni Light(全向光)** 共用 **Range(范围)** 和 **Attenuation(衰" -"减)**,并添加两个额外参数:" +"减)** , 并添加两个额外参数:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:193 msgid "**Angle**: The aperture angle of the light" -msgstr "**Angle(角度)** :光线的光圈角度" +msgstr "**Angle(角度)** : 光线的光圈角度" #: ../../docs/tutorials/3d/lights_and_shadows.rst:194 msgid "" "**Angle Attenuation**: The cone attenuation, which helps soften the cone " "borders." -msgstr "**Angle Attenuation(角度衰减)** :锥形衰减,有助于软化锥形边界." +msgstr "**Angle Attenuation(角度衰减)** : 锥形衰减, 有助于软化锥形边界." #: ../../docs/tutorials/3d/lights_and_shadows.rst:197 msgid "Spot shadow mapping" @@ -460,8 +464,8 @@ msgid "" "more than 89 degrees of aperture, shadows stop functioning for spots, and " "you should consider using an Omni light instead." msgstr "" -"聚光灯不需要任何阴影映射参数. 请记住,在超过89度的光圈下,阴影会停止对聚光灯起" -"作用,你应该考虑使用全向光." +"聚光灯不需要任何阴影映射参数. 请记住, 在超过89度的光圈下, 阴影会停止对聚光灯" +"起作用, 你应该考虑使用全向光." #: ../../docs/tutorials/3d/lights_and_shadows.rst:203 msgid "Shadow atlas" @@ -473,8 +477,8 @@ msgid "" "Spot lights are assigned to slots of a shadow atlas. This atlas can be " "configured in Project Settings -> Rendering -> Quality -> Shadow Atlas." msgstr "" -"与具有自己的阴影纹理的定向光不同,全向光和聚光灯被分配了阴影图集的槽位. 可以在" -"Project Settings(项目设置) -> Render(渲染) -> Quality(质量) -> Shadow " +"与具有自己的阴影纹理的定向光不同, 全向光和聚光灯被分配了阴影图集的槽位. 可以" +"在Project Settings(项目设置) -> Render(渲染) -> Quality(质量) -> Shadow " "Atlas(阴影图集) 中配置此图集." #: ../../docs/tutorials/3d/lights_and_shadows.rst:210 @@ -487,7 +491,7 @@ msgstr "这个分辨率适用于整个影子图集. 该地图集分为四个象 msgid "" "Each quadrant can be subdivided to allocate any number of shadow maps; the " "following is the default subdivision:" -msgstr "每个象限可以细分,分配任意数量的阴影贴图. 以下是默认细分方式:" +msgstr "每个象限可以细分, 分配任意数量的阴影贴图. 以下是默认细分方式:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:218 msgid "" @@ -497,37 +501,38 @@ msgid "" "away from view and proportionally smaller." msgstr "" "分配逻辑很简单. 最大的阴影贴图大小(当不使用细分时)表示一个屏幕大小(或更大)的" -"光.细分区块(较小的贴图)表示远离视图并且成比例地较小的光的阴影." +"光. 细分区块(较小的贴图)表示远离视图并且成比例地较小的光的阴影." #: ../../docs/tutorials/3d/lights_and_shadows.rst:223 msgid "Every frame, the following procedure is performed for all lights:" -msgstr "每一帧,以下过程被应用于所有光:" +msgstr "每一帧, 以下过程被应用于所有光:" #: ../../docs/tutorials/3d/lights_and_shadows.rst:225 msgid "" "Check if the light is on a slot of the right size. If not, re-render it and " "move it to a larger/smaller slot." msgstr "" -"检查灯光是否在正确大小的插槽上. 如果没有,重新渲染它并将其移动到更大/更小的插" +"检查灯光是否在正确大小的插槽上. 如果没有, 重新渲染它并将其移动到更大/更小的插" "槽." #: ../../docs/tutorials/3d/lights_and_shadows.rst:226 msgid "" "Check if any object affecting the shadow map has changed. If it did, re-" "render the light." -msgstr "检查影响阴影贴图的任何对象是否已更改. 如果是的话,重新渲染光线." +msgstr "检查影响阴影贴图的任何对象是否已更改. 如果是的话, 重新渲染光线." #: ../../docs/tutorials/3d/lights_and_shadows.rst:227 msgid "" "If neither of the above has happened, nothing is done, and the shadow is " "left untouched." -msgstr "如果上述情况均未发生,则不执行任何操作,阴影保持不变." +msgstr "如果上述情况均未发生, 则不执行任何操作, 阴影保持不变." #: ../../docs/tutorials/3d/lights_and_shadows.rst:229 msgid "" "If the slots in a quadrant are full, lights are pushed back to smaller " "slots, depending on size and distance." -msgstr "如果一个象限中的槽位满了,光线会被推回到更小的槽位中,取决于大小和距离." +msgstr "" +"如果一个象限中的槽位满了, 光线会被推回到更小的槽位中, 取决于大小和距离." #: ../../docs/tutorials/3d/lights_and_shadows.rst:231 msgid "" @@ -535,9 +540,9 @@ msgid "" "separate one in some cases (for example, a top-down game where all lights " "are around the same size and quadrants may all have the same subdivision)." msgstr "" -"此分配策略适用于大多数游戏,但在某些情况下你可能会想用一个单独分开的贴图(例如," -"一个自上向下看的游戏,其中所有灯光大小大概相同,所有象限的细分可能会具有相同大" -"小)." +"此分配策略适用于大多数游戏, 但在某些情况下你可能会想用一个单独分开的贴图(例" +"如, 一个自上向下看的游戏, 其中所有灯光大小大概相同, 所有象限的细分可能会具有" +"相同大小)." #: ../../docs/tutorials/3d/lights_and_shadows.rst:235 msgid "Shadow filter quality" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po index eb6bd89bc1..907017661f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,7 +31,7 @@ msgid "" "diffuse light. Reflection probes are used as a source of reflected and " "ambient light for objects inside their area of influence." msgstr "" -"如下所示 :ref:`doc_spatial_material` ,对象可以显示反射光或漫反射光. 反射探头" +"如下所示 :ref:`doc_spatial_material` , 对象可以显示反射光或漫反射光. 反射探头" "用作其影响区域内物体的反射光和环境光源." #: ../../docs/tutorials/3d/reflection_probes.rst:12 @@ -40,27 +40,28 @@ msgid "" "image), and stores versions of it with increasing levels of *blur*. This is " "used to simulate roughness in materials, as well as ambient lighting." msgstr "" -"这种类型的探测器捕获周围环境(作为一种360度图像),并以不断增加的* blur *水平存" +"这种类型的探测器捕获周围环境(作为一种360度图像), 并以不断增加的* blur *水平存" "储它的版本. 这用于模拟材质的粗糙度以及环境照明." #: ../../docs/tutorials/3d/reflection_probes.rst:15 msgid "" "While these probes are an efficient way of storing reflections, they have a " "few shortcomings:" -msgstr "虽然这些探针是一种有效的存储反射的方式,但它们有一些不足之处:" +msgstr "虽然这些探针是一种有效的存储反射的方式, 但它们有一些不足之处:" #: ../../docs/tutorials/3d/reflection_probes.rst:17 msgid "" "They are efficient to render, but expensive to compute. This leads to a " "default behavior where they only capture on scene load." msgstr "" -"它们的渲染效率高,但计算成本也高.这就造成默认的行为,即它们只在场景加载时捕获." +"它们的渲染效率高, 但计算成本也高. 这就造成默认的行为, 即它们只在场景加载时捕" +"获." #: ../../docs/tutorials/3d/reflection_probes.rst:18 msgid "" "They work best for rectangular shaped rooms or places, otherwise the " "reflections shown are not as faithful (especially when roughness is 0)." -msgstr "它们最适合矩形房间或地方,否则显示的反射不忠实(特别是当粗糙度为0时)." +msgstr "它们最适合矩形房间或地方, 否则显示的反射不忠实(特别是当粗糙度为0时)." #: ../../docs/tutorials/3d/reflection_probes.rst:21 msgid "Setting up" @@ -77,7 +78,8 @@ msgid "" "This should result in immediate local reflections. If you are using a Sky " "texture, reflections are by default blended with it." msgstr "" -"这应该导致立即的局部反射. 如果您使用的是Sky纹理,则默认情况下会将反射与其混合." +"这应该导致立即的局部反射. 如果您使用的是Sky纹理, 则默认情况下会将反射与其混" +"合." #: ../../docs/tutorials/3d/reflection_probes.rst:30 msgid "" @@ -85,7 +87,7 @@ msgid "" "consistence. In this scenario, make sure to tick the *\"Box Correct\"* " "property." msgstr "" -"默认情况下,在内部,反射可能看起来不太一致,在这种情况下,一定要勾选 *\"Box " +"默认情况下, 在内部, 反射可能看起来不太一致, 在这种情况下, 一定要勾选 *\"Box " "Correct[盒子更正] \"* 属性." #: ../../docs/tutorials/3d/reflection_probes.rst:36 @@ -99,7 +101,7 @@ msgid "" "Adjusting the box walls may help improve the reflection a bit, but it will " "always look best in box shaped rooms." msgstr "" -"调整盒体墙面可能有助于改善一点反射,但是在盒子形状的房间中看起来总是最好的." +"调整盒体墙面可能有助于改善一点反射, 但是在盒子形状的房间中看起来总是最好的." #: ../../docs/tutorials/3d/reflection_probes.rst:44 msgid "" @@ -107,8 +109,8 @@ msgid "" "some reason, the room shape or contents occlude the center, it can be " "displaced to an empty place by moving the handles in the center:" msgstr "" -"探头从Gizmo的中心捕获周围环境. 如果由于某种原因,房间的形状或内容遮挡了中心,可" -"以通过移动中心的把手将其移到空的地方:" +"探头从Gizmo的中心捕获周围环境. 如果由于某种原因, 房间的形状或内容遮挡了中心, " +"可以通过移动中心的把手将其移到空的地方:" #: ../../docs/tutorials/3d/reflection_probes.rst:50 msgid "" @@ -117,9 +119,9 @@ msgid "" "to save on performance and memory. If you want shadows in the probe, they " "can be toggled on/off with the *Enable Shadow* setting:" msgstr "" -"默认情况下,渲染探针时仅禁用阴影贴图(仅在探针内的渲染图像中,而不是实际场景" -"中). 这是节省性能和内存的简单方法. 如果您想在探头中使用阴影,可以使用* Enable " -"Shadow *设置打开/关闭它们:" +"默认情况下, 渲染探针时仅禁用阴影贴图(仅在探针内的渲染图像中, 而不是实际场景" +"中). 这是节省性能和内存的简单方法. 如果您想在探头中使用阴影, 可以使用* " +"Enable Shadow *设置打开/关闭它们:" #: ../../docs/tutorials/3d/reflection_probes.rst:57 msgid "" @@ -128,8 +130,8 @@ msgid "" "around. To keep objects from being rendered in the reflections, use the " "*Cull Mask* setting:" msgstr "" -"最后,请记住,您可能不希望Reflection Probe渲染某些对象. 一个典型的场景是房间内" -"的敌人会四处移动. 要防止对象在反射中渲染,请使用 *Cull Mask* 设置:" +"最后, 请记住, 您可能不希望Reflection Probe渲染某些对象. 一个典型的场景是房间" +"内的敌人会四处移动. 要防止对象在反射中渲染, 请使用 *Cull Mask* 设置:" #: ../../docs/tutorials/3d/reflection_probes.rst:65 msgid "Interior vs exterior" @@ -141,16 +143,16 @@ msgid "" "that the **Interior** property be enabled. This stops the probe from " "rendering the sky and also allows custom ambient lighting settings." msgstr "" -"如果您在室内环境中使用反射探针,建议启用 **Interior** [内部]属性.这可以阻止探" -"针渲染天空,还可以自定义环境光设置." +"如果您在室内环境中使用反射探针, 建议启用 **Interior** [内部]属性. 这可以阻止" +"探针渲染天空, 还可以自定义环境光设置." #: ../../docs/tutorials/3d/reflection_probes.rst:73 msgid "" "When probes are set to **Interior**, custom constant ambient lighting can be " "specified per probe. Just choose a color and an energy." msgstr "" -"当探头设置为** Interior **时,可以为每个探头指定自定义恒定环境光. 只需选择颜色" -"和能量." +"当探头设置为 ** Interior ** 时, 可以为每个探头指定自定义恒定环境光. 只需选择" +"颜色和能量." #: ../../docs/tutorials/3d/reflection_probes.rst:76 msgid "" @@ -158,8 +160,8 @@ msgid "" "by tweaking the **Ambient Contribution** property (0.0 means pure ambient " "color, while 1.0 means pure diffuse capture)." msgstr "" -"可选,您可以通过调整 **Ambient Contribution[环境贡献]** 属性(0.0表示纯环境色," -"而1.0表示纯漫射捕获),将此环境光与探针漫射捕获混合." +"可选, 您可以通过调整 **Ambient Contribution[环境贡献]** 属性(0.0表示纯环境" +"色, 而1.0表示纯漫射捕获), 将此环境光与探针漫射捕获混合." #: ../../docs/tutorials/3d/reflection_probes.rst:81 msgid "Blending" @@ -178,9 +180,9 @@ msgid "" "when using perfectly mirrored reflections. Normally, scenes have normal " "mapping and varying levels of roughness, which can hide this." msgstr "" -"正如所见,这种混合从来都不是完美的(毕竟,这些是盒子反射,而不是真实的反射),而这" -"些伪像只有在使用完美的镜像反射时才可见. 通常情况下,场景具有法线映射和不同程度" -"的粗糙度,因此可以隐藏它." +"正如所见, 这种混合从来都不是完美的(毕竟, 这些是盒子反射, 而不是真实的反射), " +"而这些伪像只有在使用完美的镜像反射时才可见. 通常情况下, 场景具有法线映射和不" +"同程度的粗糙度, 因此可以隐藏它." #: ../../docs/tutorials/3d/reflection_probes.rst:93 msgid "" @@ -189,8 +191,8 @@ msgid "" "reflections appear more faithful, while probes are only used as a fallback " "when no screen-space information is found:" msgstr "" -"另外,反射探针与屏幕空间反射混合在一起也能很好地解决这种问题.将它们结合在一起," -"可以使局部反射显得更加还原,而探针只在找不到屏幕空间信息时作为备用:" +"另外, 反射探针与屏幕空间反射混合在一起也能很好地解决这种问题. 将它们结合在一" +"起, 可以使局部反射显得更加还原, 而探针只在找不到屏幕空间信息时作为备用:" #: ../../docs/tutorials/3d/reflection_probes.rst:99 msgid "" @@ -199,8 +201,8 @@ msgid "" "a probe can be marked as *exterior* (so it will get sky reflections) while " "on the inside, it can be interior." msgstr "" -"最后,在制作内部和外部结合的水平时,建议混合使用内部和外部探头. 在门附近,探头可" -"以标记为 *外部* (因此它将获得天空反射),而在内部,它可以是内部." +"最后, 在制作内部和外部结合的水平时, 建议混合使用内部和外部探头. 在门附近, 探" +"头可以标记为 *外部* (因此它将获得天空反射), 而在内部, 它可以是内部." #: ../../docs/tutorials/3d/reflection_probes.rst:104 msgid "Reflection atlas" @@ -212,8 +214,8 @@ msgid "" "fit into a Reflection Atlas. The size and amount of probes can be customized " "in Project Settings -> Quality -> Reflections" msgstr "" -"在当前的渲染器实现中,所有探测器都具有相同的大小并且适合反射图集. 可以在项目设" -"置 ->质量 ->反射中自定义探针的大小和数量" +"在当前的渲染器实现中, 所有探测器都具有相同的大小并且适合反射图集. 可以在项目" +"设置 ->质量 ->反射中自定义探针的大小和数量" #: ../../docs/tutorials/3d/reflection_probes.rst:110 msgid "" @@ -221,5 +223,5 @@ msgid "" "in a scene. This value needs to be increased if you need more reflection " "probes." msgstr "" -"Atlas Subdiv的默认设置:8,将允许一个场景中最多有16个反射探针.如果您需要更多的" -"反射探针,则需要增加该值." +"Atlas Subdiv的默认设置:8, 将允许一个场景中最多有16个反射探针. 如果您需要更多" +"的反射探针, 则需要增加该值." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po index 14d606756b..f3301d12a0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "shader code. However, it can be converted to shader code if additional " "functionality is needed." msgstr "" -"``SpatialMaterial`` 是一种默认的3D材质,旨在提供艺术家在材质中寻找的大部分功" -"能,而无需编写着色器代码. 但是,如果需要其他功能,可以将其转换为着色器代码." +"``SpatialMaterial`` 是一种默认的3D材质, 旨在提供艺术家在材质中寻找的大部分功" +"能, 而无需编写着色器代码. 但是, 如果需要其他功能, 可以将其转换为着色器代码." #: ../../docs/tutorials/3d/spatial_material.rst:13 msgid "This tutorial explains most parameters present in ``SpatialMaterial``." @@ -46,9 +46,9 @@ msgid "" "*Material* property of the node using the mesh (such as a MeshInstance " "node), or in the *Material Override* property of the node using the mesh." msgstr "" -"将 ``SpatialMaterial`` 添加到一个物体有三种方法.它可以在网格的 *Material(材" -"质)* 属性中添加.可以用网格(比如一个 MeshInstance 节点)在节点的 *Material(材" -"质)* 属性中添加,或者用网格在节点的 *Material Override(材质重载)* 属性中添加." +"将 ``SpatialMaterial`` 添加到一个物体有三种方法. 它可以在网格的 *Material(材" +"质)* 属性中添加. 可以用网格(比如一个 MeshInstance 节点)在节点的 *Material(材" +"质)* 属性中添加, 或者用网格在节点的 *Material Override(材质重载)* 属性中添加." #: ../../docs/tutorials/3d/spatial_material.rst:22 msgid "" @@ -60,10 +60,10 @@ msgid "" "also override the regular material property of the node and the material " "property of the mesh." msgstr "" -"如果你把材质加到网格本身上,每次那个网格被使用的时候都会有那个材质.如果你用网" -"格向一个节点添加材质,那个材质仅会被那个节点使用,也会覆盖网格的材质属性.如果材" -"质被添加到了节点的 *Material Override(材质覆盖)* 属性上,它仅会被那个节点使用," -"它也会覆盖那个节点的常规材质属性和网格的材质属性." +"如果你把材质加到网格本身上, 每次那个网格被使用的时候都会有那个材质. 如果你用" +"网格向一个节点添加材质, 那个材质仅会被那个节点使用, 也会覆盖网格的材质属性. " +"如果材质被添加到了节点的 *Material Override(材质覆盖)* 属性上, 它仅会被那个节" +"点使用, 它也会覆盖那个节点的常规材质属性和网格的材质属性." #: ../../docs/tutorials/3d/spatial_material.rst:30 msgid "Flags" @@ -73,7 +73,7 @@ msgstr "标志" msgid "" "Spatial materials have many flags determining the general usage of a " "material." -msgstr "空间材质有许多标记,用于确定材质的一般用途." +msgstr "空间材质有许多标记, 用于确定材质的一般用途." #: ../../docs/tutorials/3d/spatial_material.rst:37 msgid "Transparent" @@ -86,8 +86,8 @@ msgid "" "using a different technique (sorted from back to front and rendered in " "order)." msgstr "" -"在Godot中,除非特别配置,否则材质不透明. 这背后的主要原因是透明材质使用一种不同" -"的渲染技术(从后到前排序并按顺序渲染)." +"在Godot中, 除非特别配置, 否则材质不透明. 这背后的主要原因是透明材质使用一种不" +"同的渲染技术(从后到前排序并按顺序渲染)." #: ../../docs/tutorials/3d/spatial_material.rst:43 msgid "" @@ -95,14 +95,15 @@ msgid "" "materials unusable with many mid- and post-processing effects (such as SSAO, " "SSR, etc.) that require perfectly opaque geometry." msgstr "" -"这种技术效率较低(会发生许多状态变化),并且使得材质无法用于许多需要完全不透明几" -"何形状的处理中/处理后效果(例如SSAO,SSR等)." +"这种技术效率较低(会发生许多状态变化), 并且使得材质无法用于许多需要完全不透明" +"几何形状的处理中/处理后效果(例如SSAO,SSR等)." #: ../../docs/tutorials/3d/spatial_material.rst:47 msgid "" "For this reason, materials in Godot are assumed opaque unless specified " "otherwise. The main settings that enable transparency are:" -msgstr "因此,除非另有说明,否则Godot中的材质是不透明的. 启用透明度的主要设置是:" +msgstr "" +"因此, 除非另有说明, 否则Godot中的材质是不透明的. 启用透明度的主要设置是:" #: ../../docs/tutorials/3d/spatial_material.rst:50 msgid "Transparent flag (this one)" @@ -110,7 +111,7 @@ msgstr "透明标记(这一个)" #: ../../docs/tutorials/3d/spatial_material.rst:51 msgid "Blend mode set to other than \"Mix\"" -msgstr "混合模式设置为\"Mix(混合)\"以外的模式" +msgstr "混合模式设置为 \"Mix(混合)\" 以外的模式" #: ../../docs/tutorials/3d/spatial_material.rst:52 msgid "Enabling distance or proximity fade" @@ -126,8 +127,8 @@ msgid "" "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" -"光照会改变alpha值,阴影部分是不透明的,而没有阴影的地方是透明的.对于AR中将阴影" -"堆叠到一个照相机反馈中很有用." +"光照会改变alpha值, 阴影部分是不透明的, 而没有阴影的地方是透明的. 对于AR中将阴" +"影堆叠到一个照相机反馈中很有用." #: ../../docs/tutorials/3d/spatial_material.rst:61 msgid "Unshaded" @@ -136,7 +137,7 @@ msgstr "Unshaded(无阴影)" #: ../../docs/tutorials/3d/spatial_material.rst:63 msgid "" "In most cases it is common for materials to be affected by lighting (shaded)." -msgstr "在大多数情况下,材质通常受到照明的影响(有阴影)." +msgstr "在大多数情况下, 材质通常受到照明的影响(有阴影)." #: ../../docs/tutorials/3d/spatial_material.rst:65 msgid "" @@ -144,8 +145,8 @@ msgid "" "ignore the rest. Toggling this flag on will remove all shading and display " "pure, unlit color." msgstr "" -"但是,在某些情况下,您可能只想显示反射(颜色)而忽略其余部分. 切换此标志将删除所" -"有阴影并显示纯净,未光照的颜色." +"但是, 在某些情况下, 您可能只想显示反射(颜色)而忽略其余部分. 切换此标志将删除" +"所有阴影并显示纯净, 未光照的颜色." #: ../../docs/tutorials/3d/spatial_material.rst:72 msgid "Vertex Lighting" @@ -157,7 +158,7 @@ msgid "" "All lighting calculations are made by running the lighting shader on every " "pixel." msgstr "" -"由于depth pre-pass (深度预通过),Godot的每像素成本或多或少是一致的.所有照明计" +"由于depth pre-pass (深度预通过),Godot的每像素成本或多或少是一致的. 所有照明计" "算都是通过在每个像素上运行照明着色器来完成的." #: ../../docs/tutorials/3d/spatial_material.rst:77 @@ -167,20 +168,20 @@ msgid "" "transparency (which is common in particle systems). Switching to per-vertex " "lighting may help in these cases." msgstr "" -"由于这些计算成本很高,因此在某些极端情况下可以大大降低性能,例如绘制几层透明度" -"(这在粒子系统中很常见). 在这些情况下,切换到每顶点光照可能会有所帮助." +"由于这些计算成本很高, 因此在某些极端情况下可以大大降低性能, 例如绘制几层透明" +"度(这在粒子系统中很常见). 在这些情况下, 切换到每顶点光照可能会有所帮助." #: ../../docs/tutorials/3d/spatial_material.rst:82 msgid "" "Additionally, on low-end or mobile devices, switching to vertex lighting can " "considerably increase rendering performance." -msgstr "此外,在低端或移动设备上,切换到顶点照明可以显着提高渲染性能." +msgstr "此外, 在低端或移动设备上, 切换到顶点照明可以显着提高渲染性能." #: ../../docs/tutorials/3d/spatial_material.rst:87 msgid "" "Keep in mind that when vertex lighting is enabled, only directional lighting " "can produce shadows (for performance reasons)." -msgstr "请记住,启用顶点照明时,只有定向照明会产生阴影(出于性能原因)." +msgstr "请记住, 启用顶点照明时, 只有定向照明会产生阴影(出于性能原因)." #: ../../docs/tutorials/3d/spatial_material.rst:91 msgid "No Depth Test" @@ -192,8 +193,8 @@ msgid "" "performed. Disabling it has the result of objects appearing over (or under) " "everything else." msgstr "" -"为了使近距离物体出现在远处的物体上,进行深度测试. 禁用它会导致对象出现在其他所" -"有内容之上(或之下)." +"为了使近距离物体出现在远处的物体上, 进行深度测试. 禁用它会导致对象出现在其他" +"所有内容之上(或之下)." #: ../../docs/tutorials/3d/spatial_material.rst:97 msgid "" @@ -201,7 +202,7 @@ msgid "" "and works very well with the *Render Priority* property of Material (see the " "bottom of this page)." msgstr "" -"禁用此选项对于在世界空间中绘制指标最有意义,并且与Material的 *Render " +"禁用此选项对于在世界空间中绘制指标最有意义, 并且与Material的 *Render " "Priority* 属性一起效果很好(请参阅本页底部)." #: ../../docs/tutorials/3d/spatial_material.rst:104 @@ -215,7 +216,7 @@ msgid "" "those points can be resized (see below)." msgstr "" "此选项仅在渲染的几何体由点组成时有效(通常从3D DCC导入时由三角形组成). 如果是" -"这样,那么这些点可以被调整大小(见下文)." +"这样, 那么这些点可以被调整大小(见下文)." #: ../../docs/tutorials/3d/spatial_material.rst:111 msgid "World Triplanar" @@ -227,8 +228,8 @@ msgid "" "triplanar is computed in object local space. This option makes triplanar " "work in world space." msgstr "" -"使用三平面映射时(见下文,在UV1和UV2设置中),在对象局部空间中计算三平面. 此选项" -"使triplanar在世界空间中工作." +"使用三平面映射时(见下文, 在UV1和UV2设置中), 在对象局部空间中计算三平面. 此选" +"项使triplanar在世界空间中工作." #: ../../docs/tutorials/3d/spatial_material.rst:118 msgid "Fixed Size" @@ -240,7 +241,7 @@ msgid "" "distance. This is useful mostly for indicators (no depth test and high " "render priority) and some types of billboards." msgstr "" -"这使得无论距离如何,对象都以相同的大小呈现. 这主要用于指示物(无深度测试和高渲" +"这使得无论距离如何, 对象都以相同的大小呈现. 这主要用于指示物(无深度测试和高渲" "染优先级)和某些类型的广告牌." #: ../../docs/tutorials/3d/spatial_material.rst:125 @@ -280,8 +281,8 @@ msgid "" "This setting allows choosing what is done by default to vertex colors that " "come from your 3D modelling application. By default, they are ignored." msgstr "" -"此设置允许选择默认情况下如何处理来自 3D 建模应用程序的顶点颜色,默认情况下,它" -"们会被忽略." +"此设置允许选择默认情况下如何处理来自 3D 建模应用程序的顶点颜色, 默认情况下, " +"它们会被忽略." #: ../../docs/tutorials/3d/spatial_material.rst:150 msgid "Use as Albedo" @@ -300,7 +301,7 @@ msgid "" "Most 3D DCCs will likely export vertex colors as sRGB, so toggling this " "option on will help them look correct." msgstr "" -"大多数3D DCC可能会将顶点颜色导出为sRGB,因此切换此选项将有助于它们看起来正确." +"大多数3D DCC可能会将顶点颜色导出为sRGB, 因此切换此选项将有助于它们看起来正确." #: ../../docs/tutorials/3d/spatial_material.rst:161 msgid "Parameters" @@ -327,7 +328,7 @@ msgstr "" msgid "" "**Burley:** Default mode, the original Disney Principled PBS diffuse " "algorithm." -msgstr "** Burley:** 默认模式,原始的Disney Principled PBS漫反射算法." +msgstr "** Burley:** 默认模式, 原始的Disney Principled PBS漫反射算法." #: ../../docs/tutorials/3d/spatial_material.rst:175 msgid "**Lambert:** Is not affected by roughness." @@ -339,15 +340,15 @@ msgid "" "roughness increases. Works great for hair and simulating cheap subsurface " "scattering. This implementation is energy conserving." msgstr "" -"** Lambert Wrap:** 当粗糙度增加时,将Lambert拓展至覆盖90度以上. 适用于头发和模" -"拟廉价的次表面散射. 这种实现是节能的." +"** Lambert Wrap:** 当粗糙度增加时, 将Lambert拓展至覆盖90度以上. 适用于头发和" +"模拟廉价的次表面散射. 这种实现是节能的." #: ../../docs/tutorials/3d/spatial_material.rst:179 msgid "" "**Oren Nayar:** This implementation aims to take microsurfacing into account " "(via roughness). Works well for clay-like materials and some types of cloth." msgstr "" -"** Oren Nayar:** 此实现旨在将微表面考虑在内(通过粗糙度).适用于粘土类材质和某" +"** Oren Nayar:** 此实现旨在将微表面考虑在内(通过粗糙度). 适用于粘土类材质和某" "些类型的布料." #: ../../docs/tutorials/3d/spatial_material.rst:181 @@ -357,8 +358,8 @@ msgid "" "environment's ambient light settings or disable ambient light in the spatial " "material to achieve a better effect." msgstr "" -"**Toon:** 为照明提供硬边缘,光滑度受粗糙度的影响. 建议您从环境的环境光设置中禁" -"用sky contribution(天空补偿),或禁用空间材质中的环境光以获得更好的效果." +"**Toon:** 为照明提供硬边缘, 光滑度受粗糙度的影响. 建议您从环境的环境光设置中" +"禁用sky contribution(天空补偿), 或禁用空间材质中的环境光以获得更好的效果." #: ../../docs/tutorials/3d/spatial_material.rst:189 msgid "Specular Mode" @@ -379,7 +380,7 @@ msgid "" "**Blinn:** Common in previous-generation engines. Not worth using nowadays, " "but left here for the sake of compatibility." msgstr "" -"**Blinn:** 在上一代引擎中很常见. 现在不值得使用,但为了兼容性而留在这里." +"**Blinn:** 在上一代引擎中很常见. 现在不值得使用, 但为了兼容性而留在这里." #: ../../docs/tutorials/3d/spatial_material.rst:197 msgid "**Phong:** Same as above." @@ -388,11 +389,11 @@ msgstr "** Phong:** 同上." #: ../../docs/tutorials/3d/spatial_material.rst:198 msgid "" "**Toon:** Creates a toon blob, which changes size depending on roughness." -msgstr "**Toon:** 创建一个toon blob,根据粗糙度改变大小." +msgstr "**Toon:** 创建一个toon blob, 根据粗糙度改变大小." #: ../../docs/tutorials/3d/spatial_material.rst:199 msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" -msgstr "**禁用:** 有时候blob很烦人.消失吧!" +msgstr "**禁用:** 有时候blob很烦人. 消失吧!" #: ../../docs/tutorials/3d/spatial_material.rst:204 msgid "Blend Mode" @@ -414,7 +415,7 @@ msgstr "**Mix:** 默认混合模式,alpha控制对象可见的程度." msgid "" "**Add:** Object is blended additively, nice for flares or some fire-like " "effects." -msgstr "**Add:** 物体添加性地混合,非常适合耀斑或类似火焰的效果." +msgstr "**Add:** 物体添加性地混合, 非常适合耀斑或类似火焰的效果." #: ../../docs/tutorials/3d/spatial_material.rst:212 msgid "**Sub:** Object is subtracted." @@ -435,11 +436,11 @@ msgstr "确定渲染背面时不绘制对象的哪一侧:" #: ../../docs/tutorials/3d/spatial_material.rst:222 msgid "**Back:** The back of the object is culled when not visible (default)." -msgstr "**Back:** 当不可见时,对象的背面被剔除(默认)." +msgstr "**Back:** 当不可见时, 对象的背面被剔除(默认)." #: ../../docs/tutorials/3d/spatial_material.rst:223 msgid "**Front:** The front of the object is culled when not visible." -msgstr "**Front:** 当不可见时,物体的正面被剔除." +msgstr "**Front:** 当不可见时, 物体的正面被剔除." #: ../../docs/tutorials/3d/spatial_material.rst:224 msgid "" @@ -457,7 +458,7 @@ msgstr "指定何时必须进行深度渲染." #: ../../docs/tutorials/3d/spatial_material.rst:231 msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." -msgstr "**Opaque Only(仅限不透明,默认):** 仅为不透明对象绘制深度." +msgstr "**Opaque Only(仅限不透明, 默认):** 仅为不透明对象绘制深度." #: ../../docs/tutorials/3d/spatial_material.rst:232 msgid "" @@ -478,8 +479,8 @@ msgid "" "with the opaque parts, then transparency is drawn above. Use this option " "with transparent grass or tree foliage." msgstr "" -"**Depth Pre-Pass(深度预通过):** 对于透明物体,首先使用不透明部分进行不透明的通" -"过,然后在上方绘制透明度. 将此选项与透明草或树叶一起使用." +"**Depth Pre-Pass(深度预通过):** 对于透明物体, 首先使用不透明部分进行不透明的" +"通过, 然后在上方绘制透明度. 将此选项与透明草或树叶一起使用." #: ../../docs/tutorials/3d/spatial_material.rst:242 msgid "Line Width" @@ -489,7 +490,7 @@ msgstr "Line Width(线宽度)" msgid "" "When drawing lines, specify the width of the lines being drawn. This option " "is not available on most modern hardware." -msgstr "绘制线条时,指定要绘制的线条的宽度. 大多数现代硬件都不提供此选项." +msgstr "绘制线条时, 指定要绘制的线条的宽度. 大多数现代硬件都不提供此选项." #: ../../docs/tutorials/3d/spatial_material.rst:248 msgid "Point Size" @@ -497,7 +498,7 @@ msgstr "Point Size(点大小)" #: ../../docs/tutorials/3d/spatial_material.rst:250 msgid "When drawing points, specify the point size in pixels." -msgstr "绘制点时,指定点大小(以像素为单位)." +msgstr "绘制点时, 指定点大小(以像素为单位)." #: ../../docs/tutorials/3d/spatial_material.rst:253 msgid "Billboard Mode" @@ -517,7 +518,7 @@ msgstr "**Disabled:** 禁用广告牌模式." msgid "" "**Enabled:** Billboard mode is enabled, the object's -Z axis will always " "face the camera." -msgstr "**Enabled:** 启用广告牌模式,对象的-Z轴将始终面向摄像机." +msgstr "**Enabled:** 启用广告牌模式, 对象的-Z轴将始终面向摄像机." #: ../../docs/tutorials/3d/spatial_material.rst:261 msgid "" @@ -528,7 +529,7 @@ msgstr "** Y-Billboard:** 物体的X轴会始终与相机对齐." msgid "" "**Particles:** Most suited for particle systems, because it allows " "specifying animation options." -msgstr "**Particles:** 最适合粒子系统,因为它允许指定动画选项." +msgstr "**Particles:** 最适合粒子系统, 因为它允许指定动画选项." #: ../../docs/tutorials/3d/spatial_material.rst:267 msgid "The above options are only enabled for Particle Billboard." @@ -555,8 +556,8 @@ msgid "" "This is commonly used to create cheap outlines. Add a second material pass, " "make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -"这通常用于创建廉价的轮廓. 添加第二个material pass,使其变为黑色, 无阴影" -"(unshaded),反向剔除(Cull Front),并添加一些增长:" +"这通常用于创建廉价的轮廓. 添加第二个material pass, 使其变为黑色, 无阴影" +"(unshaded), 反向剔除(Cull Front), 并添加一些增长:" #: ../../docs/tutorials/3d/spatial_material.rst:288 msgid "Use Alpha Scissor" @@ -567,18 +568,19 @@ msgid "" "When transparency other than ``0`` or ``1`` is not needed, it's possible to " "set a threshold to prevent the object from rendering semi-transparent pixels." msgstr "" -"当不需要\"0\"或\"1\"以外的透明度时,可以设置阈值以防止对象渲染半透明像素." +"当不需要 \"0\" 或 \"1\" 以外的透明度时, 可以设置阈值以防止对象渲染半透明像素." #: ../../docs/tutorials/3d/spatial_material.rst:295 msgid "" "This renders the object via the opaque pipeline, which is faster and allows " "it to use mid- and post-process effects such as SSAO, SSR, etc." msgstr "" -"这通过不透明管道渲染对象,这更快,并允许它使用处理中/处理后效果,如SSAO,SSR等." +"这通过不透明管道渲染对象, 这更快, 并允许它使用处理中/处理后效果, 如SSAO,SSR" +"等." #: ../../docs/tutorials/3d/spatial_material.rst:299 msgid "Material colors, maps and channels" -msgstr "材质颜色,贴图和通道" +msgstr "材质颜色, 贴图和通道" #: ../../docs/tutorials/3d/spatial_material.rst:301 msgid "" @@ -586,8 +588,8 @@ msgid "" "textures, and channels. Godot supports an extensive list of them. They are " "described in detail below:" msgstr "" -"除了参数之外,定义材质本身的是颜色,纹理和通道. Godot支持很多颜色,纹理和通道. " -"它们在下面详细描述:" +"除了参数之外, 定义材质本身的是颜色, 纹理和通道. Godot支持很多颜色, 纹理和通" +"道. 它们在下面详细描述:" #: ../../docs/tutorials/3d/spatial_material.rst:306 msgid "Albedo" @@ -601,14 +603,14 @@ msgid "" "name mainly happened because, in PBR (Physically Based Rendering), this " "color affects many more calculations than just the diffuse lighting path." msgstr "" -"*Albedo* 是材质的基色,所有其他设置都在其上运行. 设置为 *Unshaded* 时,这是唯一" -"可见的颜色. 在以前版本的Godot中,这个通道被命名为 *Diffuse* . 名称的改变主要是" -"因为在PBR(Physically Based Rendering, 基于物理渲染)中,这种颜色影响的计算远不" -"止漫射光照路径." +"*Albedo* 是材质的基色, 所有其他设置都在其上运行. 设置为 *Unshaded* 时, 这是唯" +"一可见的颜色. 在以前版本的Godot中, 这个通道被命名为 *Diffuse* . 名称的改变主" +"要是因为在PBR(Physically Based Rendering, 基于物理渲染)中, 这种颜色影响的计算" +"远不止漫射光照路径." #: ../../docs/tutorials/3d/spatial_material.rst:314 msgid "Albedo color and texture can be used together as they are multiplied." -msgstr "反射颜色(Albedo Color)和纹理可以一起使用,因为它们会被相乘." +msgstr "反射颜色(Albedo Color)和纹理可以一起使用, 因为它们会被相乘." #: ../../docs/tutorials/3d/spatial_material.rst:316 msgid "" @@ -616,8 +618,8 @@ msgid "" "transparency. If you use a color or texture with *alpha channel*, make sure " "to either enable transparency or *alpha scissoring* for it to work." msgstr "" -"反照率颜色和纹理的 *Alpha通道* 也用于对象透明度.如果你使用带 *alpha通道* 的颜" -"色或纹理,请确保启用透明度或 *alpha scissoring* 以使其正常工作." +"反照率颜色和纹理的 *Alpha通道* 也用于对象透明度. 如果你使用带 *alpha通道* 的" +"颜色或纹理, 请确保启用透明度或 *alpha scissoring* 以使其正常工作." #: ../../docs/tutorials/3d/spatial_material.rst:321 msgid "Metallic" @@ -631,7 +633,7 @@ msgid "" "reflected. This model is called \"energy-conserving\"." msgstr "" "由于其简单性,Godot使用金属模型而不是别的模型. 此参数定义材质的反射程度. 反射" -"越多,漫射/环境光的影响越小,反射的光越多. 这种模型被称为\"能量守恒(energy-" +"越多, 漫射/环境光的影响越小, 反射的光越多. 这种模型被称为 \"能量守恒(energy-" "conserving)\"." #: ../../docs/tutorials/3d/spatial_material.rst:328 @@ -640,15 +642,16 @@ msgid "" "*Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't " "touch it unless you need to)." msgstr "" -"* Specular * 参数是反射率的一般数量(与 *Metallic* 不同,这不是能量守恒的,因此" -"请将其保留为 ``0.5`` 并且除非你需要,否则不要碰它)." +"* Specular * 参数是反射率的一般数量(与 *Metallic* 不同, 这不是能量守恒的, 因" +"此请将其保留为 ``0.5`` 并且除非你需要, 否则不要碰它)." #: ../../docs/tutorials/3d/spatial_material.rst:332 msgid "" "The minimum internal reflectivity is ``0.04``, so it's impossible to make a " "material completely unreflective, just like in real life." msgstr "" -"最小的内部反射率是\"0.04\",因此不可能使材质完全不反射,就像在现实生活中一样." +"最小的内部反射率是 \"0.04\", 因此不可能使材质完全不反射, 就像在现实生活中一" +"样." #: ../../docs/tutorials/3d/spatial_material.rst:338 msgid "Roughness" @@ -661,9 +664,9 @@ msgid "" "(simulating natural microsurfacing). Most common types of materials can be " "achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -"*粗糙度*会影响反射的发生方式. 值``0``使其成为完美的镜子,而``1``的值完全模糊了" -"反射(模拟自然微表面). 最常见的材质类型可以通过*Metallic* 和 *Roughness* 的正" -"确组合来实现." +"*粗糙度* 会影响反射的发生方式. 值 ``0`` 使其成为完美的镜子, 而 ``1`` 的值完全" +"模糊了反射(模拟自然微表面). 最常见的材质类型可以通过 *Metallic* 和 " +"*Roughness* 的正确组合来实现." #: ../../docs/tutorials/3d/spatial_material.rst:348 msgid "Emission" @@ -676,8 +679,9 @@ msgid "" "are used). This value is added to the resulting final image and is not " "affected by other lighting in the scene." msgstr "" -"*发射* 指定材质发出的光量(请记住,这不包括环绕几何体的光,除非使用 :ref:" -"`doc_gi_probes` ). 此值将添加到生成的最终图像中,并且不受场景中其他光照的影响." +"*发射* 指定材质发出的光量(请记住, 这不包括环绕几何体的光, 除非使用 :ref:" +"`doc_gi_probes` ). 此值将添加到生成的最终图像中, 并且不受场景中其他光照的影" +"响." #: ../../docs/tutorials/3d/spatial_material.rst:358 msgid "Normal map" @@ -690,9 +694,9 @@ msgid "" "Godot, only the red and green channels of normal maps are used for better " "compression and wider compatibility." msgstr "" -"法线贴图允许你设置一个代表更精细形状细节的纹理,这不会修改几何体,只会修改光的" -"入射角.在Godot中,为了更好的压缩和更广泛的兼容性,只使用了法线贴图的红色和绿色" -"通道." +"法线贴图允许你设置一个代表更精细形状细节的纹理, 这不会修改几何体, 只会修改光" +"的入射角. 在Godot中, 为了更好的压缩和更广泛的兼容性, 只使用了法线贴图的红色和" +"绿色通道." #: ../../docs/tutorials/3d/spatial_material.rst:369 msgid "" @@ -701,8 +705,8 @@ msgid "" "you may have to convert the normal map so its Y axis is flipped. Otherwise, " "the normal map direction may appear to be inverted on the Y axis." msgstr "" -"Godot需要法线贴图使用X +,Y-和Z +坐标.换言之,如果你导入了用于其他引擎的材质,就" -"需要转换法线贴图,将它的Y轴翻转过来.否则,法线贴图显示的Y轴方向会相反." +"Godot需要法线贴图使用X +,Y-和Z +坐标. 换言之, 如果你导入了用于其他引擎的材" +"质, 就需要转换法线贴图, 将它的Y轴翻转过来. 否则, 法线贴图显示的Y轴方向会相反." #: ../../docs/tutorials/3d/spatial_material.rst:374 msgid "" @@ -726,9 +730,9 @@ msgid "" "takes light into account (no light means no rim). This makes the effect " "considerably more believable." msgstr "" -"一些织物具有小的微毛,导致光在其周围散射. Godot使用 *Rim* 参数模拟它. 与仅使用" -"发射通道的其他边缘照明实施方式不同,这实际上考虑了光(没有光意味着没有边缘). 这" -"使得效果显著地更加可信." +"一些织物具有小的微毛, 导致光在其周围散射. Godot使用 *Rim* 参数模拟它. 与仅使" +"用发射通道的其他边缘照明实施方式不同, 这实际上考虑了光(没有光意味着没有边" +"缘). 这使得效果显著地更加可信." #: ../../docs/tutorials/3d/spatial_material.rst:388 msgid "" @@ -737,9 +741,9 @@ msgid "" "for the rim. If *Tint* is ``1``, then the albedo of the material is used. " "Using intermediate values generally works best." msgstr "" -"边缘大小取决于粗糙度,并且有一个特殊参数来指定它必须如何着色. 如果 *Tint* 为 " -"``0``,则灯光的颜色用于边缘. 如果 *Tint* 是 ``1``,则使用材质的反照率.使用中间" -"的值通常效果最佳." +"边缘大小取决于粗糙度, 并且有一个特殊参数来指定它必须如何着色. 如果 *Tint* 为 " +"``0``, 则灯光的颜色用于边缘. 如果 *Tint* 是 ``1``, 则使用材质的反照率. 使用中" +"间的值通常效果最佳." #: ../../docs/tutorials/3d/spatial_material.rst:394 msgid "Clearcoat" @@ -759,8 +763,8 @@ msgid "" "coat to the material. This is common in car paint and toys. In practice, " "it's a smaller specular blob added on top of the existing material." msgstr "" -"*Clearcoat* 参数用于为材质添加辅助的透明涂层. 这在汽车油漆和玩具中很常见.在实" -"践中,它是在现有材质之上添加的较小的镜面高光." +"*Clearcoat* 参数用于为材质添加辅助的透明涂层. 这在汽车油漆和玩具中很常见. 在" +"实践中, 它是在现有材质之上添加的较小的镜面高光." #: ../../docs/tutorials/3d/spatial_material.rst:403 msgid "Anisotropy" @@ -773,8 +777,8 @@ msgid "" "aluminum more realistic. It works especially well when combined with " "flowmaps." msgstr "" -"这会更改镜面高光的形状并将其与切线空间对齐.各向异性通常与头发一起使用,或使诸" -"如拉丝铝之类的材质更加逼真. 与流向贴图结合使用时效果特别好." +"这会更改镜面高光的形状并将其与切线空间对齐. 各向异性通常与头发一起使用, 或使" +"诸如拉丝铝之类的材质更加逼真. 与流向贴图结合使用时效果特别好." #: ../../docs/tutorials/3d/spatial_material.rst:414 msgid "Ambient Occlusion" @@ -791,8 +795,8 @@ msgid "" msgstr "" "可以指定烘焙的环境遮挡贴图. 此贴图会影响有多少环境光到达物体每个表面(默认情况" "下它不会影响直接光). 虽然可以使用屏幕空间环境遮挡(Screen-Space Ambient " -"Occlusion, SSAO)来生成环境遮挡,但没有什么能比良好烘焙的AO贴图的质量更好. 建议" -"尽可能烘焙环境遮挡." +"Occlusion, SSAO)来生成环境遮挡, 但没有什么能比良好烘焙的AO贴图的质量更好. 建" +"议尽可能烘焙环境遮挡." #: ../../docs/tutorials/3d/spatial_material.rst:425 msgid "Depth" @@ -806,9 +810,9 @@ msgid "" "objects, but it produces a realistic depth effect for textures. For best " "results, *Depth* should be used together with normal mapping." msgstr "" -"在材质上设置深度贴图会做一个ray-marching搜索,以模拟沿视图方向的空穴的正确位" -"移. 这不是真正增加的几何,而是一种深度的幻觉. 它可能不适用于复杂的对象,但它会" -"为纹理产生逼真的深度效果. 为获得最佳效果,*Depth* 应与法线贴图一起使用." +"在材质上设置深度贴图会做一个ray-marching搜索, 以模拟沿视图方向的空穴的正确位" +"移. 这不是真正增加的几何, 而是一种深度的幻觉. 它可能不适用于复杂的对象, 但它" +"会为纹理产生逼真的深度效果. 为获得最佳效果,*Depth* 应与法线贴图一起使用." #: ../../docs/tutorials/3d/spatial_material.rst:438 msgid "Subsurface Scattering" @@ -820,7 +824,8 @@ msgid "" "scattered, and then comes out. It is useful to create realistic skin, " "marble, colored liquids, etc." msgstr "" -"此效果模拟穿透物体表面,散射然后散出的光.创造逼真的皮肤,大理石,有色液体等有用." +"此效果模拟穿透物体表面, 散射然后散出的光. 创造逼真的皮肤, 大理石, 有色液体等" +"有用." #: ../../docs/tutorials/3d/spatial_material.rst:449 msgid "Transmission" @@ -833,7 +838,7 @@ msgid "" "thin objects such as plant leaves, grass, human ears, etc." msgstr "" "这可以控制有多少光从被点亮的一侧(正对灯光)传输到暗侧(背对灯光). 这适用于植物" -"叶子,草,人耳等薄物体." +"叶子, 草, 人耳等薄物体." #: ../../docs/tutorials/3d/spatial_material.rst:458 msgid "Refraction" @@ -846,8 +851,8 @@ msgid "" "allows distorting the transparency in a way similar to refraction in real " "life." msgstr "" -"当启用折射时,它会取代alpha混合,而Godot会尝试从正在渲染的对象后面获取信息. 这" -"允许以类似于现实生活中的折射的方式扭曲透明度." +"当启用折射时, 它会取代alpha混合, 而Godot会尝试从正在渲染的对象后面获取信息. " +"这允许以类似于现实生活中的折射的方式扭曲透明度." #: ../../docs/tutorials/3d/spatial_material.rst:469 msgid "Detail" @@ -859,8 +864,8 @@ msgid "" "texture, which can be blended in many ways. By combining this with secondary " "UV or triplanar modes, many interesting textures can be achieved." msgstr "" -"Godot允许使用辅助反射和法线贴图生成细节纹理,可以通过多种方式进行混合. 通过将" -"其与二级UV或三平面模式相结合,可以实现许多有趣的纹理." +"Godot允许使用辅助反射和法线贴图生成细节纹理, 可以通过多种方式进行混合. 通过将" +"其与二级UV或三平面模式相结合, 可以实现许多有趣的纹理." #: ../../docs/tutorials/3d/spatial_material.rst:477 msgid "There are several settings that control how detail is used." @@ -873,13 +878,13 @@ msgid "" "is for the regular material textures, different shades of gray are for " "partial blending of the material textures and detail textures." msgstr "" -"Mask(遮罩):细节遮罩是一个黑白图像,用来控制纹理的混合位置.白色为细节纹理,黑色" -"为常规材质纹理,不同深浅的灰色用于材质纹理和细节纹理的部分混合." +"Mask(遮罩): 细节遮罩是一个黑白图像, 用来控制纹理的混合位置. 白色为细节纹理, " +"黑色为常规材质纹理, 不同深浅的灰色用于材质纹理和细节纹理的部分混合." #: ../../docs/tutorials/3d/spatial_material.rst:484 msgid "" "Blend Mode: These four modes control how the textures are blended together." -msgstr "混合模式:有四种模式控制纹理的混合方式." +msgstr "混合模式: 有四种模式控制纹理的混合方式." #: ../../docs/tutorials/3d/spatial_material.rst:486 msgid "" @@ -887,8 +892,8 @@ msgid "" "material texture, at white, only show the detail texture. Values of gray " "create a smooth blend between the two." msgstr "" -"融合:合并两个纹理的像素值.黑色时,仅显示材质纹理;白色时,仅显示细节纹理.灰色的" -"值在两者之间创建一个平滑的混合." +"融合: 合并两个纹理的像素值. 黑色时, 仅显示材质纹理;白色时, 仅显示细节纹理. " +"灰色的值在两者之间创建一个平滑的混合." #: ../../docs/tutorials/3d/spatial_material.rst:490 msgid "" @@ -896,8 +901,8 @@ msgid "" "textures are completely mixed at white parts of a mask and not at gray " "parts. The original texture is mostly unchanged at black" msgstr "" -"相加:将一个纹理与另一个纹理的像素值相加.与融合模式不同的是,两个纹理在蒙板的白" -"色部分而不是灰色部分完全混合.原始纹理在黑色部分基本没有变化" +"相加: 将一个纹理与另一个纹理的像素值相加. 与融合模式不同的是, 两个纹理在蒙板" +"的白色部分而不是灰色部分完全混合. 原始纹理在黑色部分基本没有变化" #: ../../docs/tutorials/3d/spatial_material.rst:494 msgid "" @@ -906,22 +911,22 @@ msgid "" "subtraction in black parts, gray parts being different levels of subtraction " "based on the exact texture." msgstr "" -"相减:将一个纹理的像素值与另一个纹理的像素值相减.第二种纹理在蒙版的白色部分被" -"完全减去,在黑色部分只被减去一点,灰色部分根据具体实际纹理减去不同的程度." +"相减: 将一个纹理的像素值与另一个纹理的像素值相减. 第二种纹理在蒙版的白色部分" +"被完全减去, 在黑色部分只被减去一点, 灰色部分根据具体实际纹理减去不同的程度." #: ../../docs/tutorials/3d/spatial_material.rst:499 msgid "" "Mul: Multiplies the RGB channel numbers for each pixel from the top texture " "with the values for the corresponding pixel from the bottom texture." -msgstr "相乘:将上方纹理中每个像素的 RGB 通道数与下方纹理中相应像素的值相乘." +msgstr "相乘: 将上方纹理中每个像素的 RGB 通道数与下方纹理中相应像素的值相乘." #: ../../docs/tutorials/3d/spatial_material.rst:502 msgid "" "Albedo: This is where you put an albedo texture you want to blend. If " "nothing is in this slot it will be interpreted as white by default." msgstr "" -"Albedo:在此处放置要混合的反射纹理.如果此插槽中没有任何内容,则默认情况下将其解" -"释为纯白." +"Albedo: 在此处放置要混合的反射纹理. 如果此插槽中没有任何内容, 则默认情况下将" +"其解释为纯白." #: ../../docs/tutorials/3d/spatial_material.rst:505 msgid "" @@ -929,8 +934,8 @@ msgid "" "is in this slot it will be interpreted as a flat normal map. This can still " "be used even if the material does not have normal map enabled." msgstr "" -"法线:在此处放置需要混合的法线纹理.如果这个槽中没有任何东西,它将被解释为一个平" -"坦的法线贴图.即使材质未启用法线贴图也可以使用这个槽." +"法线: 在此处放置需要混合的法线纹理. 如果这个槽中没有任何东西, 它将被解释为一" +"个平坦的法线贴图. 即使材质未启用法线贴图也可以使用这个槽." #: ../../docs/tutorials/3d/spatial_material.rst:510 msgid "UV1 and UV2" @@ -942,8 +947,8 @@ msgid "" "for ambient occlusion or emission (baked light). UVs can be scaled and " "offset, which is useful when using repeating textures." msgstr "" -"Godot每种材质支持两个UV通道.二级UV通常可用于环境遮挡或发射(烘焙的光照). UV可" -"以缩放和偏移,这在使用重复纹理时很有用." +"Godot每种材质支持两个UV通道. 二级UV通常可用于环境遮挡或发射(烘焙的光照). UV可" +"以缩放和偏移, 这在使用重复纹理时很有用." #: ../../docs/tutorials/3d/spatial_material.rst:517 msgid "Triplanar Mapping" @@ -956,16 +961,17 @@ msgid "" "Textures are sampled in X, Y and Z and blended by the normal. Triplanar " "mapping can be performed in either world space or object space." msgstr "" -"UV1和UV2都支持三平面映射. 这是获得纹理坐标的另一种方法,有时称为\"自动纹理\". " -"纹理在X,Y和Z中采样,并由法线混合. 可以在世界空间或对象空间中执行三平面映射." +"UV1和UV2都支持三平面映射. 这是获得纹理坐标的另一种方法, 有时称为 \"自动纹理" +"\". 纹理在X,Y和Z中采样, 并由法线混合. 可以在世界空间或对象空间中执行三平面映" +"射." #: ../../docs/tutorials/3d/spatial_material.rst:524 msgid "" "In the image below, you can see how all primitives share the same material " "with world triplanar, so the brick texture continues smoothly between them." msgstr "" -"在下图中,你可以看到所有基元如何与世界三平面共享相同的材质,因此砖纹理在它们之" -"间平滑地继续." +"在下图中, 你可以看到所有基元如何与世界三平面共享相同的材质, 因此砖纹理在它们" +"之间平滑地继续." #: ../../docs/tutorials/3d/spatial_material.rst:530 msgid "Proximity and distance fade" @@ -988,7 +994,8 @@ msgid "" "Keep in mind enabling these enables alpha blending, so abusing them for an " "entire scene is usually not a good idea." msgstr "" -"请记住,启用这些功能会启用Alpha混合,因此将它们用于整个场景通常不是一个好主意." +"请记住, 启用这些功能会启用Alpha混合, 因此将它们用于整个场景通常不是一个好主" +"意." #: ../../docs/tutorials/3d/spatial_material.rst:544 msgid "Render priority" @@ -1000,5 +1007,5 @@ msgid "" "useful for transparent objects (or opaque objects that perform depth draw " "but no color draw, such as cracks on the floor)." msgstr "" -"可以更改对象的渲染顺序,尽管这对于透明对象有用(或执行深度绘制但没有颜色绘制的" -"不透明对象,例如地板上的裂缝)." +"可以更改对象的渲染顺序, 尽管这对于透明对象有用(或执行深度绘制但没有颜色绘制的" +"不透明对象, 例如地板上的裂缝)." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 6e799af227..ffe75986d8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/using_gridmaps.rst:4 -#, fuzzy msgid "Using GridMaps" -msgstr "使用网格图(GridMap)" +msgstr "使用网格图GridMap" #: ../../docs/tutorials/3d/using_gridmaps.rst:7 msgid "Introduction" @@ -34,17 +33,17 @@ msgid "" "that can be placed on a grid, as if you were building a level with an " "unlimited amount of Lego blocks." msgstr "" -":ref:`Gridmaps <class_GridMap>` 是一种用于创建3D游戏关卡的工具,方式类似于2D中" -"使用 :ref:`TileMap <doc_using_tilemaps>` .使用一个定义好的可以放在一个网格中" -"的 3D mesh (a :ref:`class_MeshLibrary`) (译注,grid和mesh都译作网格,这里为了清" -"晰,mesh直接使用英文,grid则译作网格)对象集合搭建关卡,就像您使用无限多数量的乐" -"高积木搭建世界一样." +":ref:`Gridmaps <class_GridMap>` 是一种用于创建3D游戏关卡的工具, 方式类似于2D" +"中使用 :ref:`TileMap <doc_using_tilemaps>` . 使用一个定义好的可以放在一个网格" +"中的 3D mesh (a :ref:`class_MeshLibrary`) (译注,grid和mesh都译作网格, 这里为" +"了清晰,mesh直接使用英文,grid则译作网格)对象集合搭建关卡, 就像您使用无限多数量" +"的乐高积木搭建世界一样." #: ../../docs/tutorials/3d/using_gridmaps.rst:15 msgid "" "Collisions and navigation can also be added to the meshes, just like you " "would do with the tiles of a tilemap." -msgstr "就像使用tilemap的tile一样,碰撞和导航也可以添加到网格中." +msgstr "就像使用tilemap的tile一样, 碰撞和导航也可以添加到网格中." #: ../../docs/tutorials/3d/using_gridmaps.rst:19 msgid "Example project" @@ -55,14 +54,14 @@ msgid "" "To learn how GridMaps work, start by downloading the sample project: :" "download:`gridmap_demo.zip <files/gridmap_demo.zip>`." msgstr "" -"要学习GridMaps是怎么样工作的,请先下载示例项目: :download:`gridmap_demo.zip " +"要学习GridMaps是怎么样工作的, 请先下载示例项目: :download:`gridmap_demo.zip " "<files/gridmap_demo.zip>`." #: ../../docs/tutorials/3d/using_gridmaps.rst:24 msgid "" "Unzip this project and add it to the Project Manager using the \"Import\" " "button." -msgstr "解压缩此项目并使用``导入``按钮将其添加到项目管理器." +msgstr "解压缩此项目并使用 ``导入`` 按钮将其添加到项目管理器." #: ../../docs/tutorials/3d/using_gridmaps.rst:28 msgid "Creating a MeshLibrary" @@ -75,15 +74,15 @@ msgid "" "\"MeshLibrary_Source.tscn\" scene to see an example of how to set up the " "mesh library." msgstr "" -"首先,您需要一个 :ref:`class_MeshLibrary`,它是可以在gridmap中使用的Mesh的集" -"合. 打开``MeshLibrary_Source.tscn``场景以查看如何设置网格库的示例." +"首先, 您需要一个 :ref:`class_MeshLibrary`, 它是可以在gridmap中使用的Mesh的集" +"合. 打开 ``MeshLibrary_Source.tscn`` 场景以查看如何设置网格库的示例." #: ../../docs/tutorials/3d/using_gridmaps.rst:36 msgid "" "As you can see, this scene has a :ref:`class_Spatial` node as its root, and " "a number of :ref:`class_MeshInstance` node children." msgstr "" -"可以看到,这个场景有一个 :ref:`class_Spatial` 节点作为它的根,以及一些 :ref:" +"可以看到, 这个场景有一个 :ref:`class_Spatial` 节点作为它的根, 以及一些 :ref:" "`class_MeshInstance` 子节点." #: ../../docs/tutorials/3d/using_gridmaps.rst:39 @@ -91,8 +90,8 @@ msgid "" "If you don't need any physics in your scene, then you're done. However, in " "most cases you'll want to assign collision bodies to the meshes." msgstr "" -"如果您的场景中不需要任何物理,那么到这里就完成了. 但是,在大多数情况下,您还需要" -"给网格指定碰撞体." +"如果您的场景中不需要任何物理, 那么到这里就完成了. 但是, 在大多数情况下, 您还" +"需要给网格指定碰撞体." #: ../../docs/tutorials/3d/using_gridmaps.rst:43 msgid "Collisions" @@ -105,8 +104,8 @@ msgid "" "menu to automatically create the collision body based on the mesh data." msgstr "" "您可以手动为每个Mesh指定 :ref:`class_StaticBody` 和 :ref:" -"`class_CollisionShape`.或者,您可以使用``网格(Mesh)``菜单根据Mesh数据自动创建" -"碰撞体." +"`class_CollisionShape`. 或者, 您可以使用 ``网格(Mesh)`` 菜单根据Mesh数据自动" +"创建碰撞体." #: ../../docs/tutorials/3d/using_gridmaps.rst:51 msgid "" @@ -115,8 +114,9 @@ msgid "" "mesh has a physics body and collision shape assigned, your mesh library is " "ready to be used." msgstr "" -"请注意,``凸(Convex)``碰撞体对于简单Mesh效果更好. 对于更复杂的形状,请选择``创" -"建Trimesh静态体``. 一旦每个网格都分配了物理主体和碰撞形状,就可以使用Mesh库了." +"请注意,``凸(Convex)`` 碰撞体对于简单Mesh效果更好. 对于更复杂的形状, 请选择 ``" +"创建Trimesh静态体``. 一旦每个网格都分配了物理主体和碰撞形状, 就可以使用Mesh库" +"了." #: ../../docs/tutorials/3d/using_gridmaps.rst:60 msgid "Materials" @@ -126,7 +126,7 @@ msgstr "材质" msgid "" "Only the materials from within the meshes are used when generating the mesh " "library. Materials set on the node will be ignored." -msgstr "在生成网格库时,只使用网格内的材质.节点上设置的材质将被忽略." +msgstr "在生成网格库时, 只使用网格内的材质. 节点上设置的材质将被忽略." #: ../../docs/tutorials/3d/using_gridmaps.rst:66 msgid "Exporting the MeshLibrary" @@ -137,13 +137,13 @@ msgid "" "To export the library, click on Scene -> Convert To.. -> MeshLibrary.., and " "save it as a resource." msgstr "" -"要导出库,点击 Scene -> Convert To.. -> MeshLibrary... ,并将其保存为资源." +"要导出库, 点击 Scene -> Convert To.. -> MeshLibrary... , 并将其保存为资源." #: ../../docs/tutorials/3d/using_gridmaps.rst:73 msgid "" "You can find an already exported MeshLibrary in the project named " "\"MeshLibrary.tres\"." -msgstr "可以在项目中找到已导出的名为\"MeshLibrary.tres\"的Mesh库." +msgstr "可以在项目中找到已导出的名为 \"MeshLibrary.tres\" 的Mesh库." #: ../../docs/tutorials/3d/using_gridmaps.rst:76 msgid "Using GridMap" @@ -155,8 +155,8 @@ msgid "" "the resource file from the FileSystem dock and dropping it in the \"Theme\" " "property in the Inspector." msgstr "" -"创建一个新场景并添加一个GridMap节点. 通过从``文件系统(FileSystem)``扩展面板拖" -"动资源文件并将其放入Inspector中的``Theme(主题)``属性中来添加Mesh库." +"创建一个新场景并添加一个GridMap节点. 通过从 ``文件系统(FileSystem)`` 扩展面板" +"拖动资源文件并将其放入Inspector中的 ``Theme(主题)`` 属性中来添加Mesh库." #: ../../docs/tutorials/3d/using_gridmaps.rst:84 msgid "" @@ -164,8 +164,8 @@ msgid "" "leave it at the default value for the demo. Set the \"Center Y\" property to " "\"Off\"." msgstr "" -"``单元格/大小(Cell/Size)``属性应设置为Mesh的大小. 在本示例中您可以使用默认" -"值. 将``Center Y``属性设置为``Off``." +"``单元格/大小(Cell/Size)`` 属性应设置为Mesh的大小. 在本示例中您可以使用默认" +"值. 将``Center Y``属性设置为 ``Off``." #: ../../docs/tutorials/3d/using_gridmaps.rst:87 msgid "" @@ -173,15 +173,15 @@ msgid "" "and placing it with Left-Click in the editor window. To remove a tile, hold :" "kbd:`Shift` and use Right-click." msgstr "" -"现在你可以开始设计关卡了,从调色板中选择一个图块,然后在编辑器窗口中用左键单击" -"它.要删除一个图块,按住 :kbd:`Shift` 并使用右键单击." +"现在你可以开始设计关卡了, 从调色板中选择一个图块, 然后在编辑器窗口中用左键单" +"击它. 要删除一个图块, 按住 :kbd:`Shift` 并使用右键单击." #: ../../docs/tutorials/3d/using_gridmaps.rst:91 msgid "" "Click on the \"GridMap\" menu to see options and shortcuts. For example, " "pressing :kbd:`S` rotates a tile around the y-axis." msgstr "" -"单击 ``GridMap`` 菜单可以查看选项和快捷键. 例如,按下 :kbd:`S` 绕y轴旋转图块." +"单击 ``GridMap`` 菜单可以查看选项和快捷键. 例如, 按下 :kbd:`S` 绕y轴旋转图块." #: ../../docs/tutorials/3d/using_gridmaps.rst:96 msgid "" @@ -197,7 +197,7 @@ msgid "" "In the menu, you can also change the axis you're drawing on, as well as " "shift the drawing plane higher or lower on its axis." msgstr "" -"在菜单中,您还可以更改正在绘制的轴,并将绘图平面在其轴上移动得更高或更低." +"在菜单中, 您还可以更改正在绘制的轴, 并将绘图平面在其轴上移动得更高或更低." #: ../../docs/tutorials/3d/using_gridmaps.rst:108 msgid "Using GridMap in code" @@ -207,4 +207,4 @@ msgstr "在代码中使用GridMap" msgid "" "See :ref:`class_GridMap` for details on the node's methods and member " "variables." -msgstr "有关节点方法和成员变量的详细信息,请参阅 :ref:`class_GridMap`." +msgstr "有关节点方法和成员变量的详细信息, 请参阅 :ref:`class_GridMap`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 2dd594edcf..33ef26d8b2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,11 +36,11 @@ msgid "" "conducive to rapid iterations. :ref:`MultiMeshInstance " "<class_MultiMeshInstance>` is one of the possible solutions to this problem." msgstr "" -"在正常情况下,使用一个 :ref:`MeshInstance <class_MeshInstance>` 节点来显示一个" -"3D网格,比如主角的人体模型,但在某些情况下,会想在一个场景中创建同一个网格的多个" -"实例.你 *可以* 多次复制同一个节点,并手动调整变换.这可能是一个乏味的过程,结果" -"可能看起来很机械. :ref:`MultiMeshInstance <class_MultiMeshInstance>` 是解决这" -"个问题的一种可能的方法." +"在正常情况下, 使用一个 :ref:`MeshInstance <class_MeshInstance>` 节点来显示一" +"个3D网格, 比如主角的人体模型, 但在某些情况下, 会想在一个场景中创建同一个网格" +"的多个实例. 你 *可以* 多次复制同一个节点, 并手动调整变换. 这可能是一个乏味的" +"过程, 结果可能看起来很机械. :ref:`MultiMeshInstance " +"<class_MultiMeshInstance>` 是解决这个问题的一种可能的方法." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:18 msgid "" @@ -49,8 +49,8 @@ msgid "" "tree mesh populate a landscape mesh with trees of random scales and " "orientations." msgstr "" -"MultiMeshInstance,顾名思义,在特定网格的表面上创建MeshInstance的多个副本. 一个" -"示例是树形网格用随机比例和方向的树填充景观网格." +"MultiMeshInstance, 顾名思义, 在特定网格的表面上创建MeshInstance的多个副本. 一" +"个示例是树形网格用随机比例和方向的树填充景观网格." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:23 msgid "Setting up the nodes" @@ -66,25 +66,26 @@ msgstr "基本设置需要三个节点:MultiMeshInstance节点和两个MeshInsta msgid "" "One node is used as the target, the mesh that you want to place multiple " "meshes on. In the tree example, this would be the landscape." -msgstr "一个节点用作目标,即要放置多个网格的网格. 在树的示例中,这将是景观." +msgstr "一个节点用作目标, 即要放置多个网格的网格. 在树的示例中, 这将是景观." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:31 msgid "" "The other node is used as the source, the mesh that you want to have " "duplicated. In the tree case, this would be the tree itself." -msgstr "另一个节点是作为源节点,也就是你想复制的网格.在树的情况下,这将是树本身." +msgstr "" +"另一个节点是作为源节点, 也就是你想复制的网格. 在树的情况下, 这将是树本身." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:34 msgid "" "In our example, we would use a :ref:`Spatial <class_Spatial>` node as the " "root node of the scene. Your scene tree would look like this:" msgstr "" -"在我们的示例中,将使用 :ref:`Node <class_Node>` 作为场景的根节点. 场景树看起来" -"像这样:" +"在我们的示例中, 将使用 :ref:`Node <class_Node>` 作为场景的根节点. 场景树看起" +"来像这样:" #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:39 msgid "For simplicity's sake, this tutorial uses built-in primitives." -msgstr "出于简化目的,本教程使用内置基本单元." +msgstr "出于简化目的, 本教程使用内置基本单元." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:41 msgid "" @@ -93,7 +94,7 @@ msgid "" "``View``. Click it and select *Populate surface* in the dropdown menu. A new " "window titled *Populate MultiMesh* will pop up." msgstr "" -"现在您准备好了一切. 选择MultiMeshInstance节点并查看工具栏,您应该在 ``View`` " +"现在您准备好了一切. 选择MultiMeshInstance节点并查看工具栏, 您应该在 ``View`` " "旁边看到一个名为 ``MultiMesh`` 的额外按钮. 单击它并在下拉菜单中选择 *填充曲面" "* . 将弹出一个名为* Populate MultiMesh *的新窗口." @@ -180,9 +181,9 @@ msgid "" "source mesh will be placed over the target mesh. If you are satisfied with " "the result, you can delete the mesh instance used as the source mesh." msgstr "" -"选择目标曲面. 在树情况下,这应该是横向节点. 源网格应该是树节点. 根据您的喜好调" -"整其他参数. 按 ``Populate`` ,源网格的多个副本将放在目标网格上. 如果对结果满" -"意,可以删除用作源网格的网格实例." +"选择目标曲面. 在树情况下, 这应该是横向节点. 源网格应该是树节点. 根据您的喜好" +"调整其他参数. 按 ``Populate`` , 源网格的多个副本将放在目标网格上. 如果对结果" +"满意, 可以删除用作源网格的网格实例." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:102 msgid "The end result should look like this:" @@ -191,4 +192,4 @@ msgstr "最终结果应如下所示:" #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:106 msgid "" "To change the result, repeat the previous steps with different parameters." -msgstr "要更改结果,请使用不同的参数重复相同的步骤." +msgstr "要更改结果, 请使用不同的参数重复相同的步骤." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po index 338cd7a711..0e267ed8b4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,22 +32,22 @@ msgid "" "thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " "now rotations happen in X, Y and Z\"*." msgstr "" -"如果您以前从未制作过3D游戏,那么一开始在三维环境中进行旋转可能会让人感到困惑." -"从2D来的人,自然的思维方式就是类似于 *\"噢,它就像2D旋转一样,只是现在旋转发生在" -"X,Y和Z轴上\"* ." +"如果您以前从未制作过3D游戏, 那么一开始在三维环境中进行旋转可能会让人感到困" +"惑. 从2D来的人, 自然的思维方式就是类似于 *\"噢, 它就像2D旋转一样, 只是现在旋" +"转发生在X,Y和Z轴上\"* ." #: ../../docs/tutorials/3d/using_transforms.rst:12 msgid "" "At first this seems easy and for simple games, this way of thinking may even " "be enough. Unfortunately, it's often incorrect." msgstr "" -"起初这似乎很简单,对于简单的游戏,这种思维方式甚至可能足够了. 不幸的是,这往往是" -"不正确的." +"起初这似乎很简单, 对于简单的游戏, 这种思维方式甚至可能足够了. 不幸的是, 这往" +"往是不正确的." #: ../../docs/tutorials/3d/using_transforms.rst:14 msgid "" "Angles in three dimensions are most commonly referred to as \"Euler Angles\"." -msgstr "三维角度通常被称为``欧拉角``." +msgstr "三维角度通常被称为 ``欧拉角``." #: ../../docs/tutorials/3d/using_transforms.rst:18 msgid "" @@ -63,8 +63,8 @@ msgid "" "explain why, as well as outlining best practices for dealing with transforms " "when programming 3D games." msgstr "" -"这种代表三维旋转的方式在当时是开创性的,但在游戏开发中使用时有一些缺点(这毕竟" -"是一个戴着滑稽帽子的家伙想出来的). 本文的主旨是解释其原因,并概述在编写3D游戏" +"这种代表三维旋转的方式在当时是开创性的, 但在游戏开发中使用时有一些缺点(这毕竟" +"是一个戴着滑稽帽子的家伙想出来的). 本文的主旨是解释其原因, 并概述在编写3D游戏" "时处理变换的最佳做法." #: ../../docs/tutorials/3d/using_transforms.rst:28 @@ -75,7 +75,7 @@ msgstr "欧拉角的问题" msgid "" "While it may seem intuitive that each axis has a rotation, the truth is that " "it's just not practical." -msgstr "虽然看起来很直观,每个轴都有一个旋转,但事实是它就是不实用." +msgstr "虽然看起来很直观, 每个轴都有一个旋转, 但事实是它就是不实用." #: ../../docs/tutorials/3d/using_transforms.rst:33 msgid "Axis order" @@ -102,10 +102,10 @@ msgid "" "are several ways to construct an orientation from 3 different angles, " "depending on *the order of the rotations*." msgstr "" -"这可以通过先旋转 *X* ,然后 *Y* ,然后旋转 *Z* 来完成. 或者,你可以先以旋转 " -"*Y* ,然后旋转 *Z* ,最后旋转 *X* . 怎样都行,但根据顺序不同,对象的最终方向 *不" -"一定是相同的* . 事实上,这意味着有多种方法可以从3个不同的角度构建方向,具体取决" -"于 *旋转的顺序* ." +"这可以通过先旋转 *X* , 然后 *Y* , 然后旋转 *Z* 来完成. 或者, 你可以先以旋转 " +"*Y* , 然后旋转 *Z* , 最后旋转 *X* . 怎样都行, 但根据顺序不同, 对象的最终方向 " +"*不一定是相同的* . 事实上, 这意味着有多种方法可以从3个不同的角度构建方向, 具" +"体取决于 *旋转的顺序* ." #: ../../docs/tutorials/3d/using_transforms.rst:43 msgid "" @@ -113,8 +113,8 @@ msgid "" "(from Wikipedia). As you can see, the orientation of each axis depends on " "the rotation of the previous one:" msgstr "" -"下图是一个万向结(来自维基百科),它有可视化的旋转轴(以XYZ顺序). 如你所见,每个轴" -"的方向取决于前一个轴的旋转方向:" +"下图是一个万向结(来自维基百科), 它有可视化的旋转轴(以XYZ顺序). 如你所见, 每个" +"轴的方向取决于前一个轴的旋转方向:" #: ../../docs/tutorials/3d/using_transforms.rst:47 msgid "" @@ -127,8 +127,8 @@ msgid "" "Moving the mouse left and right controls your view angle parallel to the " "ground, while moving it up and down moves the player's view up and down." msgstr "" -"想象一下,你正在做一个第一人称控制器(例如FPS游戏).向左和向右移动鼠标可以控制与" -"地面平行的视角,同时上下移动可以调整游戏角色上下的视野." +"想象一下, 你正在做一个第一人称控制器(例如FPS游戏). 向左和向右移动鼠标可以控制" +"与地面平行的视角, 同时上下移动可以调整游戏角色上下的视野." #: ../../docs/tutorials/3d/using_transforms.rst:51 msgid "" @@ -136,15 +136,15 @@ msgid "" "in the *Y* axis (\"up\" in this case, since Godot uses a \"Y-Up\" " "orientation), followed by rotation in the *X* axis." msgstr "" -"为了实现希望的效果,必须先在 *Y* 轴上应用旋转(在这种情况下为\"up(向上)\",因为" -"Godot中Y轴指向正上方(\"Y-Up\" 方向)),然后在 *X* 轴上旋转." +"为了实现希望的效果, 必须先在 *Y* 轴上应用旋转(在这种情况下为 \"up(向上)\", 因" +"为Godot中Y轴指向正上方(\" Y-Up\" 方向)), 然后在 *X* 轴上旋转." #: ../../docs/tutorials/3d/using_transforms.rst:55 msgid "" "If we were to apply rotation in the *X* axis first, and then in *Y*, the " "effect would be undesired:" msgstr "" -"如果我们首先在 *X* 轴上应用旋转,然后再在 *Y* 轴上应用旋转,则效果会不理想:" +"如果我们首先在 *X* 轴上应用旋转, 然后再在 *Y* 轴上应用旋转, 则效果会不理想:" #: ../../docs/tutorials/3d/using_transforms.rst:59 msgid "" @@ -152,8 +152,8 @@ msgid "" "axis rotations to be applied may differ. Therefore, applying rotations in X, " "Y, and Z is not enough: you also need a *rotation order*." msgstr "" -"根据所需的游戏类型或效果,您想要应用轴旋转的顺序可能会有所不同. 因此,在X,Y和Z" -"中应用旋转是不够的:您还需要 *旋转顺序* ." +"根据所需的游戏类型或效果, 您想要应用轴旋转的顺序可能会有所不同. 因此, 在X,Y和" +"Z中应用旋转是不够的: 您还需要 *旋转顺序* ." #: ../../docs/tutorials/3d/using_transforms.rst:62 msgid "Interpolation" @@ -172,7 +172,7 @@ msgstr "" #: ../../docs/tutorials/3d/using_transforms.rst:68 msgid "But this does not always have the expected effect when using angles:" -msgstr "但是,在使用角度时,这并不总是有预期的效果:" +msgstr "但是, 在使用角度时, 这并不总是有预期的效果:" #: ../../docs/tutorials/3d/using_transforms.rst:72 msgid "The camera actually rotated the opposite direction!" @@ -189,8 +189,8 @@ msgid "" "degrees is not the same as going from ``270`` to ``360``, even though the " "angles are equivalent)." msgstr "" -"旋转不会线性映射到方向,因此它们插值并不总是会形成最短路径(即从 ``270`` 到 " -"``0`` 的度数与从 ``270`` 开始到 ``360`` 的度数不同,即使角度是相同的)." +"旋转不会线性映射到方向, 因此它们插值并不总是会形成最短路径(即从 ``270`` 到 " +"``0`` 的度数与从 ``270`` 开始到 ``360`` 的度数不同, 即使角度是相同的)." #: ../../docs/tutorials/3d/using_transforms.rst:77 msgid "" @@ -198,8 +198,8 @@ msgid "" "freedom is lost). See `Wikipedia's page on Gimbal Lock <https://en.wikipedia." "org/wiki/Gimbal_lock>`_ for a detailed explanation of this problem." msgstr "" -"\"万向节锁死\"正在发挥作用(第一个和最后一个旋转的轴对齐,因此失去了一个自由" -"度). 请参阅 `维基百科关于Gimbal Lock的页面 <https://en.wikipedia.org/wiki/" +"\"万向节锁死\" 正在发挥作用(第一个和最后一个旋转的轴对齐, 因此失去了一个自由" +"度). 请参阅 `维基百科关于Gimbal Lock 的页面 <https://en.wikipedia.org/wiki/" "Gimbal_lock>`_ 以了解这个问题的详细解释." #: ../../docs/tutorials/3d/using_transforms.rst:80 @@ -214,13 +214,14 @@ msgid "" "rotations (generally just one axis, or even two in limited cases). As much " "as you may be tempted, don't use it." msgstr "" -"所有这些的结论是,你 **不应该** 在游戏中使用Godot :ref:`class_Spatial` 节点的 " -"``rotation`` 属性 . 它主要用在编辑器中,为了与2D引擎一致,并且用于简单的旋转(通" -"常只有一个轴,或者,在有限的情况下,两个). 你可能会受到诱惑, 但不要使用它." +"所有这些的结论是, 你 **不应该** 在游戏中使用Godot :ref:`class_Spatial` 节点" +"的 ``rotation`` 属性. 它主要用在编辑器中, 为了与2D引擎一致, 并且用于简单的旋" +"转(通常只有一个轴, 或者, 在有限的情况下, 两个). 你可能会受到诱惑, 但不要使用" +"它." #: ../../docs/tutorials/3d/using_transforms.rst:84 msgid "Instead, there is a better way to solve your rotation problems." -msgstr "相反,有一个更好的方法来解决你的旋转问题." +msgstr "相反, 有一个更好的方法来解决你的旋转问题." #: ../../docs/tutorials/3d/using_transforms.rst:87 msgid "Introducing transforms" @@ -233,8 +234,8 @@ msgid "" "the parent's transform, if the parent is a Spatial-derived type." msgstr "" "Godot里的方向使用 :ref:`class_Transform` 数据类型. 每一个 :ref:" -"`class_Spatial` 节点都包含一个 ``transform`` 属性,如果该父类是一个空间派生类" -"型,则该属性相对依赖于父类变换." +"`class_Spatial` 节点都包含一个 ``transform`` 属性, 如果该父类是一个空间派生类" +"型, 则该属性相对依赖于父类变换." #: ../../docs/tutorials/3d/using_transforms.rst:91 msgid "" @@ -253,12 +254,12 @@ msgid "" "also be inferred from the length of the axes. A *basis* can also be " "interpreted as a 3x3 matrix and used as ``transform.basis[x][y]``." msgstr "" -"一个变换有一个 :ref:`class_Basis` (transform.basis子属性),它由三个 :ref:" -"`class_Vector3` 向量组成. 这些向量可以通过 ``transform.basis`` 属性访问,并可" +"一个变换有一个 :ref:`class_Basis` (transform.basis子属性), 它由三个 :ref:" +"`class_Vector3` 向量组成. 这些向量可以通过 ``transform.basis`` 属性访问, 并可" "以通过 ``transform.basis.x`` , ``transform.basis.y`` 和 ``transform.basis." -"z`` 直接访问. 每个向量指向它的轴被旋转的方向,因此它们可以有效地描述节点的总旋" -"转. 比例(只要它三个轴长度是一致的)也可以从轴的长度推断出来. 一个 *basis* 也可" -"以被解释为一个3x3矩阵并像 ``transform.basis [x] [y]`` 这样使用." +"z`` 直接访问. 每个向量指向它的轴被旋转的方向, 因此它们可以有效地描述节点的总" +"旋转. 比例(只要它三个轴长度是一致的)也可以从轴的长度推断出来. 一个 *basis* 也" +"可以被解释为一个3x3矩阵并像 ``transform.basis [x] [y]`` 这样使用." #: ../../docs/tutorials/3d/using_transforms.rst:95 msgid "A default basis (unmodified) is akin to:" @@ -281,9 +282,9 @@ msgid "" "transform is. Combining the *basis* with the *origin*, a *transform* " "efficiently represents a unique translation, rotation, and scale in space." msgstr "" -"除了 *basi(基)* ,变换也有 *origin(原点)* . 这是一个 *Vector3* ,用于指定该变换" -"距离实际原点 ``(0,0,0)`` 多远. *basis* 与 *origin* 相结合,一个 *transform(变" -"换)* 有效地表示了一个空间中特定的平移,旋转和缩放." +"除了 *basi(基)* , 变换也有 *origin(原点)* . 这是一个 *Vector3* , 用于指定该变" +"换距离实际原点 ``(0,0,0)`` 多远. *basis* 与 *origin* 相结合, 一个 " +"*transform(变换)* 有效地表示了一个空间中特定的平移, 旋转和缩放." #: ../../docs/tutorials/3d/using_transforms.rst:132 msgid "" @@ -299,14 +300,15 @@ msgid "" "blue respectively) of the basis, while the gizmo's center is at the object's " "origin." msgstr "" -"控件的箭头显示基准的 ``X`` , ``Y`` ,和 ``Z`` 轴(分别为红色,绿色和蓝色),而控件" -"的中心位于对象的原点." +"控件的箭头显示基准的 ``X`` , ``Y`` , 和 ``Z`` 轴(分别为红色, 绿色和蓝色), 而" +"控件的中心位于对象的原点." #: ../../docs/tutorials/3d/using_transforms.rst:140 msgid "" "For more information on the mathematics of vectors and transforms, please " "read the :ref:`doc_vector_math` tutorials." -msgstr "有关向量和变换在数学方面的更多信息,请阅读 :ref:`doc_vector_math` 教程." +msgstr "" +"有关向量和变换在数学方面的更多信息, 请阅读 :ref:`doc_vector_math` 教程." #: ../../docs/tutorials/3d/using_transforms.rst:143 msgid "Manipulating transforms" @@ -316,7 +318,7 @@ msgstr "操作变换" msgid "" "Of course, transforms are not as straightforward to manipulate as angles and " "have problems of their own." -msgstr "当然,变换并不像角度那样容易控制,并且有它自己的问题." +msgstr "当然, 变换并不像角度那样容易控制, 并且有它自己的问题." #: ../../docs/tutorials/3d/using_transforms.rst:147 msgid "" @@ -336,7 +338,7 @@ msgstr "这会相对于父节点来旋转节点." msgid "" "To rotate relative to object space (the node's own transform), use the " "following:" -msgstr "要相对于对象空间旋转(节点自己的变换),请使用下面的方法:" +msgstr "要相对于对象空间旋转(节点自己的变换), 请使用下面的方法:" #: ../../docs/tutorials/3d/using_transforms.rst:197 msgid "Precision errors" @@ -350,14 +352,14 @@ msgid "" "other." msgstr "" "对变换执行连续的操作将导致由于浮点错误导致的精度损失. 这意味着每个轴的比例可" -"能不再精确地为 ``1.0`` ,并且它们可能不完全相互为 ``90`` 度." +"能不再精确地为 ``1.0`` , 并且它们可能不完全相互为 ``90`` 度." #: ../../docs/tutorials/3d/using_transforms.rst:201 msgid "" "If a transform is rotated every frame, it will eventually start deforming " "over time. This is unavoidable." msgstr "" -"如果一个变换每帧旋转一次,它最终会随着时间的推移开始变形. 这是不可避免的." +"如果一个变换每帧旋转一次, 它最终会随着时间的推移开始变形. 这是不可避免的." #: ../../docs/tutorials/3d/using_transforms.rst:203 msgid "" @@ -366,14 +368,14 @@ msgid "" "modify it every frame):" msgstr "" "有两种不同的方法来处理这个问题. 首先是在一段时间后对变换进行 *正交归一化" -"(orthonormalize)* 处理(如果每帧修改一次,则可能每帧一次):" +"(orthonormalize)* 处理(如果每帧修改一次, 则可能每帧一次):" #: ../../docs/tutorials/3d/using_transforms.rst:214 msgid "" "This will make all axes have ``1.0`` length again and be ``90`` degrees from " "each other. However, any scale applied to the transform will be lost." msgstr "" -"这将使所有的轴再次拥有有 ``1.0`` 的长度并且彼此成 ``90`` 度角. 但是,应用于变" +"这将使所有的轴再次拥有有 ``1.0`` 的长度并且彼此成 ``90`` 度角. 但是, 应用于变" "换的任何缩放都将丢失." #: ../../docs/tutorials/3d/using_transforms.rst:216 @@ -382,8 +384,8 @@ msgid "" "scale their children nodes instead (such as MeshInstance). If you absolutely " "must scale the node, then re-apply it at the end:" msgstr "" -"建议您不要缩放要操纵的节点,而是缩放其子节点(如MeshInstance). 如果您必须缩放节" -"点,则在最后重新应用它:" +"建议您不要缩放要操纵的节点, 而是缩放其子节点(如MeshInstance). 如果您必须缩放" +"节点, 则在最后重新应用它:" #: ../../docs/tutorials/3d/using_transforms.rst:230 msgid "Obtaining information" @@ -395,15 +397,15 @@ msgid "" "transform?\"**. The answer again is: you don't. You must do your best to " "stop thinking in angles." msgstr "" -"现在你可能在想: **\"好吧,但是我怎么从变换中获得角度?\"** . 答案又一次是:没有" -"必要. 你必须尽最大努力停止用角度思考." +"现在你可能在想: **\"好吧, 但是我怎么从变换中获得角度?\"** . 答案又一次是: 没" +"有必要. 你必须尽最大努力停止用角度思考." #: ../../docs/tutorials/3d/using_transforms.rst:234 msgid "" "Imagine you need to shoot a bullet in the direction your player is facing. " "Just use the forward axis (commonly ``Z`` or ``-Z``)." msgstr "" -"想象一下,你需要朝你的游戏角色面对的方向射击子弹. 只需使用向前的轴(通常为 " +"想象一下, 你需要朝你的游戏角色面对的方向射击子弹. 只需使用向前的轴(通常为 " "``Z`` 或 ``-Z`` )." #: ../../docs/tutorials/3d/using_transforms.rst:247 @@ -437,8 +439,8 @@ msgid "" "definitely done using angles, because you *do want* the transforms to happen " "in a specific order." msgstr "" -"当然,有些情况下你想要将一些信息赋予到变换上. 想象一下第一人称控制器或环绕旋转" -"的摄像机. 那些肯定是用角度来完成的,因为你 *确实希望* 变换以特定的顺序进行." +"当然, 有些情况下你想要将一些信息赋予到变换上. 想象一下第一人称控制器或环绕旋" +"转的摄像机. 那些肯定是用角度来完成的, 因为你 *确实希望* 变换以特定的顺序进行." #: ../../docs/tutorials/3d/using_transforms.rst:309 msgid "" @@ -446,8 +448,8 @@ msgid "" "set them every frame. Don't try to retrieve and re-use them because the " "transform is not meant to be used this way." msgstr "" -"对于这种情况,请保证角度/旋转在变换 *外部* ,并每帧设置他们. 不要尝试获取并重新" -"使用它们,因为变换是不该这么用的." +"对于这种情况, 请保证角度/旋转在变换 *外部* , 并每帧设置他们. 不要尝试获取并重" +"新使用它们, 因为变换是不该这么用的." #: ../../docs/tutorials/3d/using_transforms.rst:311 msgid "Example of looking around, FPS style:" @@ -458,7 +460,7 @@ msgid "" "As you can see, in such cases it's even simpler to keep the rotation " "outside, then use the transform as the *final* orientation." msgstr "" -"如您所见,在这种情况下,保持外部旋转更为简单,然后使用变换作为 *最后的* 方向." +"如您所见, 在这种情况下, 保持外部旋转更为简单, 然后使用变换作为 *最后的* 方向." #: ../../docs/tutorials/3d/using_transforms.rst:356 msgid "Interpolating with quaternions" @@ -474,8 +476,8 @@ msgid "" "allow interpolation between them using the closest axis." msgstr "" "用四元数能有效率地完成两个变换之间的插值. 有关四元数如何工作的更多信息可以在" -"互联网上的其他地方找到. 在实际应用中,了解它们的主要用途是做最短路插值就足够" -"了. 同样,如果你有两个旋转,四元数将平滑地使用最近的轴在它们之间进行插值." +"互联网上的其他地方找到. 在实际应用中, 了解它们的主要用途是做最短路插值就足够" +"了. 同样, 如果你有两个旋转, 四元数将平滑地使用最近的轴在它们之间进行插值." #: ../../docs/tutorials/3d/using_transforms.rst:360 msgid "Converting a rotation to quaternion is straightforward." @@ -489,9 +491,9 @@ msgid "" "many times, keep in mind they need to be eventually normalized. Otherwise, " "they will also suffer from numerical precision errors." msgstr "" -":ref:`class_Quat` 类型引用有更多关于数据类型的信息(它还可以做变换累加、变换点" -"等,不过这个使用频率较低).如果你多次对四元数进行插值或应用操作,请记住它们最终" -"需要被归一化.否则,会带来数值精度误差影响." +":ref:`class_Quat` 类型引用有更多关于数据类型的信息(它还可以做变换累加, 变换点" +"等, 不过这个使用频率较低). 如果你多次对四元数进行插值或应用操作, 请记住它们最" +"终需要被归一化. 否则, 会带来数值精度误差影响." #: ../../docs/tutorials/3d/using_transforms.rst:389 msgid "" @@ -510,8 +512,8 @@ msgid "" "time. However, once you get used to them, you will appreciate their " "simplicity and power." msgstr "" -"对于大多数初学者来说,习惯于使用变换可能需要一些时间. 但是,一旦你习惯了它们,你" -"会欣赏他们的简单而有力." +"对于大多数初学者来说, 习惯于使用变换可能需要一些时间. 但是, 一旦你习惯了它" +"们, 你会欣赏他们的简单而有力." #: ../../docs/tutorials/3d/using_transforms.rst:396 msgid "" @@ -519,5 +521,5 @@ msgid "" "communities <https://godotengine.org/community>`_ and, once you become " "confident enough, please help others!" msgstr "" -"不要犹豫,在Godot的任何 `线上社区 <https://godotengine.org/community>`_ 网站上" -"寻求帮助,一旦你变得足够自信,请帮助其他人!" +"不要犹豫, 在Godot的任何 `线上社区 <https://godotengine.org/community>`_ 网站" +"上寻求帮助, 一旦你变得足够自信, 请帮助其他人!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index 25867a3012..9e30f36e89 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,8 +29,8 @@ msgid "" "instancing." msgstr "" "本教程探索了游戏 `ABZU <https://www.gdcvault.com/play/1024409/Creating-the-" -"Art-of-ABZ>`_ 中使用的一种技术,该技术使用顶点动画和静态网格实例,来渲染和制作" -"成千上万的鱼动画." +"Art-of-ABZ>`_ 中使用的一种技术, 该技术使用顶点动画和静态网格实例, 来渲染和制" +"作成千上万的鱼动画." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:10 msgid "" @@ -39,15 +39,15 @@ msgid "" "Using the following technique you can render thousands of animated objects, " "even on low end hardware." msgstr "" -"在Godot中,这可以通过自定义:参考:`着色器<类_着色器>`和:参考:`多重网格实例<类_" -"多重网格实例>`实现.使用下面的技术,你可以渲染成千上万的动画对象,即使是在低端硬" -"件上." +"在Godot中, 这可以通过自定义: 参考:` 着色器 <类_着色器>` 和: 参考:` 多重网格实" +"例 <类_多重网格实例>` 实现. 使用下面的技术, 你可以渲染成千上万的动画对象, 即" +"使是在低端硬件上." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:14 msgid "" "We will start by animating one fish. Then, we will see how to extend that " "animation to thousands of fish." -msgstr "我们将从一条鱼的动画开始.然后,我们将看到如何将该动画扩展到数千条鱼." +msgstr "我们将从一条鱼的动画开始. 然后, 我们将看到如何将该动画扩展到数千条鱼." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:18 msgid "Animating one Fish" @@ -66,7 +66,7 @@ msgstr "" msgid "" "Here is the fish we will be using for the example images, you can use any " "fish model you like." -msgstr "这是我们用于示例图像的鱼,您可以使用任何您喜欢的鱼模型." +msgstr "这是我们用于示例图像的鱼, 您可以使用任何您喜欢的鱼模型." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:27 msgid "" @@ -75,8 +75,8 @@ msgid "" "1.0) Public Domain Dedication https://creativecommons.org/publicdomain/" "zero/1.0/" msgstr "" -"本教程中的鱼模型由 `QuaterniusDev<http://quaternius.com>` 制作,使用如下知识共" -"享许可.CC0 1.0通用(CC0 1.0)公共领域贡献https://creativecommons.org/" +"本教程中的鱼模型由 `QuaterniusDev<http://quaternius.com>` 制作, 使用如下知识" +"共享许可.CC0 1.0通用(CC0 1.0)公共领域贡献https://creativecommons.org/" "publicdomain/zero/1.0/" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:31 @@ -88,10 +88,10 @@ msgid "" "shader, you avoid using bones and can instead calculate the full animation " "in a few lines of code and completely on the GPU." msgstr "" -"通常情况下,您将使用单根骨和:参考:`骨骼<类_骨骼>`为对象做动画.然而,单根骨的动" -"画在CPU上进行计算,所以你必须为每一帧计算成千上万的操作,那么就不可能有成千上万" -"的对象.在顶点着色器中使用顶点动画,你就可以避免使用单根骨,而是完全在GPU上,使用" -"几行代码来计算完整的动画." +"通常情况下, 您将使用单根骨和: 参考:` 骨骼 <类_骨骼>` 为对象做动画. 然而, 单根" +"骨的动画在CPU上进行计算, 所以你必须为每一帧计算成千上万的操作, 那么就不可能有" +"成千上万的对象. 在顶点着色器中使用顶点动画, 你就可以避免使用单根骨, 而是完全" +"在GPU上, 使用几行代码来计算完整的动画." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:37 msgid "The animation will be made of four key motions:" @@ -120,9 +120,9 @@ msgid "" "the motion so that you can tweak the animation in editor and see the results " "in real time, without the shader having to recompile." msgstr "" -"所有的动画代码都在顶点着色器中,并由uniforms控制运动量.我们使用uniforms来控制" -"运动的强度,这样你就可以在编辑器中调整动画,并实时看到结果,而不用重新编译着色" -"器." +"所有的动画代码都在顶点着色器中, 并由uniforms控制运动量. 我们使用uniforms来控" +"制运动的强度, 这样你就可以在编辑器中调整动画, 并实时看到结果, 而不用重新编译" +"着色器." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:48 msgid "" @@ -132,15 +132,15 @@ msgid "" "will always move the fish back and forth in its left to right direction, " "instead of on the ``x`` axis in the world orientation." msgstr "" -"所有的运动都将使用余弦波应用于模型空间中的 ``VERTEX`` .我们希望顶点在模型空间" -"中,使运动总是相对于鱼的方向.例如,side-to-side将始终使鱼在其左至右的方向上来回" -"移动,而不是在世界方向的 ``x`` 轴上." +"所有的运动都将使用余弦波应用于模型空间中的 ``VERTEX`` . 我们希望顶点在模型空" +"间中, 使运动总是相对于鱼的方向. 例如,side-to-side将始终使鱼在其左至右的方向上" +"来回移动, 而不是在世界方向的 ``x`` 轴上." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:53 msgid "" "In order to control the speed of the animation, we will start by defining " "our own time variable using ``TIME``." -msgstr "为了控制动画的速度,我们将通过使用\"时间\"定义自己的时间变量开始." +msgstr "为了控制动画的速度, 我们将通过使用 \"时间\" 定义自己的时间变量开始." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:60 msgid "" @@ -149,8 +149,8 @@ msgid "" "is rendered, all the vertices will move to the side by the amount of " "``cos(time)``." msgstr "" -"我们将实施的第一项议案是左右运动. 它可以通过``TIME``的``cos``抵消``VERTEX.x``" -"来制作. 每次渲染网格时,所有顶点都会移动到\"cos(时间)\"的数量." +"我们将实施的第一项议案是左右运动. 它可以通过 ``TIME`` 的 ``cos`` 抵消 " +"``VERTEX.x`` 来制作. 每次渲染网格时, 所有顶点都会移动到 \"cos(时间)\" 的数量." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:69 msgid "The resulting animation should look something like this:" @@ -162,8 +162,8 @@ msgid "" "to do is multiply ``VERTEX`` by a rotation matrix for it to rotate around " "the center of the fish." msgstr "" -"接下来,我们添加轴心点. 因为鱼以(0, 0)为中心,我们所要做的只是将\"VERTEX\"乘以" -"旋转矩阵,使其围绕鱼的中心旋转." +"接下来, 我们添加轴心点. 因为鱼以(0, 0)为中心, 我们所要做的只是将 \"VERTEX\" " +"乘以旋转矩阵, 使其围绕鱼的中心旋转." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:76 msgid "We construct a rotation matrix like so:" @@ -173,11 +173,11 @@ msgstr "我们构造一个旋转矩阵, 如下所示:" msgid "" "And then we apply it in the ``x`` and ``z`` axes by multiplying it by " "``VERTEX.xz``." -msgstr "然后我们把它应用到\"x\"轴和\"z\"轴上乘以\"顶点.xz\"." +msgstr "然后我们把它应用到 \"x\" 轴和 \"z\" 轴上乘以 \"顶点.xz\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:91 msgid "With only the pivot applied you should see something like this:" -msgstr "在只应用枢轴(pivot )的情况下,您会看到这个:" +msgstr "在只应用枢轴(pivot )的情况下, 您会看到这个:" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:95 msgid "" @@ -185,7 +185,7 @@ msgid "" "need a new variable, ``body``. ``body`` is a float that is ``0`` at the tail " "of the fish and ``1`` at its head." msgstr "" -"接下来的两个动作需要沿着鱼的脊柱平移.为此,我们需要一个新的变量, ``body`` . " +"接下来的两个动作需要沿着鱼的脊柱平移. 为此, 我们需要一个新的变量, ``body`` . " "``body`` 是一个浮点数,在鱼的尾部是 ``0`` ,在头部是 ``1`` ." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:102 @@ -195,8 +195,8 @@ msgid "" "the position along the spine, which is the variable we defined above, " "``body``." msgstr "" -"下一个运动是沿着鱼的长度向下移动的余弦波.为了让它沿着鱼的脊柱移动,我们用脊柱" -"的位置来偏移输入到\"余弦\"的位置,也就是我们在上面定义的变量\"身体\"." +"下一个运动是沿着鱼的长度向下移动的余弦波. 为了让它沿着鱼的脊柱移动, 我们用脊" +"柱的位置来偏移输入到 \"余弦\" 的位置, 也就是我们在上面定义的变量 \"身体\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:111 msgid "" @@ -205,15 +205,18 @@ msgid "" "has a different position in the wave making it look like a wave is moving " "along the fish." msgstr "" -"这看起来很像我们上面定义的左右运动,但在这个例子中,通过使用\"身体\"来偏移\"余" -"弦\",沿着脊柱的每个顶点在波浪中都有不同的位置,使它看起来像是沿着鱼移动的波浪." +"这看起来很像我们上面定义的左右运动, 但在这个例子中, 通过使用 \"身体\" 来偏移 " +"\"余弦\", 沿着脊柱的每个顶点在波浪中都有不同的位置, 使它看起来像是沿着鱼移动" +"的波浪." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 +#, fuzzy msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" -"最后一个动作是扭转,也就是沿着脊柱滚动.类似轴心运动,我们首先构造一个旋转矩阵." +"最后一个动作是扭转, 也就是沿着脊柱滚动. 类似轴心运动, 我们首先构造一个旋转矩" +"阵." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 msgid "" @@ -221,8 +224,8 @@ msgid "" "around its spine. For this to work, the fish's spine needs to be centered on " "the ``z`` axis." msgstr "" -"我们在 ``xy`` 轴上应用旋转,使鱼看起来绕着它的脊柱滚动.要做到这一点,鱼的脊柱需" -"要以 ``z`` 轴为中心." +"我们在 ``xy`` 轴上应用旋转, 使鱼看起来绕着它的脊柱滚动. 要做到这一点, 鱼的脊" +"柱需要以 ``z`` 轴为中心." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:133 msgid "Here is the fish with twist applied:" @@ -232,7 +235,7 @@ msgstr "这是应用扭曲的鱼:" msgid "" "If we apply all these motions one after another, we get a fluid jelly-like " "motion." -msgstr "如果我们一个接一个地应用这些运动,就得到一个类似液体凝胶似的运动." +msgstr "如果我们一个接一个地应用这些运动, 就得到一个类似液体凝胶似的运动." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:141 msgid "" @@ -240,27 +243,28 @@ msgid "" "need to limit the panning motions to the back half of the fish. To do this, " "we create a new variable, ``mask``." msgstr "" -"通常鱼主要使用身体的后半部分游泳.因此,我们需要将平移运动限制在鱼的后半部分.为" -"此,我们创建一个新变量\"遮罩\"." +"通常鱼主要使用身体的后半部分游泳. 因此, 我们需要将平移运动限制在鱼的后半部" +"分. 为此, 我们创建一个新变量 \"遮罩\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 +#, fuzzy msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" -"\"遮罩\"是一个浮点数,它使用\"平滑步进\"控制从\"0\"到\"1\"之间发生转换的点,从" -"鱼最前面的\"0\"到最后的\"1\"." +"\"遮罩\" 是一个浮点数, 它使用 \"平滑步进\" 控制从 \"0\" 到 \"1\" 之间发生转换" +"的点, 从鱼最前面的 \"0\" 到最后的 \"1\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 msgid "Below is an image of the fish with ``mask`` used as ``COLOR``:" -msgstr "以下是这条鱼的图片,使用\"颜色\"作为\"遮罩\":" +msgstr "以下是这条鱼的图片, 使用 \"颜色\" 作为 \"遮罩\":" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:156 msgid "" "For the wave, we multiply the motion by ``mask`` which will limit it to the " "back half." -msgstr "对于波浪,我们将运动乘以\"遮罩\",这就把它限制在后半部分." +msgstr "对于波浪, 我们将运动乘以 \"遮罩\", 这就把它限制在后半部分." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:163 msgid "" @@ -271,14 +275,14 @@ msgid "" "are replacing the ``VERTEX`` with the rotated version. If we multiplied that " "by ``mask``, we would shrink the fish." msgstr "" -"为了将遮罩应用于扭曲,我们使用 ``mix`` . ``mix`` 允许在完全旋转的顶点和未旋转" -"的顶点之间混合顶点位置.需要使用 ``mix`` 而不是将 ``mask`` 乘以旋转后的 " -"``VERTEX`` ,因为不是将运动加到 ``VERTEX`` 上,而是用旋转后的版本替换 " -"``VERTEX`` .如果把它乘以 ``mask`` ,就会把鱼缩小." +"为了将遮罩应用于扭曲, 我们使用 ``mix`` . ``mix`` 允许在完全旋转的顶点和未旋转" +"的顶点之间混合顶点位置. 需要使用 ``mix`` 而不是将 ``mask`` 乘以旋转后的 " +"``VERTEX`` , 因为不是将运动加到 ``VERTEX`` 上, 而是用旋转后的版本替换 " +"``VERTEX`` . 如果把它乘以 ``mask`` , 就会把鱼缩小." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:174 msgid "Putting the four motions together gives us the final animation." -msgstr "将四个动作组合在一起,就得到了最终的动画效果." +msgstr "将四个动作组合在一起, 就得到了最终的动画效果." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:178 msgid "" @@ -286,8 +290,8 @@ msgid "" "fish. You will find that you can create a wide variety of swim styles using " "these four motions." msgstr "" -"继续发挥uniforms的作用,以改变鱼的游泳周期.你会发现,你可以用这四个动作创造出各" -"种各样的游泳方式." +"继续发挥uniforms的作用, 以改变鱼的游泳周期. 你会发现, 你可以用这四个动作创造" +"出各种各样的游泳方式." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:182 msgid "Making a school of fish" @@ -305,8 +309,8 @@ msgid "" "MeshInstance node. For this tutorial, we will name the MultiMeshInstance " "node ``School``, because it will contain a school of fish." msgstr "" -"创建和使用多重网格实例节点的方法,与创建网格实例节点相同.在本教程中,我们将把多" -"重网格实例节点命名为\"鱼群\",因为里面会有一群鱼." +"创建和使用多重网格实例节点的方法, 与创建网格实例节点相同. 在本教程中, 我们将" +"把多重网格实例节点命名为 \"鱼群\", 因为里面会有一群鱼." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:190 msgid "" @@ -314,8 +318,8 @@ msgid "" "and to that MultiMesh add your :ref:`Mesh <class_Mesh>` with the shader from " "above." msgstr "" -"一旦你有了一个多重网格实例,添加:参考:`多重网格<类_多重网格>`,然后添加:参考:`" -"网格<类_网格>`和上面的着色器." +"一旦你有了一个多重网格实例, 添加: 参考:` 多重网格 <类_多重网格>`, 然后添加: " +"参考:` 网格 <类_网格>` 和上面的着色器." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:193 msgid "" @@ -323,8 +327,8 @@ msgid "" "Transform (rotation, translation, scale), Color, and Custom. Custom is used " "to pass in 4 multi-use variables using a :ref:`Color <class_Color>`." msgstr "" -"多重网格使用三个额外的实例属性来绘制网格:变换(旋转、平移、缩放)、颜色和自定" -"义.自定义用于使用:参考:`颜色<类_颜色>`传入4个多用途变量." +"多重网格使用三个额外的实例属性来绘制网格: 变换(旋转, 平移, 缩放), 颜色和自定" +"义. 自定义用于使用: 参考:` 颜色 <类_颜色>` 传入4个多用途变量." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:197 msgid "" @@ -333,15 +337,15 @@ msgid "" "any of the other parameters while ``instance_count`` is larger than ``0``. " "We will set ``instance count`` in GDScript later." msgstr "" -"\"实例_数量\"指定要绘制的网格的实例数量.现在,将\"实例_数量\"保留为\"0\",因为" -"当\"实例_数量\"大于\"0\"时,您不能更改任何其他参数.我们稍后将在GDScript中设置" -"\"实例数量\"." +"\"实例_数量\" 指定要绘制的网格的实例数量. 现在, 将 \"实例_数量\" 保留为 " +"\"0\", 因为当\" 实例_数量 \"大于 \"0\" 时, 您不能更改任何其他参数. 我们稍后将" +"在GDScript中设置 \"实例数量\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:201 msgid "" "``transform_format`` specifies whether the transforms used are 3D or 2D. For " "this tutorial, select 3D." -msgstr "\"变换_格式\"指定使用的变换是3D还是2D.对于本教程,选择3D." +msgstr "\"变换_格式\" 指定使用的变换是3D还是2D. 对于本教程, 选择3D." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:203 msgid "" @@ -354,20 +358,20 @@ msgid "" "``Byte`` will take less memory and be faster, but you may see some visual " "artifacts." msgstr "" -"对于 ``color_format`` 和 ``custom_data_format`` ,你可以在 ``None`` 、 " +"对于 ``color_format`` 和 ``custom_data_format`` , 你可以在 ``None`` , " "``Byte`` 和 ``Float`` 之间选择. ``None`` 意味着你不会将这些数据(无论是每个实" -"例的 ``COLOR`` 变量,还是 ``INSTANCE_CUSTOM`` )传递给着色器. ``Byte`` 意味着组" -"成你传入的颜色的每一个数字将被存储为8位,而 ``Float`` 意味着每一个数字将被存储" -"为一个浮点数(32位). ``Float`` 速度较慢,但更精确, ``Byte`` 占用内存较少,速度较" -"快,但你可能会看到一些视觉上的伪像." +"例的 ``COLOR`` 变量, 还是 ``INSTANCE_CUSTOM`` )传递给着色器. ``Byte`` 意味着" +"组成你传入的颜色的每一个数字将被存储为8位, 而 ``Float`` 意味着每一个数字将被" +"存储为一个浮点数(32位). ``Float`` 速度较慢, 但更精确, ``Byte`` 占用内存较少, " +"速度较快, 但你可能会看到一些视觉上的伪像." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:210 msgid "Now, set ``instance_count`` to the number of fish you want to have." -msgstr "现在,将\"实例_数量\"设置为您想要的鱼的数量." +msgstr "现在, 将 \"实例_数量\" 设置为您想要的鱼的数量." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:212 msgid "Next we need to set the per-instance transforms." -msgstr "接下来,我们需要设置每个实例的变换." +msgstr "接下来, 我们需要设置每个实例的变换." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:214 msgid "" @@ -375,8 +379,8 @@ msgid "" "is entirely in editor and is described in the :ref:`MultiMeshInstance " "tutorial <doc_using_multi_mesh_instance>`." msgstr "" -"有两种方法可以为多个时间轴设置每个实例的变换.第一个完全在编辑器中,在:参考:`多" -"重网格实例教程<文档_使用_多重_网格_实例>`中进行了描述." +"有两种方法可以为多个时间轴设置每个实例的变换. 第一个完全在编辑器中, 在: 参考:" +"` 多重网格实例教程 <文档_使用_多重_网格_实例>` 中进行了描述." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:217 msgid "" @@ -384,30 +388,31 @@ msgid "" "code. Below, we use GDScript to loop over all the instances and set their " "transform to a random position." msgstr "" -"第二种方法是,遍历所有实例,并在代码中设置它们的变换.下面,我们使用GDScript遍历" -"所有实例,并将它们的变换设置为随机位置." +"第二种方法是, 遍历所有实例, 并在代码中设置它们的变换. 下面, 我们使用GDScript" +"遍历所有实例, 并将它们的变换设置为随机位置." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:227 msgid "" "Running this script will place the fish in random positions in a box around " "the position of the MultiMeshInstance." -msgstr "运行此脚本,会在多重网格实例位置周围的框中随机放置鱼." +msgstr "运行此脚本, 会在多重网格实例位置周围的框中随机放置鱼." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:230 msgid "" "If performance is an issue for you, try running the scene with GLES2 or with " "fewer fish." -msgstr "如果你关注性能问题,试着使用GLES2运行场景或摆放更少的鱼." +msgstr "如果你关注性能问题, 试着使用GLES2运行场景或摆放更少的鱼." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 +#, fuzzy msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" "你注意到所有的鱼在它们的游泳周期中都处于相同的位置吗?这让他们看起来很机械刻" -"板.下一步是让每条鱼在游泳周期中处于不同的位置,这样整个鱼群看起来就更加生动自" -"然了." +"板. 下一步是让每条鱼在游泳周期中处于不同的位置, 这样整个鱼群看起来就更加生动" +"自然了." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 msgid "Animating a school of fish" @@ -419,14 +424,14 @@ msgid "" "they are animated with one parameter, ``time``. In order to give each fish a " "unique position in the swim cycle, we only need to offset ``time``." msgstr "" -"使用\"余弦\"函数给鱼动画的一个好处是,它们只需要一个参数,\"时间\".为了让每条鱼" -"在游泳周期中处于单独的位置,我们只需要偏移\"时间\"." +"使用 \"余弦\" 函数给鱼动画的一个好处是, 它们只需要一个参数,\"时间 \". 为了让" +"每条鱼在游泳周期中处于单独的位置, 我们只需要偏移\" 时间\"." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:243 msgid "" "We do that by adding the per-instance custom value ``INSTANCE_CUSTOM`` to " "``time``." -msgstr "为此,我们将每个实例的自定义值\"实例_自定义\"添加到\"时间\"中." +msgstr "为此, 我们将每个实例的自定义值 \"实例_自定义\" 添加到 \"时间\" 中." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:249 msgid "" @@ -434,8 +439,9 @@ msgid "" "one line into the ``for`` loop from above. In the ``for`` loop we assign " "each instance a set of four random floats to use." msgstr "" -"接下来,我们需要向\"实例_自定义\"传递一个值.通过在上面的\"for\"循环中添加一行" -"来实现这一点.在\"for\"循环中,为每个实例分配一组四个随机浮点数来使用." +"接下来, 我们需要向 \"实例_自定义\" 传递一个值. 通过在上面的 \"for\" 循环中添" +"加一行来实现这一点. 在 \"for\" 循环中, 为每个实例分配一组四个随机浮点数来使" +"用." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:257 msgid "" @@ -443,14 +449,14 @@ msgid "" "a little more individuality by using ``INSTANCE_CUSTOM`` to make them swim " "faster or slower by multiplying by ``TIME``." msgstr "" -"现在这些鱼在游泳周期中都有独特的位置.你可以通过使用\"实例_自定义\"乘以\"时间" -"\"让它们游泳更快或更慢,从而让它们更个性化." +"现在这些鱼在游泳周期中都有独特的位置. 你可以通过使用 \"实例_自定义\" 乘以 " +"\"时间\" 让它们游泳更快或更慢, 从而让它们更个性化." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:266 msgid "" "You can even experiment with changing the per-instance color the same way " "you changed the per-instance custom value." -msgstr "甚至您还可以像更改每个实例的自定义值一样,尝试更改每个实例的颜色." +msgstr "甚至您还可以像更改每个实例的自定义值一样, 尝试更改每个实例的颜色." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:269 msgid "" @@ -460,9 +466,9 @@ msgid "" "faster than moving thousands of MeshInstances per frame, it'll still likely " "be slow." msgstr "" -"这时你会遇到一个问题,那就是鱼是有动画的,但是它们没有移动.你可以通过每一帧更新" -"每个鱼的实例变换来移动它们.虽然这样做会比每帧移动数千个MeshInstances要快,但还" -"是可能会很慢." +"这时你会遇到一个问题, 那就是鱼是有动画的, 但是它们没有移动. 你可以通过每一帧" +"更新每个鱼的实例变换来移动它们. 虽然这样做会比每帧移动数千个MeshInstances要" +"快, 但还是可能会很慢." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:274 msgid "" @@ -470,5 +476,5 @@ msgid "" "<class_Particles>` to take advantage of the GPU and move each fish around " "individually while still receiving the benefits of instancing." msgstr "" -"下一个教程,我们将介绍如何使用:参考:`粒子<类_粒子>`来利用GPU,分别移动每条鱼,同" -"时还能获得实例化的好处." +"下一个教程, 我们将介绍如何使用: 参考:` 粒子 <类_粒子>` 来利用GPU, 分别移动每" +"条鱼, 同时还能获得实例化的好处." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index fb96f8fab2..4c59f439cd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "static objects around the scene. But it is still difficult to move the " "objects around the scene." msgstr "" -":参考:`网格实例<类_网格实例>`的问题是,更新转换数组的代价很高.它非常适合在场景" -"周围放置许多静态对象.但在场景中移动物体,仍然很困难." +": 参考:` 网格实例 <类_网格实例>` 的问题是, 更新转换数组的代价很高. 它非常适合" +"在场景周围放置许多静态对象. 但在场景中移动物体, 仍然很困难." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:10 msgid "" @@ -38,7 +38,7 @@ msgid "" "acceleration by computing and setting the per-instance information in a :ref:" "`Shader <class_Shader>`." msgstr "" -"为了使每个实例以有趣的方式移动,我们将使用一个 :ref:`Particles " +"为了使每个实例以有趣的方式移动, 我们将使用一个 :ref:`Particles " "<class_Particles>` 节点.Particles通过在 :ref:`Shader <class_Shader>` 中计算和" "设置每个实例的信息来利用GPU加速." @@ -48,8 +48,8 @@ msgid "" "<class_CPUParticles>`, which do the same thing as Particles, but do not " "benefit from GPU acceleration." msgstr "" -"在GLES2中无法使用粒子,而是使用:参考:`CPU粒子<类_CPU粒子>`来替代,它和粒子一样" -"的功能,但是不能使用GPU加速." +"在GLES2中无法使用粒子, 而是使用: 参考:`CPU 粒子 <类_CPU粒子>` 来替代, 它和粒" +"子一样的功能, 但是不能使用GPU加速." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:17 msgid "" @@ -58,26 +58,27 @@ msgid "" "\"Process Material\" create a new :ref:`ShaderMaterial " "<class_ShaderMaterial>`." msgstr "" -"首先创建一个Particles节点.然后,在 \"Draw Passes \" 下将粒子的 \"Draw Pass 1 " -"\"设置为你的 :ref:`Mesh <class_Mesh>` .然后在 \"Process Material \"下创建一个" -"新的 :ref:`ShaderMaterial <class_ShaderMaterial>` ." +"首先创建一个Particles节点. 然后, 在 \"Draw Passes \" 下将粒子的 \"Draw Pass " +"1 \"设置为你的 :ref:`Mesh <class_Mesh>` . 然后在 \"Process Material \"下创建" +"一个新的 :ref:`ShaderMaterial <class_ShaderMaterial>` ." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:21 msgid "Set the ``shader_type`` to ``particles``." -msgstr "将\"着色器_类型\"设置为\"粒子\"." +msgstr "将 \"着色器_类型\" 设置为 \"粒子\"." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:27 msgid "Then add the following two functions:" msgstr "然后添加以下两个函数:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 +#, fuzzy msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" -"这些函数来自默认值:参考:`粒子材质<类_粒子材质>`.它们用于从每个粒子的\"随机_种" -"子\"生成随机数." +"这些函数来自默认值: 参考:` 粒子材质 <类_粒子材质>`. 它们用于从每个粒子的 \"随" +"机_种子\" 生成随机数." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:54 msgid "" @@ -86,8 +87,8 @@ msgid "" "accessed in the Spatial shader of the mesh, and also in the particle shader " "the next time it is run." msgstr "" -"粒子着色器的一个独特之处在于,一些内置的变量可以跨帧保存. ``TRANSFORM`` 、 " -"``COLOR`` 和 ``CUSTOM`` 都可以在网格的Spatial shader 中访问,下次运行时也可以" +"粒子着色器的一个独特之处在于, 一些内置的变量可以跨帧保存. ``TRANSFORM`` , " +"``COLOR`` 和 ``CUSTOM`` 都可以在网格的Spatial shader 中访问, 下次运行时也可以" "在粒子着色器中访问." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:58 @@ -95,7 +96,7 @@ msgid "" "Next, setup your ``vertex`` function. Particles shaders only contain a " "vertex function and no others." msgstr "" -"接下来,设置您的\"顶点\"函数.粒子着色器只包含一个顶点函数,不包含其他函数." +"接下来, 设置您的 \"顶点\" 函数. 粒子着色器只包含一个顶点函数, 不包含其他函数." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:61 msgid "" @@ -106,86 +107,87 @@ msgid "" "the built-in variable ``RESTART`` which becomes ``true`` for one frame when " "the particle system is restarted." msgstr "" -"首先我们要区分只有在粒子系统启动时才需要运行的代码和应该一直运行的代码.我们希" -"望在系统第一次运行时,给每条鱼一个随机的位置和一个随机的动画偏移.为此,我们将这" -"段代码包裹在一个 ``if`` 语句中,检查内置变量 ``RESTART`` ,当粒子系统重新启动" -"时,该变量在第一帧变成 ``true`` ." +"首先我们要区分只有在粒子系统启动时才需要运行的代码和应该一直运行的代码. 我们" +"希望在系统第一次运行时, 给每条鱼一个随机的位置和一个随机的动画偏移. 为此, 我" +"们将这段代码包裹在一个 ``if`` 语句中, 检查内置变量 ``RESTART`` , 当粒子系统重" +"新启动时, 该变量在第一帧变成 ``true`` ." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:66 msgid "From a high level, this looks like:" -msgstr "从高的级别来看,这看起来像:" +msgstr "从高的级别来看, 这看起来像:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:78 msgid "" "Next, we need to generate 4 random numbers: 3 to create a random position " "and one for the random offset of the swim cycle." msgstr "" -"接下来,我们需要生成4个随机数:3个用于创建一个随机位置,1个用于游泳周期的随机偏" +"接下来, 我们需要生成4个随机数:3个用于创建一个随机位置,1个用于游泳周期的随机偏" "移量." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:81 msgid "" "First, generate 4 seeds inside the ``RESTART`` block using the ``hash`` " "function provided above:" -msgstr "首先,使用上面提供的\"哈希\"函数在\"重新开始\"块中生成4个种子:" +msgstr "首先, 使用上面提供的 \"哈希\" 函数在 \"重新开始\" 块中生成4个种子:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:90 msgid "" "Then, use those seeds to generate random numbers using ``rand_from_seed``:" -msgstr "然后,使用这些种子生成随机数,使用\"随机_自_种子\":" +msgstr "然后, 使用这些种子生成随机数, 使用 \"随机_自_种子\":" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:99 msgid "" "Finally, assign ``position`` to ``TRANSFORM[3].xyz``, which is the part of " "the transform that holds the position information." msgstr "" -"最后,将\"位置\"赋值给\"TRANSFORM[3].xyz\",它是保存位置信息的转换的一部分." +"最后, 将 \"位置\" 赋值给 \"TRANSFORM[3].xyz\", 它是保存位置信息的转换的一部" +"分." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:106 msgid "Remember, all this code so far goes inside the ``RESTART`` block." -msgstr "记住,到目前为止,所有这些代码都位于\"重新开始\"块中." +msgstr "记住, 到目前为止, 所有这些代码都位于 \"重新开始\" 块中." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:108 msgid "" "The vertex shader for your mesh can stay the exact same as it was in the " "previous tutorial." -msgstr "网格的顶点着色器,可以完全复用前一教程中的." +msgstr "网格的顶点着色器, 可以完全复用前一教程中的." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:110 msgid "" "Now you can move each fish individually each frame, either by adding to the " "``TRANSFORM`` directly or by writing to ``VELOCITY``." msgstr "" -"现在你可以单独移动每条鱼的每一帧,可以通过直接增加\"变换\",或是通过编写\"速度" -"\"." +"现在你可以单独移动每条鱼的每一帧, 可以通过直接增加 \"变换 \", 或是通过编写\" " +"速度\"." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:113 msgid "Let's transform the fish by setting their ``VELOCITY``." -msgstr "让我们通过设置鱼的\"速度\"来改变它们." +msgstr "让我们通过设置鱼的 \"速度\" 来改变它们." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:119 msgid "" "This is the most basic way to set ``VELOCITY`` every particle (or fish) will " "have the same velocity." -msgstr "这是设置\"速度\"的最基本方法,每个粒子(或鱼)都有相同的速度." +msgstr "这是设置 \"速度\" 的最基本方法, 每个粒子(或鱼)都有相同的速度." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:121 msgid "" "Just by setting ``VELOCITY`` you can make the fish swim however you want. " "For example, try the code below." -msgstr "只要设置\"速度\",你就可以让鱼自由游动.例如,尝试下面的代码." +msgstr "只要设置 \"速度\", 你就可以让鱼自由游动. 例如, 尝试下面的代码." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:128 msgid "This will give each fish a unique speed between ``2`` and ``10``." -msgstr "这将给每条鱼一个在\"2\"和\"10\"之间的独特速度." +msgstr "这将给每条鱼一个在 \"2\" 和 \"10\" 之间的独特速度." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:130 msgid "" "If you used ``CUSTOM.y`` in the last tutorial, you can also set the speed of " "the swim animation based on the ``VELOCITY``. Just use ``CUSTOM.y``." msgstr "" -"如果你在上节课中使用\"自定义.y\",你也可以只使用\"自定义.y\",根据\"速度\"设置" -"游泳动画的速度." +"如果你在上节课中使用 \"自定义.y \", 你也可以只使用\" 自定义.y \", 根据\" 速度" +"\"设置游泳动画的速度." #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:137 msgid "This code gives you the following behavior:" @@ -199,6 +201,7 @@ msgid "" "Please refer to the :ref:`Particles Shader Reference <doc_particle_shader>` " "for more information on particle shaders." msgstr "" -"使用粒子材质,你可以让鱼的行为变得简单或复杂,随你喜欢.在本教程中,我们只设置了" -"速度,但是在你自己的着色器中,你也可以设置\"颜色\",旋转,缩放(通过\"变换\").有关" -"粒子着色器的更多信息,请参考:参考:`粒子着色器参考<文档_粒子_着色器>`." +"使用粒子材质, 你可以让鱼的行为变得简单或复杂, 随你喜欢. 在本教程中, 我们只设" +"置了速度, 但是在你自己的着色器中, 你也可以设置 \"颜色 \", 旋转, 缩放(通过\" " +"变换\"). 有关粒子着色器的更多信息, 请参考: 参考:` 粒子着色器参考 <文档_粒子_" +"着色器>`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index 50ef220007..ea98702513 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/2d_skeletons.po index b41964f529..f98fd5352b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "function is not used as often, it's difficult to find mainstream software " "aimed for this." msgstr "" -"当使用三维时,骨骼变形在角色和生物中很常见,大多数三维建模软件都支持这种变形.对" -"于二维,由于这个函数不常用,很难找到主流软件来实现这一点." +"当使用三维时, 骨骼变形在角色和生物中很常见, 大多数三维建模软件都支持这种变" +"形. 对于二维, 由于这个函数不常用, 很难找到主流软件来实现这一点." #: ../../docs/tutorials/animation/2d_skeletons.rst:13 msgid "" @@ -41,8 +41,8 @@ msgid "" "Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " "built-in." msgstr "" -"一般选择在第三方软件中创建动画,如Spine或Dragonbones.不过,从Godot 3.1版本开始," -"就已经内置此功能." +"一般选择在第三方软件中创建动画, 如Spine或Dragonbones. 不过, 从Godot 3.1版本开" +"始, 就已经内置此功能." #: ../../docs/tutorials/animation/2d_skeletons.rst:17 msgid "" @@ -54,19 +54,19 @@ msgstr "为什么要在Godot中直接处理骨骼动画?答案是这样做有 msgid "" "Better integration with the engine, so less hassle importing and editing " "from an external tool." -msgstr "能更好地与引擎集成,从而减少使用外部工具导入和编辑的麻烦." +msgstr "能更好地与引擎集成, 从而减少使用外部工具导入和编辑的麻烦." #: ../../docs/tutorials/animation/2d_skeletons.rst:22 msgid "" "Ability to control particle systems, shaders, sounds, call scripts, colors, " "transparency, etc. in animations." -msgstr "能够控制粒子系统,着色器,声音,调用脚本,颜色,透明度等动画." +msgstr "能够控制粒子系统, 着色器, 声音, 调用脚本, 颜色, 透明度等动画." #: ../../docs/tutorials/animation/2d_skeletons.rst:24 msgid "" "The built-in skeletal system in Godot is very efficient and designed for " "performance." -msgstr "Godot内置的骨骼系统非常高效,并且是为性能而设计的." +msgstr "Godot内置的骨骼系统非常高效, 并且是为性能而设计的." #: ../../docs/tutorials/animation/2d_skeletons.rst:27 msgid "The following tutorial will, then, explain 2D skeletal deformations." @@ -82,8 +82,8 @@ msgid "" "`doc_cutout_animation` tutorial to gain a general understanding of animating " "within Godot." msgstr "" -"在开始之前,我们建议您先浏览一下 :ref:`doc_cutout_animation` 教程,以便对Godot" -"中的动画制作有一个大致的了解." +"在开始之前, 我们建议您先浏览一下 :ref:`doc_cutout_animation` 教程, 以便对" +"Godot中的动画制作有一个大致的了解." #: ../../docs/tutorials/animation/2d_skeletons.rst:38 msgid "" @@ -91,7 +91,7 @@ msgid "" "character. Download it from :download:`gBot_pieces.png <img/gBot_pieces." "png>` or save the image below." msgstr "" -"在本教程中,我们将使用单张图片来构建我们的角色.从这里下载 :download:" +"在本教程中, 我们将使用单张图片来构建我们的角色. 从这里下载 :download:" "`gBot_pieces.png <img/gBot_pieces.png>` 或保存下图." #: ../../docs/tutorials/animation/2d_skeletons.rst:44 @@ -101,7 +101,7 @@ msgid "" "putting the different pieces together." msgstr "" "并且建议下载最终的角色图片:download:`gBot_complete.png <img/gBot_complete." -"png>` 将不同部分放在一起,以便进行参考." +"png>` 将不同部分放在一起, 以便进行参考." #: ../../docs/tutorials/animation/2d_skeletons.rst:51 msgid "Creating the polygons" @@ -113,16 +113,16 @@ msgid "" "character, you may want to use a ``KinematicBody2D``). For ease of use, an " "empty 2D node is created as a root for the polygons." msgstr "" -"为您的模型创建一个新场景(如果它是一个动画角色,您可能需要使用\"二维动力学物体" -"\"(KinematicBody2D)).为便于使用,创建一个空的二维节点作为该多边形的根节点." +"为您的模型创建一个新场景(如果它是一个动画角色, 您可能需要使用 \"二维动力学物" +"体\"(KinematicBody2D)). 为便于使用, 创建一个空的二维节点作为该多边形的根节点." #: ../../docs/tutorials/animation/2d_skeletons.rst:57 msgid "" "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in " "the scene for now, so simply create it like this:" msgstr "" -"从\"二维多边形\"(Polygon2D)节点开始.现在不需要把它放在场景何处,所以简单创建如" -"下:" +"从 \"二维多边形\"(Polygon2D)节点开始. 现在不需要把它放在场景何处, 所以简单创" +"建如下:" #: ../../docs/tutorials/animation/2d_skeletons.rst:62 msgid "" @@ -134,13 +134,13 @@ msgstr "为您之前下载的角色部件选择并指定纹理:" msgid "" "Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog " "for the polygon:" -msgstr "不建议直接绘制多边形.而是打开该多边形的\"UV\"对话框:" +msgstr "不建议直接绘制多边形. 而是打开该多边形的 \"UV\" 对话框:" #: ../../docs/tutorials/animation/2d_skeletons.rst:72 msgid "" "Head over to the *Points* mode, select the pencil and draw a polygon around " "the desired piece:" -msgstr "转到*点*模式,选择铅笔,在需要的区域绘制一个多边形:" +msgstr "转到 *点* 模式, 选择铅笔, 在需要的区域绘制一个多边形:" #: ../../docs/tutorials/animation/2d_skeletons.rst:77 msgid "" @@ -148,26 +148,27 @@ msgid "" "dialog again and replace the old polygon with another one in the new desired " "piece." msgstr "" -"复制多边形节点,并给它一个合适的名字.然后,再次进入 \"UV\" 对话框,在新的所需设" -"计中用另一个多边形替换旧的多边形." +"复制多边形节点, 并给它一个合适的名字. 然后, 再次进入 \"UV\" 对话框, 在新的所" +"需设计中用另一个多边形替换旧的多边形." #: ../../docs/tutorials/animation/2d_skeletons.rst:81 msgid "" "When you duplicate nodes and the next piece has a similar shape, you can " "edit the previous polygon instead of drawing a new one." msgstr "" -"当复制节点且下一块具有相似形状时,可以编辑上一个多边形,而不是绘制新多边形." +"当复制节点且下一块具有相似形状时, 可以编辑上一个多边形, 而不是绘制新多边形." #: ../../docs/tutorials/animation/2d_skeletons.rst:84 msgid "" "After moving the polygon, remember to update the UV by selecting Edit -> " "\"Polygon -> UV\" in the Polygon 2D UV Editor." msgstr "" -"移动多边形后,请记住通过在多边形2D UV编辑器中选择编辑->\"多边形->UV\"来更新UV." +"移动多边形后, 请记住通过在多边形2D UV编辑器中选择编辑->\"多边形->UV\" 来更新" +"UV." #: ../../docs/tutorials/animation/2d_skeletons.rst:89 msgid "Keep doing this until you mapped all pieces." -msgstr "继续这样做,直到你映射所有的部件." +msgstr "继续这样做, 直到你映射所有的部件." #: ../../docs/tutorials/animation/2d_skeletons.rst:93 msgid "" @@ -175,8 +176,8 @@ msgid "" "in the original texture. This is because by default, when you draw a " "polygon, the UV and points are the same." msgstr "" -"你会注意到,节点的部分与它们在原始纹理中的布局是一样的.这是因为默认情况下,当你" -"绘制一个多边形时,UV和点是一样的." +"你会注意到, 节点的部分与它们在原始纹理中的布局是一样的. 这是因为默认情况下, " +"当你绘制一个多边形时,UV和点是一样的." #: ../../docs/tutorials/animation/2d_skeletons.rst:97 msgid "" @@ -184,16 +185,16 @@ msgid "" "There is no need to change pivots, so don't bother making sure rotation " "pivots for each piece are right; you can leave them be for now." msgstr "" -"重新排列部件,建立角色.这个过程应该很快.没必要改变轴心,因此,不必费心确保每个部" -"件的旋转轴心都正确;你可以暂时不用理会它们." +"重新排列部件, 建立角色. 这个过程应该很快. 没必要改变轴心, 因此, 不必费心确保" +"每个部件的旋转轴心都正确;你可以暂时不用理会它们." #: ../../docs/tutorials/animation/2d_skeletons.rst:103 msgid "" "Ah, the visual order of the pieces is not correct yet, as some are covering " "wrong pieces. Rearrange the order of the nodes to fix this:" msgstr "" -"啊,这些作品的视觉顺序还不正确,因为有些覆盖到错误的部分.重新排列节点的顺序来解" -"决这个问题:" +"啊, 这些作品的视觉顺序还不正确, 因为有些覆盖到错误的部分. 重新排列节点的顺序" +"来解决这个问题:" #: ../../docs/tutorials/animation/2d_skeletons.rst:108 msgid "" @@ -209,7 +210,8 @@ msgid "" "Create a ``Skeleton2D`` node as a child of the root node. This will be the " "base of our skeleton:" msgstr "" -"创建一个\"二维骨骼\"(Skeleton2D)节点作为根节点的子节点.我们将其做为基础骨骼:" +"创建一个 \"二维骨骼\"(Skeleton2D)节点作为根节点的子节点. 我们将其做为基础骨" +"骼:" #: ../../docs/tutorials/animation/2d_skeletons.rst:118 msgid "" @@ -217,8 +219,8 @@ msgid "" "(usually skeletons start here). The bone will be pointing to the right, but " "you can ignore this for now." msgstr "" -"创建一个\"二维单根骨\"(Bone2D)节点作为骨架的子节点.把它放在臀部(通常骨骼从这" -"里开始建立).单根骨会指向右边,但是现在你可以忽略这个." +"创建一个 \"二维单根骨\"(Bone2D)节点作为骨架的子节点. 把它放在臀部(通常骨骼从" +"这里开始建立). 单根骨会指向右边, 但是现在你可以忽略这个." #: ../../docs/tutorials/animation/2d_skeletons.rst:124 msgid "Keep creating bones in hierarchy and naming them accordingly." @@ -230,8 +232,8 @@ msgid "" "short and pointing to the right. This is normal for bones without children. " "The length of *tip* bones can be changed with a property in the inspector:" msgstr "" -"在这根链条的末端,会有一个*下巴*节点.它很短小,也指向右边.这根单根骨正常情况下" -"没有子骨骼.*提示*单根骨的长度属性可以通过属性面板来改变:" +"在这根链条的末端, 会有一个 *下巴* 节点. 它很短小, 也指向右边. 这根单根骨正常" +"情况下没有子骨骼.*提示* 单根骨的长度属性可以通过属性面板来改变:" #: ../../docs/tutorials/animation/2d_skeletons.rst:134 msgid "" @@ -240,9 +242,9 @@ msgid "" "Again, this is only really needed for tip bones as nodes with children don't " "usually need a length or a specific rotation." msgstr "" -"在这种情况下,我们不需要旋转骨头,巧合的是,精灵中的下巴指向右边,但万一需要,可以" -"随意旋转.同样,这只是对尖端骨骼的真正需要,因为带有子节点通常不需要长度或特定的" -"旋转." +"在这种情况下, 我们不需要旋转骨头, 巧合的是, 精灵中的下巴指向右边, 但万一需" +"要, 可以随意旋转. 同样, 这只是对尖端骨骼的真正需要, 因为带有子节点通常不需要" +"长度或特定的旋转." #: ../../docs/tutorials/animation/2d_skeletons.rst:139 msgid "Keep going and build the whole skeleton:" @@ -255,15 +257,15 @@ msgid "" "and create a rest pose. This pose is the default one, you can come back to " "it anytime you want (which is very handy for animating):" msgstr "" -"你会注意到,所有单根骨节点旁都有一个烦人的警告,提示你缺少休闲姿势.这意味着是时" -"候设置一个了.转到\"骨架\"(skeleton)节点并创建一个休闲姿势.这个姿势是默认的,你" -"可以随时回来修改(对于制作动画来说非常方便):" +"你会注意到, 所有单根骨节点旁都有一个烦人的警告, 提示你缺少休闲姿势. 这意味着" +"是时候设置一个了. 转到 \"骨架\"(skeleton)节点并创建一个休闲姿势. 这个姿势是默" +"认的, 你可以随时回来修改(对于制作动画来说非常方便):" #: ../../docs/tutorials/animation/2d_skeletons.rst:150 msgid "" "The warnings will go away. If you modify the skeleton (add/remove bones) you " "will need to set the rest pose again." -msgstr "警告消失了.如果你修改骨骼(添加/移除单根骨),你需要重新设置休闲姿势." +msgstr "警告消失了. 如果你修改骨骼(添加/移除单根骨), 你需要重新设置休闲姿势." #: ../../docs/tutorials/animation/2d_skeletons.rst:154 msgid "Deforming the polygons" @@ -275,8 +277,8 @@ msgid "" "``Skeleton`` property. This will ensure that they can eventually be deformed " "by it." msgstr "" -"选择之前创建的多边形,并将骨架节点分配给它们的 ``Skeleton`` 属性.这将确保它们" -"最终能被变形." +"选择之前创建的多边形, 并将骨架节点分配给它们的 ``Skeleton`` 属性. 这将确保它" +"们最终能被变形." #: ../../docs/tutorials/animation/2d_skeletons.rst:162 msgid "Click the property highlighted above and select the skeleton node:" @@ -285,7 +287,7 @@ msgstr "单击上面突出显示的属性并选择骨骼节点:" #: ../../docs/tutorials/animation/2d_skeletons.rst:166 msgid "" "Again, open the UV editor for the polygon and go to the *Bones* section." -msgstr "再次打开多边形的UV编辑器,进入*单根骨*部分." +msgstr "再次打开多边形的UV编辑器, 进入 *单根骨* 部分." #: ../../docs/tutorials/animation/2d_skeletons.rst:170 msgid "" @@ -296,10 +298,10 @@ msgid "" "polygon, even if a skeleton node is accidentally lost or the skeleton " "modified. Push the \"Sync Bones to Polygon\" button to sync the list." msgstr "" -"现在您还不能绘制权重.为此,您首先需要将骨骼中的单根骨列表与多边形同步.此步骤仅" -"需手动执行一次(除非您通过添加/删除/重命名骨骼来修改骨骼).它确保您的绑定信息保" -"存在多边形中,即使骨骼节点意外丢失或被修改.按\"同步骨骼到多边形\"按钮来同步列" -"表." +"现在您还不能绘制权重. 为此, 您首先需要将骨骼中的单根骨列表与多边形同步. 此步" +"骤仅需手动执行一次(除非您通过添加/删除/重命名骨骼来修改骨骼). 它确保您的绑定" +"信息保存在多边形中, 即使骨骼节点意外丢失或被修改. 按 \"同步骨骼到多边形\" 按" +"钮来同步列表." #: ../../docs/tutorials/animation/2d_skeletons.rst:179 msgid "" @@ -307,8 +309,8 @@ msgid "" "weight assigned to any of them. Select the bones you want to assign weight " "to and paint them:" msgstr "" -"单根骨列表将自动显示.默认情况下,您的多边形没有被分配任何权重信息.选择您想要分" -"配权重的单根骨,并在它们上面绘制:" +"单根骨列表将自动显示. 默认情况下, 您的多边形没有被分配任何权重信息. 选择您想" +"要分配权重的单根骨, 并在它们上面绘制:" #: ../../docs/tutorials/animation/2d_skeletons.rst:185 msgid "" @@ -318,9 +320,9 @@ msgid "" "not that much need to use shades in-between unless you want to polish the " "bending effect)." msgstr "" -"白色点完全受到权重影响,而黑色点完全不受影响.如果在多根单根骨上,绘制了相同的白" -"色点,那么权重的影响将平均分配在这些单根骨之间.(所以通常不需要过多使用中间色" -"调,除非你想仔细打磨弯曲效果)." +"白色点完全受到权重影响, 而黑色点完全不受影响. 如果在多根单根骨上, 绘制了相同" +"的白色点, 那么权重的影响将平均分配在这些单根骨之间.(所以通常不需要过多使用中" +"间色调, 除非你想仔细打磨弯曲效果)." #: ../../docs/tutorials/animation/2d_skeletons.rst:193 msgid "" @@ -328,15 +330,15 @@ msgid "" "have the desired effect of modifying and bending the polygons accordingly. " "As you only need to animate bones in this approach, work becomes much easier!" msgstr "" -"绘制完权重后,制作单根骨动画(而不是多边形!)会具有修改和弯曲多边形的预期效果.因" -"为你只需用这种方法驱动单根骨,工作就变得容易得多!" +"绘制完权重后, 制作单根骨动画(而不是多边形!)会具有修改和弯曲多边形的预期效果. " +"因为你只需用这种方法驱动单根骨, 工作就变得容易得多!" #: ../../docs/tutorials/animation/2d_skeletons.rst:197 msgid "" "But it's not all roses. Trying to animate bones that bend the polygon will " "often yield unexpected results:" msgstr "" -"但这并不完美.尝试调调单根骨的动画,弯曲的多边形往往会产生意想不到的结果:" +"但这并不完美. 尝试调调单根骨的动画, 弯曲的多边形往往会产生意想不到的结果:" #: ../../docs/tutorials/animation/2d_skeletons.rst:202 msgid "" @@ -345,9 +347,9 @@ msgid "" "expect. To solve this, you need to set hints in the geometry to clarify how " "you expect it to deform." msgstr "" -"这是因为Godot在绘制多边形时,产生了内部三角形来连接这些点.它们并不总是按你所期" -"望的方式弯曲.如果要解决这个问题,你需要在几何图形中设置提示,以明确希望它如何变" -"形." +"这是因为Godot在绘制多边形时, 产生了内部三角形来连接这些点. 它们并不总是按你所" +"期望的方式弯曲. 如果要解决这个问题, 你需要在几何图形中设置提示, 以明确希望它" +"如何变形." #: ../../docs/tutorials/animation/2d_skeletons.rst:208 msgid "Internal vertices" @@ -358,8 +360,8 @@ msgid "" "Open the UV menu for each bone again and go to the *Points* section. Add " "some internal vertices in the regions where you expect the geometry to bend:" msgstr "" -"再次打开每个单根骨的UV菜单,进入*点*部分.在你期望几何弯曲的地方添加一些内部顶" -"点:" +"再次打开每个单根骨的UV菜单, 进入 *点* 部分. 在你期望几何弯曲的地方添加一些内" +"部顶点:" #: ../../docs/tutorials/animation/2d_skeletons.rst:215 msgid "" @@ -367,14 +369,14 @@ msgid "" "detail. Imagine that, as your polygons bend, you need to make sure they " "deform the least possible, so experiment a bit to find the right setup." msgstr "" -"现在转到*多边形*部分,重新绘制细节更丰富的多边形.这样,当多边形弯曲时,你需要确" -"保它们变形的可能性最小,慢慢尝试找出正确的设置." +"现在转到 *多边形* 部分, 重新绘制细节更丰富的多边形. 这样, 当多边形弯曲时, 你" +"需要确保它们变形的可能性最小, 慢慢尝试找出正确的设置." #: ../../docs/tutorials/animation/2d_skeletons.rst:221 msgid "" "Once you start drawing, the original polygon will disappear and you will be " "free to create your own:" -msgstr "一旦你开始绘制,原来的多边形会消失,你可以自由创建自己的多边形:" +msgstr "一旦你开始绘制, 原来的多边形会消失, 你可以自由创建自己的多边形:" #: ../../docs/tutorials/animation/2d_skeletons.rst:226 msgid "" @@ -382,8 +384,8 @@ msgid "" "grained control over where triangles go. Experiment by yourself until you " "get the results you like." msgstr "" -"通常这个数量的细节没有问题,尽管你想更精细地控制三角形.请多多尝试,直到获得你满" -"意的结果." +"通常这个数量的细节没有问题, 尽管你想更精细地控制三角形. 请多多尝试, 直到获得" +"你满意的结果." #: ../../docs/tutorials/animation/2d_skeletons.rst:230 msgid "" @@ -391,9 +393,9 @@ msgid "" "weight painting! Go to the *Bones* section again to assign them to the right " "bones." msgstr "" -"**注意:** 不要忘记你新添加的内部顶点也需要绘制权重!再次转到 *骨骼* 部分,将它" +"**注意:** 不要忘记你新添加的内部顶点也需要绘制权重!再次转到 *骨骼* 部分, 将它" "们分配到正确的骨骼." #: ../../docs/tutorials/animation/2d_skeletons.rst:233 msgid "Once you are all set, you will get much better results:" -msgstr "一旦你设定好了,你会得到更好的结果:" +msgstr "一旦你设定好了, 你会得到更好的结果:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/animation_tree.po index d7f8c5cd96..e71aa7acd9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/animation/animation_tree.rst:4 -#, fuzzy msgid "Using AnimationTree" -msgstr "动画树" +msgstr "使用动画树AnimationTree" #: ../../docs/tutorials/animation/animation_tree.rst:7 msgid "Introduction" @@ -35,16 +34,16 @@ msgid "" "animation tracks, is pretty much unique." msgstr "" "通过 :ref:`AnimationPlayer <class_AnimationPlayer>`,Godot拥有你在所有游戏引擎" -"中能找到的最灵活的动画系统之一.可以在任何节点或资源中对任何属性进行动画处理," -"以及专门的变换、贝塞尔、函数调用、音频和子动画轨道,这样的能力相当独特." +"中能找到的最灵活的动画系统之一. 可以在任何节点或资源中对任何属性进行动画处" +"理, 以及专门的变换, 贝塞尔, 函数调用, 音频和子动画轨道, 这样的能力相当独特." #: ../../docs/tutorials/animation/animation_tree.rst:13 msgid "" "However, the support for blending those animations via ``AnimationPlayer`` " "is relatively limited, as only a fixed cross-fade transition time can be set." msgstr "" -"然而,通过``AnimationPlayer``混合这些动画的支持相对有限,只能设置固定的交叉渐变" -"过渡时间." +"然而, 通过 ``AnimationPlayer`` 混合这些动画的支持相对有限, 只能设置固定的交叉" +"渐变过渡时间." #: ../../docs/tutorials/animation/animation_tree.rst:15 msgid "" @@ -53,9 +52,9 @@ msgid "" "``AnimationTreePlayer``, while adding a huge amount of features and " "flexibility." msgstr "" -":ref:`AnimationTree <class_AnimationTree>`是Godot 3.1中引入的一个新节点,用于" -"处理更高级的变换,它取代了旧的 ``AnimationTreePlayer`` ,同时增加了大量的功能和" -"灵活性." +":ref:`AnimationTree <class_AnimationTree>` 是Godot 3.1中引入的一个新节点, 用" +"于处理更高级的变换, 它取代了旧的 ``AnimationTreePlayer`` , 同时增加了大量的功" +"能和灵活性." #: ../../docs/tutorials/animation/animation_tree.rst:19 msgid "Creating an AnimationTree" @@ -69,9 +68,9 @@ msgid "" "them from a 3D scene) as usual and then use this extra node to control the " "playback." msgstr "" -"首先,必须明确 ``AnimationTree`` 节点不包含它自己的动画.相反,它使用包含在 " -"``AnimationPlayer`` 节点中的动画.通过这种形式,您可以像往常一样编辑动画(或从3D" -"场景导入动画),然后使用这个额外节点来控制播放." +"首先, 必须明确 ``AnimationTree`` 节点不包含它自己的动画. 相反, 它使用包含在 " +"``AnimationPlayer`` 节点中的动画. 通过这种形式, 您可以像往常一样编辑动画(或从" +"3D场景导入动画), 然后使用这个额外节点来控制播放." #: ../../docs/tutorials/animation/animation_tree.rst:25 msgid "" @@ -81,9 +80,9 @@ msgid "" "import). At the end, the imported Godot scene will contain the animations in " "a ``AnimationPlayer`` node." msgstr "" -"在3D场景中经常使用 ``AnimationTree`` .当从3D交换格式导入场景时,它们通常自带动" -"画(要么是多个,要么是在导入时从一个大的动画中拆分出来).最后,导入的Godot场景在 " -"``AnimationPlayer`` 节点中包含动画." +"在3D场景中经常使用 ``AnimationTree`` . 当从3D交换格式导入场景时, 它们通常自带" +"动画(要么是多个, 要么是在导入时从一个大的动画中拆分出来). 最后, 导入的Godot场" +"景在 ``AnimationPlayer`` 节点中包含动画." #: ../../docs/tutorials/animation/animation_tree.rst:29 msgid "" @@ -93,17 +92,17 @@ msgid "" "``AnimationTree`` node to the ``AnimationPlayer`` that was created in the " "imported scene." msgstr "" -"很少在Godot中直接使用导入的场景(它们要么实例化,要么来自继承),您可以将 " -"``AnimationTree`` 节点放置在包含导入的新场景中.然后,将 ``AnimationTree`` 节点" -"指向导入场景内创建的 ``AnimationPlayer`` 节点." +"很少在Godot中直接使用导入的场景(它们要么实例化, 要么来自继承), 您可以将 " +"``AnimationTree`` 节点放置在包含导入的新场景中. 然后, 将 ``AnimationTree`` 节" +"点指向导入场景内创建的 ``AnimationPlayer`` 节点." #: ../../docs/tutorials/animation/animation_tree.rst:32 msgid "" "This is how it's done in the `Third Person Shooter demo <https://github.com/" "godotengine/tps-demo>`_, for reference:" msgstr "" -"这是在 `第三人称射击游戏演示<https://github.com/godotengine/tps-demo>`_,中的" -"设置,参考下图:" +"这是在 `第三人称射击游戏演示 <https://github.com/godotengine/tps-demo>`_, 中" +"的设置, 参考下图:" #: ../../docs/tutorials/animation/animation_tree.rst:36 msgid "" @@ -111,8 +110,8 @@ msgid "" "Inside this scene, the original ``.dae`` (Collada) file was instantiated and " "an ``AnimationTree`` node was created." msgstr "" -"为玩家创建了一个以 ``KinematicBody`` 为根节点的新场景.在这个场景中,已实例化原" -"来的 ``.dae`` (Collada)文件,并创建 ``AnimationTree`` 节点." +"为玩家创建了一个以 ``KinematicBody`` 为根节点的新场景. 在这个场景中, 已实例化" +"原来的 ``.dae`` (Collada)文件, 并创建 ``AnimationTree`` 节点." #: ../../docs/tutorials/animation/animation_tree.rst:40 msgid "Creating a tree" @@ -127,38 +126,38 @@ msgstr "可以在 ``AnimationTree`` 中使用三种主要节点类型:" msgid "" "Animation nodes, which reference an animation from the linked " "``AnimationTree``." -msgstr "动画节点,从链接的 ``AnimationTree`` 中引用动画." +msgstr "动画节点, 从链接的 ``AnimationTree`` 中引用动画." #: ../../docs/tutorials/animation/animation_tree.rst:45 msgid "Animation Root nodes, which are used to blend sub-nodes." -msgstr "动画根节点,用于混合子节点." +msgstr "动画根节点, 用于混合子节点." #: ../../docs/tutorials/animation/animation_tree.rst:46 msgid "" "Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as " "single-graph blending via multiple input ports." msgstr "" -"动画混合节点,它们在\"动画节点混合树\"中使用,通过多个输入端口作为单图混合." +"动画混合节点, 它们在 \"动画节点混合树\" 中使用, 通过多个输入端口作为单图混合." #: ../../docs/tutorials/animation/animation_tree.rst:48 msgid "To set a root node in ``AnimationTree``, a few types are available:" -msgstr "在 ``AnimationTree`` 中设置根节点,如下几种类型可供选择:" +msgstr "在 ``AnimationTree`` 中设置根节点, 如下几种类型可供选择:" #: ../../docs/tutorials/animation/animation_tree.rst:52 msgid "" "``AnimationNodeAnimation``: Selects an animation from the list and plays it. " "This is the simplest root node, and generally not used directly as root." msgstr "" -"\"动画节点动画\":从列表中选择一个动画并播放它.这是最简单的根节点,一般不直接用" -"作根节点." +"\"动画节点动画\": 从列表中选择一个动画并播放它. 这是最简单的根节点, 一般不直" +"接用作根节点." #: ../../docs/tutorials/animation/animation_tree.rst:53 msgid "" "``AnimationNodeBlendTree``: Contains many *blend* type nodes, such as mix, " "blend2, blend3, one shot, etc. This is one of the most commonly used roots." msgstr "" -"\"动画节点混合树\":包含许多*混合*类型的节点,如调配, 混合2, 混合3, 一对一等.这" -"是最常用的根节点之一." +"\"动画节点混合树\": 包含许多 *混合* 类型的节点, 如调配, 混合2, 混合3, 一对一" +"等. 这是最常用的根节点之一." #: ../../docs/tutorials/animation/animation_tree.rst:54 msgid "" @@ -166,20 +165,20 @@ msgid "" "graph. Each node is used as a *state*, and provides multiple functions to " "alternate between states." msgstr "" -"\"动画节点状态机\":将多个根节点作为图中的子节点.每个节点作为一个*状态*使用,并" -"提供多个函数在状态之间进行切换." +"\"动画节点状态机\": 将多个根节点作为图中的子节点. 每个节点作为一个 *状态* 使" +"用, 并提供多个函数在状态之间进行切换." #: ../../docs/tutorials/animation/animation_tree.rst:55 msgid "" "``AnimationNodeBlendSpace2D``: Allows placing root nodes in a 2D blend " "space. Control the blend position in 2D to mix between multiple animations." msgstr "" -"\"动画节点二维混合空间\":允许在二维混合空间中放置根节点.在二维中控制混合位置" -"以混合多个动画." +"\"动画节点二维混合空间\": 允许在二维混合空间中放置根节点. 在二维中控制混合位" +"置以混合多个动画." #: ../../docs/tutorials/animation/animation_tree.rst:56 msgid "``AnimationNodeBlendSpace1D``: Simplified version of the above (1D)." -msgstr "\"动画节点一维混合空间\":以上的简化版本(一维)." +msgstr "\"动画节点一维混合空间\": 以上的简化版本(一维)." #: ../../docs/tutorials/animation/animation_tree.rst:59 msgid "Blend tree" @@ -190,27 +189,28 @@ msgid "" "An ``AnimationNodeBlendTree`` can contain both root and regular nodes used " "for blending. Nodes are added to the graph from a menu:" msgstr "" -"一个\"动画节点混合树\"可包含用于混合的根节点和常规节点.节点从菜单添加到图中:" +"一个 \"动画节点混合树\" 可包含用于混合的根节点和常规节点. 节点从菜单添加到图" +"中:" #: ../../docs/tutorials/animation/animation_tree.rst:65 msgid "" "All blend trees contain an ``Output`` node by default, and something has to " "be connected to it in order for animations to play." msgstr "" -"所有混合树默认包含一个\"输出\"节点,为了让动画播放,必须有个东西与其相连." +"所有混合树默认包含一个 \"输出\" 节点, 为了让动画播放, 必须有个东西与其相连." #: ../../docs/tutorials/animation/animation_tree.rst:67 msgid "" "The easiest way to test this functionality is to connect an ``Animation`` " "node to it directly:" -msgstr "测试此功能最简单的方法是直接连接一个\"动画\"节点:" +msgstr "测试此功能最简单的方法是直接连接一个 \"动画\" 节点:" #: ../../docs/tutorials/animation/animation_tree.rst:71 msgid "" "This will simply play back the animation. Make sure that the " "``AnimationTree`` is active for something to actually happen." msgstr "" -"这会简单地回放动画.确保 ``AnimationTree`` 节点对实际发生的事情是激活的." +"这会简单地回放动画. 确保 ``AnimationTree`` 节点对实际发生的事情是激活的." #: ../../docs/tutorials/animation/animation_tree.rst:73 msgid "Following is a short description of available nodes:" @@ -228,7 +228,7 @@ msgstr "这些节点将通过用户指定输入的两个或三个混合值之间 #: ../../docs/tutorials/animation/animation_tree.rst:82 msgid "For more complex blending, it is advised to use blend spaces instead." -msgstr "对于更复杂的混合,建议使用混合空间." +msgstr "对于更复杂的混合, 建议使用混合空间." #: ../../docs/tutorials/animation/animation_tree.rst:84 msgid "" @@ -236,8 +236,8 @@ msgid "" "tracks go through the blend function. This is very useful for layering " "animations on top of each other." msgstr "" -"混合也可以使用过滤器,也就是说,您可以单独控制通过混合功能的轨道.这对于动画的层" -"叠非常有用." +"混合也可以使用过滤器, 也就是说, 您可以单独控制通过混合功能的轨道. 这对于动画" +"的层叠非常有用." #: ../../docs/tutorials/animation/animation_tree.rst:90 msgid "OneShot" @@ -247,20 +247,21 @@ msgstr "OneShot" msgid "" "This node will execute a sub-animation and return once it finishes. Blend " "times for fading in and out can be customized, as well as filters." -msgstr "此节点将执行子动画,并在完成后返回.可以用于定制淡入淡出时间,以及过滤器." +msgstr "" +"此节点将执行子动画, 并在完成后返回. 可以用于定制淡入淡出时间, 以及过滤器." #: ../../docs/tutorials/animation/animation_tree.rst:97 msgid "Seek" msgstr "查找" #: ../../docs/tutorials/animation/animation_tree.rst:99 -#, fuzzy msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an ``Animation`` from the " "start or a certain playback position inside the ``AnimationNodeBlendTree``." msgstr "" -"此节点可用于在图中的任意子节点中引发一个seek指令.设置时间后,该值变回-1." +"这个节点可以用来使寻找命令发生在动画图像的任何子代上。使用这个节点类型可以从 " +"`AnimationNodeBlendTree` 中的开始或某个位置播放 `Animation` 。" #: ../../docs/tutorials/animation/animation_tree.rst:101 msgid "" @@ -268,6 +269,8 @@ msgid "" "automatically goes into sleep mode on the next process frame by setting its " "``seek_position`` value to ``-1.0``." msgstr "" +"在设置时间和改变动画播放后,寻找节点通过设置其 `seek_position` 值为 `-1.0` ," +"在下一个进程帧自动进入睡眠模式。" #: ../../docs/tutorials/animation/animation_tree.rst:125 msgid "TimeScale" @@ -277,7 +280,7 @@ msgstr "时间缩放" msgid "" "Allows scaling the speed of the animation (or reverse it) in any children " "nodes. Setting it to 0 will pause the animation." -msgstr "允许缩放任何子节点的动画速度(或将其反转).设置为0会暂停动画." +msgstr "允许缩放任何子节点的动画速度(或将其反转). 设置为0会暂停动画." #: ../../docs/tutorials/animation/animation_tree.rst:130 msgid "Transition" @@ -289,8 +292,8 @@ msgid "" "``StateMachine`` node). Animations can be connected to the outputs and " "transition times can be specified." msgstr "" -"非常简单的状态机(当您不想使用\"状态机\"节点时).动画可以连接到输出,并且可以指" -"定转换时间." +"非常简单的状态机(当您不想使用 \"状态机\" 节点时). 动画可以连接到输出, 并且可" +"以指定转换时间." #: ../../docs/tutorials/animation/animation_tree.rst:135 msgid "BlendSpace2D" @@ -302,8 +305,8 @@ msgid "" "are added to a two-dimensional space and then a position can be controlled " "to determine blending:" msgstr "" -"``BlendSpace2D`` 是一个在二维空间进行高级混合的节点.将点添加到一个二维空间,然" -"后可以控制位置来确定混合:" +"``BlendSpace2D`` 是一个在二维空间进行高级混合的节点. 将点添加到一个二维空间, " +"然后可以控制位置来确定混合:" #: ../../docs/tutorials/animation/animation_tree.rst:142 msgid "" @@ -312,14 +315,15 @@ msgid "" "system or use the *add point* button) and triangles will be generated " "automatically using Delaunay." msgstr "" -"可以控制X和Y的范围(为方便起见,还可以标记它们).默认情况下,可以在任何位置放置点" -"(只需右键单击坐标系统或使用*添加点*按钮)将自动生成德洛内三角形." +"可以控制X和Y的范围(为方便起见, 还可以标记它们). 默认情况下, 可以在任何位置放" +"置点(只需右键单击坐标系统或使用 *添加点* 按钮)将自动生成德洛内三角形." #: ../../docs/tutorials/animation/animation_tree.rst:147 msgid "" "It is also possible to draw the triangles manually by disabling the *auto " "triangle* option, though this is rarely necessary:" -msgstr "也可以通过禁用*自动三角形*选项来手动绘制三角形,虽然基本上没必要这么做:" +msgstr "" +"也可以通过禁用 *自动三角形* 选项来手动绘制三角形, 虽然基本上没必要这么做:" #: ../../docs/tutorials/animation/animation_tree.rst:151 msgid "" @@ -330,9 +334,10 @@ msgid "" "switching between discrete animations, there is a *Carry* mode. This mode " "can be changed in the *Blend* menu:" msgstr "" -"最后,可能会更改混合模式.默认情况下,混合是通过在最近的三角形内插点来实现的.当" -"处理二维动画(逐帧)时,您可能希望切换到*离散*模式.此外,如果您想在离散动画之间切" -"换时保持当前播放位置,请使用*进位*模式.此模式可在*混合*菜单中更改:" +"最后, 可能会更改混合模式. 默认情况下, 混合是通过在最近的三角形内插点来实现" +"的. 当处理二维动画(逐帧)时, 您可能希望切换到 *离散* 模式. 此外, 如果您想在离" +"散动画之间切换时保持当前播放位置, 请使用 *进位* 模式. 此模式可在 *混合* 菜单" +"中更改:" #: ../../docs/tutorials/animation/animation_tree.rst:159 msgid "BlendSpace1D" @@ -342,7 +347,7 @@ msgstr "一维混合空间" msgid "" "This is similar to 2D blend spaces, but in one dimension (so triangles are " "not needed)." -msgstr "这类似于二维混合空间,但在一维空间中(所以不需要三角形)." +msgstr "这类似于二维混合空间, 但在一维空间中(所以不需要三角形)." #: ../../docs/tutorials/animation/animation_tree.rst:164 msgid "StateMachine" @@ -355,8 +360,8 @@ msgid "" "connections with special properties. Transitions are uni-directional, but " "two can be used to connect in both ways." msgstr "" -"这个节点是个相对简单的状态机.根节点可以创建并通过线路连接.状态通过*转换*连接," -"它们是具有特殊性质的连接.转换是单向的,但是可以用两种方式连接." +"这个节点是个相对简单的状态机. 根节点可以创建并通过线路连接. 状态通过 *转换* " +"连接, 它们是具有特殊性质的连接. 转换是单向的, 但是可以用两种方式连接." #: ../../docs/tutorials/animation/animation_tree.rst:171 msgid "There are many types of transitions:" @@ -367,37 +372,38 @@ msgid "" "*Immediate*: Will switch to the next state immediately. The current state " "will end and blend into the beginning of the new one." msgstr "" -"*Immediate*: 将立即切换到下一个状态.当前状态将结束,并融合到新状态的开始." +"*Immediate*: 将立即切换到下一个状态. 当前状态将结束, 并融合到新状态的开始." #: ../../docs/tutorials/animation/animation_tree.rst:176 msgid "" "*Sync*: Will switch to the next state immediately, but will seek the new " "state to the playback position of the old state." -msgstr "*同步*:立即切换到下一个状态,但会将新状态搜索并放置到旧状态的回放位置." +msgstr "" +"*同步*: 立即切换到下一个状态, 但会将新状态搜索并放置到旧状态的回放位置." #: ../../docs/tutorials/animation/animation_tree.rst:177 msgid "" "*At End*: Will wait for the current state playback to end, then switch to " "the beginning of the next state animation." -msgstr "*末尾*:将等待当前状态回放结束,然后切换到下一个状态的开始动画." +msgstr "*末尾*: 将等待当前状态回放结束, 然后切换到下一个状态的开始动画." #: ../../docs/tutorials/animation/animation_tree.rst:179 msgid "" "Transitions also have a few properties. Click any transition and it will be " "displayed in the inspector dock:" -msgstr "转换也有一些属性.点击任何转换,它会显示在属性面板中:" +msgstr "转换也有一些属性. 点击任何转换, 它会显示在属性面板中:" #: ../../docs/tutorials/animation/animation_tree.rst:183 msgid "" "*Switch Mode* is the transition type (see above), it can be modified after " "creation here." -msgstr "*切换模式*为过渡类型(见上文),可以在此处创建后修改." +msgstr "*切换模式* 为过渡类型(见上文), 可以在此处创建后修改." #: ../../docs/tutorials/animation/animation_tree.rst:184 msgid "" "*Auto Advance* will turn on the transition automatically when this state is " "reached. This works best with the *At End* switch mode." -msgstr "*自动前进*当达到此状态时将自动开启转换.最适合\"末尾\"切换模式." +msgstr "*自动前进* 当达到此状态时将自动开启转换. 最适合 \"末尾\" 切换模式." #: ../../docs/tutorials/animation/animation_tree.rst:185 msgid "" @@ -405,12 +411,12 @@ msgid "" "This is a custom text field that can be filled with a variable name. The " "variable can be modified from code (more on this later)." msgstr "" -"*前进条件*设置此条件后,将打开自动前进.这是一个可以用变量名填充的自定义文本字" -"段.可以从代码中修改变量(稍后将对此进行详细介绍)." +"*前进条件* 设置此条件后, 将打开自动前进. 这是一个可以用变量名填充的自定义文本" +"字段. 可以从代码中修改变量(稍后将对此进行详细介绍)." #: ../../docs/tutorials/animation/animation_tree.rst:187 msgid "*Xfade Time* is the time to cross-fade between this state and the next." -msgstr "*X消隐时间*是在这个状态和下一个状态之间交替渐变的时间." +msgstr "*X消隐时间* 是在这个状态和下一个状态之间交替渐变的时间." #: ../../docs/tutorials/animation/animation_tree.rst:188 msgid "" @@ -418,14 +424,14 @@ msgid "" "on this later). When travelling from a state to another, give more priority " "to this node." msgstr "" -"*优先级* 与代码中的 ``travel()`` 函数一起使用(稍后再谈).当从一个状态到另一个" -"状态时,当给这个节点更多的优先权." +"*优先级* 与代码中的 ``travel()`` 函数一起使用(稍后再谈). 当从一个状态到另一个" +"状态时, 当给这个节点更多的优先权." #: ../../docs/tutorials/animation/animation_tree.rst:189 msgid "" "*Disabled* allows to disable this transition (it will not be used during " "travel or auto advance)." -msgstr "*禁用*允许禁用此转换(它不会在行程或自动前进期间使用)." +msgstr "*禁用* 允许禁用此转换(它不会在行程或自动前进期间使用)." #: ../../docs/tutorials/animation/animation_tree.rst:193 msgid "Root motion" @@ -438,9 +444,9 @@ msgid "" "allows animating characters in a way where steps actually match the floor " "below. It also allows precise interaction with objects during cinematics." msgstr "" -"当处理3D动画时,一种流行的技术是动画师利用根骨骼为其余部分骨骼制作运动动画.这" -"使得动画角色的脚步与下面的地板相匹配.并且允许在电影拍摄期间与物体进行精确的交" -"互." +"当处理3D动画时, 一种流行的技术是动画师利用根骨骼为其余部分骨骼制作运动动画. " +"这使得动画角色的脚步与下面的地板相匹配. 并且允许在电影拍摄期间与物体进行精确" +"的交互." #: ../../docs/tutorials/animation/animation_tree.rst:198 msgid "" @@ -448,15 +454,15 @@ msgid "" "as the *root motion track*. Doing so will cancel the bone transformation " "visually (the animation will stay in place)." msgstr "" -"在Godot中回放动画时,可以选择这根单根骨作为*根运动轨迹*.这会在视觉上取消单根骨" -"的转换(动画将保持原状)." +"在Godot中回放动画时, 可以选择这根单根骨作为 *根运动轨迹*. 这会在视觉上取消单" +"根骨的转换(动画将保持原状)." #: ../../docs/tutorials/animation/animation_tree.rst:203 msgid "" "Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree " "<class_AnimationTree>` API as a transform:" msgstr "" -"然后,实际运动可以通过 :ref:`AnimationTree <class_AnimationTree>`API作为转换:" +"然后, 实际运动可以通过 :ref:`AnimationTree <class_AnimationTree>`API作为转换:" #: ../../docs/tutorials/animation/animation_tree.rst:214 msgid "" @@ -464,8 +470,8 @@ msgid "" "<class_KinematicBody_method_move_and_slide>` to control the character " "movement." msgstr "" -"可以提供给诸如:参考:`动力学物体.移动和滑动<类_动力学物体_方法_移动和滑动>`这" -"样的函数来控制角色移动." +"可以提供给诸如: 参考:`动力学物体. 移动和滑动 <类_动力学物体_方法_移动和滑动" +">` 这样的函数来控制角色移动." #: ../../docs/tutorials/animation/animation_tree.rst:216 msgid "" @@ -473,8 +479,8 @@ msgid "" "and will act as a custom floor for your character and animations (this node " "is normally disabled during the game)." msgstr "" -"还有一个名为\"根骨骼运动视图\"的工具节点,可以放置在场景中,并作为你的角色和动" -"画的自定义地板(此节点通常在游戏期间禁用)." +"还有一个名为 \"根骨骼运动视图\" 的工具节点, 可以放置在场景中, 并作为你的角色" +"和动画的自定义地板(此节点通常在游戏期间禁用)." #: ../../docs/tutorials/animation/animation_tree.rst:223 msgid "Controlling from code" @@ -484,7 +490,7 @@ msgstr "使用代码控制" msgid "" "After building the tree and previewing it, the only question remaining is " "\"How is all this controlled from code?\"." -msgstr "创建树和预览之后,只剩下一个问题:\"如何使用代码控制所有的节点?\"." +msgstr "创建树和预览之后, 只剩下一个问题:\"如何使用代码控制所有的节点?\"." #: ../../docs/tutorials/animation/animation_tree.rst:227 msgid "" @@ -495,10 +501,10 @@ msgid "" "your animation tree, or reuse nodes with a complex layout (such as a state " "machine or blend space) in different animation trees." msgstr "" -"要注意动画节点就是资源,并且因此他们在所有实例之间共享.直接修改节点中的值,将会" -"影响到场景中所有使用这个 ``AnimationTree`` 的实例.不过这也有一些不错的用法,比" -"如你可以复制粘贴你的动画树的一部分,或者在不同的动画树中复用具有复杂布局的节点" -"(例如状态机和混合树)." +"要注意动画节点就是资源, 并且因此他们在所有实例之间共享. 直接修改节点中的值, " +"将会影响到场景中所有使用这个 ``AnimationTree`` 的实例. 不过这也有一些不错的用" +"法, 比如你可以复制粘贴你的动画树的一部分, 或者在不同的动画树中复用具有复杂布" +"局的节点(例如状态机和混合树)." #: ../../docs/tutorials/animation/animation_tree.rst:232 msgid "" @@ -507,8 +513,8 @@ msgid "" "``AnimationTree`` node to see all the parameters that can be modified in " "real-time:" msgstr "" -"实际的动画数据包含在 ``AnimationTree`` 节点中,并通过属性访问.检查 " -"``AnimationTree`` 节点的\"参数\"部分,查看所有可以实时修改的参数:" +"实际的动画数据包含在 ``AnimationTree`` 节点中, 并通过属性访问. 检查 " +"``AnimationTree`` 节点的 \"参数\" 部分, 查看所有可以实时修改的参数:" #: ../../docs/tutorials/animation/animation_tree.rst:237 msgid "" @@ -516,16 +522,16 @@ msgid "" "``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the " "realization of very complex animation logic." msgstr "" -"这很方便,因为它可以通过 ``AnimationPlayer`` 获得动画效果,甚至是 " -"``AnimationTree`` 本身,允许实现非常复杂的动画逻辑." +"这很方便, 因为它可以通过 ``AnimationPlayer`` 获得动画效果, 甚至是 " +"``AnimationTree`` 本身, 允许实现非常复杂的动画逻辑." #: ../../docs/tutorials/animation/animation_tree.rst:240 msgid "" "To modify these values from code, the property path must be obtained. This " "is done easily by hovering the mouse over any of the parameters:" msgstr "" -"想要通过代码修改这些值,必须获得该属性的路径.这是很容易做到的,把鼠标悬停在任何" -"参数:" +"想要通过代码修改这些值, 必须获得该属性的路径. 这是很容易做到的, 把鼠标悬停在" +"任何参数:" #: ../../docs/tutorials/animation/animation_tree.rst:244 msgid "Which allows setting them or reading them:" @@ -542,8 +548,8 @@ msgid "" "to another one, while visiting all the intermediate ones. This is done via " "the A\\* algorithm." msgstr "" -"执行\"状态机\"的行程能力,是Godot引擎的优秀特性之一.可以指示图表从当前状态转到" -"另一个状态,我们可以访问其所有的中间状态.这是通过A*算法实现的." +"执行 \"状态机\" 的行程能力, 是Godot引擎的优秀特性之一. 可以指示图表从当前状态" +"转到另一个状态, 我们可以访问其所有的中间状态. 这是通过A*算法实现的." #: ../../docs/tutorials/animation/animation_tree.rst:264 msgid "" @@ -552,7 +558,7 @@ msgid "" "<class_AnimationNodeStateMachinePlayback>` object from the ``AnimationTree`` " "node (it is exported as a property)." msgstr "" -"要使用行程能力,您应该首先从 ``AnimationTree`` 节点中检索 :ref:" +"要使用行程能力, 您应该首先从 ``AnimationTree`` 节点中检索 :ref:" "`AnimationNodeStateMachinePlayback " "<class_AnimationNodeStateMachinePlayback>` 对象(其被导出为一个属性)." @@ -560,12 +566,12 @@ msgstr "" msgid "" "Once retrieved, it can be used by calling one of the many functions it " "offers:" -msgstr "一旦检索到,可以调用它提供的许多函数之一:" +msgstr "一旦检索到, 可以调用它提供的许多函数之一:" #: ../../docs/tutorials/animation/animation_tree.rst:288 msgid "" "The state machine must be running before you can travel. Make sure to either " "call ``start()`` or choose a node to **Autoplay on Load**." msgstr "" -"状态机必须正在运行才能使用行程能力.确保调用 ``start()`` 或选择一个节点以 **在" -"加载时自动播放** ." +"状态机必须正在运行才能使用行程能力. 确保调用 ``start()`` 或选择一个节点以 **" +"在加载时自动播放** ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po index 60c3daba41..56a3e35d25 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,11 +39,11 @@ msgid "" msgstr "" "传统意义上, `剪影动画 <https://en.wikipedia.org/wiki/Cutout_animation>`__ 是" "一种 `定格动画 <https://zh.wikipedia.org/zh-cn/%E5%AE%9A%E6%A0%BC%E5%8A" -"%A8%E7%94%BB>`__ .在剪影动画中,人们把纸片(或者其他的薄材料)剪成特殊的形状,来" -"组合成角色和物体的二维形象.角色的身体通常是由几个部件组成的.这些部件在动画的" -"每一帧中形成一种组合,之后对其摄影.动画制作者在两次摄影之间将这些部分进行很小" -"幅度的移动和旋转,这样,当这些摄影的画面以很快的速度连续依次播放时,就可以造成这" -"些角色和物体在连续运动的假象." +"%A8%E7%94%BB>`__ . 在剪影动画中, 人们把纸片(或者其他的薄材料)剪成特殊的形状, " +"来组合成角色和物体的二维形象. 角色的身体通常是由几个部件组成的. 这些部件在动" +"画的每一帧中形成一种组合, 之后对其摄影. 动画制作者在两次摄影之间将这些部分进" +"行很小幅度的移动和旋转, 这样, 当这些摄影的画面以很快的速度连续依次播放时, 就" +"可以造成这些角色和物体在连续运动的假象." #: ../../docs/tutorials/animation/cutout_animation.rst:18 msgid "" @@ -52,8 +52,8 @@ msgid "" "Never Land Pirates <https://en.wikipedia.org/wiki/" "Jake_and_the_Never_Land_Pirates>`__." msgstr "" -"现在可以用软件制作剪纸动画的模拟,如 `南方公园<https://en.wikipedia.org/wiki/" -"South_Park>`__ 和 `杰克和永不落幕的海盗<https://en.wikipedia.org/wiki/" +"现在可以用软件制作剪纸动画的模拟, 如 `南方公园 <https://en.wikipedia.org/" +"wiki/South_Park>`__ 和 `杰克和永不落幕的海盗 <https://en.wikipedia.org/wiki/" "Jake_and_the_Never_Land_Pirates>`__ ." #: ../../docs/tutorials/animation/cutout_animation.rst:22 @@ -62,9 +62,9 @@ msgid "" "`Paper Mario <https://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman " "Origins <https://en.wikipedia.org/wiki/Rayman_Origins>`__ ." msgstr "" -"在视频游戏中,这种技术也变得流行. 例如 `Paper Mario <https://en.wikipedia.org/" -"wiki/Super_Paper_Mario>`__ 或 `Rayman Origins <https://en.wikipedia.org/wiki/" -"Rayman_Origins>`__ ." +"在视频游戏中, 这种技术也变得流行. 例如 `Paper Mario <https://en.wikipedia." +"org/wiki/Super_Paper_Mario>`__ 或 `Rayman Origins <https://en.wikipedia.org/" +"wiki/Rayman_Origins>`__ ." #: ../../docs/tutorials/animation/cutout_animation.rst:27 msgid "Cutout animation in Godot" @@ -74,7 +74,7 @@ msgstr "Godot中剪纸动画" msgid "" "Godot provides tools for working with cutout rigs, and is ideal for the " "workflow:" -msgstr "Godot提供了一些工具,用于剪纸动画的绑定,而且是工作流的理想选择:" +msgstr "Godot提供了一些工具, 用于剪纸动画的绑定, 而且是工作流的理想选择:" #: ../../docs/tutorials/animation/cutout_animation.rst:31 msgid "" @@ -83,8 +83,8 @@ msgid "" "sprite sizes, pivots, opacity, color modulation, and more, can all be " "animated and blended." msgstr "" -"**动画系统与引擎完全集成**: 这意味着动画可以控制的不仅仅是物体的运动.纹理、精" -"灵大小、枢轴、不透明度、颜色调制等等,都可以进行动画和混合." +"**动画系统与引擎完全集成** : 这意味着动画可以控制的不仅仅是物体的运动. 纹理, " +"精灵大小, 枢轴, 不透明度, 颜色调制等等, 都可以进行动画和混合." #: ../../docs/tutorials/animation/cutout_animation.rst:35 msgid "" @@ -95,40 +95,40 @@ msgid "" "animation can be used selectively for complex parts such as hands, feet, " "changing facial expressions, etc." msgstr "" -"**混合动画风格**:动画精灵允许将传统赛璐璐动画与剪纸动画一起使用.在赛璐璐动画" -"中,不同的动画帧使用完全不同的绘图,而不是相同的片段位置不同.在其他基于剪纸的动" -"画中,赛璐璐动画可以选择性地用于复杂的部件,例如手、脚、改变面部表情等." +"**混合动画风格** : 动画精灵允许将传统赛璐璐动画与剪纸动画一起使用. 在赛璐璐动" +"画中, 不同的动画帧使用完全不同的绘图, 而不是相同的片段位置不同. 在其他基于剪" +"纸的动画中, 赛璐璐动画可以选择性地用于复杂的部件, 例如手, 脚, 改变面部表情等." #: ../../docs/tutorials/animation/cutout_animation.rst:41 msgid "" "**Custom Shaped Elements**: Custom shapes can be created with :ref:" "`Polygon2D <class_Polygon2D>` allowing UV animation, deformations, etc." msgstr "" -"**自定义形状元素**: 可以用 :ref:`Polygon2D <class_Polygon2D>` 创建自定义形状," -"允许UV动画、变形等." +"**自定义形状元素** : 可以用 :ref:`Polygon2D <class_Polygon2D>` 创建自定义形" +"状, 允许UV动画, 变形等." #: ../../docs/tutorials/animation/cutout_animation.rst:44 msgid "" "**Particle Systems**: A cutout animation rig can be combined with particle " "systems. This can be useful for magic effects, jetpacks, etc." msgstr "" -"**粒子系统**: 剪纸式动画配件可以与粒子系统相结合,这对魔法效果、喷气背包等很有" -"用." +"**粒子系统** : 剪纸式动画配件可以与粒子系统相结合, 这对魔法效果, 喷气背包等很" +"有用." #: ../../docs/tutorials/animation/cutout_animation.rst:46 msgid "" "**Custom Colliders**: Set colliders and influence areas in different parts " "of the skeletons, great for bosses and fighting games." msgstr "" -"**自定义碰撞器**: 在骷髅的不同部位设置碰撞器和影响区域,非常适合bosses和格斗游" -"戏." +"**自定义碰撞器** : 在骷髅的不同部位设置碰撞器和影响区域, 非常适合bosses和格斗" +"游戏." #: ../../docs/tutorials/animation/cutout_animation.rst:48 msgid "" "**Animation Tree**: Allows complex combinations and blending between several " "animations, the same way it works in 3D." msgstr "" -"**动画树**: 允许在几个动画之间进行复杂的组合和混合,与3D动画的工作方式相同." +"**动画树** : 允许在几个动画之间进行复杂的组合和混合, 与3D动画的工作方式相同." #: ../../docs/tutorials/animation/cutout_animation.rst:51 msgid "And much more!" @@ -145,7 +145,7 @@ msgid "" "v=S13FrWuBMx4&list=UUckpus81gNin1aV8WSffRKw>`__ character, created by " "Andreas Esau." msgstr "" -"在本教程中,我们将使用由Andreas Esau创建的 `GBot <https://www.youtube.com/" +"在本教程中, 我们将使用由Andreas Esau创建的 `GBot <https://www.youtube.com/" "watch?v=S13FrWuBMx4&list=UUckpus81gNin1aV8WSffRKw>`__ 角色作为演示." #: ../../docs/tutorials/animation/cutout_animation.rst:62 @@ -160,23 +160,23 @@ msgstr "设置装配" #: ../../docs/tutorials/animation/cutout_animation.rst:67 msgid "Create an empty Node2D as root of the scene, we will work under it:" -msgstr "创建一个空的Node2D作为场景的根,我们将在它下面工作:" +msgstr "创建一个空的Node2D作为场景的根, 我们将在它下面工作:" #: ../../docs/tutorials/animation/cutout_animation.rst:71 msgid "" "The first node of the model is the hip. Generally, both in 2D and 3D, the " "hip is the root of the skeleton. This makes it easier to animate:" msgstr "" -"模型的第一个节点是臀部.一般来说,无论是2D还是3D,臀部都是骨骼的根部.这使得它更" -"容易制作动画:" +"模型的第一个节点是臀部. 一般来说, 无论是2D还是3D, 臀部都是骨骼的根部. 这使得" +"它更容易制作动画:" #: ../../docs/tutorials/animation/cutout_animation.rst:77 msgid "" "Next will be the torso. The torso needs to be a child of the hip, so create " "a child sprite and load the torso texture, later accommodate it properly:" msgstr "" -"接下来将是躯干,躯干需要是臀部的子级,所以要创建一个子级精灵,并加载躯干纹理,然" -"后适当地调整它:" +"接下来将是躯干, 躯干需要是臀部的子级, 所以要创建一个子级精灵, 并加载躯干纹" +"理, 然后适当地调整它:" #: ../../docs/tutorials/animation/cutout_animation.rst:82 msgid "" @@ -184,12 +184,12 @@ msgid "" "the torso. We can do this be pressing :kbd:`E` to enter rotate mode, and " "dragging with the left mouse button. To exit rotate mode hit :kbd:`ESC`." msgstr "" -"这看起来不错.让我们通过旋转躯干来看看层次结构是否能像骨架一样工作.可以按 :" -"kbd:`E` 进入旋转模式,然后用鼠标左键拖动.要退出旋转模式,请按 :kbd:`ESC` ." +"这看起来不错. 让我们通过旋转躯干来看看层次结构是否能像骨架一样工作. 可以按 :" +"kbd:`E` 进入旋转模式, 然后用鼠标左键拖动. 要退出旋转模式, 请按 :kbd:`ESC` ." #: ../../docs/tutorials/animation/cutout_animation.rst:88 msgid "The rotation pivot is wrong and needs to be adjusted." -msgstr "旋转枢轴错误,需要调整." +msgstr "旋转枢轴错误, 需要调整." #: ../../docs/tutorials/animation/cutout_animation.rst:90 msgid "" @@ -212,8 +212,8 @@ msgid "" "pivot point, press :kbd:`V` to move the pivot there for the selected " "Sprite. There is also a tool in the tool bar that has a similar function." msgstr "" -"枢轴也可以通过 *视觉* 来调整.将鼠标悬停在所需的枢轴点上时,按 :kbd:`V` 将所选" -"Sprite的枢轴移动到那里.工具栏中还有一个工具也有类似的功能." +"枢轴也可以通过 *视觉* 来调整. 将鼠标悬停在所需的枢轴点上时, 按 :kbd:`V` 将所" +"选Sprite的枢轴移动到那里. 工具栏中还有一个工具也有类似的功能." #: ../../docs/tutorials/animation/cutout_animation.rst:110 msgid "" @@ -221,14 +221,14 @@ msgid "" "each sprite in its correct place in the hierarchy, so its rotations and " "translations are relative to its parent:" msgstr "" -"继续添加身体部件,从右臂开始.确保将每个精灵放在其在层次结构中的正确位置,其旋转" -"和平移都是相对于其父级而言的:" +"继续添加身体部件, 从右臂开始. 确保将每个精灵放在其在层次结构中的正确位置, 其" +"旋转和平移都是相对于其父级而言的:" #: ../../docs/tutorials/animation/cutout_animation.rst:116 msgid "" "With the left arm there's a problem. In 2D, child nodes appear in front of " "their parents:" -msgstr "左臂有些问题.在二维中,子节点出现在父节点的前面:" +msgstr "左臂有些问题. 在二维中, 子节点出现在父节点的前面:" #: ../../docs/tutorials/animation/cutout_animation.rst:121 msgid "" @@ -238,15 +238,15 @@ msgid "" "hierarchy. This means it wouldn't be affected by the movement of the torso. " "We'll fix this problem with ``RemoteTransform2D`` nodes." msgstr "" -"我们希望左臂出现在臀部和躯干的 *后面* .我们可以将左臂节点在场景层次结构中移到" -"臀部节点上面,但这样一来,左臂在层次结构中的位置就不对了,这意味着它不会受到躯干" -"移动的影响.我们用 ``RemoteTransform2D`` 节点来解决这个问题." +"我们希望左臂出现在臀部和躯干的 *后面* . 我们可以将左臂节点在场景层次结构中移" +"到臀部节点上面, 但这样一来, 左臂在层次结构中的位置就不对了, 这意味着它不会受" +"到躯干移动的影响. 我们用 ``RemoteTransform2D`` 节点来解决这个问题." #: ../../docs/tutorials/animation/cutout_animation.rst:127 msgid "" "You can also fix depth ordering problems by adjusting the Z property of any " "node inheriting from Node2D." -msgstr "还可以通过调整从二维节点继承的任何节点的Z属性,来修复深度排序问题." +msgstr "还可以通过调整从二维节点继承的任何节点的Z属性, 来修复深度排序问题." #: ../../docs/tutorials/animation/cutout_animation.rst:131 msgid "RemoteTransform2D node" @@ -260,14 +260,15 @@ msgid "" "node it targets." msgstr "" ":ref:`RemoteTransform2D <class_RemoteTransform2D>` 节点对层次结构中其他地方的" -"节点进行变换.这个节点将自己的变换,包括它从父节点继承的任何变换,应用到它所针对" -"的遥控节点." +"节点进行变换. 这个节点将自己的变换, 包括它从父节点继承的任何变换, 应用到它所" +"针对的遥控节点." #: ../../docs/tutorials/animation/cutout_animation.rst:137 msgid "" "This allows us to correct the visibility order of our elements, " "independently of the locations of those parts in the cutout hierarchy." -msgstr "这使我们能够修正元素的可见性顺序,这些部分独立于在剪裁层次结构中的位置." +msgstr "" +"这使我们能够修正元素的可见性顺序, 这些部分独立于在剪裁层次结构中的位置." #: ../../docs/tutorials/animation/cutout_animation.rst:140 msgid "" @@ -276,16 +277,16 @@ msgid "" "call it ``remote_hand_l``. Use the ``Remote Path`` property of the two new " "nodes to target the ``arm_l`` and ``hand_l`` sprites respectively:" msgstr "" -"创建一个\"远程二维变换\"节点作为躯干的子节点.命名为\"remote_arm_l\".在第一个" -"节点中创建另一个远程二维变换节点,并将其命名为\"remote_hand_l\".使用两个新节点" -"的\"远程路径\"属性,分别指向\"arm_l\"和\"hand_l\"精灵:" +"创建一个 \"远程二维变换\" 节点作为躯干的子节点. 命名为 \"remote_arm_l\". 在第" +"一个节点中创建另一个远程二维变换节点, 并将其命名为 \"remote_hand_l\". 使用两" +"个新节点的\" 远程路径 \"属性, 分别指向 \"arm_l\" 和 \"hand_l\" 精灵:" #: ../../docs/tutorials/animation/cutout_animation.rst:147 msgid "" "Moving the ``RemoteTransform2D`` nodes now moves the sprites. So we can " "create animations by adjusting the ``RemoteTransform2D`` transforms:" msgstr "" -"移动 ``RemoteTransform2D`` 节点现在可以移动精灵.所以可以通过调整 " +"移动 ``RemoteTransform2D`` 节点现在可以移动精灵. 所以可以通过调整 " "``RemoteTransform2D`` 变换来创建动画:" #: ../../docs/tutorials/animation/cutout_animation.rst:153 @@ -303,12 +304,12 @@ msgid "" "The resulting rig will be easy to animate. By selecting the nodes and " "rotating them you can animate forward kinematics (FK) efficiently." msgstr "" -"生成的装备很容易制作动画. 通过选择节点并旋转它们,您可以有效地为前向运动学(FK)" -"设置动画." +"生成的装备很容易制作动画. 通过选择节点并旋转它们, 您可以有效地为前向运动学" +"(FK)设置动画." #: ../../docs/tutorials/animation/cutout_animation.rst:163 msgid "For simple objects and rigs this is fine, but there are limitations:" -msgstr "对于简单的物体和装配来说已经足够了,但仍然有限制:" +msgstr "对于简单的物体和装配来说已经足够了, 但仍然有限制:" #: ../../docs/tutorials/animation/cutout_animation.rst:165 msgid "" @@ -316,18 +317,19 @@ msgid "" "The scene tree ends up being used to select parts instead, which can be " "slower." msgstr "" -"在复杂的装配中,在主视窗中选择精灵会变得很困难.场景树最终被替代,用来选择部件," -"这可能会比较慢." +"在复杂的装配中, 在主视窗中选择精灵会变得很困难. 场景树最终被替代, 用来选择部" +"件, 这可能会比较慢." #: ../../docs/tutorials/animation/cutout_animation.rst:167 msgid "" "Inverse Kinematics (IK) is useful for animating extremities like hands and " "feet, and can't be used with our rig in its current state." -msgstr "反向动力学(IK)对于手和脚等肢体的运动非常有用,目前我们的绑定还无法使用." +msgstr "" +"反向动力学(IK)对于手和脚等肢体的运动非常有用, 目前我们的绑定还无法使用." #: ../../docs/tutorials/animation/cutout_animation.rst:170 msgid "To solve these problems we'll use Godot's skeletons." -msgstr "为了解决这些问题,我们将会使用Godot的骨骼." +msgstr "为了解决这些问题, 我们将会使用Godot的骨骼." #: ../../docs/tutorials/animation/cutout_animation.rst:173 msgid "Skeletons" @@ -337,22 +339,24 @@ msgstr "骨架" msgid "" "In Godot there is a helper to create \"bones\" between nodes. The bone-" "linked nodes are called skeletons." -msgstr "在Godot中,有一个在节点之间创建\"单根骨\"的辅助工具.骨连接节点称为骨架." +msgstr "" +"在Godot中, 有一个在节点之间创建 \"单根骨\" 的辅助工具. 骨连接节点称为骨架." #: ../../docs/tutorials/animation/cutout_animation.rst:178 msgid "" "As an example, let's turn the right arm into a skeleton. To create a " "skeleton, a chain of nodes must be selected from top to bottom:" msgstr "" -"举个例子,让我们把右臂变成一个骨架.要创建一个骨架,必须从上到下选择一个节点链:" +"举个例子, 让我们把右臂变成一个骨架. 要创建一个骨架, 必须从上到下选择一个节点" +"链:" #: ../../docs/tutorials/animation/cutout_animation.rst:183 msgid "Then, click on the Skeleton menu and select ``Make Bones``." -msgstr "然后,单击Skeleton菜单并选择 ``Make Bones`` ." +msgstr "然后, 单击Skeleton菜单并选择 ``Make Bones`` ." #: ../../docs/tutorials/animation/cutout_animation.rst:187 msgid "This will add bones covering the arm, but the result may be surprising." -msgstr "这将增加覆盖在手臂上的骨头,但结果可能令人惊讶." +msgstr "这将增加覆盖在手臂上的骨头, 但结果可能令人惊讶." #: ../../docs/tutorials/animation/cutout_animation.rst:191 msgid "" @@ -360,8 +364,8 @@ msgid "" "parent. And there's currently no child of the hand node. With this knowledge " "let's try again." msgstr "" -"为什么这只手缺少一根单根骨?在Godot中,使用单根骨把节点和它的父节点连接起来.当" -"前没有手节点的子节点.有了这些知识,让我们再试一次." +"为什么这只手缺少一根单根骨?在Godot中, 使用单根骨把节点和它的父节点连接起来. " +"当前没有手节点的子节点. 有了这些知识, 让我们再试一次." #: ../../docs/tutorials/animation/cutout_animation.rst:195 msgid "" @@ -369,20 +373,20 @@ msgid "" "ref:`Position2D <class_Position2D>` is preferred because it's visible in the " "editor. The endpoint node will ensure that the last bone has orientation." msgstr "" -"第一步是创建端点节点. 任何类型的节点都可以,但是 :ref:`Position2D " -"<class_Position2D>` 是首选,因为它在编辑器中可见. 端点节点将确保最后一个骨骼具" -"有方向." +"第一步是创建端点节点. 任何类型的节点都可以, 但是 :ref:`Position2D " +"<class_Position2D>` 是首选, 因为它在编辑器中可见. 端点节点将确保最后一个骨骼" +"具有方向." #: ../../docs/tutorials/animation/cutout_animation.rst:202 msgid "" "Now select the whole chain, from the endpoint to the arm and create bones:" -msgstr "现在选择整个链,从端点到手臂并创建骨骼:" +msgstr "现在选择整个链, 从端点到手臂并创建骨骼:" #: ../../docs/tutorials/animation/cutout_animation.rst:207 msgid "" "The result resembles a skeleton a lot more, and now the arm and forearm can " "be selected and animated." -msgstr "结果类似于骨架更多,现在可以选择手臂和前臂并设置动画." +msgstr "结果类似于骨架更多, 现在可以选择手臂和前臂并设置动画." #: ../../docs/tutorials/animation/cutout_animation.rst:210 msgid "" @@ -390,8 +394,8 @@ msgid "" "articulable parts of the cutout, with the hip as the ultimate connection " "between all of them." msgstr "" -"为所有重要的末端创建端点.为剪纸的所有可关节部分生成骨骼,臀部是它们之间的最终" -"连接." +"为所有重要的末端创建端点. 为剪纸的所有可关节部分生成骨骼, 臀部是它们之间的最" +"终连接." #: ../../docs/tutorials/animation/cutout_animation.rst:214 msgid "" @@ -400,9 +404,9 @@ msgid "" "we don't want that. To fix this, select the root and hip node, open the " "Skeleton menu, click ``clear bones``." msgstr "" -"你可能会注意到,在连接臀部和躯干时,会多出一个骨头.Godot用骨头将臀部节点连接到" -"场景根部,我们不希望这样,要解决这个问题,选择根部和臀部节点,打开骨架菜单,点击 " -"``clear bones`` ." +"你可能会注意到, 在连接臀部和躯干时, 会多出一个骨头.Godot用骨头将臀部节点连接" +"到场景根部, 我们不希望这样, 要解决这个问题, 选择根部和臀部节点, 打开骨架菜" +"单, 点击 ``clear bones`` ." #: ../../docs/tutorials/animation/cutout_animation.rst:221 msgid "Your final skeleton should look something like this:" @@ -412,13 +416,13 @@ msgstr "您最后的场景应该是这样的:" msgid "" "You might have noticed a second set of endpoints in the hands. This will " "make sense soon." -msgstr "你可能已经注意到了手上的第二组端点.这很快就会有意义." +msgstr "你可能已经注意到了手上的第二组端点. 这很快就会有意义." #: ../../docs/tutorials/animation/cutout_animation.rst:228 msgid "" "Now that the whole figure is rigged, the next step is setting up the IK " "chains. IK chains allow for more natural control of extremities." -msgstr "现在整个人物已经装配好了,下一步就是设置IK链.IK链可以更自然的控制四肢." +msgstr "现在整个人物已经装配好了, 下一步就是设置IK链.IK链可以更自然的控制四肢." #: ../../docs/tutorials/animation/cutout_animation.rst:232 msgid "IK chains" @@ -433,15 +437,15 @@ msgid "" "rotating and positioning several other bones (the shin and the thigh at " "least). This would be quite complex and lead to imprecise results." msgstr "" -"IK 是反向动力学(Inverse Kinematics)的缩写,给手部、足部以及其它肢体的动画带来" -"便利.想象一下,您想要将角色的脚放在地面上的特定位置. 如果没有 IK 链,脚的每次运" -"动都需要旋转和定位其他几个骨骼(至少得涉及大腿及小腿). 这将非常复杂并导致不精" -"确的结果." +"IK 是反向动力学(Inverse Kinematics)的缩写, 给手部, 足部以及其它肢体的动画带来" +"便利. 想象一下, 您想要将角色的脚放在地面上的特定位置. 如果没有 IK 链, 脚的每" +"次运动都需要旋转和定位其他几个骨骼(至少得涉及大腿及小腿). 这将非常复杂并导致" +"不精确的结果." #: ../../docs/tutorials/animation/cutout_animation.rst:241 msgid "" "IK allows us to move directly the foot while the shin and thigh self-adjust." -msgstr "反向动力学(IK)允许我们直接移动脚,同时小腿和大腿可以自我调整." +msgstr "反向动力学(IK)允许我们直接移动脚, 同时小腿和大腿可以自我调整." #: ../../docs/tutorials/animation/cutout_animation.rst:243 msgid "" @@ -449,7 +453,7 @@ msgid "" "the chain. For example, to create an IK chain for the right leg, select the " "following:" msgstr "" -"要创建IK链,请选择从端点到链基的骨骼链.例如,要为右腿创建一条IK链,选择以下:" +"要创建IK链, 请选择从端点到链基的骨骼链. 例如, 要为右腿创建一条IK链, 选择以下:" #: ../../docs/tutorials/animation/cutout_animation.rst:249 msgid "Then enable this chain for IK. Go to Edit > Make IK Chain." @@ -457,7 +461,7 @@ msgstr "然后为IK启用此链. 转到编辑>制作IK链." #: ../../docs/tutorials/animation/cutout_animation.rst:253 msgid "As a result, the base of the chain will turn *Yellow*." -msgstr "结果,链的基部将变为 *黄色*." +msgstr "结果, 链的基部将变为 *黄色*." #: ../../docs/tutorials/animation/cutout_animation.rst:257 msgid "" @@ -465,8 +469,8 @@ msgid "" "chain (e.g. a foot) and move it. You'll see the rest of the chain adjust as " "you adjust its position." msgstr "" -"一旦IK链设置完毕,抓住任何链基(例如脚部)的任意嵌套子节点并移动.你会看到链的剩" -"余部分跟随你的移动调整位置." +"一旦IK链设置完毕, 抓住任何链基(例如脚部)的任意嵌套子节点并移动. 你会看到链的" +"剩余部分跟随你的移动调整位置." #: ../../docs/tutorials/animation/cutout_animation.rst:264 msgid "Animation tips" @@ -478,8 +482,8 @@ msgid "" "for your cutout rigs. For more information on how the animation system in " "Godot works, see :ref:`doc_animations`." msgstr "" -"下面一节将是创建剪纸动画的技巧集合.关于Godot中的动画系统如何工作的更多信息,请" -"参阅 :ref:`doc_animations` ." +"下面一节将是创建剪纸动画的技巧集合. 关于Godot中的动画系统如何工作的更多信息, " +"请参阅 :ref:`doc_animations` ." #: ../../docs/tutorials/animation/cutout_animation.rst:271 msgid "Setting keyframes and excluding properties" @@ -489,14 +493,14 @@ msgstr "设置关键帧和排除属性" msgid "" "Special contextual elements appear in the top toolbar when the animation " "editor window is open:" -msgstr "当动画编辑器窗口打开时,特殊的上下文元素会出现在顶部工具栏中:" +msgstr "当动画编辑器窗口打开时, 特殊的上下文元素会出现在顶部工具栏中:" #: ../../docs/tutorials/animation/cutout_animation.rst:278 msgid "" "The key button inserts location, rotation, and scale keyframes for the " "selected objects or bones at the current playhead position." msgstr "" -"按键按钮在当前游戏开始位置为选定的对象或骨骼插入位置、旋转和缩放关键帧." +"按键按钮在当前游戏开始位置为选定的对象或骨骼插入位置, 旋转和缩放关键帧." #: ../../docs/tutorials/animation/cutout_animation.rst:281 msgid "" @@ -504,8 +508,8 @@ msgid "" "button modify its function, allowing you to specify which of the three " "properties keyframes will be created for." msgstr "" -"通过切换关键帧按钮左边的\"位置\"、\"旋转\"和\"缩放\"按钮,可以修改其功能,允许" -"您指定将为三个属性中的哪一个创建关键帧." +"通过切换关键帧按钮左边的 \"位置\" , \"旋转\" 和 \"缩放\" 按钮, 可以修改其功" +"能, 允许您指定将为三个属性中的哪一个创建关键帧." #: ../../docs/tutorials/animation/cutout_animation.rst:285 msgid "" @@ -517,10 +521,10 @@ msgid "" "when you add a new keyframe. This way, you can avoid adding unwanted scale " "keyframes which would disrupt the existing scale animation." msgstr "" -"下面是一个例子,说明如何使用其的:假设您有一个节点,其中已经有两个关键帧只对其缩" -"放进行动画.您想在同一个节点重叠添加旋转移动.旋转运动应该在不同的时间开始和结" -"束,与已经设置的缩放变化不同.在添加新关键帧时,可以使用切换按钮,只添加旋转信息." -"这样,您就可以避免添加不需要的缩放关键帧,破坏现有的缩放动画." +"下面是一个例子, 说明如何使用其的: 假设您有一个节点, 其中已经有两个关键帧只对" +"其缩放进行动画. 您想在同一个节点重叠添加旋转移动. 旋转运动应该在不同的时间开" +"始和结束, 与已经设置的缩放变化不同. 在添加新关键帧时, 可以使用切换按钮, 只添" +"加旋转信息. 这样, 您就可以避免添加不需要的缩放关键帧, 破坏现有的缩放动画." #: ../../docs/tutorials/animation/cutout_animation.rst:294 msgid "Creating a rest pose" @@ -531,18 +535,18 @@ msgid "" "Think of a rest pose as a default pose that your cutout rig should be set to " "when no other pose is active in your game. Create a rest pose as follows:" msgstr "" -"将休息姿势视为默认姿势,当游戏中没有其他姿势处于活动状态时,应该将其设置为剪纸" -"绑定.创造一个休息姿势如下:" +"将休息姿势视为默认姿势, 当游戏中没有其他姿势处于活动状态时, 应该将其设置为剪" +"纸绑定. 创造一个休息姿势如下:" #: ../../docs/tutorials/animation/cutout_animation.rst:299 msgid "" "1. Make sure the rig parts are positioned in what looks like a \"resting\" " "arrangement." -msgstr "1. 确保绑定部件处于\"休息\"状态." +msgstr "1. 确保绑定部件处于 \"休息\" 状态." #: ../../docs/tutorials/animation/cutout_animation.rst:302 msgid "Create a new animation, rename it \"rest\"." -msgstr "创建一个新动画,重命名为 \"rest\"." +msgstr "创建一个新动画, 重命名为 \"rest\"." #: ../../docs/tutorials/animation/cutout_animation.rst:304 msgid "Select all nodes in your rig (box selection should work fine)." @@ -552,7 +556,7 @@ msgstr "选择装配中的所有节点(应该可以框选)." msgid "" "4. Make sure the \"loc\", \"rot\", and \"scl\" toggle buttons are all active " "in the toolbar." -msgstr "4. 确保工具栏中的\"位置\"、\"旋转\"和\"缩放\"切换按钮都是活动的." +msgstr "4. 确保工具栏中的 \"位置\" , \"旋转\" 和 \"缩放\" 切换按钮都是活动的." #: ../../docs/tutorials/animation/cutout_animation.rst:309 msgid "" @@ -560,8 +564,8 @@ msgid "" "storing their current arrangement. This pose can now be recalled when " "necessary in your game by playing the \"rest\" animation you've created." msgstr "" -"5. 按下关键帧按钮.关键帧将插入所有选择的部件,以存储它们的当前布局.现在,当你需" -"要的时候,你可以通过播放你创建的\"休息\"动画来再次呼叫你的姿势." +"5. 按下关键帧按钮. 关键帧将插入所有选择的部件, 以存储它们的当前布局. 现在, 当" +"你需要的时候, 你可以通过播放你创建的 \"休息\" 动画来再次呼叫你的姿势." #: ../../docs/tutorials/animation/cutout_animation.rst:316 msgid "Modifying rotation only" @@ -571,15 +575,15 @@ msgstr "只修改旋转" msgid "" "When animating a cutout rig, often it's only the rotation of the nodes that " "needs to change. Location and scale are rarely used." -msgstr "当制作剪纸动画绑定时,通常只需要改变节点的旋转.很少使用位置和比例." +msgstr "当制作剪纸动画绑定时, 通常只需要改变节点的旋转. 很少使用位置和比例." #: ../../docs/tutorials/animation/cutout_animation.rst:322 msgid "" "So when inserting keys, you might find it convenient to have only the \"rot" "\" toggle active most of the time:" msgstr "" -"因此,在插入键时,你可能会发现在大多数时间里只有 \"rot\" 切换键处于激活状态,会" -"很方便:" +"因此, 在插入键时, 你可能会发现在大多数时间里只有 \"rot\" 切换键处于激活状态, " +"会很方便:" #: ../../docs/tutorials/animation/cutout_animation.rst:327 msgid "" @@ -597,8 +601,8 @@ msgid "" "keyframes. Selecting the endpoint of the chain and inserting a keyframe will " "automatically insert keyframes for all other parts of the chain too." msgstr "" -"编辑IK链时,不需要选择整个链来添加关键帧.选择链的端点并插入关键帧将自动为链的" -"所有其他部分插入关键帧." +"编辑IK链时, 不需要选择整个链来添加关键帧. 选择链的端点并插入关键帧将自动为链" +"的所有其他部分插入关键帧." #: ../../docs/tutorials/animation/cutout_animation.rst:338 msgid "Visually move a sprite behind its parent" @@ -612,9 +616,9 @@ msgid "" "him. During this animation the whole arm and the object in his hand would " "need to change their visual depth relative to the body of the character." msgstr "" -"有时,在动画过程中,需要让节点相对于其父节点更改其可视深度.想象一个面对镜头的角" -"色,他从背后拿出一个东西放在面前.在这个动画过程中,整个手臂和他手中的物体都需要" -"改变相对于角色身体的视觉深度." +"有时, 在动画过程中, 需要让节点相对于其父节点更改其可视深度. 想象一个面对镜头" +"的角色, 他从背后拿出一个东西放在面前. 在这个动画过程中, 整个手臂和他手中的物" +"体都需要改变相对于角色身体的视觉深度." #: ../../docs/tutorials/animation/cutout_animation.rst:346 msgid "" @@ -624,9 +628,9 @@ msgid "" "Parent\" and/or RemoteTransform2D nodes. They provide overlapping " "functionality." msgstr "" -"为了帮助解决这个问题,在所有二维节点继承节点上都有一个可制作关键帧的\"在父级之" -"后\"属性.当规划你的绑定,考虑它需要执行的动作,并考虑如何使用\"在父级之后\"和/" -"或远程二维变换节点.它们提供重叠的功能." +"为了帮助解决这个问题, 在所有二维节点继承节点上都有一个可制作关键帧的 \"在父级" +"之后\" 属性. 当规划你的绑定, 考虑它需要执行的动作, 并考虑如何使用 \"在父级之" +"后\" 和/或远程二维变换节点. 它们提供重叠的功能." #: ../../docs/tutorials/animation/cutout_animation.rst:354 msgid "Setting easing curves for multiple keys" @@ -644,11 +648,11 @@ msgstr "选择相关的关键帧." msgid "" "Click on the pencil icon in the bottom right of the animation panel. This " "will open the transition editor." -msgstr "点击动画面板右下角的铅笔图标.这将打开过渡编辑器." +msgstr "点击动画面板右下角的铅笔图标. 这将打开过渡编辑器." #: ../../docs/tutorials/animation/cutout_animation.rst:361 msgid "In the transition editor, click on the desired curve to apply it." -msgstr "在过渡编辑器中,点击所需曲线进行应用." +msgstr "在过渡编辑器中, 点击所需曲线进行应用." #: ../../docs/tutorials/animation/cutout_animation.rst:366 msgid "2D Skeletal deform" @@ -660,8 +664,8 @@ msgid "" "to deform organically (e.g. antennae that wobble as an insect character " "walks)." msgstr "" -"骨骼变形可以用来增加一个剪纸绑定,允许单个部件有组织地变形(例如,像昆虫走路时摆" -"动的触角一样)." +"骨骼变形可以用来增加一个剪纸绑定, 允许单个部件有组织地变形(例如, 像昆虫走路时" +"摆动的触角一样)." #: ../../docs/tutorials/animation/cutout_animation.rst:371 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po index d12e84d1b3..59e31e6806 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction.po index 2838b04c03..f368be4bc0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,7 +33,7 @@ msgstr ":ref:`class_AnimationPlayer` 节点允许您创建从简单到复杂的 #: ../../docs/tutorials/animation/introduction.rst:12 msgid "In this guide you learn to:" -msgstr "在本指南中,您将学会:" +msgstr "在本指南中, 您将学会:" #: ../../docs/tutorials/animation/introduction.rst:14 msgid "Work with the Animation Panel" @@ -58,8 +58,8 @@ msgid "" "materials, and so on. You can also modify values of script variables and " "call any function." msgstr "" -"在Godot中,你可以为属性面板中可用的任何内容设置动画.例如节点转换,子画面,UI元" -"素,粒子,材质的可见性和颜色等等.您还可以修改脚本变量的值并调用任何函数." +"在Godot中, 你可以为属性面板中可用的任何内容设置动画. 例如节点转换, 子画面,UI" +"元素, 粒子, 材质的可见性和颜色等等. 您还可以修改脚本变量的值并调用任何函数." #: ../../docs/tutorials/animation/introduction.rst:25 msgid "Create an AnimationPlayer node" @@ -69,7 +69,8 @@ msgstr "创建一个AnimationPlayer节点" msgid "" "To use the animation tools we first have to create an :ref:" "`class_AnimationPlayer` node." -msgstr "要使用动画工具,我们首先必须创建一个 :ref:`class_AnimationPlayer` 节点." +msgstr "" +"要使用动画工具, 我们首先必须创建一个 :ref:`class_AnimationPlayer` 节点." #: ../../docs/tutorials/animation/introduction.rst:30 msgid "" @@ -77,8 +78,8 @@ msgid "" "AnimationPlayer node can hold multiple animations, that can automatically " "transition to one another." msgstr "" -"AnimationPlayer节点类型是动画的数据容器.一个AnimationPlayer节点可以保存多个动" -"画,这些动画可以自动相互转换." +"AnimationPlayer节点类型是动画的数据容器. 一个AnimationPlayer节点可以保存多个" +"动画, 这些动画可以自动相互转换." #: ../../docs/tutorials/animation/introduction.rst:37 msgid "The AnimationPlayer node" @@ -88,7 +89,7 @@ msgstr "AnimationPlayer节点" msgid "" "After creating one click on the AnimationPlayer node in the Node tab to open " "the Animation Panel at the bottom of the viewport." -msgstr "创建后,单击节点选项卡中的AnimationPlayer节点,打开视窗底部的动画面板." +msgstr "创建后, 单击节点选项卡中的AnimationPlayer节点, 打开视窗底部的动画面板." #: ../../docs/tutorials/animation/introduction.rst:45 msgid "The animation panel position" @@ -104,7 +105,7 @@ msgstr "动画面板" #: ../../docs/tutorials/animation/introduction.rst:54 msgid "Animation controls (i.e. add, load, save, and delete animations)" -msgstr "动画控件(即添加、加载、保存和删除动画)" +msgstr "动画控件(即添加, 加载, 保存和删除动画)" #: ../../docs/tutorials/animation/introduction.rst:55 msgid "The tracks listing" @@ -118,7 +119,7 @@ msgstr "带有关键帧的时间轴" msgid "" "The timeline and track controls, where you can zoom the timeline and edit " "tracks for example." -msgstr "时间轴和轨道控件,例如,您可以在其中缩放时间轴和编辑轨道." +msgstr "时间轴和轨道控件, 例如, 您可以在其中缩放时间轴和编辑轨道." #: ../../docs/tutorials/animation/introduction.rst:61 msgid "Computer animation relies on keyframes" @@ -132,7 +133,7 @@ msgstr "关键帧定义属性在某一时间点的值." msgid "" "Diamond shapes represent keyframes in the timeline. A line between two " "keyframes indicates that the value hasn't changed." -msgstr "菱形代表时间轴中的关键帧.两个关键帧之间的线表示该值未更改." +msgstr "菱形代表时间轴中的关键帧. 两个关键帧之间的线表示该值未更改." #: ../../docs/tutorials/animation/introduction.rst:71 msgid "Keyframes in Godot" @@ -142,7 +143,7 @@ msgstr "Godot中的关键帧" msgid "" "The engine interpolates values between keyframes, resulting in a gradual " "change in values over time." -msgstr "引擎在关键帧之间插入值,导致值随时间逐渐变化." +msgstr "引擎在关键帧之间插入值, 导致值随时间逐渐变化." #: ../../docs/tutorials/animation/introduction.rst:79 msgid "Two keyframes are all it takes to obtain a smooth motion" @@ -152,7 +153,7 @@ msgstr "只需两个关键帧就可以获得一个平滑运动" msgid "" "The timeline lets you insert keyframes and change their timing. It also " "defines how long the animation is." -msgstr "时间轴可以让你插入关键帧并更改它们的时序.它还定义动画的时间." +msgstr "时间轴可以让你插入关键帧并更改它们的时序. 它还定义动画的时间." #: ../../docs/tutorials/animation/introduction.rst:87 msgid "The timeline in the animation panel" @@ -164,8 +165,8 @@ msgid "" "tracks reference node properties. Their name or id is a path to the node and " "the affected property." msgstr "" -"动画面板的每一行都是一个动画轨道.普通和转换轨道引用节点属性.它们的名称或id是" -"指向节点和受影响属性的路径." +"动画面板的每一行都是一个动画轨道. 普通和转换轨道引用节点属性. 它们的名称或id" +"是指向节点和受影响属性的路径." #: ../../docs/tutorials/animation/introduction.rst:96 msgid "Example of Normal animation tracks" @@ -178,13 +179,13 @@ msgid "" "\"Play from beginning\" button |Play from beginning| (or pressing :kbd:" "`Shift + D` on keyboard) to see the changes instantly." msgstr "" -"如果你的动画属性错误,你可以随时编辑轨道路径.双击它并输入新的路径.使用 \"从头" -"开始播放\" 按钮|从头开始播放|(或按键盘上的 :kbd:`Shift + D` )播放动画,可以立" -"即看到变化." +"如果你的动画属性错误, 你可以随时编辑轨道路径. 双击它并输入新的路径. 使用 \"从" +"头开始播放\" 按钮|从头开始播放|(或按键盘上的 :kbd:`Shift + D` )播放动画, 可以" +"立即看到变化." #: ../../docs/tutorials/animation/introduction.rst:106 msgid "Tutorial: Creating a simple animation" -msgstr "教程:创建一个简单的动画" +msgstr "教程: 创建一个简单的动画" #: ../../docs/tutorials/animation/introduction.rst:109 msgid "Scene setup" @@ -195,347 +196,351 @@ msgid "" "For this tutorial, we'll create an AnimationPlayer node and a sprite node as " "its child." msgstr "" -"在本教程中,我们将创建一个AnimationPlayer节点和一个sprite节点作为其子节点." +"在本教程中, 我们将创建一个AnimationPlayer节点和一个sprite节点作为其子节点." #: ../../docs/tutorials/animation/introduction.rst:117 msgid "Our scene setup" msgstr "我们的场景设置" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " "the sprite's texture. As a starting point, move the sprite to a left " "position on the screen." msgstr "" -"这个精灵拥有一个图像纹理.我们对该精灵进行动画处理,使其在屏幕上的两点之间移动." -"在本教程中,使用默认的Godot图标作为精灵的纹理.将精灵移动到屏幕上的左边位置作为" -"起点." +"这个精灵拥有一个图像纹理. 我们对该精灵进行动画处理, 使其在屏幕上的两点之间移" +"动. 在本教程中, 使用默认的Godot图标作为精灵的纹理. 将精灵移动到屏幕上的左边位" +"置作为起点." -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" -"将动画节点作为子节点添加到AnimationPlayer节点不是强制要求的,但是这是一种很好" -"的方法来区分动画节点和场景树中的非动画节点." - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -"选择AnimationPlayer节点,然后点击动画编辑器中的 \"Animation\" 按钮.从列表中选" -"择 \"New\" (|Add Animation|)来添加一个新的动画.并在对话框中为该动画输入一个名" -"称." +"选择AnimationPlayer节点, 然后点击动画编辑器中的 \"Animation\" 按钮. 从列表中" +"选择 \"New\" (|Add Animation|)来添加一个新的动画. 并在对话框中为该动画输入一" +"个名称." -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "添加一个新的动画" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "添加轨道" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" -msgstr "要为我们的精灵添加一个新的轨道,选择它并在工具栏中查看:" +msgstr "要为我们的精灵添加一个新的轨道, 选择它并在工具栏中查看:" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "方便按钮" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." -msgstr "这些开关和按钮允许您为选择的节点的位置、旋转和比例分别添加关键帧." +msgstr "这些开关和按钮允许您为选择的节点的位置, 旋转和比例分别添加关键帧." -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." -msgstr "取消选择旋转,因为我们只对本教程的精灵位置感兴趣,并单击键按钮." +msgstr "取消选择旋转, 因为我们只对本教程的精灵位置感兴趣, 并单击键按钮." -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -"由于我们还没有为变换或位置属性设置轨道,Godot询问是否应该设置,点击 " +"由于我们还没有为变换或位置属性设置轨道,Godot询问是否应该设置, 点击 " "**Create** ." -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "这会在时间轴的开头创建一个新轨道和第一个关键帧:" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "精灵跟踪" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "第二个关键帧" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "现在我们需要设置我们的精灵应该到达的目的地以及到达那里需要多长时间." -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -"让我们说,我们希望它需要2秒才能到达另一个点. 默认情况下,动画设置为仅持续1秒,因" -"此在动画面板下方面板的时间轴控件中将其更改为2." +"让我们说, 我们希望它需要2秒才能到达另一个点. 默认情况下, 动画设置为仅持续1" +"秒, 因此在动画面板下方面板的时间轴控件中将其更改为2." -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "动画长度" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." -msgstr "点击2秒附近的时间线标记,将精灵移动到右侧的目标目的地." +msgstr "点击2秒附近的时间线标记, 将精灵移动到右侧的目标目的地." -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "再次单击工具栏中的键按钮. 这创建了我们的第二个关键帧." -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "运行动画" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "单击 ``从头开始播放`` (|从开头播放|)按钮." -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "好极了! 我们的动画运行:" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "动画" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "来来回回" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -"Godot在这里还有一个额外功能.就像之前说的,Godot总是计算两个关键帧之间的帧数.在" -"一个循环中,如果最后没有指定关键帧,第一个关键帧将也是最后一个关键帧." +"Godot在这里还有一个额外功能. 就像之前说的,Godot总是计算两个关键帧之间的帧数. " +"在一个循环中, 如果最后没有指定关键帧, 第一个关键帧将也是最后一个关键帧." -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "动画循环" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -"如果你现在将动画长度设置为4秒,动画就会来回移动.如果改变轨道的循环模式,你可以" -"改变这种行为.这将在下一章中介绍." +"如果你现在将动画长度设置为4秒, 动画就会来回移动. 如果改变轨道的循环模式, 你可" +"以改变这种行为. 这将在下一章中介绍." -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "轨道设置" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." -msgstr "每条轨道最后都有一个设置面板,可以设置更新模式、轨道插值、循环模式。" +msgstr "每条轨道最后都有一个设置面板,可以设置更新模式, 轨道插值, 循环模式。" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "轨道的更新模式告诉 Godot 何时更新属性值。这可以是:" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "连续:每帧都更新属性" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "离散:仅在位于关键帧时更新属性" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "触发器:仅在位于关键帧或触发器时更新属性" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "捕获:记住属性的当前值,并将其与找到的第一个动画关键帧混合" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "轨道模式" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "在普通动画中,你通常使用“连续”。其他类型可用于编排复杂动画。" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "插值告诉 Godot 如何计算关键帧之间的帧值。支持的插值模式有:" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "临近:设置为最接近的关键帧的值" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "线性:使用线性函数计算两个关键帧之间的值" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "三次方:使用三次函数计算两个关键帧之间的值" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "轨道插值" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -"立方插值导致更自然的运动,其中动画在关键帧处较慢而在关键帧之间更快. 这通常用于" -"角色动画. 线性插值创造了更多的机器人运动." +"立方插值导致更自然的运动, 其中动画在关键帧处较慢而在关键帧之间更快. 这通常用" +"于角色动画. 线性插值创造了更多的机器人运动." -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" -msgstr "Godot支持两种循环模式,如果将其设置为循环,则会影响动画:" +msgstr "Godot支持两种循环模式, 如果将其设置为循环, 则会影响动画:" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "循环模式" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -"钳位循环插值:选择此选项后,动画将在此轨道的最后一个关键帧之后停止. 再次到达第" -"一个关键帧时,动画将重置为其值." +"钳位循环插值: 选择此选项后, 动画将在此轨道的最后一个关键帧之后停止. 再次到达" +"第一个关键帧时, 动画将重置为其值." -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -"包循环插值:当选择此项时,Godot会在最后一个关键帧之后计算动画,以再次达到第一个" -"关键帧的值." +"包循环插值: 当选择此项时,Godot会在最后一个关键帧之后计算动画, 以再次达到第一" +"个关键帧的值." -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "其他属性的关键帧" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "Godot不限制您只编辑变换属性. 每个属性都可以用作可以设置关键帧的轨道." -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -"如果你在动画面板可见时选择你的精灵,会获得一个小的关键帧按钮,用于显示精灵的所" -"有属性.点击这个按钮,Godot就会自动为当前动画添加一个轨道和关键帧." +"如果你在动画面板可见时选择你的精灵, 会获得一个小的关键帧按钮, 用于显示精灵的" +"所有属性. 点击这个按钮,Godot就会自动为当前动画添加一个轨道和关键帧." -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "编辑关键帧" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -"对于高级使用和详细编辑关键帧,您可以点击它们,在属性面板中弹出关键帧编辑器,可以" -"用它来直接编辑值." +"对于高级使用和详细编辑关键帧, 您可以点击它们, 在属性面板中弹出关键帧编辑器, " +"可以用它来直接编辑值." -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "关键帧编辑器编辑一个键" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -"此外,还可以通过单击并拖动缓动设置来编辑此关键帧的缓动值.这将告诉戈多,当它到达" -"此关键帧时如何更改属性值." +"此外, 还可以通过单击并拖动缓动设置来编辑此关键帧的缓动值. 这将告诉戈多, 当它" +"到达此关键帧时如何更改属性值." -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." -msgstr "当这个动作\"看起来不正确\"时,您通常会以这种方式调整您的动画." +msgstr "当这个动作 \"看起来不正确\" 时, 您通常会以这种方式调整您的动画." -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" -msgstr "高级:调用方法轨道" +msgstr "高级: 调用方法轨道" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" "index` you know that each node type is a class and has a bunch of callable " "methods." msgstr "" -"Godot的动画引擎并不止于此.如果你已经熟悉了Godot的脚本语言 :ref:" -"`doc_gdscript` 和 :doc:`/classes/index` ,你就知道每个节点类型都是一个类,并且" -"有一堆可调用的方法." +"Godot的动画引擎并不止于此. 如果你已经熟悉了Godot的脚本语言 :ref:" +"`doc_gdscript` 和 :doc:`/classes/index` , 你就知道每个节点类型都是一个类, 并" +"且有一堆可调用的方法." -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "例如 :ref:`class_AudioStreamPlayer` 节点类型有一个播放音频流的方法." -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -544,72 +549,72 @@ msgid "" "reaches this keyframe." msgstr "" "在动画中的特定关键帧中使用一个方法不是很好吗?这时,\"调用方法轨道\" 就派上用" -"场.这些轨道再次引用一个节点,没有引用属性,取而代之的是,一个关键帧保存着一个方" -"法的名称和参数,当Godot到达这个关键帧时,它将调用这个方法." +"场. 这些轨道再次引用一个节点, 没有引用属性, 取而代之的是, 一个关键帧保存着一" +"个方法的名称和参数, 当Godot到达这个关键帧时, 它将调用这个方法." -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -"为了演示,我们将使用调用方法轨道在特定关键帧处播放音频. 通常,要播放音频,你应该" -"使用音轨,但是为了演示方法,我们将采用这种方式." +"为了演示, 我们将使用调用方法轨道在特定关键帧处播放音频. 通常, 要播放音频, 你" +"应该使用音轨, 但是为了演示方法, 我们将采用这种方式." -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -"在场景树中添加 :ref:`class_AudioStreamPlayer`,并使用放在项目中的音频文件设置" +"在场景树中添加 :ref:`class_AudioStreamPlayer`, 并使用放在项目中的音频文件设置" "流." -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." -msgstr "单击动画面板轨道控件上的\"添加轨道\"(|添加轨道|)." +msgstr "单击动画面板轨道控件上的 \"添加轨道\"(|添加轨道|)." -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "从可能的轨道类型列表中选择 \"添加调用方法轨道\"." -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "添加调用方法轨道" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -"在选择窗口中选择 :ref:`class_AudioStreamPlayer`节点. Godot添加了轨道节点的引" +"在选择窗口中选择 :ref:`class_AudioStreamPlayer` 节点. Godot添加了轨道节点的引" "用." -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "选择AudioStreamPlayer" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -"右键单击 Godot 播放示例的时间线,然后单击\"插入关键帧\"选项. 这将显示可为 " +"右键单击 Godot 播放示例的时间线, 然后单击 \"插入关键帧\" 选项. 这将显示可为 " "AudioStreamPlayer 节点调用的方法的列表. 选择第一个." -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" "当Godot到达关键帧时,Godot调用 :ref:`class_AudioStreamPlayer` 节点的 \"play\" " -"函数,播放流媒体." +"函数, 播放流媒体." -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." msgstr "" -"你可以通过在时间轴上拖动它来更改其位置,也可以单击关键帧并使用检查器中的关键帧" -"设置." +"你可以通过在时间轴上拖动它来更改其位置, 也可以单击关键帧并使用检查器中的关键" +"帧设置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po index 10271adcb1..775007ed4e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 865c3859f9..7f0a440d7a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -37,8 +37,8 @@ msgid "" "to submit assets to the AssetLib, you need to have a registered account, and " "be logged in." msgstr "" -"正如 :ref:`doc_using_assetlib` 文档中提到的,为了能够向AssetLib提交资源,您需要" -"有一个注册的帐户,并且需要登录." +"正如 :ref:`doc_using_assetlib` 文档中提到的, 为了能够向AssetLib提交资源, 您需" +"要有一个注册的帐户, 并且需要登录." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:17 msgid "Submission guidelines" @@ -48,7 +48,7 @@ msgstr "提交指南" msgid "" "Before submitting your asset, please ensure it follows all of the " "requirements, and also consider following the recommendations." -msgstr "在提交您的资源之前,请确保您的资源符合所有要求,并考虑遵循规范建议." +msgstr "在提交您的资源之前, 请确保您的资源符合所有要求, 并考虑遵循规范建议." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:23 msgid "Requirements" @@ -60,16 +60,16 @@ msgid "" "accepted. However, in order for your asset to be accepted, there are a few " "requirements your asset needs to meet to be approved." msgstr "" -"一般来说,人们提交给资源库的大部分资源都会被接受.然而,为了使您的资源被接受,资" -"源需要满足一些要求才能被批准." +"一般来说, 人们提交给资源库的大部分资源都会被接受. 然而, 为了使您的资源被接" +"受, 资源需要满足一些要求才能被批准." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:29 msgid "" "The asset must work. If the asset doesn't run or otherwise doesn't work in " "the specified Godot version, then it will be rejected." msgstr "" -"该资产必须能运行,如果该资源在指定的Godot版本中无法运行或无法工作,那么它将被拒" -"绝." +"该资产必须能运行, 如果该资源在指定的Godot版本中无法运行或无法工作, 那么它将被" +"拒绝." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:32 msgid "" @@ -77,9 +77,9 @@ msgid "" "redundant data out of the repository. `Here's a template. <https://github." "com/github/gitignore/blob/master/Godot.gitignore>`_" msgstr "" -"资源必须有一个适合的**.gitignore**文件.重要的一点,不要把多余的数据放在仓库里." -"`这里有一个模板.<https://github.com/github/gitignore/blob/master/Godot." -"gitignore>`_" +"资源必须有一个适合的 **.gitignore** 文件. 重要的一点, 不要把多余的数据放在仓" +"库里.` 这里有一个模板. <https://github.com/github/gitignore/blob/master/" +"Godot.gitignore>`_" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:36 msgid "" @@ -87,8 +87,8 @@ msgid "" "include submodules in the downloaded ZIP file, so if the asset needs the " "contents of the submodule, your asset won't work." msgstr "" -"没有子模块,或者所以子模块必须是非必要的.GitHub不会在下载的ZIP文件中包含子模" -"块,所以如果资源需要子模块内容,你的资源将无法使用." +"没有子模块, 或者所以子模块必须是非必要的.GitHub不会在下载的ZIP文件中包含子模" +"块, 所以如果资源需要子模块内容, 你的资源将无法使用." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:40 msgid "" @@ -98,25 +98,25 @@ msgid "" "license text itself and a copyright statement that includes the year(s) and " "copyright holder." msgstr "" -"许可证必须正确.资源库中列出的许可证必须与仓库中的许可证一致.仓库必须有一个许" -"可证文件,叫做 \"LICENSE \"或 \"LICENSE.md\".这个文件必须包含许可证文本本身和" -"版权声明,包括年份和版权持有人." +"许可证必须正确. 资源库中列出的许可证必须与仓库中的许可证一致. 仓库必须有一个" +"许可证文件, 叫做 \"LICENSE\" 或 \"LICENSE.md\". 这个文件必须包含许可证文本本" +"身和版权声明, 包括年份和版权持有人." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:46 msgid "" "Use proper English for the name and description of your asset. This includes " "using correct capitalization, and using full sentences in the description." msgstr "" -"使用正确的英语来描述资源的名称和说明,这包括使用正确的大写字母,并在描述中使用" -"完整的句子." +"使用正确的英语来描述资源的名称和说明, 这包括使用正确的大写字母, 并在描述中使" +"用完整的句子." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:50 msgid "" "The icon link must be a direct link. For icons hosted on GitHub, the link " "must start with \"raw.githubusercontent.com\", not \"github.com\"." msgstr "" -"图标链接必须是直接链接.对于GitHub上的图标,链接必须以 \"raw.githubusercontent." -"com \"开头,而不是 \"github.com\"." +"图标链接必须是直接链接. 对于GitHub上的图标, 链接必须以 \"raw." +"githubusercontent.com\" 开头, 而不是 \"github.com\"." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:54 msgid "Recommendations" @@ -128,8 +128,8 @@ msgid "" "follow these recommendations, you can help make the asset library a better " "place for all users." msgstr "" -"这些事情并不是你的资源被批准的必要条件,但如果你遵循这些建议,你可以帮助使资源" -"库成为所有用户体验更好的地方." +"这些事情并不是你的资源被批准的必要条件, 但如果你遵循这些建议, 你可以帮助使资" +"源库成为所有用户体验更好的地方." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:60 msgid "" @@ -137,8 +137,8 @@ msgid "" "identify issues with your code, but people using your asset don't need to " "see them." msgstr "" -"修复或禁止所有脚本警告,警告的作用是帮助识别代码中的问题,但使用你的资源的人不" -"需要看到它们." +"修复或禁止所有脚本警告, 警告的作用是帮助识别代码中的问题, 但使用你的资源的人" +"不需要看到它们." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:64 msgid "" @@ -147,8 +147,8 @@ msgid "" "wish to contribute to your asset. See: the :ref:`doc_gdscript_styleguide` or " "the :ref:`doc_c_sharp_styleguide`." msgstr "" -"让代码符合官方的风格指南.拥有一致的风格有助于其他人阅读代码,也有助于其他人为" -"资源做出贡献.参见: :ref:`doc_gdscript_styleguide` 或 :ref:" +"让代码符合官方的风格指南. 拥有一致的风格有助于其他人阅读代码, 也有助于其他人" +"为资源做出贡献. 参见: :ref:`doc_gdscript_styleguide` 或 :ref:" "`doc_c_sharp_styleguide`." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:69 @@ -159,23 +159,23 @@ msgid "" "command prompt in the project folder and run ``type nul > .gdignore`` to " "create a file whose name starts with a period." msgstr "" -"如果存储库里有截图,把它们放在子文件夹里,并在同一文件夹里添加一个 **." -"gdignore** 文件(注意:是 **gd** ,不是 **git** ),这样可以防止Godot导入截图.在" -"Windows上,在项目文件夹中打开命令提示符,运行 ``type nul > .gdignore`` 来创建一" -"个名字以句号开头的文件." +"如果存储库里有截图, 把它们放在子文件夹里, 并在同一文件夹里添加一个 **." +"gdignore** 文件(注意: 是 **gd** , 不是 **git** ), 这样可以防止Godot导入截图. " +"在Windows上, 在项目文件夹中打开命令提示符, 运行 ``type nul > .gdignore`` 来创" +"建一个名字以句号开头的文件." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:75 msgid "" "If your asset is a library for working with other files, consider including " "example files in the asset." -msgstr "如果你的资源是一个用于处理其他文件的库,请考虑在资源中加入示例文件." +msgstr "如果你的资源是一个用于处理其他文件的库, 请考虑在资源中加入示例文件." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:78 msgid "" "The icon should be a square, its aspect ratio should be 1:1. It should also " "ideally have a minimum resolution of 64x64 pixels." msgstr "" -"图标应为正方形,其长宽比应为1:1. 理想情况下,它的最小分辨率应为64x64像素." +"图标应为正方形, 其长宽比应为1:1. 理想情况下, 它的最小分辨率应为64x64像素." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:81 msgid "" @@ -183,8 +183,8 @@ msgid "" "asset's source code on GitHub. Other services may not work reliably, and a " "lack of familiarity can be a barrier to contributors." msgstr "" -"虽然资源库允许的不仅是GitHub,但请考虑将资源的源代码托管在GitHub上,其他服务可" -"能不可靠,而且缺乏熟悉度可能会成为贡献者的障碍." +"虽然资源库允许的不仅是GitHub, 但请考虑将资源的源代码托管在GitHub上, 其他服务" +"可能不可靠, 而且缺乏熟悉度可能会成为贡献者的障碍." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:86 msgid "Submitting" @@ -194,7 +194,7 @@ msgstr "提交" msgid "" "Once you are logged in, you will be able to head over to the \"Submit Assets" "\" page of the AssetLib, which will look like this:" -msgstr "一旦您登录,您将能够转到AssetLib的``提交资源``页面,该页面如下所示:" +msgstr "一旦您登录, 您将能够转到AssetLib的 ``提交资源`` 页面, 该页面如下所示:" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:91 msgid "|image0|" @@ -206,12 +206,12 @@ msgid "" "field is described in terms of what you should put in. We will nonetheless " "go over what is required in the submission form here as well." msgstr "" -"虽然它可能看起来很多(并且向下滚动时会显示更多),每个字段都是根据您应该放入的内" -"容进行描述的.但是,我们仍坚持在这里将提交表单中所需的内容详细阐述一遍." +"虽然它可能看起来很多(并且向下滚动时会显示更多), 每个字段都是根据您应该放入的" +"内容进行描述的. 但是, 我们仍坚持在这里将提交表单中所需的内容详细阐述一遍." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:98 msgid "**Asset Name**:" -msgstr "**资源的名称**:" +msgstr "**资源的名称** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:98 msgid "" @@ -221,7 +221,7 @@ msgstr "您的资源名称. 应该是您资源的特有描述性标题." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:104 msgid "**Category**:" -msgstr "**分类**:" +msgstr "**分类** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:101 msgid "" @@ -231,13 +231,13 @@ msgid "" "viewing the AssetLib from the Project Manager, while assets of the Addon " "type will only be visible from inside a project." msgstr "" -"您的资源所属的类别,并将显示在搜索结果中. 该类别分为 **插件** 和 **项目** . 在" -"编辑器中,项目类型(模板,演示,项目)的资源将显示在项目管理器的AssetLib中,而插件" -"类型的资源仅显示在项目内部中." +"您的资源所属的类别, 并将显示在搜索结果中. 该类别分为 **插件** 和 **项目** . " +"在编辑器中, 项目类型(模板, 演示, 项目)的资源将显示在项目管理器的AssetLib中, " +"而插件类型的资源仅显示在项目内部中." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:110 msgid "**Godot version**:" -msgstr "**Godot 版本**:" +msgstr "**Godot 版本** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:107 msgid "" @@ -248,13 +248,13 @@ msgid "" "when dealing with major versions of the engine, such as Godot 2.x and Godot " "3.x." msgstr "" -"该资产适用的引擎版本.目前,不可能让一个资产条目包含多个引擎版本的下载,所以你可" -"能需要多次提交资产,为其支持的每个Godot版本添加一个条目.在处理主要的引擎版本" -"时,这一点尤其重要,如Godot 2.x和Godot 3.x." +"该资产适用的引擎版本. 目前, 不可能让一个资产条目包含多个引擎版本的下载, 所以" +"你可能需要多次提交资产, 为其支持的每个Godot版本添加一个条目. 在处理主要的引擎" +"版本时, 这一点尤其重要, 如Godot 2.x和Godot 3.x." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:117 msgid "**Version**:" -msgstr "**版本**:" +msgstr "**版本** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:113 msgid "" @@ -264,14 +264,14 @@ msgid "" "be clear and consistent. Note that there is also an internal version number, " "incremented every time the asset download URL is changed or updated." msgstr "" -"资源的版本号. 虽然您可以自由选择和使用您喜欢的任何版本控制方案,但如果您希望资" -"源的版本控制方案清晰且一致,您可能需要查看诸如 `SemVer <https://semver.org>`_ " -"之类的内容. 请注意,系统内还有一个内部版本号,每次更改或更新资源下载地址时都会" -"增加." +"资源的版本号. 虽然您可以自由选择和使用您喜欢的任何版本控制方案, 但如果您希望" +"资源的版本控制方案清晰且一致, 您可能需要查看诸如 `SemVer <https://semver." +"org>`_ 之类的内容. 请注意, 系统内还有一个内部版本号, 每次更改或更新资源下载地" +"址时都会增加." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:122 msgid "**Repository host**:" -msgstr "**存储库主机**:" +msgstr "**存储库主机** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:120 msgid "" @@ -280,13 +280,13 @@ msgid "" "GitLab or Bitbucket. This is where you choose which provider your asset " "uses, so the site can compute the final download link." msgstr "" -"上传到AssetLib的资产并不直接托管在它上面.而是,它们指向托管在第三方Git提供商," -"如GitHub、GitLab或Bitbucket上的仓库.在这里你可以选择你的资产使用哪个提供商,这" -"样网站就可以计算出最终的下载链接." +"上传到AssetLib的资产并不直接托管在它上面. 而是, 它们指向托管在第三方Git提供" +"商, 如GitHub, GitLab或Bitbucket上的仓库. 在这里你可以选择你的资产使用哪个提供" +"商, 这样网站就可以计算出最终的下载链接." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:125 msgid "**Repository URL**:" -msgstr "**存储库地址**:" +msgstr "**存储库地址** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:125 msgid "" @@ -294,12 +294,12 @@ msgid "" "of provider, but it should look similar to `https://github.com/<user>/" "<project>`." msgstr "" -"资源文件/网页的地址. 这将根据您选择的提供商而有所不同,但它的结构类似于 " +"资源文件/网页的地址. 这将根据您选择的提供商而有所不同, 但它的结构类似于 " "`https://github.com/<user>/<project>`." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:130 msgid "**Issues URL**:" -msgstr "**问题地址**:" +msgstr "**问题地址** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:128 msgid "" @@ -308,13 +308,13 @@ msgid "" "github.com/<user>/<project>/issues`. You may leave this field empty if you " "use your provider's issue tracker, and it's part of the same repository." msgstr "" -"资源问题跟踪器的地址. 同样,这将不同于存储库主机,但结构类似于 `https://github." -"com/<user>/<project>/issues`. 如果您使用提供商的问题跟踪器,则可以将此字段留" -"空,因为它是资源存储库的一部分." +"资源问题跟踪器的地址. 同样, 这将不同于存储库主机, 但结构类似于 `https://" +"github.com/<user>/<project>/issues`. 如果您使用提供商的问题跟踪器, 则可以将此" +"字段留空, 因为它是资源存储库的一部分." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:134 msgid "**Download Commit**:" -msgstr "**下载提交**:" +msgstr "**下载提交** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:133 msgid "" @@ -322,12 +322,12 @@ msgid "" "`b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual " "download URL from this." msgstr "" -"该资产的提交.例如, `b1d3172f89b86e52465a74f63a74ac84c491d3e1` .网站以此计算出" -"实际的下载URL." +"该资产的提交. 例如, `b1d3172f89b86e52465a74f63a74ac84c491d3e1` . 网站以此计算" +"出实际的下载URL." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:138 msgid "**Icon URL**:" -msgstr "**图标地址**:" +msgstr "**图标地址** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:137 msgid "" @@ -340,7 +340,7 @@ msgstr "" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:143 msgid "**License**:" -msgstr "**许可证**:" +msgstr "**许可证** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:141 msgid "" @@ -349,13 +349,13 @@ msgid "" "MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://" "opensource.org>`_ for a detailed description of each of the listed licenses." msgstr "" -"您分发资源的许可证. 该列表包括各种免费和开源软件许可证,例如GPL(v2和v3),MIT," +"您分发资源的许可证. 该列表包括各种免费和开源软件许可证, 例如GPL(v2和v3),MIT," "BSD和Boost软件许可证. 您可以访问 `OpenSource.org <https://opensource.org>`_ " "获取每个列出的许可证的详细说明." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:149 msgid "**Description**:" -msgstr "**描述**:" +msgstr "**描述** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:146 msgid "" @@ -364,8 +364,8 @@ msgid "" "formatting with Markdown will be supported, but currently, your only option " "is plain text." msgstr "" -"最后,您可以使用Description字段来查看资源,其功能和行为,更改日志等文本概述. 将" -"来,将支持使用Markdown格式,但目前只支持纯文本." +"最后, 您可以使用Description字段来查看资源, 其功能和行为, 更改日志等文本概述. " +"将来, 将支持使用Markdown格式, 但目前只支持纯文本." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:151 msgid "" @@ -373,12 +373,12 @@ msgid "" "shown at the bottom of the asset page. Use the \"Enable\" checkbox on each " "of the preview submission boxes to enable them." msgstr "" -"您还可以包含最多三个视频和/或图像预览,这些预览将显示在资源页面的底部. 请使用" -"每个预览提交框上的``启用``复选框从而启用它们." +"您还可以包含最多三个视频和/或图像预览, 这些预览将显示在资源页面的底部. 请使用" +"每个预览提交框上的 ``启用`` 复选框从而启用它们." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:155 msgid "**Type**:" -msgstr "**类型**:" +msgstr "**类型** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:156 msgid "Either an image, or a video." @@ -386,7 +386,7 @@ msgstr "图像或视频." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:157 msgid "**Image/YouTube URL**:" -msgstr "**图片/ YouTube的网址**:" +msgstr "**图片/ YouTube的网址** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:158 msgid "Either a link to the image, or to a video, hosted on YouTube." @@ -394,7 +394,7 @@ msgstr "YouTube上托管的图片或视频链接." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:162 msgid "**Thumbnail URL**:" -msgstr "**缩略图地址**:" +msgstr "**缩略图地址** :" #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:160 msgid "" @@ -402,8 +402,8 @@ msgid "" "option will be removed eventually, and thumbnails will be automatically " "computed instead." msgstr "" -"一个图片的URL,它将被用作预览的缩略图.这个选项最终将被删除,而缩略图将被自动计" -"算出来." +"一个图片的URL, 它将被用作预览的缩略图. 这个选项最终将被删除, 而缩略图将被自动" +"计算出来." #: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:164 msgid "" @@ -418,9 +418,10 @@ msgid "" "reviewers on IRC (the ``#godotengine-atelier`` channel on Freenode), or the " "official Discord server." msgstr "" -"完成后,点击提交.你的资产将进入待定队列,你可以在AssetLib `here <https://" -"godotengine.org/asset-library/asset/edit?&asset=-1>`_ 上访问.审批流程是手动" -"的,可能需要几天的时间来接受(或拒绝)你的附加组件,所以请耐心等待,当你的资产被审" -"查时,你会被告知.如果它被拒绝了,你会被告知为什么会这样,并且你将能够在做了适当" -"的修改后再次提交它.你可以在IRC(Freenode上的 ``#godotengine-atelier`` 频道)或" -"官方Discord服务器上给版主/assetlib审查员发消息,从而加快审批流程." +"完成后, 点击提交. 你的资产将进入待定队列, 你可以在AssetLib `here <https://" +"godotengine.org/asset-library/asset/edit?&asset=-1>`_ 上访问. 审批流程是手动" +"的, 可能需要几天的时间来接受(或拒绝)你的附加组件, 所以请耐心等待, 当你的资产" +"被审查时, 你会被告知. 如果它被拒绝了, 你会被告知为什么会这样, 并且你将能够在" +"做了适当的修改后再次提交它. 你可以在IRC(Freenode上的 ``#godotengine-" +"atelier`` 频道)或官方Discord服务器上给版主/assetlib审查员发消息, 从而加快审批" +"流程." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 4948de92bb..3ee62821c3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,8 +35,8 @@ msgid "" "`Godot's official website <https://godotengine.org/asset-library/asset>`_. " "This is what it looks like when you first visit it:" msgstr "" -"如前所述,你可以在 `Godot的官方网站<https://godotengine.org/asset-library/" -"asset>` _ 上访问资产库的web前端.这是你第一次访问它时的样子:" +"如前所述, 你可以在 `Godot 的官方网站 <https://godotengine.org/asset-library/" +"asset>` _ 上访问资产库的web前端. 这是你第一次访问它时的样子:" #: ../../docs/tutorials/assetlib/using_assetlib.rst:16 msgid "|image0|" @@ -47,8 +47,8 @@ msgid "" "At the top, you see the **header**, which takes you to various other parts " "of the AssetLib - at the moment, it's empty, as we are not logged in." msgstr "" -"在顶部,你看到 **header** ,它导航到AssetLib的各个其他部分,目前,它是空的,因为我" -"们没有登录." +"在顶部, 你看到 **header** , 它导航到AssetLib的各个其他部分, 目前, 它是空的, " +"因为我们没有登录." #: ../../docs/tutorials/assetlib/using_assetlib.rst:22 msgid "Searching" @@ -62,9 +62,9 @@ msgid "" "scripts and demos), **engine version** they are intended for, **sorting " "order** (by update date, by name, etc.) and **support level**." msgstr "" -"在中心是 **搜索栏+设置** 部分,以及它下面的 **资源** 部分 - 这使您可以根据一系" -"列标准过滤掉某些类型的资源. 这些包括资源的 **类别** (例如2D工具,脚本和演示), " -"**引擎版本** , **排序** (按更新日期,按名称等)和 **支持级别** ." +"在中心是 **搜索栏+设置** 部分, 以及它下面的 **资源** 部分 - 这使您可以根据一" +"系列标准过滤掉某些类型的资源. 这些包括资源的 **类别** (例如2D工具, 脚本和演" +"示), **引擎版本** , **排序** (按更新日期, 按名称等)和 **支持级别** ." #: ../../docs/tutorials/assetlib/using_assetlib.rst:30 msgid "" @@ -73,8 +73,8 @@ msgid "" "Currently there are three support levels, and each asset can belong to only " "one." msgstr "" -"虽然大多数其他过滤器设置是不言自明的,但值得讨论是资源馆中``支持级别``的含义. " -"目前有三个支持级别,每个资源只能属于一个." +"虽然大多数其他过滤器设置是不言自明的, 但值得讨论是资源馆中 ``支持级别`` 的含" +"义. 目前有三个支持级别, 每个资源只能属于一个." #: ../../docs/tutorials/assetlib/using_assetlib.rst:34 msgid "" @@ -82,8 +82,8 @@ msgid "" "developers. Currently, these include the official engine demos, which " "showcase how various areas of the engine work." msgstr "" -"**官方** 资源由官方Godot Engine开发人员创建和维护. 目前,这些资源包括官方引擎" -"演示,它们展示了引擎工作的各个方面." +"**官方** 资源由官方Godot Engine开发人员创建和维护. 目前, 这些资源包括官方引擎" +"演示, 它们展示了引擎工作的各个方面." #: ../../docs/tutorials/assetlib/using_assetlib.rst:38 msgid "" @@ -97,8 +97,8 @@ msgid "" "issues. They are not recommended for use in serious projects, but you are " "encouraged to download, test them, and submit issues to the original authors." msgstr "" -"**测试** 资源是正在开发中的资源,可能包含错误和可用性问题. 建议不要将它们用于" -"正式的项目中,但建议您下载并测试它们从而向原作者报告问题." +"**测试** 资源是正在开发中的资源, 可能包含错误和可用性问题. 建议不要将它们用于" +"正式的项目中, 但建议您下载并测试它们从而向原作者报告问题." #: ../../docs/tutorials/assetlib/using_assetlib.rst:45 msgid "" @@ -106,8 +106,8 @@ msgid "" "clicking the Search button, receive the list of all assets in the Library " "that match them." msgstr "" -"您可以混合和匹配任何搜索过滤器和条件,并在单击``搜索``按钮后,接收库中与其匹配" -"的所有资源的列表." +"您可以混合和匹配任何搜索过滤器和条件, 并在单击 ``搜索`` 按钮后, 接收库中与其" +"匹配的所有资源的列表." #: ../../docs/tutorials/assetlib/using_assetlib.rst:48 msgid "|image1|" @@ -118,7 +118,7 @@ msgid "" "Note that the search results are not updated in real-time, so you will have " "to re-submit the search query each time you change the query settings." msgstr "" -"请注意,搜索结果不会实时更新,因此每次更改查询设置时都必须重新提交搜索查询." +"请注意, 搜索结果不会实时更新, 因此每次更改查询设置时都必须重新提交搜索查询." #: ../../docs/tutorials/assetlib/using_assetlib.rst:54 msgid "Breakdown of an asset" @@ -168,7 +168,7 @@ msgstr "资源的文字描述." #: ../../docs/tutorials/assetlib/using_assetlib.rst:68 msgid "Links related to the asset (download link, file list, issue tracker)." -msgstr "与资源相关的链接(下载链接,文件列表,问题跟踪器)." +msgstr "与资源相关的链接(下载链接, 文件列表, 问题跟踪器)." #: ../../docs/tutorials/assetlib/using_assetlib.rst:69 msgid "Images and videos showcasing the asset." @@ -186,9 +186,9 @@ msgid "" "existing assets. You do *not* need to be logged in to browse and download " "the assets." msgstr "" -"要将资源上传到AssetLib,您需要登录,为此,您需要一个注册用户帐户. 将来,这还可以" -"让您访问其他功能,例如对现有资源评论或评级. 您 *不* 需要登录就可以浏览和下载资" -"源." +"要将资源上传到AssetLib, 您需要登录, 为此, 您需要一个注册用户帐户. 将来, 这还" +"可以让您访问其他功能, 例如对现有资源评论或评级. 您 *不* 需要登录就可以浏览和" +"下载资源." #: ../../docs/tutorials/assetlib/using_assetlib.rst:79 msgid "The login/registration page can be accessed from the AssetLib header." @@ -203,8 +203,8 @@ msgid "" "From here, you can register your account, which requires a valid email " "address, a username, and a (preferably strong) password." msgstr "" -"在这里,您可以注册您的帐户,该帐户需要有效的电子邮件地址,用户名和密码(最好是强" -"密码)." +"在这里, 您可以注册您的帐户, 该帐户需要有效的电子邮件地址, 用户名和密码(最好是" +"强密码)." #: ../../docs/tutorials/assetlib/using_assetlib.rst:86 msgid "|image4|" @@ -212,7 +212,7 @@ msgstr "|image4|" #: ../../docs/tutorials/assetlib/using_assetlib.rst:88 msgid "Then, you can use your username and password to log in." -msgstr "然后,您可以使用您的用户名和密码登录." +msgstr "然后, 您可以使用您的用户名和密码登录." #: ../../docs/tutorials/assetlib/using_assetlib.rst:90 msgid "|image5|" @@ -222,13 +222,13 @@ msgstr "|image5|" msgid "" "This will change the look of the AssetLib header. Now you get access to a " "handful of new functions:" -msgstr "这将改变AssetLib标题的外观.现在你可以访问一些新的功能:" +msgstr "这将改变AssetLib标题的外观. 现在你可以访问一些新的功能:" #: ../../docs/tutorials/assetlib/using_assetlib.rst:95 msgid "" "The feed, which shows a list of status updates on your submitted assets (and " "possibly more in the future)." -msgstr "Feed,显示已提交资源的状态更新列表(将来可能更多)." +msgstr "Feed, 显示已提交资源的状态更新列表(将来可能更多)." #: ../../docs/tutorials/assetlib/using_assetlib.rst:96 msgid "A list of your uploaded assets." @@ -248,7 +248,7 @@ msgid "" "submission guidelines are, in the next part of this tutorial, :ref:" "`doc_uploading_to_assetlib`." msgstr "" -"你可以在本教程的下一部分学习如何向库提交资产,以及资产提交指南是什么, :ref:" +"你可以在本教程的下一部分学习如何向库提交资产, 以及资产提交指南是什么, :ref:" "`doc_uploading_to_assetlib`." #: ../../docs/tutorials/assetlib/using_assetlib.rst:105 @@ -262,7 +262,7 @@ msgid "" "**AssetLib** tab." msgstr "" "编辑器将根据你是在浏览项目管理器的 **Templates** 模板选项卡或是编辑器的 **模" -"板** 资产库选项卡,显示不同类别的资产." +"板** 资产库选项卡, 显示不同类别的资产." #: ../../docs/tutorials/assetlib/using_assetlib.rst:113 msgid "" @@ -270,8 +270,8 @@ msgid "" "standalone projects by themselves. This is denoted on the asset library with " "the *Templates*, *Demos* and *Projects* categories." msgstr "" -"项目管理器的 **Templates** 模板选项卡将只显示本身是独立项目的资产.这在资产库" -"上用 *Templates* 、 *Demos* 和 *Projects* 类别来表示." +"项目管理器的 **Templates** 模板选项卡将只显示本身是独立项目的资产. 这在资产库" +"上用 *Templates* , *Demos* 和 *Projects* 类别来表示." #: ../../docs/tutorials/assetlib/using_assetlib.rst:117 msgid "" @@ -279,8 +279,8 @@ msgid "" "standalone projects by themselves. In other words, it will display assets " "from all categories except *Templates*, *Demos* and *Projects*." msgstr "" -"编辑器的 **AssetLib** 选项卡将只显示本身 *不是* 独立项目的资产.换句话说,它将" -"显示除 *Template* 、 *Demos* 和 *Projects* 以外的所有类别的资产." +"编辑器的 **AssetLib** 选项卡将只显示本身 *不是* 独立项目的资产. 换句话说, 它" +"将显示除 *Template* , *Demos* 和 *Projects* 以外的所有类别的资产." #: ../../docs/tutorials/assetlib/using_assetlib.rst:121 msgid "You can also access the AssetLib directly from Godot:" @@ -300,8 +300,8 @@ msgid "" "Once it's finished, you will see a window similar to what the AssetLib " "website looks like, with some differences:" msgstr "" -"单击它,Godot将从AssetLib获取有关资源的信息. 一旦完成,您将看到一个类似于" -"AssetLib网站的窗口,但有一些不同之处:" +"单击它,Godot将从AssetLib获取有关资源的信息. 一旦完成, 您将看到一个类似于" +"AssetLib网站的窗口, 但有一些不同之处:" #: ../../docs/tutorials/assetlib/using_assetlib.rst:131 msgid "|image8|" @@ -312,23 +312,24 @@ msgid "" "Similarly to the web version of the AssetLib, here you can search for assets " "by category, name, and sort them by factors such as name or edit date." msgstr "" -"与AssetLib的网页版本类似,您可以在此处按类别,名称搜索资源,并按名称或编辑日期等" -"因素对其进行排序." +"与AssetLib的网页版本类似, 您可以在此处按类别, 名称搜索资源, 并按名称或编辑日" +"期等因素对其进行排序." #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 +#, fuzzy msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" -"值得注意的是,你只能获取你正在运行的Godot的当前版本的资产.项目、演示和模板可以" -"从AssetLib的Project Manager视图中下载.附加组件(工具、脚本、材质等)可以从项目" -"内的AssetLib下载并添加到当前项目中.此外,与使用web前端不同,搜索结果是实时更新" -"的,不必在每次更改搜索查询后再按搜索." +"值得注意的是, 你只能获取你正在运行的Godot的当前版本的资产. 项目, 演示和模板可" +"以从AssetLib的Project Manager视图中下载. 附加组件(工具, 脚本, 材质等)可以从项" +"目内的AssetLib下载并添加到当前项目中. 此外, 与使用web前端不同, 搜索结果是实时" +"更新的, 不必在每次更改搜索查询后再按搜索." #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 msgid "" @@ -338,13 +339,13 @@ msgid "" "is supported, as well as the version that may be running on your local " "machine's web server (the localhost option)." msgstr "" -"将来,您将能够选择一个不同的AssetLib提供程序来获取资源(使用Site的下拉菜单),但" -"是目前只支持官方的 `Godot网站 <https://godotengine.org>`_ 版本的AssetLib ,和" -"可能在本地Web服务器上运行的资源馆(见localhost选项)." +"将来, 您将能够选择一个不同的AssetLib提供程序来获取资源(使用Site的下拉菜单), " +"但是目前只支持官方的 `Godot 网站 <https://godotengine.org>`_ 版本的" +"AssetLib , 和可能在本地Web服务器上运行的资源馆(见localhost选项)." #: ../../docs/tutorials/assetlib/using_assetlib.rst:150 msgid "When you click on an asset, you will see more information about it." -msgstr "单击资源时,您将看到有关它的更多信息." +msgstr "单击资源时, 您将看到有关它的更多信息." #: ../../docs/tutorials/assetlib/using_assetlib.rst:152 msgid "|image9|" @@ -356,8 +357,8 @@ msgid "" "asset, and will track download progress of it at the bottom of the editor " "window. If the download fails, you can retry it using the Retry button." msgstr "" -"如果单击Install按钮,Godot引擎将下载资源的压缩包,并将在编辑器窗口的底部显示它" -"的下载进度. 如果下载失败,您可以使用Retry按钮重试." +"如果单击Install按钮,Godot引擎将下载资源的压缩包, 并将在编辑器窗口的底部显示它" +"的下载进度. 如果下载失败, 您可以使用Retry按钮重试." #: ../../docs/tutorials/assetlib/using_assetlib.rst:158 msgid "|image10|" @@ -367,7 +368,8 @@ msgstr "|image10|" msgid "" "When it finishes, you can proceed to install it using the Install button. " "This will bring up the Package Installer window." -msgstr "完成后,您可以使用Install按钮继续安装它. 这将打开Package Installer窗口." +msgstr "" +"完成后, 您可以使用Install按钮继续安装它. 这将打开Package Installer窗口." #: ../../docs/tutorials/assetlib/using_assetlib.rst:163 msgid "|image11|" @@ -381,9 +383,9 @@ msgid "" "files will be shown in red, and hovering over them will show you a message " "stating why it cannot be installed." msgstr "" -"在这里,您可以看到将要安装的所有文件的列表. 您可以勾选您不想安装的任何文件," -"Godot引擎也会告知您无法安装的文件的任何问题. 这些文件将以红色显示,将鼠标悬停" -"在它们上方会显示一条消息,说明无法安装的原因." +"在这里, 您可以看到将要安装的所有文件的列表. 您可以勾选您不想安装的任何文件," +"Godot引擎也会告知您无法安装的文件的任何问题. 这些文件将以红色显示, 将鼠标悬停" +"在它们上方会显示一条消息, 说明无法安装的原因." #: ../../docs/tutorials/assetlib/using_assetlib.rst:171 msgid "|image12|" @@ -396,9 +398,9 @@ msgid "" "images or 3D models. Once this is done, you should see a message stating " "that the Package installation is complete." msgstr "" -"完成后,您可以按Install按钮,该按钮将解压缩存档中的所有文件,并导入其中包含的所" -"有资源,例如图像或3D模型. 完成此操作后,您应该会看到一条消息,指出Package安装已" -"完成." +"完成后, 您可以按Install按钮, 该按钮将解压缩存档中的所有文件, 并导入其中包含的" +"所有资源, 例如图像或3D模型. 完成此操作后, 您应该会看到一条消息, 指出Package安" +"装已完成." #: ../../docs/tutorials/assetlib/using_assetlib.rst:178 msgid "|image13|" @@ -413,4 +415,4 @@ msgid "" "covered." msgstr "" "您还可以使用Import按钮导入在其他位置获取的资源压缩包(例如直接从AssetLib 网页" -"前端下载的),这将引导您完成与我们刚刚通过Godot引擎实现的程序包安装过程." +"前端下载的), 这将引导您完成与我们刚刚通过Godot引擎实现的程序包安装过程." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 7561d4ea89..0e78a50087 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "download directly from within the engine, but it can also be accessed at " "Godot's `official website <https://godotengine.org/asset-library/asset>`_." msgstr "" -"Godot资源馆,也称为AssetLib,是用户提交的Godot插件,脚本,工具和其他资源(统称为资" -"源)的存储库. 它们可供所有Godot用户直接从引擎内下载,或从Godot的 `官方网站 " -"<https://godotengine.org/asset-library/asset>`_ 上下载." +"Godot资源馆, 也称为AssetLib, 是用户提交的Godot插件, 脚本, 工具和其他资源(统称" +"为资源)的存储库. 它们可供所有Godot用户直接从引擎内下载, 或从Godot的 `官方网" +"站 <https://godotengine.org/asset-library/asset>`_ 上下载." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:11 msgid "" @@ -42,9 +42,9 @@ msgid "" "distributed under non-free, proprietary licenses, limiting what you can do " "with them." msgstr "" -"从表面上看,资产库的外观和功能可能类似于其他引擎的资产库,比如Unity的资产库,或" -"者虚幻引擎的市场,在那里你可以提交免费的资产,以及付费的商业资产.此外,很多时候," -"这些资产是在非自由、专有的许可证下发布的,限制了你对它们的使用." +"从表面上看, 资产库的外观和功能可能类似于其他引擎的资产库, 比如Unity的资产库, " +"或者虚幻引擎的市场, 在那里你可以提交免费的资产, 以及付费的商业资产. 此外, 很" +"多时候, 这些资产是在非自由, 专有的许可证下发布的, 限制了你对它们的使用." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:17 msgid "" @@ -53,8 +53,8 @@ msgid "" "and the Boost Software License). This makes the AssetLib more similar to the " "software repositories of a Linux distribution." msgstr "" -"资源馆是不同的 - 所有资源都是免费分发的,并且服从多种开源许可证(例如MIT许可证," -"GPL和Boost软件许可证). 这使得AssetLib更类似于Linux发行版的软件存储库." +"资源馆是不同的 - 所有资源都是免费分发的, 并且服从多种开源许可证(例如MIT许可" +"证,GPL和Boost软件许可证). 这使得AssetLib更类似于Linux发行版的软件存储库." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:21 msgid "" @@ -62,8 +62,8 @@ msgid "" "Godot, and on the website), how you can submit your own assets, and what the " "guidelines for submission are." msgstr "" -"接下的内容将介绍如何使用AssetLib(从Godot引擎内部或网站上),如何提交自己的资源," -"以及提交指南." +"接下的内容将介绍如何使用AssetLib(从Godot引擎内部或网站上), 如何提交自己的资" +"源, 以及提交指南." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:24 msgid "" @@ -73,9 +73,9 @@ msgid "" "asset-library>`_, where you can submit pull requests and issues, so please " "do not hesitate to visit it!" msgstr "" -"请注意,AssetLib相对年轻 - 它可能有各种不足,错误和可用性问题. 与所有Godot项目" +"请注意,AssetLib相对年轻 - 它可能有各种不足, 错误和可用性问题. 与所有Godot项目" "一样,AssetLib的代码存储库可以在 `GitHub <https://github.com/godotengine/" -"godot-asset-library>`_ 上找到,您可以在那里提交请求和问题,请不要犹豫地访问它" +"godot-asset-library>`_ 上找到, 您可以在那里提交请求和问题, 请不要犹豫地访问它" "吧!" #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:29 @@ -85,7 +85,7 @@ msgstr "资产类型" #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:31 msgid "" "Be aware that there are, broadly, two different types of assets you can post." -msgstr "要知道,你可以发布的资源大致有两种不同的类型." +msgstr "要知道, 你可以发布的资源大致有两种不同的类型." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:33 msgid "" @@ -93,8 +93,8 @@ msgid "" "\"Templates\" tab in the Godot project manager. These assets are standalone " "Godot projects that can run by themselves." msgstr "" -"标为 \"模板\"、\"项目 \"或 \"演示 \"的资源出现在Godot项目管理的 \"模板 \"标签" -"下.这些资源是独立的Godot项目,可以单独运行." +"标为 \"模板\" , \"项目\" 或 \"演示\" 的资源出现在Godot项目管理的 \"模板\" 标" +"签下. 这些资源是独立的Godot项目, 可以单独运行." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:37 msgid "" @@ -102,8 +102,8 @@ msgid "" "screen tab, next to \"2D\", \"3D\", and \"Script\". These assets are meant " "to be downloaded and placed into an existing Godot project." msgstr "" -"其他资源显示在Godot编辑器内部的 \"AssetLib \"主屏幕标签下,\"2D\"、\"3D \"和 " -"\"Script \"旁边.这些资源可以下载并存入现有的Godot项目中." +"其他资源显示在Godot编辑器内部的 \"AssetLib\" 主屏幕标签下,\"2D\" , \"3D\" 和 " +"\"Script\" 旁边. 这些资源可以下载并存入现有的Godot项目中." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:42 msgid "Frequently asked questions" @@ -119,5 +119,5 @@ msgid "" "libraries which allow it. That said, you are allowed to monetize and sell " "Godot assets outside the Asset Library." msgstr "" -"不是对官方的,虽然在未来,可能会有其他资产库允许这样做.也就是说,你可以在资产库" -"以外的地方将Godot资产货币化和出售." +"不是对官方的, 虽然在未来, 可能会有其他资产库允许这样做. 也就是说, 你可以在资" +"产库以外的地方将Godot资产货币化和出售." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po index fb8bd6b34b..42dd4e42dd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,7 +30,7 @@ msgstr "简介" msgid "" "Godot's audio processing code has been written with games in mind, with the " "aim of achieving an optimal balance between performance and sound quality." -msgstr "Godot的音频处理代码是为了游戏而写的,以达到性能和音质之间的最佳平衡." +msgstr "Godot的音频处理代码是为了游戏而写的, 以达到性能和音质之间的最佳平衡." #: ../../docs/tutorials/audio/audio_buses.rst:12 msgid "" @@ -39,9 +39,9 @@ msgid "" "the device running your game will limit the number of buses and effects that " "can be used before performance starts to suffer." msgstr "" -"Godot的音频引擎允许创建任意数量的音频总线,并且可以向每个总线添加任意数量的效" -"果处理器.运行游戏的设备的硬件会限制总线的数量,以及在性能开始下降之前可以使用" -"的效果." +"Godot的音频引擎允许创建任意数量的音频总线, 并且可以向每个总线添加任意数量的效" +"果处理器. 运行游戏的设备的硬件会限制总线的数量, 以及在性能开始下降之前可以使" +"用的效果." #: ../../docs/tutorials/audio/audio_buses.rst:18 msgid "Decibel scale" @@ -52,11 +52,12 @@ msgid "" "Godot's sound interface is designed to meet the expectations of sound design " "professionals. To this end, it primarily uses the decibel scale." msgstr "" -"Godot的声音界面是为了满足声音设计专业人士的期望而设计的.因此主要采用分贝标度." +"Godot的声音界面是为了满足声音设计专业人士的期望而设计的. 因此主要采用分贝标" +"度." #: ../../docs/tutorials/audio/audio_buses.rst:23 msgid "For those unfamiliar with it, it can be explained with a few facts:" -msgstr "对于那些不熟悉它的人,可以用一些事实来解释:" +msgstr "对于那些不熟悉它的人, 可以用一些事实来解释:" #: ../../docs/tutorials/audio/audio_buses.rst:25 msgid "" @@ -64,7 +65,7 @@ msgid "" "power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" "`10`\\ (P/P\\ :sub:`0`\\ ))." msgstr "" -"分贝(dB)标度是一个相对标度.它等于声功率比的常用对数的20倍(20 × log\\ :sub:" +"分贝(dB)标度是一个相对标度. 它等于声功率比的常用对数的20倍(20 × log\\ :sub:" "`10`\\ (P/P/\\ :sub:`0`\\ ))." #: ../../docs/tutorials/audio/audio_buses.rst:28 @@ -72,13 +73,13 @@ msgid "" "For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor " "of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." msgstr "" -"每增/减6分贝,声幅就会加倍/减半.12dB代表系数4,18dB代表系数8,20dB代表系数" -"10,40dB代表系数100,以此类推." +"每增/减6分贝, 声幅就会加倍/减半.12dB代表系数4,18dB代表系数8,20dB代表系数" +"10,40dB代表系数100, 以此类推." #: ../../docs/tutorials/audio/audio_buses.rst:30 msgid "" "Since the scale is logarithmic, true zero (no audio) can't be represented." -msgstr "由于比例是对数的,因此无法表示真零(无音频)." +msgstr "由于比例是对数的, 因此无法表示真零(无音频)." #: ../../docs/tutorials/audio/audio_buses.rst:31 msgid "" @@ -87,15 +88,15 @@ msgid "" "amplitudes that are too high to be represented properly below 0 dB create a " "kind of distortion called *clipping*." msgstr "" -"0 dB 是数字音频系统中可能的最大振幅.这个限制不是人为的限制,而是声音硬件的限" -"制.因振幅太高而无法完全反映在0dB以下的音频,会产生一种被称为 *削波* 的失真." +"0 dB 是数字音频系统中可能的最大振幅. 这个限制不是人为的限制, 而是声音硬件的限" +"制. 因振幅太高而无法完全反映在0dB以下的音频, 会产生一种被称为 *削波* 的失真." #: ../../docs/tutorials/audio/audio_buses.rst:35 msgid "" "To avoid clipping, your sound mix should be arranged so that the output of " "the *master bus* (more on that later) never exceeds 0 dB." msgstr "" -"为了避免削波,你应该调整混音,使*主母线*(后面会有更多的介绍)绝对不超过0dB." +"为了避免削波, 你应该调整混音, 使 *主母线*(后面会有更多的介绍)绝对不超过0dB." #: ../../docs/tutorials/audio/audio_buses.rst:37 msgid "" @@ -103,8 +104,8 @@ msgid "" "sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 " "dB and so on." msgstr "" -"低于0dB限制的每6dB,声能就会 *减半* . 这意味着-6dB的音量是0dB的一半. -12dB" -"是-6dB的一半,依此类推." +"低于0dB限制的每6dB, 声能就会 *减半* . 这意味着-6dB的音量是0dB的一半. -12dB" +"是-6dB的一半, 依此类推." #: ../../docs/tutorials/audio/audio_buses.rst:40 msgid "" @@ -112,16 +113,16 @@ msgid "" "-60 dB and -80 dB. This makes your working range generally between -60 dB " "and 0 dB." msgstr "" -"使用分贝时,-60dB和-80dB范围内的声音被认为是听不见的.也就是说你的工作范围一般" -"在-60dB和0dB之间." +"使用分贝时, -60dB和-80dB范围内的声音被认为是听不见的. 也就是说你的工作范围一" +"般在-60dB和0dB之间." #: ../../docs/tutorials/audio/audio_buses.rst:44 msgid "" "This can take a bit getting used to, but it's friendlier in the end and will " "allow you to communicate better with audio professionals." msgstr "" -"这可能需要一点时间来习惯,但最终会变得友好,并且可以让您与音频专业人员更好地进" -"行交流." +"这可能需要一点时间来习惯, 但最终会变得友好, 并且可以让您与音频专业人员更好地" +"进行交流." #: ../../docs/tutorials/audio/audio_buses.rst:50 msgid "Audio buses can be found in the bottom panel of the Godot editor:" @@ -136,8 +137,8 @@ msgid "" "indicates the amplitude of the signal passing through." msgstr "" "*音频总线* (audio bus)(通常也称为 *音频通道* (audio channel) )是音频从扬声器" -"播放出来之前通过的地方.它可以 *修改* 和 *重路由* 音频数据 .音频总线有一个 VU" -"表(播放声音时亮起的条形),表示通过的信号的幅度." +"播放出来之前通过的地方. 它可以 *修改* 和 *重路由* 音频数据. 音频总线有一个 VU" +"表(播放声音时亮起的条形), 表示通过的信号的幅度." #: ../../docs/tutorials/audio/audio_buses.rst:60 msgid "" @@ -149,10 +150,10 @@ msgid "" "the non-master audio buses. Routing always passes audio from buses on the " "right to buses further to the left. This avoids infinite routing loops." msgstr "" -"最左边的总线是 *主总线* . 此总线将混音输出到你的扬声器,因此,正如之前 *分贝标" -"度* 部分所述,请确保主总线中的混音水平永远低于 0 dB.其余的音频总线可以灵活地进" -"行路由. 在修改声音后,它们会将其发送到左边的另一条总线上.非主总线的目标总线可" -"以被单独设置.而右侧总线的音频会被路由至左侧总线,这避免了无限循环." +"最左边的总线是 *主总线* . 此总线将混音输出到你的扬声器, 因此, 正如之前 *分贝" +"标度* 部分所述, 请确保主总线中的混音水平永远低于 0 dB. 其余的音频总线可以灵活" +"地进行路由. 在修改声音后, 它们会将其发送到左边的另一条总线上. 非主总线的目标" +"总线可以被单独设置. 而右侧总线的音频会被路由至左侧总线, 这避免了无限循环." #: ../../docs/tutorials/audio/audio_buses.rst:70 msgid "" @@ -169,12 +170,12 @@ msgid "" "To test passing audio to a bus, create an AudioStreamPlayer node, load an " "AudioStream and select a target bus for playback:" msgstr "" -"要测试将音频传递到总线,请创建AudioStreamPlayer节点,加载AudioStream并选择要播" -"放的目标总线:" +"要测试将音频传递到总线, 请创建AudioStreamPlayer节点, 加载AudioStream并选择要" +"播放的目标总线:" #: ../../docs/tutorials/audio/audio_buses.rst:80 msgid "Finally, toggle the **Playing** property to **On** and sound will flow." -msgstr "最后将 **Playing** 属性勾上 **On** ,声音就开始播放了." +msgstr "最后将 **Playing** 属性勾上 **On** , 声音就开始播放了." #: ../../docs/tutorials/audio/audio_buses.rst:84 msgid "" @@ -195,7 +196,7 @@ msgstr "音频总线可以包含各种效果. 这些效果以某种方式修改 msgid "" "Try them all out to get a sense of how they alter sound. Here follows a " "short description of the available effects:" -msgstr "全部试一试,感受声音的改变.下面是对以上效果的简短描述:" +msgstr "全部试一试, 感受声音的改变. 下面是对以上效果的简短描述:" #: ../../docs/tutorials/audio/audio_buses.rst:98 msgid "Amplify" @@ -207,8 +208,8 @@ msgid "" "Setting the level too high can make the sound clip, which is usually " "undesirable." msgstr "" -"增幅改变信号的振幅.使用时要小心.把电平调得太高的话,声音就会被削波,这通常是不" -"可取的." +"增幅改变信号的振幅. 使用时要小心. 把电平调得太高的话, 声音就会被削波, 这通常" +"是不可取的." #: ../../docs/tutorials/audio/audio_buses.rst:105 msgid "BandLimit and BandPass" @@ -222,9 +223,10 @@ msgid "" "the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's " "*Voodoo Child (Slight Return)*." msgstr "" -"它们是共振滤波器,在 *截断* (Cutoff)点附近阻断频率.带通滤波器可以用来模拟旧电" -"话线路或扩音器传出的声音.调节带通滤波器的频率,可以模拟吉他哇音(wah-wah)踏板的" -"声音,想想吉米·亨德里克斯在 *Voodoo Child (Slight Return)* 中使用的吉他吧." +"它们是共振滤波器, 在 *截断* (Cutoff)点附近阻断频率. 带通滤波器可以用来模拟旧" +"电话线路或扩音器传出的声音. 调节带通滤波器的频率, 可以模拟吉他哇音(wah-wah)踏" +"板的声音, 想想吉米·亨德里克斯在 *Voodoo Child (Slight Return)* 中使用的吉他" +"吧." #: ../../docs/tutorials/audio/audio_buses.rst:114 msgid "Chorus" @@ -238,9 +240,9 @@ msgid "" "together again. This creates a shimmering effect and adds stereo width to " "the sound." msgstr "" -"和声效果器会复制传入的音频,稍微延迟重复信号,并使用低频振荡器连续调节重复信号" -"的音高,然后再将重复信号(一个或多个)和原始信号混合在一起.这就产生了一种微光效" -"果,并增加了声音的立体声宽度." +"和声效果器会复制传入的音频, 稍微延迟重复信号, 并使用低频振荡器连续调节重复信" +"号的音高, 然后再将重复信号(一个或多个)和原始信号混合在一起. 这就产生了一种微" +"光效果, 并增加了声音的立体声宽度." #: ../../docs/tutorials/audio/audio_buses.rst:122 msgid "Compressor" @@ -256,14 +258,14 @@ msgid "" "range of signals with very loud and quiet parts. Reducing the dynamic range " "of a signal can make it easier to mix." msgstr "" -"当输入信号的幅度超过某一阈值时,动态范围压缩器会自动衰减该信号的电平.衰减的程" -"度与传入的音频超过阈值的程度成正比.压缩器的\"比例\"参数控制衰减的系数.压缩器" -"的主要用途之一是,一个信号具有非常大声和小声的部分时,压缩器可以用于降低动态范" -"围.降低信号的动态范围会更方便混音." +"当输入信号的幅度超过某一阈值时, 动态范围压缩器会自动衰减该信号的电平. 衰减的" +"程度与传入的音频超过阈值的程度成正比. 压缩器的 \"比例\" 参数控制衰减的系数. " +"压缩器的主要用途之一是, 一个信号具有非常大声和小声的部分时, 压缩器可以用于降" +"低动态范围. 降低信号的动态范围会更方便混音." #: ../../docs/tutorials/audio/audio_buses.rst:132 msgid "The compressor has many uses. For example:" -msgstr "压缩器有很多用途.例如:" +msgstr "压缩器有很多用途. 例如:" #: ../../docs/tutorials/audio/audio_buses.rst:134 msgid "It can be used in the Master bus to compress the whole output." @@ -272,7 +274,7 @@ msgstr "它可以在主总线中用于压缩整体输出." #: ../../docs/tutorials/audio/audio_buses.rst:135 msgid "" "It can be used in voice channels to ensure they sound as even as possible." -msgstr "它可以在人声通道中使用,使它们听起来尽可能均匀." +msgstr "它可以在人声通道中使用, 使它们听起来尽可能均匀." #: ../../docs/tutorials/audio/audio_buses.rst:136 msgid "" @@ -281,15 +283,15 @@ msgid "" "technique is very common in video game mixing to \"duck\" the level of music " "or sound effects when voices need to be heard." msgstr "" -"它可以是 *Sidechained* . 也就是说,它可以利用另一个音频总线的电平来降低一个信" -"号的电平,进行阈值检测.这种技术在电子游戏混音中非常常见.在出现语音时,音乐或音" -"效的电平会被\"降低\"." +"它可以是 *Sidechained* . 也就是说, 它可以利用另一个音频总线的电平来降低一个信" +"号的电平, 进行阈值检测. 这种技术在电子游戏混音中非常常见. 在出现语音时, 音乐" +"或音效的电平会被 \"降低\"." #: ../../docs/tutorials/audio/audio_buses.rst:140 msgid "" "It can accentuate transients by using a slower attack. This can make sound " "effects more punchy." -msgstr "它可以通过较慢的启动(attack)来强调瞬态.让音效听起来更有力." +msgstr "它可以通过较慢的启动(attack)来强调瞬态. 让音效听起来更有力." #: ../../docs/tutorials/audio/audio_buses.rst:145 msgid "" @@ -298,7 +300,7 @@ msgid "" "`limiter <doc_audio_buses_limiter>` is likely a better choice than a " "compressor." msgstr "" -"如果你的目标是防止信号总体超过某个振幅限制,而不是减少信号的动态范围……那么, :" +"如果你的目标是防止信号总体超过某个振幅限制, 而不是减少信号的动态范围……那么, :" "ref:`限幅器 (limiter)<doc_audio_buses_limiter>` 可能是比压缩器更好的选择." #: ../../docs/tutorials/audio/audio_buses.rst:152 @@ -311,8 +313,8 @@ msgid "" "*Reverb* to simulate wide rooms, canyons, etc. where sound bounces are far " "apart." msgstr "" -"通过反馈回路添加\"回音\"效果. 它可以与 *混响* (Reverb)一起使用,模拟宽阔的房" -"间、峡谷等声音从远处反弹回来的地方." +"通过反馈回路添加 \"回音\" 效果. 它可以与 *混响* (Reverb)一起使用, 模拟宽阔的" +"房间, 峡谷等声音从远处反弹回来的地方." #: ../../docs/tutorials/audio/audio_buses.rst:159 msgid "Distortion" @@ -324,8 +326,8 @@ msgid "" "*overdrive*, *tan* and *bit crushing*. Distortion can be used to simulate " "sound coming through a low-quality speaker or device." msgstr "" -"使声音失真.Godot提供几种类型的失真: *overdrive* , *tan* 和 *bit crushing* .失" -"真可以用来模拟通过低质量扬声器或设备发出的声音." +"使声音失真.Godot提供几种类型的失真: *overdrive* , *tan* 和 *bit crushing* . " +"失真可以用来模拟通过低质量扬声器或设备发出的声音." #: ../../docs/tutorials/audio/audio_buses.rst:166 msgid "EQ" @@ -336,8 +338,8 @@ msgid "" "EQ is what all other equalizers inherit from. It can be extended with with " "Custom scripts to create an equalizer with a custom number of bands." msgstr "" -"所有其他均衡器都从EQ继承而来.它可以通过自定义脚本来扩展成一个具有自定义频段数" -"的均衡器." +"所有其他均衡器都从EQ继承而来. 它可以通过自定义脚本来扩展成一个具有自定义频段" +"数的均衡器." #: ../../docs/tutorials/audio/audio_buses.rst:172 msgid "EQ6, EQ10, EQ21" @@ -351,9 +353,9 @@ msgid "" "reproduce bass content well). The equalizer effect can be disabled when " "headphones are plugged in." msgstr "" -"Godot提供三个具有不同频带数的均衡器.主总线上的均衡器可以有效地削减设备扬声器" -"不能很好地再现的频率(例如,手机扬声器不能很好地再现低音部分).插入耳机时可以禁" -"用均衡器效果." +"Godot提供三个具有不同频带数的均衡器. 主总线上的均衡器可以有效地削减设备扬声器" +"不能很好地再现的频率(例如, 手机扬声器不能很好地再现低音部分). 插入耳机时可以" +"禁用均衡器效果." #: ../../docs/tutorials/audio/audio_buses.rst:180 msgid "Filter" @@ -363,7 +365,7 @@ msgstr "过滤器" msgid "" "Filter is what all other filters inherit from and should not be used " "directly." -msgstr "滤波器是所有其他处理器继承自的效果,不能直接使用." +msgstr "滤波器是所有其他处理器继承自的效果, 不能直接使用." #: ../../docs/tutorials/audio/audio_buses.rst:185 msgid "HighPassFilter" @@ -374,7 +376,7 @@ msgid "" "Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used " "to reduce the bass content of a signal." msgstr "" -"这些滤波器削减低于特定 *截断* 频率的频率.高通滤波器用于降低信号的低音含量." +"这些滤波器削减低于特定 *截断* 频率的频率. 高通滤波器用于降低信号的低音含量." #: ../../docs/tutorials/audio/audio_buses.rst:192 msgid "HighShelfFilter" @@ -382,7 +384,7 @@ msgstr "高架滤波器(HighShelfFilter)" #: ../../docs/tutorials/audio/audio_buses.rst:194 msgid "Reduces all frequencies above a specific *Cutoff* frequency." -msgstr "减少所有高于特定*截断*值的频率." +msgstr "减少所有高于特定 *截断* 值的频率." #: ../../docs/tutorials/audio/audio_buses.rst:199 msgid "Limiter" @@ -394,8 +396,8 @@ msgid "" "prevent a signal's amplitude exceeding a given dB threshold. Adding a " "limiter to the Master bus is a safeguard against clipping." msgstr "" -"限幅器类似于压缩器,但灵活性较差,功能是限制声音不能超过给定的dB阈值. 在主总线" -"上添加一个限制器是防止削波的防护措施." +"限幅器类似于压缩器, 但灵活性较差, 功能是限制声音不能超过给定的dB阈值. 在主总" +"线上添加一个限制器是防止削波的防护措施." #: ../../docs/tutorials/audio/audio_buses.rst:206 msgid "LowPassFilter" @@ -408,8 +410,9 @@ msgid "" "used to simulate \"muffled\" sound. For instance, underwater sounds, sounds " "blocked by walls, or distant sounds." msgstr "" -"削减高于特定*截断*频率的频率,也可以产生共振(加强接近*截断*频率的频率).低通滤" -"波器可以用来模拟\"沉闷\"的声音.例如,水下的声音、墙后的声音或遥远的声音." +"削减高于特定 *截断* 频率的频率, 也可以产生共振(加强接近 *截断* 频率的频率). " +"低通滤波器可以用来模拟 \"沉闷\" 的声音. 例如, 水下的声音, 墙后的声音或遥远的" +"声音." #: ../../docs/tutorials/audio/audio_buses.rst:214 msgid "LowShelfFilter" @@ -417,7 +420,7 @@ msgstr "低架过滤器(LowShelfFilter)" #: ../../docs/tutorials/audio/audio_buses.rst:216 msgid "Reduces all frequencies below a specific *Cutoff* frequency." -msgstr "削减所有低于特定*截断*值的频率." +msgstr "削减所有低于特定 *截断* 值的频率." #: ../../docs/tutorials/audio/audio_buses.rst:219 msgid "NotchFilter" @@ -427,7 +430,7 @@ msgstr "陷波滤波器(NotchFilter)" msgid "" "The opposite of the BandPassFilter, it removes a band of sound from the " "frequency spectrum at a given *Cutoff* frequency." -msgstr "与带通滤波器相反,它从频谱中的给定的 *截断* 处移除一个频段的声音." +msgstr "与带通滤波器相反, 它从频谱中的给定的 *截断* 处移除一个频段的声音." #: ../../docs/tutorials/audio/audio_buses.rst:225 msgid "Panner" @@ -449,8 +452,8 @@ msgid "" "by two signals being dephased and cancelling each other out. You can make a " "Darth Vader voice with it, or jet-like sounds." msgstr "" -"这种效果是由两个信号移相后互相抵消产生的,但光这么解释并不直观. 你可以用它制作" -"达斯 · 维德的声音,或类似喷射的声音." +"这种效果是由两个信号移相后互相抵消产生的, 但光这么解释并不直观. 你可以用它制" +"作达斯 · 维德的声音, 或类似喷射的声音." #: ../../docs/tutorials/audio/audio_buses.rst:238 msgid "PitchShift" @@ -487,9 +490,9 @@ msgid "" "<doc_audio_streams_reverb_buses>`), or to apply a \"chamber\" feel to all " "sounds." msgstr "" -"混响可以模拟不同大小的房间.可以调整各种参数以获得特定房间的声效.混响通常从 :" -"ref:`Areas <class_Area>`输出(见 :ref:`Reverb buses " -"<doc_audio_streams_reverb_buses>`),或对所有声音施加一个\"室内\"的感觉." +"混响可以模拟不同大小的房间. 可以调整各种参数以获得特定房间的声效. 混响通常" +"从 :ref:`Areas <class_Area>` 输出(见 :ref:`Reverb buses " +"<doc_audio_streams_reverb_buses>`), 或对所有声音施加一个 \"室内\" 的感觉." #: ../../docs/tutorials/audio/audio_buses.rst:259 msgid "SpectrumAnalyzer" @@ -502,8 +505,8 @@ msgid "" "visualization. A demo project using this can be found `here <https://github." "com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__." msgstr "" -"这个效果并不会改变音频,你可以把这个效果添加到你想要分析频谱的总线上.通常被用" -"于音频可视化.使用了这个效果的演示项目可在 `这里 <https://github.com/" +"这个效果并不会改变音频, 你可以把这个效果添加到你想要分析频谱的总线上. 通常被" +"用于音频可视化. 使用了这个效果的演示项目可在 `这里 <https://github.com/" "godotengine/godot-demo-projects/tree/master/audio/spectrum>`__ 找到." #: ../../docs/tutorials/audio/audio_buses.rst:266 @@ -525,12 +528,12 @@ msgid "" "that the bus has been silent for a few seconds and disables it (including " "all effects)." msgstr "" -"你不需要手动禁用闲置总线,Godot在检测到总线已经静音数秒之后,就会禁用它(以及所" +"你不需要手动禁用闲置总线,Godot在检测到总线已经静音数秒之后, 就会禁用它(以及所" "有效果)." #: ../../docs/tutorials/audio/audio_buses.rst:279 msgid "Disabled buses have a blue VU meter instead of a red-green one." -msgstr "已禁用的总线VU表为蓝色,而不是红绿色." +msgstr "已禁用的总线VU表为蓝色, 而不是红绿色." #: ../../docs/tutorials/audio/audio_buses.rst:282 msgid "Bus rearrangement" @@ -544,9 +547,9 @@ msgid "" "Player will output to Master. This system was chosen because rearranging " "buses is a more common process than renaming them." msgstr "" -"流播放器使用总线名称来识别总线,允许在保留对总线的引用时添加、删除和移动总线. " -"然而,重命名总线会导致引用丢失,流播放器将输出到主总线. 之所以选择这个系统,是因" -"为重新排列总线相比重命名总线更为常用." +"流播放器使用总线名称来识别总线, 允许在保留对总线的引用时添加, 删除和移动总" +"线. 然而, 重命名总线会导致引用丢失, 流播放器将输出到主总线. 之所以选择这个系" +"统, 是因为重新排列总线相比重命名总线更为常用." #: ../../docs/tutorials/audio/audio_buses.rst:291 msgid "Default bus layout" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po index bd249213a8..c771b130f2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,9 +31,9 @@ msgid "" "each bus via an AudioStreamPlayer node. There are different kinds of " "AudioStreamPlayers. Each one loads an AudioStream and plays it back." msgstr "" -"正如你可能已经在 :ref:`doc_audio_buses`中读到的一样,声音通过AudioStreamPlayer" -"节点发送到每个总线.AudioStreamPlayer有很多种.每一个都会加载一个AudioStream并" -"进行播放." +"正如你可能已经在 :ref:`doc_audio_buses` 中读到的一样, 声音通过" +"AudioStreamPlayer节点发送到每个总线.AudioStreamPlayer有很多种. 每一个都会加载" +"一个AudioStream并进行播放." #: ../../docs/tutorials/audio/audio_streams.rst:14 msgid "AudioStream" @@ -47,10 +47,10 @@ msgid "" "You can find information on supported formats and differences in :ref:" "`doc_importing_audio_samples`." msgstr "" -"音频流(audio stream)是一种发出声音的抽象对象. 声音可以来自许多地方,最常见的是" -"从文件系统加载.音频文件可以作为AudioStreams加载并放置在AudioStreamPlayer中.你" -"可以在 :ref:`doc_importing_audio_samples` 中找到有关支持的格式和格式差异的信" -"息." +"音频流(audio stream)是一种发出声音的抽象对象. 声音可以来自许多地方, 最常见的" +"是从文件系统加载. 音频文件可以作为AudioStreams加载并放置在AudioStreamPlayer" +"中. 你可以在 :ref:`doc_importing_audio_samples` 中找到有关支持的格式和格式差" +"异的信息." #: ../../docs/tutorials/audio/audio_streams.rst:21 msgid "" @@ -59,8 +59,8 @@ msgid "" "back. This can be helpful for adding variation to sounds that are played " "back often." msgstr "" -"AudioStream有不同的类型,例如AudioStreamRandomPitch,它在每次播放声音时随机调整" -"音高(对于某些音效非常有用),可以为频繁播放的声音增加一些变化." +"AudioStream有不同的类型, 例如AudioStreamRandomPitch, 它在每次播放声音时随机调" +"整音高(对于某些音效非常有用), 可以为频繁播放的声音增加一些变化." #: ../../docs/tutorials/audio/audio_streams.rst:27 msgid "AudioStreamPlayer" @@ -71,8 +71,8 @@ msgid "" "This is the standard, non-positional stream player. It can play to any bus. " "In 5.1 sound setups, it can send audio to stereo mix or front speakers." msgstr "" -"这是一个标准的,非位置型的流播放器,可以播放到任意总线. 在5.1立体声中,它可以将" -"音频发送到立体声混音或前置扬声器." +"这是一个标准的, 非位置型的流播放器, 可以播放到任意总线. 在5.1立体声中, 它可以" +"将音频发送到立体声混音或前置扬声器." #: ../../docs/tutorials/audio/audio_streams.rst:33 msgid "AudioStreamPlayer2D" @@ -84,8 +84,8 @@ msgid "" "environment. When close to the left of the screen, the panning will go left. " "When close to the right side, it will go right." msgstr "" -"这是AudioStreamPlayer的一种变体,它将声音发散到2D位置环境中. 当靠近屏幕左侧时," -"声像将向左偏移. 靠近右侧时,则向右偏移." +"这是AudioStreamPlayer的一种变体, 它将声音发散到2D位置环境中. 当靠近屏幕左侧" +"时, 声像将向左偏移. 靠近右侧时, 则向右偏移." #: ../../docs/tutorials/audio/audio_streams.rst:41 msgid "" @@ -94,8 +94,8 @@ msgid "" "different reverb or sound qualities to handle action happening in a " "particular parts of your game world." msgstr "" -"Area2D可以将它们包含的AudioStreamPlayer2D的声音转移到特定的总线上.这样就可以" -"创造具有不同混响或声音质量的总线,从而处理在游戏世界的特定区域中发生的动作." +"Area2D可以将它们包含的AudioStreamPlayer2D的声音转移到特定的总线上. 这样就可以" +"创造具有不同混响或声音质量的总线, 从而处理在游戏世界的特定区域中发生的动作." #: ../../docs/tutorials/audio/audio_streams.rst:49 msgid "AudioStreamPlayer3D" @@ -108,8 +108,8 @@ msgid "" "it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio " "setup." msgstr "" -"这是AudioStreamPlayer的一种变体,它将声音发散到3D位置环境中.根据播放器相对于屏" -"幕的位置,它可以将声音定位在立体声(5.1或7.1)中,具体取决于所选的音频设置." +"这是AudioStreamPlayer的一种变体, 它将声音发散到3D位置环境中. 根据播放器相对于" +"屏幕的位置, 它可以将声音定位在立体声(5.1或7.1)中, 具体取决于所选的音频设置." #: ../../docs/tutorials/audio/audio_streams.rst:55 msgid "" @@ -133,8 +133,8 @@ msgid "" "reverb configurations for different types of rooms. This is done by enabling " "this type of reverb in the **Reverb Bus** section of the Area's properties:" msgstr "" -"Godot允许进入特定Area节点的3D音频流将干音频和湿音频发送到不同的总线上.当你为" -"不同类型的房间设置不同的混响配置时十分有用.这是通过在Area属性的 **Reverb " +"Godot允许进入特定Area节点的3D音频流将干音频和湿音频发送到不同的总线上. 当你为" +"不同类型的房间设置不同的混响配置时十分有用. 这是通过在Area属性的 **Reverb " "Bus** 部分中启用此类混响来实现的:" #: ../../docs/tutorials/audio/audio_streams.rst:73 @@ -143,8 +143,8 @@ msgid "" "the reverb info from each area. A Reverb effect needs to be created and " "configured in each reverb bus to complete the setup for the desired effect:" msgstr "" -"同时,还创建了一个特殊的总线布局,每个区域都接收各自的混响信息. 最后需要在每条" -"总线中创建并配置一个实际的混响效果,才能完成所需效果的设置:" +"同时, 还创建了一个特殊的总线布局, 每个区域都接收各自的混响信息. 最后需要在每" +"条总线中创建并配置一个实际的混响效果, 才能完成所需效果的设置:" #: ../../docs/tutorials/audio/audio_streams.rst:79 msgid "" @@ -155,8 +155,8 @@ msgid "" "effect." msgstr "" "Area的 **Reverb Bus** 部分还有一个名为 **Uniformity** (均匀性)的参数. 有些类" -"型的房间比其他类型的房间反弹的声音更多(例如仓库),因此即使声源离得很远,也能在" -"整个房间里听到几乎均匀的混响.调整此参数可以模拟这种效果." +"型的房间比其他类型的房间反弹的声音更多(例如仓库), 因此即使声源离得很远, 也能" +"在整个房间里听到几乎均匀的混响. 调整此参数可以模拟这种效果." #: ../../docs/tutorials/audio/audio_streams.rst:86 msgid "Doppler" @@ -169,9 +169,9 @@ msgid "" "Godot can track velocity changes in the AudioStreamPlayer3D and Camera " "nodes. Both nodes have this property, which must be enabled manually:" msgstr "" -"当发射源和接收者之间的相对速度发生变化时,发出声音的音高会随之升高/降低.Godot" -"可以跟踪AudioStreamPlayer3D和Camera节点的速度变化.这两个节点都有这个属性,需要" -"手动启用:" +"当发射源和接收者之间的相对速度发生变化时, 发出声音的音高会随之升高/降低.Godot" +"可以跟踪AudioStreamPlayer3D和Camera节点的速度变化. 这两个节点都有这个属性, 需" +"要手动启用:" #: ../../docs/tutorials/audio/audio_streams.rst:95 msgid "" @@ -179,5 +179,5 @@ msgid "" "for objects moved using ``_process``, or **Physics** for objects moved using " "``_physics_process``. The tracking will happen automatically." msgstr "" -"根据对象的移动方法选择启用设置:如果用 ``_process`` 来移动,选择 **Idle** ;如" -"果使用 ``_physics_process`` 来移动,选择 **Physics** .追踪将自动进行." +"根据对象的移动方法选择启用设置: 如果用 ``_process`` 来移动, 选择 **Idle** ;" +"如果使用 ``_physics_process`` 来移动, 选择 **Physics** . 追踪将自动进行." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po index cd28e0b81d..963dae698d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index ea0815e5fb..d7f847dbd3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -25,7 +25,7 @@ msgstr "使用麦克风录音" msgid "" "Godot supports in-game audio recording for Windows, macOS, Linux, Android " "and iOS." -msgstr "Godot支持Windows、macOS、Linux、Android和iOS的游戏内音频录制." +msgstr "Godot支持Windows, macOS, Linux, Android和iOS的游戏内音频录制." #: ../../docs/tutorials/audio/recording_with_microphone.rst:9 msgid "" @@ -33,7 +33,7 @@ msgid "" "support for this tutorial: `<https://github.com/godotengine/godot-demo-" "projects/tree/master/audio/mic_record>`_." msgstr "" -"一定要查看Viewport演示! 可以下载演示档案中的Viewport文件夹,或: `<https://" +"一定要查看Viewport演示! 可以下载演示档案中的Viewport文件夹, 或: `<https://" "github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record>`_." #: ../../docs/tutorials/audio/recording_with_microphone.rst:14 @@ -44,7 +44,7 @@ msgstr "根节点的结构" msgid "" "The demo consists of a single scene. This scene includes two major parts: " "the GUI and the audio." -msgstr "该演示由单一场景组成,这个场景包括两个主要部分:GUI和音频." +msgstr "该演示由单一场景组成, 这个场景包括两个主要部分:GUI和音频." #: ../../docs/tutorials/audio/recording_with_microphone.rst:19 msgid "" @@ -52,9 +52,9 @@ msgid "" "the effect ``Record`` is created to handle the audio recording. An " "``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording." msgstr "" -"我们将重点介绍音频部分.在本演示中,创建了一个名为``Record``的总线,效果为" -"``Record``,用于处理音频录制.用一个名为``AudioStreamPlayer``的" -"``AudioStreamRecord``进行录音." +"我们将重点介绍音频部分. 在本演示中, 创建了一个名为 ``Record`` 的总线, 效果为 " +"``Record``, 用于处理音频录制. 用一个名为 ``AudioStreamPlayer`` 的 " +"``AudioStreamRecord`` 进行录音." #: ../../docs/tutorials/audio/recording_with_microphone.rst:55 msgid "" @@ -65,7 +65,7 @@ msgid "" "`set_recording_active() " "<class_AudioEffectRecord_method_set_recording_active>`." msgstr "" -"音频录制由 :ref:`class_AudioEffectRecord` 资源处理,它有三个方法: :ref:" +"音频录制由 :ref:`class_AudioEffectRecord` 资源处理, 它有三个方法: :ref:" "`get_recording() <class_AudioEffectRecord_method_get_recording>`, :ref:" "`is_recording_active() " "<class_AudioEffectRecord_method_is_recording_active>`, 以及 :ref:" @@ -78,8 +78,8 @@ msgid "" "presses the ``RecordButton``, the effect is enabled with " "``set_recording_active(true)``." msgstr "" -"在演示开始时,录音效果是未激活.当用户按下``RecordButton``时,用" -"``set_recording_active(true)``启用该效果." +"在演示开始时, 录音效果是未激活. 当用户按下 ``RecordButton`` 时, 用 " +"``set_recording_active(true)`` 启用该效果." #: ../../docs/tutorials/audio/recording_with_microphone.rst:106 msgid "" @@ -87,20 +87,20 @@ msgid "" "the recorded stream can be stored into the ``recording`` variable by calling " "``effect.get_recording()``." msgstr "" -"在下一次按下按钮时,由于``effect.is_recording_active()``为``true``,可以通过调" -"用``effect.get_recording()``将录制的流存储到``recording``变量中." +"在下一次按下按钮时, 由于 ``effect.is_recording_active()`` 为 ``true``, 可以通" +"过调用 ``effect.get_recording()`` 将录制的流存储到 ``recording`` 变量中." #: ../../docs/tutorials/audio/recording_with_microphone.rst:140 msgid "" "To playback the recording, you assign the recording as the stream of the " "``AudioStreamPlayer`` and call ``play()``." msgstr "" -"要回放录音,你可以将录音指定为``AudioStreamPlayer``的流,并调用``play()``." +"要回放录音, 你可以将录音指定为 ``AudioStreamPlayer`` 的流, 并调用 ``play()``." #: ../../docs/tutorials/audio/recording_with_microphone.rst:160 msgid "" "To save the recording, you call ``save_to_wav()`` with the path to a file. " "In this demo, the path is defined by the user via a ``LineEdit`` input box." msgstr "" -"要保存录音,你需要调用``save_to_wav()``,并提供文件的路径.在本演示中,路径由用户" -"通过``LineEdit``输入框定义." +"要保存录音, 你需要调用 ``save_to_wav()``, 并提供文件的路径. 在本演示中, 路径" +"由用户通过 ``LineEdit`` 输入框定义." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 5f13d52af9..b743cc98fc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "called. For music this does not matter as in most games it does not interact " "with the gameplay." msgstr "" -"在任何应用程序或游戏中,声音和音乐播放都会有轻微的延迟.对于游戏,这种延迟往往小" -"到可以忽略不计.在调用任意play()函数后,声音效果将在几毫秒后出现.对于音乐来说这" -"并不重要,因为在大多数游戏中它不会产生互动." +"在任何应用程序或游戏中, 声音和音乐播放都会有轻微的延迟. 对于游戏, 这种延迟往" +"往小到可以忽略不计. 在调用任意play()函数后, 声音效果将在几毫秒后出现. 对于音" +"乐来说这并不重要, 因为在大多数游戏中它不会产生互动." #: ../../docs/tutorials/audio/sync_with_audio.rst:11 msgid "" @@ -44,22 +44,22 @@ msgid "" "sync with the BPM). For this, having more precise timing information for an " "exact playback position is useful." msgstr "" -"不过,对于一些游戏(主要是节奏游戏),可能会需要让玩家的操作与歌曲中发生的事情同" -"步(通常与BPM同步).因此,得到一个具体播放位置的更精确的定时信息就很有用了." +"不过, 对于一些游戏(主要是节奏游戏), 可能会需要让玩家的操作与歌曲中发生的事情" +"同步(通常与BPM同步). 因此, 得到一个具体播放位置的更精确的定时信息就很有用了." #: ../../docs/tutorials/audio/sync_with_audio.rst:13 msgid "" "Achieving very low playback timing precision is difficult. This is because " "many factors are at play during audio playback:" msgstr "" -"极其精准地定位播放时间是非常困难的.因为在音频回放过程中有很多因素在起作用:" +"极其精准地定位播放时间是非常困难的. 因为在音频回放过程中有很多因素在起作用:" #: ../../docs/tutorials/audio/sync_with_audio.rst:15 msgid "" "Audio is mixed in chunks (not continuously), depending on the size of audio " "buffers used (check latency in project settings)." msgstr "" -"音频以块(不连续)的形式混合在一起,具体取决于所使用的音频缓冲区的大小(在项目设" +"音频以块(不连续)的形式混合在一起, 具体取决于所使用的音频缓冲区的大小(在项目设" "置中检查延迟)." #: ../../docs/tutorials/audio/sync_with_audio.rst:16 @@ -72,7 +72,7 @@ msgstr "图形应用程序接口延迟显示两到三帧." #: ../../docs/tutorials/audio/sync_with_audio.rst:18 msgid "When playing on TVs, some delay may be added due to image processing." -msgstr "当在电视上播放时,由于图像处理可能会增加一些延迟." +msgstr "当在电视上播放时, 由于图像处理可能会增加一些延迟." #: ../../docs/tutorials/audio/sync_with_audio.rst:20 msgid "" @@ -82,16 +82,17 @@ msgid "" "This increases the risk of skipping (a crack in sound because a mix callback " "was lost)." msgstr "" -"最常见的减少延迟的方法是缩小音频缓冲区(同样是通过编辑项目设置中的延迟设置).问" -"题是,当延迟很小时,声音混合将占用大量的CPU.这就增加了跳音的风险(由于混合回调丢" -"失,导致声音出现裂缝)." +"最常见的减少延迟的方法是缩小音频缓冲区(同样是通过编辑项目设置中的延迟设置). " +"问题是, 当延迟很小时, 声音混合将占用大量的CPU. 这就增加了跳音的风险(由于混合" +"回调丢失, 导致声音出现裂缝)." #: ../../docs/tutorials/audio/sync_with_audio.rst:22 msgid "" "This is a common tradeoff, so Godot ships with sensible defaults that should " "not need to be altered." msgstr "" -"这是一种常见的折衷方案,因此Godot附带了合理的默认值.一般这些默认值不需要更改." +"这是一种常见的折衷方案, 因此Godot附带了合理的默认值. 一般这些默认值不需要更" +"改." #: ../../docs/tutorials/audio/sync_with_audio.rst:24 msgid "" @@ -99,8 +100,8 @@ msgid "" "and audio for games that require it. Beginning with Godot 3.2, some helpers " "were added to obtain more precise playback timing." msgstr "" -"归根结底,问题并不在于这一点点的延迟,而是同步游戏的画面和声音.从Godot 3.2开始," -"加入了一些辅助工具,帮助获取更精确的播放时间." +"归根结底, 问题并不在于这一点点的延迟, 而是同步游戏的画面和声音. 从Godot 3.2开" +"始, 加入了一些辅助工具, 帮助获取更精确的播放时间." #: ../../docs/tutorials/audio/sync_with_audio.rst:27 msgid "Using the system clock to sync" @@ -112,9 +113,9 @@ msgid "" "play()<class_AudioStreamPlayer_method_play>`, sound will not begin " "immediately, but when the audio thread processes the next chunk." msgstr "" -"如前所述,如果你调用 :ref:`AudioStreamPlayer." -"play()<class_AudioStreamPlayer_method_play>` ,声音不会立即开始播放,而是在音频" -"线程处理下一个块时开始." +"如前所述, 如果你调用 :ref:`AudioStreamPlayer." +"play()<class_AudioStreamPlayer_method_play>` , 声音不会立即开始播放, 而是在音" +"频线程处理下一个块时开始." #: ../../docs/tutorials/audio/sync_with_audio.rst:31 msgid "" @@ -122,7 +123,7 @@ msgid "" "`AudioServer." "get_time_to_next_mix()<class_AudioServer_method_get_time_to_next_mix>`." msgstr "" -"这个延迟是无法避免的,但是可以通过调用 :ref:`AudioServer." +"这个延迟是无法避免的, 但是可以通过调用 :ref:`AudioServer." "get_time_to_next_mix()<class_AudioServer_method_get_time_to_next_mix>` 来估" "算." @@ -133,22 +134,22 @@ msgid "" "get_output_latency()<class_AudioServer_method_get_output_latency>`." msgstr "" "输出延迟(混音后的情况)可以通过调用 :ref:`AudioServer." -"get_output_latency()<class_AudioServer_method_get_output_latency>`来估算." +"get_output_latency()<class_AudioServer_method_get_output_latency>` 来估算." #: ../../docs/tutorials/audio/sync_with_audio.rst:35 msgid "" "Add these two and it's possible to guess almost exactly when sound or music " "will begin playing in the speakers during *_process()*:" msgstr "" -"把这两样加起来,就可以几乎准确地猜到 *_process()* 中的音效或音乐什么时候开始在" -"扬声器中播放:" +"把这两样加起来, 就可以几乎准确地猜到 *_process()* 中的音效或音乐什么时候开始" +"在扬声器中播放:" #: ../../docs/tutorials/audio/sync_with_audio.rst:79 msgid "" "In the long run, though, as the sound hardware clock is never exactly in " "sync with the system clock, the timing information will slowly drift away." msgstr "" -"然而,从长远来看,由于声音硬件时钟从未与系统时钟完全同步,计时信息会逐渐偏移." +"然而, 从长远来看, 由于声音硬件时钟从未与系统时钟完全同步, 计时信息会逐渐偏移." #: ../../docs/tutorials/audio/sync_with_audio.rst:81 msgid "" @@ -157,8 +158,8 @@ msgid "" "playback can last a much longer time, the game will eventually go out of " "sync and a different approach is needed." msgstr "" -"在节奏游戏中,一首歌持续时长仅有几分钟,这种方法就很适合(也是推荐的方法).而对于" -"一款播放时间更长的游戏来说,游戏最终将失去同步,因此需要一种不同的方法." +"在节奏游戏中, 一首歌持续时长仅有几分钟, 这种方法就很适合(也是推荐的方法). 而" +"对于一款播放时间更长的游戏来说, 游戏最终将失去同步, 因此需要一种不同的方法." #: ../../docs/tutorials/audio/sync_with_audio.rst:84 msgid "Using the sound hardware clock to sync" @@ -176,9 +177,9 @@ msgid "" msgstr "" "虽然可以使用 :ref:`AudioStreamPlayer." "get_playback_position()<class_AudioStreamPlayer_method_get_playback_position>` " -"来获取歌曲的当前位置,但实际并没有那么实用.这个值(每逢音频回调混合一块声音时)" -"将以块为单位递增,导致多次调用可能返回相同的值.除此之外,由于前面提到的原因,该" -"值也将与扬声器失去同步." +"来获取歌曲的当前位置, 但实际并没有那么实用. 这个值(每逢音频回调混合一块声音" +"时)将以块为单位递增, 导致多次调用可能返回相同的值. 除此之外, 由于前面提到的原" +"因, 该值也将与扬声器失去同步." #: ../../docs/tutorials/audio/sync_with_audio.rst:88 msgid "" @@ -186,7 +187,7 @@ msgid "" "help: :ref:`AudioServer." "get_time_since_last_mix()<class_AudioServer_method_get_time_since_last_mix>`." msgstr "" -"为了补偿 \"chunked\"(分块)输出,有个函数能有所帮助: :ref:`AudioServer." +"为了补偿 \"chunked\"(分块)输出, 有个函数能有所帮助: :ref:`AudioServer." "get_time_since_last_mix()<class_AudioServer_method_get_time_since_last_mix>`." #: ../../docs/tutorials/audio/sync_with_audio.rst:91 @@ -199,7 +200,7 @@ msgstr "将这个函数的返回值与 *get_playback_position()* 相加可以提 msgid "" "To increase precision, subtract the latency information (how much it takes " "for the audio to be heard after it was mixed):" -msgstr "为了提高精度,减去延迟信息(音频从混合后到被听见花费的时间):" +msgstr "为了提高精度, 减去延迟信息(音频从混合后到被听见花费的时间):" #: ../../docs/tutorials/audio/sync_with_audio.rst:114 msgid "" @@ -209,9 +210,9 @@ msgid "" "for songs of any length, or synchronizing anything (sound effects, as an " "example) to music." msgstr "" -"由于多线程的工作方式,结果可能会有点轻微抖动.只需检查该值是否小于前一帧中的值" -"(如果小于,则将其丢弃).这个方法也不如之前的精确,但它适用于任何长度的歌曲,或者" -"将任何东西(例如音效)与音乐同步." +"由于多线程的工作方式, 结果可能会有点轻微抖动. 只需检查该值是否小于前一帧中的" +"值(如果小于, 则将其丢弃). 这个方法也不如之前的精确, 但它适用于任何长度的歌" +"曲, 或者将任何东西(例如音效)与音乐同步." #: ../../docs/tutorials/audio/sync_with_audio.rst:116 msgid "Here is the same code as before using this approach:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/index.po index ba79a3f6bf..1825020d32 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/making_trees.po index 5bb5697eab..b3c815cc8f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,7 +32,7 @@ msgid "" "The aim is to not focus on the modelling techniques (there are plenty of " "tutorials about that), but how to make them look good in Godot." msgstr "" -"我们的目标不是专注于建模技术(关于这方面有很多教程),而是如何让它们在Godot中看" +"我们的目标不是专注于建模技术(关于这方面有很多教程), 而是如何让它们在Godot中看" "起来更好." #: ../../docs/tutorials/content/making_trees.rst:13 @@ -62,16 +62,16 @@ msgid "" "painting tool of your favorite 3D modelling program and paint something like " "this:" msgstr "" -"您可能要做的第一件事就是用顶点的颜色来描绘当有风的时候树会摇摆多少.只需使用您" -"最喜欢的三维建模程序的顶点着色工具,并绘制如下:" +"您可能要做的第一件事就是用顶点的颜色来描绘当有风的时候树会摇摆多少. 只需使用" +"您最喜欢的三维建模程序的顶点着色工具, 并绘制如下:" #: ../../docs/tutorials/content/making_trees.rst:30 msgid "" "This is a bit exaggerated, but the idea is that color indicates how much " "sway affects every part of the tree. This scale here represents it better:" msgstr "" -"这有点夸张,但这个想法是,颜色表明了多少摇摆影响树的每个部分.这个比例尺更能说明" -"问题:" +"这有点夸张, 但这个想法是, 颜色表明了多少摇摆影响树的每个部分. 这个比例尺更能" +"说明问题:" #: ../../docs/tutorials/content/making_trees.rst:35 msgid "Write a custom shader for the leaves" @@ -90,16 +90,16 @@ msgid "" "can be duplicated, moved, etc. and it will still work together with other " "trees." msgstr "" -"这是一个空间着色器.没有前/后剔除(所以可以从两边看到叶子),并且使用了alpha预通" -"道,所以使用透明度(和叶子投射阴影)导致的深度伪影比较少.最后,对于摇摆的效果,推" -"荐使用世界坐标,以使树可以被复制、移动等,并且仍然可以和其他树一起使用." +"这是一个空间着色器. 没有前/后剔除(所以可以从两边看到叶子), 并且使用了alpha预" +"通道, 所以使用透明度(和叶子投射阴影)导致的深度伪影比较少. 最后, 对于摇摆的效" +"果, 推荐使用世界坐标, 以使树可以被复制, 移动等, 并且仍然可以和其他树一起使用." #: ../../docs/tutorials/content/making_trees.rst:51 msgid "" "Here, the texture is read, as well as a transmission color, which is used to " "add some back-lighting to the leaves, simulating subsurface scattering." msgstr "" -"在这里,纹理和透射颜色被读取,透射颜色被用来给叶子添加一些背光,模拟地下散射." +"在这里, 纹理和透射颜色被读取, 透射颜色被用来给叶子添加一些背光, 模拟地下散射." #: ../../docs/tutorials/content/making_trees.rst:67 msgid "" @@ -108,12 +108,13 @@ msgid "" "that the strength is multiplied by the color. Every axis uses a different " "small near 1.0 multiplication factor so axes don't appear in sync." msgstr "" -"这是创建叶子摆动的代码.它是基本的(只是使用正弦波乘以时间和轴的位置,但工作得很" -"好).注意,强度乘以颜色.每个轴使用不同的小的接近1.0的乘法系数,所以轴不同步出现." +"这是创建叶子摆动的代码. 它是基本的(只是使用正弦波乘以时间和轴的位置, 但工作得" +"很好). 注意, 强度乘以颜色. 每个轴使用不同的小的接近1.0的乘法系数, 所以轴不同" +"步出现." #: ../../docs/tutorials/content/making_trees.rst:70 msgid "Finally, all that's left is the fragment shader:" -msgstr "最后,剩下的就是片段着色器了:" +msgstr "最后, 剩下的就是片段着色器了:" #: ../../docs/tutorials/content/making_trees.rst:83 msgid "And this is pretty much it." @@ -125,8 +126,8 @@ msgid "" "(thus no alpha prepass is needed) and does not require transmission to work. " "Both shaders can be improved by adding normal mapping, AO and other maps." msgstr "" -"主干着色器是类似的,除了它不写到alpha通道(因此不需要alpha前置)和不需要传输工" -"作.这两个着色器都可以通过添加法线映射、AO和其他映射来改进." +"主干着色器是类似的, 除了它不写到alpha通道(因此不需要alpha前置)和不需要传输工" +"作. 这两个着色器都可以通过添加法线映射, AO和其他映射来改进." #: ../../docs/tutorials/content/making_trees.rst:88 msgid "Improving the shader" @@ -139,9 +140,9 @@ msgid "" "how Crysis does this (focus mostly on the sway code, as many other " "techniques shown there are obsolete):" msgstr "" -"还有更多的资源可以做到这一点,您可以阅读.现在您已经了解了基础知识,建议阅读GPU " -"Gems3中关于Crysis如何做到这一点的章节(主要关注摇摆代码,因为许多其他技术都已经" -"过时了):" +"还有更多的资源可以做到这一点, 您可以阅读. 现在您已经了解了基础知识, 建议阅读" +"GPU Gems3中关于Crysis如何做到这一点的章节(主要关注摇摆代码, 因为许多其他技术" +"都已经过时了):" #: ../../docs/tutorials/content/making_trees.rst:93 msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index 3ef187e5cc..2f94e20368 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "<class_ArrayMesh_method_add_surface_from_arrays>`, which takes up to four " "parameters. The first two are required, while the second two are optional." msgstr "" -"为此,我们将使用函数 :ref:`add_surface_from_arrays() " -"<class_ArrayMesh_method_add_surface_from_arrays>` ,它最多需要四个参数.前两个" -"参数是必须的,后两个参数是可选的." +"为此, 我们将使用函数 :ref:`add_surface_from_arrays() " +"<class_ArrayMesh_method_add_surface_from_arrays>` , 它最多需要四个参数. 前两" +"个参数是必须的, 后两个参数是可选的." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:11 msgid "" @@ -44,9 +44,9 @@ msgid "" "is triangles, lines, points, etc. A complete list can be found under the :" "ref:`Mesh <class_mesh>` class reference page." msgstr "" -"第一个是``PrimitiveType``,这是一个OpenGL的概念,指示GPU如何根据给定的顶点来安" -"排基元,是三角形、线、点等.完整的列表可以在 :ref:`Mesh <class_mesh>`类参考页面" -"下找到." +"第一个是 ``PrimitiveType``, 这是一个OpenGL的概念, 指示GPU如何根据给定的顶点来" +"安排基元, 是三角形, 线, 点等. 完整的列表可以在 :ref:`Mesh <class_mesh>` 类参" +"考页面下找到." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:16 msgid "" @@ -55,9 +55,9 @@ msgid "" "stores a ``Pool**Array`` (e.g. PoolVector3Array, PoolIntArray, etc.) for " "each type of information." msgstr "" -"第二种是存储网格信息的实际Array.该数组是一个普通的Godot数组,用空括号``[]``构" -"造.它为每一种类型的信息存储一个``Pool**Array``(如PoolVector3Array、" -"PoolIntArray等)." +"第二种是存储网格信息的实际Array. 该数组是一个普通的Godot数组, 用空括号 " +"``[]`` 构造. 它为每一种类型的信息存储一个 ``Pool**Array``(如" +"PoolVector3Array, PoolIntArray等)." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:20 msgid "``ARRAY_VERTEX`` = 0 | PoolVector3Array or PoolVector2Array" @@ -68,12 +68,13 @@ msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" msgstr "``ARRAY_NORMAL`` = 1 | PoolVector3Array" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +#, fuzzy msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray 4组浮点数,前3个浮点数决定切线,最后一个" -"决定双法线方向,为-1或1." +"``ARRAY_TANGENT`` = 2 | PoolRealArray 4组浮点数, 前3个浮点数决定切线, 最后一" +"个决定双法线方向, 为-1或1." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:24 msgid "``ARRAY_COLOR`` = 3 | PoolColorArray" @@ -105,7 +106,7 @@ msgstr "``ARRAY_INDEX`` = 8 | PoolIntArray" msgid "" "The Array of vertices is always required. All the others are optional and " "will only be used if included." -msgstr "顶点阵列是必须的.所有其他的都是可选的,只有在包含的情况下才会使用." +msgstr "顶点阵列是必须的. 所有其他的都是可选的, 只有在包含的情况下才会使用." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:33 msgid "" @@ -114,8 +115,9 @@ msgid "" "of 4 floats. So the array size will be four times the size of the vertex " "array size, but they will have the same number of elements" msgstr "" -"除了索引数组外,每个数组的元素数量需要和顶点数组相同.对于像切线这样的数组,一个" -"元素是4个浮动数组.所以数组的大小将是顶点数组大小的4倍,但它们的元素数是一样的" +"除了索引数组外, 每个数组的元素数量需要和顶点数组相同. 对于像切线这样的数组, " +"一个元素是4个浮动数组. 所以数组的大小将是顶点数组大小的4倍, 但它们的元素数是" +"一样的" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:37 msgid "The index array is unique." @@ -127,8 +129,8 @@ msgid "" "this tutorial does not cover using blendshapes, it is possible to specify " "them when creating a surface from arrays." msgstr "" -"第三个参数是网格要使用的混合形状数组.虽然本教程不涉及混合形状的使用,但在从数" -"组创建曲面时,可以指定它们." +"第三个参数是网格要使用的混合形状数组. 虽然本教程不涉及混合形状的使用, 但在从" +"数组创建曲面时, 可以指定它们." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:42 msgid "" @@ -137,15 +139,15 @@ msgid "" "ref:`VisualServer <class_visualserver>` under :ref:`ArrayFormat " "<enum_visualserver_arrayformat>`." msgstr "" -"最后一个参数是压缩标志,指定哪些数组要用一半的比特数来存储.这些值可以在 :ref:" -"`VisualServer <class_visualserver>`的classref中的 :ref:`ArrayFormat " -"<enum_visualserver_arrayformat>`下找到." +"最后一个参数是压缩标志, 指定哪些数组要用一半的比特数来存储. 这些值可以在 :" +"ref:`VisualServer <class_visualserver>` 的classref中的 :ref:`ArrayFormat " +"<enum_visualserver_arrayformat>` 下找到." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:45 msgid "" "For normal usage you will find it is best to leave the last two parameters " "empty." -msgstr "对于正常的使用,你会发现最好将最后两个参数留空." +msgstr "对于正常的使用, 你会发现最好将最后两个参数留空." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:48 msgid "ArrayMesh" @@ -157,17 +159,17 @@ msgid "" "adding an ArrayMesh in the editor is not useful, but in this case it allows " "as to access the ArrayMesh from code without creating one." msgstr "" -"在Mesh实例中添加一个 :ref:`ArrayMesh <class_arraymesh>` .通常情况下,在编辑器" -"中添加ArrayMesh是没有用的,但在这种情况下,允许从代码中访问ArrayMesh,而不需要创" -"建一个." +"在Mesh实例中添加一个 :ref:`ArrayMesh <class_arraymesh>` . 通常情况下, 在编辑" +"器中添加ArrayMesh是没有用的, 但在这种情况下, 允许从代码中访问ArrayMesh, 而不" +"需要创建一个." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:54 msgid "Next, add a script to the MeshInstance." -msgstr "接下来,在MeshInstance中添加一个脚本." +msgstr "接下来, 在MeshInstance中添加一个脚本." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:56 msgid "Under ``_ready()``, create a new Array." -msgstr "在``_ready()``下创建一个新的数组." +msgstr "在 ``_ready()`` 下创建一个新的数组." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:63 msgid "" @@ -175,12 +177,12 @@ msgid "" "all the arrays of data that the surface needs. Godot will expect it to be of " "size ``Mesh.ARRAY_MAX``, so resize it accordingly." msgstr "" -"这将是保存表面信息的数组,将保存表面需要的所有数据数组.Godot希望它的大小最大" -"是 ``Mesh.ARRAY_MAX`` ,所以要相应调整." +"这将是保存表面信息的数组, 将保存表面需要的所有数据数组.Godot希望它的大小最大" +"是 ``Mesh.ARRAY_MAX`` , 所以要相应调整." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:73 msgid "Next create the arrays for each data type you will use." -msgstr "接下来,为您将使用的每种数据类型创建数组." +msgstr "接下来, 为您将使用的每种数据类型创建数组." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:83 msgid "" @@ -188,16 +190,16 @@ msgid "" "mesh by adding each array to ``surface_array`` and then committing to the " "mesh." msgstr "" -"一旦你用几何体填充了你的数据数组,就可以通过将每个数组添加到 " -"``surface_array`` ,然后提交到网格中来创建网格." +"一旦你用几何体填充了你的数据数组, 就可以通过将每个数组添加到 " +"``surface_array`` , 然后提交到网格中来创建网格." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:96 msgid "" "In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any " "primitive type available from mesh." msgstr "" -"在这个例子中,使用了 ``Mesh.PRIMITIVE_TRIANGLES`` ,但你也可以使用mesh中的任何" -"基本类型." +"在这个例子中, 使用了 ``Mesh.PRIMITIVE_TRIANGLES`` , 但你也可以使用mesh中的任" +"何基本类型." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:99 msgid "Put together the full code looks like:" @@ -207,7 +209,7 @@ msgstr "完整的代码如下:" msgid "" "The code that goes in the middle can be whatever you want. Below we will " "present some example code that could go in the middle." -msgstr "中间可以放你想要的任何代码.下面将介绍一些放在中间的示例代码." +msgstr "中间可以放你想要的任何代码. 下面将介绍一些放在中间的示例代码." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:134 msgid "Generating geometry" @@ -222,14 +224,14 @@ msgid "" "are having trouble understanding it or want to learn more about procedural " "geometry in general, you can use any tutorial that you find online." msgstr "" -"这是生成球体的示例代码. 尽管代码是用GDScript编写的,但是Godot并没有指定用特定" -"的方式来实现它. 这种实现方式与ArrayMeshes无关,仅仅是一种通用的生成球体的方" -"式. 如果您觉得这比较难以理解,或者想更全面了解 procedural geometry,可以在网上" -"寻找相关的教程进行学习." +"这是生成球体的示例代码. 尽管代码是用GDScript编写的, 但是Godot并没有指定用特定" +"的方式来实现它. 这种实现方式与ArrayMeshes无关, 仅仅是一种通用的生成球体的方" +"式. 如果您觉得这比较难以理解, 或者想更全面了解 procedural geometry, 可以在网" +"上寻找相关的教程进行学习." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:203 msgid "Combined with the code above, this code will generate a sphere." -msgstr "与上面的代码相结合,这段代码将生成一个球体." +msgstr "与上面的代码相结合, 这段代码将生成一个球体." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:205 msgid "" @@ -237,8 +239,8 @@ msgid "" "understand what goes in each array and then you can follow tutorials for any " "language/engine and convert it into Godot." msgstr "" -"当谈到用ArrayMesh生成几何体时,你需要了解每个数组中的内容,然后可以按照任何语言" -"和引擎的教程将其转换为Godot." +"当谈到用ArrayMesh生成几何体时, 你需要了解每个数组中的内容, 然后可以按照任何语" +"言和引擎的教程将其转换为Godot." #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:209 msgid "Saving" @@ -250,6 +252,6 @@ msgid "" "`ResourceSaver <class_resourcesaver>` class. This is useful when you want to " "generate a mesh and then use it later without having to re-generate." msgstr "" -"最后,Godot提供了一个单一的方法,使用 :ref:`ResourceSaver " -"<class_resourcesaver>` 类来保存ArrayMeshes.当你想生成一个网格,然后在以后使用" -"它而不需要重新生成时,这个方法很有用." +"最后,Godot提供了一个单一的方法, 使用 :ref:`ResourceSaver " +"<class_resourcesaver>` 类来保存ArrayMeshes. 当你想生成一个网格, 然后在以后使" +"用它而不需要重新生成时, 这个方法很有用." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index 3f3184f801..945156bdcf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "SurfaceTool, but it's actually designed to create meshes on the fly." msgstr "" "与SurfaceTool或ArrayMesh不同, :ref:`ImmediateGeometry " -"<class_ImmediateGeometry>`是一个实际的节点.作为一个节点,它可以快速添加到场景" -"中,并获得可视化输出.它使用像SurfaceTool一样的OpenGL 1.x风格的API,但它实际上是" -"为了在动态创建网格而设计的." +"<class_ImmediateGeometry>` 是一个实际的节点. 作为一个节点, 它可以快速添加到场" +"景中, 并获得可视化输出. 它使用像SurfaceTool一样的OpenGL 1.x风格的API, 但它实" +"际上是为了在动态创建网格而设计的." #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:10 msgid "" @@ -39,8 +39,8 @@ msgid "" "inefficient, even if it's done only once. Instead, it is designed to " "generate simple geometry that changes every frame." msgstr "" -"用这个节点生成复杂的几何体(几千个顶点),即使只做一次,效率也很低.相反,它的设计" -"是为了生成每一帧变化的简单几何体." +"用这个节点生成复杂的几何体(几千个顶点), 即使只做一次, 效率也很低. 相反, 它的" +"设计是为了生成每一帧变化的简单几何体." #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:13 msgid "" @@ -48,8 +48,8 @@ msgid "" "ensures that you are not building upon the geometry from the previous frame. " "If you want to keep geometry between frames, do not call ``clear()``." msgstr "" -"在开始之前,你应该通过调用 ``clear()`` 来清除几何体.这可以确保你没有在前一帧的" -"几何体上进行构建.如果你想在帧之间保留几何体,不要调用 ``clear()`` ." +"在开始之前, 你应该通过调用 ``clear()`` 来清除几何体. 这可以确保你没有在前一帧" +"的几何体上进行构建. 如果你想在帧之间保留几何体, 不要调用 ``clear()`` ." #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:17 msgid "" @@ -59,10 +59,10 @@ msgid "" "given whether it is triangles, lines, points, etc. A complete list can be " "found under the :ref:`Mesh <class_mesh>` class reference page." msgstr "" -"要开始生成几何体,必须调用 ``begin()`` . ``begin()`` 将一个 ``PrimitiveType`` " -"作为参数. ``PrimitiveType`` 是一个OpenGL概念,它指示GPU如何根据给定的顶点来安" -"排基元,无论是三角形、线、点等.完整的列表可以在 :ref:`Mesh <class_mesh>`类参考" -"页面中找到." +"要开始生成几何体, 必须调用 ``begin()`` . ``begin()`` 将一个 " +"``PrimitiveType`` 作为参数. ``PrimitiveType`` 是一个OpenGL概念, 它指示GPU如何" +"根据给定的顶点来安排基元, 无论是三角形, 线, 点等. 完整的列表可以在 :ref:" +"`Mesh <class_mesh>` 类参考页面中找到." #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:22 msgid "" @@ -71,9 +71,9 @@ msgid "" "normals or UVs using ``set_****()`` (e.g. ``set_normal()``). Then you call " "``add_vertex()`` to add a vertex with those attributes. For example:" msgstr "" -"一旦你调用了 ``begin()`` ,就可以开始添加顶点了.每次添加一个顶点,首先使用 " -"``set_****()`` 添加顶点的特定属性,如法线或UV(例如 ``set_normal()`` ).然后调" -"用 ``add_vertex()`` 来添加一个带有这些属性的顶点.例如 \"add_vertex()\" :" +"一旦你调用了 ``begin()`` , 就可以开始添加顶点了. 每次添加一个顶点, 首先使用 " +"``set_ **** ()`` 添加顶点的特定属性, 如法线或UV(例如 ``set_normal()`` ). 然后" +"调用 ``add_vertex()`` 来添加一个带有这些属性的顶点. 例如 \"add_vertex()\" :" #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:34 msgid "" @@ -85,7 +85,7 @@ msgstr "只有在调用 ``add_vertex()`` 之前添加的属性才会被包含在 msgid "" "Finally, once you have added all your vertices call ``end()`` to signal that " "you have finished generating the mesh." -msgstr "最后,当添加了所有的顶点后,调用 ``end()`` 来表示已经完成了网格的生成." +msgstr "最后, 当添加了所有的顶点后, 调用 ``end()`` 来表示已经完成了网格的生成." #: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:38 msgid "The example code below draws a single triangle." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index ec9b29757a..54023e5160 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "benefits and drawbacks, so it is best to understand each one and how it can " "be useful in a given situation." msgstr "" -"在Godot中,有许多方法可以程序化地生成几何体.在本系列教程中,我们将探讨其中的几" -"种方法.每种技术都有自己的优点和缺点,所以最好了解每种技术,以及它在特定情况下如" -"何发挥作用." +"在Godot中, 有许多方法可以程序化地生成几何体. 在本系列教程中, 我们将探讨其中的" +"几种方法. 每种技术都有自己的优点和缺点, 所以最好了解每种技术, 以及它在特定情" +"况下如何发挥作用." #: ../../docs/tutorials/content/procedural_geometry/index.rst:20 msgid "What is geometry?" @@ -42,8 +42,8 @@ msgid "" "typically represented by an array of positions called \"vertices\". In " "Godot, geometry is represented by Meshes." msgstr "" -"几何学是形状的一种花式说法.在计算机图形学中,几何图形通常由称为 \"顶点 \"的位" -"置数组来表示.在Godot中,几何体用Meshes来表示." +"几何学是形状的一种花式说法. 在计算机图形学中, 几何图形通常由称为 \"顶点\" 的" +"位置数组来表示. 在Godot中, 几何体用Meshes来表示." #: ../../docs/tutorials/content/procedural_geometry/index.rst:26 msgid "What is a Mesh?" @@ -57,11 +57,10 @@ msgid "" "`MultiMeshInstance <class_MultiMeshInstance>`. While they are all related, " "they have slightly different uses." msgstr "" -"在Godot中,很多东西的名字中都有mesh: :ref:`Mesh <class_Mesh>` 、 :ref:" -"`ArrayMesh <class_ArrayMesh>` 、 :ref:`MeshInstance " -"<class_MeshInstance>` 、 :ref:`MultiMesh <class_MultiMesh>` 和 :ref:" -"`MultiMeshInstance <class_MultiMeshInstance>` .虽然它们都是相关的,但用途略有" -"不同." +"在Godot中, 很多东西的名字中都有mesh: :ref:`Mesh <class_Mesh>` , :ref:" +"`ArrayMesh <class_ArrayMesh>` , :ref:`MeshInstance <class_MeshInstance>` , :" +"ref:`MultiMesh <class_MultiMesh>` 和 :ref:`MultiMeshInstance " +"<class_MultiMeshInstance>` . 虽然它们都是相关的, 但用途略有不同." #: ../../docs/tutorials/content/procedural_geometry/index.rst:32 msgid "" @@ -72,10 +71,10 @@ msgid "" "different parts of your scene with different materials or transformations " "(scale, rotation, position etc.)." msgstr "" -"Meshes 和 ArrayMeshes 是使用 MeshInstance 节点绘制的资源.像Mesh和ArrayMeshes" -"这样的资源不能直接添加到场景中.一个MeshInstance代表了场景中网格的一个实例.您" -"可以在多个MeshInstance中重复使用一个网格,用不同的材质或变换(比例、旋转、位置" -"等)在场景的不同部分绘制它." +"Meshes 和 ArrayMeshes 是使用 MeshInstance 节点绘制的资源. 像Mesh和ArrayMeshes" +"这样的资源不能直接添加到场景中. 一个MeshInstance代表了场景中网格的一个实例. " +"您可以在多个MeshInstance中重复使用一个网格, 用不同的材质或变换(比例, 旋转, 位" +"置等)在场景的不同部分绘制它." #: ../../docs/tutorials/content/procedural_geometry/index.rst:38 msgid "" @@ -87,10 +86,10 @@ msgid "" "store different colors and transformations for each instance, but all the " "instances use the same material." msgstr "" -"如果你要多次绘制同一个对象,那么使用MultiMesh与MultiMeshInstance会很有帮助." -"MultiMeshInstance可以非常便宜地绘制数千次网格.它利用了硬件实例的优势来实现这" -"一目的.使用MultiMeshInstance的缺点是所有实例只能使用一种材料.它使用一个实例数" -"组为每个实例存储不同的颜色和变换,但所有的实例都使用相同的材质." +"如果你要多次绘制同一个对象, 那么使用MultiMesh与MultiMeshInstance会很有帮助." +"MultiMeshInstance可以非常便宜地绘制数千次网格. 它利用了硬件实例的优势来实现这" +"一目的. 使用MultiMeshInstance的缺点是所有实例只能使用一种材料. 它使用一个实例" +"数组为每个实例存储不同的颜色和变换, 但所有的实例都使用相同的材质." #: ../../docs/tutorials/content/procedural_geometry/index.rst:46 msgid "What a Mesh is" @@ -105,10 +104,10 @@ msgid "" "construct a Mesh manually by passing in an array containing the surface " "information." msgstr "" -"一个Mesh是由一个或多个曲面组成.曲面是由多个子数组组成的数组,包含顶点、法线、" -"UV等.通常情况下,构造曲面和网格的过程对用户来说是隐藏在 :ref:`VisualServer " -"<class_VisualServer>` 中的,但是通过ArrayMeshes,用户可以通过传递一个包含曲面信" -"息的数组来手动构造一个Mesh." +"一个Mesh是由一个或多个曲面组成. 曲面是由多个子数组组成的数组, 包含顶点, 法" +"线, UV等. 通常情况下, 构造曲面和网格的过程对用户来说是隐藏在 :ref:" +"`VisualServer <class_VisualServer>` 中的, 但是通过ArrayMeshes, 用户可以通过传" +"递一个包含曲面信息的数组来手动构造一个Mesh." #: ../../docs/tutorials/content/procedural_geometry/index.rst:54 msgid "Surfaces" @@ -120,8 +119,8 @@ msgid "" "material for all surfaces in the Mesh when you use a MeshInstance using " "``MeshInstance.override_material``." msgstr "" -"每个曲面都有自己的材质.另外,当你使用MeshInstance时,你可以使用 ``MeshInstance." -"override_material`` 覆盖Mesh中所有曲面的材质." +"每个曲面都有自己的材质. 另外, 当你使用MeshInstance时, 你可以使用 " +"``MeshInstance.override_material`` 覆盖Mesh中所有曲面的材质." #: ../../docs/tutorials/content/procedural_geometry/index.rst:60 msgid "Surface array" @@ -134,9 +133,9 @@ msgid "" "information. For example, the array located at ``ArrayMesh.ARRAY_NORMAL`` is " "a :ref:`PoolVector3Array <class_PoolVector3Array>` of vertex normals." msgstr "" -"曲面数组是一个长度为 ``ArrayMesh.ARRAY_MAX`` 的数组.数组中的每个位置都有一个" -"子数组,包含每个顶点的信息.例如,位于 ``ArrayMesh.ARRAY_NORMAL`` 处的数组是一" -"个 :ref:`PoolVector3Array <class_PoolVector3Array>` 的顶点法线." +"曲面数组是一个长度为 ``ArrayMesh.ARRAY_MAX`` 的数组. 数组中的每个位置都有一个" +"子数组, 包含每个顶点的信息. 例如, 位于 ``ArrayMesh.ARRAY_NORMAL`` 处的数组是" +"一个 :ref:`PoolVector3Array <class_PoolVector3Array>` 的顶点法线." #: ../../docs/tutorials/content/procedural_geometry/index.rst:66 msgid "" @@ -151,12 +150,12 @@ msgid "" "vertex data between triangles, which is not always desired (e.g. when you " "want per-face normals)." msgstr "" -"曲面数组可以是有索引的,也可以是非索引的.创建非索引数组就像在索引``ArrayMesh." -"ARRAY_INDEX``处不分配数组一样简单.非索引数组为每个三角形存储唯一的顶点信息,也" -"就是说,当两个三角形共用一个顶点时,顶点在数组中是重复的.有索引的曲面数组只存储" -"每个唯一顶点的顶点信息,然后还存储一个索引数组,它映射出如何从顶点数组构造三角" -"形.一般来说,使用索引数组的速度更快,但这意味着您必须在三角形之间共享顶点数据," -"这并不总是需要的(例如,当您想要每面法线时)." +"曲面数组可以是有索引的, 也可以是非索引的. 创建非索引数组就像在索引 " +"``ArrayMesh.ARRAY_INDEX`` 处不分配数组一样简单. 非索引数组为每个三角形存储唯" +"一的顶点信息, 也就是说, 当两个三角形共用一个顶点时, 顶点在数组中是重复的. 有" +"索引的曲面数组只存储每个唯一顶点的顶点信息, 然后还存储一个索引数组, 它映射出" +"如何从顶点数组构造三角形. 一般来说, 使用索引数组的速度更快, 但这意味着您必须" +"在三角形之间共享顶点数据, 这并不总是需要的(例如, 当您想要每面法线时)." #: ../../docs/tutorials/content/procedural_geometry/index.rst:75 msgid "Tools" @@ -167,8 +166,8 @@ msgid "" "Godot provides different ways of accessing and working with geometry. More " "information on each will be provided in the following tutorials." msgstr "" -"Godot 提供了不同的访问和处理几何体的方法.关于每种方法的更多信息将在下面的教程" -"中提供." +"Godot 提供了不同的访问和处理几何体的方法. 关于每种方法的更多信息将在下面的教" +"程中提供." #: ../../docs/tutorials/content/procedural_geometry/index.rst:81 msgid "ArrayMesh" @@ -180,15 +179,15 @@ msgid "" "functions, and most importantly, the ability to construct a Mesh surface " "through scripting." msgstr "" -"ArrayMesh资源扩展了Mesh,增加了一些不同的便捷功能,最重要的是,可以通过脚本构建" -"Mesh曲面." +"ArrayMesh资源扩展了Mesh, 增加了一些不同的便捷功能, 最重要的是, 可以通过脚本构" +"建Mesh曲面." #: ../../docs/tutorials/content/procedural_geometry/index.rst:86 msgid "" "For more information about the ArrayMesh, please see the :ref:`ArrayMesh " "tutorial <doc_arraymesh>`." msgstr "" -"有关ArrayMesh的更多信息,请参阅 :ref:`ArrayMesh tutorial <doc_arraymesh>`." +"有关ArrayMesh的更多信息, 请参阅 :ref:`ArrayMesh tutorial <doc_arraymesh>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:89 msgid "MeshDataTool" @@ -199,15 +198,15 @@ msgid "" "The MeshDataTool is a resource that converts Mesh data into arrays of " "vertices, faces, and edges that can be modified at runtime." msgstr "" -"MeshDataTool是一个将Mesh数据转换为顶点、面和边的数组的资源,可以在运行时进行修" -"改." +"MeshDataTool是一个将Mesh数据转换为顶点, 面和边的数组的资源, 可以在运行时进行" +"修改." #: ../../docs/tutorials/content/procedural_geometry/index.rst:94 msgid "" "For more information about the MeshDataTool, please see the :ref:" "`MeshDataTool tutorial <doc_meshdatatool>`." msgstr "" -"有关 MeshDataTool 的完整列表,请参见 :ref:`MeshDataTool tutorial " +"有关 MeshDataTool 的完整列表, 请参见 :ref:`MeshDataTool tutorial " "<doc_meshdatatool>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:97 @@ -225,7 +224,7 @@ msgid "" "For more information about the SurfaceTool, please see the :ref:`SurfaceTool " "tutorial <doc_surfacetool>`." msgstr "" -"有关SurfaceTool的更多信息,请阅读 :ref:`SurfaceTool tutorial " +"有关SurfaceTool的更多信息, 请阅读 :ref:`SurfaceTool tutorial " "<doc_surfacetool>`." #: ../../docs/tutorials/content/procedural_geometry/index.rst:104 @@ -241,8 +240,8 @@ msgid "" "generates a Mesh that needs to be added a MeshInstance to be seen." msgstr "" "ImmediateGeometry是一个使用即时模式风格接口(像SurfaceTool一样)绘制对象的节点." -"ImmediateGeometry和SurfaceTool的区别在于,ImperialGeometry本身是一个节点,可以" -"添加到场景树中,直接从代码中绘制.SurfaceTool生成一个Mesh,需要添加一个" +"ImmediateGeometry和SurfaceTool的区别在于,ImperialGeometry本身是一个节点, 可以" +"添加到场景树中, 直接从代码中绘制.SurfaceTool生成一个Mesh, 需要添加一个" "MeshInstance才能看到." #: ../../docs/tutorials/content/procedural_geometry/index.rst:111 @@ -252,16 +251,16 @@ msgid "" "useful for quickly adding simple geometry to debug visually (e.g. by drawing " "lines to visualize physics raycasts etc.)." msgstr "" -"ImmediateGeometry因为其直接的API而对原型设计很有用,但它的速度很慢,因为每一帧" -"都要重建几何体.它最有用的是快速添加简单的几何体来进行可视化调试(例如,通过画线" -"来可视化物理学射线广播等)." +"ImmediateGeometry因为其直接的API而对原型设计很有用, 但它的速度很慢, 因为每一" +"帧都要重建几何体. 它最有用的是快速添加简单的几何体来进行可视化调试(例如, 通过" +"画线来可视化物理学射线广播等)." #: ../../docs/tutorials/content/procedural_geometry/index.rst:115 msgid "" "For more information about ImmediateGeometry, please see the :ref:" "`ImmediateGeometry tutorial <doc_immediategeometry>`." msgstr "" -"有关 ImmediateGeometry 的更多信息,请参见 :ref:`ImmediateGeometry tutorial " +"有关 ImmediateGeometry 的更多信息, 请参见 :ref:`ImmediateGeometry tutorial " "<doc_immediategeometry>` ." #: ../../docs/tutorials/content/procedural_geometry/index.rst:118 @@ -272,7 +271,7 @@ msgstr "我应该使用哪一个?" msgid "" "Which method you use depends on what you are trying to do and what kind of " "procedure you are comfortable with." -msgstr "用哪种方法取决于你想做什么,以及你能接受什么样的程序." +msgstr "用哪种方法取决于你想做什么, 以及你能接受什么样的程序." #: ../../docs/tutorials/content/procedural_geometry/index.rst:122 msgid "" @@ -287,8 +286,8 @@ msgid "" "is more a little more challenging. Additionally, SurfaceTool has a few " "quality of life methods such as ``generate_normals()`` and ``index()``." msgstr "" -"使用ArrayMesh比使用SurfaceTool稍快一些,但API的难度更大一些.另外,SurfaceTool还" -"有一些便捷的方法,比如 ``generate_normals()`` 和 ``index()`` ." +"使用ArrayMesh比使用SurfaceTool稍快一些, 但API的难度更大一些. 另外,SurfaceTool" +"还有一些便捷的方法, 比如 ``generate_normals()`` 和 ``index()`` ." #: ../../docs/tutorials/content/procedural_geometry/index.rst:127 msgid "" @@ -297,9 +296,9 @@ msgid "" "every frame anyway it provides a much easier interface that may even be a " "little faster than generating an ArrayMesh every frame." msgstr "" -"ImmediateGeometry 每一帧都会重新生成网格,所以它比 ArrayMesh 或 SurfaceTool 慢" -"很多.然而,如果你需要每一帧都改变几何体,它提供了一个更简单的接口,甚至可能比每" -"一帧生成一个ArrayMesh更快." +"ImmediateGeometry 每一帧都会重新生成网格, 所以它比 ArrayMesh 或 SurfaceTool " +"慢很多. 然而, 如果你需要每一帧都改变几何体, 它提供了一个更简单的接口, 甚至可" +"能比每一帧生成一个ArrayMesh更快." #: ../../docs/tutorials/content/procedural_geometry/index.rst:131 msgid "" @@ -310,7 +309,7 @@ msgid "" "needed. The MeshDataTool is best used if you are going to be using an " "algorithm that requires access to the face or edge array." msgstr "" -"MeshDataTool的速度并不快,但它可以让你访问网格的各种属性,而这些属性是其他工具" -"无法获得的(边、面等).当你需要这类数据来变换网格时,它是非常有用的,但如果不需要" -"这些信息,就不适合使用.如果您要使用需要访问面或边缘数组的算法,最好使用 " -"MeshDataTool." +"MeshDataTool的速度并不快, 但它可以让你访问网格的各种属性, 而这些属性是其他工" +"具无法获得的(边, 面等). 当你需要这类数据来变换网格时, 它是非常有用的, 但如果" +"不需要这些信息, 就不适合使用. 如果您要使用需要访问面或边缘数组的算法, 最好使" +"用 MeshDataTool." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 422fa61d67..e3c7f3cba1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "geometry. But it is helpful for dynamically altering geometry, for example " "if you want to write a script to tessellate, simplify, or deform meshes." msgstr "" -":ref:`MeshDataTool <class_meshdatatool>`不是用来生成几何体的,但它对动态改变几" -"何体很有帮助,例如,如果你想写一个脚本来分割、简化或变形网格." +":ref:`MeshDataTool <class_meshdatatool>` 不是用来生成几何体的, 但它对动态改变" +"几何体很有帮助, 例如, 如果你想写一个脚本来分割, 简化或变形网格." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:9 msgid "" @@ -39,10 +39,10 @@ msgid "" "for certain mesh algorithms. If you do not need this extra information then " "it may be better to use an ArrayMesh." msgstr "" -"MeshDataTool不像直接使用ArrayMesh改变数组那么快.但是,它提供了比ArrayMesh更多" -"的信息和工具来处理网格.当使用MeshDataTool时,它会计算ArrayMeshes中没有的网格数" -"据,如面和边,这些数据对于某些网格算法来说是必要的.如果您不需要这些额外的信息," -"那么使用 ArrayMesh 可能会更好." +"MeshDataTool不像直接使用ArrayMesh改变数组那么快. 但是, 它提供了比ArrayMesh更" +"多的信息和工具来处理网格. 当使用MeshDataTool时, 它会计算ArrayMeshes中没有的网" +"格数据, 如面和边, 这些数据对于某些网格算法来说是必要的. 如果您不需要这些额外" +"的信息, 那么使用 ArrayMesh 可能会更好." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:14 msgid "" @@ -55,8 +55,8 @@ msgid "" "As an example, let's walk through the process of deforming the mesh " "generated in the :ref:`ArrayMesh tutorial <doc_arraymesh>`." msgstr "" -"举个例子,让我们来看看 :ref:`ArrayMesh教程<doc_arraymesh>` 中生成的网格的变形" -"过程." +"举个例子, 让我们来看看 :ref:`ArrayMesh 教程 <doc_arraymesh>` 中生成的网格的变" +"形过程." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:18 msgid "" @@ -66,18 +66,18 @@ msgid "" "``create_from_surface()`` will clear it for you. Alternatively, you can call " "``clear()`` yourself before re-using the MeshDataTool" msgstr "" -"假设网格存储在一个名为 ``mesh`` 的ArrayMesh中.然后我们通过调用 " -"``create_from_surface()`` 从 ``mesh`` 初始化MeshDataTool.如果MeshDataTool中已" -"经有初始化的数据,调用 ``create_from_surface()`` 将会清除它,另外,也可以在重新" -"使用MeshDataTool之前,自己调用 ``clear()``" +"假设网格存储在一个名为 ``mesh`` 的ArrayMesh中. 然后我们通过调用 " +"``create_from_surface()`` 从 ``mesh`` 初始化MeshDataTool. 如果MeshDataTool中" +"已经有初始化的数据, 调用 ``create_from_surface()`` 将会清除它, 另外, 也可以在" +"重新使用MeshDataTool之前, 自己调用 ``clear()``" #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:29 msgid "" "``create_from_surface()`` uses the vertex arrays from the ArrayMesh to " "calculate two additional arrays, one for edges and one for faces." msgstr "" -"``create_from_surface()`` 使用ArrayMesh中的顶点数组来计算另外两个数组,一个是" -"边,一个是面." +"``create_from_surface()`` 使用ArrayMesh中的顶点数组来计算另外两个数组, 一个是" +"边, 一个是面." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:32 msgid "" @@ -85,8 +85,8 @@ msgid "" "array contains a reference to the two vertices it is composed of, and up to " "two faces that it is contained within." msgstr "" -"边缘是任意两个顶点之间的连接.边缘数组中的每一条边缘都包含了对它所组成的两个顶" -"点的引用,以及它所包含的最多的两个面." +"边缘是任意两个顶点之间的连接. 边缘数组中的每一条边缘都包含了对它所组成的两个" +"顶点的引用, 以及它所包含的最多的两个面." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:35 msgid "" @@ -94,30 +94,30 @@ msgid "" "edges. Each face in the face array contains a reference to the three " "triangles and three edges it is composed of." msgstr "" -"面是由三个顶点和三条对应的边组成的三角形.面数组中的每个面都包含了它所组成的三" -"个三角形和三条边的参考." +"面是由三个顶点和三条对应的边组成的三角形. 面数组中的每个面都包含了它所组成的" +"三个三角形和三条边的参考." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:38 msgid "" "The vertex array contains edges, faces, normals, color, tangent, uv, uv2, " "bones, and weight information connected with each vertex." msgstr "" -"顶点数组包含与每个顶点相连的边、面、法线、颜色、切线、uv、uv2、骨骼和权重信" +"顶点数组包含与每个顶点相连的边, 面, 法线, 颜色, 切线, uv, uv2, 骨骼和权重信" "息." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:41 msgid "" "To access information from these arrays you use a function of the form " "``get_****()``:" -msgstr "为了从这些数组中获取信息,你可以使用 ``get_****()`` 的函数:" +msgstr "为了从这些数组中获取信息, 你可以使用 ``get_ **** ()`` 的函数:" #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:51 msgid "" "What you choose to do with these functions is up to you. A common use case " "is to iterate over all vertices and transform them in some way:" msgstr "" -"你选择用这些函数做什么取决于你.一个常见的用例是对所有顶点进行迭代,并以某种方" -"式对它们进行转换:" +"你选择用这些函数做什么取决于你. 一个常见的用例是对所有顶点进行迭代, 并以某种" +"方式对它们进行转换:" #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:62 msgid "" @@ -125,11 +125,11 @@ msgid "" "you are dynamically updating an existing ArrayMesh, first delete the " "existing surface before adding a new one." msgstr "" -"最后, ``commit_to_surface()`` 将一个新的曲面添加到ArrayMesh中.因此,如果你要动" -"态更新一个现有的ArrayMesh,首先要删除现有的曲面,然后再添加一个新的曲面." +"最后, ``commit_to_surface()`` 将一个新的曲面添加到ArrayMesh中. 因此, 如果你要" +"动态更新一个现有的ArrayMesh, 首先要删除现有的曲面, 然后再添加一个新的曲面." #: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:71 msgid "" "Below is a complete example that creates a pulsing blob complete with new " "normals and vertex colors." -msgstr "下面是一个完整的例子,它可以创建一个具有新法线和顶点颜色的脉冲耀点." +msgstr "下面是一个完整的例子, 它可以创建一个具有新法线和顶点颜色的脉冲耀点." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index b7514f262b..c28a9b840b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Using the SurfaceTool" msgstr "使用SurfaceTool" #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:6 -#, fuzzy msgid "" "The :ref:`SurfaceTool <class_surfacetool>` provides a useful interface for " "constructing geometry. The interface is similar to the :ref:" @@ -30,16 +29,17 @@ msgid "" "attribute (e.g. normal, uv, color) and then when you add a vertex it " "captures the attributes." msgstr "" -":ref:`SurfaceTool <doc_surfacetool>` 为构造几何体提供了一个有用的接口.该接口" -"类似于 :ref:`ImmediateGeometry <class_immediategeometry>` 节点.可以设置每个顶" -"点的属性(如法线、UV、颜色),然后当添加一个顶点时,它就会捕获这些属性." +":ref:`SurfaceTool <class_surfacetool>` 提供了一个有用的接口来构建几何体。这个" +"接口类似于 :ref:`ImmediateGeometry <class_immediategeometry>` 节点。你设置每" +"个顶点的属性(例如法线、uv、颜色),然后当你添加一个顶点时,它就会捕捉到这些" +"属性。" #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:11 msgid "" "The SurfaceTool also provides some useful helper functions like ``index()`` " "and ``generate_normals()``." msgstr "" -"SurfaceTool还提供了一些有用的辅助函数,如 ``index()`` 和 " +"SurfaceTool还提供了一些有用的辅助函数, 如 ``index()`` 和 " "``generate_normals()`` ." #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:13 @@ -54,10 +54,10 @@ msgid "" "appends a new surface to the end of the ArrayMesh. While if nothing is " "passed in, ``commit()`` returns an ArrayMesh." msgstr "" -"当使用 :ref:`SurfaceTool <class_surfacetool>`完成生成几何体后,调用 " -"``commit()`` 完成生成网格.如果将一个 :ref:`ArrayMesh <class_ArrayMesh>`传递" -"给 ``commit()`` ,那么它就会在ArrayMesh的末尾附加一个新的曲面.而如果没有传递任" -"何信息, ``commit()`` 则返回一个ArrayMesh." +"当使用 :ref:`SurfaceTool <class_surfacetool>` 完成生成几何体后, 调用 " +"``commit()`` 完成生成网格. 如果将一个 :ref:`ArrayMesh <class_ArrayMesh>` 传递" +"给 ``commit()`` , 那么它就会在ArrayMesh的末尾附加一个新的曲面. 而如果没有传递" +"任何信息, ``commit()`` 则返回一个ArrayMesh." #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:36 msgid "Code creates a triangle with indices" @@ -69,8 +69,8 @@ msgid "" "adding vertices to the index array or by calling ``index()`` which shrinks " "the vertex array to remove duplicate vertices." msgstr "" -"你可以选择添加一个索引数组,可以通过调用 ``add_index()`` 将顶点添加到索引数组" -"中,也可以通过调用 ``index()`` 将顶点数组缩小以删除重复的顶点." +"你可以选择添加一个索引数组, 可以通过调用 ``add_index()`` 将顶点添加到索引数组" +"中, 也可以通过调用 ``index()`` 将顶点数组缩小以删除重复的顶点." #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:82 msgid "" @@ -78,16 +78,16 @@ msgid "" "(e.g. because you want to use unique normals or colors per face instead of " "per-vertex), you can call ``deindex()``." msgstr "" -"同样,如果你有一个索引数组,但希望每个顶点都是唯一的(例如,因为想在每个面而不是" -"每个顶点使用唯一的法线或颜色),可以调用 ``deindex()`` ." +"同样, 如果你有一个索引数组, 但希望每个顶点都是唯一的(例如, 因为想在每个面而不" +"是每个顶点使用唯一的法线或颜色), 可以调用 ``deindex()`` ." #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:90 msgid "" "If you don't add custom normals yourself, you can add them using " "``generate_normals()``. The same goes for tangents." msgstr "" -"如果你不自己添加自定义法线,你可以使用 ``generate_normals()`` 添加.切线也是如" -"此." +"如果你不自己添加自定义法线, 你可以使用 ``generate_normals()`` 添加. 切线也是" +"如此." #: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:98 msgid "" @@ -97,7 +97,7 @@ msgid "" "building the geometry, e.g. before the call to ``add_vertex()`` (if non-" "indexed) or ``add_index()`` (if indexed)." msgstr "" -"默认情况下,当生成法线时,它们将以每个面为基础进行计算.如果想要平滑的顶点法线," -"在添加顶点时,调用 ``add_smooth_group()`` . ``add_smooth_group()`` 需要在建立" -"几何体时调用,例如在调用 ``add_vertex()`` (如果没有索引)或 ``add_index()`` (如" -"果有索引)之前." +"默认情况下, 当生成法线时, 它们将以每个面为基础进行计算. 如果想要平滑的顶点法" +"线, 在添加顶点时, 调用 ``add_smooth_group()`` . ``add_smooth_group()`` 需要在" +"建立几何体时调用, 例如在调用 ``add_vertex()`` (如果没有索引)或 " +"``add_index()`` (如果有索引)之前." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/debugger_panel.po index 6070c45a3b..a603027193 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,14 +26,14 @@ msgid "" "Many of Godot's debugging tools, including the debugger, can be found in the " "debugger panel at the bottom of the screen. Click on **Debugger** to open it." msgstr "" -"在屏幕下方的调试器面板中,可以找到包括调试器在内的许多Godot的调试工具.点击 **" -"调试器** 即可打开." +"在屏幕下方的调试器面板中, 可以找到包括调试器在内的许多Godot的调试工具. 点击 " +"**调试器** 即可打开." #: ../../docs/tutorials/debug/debugger_panel.rst:11 msgid "" "The debugger panel is split into several tabs, each focusing on a specific " "task." -msgstr "调试器面板被分成几个标签,每个标签专注于一个特定的任务." +msgstr "调试器面板被分成几个标签, 每个标签专注于一个特定的任务." #: ../../docs/tutorials/debug/debugger_panel.rst:14 msgid "Debugger" @@ -43,7 +43,7 @@ msgstr "调试器" msgid "" "The Debugger tab opens automatically when the GDScript compiler reaches a " "breakpoint in your code." -msgstr "当GDScript编译器在你的代码中达到一个断点时,调试器选项卡会自动打开." +msgstr "当GDScript编译器在你的代码中达到一个断点时, 调试器选项卡会自动打开." #: ../../docs/tutorials/debug/debugger_panel.rst:19 msgid "" @@ -51,8 +51,8 @@ msgid "" "information about the state of the object, and buttons to control the " "program's execution." msgstr "" -"它给你提供了一个 `栈跟踪<https://en.wikipedia.org/wiki/Stack_trace>`__ ,对象" -"的状态信息,以及控制程序执行的按钮." +"它给你提供了一个 `栈跟踪 <https://en.wikipedia.org/wiki/Stack_trace>`__ , 对" +"象的状态信息, 以及控制程序执行的按钮." #: ../../docs/tutorials/debug/debugger_panel.rst:23 msgid "You can use the buttons in the top-right corner to:" @@ -62,7 +62,7 @@ msgstr "你可以使用右上角的按钮来:" msgid "" "Skip all breakpoints. That way, you can save breakpoints for future " "debugging sessions." -msgstr "跳过所有断点.这样一来,你就可以为将来的调试会话保存断点." +msgstr "跳过所有断点. 这样一来, 你就可以为将来的调试会话保存断点." #: ../../docs/tutorials/debug/debugger_panel.rst:27 msgid "Copy the current error message." @@ -73,21 +73,21 @@ msgid "" "**Step Into** the code. This button takes you to the next line of code, and " "if it's a function, it steps line-by-line through the function." msgstr "" -"**步入** 代码.这个按钮将带你进入下一行代码,如果是函数,它将逐行进入函数." +"**步入** 代码. 这个按钮将带你进入下一行代码, 如果是函数, 它将逐行进入函数." #: ../../docs/tutorials/debug/debugger_panel.rst:30 msgid "" "**Step Over** the code. This button goes to the next line of code, but it " "doesn't step line-by-line through functions." -msgstr "**步过** 的代码.这个按钮会进入下一行代码,但它不会逐行跳过函数." +msgstr "**步过** 的代码. 这个按钮会进入下一行代码, 但它不会逐行跳过函数." #: ../../docs/tutorials/debug/debugger_panel.rst:32 msgid "**Break**. This button pauses the game's execution." -msgstr "**Break**. 这个按钮会暂停执行游戏." +msgstr "**Break** . 这个按钮会暂停执行游戏." #: ../../docs/tutorials/debug/debugger_panel.rst:33 msgid "**Continue**. This button resumes the game after a breakpoint or pause." -msgstr "**继续**.该按钮在断点或暂停后恢复游戏." +msgstr "**继续** . 该按钮在断点或暂停后恢复游戏." #: ../../docs/tutorials/debug/debugger_panel.rst:37 msgid "" @@ -95,8 +95,8 @@ msgid "" "<doc_using_multiple_threads>`. This is a current limitation of the GDScript " "debugger." msgstr "" -"如果代码是 :ref:`在线程<doc_using_multiple_threads>` 中运行,断点不会中断.这是" -"当前GDScript调试器的一个限制." +"如果代码是 :ref:`在线程 <doc_using_multiple_threads>` 中运行, 断点不会中断. " +"这是当前GDScript调试器的一个限制." #: ../../docs/tutorials/debug/debugger_panel.rst:42 msgid "Errors" @@ -110,7 +110,7 @@ msgstr "这是运行游戏时打印错误和警告信息的地方." #: ../../docs/tutorials/debug/debugger_panel.rst:46 msgid "" "You can disable specific warnings in **Project Settings > Debug > GDScript**." -msgstr "您可以在**项目设置>调试> GDScript**中禁用特定的警告." +msgstr "您可以在 **项目设置>调试> GDScript** 中禁用特定的警告." #: ../../docs/tutorials/debug/debugger_panel.rst:49 msgid "Profiler" @@ -120,7 +120,7 @@ msgstr "性能分析器" msgid "" "The debugger comes with three profilers for your processor, network " "operations, and video memory." -msgstr "调试器带有三个剖析器,分别用于你的处理器、网络操作和视频内存." +msgstr "调试器带有三个剖析器, 分别用于你的处理器, 网络操作和视频内存." #: ../../docs/tutorials/debug/debugger_panel.rst:54 msgid "" @@ -138,10 +138,10 @@ msgid "" "records won't go away unless you click clear, or close the game, reopen it " "and start the profiler again." msgstr "" -"与其他调试工具不同,剖析器不会自动启动.它可以在游戏过程中随时按启动按钮启动.你" -"甚至可以在打开游戏之前启动剖析器,以剖析启动性能.它也可以在游戏运行时启动和停" -"止,而不会丢失上次运行时的信息.它记录的信息不会消失,除非你点击清除,或者关闭游" -"戏,重新打开游戏并再次启动剖析器." +"与其他调试工具不同, 剖析器不会自动启动. 它可以在游戏过程中随时按启动按钮启" +"动. 你甚至可以在打开游戏之前启动剖析器, 以剖析启动性能. 它也可以在游戏运行时" +"启动和停止, 而不会丢失上次运行时的信息. 它记录的信息不会消失, 除非你点击清" +"除, 或者关闭游戏, 重新打开游戏并再次启动剖析器." #: ../../docs/tutorials/debug/debugger_panel.rst:65 msgid "" @@ -150,9 +150,9 @@ msgid "" "are everything that contributes to frame time, and they should each have a " "value for time and calls for the current frame you are looking at." msgstr "" -"启动和停止剖析器后,你应该看到左边有被跟踪的东西,右边有一个图表.左边列出的项目" -"是一切有助于查看帧时间的东西,它们应该每个都有一个时间的值,并对你正在看的当前" -"帧进行调用." +"启动和停止剖析器后, 你应该看到左边有被跟踪的东西, 右边有一个图表. 左边列出的" +"项目是一切有助于查看帧时间的东西, 它们应该每个都有一个时间的值, 并对你正在看" +"的当前帧进行调用." #: ../../docs/tutorials/debug/debugger_panel.rst:70 msgid "" @@ -160,8 +160,8 @@ msgid "" "looking at. You can change this by using the up or down arrows, typing in " "the frame number, or clicking on the graph." msgstr "" -"右上角的帧号告诉你当前正在查看的帧.你可以通过使用向上或向下箭头,输入帧号,或点" -"击图形来更改." +"右上角的帧号告诉你当前正在查看的帧. 你可以通过使用向上或向下箭头, 输入帧号, " +"或点击图形来更改." #: ../../docs/tutorials/debug/debugger_panel.rst:74 msgid "" @@ -169,8 +169,8 @@ msgid "" "you can check and uncheck the box next to an item to add or remove it from " "the graph." msgstr "" -"如果你想在图形中添加一些东西,或者觉得它看起来太杂乱,你可以勾选和取消勾选某项" -"旁边的方框,以便从图形中添加或删除它." +"如果你想在图形中添加一些东西, 或者觉得它看起来太杂乱, 你可以勾选和取消勾选某" +"项旁边的方框, 以便从图形中添加或删除它." #: ../../docs/tutorials/debug/debugger_panel.rst:79 msgid "Network Profiler" @@ -183,9 +183,9 @@ msgid "" "incoming and outgoing network interactions. It also features a bandwidth " "meter that displays the total bandwidth usage at any given moment." msgstr "" -"网络剖析器包含了所有通过多人游戏API进行通信的节点列表,对于每个节点,还包含了一" -"些传入和传出网络交互量的计数器.它还具有一个带宽表,可以显示任何特定时刻的总带" -"宽使用情况." +"网络剖析器包含了所有通过多人游戏API进行通信的节点列表, 对于每个节点, 还包含了" +"一些传入和传出网络交互量的计数器. 它还具有一个带宽表, 可以显示任何特定时刻的" +"总带宽使用情况." #: ../../docs/tutorials/debug/debugger_panel.rst:87 msgid "Monitors" @@ -199,9 +199,9 @@ msgid "" "open while the game is running, you can open it later and see how the values " "changed." msgstr "" -"监视器是游戏运行时几个方面的图表,如FPS、内存使用情况、场景中的节点数量等等.所" -"有的监控器都会自动跟踪统计,所以即使游戏运行时一个监控器没有打开,你也可以在以" -"后打开它,查看数值的变化." +"监视器是游戏运行时几个方面的图表, 如FPS, 内存使用情况, 场景中的节点数量等等. " +"所有的监控器都会自动跟踪统计, 所以即使游戏运行时一个监控器没有打开, 你也可以" +"在以后打开它, 查看数值的变化." #: ../../docs/tutorials/debug/debugger_panel.rst:95 msgid "Video RAM" @@ -215,9 +215,9 @@ msgid "" "RAM that resource is using. There is also a total video RAM usage number at " "the top right of the panel." msgstr "" -"**视频内存** 标签显示了游戏运行时的视频内存使用情况.它按资源路径提供了每一个" -"使用视频内存的资源列表,资源的类型,资源的格式,以及该资源使用了多少视频内存.在" -"面板的右上方还有一个视频RAM使用总量的数字." +"**视频内存** 标签显示了游戏运行时的视频内存使用情况. 它按资源路径提供了每一个" +"使用视频内存的资源列表, 资源的类型, 资源的格式, 以及该资源使用了多少视频内" +"存. 在面板的右上方还有一个视频RAM使用总量的数字." #: ../../docs/tutorials/debug/debugger_panel.rst:105 msgid "Misc" @@ -227,7 +227,7 @@ msgstr "杂项" msgid "" "The **Misc** tab contains tools to identify the control nodes you are " "clicking at runtime:" -msgstr "**杂项** 选项卡包含一些工具,用于识别您在运行时点击的控制节点:" +msgstr "**杂项** 选项卡包含一些工具, 用于识别您在运行时点击的控制节点:" #: ../../docs/tutorials/debug/debugger_panel.rst:110 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po index f5c37f2548..61a130efcf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 95ac9ef1d7..338e090d49 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,16 +34,16 @@ msgid "" "performances. It also offers options to visualize collision boxes and " "navigation polygons in the running game." msgstr "" -"Godot自带强大的调试器和剖析器,可以追踪bug,在运行时检查你的游戏,监控重要指标," -"并测量性能.它还提供了在运行游戏中可视化碰撞框和导航多边形的选项." +"Godot自带强大的调试器和剖析器, 可以追踪bug, 在运行时检查你的游戏, 监控重要指" +"标, 并测量性能. 它还提供了在运行游戏中可视化碰撞框和导航多边形的选项." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 msgid "" "Finally, you have options to debug the game running on a remote device and " "to reload changes to your scenes or your code while the game is running." msgstr "" -"最后,你可以选择调试在远程设备上运行的游戏,并在游戏运行时重新加载对你的场景或" -"代码的修改." +"最后, 你可以选择调试在远程设备上运行的游戏, 并在游戏运行时重新加载对你的场景" +"或代码的修改." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:18 msgid "Debugger Panel" @@ -54,7 +54,7 @@ msgid "" "Many of Godot's debugging tools are part of the Debugger panel, which you " "can find information about in :ref:`doc_debugger_panel`." msgstr "" -"Godot的许多调试工具都是Debugger面板的一部分,你可以在 :ref:" +"Godot的许多调试工具都是Debugger面板的一部分, 你可以在 :ref:" "`doc_debugger_panel` 中找到相关信息." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:24 @@ -66,11 +66,11 @@ msgid "" "There are a few common debug options you can toggle on or off when running " "your game in the editor, which can help you in debugging your game." msgstr "" -"在编辑器中运行游戏时,有几个常见的调试选项可以切换为开或关,以帮助你调试游戏." +"在编辑器中运行游戏时, 有几个常见的调试选项可以切换为开或关, 以帮助你调试游戏." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:29 msgid "You can find these options in the **Debug** editor menu." -msgstr "您可以在**Debug**编辑器菜单中找到这些选项." +msgstr "您可以在 **Debug** 编辑器菜单中找到这些选项." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:33 msgid "Here are the descriptions of the options:" @@ -84,7 +84,7 @@ msgstr "使用远程调试部署" msgid "" "When exporting and deploying, the resulting executable will attempt to " "connect to the IP of your computer for debugging." -msgstr "当导出和部署时,产生的可执行文件将尝试连接到你的计算机的IP上进行调试." +msgstr "当导出和部署时, 产生的可执行文件将尝试连接到你的计算机的IP上进行调试." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:42 msgid "Small Deploy with Network FS" @@ -102,14 +102,14 @@ msgid "" "game, deploying the game builds a minimal executable. The editor then " "provides files from the project over the network." msgstr "" -"当**Small Deploy with Network FS**开启时,部署游戏不是导出整个游戏,而是建立一" -"个最小的可执行文件.然后,编辑器通过网络提供项目中的文件." +"当 **Small Deploy with Network FS** 开启时, 部署游戏不是导出整个游戏, 而是建" +"立一个最小的可执行文件. 然后, 编辑器通过网络提供项目中的文件." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:50 msgid "" "Also, on Android, the game is deployed using the USB cable to speed up " "deployment." -msgstr "另外,在安卓系统上,游戏采用USB线部署,加快部署速度." +msgstr "另外, 在安卓系统上, 游戏采用USB线部署, 加快部署速度." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:53 msgid "Visible Collision Shapes" @@ -139,8 +139,8 @@ msgid "" "appears instantly. When used remotely on a device, this is more efficient " "with the network filesystem." msgstr "" -"使用此选项,在运行时对编辑器中的场景所做的任何更改都会立即显示.当在设备上远程" -"使用时,这对网络文件系统来说更为有效." +"使用此选项, 在运行时对编辑器中的场景所做的任何更改都会立即显示. 当在设备上远" +"程使用时, 这对网络文件系统来说更为有效." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:70 msgid "Sync Script Changes" @@ -151,8 +151,8 @@ msgid "" "Any script that is saved will be reloaded on the running game. When used " "remotely on a device, this is more efficient with the network filesystem." msgstr "" -"任何被保存的脚本都会被重新加载到正在运行的游戏上.当在设备上远程使用时,这对网" -"络文件系统来说更有效率." +"任何被保存的脚本都会被重新加载到正在运行的游戏上. 当在设备上远程使用时, 这对" +"网络文件系统来说更有效率." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:76 msgid "Script editor debug tools and options" @@ -164,8 +164,8 @@ msgid "" "and two options. The breakpoint tools can also be found in the **Debugger** " "tab of the debugger." msgstr "" -"脚本编辑器有自己的一套调试工具,用于断点和两个选项.断点工具也可以在调试器的" -"**Debugger**标签中找到." +"脚本编辑器有自己的一套调试工具, 用于断点和两个选项. 断点工具也可以在调试器的 " +"**Debugger** 标签中找到." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:84 msgid "" @@ -175,8 +175,8 @@ msgid "" "if possible. Otherwise, it does the same thing as **Step Over**." msgstr "" "**断点** 按钮会像断点一样导致脚本的中断. **继续** 使游戏在断点处暂停后继续. " -"**Step Over** 进入下一行代码,如果可能的话,**Step Into** 进入一个函数.否则,它" -"与 **Step Over** 做同样的事情." +"**Step Over** 进入下一行代码, 如果可能的话, **Step Into** 进入一个函数. 否" +"则, 它与 **Step Over** 做同样的事情." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:89 msgid "" @@ -184,8 +184,8 @@ msgid "" "been closed. And the **Debug with External Editor** option lets you debug " "your game with an external editor." msgstr "" -"在场景关闭后,**Keep Debugger Open**选项可使调试器保持打开状态.而**Debug with " -"External Editor**选项可以让你用外部编辑器调试游戏." +"在场景关闭后, **Keep Debugger Open** 选项可使调试器保持打开状态. 而 **Debug " +"with External Editor** 选项可以让你用外部编辑器调试游戏." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:95 msgid "" @@ -193,8 +193,8 @@ msgid "" "<doc_using_multiple_threads>`. This is a current limitation of the GDScript " "debugger." msgstr "" -"如果代码是 :ref:`在线程<doc_using_multiple_threads>` 中运行,断点不会中断.这是" -"当前GDScript调试器的一个限制." +"如果代码是 :ref:`在线程 <doc_using_multiple_threads>` 中运行, 断点不会中断. " +"这是当前GDScript调试器的一个限制." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:100 msgid "Debug project settings" @@ -204,7 +204,7 @@ msgstr "调试项目设置" msgid "" "In the project settings, there is a **Debug** category with three " "subcategories which control different things." -msgstr "在项目设置中,有一个 **调试** 类别,有三个子类别,控制不同的东西." +msgstr "在项目设置中, 有一个 **调试** 类别, 有三个子类别, 控制不同的东西." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:106 msgid "Settings" @@ -215,8 +215,8 @@ msgid "" "These are some general settings such as printing the current FPS to the " "**Output** panel, the maximum amount of functions when profiling and others." msgstr "" -"这些都是一些常规的设置,比如将当前的FPS打印到 **输出** 面板,剖析时的最大函数量" -"等." +"这些都是一些常规的设置, 比如将当前的FPS打印到 **输出** 面板, 剖析时的最大函数" +"量等." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:113 msgid "GDScript" @@ -227,7 +227,7 @@ msgid "" "These settings allow you to toggle specific GDScript warnings, such as for " "unused variables. You can also turn off warnings completely." msgstr "" -"这些设置允许你切换特定的GDScript警告,比如未使用的变量.您也可以完全关闭警告." +"这些设置允许你切换特定的GDScript警告, 比如未使用的变量. 您也可以完全关闭警告." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:119 msgid "Shapes" @@ -238,7 +238,7 @@ msgid "" "Shapes are where you can adjust the color of shapes that only appear for " "debugging purposes, such as collision and navigation shapes." msgstr "" -"Shapes中你可以调整形状的颜色,这些形状只出现在调试的目的,如碰撞和导航形状." +"Shapes中你可以调整形状的颜色, 这些形状只出现在调试的目的, 如碰撞和导航形状." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:125 msgid "Remote in scene dock" @@ -250,14 +250,14 @@ msgid "" "**Scene** dock, **Remote** and **Local**. While using **Remote** you can " "inspect or change the nodes' parameters in the running project." msgstr "" -"当在编辑器中运行一个游戏时,有两个选项出现在 **Scene** 栏目的顶部,即 " -"**Remote** 和 **Local** .当使用 **Remote** 时,你可以检查或改变运行项目中的节" -"点参数." +"当在编辑器中运行一个游戏时, 有两个选项出现在 **Scene** 栏目的顶部, 即 " +"**Remote** 和 **Local** . 当使用 **Remote** 时, 你可以检查或改变运行项目中的" +"节点参数." #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 msgid "" "Some editor settings related to debugging can be found inside the **Editor " "Settings**, under the **Network > Debug** and **Debugger** sections." msgstr "" -"一些与调试有关的编辑器设置可以在 **Editor Settings** 内找到,在 **Network > " +"一些与调试有关的编辑器设置可以在 **Editor Settings** 内找到, 在 **Network > " "Debug** and **Debugger** 部分." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 4d6e4ee230..9e2a9232cf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "the text be one color, or only one part of the text be centered. To get " "around this limitation you would use a :ref:`class_RichTextLabel`." msgstr "" -"标签节点非常适合显示基本文本,但它们有局限性.如果更改文本的颜色或其对齐方式,则" -"该更改会影响标签节点中的所有文本.不能让一部分文本用一种颜色,或者只有一部分文" -"本居中.要绕过此限制,可以使用 :ref:`class_RichTextLabel` ." +"标签节点非常适合显示基本文本, 但它们有局限性. 如果更改文本的颜色或其对齐方" +"式, 则该更改会影响标签节点中的所有文本. 不能让一部分文本用一种颜色, 或者只有" +"一部分文本居中. 要绕过此限制, 可以使用 :ref:`class_RichTextLabel` ." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:15 msgid "" @@ -43,15 +43,15 @@ msgid "" "Control. It has a built-in API for generating the markup, but can also parse " "a BBCode." msgstr "" -":ref:`class_RichTextLabel` 允许在一个控件中显示复杂的文本标记.它有一个内置的" -"API用于生成标记,也可以解析一个BBCode." +":ref:`class_RichTextLabel` 允许在一个控件中显示复杂的文本标记. 它有一个内置的" +"API用于生成标记, 也可以解析一个BBCode." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:18 msgid "" "Note that the BBCode tags can also be used, to some extent, in the :ref:`XML " "source of the class reference <doc_updating_the_class_reference>`." msgstr "" -"大部分BBCode标签也可以用在 :ref:`XML格式的类参考文档 " +"大部分BBCode标签也可以用在 :ref:`XML 格式的类参考文档 " "<doc_updating_the_class_reference>` ." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:22 @@ -67,16 +67,16 @@ msgid "" "this happens, you need to toggle the \"Enabled\" checkbox in the \"Bb Code\" " "section (``bbcode_enabled``)." msgstr "" -"对于统一格式的文本,您可以写入 \"Text\" 属性,但如果您想使用BBCode标记,您应该使" -"用 \"Bb Code\" 部分的 \"Text\" 属性来代替( ``bbcode_text`` ).写入这个属性将触" -"发对您的标记的解析,以按要求格式化文本.在这之前,你需要切换 \"Bb代码\" 部分的 " -"\"启用\" 复选框( ``bbcode_enabled`` )." +"对于统一格式的文本, 您可以写入 \"Text\" 属性, 但如果您想使用BBCode标记, 您应" +"该使用 \"Bb Code\" 部分的 \"Text\" 属性来代替( ``bbcode_text`` ). 写入这个属" +"性将触发对您的标记的解析, 以按要求格式化文本. 在这之前, 你需要切换 \"Bb代码" +"\" 部分的 \"启用\" 复选框( ``bbcode_enabled`` )." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:32 msgid "" "For example, ``BBCode [color=blue]blue[/color]`` would render the word \"blue" "\" with a blue color." -msgstr "例如, ``BBCode [color=blue]blue[/color]`` 将会出现蓝色的单词\"blue\"." +msgstr "例如, ``BBCode [color=blue]blue[/color]`` 将会出现蓝色的单词 \"blue\"." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:37 msgid "" @@ -86,16 +86,16 @@ msgid "" "property or you'll lose the BBCode markup. All changes to the text must be " "done in the BBCode parameter." msgstr "" -"你可能注意到,在写入\"Bb Code\"下的\"Text\"属性后,常规的\"Text\"属性现在更新为" -"不带BBCode标签的文本.虽然Text属性将由BBCode属性更新,但你不能编辑Text属性,否则" -"将丢失BBCode标签.对文本的所有更改都必须在BBCode参数中完成." +"你可能注意到, 在写入\"Bb Code\"下的 \"Text\" 属性后, 常规的 \"Text\" 属性现在" +"更新为不带BBCode标签的文本. 虽然Text属性将由BBCode属性更新, 但你不能编辑Text" +"属性, 否则将丢失BBCode标签. 对文本的所有更改都必须在BBCode参数中完成." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:44 msgid "" "For BBCode tags such as ``[b]`` (bold), ``[i]`` (italics) or ``[code]`` to " "work, you must set up custom fonts for the RichTextLabel node first." msgstr "" -"要使用 ``[b]`` (粗体)、 ``[i]`` (斜体)或 ``[code]`` 等BBCode标签,必须先为" +"要使用 ``[b]`` (粗体), ``[i]`` (斜体)或 ``[code]`` 等BBCode标签, 必须先为" "RichTextLabel节点设置对应的自定义字体(位于Custom Fonts下)." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:47 @@ -236,7 +236,7 @@ msgstr "``[url]{url}[/url]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:73 msgid "Show {url} as such, underline it and make it clickable." -msgstr "按原样显示{url},为其加下划线并使其可点击." +msgstr "按原样显示{url}, 为其加下划线并使其可点击." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:75 msgid "**url (ref)**" @@ -248,7 +248,7 @@ msgstr "``[url=<url>]{text}[/url]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:75 msgid "Makes {text} reference <url> (underlined and clickable)." -msgstr "使得{text}呈现且点击后相当于点击<url> ." +msgstr "使得{text }呈现且点击后相当于点击 <url> ." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:77 msgid "**image**" @@ -273,7 +273,7 @@ msgstr "``[img=<width>]{path}[/img]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:79 msgid "Insert image at resource {path} using <width> (keeps ratio)." -msgstr "插入由资源路径 {path} 所指示的图片,并指定其宽度(保持宽高比)." +msgstr "插入由资源路径 {path} 所指示的图片, 并指定其宽度(保持宽高比)." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:81 msgid "``[img=<width>x<height>]{path}[/img]``" @@ -281,7 +281,7 @@ msgstr "``[img=<width>x<height>]{path}[/img]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:81 msgid "Insert image at resource {path} using <width>×<height>." -msgstr "插入由资源路径 {path} 所指示的图片,指定其宽与高." +msgstr "插入由资源路径 {path} 所指示的图片, 指定其宽与高." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:83 msgid "**font**" @@ -293,7 +293,7 @@ msgstr "``[font=<path>]{text}[/font]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:83 msgid "Use custom font at <path> for {text}." -msgstr "为 {text} 内容设置自定义字体,字体由 <path> 指定." +msgstr "为 {text} 内容设置自定义字体, 字体由 <path> 指定." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:85 msgid "**color**" @@ -306,7 +306,7 @@ msgstr "``[color=<code/name>]{text}[/color]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:85 msgid "Change {text} color; use name or # format, such as ``#ff00ff``." msgstr "" -"改变 {text} 的颜色, 可以使用颜色名称或十六进制码指定颜色,如 ``#ff00ff`` ." +"改变 {text} 的颜色, 可以使用颜色名称或十六进制码指定颜色, 如 ``#ff00ff`` ." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:87 msgid "**table**" @@ -318,7 +318,7 @@ msgstr "``[table=<number>]{cells}[/table]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:87 msgid "Creates a table with <number> of columns." -msgstr "创建一个包含<number>列数的表." +msgstr "创建一个包含 <number>列数的表." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:89 msgid "**cell**" @@ -409,7 +409,7 @@ msgid "" "For opaque RGB colors, any valid 6-digit hexadecimal code is supported, e.g. " "``[color=#ffffff]white[/color]``." msgstr "" -"对于不透明的 RGB 颜色,支持任何有效的6位十六进制数,例如 " +"对于不透明的 RGB 颜色, 支持任何有效的6位十六进制数, 例如 " "``[color=#ffffff]white[/color]`` ." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:118 @@ -418,9 +418,9 @@ msgid "" "``[color=#88ffffff]translucent white[/color]``. In this case, note that the " "alpha channel is the **first** component of the color code, not the last one." msgstr "" -"对于透明的 RGB 颜色,可以使用任意8位十六进制数,例如 " -"``[color=#88ffffff]translucent white[/color]`` .在这种情况下,请注意 alpha 通" -"道是颜色代码的 **第一个** 分量,而不是最后一个." +"对于透明的 RGB 颜色, 可以使用任意8位十六进制数, 例如 " +"``[color=#88ffffff]translucent white[/color]`` . 在这种情况下, 请注意 alpha " +"通道是颜色代码的 **第一个** 分量, 而不是最后一个." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:122 msgid "Image vertical offset" @@ -428,7 +428,7 @@ msgstr "图像垂直偏移" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:124 msgid "You use a custom font for your image in order to align it vertically." -msgstr "您可以对图像使用自定义字体,以便将其垂直对齐." +msgstr "您可以对图像使用自定义字体, 以便将其垂直对齐." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:126 msgid "Create a ``BitmapFont`` resource" @@ -438,7 +438,7 @@ msgstr "创建 ``BitmapFont`` 字体资源" msgid "" "Set this bitmap font with a positive value for the ``ascent`` property, " "that's your height offset" -msgstr "将这个位图字体的 ``ascent`` 属性设置为正值,即你的高度偏移量" +msgstr "将这个位图字体的 ``ascent`` 属性设置为正值, 即你的高度偏移量" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:128 msgid "" @@ -457,8 +457,8 @@ msgid "" "customizable effects are provided out of the box, and you can easily create " "your own." msgstr "" -"BBCode也可以用来创建不同的文字动画特效.内置了五种特效,当然你也可以轻松创建出" -"自已的特效." +"BBCode也可以用来创建不同的文字动画特效. 内置了五种特效, 当然你也可以轻松创建" +"出自已的特效." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:137 msgid "Wave" @@ -470,8 +470,8 @@ msgid "" "[/wave]``. ``amp`` controls how high and low the effect goes, and ``freq`` " "controls how fast the text goes up and down." msgstr "" -"波浪使文字上下波动,它的标签格式是 ``[wave amp=50 freq=2][/wave]`` .``amp`` 控" -"制特效高低, ``freq`` 控制文字上下移动的速度." +"波浪使文字上下波动, 它的标签格式是 ``[wave amp=50 freq=2][/wave]`` .``amp`` " +"控制特效高低, ``freq`` 控制文字上下移动的速度." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:146 msgid "Tornado" @@ -483,7 +483,7 @@ msgid "" "radius=5 freq=2][/tornado]``. ``radius`` is the radius of the circle that " "controls the offset, ``freq`` is how fast the text moves in a circle." msgstr "" -"龙卷风使文字在圆圈内移动,它的标签格式是 ``[tornado radius=5 freq=2][/" +"龙卷风使文字在圆圈内移动, 它的标签格式是 ``[tornado radius=5 freq=2][/" "tornado]`` . ``radius`` 是控制偏移的圆半径, ``freq`` 是文字在圆中移动的速度." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:156 @@ -496,8 +496,8 @@ msgid "" "shake]``. ``rate`` controls how fast the text shakes, ``level`` controls how " "far the text is offset from the origin." msgstr "" -"抖动使文字摇动,它的标签格式是 ``[shake rate=5 level=10][/shake]`` . ``rate`` " -"控制文本抖动的速度, ``level`` 控制文本与原点的偏移程度." +"抖动使文字摇动, 它的标签格式是 ``[shake rate=5 level=10][/shake]`` . " +"``rate`` 控制文本抖动的速度, ``level`` 控制文本与原点的偏移程度." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:165 msgid "Fade" @@ -511,7 +511,7 @@ msgid "" "inserted, ``length`` controls over how many characters should the fade out " "take place." msgstr "" -"渐变在没有动画的文本上创建一个渐变效果,它的标签格式是 ``[fade start=4 " +"渐变在没有动画的文本上创建一个渐变效果, 它的标签格式是 ``[fade start=4 " "length=14][/fade]`` . ``start`` 控制相对于插值淡入命令的起始位置, ``length`` " "控制淡出应该发生多少个字符." @@ -526,9 +526,9 @@ msgid "" "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" -"彩虹让文字呈现出随时间变化的彩虹色,它的标签格式是 ``[rainbow freq=0.2 sat=10 " -"val=20][/rainbow]`` . ``freq`` 是每秒完整的彩虹周期数, ``sat`` 是彩虹的饱和" -"度, ``val`` 是彩虹的数值." +"彩虹让文字呈现出随时间变化的彩虹色, 它的标签格式是 ``[rainbow freq=0.2 " +"sat=10 val=20][/rainbow]`` . ``freq`` 是每秒完整的彩虹周期数, ``sat`` 是彩虹" +"的饱和度, ``val`` 是彩虹的数值." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:186 msgid "Custom BBCode tags and text effects" @@ -543,10 +543,10 @@ msgid "" "itself. The RichTextLabel does not need to have a script attached, nor does " "it need to be running in ``tool`` mode." msgstr "" -"可以扩展 :ref:`class_RichTextEffect` 资源类型来创建自己的 BBCode 标签,可以从" -"扩展 :ref:`class_RichTextEffect` 资源类型开始,如果想在编辑器中运行这些自定义" -"效果,请在GDScript文件中添加 ``tool`` 前缀,RichTextLabel不需要附加脚本,也不需" -"要在 ``tool`` 模式下运行." +"可以扩展 :ref:`class_RichTextEffect` 资源类型来创建自己的 BBCode 标签, 可以从" +"扩展 :ref:`class_RichTextEffect` 资源类型开始, 如果想在编辑器中运行这些自定义" +"效果, 请在GDScript文件中添加 ``tool`` 前缀,RichTextLabel不需要附加脚本, 也不" +"需要在 ``tool`` 模式下运行." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:194 msgid "" @@ -556,9 +556,9 @@ msgid "" "check the ``bbcode`` property automatically or will use the name of the file " "to determine what the BBCode tag should be." msgstr "" -"只需要扩展一个函数: ``_process_custom_fx(char_fx)`` ,或者可以通过添加成员名" -"称 ``bbcode`` 来提供自定义BBCode标识符,该代码将自动检查bbcode属性,或使用文件" -"名来决定BBCode标签应该是什么." +"只需要扩展一个函数: ``_process_custom_fx(char_fx)`` , 或者可以通过添加成员名" +"称 ``bbcode`` 来提供自定义BBCode标识符, 该代码将自动检查bbcode属性, 或使用文" +"件名来决定BBCode标签应该是什么." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:200 msgid "``_process_custom_fx``" @@ -571,15 +571,15 @@ msgid "" "`class_CharFXTransform` object, which holds a few variables to control how " "the associated character is rendered:" msgstr "" -"这是每个效果的逻辑生效的地方,在文本渲染绘制阶段,每个字符被调用一次,将传入一" -"个 :ref:`class_CharFXTransform` 对象,该对象拥有一些变量来控制相关字符的渲染方" -"式:" +"这是每个效果的逻辑生效的地方, 在文本渲染绘制阶段, 每个字符被调用一次, 将传入" +"一个 :ref:`class_CharFXTransform` 对象, 该对象拥有一些变量来控制相关字符的渲" +"染方式:" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:206 msgid "" "``identity`` specifies which custom effect is being processed. You should " "use that for code flow control." -msgstr "``identity身份`` 指定正在处理哪个自定义效果,应该用它来控制代码流程." +msgstr "``identity身份`` 指定正在处理哪个自定义效果, 应该用它来控制代码流程." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:208 msgid "" @@ -603,7 +603,7 @@ msgstr "``elapsed_time`` 是文本效果运行的总时间." msgid "" "``visible`` will tell you whether the character is visible or not and will " "also allow you to hide a given portion of text." -msgstr "``visible`` 将告诉你这个字符是否可见,也允许你隐藏文本的某个部分." +msgstr "``visible`` 将告诉你这个字符是否可见, 也允许你隐藏文本的某个部分." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:214 msgid "" @@ -624,11 +624,11 @@ msgid "" "custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " "its ` `env`` Dictionary. See below for more usage examples." msgstr "" -"最后, ``env`` 是一个指定自定义效果的参数 :ref:`class_Dictionary` .如果用户指" -"定,您可以使用 :ref:`Get()<CLASS_Dictionary_Method_Get>` 和可选默认值来检索每" -"个参数.例如, ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` 在其 " -"``env`` 字典中将有一个浮动 ``spread`` 和颜色 ``color`` 参数.有关更多的实例用" -"法,请参阅下面的内容." +"最后, ``env`` 是一个指定自定义效果的参数 :ref:`class_Dictionary` . 如果用户指" +"定, 您可以使用 :ref:`Get()<CLASS_Dictionary_Method_Get>` 和可选默认值来检索每" +"个参数. 例如, ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` 在其 " +"``env`` 字典中将有一个浮动 ``spread`` 和颜色 ``color`` 参数. 有关更多的实例用" +"法, 请参阅下面的内容." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:223 msgid "" @@ -638,9 +638,9 @@ msgid "" "of rendering custom effects entirely until the user fixes whatever error " "cropped up in their custom effect logic." msgstr "" -"最后需要注意的关于此函数,必须返回一个布尔值 ``true`` ,以验证结果处理正确,这样" -"一来,如果这个预先规定的字符渲染出现问题,它将完全退出自定义渲染的效果,直到用户" -"修复自定义渲染出现的任何错误." +"最后需要注意的关于此函数, 必须返回一个布尔值 ``true`` , 以验证结果处理正确, " +"这样一来, 如果这个预先规定的字符渲染出现问题, 它将完全退出自定义渲染的效果, " +"直到用户修复自定义渲染出现的任何错误." #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:228 msgid "Here are some examples of custom effects:" @@ -660,4 +660,4 @@ msgstr "矩阵" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:316 msgid "This will add a few new BBCode commands, which can be used like so:" -msgstr "这将增加一些新的BBCode命令,可以像这样使用:" +msgstr "这将增加一些新的BBCode命令, 可以像这样使用:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/control_node_gallery.po index efcc2d3f8d..8e7e38e43d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,18 +19,17 @@ msgstr "" #: ../../docs/tutorials/gui/control_node_gallery.rst:2 msgid "Control node gallery" -msgstr "" +msgstr "控制节点库" #: ../../docs/tutorials/gui/control_node_gallery.rst:4 msgid "Here is a list of common Control nodes with their name next to them:" -msgstr "" +msgstr "这里有一个常见控制节点的列表,旁边有它们的名字:" #: ../../docs/tutorials/gui/control_node_gallery.rst:8 -#, fuzzy msgid "" "The Control Gallery demo pictured above can be found `on GitHub <https://" "github.com/godotengine/godot-demo-projects/tree/master/gui/" "control_gallery>`__." msgstr "" -"如果您通过查看示例更好地学习,可以在此处找到演示项目 `这里 <https://github." -"com/godotengine/godot-demo-projects/tree/master/mobile/android_iap>`__." +"上图中的Control Gallery演示可以 `在GitHub <https://github.com/godotengine/" +"godot-demo-projects/tree/master/gui/control_gallery>`__ 上找到。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 3643dd6dbb..8722b938f4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "diagonal scrollbars, at least it will be good to know how to create these " "controls easily from script." msgstr "" -"然而,这远远不够.创建您的自定义控件,并使其按您希望的方式工作,这几乎是每个GUI程" -"序员都向往的事情.Godot提供了大量这样的工具,但它们可能并不完全如您所愿的方式工" -"作.在使用支持对角滚动条的下拉请求与开发人员联系之前,至少应该了解如何从脚本轻" -"松地创建这些控件." +"然而, 这远远不够. 创建您的自定义控件, 并使其按您希望的方式工作, 这几乎是每个" +"GUI程序员都向往的事情.Godot提供了大量这样的工具, 但它们可能并不完全如您所愿的" +"方式工作. 在使用支持对角滚动条的下拉请求与开发人员联系之前, 至少应该了解如何" +"从脚本轻松地创建这些控件." #: ../../docs/tutorials/gui/custom_gui_controls.rst:17 msgid "Drawing" @@ -49,9 +49,9 @@ msgid "" "tutorial. The same applies. Some functions are worth mentioning due to their " "usefulness when drawing, so they will be detailed next:" msgstr "" -"谈到绘制, 推荐看看这篇 :ref:`doc_custom_drawing_in_2d` 的教程.同样的原理适用" -"与控件绘制.这里有些函数值得一提, 因为它们在绘制时有用, 所以接下来将进行详细说" -"明:" +"谈到绘制, 推荐看看这篇 :ref:`doc_custom_drawing_in_2d` 的教程. 同样的原理适用" +"与控件绘制. 这里有些函数值得一提, 因为它们在绘制时有用, 所以接下来将进行详细" +"说明:" #: ../../docs/tutorials/gui/custom_gui_controls.rst:24 msgid "Checking control size" @@ -64,9 +64,9 @@ msgid "" "<class_Control_property_rect_size>` property is provided. Checking it during " "``_draw()`` is vital to ensure everything is kept in-bounds." msgstr "" -"与2D节点不同,\"size\" 对控件很重要,因为它有助于在适当的布局中组织它们.为此,我" -"们提供了 :ref:`Control.rect_size <class_Control_property_rect_size>` 属性.在 " -"``_draw()`` 中检查它以确保所有东西都在范围之内." +"与2D节点不同,\"size\" 对控件很重要, 因为它有助于在适当的布局中组织它们. 为" +"此, 我们提供了 :ref:`Control.rect_size <class_Control_property_rect_size>` 属" +"性. 在 ``_draw()`` 中检查它以确保所有东西都在范围之内." #: ../../docs/tutorials/gui/custom_gui_controls.rst:33 msgid "Checking focus" @@ -83,12 +83,12 @@ msgid "" "focused control. To check for this status, the :ref:`Control.has_focus() " "<class_Control_method_has_focus>` method exists. Example" msgstr "" -"一些控件(如按钮或文本编辑器)可为键盘或手柄输入提供输入焦点.这方面的例子是输入" -"文本或按下一个按钮.这可以通过 :ref:`Control.focus_mode " -"<class_Control_property_focus_mode>` 属性来控制.绘制时,如果控件支持输入焦点," -"总是希望显示某种指示来表明(高亮、方框等),当前这是焦点控件.为了检查这个状态,存" -"在一个 :ref:`Control.has_focus() <class_Control_method_has_focus>` 的方法.例" -"子" +"一些控件(如按钮或文本编辑器)可为键盘或手柄输入提供输入焦点. 这方面的例子是输" +"入文本或按下一个按钮. 这可以通过 :ref:`Control.focus_mode " +"<class_Control_property_focus_mode>` 属性来控制. 绘制时, 如果控件支持输入焦" +"点, 总是希望显示某种指示来表明(高亮, 方框等), 当前这是焦点控件. 为了检查这个" +"状态, 存在一个 :ref:`Control.has_focus() <class_Control_method_has_focus>` 的" +"方法. 例子" #: ../../docs/tutorials/gui/custom_gui_controls.rst:69 msgid "Sizing" @@ -103,22 +103,23 @@ msgid "" "`VBoxContainer <class_VBoxContainer>`, the minimum size will make sure your " "custom control is not squished by the other controls in the container." msgstr "" -"如前所述,尺寸对控件是很重要的.这可以让它们在设置网格、容器或锚定时以正确布局." -"控件,在大多数情况下,提供了一个 *minimum size* ,以帮助它们正确布局.例如,如果控" -"件被垂直放置在彼此的顶部,使用 :ref:`VBoxContainer <class_VBoxContainer>` ,最" -"小尺寸将确保你的自定义控件不会被容器中的其他控件挤压." +"如前所述, 尺寸对控件是很重要的. 这可以让它们在设置网格, 容器或锚定时以正确布" +"局. 控件, 在大多数情况下, 提供了一个 *minimum size* , 以帮助它们正确布局. 例" +"如, 如果控件被垂直放置在彼此的顶部, 使用 :ref:`VBoxContainer " +"<class_VBoxContainer>` , 最小尺寸将确保你的自定义控件不会被容器中的其他控件挤" +"压." #: ../../docs/tutorials/gui/custom_gui_controls.rst:79 msgid "" "To provide this callback, just override :ref:`Control.get_minimum_size() " "<class_Control_method_get_minimum_size>`, for example:" msgstr "" -"要提供此回调,只需重写 :ref:`Control.get_minimum_size() " -"<class_Control_method_get_minimum_size>` ,例如:" +"要提供此回调, 只需重写 :ref:`Control.get_minimum_size() " +"<class_Control_method_get_minimum_size>` , 例如:" #: ../../docs/tutorials/gui/custom_gui_controls.rst:96 msgid "Alternatively, set it using a function:" -msgstr "或者,使用函数进行设置:" +msgstr "或者, 使用函数进行设置:" #: ../../docs/tutorials/gui/custom_gui_controls.rst:112 msgid "Input" @@ -166,8 +167,8 @@ msgid "" "<class_Control_method__gui_input>`. Simply override it in your control. No " "processing needs to be set." msgstr "" -"这个函数 :ref:`Control._gui_input() <class_Control_method__gui_input>` .只需" -"在你的控件中重写它.不需要设置处理." +"这个函数 :ref:`Control._gui_input() <class_Control_method__gui_input>` . 只需" +"在你的控件中重写它. 不需要设置处理." #: ../../docs/tutorials/gui/custom_gui_controls.rst:153 msgid "" @@ -184,5 +185,5 @@ msgid "" "Controls also have many useful notifications for which no dedicated callback " "exists, but which can be checked with the _notification callback:" msgstr "" -"控件也有许多有用的通知,这些通知不存在专门的回调,但可以用_notification回调来检" -"查:" +"控件也有许多有用的通知, 这些通知不存在专门的回调, 但可以用_notification回调来" +"检查:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_containers.po index c18e6b1a98..33b63cf35d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,21 +18,20 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/gui/gui_containers.rst:4 -#, fuzzy msgid "Using Containers" -msgstr "容器" +msgstr "使用容器Container" #: ../../docs/tutorials/gui/gui_containers.rst:6 msgid "" ":ref:`Anchors <doc_size_and_anchors>` are an efficient way to handle " "different aspect ratios for basic multiple resolution handling in GUIs," msgstr "" -":ref:`锚点<doc_size_and_anchors>` 是处理图形用户界面中基本多分辨率处理的不同" +":ref:`锚点 <doc_size_and_anchors>` 是处理图形用户界面中基本多分辨率处理的不同" "纵横比的有效方法," #: ../../docs/tutorials/gui/gui_containers.rst:9 msgid "For more complex user interfaces, they can become difficult to use." -msgstr "对于更复杂的用户界面,它们可能会变得难以使用." +msgstr "对于更复杂的用户界面, 它们可能会变得难以使用." #: ../../docs/tutorials/gui/gui_containers.rst:11 msgid "" @@ -40,8 +39,8 @@ msgid "" "simulations. Another common case where more advanced layout features may be " "required is in-game tools (or simply just tools)." msgstr "" -"这通常是游戏的情况下,如角色扮演类、在线聊天、大富翁类或模拟类游戏.另一个需要" -"更高级布局功能的常见情况是游戏内工具(或者仅仅是工具)." +"这通常是游戏的情况下, 如角色扮演类, 在线聊天, 大富翁类或模拟类游戏. 另一个需" +"要更高级布局功能的常见情况是游戏内工具(或者仅仅是工具)." #: ../../docs/tutorials/gui/gui_containers.rst:14 msgid "" @@ -49,8 +48,8 @@ msgid "" "advanced layout and formatting. For that, :ref:`Containers " "<class_container>` are more useful." msgstr "" -"这些情况需要一个更强大的类似操作系统的用户界面,具有先进的布局和格式.为此, :" -"ref:`容器<class_container>` 更有用." +"这些情况需要一个更强大的类似操作系统的用户界面, 具有先进的布局和格式. 为此, :" +"ref:`容器 <class_container>` 更有用." #: ../../docs/tutorials/gui/gui_containers.rst:18 msgid "Container layout" @@ -71,10 +70,10 @@ msgid "" "attempt to manually alter these nodes will be either ignored or invalidated " "the next time their parent is resized." msgstr "" -"当使用 :ref:`容器<class_Container>` 派生节点时,所有 :ref:`控件" -"<class_Control>` 子节点放弃了自己的定位能力.这意味着 *Container容器* 将控制它" -"们的位置,任何手动更改这些节点的尝试,都将在它们的父节点下一次调整大小时被忽略" -"或失效." +"当使用 :ref:`容器 <class_Container>` 派生节点时, 所有 :ref:`控件 " +"<class_Control>` 子节点放弃了自己的定位能力. 这意味着 *Container容器* 将控制" +"它们的位置, 任何手动更改这些节点的尝试, 都将在它们的父节点下一次调整大小时被" +"忽略或失效." #: ../../docs/tutorials/gui/gui_containers.rst:28 msgid "" @@ -82,8 +81,8 @@ msgid "" "be re-positioned according to it, with a behavior based on the type of " "container used:" msgstr "" -"同样,当一个 *Container* 派生的节点被调整大小时,它的所有子节点将根据它重新定" -"位,其行为基于所用的容器类型:" +"同样, 当一个 *Container* 派生的节点被调整大小时, 它的所有子节点将根据它重新定" +"位, 其行为基于所用的容器类型:" #: ../../docs/tutorials/gui/gui_containers.rst:33 msgid "Example of *HBoxContainer* resizing children buttons." @@ -94,7 +93,8 @@ msgid "" "The real strength of containers is that they can be nested (as nodes), " "allowing the creation of very complex layouts that resize effortlessly." msgstr "" -"容器的真正优势在于它们可以嵌套(作为节点),允许创建非常复杂的布局,调整毫不费力." +"容器的真正优势在于它们可以嵌套(作为节点), 允许创建非常复杂的布局, 调整毫不费" +"力." #: ../../docs/tutorials/gui/gui_containers.rst:38 msgid "Size flags" @@ -106,15 +106,15 @@ msgid "" "depends mainly on their *size flags*. These flags can be found by inspecting " "any control that is a child of a *Container*." msgstr "" -"当向容器添加节点时,容器对待每个子元素的方式,主要取决于它们的 *size flags尺寸" -"标记* .通过检查 *容器* 的子控件,可以找到这些标记." +"当向容器添加节点时, 容器对待每个子元素的方式, 主要取决于它们的 *size flags尺" +"寸标记* . 通过检查 *容器* 的子控件, 可以找到这些标记." #: ../../docs/tutorials/gui/gui_containers.rst:45 msgid "" "Size flags are independent for vertical and horizontal sizing and not all " "containers make use of them (but most do):" msgstr "" -"尺寸标记独立于垂直和水平尺寸,并不是所有容器都使用它们(但大多数容器都使用):" +"尺寸标记独立于垂直和水平尺寸, 并不是所有容器都使用它们(但大多数容器都使用):" #: ../../docs/tutorials/gui/gui_containers.rst:47 msgid "" @@ -122,8 +122,8 @@ msgid "" "container. No matter if a control *expands* or not (see below), it will only " "*fill* the designated area when this is toggled on (it is by default)." msgstr "" -"**Fill填充**: 确保控件 *fills填充* 容器内指定的区域.无论控件是否 *expands扩展" -"* (见下面),当此选项被选中时(默认情况),只 *填充* 指定区域." +"**Fill填充** : 确保控件 *fills填充* 容器内指定的区域. 无论控件是否 *expands扩" +"展* (见下面), 当此选项被选中时(默认情况), 只 *填充* 指定区域." #: ../../docs/tutorials/gui/gui_containers.rst:49 msgid "" @@ -132,17 +132,17 @@ msgid "" "those that do. Between expanding controls, the amount of space they take " "from each other is determined by the *Ratio* (see below)." msgstr "" -"**Expand扩展**: 试图在父容器中尽可能多地使用空间(在每个轴中).不展开的控件会被" -"展开的控件推开.在扩展的控件之间,它们相互占用的空间大小由 *Ratio* 决定(见下" -"文)." +"**Expand扩展** : 试图在父容器中尽可能多地使用空间(在每个轴中). 不展开的控件会" +"被展开的控件推开. 在扩展的控件之间, 它们相互占用的空间大小由 *Ratio* 决定(见" +"下文)." #: ../../docs/tutorials/gui/gui_containers.rst:52 msgid "" "**Shrink Center** When expanding (and if not filling), try to remain at the " "center of the expanded area (by default it remains at the left or top)." msgstr "" -"**Shrink Center收缩中心** 当扩展时(如果不填充),尽量保持在扩展区域的中心(默认" -"情况下,它仍然位于左侧或顶部)." +"**Shrink Center收缩中心** 当扩展时(如果不填充), 尽量保持在扩展区域的中心(默认" +"情况下, 它仍然位于左侧或顶部)." #: ../../docs/tutorials/gui/gui_containers.rst:54 msgid "" @@ -150,14 +150,14 @@ msgid "" "space in relation to each other. A control with \"2\", will take up twice as " "much available space as one with \"1\"." msgstr "" -"**Ratio比例** 扩展控件之间,相互占用可用空间的简单比例.一个比例为\"2\"的控件," -"将占用比例为\"1\"控件的两倍可用空间." +"**Ratio比例** 扩展控件之间, 相互占用可用空间的简单比例. 一个比例为 \"2\" 的控" +"件, 将占用比例为 \"1\" 控件的两倍可用空间." #: ../../docs/tutorials/gui/gui_containers.rst:57 msgid "" "Experimenting with these flags and different containers is recommended to " "get a better grasp on how they work." -msgstr "建议使用这些标记和不同的容器进行试验,以便更好地了解它们是如何工作的." +msgstr "建议使用这些标记和不同的容器进行试验, 以便更好地了解它们是如何工作的." #: ../../docs/tutorials/gui/gui_containers.rst:60 msgid "Container types" @@ -167,28 +167,29 @@ msgstr "容器类型" msgid "" "Godot provides several container types out of the box as they serve " "different purposes:" -msgstr "Godot提供了几种开箱即用的容器类型,因为它们有不同的用途:" +msgstr "Godot提供了几种开箱即用的容器类型, 因为它们有不同的用途:" #: ../../docs/tutorials/gui/gui_containers.rst:65 msgid "Box Containers" msgstr "Box容器" #: ../../docs/tutorials/gui/gui_containers.rst:67 +#, fuzzy msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." msgstr "" -"垂直或水平排列子控件(通过 :ref:`水平盒子容器<class_HBoxContainer>` 和 :ref:`" -"垂直盒子容器<class_VBoxContainer>` ).在指定方向的相反方向(如水平容器的垂直方" -"向),只是扩大了子节点的范围." +"垂直或水平排列子控件(通过 :ref:`水平盒子容器 <class_HBoxContainer>` 和 :ref:`" +"垂直盒子容器 <class_VBoxContainer>` ). 在指定方向的相反方向(如水平容器的垂直" +"方向), 只是扩大了子节点的范围." #: ../../docs/tutorials/gui/gui_containers.rst:73 msgid "" "These containers make use of the *Ratio* property for children with the " "*Expand* flag set." -msgstr "这些容器使用 *Ratio比例* 属性,用于设置 *Expand扩展* 标记的子容器." +msgstr "这些容器使用 *Ratio比例* 属性, 用于设置 *Expand扩展* 标记的子容器." #: ../../docs/tutorials/gui/gui_containers.rst:76 msgid "Grid Container" @@ -200,8 +201,8 @@ msgid "" "<class_GridContainer>`, amount of columns must be specified). Uses both the " "vertical and horizontal expand flags." msgstr "" -"在网格布局中排列子控件(通过 :ref:`网格容器<class_GridContainer>` ,必须指定列" -"的数量).同时使用垂直和水平扩展标记." +"在网格布局中排列子控件(通过 :ref:`网格容器 <class_GridContainer>` , 必须指定" +"列的数量). 同时使用垂直和水平扩展标记." #: ../../docs/tutorials/gui/gui_containers.rst:84 msgid "Margin Container" @@ -213,16 +214,16 @@ msgid "" "`MarginContainer <class_MarginContainer>`). Padding will be added on the " "margins depending on the theme configuration." msgstr "" -"子控件被扩展到该控件的边界(通过 :ref:`边距容器<class_MarginContainer>` ).根据" -"主题配置,将在页边距上添加填充." +"子控件被扩展到该控件的边界(通过 :ref:`边距容器 <class_MarginContainer>` ). 根" +"据主题配置, 将在页边距上添加填充." #: ../../docs/tutorials/gui/gui_containers.rst:92 msgid "" "Again, keep in mind that the margins are a *Theme* value, so they need to be " "edited from the constants overrides section of each control:" msgstr "" -"同样,请记住,边距是一个 *Theme* 值,所以它们需要从每个控件的常量重写部分进行编" -"辑:" +"同样, 请记住, 边距是一个 *Theme* 值, 所以它们需要从每个控件的常量重写部分进行" +"编辑:" #: ../../docs/tutorials/gui/gui_containers.rst:98 msgid "Tab Container" @@ -234,29 +235,30 @@ msgid "" "(via :ref:`TabContainer <class_TabContainer>`), with only the *current* one " "visible." msgstr "" -"允许您将多个子控件堆叠在一起(通过 :ref:`选项卡容器<class_TabContainer>`),只" +"允许您将多个子控件堆叠在一起(通过 :ref:`选项卡容器 <class_TabContainer>`), 只" "有 *current当前* 可见." #: ../../docs/tutorials/gui/gui_containers.rst:105 msgid "" "Changing the *current* one is done via tabs located at the top of the " "container, via clicking:" -msgstr "通过点击位于容器顶部的选项卡,来标记 *current当前* 选项卡:" +msgstr "通过点击位于容器顶部的选项卡, 来标记 *current当前* 选项卡:" #: ../../docs/tutorials/gui/gui_containers.rst:109 msgid "" "The titles are generated from the node names by default (although they can " "be overridden via *TabContainer* API)." msgstr "" -"默认情况下,标题是由节点名称生成的(尽管它们可以通过 *TabContainer* API被重写)." +"默认情况下, 标题是由节点名称生成的(尽管它们可以通过 *TabContainer* API被重" +"写)." #: ../../docs/tutorials/gui/gui_containers.rst:111 msgid "" "Settings such as tab placement and *StyleBox* can be modified in the " "*TabContainer* theme overrides." msgstr "" -"在 *TabContainer选项卡容器* 主题覆盖中,可以修改选项卡位置和 *StyleBox盒子样式" -"* 等内容." +"在 *TabContainer选项卡容器* 主题覆盖中, 可以修改选项卡位置和 *StyleBox盒子样" +"式* 等内容." #: ../../docs/tutorials/gui/gui_containers.rst:114 msgid "Split Container" @@ -269,9 +271,9 @@ msgid "" "`VSplitContainer <class_VSplitContainer>`). Respects both horizontal and " "vertical flags, as well as *Ratio*." msgstr "" -"只接受一两个子控件,然后将它们与除数并排放置(通过 :ref:`水平分割容器" -"<class_HSplitContainer>` 和 :ref:`垂直分割容器<class_VSplitContainer>`).同时" -"考虑水平和垂直标记,以及 *Ratio比例* ." +"只接受一两个子控件, 然后将它们与除数并排放置(通过 :ref:`水平分割容器 " +"<class_HSplitContainer>` 和 :ref:`垂直分割容器 <class_VSplitContainer>`). 同" +"时考虑水平和垂直标记, 以及 *Ratio比例* ." #: ../../docs/tutorials/gui/gui_containers.rst:122 msgid "" @@ -289,15 +291,15 @@ msgid "" "whole area (via :ref:`PanelContainer <class_PanelContainer>`, respecting the " "*StyleBox* margins). It respects both the horizontal and vertical size flags." msgstr "" -"绘制 *StyleBox样式盒子* 的简单容器,然后将子节点扩大到整个区域(通过 :ref:`面板" -"容器<class_PanelContainer>` ,考虑 *样式盒子* 的边距).它同时考虑水平和垂直尺寸" -"标记." +"绘制 *StyleBox样式盒子* 的简单容器, 然后将子节点扩大到整个区域(通过 :ref:`面" +"板容器 <class_PanelContainer>` , 考虑 *样式盒子* 的边距). 它同时考虑水平和垂" +"直尺寸标记." #: ../../docs/tutorials/gui/gui_containers.rst:136 msgid "" "This container is useful as top-level, or just to add custom backgrounds to " "sections of a layout." -msgstr "这个容器作为顶层非常有用,或者只是为布局各个部分添加自定义背景." +msgstr "这个容器作为顶层非常有用, 或者只是为布局各个部分添加自定义背景." #: ../../docs/tutorials/gui/gui_containers.rst:139 msgid "ScrollContainer" @@ -311,9 +313,9 @@ msgid "" "size flags are respected, and the behavior can be turned on or off per axis " "in the properties." msgstr "" -"接受一个单独的子节点.如果这个节点比容器大,将添加滚动条以允许移动节点(通过 :" -"ref:`滚动条容器<class_ScrollContainer>`).考虑垂直和水平尺寸标识,该行为可以在" -"属性中的每个轴上打开或关闭." +"接受一个单独的子节点. 如果这个节点比容器大, 将添加滚动条以允许移动节点(通过 :" +"ref:`滚动条容器 <class_ScrollContainer>`). 考虑垂直和水平尺寸标识, 该行为可以" +"在属性中的每个轴上打开或关闭." #: ../../docs/tutorials/gui/gui_containers.rst:148 msgid "" @@ -326,8 +328,8 @@ msgid "" "As in the example above, one of the most common ways to use this container " "is together with a *VBoxContainer* as child." msgstr "" -"在上面的例子中,使用此容器最常见的方法之一,是将 *VBoxContainer垂直盒子容器* 作" -"为子容器一起使用." +"在上面的例子中, 使用此容器最常见的方法之一, 是将 *VBoxContainer垂直盒子容器* " +"作为子容器一起使用." #: ../../docs/tutorials/gui/gui_containers.rst:156 msgid "ViewportContainer" @@ -339,8 +341,8 @@ msgid "" "child, and it will display it as if it was an image (via :ref:" "`ViewportContainer <class_ViewportContainer>`)." msgstr "" -"这是一个特殊的控件,它只接受单个 *Viewport视窗* 节点作为子节点,它会像显示图像" -"一样显示它(通过 :ref:`视窗容器 <class_ViewportContainer>`)." +"这是一个特殊的控件, 它只接受单个 *Viewport视窗* 节点作为子节点, 它会像显示图" +"像一样显示它(通过 :ref:`视窗容器 <class_ViewportContainer>`)." #: ../../docs/tutorials/gui/gui_containers.rst:162 msgid "Creating custom Containers" @@ -351,5 +353,5 @@ msgid "" "It is possible to easily create a custom container using script. Here is an " "example of a simple container that fits children to its rect size:" msgstr "" -"可以使用脚本轻松地创建自定义容器.下面是一个简单容器的例子,它适合于其矩形大小" -"的子容器:" +"可以使用脚本轻松地创建自定义容器. 下面是一个简单容器的例子, 它适合于其矩形大" +"小的子容器:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po index e7156da75c..40b4af1137 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -23,7 +23,7 @@ msgstr "GUI 外观定制" #: ../../docs/tutorials/gui/gui_skinning.rst:7 msgid "Oh, beautiful GUI!" -msgstr "哦,漂亮的GUI!" +msgstr "哦, 漂亮的GUI!" #: ../../docs/tutorials/gui/gui_skinning.rst:9 msgid "" @@ -32,9 +32,9 @@ msgid "" "<class_Label>`, :ref:`TextureRect <class_TextureRect>`, :ref:`TextureButton " "<class_TextureButton>` and :ref:`TextureProgress <class_TextureProgress>`." msgstr "" -"本教程是关于用户界面的高级外观定制.大多数游戏一般不需要这个,因为他们最终只依" -"赖 :ref:`Label <class_Label>`, :ref:`TextureRect <class_TextureRect>`, :ref:" -"`TextureButton <class_TextureButton>` 和 :ref:`TextureProgress " +"本教程是关于用户界面的高级外观定制. 大多数游戏一般不需要这个, 因为他们最终只" +"依赖 :ref:`Label <class_Label>`, :ref:`TextureRect <class_TextureRect>`, :" +"ref:`TextureButton <class_TextureButton>` 和 :ref:`TextureProgress " "<class_TextureProgress>`." #: ../../docs/tutorials/gui/gui_skinning.rst:15 @@ -44,16 +44,16 @@ msgid "" "also common in some games that include editors to create content, or " "interfaces for network connectivity." msgstr "" -"然而,许多类型的游戏往往需要复杂的用户界面,如MMO、传统RPG、模拟、战略等.这类界" -"面在一些游戏中也很常见,包括创建内容的编辑器,或网络连接的界面." +"然而, 许多类型的游戏往往需要复杂的用户界面, 如MMO, 传统RPG, 模拟, 战略等. 这" +"类界面在一些游戏中也很常见, 包括创建内容的编辑器, 或网络连接的界面." #: ../../docs/tutorials/gui/gui_skinning.rst:20 msgid "" "Godot's user interface uses these kinds of control with the default theme, " "but they can be skinned to resemble pretty much any kind of user interface." msgstr "" -"Godot的用户界面使用了这些带有默认主题的控件,但它们可以被换上皮肤,以类似于几乎" -"任何类型的用户界面." +"Godot的用户界面使用了这些带有默认主题的控件, 但它们可以被换上皮肤, 以类似于几" +"乎任何类型的用户界面." #: ../../docs/tutorials/gui/gui_skinning.rst:25 msgid "Theme" @@ -72,12 +72,12 @@ msgid "" "rest of this document will explain the different tools used to customize the " "theme." msgstr "" -"GUI通过 :ref:`Theme <class_Theme>` 资源进行外观定制.主题包含改变所有控件的整" -"体样式所需的所有信息.主题选项是命名的,所以哪个名称更改什么并不明显(尤其是从代" -"码中),但提供了几个工具.查看每个控件的每个主题选项的最终地方是 `scene/" +"GUI通过 :ref:`Theme <class_Theme>` 资源进行外观定制. 主题包含改变所有控件的整" +"体样式所需的所有信息. 主题选项是命名的, 所以哪个名称更改什么并不明显(尤其是从" +"代码中), 但提供了几个工具. 查看每个控件的每个主题选项的最终地方是 `scene/" "resources/default_theme/default_theme.cpp <https://github.com/godotengine/" -"godot/blob/master/scene/resources/default_theme/default_theme.cpp>`__ 文件,它" -"总是比任何文档都更新及时.本文档的其余部分将说明用于定制主题的不同工具." +"godot/blob/master/scene/resources/default_theme/default_theme.cpp>`__ 文件, " +"它总是比任何文档都更新及时. 本文档的其余部分将说明用于定制主题的不同工具." #: ../../docs/tutorials/gui/gui_skinning.rst:38 msgid "" @@ -88,10 +88,10 @@ msgid "" "towards the root. If nothing was found, the default theme is used. This " "system allows for flexible overriding of themes in complex user interfaces." msgstr "" -"一个主题可以应用于场景中的任何控件.因此,所有的子级和孙级控件也将使用相同的主" -"题,除非在树的下面指定了另一个主题.如果在一个主题中没有找到一个值,那么它将在层" -"次结构中朝着根的方向高层主题中搜索.如果没有找到,则使用默认主题.当前系统允许在" -"复杂的用户界面中灵活地重写主题." +"一个主题可以应用于场景中的任何控件. 因此, 所有的子级和孙级控件也将使用相同的" +"主题, 除非在树的下面指定了另一个主题. 如果在一个主题中没有找到一个值, 那么它" +"将在层次结构中朝着根的方向高层主题中搜索. 如果没有找到, 则使用默认主题. 当前" +"系统允许在复杂的用户界面中灵活地重写主题." #: ../../docs/tutorials/gui/gui_skinning.rst:48 msgid "" @@ -101,9 +101,10 @@ msgid "" "automatically. To get correct theming in the editor for instanced scenes, " "you can apply the theme resource to the instanced scene's root node as well." msgstr "" -"不要使用 Project Settings 中的自定义主题选项,因为主题传播存在已知的错误.取而" -"代之的是,将你的主题应用到根控制节点的主题属性中.它将自动传播到实例场景中.要想" -"在编辑器中获得正确的实例场景主题,你还可以将主题资源也应用到实例场景的根节点." +"不要使用 Project Settings 中的自定义主题选项, 因为主题传播存在已知的错误. 取" +"而代之的是, 将你的主题应用到根控制节点的主题属性中. 它将自动传播到实例场景" +"中. 要想在编辑器中获得正确的实例场景主题, 你还可以将主题资源也应用到实例场景" +"的根节点." #: ../../docs/tutorials/gui/gui_skinning.rst:55 msgid "Theme options" @@ -117,13 +118,13 @@ msgstr "一个主题中的每种选项可以是:" msgid "" "**An integer constant**: A single numerical constant. Generally used to " "define spacing between components or alignment." -msgstr "**整数常量**: 一个数值常量.通用用于定义组件之间的间距和对齐相关设置." +msgstr "**整数常量** : 一个数值常量. 通用用于定义组件之间的间距和对齐相关设置." #: ../../docs/tutorials/gui/gui_skinning.rst:61 msgid "" "**A Color**: A single color, with or without transparency. Colors are " "usually applied to fonts and icons." -msgstr "**颜色**:单一颜色,具不具备透明度皆可.颜色通常应用于字体和图标." +msgstr "**颜色** : 单一颜色, 具不具备透明度皆可. 颜色通常应用于字体和图标." #: ../../docs/tutorials/gui/gui_skinning.rst:63 msgid "" @@ -131,21 +132,21 @@ msgid "" "are, they represent handles to pick or icons in a complex control (such as a " "file dialog)." msgstr "" -"**纹理**: 一个单独的图像.纹理并不经常使用,但当它们被使用时,表示复杂控件中的选" -"取手柄或图标,如文件对话框." +"**纹理** : 一个单独的图像. 纹理并不经常使用, 但当它们被使用时, 表示复杂控件中" +"的选取手柄或图标, 如文件对话框." #: ../../docs/tutorials/gui/gui_skinning.rst:66 msgid "" "**A Font**: Every control that uses text can be assigned the fonts used to " "draw strings." -msgstr "**字体**: 每个使用文本的控件都可以设置字体用于绘制字符串." +msgstr "**字体** : 每个使用文本的控件都可以设置字体用于绘制字符串." #: ../../docs/tutorials/gui/gui_skinning.rst:68 msgid "" "**A StyleBox**: Stylebox is a resource that defines how to draw a panel in " "varying sizes (more information on them later)." msgstr "" -"**风格箱**: 风格箱是一种资源, 用以定义如何绘制不同大小的面板 (之后见更多信" +"**风格箱** : 风格箱是一种资源, 用以定义如何绘制不同大小的面板 (之后见更多信" "息)." #: ../../docs/tutorials/gui/gui_skinning.rst:71 @@ -170,8 +171,8 @@ msgid "" "changed and then applied to a label. Therefore, the label's text (and all " "children and grandchildren labels) will be red." msgstr "" -"在上面的例子中,一个新主题被创建.\"font_color\" 选项被改变,然后应用于一个标签." -"进而,该标签的文本以及所有子级和孙级标签,将是红色." +"在上面的例子中, 一个新主题被创建.\"font_color\" 选项被改变, 然后应用于一个标" +"签. 进而, 该标签的文本以及所有子级和孙级标签, 将是红色." #: ../../docs/tutorials/gui/gui_skinning.rst:99 msgid "" @@ -180,8 +181,8 @@ msgid "" "add_color_override() <class_Control_method_add_color_override>`:" msgstr "" "通过使用 :ref:`Control.add_color_override() " -"<class_Control_method_add_color_override>` 中的重写API,可以在不直接使用主题的" -"情况下覆盖这些选项,这只针对特定的控件:" +"<class_Control_method_add_color_override>` 中的重写API, 可以在不直接使用主题" +"的情况下覆盖这些选项, 这只针对特定的控件:" #: ../../docs/tutorials/gui/gui_skinning.rst:114 msgid "" @@ -189,7 +190,7 @@ msgid "" "options are overridable, or check the :ref:`Control <class_Control>` class " "reference." msgstr "" -"在Godot的内置帮助中(在脚本选项卡中),你可以查看哪些主题选项是可重写的,或者查" +"在Godot的内置帮助中(在脚本选项卡中), 你可以查看哪些主题选项是可重写的, 或者查" "看 :ref:`Control <class_Control>` 类的参考." #: ../../docs/tutorials/gui/gui_skinning.rst:118 @@ -202,8 +203,8 @@ msgid "" "create a new theme. Controls offer their theme options as special kinds of " "properties. If checked, overriding will take place:" msgstr "" -"如果只需要外观定制少数几个控件, 通常没有必要创建一个新主题.控件提供其主题选项" -"作为特殊类型的属性(在检查面板上).一旦勾选, 覆写就会生效:" +"如果只需要外观定制少数几个控件, 通常没有必要创建一个新主题. 控件提供其主题选" +"项作为特殊类型的属性(在检查面板上). 一旦勾选, 覆写就会生效:" #: ../../docs/tutorials/gui/gui_skinning.rst:126 msgid "" @@ -211,8 +212,8 @@ msgid "" "checked, they can be used to override the value of the theme just for that " "control." msgstr "" -"从上面的图片中可以看出,主题选项有一些小复选框.如果选中,它们可以用来覆盖该控件" -"的主题属性值." +"从上面的图片中可以看出, 主题选项有一些小复选框. 如果选中, 它们可以用来覆盖该" +"控件的主题属性值." #: ../../docs/tutorials/gui/gui_skinning.rst:131 msgid "Creating a theme" @@ -224,8 +225,8 @@ msgid "" "Theme from the resource menu; the editor will appear immediately. After " "that, save it (for example, with the name mytheme.theme):" msgstr "" -"创建一个主题的最简单方法是编辑一个主题资源.从资源菜单中创建一个主题;编辑器随" -"之出现.之后,保存它 (例如,名称为mytheme.theme):" +"创建一个主题的最简单方法是编辑一个主题资源. 从资源菜单中创建一个主题;编辑器" +"随之出现. 之后, 保存它 (例如, 名称为mytheme.theme):" #: ../../docs/tutorials/gui/gui_skinning.rst:139 msgid "" @@ -235,7 +236,7 @@ msgstr "这将创建一个空主题, 之后可以将其加载并分配给控件. #: ../../docs/tutorials/gui/gui_skinning.rst:143 msgid "Example: theming a button" -msgstr "示例:指定一个按钮的主题" +msgstr "示例: 指定一个按钮的主题" #: ../../docs/tutorials/gui/gui_skinning.rst:145 msgid "" @@ -244,13 +245,13 @@ msgid "" "and select \"Add Class Items\":" msgstr "" "下载这些资产(:download:`skin_assets.zip <files/skin_assets.zip>` )并将它们添" -"加到你的项目中.打开主题编辑器,点击 \"编辑主题\",选择 \"Add Class Items\" :" +"加到你的项目中. 打开主题编辑器, 点击 \"编辑主题\", 选择 \"Add Class Items\" :" #: ../../docs/tutorials/gui/gui_skinning.rst:151 msgid "" "A menu will appear prompting the type of control to create. Select \"Button" "\":" -msgstr "然后将出现一个菜单, 提示要创建的控件类型.选择 \"Button\":" +msgstr "然后将出现一个菜单, 提示要创建的控件类型. 选择 \"Button\":" #: ../../docs/tutorials/gui/gui_skinning.rst:156 msgid "" @@ -266,9 +267,9 @@ msgid "" "not stretch when the texture is stretched. This is called nine-patch or " "\"3x3\" stretching:" msgstr "" -"从 ``Styles`` 中,打开可能显示 \"null\" 旁边的 \"Normal\" 下拉菜单,创建一个 " -"\"New StyleBoxTexture\" ,然后编辑它.一个纹理样式盒子包含一个纹理和边距的尺寸," -"当纹理被拉伸时,边距不会被拉伸.这就是所谓的九宫格或 \"3x3\" 拉伸:" +"从 ``Styles`` 中, 打开可能显示 \"null\" 旁边的 \"Normal\" 下拉菜单, 创建一个 " +"\"New StyleBoxTexture\" , 然后编辑它. 一个纹理样式盒子包含一个纹理和边距的尺" +"寸, 当纹理被拉伸时, 边距不会被拉伸. 这就是所谓的九宫格或 \"3x3\" 拉伸:" #: ../../docs/tutorials/gui/gui_skinning.rst:169 msgid "" @@ -277,23 +278,23 @@ msgid "" "supplied font as the button font and change the font color to black. Soon, " "your button will look different and retro:" msgstr "" -"重复上述步骤并添加其他资源.示例文件中没有提供\"Hover\"或\"Disabled\"的图像, " -"因此使用与\"Normal\"状态相同的 stylebox.将提供的字体设置为按钮字体, 并将字体" -"颜色更改为黑色.很快地, 您的按钮将看起来不同了,并且变得复古:" +"重复上述步骤并添加其他资源. 示例文件中没有提供 \"Hover\" 或 \"Disabled\" 的图" +"像, 因此使用与 \"Normal\" 状态相同的 stylebox. 将提供的字体设置为按钮字体, 并" +"将字体颜色更改为黑色. 很快地, 您的按钮将看起来不同了, 并且变得复古:" #: ../../docs/tutorials/gui/gui_skinning.rst:176 msgid "" "Save this theme to the .theme file. Go to the 2D editor and create a few " "buttons:" -msgstr "把这个主题保存到 .theme文件中.转到2D编辑器,创建几个按钮:" +msgstr "把这个主题保存到 .theme文件中. 转到2D编辑器, 创建几个按钮:" #: ../../docs/tutorials/gui/gui_skinning.rst:181 msgid "" "Now, go to the root node of the scene and locate the \"theme\" property, " "replace it with the theme that was just created. It should look like this:" msgstr "" -"现在,转到场景的根节点,找到 \"theme\" 属性,用刚刚创建的主题替换它.它应该看起来" -"像这样:" +"现在, 转到场景的根节点, 找到 \"theme\" 属性, 用刚刚创建的主题替换它. 它应该看" +"起来像这样:" #: ../../docs/tutorials/gui/gui_skinning.rst:186 msgid "Congratulations! You have created a reusable GUI Theme!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po index a87b73a7d5..e38dab2387 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 51576afa1d..e19b101150 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,7 +29,7 @@ msgid "" "case." msgstr "" "如果一个游戏总是用同一分辨率在同样的设备上运行, 摆放控件将是一个简单的事, 只" -"要逐个设置它们的位置属性和大小属性即可.不幸的是, 能像这样处理的情况很少." +"要逐个设置它们的位置属性和大小属性即可. 不幸的是, 能像这样处理的情况很少." #: ../../docs/tutorials/gui/size_and_anchors.rst:11 msgid "" @@ -37,8 +37,8 @@ msgid "" "else, from computer monitors to tablets, portable consoles and mobile phones " "have different resolutions and aspect ratios." msgstr "" -"如今只有电视机有标准分辨率和纵横比.而其他所有设备,从计算机显示器到平板电脑、" -"便携游戏主机和手机等等,都有不同的分辨率和纵横比." +"如今只有电视机有标准分辨率和纵横比. 而其他所有设备, 从计算机显示器到平板电" +"脑, 便携游戏主机和手机等等, 都有不同的分辨率和纵横比." #: ../../docs/tutorials/gui/size_and_anchors.rst:15 msgid "" @@ -47,8 +47,9 @@ msgid "" "Some will need to follow the bottom of the screen, others the top of the " "screen, or maybe the right or left margins." msgstr "" -"有几种方法来处理这个问题,但现在,让我们想象一下,屏幕分辨率已经改变,控件需要重" -"新定位.有的需要跟随屏幕的底部,有的需要跟随屏幕的顶部,也有的需要跟随左右边距." +"有几种方法来处理这个问题, 但现在, 让我们想象一下, 屏幕分辨率已经改变, 控件需" +"要重新定位. 有的需要跟随屏幕的底部, 有的需要跟随屏幕的顶部, 也有的需要跟随左" +"右边距." #: ../../docs/tutorials/gui/size_and_anchors.rst:22 msgid "" @@ -57,9 +58,9 @@ msgid "" "represent a distance in pixels relative to the top-left corner of the parent " "control or (in case there is no parent control) the viewport." msgstr "" -"这是通过编辑控件的 *margin* 属性来实现的.每个控件都有四个边距:左、右、底和顶." -"默认情况下,它们都表示相对于父控件的左上角或在没有父控件的情况下视窗的像素距" -"离." +"这是通过编辑控件的 *margin* 属性来实现的. 每个控件都有四个边距: 左, 右, 底和" +"顶. 默认情况下, 它们都表示相对于父控件的左上角或在没有父控件的情况下视窗的像" +"素距离." #: ../../docs/tutorials/gui/size_and_anchors.rst:29 msgid "" @@ -67,7 +68,7 @@ msgid "" "changed to 1, the margin values become relative to the bottom-right corner " "of the parent control or viewport." msgstr "" -"当水平(左、右)和/或 垂直(上、下)锚点被改为1时,边距值就会变成相对于父控件或视" +"当水平(左, 右)和/或 垂直(上, 下)锚点被改为1时, 边距值就会变成相对于父控件或视" "窗的右下角." #: ../../docs/tutorials/gui/size_and_anchors.rst:35 @@ -76,8 +77,8 @@ msgid "" "parent, so when re-sizing the parent, the control will always cover it, " "leaving a 20 pixel margin:" msgstr "" -"在这里,控件被设置为与父级的右下角一起展开,所以当调整父级的大小时,控件将始终覆" -"盖它,并留下20像素的空白:" +"在这里, 控件被设置为与父级的右下角一起展开, 所以当调整父级的大小时, 控件将始" +"终覆盖它, 并留下20像素的空白:" #: ../../docs/tutorials/gui/size_and_anchors.rst:42 msgid "Centering a control" @@ -89,8 +90,8 @@ msgid "" "half of its relevant dimension. For example, the code below shows how a " "TextureRect can be centered in its parent:" msgstr "" -"要将控件集中到其父控件中,其锚定值为0.5,每个边距为其相关尺寸的一半.例如,下面的" -"代码显示了如何将纹理矩形居中到它的父节点:" +"要将控件集中到其父控件中, 其锚定值为0.5, 每个边距为其相关尺寸的一半. 例如, 下" +"面的代码显示了如何将纹理矩形居中到它的父节点:" #: ../../docs/tutorials/gui/size_and_anchors.rst:63 msgid "" @@ -98,5 +99,5 @@ msgid "" "center of its parent. From there, we set negative margins so that the " "control gets its natural size." msgstr "" -"将每个锚定值设置为0.5,将边缘的参考点移动到父锚点的中心.在此基础上,我们设置了" -"负边距,以便控件获得其自然大小." +"将每个锚定值设置为0.5, 将边缘的参考点移动到父锚点的中心. 在此基础上, 我们设置" +"了负边距, 以便控件获得其自然大小." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po index 65d410ecc7..fe4ba74df4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index b92ed6efc3..a0b1eb97bb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "offers many tools to make this process more straightforward, so this " "tutorial is more like a collection of tips and tricks." msgstr "" -"如果全世界只讲一种语言,那将是很好的(这将是世界上唯一的一种语言).不幸的是,对于" -"我们的开发人员来说,情况并非如此.虽然独立或利基游戏通常不需要本地化,但瞄准更大" -"市场的游戏通常需要本地化.Godot提供了许多工具来使这个过程更加简单,因此本教程更" -"像一个技巧和技巧的集合." +"如果全世界只讲一种语言, 那将是很好的(这将是世界上唯一的一种语言). 不幸的是, " +"对于我们的开发人员来说, 情况并非如此. 虽然独立或利基游戏通常不需要本地化, 但" +"瞄准更大市场的游戏通常需要本地化.Godot提供了许多工具来使这个过程更加简单, 因" +"此本教程更像一个技巧和技巧的集合." #: ../../docs/tutorials/i18n/internationalizing_games.rst:17 msgid "" @@ -49,9 +49,9 @@ msgid "" "be seen more like a follow-up to that one." msgstr "" "本地化通常是通过雇佣特定的工作室来完成的, 尽管有大量的软件和文件格式可供使" -"用, 但迄今为止进行本地化最常见的方式仍然是使用电子表格.创建电子表格并导入电子" -"表格的过程已经在 :ref:`doc_importing_translations` 教程中介绍了,所以这个教程" -"更像是对那个教程的后续." +"用, 但迄今为止进行本地化最常见的方式仍然是使用电子表格. 创建电子表格并导入电" +"子表格的过程已经在 :ref:`doc_importing_translations` 教程中介绍了, 所以这个教" +"程更像是对那个教程的后续." #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 msgid "" @@ -71,7 +71,7 @@ msgid "" "still have to be added to the project. This is done in **Project → Project " "Settings → Localization**:" msgstr "" -"翻译可以在更改时得到更新和重新导入, 但仍必须添加到项目中.可通过 **Project → " +"翻译可以在更改时得到更新和重新导入, 但仍必须添加到项目中. 可通过 **Project → " "Project Settings → Localization** 来完成:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:37 @@ -88,14 +88,14 @@ msgid "" "(resources) depending on the current language. The **Remaps** tab can be " "used for this:" msgstr "" -"根据当前语言,还可以指示Godot使用资源(资源)的替代版本. **映射** 选项卡可用于" +"根据当前语言, 还可以指示Godot使用资源(资源)的替代版本. **映射** 选项卡可用于" "此:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:48 msgid "" "Select the resource to be remapped, then add some alternatives for each " "locale." -msgstr "选择需要重映射的资源,并指定它在其他语言地区的替代方案." +msgstr "选择需要重映射的资源, 并指定它在其他语言地区的替代方案." #: ../../docs/tutorials/i18n/internationalizing_games.rst:52 msgid "Converting keys to text" @@ -109,10 +109,10 @@ msgid "" "\"MAIN_SCREEN_GREETING1\" and that key exists in the current translation, " "then the text will automatically be translated." msgstr "" -"一些控件,例如 :ref:`Button <class_Button>` 和 :ref:`Label <class_Label>`,如果" -"它们的文本与一个翻译键值相匹配,将自动获取翻译内容.例如,如果一个标签的文本是 " -"\"MAIN_SCREEN_GREETING1\" 并且该键值存在于当前的翻译中,那么该文本将被自动翻" -"译." +"一些控件, 例如 :ref:`Button <class_Button>` 和 :ref:`Label <class_Label>`, 如" +"果它们的文本与一个翻译键值相匹配, 将自动获取翻译内容. 例如, 如果一个标签的文" +"本是 \"MAIN_SCREEN_GREETING1\" 并且该键值存在于当前的翻译中, 那么该文本将被自" +"动翻译." #: ../../docs/tutorials/i18n/internationalizing_games.rst:59 msgid "" @@ -124,12 +124,17 @@ msgid "" "send a :ref:`Object.notification<class_Object_method_notification>` to " "update the translation::" msgstr "" +"这种自动翻译行为在某些情况下可能是不可取的。例如,当使用Label来显示玩家的名字" +"时,如果玩家的名字与翻译键相匹配,你很可能不希望它被翻译。要禁用特定节点的自" +"动翻译,请使用 :ref:`Object." +"set_message_translation<class_Object_method_set_message_translation>` 并发" +"送 :ref:`Object.notification<class_Object_method_notification>` 来更新翻译::" #: ../../docs/tutorials/i18n/internationalizing_games.rst:74 msgid "" "For more complex UI nodes such as OptionButtons, you may have to use this " "instead::" -msgstr "" +msgstr "对于更复杂的UI节点,如OptionButtons,你可能要用这个代替::" #: ../../docs/tutorials/i18n/internationalizing_games.rst:83 msgid "" @@ -137,8 +142,8 @@ msgid "" "used. This will just look up the text in the translations and convert it if " "found:" msgstr "" -"在代码中,可以使用 :ref:`Object.tr() <class_Object_method_tr>` 函数.这将只是在" -"翻译中查找文本,如果找到的话就进行转换:" +"在代码中, 可以使用 :ref:`Object.tr() <class_Object_method_tr>` 函数. 这将只是" +"在翻译中查找文本, 如果找到的话就进行转换:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:93 msgid "Making controls resizable" @@ -152,9 +157,9 @@ msgid "" "<class_Container>` can be useful, as well as the text wrapping options " "available in :ref:`Label <class_Label>`." msgstr "" -"不同语言的相同文本的长度差异很大. 为此,请务必阅读以下教程 :ref:" -"`doc_size_and_anchors` ,因为动态调整控件大小可能有所帮助. :ref:`Container " -"<class_Container>` 可能很有用,以及 :ref:`Label <class_Label>` 的文本包选项." +"不同语言的相同文本的长度差异很大. 为此, 请务必阅读以下教程 :ref:" +"`doc_size_and_anchors` , 因为动态调整控件大小可能有所帮助. :ref:`Container " +"<class_Container>` 可能很有用, 以及 :ref:`Label <class_Label>` 的文本包选项." #: ../../docs/tutorials/i18n/internationalizing_games.rst:102 msgid "TranslationServer" @@ -167,7 +172,7 @@ msgid "" "removed during run-time; the current language can also be changed at run-" "time." msgstr "" -"Godot有一个处理低级翻译管理的服务器,名为 :ref:`TranslationServer " +"Godot有一个处理低级翻译管理的服务器, 名为 :ref:`TranslationServer " "<class_TranslationServer>` . 可以在运行时添加或删除翻译; 当前语言也可以在运行" "时更改." @@ -180,7 +185,7 @@ msgid "" "Language can be tested when running Godot from the command line. For " "example, to test a game in French, the following argument can be supplied:" msgstr "" -"从命令行运行Godot时可以测试语言. 例如,要使用法语测试游戏,可以提供以下参数:" +"从命令行运行Godot时可以测试语言. 例如, 要使用法语测试游戏, 可以提供以下参数:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:121 msgid "Translating the project name" @@ -194,14 +199,14 @@ msgid "" "Settings** and append the locale identifier to it. For instance, for " "Spanish, this would be ``application/name_es``:" msgstr "" -"导出到不同的操作系统和平台时,项目名称将成为应用程序名称. 要以多种语言指定项目" -"名称,请在 **项目设置** 中创建一个新设置 ``application / name`` ,并将语言环境" -"标识符附加到其中. 例如,对于西班牙语,这将是 ``application / name_es`` :" +"导出到不同的操作系统和平台时, 项目名称将成为应用程序名称. 要以多种语言指定项" +"目名称, 请在 **项目设置** 中创建一个新设置 ``application / name`` , 并将语言" +"环境标识符附加到其中. 例如, 对于西班牙语, 这将是 ``application / name_es`` :" #: ../../docs/tutorials/i18n/internationalizing_games.rst:131 msgid "" "If you are unsure about the language code to use, refer to the :ref:`list of " "locale codes <doc_locales>`." msgstr "" -"如果您不确定要使用的语言代码,请参阅 :ref:`list of locale codes " +"如果您不确定要使用的语言代码, 请参阅 :ref:`list of locale codes " "<doc_locales>` ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po index c587b6273e..72dbd33168 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "This is the list of supported locales and variants in the engine. It's based " "on the Unix standard locale strings:" msgstr "" -"这是引擎中支持的区域设置和语言变体的列表.它基于Unix 标准区域设置字符串:" +"这是引擎中支持的区域设置和语言变体的列表. 它基于Unix 标准区域设置字符串:" #: ../../docs/tutorials/i18n/locales.rst:12 msgid "Locale" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 2887a86c46..a2bed3b6cd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "supports loading translation files written in the GNU gettext (``.po``) " "format." msgstr "" -"除了:csv格式的ref:`Doc_Importing_Translations`外,Godot还支持加载GNU " +"除了csv格式的 :ref:`Doc_Importing_Translations` 外,Godot还支持加载GNU " "gettext(``.po``)格式的翻译文件." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:10 @@ -37,9 +37,9 @@ msgid "" "html>`_. It's written with C projects in mind, but much of the advice also " "applies to Godot (with the exception of ``xgettext``)." msgstr "" -"有关GetText的介绍,请查看 `A Quick GetText Tutorial<https://www.labri.fr/" -"perso/fleury/posts/programming/a-quick-gettext-tutorial.html>`_ .它是在考虑C" -"项目的情况下编写的,但是很多建议也适用于Godot(除了 ``xgettext`` )." +"有关GetText的介绍, 请查看 `A Quick GetText Tutorial<https://www.labri.fr/" +"perso/fleury/posts/programming/a-quick-gettext-tutorial.html>`_ . 它是在考虑C" +"项目的情况下编写的, 但是很多建议也适用于Godot(除了 ``xgettext`` )." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:16 msgid "Advantages" @@ -50,7 +50,7 @@ msgid "" "gettext is a standard format, which can be edited using any text editor or " "GUI editors such as `Poedit <https://poedit.net/>`_." msgstr "" -"GetText是一种标准格式,可以使用任何文本编辑器或图形用户界面编辑器(如 " +"GetText是一种标准格式, 可以使用任何文本编辑器或图形用户界面编辑器(如 " "`Poedit<https://poedit.net/>`_ .)进行编辑." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:20 @@ -59,22 +59,22 @@ msgid "" "www.transifex.com/>`_ and `Weblate <https://weblate.org/>`_, which makes it " "easier for people to collaborate to localization." msgstr "" -"翻译平台支持GetText,如 `Tranapfex<https://www.transifex.com/>`_ 和 " -"`Weblate<https://weblate.org/>`_ ,使得人们协作本地化变得更容易." +"翻译平台支持GetText, 如 `Tranapfex<https://www.transifex.com/>`_ 和 " +"`Weblate<https://weblate.org/>`_ , 使得人们协作本地化变得更容易." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:23 msgid "" "Compared to CSV, gettext works better with version control systems like Git, " "as each locale has its own messages file." msgstr "" -"与CSV相比,gettext更适合Git这样的版本控制系统,因为每个语言环境都有自己的消息文" -"件." +"与CSV相比,gettext更适合Git这样的版本控制系统, 因为每个语言环境都有自己的消息" +"文件." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:25 msgid "" "Multiline strings are more convenient to edit in gettext files compared to " "CSV files." -msgstr "与CSV文件相比,在gettext文件中编辑多行字符串更方便." +msgstr "与CSV文件相比, 在gettext文件中编辑多行字符串更方便." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:29 msgid "Disadvantages" @@ -85,7 +85,7 @@ msgid "" "gettext is a more complex format than CSV and can be harder to grasp for " "people new to software localization." msgstr "" -"Gettext是一种比CSV更复杂的格式,对于刚接触软件本地化的人来说可能更难理解." +"Gettext是一种比CSV更复杂的格式, 对于刚接触软件本地化的人来说可能更难理解." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:33 msgid "" @@ -94,8 +94,8 @@ msgid "" "(``.mo``), translators can test their work without having to install gettext " "tools." msgstr "" -"维护本地化文件的人员必须在其系统上安装gettext工具.但是,由于Godot不使用编译的" -"消息对象文件(``.mo``),因此翻译人员无需安装gettext工具即可测试他们的工作." +"维护本地化文件的人员必须在其系统上安装gettext工具. 但是, 由于Godot不使用编译" +"的消息对象文件(``.mo``), 因此翻译人员无需安装gettext工具即可测试他们的工作." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:39 msgid "Caveats" @@ -107,8 +107,8 @@ msgid "" "limited than the reference GNU gettext implementation), some features such " "as pluralization aren't supported." msgstr "" -"由于Godot在幕后使用自己的PO文件解析器(这比参考GNU gettext实现有更多限制),因此" -"不支持诸如多元化之类的一些特性." +"由于Godot在幕后使用自己的PO文件解析器(这比参考GNU gettext实现有更多限制), 因" +"此不支持诸如多元化之类的一些特性." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:46 msgid "Installing gettext tools" @@ -120,7 +120,8 @@ msgid "" "operations, such as updating message files. Therefore, it's strongly " "recommended to install them." msgstr "" -"需要命令行gettext工具来执行维护操作,如更新消息文件.因此,强烈建议您安装它们." +"需要命令行gettext工具来执行维护操作, 如更新消息文件. 因此, 强烈建议您安装它" +"们." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:52 msgid "" @@ -128,25 +129,25 @@ msgid "" "io/articles/gettext-iconv-windows.html>`_. Any architecture and binary type " "(shared or static) works; if in doubt, choose the 64-bit static installer." msgstr "" -"**windows:** 从 `本页<https://mlocati.github.io/articles/gettext-iconv-" -"windows.html>`_ .下载安装程序任何体系结构和二进制类型(共享或静态)都可以工作;" -"如果有疑问,请选择64位静态安装程序." +"**windows:** 从 `本页 <https://mlocati.github.io/articles/gettext-iconv-" +"windows.html>`_ . 下载安装程序任何体系结构和二进制类型(共享或静态)都可以工" +"作;如果有疑问, 请选择64位静态安装程序." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:56 -#, fuzzy msgid "" "**macOS:** Install gettext either using `Homebrew <https://brew.sh/>`_ with " "the ``brew install gettext`` command, or using `MacPorts <https://www." "macports.org/>`_ with the ``sudo port install gettext`` command." msgstr "" -"**macOS:** 通过 ``BREW install gettext`` 命令使用 `Homebrew <https://brew.sh/" -">`_ 安装getText." +"**macOS:** 使用 `Homebrew <https://brew.sh/>`_ 和 ``brew install gettext`` 命" +"令来安装gettext,或使用 `MacPorts <https://www.macports.org/>`_ 和 ``sudo " +"port install gettext`` 命令来安装。" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:60 msgid "" "**Linux:** On most distributions, install the ``gettext`` package from your " "distribution's package manager." -msgstr "**Linux:** 在大多数发行版上,请从发行版的包管理器安装 ``gettext`` 包." +msgstr "**Linux:** 在大多数发行版上, 请从发行版的包管理器安装 ``gettext`` 包." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:64 msgid "Creating the PO template (POT) manually" @@ -159,17 +160,17 @@ msgid "" "be placed anywhere in the project directory, but it's recommended to keep it " "in a subdirectory, as each locale will be defined in its own file." msgstr "" -"Godot目前不支持使用 ``xgettext`` 提取源字符串,因此必须手动创建 ``.pot`` 文件." -"该文件可以放在项目目录中的任何位置,但建议将其放在子目录中,因为每个语言环境都" -"将在其自己的文件中定义." +"Godot目前不支持使用 ``xgettext`` 提取源字符串, 因此必须手动创建 ``.pot`` 文" +"件. 该文件可以放在项目目录中的任何位置, 但建议将其放在子目录中, 因为每个语言" +"环境都将在其自己的文件中定义." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:71 msgid "" "Create a directory named `locale` in the project directory. In this " "directory, save a file named ``messages.pot`` with the following contents:" msgstr "" -"在工程目录下创建名为 `locale` 的目录.在该目录下,保存一个名为 ``messages." -"pot`` 的文件,内容如下:" +"在工程目录下创建名为 `locale` 的目录. 在该目录下, 保存一个名为 ``messages." +"pot`` 的文件, 内容如下:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:83 msgid "" @@ -177,15 +178,15 @@ msgid "" "the source string (usually in English), ``msgstr`` will be the translated " "string." msgstr "" -"Gettext中的消息由``msgid``和``msgstr``对组成.``msgid``为源字符串(一般为英文)," -"``msgstr``为翻译后的字符串." +"Gettext中的消息由 ``msgid`` 和 ``msgstr`` 对组成.``msgid`` 为源字符串(一般为" +"英文),``msgstr`` 为翻译后的字符串." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:87 msgid "" "The ``msgstr`` value in PO template files (``.pot``) should **always** be " "empty. Localization will be done in the generated ``.po`` files instead." msgstr "" -"PO模板文件( ``.pot`` )中的 ``msgstr`` 值应 **始终** 为空.而是在生成的 ``." +"PO模板文件( ``.pot`` )中的 ``msgstr`` 值应 **始终** 为空. 而是在生成的 ``." "po`` 文件中进行本地化." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:91 @@ -198,11 +199,11 @@ msgid "" "automatically create and update the POT file from your scene files and " "scripts." msgstr "" -"Python工具pybabel支持Godot,可用于从场景文件和脚本自动创建和更新POT文件." +"Python工具pybabel支持Godot, 可用于从场景文件和脚本自动创建和更新POT文件." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:96 msgid "After installing ``babel`` and ``babel-godot``, for example using pip:" -msgstr "安装 ``Babel`` 和 ``babel-godot`` 后,例如使用pip:" +msgstr "安装 ``Babel`` 和 ``babel-godot`` 后, 例如使用pip:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:102 msgid "" @@ -210,12 +211,12 @@ msgid "" "files pybabel needs to process (note that we process GDScript as Python, " "which is generally sufficient):" msgstr "" -"编写一个映射文件(例如``Babelrc``),指明pybabel需要处理哪些文件(请注意,我们将" -"GDScript作为Python处理,这通常就足够了):" +"编写一个映射文件(例如 ``Babelrc``), 指明pybabel需要处理哪些文件(请注意, 我们" +"将GDScript作为Python处理, 这通常就足够了):" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:114 msgid "You can then run pybabel like so:" -msgstr "然后,您可以运行pybabel,如下所示:" +msgstr "然后, 您可以运行pybabel, 如下所示:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:120 msgid "" @@ -224,9 +225,9 @@ msgid "" "well as properties named \"text\" (commonly used by Control nodes) and " "LineEdit's \"placeholder_text\" property." msgstr "" -"使用 ``-k`` 选项指定需要提取的内容.在这种情况下,将翻译 :ref:" -"`tr()<class_object_method_tr>` 的参数,以及名为\"text\"(控制节点常用)的属性和" -"LineEdit的 ``placeholder_text`` 属性." +"使用 ``-k`` 选项指定需要提取的内容. 在这种情况下, 将翻译 :ref:" +"`tr()<class_object_method_tr>` 的参数, 以及名为 \"text\"(控制节点常用)的属性" +"和LineEdit的 ``placeholder_text`` 属性." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:126 msgid "Creating a messages file from a PO template" @@ -238,22 +239,22 @@ msgid "" "For instance, to create a French localization file, use the following " "command while in the ``locale`` directory:" msgstr "" -"``msginit``命令用于将采购订单模板转换为消息文件.例如,要创建法语本地化文件,请" -"在``locale``目录中使用以下命令:" +"``msginit`` 命令用于将采购订单模板转换为消息文件. 例如, 要创建法语本地化文" +"件, 请在 ``locale`` 目录中使用以下命令:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:136 msgid "" "The command above will create a file named ``fr.po`` in the same directory " "as the PO template." -msgstr "上面的命令会在采购订单模板所在的目录下创建一个名为``fr.po``的文件." +msgstr "上面的命令会在采购订单模板所在的目录下创建一个名为 ``fr.po`` 的文件." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:139 msgid "" "Alternatively, you can do that graphically using Poedit, or by uploading the " "POT file to your web platform of choice." msgstr "" -"或者,您可以使用Poedit以图形方式完成此操作,或者通过将POT文件上传到您选择的Web" -"平台." +"或者, 您可以使用Poedit以图形方式完成此操作, 或者通过将POT文件上传到您选择的" +"Web平台." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:143 msgid "Loading a messages file in Godot" @@ -267,17 +268,17 @@ msgid "" "dialog. The locale will be inferred from the ``\"Language: <code>\\n\"`` " "property in the messages file." msgstr "" -"若要在工程中将消息文件注册为翻转,请打开**Project Settings工程设置**, 然后进入" -"**Localization本地化** 选项. 在**Translations翻转**, 单击**Add…*添加* 然后在" -"文件对话框中选择``.po`` 文件 区域设置将从消息文件中的``\"Language: <code>\\n" -"\"`` 属性中推算出来." +"若要在工程中将消息文件注册为翻转, 请打开 **Project Settings工程设置** , 然后" +"进入 **Localization本地化** 选项. 在 **Translations翻转** , 单击**Add…* 添加" +"* 然后在文件对话框中选择 ``.po`` 文件 区域设置将从消息文件中的``\"Language: " +"<code>\\n\"`` 属性中推算出来." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:151 msgid "" "See :ref:`doc_internationalizing_games` for more information on importing " "and testing translations in Godot." msgstr "" -"关于在Godot中导入和测试翻译的更多信息,请参见 :ref:" +"关于在Godot中导入和测试翻译的更多信息, 请参见 :ref:" "`doc_internationalizing_games` ." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:155 @@ -285,14 +286,15 @@ msgid "Updating message files to follow the PO template" msgstr "消息更新文件遵循PO模板" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:157 +#, fuzzy msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" -"更新PO模板后,您必须更新消息文件以使其包含新字符串,同时删除在PO模板中不存在的" -"字符串.这可以使用``msgmerge``工具自动完成:" +"更新PO模板后, 您必须更新消息文件以使其包含新字符串, 同时删除在PO模板中不存在" +"的字符串. 这可以使用 ``msgmerge`` 工具自动完成:" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 msgid "" @@ -317,4 +319,4 @@ msgid "" "If there are syntax errors or warnings, they will be displayed in the " "console. Otherwise, ``msgfmt`` won't output anything." msgstr "" -"如果有语法错误或警告,他们将显示在控制台,否则,\"msgfmt\"不会输出任何东西." +"如果有语法错误或警告, 他们将显示在控制台, 否则,\"msgfmt\" 不会输出任何东西." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index b23999a3f8..1cdff48a03 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:4 msgid "Controllers, gamepads, and joysticks" -msgstr "" +msgstr "控制器、游戏板和操纵杆" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:6 msgid "" @@ -27,12 +27,13 @@ msgid "" "`SDL game controller database <https://github.com/gabomdq/" "SDL_GameControllerDB>`__." msgstr "" +"Godot支持数百种控制器模型,这要归功于社区提供的 `SDL游戏控制器数据库 " +"<https://github.com/gabomdq/SDL_GameControllerDB>`__ 。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:9 -#, fuzzy msgid "" "Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5." -msgstr "Godot支持Windows、macOS、Linux、Android和iOS的游戏内音频录制." +msgstr "控制器支持Windows、macOS、Linux、Android、iOS和HTML5。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:11 msgid "" @@ -42,29 +43,32 @@ msgid "" "don't hesitate to `report bugs on GitHub <https://github.com/godotengine/" "godot/blob/master/CONTRIBUTING.md#reporting-bugs>`__." msgstr "" +"请注意,诸如方向盘、方向盘踏板和 `HOTAS <https://en.wikipedia.org/wiki/" +"HOTAS>`__ 等更专业的设备测试较少,可能并不总是按照预期工作。如果你有机会使用" +"这些设备,不要犹豫 `在GitHub <https://github.com/godotengine/godot/blob/" +"master/CONTRIBUTING.md#reporting-bugs>`__ 上报告错误。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:16 msgid "In this guide, you will learn:" -msgstr "在本指南中,您将学会:" +msgstr "在本指南中, 您将学会:" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:18 msgid "" "**How to write your input logic to support both keyboard and controller " "inputs.**" -msgstr "" +msgstr "**如何编写你的输入逻辑以支持键盘和控制器输入.**" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:19 msgid "**How controllers can behave differently from keyboard/mouse input.**" -msgstr "" +msgstr "**控制器的行为如何与键盘/鼠标输入不同.**" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:20 msgid "**Troubleshooting issues with controllers in Godot.**" -msgstr "" +msgstr "**解决Godot中控制器的问题**" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:23 -#, fuzzy msgid "Supporting universal input" -msgstr "为通用Windows平台导出" +msgstr "支持通用导出" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:25 msgid "" @@ -74,11 +78,14 @@ msgid "" "should create *input actions* in the Project Settings which will then refer " "to specified key and controller inputs." msgstr "" +"由于Godot的输入动作系统,Godot使得支持键盘和控制器输入成为可能,而不需要编写" +"单独的代码路径。你应该在项目设置中创建 *输入动作* ,然后引用指定的按键和控制" +"器输入,而不是在你的脚本中硬编码按键或控制器按钮。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:31 msgid "" "Input actions are explained in detail on the :ref:`doc_inputevent` page." -msgstr "" +msgstr "输入动作在 :ref:`doc_inputevent` 页面上有详细解释。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:35 msgid "" @@ -86,21 +93,24 @@ msgid "" "action (such as looking around in a first-person game) will require " "different code paths since these have to be handled separately." msgstr "" +"与键盘输入不同,支持鼠标和控制器输入的动作将需要不同的代码路径,例如在第一人" +"称游戏中四处查看,因为这些必须被分开处理。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:40 -#, fuzzy msgid "Which Input singleton method should I use?" -msgstr "我应该使用哪一个?" +msgstr "我应该使用哪个输入单例方法?" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:42 msgid "In Godot 4.0, there are 3 ways to get input in an analog-aware way:" -msgstr "" +msgstr "在Godot 4.0中,有3种方式以模拟感知的方式获得输入:" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:44 msgid "" "When you have two axes (such as joystick or WASD movement) and want both " "axes to behave as a single input, use ``Input.get_vector()``:" msgstr "" +"当你有两个轴,如操纵杆或WASD运动,并希望两个轴都表现为单一输入时,使用 " +"``Input.get_vector()`` :" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:74 msgid "" @@ -108,12 +118,16 @@ msgid "" "stick), or when you want to handle separate axes individually, use ``Input." "get_axis()``:" msgstr "" +"当你有一个轴可以双向移动时,比如飞行操纵杆上的油门,或者你想单独处理不同的轴" +"时,使用 ``Input.get_axis()`` :" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:95 msgid "" "For other types of analog input, such as handling a trigger or handling one " "direction at a time, use ``Input.get_action_strength()``:" msgstr "" +"对于其他类型的模拟输入,例如处理一个触发器或一次处理一个方向,使用 ``Input." +"get_action_strength()`` :" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:109 msgid "" @@ -121,6 +135,8 @@ msgid "" "values), such as controller buttons, mouse buttons or keyboard keys, use " "``Input.is_action_pressed()``:" msgstr "" +"对于非模拟数字/布尔输入(只有 \"按下 \" 或 \"未按下 \" 的值),如控制器按钮、" +"鼠标按钮或键盘按键,使用 ``Input.is_action_pressed()`` :" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:125 msgid "" @@ -128,20 +144,24 @@ msgid "" "``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()`` " "and ``Input.is_action_pressed()`` are available in Godot 3.2." msgstr "" +"在4.0之前的Godot版本,如3.2, ``Input.get_vector()`` 和 ``Input.get_axis()`` " +"不可用。只有 ``Input.get_action_strength()`` 和 ``Input." +"is_action_pressed()`` 在Godot 3.2中可用。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:130 msgid "Differences between keyboard/mouse and controller input" -msgstr "" +msgstr "键盘/鼠标和控制器输入之间的差异" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:132 msgid "" "If you're used to handling keyboard and mouse input, you may be surprised by " "how controllers handle specific situations." msgstr "" +"如果您习惯于处理键盘和鼠标输入,可能会对控制器处理特定情况的方式感到惊讶。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:136 msgid "Dead zone" -msgstr "" +msgstr "盲区" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:138 msgid "" @@ -155,6 +175,11 @@ msgid "" "This phenomenon is known as *drifting* and can be more noticeable on old or " "faulty controllers." msgstr "" +"与键盘和鼠标不同,控制器提供带有 *模拟* 输入的轴。模拟输入的好处是它们为动作" +"提供了额外的灵活性。不像数字输入只能提供 ``0.0`` 和 ``1.0`` 的强度,模拟输入" +"可以提供 ``0.0`` 和 ``1.0`` 之间的 *任何* 强度。缺点是没有死区系统,由于控制" +"器的物理结构,模拟轴的强度永远不会等于 ``0.0`` 。相反,它将徘徊在一个低值," +"如 ``0.062`` 。这种现象被称为 *漂移* ,在旧的或有问题的控制器上会更加明显。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:147 msgid "" @@ -168,6 +193,12 @@ msgid "" "dead zone value is high enough to ignore the input caused by joystick " "drifting, but is low enough to not ignore actual input from the player." msgstr "" +"让我们把赛车游戏作为一个现实世界的例子。由于有了模拟输入,我们可以将汽车慢慢" +"地转向一个或另一个方向。然而,如果没有死区系统,即使玩家不接触操纵杆,汽车也" +"会自己慢慢转向。这是因为方向轴的强度在我们期望的时候不会等于 ``0.0`` 。因为我" +"们不希望我们的车在这种情况下自动转向,我们定义了一个 \"死区\" 值 ``0.2`` ,它" +"将忽略所有强度低于 ``0.2`` 的输入。一个理想的死区值是足够高的,可以忽略操纵杆" +"漂移引起的输入,但又足够低,不会忽略玩家的实际输入。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:157 msgid "" @@ -177,11 +208,13 @@ msgid "" "get_vector()``, the deadzone can be specified, or otherwise it will " "calculate the average deadzone value from all of the actions in the vector." msgstr "" +"Godot有一个内置的死区系统来解决这个问题。默认值是 ``0.2`` ,但你可以在项目设" +"置的输入映射选项卡中根据每个动作增加或减少它。对于 ``Input.get_vector()`` ," +"可以指定死区,否则它将从向量中的所有动作计算出平均死区值。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:164 -#, fuzzy msgid "\"Echo\" events" -msgstr "触摸事件" +msgstr "\"Echo\" 事件" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:166 msgid "" @@ -190,6 +223,9 @@ msgid "" "(also known as \"echo\" events). This is because the operating system never " "sends \"echo\" events for controller input in the first place." msgstr "" +"与键盘输入不同,按住一个控制器按钮,如D-pad方向, **不会** 产生固定间隔的重复" +"输入事件(也被称为 \"回声\" 事件)。这是因为操作系统首先不会为控制器输入发送 " +"\"回声\" 事件。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:171 msgid "" @@ -199,25 +235,28 @@ msgid "" "regular intervals. This can be accomplished with the help of a :ref:" "`class_Timer` node." msgstr "" +"如果你想让控制器按钮发送回声事件,你将不得不通过代码生成 :ref:" +"`class_InputEvent` 对象,并使用 :ref:`Input.parse_input_event() " +"<class_Input_method_parse_input_event>` 定期解析它们。这可以在 :ref:" +"`class_Timer` 节点的帮助下完成。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:178 msgid "Troubleshooting" msgstr "故障排除" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:182 -#, fuzzy msgid "" "You can view a list of `known issues with controller support <https://github." "com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput" "+gamepad>`__ on GitHub." msgstr "" -"参见GitHub上与网页编辑器相关的 `公开问题列表<https://github.com/godotengine/" -"godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic" -"%3Aeditor>`__ ,了解已知的bug列表." +"你可以在GitHub上查看 `控制器支持的已知问题列表 <https://github.com/" +"godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput" +"+gamepad>`__ 。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:187 msgid "My controller isn't recognized by Godot." -msgstr "" +msgstr "Godot无法识别我的控制器。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:189 msgid "" @@ -225,10 +264,12 @@ msgid "" "can use the `Gamepad Tester <https://gamepad-tester.com/>`__ website to " "confirm that your controller is recognized." msgstr "" +"首先,检查你的控制器是否被其他应用程序识别。你可以使用 `Gamepad Tester " +"<https://gamepad-tester.com/>`__ 网站来确认你的控制器被识别。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:194 msgid "My controller has incorrectly mapped buttons or axes." -msgstr "" +msgstr "我的控制器的按钮或轴映射不正确。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:196 msgid "" @@ -238,6 +279,9 @@ msgid "" "included in the next Godot version by opening a pull request on the linked " "repository." msgstr "" +"如果按钮被错误地映射,这可能是由于来自 `SDL游戏控制器数据库 <https://github." +"com/gabomdq/SDL_GameControllerDB>`__ 的错误的映射。你可以在链接的存储库中打开" +"一个拉取请求,为下一个Godot版本提供一个更新的映射。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:201 msgid "" @@ -247,6 +291,9 @@ msgid "" "test it by defining the ``SDL_GAMECONTROLLERCONFIG`` environment variable " "before running Godot:" msgstr "" +"有很多方法来创建映射。一个选择是使用 `官方Joypads演示 <https://godotengine." +"org/asset-library/asset/140>`__ 中的映射向导。一旦你有了控制器可工作的映射," +"你可以在运行Godot之前通过定义 ``SDL_GAMECONTROLLERCONFIG`` 环境变量来测试它:" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:222 msgid "" @@ -255,10 +302,13 @@ msgid "" "add_joy_mapping() <class_Input_method_add_joy_mapping>` as early as possible " "in a script's ``_ready()`` function." msgstr "" +"要在非桌面平台上测试映射,或者用额外的控制器映射来分发你的项目,你可以通过调" +"用 :ref:`Input.add_joy_mapping() <class_Input_method_add_joy_mapping>` 尽早在" +"脚本的 `_ready()` 函数中添加它们。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:228 msgid "My controller works on a given platform, but not on another platform." -msgstr "" +msgstr "我的控制器在特定的平台上工作,但在另一个平台上却不能。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:231 msgid "macOS" @@ -269,11 +319,12 @@ msgid "" "Controllers are currently only supported on x86-based Macs. This means " "controllers won't work on Macs featuring ARM processors such as the Apple M1." msgstr "" +"控制器目前只支持基于x86的Mac电脑。这意味着控制器不能在采用ARM处理器的Mac上工" +"作,如苹果M1。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237 -#, fuzzy msgid "Linux" -msgstr "在Linux上:" +msgstr "Linux" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239 msgid "" @@ -282,6 +333,9 @@ msgid "" "``udev=yes`` was passed on the SCons command line. This made controller " "hotplugging support unavailable in self-compiled binaries." msgstr "" +"在Godot 3.3之前,官方的Godot可执行文件在编译时支持udev,但自编译的可执行文件" +"在编译时不支持udev,除非在SCons命令行中传递 ``udev=yes`` 。这使得控制器的热插" +"拔支持在自编译的可执行文件中不可用。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:245 msgid "HTML5" @@ -294,9 +348,14 @@ msgid "" "browsers. As a result, you may have to instruct your players to use a " "different browser if they can't get their controller to work." msgstr "" +"与 \"本地\" 平台相比,HTML5 控制器的支持通常不太可靠。各个浏览器对控制器的支" +"持质量往往相差甚远。因此,如果玩家无法使用他们的控制器,你可能不得不指示他们" +"使用不同的浏览器。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:252 msgid "" "Also, note that `controller support was significantly improved <https://" "github.com/godotengine/godot/pull/45078>`__ in Godot 3.3 and later." msgstr "" +"另外,请注意,在Godot 3.3及以后的版本中,对 `控制器的支持得到了很大的改善 " +"<https://github.com/godotengine/godot/pull/45078>`__ 。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 43cd6c164e..2d51ff5207 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,8 @@ msgid "" "order to suit the overall design. There are two ways to customize the mouse " "cursor:" msgstr "" -"您可能希望更改游戏中鼠标光标的外观,以便适应总体设计.自定义鼠标光标有两种方法:" +"您可能希望更改游戏中鼠标光标的外观, 以便适应总体设计. 自定义鼠标光标有两种方" +"法:" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:8 #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:25 @@ -44,8 +45,8 @@ msgid "" "Using project settings is a simpler (but more limited) way to customize the " "mouse cursor. The second way is more customizable, but involves scripting." msgstr "" -"使用项目设置是一种更简单,但有限的自定义鼠标光标的方法.第二种方法更可定制,但涉" -"及到脚本." +"使用项目设置是一种更简单, 但有限的自定义鼠标光标的方法. 第二种方法更可定制, " +"但涉及到脚本." #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:15 msgid "" @@ -55,24 +56,24 @@ msgid "" "cursor. Therefore, it's recommended to use the approach described here " "whenever possible." msgstr "" -"您可以通过隐藏鼠标光标并将Sprite移动到``_process``方法中的光标位置来显示\"软" -"件\"鼠标光标,但与\"硬件\"鼠标光标相比,这至少会增加一帧延迟.因此,建议尽可能使" -"用此处描述的方法." +"您可以通过隐藏鼠标光标并将Sprite移动到 ``_process`` 方法中的光标位置来显示 " +"\"软件\" 鼠标光标, 但与 \"硬件\" 鼠标光标相比, 这至少会增加一帧延迟. 因此, 建" +"议尽可能使用此处描述的方法." #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:21 msgid "" "If you have to use the \"software\" approach, consider adding an " "extrapolation step to better display the actual mouse input." msgstr "" -"如果您必须使用\"软件\"方法,可以考虑添加一个外推步骤,以便更好地显示实际的鼠标" -"输入." +"如果您必须使用 \"软件\" 方法, 可以考虑添加一个外推步骤, 以便更好地显示实际的" +"鼠标输入." #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:27 msgid "" "Open project settings, go to Display>Mouse Cursor. You will see Custom Image " "and Custom Image Hotspot." msgstr "" -"打开项目设置,转到 Display>Mouse Cursor.您将看到自定义图像和自定义图像热点." +"打开项目设置, 转到 Display>Mouse Cursor. 您将看到自定义图像和自定义图像热点." #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:31 msgid "" @@ -80,8 +81,8 @@ msgid "" "cursor. Custom Hotspot is the point in the image that you would like to use " "as the cursor's detection point." msgstr "" -"自定义图像是希望设置为鼠标光标的图像.自定义热点是图像中的点,您希望将其用作光" -"标的检测点." +"自定义图像是希望设置为鼠标光标的图像. 自定义热点是图像中的点, 您希望将其用作" +"光标的检测点." #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:34 msgid "The custom image **must** be less than 256x256." @@ -121,5 +122,5 @@ msgid "" "**CursorShape** enum), there are multiple mouse cursors you can define. " "Which ones you want to use depends on your use case." msgstr "" -"正如 :ref:`Input <class_Input>` 类(参见 **CursorShape** enum)中所述,可以定义" -"多个鼠标光标.您想要使用哪一个取决于您的用例." +"正如 :ref:`Input <class_Input>` 类(参见 **CursorShape** enum)中所述, 可以定义" +"多个鼠标光标. 您想要使用哪一个取决于您的用例." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po index 975eabde06..e5a0b274b6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/input_examples.po index 4157e1f98a..98e5a1bbb5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,16 +34,16 @@ msgid "" "will show you some of the most common scenarios, which you can use as " "starting points for your own projects." msgstr "" -"在本教程中,您将学习如何使用Godot的 :ref:`输入事件<class_InputEvent>` 系统捕获" -"玩家输入.您的游戏可以使用多种不同类型的输入——键盘,游戏手柄,鼠标等等.还有许多" -"不同的方法,将这些输入转化为游戏中的动作.本文将向您展示一些最常见的场景,您可以" -"将其作为您自己项目的起点." +"在本教程中, 您将学习如何使用Godot的 :ref:`输入事件 <class_InputEvent>` 系统捕" +"获玩家输入. 您的游戏可以使用多种不同类型的输入——键盘, 游戏手柄, 鼠标等等. 还" +"有许多不同的方法, 将这些输入转化为游戏中的动作. 本文将向您展示一些最常见的场" +"景, 您可以将其作为您自己项目的起点." #: ../../docs/tutorials/inputs/input_examples.rst:16 msgid "" "For a detailed overview of how Godot's input event system works, see :ref:" "`doc_inputevent`." -msgstr "要详细了解Godot的输入事件系统是如何工作的,请见 :ref:`文档_输入事件` ." +msgstr "要详细了解Godot的输入事件系统是如何工作的, 请见 :ref:`文档_输入事件` ." #: ../../docs/tutorials/inputs/input_examples.rst:20 msgid "Events versus polling" @@ -59,10 +59,11 @@ msgid "" "`Input <class_Input>` singleton, which you can use to query the state of an " "input." msgstr "" -"有时你想让你的游戏对某一输入事件作出反应--例如按下 \"跳跃\" 按钮.在其他情况" -"下,你可能希望只要有一个键被按下就会发生一些事情,比如移动.在第一种情况下,你可" -"以使用 ``_input()`` 函数,只要有输入事件发生就会调用该函数.在第二种情况下," -"Godot提供了 :ref:`Input <class_Input>` 单例,你可以用它来查询一个输入的状态." +"有时你想让你的游戏对某一输入事件作出反应--例如按下 \"跳跃\" 按钮. 在其他情况" +"下, 你可能希望只要有一个键被按下就会发生一些事情, 比如移动. 在第一种情况下, " +"你可以使用 ``_input()`` 函数, 只要有输入事件发生就会调用该函数. 在第二种情况" +"下,Godot提供了 :ref:`Input <class_Input>` 单例, 你可以用它来查询一个输入的状" +"态." #: ../../docs/tutorials/inputs/input_examples.rst:29 msgid "Examples:" @@ -78,7 +79,7 @@ msgstr "这使您能够灵活地混合和匹配所执行输入的处理类型." msgid "" "For the remainder of this tutorial, we'll focus on capturing individual " "events in ``_input()``." -msgstr "对于本教程的其余部分,我们将专注于使用 ``_input ()`` 捕捉单个事件." +msgstr "对于本教程的其余部分, 我们将专注于使用 ``_input ()`` 捕捉单个事件." #: ../../docs/tutorials/inputs/input_examples.rst:70 msgid "Input events" @@ -91,16 +92,17 @@ msgid "" "specific properties related to that event. To see what events actually look " "like, add a Node and attach the following script:" msgstr "" -"输入事件是继承自 :ref:`输入事件<class_InputEvent>` 的对象.根据事件类型,对象将" -"包含与该事件相关的特定属性.为了了解事件的实际情况,添加一个节点并附加以下脚本:" +"输入事件是继承自 :ref:`输入事件 <class_InputEvent>` 的对象. 根据事件类型, 对" +"象将包含与该事件相关的特定属性. 为了了解事件的实际情况, 添加一个节点并附加以" +"下脚本:" #: ../../docs/tutorials/inputs/input_examples.rst:99 msgid "" "As you press keys, move the mouse, and perform other inputs, you'll see each " "event scroll by in the output window. Here's an example of the output:" msgstr "" -"当你按下按键,移动鼠标,并执行其他输入,您会在输出窗口中看到每个事件滚动.下面是" -"输出的一个例子:" +"当你按下按键, 移动鼠标, 并执行其他输入, 您会在输出窗口中看到每个事件滚动. 下" +"面是输出的一个例子:" #: ../../docs/tutorials/inputs/input_examples.rst:113 msgid "" @@ -109,9 +111,9 @@ msgid "" "consider :ref:`InputEventMouseButton <class_InputEventMouseButton>`. It " "inherits from the following classes:" msgstr "" -"如你所见,对于不同类型的输入,结果是非常不同的.按键事件甚至被打印为按键符号.例" -"如,让我们考虑 :ref:`鼠标按钮输入事件<class_InputEventMouseButton>` .它继承自" -"以下类:" +"如你所见, 对于不同类型的输入, 结果是非常不同的. 按键事件甚至被打印为按键符" +"号. 例如, 让我们考虑 :ref:`鼠标按钮输入事件 <class_InputEventMouseButton>` . " +"它继承自以下类:" #: ../../docs/tutorials/inputs/input_examples.rst:118 msgid "" @@ -125,14 +127,14 @@ msgid "" "`Alt`." msgstr "" ":ref:`InputEventWithModifiers <class_InputEventWithModifiers>` - 增加了检查是" -"否按下修饰按键,如 :kbd:`Shift` 或 :kbd:`Alt` ." +"否按下修饰按键, 如 :kbd:`Shift` 或 :kbd:`Alt` ." #: ../../docs/tutorials/inputs/input_examples.rst:120 msgid "" ":ref:`InputEventMouse <class_InputEventMouse>` - adds mouse event " "properties, such as ``position``" msgstr "" -":ref:`InputEventMouse <class_InputEventMouse>` - 增加鼠标事件属性,如 " +":ref:`InputEventMouse <class_InputEventMouse>` - 增加鼠标事件属性, 如 " "``position``" #: ../../docs/tutorials/inputs/input_examples.rst:121 @@ -140,15 +142,15 @@ msgid "" ":ref:`InputEventMouseButton <class_InputEventMouseButton>` - contains the " "index of the button that was pressed, whether it was a double-click, etc." msgstr "" -":ref:`鼠标按钮输入事件<class_InputEventMouseButton>` 包含按下的按钮的索引,无" -"论是双击,或是其他." +":ref:`鼠标按钮输入事件 <class_InputEventMouseButton>` 包含按下的按钮的索引, " +"无论是双击, 或是其他." #: ../../docs/tutorials/inputs/input_examples.rst:123 msgid "" "It's a good idea to keep the class reference open while you're working with " "events so you can check the event type's available properties and methods." msgstr "" -"在处理事件时,打开类引用是一个好主意,这样可以检查事件类型的可用属性和方法." +"在处理事件时, 打开类引用是一个好主意, 这样可以检查事件类型的可用属性和方法." #: ../../docs/tutorials/inputs/input_examples.rst:127 msgid "" @@ -156,8 +158,8 @@ msgid "" "that doesn't contain it - calling ``position`` on ``InputEventKey`` for " "example. To avoid this, make sure to test the event type first:" msgstr "" -"如果您尝试访问不包含属性的输入类型上的属性,则可能会遇到错误-例如,对 " -"``InputEventKey`` 调用 ``Position`` .要避免这种情况,请确保首先测试事件类型:" +"如果您尝试访问不包含属性的输入类型上的属性, 则可能会遇到错误-例如, 对 " +"``InputEventKey`` 调用 ``Position`` . 要避免这种情况, 请确保首先测试事件类型:" #: ../../docs/tutorials/inputs/input_examples.rst:149 msgid "InputMap" @@ -172,10 +174,10 @@ msgid "" "defined. To see them, and to add your own, open Project -> Project Settings " "and select the InputMap tab:" msgstr "" -":ref:`事件表<class_InputMap>` 是处理各种输入的最灵活的方法.您可以通过创建命名" -"的输入 *动作* 来使用它,可以为它分配任意数量的输入事件,例如按键或鼠标点击.一个" -"新的Godot项目已经包含许多默认定义操作.看看它们,然后添加你自己的,打开项目->项" -"目设置,并选择事件表选项卡:" +":ref:`事件表 <class_InputMap>` 是处理各种输入的最灵活的方法. 您可以通过创建命" +"名的输入 *动作* 来使用它, 可以为它分配任意数量的输入事件, 例如按键或鼠标点" +"击. 一个新的Godot项目已经包含许多默认定义操作. 看看它们, 然后添加你自己的, 打" +"开项目->项目设置, 并选择事件表选项卡:" #: ../../docs/tutorials/inputs/input_examples.rst:161 msgid "Capturing actions" @@ -187,8 +189,8 @@ msgid "" "``is_action_pressed()`` and ``is_action_released()`` by passing the name of " "the action you're looking for:" msgstr "" -"一旦你定义了动作,可以在脚本中使用 ``is_action_pressed()`` 和 " -"``is_action_released ()`` 处理它们.通过名称查找响应的动作:" +"一旦你定义了动作, 可以在脚本中使用 ``is_action_pressed()`` 和 " +"``is_action_released ()`` 处理它们. 通过名称查找响应的动作:" #: ../../docs/tutorials/inputs/input_examples.rst:185 msgid "Keyboard events" @@ -201,9 +203,9 @@ msgid "" "where you want to specifically look at key events. For this example, let's " "check for the :kbd:`T`:" msgstr "" -"键盘事件在 :ref:`InputEventKey <class_InputEventKey>` 中被捕获.虽然建议使用输" -"入动作来代替,但在某些情况下,你可能会想专门查看按键事件.对于当前示例,来检查一" -"下 :kbd:`T` :" +"键盘事件在 :ref:`InputEventKey <class_InputEventKey>` 中被捕获. 虽然建议使用" +"输入动作来代替, 但在某些情况下, 你可能会想专门查看按键事件. 对于当前示例, 来" +"检查一下 :kbd:`T` :" #: ../../docs/tutorials/inputs/input_examples.rst:213 #: ../../docs/tutorials/inputs/input_examples.rst:251 @@ -211,7 +213,7 @@ msgid "" "See :ref:`@GlobalScope_KeyList <enum_@GlobalScope_KeyList>` for a list of " "scancode constants." msgstr "" -"详见 :ref:`全局范围_键位列表<enum_@GlobalScope_KeyList>` 获取扫描代码常量列" +"详见 :ref:`全局范围_键位列表 <enum_@GlobalScope_KeyList>` 获取扫描代码常量列" "表." #: ../../docs/tutorials/inputs/input_examples.rst:217 @@ -219,16 +221,17 @@ msgid "Keyboard modifiers" msgstr "键盘修饰键" #: ../../docs/tutorials/inputs/input_examples.rst:219 +#, fuzzy msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" msgstr "" "修饰键属性继承自 :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>` ,可使用布尔属性检查修饰键组合.试想,当按下 :" -"kbd:`T` 时,发生一件事,但当按下 :kbd:`Shift + T` 时,却发生不同的事情:" +"<class_InputEventWithModifiers>` , 可使用布尔属性检查修饰键组合. 试想, 当按" +"下 :kbd:`T` 时, 发生一件事, 但当按下 :kbd:`Shift + T` 时, 却发生不同的事情:" #: ../../docs/tutorials/inputs/input_examples.rst:255 msgid "Mouse events" @@ -242,10 +245,10 @@ msgid "" "<class_InputEventMouseMotion>`. Note that this means that all mouse events " "will contain a ``position`` property." msgstr "" -"鼠标事件继承自 :ref:`鼠标输入事件<class_InputEventMouse>` ,并被分成两种类" -"型 : :ref:`鼠标按钮输入事件<class_InputEventMouseButton>` 和 :ref:`鼠标移动输" -"入事件<class_InputEventMouseMotion>` .注意,这意味着所有鼠标事件将包含一个 `位" -"置(position)` 属性." +"鼠标事件继承自 :ref:`鼠标输入事件 <class_InputEventMouse>` , 并被分成两种类" +"型 : :ref:`鼠标按钮输入事件 <class_InputEventMouseButton>` 和 :ref:`鼠标移动" +"输入事件 <class_InputEventMouseMotion>` . 注意, 这意味着所有鼠标事件将包含一" +"个 `位置(position)` 属性." #: ../../docs/tutorials/inputs/input_examples.rst:263 msgid "Mouse buttons" @@ -260,10 +263,10 @@ msgid "" "as a button - two buttons, to be precise, with both ``BUTTON_WHEEL_UP`` and " "``BUTTON_WHEEL_DOWN`` being separate events." msgstr "" -"捕获鼠标按钮与处理按键事件非常相似. :ref:`@全局作用域_按钮列表" -"<enum_@GlobalScope_ButtonList>` 包含每个可能按钮的 `BUTTON_*` 常量列表,它将在" -"事件的 ``button_index(按钮_索引)`` 属性中报告.注意,鼠标滚轮也可以算作一个按钮" -"——准确地说,是两个按钮, ``BUTTON_WHEEL_UP(按钮_滚轮_向上)`` 和 " +"捕获鼠标按钮与处理按键事件非常相似. :ref:`@全局作用域_按钮列表 " +"<enum_@GlobalScope_ButtonList>` 包含每个可能按钮的 `BUTTON_*` 常量列表, 它将" +"在事件的 ``button_index(按钮_索引)`` 属性中报告. 注意, 鼠标滚轮也可以算作一个" +"按钮——准确地说, 是两个按钮, ``BUTTON_WHEEL_UP(按钮_滚轮_向上)`` 和 " "``BUTTON_WHEEL_DOWN(按钮_滚轮_向下)`` 都是独立的事件." #: ../../docs/tutorials/inputs/input_examples.rst:300 @@ -277,13 +280,13 @@ msgid "" "``relative`` property." msgstr "" ":ref:`InputEventMouseMotion <class_InputEventMouseMotion>` 只要鼠标移动就会发" -"生事件.可以通过 ``relative`` 属性找到移动的距离." +"生事件. 可以通过 ``relative`` 属性找到移动的距离." #: ../../docs/tutorials/inputs/input_examples.rst:306 msgid "" "Here's an example using mouse events to drag-and-drop a :ref:`Sprite " "<class_Sprite>` node:" -msgstr "下面是一个使用鼠标事件拖放 :ref:`精灵<class_Sprite>` 节点的例子:" +msgstr "下面是一个使用鼠标事件拖放 :ref:`精灵 <class_Sprite>` 节点的例子:" #: ../../docs/tutorials/inputs/input_examples.rst:379 msgid "Touch events" @@ -296,9 +299,9 @@ msgid "" "mouse click event, and :ref:`InputEventScreenDrag " "<class_InputEventScreenDrag>` works much the same as mouse motion." msgstr "" -"如果使用触摸屏设备,可以生成触摸事件. :ref:`触摸屏幕输入事件" -"<class_InputEventScreenTouch>` 相当于鼠标点击事件,并且 :ref:`拖拽屏幕输入事件" -"<class_InputEventScreenDrag>` 的工作原理与鼠标移动非常相似." +"如果使用触摸屏设备, 可以生成触摸事件. :ref:`触摸屏幕输入事件 " +"<class_InputEventScreenTouch>` 相当于鼠标点击事件, 并且 :ref:`拖拽屏幕输入事" +"件 <class_InputEventScreenDrag>` 的工作原理与鼠标移动非常相似." #: ../../docs/tutorials/inputs/input_examples.rst:386 msgid "" @@ -307,6 +310,6 @@ msgid "" "From Mouse\" and your project will interpret mouse clicks and motion as " "touch events." msgstr "" -"要在非触摸屏设备上测试触摸事件,打开项目设置,进入\"输入设备(Input Devices)/指" -"向(Pointing)\"部分.启用\"模拟鼠标触摸\",您的项目将把鼠标单击和移动解释为触摸" -"事件." +"要在非触摸屏设备上测试触摸事件, 打开项目设置, 进入\"输入设备(Input Devices)/" +"指向(Pointing)\"部分. 启用\" 模拟鼠标触摸\", 您的项目将把鼠标单击和移动解释为" +"触摸事件." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po index 9aa8e0a2a1..084fe3ecd7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/inputs/inputevent.rst:4 -#, fuzzy msgid "Using InputEvent" -msgstr "InputEvent" +msgstr "使用输入事件InputEvent" #: ../../docs/tutorials/inputs/inputevent.rst:7 msgid "What is it?" @@ -34,9 +33,9 @@ msgid "" "types of input events. Input events travel through the engine and can be " "received in multiple locations, depending on the purpose." msgstr "" -"无论是在操作系统或平台上, 管理输入通常很复杂.为了简化输入管理,引擎提供了一个" -"特殊的内置类型 :ref:`InputEvent <class_InputEvent>`.此类型可被设置成包含多种" -"类型的输入事件.输入事件通过引擎传递,可在多个位置接收,具体位置取决于目的." +"无论是在操作系统或平台上, 管理输入通常很复杂. 为了简化输入管理, 引擎提供了一" +"个特殊的内置类型 :ref:`InputEvent <class_InputEvent>`. 此类型可被设置成包含多" +"种类型的输入事件. 输入事件通过引擎传递, 可在多个位置接收, 具体位置取决于目的." #: ../../docs/tutorials/inputs/inputevent.rst:15 msgid "Here is a quick example, closing your game if the escape key is hit:" @@ -52,19 +51,19 @@ msgid "" "settings without updating your code, and even build a key mapping feature on " "top of it to allow your game to change the key mapping at runtime!" msgstr "" -"但是,使用引擎提供的 :ref:`InputMap <class_InputMap>` 将更简洁、更灵活,它允许" -"自定义输入操作并为它们分配不同的按键.这样,您可以为同一个动作定义多个键(例如键" -"盘escape键和手柄上的开始按钮).然后您可以很容易地在项目设置中更改这个映射,而无" -"需更新您的代码,甚至可以在它之上构建一个键映射特性,以允许您的游戏在运行时更改" -"键映射!" +"但是, 使用引擎提供的 :ref:`InputMap <class_InputMap>` 将更简洁, 更灵活, 它允" +"许自定义输入操作并为它们分配不同的按键. 这样, 您可以为同一个动作定义多个键(例" +"如键盘escape键和手柄上的开始按钮). 然后您可以很容易地在项目设置中更改这个映" +"射, 而无需更新您的代码, 甚至可以在它之上构建一个键映射特性, 以允许您的游戏在" +"运行时更改键映射!" #: ../../docs/tutorials/inputs/inputevent.rst:40 msgid "" "You can set up your InputMap under **Project > Project Settings > Input " "Map** and then use those actions like this:" msgstr "" -"您可以在 **Project > Project Settings > Input Map** 下设置您的输入映射,然后使" -"用以下操作:" +"您可以在 **Project > Project Settings > Input Map** 下设置您的输入映射, 然后" +"使用以下操作:" #: ../../docs/tutorials/inputs/inputevent.rst:60 msgid "How does it work?" @@ -79,10 +78,11 @@ msgid "" "the default MainLoop implementation, events are fed to it. Godot provides a " "function to get the current SceneTree object : **get_tree()**." msgstr "" -"每个输入事件都来源于用户/游戏角色(尽管可以生成一个InputEvent并将其反馈给引擎," -"这在手势操作中非常有用).每个平台的操作对象都将从设备读取事件,然后将它们发送到" -"MainLoop.因为 :ref:`SceneTree <class_SceneTree>` 是默认的主循环实现,所以事件" -"被提交给它.Godot提供了一个获取当前SceneTree对象的函数 : **get_tree()**." +"每个输入事件都来源于用户/游戏角色(尽管可以生成一个InputEvent并将其反馈给引" +"擎, 这在手势操作中非常有用). 每个平台的操作对象都将从设备读取事件, 然后将它们" +"发送到MainLoop. 因为 :ref:`SceneTree <class_SceneTree>` 是默认的主循环实现, " +"所以事件被提交给它.Godot提供了一个获取当前SceneTree对象的函数 : " +"**get_tree()** ." #: ../../docs/tutorials/inputs/inputevent.rst:70 msgid "" @@ -91,9 +91,9 @@ msgid "" "(the first node of the scene tree). Viewport does quite a lot of stuff with " "the received input, in order:" msgstr "" -"但是SceneTree不知道如何处理这个事件,所以SceneTree把它交给视区,从\"根\" :ref:" -"`Viewport <class_Viewport>` (场景树的第一个节点)开始查找.Viewport对接收到的输" -"入做了很多事情,顺序如下:" +"但是SceneTree不知道如何处理这个事件, 所以SceneTree把它交给视区, 从 \"根\" :" +"ref:`Viewport <class_Viewport>` (场景树的第一个节点)开始查找.Viewport对接收到" +"的输入做了很多事情, 顺序如下:" #: ../../docs/tutorials/inputs/inputevent.rst:77 msgid "" @@ -108,13 +108,13 @@ msgid "" "<class_Node_method__unhandled_input>` is generally a better fit, because it " "allows the GUI to intercept the events." msgstr "" -"首先,标准 :ref:`Node._input() <class_Node_method__input>` 函数将在任何覆写它" +"首先, 标准 :ref:`Node._input() <class_Node_method__input>` 函数将在任何覆写它" "的节点中被调用(没有使用 :ref:`Node.set_process_input() " "<class_Node_method_set_process_input>` 来禁用输入处理 ). 如果任何函数消耗了该" -"输入事件,它可以调用 :ref:`SceneTree.set_input_as_handled() " -"<class_SceneTree_method_set_input_as_handled>` ,该事件将不再传播. 这可确保您" +"输入事件, 它可以调用 :ref:`SceneTree.set_input_as_handled() " +"<class_SceneTree_method_set_input_as_handled>` , 该事件将不再传播. 这可确保您" "可以在GUI之前过滤所有感兴趣的事件. 在游戏输入中, :ref:`Node." -"_unhandled_input() <class_Node_method__unhandled_input>` 通常更合适,因为它允" +"_unhandled_input() <class_Node_method__unhandled_input>` 通常更合适, 因为它允" "许GUI侦听." #: ../../docs/tutorials/inputs/inputevent.rst:82 @@ -132,14 +132,14 @@ msgid "" "_gui_input() <class_Control_method__gui_input>` callback, and whether these " "events are propagated further." msgstr "" -"然后,它会尝试将输入提供给GUI,并查看是否有任何控件可以接收它. 如果有, :ref:" +"然后, 它会尝试将输入提供给GUI, 并查看是否有任何控件可以接收它. 如果有, :ref:" "`Control <class_Control>` 将通过虚函数 :ref:`Control._gui_input() " "<class_Control_method__gui_input>` 被调用并发出信号 \"gui_input\"(此函数可通" -"过继承它的脚本重新实现). 如果控件想\"消耗\"该事件,它将调用 :ref:`Control." -"accept_event() <class_Control_method_accept_event>` 阻止事件的传播.用 :ref:" +"过继承它的脚本重新实现). 如果控件想 \"消耗\" 该事件, 它将调用 :ref:`Control." +"accept_event() <class_Control_method_accept_event>` 阻止事件的传播. 用 :ref:" "`Control.mouse_filter <class_Control_property_mouse_filter>` 属性来控制 :ref:" -"`Control <class_Control>`是否通过 :ref:`Control._gui_input() " -"<class_Control_method__gui_input>` 回调接收鼠标事件的通知,以及是否进一步传播" +"`Control <class_Control>` 是否通过 :ref:`Control._gui_input() " +"<class_Control_method__gui_input>` 回调接收鼠标事件的通知, 以及是否进一步传播" "这些事件." #: ../../docs/tutorials/inputs/inputevent.rst:92 @@ -153,35 +153,39 @@ msgid "" "spread any more. The unhandled input callback is ideal for full-screen " "gameplay events, so they are not received when a GUI is active." msgstr "" -"如果到目前为止没有函数消耗该事件,则在被覆盖时将调用未处理的输入回调(并且未使" +"如果到目前为止没有函数消耗该事件, 则在被覆盖时将调用未处理的输入回调(并且未使" "用以下命令禁用 :ref:`Node." "set_process_unhandled_input()<class_Node_method_set_process_unhandled_input>`). " -"如果任何函数使用该事件,它可以调用 :ref:`SceneTree." -"set_input_as_handled()<class_SceneTree_method_set_input_as_handled>`,该事件将" -"不再传播. 未处理的输入回调是全屏游戏事件的理想选择,因此当GUI处于活动状态时不" -"会收到它们." +"如果任何函数使用该事件, 它可以调用 :ref:`SceneTree." +"set_input_as_handled()<class_SceneTree_method_set_input_as_handled>`, 该事件" +"将不再传播. 未处理的输入回调是全屏游戏事件的理想选择, 因此当GUI处于活动状态时" +"不会收到它们." #: ../../docs/tutorials/inputs/inputevent.rst:97 +#, fuzzy msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" -"如果到目前为止没有人想要这个事件,并且一个 :ref:`Camera <class_Camera>` 被分配" -"给视区,将投射到物理世界的光线(从点击的光线方向). 如果此光线击中一个对象,它将" -"调用相关物理对象中的 :ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` 函数(默认情况下,物体接收此回调," -"区域不会接受.这可以通过以下方式配置 :ref:`Area <class_Area>` 属性)." +"如果到目前为止没有人想要这个事件, 并且一个 :ref:`Camera <class_Camera>` 被分" +"配给视区, 将投射到物理世界的光线(从点击的光线方向). 如果此光线击中一个对象, " +"它将调用相关物理对象中的 :ref:`CollisionObject._input_event() " +"<class_CollisionObject_method__input_event>` 函数(默认情况下, 物体接收此回" +"调, 区域不会接受. 这可以通过以下方式配置 :ref:`Area <class_Area>` 属性)." #: ../../docs/tutorials/inputs/inputevent.rst:103 msgid "" "Finally, if the event was unhandled, it will be passed to the next Viewport " "in the tree, otherwise it will be ignored." -msgstr "最后,如果事件未被处理,它将被传递到树的下一个视区中,否则将被忽略." +msgstr "最后, 如果事件未被处理, 它将被传递到树的下一个视区中, 否则将被忽略." #: ../../docs/tutorials/inputs/inputevent.rst:106 msgid "" @@ -189,8 +193,8 @@ msgid "" "do so in a reverse depth-first order: Starting with the node at the bottom " "of the scene tree, and ending at the root node:" msgstr "" -"将事件发送到场景中的所有侦听节点时,视区将以反向深度优先顺序执行:从场景树底部" -"的节点开始,到根节点结束:" +"将事件发送到场景中的所有侦听节点时, 视区将以反向深度优先顺序执行: 从场景树底" +"部的节点开始, 到根节点结束:" #: ../../docs/tutorials/inputs/inputevent.rst:112 msgid "" @@ -198,8 +202,8 @@ msgid "" "specific Controls, only direct ancestors of the targeted Control node " "receive the event." msgstr "" -"GUI事件也沿着场景树进行的,但由于这些事件以特定控件为目标,因此只有目标控制节点" -"的父辈节点才会接收事件." +"GUI事件也沿着场景树进行的, 但由于这些事件以特定控件为目标, 因此只有目标控制节" +"点的父辈节点才会接收事件." #: ../../docs/tutorials/inputs/inputevent.rst:115 msgid "" @@ -207,8 +211,8 @@ msgid "" "nodes to handle and consume particular events, while their ancestors, and " "ultimately the scene root, can provide more generalized behavior if needed." msgstr "" -"根据Godot基于节点的设计,这使得专门的子节点能够处理和消费特定的事件,而它们的父" -"级节点,以及最终的场景根节点,可以在需要时提供更通用的行为." +"根据Godot基于节点的设计, 这使得专门的子节点能够处理和消费特定的事件, 而它们的" +"父级节点, 以及最终的场景根节点, 可以在需要时提供更通用的行为." #: ../../docs/tutorials/inputs/inputevent.rst:121 msgid "Anatomy of an InputEvent" @@ -220,14 +224,14 @@ msgid "" "not represent anything and only contains some basic information, such as " "event ID (which is increased for each event), device index, etc." msgstr "" -":ref:`InputEvent <class_InputEvent>` 只是一个基本的内置类型,它不代表任何东西," -"只包含一些基本信息,如事件ID(每个事件增加),设备索引等." +":ref:`InputEvent <class_InputEvent>` 只是一个基本的内置类型, 它不代表任何东" +"西, 只包含一些基本信息, 如事件ID(每个事件增加), 设备索引等." #: ../../docs/tutorials/inputs/inputevent.rst:127 msgid "" "There are several specialized types of InputEvent, described in the table " "below:" -msgstr "InputEvent有几种专门的类型,如下表所述:" +msgstr "InputEvent有几种专门的类型, 如下表所述:" #: ../../docs/tutorials/inputs/inputevent.rst:130 msgid "Event" @@ -263,7 +267,7 @@ msgstr "键" #: ../../docs/tutorials/inputs/inputevent.rst:134 msgid "Contains a scancode and Unicode value, as well as modifiers." -msgstr "包含一个键盘扫描码和Unicode值,以及修饰键." +msgstr "包含一个键盘扫描码和Unicode值, 以及修饰键." #: ../../docs/tutorials/inputs/inputevent.rst:137 msgid ":ref:`InputEventMouseButton <class_InputEventMouseButton>`" @@ -275,7 +279,7 @@ msgstr "MOUSE_BUTTON" #: ../../docs/tutorials/inputs/inputevent.rst:137 msgid "Contains click information, such as button, modifiers, etc." -msgstr "包含点击信息,例如按钮,修饰键等." +msgstr "包含点击信息, 例如按钮, 修饰键等." #: ../../docs/tutorials/inputs/inputevent.rst:140 msgid ":ref:`InputEventMouseMotion <class_InputEventMouseMotion>`" @@ -288,7 +292,7 @@ msgstr "MOUSE_MOTION" #: ../../docs/tutorials/inputs/inputevent.rst:140 msgid "" "Contains motion information, such as relative, absolute positions and speed." -msgstr "包含运动信息,例如相对位置,绝对位置和速度." +msgstr "包含运动信息, 例如相对位置, 绝对位置和速度." #: ../../docs/tutorials/inputs/inputevent.rst:143 msgid ":ref:`InputEventJoypadMotion <class_InputEventJoypadMotion>`" @@ -365,15 +369,15 @@ msgid "" "useful because they abstract the input device when programming the game " "logic. This allows for:" msgstr "" -"InputEvent可能代表也可能不代表预定义的动作. 动作很有用,因为它们在编写游戏逻辑" -"时抽象输入设备. 这允许:" +"InputEvent可能代表也可能不代表预定义的动作. 动作很有用, 因为它们在编写游戏逻" +"辑时抽象输入设备. 这允许:" #: ../../docs/tutorials/inputs/inputevent.rst:168 msgid "" "The same code to work on different devices with different inputs (e.g., " "keyboard on PC, Joypad on console)." msgstr "" -"相同的代码可以在具有不同输入的不同设备上工作(例如,PC上的键盘,控制台上的" +"相同的代码可以在具有不同输入的不同设备上工作(例如,PC上的键盘, 控制台上的" "Joypad)." #: ../../docs/tutorials/inputs/inputevent.rst:170 @@ -404,9 +408,9 @@ msgid "" "singleton has a method for this: :ref:`Input.parse_input_event() " "<class_input_method_parse_input_event>`. You would normally use it like this:" msgstr "" -"或者,可能希望从游戏代码中向游戏提供一个动作,一个很好的例子是检测手势.Input单" -"例有一个方法来实现这个功能 :ref:`Input.parse_input_event() " -"<class_input_method_parse_input_event>` .通常这样使用它:" +"或者, 可能希望从游戏代码中向游戏提供一个动作, 一个很好的例子是检测手势.Input" +"单例有一个方法来实现这个功能 :ref:`Input.parse_input_event() " +"<class_input_method_parse_input_event>` . 通常这样使用它:" #: ../../docs/tutorials/inputs/inputevent.rst:203 msgid "InputMap" @@ -421,7 +425,7 @@ msgid "" "the project settings (project.godot). So any dynamic system of this type " "needs to store settings in the way the programmer best sees fit." msgstr "" -"经常需要的从代码中定制和重新映射输入.如果你的整个运行流程依赖于动作,那么 :" +"经常需要的从代码中定制和重新映射输入. 如果你的整个运行流程依赖于动作, 那么 :" "ref:`InputMap <class_InputMap>` 单例是在运行时重新分配或创建不同动作的理想选" -"择.这个单例不被保存(必须手动修改),其状态从项目设置进行(project.godot).所以任" -"何这种类型的动态系统,都需要以程序员认为最合适的方式来存储设置." +"择. 这个单例不被保存(必须手动修改), 其状态从项目设置进行(project.godot). 所以" +"任何这种类型的动态系统, 都需要以程序员认为最合适的方式来存储设置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index b1a96c1261..8e484d2594 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,7 +30,7 @@ msgid "" "The reason for this small tutorial is to clear up many common mistakes about " "input coordinates, obtaining mouse position and screen resolution, etc." msgstr "" -"这个小教程的目的是为了清除许多关于输入坐标、获取鼠标位置和屏幕分辨率等常见错" +"这个小教程的目的是为了清除许多关于输入坐标, 获取鼠标位置和屏幕分辨率等常见错" "误." #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:14 @@ -43,8 +43,8 @@ msgid "" "meant to run on PC, such as editors, MMOs, tools, etc. However, it does not " "make as much sense outside of that scope." msgstr "" -"使用硬件坐标在编写要在PC上运行的复杂UI时是有意义的,比如编辑器、网络游戏、工具" -"等.然而,在这个范围之外,它就没有那么大的意义了." +"使用硬件坐标在编写要在PC上运行的复杂UI时是有意义的, 比如编辑器, 网络游戏, 工" +"具等. 然而, 在这个范围之外, 它就没有那么大的意义了." #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:21 msgid "Viewport display coordinates" @@ -57,14 +57,14 @@ msgid "" "the functions in nodes to obtain the mouse coordinates and viewport size, " "for example:" msgstr "" -"Godot使用视区显示内容,并且视区可以通过几个选项进行缩放(参见 :ref:" -"`doc_multiple_resolutions` 教程).然后,使用节点中的函数来获得鼠标坐标和视区大" -"小,例如:" +"Godot使用视区显示内容, 并且视区可以通过几个选项进行缩放(参见 :ref:" +"`doc_multiple_resolutions` 教程). 然后, 使用节点中的函数来获得鼠标坐标和视区" +"大小, 例如:" #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:55 msgid "" "Alternatively, it's possible to ask the viewport for the mouse position:" -msgstr "另外,也可以从视窗查询鼠标的坐标:" +msgstr "另外, 也可以从视窗查询鼠标的坐标:" #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:66 msgid "" @@ -73,7 +73,7 @@ msgid "" "Use ``event.relative`` instead of ``event.position`` and ``event.speed`` to " "process mouse movement and position changes." msgstr "" -"当鼠标模式设置为 ``Input.MOUSE_MODE_CAPTURED`` 时,来自 " -"``InputEventMouseMotion`` 的 ``event.position`` 值为屏幕中心.使用 ``event." +"当鼠标模式设置为 ``Input.MOUSE_MODE_CAPTURED`` 时, 来自 " +"``InputEventMouseMotion`` 的 ``event.position`` 值为屏幕中心. 使用 ``event." "relative`` 代替 ``event.position`` 和 ``event.speed`` 来处理鼠标移动和位置变" "化." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po index d07cc0db9e..1010a2442a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,10 +31,10 @@ msgid "" "alternative of using the ``ResourceInteractiveLoader`` class for smoother " "load screens." msgstr "" -"当切换游戏的主场景时,例如进入一个新的关卡,你可能想显示一个加载屏幕,并显示一些" -"正在进行的进度.主加载方法( ``ResourceLoader::load`` 或GDScript中的 ``load`` )" -"会阻塞线程,使你的游戏在资源加载时显得冻结和无响应.本文档讨论了使用 " -"``ResourceInteractiveLoader`` 类来实现更平滑的加载屏幕的替代方法." +"当切换游戏的主场景时, 例如进入一个新的关卡, 你可能想显示一个加载屏幕, 并显示" +"一些正在进行的进度. 主加载方法( ``ResourceLoader::load`` 或GDScript中的 " +"``load`` )会阻塞线程, 使你的游戏在资源加载时显得冻结和无响应. 本文档讨论了使" +"用 ``ResourceInteractiveLoader`` 类来实现更平滑的加载屏幕的替代方法." #: ../../docs/tutorials/io/background_loading.rst:15 msgid "ResourceInteractiveLoader" @@ -48,9 +48,10 @@ msgid "" "that is loaded by the main resource. For example, if you're loading a scene " "that loads 10 images, each image will be one stage." msgstr "" -"``ResourceInteractiveLoader`` 类允许在阶段中加载资源.每次调用 ``poll`` 方法" -"时,都会加载一个新阶段,并将控制权返回给调用方.每个阶段通常是由主资源加载的子资" -"源.例如,如果您正在加载一个场景,该场景加载10幅图像,那么每个图像将是一个阶段." +"``ResourceInteractiveLoader`` 类允许在阶段中加载资源. 每次调用 ``poll`` 方法" +"时, 都会加载一个新阶段, 并将控制权返回给调用方. 每个阶段通常是由主资源加载的" +"子资源. 例如, 如果您正在加载一个场景, 该场景加载10幅图像, 那么每个图像将是一" +"个阶段." #: ../../docs/tutorials/io/background_loading.rst:24 msgid "Usage" @@ -69,7 +70,7 @@ msgid "" "This method will give you a ResourceInteractiveLoader that you will use to " "manage the load operation." msgstr "" -"此方法将向您提供一个ResourceInteractiveLoader,您将使用它来管理加载操作." +"此方法将向您提供一个ResourceInteractiveLoader, 您将使用它来管理加载操作." #: ../../docs/tutorials/io/background_loading.rst:39 msgid "Polling" @@ -83,16 +84,16 @@ msgid "" "several frames to load." msgstr "" "使用此方法可以推进加载的进度. 每次调用 ``poll`` 都会加载资源的下一个阶段. 请" -"记住,每个阶段都是一个完整的``原子``资源,例如图像或网格,它往往需要几帧才能加" -"载." +"记住, 每个阶段都是一个完整的 ``原子`` 资源, 例如图像或网格, 它往往需要几帧才" +"能加载." #: ../../docs/tutorials/io/background_loading.rst:50 msgid "" "Returns ``OK`` on no errors, ``ERR_FILE_EOF`` when loading is finished. Any " "other return value means there was an error and loading has stopped." msgstr "" -"没有错误时返回 ``OK`` ,加载完成后返回 ``ERR_FILE_EOF`` . 返回其他任何值时表示" -"存在错误并且已停止加载." +"没有错误时返回 ``OK`` , 加载完成后返回 ``ERR_FILE_EOF`` . 返回其他任何值时表" +"示存在错误并且已停止加载." #: ../../docs/tutorials/io/background_loading.rst:54 msgid "Load progress (optional)" @@ -100,7 +101,7 @@ msgstr "加载进度(可选)" #: ../../docs/tutorials/io/background_loading.rst:56 msgid "To query the progress of the load, use the following methods:" -msgstr "要查询加载进度,请使用以下方法:" +msgstr "要查询加载进度, 请使用以下方法:" #: ../../docs/tutorials/io/background_loading.rst:63 msgid "" @@ -118,7 +119,7 @@ msgstr "强制完成(可选)" msgid "" "Use this method if you need to load the entire resource in the current " "frame, without any more steps." -msgstr "如果需要在当前帧中加载整个资源,请使用此方法,而无需执行别的步骤." +msgstr "如果需要在当前帧中加载整个资源, 请使用此方法, 而无需执行别的步骤." #: ../../docs/tutorials/io/background_loading.rst:77 msgid "Obtaining the resource" @@ -127,7 +128,7 @@ msgstr "获取资源" #: ../../docs/tutorials/io/background_loading.rst:83 msgid "" "If everything goes well, use this method to retrieve your loaded resource." -msgstr "如果一切顺利,请使用此方法检索已加载的资源." +msgstr "如果一切顺利, 请使用此方法检索已加载的资源." #: ../../docs/tutorials/io/background_loading.rst:87 msgid "Example" @@ -144,7 +145,7 @@ msgstr "" msgid "" "First, we set up some variables and initialize the ``current_scene`` with " "the main scene of the game:" -msgstr "首先,我们设置一些变量,用游戏的主场景初始化 ``current_scene`` :" +msgstr "首先, 我们设置一些变量, 用游戏的主场景初始化 ``current_scene`` :" #: ../../docs/tutorials/io/background_loading.rst:107 msgid "" @@ -154,9 +155,9 @@ msgid "" "callback. It also starts a \"loading\" animation, which could show a " "progress bar or loading screen." msgstr "" -"当需要切换场景时,游戏中会调用函数 ``goto_scene`` .它请求一个交互式加载器,并调" -"用 ``set_process(true)`` 开始在 ``_process`` 回调中轮询加载器.它还会启动一个 " -"\"加载\" 动画,可以显示一个进度条或加载屏幕." +"当需要切换场景时, 游戏中会调用函数 ``goto_scene`` . 它请求一个交互式加载器, " +"并调用 ``set_process(true)`` 开始在 ``_process`` 回调中轮询加载器. 它还会启动" +"一个 \"加载\" 动画, 可以显示一个进度条或加载屏幕." #: ../../docs/tutorials/io/background_loading.rst:129 msgid "" @@ -166,10 +167,10 @@ msgid "" "error. Also note we skip one frame (via ``wait_frames``, set on the " "``goto_scene`` function) to allow the loading screen to show up." msgstr "" -"``_process`` 中对加载进行轮询. ``poll`` 被调用,然后我们处理该调用的返回值. " -"``OK`` 表示继续轮询, ``ERR_FILE_EOF`` 表示加载完成,其他的表示有错误.另外注意" -"我们跳过一帧(通过 ``wait_frames`` ,在 ``goto_scene`` 函数上设置),让加载画面显" -"示." +"``_process`` 中对加载进行轮询. ``poll`` 被调用, 然后我们处理该调用的返回值. " +"``OK`` 表示继续轮询, ``ERR_FILE_EOF`` 表示加载完成, 其他的表示有错误. 另外注" +"意我们跳过一帧(通过 ``wait_frames`` , 在 ``goto_scene`` 函数上设置), 让加载画" +"面显示." #: ../../docs/tutorials/io/background_loading.rst:135 msgid "" @@ -179,9 +180,9 @@ msgid "" "your value for ``time_max``, so keep in mind we won't have precise control " "over the timings." msgstr "" -"注意我们是如何使用 ``OS.get_ticks_msec`` 来控制阻塞线程的时间.有些阶段可能加" -"载得很快,这意味着我们可能会在一帧中塞进多个对 ``poll`` 的调用;有些阶段可能需" -"要比 ``time_max`` 值更多,所以请记住我们无法精确控制时间." +"注意我们是如何使用 ``OS.get_ticks_msec`` 来控制阻塞线程的时间. 有些阶段可能加" +"载得很快, 这意味着我们可能会在一帧中塞进多个对 ``poll`` 的调用;有些阶段可能" +"需要比 ``time_max`` 值更多, 所以请记住我们无法精确控制时间." #: ../../docs/tutorials/io/background_loading.rst:172 msgid "" @@ -191,9 +192,9 @@ msgid "" "scene on the tree. Because it's a scene being loaded, ``instance()`` needs " "to be called on the resource obtained from the loader." msgstr "" -"一些额外的辅助函数. ``update_progress`` 更新进度条,或者也可以更新暂停的动画" +"一些额外的辅助函数. ``update_progress`` 更新进度条, 或者也可以更新暂停的动画" "(动画从头到尾表示整个加载过程). ``set_new_scene`` 将新加载的场景放在树上. 因" -"为它是一个被加载的场景,所以需要在从加载器获得的资源上调用 ``instance()`` ." +"为它是一个被加载的场景, 所以需要在从加载器获得的资源上调用 ``instance()`` ." #: ../../docs/tutorials/io/background_loading.rst:199 msgid "Using multiple threads" @@ -204,7 +205,7 @@ msgid "" "ResourceInteractiveLoader can be used from multiple threads. A couple of " "things to keep in mind if you attempt it:" msgstr "" -"多个线程可以用在ResourceInteractiveLoader中. 如果您尝试一下,请记住以下几点:" +"多个线程可以用在ResourceInteractiveLoader中. 如果您尝试一下, 请记住以下几点:" #: ../../docs/tutorials/io/background_loading.rst:205 msgid "Use a semaphore" @@ -215,8 +216,8 @@ msgid "" "While your thread waits for the main thread to request a new resource, use a " "``Semaphore`` to sleep (instead of a busy loop or anything similar)." msgstr "" -"当你的线程等待主线程请求一个新的资源时,使用 ``Semaphore`` 来休眠,而不是一个繁" -"忙的循环或类似的东西." +"当你的线程等待主线程请求一个新的资源时, 使用 ``Semaphore`` 来休眠, 而不是一个" +"繁忙的循环或类似的东西." #: ../../docs/tutorials/io/background_loading.rst:211 msgid "Not blocking main thread during the polling" @@ -231,10 +232,10 @@ msgid "" "thread to acquire them. This might cause a deadlock if the main thread is " "waiting for your mutex while your thread is waiting to load a resource." msgstr "" -"如果你有一个互斥锁,允许从主线程调用你的加载器类,当你在加载器类上调用 " -"``poll`` 时,不要锁定主线程.当一个资源加载完成后,它可能需要一些来自低级" -"API(VisualServer等)的资源,这可能需要锁定主线程来获取这些资源.如果主线程在等待" -"你的互斥锁,而你的线程却在等待加载资源,这可能会导致死锁." +"如果你有一个互斥锁, 允许从主线程调用你的加载器类, 当你在加载器类上调用 " +"``poll`` 时, 不要锁定主线程. 当一个资源加载完成后, 它可能需要一些来自低级" +"API(VisualServer等)的资源, 这可能需要锁定主线程来获取这些资源. 如果主线程在等" +"待你的互斥锁, 而你的线程却在等待加载资源, 这可能会导致死锁." #: ../../docs/tutorials/io/background_loading.rst:222 msgid "Example class" @@ -256,16 +257,16 @@ msgstr "在实例化类之后调用以启动线程." msgid "" "Queue a resource. Use optional argument \"p_in_front\" to put it in front of " "the queue." -msgstr "对于资源队列.使用可选的参数 \"p_in_front\" ,将其放在队列的前面." +msgstr "对于资源队列. 使用可选的参数 \"p_in_front\" , 将其放在队列的前面." #: ../../docs/tutorials/io/background_loading.rst:244 msgid "Remove a resource from the queue, discarding any loading done." -msgstr "从队列中删除资源,丢弃任何已完成的加载." +msgstr "从队列中删除资源, 丢弃任何已完成的加载." #: ../../docs/tutorials/io/background_loading.rst:250 msgid "" "Returns ``true`` if a resource is fully loaded and ready to be retrieved." -msgstr "如果资源已完全加载并准备好被检索,则返回 ``true`` ." +msgstr "如果资源已完全加载并准备好被检索, 则返回 ``true`` ." #: ../../docs/tutorials/io/background_loading.rst:256 msgid "" @@ -275,9 +276,9 @@ msgid "" "(updating progress bars, etc), use ``is_ready`` to find out if a resource is " "actually ready." msgstr "" -"获取一个资源的进度.如果有错误,返回-1(例如,如果资源不在队列中),或者返回一个介" -"于0.0和1.0之间的数字,表示加载的进度.主要用于预览的目的(更新进度条等),使用 " -"``is_ready`` 来了解资源是否真的准备完成." +"获取一个资源的进度. 如果有错误, 返回-1(例如, 如果资源不在队列中), 或者返回一" +"个介于0.0和1.0之间的数字, 表示加载的进度. 主要用于预览的目的(更新进度条等), " +"使用 ``is_ready`` 来了解资源是否真的准备完成." #: ../../docs/tutorials/io/background_loading.rst:266 msgid "" @@ -286,9 +287,9 @@ msgid "" "and finish the load. If the resource is not on the queue, it will call " "``ResourceLoader::load`` to load it normally and return it." msgstr "" -"返回完全加载的资源,或者错误时返回 ``null`` .如果资源没有完全加载" -"( ``is_ready`` 返回 ``false`` ),它将阻塞你的线程并完成加载.如果资源不在队列" -"中,它将调用 ``ResourceLoader::load`` 来正常加载并返回." +"返回完全加载的资源, 或者错误时返回 ``null`` . 如果资源没有完全加载" +"( ``is_ready`` 返回 ``false`` ), 它将阻塞你的线程并完成加载. 如果资源不在队列" +"中, 它将调用 ``ResourceLoader::load`` 来正常加载并返回." #: ../../docs/tutorials/io/background_loading.rst:272 msgid "Example:" @@ -300,5 +301,5 @@ msgid "" "scenarios. If you run into any issues, ask for help in one of `Godot's " "community channels <https://godotengine.org/community>`__." msgstr "" -"**注**: 这段代码目前的形式没有在实际的场景中进行测试.如果您遇到任何问题,请在 " -"`Godot的社区频道<https://godotengine.org/community>`__ 中寻求帮助." +"**注** : 这段代码目前的形式没有在实际的场景中进行测试. 如果您遇到任何问题, 请" +"在 `Godot 的社区频道 <https://godotengine.org/community>`__ 中寻求帮助." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po index 9a155fc6a7..fbe831dda1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "UNIX-style path separators (``/``). These work on all platforms, including " "Windows." msgstr "" -"为了支持尽可能多的平台,Godot只接受UNIX风格的路径分隔符( ``/`` ).这将在所有的" -"平台上都可以使用,包括Windows." +"为了支持尽可能多的平台,Godot只接受UNIX风格的路径分隔符( ``/`` ). 这将在所有的" +"平台上都可以使用, 包括Windows." #: ../../docs/tutorials/io/data_paths.rst:13 msgid "A path like ``C:\\Projects`` will become ``C:/Projects``." @@ -49,7 +49,7 @@ msgid "" "file, even if such file is empty." msgstr "" "正如在 :ref:`doc_command_line_tutorial` 中提到的,Godot认为一个项目存在于任何" -"包含 ``project.godot`` 文本文件的指定文件夹中,即使该文件是空的." +"包含 ``project.godot`` 文本文件的指定文件夹中, 即使该文件是空的." #: ../../docs/tutorials/io/data_paths.rst:22 msgid "" @@ -57,8 +57,8 @@ msgid "" "base. For example, a texture located in the root of the project folder may " "be opened from the following path: ``res://some_texture.png``." msgstr "" -"访问项目文件可以通过打开以 ``res://`` 为基的任何路径来实现.例如,位于项目文件" -"夹根部的纹理可以从以下路径打开: ``res://some_texture.png``." +"访问项目文件可以通过打开以 ``res://`` 为基的任何路径来实现. 例如, 位于项目文" +"件夹根部的纹理可以从以下路径打开: ``res://some_texture.png``." #: ../../docs/tutorials/io/data_paths.rst:27 msgid "User path (persistent data)" @@ -70,15 +70,15 @@ msgid "" "will be read-only, due to it being inside a package, self-contained " "executable, or system-wide install location." msgstr "" -"当项目运行时,由于资源位于一个压缩包内、自包含可执行文件或系统范围的安装位置," -"因此通常情况下资源路径是只读的." +"当项目运行时, 由于资源位于一个压缩包内, 自包含可执行文件或系统范围的安装位" +"置, 因此通常情况下资源路径是只读的." #: ../../docs/tutorials/io/data_paths.rst:33 msgid "" "Storing persistent files in such scenarios should be done by using the " "``user://`` prefix, for example: ``user://game_save.txt``." msgstr "" -"在这种情况下,应该通过使用 ``user://`` 前缀来存储持久文件,例如 ``user://" +"在这种情况下, 应该通过使用 ``user://`` 前缀来存储持久文件, 例如 ``user://" "game_save.txt`` ." #: ../../docs/tutorials/io/data_paths.rst:36 @@ -105,8 +105,8 @@ msgid "" "The editor uses different paths for user data, user settings and cache " "depending on the platform. By default, these paths are:" msgstr "" -"编辑器根据平台使用不同的路径来存储用户数据,用户设置和缓存. 默认情况下,这些路" -"径是:" +"编辑器根据平台使用不同的路径来存储用户数据, 用户设置和缓存. 默认情况下, 这些" +"路径是:" #: ../../docs/tutorials/io/data_paths.rst:51 msgid "Type" @@ -160,19 +160,19 @@ msgstr "Linux: ``~/.cache/godot/``" #: ../../docs/tutorials/io/data_paths.rst:66 msgid "**User data** contains export templates and project-specific data." -msgstr "**User data用户数据**包含导出模板和具体项目数据." +msgstr "**User data用户数据** 包含导出模板和具体项目数据." #: ../../docs/tutorials/io/data_paths.rst:67 msgid "" "**User settings** contains editor settings, text editor themes, script " "templates, etc." -msgstr "**User settings用户设置**包含编辑器设置、文本编辑器主题、脚本模板等." +msgstr "**User settings用户设置** 包含编辑器设置, 文本编辑器主题, 脚本模板等." #: ../../docs/tutorials/io/data_paths.rst:69 msgid "" "**Cache** contains temporary data. It can safely be removed when Godot is " "closed." -msgstr "**Cache缓存**包含临时数据.当Godot关闭时,它可以被安全地移除." +msgstr "**Cache缓存** 包含临时数据. 当Godot关闭时, 它可以被安全地移除." #: ../../docs/tutorials/io/data_paths.rst:72 msgid "" @@ -181,9 +181,9 @@ msgid "" "all platforms. Environment variables can be overridden as per the " "specification to change the editor (and project) data paths." msgstr "" -"Godot在所有平台上都遵守 `XDG基本目录规范<https://specifications.freedesktop." -"org/basedir-spec/basedir-spec-latest.html>`__ .可以根据规范覆盖环境变量,以更" -"改编辑器(和项目)数据路径." +"Godot在所有平台上都遵守 `XDG 基本目录规范 <https://specifications." +"freedesktop.org/basedir-spec/basedir-spec-latest.html>`__ . 可以根据规范覆盖" +"环境变量, 以更改编辑器(和项目)数据路径." #: ../../docs/tutorials/io/data_paths.rst:77 msgid "" @@ -207,10 +207,10 @@ msgid "" "directory as the editor binary. This is useful to create a \"portable\" " "installation, which can then be placed on an USB drive." msgstr "" -"如果您在编辑器二进制文件所在的目录下创建了名为``._sc_``或``_sc_``的文件,则" -"Godot会开启*自带模式*.这将使Godot将所有用户数据写入与编辑器二进制文件位于同一" -"目录中的名为``EDITOR_DATA/``的目录.这对于创建\"便携\"安装非常有用,然后可以将" -"其放在USB驱动器上." +"如果您在编辑器二进制文件所在的目录下创建了名为 ``._sc_`` 或 ``_sc_`` 的文件, " +"则Godot会开启 *自带模式*. 这将使Godot将所有用户数据写入与编辑器二进制文件位于" +"同一目录中的名为 ``EDITOR_DATA/`` 的目录. 这对于创建 \"便携\" 安装非常有用, " +"然后可以将其放在USB驱动器上." #: ../../docs/tutorials/io/data_paths.rst:93 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po index 7520cd5d5f..4b11a75c96 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po index 7fdbb4811e..6f9baa896d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "objects. This will allow the save function to scale as the game grows more " "complex." msgstr "" -"保存游戏可能很复杂.比如, 我们可能会想要储存跨多个关卡的多个物品的信息.更高级" -"的保存游戏可能需要存储关于具有任意数量的对象的附加信息.当游戏变得更加复杂时," -"这将让保存函数可以随着游戏一同变得更加复杂." +"保存游戏可能很复杂. 比如, 我们可能会想要储存跨多个关卡的多个物品的信息. 更高" +"级的保存游戏可能需要存储关于具有任意数量的对象的附加信息. 当游戏变得更加复杂" +"时, 这将让保存函数可以随着游戏一同变得更加复杂." #: ../../docs/tutorials/io/saving_games.rst:17 msgid "" @@ -55,8 +55,9 @@ msgid "" "tutorial, we will use groups to mark and handle objects to be saved, but " "other methods are certainly possible." msgstr "" -"首先,我们应该确定在游戏会话中要保存什么对象,以及我们要从这些对象中保存什么信" -"息.本教程中,我们将使用组来标记和处理要保存的对象,但当然也有其他可行的方法." +"首先, 我们应该确定在游戏会话中要保存什么对象, 以及我们要从这些对象中保存什么" +"信息. 本教程中, 我们将使用组来标记和处理要保存的对象, 但当然也有其他可行的方" +"法." #: ../../docs/tutorials/io/saving_games.rst:28 msgid "" @@ -64,8 +65,8 @@ msgid "" "in the :ref:`doc_scripting_continued` tutorial, we can do this through " "either the GUI or script. Let's add the relevant nodes using the GUI:" msgstr "" -"首先我们将想要保存的对象添加到\"Persist\"组. 在 :ref:" -"`doc_scripting_continued` 教程中,我们学会了通过GUI或脚本完成此操作. 那就让我" +"首先我们将想要保存的对象添加到 \"Persist\" 组. 在 :ref:" +"`doc_scripting_continued` 教程中, 我们学会了通过GUI或脚本完成此操作. 那就让我" "们使用GUI来添加相关节点吧:" #: ../../docs/tutorials/io/saving_games.rst:34 @@ -73,8 +74,8 @@ msgid "" "Once this is done, when we need to save the game, we can get all objects to " "save them and then tell them all to save with this script:" msgstr "" -"完成此操作后, 在我们需要保存游戏时,我们可以获取所有对象以保存它们,然后告诉所" -"有对象通过此脚本保存数据:" +"完成此操作后, 在我们需要保存游戏时, 我们可以获取所有对象以保存它们, 然后告诉" +"所有对象通过此脚本保存数据:" #: ../../docs/tutorials/io/saving_games.rst:54 msgid "Serializing" @@ -92,10 +93,10 @@ msgid "" "will look like this:" msgstr "" "下一步是序列化数据. 这使得从硬盘读取数据和存储数据到硬盘变得更加容易. 在这种" -"情况下,我们假设Persist组的每个成员都是一个实例化的节点,因此它们都有一个路径. " -"GDScript 有相关的辅助函数,如 :ref:`to_json() " +"情况下, 我们假设Persist组的每个成员都是一个实例化的节点, 因此它们都有一个路" +"径. GDScript 有相关的辅助函数, 如 :ref:`to_json() " "<class_@GDScript_method_to_json>` 和 :ref:`parse_json() " -"<class_@GDScript_parse_json>`,所以我们使用Dictionary来表示数据. 我们的节点需" +"<class_@GDScript_parse_json>`, 所以我们使用Dictionary来表示数据. 我们的节点需" "要包含一个返回Dictionary的保存函数. 保存函数看上去大概会像这样:" #: ../../docs/tutorials/io/saving_games.rst:119 @@ -103,8 +104,8 @@ msgid "" "This gives us a dictionary with the style ``{ \"variable_name\":" "value_of_variable }``, which will be useful when loading." msgstr "" -"我们得到一个样式为 ``{ \"variable_name\":that_variables_value }`` 的字典,它在" -"加载游戏数据时会被用到." +"我们得到一个样式为 ``{ \"variable_name\":that_variables_value }`` 的字典, 它" +"在加载游戏数据时会被用到." #: ../../docs/tutorials/io/saving_games.rst:124 msgid "Saving and reading data" @@ -119,11 +120,11 @@ msgid "" "and store them in a file. Doing it this way ensures that each line is its " "own object, so we have an easy way to pull the data out of the file as well." msgstr "" -"正如在 :ref:`doc_filesystem` 教程中所述,我们需要打开一个文件来向其中写入或读" -"取数据. 既然我们有办法调用我们的组并获取它们的相关数据,那么就让我们使用 :ref:" -"`to_json() <class_@GDScript_method_to_json>` 将数据转换成一个容易存储的字符串" -"并将它存储在文件中吧. 这样做可以确保每一行都是一个完整的对象的信息,这样的话将" -"数据从文件中提取出来也会更加容易." +"正如在 :ref:`doc_filesystem` 教程中所述, 我们需要打开一个文件来向其中写入或读" +"取数据. 既然我们有办法调用我们的组并获取它们的相关数据, 那么就让我们使用 :" +"ref:`to_json() <class_@GDScript_method_to_json>` 将数据转换成一个容易存储的字" +"符串并将它存储在文件中吧. 这样做可以确保每一行都是一个完整的对象的信息, 这样" +"的话将数据从文件中提取出来也会更加容易." #: ../../docs/tutorials/io/saving_games.rst:202 msgid "" @@ -133,9 +134,9 @@ msgid "" "can use the filename and parent values to achieve that. Here is our load " "function:" msgstr "" -"游戏保存好了! 加载也很简单. 为此,我们将读取每一行,使用parse_json() 将其读回" -"到一个字典中,然后遍历字典以读取保存的值. 首先我们需要创建对象,这可以通过使用" -"文件名和父值来实现. 这就是我们的加载函数:" +"游戏保存好了! 加载也很简单. 为此, 我们将读取每一行, 使用parse_json() 将其读" +"回到一个字典中, 然后遍历字典以读取保存的值. 首先我们需要创建对象, 这可以通过" +"使用文件名和父值来实现. 这就是我们的加载函数:" #: ../../docs/tutorials/io/saving_games.rst:293 msgid "" @@ -157,9 +158,9 @@ msgid "" "complicated and will need to be heavily customized based on the needs of the " "individual project." msgstr "" -"我们可能忽略了\"将游戏状态设置到适合以加载数据\"这一步.最终, 这一步怎么做的决" -"定权在项目创建者手里.这通常很复杂, 需要根据单个项目的需求对此步骤进行大量定" -"制." +"我们可能忽略了 \"将游戏状态设置到适合以加载数据\" 这一步. 最终, 这一步怎么做" +"的决定权在项目创建者手里. 这通常很复杂, 需要根据单个项目的需求对此步骤进行大" +"量定制." #: ../../docs/tutorials/io/saving_games.rst:305 msgid "" @@ -172,7 +173,7 @@ msgid "" "<class_nodepath>` will likely be invalid." msgstr "" "另外, 此实现假定没有Persist对象是其他Persist对象的子对象. 否则会产生无效路" -"径. 如果这是项目的需求之一,可以考虑分阶段保存对象(父对象优先),以便在加载子对" -"象时可用它们将确保它们可用于 :ref:`add_child() " +"径. 如果这是项目的需求之一, 可以考虑分阶段保存对象(父对象优先), 以便在加载子" +"对象时可用它们将确保它们可用于 :ref:`add_child() " "<class_node_method_add_child>` 调用. 由于 :ref:`NodePath <class_nodepath>` 可" -"能无效,因此可能还需要某种方式将子项链接到父项." +"能无效, 因此可能还需要某种方式将子项链接到父项." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 161cc31889..d2c1ac5f44 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,8 +33,8 @@ msgid "" "and keeps ownership of the contribution." msgstr "" "Godot 是根据 `MIT License <https://opensource.org/licenses/MIT>`_ 创建并分发" -"的.它也没有唯一的所有者,因为向该项目提交代码的每个贡献者都在相同的许可证下执" -"行该代码,并保留贡献的所有权." +"的. 它也没有唯一的所有者, 因为向该项目提交代码的每个贡献者都在相同的许可证下" +"执行该代码, 并保留贡献的所有权." #: ../../docs/tutorials/legal/complying_with_licenses.rst:14 msgid "" @@ -43,8 +43,8 @@ msgid "" "it). Your game or project can have a different license, but it still needs " "to comply with the original one." msgstr "" -"许可证是您(或您的公司)使用和分发软件(以及衍生项目,包括用它制作的游戏)的法律要" -"求.您的游戏或项目可以具有不同的许可证,但仍需要遵守原始许可证." +"许可证是您(或您的公司)使用和分发软件(以及衍生项目, 包括用它制作的游戏)的法律" +"要求. 您的游戏或项目可以具有不同的许可证, 但仍需要遵守原始许可证." #: ../../docs/tutorials/legal/complying_with_licenses.rst:20 msgid "Requirements" @@ -54,7 +54,7 @@ msgstr "需求" msgid "" "In the case of the MIT license, the only requirement is to include the " "license text somewhere in your game or derivative project." -msgstr "对于MIT许可证,唯一的要求是将许可证文本包含在您的游戏或衍生项目中." +msgstr "对于MIT许可证, 唯一的要求是将许可证文本包含在您的游戏或衍生项目中." #: ../../docs/tutorials/legal/complying_with_licenses.rst:25 msgid "This text reads as follows:" @@ -62,7 +62,7 @@ msgstr "文本内容如下:" #: ../../docs/tutorials/legal/complying_with_licenses.rst:27 msgid "This game uses Godot Engine, available under the following license:" -msgstr "该游戏使用Godot Engine,可通过以下许可获得:" +msgstr "该游戏使用Godot Engine, 可通过以下许可获得:" #: ../../docs/tutorials/legal/complying_with_licenses.rst:29 msgid "" @@ -73,7 +73,7 @@ msgstr "" "2014-2021 Godot Engine contributors." #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -82,19 +82,19 @@ msgid "" "sell copies of the Software, and to permit persons to whom the Software is " "furnished to do so, subject to the following conditions:" msgstr "" -"特此免费授予获得本软件及相关文档文件副本(以下简称\"软件\")的任何人免费使用本" -"软件的权利,包括但不限于使用、复制、修改、合并、发布、分发、再授权和/或出售本" -"软件副本的权利,并允许具有本软件的个人遵循以下条件:" +"特此免费授予获得本软件及相关文档文件副本(以下简称 \"软件\")的任何人免费使用本" +"软件的权利, 包括但不限于使用, 复制, 修改, 合并, 发布, 分发, 再授权和/或出售本" +"软件副本的权利, 并允许具有本软件的个人遵循以下条件:" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "以上版权声明和本许可声明应包含在本软件的所有副本或大部分内容中." #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -104,10 +104,10 @@ msgid "" "FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS " "IN THE SOFTWARE." msgstr "" -"本软件是 \"按原样 \"提供的,没有任何形式的明示或暗示的保证,包括但不限于适销" -"性、特定用途的适用性和不侵权的保证.在任何情况下,作者或版权持有者均不对因本软" -"件或本软件的使用或其他交易而引起的、因本软件的使用或与本软件有关的合同、侵权" -"或其他行为的任何索赔、损害或其他责任负责." +"本软件是 \"按原样\" 提供的, 没有任何形式的明示或暗示的保证, 包括但不限于适销" +"性, 特定用途的适用性和不侵权的保证. 在任何情况下, 作者或版权持有者均不对因本" +"软件或本软件的使用或其他交易而引起的, 因本软件的使用或与本软件有关的合同, 侵" +"权或其他行为的任何索赔, 损害或其他责任负责." #: ../../docs/tutorials/legal/complying_with_licenses.rst:40 msgid "" @@ -115,8 +115,8 @@ msgid "" "your Godot projects under any license and to create commercial games with " "the engine." msgstr "" -"您的游戏无需获得相同的许可.您可以根据任何许可自由发布Godot项目,并使用该引擎创" -"建商业游戏." +"您的游戏无需获得相同的许可. 您可以根据任何许可自由发布Godot项目, 并使用该引擎" +"创建商业游戏." #: ../../docs/tutorials/legal/complying_with_licenses.rst:45 msgid "Inclusion" @@ -128,8 +128,8 @@ msgid "" "as long as it can be displayed under some condition. These are the most " "common approaches (only need to implement one of them, not all)." msgstr "" -"许可证没有指定必须包含的方式,因此任何内容只要在某些情况下可以显示就有效.这些" -"是最常见的方法(只需要实现其中一种,而不是全部)." +"许可证没有指定必须包含的方式, 因此任何内容只要在某些情况下可以显示就有效. 这" +"些是最常见的方法(只需要实现其中一种, 而不是全部)." #: ../../docs/tutorials/legal/complying_with_licenses.rst:52 msgid "Credits screen" @@ -141,8 +141,8 @@ msgid "" "the bottom after showing the rest of the credits. Most large studios use " "this approach with open source licenses." msgstr "" -"在片头画面的某处加入上述许可文字.它可以在显示其余的片头后的底部.大多数大型工" -"作室都使用这种方法来处理开放源码许可证." +"在片头画面的某处加入上述许可文字. 它可以在显示其余的片头后的底部. 大多数大型" +"工作室都使用这种方法来处理开放源码许可证." #: ../../docs/tutorials/legal/complying_with_licenses.rst:59 msgid "Licenses screen" @@ -164,8 +164,8 @@ msgid "" "global output log is readable. This is the case on desktop platforms, " "Android and HTML5 (but not iOS and UWP)." msgstr "" -"在全局输出日志可读的平台上,仅使用 :ref:`print() " -"<class_@GDScript_method_print>`函数打印许可文本可能已经足够,在桌面平台、" +"在全局输出日志可读的平台上, 仅使用 :ref:`print() " +"<class_@GDScript_method_print>` 函数打印许可文本可能已经足够, 在桌面平台, " "Android和HTML5(但不是iOS和UWP)上就是如此." #: ../../docs/tutorials/legal/complying_with_licenses.rst:71 @@ -177,8 +177,8 @@ msgid "" "If the game is distributed on desktop platforms, a file containing the " "license can be added to the software that is installed to the user PC." msgstr "" -"如果游戏是在桌面平台上发行的,可以在安装到用户PC的软件中加入一个包含许可证的文" -"件." +"如果游戏是在桌面平台上发行的, 可以在安装到用户PC的软件中加入一个包含许可证的" +"文件." #: ../../docs/tutorials/legal/complying_with_licenses.rst:77 msgid "Printed manual" @@ -187,13 +187,25 @@ msgstr "印刷手册" #: ../../docs/tutorials/legal/complying_with_licenses.rst:79 msgid "" "If the game includes printed manuals, license text can be included there." -msgstr "如果游戏中包含印刷手册,可以在其中加入授权文本." +msgstr "如果游戏中包含印刷手册, 可以在其中加入授权文本." #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 +#, fuzzy +msgid "Link to the license" +msgstr "接受许可证" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 msgid "Third-party licenses" msgstr "第三方许可证" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -202,29 +214,29 @@ msgid "" "all libraries are enabled. This means you need to provide attribution for " "all the libraries listed below." msgstr "" -"Godot本身包含 `第三方<https://github.com/godotengine/godot/blob/master/" -"COPYRIGHT.txt>`_ 编写的软件.大多数软件不需要包含许可证,但有些需要.如果这些软" -"件在你的Godot导出模板中被编译,请确保这样做.如果你使用的是官方的导出模板,所有" -"的库都会被启用.这意味着你需要为下面列出的所有库提供归属." +"Godot本身包含 `第三方 <https://github.com/godotengine/godot/blob/master/" +"COPYRIGHT.txt>`_ 编写的软件. 大多数软件不需要包含许可证, 但有些需要. 如果这些" +"软件在你的Godot导出模板中被编译, 请确保这样做. 如果你使用的是官方的导出模板, " +"所有的库都会被启用. 这意味着你需要为下面列出的所有库提供归属." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "以下是需要归类的库的列表:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "FreeType" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -"Godot使用 `FreeType <https://www.freetype.org/>`_ 来渲染字体.它的许可证要求注" -"明出处,因此必须在Godot许可证中加入以下文:" +"Godot使用 `FreeType <https://www.freetype.org/>`_ 来渲染字体. 它的许可证要求" +"注明出处, 因此必须在Godot许可证中加入以下文:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." @@ -232,11 +244,11 @@ msgstr "" "本软件的部分内容的版权为 © <year> The FreeType Project (www.freetype.org). " "保留所有权利." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "ENet" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" @@ -244,41 +256,41 @@ msgstr "" "Godot包括 `ENet <http://enet.bespin.org/>`_ 库来处理高级多人游戏.ENet的许可条" "款与Godot类似:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "版权所有 (c) 2002-2016 Lee Salzman" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "MBedTLS" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -"如果项目使用Godot 3.1或以上版本,并且使用SSL(通常通过HTTP请求),则需要通过包含" -"以下文本来遵守 `MBedTLS <https://tls.mbed.org>`_ Apache许可证:" +"如果项目使用Godot 3.1或以上版本, 并且使用SSL(通常通过HTTP请求), 则需要通过包" +"含以下文本来遵守 `MBedTLS <https://tls.mbed.org>`_ Apache许可证:" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "版权所有Mbed TLS贡献者" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -"根据Apache许可证2.0版本(以下简称 \"许可证\")授权;您不得使用本文件,除非符合许" -"可证的规定.你可以在以下地址获得许可证的副本" +"根据Apache许可证2.0版本(以下简称 \"许可证\")授权;您不得使用本文件, 除非符合" +"许可证的规定. 你可以在以下地址获得许可证的副本" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -286,11 +298,11 @@ msgid "" "License for the specific language governing permissions and limitations " "under the License." msgstr "" -"除非适用法律要求或书面同意,否则根据许可证分发的软件是以 \"原样 \"为基础分发" -"的,没有任何形式的明示或暗示的保证或条件.请参阅许可证中关于许可证下权限和限制" -"的具体语言." +"除非适用法律要求或书面同意, 否则根据许可证分发的软件是以 \"原样\" 为基础分发" +"的, 没有任何形式的明示或暗示的保证或条件. 请参阅许可证中关于许可证下权限和限" +"制的具体语言." -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/index.po index 3e6aaa9596..fee2bce6e2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 59b1a796d0..818c479d27 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:4 msgid "Beziers, curves and paths" -msgstr "贝塞尔,曲线和路径" +msgstr "贝塞尔, 曲线和路径" #: ../../docs/tutorials/math/beziers_and_curves.rst:6 msgid "" @@ -27,15 +27,15 @@ msgid "" "We use them to represent a curve with as little information as possible and " "with a high level of flexibility." msgstr "" -"贝塞尔曲线是一种自然几何形状的数学近似.我们用它们来代表一个曲线,含有尽可能少" -"的信息,保持高水平的灵活性." +"贝塞尔曲线是一种自然几何形状的数学近似. 我们用它们来代表一个曲线, 含有尽可能" +"少的信息, 保持高水平的灵活性." #: ../../docs/tutorials/math/beziers_and_curves.rst:10 msgid "" "Unlike more abstract mathematical concepts, Bezier curves were created for " "industrial design. They are a popular tool in the graphics software industry." msgstr "" -"不像抽象的数学概念,贝塞尔曲线是为工业设计.它们是图形软件行业中的流行工具." +"不像抽象的数学概念, 贝塞尔曲线是为工业设计. 它们是图形软件行业中的流行工具." #: ../../docs/tutorials/math/beziers_and_curves.rst:13 msgid "" @@ -44,9 +44,9 @@ msgid "" "better understand how Bezier curves work, let's start from its simplest " "form: Quadratic Bezier." msgstr "" -"它们依赖于 :ref:`插值<doc_interpolation>`,我们在上一篇文章中看到,如何结合多个" -"步骤来创建平滑的曲线.为了更好地理解贝塞尔曲线的工作原理,我们从最简单的形式开" -"始:二次贝塞尔曲线." +"它们依赖于 :ref:`插值 <doc_interpolation>`, 我们在上一篇文章中看到, 如何结合" +"多个步骤来创建平滑的曲线. 为了更好地理解贝塞尔曲线的工作原理, 我们从最简单的" +"形式开始: 二次贝塞尔曲线." #: ../../docs/tutorials/math/beziers_and_curves.rst:19 msgid "Quadratic Bezier" @@ -54,7 +54,7 @@ msgstr "二次贝塞尔曲线" #: ../../docs/tutorials/math/beziers_and_curves.rst:21 msgid "Take three points, the minimum required for Quadratic Bezier to work:" -msgstr "取三个点,这是建立二次贝塞尔曲线所需的最小值:" +msgstr "取三个点, 这是建立二次贝塞尔曲线所需的最小值:" #: ../../docs/tutorials/math/beziers_and_curves.rst:25 msgid "" @@ -63,23 +63,24 @@ msgid "" "values ranging from 0 to 1. This gives us two points that move along the " "segments as we change the value of ``t`` from 0 to 1." msgstr "" -"为了在它们之间画一条曲线,我们首先在由这三个点构成的两个线段的每个顶点上逐步插" -"值,使用0到1之间的值.当我们把\"t\"值从0变成1时,就给出两个沿着线段移动的点." +"为了在它们之间画一条曲线, 我们首先在由这三个点构成的两个线段的每个顶点上逐步" +"插值, 使用0到1之间的值. 当我们把 \"t\" 值从0变成1时, 就给出两个沿着线段移动的" +"点." #: ../../docs/tutorials/math/beziers_and_curves.rst:37 msgid "" "We then interpolate ``q0`` and ``q1`` to obtain a single point ``r`` that " "moves along a curve." -msgstr "然后,我们插值\"q0\"和\"q1\",以获得沿着曲线移动的单点\"r\"." +msgstr "然后, 我们插值 \"q0\" 和 \"q1\", 以获得沿着曲线移动的单点 \"r\"." #: ../../docs/tutorials/math/beziers_and_curves.rst:46 msgid "This type of is called a *Quadratic Bezier* curve." -msgstr "这种类型就被称为*二次贝塞尔*曲线." +msgstr "这种类型就被称为 *二次贝塞尔* 曲线." #: ../../docs/tutorials/math/beziers_and_curves.rst:50 #: ../../docs/tutorials/math/beziers_and_curves.rst:114 msgid "*(Image credit: Wikipedia)*" -msgstr "*(图像来源:维基百科)*" +msgstr "*(图像来源: 维基百科)*" #: ../../docs/tutorials/math/beziers_and_curves.rst:53 msgid "Cubic Bezier" @@ -89,21 +90,21 @@ msgstr "三次贝塞尔曲线" msgid "" "Building upon the previous example, we can get more control by interpolating " "between four points." -msgstr "基于前面的例子,我们可以通过在四个点之间插值得到更多的控制." +msgstr "基于前面的例子, 我们可以通过在四个点之间插值得到更多的控制." #: ../../docs/tutorials/math/beziers_and_curves.rst:60 msgid "" "We first use a function with four parameters to take four points as an " "input, ``p0``, ``p1``, ``p2`` and ``p3``:" msgstr "" -"首先我们使用一个带有四个参数的函数,以四个点作为输入,\"p0\",\"p1\",\"p2\"和" +"首先我们使用一个带有四个参数的函数, 以四个点作为输入,\"p0\",\"p1\",\"p2\" 和 " "\"p3\":" #: ../../docs/tutorials/math/beziers_and_curves.rst:68 msgid "" "We apply a linear interpolation to each couple of points to reduce them to " "three:" -msgstr "我们对每两个点进行线性插值,将它们减少到三个:" +msgstr "我们对每两个点进行线性插值, 将它们减少到三个:" #: ../../docs/tutorials/math/beziers_and_curves.rst:78 msgid "We then take our three points and reduce them to two:" @@ -127,7 +128,7 @@ msgid "" "Cubic Bezier interpolation works the same in 3D, just use ``Vector3`` " "instead of ``Vector2``." msgstr "" -"三次贝塞尔插值在三维中也是一样的,只需使用\"三维向量\"而不是\"二维向量\"." +"三次贝塞尔插值在三维中也是一样的, 只需使用 \"三维向量\" 而不是 \"二维向量\"." #: ../../docs/tutorials/math/beziers_and_curves.rst:120 msgid "Adding control points" @@ -139,25 +140,25 @@ msgid "" "control the shape of our curve freely. Instead of having ``p0``, ``p1``, " "``p2`` and ``p3``, we will store them as:" msgstr "" -"在三次贝塞尔的基础上,我们可以改变两个点的工作方式,来自由地控制曲线的形状.我们" -"不使用\"p0\"、\"p1\"、\"p2\"和\"p3\",而是将它们存储为:" +"在三次贝塞尔的基础上, 我们可以改变两个点的工作方式, 来自由地控制曲线的形状. " +"我们不使用 \"p0\" , \"p1\" , \"p2\" 和 \"p3\", 而是将它们存储为:" #: ../../docs/tutorials/math/beziers_and_curves.rst:126 msgid "``point0 = p0``: Is the first point, the source" -msgstr "\"point0 = p0\":是第一个点,即源" +msgstr "\"point0 = p0\": 是第一个点, 即源" #: ../../docs/tutorials/math/beziers_and_curves.rst:127 msgid "``control0 = p1 - p0``: Is a vector relative to the first control point" -msgstr "\"control0 = p1 - p0\":是相对于第一个控制点的向量" +msgstr "\"control0 = p1 - p0\": 是相对于第一个控制点的向量" #: ../../docs/tutorials/math/beziers_and_curves.rst:128 msgid "" "``control1 = p3 - p2``: Is a vector relative to the second control point" -msgstr "\"control1 = p3 - p2\":是相对于第二个控制点的向量" +msgstr "\"control1 = p3 - p2\": 是相对于第二个控制点的向量" #: ../../docs/tutorials/math/beziers_and_curves.rst:129 msgid "``point1 = p3``: Is the second point, the destination" -msgstr "\"point1 = p3\":是第二个点,即终点" +msgstr "\"point1 = p3\": 是第二个点, 即终点" #: ../../docs/tutorials/math/beziers_and_curves.rst:131 msgid "" @@ -165,19 +166,19 @@ msgid "" "vectors to the respective points. If you've used graphics or animation " "software before, this might look familiar:" msgstr "" -"使用这种方式,有两个点和两个控制点,它们是各自点的相对向量.如果你以前用过图形或" -"动画软件,这可能看起来很熟悉:" +"使用这种方式, 有两个点和两个控制点, 它们是各自点的相对向量. 如果你以前用过图" +"形或动画软件, 这可能看起来很熟悉:" #: ../../docs/tutorials/math/beziers_and_curves.rst:137 msgid "" "This is how graphics software presents Bezier curves to the users, and how " "they work and look in Godot." msgstr "" -"这就是图形软件如何向用户呈现贝塞尔曲线,以及它们在Godot引擎内的工作原理." +"这就是图形软件如何向用户呈现贝塞尔曲线, 以及它们在Godot引擎内的工作原理." #: ../../docs/tutorials/math/beziers_and_curves.rst:141 msgid "Curve2D, Curve3D, Path and Path2D" -msgstr "二维曲线,三维曲线,路径和二维路径" +msgstr "二维曲线, 三维曲线, 路径和二维路径" #: ../../docs/tutorials/math/beziers_and_curves.rst:143 msgid "" @@ -193,14 +194,14 @@ msgid "" "possible to set them to nodes: :ref:`Path <class_Path>` and :ref:`Path2D " "<class_Path2D>` (also for 3D and 2D respectively):" msgstr "" -"它们可以包含几个点,允许更长的路径.也可以将它们设置为节点: :ref:`路径" -"<class_Path>` 和 :ref:`二维路径<class_Path2D>` (在三维和二维内都适用):" +"它们可以包含几个点, 允许更长的路径. 也可以将它们设置为节点: :ref:`路径 " +"<class_Path>` 和 :ref:`二维路径 <class_Path2D>` (在三维和二维内都适用):" #: ../../docs/tutorials/math/beziers_and_curves.rst:149 msgid "" "Using them, however, may not be completely obvious, so following is a " "description of the most common use cases for Bezier curves." -msgstr "然而使用它们,可能不是很明显,下面是对贝塞尔曲线最常见用例的描述." +msgstr "然而使用它们, 可能不是很明显, 下面是对贝塞尔曲线最常见用例的描述." #: ../../docs/tutorials/math/beziers_and_curves.rst:152 msgid "Evaluating" @@ -215,10 +216,10 @@ msgid "" "distances between points ``p0``, ``p1``, ``p2`` and ``p3`` and there is not " "a mathematically simple way to traverse the curve at constant speed." msgstr "" -"评估它们可能是一种选择,但在大多数情况下,它不是很有用.贝塞尔曲线最大的缺点是如" -"果你以恒定的速度穿过它们,从\"t = 0\"到\"t = 1\",实际的插值不会以恒定的速度移" -"动.速度也是点\"p0\"、\"p1\"、\"p2\"、\"p3\"之间距离的插值,没有一个简单的数学" -"方法以恒定的速度通过曲线." +"评估它们可能是一种选择, 但在大多数情况下, 它不是很有用. 贝塞尔曲线最大的缺点" +"是如果你以恒定的速度穿过它们, 从\"t = 0\"到\"t = 1\", 实际的插值不会以恒定的" +"速度移动. 速度也是点 \"p0\" , \"p1\" , \"p2\" , \"p3\" 之间距离的插值, 没有一" +"个简单的数学方法以恒定的速度通过曲线." #: ../../docs/tutorials/math/beziers_and_curves.rst:156 msgid "Let's do a simple example with the following pseudocode:" @@ -230,8 +231,8 @@ msgid "" "though ``t`` is increased at constant speed. This makes beziers difficult to " "use for anything practical out of the box." msgstr "" -"如你所见,圆的速度(以像素/秒为单位)变化,即使\"t\"值以恒定的速度递增.这也使贝塞" -"尔难以任何实际的开箱即用." +"如你所见, 圆的速度(以像素/秒为单位)变化, 即使 \"t\" 值以恒定的速度递增. 这也" +"使贝塞尔难以任何实际的开箱即用." #: ../../docs/tutorials/math/beziers_and_curves.rst:173 msgid "Drawing" @@ -244,15 +245,15 @@ msgid "" "converted to some sort of segments. This is normally difficult, however, " "without creating a very high amount of them." msgstr "" -"绘制贝塞尔(或基于曲线的对象)是很常见的用例,但这也不容易.几乎在任何情况下,贝塞" -"尔曲线需要被转换成某种线段.这通常很难,然而,并没有创建非常高数量的线段." +"绘制贝塞尔(或基于曲线的对象)是很常见的用例, 但这也不容易. 几乎在任何情况下, " +"贝塞尔曲线需要被转换成某种线段. 这通常很难, 然而, 并没有创建非常高数量的线段." #: ../../docs/tutorials/math/beziers_and_curves.rst:177 msgid "" "The reason is that some sections of a curve (specifically, corners) may " "require considerable amounts of points, while other sections may not:" msgstr "" -"原因是曲线的某些部分(具体来说是角落)可能需要相当多的点,而其他部分不一定:" +"原因是曲线的某些部分(具体来说是角落)可能需要相当多的点, 而其他部分不一定:" #: ../../docs/tutorials/math/beziers_and_curves.rst:181 msgid "" @@ -260,8 +261,8 @@ msgid "" "relative vectors), the Bezier curve would just be a straight line (so " "drawing a high amount of points would be wasteful)." msgstr "" -"另外,如果两个控制点都是\"0,0\"(请记住它们是相对向量),贝塞尔曲线就是一条直线" -"(所以画很多点就是在浪费时间)." +"另外, 如果两个控制点都是 \"0,0\"(请记住它们是相对向量), 贝塞尔曲线就是一条直" +"线(所以画很多点就是在浪费时间)." #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" @@ -269,8 +270,8 @@ msgid "" "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" -"在绘制贝塞尔曲线之前,需要进行 *细分* .这通常是用递归函数或除法函数来完成的,它" -"可以分割曲线,直到曲率变得小于某个阈值." +"在绘制贝塞尔曲线之前, 需要进行 *细分* . 这通常是用递归函数或除法函数来完成" +"的, 它可以分割曲线, 直到曲率变得小于某个阈值." #: ../../docs/tutorials/math/beziers_and_curves.rst:185 msgid "" @@ -280,8 +281,8 @@ msgid "" "drawing something based on a curve is easier." msgstr "" "*Curve* 类通过 :ref:`Curve2D.tessellate() <class_Curve2D_method_tessellate>` " -"函数来提供该功能(函数接收可选的 ``stages`` 递归和角度 ``tolerance`` 参数).这" -"样一来,基于曲线画东西就比较容易了." +"函数来提供该功能(函数接收可选的 ``stages`` 递归和角度 ``tolerance`` 参数). 这" +"样一来, 基于曲线画东西就比较容易了." #: ../../docs/tutorials/math/beziers_and_curves.rst:189 msgid "Traversal" @@ -291,30 +292,31 @@ msgstr "遍历" msgid "" "The last common use case for the curves is to traverse them. Because of what " "was mentioned before regarding constant speed, this is also difficult." -msgstr "最后曲线最常见的用例是遍历.因为之前提到关于匀速的内容,这也是困难的." +msgstr "最后曲线最常见的用例是遍历. 因为之前提到关于匀速的内容, 这也是困难的." #: ../../docs/tutorials/math/beziers_and_curves.rst:193 +#, fuzzy msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." "get_baked_length()<class_Curve2D_method_get_baked_length>`. The first call " "to either of them will bake the curve internally." msgstr "" -"为了更简单,这些曲线需要被\"烘焙\"成等距点.这样,它们就可以用正则插值逼近(其可" -"以通过立方选项进一步改进).要做到这一点,只需使用 :ref:`曲线.插值_烘培" -"()<class_Curve_method_interpolate_baked>`方法结合 :ref:`二维曲线.获取_烘焙_长" -"度()<class_Curve2D_method_get_baked_length>`.第一次调用它们中的任何一个,都会" -"在内部烘培出曲线." +"为了更简单, 这些曲线需要被 \"烘焙\" 成等距点. 这样, 它们就可以用正则插值逼近" +"(其可以通过立方选项进一步改进). 要做到这一点, 只需使用 :ref:`曲线. 插值_烘培" +"()<class_Curve_method_interpolate_baked>` 方法结合 :ref:`二维曲线. 获取_烘焙_" +"长度()<class_Curve2D_method_get_baked_length>`. 第一次调用它们中的任何一个, " +"都会在内部烘培出曲线." #: ../../docs/tutorials/math/beziers_and_curves.rst:196 msgid "" "Traversal at constant speed, then, can be done with the following pseudo-" "code:" -msgstr "匀速遍历,然后,可以用下面的伪代码:" +msgstr "匀速遍历, 然后, 可以用下面的伪代码:" #: ../../docs/tutorials/math/beziers_and_curves.rst:207 msgid "And the output will, then, move at constant speed:" -msgstr "并且输出,然后匀速移动:" +msgstr "并且输出, 然后匀速移动:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po index 9126dab929..3abd8fcb31 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/interpolation.po index b95dc1cb33..91a9584ace 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,28 +27,28 @@ msgid "" "to become familiar with it in order to expand your horizons as a graphics " "developer." msgstr "" -"插值是图形编程中一个非常基本的操作.作为一名图形开发人员,熟悉它有助于扩展您的" -"视野." +"插值是图形编程中一个非常基本的操作. 作为一名图形开发人员, 熟悉它有助于扩展您" +"的视野." #: ../../docs/tutorials/math/interpolation.rst:8 msgid "" "The basic idea is that you want to transition from A to B. A value ``t``, " "represents the states in-between." -msgstr "基本思想是从A转换到B.\"t\"值是介于两者之间的状态." +msgstr "基本思想是从A转换到B.\"t\" 值是介于两者之间的状态." #: ../../docs/tutorials/math/interpolation.rst:10 msgid "" "As an example if ``t`` is 0, then the state is A. If ``t`` is 1, then the " "state is B. Anything in-between is an *interpolation*." msgstr "" -"举个例子,如果 ``t`` 值为0,那么状态是A.如果 ``t`` 值是1,状态是B.任何介于两者之" -"间的都是*插值*." +"举个例子, 如果 ``t`` 值为0, 那么状态是A. 如果 ``t`` 值是1, 状态是B. 任何介于" +"两者之间的都是 *插值*." #: ../../docs/tutorials/math/interpolation.rst:12 msgid "" "Between two real (floating-point) numbers, a simple interpolation is usually " "described as:" -msgstr "在两个实数(浮点数)之间,一个简单的插值通常描述为:" +msgstr "在两个实数(浮点数)之间, 一个简单的插值通常描述为:" #: ../../docs/tutorials/math/interpolation.rst:19 msgid "And often simplified to:" @@ -60,8 +60,8 @@ msgid "" "another at *constant speed* is *\"linear\"*. So, when you hear about *Linear " "Interpolation*, you know they are referring to this simple formula." msgstr "" -"这类型的插值名字,将一个值以*恒定速度*转换成另一个值*\"线性\"*.当你听说线性插" -"值时,就知道他们是指这个简单的公式." +"这类型的插值名字, 将一个值以 *恒定速度* 转换成另一个值 *\"线性\"*. 当你听说线" +"性插值时, 就知道他们是指这个简单的公式." #: ../../docs/tutorials/math/interpolation.rst:28 msgid "" @@ -69,8 +69,8 @@ msgid "" "recommended read afterwards is the :ref:`Bezier <doc_beziers_and_curves>` " "page." msgstr "" -"还有其他类型的插值,这里将不做讨论.建议之后阅读:参考:`贝塞尔<文档_贝塞尔_及_曲" -"线>`页面." +"还有其他类型的插值, 这里将不做讨论. 建议之后阅读: 参考:` 贝塞尔 <文档_贝塞尔_" +"及_曲线>` 页面." #: ../../docs/tutorials/math/interpolation.rst:31 msgid "Vector interpolation" @@ -84,10 +84,10 @@ msgid "" "<class_Vector2_method_linear_interpolate>` and :ref:`Vector3." "linear_interpolate() <class_Vector3_method_linear_interpolate>`." msgstr "" -"向量类型(:参考:`二维向量<类_二维向量>` 和 :参考:`三维向量<类_三维向量>`)也可" -"以插值,它们提供了方便的函数来实现这一点:参考:`二维向量.线性_插值() <类_二维向" -"量_方法_线性_插值>` 和:参考:`三维向量.线性_插值() <类_三维向量_方法_线性_插值" -">`." +"向量类型(: 参考:` 二维向量 <类_二维向量>` 和 : 参考:` 三维向量 <类_三维向量" +">`)也可以插值, 它们提供了方便的函数来实现这一点: 参考:`二维向量. 线性_插值() " +"<类_二维向量_方法_线性_插值>` 和: 参考:`三维向量. 线性_插值() <类_三维向量_方" +"法_线性_插值>`." #: ../../docs/tutorials/math/interpolation.rst:36 msgid "" @@ -96,9 +96,9 @@ msgid "" "cubic_interpolate() <class_Vector3_method_linear_interpolate>`, which do a :" "ref:`Bezier <doc_beziers_and_curves>` style interpolation." msgstr "" -"以及立方插值,请参见:参考:`二维向量.立方_插值() <类_二维向量_方法_线性_插值>`" -"和:参考:`三维向量.立方_插值() <类_三维向量_方法_线性_插值>`,使用:参考:`贝塞尔" -"<文档_贝塞尔_及_曲线>`制作风格插值." +"以及立方插值, 请参见: 参考:`二维向量. 立方_插值() <类_二维向量_方法_线性_插值" +">` 和: 参考:`三维向量. 立方_插值() <类_三维向量_方法_线性_插值>`, 使用: 参考:" +"` 贝塞尔 <文档_贝塞尔_及_曲线>` 制作风格插值." #: ../../docs/tutorials/math/interpolation.rst:38 msgid "" @@ -120,8 +120,8 @@ msgid "" "the function :ref:`Transform.interpolate_with() " "<class_Transform_method_interpolate_with>` can be used." msgstr "" -"也可以对整个变换进行插值(确保它们有统一的缩放,或者至少有相同的非统一缩放).对" -"此,可以使用函数 :ref:`Transform.interpolate_with() " +"也可以对整个变换进行插值(确保它们有统一的缩放, 或者至少有相同的非统一缩放). " +"对此, 可以使用函数 :ref:`Transform.interpolate_with() " "<class_Transform_method_interpolate_with>` ." #: ../../docs/tutorials/math/interpolation.rst:58 @@ -145,7 +145,7 @@ msgstr "平滑运动" msgid "" "Interpolation can be used to smooth movement, rotation, etc. Here is an " "example of a circle following the mouse using smoothed motion:" -msgstr "插值可用于平滑运动、旋转等.下面是使用平滑运动跟随鼠标的圆圈的例子:" +msgstr "插值可用于平滑运动, 旋转等. 下面是使用平滑运动跟随鼠标的圆圈的例子:" #: ../../docs/tutorials/math/interpolation.rst:94 msgid "Here is how it looks:" @@ -156,5 +156,5 @@ msgid "" "This useful for smoothing camera movement, allies following you (ensuring " "they stay within a certain range), and many other common game patterns." msgstr "" -"这对平滑相机运动很有用,队友在跟随你(确保他们保持在一定范围内),以及许多其他常" -"见的游戏模式." +"这对平滑相机运动很有用, 队友在跟随你(确保他们保持在一定范围内), 以及许多其他" +"常见的游戏模式." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 18b0874dcd..1c4ec9742a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "understand the :ref:`doc_vector_math` tutorial, as this tutorial requires a " "knowledge of vectors." msgstr "" -"在阅读本教程之前,我们推荐你从头到尾阅读并且理解 :ref:`doc_vector_math` 教程," -"因为本教程需要一点向量的知识." +"在阅读本教程之前, 我们推荐你从头到尾阅读并且理解 :ref:`doc_vector_math` 教" +"程, 因为本教程需要一点向量的知识." #: ../../docs/tutorials/math/matrices_and_transforms.rst:13 msgid "" @@ -41,17 +41,17 @@ msgid "" "are most of the time applied as translation, rotation, and scale, so we will " "focus on how to represent those with matrices." msgstr "" -"这个教程是关于 *变换* 以及我们如何在Godot中使用矩阵表示它.这不是关于矩阵的充" -"分、深入的指南.变换大多数时候被应用为平移,旋转,和缩放,所以我们将会关注如何用" -"矩阵表示这些变换." +"这个教程是关于 *变换* 以及我们如何在Godot中使用矩阵表示它. 这不是关于矩阵的充" +"分, 深入的指南. 变换大多数时候被应用为平移, 旋转, 和缩放, 所以我们将会关注如" +"何用矩阵表示这些变换." #: ../../docs/tutorials/math/matrices_and_transforms.rst:18 msgid "" "Most of this guide focuses on 2D, using :ref:`class_Transform2D` and :ref:" "`class_Vector2`, but the way things work in 3D is very similar." msgstr "" -"这个指南大部分关注于2D,使用 :ref:`class_Transform2D` 和 :ref:" -"`class_Vector2` ,它们在3D中工作方式也十分相似." +"这个指南大部分关注于2D, 使用 :ref:`class_Transform2D` 和 :ref:" +"`class_Vector2` , 它们在3D中工作方式也十分相似." #: ../../docs/tutorials/math/matrices_and_transforms.rst:21 msgid "" @@ -59,8 +59,8 @@ msgid "" "Godot, the Y axis points *down* in 2D. This is the opposite of how most " "schools teach linear algebra, with the Y axis pointing up." msgstr "" -"正如之前的教程中提到的,要记在Godot中,Y轴在2D中指 *向下 * .这与学校里教的线性" -"代数正好相反,在那里Y轴是指向上的." +"正如之前的教程中提到的, 要记在Godot中,Y轴在2D中指 *向下 * . 这与学校里教的线" +"性代数正好相反, 在那里Y轴是指向上的." #: ../../docs/tutorials/math/matrices_and_transforms.rst:26 msgid "" @@ -68,8 +68,8 @@ msgid "" "axis is blue. This tutorial is color-coded to match these conventions, but " "we will also represent the origin vector with a blue color." msgstr "" -"这里的惯例是X轴是红色的,Y轴是绿色的,并且Z轴是蓝色的.这个教程里的颜色是经过设" -"置的以匹配这些惯例, 但是我们也给原向量使用蓝色." +"这里的惯例是X轴是红色的,Y轴是绿色的, 并且Z轴是蓝色的. 这个教程里的颜色是经过" +"设置的以匹配这些惯例, 但是我们也给原向量使用蓝色." #: ../../docs/tutorials/math/matrices_and_transforms.rst:32 msgid "Matrix components and the Identity matrix" @@ -81,14 +81,14 @@ msgid "" "and no scale. Let's start by looking at the identity matrix and how its " "components relate to how it visually appears." msgstr "" -"单位矩阵代表一个没有平移,没有旋转,并且没有缩放的变换.让我们开始看看单位矩阵以" -"及它的分量如何与它的视觉表现相联系吧." +"单位矩阵代表一个没有平移, 没有旋转, 并且没有缩放的变换. 让我们开始看看单位矩" +"阵以及它的分量如何与它的视觉表现相联系吧." #: ../../docs/tutorials/math/matrices_and_transforms.rst:40 msgid "" "Matrices have rows and columns, and a transformation matrix has specific " "conventions on what each does." -msgstr "矩阵有行和列,并且变换矩阵对每个小内部矩阵都有特定的约定." +msgstr "矩阵有行和列, 并且变换矩阵对每个小内部矩阵都有特定的约定." #: ../../docs/tutorials/math/matrices_and_transforms.rst:43 msgid "" @@ -97,8 +97,8 @@ msgid "" "by the second column. A change to the columns will change these vectors. We " "will see how they can be manipulated in the next few examples." msgstr "" -"在上图中,我们可以看到,红色的X向量由矩阵的第一列表示,绿色的Y向量同样由第二列表" -"示.改变列会改变这些向量.我们将在接下来的几个例子中看到如何操作它们." +"在上图中, 我们可以看到, 红色的X向量由矩阵的第一列表示, 绿色的Y向量同样由第二" +"列表示. 改变列会改变这些向量. 我们将在接下来的几个例子中看到如何操作它们." #: ../../docs/tutorials/math/matrices_and_transforms.rst:49 msgid "" @@ -106,8 +106,8 @@ msgid "" "with columns. However, you can think of the rows of the matrix as showing " "which vectors contribute to moving in a given direction." msgstr "" -"您不必担心直接操作行,因为我们通常使用列.然而,你可以把矩阵的行看作是表示哪些向" -"量有助于在给定的方向上移动." +"您不必担心直接操作行, 因为我们通常使用列. 然而, 你可以把矩阵的行看作是表示哪" +"些向量有助于在给定的方向上移动." #: ../../docs/tutorials/math/matrices_and_transforms.rst:53 msgid "" @@ -116,9 +116,9 @@ msgid "" "x.x` is top-left, `t.y.x` is top-right, and `t.y.y` is bottom-right, where " "`t` is the Transform2D." msgstr "" -"当我们指定一个值例如 `t.x.y` ,这是X列向量的Y分量.换句话说,是这个矩阵的左下角." -"类似地, `t.x.x` 是左上角, `t.y.x` 是右上角,然后 `t.y.y` 是右下角,在这里 `t` " -"是一个 Transform2D." +"当我们指定一个值例如 `t.x.y` , 这是X列向量的Y分量. 换句话说, 是这个矩阵的左下" +"角. 类似地, `t.x.x` 是左上角, `t.y.x` 是右上角, 然后 `t.y.y` 是右下角, 在这" +"里 `t` 是一个 Transform2D." #: ../../docs/tutorials/math/matrices_and_transforms.rst:59 msgid "Scaling the transformation matrix" @@ -130,8 +130,8 @@ msgid "" "by placing the Godot logo underneath our vectors so that we can visually see " "the effects on an object:" msgstr "" -"应用一个缩放是最容易理解的操作之一.让我们开始吧,把Godot logo放置于我们的向量" -"之下,这样我们可以直观得看出应用于这些对象上的效果:" +"应用一个缩放是最容易理解的操作之一. 让我们开始吧, 把Godot logo放置于我们的向" +"量之下, 这样我们可以直观得看出应用于这些对象上的效果:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:67 msgid "" @@ -139,12 +139,12 @@ msgid "" "the scale we want. Let's scale it up by 2. 1 times 2 becomes 2, and 0 times " "2 becomes 0, so we end up with this:" msgstr "" -"现在,为了缩放矩阵,我们唯一需要做的就是将每个矩阵分量乘以我们想要的缩放比例.来" -"将它缩放两倍吧,1乘以2变成了2,0乘以2变成了0,所以我们最后得到了这个:" +"现在, 为了缩放矩阵, 我们唯一需要做的就是将每个矩阵分量乘以我们想要的缩放比" +"例. 来将它缩放两倍吧,1乘以2变成了2,0乘以2变成了0, 所以我们最后得到了这个:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:73 msgid "To do this in code, we can simply multiply each of the vectors:" -msgstr "要在代码中做到这件事.我们可以简单地乘上每个向量:" +msgstr "要在代码中做到这件事. 我们可以简单地乘上每个向量:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:92 msgid "" @@ -152,21 +152,21 @@ msgid "" "component by 0.5. That's pretty much all there is to scaling a " "transformation matrix." msgstr "" -"如果我们想要回到它原来的尺度,我们可以对每个分量乘以0.5.这几乎就是缩放一个变换" -"矩阵的全部了." +"如果我们想要回到它原来的尺度, 我们可以对每个分量乘以0.5. 这几乎就是缩放一个变" +"换矩阵的全部了." #: ../../docs/tutorials/math/matrices_and_transforms.rst:96 msgid "" "To calculate the object's scale from an existing transformation matrix, you " "can use `length()` on each of the column vectors." msgstr "" -"要从一个已经存在的变换矩阵中计算对象的缩放尺度,你可以对每个列向量使用 " +"要从一个已经存在的变换矩阵中计算对象的缩放尺度, 你可以对每个列向量使用 " "`length()` 方法." #: ../../docs/tutorials/math/matrices_and_transforms.rst:99 msgid "" "In actual projects, you can use the `scaled()` method to perform scaling." -msgstr "在实际的项目中,你可以使用 `scaled()` 方法去执行缩放." +msgstr "在实际的项目中, 你可以使用 `scaled()` 方法去执行缩放." #: ../../docs/tutorials/math/matrices_and_transforms.rst:103 msgid "Rotating the transformation matrix" @@ -176,7 +176,7 @@ msgstr "旋转变换矩阵" msgid "" "We'll start the same way as earlier, with the Godot logo underneath the " "identity matrix:" -msgstr "我们将以与前面相同的方式开始,在标识矩阵下使用Godot徽标:" +msgstr "我们将以与前面相同的方式开始, 在标识矩阵下使用Godot徽标:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:110 msgid "" @@ -185,8 +185,9 @@ msgid "" "rotate these in our head, we would logically see that the new X axis should " "point down and the new Y axis should point left." msgstr "" -"举个例子,假设我们想顺时针旋转戈多标志90度.现在,X轴指向右边,Y轴向下.如果我们在" -"头脑中旋转这些,我们就会在逻辑上看到,新的X轴应该向下,新的Y轴应该指向左边." +"举个例子, 假设我们想顺时针旋转戈多标志90度. 现在,X轴指向右边,Y轴向下. 如果我" +"们在头脑中旋转这些, 我们就会在逻辑上看到, 新的X轴应该向下, 新的Y轴应该指向左" +"边." #: ../../docs/tutorials/math/matrices_and_transforms.rst:116 msgid "" @@ -194,8 +195,8 @@ msgid "" "spin it around the center. Wherever you finish spinning, the orientation of " "the vectors determines what the matrix is." msgstr "" -"你可以想象,你抓住了godot的图标和它的向量,然后旋转它的中心.无论你在哪里完成旋" -"转,向量的方向决定了矩阵是什么." +"你可以想象, 你抓住了godot的图标和它的向量, 然后旋转它的中心. 无论你在哪里完成" +"旋转, 向量的方向决定了矩阵是什么." #: ../../docs/tutorials/math/matrices_and_transforms.rst:120 msgid "" @@ -204,9 +205,9 @@ msgid "" "`Vector2.DOWN` and `Vector2.LEFT`. When we do this, we get the desired " "result of rotating the object:" msgstr "" -"我们需要在法线坐标中表示\"down向下\"和\"left向左\",因此我们将X设为(0,1),将Y设" -"为(-1,0).这些也是Vector2.DOWN和Vector2.LEFT的值,当我们这样做时,我们就会得到旋" -"转对象想要的结果:" +"我们需要在法线坐标中表示 \"down向下\" 和 \"left向左\", 因此我们将X设为(0,1), " +"将Y设为(-1,0). 这些也是Vector2.DOWN和Vector2.LEFT的值, 当我们这样做时, 我们就" +"会得到旋转对象想要的结果:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:127 msgid "" @@ -214,8 +215,8 @@ msgid "" "of paper, draw X and Y vectors on top of it, place it on graph paper, then " "rotate it and note the endpoints." msgstr "" -"如果你很难理解上面的内容,那就试试这个练习:剪一个正方形的纸,在上面画X和Y向量," -"把它放在图表纸上,然后旋转它并记下端点." +"如果你很难理解上面的内容, 那就试试这个练习: 剪一个正方形的纸, 在上面画X和Y向" +"量, 把它放在图表纸上, 然后旋转它并记下端点." #: ../../docs/tutorials/math/matrices_and_transforms.rst:131 msgid "" @@ -224,9 +225,9 @@ msgid "" "transformation matrix from a rotation angle. Don't worry if this part seems " "complicated, I promise it's the hardest thing you need to know." msgstr "" -"要在代码中执行旋转,我们需要能够以编程方式计算值.这幅图像显示了从旋转角度计算" -"变换矩阵所需的公式.如果这部分看起来很复杂,别担心,我保证这是你需要知道的最难的" -"事情." +"要在代码中执行旋转, 我们需要能够以编程方式计算值. 这幅图像显示了从旋转角度计" +"算变换矩阵所需的公式. 如果这部分看起来很复杂, 别担心, 我保证这是你需要知道的" +"最难的事情." #: ../../docs/tutorials/math/matrices_and_transforms.rst:139 msgid "" @@ -234,8 +235,8 @@ msgid "" "`TAU` or `PI*2` radians, and a quarter turn of 90 degrees is `TAU/4` or " "`PI/2` radians. Working with `TAU` usually results in more readable code." msgstr "" -"Godot代表所有的旋转弧度,而不是角度.一个完整转弯是 `TAU `或 `PI*2 `弧度,90度的" -"四分之一转弯是 `TAU/4 `或 `PI/2 `弧度.使用 `TAU通 `常会产生更易读的代码." +"Godot代表所有的旋转弧度, 而不是角度. 一个完整转弯是 `TAU` 或 `PI*2` 弧度,90度" +"的四分之一转弯是 `TAU/4` 或 `PI/2` 弧度. 使用 `TAU通` 常会产生更易读的代码." #: ../../docs/tutorials/math/matrices_and_transforms.rst:144 msgid "" @@ -244,9 +245,9 @@ msgid "" "as a Y-is-up CCW system, since these differences \"cancel out\". You can " "think of rotations in both systems being \"from X to Y\"." msgstr "" -"有趣的是:在Godot中,除了Y是*down向下*,旋转也是顺时针的.这意味着所有的数学和三" -"角函数的行为都与Y-is-up CCW系统相同,因为这些差异\"cancel out抵消\"了.你可以认" -"为在这两个系统中的旋转是\"从X到Y\"." +"有趣的是: 在Godot中, 除了Y是 *down向下*, 旋转也是顺时针的. 这意味着所有的数学" +"和三角函数的行为都与Y-is-up CCW系统相同, 因为这些差异\"cancel out抵消 \"了. " +"你可以认为在这两个系统中的旋转是\" 从X到Y\"." #: ../../docs/tutorials/math/matrices_and_transforms.rst:150 msgid "" @@ -254,8 +255,8 @@ msgid "" "simply plug in a value of 0.5 to the formula above and evaluate to find what " "the actual values should be:" msgstr "" -"为了执行0.5弧度的旋转(约28.65度),我们只需将0.5的值插入上面的公式中,然后计算出" -"实际值应该是什么:" +"为了执行0.5弧度的旋转(约28.65度), 我们只需将0.5的值插入上面的公式中, 然后计算" +"出实际值应该是什么:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:156 msgid "Here's how that would be done in code (place the script on a Node2D):" @@ -266,13 +267,13 @@ msgid "" "To calculate the object's rotation from an existing transformation matrix, " "you can use `atan2(t.x.y, t.x.x)`, where t is the Transform2D." msgstr "" -"要从现有的转换矩阵中计算对象的旋转,可以使用`atan 2(t.x.y,t.x.x)`,其中t是" +"要从现有的转换矩阵中计算对象的旋转, 可以使用`atan 2(t.x.y,t.x.x)`, 其中t是" "Transform2D." #: ../../docs/tutorials/math/matrices_and_transforms.rst:181 msgid "" "In actual projects, you can use the `rotated()` method to perform rotations." -msgstr "在实际项目中,可以使用`roated()`方法进行旋转." +msgstr "在实际项目中, 可以使用 `roated()` 方法进行旋转." #: ../../docs/tutorials/math/matrices_and_transforms.rst:185 msgid "Basis of the transformation matrix" @@ -286,9 +287,9 @@ msgid "" "transformation matrix. The terms \"basis\" and \"basis vectors\" are " "important to know." msgstr "" -"到目前为止,我们只使用 `x` 和 `y` 向量,它们负责表示旋转、缩放和/或剪切(高级,包" -"括在末尾).X和Y向量一起被称为变换矩阵的 *basis基础* .术语 ``basis基础`` 和 " -"``basis vectors基向量`` 是很重要的." +"到目前为止, 我们只使用 `x` 和 `y` 向量, 它们负责表示旋转, 缩放和/或剪切(高" +"级, 包括在末尾).X和Y向量一起被称为变换矩阵的 *basis基础* . 术语 ``basis基础" +"`` 和 ``basis vectors基向量`` 是很重要的." #: ../../docs/tutorials/math/matrices_and_transforms.rst:193 msgid "" @@ -299,10 +300,10 @@ msgid "" "examples. You can think of origin as another column, but it's often better " "to think of it as completely separate." msgstr "" -"你可能已经注意到 :ref:`class_Transform2D`实际上有三个 :ref:`class_Vector2`值" -"s: `x`, `y`,和 `origin` . `origin` 值不是基础的一部分,而是变换的一部分,我们需" -"要它来表示位置.从现在开始,我们将在所有例子中跟踪原点向量.您可以将原点看作另一" -"列,但通常认为它是完全独立的更好." +"你可能已经注意到 :ref:`class_Transform2D` 实际上有三个 :ref:`class_Vector2` " +"值s: `x`, `y`, 和 `origin` . `origin` 值不是基础的一部分, 而是变换的一部分, " +"我们需要它来表示位置. 从现在开始, 我们将在所有例子中跟踪原点向量. 您可以将原" +"点看作另一列, 但通常认为它是完全独立的更好." #: ../../docs/tutorials/math/matrices_and_transforms.rst:201 msgid "" @@ -313,8 +314,9 @@ msgid "" "extra :ref:`class_Vector3` for the origin)." msgstr "" "请注意在3D中,Godot有一个单独的 :ref:`class_Basis` 三个元素的结构 :ref:" -"`class_Vector3` 的值,因为代码可能变得复杂,因此参考其 :ref:`class_Transform` " -"(他由一个 :ref:`class_Basis` 再加一个参考 :ref:`class_Vector3` 的原点)." +"`class_Vector3` 的值, 因为代码可能变得复杂, 因此参考其 :ref:" +"`class_Transform` (他由一个 :ref:`class_Basis` 再加一个参考 :ref:" +"`class_Vector3` 的原点)." #: ../../docs/tutorials/math/matrices_and_transforms.rst:208 msgid "Translating the transformation matrix" @@ -326,8 +328,8 @@ msgid "" "matrix. Translating is basically a technical term for \"moving\" the object, " "but it explicitly does not involve any rotation." msgstr "" -"更改 `origin` 原点向量称为变换矩阵,转换基本上是 \"moving移动\" 对象的一个技术" -"术语,但它不包含任何旋转." +"更改 `origin` 原点向量称为变换矩阵, 转换基本上是 \"moving移动\" 对象的一个技" +"术术语, 但它不包含任何旋转." #: ../../docs/tutorials/math/matrices_and_transforms.rst:214 msgid "" @@ -335,14 +337,14 @@ msgid "" "the identity transform like last time, except we will keep track of the " "origin vector this time." msgstr "" -"让我们通过一个例子来帮助理解这一点.我们将像上次一样从身份变换开始,但这次我们" -"将跟踪原点向量." +"让我们通过一个例子来帮助理解这一点. 我们将像上次一样从身份变换开始, 但这次我" +"们将跟踪原点向量." #: ../../docs/tutorials/math/matrices_and_transforms.rst:220 msgid "" "If we want the object to move to a position of (1, 2), we simply need to set " "its `origin` vector to (1, 2):" -msgstr "如果希望对象移动到(1,2)的位置,只需将其原点向量设置为(1,2):" +msgstr "如果希望对象移动到(1,2)的位置, 只需将其原点向量设置为(1,2):" #: ../../docs/tutorials/math/matrices_and_transforms.rst:225 msgid "" @@ -352,15 +354,17 @@ msgid "" "rotated 90 degrees clockwise will move to the right when `translated()` with " "`Vector2.UP`." msgstr "" -"还有一个 `translated()` 转换的方法,它执行与直接添加或更改 `origin` 不同的操" -"作.这个 `translated()` 转换方法将转换该对象相对于它自己的旋转.例如,顺时针旋转" -"90度的对象在以下情况下将向右移动. `translated()` 转换方法 使用 `Vector2.UP` ." +"还有一个 `translated()` 转换的方法, 它执行与直接添加或更改 `origin` 不同的操" +"作. 这个 `translated()` 转换方法将转换该对象相对于它自己的旋转. 例如, 顺时针" +"旋转90度的对象在以下情况下将向右移动. `translated()` 转换方法 使用 `Vector2." +"UP` ." #: ../../docs/tutorials/math/matrices_and_transforms.rst:231 msgid "" "Godot's 2D uses coordinates based on pixels, so in actual projects you will " "want to translate by hundreds of units." -msgstr "戈多的2D使用基于像素的坐标,所以在实际项目中,你会想要转换成数百个单位." +msgstr "" +"戈多的2D使用基于像素的坐标, 所以在实际项目中, 你会想要转换成数百个单位." #: ../../docs/tutorials/math/matrices_and_transforms.rst:235 msgid "Putting it all together" @@ -372,8 +376,8 @@ msgid "" "follow along, create a simple project with a Sprite node and use the Godot " "logo for the texture resource." msgstr "" -"我们将把到目前为止提到的所有内容都应用到一个转换上.接下来,使用Sprite节点创建" -"一个简单的项目,并使用Godot徽标作为纹理资源." +"我们将把到目前为止提到的所有内容都应用到一个转换上. 接下来, 使用Sprite节点创" +"建一个简单的项目, 并使用Godot徽标作为纹理资源." #: ../../docs/tutorials/math/matrices_and_transforms.rst:241 msgid "" @@ -381,8 +385,8 @@ msgid "" "I've posted a screenshot, and the code to reproduce it, but I encourage you " "to try and reproduce the screenshot without looking at the code!" msgstr "" -"让我们将转换设置为(350,150),旋转为-0.5 rad,缩放为3.我已经发布了一个屏幕截图," -"以及能复制它的代码,但我鼓励您尝试不看代码就复制屏幕截图!" +"让我们将转换设置为(350,150), 旋转为-0.5 rad, 缩放为3. 我已经发布了一个屏幕截" +"图, 以及能复制它的代码, 但我鼓励您尝试不看代码就复制屏幕截图!" #: ../../docs/tutorials/math/matrices_and_transforms.rst:280 msgid "Shearing the transformation matrix (advanced)" @@ -395,8 +399,8 @@ msgid "" "used aspect of transformation matrices for the purpose of building an " "understanding of them." msgstr "" -"如果您只想了解如何*使用*转换矩阵,请随意跳过本教程的这一节.本节探讨转换矩阵的" -"一个不常用的方面,目的是为了你建立对它们的理解." +"如果您只想了解如何 *使用* 转换矩阵, 请随意跳过本教程的这一节. 本节探讨转换矩" +"阵的一个不常用的方面, 目的是为了你建立对它们的理解." #: ../../docs/tutorials/math/matrices_and_transforms.rst:287 msgid "" @@ -406,9 +410,9 @@ msgid "" "value and a Vector2 for scale only has 3 numbers. The high-level concept for " "the missing degree of freedom is called *shearing*." msgstr "" -"您可能已经注意到,变换比上述操作的组合具有更多自由度.2D变换矩阵的基数为2中的四" -"个总数 :ref:`class_Vector2`值,而用于缩放的旋转值和Vector2只有3个数字.缺少自由" -"度的高级概念称为\"剪切\"." +"您可能已经注意到, 变换比上述操作的组合具有更多自由度.2D变换矩阵的基数为2中的" +"四个总数 :ref:`class_Vector2` 值, 而用于缩放的旋转值和Vector2只有3个数字. 缺" +"少自由度的高级概念称为 \"剪切\"." #: ../../docs/tutorials/math/matrices_and_transforms.rst:293 msgid "" @@ -416,14 +420,14 @@ msgid "" "other. However, shearing can be useful in some situations, and understanding " "shearing helps you understand how transforms work." msgstr "" -"通常,您将始终拥有彼此垂直的基础向量.但是,剪切在某些情况下可能很有用,了解剪切" -"可以帮助您理解变换的工作原理." +"通常, 您将始终拥有彼此垂直的基础向量. 但是, 剪切在某些情况下可能很有用, 了解" +"剪切可以帮助您理解变换的工作原理." #: ../../docs/tutorials/math/matrices_and_transforms.rst:297 msgid "" "To show you visually how it will look, let's overlay a grid onto the Godot " "logo:" -msgstr "为了直观地向您展示它的外观,让我们在Godot徽标上叠加一个网格:" +msgstr "为了直观地向您展示它的外观, 让我们在Godot徽标上叠加一个网格:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:302 msgid "" @@ -434,19 +438,19 @@ msgid "" "parallel will remain parallel no matter what changes we make to the basis " "vectors." msgstr "" -"此网格上的每个点都是通过将基向量相加而获得的.右下角是X+Y,而右上角是X-Y.如果我" -"们更改基向量,整个栅格也会随之移动,因为栅格是由基向量组成的.无论我们对基准向量" -"做什么更改,栅格上当前平行的所有直线都将保持平行." +"此网格上的每个点都是通过将基向量相加而获得的. 右下角是X+Y, 而右上角是X-Y. 如" +"果我们更改基向量, 整个栅格也会随之移动, 因为栅格是由基向量组成的. 无论我们对" +"基准向量做什么更改, 栅格上当前平行的所有直线都将保持平行." #: ../../docs/tutorials/math/matrices_and_transforms.rst:309 msgid "As an example, let's set Y to (1, 1):" -msgstr "例如,让我们将Y设置为(1,1):" +msgstr "例如, 让我们将Y设置为(1,1):" #: ../../docs/tutorials/math/matrices_and_transforms.rst:328 msgid "" "You can't set the raw values of a Transform2D in the editor, so you *must* " "use code if you want to shear the object." -msgstr "不能在编辑器中设置Transform2D的原始值,所以想要剪切对象,必须使用代码." +msgstr "不能在编辑器中设置Transform2D的原始值, 所以想要剪切对象, 必须使用代码." #: ../../docs/tutorials/math/matrices_and_transforms.rst:331 msgid "" @@ -454,8 +458,8 @@ msgid "" "sheared. The bottom-center of the grid, which is (0, 1) relative to itself, " "is now located at a world position of (1, 1)." msgstr "" -"由于向量不再垂直,因此对象已被剪切.栅格的底部中心(相对于自身为(0,1))现在位于世" -"界位置(1,1)." +"由于向量不再垂直, 因此对象已被剪切. 栅格的底部中心(相对于自身为(0,1))现在位于" +"世界位置(1,1)." #: ../../docs/tutorials/math/matrices_and_transforms.rst:335 msgid "" @@ -464,8 +468,8 @@ msgid "" "position, the formula is U * X + V * Y, where U and V are numbers and X and " "Y are the basis vectors." msgstr "" -"对象内部坐标在纹理中称为UV坐标,因此我们借用此处的术语.要从相对位置找到世界位" -"置,公式为U*X+V*Y,其中U和V是数字,X和Y是基向量." +"对象内部坐标在纹理中称为UV坐标, 因此我们借用此处的术语. 要从相对位置找到世界" +"位置, 公式为U*X+V*Y, 其中U和V是数字,X和Y是基向量." #: ../../docs/tutorials/math/matrices_and_transforms.rst:340 msgid "" @@ -474,8 +478,8 @@ msgid "" "Y*1, which is (1, 0) + (1, 1), or (1 + 1, 0 + 1), or (2, 1). This matches up " "with our observation of where the bottom-right corner of the image is." msgstr "" -"栅格的右下角始终位于UV位置(1,1),位于世界位置(2,1),该位置是从X*1+Y*1(即" -"(1,0)+(1,1)或(1+1,0+1)或(2,1)计算得出的.这与我们观察到的图像右下角的位置相吻" +"栅格的右下角始终位于UV位置(1,1), 位于世界位置(2,1), 该位置是从X*1+Y*1(即" +"(1,0)+(1,1)或(1+1,0+1)或(2,1)计算得出的. 这与我们观察到的图像右下角的位置相吻" "合." #: ../../docs/tutorials/math/matrices_and_transforms.rst:346 @@ -486,9 +490,9 @@ msgid "" "(0, -1). This matches up with our observation of where the top-right corner " "of the image is." msgstr "" -"同样,栅格的右上角始终位于UV位置(1,-1),位于世界位置(0,-1),该位置是从X*1+Y*-1计" -"算得出的,X*1+Y*-1是(1,0)-(1,1)或(1-1,0-1)或(0,-1).这与我们观察到的图像右上角" -"的位置相吻合." +"同样, 栅格的右上角始终位于UV位置(1, -1), 位于世界位置(0, -1), 该位置是从" +"X*1+Y*-1计算得出的,X*1+Y*-1是(1,0)-(1,1)或(1-1,0-1)或(0, -1). 这与我们观察到" +"的图像右上角的位置相吻合." #: ../../docs/tutorials/math/matrices_and_transforms.rst:352 msgid "" @@ -496,8 +500,8 @@ msgid "" "the object, and the relationship between the basis vectors and how the " "object's \"UV\" or \"intra-coordinates\" have their world position changed." msgstr "" -"希望您现在完全了解变换矩阵如何影响对象,以及基础向量之间的关系以及对象的\"UV" -"\"或\"内部坐标\"如何更改其世界位置." +"希望您现在完全了解变换矩阵如何影响对象, 以及基础向量之间的关系以及对象的 \"UV" +"\" 或 \"内部坐标\" 如何更改其世界位置." #: ../../docs/tutorials/math/matrices_and_transforms.rst:356 msgid "" @@ -505,8 +509,8 @@ msgid "" "refer to \"world position\", that would be relative to the node's parent " "instead, if the node had a parent." msgstr "" -"在Godot中,所有变换数学运算都是相对于父节点完成的.当我们提到\"世界位置\"时,如" -"果节点有父节点,那么它将相对于节点的父位置." +"在Godot中, 所有变换数学运算都是相对于父节点完成的. 当我们提到 \"世界位置\" " +"时, 如果节点有父节点, 那么它将相对于节点的父位置." #: ../../docs/tutorials/math/matrices_and_transforms.rst:360 msgid "" @@ -514,8 +518,8 @@ msgid "" "excellent video about linear transformations: https://www.youtube.com/watch?" "v=kYB8IZa5AuE" msgstr "" -"如果你想要更多的解释,你可以查看3Blue1Brown关于线性变换的精彩视频:https://www." -"youtube.com/watch?v=kYB8IZa5AuE" +"如果你想要更多的解释, 你可以查看3Blue1Brown关于线性变换的精彩视频:https://" +"www.youtube.com/watch?v=kYB8IZa5AuE" #: ../../docs/tutorials/math/matrices_and_transforms.rst:365 msgid "Practical applications of transforms" @@ -527,8 +531,8 @@ msgid "" "transforms by having multiple :ref:`class_Node2D` or :ref:`class_Spatial` " "nodes parented to each other." msgstr "" -"在实际项目中,您通常会通过将多个 :ref:`class_Node2D`或 :ref:`class_Spatial`节" -"点设置为彼此的父级来处理变换中的变换." +"在实际项目中, 您通常会通过将多个 :ref:`class_Node2D` 或 :ref:`class_Spatial` " +"节点设置为彼此的父级来处理变换中的变换." #: ../../docs/tutorials/math/matrices_and_transforms.rst:371 msgid "" @@ -536,8 +540,8 @@ msgid "" "need. We will go over how you could use :ref:`class_Transform2D` or :ref:" "`class_Transform` to manually calculate transforms of nodes." msgstr "" -"但是,有时手动计算我们需要的值非常有用.我们将介绍如何使用 :ref:" -"`CLASS_Transform2D`或 :ref:`CLASS_Transform`手动计算节点转换." +"但是, 有时手动计算我们需要的值非常有用. 我们将介绍如何使用 :ref:" +"`CLASS_Transform2D` 或 :ref:`CLASS_Transform` 手动计算节点转换." #: ../../docs/tutorials/math/matrices_and_transforms.rst:376 msgid "Converting positions between transforms" @@ -550,22 +554,23 @@ msgid "" "would like to find the world (parent-relative) position, or if you have a " "world position and want to know where it is relative to the player." msgstr "" -"在许多情况下,您可能需要将位置转换为变换中的位置或将其转换为转换外的位置.例如," -"如果您有一个相对于球员的位置并想要查找世界(父级相对)位置,或者如果您有一个世界" -"位置并想知道它相对于球员的位置." +"在许多情况下, 您可能需要将位置转换为变换中的位置或将其转换为转换外的位置. 例" +"如, 如果您有一个相对于球员的位置并想要查找世界(父级相对)位置, 或者如果您有一" +"个世界位置并想知道它相对于球员的位置." #: ../../docs/tutorials/math/matrices_and_transforms.rst:383 msgid "" "We can find what a vector relative to the player would be defined in world " "space as using the \"xform\" method:" -msgstr "我们可以找到在世界空间中使用\"xform\"方法定义的相对于玩家的向量是什么:" +msgstr "" +"我们可以找到在世界空间中使用 \"xform\" 方法定义的相对于玩家的向量是什么:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:397 msgid "" "And we can use the \"xform_inv\" method to find a what world space position " "would be if it was instead defined relative to the player:" msgstr "" -"我们可以使用\"xform_inv\"方法来查找世界空间位置(如果它是相对于玩家定义的):" +"我们可以使用 \"xform_inv\" 方法来查找世界空间位置(如果它是相对于玩家定义的):" #: ../../docs/tutorials/math/matrices_and_transforms.rst:411 msgid "" @@ -573,8 +578,8 @@ msgid "" "use the \"basis_xform\" or \"basis_xform_inv\" methods instead, which skip " "dealing with translation." msgstr "" -"如果您事先知道转换位于(0,0)处,则可以改用\"basexform\"或\"basexform_inv\"方法," -"这将跳过处理转换的过程." +"如果您事先知道转换位于(0,0)处, 则可以改用 \"basexform\" 或 \"basexform_inv\" " +"方法, 这将跳过处理转换的过程." #: ../../docs/tutorials/math/matrices_and_transforms.rst:416 msgid "Moving an object relative to itself" @@ -586,8 +591,8 @@ msgid "" "itself. For example, in first-person shooter games, you would want the " "character to move forward (-Z axis) when you press :kbd:`W`." msgstr "" -"一种常见的操作(尤其是在3D游戏中)是相对于自身移动对象. 例如,在第一人称射击游戏" -"中,当您按下W键时,您希望角色向前移动(-Z轴)." +"一种常见的操作(尤其是在3D游戏中)是相对于自身移动对象. 例如, 在第一人称射击游" +"戏中, 当您按下W键时, 您希望角色向前移动(-Z轴)." #: ../../docs/tutorials/math/matrices_and_transforms.rst:422 msgid "" @@ -595,8 +600,8 @@ msgid "" "origin vector is the position relative to the parent, we can simply add " "multiples of the basis vectors to move an object relative to itself." msgstr "" -"由于基础向量是相对于父对象的方向,而原点向量是相对于父对象的位置,因此我们可以" -"简单地将基础向量的倍数相加,以相对于对象本身移动对象." +"由于基础向量是相对于父对象的方向, 而原点向量是相对于父对象的位置, 因此我们可" +"以简单地将基础向量的倍数相加, 以相对于对象本身移动对象." #: ../../docs/tutorials/math/matrices_and_transforms.rst:426 msgid "This code moves an object 100 units to its own right:" @@ -604,14 +609,14 @@ msgstr "此代码将对象向右移动100个单位:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:439 msgid "For moving in 3D, you would need to replace \"x\" with \"basis.x\"." -msgstr "要在3D中移动,需要将\"x\"替换为\"basis.x\"." +msgstr "要在3D中移动, 需要将 \"x\" 替换为 \"basis.x\"." #: ../../docs/tutorials/math/matrices_and_transforms.rst:441 msgid "" "In actual projects, you can use `translate_object_local` in 3D or " "`move_local_x` and `move_local_y` in 2D to do this." msgstr "" -"在实际工程中,您可以使用3D中的 `late_object_local` 或者2D中的 `move_local_x` " +"在实际工程中, 您可以使用3D中的 `late_object_local` 或者2D中的 `move_local_x` " "和 `move_local_y` 来实现." #: ../../docs/tutorials/math/matrices_and_transforms.rst:445 @@ -624,8 +629,8 @@ msgid "" "several of them together. A parent node's transform affects all of its " "children. Let's dissect an example." msgstr "" -"关于转换,需要了解的最重要的事情之一是如何将几个转换一起使用.父节点的变换会影" -"响其所有子节点.让我们来剖析一个例子." +"关于转换, 需要了解的最重要的事情之一是如何将几个转换一起使用. 父节点的变换会" +"影响其所有子节点. 让我们来剖析一个例子." #: ../../docs/tutorials/math/matrices_and_transforms.rst:451 msgid "" @@ -635,9 +640,9 @@ msgid "" "the arrows and also in the matrices), and that almost half of the numbers " "are zero." msgstr "" -"在此图像中,子节点的组件名称后面有一个\"2\",以将其与父节点区分开来.这么多数字" -"可能看起来有点令人不知所措,但请记住,每个数字都会显示两次(在箭头旁边和矩阵中)," -"而且几乎一半的数字都是零." +"在此图像中, 子节点的组件名称后面有一个 \"2\", 以将其与父节点区分开来. 这么多" +"数字可能看起来有点令人不知所措, 但请记住, 每个数字都会显示两次(在箭头旁边和矩" +"阵中), 而且几乎一半的数字都是零." #: ../../docs/tutorials/math/matrices_and_transforms.rst:459 msgid "" @@ -645,8 +650,8 @@ msgid "" "given a scale of (2, 1), the child has been given a scale of (0.5, 0.5), and " "both nodes have been given positions." msgstr "" -"这里进行的唯一转换是父节点的比例为(2,1),子节点的比例为(0.5,0.5),两个节点都指" -"定了位置." +"这里进行的唯一转换是父节点的比例为(2,1), 子节点的比例为(0.5,0.5), 两个节点都" +"指定了位置." #: ../../docs/tutorials/math/matrices_and_transforms.rst:463 msgid "" @@ -658,32 +663,32 @@ msgid "" "but this actually moves it (2, 1) in world space, due to the parent node's " "basis vectors." msgstr "" -"所有子变换都受父变换的影响.子对象的比例为(0.5,0.5),因此您会认为它是1:1的比例" -"正方形,确实如此,但仅相对于父对象.子对象的X向量最终在世界空间中为(1,0),因为它" -"是由父对象的基础向量缩放的.类似地,子节点的‘Original’向量被设置为(1,1),但由于" -"父节点的基向量,这实际上会在世界空间中移动它(2,1)." +"所有子变换都受父变换的影响. 子对象的比例为(0.5,0.5), 因此您会认为它是1:1的比" +"例正方形, 确实如此, 但仅相对于父对象. 子对象的X向量最终在世界空间中为(1,0), " +"因为它是由父对象的基础向量缩放的. 类似地, 子节点的‘Original’向量被设置为" +"(1,1), 但由于父节点的基向量, 这实际上会在世界空间中移动它(2,1)." #: ../../docs/tutorials/math/matrices_and_transforms.rst:472 msgid "" "To calculate a child transform's world space transform manually, this is the " "code we would use:" -msgstr "要手动计算子变换的世界空间变换,我们将使用以下代码:" +msgstr "要手动计算子变换的世界空间变换, 我们将使用以下代码:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:510 msgid "" "In actual projects, we can find the world transform of the child by applying " "one transform onto another using the `*` operator:" msgstr "" -"在实际工程中,我们可以通过`*`运算符将一个变换应用到另一个变换中,从而找到孩子的" -"世界变换:" +"在实际工程中, 我们可以通过 `*` 运算符将一个变换应用到另一个变换中, 从而找到孩" +"子的世界变换:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:532 msgid "When multiplying matrices, order matters! Don't mix them up." -msgstr "当矩阵相乘时,顺序很重要!别把它们弄混了." +msgstr "当矩阵相乘时, 顺序很重要!别把它们弄混了." #: ../../docs/tutorials/math/matrices_and_transforms.rst:534 msgid "Lastly, applying the identity transform will always do nothing." -msgstr "最后,应用身份变换始终不起任何作用." +msgstr "最后, 应用身份变换始终不起任何作用." #: ../../docs/tutorials/math/matrices_and_transforms.rst:536 msgid "" @@ -691,7 +696,7 @@ msgid "" "excellent video about matrix composition: https://www.youtube.com/watch?" "v=XkY2DOUCWMU" msgstr "" -"如果您想了解更多信息,可以查看3Blue1Brown关于矩阵组成的精彩视频:https://www." +"如果您想了解更多信息, 可以查看3Blue1Brown关于矩阵组成的精彩视频:https://www." "youtube.com/watch?v=XkY2DOUCWMU" #: ../../docs/tutorials/math/matrices_and_transforms.rst:541 @@ -704,8 +709,8 @@ msgid "" "previous transform. This can be useful in some situations, but it's easier " "to just provide a few examples." msgstr "" -"\"affine_inverse\"函数返回一个\"撤销\"前一个转换的转换.这在某些情况下可能很有" -"用,但只提供几个示例会更容易." +"\"affine_inverse\" 函数返回一个 \"撤销\" 前一个转换的转换. 这在某些情况下可能" +"很有用, 但只提供几个示例会更容易." #: ../../docs/tutorials/math/matrices_and_transforms.rst:547 msgid "" @@ -717,7 +722,7 @@ msgstr "将反变换乘以法线变换将撤消所有变换:" msgid "" "Transforming a position by a transform and its inverse results in the same " "position (same for \"xform_inv\"):" -msgstr "通过转换转换位置及其反转会导致相同的位置(与\"xform_inv\"相同):" +msgstr "通过转换转换位置及其反转会导致相同的位置(与 \"xform_inv\" 相同):" #: ../../docs/tutorials/math/matrices_and_transforms.rst:582 msgid "How does it all work in 3D?" @@ -732,10 +737,10 @@ msgid "" "stores the :ref:`class_Basis` separately from the :ref:`class_Transform`, " "since the math can get complex and it makes sense to separate it." msgstr "" -"变换矩阵的一个伟大之处在于,它们在2D和3D变换之间的工作方式非常相似.上面用于2D" -"的所有代码和公式在3D中的工作方式都相同,只有3个不同之处:增加了第三个轴,每个轴" -"的类型为 :ref:`CLASS_Vector3`,并且Godot将 :ref:`CLASS_Basis`与 :ref:" -"`CLASS_Transform`分开存储,因为数学运算可能会很复杂,因此将其分开是有意义的." +"变换矩阵的一个伟大之处在于, 它们在2D和3D变换之间的工作方式非常相似. 上面用于" +"2D的所有代码和公式在3D中的工作方式都相同, 只有3个不同之处: 增加了第三个轴, 每" +"个轴的类型为 :ref:`CLASS_Vector3`, 并且Godot将 :ref:`CLASS_Basis` 与 :ref:" +"`CLASS_Transform` 分开存储, 因为数学运算可能会很复杂, 因此将其分开是有意义的." #: ../../docs/tutorials/math/matrices_and_transforms.rst:592 msgid "" @@ -745,9 +750,9 @@ msgid "" "translate, we manipulate the origin; and to shear, we change the basis " "vectors to be non-perpendicular." msgstr "" -"与二维相比,有关平移、旋转、缩放和剪切在三维中的工作方式的所有概念都是相同的." -"要缩放,我们取每个分量并将其相乘;要旋转,我们更改每个基向量指向的位置;要平移," -"我们操纵原点;要剪切,我们将基向量更改为不垂直." +"与二维相比, 有关平移, 旋转, 缩放和剪切在三维中的工作方式的所有概念都是相同" +"的. 要缩放, 我们取每个分量并将其相乘;要旋转, 我们更改每个基向量指向的位置;" +"要平移, 我们操纵原点;要剪切, 我们将基向量更改为不垂直." #: ../../docs/tutorials/math/matrices_and_transforms.rst:600 msgid "" @@ -758,10 +763,10 @@ msgid "" "and the origin in both 2D and 3D: https://github.com/godotengine/godot-demo-" "projects/tree/master/misc/matrix_transform" msgstr "" -"如果您愿意,最好尝试一下转换,以了解它们是如何工作的.Godot允许您直接从检查器编" -"辑3D变换矩阵.您可以下载此项目,其中包含彩色线条和立方体,以帮助在2D和3D中可视" -"化 :ref:`CLASS_BASS`矢量和原点:https://github.com/godotengine/godot-demo-" -"projects/tree/master/misc/matrix_transform" +"如果您愿意, 最好尝试一下转换, 以了解它们是如何工作的.Godot允许您直接从检查器" +"编辑3D变换矩阵. 您可以下载此项目, 其中包含彩色线条和立方体, 以帮助在2D和3D中" +"可视化 :ref:`CLASS_BASS` 矢量和原点:https://github.com/godotengine/godot-" +"demo-projects/tree/master/misc/matrix_transform" #: ../../docs/tutorials/math/matrices_and_transforms.rst:607 msgid "" @@ -769,16 +774,16 @@ msgid "" "transposed, with the columns horizontal and the rows vertical. This may be " "changed to be less confusing in a future release of Godot." msgstr "" -"在Godo3.2的检查器中,Spatial的\"Matrix\"部分显示矩阵是颠倒的,列是水平的,行是垂" -"直的.这一点可能会在Godot的未来版本中进行更改,使其不那么令人困惑." +"在Godo3.2的检查器中,Spatial的 \"Matrix\" 部分显示矩阵是颠倒的, 列是水平的, 行" +"是垂直的. 这一点可能会在Godot的未来版本中进行更改, 使其不那么令人困惑." #: ../../docs/tutorials/math/matrices_and_transforms.rst:612 msgid "" "You cannot edit Node2D's transform matrix directly in Godot 3.2's inspector. " "This may be changed in a future release of Godot." msgstr "" -"不能在Godot 3.2的检查器中直接编辑Node2D的变换矩阵.在Godot的未来版本中,这一点" -"可能会有所改变." +"不能在Godot 3.2的检查器中直接编辑Node2D的变换矩阵. 在Godot的未来版本中, 这一" +"点可能会有所改变." #: ../../docs/tutorials/math/matrices_and_transforms.rst:615 msgid "" @@ -786,7 +791,7 @@ msgid "" "excellent video about 3D linear transformations: https://www.youtube.com/" "watch?v=rHLEWRxRGiM" msgstr "" -"如果你想要更多的解释,你可以查看3Blue1Brown关于3D线性变换的精彩视频:https://" +"如果你想要更多的解释, 你可以查看3Blue1Brown关于3D线性变换的精彩视频:https://" "www.youtube.com/watch?v=rHLEWRxRGiM" #: ../../docs/tutorials/math/matrices_and_transforms.rst:620 @@ -808,9 +813,9 @@ msgid "" "rotations as a set of 3 numbers, however, they are limited and not very " "useful, except for trivial cases." msgstr "" -"对于2D,我们有一个在变换矩阵和角度之间切换的简单方法(Atan2).在3D中,我们不能简" -"单地将旋转表示为一个数字.有一种叫做欧拉角的东西,它可以将旋转表示为一组3个数" -"字,但它们是有限的,除了微不足道的情况外,它们并不是很有用." +"对于2D, 我们有一个在变换矩阵和角度之间切换的简单方法(Atan2). 在3D中, 我们不能" +"简单地将旋转表示为一个数字. 有一种叫做欧拉角的东西, 它可以将旋转表示为一组3个" +"数字, 但它们是有限的, 除了微不足道的情况外, 它们并不是很有用." #: ../../docs/tutorials/math/matrices_and_transforms.rst:631 msgid "" @@ -820,17 +825,17 @@ msgid "" "you is to completely ignore how they work under-the-hood, because they are " "very complicated and unintuitive." msgstr "" -"在3D中,我们通常不使用角度,我们要么使用变换基数(在戈多几乎到处都使用),要么使用" -"四元数.Godot可以使用 :ref:`class_Quat`结构表示四元数.我给你的建议是完全忽略它" -"们是如何在幕后工作的,因为它们非常复杂和不直观." +"在3D中, 我们通常不使用角度, 我们要么使用变换基数(在戈多几乎到处都使用), 要么" +"使用四元数.Godot可以使用 :ref:`class_Quat` 结构表示四元数. 我给你的建议是完全" +"忽略它们是如何在幕后工作的, 因为它们非常复杂和不直观." #: ../../docs/tutorials/math/matrices_and_transforms.rst:637 msgid "" "However, if you really must know how it works, here are some great " "resources, which you can follow in order:" msgstr "" -"然而,如果你真的想知道它是如何工作的,这里有一些很棒的参考资料,你可以按顺序跟随" -"它们:" +"然而, 如果你真的想知道它是如何工作的, 这里有一些很棒的参考资料, 你可以按顺序" +"跟随它们:" #: ../../docs/tutorials/math/matrices_and_transforms.rst:640 msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/random_number_generation.po index f0cbba2f27..a4b10b9885 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "guides you through common types of randomness and how to implement them in " "Godot." msgstr "" -"许多游戏依靠随机性来实现核心游戏机制.本页将指导你了解常见的随机性类型,以及如" -"何在Godot中实现它们." +"许多游戏依靠随机性来实现核心游戏机制. 本页将指导你了解常见的随机性类型, 以及" +"如何在Godot中实现它们." #: ../../docs/tutorials/math/random_number_generation.rst:10 msgid "" @@ -36,8 +36,8 @@ msgid "" "numbers, you will learn how to get random elements from arrays, " "dictionaries, and how to use a noise generator in GDScript." msgstr "" -"在简要概述生成随机数的实用函数之后,你将学习如何从数组或字典中获取随机元素,以" -"及如何在GDScript中使用噪声生成器." +"在简要概述生成随机数的实用函数之后, 你将学习如何从数组或字典中获取随机元素, " +"以及如何在GDScript中使用噪声生成器." #: ../../docs/tutorials/math/random_number_generation.rst:16 msgid "" @@ -45,7 +45,7 @@ msgid "" "`pseudorandom number generators <https://en.wikipedia.org/wiki/" "Pseudorandom_number_generator>`__ (PRNGs)." msgstr "" -"计算机不能产生\"真正的\"随机数.相反,它们依赖 `伪随机数生成器<https://en." +"计算机不能产生 \"真正的\" 随机数. 相反, 它们依赖 `伪随机数生成器 <https://en." "wikipedia.org/wiki/Pseudorandom_number_generator>`__ (PRNGs)." #: ../../docs/tutorials/math/random_number_generation.rst:21 @@ -57,14 +57,14 @@ msgid "" "Godot exposes two ways to generate random numbers: via *global scope* " "methods or using the :ref:`class_RandomNumberGenerator` class." msgstr "" -"Godot提供了两种生成随机数的方式:通过 *全局作用域* 方法或使用 :ref:" +"Godot提供了两种生成随机数的方式: 通过 *全局作用域* 方法或使用 :ref:" "`class_RandomNumberGenerator` 类." #: ../../docs/tutorials/math/random_number_generation.rst:26 msgid "" "Global scope methods are easier to set up, but they don't offer as much " "control." -msgstr "全局作用域方法更容易设置,但不能提供太多控制." +msgstr "全局作用域方法更容易设置, 但不能提供太多控制." #: ../../docs/tutorials/math/random_number_generation.rst:28 msgid "" @@ -74,16 +74,16 @@ msgid "" "<class_RandomNumberGenerator_method_randfn>`. On top of that, it allows " "creating multiple instances each with their own seed." msgstr "" -"RandomNumberGenerator则需要写更多代码,但提供许多在全局作用域内找不到的方法," +"RandomNumberGenerator则需要写更多代码, 但提供许多在全局作用域内找不到的方法, " "如 :ref:`randi_range() <class_RandomNumberGenerator_method_randi_range>` 和 :" -"ref:`randfn() <class_RandomNumberGenerator_method_randfn>` .除此之外,它还允许" -"创建多个实例,每个实例都有自己的种子." +"ref:`randfn() <class_RandomNumberGenerator_method_randfn>` . 除此之外, 它还允" +"许创建多个实例, 每个实例都有自己的种子." #: ../../docs/tutorials/math/random_number_generation.rst:34 msgid "" "This tutorial uses global scope methods, except when the method only exists " "in the RandomNumberGenerator class." -msgstr "本教程使用全局作用域方法,只存在于RandomNumberGenerator类中的方法除外." +msgstr "本教程使用全局作用域方法, 只存在于RandomNumberGenerator类中的方法除外." #: ../../docs/tutorials/math/random_number_generation.rst:38 msgid "The randomize() method" @@ -96,9 +96,9 @@ msgid "" "only once when your project starts to initialize the random seed.** Calling " "it multiple times is unnecessary and may impact performance negatively." msgstr "" -"在全局作用域内,你可以找到一个 :ref:`randomize() " -"<class_@GDScript_method_randomize>` 方法.**这个方法只需要在你的项目开始初始化" -"随机种子的时候调用一次**, 多次调用是多余的,并且有可能影响性能." +"在全局作用域内, 你可以找到一个 :ref:`randomize() " +"<class_@GDScript_method_randomize>` 方法. **这个方法只需要在你的项目开始初始" +"化随机种子的时候调用一次** , 多次调用是多余的, 并且有可能影响性能." #: ../../docs/tutorials/math/random_number_generation.rst:45 msgid "" @@ -111,16 +111,16 @@ msgid "" "<class_@GDScript_method_seed>`. Doing so will give you *deterministic* " "results across runs::" msgstr "" -"你也可以使用 :ref:`seed() <class_@GDScript_method_seed>`来设置一个固定的随机" -"种子.这样做将使你在不同的运行中得到 *确定* 的结果::" +"你也可以使用 :ref:`seed() <class_@GDScript_method_seed>` 来设置一个固定的随机" +"种子. 这样做将使你在不同的运行中得到 *确定* 的结果::" #: ../../docs/tutorials/math/random_number_generation.rst:59 msgid "" "When using the RandomNumberGenerator class, you should call ``randomize()`` " "on the instance since it has its own seed::" msgstr "" -"当使用RandomNumberGenerator类时,你应该在实例上调用``randomize()``,因为它有它" -"自己的种子::" +"当使用RandomNumberGenerator类时, 你应该在实例上调用 ``randomize()``, 因为它有" +"它自己的种子::" #: ../../docs/tutorials/math/random_number_generation.rst:66 msgid "Getting a random number" @@ -140,7 +140,7 @@ msgid "" "and the denominator::" msgstr "" "函数 :ref:`randi() <class_@GDScript_method_randi>` 返回一个在0到2^32-1之间的" -"随机数.由于最大值很大,你会想使用模数运算符(``%``)将结果限制在0到分母之间::" +"随机数. 由于最大值很大, 你会想使用模数运算符(``%``)将结果限制在0到分母之间::" #: ../../docs/tutorials/math/random_number_generation.rst:82 msgid "" @@ -161,9 +161,9 @@ msgid "" "likely to be around the mean (0.0 by default), varying by the deviation (1.0 " "by default)::" msgstr "" -":ref:`randfn() <class_RandomNumberGenerator_method_randfn>`按照 `正态分布(维" -"基百科)<https://zh.wikipedia.org/wiki/正态分布>`__ 返回随机浮点数.这意味着返" -"回值更有可能在平均值附近(默认为0.0),随偏差产生变化(默认为1.0)::" +":ref:`randfn() <class_RandomNumberGenerator_method_randfn>` 按照 ` 正态分布" +"(维基百科) <https://zh.wikipedia.org/wiki/正态分布>`__ 返回随机浮点数. 这意味" +"着返回值更有可能在平均值附近(默认为0.0), 随偏差产生变化(默认为1.0)::" #: ../../docs/tutorials/math/random_number_generation.rst:97 msgid "" @@ -172,7 +172,7 @@ msgid "" "``from`` and ``to``::" msgstr "" ":ref:`rand_range() <class_@GDScript_method_rand_range>` 接受 ``from`` 和 " -"``to`` 两个参数,并返回一个介于 ``from`` 和 ``to`` 之间的随机浮点数::" +"``to`` 两个参数, 并返回一个介于 ``from`` 和 ``to`` 之间的随机浮点数::" #: ../../docs/tutorials/math/random_number_generation.rst:104 msgid "" @@ -183,7 +183,7 @@ msgid "" msgstr "" ":ref:`RandomNumberGenerator.randi_range() " "<class_RandomNumberGenerator_method_randi_range>` 接受 ``from`` 和 ``to`` 两" -"个参数,返回一个介于 ``from`` 和 ``to`` 之间的随机整数::" +"个参数, 返回一个介于 ``from`` 和 ``to`` 之间的随机整数::" #: ../../docs/tutorials/math/random_number_generation.rst:114 msgid "Get a random array element" @@ -198,7 +198,7 @@ msgstr "我们可以生成一个随机整数来从数组中获取一个随机元 msgid "" "To prevent the same fruit from being picked more than once in a row, we can " "add more logic to this method::" -msgstr "为了防止同一个水果被连续采摘多次,我们可以向这个方法添加更多逻辑::" +msgstr "为了防止同一个水果被连续采摘多次, 我们可以向这个方法添加更多逻辑::" #: ../../docs/tutorials/math/random_number_generation.rst:167 msgid "" @@ -207,8 +207,8 @@ msgid "" "a limited set of values. To prevent this, use the :ref:`shuffle bag " "<doc_random_number_generation_shuffle_bags>` pattern instead." msgstr "" -"这种方法可以让随机数生成的感觉不那么重复.不过,它仍然不能防止结果在有限的一组" -"值之间\"乒乓反复\".为了防止这种情况,请使用 :ref:`shuffle bag " +"这种方法可以让随机数生成的感觉不那么重复. 不过, 它仍然不能防止结果在有限的一" +"组值之间 \"乒乓反复\". 为了防止这种情况, 请使用 :ref:`shuffle bag " "<doc_random_number_generation_shuffle_bags>` 模式来代替." #: ../../docs/tutorials/math/random_number_generation.rst:173 @@ -229,12 +229,12 @@ msgid "" "point number between 0.0 and 1.0. We can use this to create a \"weighted\" " "probability where different outcomes have different likelihoods::" msgstr "" -":ref:`randf() <class_@GDScript_method_randf>`方法返回一个介于0.0和1.0之间的浮" -"点数.我们可以用它来创建一个\"加权\"的概率,不同的结果拥有不同的可能性::" +":ref:`randf() <class_@GDScript_method_randf>` 方法返回一个介于0.0和1.0之间的" +"浮点数. 我们可以用它来创建一个 \"加权\" 的概率, 不同的结果拥有不同的可能性::" #: ../../docs/tutorials/math/random_number_generation.rst:230 msgid "\"Better\" randomness using shuffle bags" -msgstr "使用shuffle bag的\"更好\"随机性" +msgstr "使用shuffle bag的 \"更好\" 随机性" #: ../../docs/tutorials/math/random_number_generation.rst:232 msgid "" @@ -243,9 +243,9 @@ msgid "" "can lead to a less *uniform* distribution. If the player is lucky (or " "unlucky), they could get the same fruit three or more times in a row." msgstr "" -"以上面同样的例子为例,我们希望随机挑选水果.然而,每次选择水果时依靠随机数生成会" -"导致分布不那么 *均匀* .如果玩家足够幸运(或不幸),他们可能会连续三次或更多次得" -"到相同的水果." +"以上面同样的例子为例, 我们希望随机挑选水果. 然而, 每次选择水果时依靠随机数生" +"成会导致分布不那么 *均匀* . 如果玩家足够幸运(或不幸), 他们可能会连续三次或更" +"多次得到相同的水果." #: ../../docs/tutorials/math/random_number_generation.rst:237 msgid "" @@ -254,9 +254,9 @@ msgid "" "selections, the array ends up empty. When that happens, you reinitialize it " "to its default value::" msgstr "" -"你可以使用 *shuffle bag* 模式来实现.它的工作原理是在选择数组后从数组中删除一" -"个元素.多次选择之后,数组会被清空.当这种情况发生时,就将数组重新初始化为默认" -"值::" +"你可以使用 *shuffle bag* 模式来实现. 它的工作原理是在选择数组后从数组中删除一" +"个元素. 多次选择之后, 数组会被清空. 当这种情况发生时, 就将数组重新初始化为默" +"认值::" #: ../../docs/tutorials/math/random_number_generation.rst:267 msgid "" @@ -266,9 +266,9 @@ msgid "" "back to its default value, making it possible to have the same fruit again, " "but only once." msgstr "" -"在运行上面的代码时,仍有可能连续两次得到同一个水果.我们摘下一个水果时,它将不再" -"是一个可能的返回值,但除非数组现在是空的.当数组为空时,此时我们将其重置回默认" -"值,这样就导致了能再次获得相同的水果,但只有这一次." +"在运行上面的代码时, 仍有可能连续两次得到同一个水果. 我们摘下一个水果时, 它将" +"不再是一个可能的返回值, 但除非数组现在是空的. 当数组为空时, 此时我们将其重置" +"回默认值, 这样就导致了能再次获得相同的水果, 但只有这一次." #: ../../docs/tutorials/math/random_number_generation.rst:273 msgid "Random noise" @@ -280,8 +280,8 @@ msgid "" "value that *slowly* changes depending on the input. The input can be a " "position, time, or anything else." msgstr "" -"当你需要一个 *缓慢* 根据输入而变化的值时,上面显示的随机数生成方式就显示出了它" -"们的局限性.这里的输入可以是位置,时间或其他任何东西." +"当你需要一个 *缓慢* 根据输入而变化的值时, 上面显示的随机数生成方式就显示出了" +"它们的局限性. 这里的输入可以是位置, 时间或其他任何东西." #: ../../docs/tutorials/math/random_number_generation.rst:279 msgid "" @@ -290,6 +290,6 @@ msgid "" "terrain. Godot provides :ref:`class_opensimplexnoise` for this, which " "supports 1D, 2D, 3D, and 4D noise. Here's an example with 1D noise::" msgstr "" -"为此,你可以使用随机的 *噪声* 函数.噪声函数在程序生成中特别流行,用来生成视觉上" -"逼真的地形. Godot为此提供了 :ref:`class_opensimplexnoise` ,它支持1D,2D,3D和4D" -"噪声.以下是一个1D噪声的示例::" +"为此, 你可以使用随机的 *噪声* 函数. 噪声函数在程序生成中特别流行, 用来生成视" +"觉上逼真的地形. Godot为此提供了 :ref:`class_opensimplexnoise` , 它支持" +"1D,2D,3D和4D噪声. 以下是一个1D噪声的示例::" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po index e5920a09c4..f75d9816ff 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "Godot uses them extensively. Developing a good understanding of vector math " "is essential to becoming a strong game developer." msgstr "" -"本教程是一个简短而实用的线性代数介绍,因为它适用于游戏开发.线性代数是研究向量" -"及其用途的学科.向量在二维和三维开发中都有许多应用,Godot对它们的应用非常广泛." -"要成为一名优秀的游戏开发者,对向量数学的理解是必不可少的." +"本教程是一个简短而实用的线性代数介绍, 因为它适用于游戏开发. 线性代数是研究向" +"量及其用途的学科. 向量在二维和三维开发中都有许多应用,Godot对它们的应用非常广" +"泛. 要成为一名优秀的游戏开发者, 对向量数学的理解是必不可少的." #: ../../docs/tutorials/math/vector_math.rst:15 msgid "" @@ -43,8 +43,8 @@ msgid "" "be looking at how it is applied to game development. For a broader look at " "the mathematics, see https://www.khanacademy.org/math/linear-algebra" msgstr "" -"本教程 **不是** 线性代数的正式教科书.我们将只关注它如何应用于游戏开发.要更全" -"面地了解数学,请参见 https://www.khanacademy.org/math/linear-algebra" +"本教程 **不是** 线性代数的正式教科书. 我们将只关注它如何应用于游戏开发. 要更" +"全面地了解数学, 请参见 https://www.khanacademy.org/math/linear-algebra" #: ../../docs/tutorials/math/vector_math.rst:21 msgid "Coordinate systems (2D)" @@ -56,8 +56,8 @@ msgid "" "vertical axis (``y``). A particular position in 2D space is written as a " "pair of values such as ``(4, 3)``." msgstr "" -"在2D空间中,使用水平轴(``x``)和垂直轴(``y``)定义坐标.2D空间中的特定位置被写成" -"一对值,如``(4, 3)``." +"在2D空间中, 使用水平轴(``x``)和垂直轴(``y``)定义坐标.2D空间中的特定位置被写成" +"一对值, 如``(4, 3)``." #: ../../docs/tutorials/math/vector_math.rst:29 msgid "" @@ -66,9 +66,9 @@ msgid "" "in math class. However, this is common in most computer graphics " "applications." msgstr "" -"如果您是计算机图形学的新手,您可能会觉得很奇怪, ``y`` 轴的正方向是 **向下**,而" -"不是向上(您在数学课上学到的就像那样).然而,这在大多数计算机图形应用程序中是常" -"见的." +"如果您是计算机图形学的新手, 您可能会觉得很奇怪, ``y`` 轴的正方向是 **向下" +"** , 而不是向上(您在数学课上学到的就像那样). 然而, 这在大多数计算机图形应用程" +"序中是常见的." #: ../../docs/tutorials/math/vector_math.rst:34 msgid "" @@ -77,8 +77,9 @@ msgid "" "from the ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the " "origin to the point:" msgstr "" -"二维平面上的任何位置都可以用一对数字来表示.然而,我们也可以将位置 ``(4, 3)`` " -"看作是从 ``(0, 0)`` 点或 **原点** 出发的 **偏移** .画一个箭头从原点指向点:" +"二维平面上的任何位置都可以用一对数字来表示. 然而, 我们也可以将位置 ``(4, " +"3)`` 看作是从 ``(0, 0)`` 点或 **原点** 出发的 **偏移** . 画一个箭头从原点指向" +"点:" #: ../../docs/tutorials/math/vector_math.rst:41 msgid "" @@ -88,9 +89,9 @@ msgid "" "is a **position vector** - it denotes a position in space, relative to the " "origin." msgstr "" -"这是一个 **向量** .向量表示许多有用的信息.除了告诉我们点在 ``(4, 3)`` 之外,我" -"们还可以把它看成角度 ``θ`` 和长度(或幅度) ``m``.在这种情况下,箭头是一个 **位" -"置向量** -它表示空间中相对于原点的位置." +"这是一个 **向量** . 向量表示许多有用的信息. 除了告诉我们点在 ``(4, 3)`` 之" +"外, 我们还可以把它看成角度 ``θ`` 和长度(或幅度) ``m``. 在这种情况下, 箭头是一" +"个 **位置向量** -它表示空间中相对于原点的位置." #: ../../docs/tutorials/math/vector_math.rst:47 msgid "" @@ -98,8 +99,8 @@ msgid "" "**relative** direction and magnitude. There is no concept of a vector's " "position. The following two vectors are identical:" msgstr "" -"关于向量,需要考虑的一个重要点是它们仅表示 **相对** 方向和大小.没有一个向量的" -"位置的概念.以下两个向量相同:" +"关于向量, 需要考虑的一个重要点是它们仅表示 **相对** 方向和大小. 没有一个向量" +"的位置的概念. 以下两个向量相同:" #: ../../docs/tutorials/math/vector_math.rst:53 msgid "" @@ -107,8 +108,8 @@ msgid "" "starting point. It does not matter where on the plane you draw the vector, " "it always represents a relative direction and magnitude." msgstr "" -"这两个向量都表示向右4个单位,在某个起始点以下3个单位.不管您在平面上画哪个向量," -"它总是代表一个相对的方向和大小." +"这两个向量都表示向右4个单位, 在某个起始点以下3个单位. 不管您在平面上画哪个向" +"量, 它总是代表一个相对的方向和大小." #: ../../docs/tutorials/math/vector_math.rst:58 msgid "Vector operations" @@ -122,9 +123,9 @@ msgid "" "corner of the screen, so to place a 2D node named ``Node2D`` 400 pixels to " "the right and 300 pixels down, use the following code:" msgstr "" -"您可以使用任意一种方法,x和y坐标或角度和大小,来引用向量,但是为了方便起见,程序" -"员通常使用坐标表示法.例如,在Godot中,原点是屏幕左上角,因此要将一个名为 " -"``Node2D`` 的2D节点向右400像素,向下300像素,请使用以下代码:" +"您可以使用任意一种方法,x和y坐标或角度和大小, 来引用向量, 但是为了方便起见, 程" +"序员通常使用坐标表示法. 例如, 在Godot中, 原点是屏幕左上角, 因此要将一个名为 " +"``Node2D`` 的2D节点向右400像素, 向下300像素, 请使用以下代码:" #: ../../docs/tutorials/math/vector_math.rst:76 msgid "" @@ -133,7 +134,7 @@ msgid "" "rules discussed in this article apply to both types." msgstr "" "Godot支持 :ref:`Vector2 <class_Vector2>` 和 :ref:`Vector3 <class_Vector3>` 分" -"别用于2D和3D.本文讨论的数学规则同样适用于这两种类型." +"别用于2D和3D. 本文讨论的数学规则同样适用于这两种类型." #: ../../docs/tutorials/math/vector_math.rst:81 msgid "Member access" @@ -152,7 +153,7 @@ msgstr "添加向量" msgid "" "When adding or subtracting two vectors, the corresponding components are " "added:" -msgstr "当两个向量相加或相减时,相应的分量相加:" +msgstr "当两个向量相加或相减时, 相应的分量相加:" #: ../../docs/tutorials/math/vector_math.rst:118 msgid "" @@ -162,7 +163,7 @@ msgstr "我们也可以通过在第一个向量的末尾加上第二个向量来 #: ../../docs/tutorials/math/vector_math.rst:123 msgid "Note that adding ``a + b`` gives the same result as ``b + a``." -msgstr "注意,加法 ``a + b`` 和 ``b + a``得到的结果是一样的." +msgstr "注意, 加法 ``a + b`` 和 ``b + a``得到的结果是一样的." #: ../../docs/tutorials/math/vector_math.rst:126 msgid "Scalar multiplication" @@ -172,7 +173,7 @@ msgstr "标量乘法" msgid "" "Vectors represent both direction and magnitude. A value representing only " "magnitude is called a **scalar**." -msgstr "向量表示方向和幅度.仅表示幅值的值称为 **标量**." +msgstr "向量表示方向和幅度. 仅表示幅值的值称为 **标量** ." #: ../../docs/tutorials/math/vector_math.rst:131 msgid "A vector can be multiplied by a **scalar**:" @@ -182,7 +183,7 @@ msgstr "一个向量可以乘以一个标量:" msgid "" "Multiplying a vector by a scalar does not change its direction, only its " "magnitude. This is how you **scale** a vector." -msgstr "向量乘以标量不会改变它的方向,只会改变它的幅值.这就是缩放向量的方法." +msgstr "向量乘以标量不会改变它的方向, 只会改变它的幅值. 这就是缩放向量的方法." #: ../../docs/tutorials/math/vector_math.rst:150 msgid "Practical applications" @@ -205,16 +206,17 @@ msgid "" "ship moves each step. We can find the position for step 2 by adding the " "velocity to the current position." msgstr "" -"向量可以表示具有大小和方向的任何量.典型的示例有:位置、速度、加速度和力.在这幅" -"图像中,在第一步的飞船有一个位置向量为``(1,3)``和一个速度向量为``(2,1)``.速度" -"向量表示船舶每一步移动的距离.通过将速度加到当前位置,我们可以求出步骤2的位置." +"向量可以表示具有大小和方向的任何量. 典型的示例有: 位置, 速度, 加速度和力. 在" +"这幅图像中, 在第一步的飞船有一个位置向量为 ``(1,3)`` 和一个速度向量为 " +"``(2,1)``. 速度向量表示船舶每一步移动的距离. 通过将速度加到当前位置, 我们可以" +"求出步骤2的位置." #: ../../docs/tutorials/math/vector_math.rst:165 msgid "" "Velocity measures the **change** in position per unit of time. The new " "position is found by adding velocity to the previous position." msgstr "" -"速度测量单位时间内位置的变化.新的位置是通过在前一个位置上增加速度来找到的." +"速度测量单位时间内位置的变化. 新的位置是通过在前一个位置上增加速度来找到的." #: ../../docs/tutorials/math/vector_math.rst:169 msgid "Pointing toward a target" @@ -226,12 +228,12 @@ msgid "" "robot. Subtracting the tank's position from the robot's position gives the " "vector pointing from the tank to the robot." msgstr "" -"在这个场景中,您有一个坦克,希望它的炮塔指向机器人.从机器人的位置减去坦克的位置" -"就得到了从坦克指向机器人的向量." +"在这个场景中, 您有一个坦克, 希望它的炮塔指向机器人. 从机器人的位置减去坦克的" +"位置就得到了从坦克指向机器人的向量." #: ../../docs/tutorials/math/vector_math.rst:177 msgid "To find a vector pointing from ``A`` to ``B`` use ``B - A``." -msgstr "要找到从 ``A`` 指向 ``B`` 的向量,请使用 ``B - A``." +msgstr "要找到从 ``A`` 指向 ``B`` 的向量, 请使用 ``B - A``." #: ../../docs/tutorials/math/vector_math.rst:180 msgid "Unit vectors" @@ -243,8 +245,8 @@ msgid "" "also sometimes referred to as **direction vectors** or **normals**. Unit " "vectors are helpful when you need to keep track of a direction." msgstr "" -"一个 **大小** 为 ``1`` 的向量称为 **单位向量** .它们有时也被称为 **方向向量" -"** 或 **法线** .当您需要跟踪一个方向时,单位向量是有用的." +"一个 **大小** 为 ``1`` 的向量称为 **单位向量** . 它们有时也被称为 **方向向量" +"** 或 **法线** . 当您需要跟踪一个方向时, 单位向量是有用的." #: ../../docs/tutorials/math/vector_math.rst:187 msgid "Normalization" @@ -257,9 +259,9 @@ msgid "" "magnitude. Because this is such a common operation, ``Vector2`` and " "``Vector3`` provide a method for normalizing:" msgstr "" -"**归一化** 一个向量意味着将其长度缩减到 ``1`` ,并保留其方向.其方法是将每个分" -"量除以其幅度.由于这是一个很常见的操作, ``Vector2`` 和 ``Vector3`` 提供了归一" -"化的方法:" +"**归一化** 一个向量意味着将其长度缩减到 ``1`` , 并保留其方向. 其方法是将每个" +"分量除以其幅度. 由于这是一个很常见的操作, ``Vector2`` 和 ``Vector3`` 提供了归" +"一化的方法:" #: ../../docs/tutorials/math/vector_math.rst:204 msgid "" @@ -267,8 +269,8 @@ msgid "" "normalize a vector of length ``0``. Attempting to do so will result in an " "error." msgstr "" -"因为归一化需要除以向量的长度,所以不能对长度为``0``的向量进行归一化.试图这样做" -"会导致错误." +"因为归一化需要除以向量的长度, 所以不能对长度为 ``0`` 的向量进行归一化. 试图这" +"样做会导致错误." #: ../../docs/tutorials/math/vector_math.rst:209 msgid "Reflection" @@ -281,14 +283,14 @@ msgid "" "They are commonly used for lighting, collisions, and other operations " "involving surfaces." msgstr "" -"单位向量的一种常见用法是表示 **法线** .法向量是垂直于曲面的单位向量,定义了曲" -"面的方向.它们通常用于照明、碰撞和涉及表面的其他操作." +"单位向量的一种常见用法是表示 **法线** . 法向量是垂直于曲面的单位向量, 定义了" +"曲面的方向. 它们通常用于照明, 碰撞和涉及表面的其他操作." #: ../../docs/tutorials/math/vector_math.rst:216 msgid "" "For example, imagine we have a moving ball that we want to bounce off a wall " "or other object:" -msgstr "例如,假设我们有一个移动的球,我们想从墙上或其他物体上弹回来:" +msgstr "例如, 假设我们有一个移动的球, 我们想从墙上或其他物体上弹回来:" #: ../../docs/tutorials/math/vector_math.rst:221 msgid "" @@ -299,9 +301,9 @@ msgid "" "handle this. Here is a GDScript example of the diagram above using a :ref:" "`KinematicBody2D <class_KinematicBody2D>`:" msgstr "" -"因为这是一个水平曲面,所以曲面法线的值为 ``(0, -1)`` .当球碰撞时,我们取它的剩" -"余运动(当它撞到表面时剩余的量),用法线反射它.在Godot中, :ref:`Vector2 " -"<class_Vector2>` 类有一个 ``bounce()`` 方法来处理这个问题.上图有一个使用 :" +"因为这是一个水平曲面, 所以曲面法线的值为 ``(0, -1)`` . 当球碰撞时, 我们取它的" +"剩余运动(当它撞到表面时剩余的量), 用法线反射它. 在Godot中, :ref:`Vector2 " +"<class_Vector2>` 类有一个 ``bounce()`` 方法来处理这个问题. 上图有一个使用 :" "ref:`KinematicBody2D <class_KinematicBody2D>` 的GDScript示例:" #: ../../docs/tutorials/math/vector_math.rst:251 @@ -315,8 +317,8 @@ msgid "" "returns a **scalar**. Unlike a vector, which contains both magnitude and " "direction, a scalar value has only magnitude." msgstr "" -"**点乘** 是向量数学中最重要的概念之一,但经常被误解.点乘是对两个向量的操作,它" -"返回一个 **标量**.与同时包含大小和方向的向量不同,标量值只有大小." +"**点乘** 是向量数学中最重要的概念之一, 但经常被误解. 点乘是对两个向量的操作, " +"它返回一个 **标量** . 与同时包含大小和方向的向量不同, 标量值只有大小." #: ../../docs/tutorials/math/vector_math.rst:258 msgid "The formula for dot product takes two common forms:" @@ -331,7 +333,7 @@ msgid "" "However, in most cases it is easiest to use the built-in method. Note that " "the order of the two vectors does not matter:" msgstr "" -"然而,在大多数情况下,使用内置方法是最容易的.注意,两个向量的顺序并不重要:" +"然而, 在大多数情况下, 使用内置方法是最容易的. 注意, 两个向量的顺序并不重要:" #: ../../docs/tutorials/math/vector_math.rst:280 msgid "" @@ -339,14 +341,14 @@ msgid "" "formula reduce to just ``cosθ``. This means we can use the dot product to " "tell us something about the angle between two vectors:" msgstr "" -"当与单位向量一起使用时,点积是最有用的,使得第一个公式减少到仅有 ``cosθ``.这意" -"味着我们可以使用点积来告诉我们关于两个向量之间的角度的一些信息:" +"当与单位向量一起使用时, 点积是最有用的, 使得第一个公式减少到仅有 ``cosθ``. 这" +"意味着我们可以使用点积来告诉我们关于两个向量之间的角度的一些信息:" #: ../../docs/tutorials/math/vector_math.rst:286 msgid "" "When using unit vectors, the result will always be between ``-1`` (180°) and " "``1`` (0°)." -msgstr "当使用单位向量,结果总是会在 ``-1`` (180°) 和 ``1`` (0°) 之间." +msgstr "当使用单位向量, 结果总是会在 ``-1`` (180°) 和 ``1`` (0°) 之间." #: ../../docs/tutorials/math/vector_math.rst:290 msgid "Facing" @@ -359,9 +361,9 @@ msgid "" "zombies ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can " "they see the player?" msgstr "" -"我们可以利用这个事实来检测一个物体是否面向另一个物体.在下图中,游戏角色 ``P`` " -"试图避开丧尸 ``A`` 和 ``B`` .假设一个丧尸的视野是 **180°** , 他们能看到游戏角" -"色吗?" +"我们可以利用这个事实来检测一个物体是否面向另一个物体. 在下图中, 游戏角色 " +"``P`` 试图避开丧尸 ``A`` 和 ``B`` . 假设一个丧尸的视野是 **180°** , 他们能看" +"到游戏角色吗?" #: ../../docs/tutorials/math/vector_math.rst:298 msgid "" @@ -372,10 +374,10 @@ msgid "" "to do this called ``direction_to``. If the angle between this vector and the " "facing vector is less than 90°, then the zombie can see the player." msgstr "" -"绿色箭头 ``fA`` 和 ``fB`` 是 **单位向量** ,代表僵尸的朝向,蓝色半圆代表其视野." -"对于僵尸 ``A`` ,我们用 ``P - A`` 找到指向玩家的方向向量 ``AP`` ,并进行归一化" -"处理,不过,Godot有一个辅助方法可以做到这一点,叫做 ``direction_to`` .如果这个向" -"量和面对的向量之间的角度小于90°,那么僵尸就可以看到玩家." +"绿色箭头 ``fA`` 和 ``fB`` 是 **单位向量** , 代表僵尸的朝向, 蓝色半圆代表其视" +"野. 对于僵尸 ``A`` , 我们用 ``P - A`` 找到指向玩家的方向向量 ``AP`` , 并进行" +"归一化处理, 不过,Godot有一个辅助方法可以做到这一点, 叫做 ``direction_to`` . " +"如果这个向量和面对的向量之间的角度小于90°, 那么僵尸就可以看到玩家." #: ../../docs/tutorials/math/vector_math.rst:306 msgid "In code it would look like this:" @@ -393,9 +395,9 @@ msgid "" "two vectors are parallel, the result of their cross product will be a null " "vector." msgstr "" -"和点积一样, **交叉乘积** 也是对两个向量的运算.但是,交叉乘积的结果是一个方向与" -"两个向量垂直的向量.它的大小取决于相对角度.如果两个向量是平行的,那么交叉乘积的" -"结果将是一个空向量." +"和点积一样, **交叉乘积** 也是对两个向量的运算. 但是, 交叉乘积的结果是一个方向" +"与两个向量垂直的向量. 它的大小取决于相对角度. 如果两个向量是平行的, 那么交叉" +"乘积的结果将是一个空向量." #: ../../docs/tutorials/math/vector_math.rst:335 msgid "The cross product is calculated like this:" @@ -403,7 +405,7 @@ msgstr "叉乘是这样计算的:" #: ../../docs/tutorials/math/vector_math.rst:354 msgid "With Godot, you can use the built-in method:" -msgstr "使用Godot,您可以使用内置的方法:" +msgstr "使用Godot, 您可以使用内置的方法:" #: ../../docs/tutorials/math/vector_math.rst:365 msgid "" @@ -411,8 +413,8 @@ msgid "" "result as ``b.cross(a)``. The resulting vectors point in **opposite** " "directions." msgstr "" -"在叉乘中,顺序很重要.``a.cross(b)`` 和 ``b.cross(a)`` 的结果不一样.得到的向量" -"指向相反的方向." +"在叉乘中, 顺序很重要.``a.cross(b)`` 和 ``b.cross(a)`` 的结果不一样. 得到的向" +"量指向相反的方向." #: ../../docs/tutorials/math/vector_math.rst:370 msgid "Calculating normals" @@ -425,9 +427,9 @@ msgid "" "subtraction to find two edges ``AB`` and ``AC``. Using the cross product, " "``AB x AC`` produces a vector perpendicular to both: the surface normal." msgstr "" -"叉乘的一种常用方法是在三维空间中求平面或曲面的表面法向量.如果我们有三角形 " -"``ABC`` 我们可以用向量减法找到两条边 ``AB`` 和 ``AC``.通过叉乘, ``AB x AC`` " -"得到一个垂直于这两个向量的向量:表面法向量." +"叉乘的一种常用方法是在三维空间中求平面或曲面的表面法向量. 如果我们有三角形 " +"``ABC`` 我们可以用向量减法找到两条边 ``AB`` 和 ``AC``. 通过叉乘, ``AB x AC`` " +"得到一个垂直于这两个向量的向量: 表面法向量." #: ../../docs/tutorials/math/vector_math.rst:377 msgid "Here is a function to calculate a triangle's normal:" @@ -445,9 +447,9 @@ msgid "" "calculating the cross product of the current facing direction and the target " "direction. The resulting perpendicular vector is the axis of rotation." msgstr "" -"在上面的点积部分,我们看到如何用它来查找两个向量之间的角度.然而,在3D中,这些信" -"息还不够.我们还需要知道在围绕什么轴旋转.我们可以通过计算当前面对的方向和目标" -"方向的交叉乘积来查找.由此得到的垂直向量就是旋转轴." +"在上面的点积部分, 我们看到如何用它来查找两个向量之间的角度. 然而, 在3D中, 这" +"些信息还不够. 我们还需要知道在围绕什么轴旋转. 我们可以通过计算当前面对的方向" +"和目标方向的交叉乘积来查找. 由此得到的垂直向量就是旋转轴." #: ../../docs/tutorials/math/vector_math.rst:411 msgid "More information" @@ -457,7 +459,7 @@ msgstr "更多信息" msgid "" "For more information on using vector math in Godot, see the following " "articles:" -msgstr "有关在Godot中使用向量数学的更多信息,请参阅以下文章:" +msgstr "有关在Godot中使用向量数学的更多信息, 请参阅以下文章:" #: ../../docs/tutorials/math/vector_math.rst:415 msgid ":ref:`doc_vectors_advanced`" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po index a789aec61c..93162d99eb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "(under the plane), and (contrary to popular belief) you can also use their " "math in 2D:" msgstr "" -"点乘对于单位向量还有一个有趣的性质.想象垂直于这个向量(通过原点)经过一个平面." -"平面将整个空间划分为正(在平面上)和负(在平面下),(与普遍的看法相反)您也可以在2D" -"中使用它们的数学:" +"点乘对于单位向量还有一个有趣的性质. 想象垂直于这个向量(通过原点)经过一个平" +"面. 平面将整个空间划分为正(在平面上)和负(在平面下),(与普遍的看法相反)您也可以" +"在2D中使用它们的数学:" #: ../../docs/tutorials/math/vectors_advanced.rst:17 msgid "" @@ -46,10 +46,10 @@ msgid "" "**normal** *is* a **unit vector**, but it's called *normal* because of its " "usage. (Just like we call (0,0) the Origin!)." msgstr "" -"垂直于表面的单位向量(因此,它们描述了表面的方向)称为 **单位法向量** .不过,它们" -"通常只是缩写为 *法线* .法线出现在平面、3D几何中(以确定每个面或顶点的侧边),等" -"等.一个 **法线** 就是一个 **单位向量**,但是由于它的使用,它被称为 *法线* .(就" -"像我们说坐标(0,0)就是原点一样!)." +"垂直于表面的单位向量(因此, 它们描述了表面的方向)称为 **单位法向量** . 不过, " +"它们通常只是缩写为 *法线* . 法线出现在平面, 3D几何中(以确定每个面或顶点的侧" +"边), 等等. 一个 **法线** 就是一个 **单位向量** , 但是由于它的使用, 它被称为 *" +"法线* .(就像我们说坐标(0,0)就是原点一样!)." #: ../../docs/tutorials/math/vectors_advanced.rst:24 msgid "" @@ -60,9 +60,9 @@ msgid "" "is an infinite surface (imagine an infinite, flat sheet of paper that you " "can orient and is pinned to the origin) instead of a line." msgstr "" -"它就像看起来那样简单.平面经过原点,它的表面垂直于单位向量(或 *法线* ).指向向量" -"的一边是正半空间,而另一边是负半空间.在3维空间中,这完全相同,除了平面是一个无限" -"的表面(想象一张无限伸展的平坦纸张,它固定在原点)而不是直线." +"它就像看起来那样简单. 平面经过原点, 它的表面垂直于单位向量(或 *法线* ). 指向" +"向量的一边是正半空间, 而另一边是负半空间. 在3维空间中, 这完全相同, 除了平面是" +"一个无限的表面(想象一张无限伸展的平坦纸张, 它固定在原点)而不是直线." #: ../../docs/tutorials/math/vectors_advanced.rst:33 msgid "Distance to plane" @@ -75,15 +75,15 @@ msgid "" "time we do dot product between vector and position), returns the **distance " "from the point to the plane**:" msgstr "" -"现在,我们很清楚了平面是什么,让我们再回到点乘上. **单位向量** 和任何 **空间点" -"** 之间的点乘(是的,这次我们在向量和位置之间进行点乘),将返回 **从点到平面的距" -"离** :" +"现在, 我们很清楚了平面是什么, 让我们再回到点乘上. **单位向量** 和任何 **空间" +"点** 之间的点乘(是的, 这次我们在向量和位置之间进行点乘), 将返回 **从点到平面" +"的距离** :" #: ../../docs/tutorials/math/vectors_advanced.rst:49 msgid "" "But not just the absolute distance, if the point is in the negative half " "space the distance will be negative, too:" -msgstr "但不仅仅是绝对距离,如果点在负半空间中,距离也是负的:" +msgstr "但不仅仅是绝对距离, 如果点在负半空间中, 距离也是负的:" #: ../../docs/tutorials/math/vectors_advanced.rst:54 msgid "This allows us to tell which side of the plane a point is." @@ -99,8 +99,8 @@ msgid "" "everywhere in space, not only passing through the origin. You want real " "*plane* action and you want it *now*." msgstr "" -"我知道您在想什么!到目前为止,这还不错,但 *真正的* 平面在空间中无处不在,而不仅" -"仅是通过原点的平面.您想要真正的 *平面* ,您 *现在* 就想行动起来." +"我知道您在想什么!到目前为止, 这还不错, 但 *真正的* 平面在空间中无处不在, 而" +"不仅仅是通过原点的平面. 您想要真正的 *平面* , 您 *现在* 就想行动起来." #: ../../docs/tutorials/math/vectors_advanced.rst:63 msgid "" @@ -108,8 +108,8 @@ msgid "" "*polarity*. This means that it is possible to have perfectly overlapping " "planes, but their negative and positive half-spaces are swapped." msgstr "" -"记住,平面不仅把空间分成两半,而且它们还有 *极性* .这意味着有可能有完全重叠的平" -"面,但是它们的负半空间和正半空间是相反的." +"记住, 平面不仅把空间分成两半, 而且它们还有 *极性* . 这意味着有可能有完全重叠" +"的平面, 但是它们的负半空间和正半空间是相反的." #: ../../docs/tutorials/math/vectors_advanced.rst:67 msgid "" @@ -117,8 +117,8 @@ msgid "" "**distance from the origin** scalar *D*. Thus, our plane is represented by N " "and D. For example:" msgstr "" -"记住这一点,让我们将整个平面描述为 **法线** *N* 和 **距原点的距离** 标量 *D* ." -"因此,我们的平面将由N和D表示,例如:" +"记住这一点, 让我们将整个平面描述为 **法线** *N* 和 **距原点的距离** 标量 " +"*D* . 因此, 我们的平面将由N和D表示, 例如:" #: ../../docs/tutorials/math/vectors_advanced.rst:73 msgid "" @@ -136,9 +136,9 @@ msgid "" "plane, travelling in N direction. As an example, imagine you want to reach a " "point in the plane, you will just do:" msgstr "" -"基本上,N和D可以表示空间中的任何平面,无论是对于2D还是3D(取决于变量N的维数),数" -"学上对于两者都是一样的.和以前差不多,但D是原点沿N方向移动到平面的距离.例如,想" -"象一下您想在到达平面上的一个点,您会这样做:" +"基本上,N和D可以表示空间中的任何平面, 无论是对于2D还是3D(取决于变量N的维数), " +"数学上对于两者都是一样的. 和以前差不多, 但D是原点沿N方向移动到平面的距离. 例" +"如, 想象一下您想在到达平面上的一个点, 您会这样做:" #: ../../docs/tutorials/math/vectors_advanced.rst:91 msgid "" @@ -147,9 +147,9 @@ msgid "" "seems. If we want to tell, again, the distance from the point to the plane, " "we do the same but adjusting for distance:" msgstr "" -"这将拉伸(调整大小)法线向量并使其接触平面.这个数学可能看起来很疑惑,但实际上比" -"看起来简单得多.如果我们想再说一遍,从点到平面的距离,我们也会这样做,但是要调整" -"距离:" +"这将拉伸(调整大小)法线向量并使其接触平面. 这个数学可能看起来很疑惑, 但实际上" +"比看起来简单得多. 如果我们想再说一遍, 从点到平面的距离, 我们也会这样做, 但是" +"要调整距离:" #: ../../docs/tutorials/math/vectors_advanced.rst:105 msgid "The same thing, using a built-in function:" @@ -165,14 +165,14 @@ msgid "" "This will result in a plane in the same position, but with inverted negative " "and positive half spaces:" msgstr "" -"翻转平面的极性可以通过同时对N和D取负来完成.这将导致平面处于相同的位置,但是具" -"有反转的负半空间和正半空间:" +"翻转平面的极性可以通过同时对N和D取负来完成. 这将导致平面处于相同的位置, 但是" +"具有反转的负半空间和正半空间:" #: ../../docs/tutorials/math/vectors_advanced.rst:133 msgid "" "Of course, Godot also implements this operator in :ref:`Plane " "<class_Plane>`, so doing:" -msgstr "当然,Godot也在 :ref:`Plane <class_Plane>` 中实现这个操作,像这样:" +msgstr "当然,Godot也在 :ref:`Plane <class_Plane>` 中实现这个操作, 像这样:" #: ../../docs/tutorials/math/vectors_advanced.rst:145 msgid "Will work as expected." @@ -184,8 +184,8 @@ msgid "" "the distance to it. So, why is it useful to calculate the distance from a " "point to a plane? It's extremely useful! Let's see some simple examples.." msgstr "" -"所以,记住,平面就是这样,它的主要用途就是计算到它的距离.那么,为什么计算一个点到" -"一个平面的距离是有用的呢?非常有用!让我们来看一些简单示例." +"所以, 记住, 平面就是这样, 它的主要用途就是计算到它的距离. 那么, 为什么计算一" +"个点到一个平面的距离是有用的呢?非常有用!让我们来看一些简单示例." #: ../../docs/tutorials/math/vectors_advanced.rst:153 msgid "Constructing a plane in 2D" @@ -197,8 +197,8 @@ msgid "" "Constructing them in 2D is easy, this can be done from either a normal (unit " "vector) and a point, or from two points in space." msgstr "" -"平面显然不是从哪儿冒出来的,所以必须构造.在2D中构造它们很简单,这可以从法线(单" -"位向量)和点,或者用2维空间中的两个点来完成." +"平面显然不是从哪儿冒出来的, 所以必须构造. 在2D中构造它们很简单, 这可以从法线" +"(单位向量)和点, 或者用2维空间中的两个点来完成." #: ../../docs/tutorials/math/vectors_advanced.rst:159 msgid "" @@ -206,8 +206,8 @@ msgid "" "is already computed, so just calculate D from the dot product of the normal " "and the point." msgstr "" -"针对法线和点的情况,大部分工作已经完成,因为当法线已经计算出来时,只需从法线和点" -"的点乘得到D." +"针对法线和点的情况, 大部分工作已经完成, 因为当法线已经计算出来时, 只需从法线" +"和点的点乘得到D." #: ../../docs/tutorials/math/vectors_advanced.rst:174 msgid "" @@ -217,22 +217,22 @@ msgid "" "must be obtained first, and then it needs to be rotated 90° degrees to " "either side:" msgstr "" -"对于空间中的两个点,实际上会有两个平面同时经过它们,它们共享相同的空间,但是法线" -"方向相反.为了从这两个点计算面的法线,必须首先获得方向向量,然后将向任何一边旋转" -"90°:" +"对于空间中的两个点, 实际上会有两个平面同时经过它们, 它们共享相同的空间, 但是" +"法线方向相反. 为了从这两个点计算面的法线, 必须首先获得方向向量, 然后将向任何" +"一边旋转90°:" #: ../../docs/tutorials/math/vectors_advanced.rst:199 msgid "" "The rest is the same as the previous example, either point_a or point_b will " "work since they are in the same plane:" msgstr "" -"其余的与前面的示例相同,point_a或point_b都可以工作,因为它们在相同的平面中:" +"其余的与前面的示例相同,point_a或point_b都可以工作, 因为它们在相同的平面中:" #: ../../docs/tutorials/math/vectors_advanced.rst:217 msgid "" "Doing the same in 3D is a little more complex and will be explained further " "down." -msgstr "在3D中做同样的操作稍微复杂一些,下面将进一步解释." +msgstr "在3D中做同样的操作稍微复杂一些, 下面将进一步解释." #: ../../docs/tutorials/math/vectors_advanced.rst:221 msgid "Some examples of planes" @@ -245,9 +245,9 @@ msgid "" "example, a rectangle, a trapezoid, a triangle, or just any polygon where no " "faces bend inwards." msgstr "" -"这里有一个简单的示例,说明平面的用途.假设您有一个 `凸 <https://www.mathsisfun." -"com/definitions/convex.html>`__ 多边形.例如,矩形、梯形、三角形或任何没有向内" -"弯曲的多边形." +"这里有一个简单的示例, 说明平面的用途. 假设您有一个 `凸 <https://www." +"mathsisfun.com/definitions/convex.html>`__ 多边形. 例如, 矩形, 梯形, 三角形或" +"任何没有向内弯曲的多边形." #: ../../docs/tutorials/math/vectors_advanced.rst:228 msgid "" @@ -255,8 +255,8 @@ msgid "" "segment. Once we have the list of planes, we can do neat things, for example " "checking if a point is inside the polygon." msgstr "" -"对多边形的每个部分,我们计算出经过该部分的平面.一旦我们有了平面的列表,我们就可" -"以做些分类的事情,例如检查一个点是否在多边形内部." +"对多边形的每个部分, 我们计算出经过该部分的平面. 一旦我们有了平面的列表, 我们" +"就可以做些分类的事情, 例如检查一个点是否在多边形内部." #: ../../docs/tutorials/math/vectors_advanced.rst:232 msgid "" @@ -264,8 +264,8 @@ msgid "" "point is positive, then the point is outside the polygon. If we can't, then " "the point is inside." msgstr "" -"我们遍历所有平面,如果我们能找到使得点到平面的距离为正的平面,那么点在多边形之" -"外.如果我们不能,那么这一点就在多边形内部." +"我们遍历所有平面, 如果我们能找到使得点到平面的距离为正的平面, 那么点在多边形" +"之外. 如果我们不能, 那么这一点就在多边形内部." #: ../../docs/tutorials/math/vectors_advanced.rst:238 #: ../../docs/tutorials/math/vectors_advanced.rst:277 @@ -279,8 +279,8 @@ msgid "" "This is called the Separating Axis Theorem (or SAT) and most physics engines " "use this to detect collision." msgstr "" -"很酷,是吧?但这可以变得更好!稍加努力,类似的逻辑将让我们知道两个凸多边形是否" -"重叠.这叫做分离轴定理(或SAT),大多数物理引擎都用这个来检测碰撞." +"很酷, 是吧?但这可以变得更好!稍加努力, 类似的逻辑将让我们知道两个凸多边形是" +"否重叠. 这叫做分离轴定理(或SAT), 大多数物理引擎都用这个来检测碰撞." #: ../../docs/tutorials/math/vectors_advanced.rst:268 msgid "" @@ -290,9 +290,9 @@ msgid "" "it. This check is performed with the planes of A against the points of B, " "and then with the planes of B against the points of A:" msgstr "" -"对于一个点,仅仅检查一个平面是否返回正距离就足以判断该点是否在外面.对于一个多" -"边形,我们必须找到一个平面,使得另一个多边形上的所有点到它的距离为正.这种可以用" -"A平面对B点进行检查,然后用B平面对A点进行检查:" +"对于一个点, 仅仅检查一个平面是否返回正距离就足以判断该点是否在外面. 对于一个" +"多边形, 我们必须找到一个平面, 使得另一个多边形上的所有点到它的距离为正. 这种" +"可以用A平面对B点进行检查, 然后用B平面对A点进行检查:" #: ../../docs/tutorials/math/vectors_advanced.rst:368 msgid "" @@ -301,9 +301,9 @@ msgid "" "usually just handled by splitting the concave polygon into smaller convex " "polygons, or using a technique such as BSP (which is not used much nowadays)." msgstr "" -"正如您所看到的,平面是非常有用的,然而这只是冰山一角.您可能想知道非凸多边形会发" -"生什么.这通常只是通过将凹多边形分割成较小的凸多边形来处理,或者使用诸如BSP(现" -"在使用得不多)之类的技术." +"正如您所看到的, 平面是非常有用的, 然而这只是冰山一角. 您可能想知道非凸多边形" +"会发生什么. 这通常只是通过将凹多边形分割成较小的凸多边形来处理, 或者使用诸如" +"BSP(现在使用得不多)之类的技术." #: ../../docs/tutorials/math/vectors_advanced.rst:375 msgid "Collision detection in 3D" @@ -317,9 +317,9 @@ msgid "" "pretty well) but it's used by almost all physics engines and collision " "detection libraries :)" msgstr "" -"这是另一个奖励,是对耐心并跟上这个漫长的教程的奖励.这是另一条锦囊妙计.这可能不" -"能直接拿来使用(Godot已经可以进行了相当棒的碰撞检测了),但是几乎所有的物理引擎" -"和碰撞检测库都使用它的原理:)" +"这是另一个奖励, 是对耐心并跟上这个漫长的教程的奖励. 这是另一条锦囊妙计. 这可" +"能不能直接拿来使用(Godot已经可以进行了相当棒的碰撞检测了), 但是几乎所有的物理" +"引擎和碰撞检测库都使用它的原理:)" #: ../../docs/tutorials/math/vectors_advanced.rst:383 msgid "" @@ -328,7 +328,7 @@ msgid "" "convex shape, or if two 2D convex shapes were overlapping." msgstr "" "还记得把2D中的凸形转换成2D平面阵列对碰撞检测有用吗?您可以检测一个点是否在任" -"何凸形状内,或者两个2D凸形状是否重叠." +"何凸形状内, 或者两个2D凸形状是否重叠." #: ../../docs/tutorials/math/vectors_advanced.rst:387 msgid "" @@ -336,8 +336,8 @@ msgid "" "won't be able to find a separating plane. If a separating plane is found, " "then the shapes are definitely not colliding." msgstr "" -"嗯,这在3D中也适用,如果两个3D多面体形状碰撞,您将无法找到分离平面.如果发现一个" -"分离平面,那么形状肯定不会发生碰撞." +"嗯, 这在3D中也适用, 如果两个3D多面体形状碰撞, 您将无法找到分离平面. 如果发现" +"一个分离平面, 那么形状肯定不会发生碰撞." #: ../../docs/tutorials/math/vectors_advanced.rst:391 msgid "" @@ -346,8 +346,8 @@ msgid "" "side. This plane is always one of the face-planes of either polygon A or " "polygon B." msgstr "" -"要得到分离平面意味着多边形A的所有顶点都在平面的一侧,而多边形B的所有顶点都在另" -"一侧.该平面始终是多边形A或多边形B的面向平面之一." +"要得到分离平面意味着多边形A的所有顶点都在平面的一侧, 而多边形B的所有顶点都在" +"另一侧. 该平面始终是多边形A或多边形B的面向平面之一." #: ../../docs/tutorials/math/vectors_advanced.rst:396 msgid "" @@ -355,8 +355,8 @@ msgid "" "that, in some cases a separating plane can't be found. This is an example of " "such situation:" msgstr "" -"然而在3D中,这种方法存在一个问题,因为在某些情况下可能找不到分离平面.下面就是这" -"种情况的一个示例:" +"然而在3D中, 这种方法存在一个问题, 因为在某些情况下可能找不到分离平面. 下面就" +"是这种情况的一个示例:" #: ../../docs/tutorials/math/vectors_advanced.rst:402 msgid "" @@ -364,8 +364,8 @@ msgid "" "are the cross product between the edges of polygon A and the edges of " "polygon B" msgstr "" -"为了避免这种情况,一些额外的平面需要作为分隔器被测试,这些平面是多边形A的边和多" -"边形B的边的叉乘" +"为了避免这种情况, 一些额外的平面需要作为分隔器被测试, 这些平面是多边形A的边和" +"多边形B的边的叉乘" #: ../../docs/tutorials/math/vectors_advanced.rst:408 msgid "So the final algorithm is something like:" @@ -379,7 +379,7 @@ msgstr "更多信息" msgid "" "For more information on using vector math in Godot, see the following " "article:" -msgstr "关于在Godot中使用向量数学的更多信息,请参见以下文章:" +msgstr "关于在Godot中使用向量数学的更多信息, 请参见以下文章:" #: ../../docs/tutorials/math/vectors_advanced.rst:593 msgid ":ref:`doc_matrices_and_transforms`" @@ -391,6 +391,6 @@ msgid "" "excellent video series \"Essence of Linear Algebra\": https://www.youtube." "com/watch?v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" msgstr "" -"如果你需要进一步的解释,你可以看看3Blue1Brown的绝佳的系列视频 \"线性代数的本质" -"\": https://www.youtube.com/watch?" +"如果你需要进一步的解释, 你可以看看3Blue1Brown的绝佳的系列视频 \"线性代数的本" +"质\": https://www.youtube.com/watch?" "v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index f91f62b02f..5da8733300 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,29 +33,28 @@ msgid "" "the packet APIs for :ref:`class_PacketPeer`. This format is *not* used for " "binary scenes and resources." msgstr "" -"Godot有一个基于Variant的简单序列化API.它用于有效地将数据类型转换为字节数组.这" -"个API用于 :ref:`class_File` 的 ``get_var`` 和 ``store_var`` 函数,以及 :ref:" -"`class_PacketPeer` 的包API.这种格式 *不* 用于二进制场景和资源." +"Godot有一个基于Variant的简单序列化API. 它用于有效地将数据类型转换为字节数组. " +"这个API用于 :ref:`class_File` 的 ``get_var`` 和 ``store_var`` 函数, 以及 :" +"ref:`class_PacketPeer` 的包API. 这种格式 *不* 用于二进制场景和资源." #: ../../docs/tutorials/misc/binary_serialization_api.rst:16 msgid "Packet specification" msgstr "包规范" #: ../../docs/tutorials/misc/binary_serialization_api.rst:18 -#, fuzzy msgid "" "The packet is designed to be always padded to 4 bytes. All values are little-" "endian-encoded. All packets have a 4-byte header representing an integer, " "specifying the type of data." msgstr "" -"该数据包被设计为总是被填充到4个字节.所有的值都是小端编码的.所有数据包都有一个" -"4字节的头,代表一个整数,指定数据的类型:" +"该数据包被设计为总是被填充到4个字节. 所有的值都是小端编码的. 所有数据包都有一" +"个4字节的头, 代表一个整数, 指定数据的类型." #: ../../docs/tutorials/misc/binary_serialization_api.rst:22 msgid "" "The lowest value two bytes are used to determine the type, while the highest " "value two bytes contain flags::" -msgstr "" +msgstr "最低值的两个字节用于确定类型,而最高值的两个字节包含标志::" #: ../../docs/tutorials/misc/binary_serialization_api.rst:29 #: ../../docs/tutorials/misc/binary_serialization_api.rst:102 @@ -454,10 +453,10 @@ msgid "" "and the offset should be ``(offset - 4) * 2 + 4``. The \"float\" type itself " "always uses double precision." msgstr "" -"之后是实际的数据包内容,每种类型的数据包内容都不同.请注意,这是假设Godot是用单" -"精度浮点数编译的,这是默认的.如果Godot是用双精度浮点数编译的,那么数据结构中 " -"\"float\" 字段的长度应该是8,偏移量应该是 ``(offset - 4) * 2 + 4`` . \"float" -"\" 类型本身总是使用双精度." +"之后是实际的数据包内容, 每种类型的数据包内容都不同. 请注意, 这是假设Godot是用" +"单精度浮点数编译的, 这是默认的. 如果Godot是用双精度浮点数编译的, 那么数据结构" +"中 \"float\" 字段的长度应该是8, 偏移量应该是 ``(offset - 4) * 2 + 4`` . " +"\"float\" 类型本身总是使用双精度." #: ../../docs/tutorials/misc/binary_serialization_api.rst:96 msgid "0: null" @@ -600,7 +599,7 @@ msgstr "2: :ref:`int<class_int>`" #: ../../docs/tutorials/misc/binary_serialization_api.rst:110 msgid "" "If no flags are set (flags == 0), the integer is sent as a 32 bit integer:" -msgstr "" +msgstr "如果没有设置标志(flags == 0),整数将作为32位整数发送:" #: ../../docs/tutorials/misc/binary_serialization_api.rst:115 #: ../../docs/tutorials/misc/binary_serialization_api.rst:432 @@ -612,6 +611,8 @@ msgid "" "If flag ``ENCODE_FLAG_64`` is set (``flags & 1 == 1``), the integer is sent " "as a 64-bit integer:" msgstr "" +"如果标志 ``ENCODE_FLAG_64`` 被设置(``flags & 1 == 1``),则整数被发送为64位" +"整数:" #: ../../docs/tutorials/misc/binary_serialization_api.rst:124 msgid "64-bit signed integer" @@ -625,7 +626,7 @@ msgstr "3: :ref:`float<class_float>`" msgid "" "If no flags are set (flags == 0), the float is sent as a 32 bit single " "precision:" -msgstr "" +msgstr "如果没有设置flags(flags == 0),浮点数将作为32位单精度发送:" #: ../../docs/tutorials/misc/binary_serialization_api.rst:135 #: ../../docs/tutorials/misc/binary_serialization_api.rst:144 @@ -696,20 +697,20 @@ msgid "Float" msgstr "(单精度)浮点数" #: ../../docs/tutorials/misc/binary_serialization_api.rst:135 -#, fuzzy msgid "IEEE 754 single-precision float" -msgstr "IEE 754格式的32位浮点数" +msgstr "IEEE 754单精度浮点数" #: ../../docs/tutorials/misc/binary_serialization_api.rst:138 msgid "" "If flag ``ENCODE_FLAG_64`` is set (``flags & 1 == 1``), the float is sent as " "a 64-bit double precision number:" msgstr "" +"如果标志 ``ENCODE_FLAG_64`` 被设置(``flags & 1 == 1``),浮点数将作为64位双精" +"度数字发送:" #: ../../docs/tutorials/misc/binary_serialization_api.rst:144 -#, fuzzy msgid "IEEE 754 double-precision float" -msgstr "IEE 754格式的32位浮点数" +msgstr "IEEE 754双精度浮点数" #: ../../docs/tutorials/misc/binary_serialization_api.rst:148 msgid "4: :ref:`String<class_string>`" @@ -798,33 +799,33 @@ msgstr "8: :ref:`Transform2D<class_transform2d>`" #: ../../docs/tutorials/misc/binary_serialization_api.rst:273 #: ../../docs/tutorials/misc/binary_serialization_api.rst:298 msgid "The X component of the X column vector, accessed via [0][0]" -msgstr "X列向量的X分量,可通过[0][0]访问" +msgstr "X列向量的X分量, 可通过[0][0]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:207 #: ../../docs/tutorials/misc/binary_serialization_api.rst:275 #: ../../docs/tutorials/misc/binary_serialization_api.rst:300 msgid "The Y component of the X column vector, accessed via [0][1]" -msgstr "X列向量的Y分量,可通过[0][1]访问" +msgstr "X列向量的Y分量, 可通过[0][1]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:209 #: ../../docs/tutorials/misc/binary_serialization_api.rst:279 #: ../../docs/tutorials/misc/binary_serialization_api.rst:304 msgid "The X component of the Y column vector, accessed via [1][0]" -msgstr "Y列向量的X分量,可通过[1][0]访问" +msgstr "Y列向量的X分量, 可通过[1][0]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:211 #: ../../docs/tutorials/misc/binary_serialization_api.rst:281 #: ../../docs/tutorials/misc/binary_serialization_api.rst:306 msgid "The Y component of the Y column vector, accessed via [1][1]" -msgstr "Y列向量的Y分量,可通过[1][1]访问" +msgstr "Y列向量的Y分量, 可通过[1][1]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:213 msgid "The X component of the origin vector, accessed via [2][0]" -msgstr "原始向量的X分量,可通过[2] [0]访问" +msgstr "原始向量的X分量, 可通过[2] [0]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:215 msgid "The Y component of the origin vector, accessed via [2][1]" -msgstr "原始向量的Y分量,可通过[2][1]访问" +msgstr "原始向量的Y分量, 可通过[2][1]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:219 msgid "9: :ref:`Plane<class_plane>`" @@ -881,12 +882,12 @@ msgstr "12: :ref:`Basis<class_basis>`" #: ../../docs/tutorials/misc/binary_serialization_api.rst:277 #: ../../docs/tutorials/misc/binary_serialization_api.rst:302 msgid "The Z component of the X column vector, accessed via [0][2]" -msgstr "X列向量的Z分量,可通过[0][2]访问" +msgstr "X列向量的Z分量, 可通过[0][2]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:283 #: ../../docs/tutorials/misc/binary_serialization_api.rst:308 msgid "The Z component of the Y column vector, accessed via [1][2]" -msgstr "Y列向量的Z分量,可通过[1][2]访问" +msgstr "Y列向量的Z分量, 可通过[1][2]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:285 #: ../../docs/tutorials/misc/binary_serialization_api.rst:310 @@ -896,7 +897,7 @@ msgstr "28" #: ../../docs/tutorials/misc/binary_serialization_api.rst:285 #: ../../docs/tutorials/misc/binary_serialization_api.rst:310 msgid "The X component of the Z column vector, accessed via [2][0]" -msgstr "Z列向量的X分量,可通过[2][0]访问" +msgstr "Z列向量的X分量, 可通过[2][0]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:287 #: ../../docs/tutorials/misc/binary_serialization_api.rst:312 @@ -906,7 +907,7 @@ msgstr "32" #: ../../docs/tutorials/misc/binary_serialization_api.rst:287 #: ../../docs/tutorials/misc/binary_serialization_api.rst:312 msgid "The Y component of the Z column vector, accessed via [2][1]" -msgstr "Z列向量的Y分量,可通过[2][1]访问" +msgstr "Z列向量的Y分量, 可通过[2][1]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:289 #: ../../docs/tutorials/misc/binary_serialization_api.rst:314 @@ -916,7 +917,7 @@ msgstr "36" #: ../../docs/tutorials/misc/binary_serialization_api.rst:289 #: ../../docs/tutorials/misc/binary_serialization_api.rst:314 msgid "The Z component of the Z column vector, accessed via [2][2]" -msgstr "Z列向量的Z分量,可通过[2][2]访问" +msgstr "Z列向量的Z分量, 可通过[2][2]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:293 msgid "13: :ref:`Transform<class_transform>`" @@ -928,7 +929,7 @@ msgstr "40" #: ../../docs/tutorials/misc/binary_serialization_api.rst:316 msgid "The X component of the origin vector, accessed via [3][0]" -msgstr "原始向量的X分量,可通过[3][0]访问" +msgstr "原始向量的X分量, 可通过[3][0]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:318 msgid "44" @@ -936,7 +937,7 @@ msgstr "44" #: ../../docs/tutorials/misc/binary_serialization_api.rst:318 msgid "The Y component of the origin vector, accessed via [3][1]" -msgstr "原点向量的Y分量,可通过[3][1]访问" +msgstr "原点向量的Y分量, 可通过[3][1]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:320 msgid "48" @@ -944,7 +945,7 @@ msgstr "48" #: ../../docs/tutorials/misc/binary_serialization_api.rst:320 msgid "The Z component of the origin vector, accessed via [3][2]" -msgstr "原点向量的Z分量,可通过[3][2]访问" +msgstr "原点向量的Z分量, 可通过[3][2]访问" #: ../../docs/tutorials/misc/binary_serialization_api.rst:324 msgid "14: :ref:`Color<class_color>`" @@ -953,17 +954,17 @@ msgstr "14: :ref:`Color<class_color>`" #: ../../docs/tutorials/misc/binary_serialization_api.rst:329 #: ../../docs/tutorials/misc/binary_serialization_api.rst:503 msgid "Red (typically 0..1, can be above 1 for overbright colors)" -msgstr "红色(一般为0...1,对于过亮的颜色可大于1)" +msgstr "红色(一般为0...1, 对于过亮的颜色可大于1)" #: ../../docs/tutorials/misc/binary_serialization_api.rst:331 #: ../../docs/tutorials/misc/binary_serialization_api.rst:505 msgid "Green (typically 0..1, can be above 1 for overbright colors)" -msgstr "绿色(一般为0...1,对于过亮的颜色可大于1)" +msgstr "绿色(一般为0...1, 对于过亮的颜色可大于1)" #: ../../docs/tutorials/misc/binary_serialization_api.rst:333 #: ../../docs/tutorials/misc/binary_serialization_api.rst:507 msgid "Blue (typically 0..1, can be above 1 for overbright colors)" -msgstr "蓝色(一般为0...1,对于过亮的颜色可大于1)" +msgstr "蓝色(一般为0...1, 对于过亮的颜色可大于1)" #: ../../docs/tutorials/misc/binary_serialization_api.rst:335 #: ../../docs/tutorials/misc/binary_serialization_api.rst:509 @@ -977,7 +978,7 @@ msgstr "15: :ref:`NodePath<class_nodepath>`" #: ../../docs/tutorials/misc/binary_serialization_api.rst:344 msgid "" "String length, or new format (val&0x80000000!=0 and NameCount=val&0x7FFFFFFF)" -msgstr "字符串长度,或新格式(val&0x80000000!=0 and NameCount=val&0x7FFFFFFF)" +msgstr "字符串长度, 或新格式(val&0x80000000!=0 and NameCount=val&0x7FFFFFFF)" #: ../../docs/tutorials/misc/binary_serialization_api.rst:348 msgid "For old format:" @@ -1043,7 +1044,8 @@ msgstr "val&0x7FFFFFFF = elements, val&0x80000000 = shared (bool)" msgid "" "Then what follows is, for amount of \"elements\", pairs of key and value, " "one after the other, using this same format." -msgstr "然后,对于``elements``的数量,使用相同的格式,一个接一个地使用密钥和值对." +msgstr "" +"然后, 对于 ``elements`` 的数量, 使用相同的格式, 一个接一个地使用密钥和值对." #: ../../docs/tutorials/misc/binary_serialization_api.rst:400 msgid "19: :ref:`Array<class_array>`" @@ -1053,7 +1055,7 @@ msgstr "19: :ref:`Array<class_array>`" msgid "" "Then what follows is, for amount of \"elements\", values one after the " "other, using this same format." -msgstr "然后,对于``elements``的数量,使用相同的格式一个接一个地输出值." +msgstr "然后, 对于 ``elements`` 的数量, 使用相同的格式一个接一个地输出值." #: ../../docs/tutorials/misc/binary_serialization_api.rst:412 msgid "20: :ref:`PoolByteArray<class_poolbytearray>`" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index f9924d9f25..f560960ca6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,10 +29,10 @@ msgid "" "the \"current\" scene. Autoloads fall into this category, but so do scenes " "which one instances and adds to the tree at runtime:" msgstr "" -"有时候,有必要更好地控制如何交换场景.如上所述,一个 :ref:`Viewport " -"<class_Viewport>` 的子节点将呈现给它生成的图像.即使对于\"当前\"场景之外的节" -"点,这也适用. Autoloads属于这一类,但是一个实例在运行时添加到树中的场景也是如" -"此:" +"有时候, 有必要更好地控制如何交换场景. 如上所述, 一个 :ref:`Viewport " +"<class_Viewport>` 的子节点将呈现给它生成的图像. 即使对于 \"当前\" 场景之外的" +"节点, 这也适用. Autoloads属于这一类, 但是一个实例在运行时添加到树中的场景也是" +"如此:" #: ../../docs/tutorials/misc/change_scenes_manually.rst:38 msgid "" @@ -42,9 +42,9 @@ msgid "" "balancing operation speed and memory consumption as well as balancing data " "access and integrity." msgstr "" -"要完成循环并将旧场景替换为旧场景,开发人员可以选择制作.从视图中删除场景有很多" -"策略 :ref:`Viewport <class_Viewport>`.权衡涉及平衡操作速度和内存消耗以及平衡" -"数据访问和完整性." +"要完成循环并将旧场景替换为旧场景, 开发人员可以选择制作. 从视图中删除场景有很" +"多策略 :ref:`Viewport <class_Viewport>`. 权衡涉及平衡操作速度和内存消耗以及平" +"衡数据访问和完整性." #: ../../docs/tutorials/misc/change_scenes_manually.rst:44 msgid "" @@ -57,9 +57,9 @@ msgid "" msgstr "" "**我们可以删除现有场景.** :ref:`SceneTree.change_scene() " "<class_SceneTree_method_change_scene>` 和 :ref:`SceneTree.change_scene_to() " -"<class_SceneTree_method_change_scene_to>` 会立即删除当前场景.不过开发者也可以" -"删除主场景.假设根节点的名字是 \"Main\",可以执行 ``get_node(\"/root/Main\")." -"free()`` 来删除整个场景." +"<class_SceneTree_method_change_scene_to>` 会立即删除当前场景. 不过开发者也可" +"以删除主场景. 假设根节点的名字是 \"Main\", 可以执行 ``get_node(\"/root/Main" +"\").free()`` 来删除整个场景." #: ../../docs/tutorials/misc/change_scenes_manually.rst:51 msgid "Unloads memory." @@ -75,14 +75,14 @@ msgid "" "back into memory again (takes time AND memory). Not a problem if returning " "soon is unnecessary." msgstr "" -"坏处:回到那个场景现在更加昂贵,因为它必须再次加载回内存(需要时间和内存).如果不" -"久就回来是不必要的." +"坏处: 回到那个场景现在更加昂贵, 因为它必须再次加载回内存(需要时间和内存). 如" +"果不久就回来是不必要的." #: ../../docs/tutorials/misc/change_scenes_manually.rst:59 msgid "" "Con: No longer have access to that scene's data. Not a problem if using that " "data soon is unnecessary." -msgstr "坏处:无法再访问该场景的数据.如果不久就使用这些数据就不成问题了." +msgstr "坏处: 无法再访问该场景的数据. 如果不久就使用这些数据就不成问题了." #: ../../docs/tutorials/misc/change_scenes_manually.rst:62 msgid "" @@ -90,8 +90,8 @@ msgid "" "re-attaching one or more of its nodes to a different scene, or even directly " "to the :ref:`SceneTree <class_SceneTree>`." msgstr "" -"注意:通过将一个或多个节点重新附加到不同的场景,甚至直接将其重新附加到 :ref:" -"`SceneTree <class_SceneTree>`,可以将数据保存在即将删除的场景中." +"注意: 通过将一个或多个节点重新附加到不同的场景, 甚至直接将其重新附加到 :ref:" +"`SceneTree <class_SceneTree>`, 可以将数据保存在即将删除的场景中." #: ../../docs/tutorials/misc/change_scenes_manually.rst:66 msgid "Processing stops." @@ -102,14 +102,14 @@ msgid "" "Pro: No nodes means no process, physics process, or input handling. The CPU " "is available to work on the new scene's contents." msgstr "" -"好处:没有节点意味着没有进程,物理过程或输入处理. CPU可用于处理新场景的内容." +"好处: 没有节点意味着没有进程, 物理过程或输入处理. CPU可用于处理新场景的内容." #: ../../docs/tutorials/misc/change_scenes_manually.rst:71 msgid "" "Con: Those nodes' processing and input handling no longer operate. Not a " "problem if using the updated data is unnecessary." msgstr "" -"坏处:这些节点的处理和输入处理不再运行.如果不需要使用更新的数据,则不成问题." +"坏处: 这些节点的处理和输入处理不再运行. 如果不需要使用更新的数据, 则不成问题." #: ../../docs/tutorials/misc/change_scenes_manually.rst:74 msgid "" @@ -117,8 +117,8 @@ msgid "" "detection of the nodes, we can hide the entire node sub-tree from the " "player's perspective." msgstr "" -"**我们可以隐藏现有场景.**通过更改节点的可见性或碰撞检测,我们可以从游戏角色的" -"角度隐藏整个节点子树." +"**我们可以隐藏现有场景.** 通过更改节点的可见性或碰撞检测, 我们可以从游戏角色" +"的角度隐藏整个节点子树." #: ../../docs/tutorials/misc/change_scenes_manually.rst:78 msgid "Memory still exists." @@ -126,18 +126,18 @@ msgstr "记忆仍然存在." #: ../../docs/tutorials/misc/change_scenes_manually.rst:80 msgid "Pro: One can still access the data if need be." -msgstr "好处:如果需要,仍然可以访问数据." +msgstr "好处: 如果需要, 仍然可以访问数据." #: ../../docs/tutorials/misc/change_scenes_manually.rst:82 msgid "Pro: There's no need to move any more nodes around to save data." -msgstr "好处:无需再移动任何节点来保存数据." +msgstr "好处: 无需再移动任何节点来保存数据." #: ../../docs/tutorials/misc/change_scenes_manually.rst:84 msgid "" "Con: More data is being kept in memory which will be become a problem on " "memory-sensitive platforms like web or mobile." msgstr "" -"坏处:更多数据被保存在内存中,这将成为对内存敏感平台(如Web或移动设备)的问题." +"坏处: 更多数据被保存在内存中, 这将成为对内存敏感平台(如Web或移动设备)的问题." #: ../../docs/tutorials/misc/change_scenes_manually.rst:87 msgid "Processing continues." @@ -148,14 +148,15 @@ msgid "" "Pro: Data continues to receive processing updates, so the scene will keep " "updated any data within it that relies on delta time or frame data." msgstr "" -"好处:数据继续接收处理更新,因此场景将不断更新其中依赖于增量时间或帧数据的任何" -"数据." +"好处: 数据继续接收处理更新, 因此场景将不断更新其中依赖于增量时间或帧数据的任" +"何数据." #: ../../docs/tutorials/misc/change_scenes_manually.rst:93 msgid "" "Pro: Nodes are still members of groups (since groups belong to the :ref:" "`SceneTree <class_SceneTree>`)." -msgstr "Pro:节点仍然是组的成员(因为组属于 :ref:`SceneTree <class_SceneTree>`)." +msgstr "" +"Pro: 节点仍然是组的成员(因为组属于 :ref:`SceneTree <class_SceneTree>`)." #: ../../docs/tutorials/misc/change_scenes_manually.rst:96 msgid "" @@ -164,8 +165,8 @@ msgid "" "they go to ensure the target platform can support the load they are giving " "it." msgstr "" -"坏处:现在CPU的注意力分散在两个场景之间.负载过大可能导致帧速率降低.应该确保测" -"试性能,以确保目标平台能够支持它们提供的负载." +"坏处: 现在CPU的注意力分散在两个场景之间. 负载过大可能导致帧速率降低. 应该确保" +"测试性能, 以确保目标平台能够支持它们提供的负载." #: ../../docs/tutorials/misc/change_scenes_manually.rst:101 msgid "" @@ -173,8 +174,8 @@ msgid "" "existing scene's root node. Then use :ref:`Node.remove_child(Node) " "<class_Node_method_remove_child>` to detach the entire scene from the tree." msgstr "" -"**我们可以从树上删除现有的场景.** 给现有场景的根节点分配一个变量.然后使用 :" -"ref:`Node.remove_child(Node) <class_Node_method_remove_child>`来将整个场景从" +"**我们可以从树上删除现有的场景.** 给现有场景的根节点分配一个变量. 然后使用 :" +"ref:`Node.remove_child(Node) <class_Node_method_remove_child>` 来将整个场景从" "树上分离." #: ../../docs/tutorials/misc/change_scenes_manually.rst:106 @@ -192,8 +193,9 @@ msgid "" "only call the one method add/remove_child pair of methods. It is similar to " "disabling game objects in other engines." msgstr "" -"亲:这种\"隐藏\"的变化更容易显示/隐藏.人们必须只调用一个方法add / remove_child" -"方法,而不是潜在地跟踪场景的多个变化.它类似于在其他引擎中禁用游戏对象." +"亲: 这种 \"隐藏\" 的变化更容易显示/隐藏. 人们必须只调用一个方法add / " +"remove_child方法, 而不是潜在地跟踪场景的多个变化. 它类似于在其他引擎中禁用游" +"戏对象." #: ../../docs/tutorials/misc/change_scenes_manually.rst:115 msgid "" @@ -201,8 +203,8 @@ msgid "" "scene will become stale if it relies on delta time, input, groups, or other " "data that is derived from :ref:`SceneTree <class_SceneTree>` access." msgstr "" -"坏处:与仅从视图中隐藏它不同,如果场景中包含的数据依赖于delta时间,输入,组或其他" -"派生自 :ref:`SceneTree <class_SceneTree>` access的数据,则它将变为陈旧." +"坏处: 与仅从视图中隐藏它不同, 如果场景中包含的数据依赖于delta时间, 输入, 组或" +"其他派生自 :ref:`SceneTree <class_SceneTree>` access的数据, 则它将变为陈旧." #: ../../docs/tutorials/misc/change_scenes_manually.rst:120 msgid "" @@ -211,20 +213,19 @@ msgid "" "preserving a a scene's data between scene changes (adding the scene to the " "root node)." msgstr "" -"在有些情况下,人们可能希望有许多场景同时存在.也许人们在运行时添加他们自己的单" -"例,或者在场景变化之间保留一个场景的数据(将场景添加到根节点)." +"在有些情况下, 人们可能希望有许多场景同时存在. 也许人们在运行时添加他们自己的" +"单例, 或者在场景变化之间保留一个场景的数据(将场景添加到根节点)." #: ../../docs/tutorials/misc/change_scenes_manually.rst:133 -#, fuzzy msgid "" "Perhaps instead they wish to display multiple scenes at the same time using :" "ref:`ViewportContainers <class_ViewportContainer>`. This is optimal in cases " "where the intent is to render different content in different parts of the " "screen. Minimaps and split-screen multiplayer are good examples." msgstr "" -"也许他们希望使用 :ref:`ViewportContainers <class_ViewportContainer>` 同时显示" -"多个场景.在目的是在屏幕的不同部分呈现不同内容的情况下,这是最佳的.迷您地图和分" -"屏多人游戏就是很好的示例." +"也许他们希望使用 :ref:`ViewportContainers <class_ViewportContainer>` 来同时显" +"示多个场景。这意图是在屏幕的不同部分渲染不同内容的情况下是最理想的。迷你地图" +"和多人分屏游戏就是很好的例子。" #: ../../docs/tutorials/misc/change_scenes_manually.rst:138 msgid "" @@ -232,5 +233,5 @@ msgid "" "examine the effects of each and determine what path best fits their unique " "situation." msgstr "" -"每个选项都有最合适的情况,因此必须检查每个选项的效果并确定最适合其独特情况的路" -"径." +"每个选项都有最合适的情况, 因此必须检查每个选项的效果并确定最适合其独特情况的" +"路径." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index d0fa25f4aa..19b1e26a16 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "design and are not the result of bugs. There may be differences that are " "unintentional, but they should be reported as bugs." msgstr "" -"本页面记录了GLES2和GLES3之间的差异,这些差异是经过设计的,不是因bug造成的.可能" -"有些差异是无心之过,但它们应该被报告为bug." +"本页面记录了GLES2和GLES3之间的差异, 这些差异是经过设计的, 不是因bug造成的. 可" +"能有些差异是无心之过, 但它们应该被报告为bug." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:9 msgid "" @@ -38,9 +38,10 @@ msgid "" "GLES3 backend maps to OpenGL 3.3 on desktop, OpenGL ES 3.0 on mobile and " "WebGL 2.0 on the web." msgstr "" -"\"GLES2\"和\"GLES3\"是Godot中,两个基于opengl呈现后端的名称.在图形应用程序编程" -"接口方面,GLES2后端映射到桌面的OpenGL 2.1,移动版的OpenGL ES 2.0和web版的WebGL " -"1.0.GLES3后端映射到桌面的OpenGL 3.3,移动版的OpenGL ES 3.0和web版的WebGL 2.0." +"\"GLES2\" 和 \"GLES3\" 是Godot中, 两个基于opengl呈现后端的名称. 在图形应用程" +"序编程接口方面,GLES2后端映射到桌面的OpenGL 2.1, 移动版的OpenGL ES 2.0和web版" +"的WebGL 1.0.GLES3后端映射到桌面的OpenGL 3.3, 移动版的OpenGL ES 3.0和web版的" +"WebGL 2.0." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:15 msgid "Particles" @@ -54,21 +55,22 @@ msgid "" "<class_CPUParticles2D>`, which provides a similar interface to a :ref:" "`ParticlesMaterial <class_ParticlesMaterial>`." msgstr "" -"GLES2不能使用:参考:`粒子<类_粒子>`或:参考:`二维粒子<类_二维粒子>`节点,因为它" -"们需要高级GPU特性.相反,使用:参考:`CPU粒子<类_CPU粒子>`或:参考:`CPU二维粒子<类" -"_CPU二维粒子>`,它提供了与:参考:`粒子材质<类_粒子材质>`类似的接口." +"GLES2不能使用: 参考:` 粒子 <类_粒子>` 或: 参考:` 二维粒子 <类_二维粒子>` 节" +"点, 因为它们需要高级GPU特性. 相反, 使用: 参考:`CPU 粒子 <类_CPU粒子>` 或: 参" +"考:`CPU 二维粒子 <类_CPU二维粒子>`, 它提供了与: 参考:` 粒子材质 <类_粒子材质" +">` 类似的接口." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:22 msgid "" "Particles and Particles2D can be converted to their CPU equivalent node with " "the \"Convert to CPUParticles\" option in the editor." msgstr "" -"粒子和二维粒子可以通过编辑器中的\"转换为CPU粒子\"选项,转换为它们的等效CPU节" -"点." +"粒子和二维粒子可以通过编辑器中的 \"转换为CPU粒子\" 选项, 转换为它们的等效CPU" +"节点." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:26 msgid "``SCREEN_TEXTURE`` mip-maps" -msgstr "\"屏幕_纹理\"变频译码" +msgstr "\"屏幕_纹理\" 变频译码" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:28 msgid "" @@ -76,8 +78,8 @@ msgid "" "<class_ShaderMaterial>`) does not have computed mip-maps. So when accessing " "at a different LOD, the texture will not appear blurry." msgstr "" -"在GLES2中,\"屏幕_纹理\"(通过:参考:`着色器纹理<类_着色器纹理>`访问)没有计算变" -"频译码.所以当访问不同的细节级别时,纹理不会变得模糊." +"在GLES2中,\"屏幕_纹理\"(通过: 参考:` 着色器纹理 <类_着色器纹理>` 访问)没有计" +"算变频译码. 所以当访问不同的细节级别时, 纹理不会变得模糊." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:32 msgid "``DEPTH_TEXTURE``" @@ -88,20 +90,21 @@ msgid "" "While GLES2 supports ``DEPTH_TEXTURE`` in shaders, it may not work on some " "old hardware (especially mobile)." msgstr "" -"虽然GLES2在着色器中支持\"深度图纹理\",可能在一些旧的硬件上(特别是移动设备)不" -"能工作." +"虽然GLES2在着色器中支持 \"深度图纹理\", 可能在一些旧的硬件上(特别是移动设备)" +"不能工作." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:37 msgid "Color space" msgstr "色彩空间" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 +#, fuzzy msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" -"GLES2和GLES3位于不同的色彩空间中.这表示颜色之间会有细微的差别,特别是在使用灯" -"光的时候." +"GLES2和GLES3位于不同的色彩空间中. 这表示颜色之间会有细微的差别, 特别是在使用" +"灯光的时候." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 msgid "" @@ -109,356 +112,366 @@ msgid "" "statement check and see if the output is in sRGB, using ``OUTPUT_IS_SRGB``. " "``OUTPUT_IS_SRGB`` is ``true`` in GLES2 and ``false`` in GLES3." msgstr "" -"如果您在游戏中同时使用GLES2和GLES3,您可以使用\"如果\"(if)语句检查输出是否为" -"sRGB,使用 ``OUTPUT_IS_SRGB`` . ``OUTPUT_IS_SRGB`` 在GLES2中返回 ``true`` ,在" -"GLES3中返回 ``false`` ." +"如果您在游戏中同时使用GLES2和GLES3, 您可以使用 \"如果\"(if)语句检查输出是否为" +"sRGB, 使用 ``OUTPUT_IS_SRGB`` . ``OUTPUT_IS_SRGB`` 在GLES2中返回 ``true`` , " +"在GLES3中返回 ``false`` ." #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:47 msgid "HDR" msgstr "高动态范围" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:49 +#, fuzzy msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -"GLES2不能够使用高动态范围(HDR)渲染功能.如果你的项目或某个视口设置了HDR,Godot" -"仍将使用低动态范围(LDR),将视口值限制在 ``0-1`` 范围内." +"GLES2不能够使用高动态范围(HDR)渲染功能. 如果你的项目或某个视口设置了HDR,Godot" +"仍将使用低动态范围(LDR), 将视口值限制在 ``0-1`` 范围内." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "空间材质特性" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" -msgstr "在GLES2中,在:参考:`空间材质<类_空间材质>`中缺少以下高级渲染特性:" +msgstr "在GLES2中, 在: 参考:` 空间材质 <类_空间材质>` 中缺少以下高级渲染特性:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "Refraction(折射)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "Subsurface Scattering(表面下散射)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "Anisotropy(各向异性)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "Clearcoat(清漆)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "深度映射" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." -msgstr "使用空间材质时,它们甚至不会出现在编辑器中." +msgstr "使用空间材质时, 它们甚至不会出现在编辑器中." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " "still be able to set the ``SSS`` built-in (which normally adds subsurface " "scattering) in your shader, but nothing will happen." msgstr "" -"在自定义:参考:`着色器材质<类_着色器材质>`中,您可以为这些特性设置值,但它们是非" -"功能性的.例如,您仍然可以在着色器中设置内置的\"次表面散射\"(通常会增加次表面散" -"射),但什么都不会发生." +"在自定义: 参考:` 着色器材质 <类_着色器材质>` 中, 您可以为这些特性设置值, 但它" +"们是非功能性的. 例如, 您仍然可以在着色器中设置内置的 \"次表面散射\"(通常会增" +"加次表面散射), 但什么都不会发生." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "环境特性" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" -msgstr "在GLES2中,缺少:参考:`环境<类_环境>`中的以下特性:" +msgstr "在GLES2中, 缺少: 参考:` 环境 <类_环境>` 中的以下特性:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "自动曝光" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "色调映射" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "屏幕空间反射" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "屏幕空间环境遮挡" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" -msgstr "这意味着在GLES2环境中,您只能设置:" +msgstr "这意味着在GLES2环境中, 您只能设置:" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "天空(包括程序生成天空)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "环境光" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "雾" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "景深" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "辉光(也称为光晕)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "调整" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "全局光照探测器" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -":参考:`全局光照探测器<类_全局光照探测器>` 在GLES2中不起作用.而是使用:参考:`烘" -"焙灯光贴图<类_烘焙灯光贴图>`.有关烘焙灯光贴图工作原理的描述,请参见:参考:`烘焙" -"灯光贴图教程<文档_烘焙_灯光贴图>`." +": 参考:` 全局光照探测器 <类_全局光照探测器>` 在GLES2中不起作用. 而是使用: 参" +"考:` 烘焙灯光贴图 <类_烘焙灯光贴图>`. 有关烘焙灯光贴图工作原理的描述, 请参" +"见: 参考:` 烘焙灯光贴图教程 <文档_烘焙_灯光贴图>`." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "接触阴影" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." -msgstr "GLES2中不支持\"阴影_接触\"属性:参考:`灯光<类_灯光>`,并且无效." +msgstr "GLES2中不支持 \"阴影_接触\" 属性: 参考:` 灯光 <类_灯光>`, 并且无效." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "灯光性能" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " "done in a single pass). Try to limit scenes to as few lights as possible in " "order to achieve greatest performance." msgstr "" -"在GLES2中,使用多盏灯光会造成性能不佳,因为每盏灯光都在一个单独的渲染通道中处理" -"(与GLES3相反,GLES3是一次性完成渲染).尝试将场景灯光控制在尽可能少的情况,以达到" -"最好效果." +"在GLES2中, 使用多盏灯光会造成性能不佳, 因为每盏灯光都在一个单独的渲染通道中处" +"理(与GLES3相反,GLES3是一次性完成渲染). 尝试将场景灯光控制在尽可能少的情况, 以" +"达到最好效果." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "纹理压缩" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " "sure to set the project setting ``rendering/vram_compression/import_etc`` " "and then reimport textures." msgstr "" -"在移动端,GLES2需要进行纹理压缩,而GLES3需要ETC2纹理压缩.默认启用ETC2纹理压缩," -"因此,如果使用GLES2导出到移动端,请确保在项目设置中设定了``渲染/显存_压缩/导入" -"_etc压缩``,然后重新导入纹理." +"在移动端,GLES2需要进行纹理压缩, 而GLES3需要ETC2纹理压缩. 默认启用ETC2纹理压" +"缩, 因此, 如果使用GLES2导出到移动端, 请确保在项目设置中设定了 ``渲染/显存_压" +"缩/导入_etc压缩``, 然后重新导入纹理." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " "compression mode (instead of Video RAM). This can be done in the Import dock " "after selecting them in the FileSystem dock." msgstr "" -"由于ETC不支持透明度,您必须重新导入包含alpha通道的纹理,以使用未压缩、有损或无" -"损压缩模式(而不是视频RAM).这可以在文件系统栏中选择它们后,在导入栏中完成." +"由于ETC不支持透明度, 您必须重新导入包含alpha通道的纹理, 以使用未压缩, 有损或" +"无损压缩模式(而不是视频RAM). 这可以在文件系统栏中选择它们后, 在导入栏中完成." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "融合变形" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "在GLES2中不支持融合变形." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "着色语言" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -"GLES3提供了许多GLES2没有提供的内置函数.下面是在GLES2中不可用或支持有限的函数" +"GLES3提供了许多GLES2没有提供的内置函数. 下面是在GLES2中不可用或支持有限的函数" "列表." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." -msgstr "有关内置GLSL函数的完整列表,请参见:参考:`着色语言文档<文档_着色_语言>`." +msgstr "" +"有关内置GLSL函数的完整列表, 请参见: 参考:` 着色语言文档 <文档_着色_语言>`." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "函数" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "vec_type **modf** ( vec_type x, out vec_type i )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "vec_int_type **floatBitsToInt** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "vec_uint_type **floatBitsToUint** ( vec_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "vec_type **intBitsToFloat** ( vec_int_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "vec_type **uintBitsToFloat** ( vec_uint_type x )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "ivec2 **textureSize** ( sampler2D_type s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "请参阅下面的解决方法" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "ivec2 **textureSize** ( samplerCube s, int lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "**偏差** 在顶点着色器中不可用" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "只在某些硬件的顶点着色器中可用" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 +#, fuzzy msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " "vec_type dPdy)" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "vec_type **dFdx** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "vec_type **dFdy** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "vec_type **fwidth** ( vec_type p )" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -"GLES2的GLSL中没有的函数是用Godots自己的shader标准库添加的,这些函数在GLES2中的" -"表现可能比GLES3差." +"GLES2的GLSL中没有的函数是用Godots自己的shader标准库添加的, 这些函数在GLES2中" +"的表现可能比GLES3差." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "``textureSize()`` 工作方法" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -"GLES2不支持 ``textureSize()`` .你可以用老式的方式获得纹理的大小,通过传入一个" -"带有纹理大小的uniform." +"GLES2不支持 ``textureSize()`` . 你可以用老式的方式获得纹理的大小, 通过传入一" +"个带有纹理大小的uniform." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "内置变量和渲染模式" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " "that, when written to, will have no effect or could even cause issues when " "using the GLES2 backend." msgstr "" -"Godot还提供了许多内置变量和渲染模式.有些变量在GLES2中无法被支持.以下是一些内" -"置变量和渲染模式的列表,这些变量和渲染模式在写入GLES2后端时不会有任何影响,甚至" -"可能会导致问题." +"Godot还提供了许多内置变量和渲染模式. 有些变量在GLES2中无法被支持. 以下是一些" +"内置变量和渲染模式的列表, 这些变量和渲染模式在写入GLES2后端时不会有任何影响, " +"甚至可能会导致问题." -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "可变和渲染模式" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "``ensure_correct_normals``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "``INSTANCE_ID``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "``DEPTH``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "``ANISOTROPY``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "``ANISOTROPY_FLOW``" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "``SSS_STRENGTH``" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index c234879667..5fec2d9499 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "On Android, the back button is used to quit when on the main screen (and to " "go back otherwise)." msgstr "" -"大多数平台都有要求应用程序退出的选项.在台式机上,这通常是通过窗口标题栏上的 " -"\"x\" 图标来实现的.在安卓系统上,当在主屏幕上时,后退按钮被用来退出(否则就返" +"大多数平台都有要求应用程序退出的选项. 在台式机上, 这通常是通过窗口标题栏上的 " +"\"x\" 图标来实现的. 在安卓系统上, 当在主屏幕上时, 后退按钮被用来退出(否则就返" "回)." #: ../../docs/tutorials/misc/handling_quit_requests.rst:15 @@ -47,7 +47,7 @@ msgid "" "nodes when quitting is requested." msgstr "" "在桌面平台上, :ref:`MainLoop <class_MainLoop>` 有一个特殊的 ``MainLoop." -"NOTIFICATION_WM_QUIT_REQUEST`` 通知,当请求退出时,会向所有节点发送." +"NOTIFICATION_WM_QUIT_REQUEST`` 通知, 当请求退出时, 会向所有节点发送." #: ../../docs/tutorials/misc/handling_quit_requests.rst:21 msgid "" @@ -56,16 +56,16 @@ msgid "" "> Quit On Go Back** is checked in the Project Settings (which is the " "default)." msgstr "" -"在Android系统中,会发送 ``MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST`` 代替.如果" -"在项目设置中勾选了 **Application > Config > Quit On Go Back**(默认),按Back按" -"钮将退出应用程序." +"在Android系统中, 会发送 ``MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST`` 代替. 如" +"果在项目设置中勾选了 **Application > Config > Quit On Go Back** (默认), 按" +"Back按钮将退出应用程序." #: ../../docs/tutorials/misc/handling_quit_requests.rst:28 msgid "" "``MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST`` isn't supported on iOS, as iOS " "devices don't have a physical Back button." msgstr "" -"``MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST`` 在iOS上不支持,因为iOS设备没有实" +"``MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST`` 在iOS上不支持, 因为iOS设备没有实" "体的Back按钮." #: ../../docs/tutorials/misc/handling_quit_requests.rst:31 @@ -77,20 +77,19 @@ msgid "" "When developing mobile apps, quitting is not desired unless the user is on " "the main screen, so the behavior can be changed." msgstr "" -"在开发移动应用程序时,除非用户在主屏幕上,否则不需要退出,因此处理方式有变化." +"在开发移动应用程序时, 除非用户在主屏幕上, 否则不需要退出, 因此处理方式有变化." #: ../../docs/tutorials/misc/handling_quit_requests.rst:51 msgid "" "It is important to note that by default, Godot apps have the built-in " "behavior to quit when quit is requested, this can be changed:" msgstr "" -"值得注意的是,默认情况下,在请求退出时,Godot应用程序具有退出的内置行为,可以更改" -"为:" +"值得注意的是, 默认情况下, 在请求退出时,Godot应用程序具有退出的内置行为, 可以" +"更改为:" #: ../../docs/tutorials/misc/handling_quit_requests.rst:64 -#, fuzzy msgid "Sending your own quit notification" -msgstr "处理通知" +msgstr "发送你自己的退出通知" #: ../../docs/tutorials/misc/handling_quit_requests.rst:66 msgid "" @@ -102,7 +101,12 @@ msgid "" "(such as saving, confirming the quit, or debugging), even if you try to " "delay the line that forces the quit." msgstr "" +"虽然强迫应用程序关闭可以通过调用 :ref:`SceneTree.quit " +"<class_SceneTree_method_quit>` 来完成,但这样做不会发送退出的 *通知 * 。这意" +"味着上面描述的函数不会被调用。通过调用 :ref:`SceneTree.quit " +"<class_SceneTree_method_quit>` 来退出,将不允许自定义动作的完成(比如保存、确" +"认退出或调试),即使你试图延迟强制退出的行。" #: ../../docs/tutorials/misc/handling_quit_requests.rst:73 msgid "Instead, you should send a quit request:" -msgstr "" +msgstr "相反,您应该发送退出请求:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po index d7bc7d318f..3f33fa230e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 727842efd4..1513d7db3a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,14 +35,14 @@ msgid "" "instancing objects at runtime and may want to place them in an arbitrary " "location in the running scene tree." msgstr "" -"信号提供了一种解耦游戏对象的方式,让你避免强行强制固定节点排列.当使用 " -"``get_parent()`` 时,你会发现可能需要调用信号的一个标志,直接引用一个节点的父节" -"点意味着你不能轻易地将该节点移动到场景树的另一个位置.当你在运行时实例化对象," -"并且可能想把它们放在运行中的场景树的任意位置时,这可能是个问题." +"信号提供了一种解耦游戏对象的方式, 让你避免强行强制固定节点排列. 当使用 " +"``get_parent()`` 时, 你会发现可能需要调用信号的一个标志, 直接引用一个节点的父" +"节点意味着你不能轻易地将该节点移动到场景树的另一个位置. 当你在运行时实例化对" +"象, 并且可能想把它们放在运行中的场景树的任意位置时, 这可能是个问题." #: ../../docs/tutorials/misc/instancing_with_signals.rst:16 msgid "Below we'll consider an example of such a situation: firing bullets." -msgstr "下面我们将考虑这种情况的一个例子:发射子弹." +msgstr "下面我们将考虑这种情况的一个例子: 发射子弹." #: ../../docs/tutorials/misc/instancing_with_signals.rst:19 msgid "Shooting example" @@ -54,22 +54,22 @@ msgid "" "Every time the mouse button is clicked, we create an instance of the bullet " "at the player's location. See :ref:`doc_instancing` for details." msgstr "" -"考虑一个可以旋转并向鼠标射击的玩家角色.每次点击鼠标按钮,我们就在玩家的位置创" -"建一个子弹的实例.详见 :ref:`doc_instancing` ." +"考虑一个可以旋转并向鼠标射击的玩家角色. 每次点击鼠标按钮, 我们就在玩家的位置" +"创建一个子弹的实例. 详见 :ref:`doc_instancing` ." #: ../../docs/tutorials/misc/instancing_with_signals.rst:25 msgid "" "We'll use an ``Area2D`` for the bullet, which moves in a straight line at a " "given velocity:" -msgstr "我们用 ``Area2D`` 来表示子弹,它以给定的速度直线运动:" +msgstr "我们用 ``Area2D`` 来表示子弹, 它以给定的速度直线运动:" #: ../../docs/tutorials/misc/instancing_with_signals.rst:50 msgid "" "However, if the bullets are added as children of the player, then they will " "remain \"attached\" to the player as it rotates:" msgstr "" -"然而,如果子弹作为游戏角色的子节点添加,那么当它旋转时,子弹将仍然保持\"附着\"在" -"游戏角色身上:" +"然而, 如果子弹作为游戏角色的子节点添加, 那么当它旋转时, 子弹将仍然保持 \"附着" +"\" 在游戏角色身上:" #: ../../docs/tutorials/misc/instancing_with_signals.rst:55 msgid "" @@ -80,10 +80,10 @@ msgid "" "\"main\" game scene, which may be the player's parent or even further up the " "tree." msgstr "" -"相反,我们需要子弹独立于游戏角色的移动——一旦发射,子弹就会继续沿着直线运动,游戏" -"角色就不能再影响它们了.与其作为游戏角色的子节点被添加到场景树中,不如将子弹作" -"为\"主\"游戏场景的子节点添加上去更有意义,后者可能是游戏角色的父节点,甚至可能" -"是更高层级的树." +"相反, 我们需要子弹独立于游戏角色的移动——一旦发射, 子弹就会继续沿着直线运动, " +"游戏角色就不能再影响它们了. 与其作为游戏角色的子节点被添加到场景树中, 不如将" +"子弹作为 \"主\" 游戏场景的子节点添加上去更有意义, 后者可能是游戏角色的父节" +"点, 甚至可能是更高层级的树." #: ../../docs/tutorials/misc/instancing_with_signals.rst:61 msgid "You could do this by adding the bullet to the main scene directly:" @@ -98,10 +98,10 @@ msgid "" "scene's node structure, the player's parent may no longer be the appropriate " "node to receive the bullets." msgstr "" -"然而,这将导致一个不同的问题.现在,如果你试图独立测试你的 \"Player\" 场景,它将" -"在拍摄时崩溃,因为没有父节点可以访问.这使得独立测试你的播放器代码变得更加困难," -"也意味着如果你决定改变你的主场景的节点结构,播放器的父节点可能不再是接收子弹的" -"适当节点." +"然而, 这将导致一个不同的问题. 现在, 如果你试图独立测试你的 \"Player\" 场景, " +"它将在拍摄时崩溃, 因为没有父节点可以访问. 这使得独立测试你的播放器代码变得更" +"加困难, 也意味着如果你决定改变你的主场景的节点结构, 播放器的父节点可能不再是" +"接收子弹的适当节点." #: ../../docs/tutorials/misc/instancing_with_signals.rst:81 msgid "" @@ -110,9 +110,9 @@ msgid "" "after that - whatever node is connected to the signal can \"receive\" the " "bullets and take the appropriate action to spawn them." msgstr "" -"解决这个问题的方法是使用一个信号来\"发射\"游戏角色的子弹.游戏角色不需要\"知道" -"\"子弹在那之后发生了什么——任何连接到信号的节点都可以\"接收\"子弹并采取适当的" -"行动来产生它们." +"解决这个问题的方法是使用一个信号来 \"发射\" 游戏角色的子弹. 游戏角色不需要 " +"\"知道\" 子弹在那之后发生了什么——任何连接到信号的节点都可以 \"接收\" 子弹并采" +"取适当的行动来产生它们." #: ../../docs/tutorials/misc/instancing_with_signals.rst:86 msgid "Here is the code for the player using signals to emit the bullet:" @@ -122,7 +122,7 @@ msgstr "下面是游戏角色使用信号发射子弹的代码:" msgid "" "In the main scene, we then connect the player's signal (it will appear in " "the \"Node\" tab)." -msgstr "在主场景中,我们连接游戏角色的信号(它将出现在\"Node\"选项卡中)." +msgstr "在主场景中, 我们连接游戏角色的信号(它将出现在 \"Node\" 选项卡中)." #: ../../docs/tutorials/misc/instancing_with_signals.rst:155 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/jitter_stutter.po index b3bad918b7..783c89eae7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "These effects are mostly visible in games where the world moves at a " "constant speed in a fixed direction, like runners or platformers." msgstr "" -"抖动(Jitter)和不连贯(stutter)是屏幕上物体可见运动的两种不同变化,可能会影响游" -"戏体验,即使游戏是全速运行.这些问题在世界以恒定速度朝着固定方向运动的游戏中影" -"响最明显,比如跑酷或平台类游戏." +"抖动(Jitter)和不连贯(stutter)是屏幕上物体可见运动的两种不同变化, 可能会影响游" +"戏体验, 即使游戏是全速运行. 这些问题在世界以恒定速度朝着固定方向运动的游戏中" +"影响最明显, 比如跑酷或平台类游戏." #: ../../docs/tutorials/misc/jitter_stutter.rst:14 msgid "Distinguishing between them" @@ -44,19 +44,19 @@ msgstr "它们之间的区别" msgid "" "A game running at a normal framerate without exhibiting any effect will " "appear smooth:" -msgstr "一款在正常帧下运行,而不显示任何效果的游戏将显得平滑:" +msgstr "一款在正常帧下运行, 而不显示任何效果的游戏将显得平滑:" #: ../../docs/tutorials/misc/jitter_stutter.rst:20 msgid "A game exhibiting *jitter* will shake constantly in a very subtle way:" -msgstr "游戏展示了*抖动*将以非常微妙的方式持续抖动:" +msgstr "游戏展示了 *抖动* 将以非常微妙的方式持续抖动:" #: ../../docs/tutorials/misc/jitter_stutter.rst:24 msgid "" "Finally, a game exhibiting *stutter* will appear smooth, but appear to " "*stop* or *roll back a frame* every few seconds:" msgstr "" -"最后,一款\"不连贯\"的游戏将会显得流畅,但似乎每隔几秒钟就会\"停顿\"或\"回滚一" -"帧\":" +"最后, 一款 \"不连贯\" 的游戏将会显得流畅, 但似乎每隔几秒钟就会 \"停顿\" 或 " +"\"回滚一帧\":" #: ../../docs/tutorials/misc/jitter_stutter.rst:30 msgid "Jitter" @@ -69,8 +69,8 @@ msgid "" "the monitor refresh rate. Check whether your monitor refresh rate is " "different from 60 Hz." msgstr "" -"产生抖动的原因有很多,最典型的情况发生在运行游戏时的*物理频率*(通常为60赫兹)以" -"与显示器刷新率不同.检查您的显示器刷新率是否为60赫兹." +"产生抖动的原因有很多, 最典型的情况发生在运行游戏时的 *物理频率*(通常为60赫兹)" +"以与显示器刷新率不同. 检查您的显示器刷新率是否为60赫兹." #: ../../docs/tutorials/misc/jitter_stutter.rst:35 msgid "" @@ -78,8 +78,8 @@ msgid "" "starting with Godot 3.1, a frame timer was introduced that tries to " "synchronize with refresh as well as possible." msgstr "" -"这通常不是一个问题,因为大多数显示器都是60赫兹,而且从Godot 3.1开始,引入了一个" -"帧定时器,尽量与刷新同步." +"这通常不是一个问题, 因为大多数显示器都是60赫兹, 而且从Godot 3.1开始, 引入了一" +"个帧定时器, 尽量与刷新同步." #: ../../docs/tutorials/misc/jitter_stutter.rst:38 msgid "" @@ -89,9 +89,10 @@ msgid "" "does some improvements to this, from allowing kinematic bodies to be " "animated in the regular _process loop, to further fixes in the frame timer." msgstr "" -"有时只有一些对象会出现抖动(角色或背景).当它们在不同的时间源中处理时,就会发生" -"这种情况(一个在物理步骤中处理,另一个在空闲步骤中处理).Godot 3.1版本对此做了一" -"些改进,从允许运动体在规则的\"_处理\"循环中被动画化,进一步修正帧定时器." +"有时只有一些对象会出现抖动(角色或背景). 当它们在不同的时间源中处理时, 就会发" +"生这种情况(一个在物理步骤中处理, 另一个在空闲步骤中处理).Godot 3.1版本对此做" +"了一些改进, 从允许运动体在规则的 \"_处理\" 循环中被动画化, 进一步修正帧定时" +"器." #: ../../docs/tutorials/misc/jitter_stutter.rst:45 msgid "" @@ -100,9 +101,9 @@ msgid "" "addon>`__ for an add-on that can be dropped into any project to enable " "physics interpolation." msgstr "" -"你可以使用物理插值来减少物理相关的抖动.请参阅 `lawnjelly's smoothing-addon " -"<https://github.com/lawnjelly/smoothing-addon>`__ ,以获得一个可以放入任何项目" -"中以启用物理插值的附加组件." +"你可以使用物理插值来减少物理相关的抖动. 请参阅 `lawnjelly's smoothing-addon " +"<https://github.com/lawnjelly/smoothing-addon>`__ , 以获得一个可以放入任何项" +"目中以启用物理插值的附加组件." #: ../../docs/tutorials/misc/jitter_stutter.rst:50 msgid "Stutter" @@ -114,8 +115,8 @@ msgid "" "one, is the game not being able to keep full framerate performance. Solving " "this is game specific and will require optimization." msgstr "" -"产生不连贯的两个不同原因.第一个,也是最明显的一个,游戏无法保持完整的帧速率性" -"能.这个游戏的具体解决方案是需要进行优化." +"产生不连贯的两个不同原因. 第一个, 也是最明显的一个, 游戏无法保持完整的帧速率" +"性能. 这个游戏的具体解决方案是需要进行优化." #: ../../docs/tutorials/misc/jitter_stutter.rst:55 msgid "" @@ -123,8 +124,8 @@ msgid "" "engine or game but the underlying operating system. Here is some information " "regarding stutter on different OSs." msgstr "" -"第二个原因更复杂,因为它通常与引擎或游戏无关,而与底层操作系统有关.下面是不同操" -"作系统上,关于不连贯的一些信息." +"第二个原因更复杂, 因为它通常与引擎或游戏无关, 而与底层操作系统有关. 下面是不" +"同操作系统上, 关于不连贯的一些信息." #: ../../docs/tutorials/misc/jitter_stutter.rst:59 msgid "Windows" @@ -138,10 +139,10 @@ msgid "" "avoid this, starting with 3.1, Godot raises the game priority to \"Above " "Normal\". This helps considerably but may not completely eliminate stutter." msgstr "" -"众所周知,Windows操作系统在窗口化游戏中会导致不连贯.这主要取决于您所安装的硬" -"件,驱动程序版本和并行运行的进程(例如,打开多个浏览器选项卡,可能导致正在运行中" -"的游戏出现不连贯).为了避免这种情况,从3.1版本开始,Godot将游戏的优先级提升到" -"\"高于标准\".这也许不能完全消除不连贯现象,但这种做法有很大的改进." +"众所周知,Windows操作系统在窗口化游戏中会导致不连贯. 这主要取决于您所安装的硬" +"件, 驱动程序版本和并行运行的进程(例如, 打开多个浏览器选项卡, 可能导致正在运行" +"中的游戏出现不连贯). 为了避免这种情况, 从3.1版本开始,Godot将游戏的优先级提升" +"到 \"高于标准\". 这也许不能完全消除不连贯现象, 但这种做法有很大的改进." #: ../../docs/tutorials/misc/jitter_stutter.rst:66 msgid "" @@ -151,18 +152,18 @@ msgid "" "games and most users won't play games windowed (games that are played in a " "window, e.g. puzzle games, will usually not exhibit this problem anyway)." msgstr "" -"完全消除这种情况需要给你的游戏以充分的权限,使之成为 \"time critical\" ,这是不" -"建议的.有些游戏可能会这样做,但建议学会忍受这个问题,因为这对Windows游戏来说很" -"常见,而且大多数用户不会在窗口中玩游戏(反正在窗口中玩的游戏,如益智游戏,通常不" -"会出现这个问题)." +"完全消除这种情况需要给你的游戏以充分的权限, 使之成为 \"time critical\" , 这是" +"不建议的. 有些游戏可能会这样做, 但建议学会忍受这个问题, 因为这对Windows游戏来" +"说很常见, 而且大多数用户不会在窗口中玩游戏(反正在窗口中玩的游戏, 如益智游戏, " +"通常不会出现这个问题)." #: ../../docs/tutorials/misc/jitter_stutter.rst:70 msgid "" "For fullscreen, Windows gives special priority to the game so stutter is no " "longer visible and very rare. This is how most games are played." msgstr "" -"对于全屏来说,Windows系统对游戏给予了特殊的优先级,所以不连贯现象不再可见,也非" -"常罕见.大多数游戏都是这样玩的." +"对于全屏来说,Windows系统对游戏给予了特殊的优先级, 所以不连贯现象不再可见, 也" +"非常罕见. 大多数游戏都是这样玩的." #: ../../docs/tutorials/misc/jitter_stutter.rst:74 msgid "Linux (X11)" @@ -176,17 +177,17 @@ msgid "" "this problem (e.g. KWin), so it is advised to try using a different one to " "rule it out as the cause." msgstr "" -"在Linux桌面系统上可以看到不连贯现象,这通常与不同的视频驱动程序和合成程序相关." -"Nouveau驱动程序经常表现出这一点,而使用AMD和英伟达的驱动程序却不会出现.一些组" -"合程序也可能引发这个问题(例如KWin),我们建议用另一种方法来排除其原因." +"在Linux桌面系统上可以看到不连贯现象, 这通常与不同的视频驱动程序和合成程序相" +"关.Nouveau驱动程序经常表现出这一点, 而使用AMD和英伟达的驱动程序却不会出现. 一" +"些组合程序也可能引发这个问题(例如KWin), 我们建议用另一种方法来排除其原因." #: ../../docs/tutorials/misc/jitter_stutter.rst:80 msgid "" "There is no workaround for driver or compositor stuttering other than " "reporting it as an issue to the driver or compositor developers." msgstr "" -"对于驱动程序或组合程序出现的不连贯现象,除了将其作为问题报告给驱动程序或组合程" -"序开发人员外,没有其他解决办法." +"对于驱动程序或组合程序出现的不连贯现象, 除了将其作为问题报告给驱动程序或组合" +"程序开发人员外, 没有其他解决办法." #: ../../docs/tutorials/misc/jitter_stutter.rst:84 msgid "macOS" @@ -198,8 +199,8 @@ msgid "" "when running on fullscreen (this is a macOS bug). If you have a machine " "exhibiting this behavior, please let us know." msgstr "" -"通常情况下,mac平台不会出现不连贯现象,尽管最近在全屏运行时报告了一些bug(这是" -"mac平台自身的bug).如果你有一台机器表现出这种行为,请将这问题提交给我们." +"通常情况下,mac平台不会出现不连贯现象, 尽管最近在全屏运行时报告了一些bug(这是" +"mac平台自身的bug). 如果你有一台机器表现出这种行为, 请将这问题提交给我们." #: ../../docs/tutorials/misc/jitter_stutter.rst:90 msgid "Android" @@ -212,9 +213,9 @@ msgid "" "Kindle Fire is known to be one). If you see this problem on Android, please " "let us know." msgstr "" -"通常情况下,安卓平台不会出现不连贯和抖动现象,因为运行活动拥有所有的优先级.也就" -"是说,可能会出现问题的设备(旧式的金读之光(Kindle Fire)就是其中之一).如果你在安" -"卓平台上看到这些问题,请将问题提交给我们." +"通常情况下, 安卓平台不会出现不连贯和抖动现象, 因为运行活动拥有所有的优先级. " +"也就是说, 可能会出现问题的设备(旧式的金读之光(Kindle Fire)就是其中之一). 如果" +"你在安卓平台上看到这些问题, 请将问题提交给我们." #: ../../docs/tutorials/misc/jitter_stutter.rst:96 msgid "iOS" @@ -226,8 +227,8 @@ msgid "" "versions of the operating system may exhibit problems. This is generally " "unavoidable." msgstr "" -"iOS设备通常没有不连贯现象,但运行新版操作系统的旧式设备可能会出现问题.这通常是" -"不可避免的." +"iOS设备通常没有不连贯现象, 但运行新版操作系统的旧式设备可能会出现问题. 这通常" +"是不可避免的." #: ../../docs/tutorials/misc/jitter_stutter.rst:102 msgid "Reporting stutter or jitter problems" @@ -240,9 +241,9 @@ msgid "" "information possible about device, operating system, driver versions, etc. " "This may help to better troubleshoot it." msgstr "" -"如果您报告的不连贯或抖动问题(开启一个问题)不是由上述原因引起的,请尽可能详细说" -"明关于您的设备配置,使用的操作系统,以及驱动程序版本等信息.这有助于我们更好地排" -"除故障." +"如果您报告的不连贯或抖动问题(开启一个问题)不是由上述原因引起的, 请尽可能详细" +"说明关于您的设备配置, 使用的操作系统, 以及驱动程序版本等信息. 这有助于我们更" +"好地排除故障." #: ../../docs/tutorials/misc/jitter_stutter.rst:107 msgid "" @@ -251,6 +252,6 @@ msgid "" "Provide a project that can be used to reproduce the issue, and if possible a " "screen capture demonstrating the bug." msgstr "" -"还要确保根据所展示的行为使用正确的术语(抖动或不连贯).这有助于更快地理解您的问" -"题.请提供可用来复现问题的项目,如果可能的话,还需要您提供一张屏幕截图来阐述这个" -"bug." +"还要确保根据所展示的行为使用正确的术语(抖动或不连贯). 这有助于更快地理解您的" +"问题. 请提供可用来复现问题的项目, 如果可能的话, 还需要您提供一张屏幕截图来阐" +"述这个bug." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po index c5f78524e4..f4b2b3dfba 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "not as simple as it seems. The game might be stopped, but it might be " "desirable that some menus and animations continue working." msgstr "" -"在大多数游戏中,最好是在某些时候中断游戏,做一些其他事情,比如休息一下或改变选" -"项.然而,这并不像它看起来那么简单.游戏可能被停止,但可能希望一些菜单和动画继续" -"工作." +"在大多数游戏中, 最好是在某些时候中断游戏, 做一些其他事情, 比如休息一下或改变" +"选项. 然而, 这并不像它看起来那么简单. 游戏可能被停止, 但可能希望一些菜单和动" +"画继续工作." #: ../../docs/tutorials/misc/pausing_games.rst:15 msgid "" @@ -42,7 +42,7 @@ msgid "" "not) is a lot of work, so a simple framework for pausing is provided in " "Godot." msgstr "" -"对可暂停(以及不可暂停)的内容实现细节控制需要大量工作,因此Godot提供了一个简单" +"对可暂停(以及不可暂停)的内容实现细节控制需要大量工作, 因此Godot提供了一个简单" "的暂停框架." #: ../../docs/tutorials/misc/pausing_games.rst:20 @@ -55,8 +55,8 @@ msgid "" "``true`` to the :ref:`SceneTree.paused <class_SceneTree_property_paused>` " "property:" msgstr "" -"要设置暂停模式,必须设置暂停状态. 这是通过为 :参考:`场景树.暂停<类_场景树_属性" -"_暂停>` 成员变量赋予\"真\"值来完成的:" +"要设置暂停模式, 必须设置暂停状态. 这是通过为 : 参考:`场景树. 暂停 <类_场景树_" +"属性_暂停>` 成员变量赋予 \"真\" 值来完成的:" #: ../../docs/tutorials/misc/pausing_games.rst:34 msgid "Doing so will have the following behavior:" @@ -69,11 +69,11 @@ msgstr "2D和3D物理将被停止." #: ../../docs/tutorials/misc/pausing_games.rst:37 msgid "" "``_process`` and ``_physics_process`` will not be called anymore in nodes." -msgstr "将不再在节点中调用\"_处理\"和\"_物理_处理\"函数." +msgstr "将不再在节点中调用 \"_处理\" 和 \"_物理_处理\" 函数." #: ../../docs/tutorials/misc/pausing_games.rst:38 msgid "``_input`` and ``_input_event`` will not be called anymore either." -msgstr "\"_输入\"和\"_输入_事件\"也不再被调用." +msgstr "\"_输入\" 和 \"_输入_事件\" 也不再被调用." #: ../../docs/tutorials/misc/pausing_games.rst:40 msgid "" @@ -81,7 +81,7 @@ msgid "" "by default, will result in an unrecoverable state (nothing will work " "anymore!)." msgstr "" -"这有效地阻止了整个游戏. 默认情况下,从脚本调用此函数将导致不可恢复的状态(游戏" +"这有效地阻止了整个游戏. 默认情况下, 从脚本调用此函数将导致不可恢复的状态(游戏" "永久暂停!)." #: ../../docs/tutorials/misc/pausing_games.rst:45 @@ -94,16 +94,17 @@ msgid "" "pause are white-listed. This is done by editing the \"Pause Mode\" property " "in a node:" msgstr "" -"在启用暂停之前,请确保在暂停期间必须继续工作的节点已列入白名单. 这是通过编辑节" -"点中的``暂停模式``属性来完成的:" +"在启用暂停之前, 请确保在暂停期间必须继续工作的节点已列入白名单. 这是通过编辑" +"节点中的 ``暂停模式`` 属性来完成的:" #: ../../docs/tutorials/misc/pausing_games.rst:53 msgid "You can achieve the same result in code:" msgstr "你可以在代码中实现同样的结果:" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 +#, fuzzy msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -111,30 +112,31 @@ msgid "" "This means that, by default, when the game is paused every node will be " "paused." msgstr "" -"默认情况下,所有节点的此属性都是``继承``状态. 这意味着,它们只会处理(或不处理)," -"具体取决于父节点上设置的相同属性. 如果父项设置为``继承``,则将检查祖父项,依此" -"类推. 最终,如果在任何祖父中找不到状态,则使用SceneTree中的暂停状态. 这意味着," -"默认情况下,当游戏暂停时,每个节点都将暂停." +"默认情况下, 所有节点的此属性都是 ``继承`` 状态. 这意味着, 它们只会处理(或不处" +"理), 具体取决于父节点上设置的相同属性. 如果父项设置为 ``继承``, 则将检查祖父" +"项, 依此类推. 最终, 如果在任何祖父中找不到状态, 则使用SceneTree中的暂停状态. " +"这意味着, 默认情况下, 当游戏暂停时, 每个节点都将暂停." -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "节点的三种可能状态有:" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." -msgstr "**继承** : 进程取决于父,祖父节点等的状态.具有非继承状态的第一个父节点." +msgstr "" +"**继承** : 进程取决于父, 祖父节点等的状态. 具有非继承状态的第一个父节点." -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -"**停止** : 无论什么情况下,停止节点(以及继承模式下的子节点). 当暂停时,此节点将" -"不会被放入进程." +"**停止** : 无论什么情况下, 停止节点(以及继承模式下的子节点). 当暂停时, 此节点" +"将不会被放入进程." -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." @@ -142,37 +144,37 @@ msgstr "" "**进程** : 无论什么情况下, 处理节点(以及继承模式下的子节点). 无论暂停或不暂" "停, 此节点仍会在进程中." -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "示例" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -"一个示例是创建一个带有控件的弹出窗口或面板,并将其暂停模式设置为\"进程\"然后隐" -"藏它:" +"一个示例是创建一个带有控件的弹出窗口或面板, 并将其暂停模式设置为 \"进程\" 然" +"后隐藏它:" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -"只需设置暂停弹出窗口的根节点项为``进程``,所有子孙都将继承该状态. 这样,场景树" -"的这个分支将在暂停时继续工作." +"只需设置暂停弹出窗口的根节点项为 ``进程``, 所有子孙都将继承该状态. 这样, 场景" +"树的这个分支将在暂停时继续工作." -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." -msgstr "最后,当按下暂停按钮(任何按钮都可以)时,启用暂停并显示暂停屏幕." +msgstr "最后, 当按下暂停按钮(任何按钮都可以)时, 启用暂停并显示暂停屏幕." -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" -msgstr "要删除暂停,请在暂停屏幕关闭时执行相反操作:" +msgstr "要删除暂停, 请在暂停屏幕关闭时执行相反操作:" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" -msgstr "就是这样,喵!" +msgstr "就是这样, 喵!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index 6be3a7ca57..fe786f111f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,9 @@ msgid "" "script, makes it execute in the editor. You can also decide which parts of " "the script execute in the editor, which in game, and which in both." msgstr "" -"``tool`` 是一个强大的代码行,当添加到脚本的顶部时,它会在编辑器中执行. 您还可以" -"决定脚本的哪些部分在编辑器中执行,哪部分在游戏中执行,以及哪部分在两者中均执行." +"``tool`` 是一个强大的代码行, 当添加到脚本的顶部时, 它会在编辑器中执行. 您还可" +"以决定脚本的哪些部分在编辑器中执行, 哪部分在游戏中执行, 以及哪部分在两者中均" +"执行." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:11 msgid "" @@ -40,7 +41,7 @@ msgid "" "design for visually presenting things that are hard to predict ourselves. " "Here are some use cases:" msgstr "" -"您可以使用它来做很多事情,它在层次设计中非常有用,可以直观地呈现难以预测的事" +"您可以使用它来做很多事情, 它在层次设计中非常有用, 可以直观地呈现难以预测的事" "物. 以下是一些用例:" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:13 @@ -49,8 +50,8 @@ msgid "" "you can draw the cannonball's trajectory in the editor, making level design " "a lot easier." msgstr "" -"如果你有一门发射受物理学(重力)影响的炮弹的大炮,你可以在编辑器中画出炮弹的轨" -"迹,使关卡设计容易得多." +"如果你有一门发射受物理学(重力)影响的炮弹的大炮, 你可以在编辑器中画出炮弹的轨" +"迹, 使关卡设计容易得多." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:14 msgid "" @@ -58,16 +59,16 @@ msgid "" "jump height a player would reach if it jumped on one, also making level " "design easier." msgstr "" -"如果您有不同跳跃高度的跳线,您可以绘制游戏角色能跳过的最大跳跃高度,也可以让关" -"卡设计变得更容易." +"如果您有不同跳跃高度的跳线, 您可以绘制游戏角色能跳过的最大跳跃高度, 也可以让" +"关卡设计变得更容易." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:15 msgid "" "If your player doesn't use a sprite, but draws itself using code, you can " "make that drawing code execute in the editor to see your player." msgstr "" -"如果您的游戏角色不使用精灵,却使用代码来绘制,您可以在编辑器中执行该绘图代码以" -"查看您的游戏角色." +"如果您的游戏角色不使用精灵, 却使用代码来绘制, 您可以在编辑器中执行该绘图代码" +"以查看您的游戏角色." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:19 msgid "" @@ -79,10 +80,11 @@ msgid "" "as it can cause crashes if you free a node while the editor runs logic " "involving it." msgstr "" -"``tool`` 脚本在编辑器内运行,让你访问当前编辑的场景树.这是一个强大的功能,但也" -"有一些注意事项,因为编辑器不包括对 ``tool`` 脚本潜在滥用的保护.在操作场景树时," -"尤其是通过 :ref:`Node.queue_free<class_Node_method_queue_free>` 时,要 **极其" -"** 谨慎,因为如果你在编辑器运行涉及到节点的逻辑时释放该节点,可能会导致崩溃." +"``tool`` 脚本在编辑器内运行, 让你访问当前编辑的场景树. 这是一个强大的功能, 但" +"也有一些注意事项, 因为编辑器不包括对 ``tool`` 脚本潜在滥用的保护. 在操作场景" +"树时, 尤其是通过 :ref:`Node.queue_free<class_Node_method_queue_free>` 时, 要 " +"**极其** 谨慎, 因为如果你在编辑器运行涉及到节点的逻辑时释放该节点, 可能会导致" +"崩溃." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:28 msgid "How to use it" @@ -92,22 +94,22 @@ msgstr "如何使用它" msgid "" "To turn a script into a tool, add the keyword ``tool`` at the top of your " "code." -msgstr "要把一个脚本变成一个工具,在你的代码顶部添加关键字 ``tool`` ." +msgstr "要把一个脚本变成一个工具, 在你的代码顶部添加关键字 ``tool`` ." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:32 msgid "" "To check if you are currently in the editor, use: ``Engine.editor_hint``." -msgstr "要检查您当前是否在编辑器中,请使用 : ``Engine.editor_hint``." +msgstr "要检查您当前是否在编辑器中, 请使用 : ``Engine.editor_hint``." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:34 msgid "For example, if you want to execute some code only in the editor, use:" -msgstr "例如,如果你想只在编辑器中执行一些代码,可以使用:" +msgstr "例如, 如果你想只在编辑器中执行一些代码, 可以使用:" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:49 msgid "" "On the other hand, if you want to execute code only in game, simply negate " "the same statement:" -msgstr "另一方面,如果你想只在游戏中执行代码,只需否定相同的语句:" +msgstr "另一方面, 如果你想只在游戏中执行代码, 只需否定相同的语句:" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:64 msgid "" @@ -125,8 +127,8 @@ msgid "" "when we remove the script, the node will keep its rotation. Be careful to " "avoid making unwanted modifications." msgstr "" -"编辑器中的修改是永久性的.例如,在下面的情况下,当我们删除脚本时,节点将保持其旋" -"转.要注意避免做不需要的修改." +"编辑器中的修改是永久性的. 例如, 在下面的情况下, 当我们删除脚本时, 节点将保持" +"其旋转. 要注意避免做不需要的修改." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:100 msgid "Try it out" @@ -137,21 +139,21 @@ msgid "" "Add a ``Sprite`` node to your scene and set the texture to Godot icon. " "Attach and open a script, and change it to this:" msgstr "" -"在场景中添加一个 ``Sprite`` 节点,并将纹理设置为Godot图标. 添加并打开脚本,并将" -"其更改为:" +"在场景中添加一个 ``Sprite`` 节点, 并将纹理设置为Godot图标. 添加并打开脚本, 并" +"将其更改为:" #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:127 msgid "" "Save the script and return to the editor. You should now see your object " "rotate. If you run the game, it will also rotate." msgstr "" -"保存脚本并返回编辑器. 现在您应该看到您的对象在旋转. 如果您运行游戏,它也会旋" +"保存脚本并返回编辑器. 现在您应该看到您的对象在旋转. 如果您运行游戏, 它也会旋" "转." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:131 msgid "" "If you don't see the changes, reload the scene (close it and open it again)." -msgstr "如果您没有看到变化,请重新加载场景(关闭它并再次打开)." +msgstr "如果您没有看到变化, 请重新加载场景(关闭它并再次打开)." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:133 msgid "" @@ -164,7 +166,7 @@ msgid "" "Save the script. Now the object will spin clockwise in the editor, but if " "you run the game, it will spin counter-clockwise." msgstr "" -"保存脚本. 现在,对象将在编辑器中顺时针旋转,但如果您运行游戏,它将逆时针旋转." +"保存脚本. 现在, 对象将在编辑器中顺时针旋转, 但如果您运行游戏, 它将逆时针旋转." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:161 msgid "Editing variables" @@ -176,8 +178,8 @@ msgid "" "\"setget\" is executed with your input to change the variable. Modify " "``_process()`` to include the rotation speed." msgstr "" -"在脚本中添加并导出一个变量速度.在 \"setget\" 之后的函数set_speed与你的输入一" -"起执行,以改变这个变量.修改 ``_process()`` 以包含旋转速度." +"在脚本中添加并导出一个变量速度. 在 \"setget\" 之后的函数set_speed与你的输入一" +"起执行, 以改变这个变量. 修改 ``_process()`` 以包含旋转速度." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:213 msgid "" @@ -188,8 +190,8 @@ msgid "" "all." msgstr "" "其他节点的代码不会在编辑器中运行. 您对其他节点的访问权限被限制了. 您可以访问" -"树和节点及其默认属性,但无法访问用户变量. 如果要这样做,其他节点也必须在编辑器" -"中运行. AutoLoad节点时无法在编辑器中访问的." +"树和节点及其默认属性, 但无法访问用户变量. 如果要这样做, 其他节点也必须在编辑" +"器中运行. AutoLoad节点时无法在编辑器中访问的." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:216 msgid "Instancing scenes" @@ -202,9 +204,9 @@ msgid "" "of all the nodes created this way or the nodes won't be visible in the " "editor." msgstr "" -"你可以正常实例化打包的场景,并将它们添加到编辑器中当前打开的场景中.一定要将场" -"景根节点设置为所有以这种方式创建的节点的所有者,否则这些节点在编辑器中就不可" -"见." +"你可以正常实例化打包的场景, 并将它们添加到编辑器中当前打开的场景中. 一定要将" +"场景根节点设置为所有以这种方式创建的节点的所有者, 否则这些节点在编辑器中就不" +"可见." #: ../../docs/tutorials/misc/running_code_in_the_editor.rst:220 msgid "If you are using ``tool``:" @@ -221,6 +223,6 @@ msgid "" "the top. Also, make sure to separate code that runs in-editor from code that " "runs in-game. This way, you can find bugs more easily." msgstr "" -"不适当地使用 ``tool`` 会产生许多错误.建议首先按照你想要的方式写代码,然后才在" -"上面添加 ``tool`` 关键字.另外,要确保把在编辑器中运行的代码和在游戏中运行的代" -"码分开.这样,你可以更容易地发现错误." +"不适当地使用 ``tool`` 会产生许多错误. 建议首先按照你想要的方式写代码, 然后才" +"在上面添加 ``tool`` 关键字. 另外, 要确保把在编辑器中运行的代码和在游戏中运行" +"的代码分开. 这样, 你可以更容易地发现错误." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 2fed9ce49b..a066921af7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,21 +32,21 @@ msgid "" "creating a state machine within the player's control script, it would make " "development simpler if the states were separated out into different classes." msgstr "" -"当有许多状态需要处理,但一次只能将一个脚本附加到一个节点上时,编写游戏脚本是很" -"困难的.与其在玩家的控制脚本中创建一个状态机,不如将状态分离出来,分成不同的类," -"这样会使开发更加简单." +"当有许多状态需要处理, 但一次只能将一个脚本附加到一个节点上时, 编写游戏脚本是" +"很困难的. 与其在玩家的控制脚本中创建一个状态机, 不如将状态分离出来, 分成不同" +"的类, 这样会使开发更加简单." #: ../../docs/tutorials/misc/state_design_pattern.rst:14 msgid "" "There are many ways to implement a state machine with Godot, and some other " "methods are below:" -msgstr "用Godot实现状态机的方法有很多,下面是一些其他方法:" +msgstr "用Godot实现状态机的方法有很多, 下面是一些其他方法:" #: ../../docs/tutorials/misc/state_design_pattern.rst:16 msgid "" "The player can have a child node for each state, which are called when " "utilized." -msgstr "玩家的每一个状态都可以有一个子节点,在使用时会被调用." +msgstr "玩家的每一个状态都可以有一个子节点, 在使用时会被调用." #: ../../docs/tutorials/misc/state_design_pattern.rst:17 msgid "Enums can be used in conjunction with a match statement." @@ -64,7 +64,7 @@ msgid "" "state script attached. Each state script will be an implementation of a " "different state." msgstr "" -"本教程将只专注于添加和删除附加有状态脚本的节点.每个状态脚本将是不同状态的实" +"本教程将只专注于添加和删除附加有状态脚本的节点. 每个状态脚本将是不同状态的实" "现." #: ../../docs/tutorials/misc/state_design_pattern.rst:24 @@ -86,13 +86,13 @@ msgid "" "player. For now, a player will be limited to two actions: **move left**, " "**move right**. This means there will be two states: **idle** and **run**." msgstr "" -"继承的特性对于开始使用这个设计原则是很有用的.应该创建一个类来描述玩家的基本功" -"能.现在,一个玩家将被限制为两个动作. **向左移动** , **向右移动** .这意味着将有" -"两种状态.**闲置** 和 **运行** ." +"继承的特性对于开始使用这个设计原则是很有用的. 应该创建一个类来描述玩家的基本" +"功能. 现在, 一个玩家将被限制为两个动作. **向左移动** , **向右移动** . 这意味" +"着将有两种状态. **闲置** 和 **运行** ." #: ../../docs/tutorials/misc/state_design_pattern.rst:35 msgid "Below is the generic state, from which all other states will inherit." -msgstr "下面是通用状态,所有其他状态都将从该状态继承." +msgstr "下面是通用状态, 所有其他状态都将从该状态继承." #: ../../docs/tutorials/misc/state_design_pattern.rst:66 msgid "" @@ -107,19 +107,19 @@ msgid "" "remember that *coupling* and *cohesion* are important concepts when it comes " "to code management." msgstr "" -"对上面的脚本做一些说明.首先,这个实现使用了一个``setup(change_state, " -"animated_sprite, persistent_state)``方法来分配引用.这些引用将在这个状态的父体" -"中被实例化.这有助于在编程中被称为*内聚的东西.玩家的状态不希望承担创建这些变量" -"的责任,但确实希望能够使用它们.然而,这确实使状态与状态的父体*耦合.这意味着,状" -"态高度依赖于它是否有一个包含这些变量的父体.所以,请记住,当涉及到代码管理时,*耦" -"合*和*内聚*是重要的概念." +"对上面的脚本做一些说明. 首先, 这个实现使用了一个``setup(change_state, " +"animated_sprite, persistent_state)``方法来分配引用. 这些引用将在这个状态的父" +"体中被实例化. 这有助于在编程中被称为*内聚的东西. 玩家的状态不希望承担创建这些" +"变量的责任, 但确实希望能够使用它们. 然而, 这确实使状态与状态的父体*耦合. 这意" +"味着, 状态高度依赖于它是否有一个包含这些变量的父体. 所以, 请记住, 当涉及到代" +"码管理时,*耦合* 和 *内聚* 是重要的概念." #: ../../docs/tutorials/misc/state_design_pattern.rst:75 msgid "" "See the following page for more details on cohesion and coupling: https://" "courses.cs.washington.edu/courses/cse403/96sp/coupling-cohesion.html" msgstr "" -"有关内聚力和耦合的更多详情,请参见以下网页:https://courses.cs.washington.edu/" +"有关内聚力和耦合的更多详情, 请参见以下网页:https://courses.cs.washington.edu/" "courses/cse403/96sp/coupling-cohesion.html" #: ../../docs/tutorials/misc/state_design_pattern.rst:78 @@ -127,7 +127,7 @@ msgid "" "Second, there are some methods in the script for moving, but no " "implementation. The state script just uses ``pass`` to show that it will not " "execute any instructions when the methods are called. This is important." -msgstr "其次,脚本中还有一些移动的方法,但没有实现.这一点很重要." +msgstr "其次, 脚本中还有一些移动的方法, 但没有实现. 这一点很重要." #: ../../docs/tutorials/misc/state_design_pattern.rst:81 msgid "" @@ -137,9 +137,9 @@ msgid "" "the states can modify the movement of the player is to use the ``velocity`` " "variable defined in their base class." msgstr "" -"第三,这里实际上实现了 ``_physics_process(delta)`` 方法.这使得状态可以有一个默" -"认的 ``_physics_process(delta)`` 实现,其中 ``velocity`` 用于移动玩家.状态可以" -"修改玩家移动的方法是使用定义在其基类中的 ``velocity`` 变量." +"第三, 这里实际上实现了 ``_physics_process(delta)`` 方法. 这使得状态可以有一个" +"默认的 ``_physics_process(delta)`` 实现, 其中 ``velocity`` 用于移动玩家. 状态" +"可以修改玩家移动的方法是使用定义在其基类中的 ``velocity`` 变量." #: ../../docs/tutorials/misc/state_design_pattern.rst:85 msgid "" @@ -147,14 +147,14 @@ msgid "" "``State``. This makes refactoring the code easier, since the file path from " "using the ``load()`` and ``preload()`` functions in Godot will not be needed." msgstr "" -"最后,这个脚本实际上被指定为一个名为 ``State`` 的类.这使得重构代码变得更容易," -"因为在Godot中使用 ``load()`` 和 ``preload()`` 函数的文件路径将不再需要." +"最后, 这个脚本实际上被指定为一个名为 ``State`` 的类. 这使得重构代码变得更容" +"易, 因为在Godot中使用 ``load()`` 和 ``preload()`` 函数的文件路径将不再需要." #: ../../docs/tutorials/misc/state_design_pattern.rst:88 msgid "" "So, now that there is a base state, the two states discussed earlier can be " "implemented." -msgstr "所以,现在有了基础状态,前面讨论的两种状态就可以实现了." +msgstr "所以, 现在有了基础状态, 前面讨论的两种状态就可以实现了." #: ../../docs/tutorials/misc/state_design_pattern.rst:154 msgid "" @@ -167,24 +167,24 @@ msgid "" "``_ready()``, ``_process(delta)``, etc. Custom functions use the normal " "inheritance rules of overriding the base implementation." msgstr "" -"由于 ``Run`` 和 ``Idle`` 状态是从 ``State`` 延伸出来的,而 ``State`` 又是 " -"``Node2D`` 的延伸,所以函数 ``_physics_process(delta)`` 是从 **底向上** 调用" -"的,也就是说 ``Run`` 和 ``Idle`` 将调用它们的实现 " -"``_physics_process(delta)`` .然后 ``State`` 将调用它的实现,然后 ``Node2D`` 将" -"调用它自己的实现,以此类推.这可能看起来很奇怪,但它只与预定义函数有关,如 " -"``_ready()`` 、 ``_process(delta)`` 等.自定义函数使用正常的继承规则,即覆盖基" +"由于 ``Run`` 和 ``Idle`` 状态是从 ``State`` 延伸出来的, 而 ``State`` 又是 " +"``Node2D`` 的延伸, 所以函数 ``_physics_process(delta)`` 是从 **底向上** 调用" +"的, 也就是说 ``Run`` 和 ``Idle`` 将调用它们的实现 " +"``_physics_process(delta)`` . 然后 ``State`` 将调用它的实现, 然后 ``Node2D`` " +"将调用它自己的实现, 以此类推. 这可能看起来很奇怪, 但它只与预定义函数有关, 如 " +"``_ready()`` , ``_process(delta)`` 等. 自定义函数使用正常的继承规则, 即覆盖基" "础实现." #: ../../docs/tutorials/misc/state_design_pattern.rst:161 msgid "" "There is a roundabout method for obtaining a state instance. A state factory " "can be used." -msgstr "有一种迂回的方法可以获得一个状态实例.可以使用状态工厂." +msgstr "有一种迂回的方法可以获得一个状态实例. 可以使用状态工厂." #: ../../docs/tutorials/misc/state_design_pattern.rst:184 msgid "" "This will look for states in a dictionary and return the state if found." -msgstr "这将在字典中查找状态,如果找到则返回状态." +msgstr "这将在字典中查找状态, 如果找到则返回状态." #: ../../docs/tutorials/misc/state_design_pattern.rst:186 msgid "" @@ -193,9 +193,9 @@ msgid "" "Since these references will not change it makes sense to call this new " "script ``persistent_state.gd``." msgstr "" -"现在,所有的状态都用自己的脚本定义了,现在是时候弄清楚如何实例化那些传递给它们" -"的引用了.由于这些引用不会改变,所以调用这个新脚本``persistent_state.gd``是有意" -"义的." +"现在, 所有的状态都用自己的脚本定义了, 现在是时候弄清楚如何实例化那些传递给它" +"们的引用了. 由于这些引用不会改变, 所以调用这个新脚本 ``persistent_state.gd`` " +"是有意义的." #: ../../docs/tutorials/misc/state_design_pattern.rst:230 msgid "" @@ -203,8 +203,8 @@ msgid "" "was to make the tutorial simple, but it is not usually best practice to do " "this." msgstr "" -"``persistent_state.gd`` 脚本包含检测输入的代码.这是为了使教程简单化,但通常这" -"样做不是最好的做法." +"``persistent_state.gd`` 脚本包含检测输入的代码. 这是为了使教程简单化, 但通常" +"这样做不是最好的做法." #: ../../docs/tutorials/misc/state_design_pattern.rst:234 msgid "Project setup" @@ -219,10 +219,10 @@ msgid "" "idle and run animations. Also, the top-level node is assumed to be a :ref:" "`KinematicBody2D <class_KinematicBody2D>`." msgstr "" -"本教程做了一个假设,即它要连接的节点包含一个子节点,这个子节点是一个 :ref:" -"`AnimatedSprite <class_AnimatedSprite>`.还有一个假设是,这个 :ref:" -"`AnimatedSprite <class_AnimatedSprite>`至少有两个动画,即空闲和运行动画.另外," -"还假设顶层节点是一个 :ref:`KinematicBody2D <class_KinematicBody2D>`." +"本教程做了一个假设, 即它要连接的节点包含一个子节点, 这个子节点是一个 :ref:" +"`AnimatedSprite <class_AnimatedSprite>`. 还有一个假设是, 这个 :ref:" +"`AnimatedSprite <class_AnimatedSprite>` 至少有两个动画, 即空闲和运行动画. 另" +"外, 还假设顶层节点是一个 :ref:`KinematicBody2D <class_KinematicBody2D>`." #: ../../docs/tutorials/misc/state_design_pattern.rst:243 msgid "" @@ -233,11 +233,11 @@ msgid "" "tutorial for sprite animation already. See :ref:`2D Sprite Animation " "<doc_2d_sprite_animation>`." msgstr "" -"本教程中使用的骆驼的压缩文件是:下载: `here <files/llama.zip>` .源自 " +"本教程中使用的骆驼的压缩文件是: 下载: `here <files/llama.zip>` . 源自 " "`piskel_llama <https://www.piskelapp.com/p/" -"agxzfnBpc2tlbC1hcHByEwsSBlBpc2tlbBiAgICfx5ygCQw/edit>`_ ,但我在那个页面上找不" -"到原创作者的信息......还有一个好的精灵动画教程已经有了.参见 :ref:`2D精灵动画" -"<doc_2d_sprite_animation>` ." +"agxzfnBpc2tlbC1hcHByEwsSBlBpc2tlbBiAgICfx5ygCQw/edit>`_ , 但我在那个页面上找" +"不到原创作者的信息...... 还有一个好的精灵动画教程已经有了. 参见 :ref:`2D 精灵" +"动画 <doc_2d_sprite_animation>` ." #: ../../docs/tutorials/misc/state_design_pattern.rst:248 msgid "" @@ -245,8 +245,8 @@ msgid "" "should be attached to the top node of the player, which is a :ref:" "`KinematicBody2D <class_KinematicBody2D>`." msgstr "" -"所以,唯一必须附加的脚本是 ``persistent_state.gd`` ,它应该附加在玩家的顶部节点" -"上,这是一个 :ref:`KinematicBody2D <class_KinematicBody2D>` ." +"所以, 唯一必须附加的脚本是 ``persistent_state.gd`` , 它应该附加在玩家的顶部节" +"点上, 这是一个 :ref:`KinematicBody2D <class_KinematicBody2D>` ." #: ../../docs/tutorials/misc/state_design_pattern.rst:255 msgid "" @@ -256,6 +256,6 @@ msgid "" "focus on itself and how it changes to another state. Each state is " "functionally separated and instantiated dynamically." msgstr "" -"现在玩家已经利用状态设计模式实现了它的两种不同的状态.这种模式的好处是,如果想" -"要添加另一个状态,那么就需要创建另一个类,而这个类只需要关注自己以及如何变化到" -"另一个状态.每个状态在功能上是分离的,并且是动态实例化的." +"现在玩家已经利用状态设计模式实现了它的两种不同的状态. 这种模式的好处是, 如果" +"想要添加另一个状态, 那么就需要创建另一个类, 而这个类只需要关注自己以及如何变" +"化到另一个状态. 每个状态在功能上是分离的, 并且是动态实例化的." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 02b2ed7a8f..75a04be41d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,9 @@ msgid "" "add networking to your first nodes, skip to `Initializing the network`_ " "below. But make sure to read the rest later on!" msgstr "" -"下面解释了Godot高级、低级网络的区别以及一些基本原理.如果您等不及了且将网络添" -"加到您的第一个节点中,请跳到下面的 `初始化网络`_ .但是请确保稍后阅读其余部分!" +"下面解释了Godot高级, 低级网络的区别以及一些基本原理. 如果您等不及了且将网络添" +"加到您的第一个节点中, 请跳到下面的 `初始化网络`_ . 但是请确保稍后阅读其余部" +"分!" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:11 msgid "" @@ -46,11 +47,11 @@ msgid "" "consider Godot's high-level networking API, which sacrifices some of the " "fine-grained control of low-level networking for greater ease of use." msgstr "" -"Godot始终支持通过UDP、TCP 和一些更高级别的协议(如SSL和HTTP)进行标准的低级网络" -"连接.这些协议非常灵活,几乎可以用于任何事情.然而,使用它们来手动同步游戏状态可" -"能需要大量的工作.有时这种工作是无法避免的,或者是值得的,例如在后台使用自定义服" -"务器实现时.但在大多数情况下,考虑Godot的高级网络API是值得的,它牺牲了对低级网络" -"的一些细粒度控制,以获得更大的易用性." +"Godot始终支持通过UDP, TCP 和一些更高级别的协议(如SSL和HTTP)进行标准的低级网络" +"连接. 这些协议非常灵活, 几乎可以用于任何事情. 然而, 使用它们来手动同步游戏状" +"态可能需要大量的工作. 有时这种工作是无法避免的, 或者是值得的, 例如在后台使用" +"自定义服务器实现时. 但在大多数情况下, 考虑Godot的高级网络API是值得的, 它牺牲" +"了对低级网络的一些细粒度控制, 以获得更大的易用性." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:14 msgid "This is due to the inherent limitations of the low-level protocols:" @@ -67,11 +68,11 @@ msgid "" "for games. Some of this can be configured and disabled (e.g. by disabling " "\"Nagle's algorithm\" for the TCP connection)." msgstr "" -"TCP确保包总是可靠地、有序地到达,但是由于错误纠正,延迟通常更高.它也是一个相当" -"复杂的协议,因为它理解什么是``连接``,并针对通常不适合多人游戏等应用程序的目标" -"进行优化.包被缓冲成更大的批发送,每包开销更少,延迟更高.这对于HTTP之类的东西可" -"能很有用,但对于游戏通常不太有用.其中一些可以配置和禁用(例如禁用TCP连接的 " -"\"Nagle's algorithm\" )." +"TCP确保包总是可靠地, 有序地到达, 但是由于错误纠正, 延迟通常更高. 它也是一个相" +"当复杂的协议, 因为它理解什么是 ``连接``, 并针对通常不适合多人游戏等应用程序的" +"目标进行优化. 包被缓冲成更大的批发送, 每包开销更少, 延迟更高. 这对于HTTP之类" +"的东西可能很有用, 但对于游戏通常不太有用. 其中一些可以配置和禁用(例如禁用TCP" +"连接的 \"Nagle's algorithm\" )." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:18 msgid "" @@ -82,10 +83,10 @@ msgid "" "hundred bytes), so transmitting larger packets means splitting them, " "reorganizing them and retrying if a part fails." msgstr "" -"UDP 是一个更简单的协议,它只发送数据包(没有\"连接\"的概念).没有错误纠正使其非" -"常快(低延迟),但是包可能在过程中丢失或以错误的顺序接收.此外,UDP 的 MTU (最大数" -"据包大小)通常很低(只有几百字节),因此传输更大的数据包意味着对它们进行分割、重" -"新组织它们,并在部分失败时重试." +"UDP 是一个更简单的协议, 它只发送数据包(没有 \"连接\" 的概念). 没有错误纠正使" +"其非常快(低延迟), 但是包可能在过程中丢失或以错误的顺序接收. 此外,UDP 的 MTU " +"(最大数据包大小)通常很低(只有几百字节), 因此传输更大的数据包意味着对它们进行" +"分割, 重新组织它们, 并在部分失败时重试." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:23 msgid "" @@ -97,10 +98,10 @@ msgid "" "this, most game engines come with such an implementation, and Godot is no " "exception." msgstr "" -"一般来说,TCP 可以被认为是可靠的、有序的和缓慢的; UDP则是不可靠,无序, 但是速度" -"快.由于性能上的巨大差异,在避免不需要的部分(拥塞/流量控制特性、Nagle算法等)的" -"同时,重新构建游戏所需的TCP部分(可选的可靠性和包顺序)通常是合理的.正因为如此," -"大多数游戏引擎都带有这样的实现,Godot也不例外." +"一般来说,TCP 可以被认为是可靠的, 有序的和缓慢的; UDP则是不可靠, 无序, 但是速" +"度快. 由于性能上的巨大差异, 在避免不需要的部分(拥塞/流量控制特性, Nagle算法" +"等)的同时, 重新构建游戏所需的TCP部分(可选的可靠性和包顺序)通常是合理的. 正因" +"为如此, 大多数游戏引擎都带有这样的实现,Godot也不例外." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:26 msgid "" @@ -109,9 +110,9 @@ msgid "" "API based on :ref:`SceneTree <class_SceneTree>` that does most of the heavy " "lifting behind the scenes in a generally optimized way." msgstr "" -"综上所述,您可以使用低级网络API来实现最大限度的控制,并在完全裸露的网络协议之上" -"实现所有功能,或者使用基于 :ref:`SceneTree <class_SceneTree>` 的高级API,后者以" -"通常以一种比较优化的方式在后台完成大部分繁重的工作." +"综上所述, 您可以使用低级网络API来实现最大限度的控制, 并在完全裸露的网络协议之" +"上实现所有功能, 或者使用基于 :ref:`SceneTree <class_SceneTree>` 的高级API, 后" +"者以通常以一种比较优化的方式在后台完成大部分繁重的工作." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:28 msgid "" @@ -122,17 +123,17 @@ msgid "" "currently only offers WebSocket support and lacks some of the higher level " "features as well as raw access to low-level protocols like TCP and UDP." msgstr "" -"Godot支持的大多数平台都提供所有或大部分上述的高、低网络功能.但是,由于网络在很" -"大程度上依赖于硬件和操作系统,一些特性可能会改变,或者在某些目标平台上不可用.最" -"值得注意的是,HTML5平台目前只提供WebSocket支持,缺乏一些高级功能,以及对TCP和UDP" -"等低级协议的原始访问." +"Godot支持的大多数平台都提供所有或大部分上述的高, 低网络功能. 但是, 由于网络在" +"很大程度上依赖于硬件和操作系统, 一些特性可能会改变, 或者在某些目标平台上不可" +"用. 最值得注意的是,HTML5平台目前只提供WebSocket支持, 缺乏一些高级功能, 以及对" +"TCP和UDP等低级协议的原始访问." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:34 msgid "" "More about TCP/IP, UDP, and networking: https://gafferongames.com/post/" "udp_vs_tcp/" msgstr "" -"更多关于TCP/IP、UDP和网络的信息: https://gafferongames.com/post/udp_vs_tcp/" +"更多关于TCP/IP, UDP和网络的信息: https://gafferongames.com/post/udp_vs_tcp/" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:37 msgid "" @@ -142,8 +143,8 @@ msgid "" "<https://gafferongames.com/post/" "what_every_programmer_needs_to_know_about_game_networking/>`__." msgstr "" -"Gaffer On Games有很多关于游戏中网络的有用文章( `这里<https://gafferongames." -"com/categories/game-networking/>`__ ),包括全面的 `游戏中的网络模型介绍" +"Gaffer On Games有很多关于游戏中网络的有用文章( `这里 <https://gafferongames." +"com/categories/game-networking/>`__ ), 包括全面的 `游戏中的网络模型介绍 " "<https://gafferongames.com/post/" "what_every_programmer_needs_to_know_about_game_networking/>`__ ." @@ -153,7 +154,7 @@ msgid "" "Godot's built-in networking, see here for an example: https://github.com/" "PerduGames/gdnet3" msgstr "" -"如果您想使用您选择的底层网络库来代替Godot的内置网络,请参阅这里的示例 : " +"如果您想使用您选择的底层网络库来代替Godot的内置网络, 请参阅这里的示例 : " "https://github.com/PerduGames/gdnet3" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:45 @@ -164,10 +165,10 @@ msgid "" "application runs on and use your servers to send spam, attack others or " "steal your users data if they play your game." msgstr "" -"在您的游戏中加入社交网络需要承担一定的责任.如果做错了,它会使您的应用程序很容" -"易受到攻击,并可能导致欺骗或利用.它甚至可能允许攻击者破坏您的应用程序运行在的" -"机器,并使用您的服务器发送垃圾邮件,攻击其他人或窃取您的用户数据,如果他们玩您的" -"游戏." +"在您的游戏中加入社交网络需要承担一定的责任. 如果做错了, 它会使您的应用程序很" +"容易受到攻击, 并可能导致欺骗或利用. 它甚至可能允许攻击者破坏您的应用程序运行" +"在的机器, 并使用您的服务器发送垃圾邮件, 攻击其他人或窃取您的用户数据, 如果他" +"们玩您的游戏." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:50 msgid "" @@ -175,8 +176,8 @@ msgid "" "with Godot. You can of course experiment, but when you release a networked " "application, always take care of any possible security concerns." msgstr "" -"当涉及到网络而与Godot无关时,情况总是如此.当然,您可以进行试验,但是在发布网络应" -"用程序时,请始终注意任何可能的安全问题." +"当涉及到网络而与Godot无关时, 情况总是如此. 当然, 您可以进行试验, 但是在发布网" +"络应用程序时, 请始终注意任何可能的安全问题." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:55 msgid "Mid level abstraction" @@ -188,7 +189,7 @@ msgid "" "network, it can be helpful to understand how the base network API for " "synchronization works." msgstr "" -"在讨论我们希望如何跨网络同步游戏之前,了解用于同步的基本网络API是如何工作的可" +"在讨论我们希望如何跨网络同步游戏之前, 了解用于同步的基本网络API是如何工作的可" "能会有所帮助." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:59 @@ -198,8 +199,8 @@ msgid "" "directly, but is designed so that several C++ implementations can provide it." msgstr "" "Godot使用了一个中层对象 :ref:`NetworkedMultiplayerPeer " -"<class_NetworkedMultiplayerPeer>`.这个对象并不是直接创建的,但经过设计,以便多" -"个C++实现可以提供它." +"<class_NetworkedMultiplayerPeer>`. 这个对象并不是直接创建的, 但经过设计, 以便" +"多个C++实现可以提供它." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:62 msgid "" @@ -208,9 +209,9 @@ msgid "" "On top of that, it adds methods to set a peer, transfer mode, etc. It also " "includes signals that will let you know when peers connect or disconnect." msgstr "" -"这个对象扩展自 :ref:`PacketPeer <class_PacketPeer>`,因此它继承了所有用于序列" -"化、发送和接收数据的方法.除此之外,它还添加了设置节点、传输模式等的方法.它同时" -"还包括当节点连接或断开时将通知您的信号." +"这个对象扩展自 :ref:`PacketPeer <class_PacketPeer>`, 因此它继承了所有用于序列" +"化, 发送和接收数据的方法. 除此之外, 它还添加了设置节点, 传输模式等的方法. 它" +"同时还包括当节点连接或断开时将通知您的信号." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:64 msgid "" @@ -223,12 +224,12 @@ msgid "" "mobile APIs (for ad hoc WiFi, Bluetooth) or custom device/console-specific " "networking APIs." msgstr "" -"这个类接口可以抽象出大多数类型的网络层、拓扑结构和库。默认情况下,Godot提供了" +"这个类接口可以抽象出大多数类型的网络层, 拓扑结构和库。默认情况下,Godot提供了" "一个基于ENet的实现( :ref:`NetworkedMultiplayerEnet " -"<class_NetworkedMultiplayerENet>`),一个基于WebRTC的实现( :ref:" -"`WebRTCMultiplayer <class_WebRTCMultiplayer>`),还有一个基于WebSocket的实现( :" -"ref:`WebSocketMultiplayerPeer<class_WebSocketMultiplayerPeer>`),但这可以用来" -"实现移动API(用于特设的WiFi、蓝牙)或自定义设备/控制台特定的网络API。" +"<class_NetworkedMultiplayerENet>`), 一个基于WebRTC的实现( :ref:" +"`WebRTCMultiplayer <class_WebRTCMultiplayer>`), 还有一个基于WebSocket的实现" +"( :ref:`WebSocketMultiplayerPeer<class_WebSocketMultiplayerPeer>`),但这可以" +"用来实现移动API(用于特设的WiFi, 蓝牙)或自定义设备/控制台特定的网络API。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:70 msgid "" @@ -236,8 +237,8 @@ msgid "" "provides even higher level networking facilities. Yet it is made available " "in case a game has specific needs for a lower level API." msgstr "" -"大多数常见情况下,不鼓励直接使用这个对象,因为Godot提供了更高级别的网络使用.只" -"有当游戏对较低级别的API有特殊需求的情况下,才使用它." +"大多数常见情况下, 不鼓励直接使用这个对象, 因为Godot提供了更高级别的网络使用. " +"只有当游戏对较低级别的API有特殊需求的情况下, 才使用它." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:74 msgid "Initializing the network" @@ -256,22 +257,22 @@ msgid "" "To initialize high-level networking, the SceneTree must be provided a " "NetworkedMultiplayerPeer object." msgstr "" -"为了初始化高级网络,必须向SceneTree提供一个NetworkedMultiplayerPeer对象." +"为了初始化高级网络, 必须向SceneTree提供一个NetworkedMultiplayerPeer对象." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:80 msgid "" "To create that object, it first has to be initialized as a server or client." -msgstr "要创建该对象,首先必须将其初始化为服务器或客户端." +msgstr "要创建该对象, 首先必须将其初始化为服务器或客户端." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:82 msgid "" "Initializing as a server, listening on the given port, with a given maximum " "number of peers:" -msgstr "作为服务器初始化,监听给定的端口,指定最大节点的数量:" +msgstr "作为服务器初始化, 监听给定的端口, 指定最大节点的数量:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:90 msgid "Initializing as a client, connecting to a given IP and port:" -msgstr "作为客户端初始化,连接到给定的IP和端口:" +msgstr "作为客户端初始化, 连接到给定的IP和端口:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:98 msgid "Get the previously set network peer:" @@ -291,8 +292,8 @@ msgid "" "know you're going away instead of letting the connection close or timeout, " "depending on your game.)" msgstr "" -"(更加合理的做法是, 首先发送消息让其他节点知道您正在离开,而不是直接让连接关闭" -"或让连接超时,但这也取决于您的游戏设计.)" +"(更加合理的做法是, 首先发送消息让其他节点知道您正在离开, 而不是直接让连接关闭" +"或让连接超时, 但这也取决于您的游戏设计.)" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:119 msgid "Managing connections" @@ -306,9 +307,9 @@ msgid "" "`SceneTree <class_SceneTree>`). To manage who connects, Godot provides the " "following signals in SceneTree:" msgstr "" -"有些游戏在任何时候都可以接受连接,也有游戏只在大厅阶段接受连接.可以请求Godot在" -"任何时间点不再接受连接(参见 `set_refuse_new_network_connections(bool)` 和 :" -"ref:`SceneTree <class_SceneTree>` 的相关方法).为了管理连接的节点,Godot在" +"有些游戏在任何时候都可以接受连接, 也有游戏只在大厅阶段接受连接. 可以请求Godot" +"在任何时间点不再接受连接(参见 `set_refuse_new_network_connections(bool)` 和 :" +"ref:`SceneTree <class_SceneTree>` 的相关方法). 为了管理连接的节点,Godot在" "SceneTree中提供了以下信号:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:124 @@ -335,12 +336,12 @@ msgid "" "stored, as they identify connected peers and thus players. You can also use " "IDs to send messages only to certain peers." msgstr "" -"当一个新的对等体连接或断开连接时,上述信号在每个连接到服务器的对等体上被调用," -"包括服务器上.客户端将以大于1的唯一ID连接,而网络对等体ID 1始终是服务器.任何低" -"于1的东西都应该被当作无效处理.你可以通过 :ref:`SceneTree." +"当一个新的对等体连接或断开连接时, 上述信号在每个连接到服务器的对等体上被调" +"用, 包括服务器上. 客户端将以大于1的唯一ID连接, 而网络对等体ID 1始终是服务器. " +"任何低于1的东西都应该被当作无效处理. 你可以通过 :ref:`SceneTree." "get_network_unique_id() <class_SceneTree_method_get_network_unique_id>` 检索" -"到本地系统的ID.这些ID主要对大厅管理有用,一般来说应该被储存起来,因为它们可以识" -"别连接的同伴,从而识别玩家.你也可以使用ID只向某些对等体发送消息." +"到本地系统的ID. 这些ID主要对大厅管理有用, 一般来说应该被储存起来, 因为它们可" +"以识别连接的同伴, 从而识别玩家. 你也可以使用ID只向某些对等体发送消息." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:135 msgid "Clients:" @@ -366,9 +367,9 @@ msgid "" "newly connected player information about other already connected players (e." "g. their names, stats, etc)." msgstr "" -"同样,所有这些功能主要用于大厅管理或即时添加/删除玩家.对于这些任务,服务器显然" -"必须作为一个服务工作,你必须手动执行任务,例如向新连接的玩家发送关于其他已经连" -"接的玩家的信息(例如他们的名字、统计信息等)." +"同样, 所有这些功能主要用于大厅管理或即时添加/删除玩家. 对于这些任务, 服务器显" +"然必须作为一个服务工作, 你必须手动执行任务, 例如向新连接的玩家发送关于其他已" +"经连接的玩家的信息(例如他们的名字, 统计信息等)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:145 msgid "" @@ -377,9 +378,9 @@ msgid "" "autoloaded node/singleton is a great fit for this, to always have access to, " "e.g. \"/root/lobby\"." msgstr "" -"您可以用任何您想要的方式实现大厅,但是最常见的方式是用一个在所有游戏角色的场景" -"中具有相同名字的节点.通常,一个自动加载的节点/单例非常适合于此,这样就可以在任" -"何时候访问它,例如 ``/root/lobby`` ." +"您可以用任何您想要的方式实现大厅, 但是最常见的方式是用一个在所有游戏角色的场" +"景中具有相同名字的节点. 通常, 一个自动加载的节点/单例非常适合于此, 这样就可以" +"在任何时候访问它, 例如 ``/root/lobby`` ." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:149 msgid "RPC" @@ -391,7 +392,7 @@ msgid "" "procedure calls). This is implemented as a set of functions in :ref:`Node " "<class_Node>`:" msgstr "" -"为了在节点之间进行通信,最简单的方法是使用RPC(远程过程调用).它是靠一组 :ref:" +"为了在节点之间进行通信, 最简单的方法是使用RPC(远程过程调用). 它是靠一组 :ref:" "`Node <class_Node>` 的函数实现的:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:154 @@ -439,15 +440,15 @@ msgid "" "Reliable: the function call will arrive no matter what, but may take longer " "because it will be re-transmitted in case of failure." msgstr "" -"可靠的:函数调用无论如何都会到达,但是可能需要更长的时间,因为在发生故障时它将被" -"重新发送." +"可靠的: 函数调用无论如何都会到达, 但是可能需要更长的时间, 因为在发生故障时它" +"将被重新发送." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:169 msgid "" "Unreliable: if the function call does not arrive, it will not be re-" "transmitted; but if it arrives, it will do it quickly." msgstr "" -"不可靠: 如果函数调用没有到达,它将不会被重新传送;但如果它到达了,将迅速完成." +"不可靠: 如果函数调用没有到达, 它将不会被重新传送;但如果它到达了, 将迅速完成." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:171 msgid "" @@ -457,17 +458,17 @@ msgid "" "would likely be outdated because the object moved further in the meantime, " "even if it was resent reliably)." msgstr "" -"在大多数情况下,需要可靠的调用.当同步对象位置时,不可靠的调用才很有用(因为同步" -"必须持续发生,如果包丢失,这并不那么糟糕,因为新的包最终会到达;同时包很可能会过" -"时,因为对象在此期间进一步移动了,即使它被可靠地怨恨)." +"在大多数情况下, 需要可靠的调用. 当同步对象位置时, 不可靠的调用才很有用(因为同" +"步必须持续发生, 如果包丢失, 这并不那么糟糕, 因为新的包最终会到达;同时包很可" +"能会过时, 因为对象在此期间进一步移动了, 即使它被可靠地怨恨)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:174 msgid "" "There is also the ``get_rpc_sender_id`` function in ``SceneTree``, which can " "be used to check which peer (or peer ID) sent an RPC." msgstr "" -"``SceneTree`` 中还有 ``get_rpc_sender_id`` 函数,可以用来检查哪个对等体(或对等" -"体ID)发送了RPC." +"``SceneTree`` 中还有 ``get_rpc_sender_id`` 函数, 可以用来检查哪个对等体(或对" +"等体ID)发送了RPC." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:177 msgid "Back to lobby" @@ -478,15 +479,15 @@ msgid "" "Let's get back to the lobby. Imagine that each player that connects to the " "server will tell everyone about it." msgstr "" -"让我们回到大厅.想象一下,连接到服务器的每个游戏角色都会将他的到来告诉其他每一" -"个人." +"让我们回到大厅. 想象一下, 连接到服务器的每个游戏角色都会将他的到来告诉其他每" +"一个人." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:225 msgid "" "You might have already noticed something different, which is the usage of " "the ``remote`` keyword on the ``register_player`` function:" msgstr "" -"你可能已经注意到了一些不同的东西,那就是在 ``register_player`` 函数上使用了 " +"你可能已经注意到了一些不同的东西, 那就是在 ``register_player`` 函数上使用了 " "``remote`` 关键字:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:231 @@ -497,15 +498,15 @@ msgid "" "easier (so a client can't call a function to delete a file on another " "client's system)." msgstr "" -"这个关键字有两个主要用途.第一是让Godot知道这个函数可以从RPC调用.如果不加任何" -"关键字,Godot将阻止任何试图调用函数的行为,以保证安全.这使安全工作变得更加容易" -"(所以一个客户端不能调用一个函数来删除另一个客户端系统上的文件)." +"这个关键字有两个主要用途. 第一是让Godot知道这个函数可以从RPC调用. 如果不加任" +"何关键字,Godot将阻止任何试图调用函数的行为, 以保证安全. 这使安全工作变得更加" +"容易(所以一个客户端不能调用一个函数来删除另一个客户端系统上的文件)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 msgid "" "The second use is to specify how the function will be called via RPC. There " "are four different keywords:" -msgstr "第二个用途是指定如何通过RPC调用该函数.这里又有四个不同的关键字:" +msgstr "第二个用途是指定如何通过RPC调用该函数. 这里又有四个不同的关键字:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 msgid "``remote``" @@ -535,8 +536,8 @@ msgid "" "and execute remotely, but will also execute locally (do a normal function " "call)." msgstr "" -"``remotesync`` 关键字意味着 ``rpc()`` 调用将通过网络并远程执行,但也会在本地执" -"行,当做一个正常的函数调用." +"``remotesync`` 关键字意味着 ``rpc()`` 调用将通过网络并远程执行, 但也会在本地" +"执行, 当做一个正常的函数调用." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:246 msgid "" @@ -544,7 +545,7 @@ msgid "" "``get_rpc_sender_id`` function on ``SceneTree`` to check which peer actually " "made the RPC call to ``register_player``." msgstr "" -"其他的将会进一步解释.请注意,你也可以使用 ``SceneTree`` 上的 " +"其他的将会进一步解释. 请注意, 你也可以使用 ``SceneTree`` 上的 " "``get_rpc_sender_id`` 函数来检查哪个对等体实际上对 ``register_player`` 进行了" "RPC调用." @@ -556,10 +557,10 @@ msgid "" "from time to time, or before game start). For the sake of simplicity and " "because each game will share different information, this is not shown here." msgstr "" -"有了这个,大厅管理就应该或多或少的解释一下.一旦你开始开发游戏,很可能想增加一些" -"额外的安全性,以确保客户不做任何有趣的事情(只是不时地验证他们发送的信息,或在游" -"戏开始前验证).为了简单起见,并且因为每个游戏将分享不同的信息,所以就不写这方面" -"了." +"有了这个, 大厅管理就应该或多或少的解释一下. 一旦你开始开发游戏, 很可能想增加" +"一些额外的安全性, 以确保客户不做任何有趣的事情(只是不时地验证他们发送的信息, " +"或在游戏开始前验证). 为了简单起见, 并且因为每个游戏将分享不同的信息, 所以就不" +"写这方面了." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:254 msgid "Starting the game" @@ -571,8 +572,8 @@ msgid "" "start the game. This is nothing special in itself, but we'll explain a few " "nice tricks that can be done at this point to make your life much easier." msgstr "" -"一旦有足够的游戏角色聚集在大厅时,服务器应该开始游戏.这本身没有什么特别的,但是" -"我们将解释一些很好的技巧,这些技巧可以在这点上让您的生活更容易." +"一旦有足够的游戏角色聚集在大厅时, 服务器应该开始游戏. 这本身没有什么特别的, " +"但是我们将解释一些很好的技巧, 这些技巧可以在这点上让您的生活更容易." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:260 msgid "Player scenes" @@ -585,9 +586,9 @@ msgid "" "scene for each player connected to it**. For a 4 player game, each peer " "needs to instance 4 player nodes." msgstr "" -"在大多数游戏中,每个游戏角色都可能有自己的场景.请记住,这是一个多人游戏,所以在" -"每个客户端中,您需要为连接到它的每个游戏角色实例化 **一个场景** .对于一个4人游" -"戏,每个客户端需要4个游戏角色节点实例." +"在大多数游戏中, 每个游戏角色都可能有自己的场景. 请记住, 这是一个多人游戏, 所" +"以在每个客户端中, 您需要为连接到它的每个游戏角色实例化 **一个场景** . 对于一" +"个4人游戏, 每个客户端需要4个游戏角色节点实例." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:265 msgid "" @@ -595,8 +596,8 @@ msgid "" "must also be relatively easy for a player to tell which node represents each " "player ID." msgstr "" -"那么,如何命名这样的节点呢?在Godot中,节点需要有一个独特的名字.对于玩家来说,也" -"必须比较容易分辨出哪个节点代表每个玩家的ID." +"那么, 如何命名这样的节点呢?在Godot中, 节点需要有一个独特的名字. 对于玩家来" +"说, 也必须比较容易分辨出哪个节点代表每个玩家的ID." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:268 msgid "" @@ -604,8 +605,8 @@ msgid "" "scenes as their network ID*. This way, they will be the same in every peer " "and RPC will work great! Here is an example:" msgstr "" -"解决方案是简单地将 *实例化后的游戏角色场景的根节点命名为它的网络ID* .这样,它" -"们在每一个客户端中都是一样的,RPC调用也会很容易!下面是一个示例:" +"解决方案是简单地将 *实例化后的游戏角色场景的根节点命名为它的网络ID* . 这样, " +"它们在每一个客户端中都是一样的,RPC调用也会很容易!下面是一个示例:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:298 msgid "" @@ -614,9 +615,9 @@ msgid "" "SceneTree is locked while the scene is being created (e.g. when ``_ready()`` " "is being called)." msgstr "" -"根据执行pre_configure_game()的时间,您可能需要将对 ``add_child()`` 的任何调用" -"更改为通过 ``call_deferred()`` 进行延迟,因为SceneTree在创建场景时被锁定(例如," -"当 ``_ready()`` 被调用)." +"根据执行pre_configure_game()的时间, 您可能需要将对 ``add_child()`` 的任何调用" +"更改为通过 ``call_deferred()`` 进行延迟, 因为SceneTree在创建场景时被锁定(例" +"如, 当 ``_ready()`` 被调用)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:302 msgid "Synchronizing game start" @@ -629,15 +630,15 @@ msgid "" "actually start when everyone is ready, pausing the game until all players " "are ready can be useful:" msgstr "" -"由于延迟、不同的硬件或其他原因,设置游戏角色在每个客户端上花费的时间可能不同." -"为了确保游戏会在每个人都准备好的时候真正开始,有必要暂停游戏直到所有的游戏角色" -"都准备好:" +"由于延迟, 不同的硬件或其他原因, 设置游戏角色在每个客户端上花费的时间可能不" +"同. 为了确保游戏会在每个人都准备好的时候真正开始, 有必要暂停游戏直到所有的游" +"戏角色都准备好:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:313 msgid "" "When the server gets the OK from all the peers, it can tell them to start, " "as for example:" -msgstr "当服务器从所有客户端获得OK时,它才告诉他们开始游戏,例如:" +msgstr "当服务器从所有客户端获得OK时, 它才告诉他们开始游戏, 例如:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:337 msgid "Synchronizing the game" @@ -650,8 +651,8 @@ msgid "" "remote member variable set implementation, Godot adds the concept of network " "masters." msgstr "" -"在大多数游戏中,多人联网的目标是让游戏在所有对等玩家身上同步运行.除了提供RPC和" -"远程成员变量集的实现,Godot还增加了网络主机的概念." +"在大多数游戏中, 多人联网的目标是让游戏在所有对等玩家身上同步运行. 除了提供RPC" +"和远程成员变量集的实现,Godot还增加了网络主机的概念." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 msgid "Network master" @@ -669,8 +670,8 @@ msgid "" "node, which if not changed, is always going to be the server (ID 1). Thus " "the server has authority over all nodes by default." msgstr "" -"当没有明确设置时,网络主控就会从父节点继承,如果不改变的话,父节点总是会成为服务" -"器(ID 1).因此,服务器默认拥有对所有节点的权限." +"当没有明确设置时, 网络主控就会从父节点继承, 如果不改变的话, 父节点总是会成为" +"服务器(ID 1). 因此, 服务器默认拥有对所有节点的权限." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:349 msgid "" @@ -681,7 +682,7 @@ msgid "" msgstr "" "可以使用函数 :ref:`Node.set_network_master(id, recursive) " "<class_Node_method_set_network_master>` 来设置网络主人(默认情况下recursive(递" -"归)为 ``true`` ,这意味着在节点的所有子节点上也递归地设置了网络主人)." +"归)为 ``true`` , 这意味着在节点的所有子节点上也递归地设置了网络主人)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:352 msgid "" @@ -692,8 +693,8 @@ msgid "" msgstr "" "通过调用 :ref:`Node.is_network_master() " "<class_Node_method_is_network_master>` 来检查客户端上的特定节点实例是否是该节" -"点用于所有连接的客户端的网络主人.这在服务器上执行时将返回 ``true`` ,在所有客" -"户端上将返回 ``false`` ." +"点用于所有连接的客户端的网络主人. 这在服务器上执行时将返回 ``true`` , 在所有" +"客户端上将返回 ``false`` ." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:354 msgid "" @@ -701,8 +702,8 @@ msgid "" "noticed that each peer was set to have network master authority for their " "own player (Node) instead of the server:" msgstr "" -"如果你有留意前面的例子,你有可能注意到了每个客户端(peer)都被设置为拥有自己玩家" -"(节点)的网络主权限,而不是服务器:" +"如果你有留意前面的例子, 你有可能注意到了每个客户端(peer)都被设置为拥有自己玩" +"家(节点)的网络主权限, 而不是服务器:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:374 msgid "" @@ -710,8 +711,8 @@ msgid "" "master on the node it controls, and all other nodes remain as puppets with " "the server being their network master." msgstr "" -"每当在客户端上执行这段代码时,客户端就使得它控制的节点上成为主人,同时其他所有" -"节点仍然保持为傀儡(服务器是它们的网络主人)." +"每当在客户端上执行这段代码时, 客户端就使得它控制的节点上成为主人, 同时其他所" +"有节点仍然保持为傀儡(服务器是它们的网络主人)." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:376 msgid "" @@ -719,7 +720,7 @@ msgid "" "<https://github.com/godotengine/godot-demo-projects/tree/master/networking/" "multiplayer_bomber>`_:" msgstr "" -"为了阐明这点,可以看看这个 `轰炸机演示 <https://github.com/godotengine/godot-" +"为了阐明这点, 可以看看这个 `轰炸机演示 <https://github.com/godotengine/godot-" "demo-projects/tree/master/networking/multiplayer_bomber>`_ :" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 @@ -733,8 +734,8 @@ msgid "" "Similarly to the ``remote`` keyword, functions can also be tagged with them:" msgstr "" "这种模式的真正优势在于与GDScript中的 ``master``/``puppet`` 关键字(或C#和" -"Visual Script中的相应关键字)一起使用时.与 ``remote`` 关键字类似,函数也可以用" -"它们来标记:" +"Visual Script中的相应关键字)一起使用时. 与 ``remote`` 关键字类似, 函数也可以" +"用它们来标记:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "Example bomb code:" @@ -751,9 +752,9 @@ msgid "" "(player nodes) in the area, so it checks that they contain an ``exploded`` " "method before calling it." msgstr "" -"在上面的例子中,一个炸弹在某个地方爆炸了(很可能是由这个炸弹节点的管理者管理的," -"比如主机).炸弹知道该地区的机构(玩家节点),所以它在调用之前会检查它们是否包含一" -"个 ``exploded`` 的方法." +"在上面的例子中, 一个炸弹在某个地方爆炸了(很可能是由这个炸弹节点的管理者管理" +"的, 比如主机). 炸弹知道该地区的机构(玩家节点), 所以它在调用之前会检查它们是否" +"包含一个 ``exploded`` 的方法." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:418 msgid "" @@ -762,9 +763,9 @@ msgid "" "itself as the master of the instance corresponding to itself, and it has set " "a different peer as the master for each of the other instances." msgstr "" -"回顾一下,每个对等体都有一套完整的玩家节点实例,每个对等体(包括自己和主机)都有" -"一个实例.每个对等体都将自己设定为与自己对应的实例的主控,并将其他每个实例的主" -"控设定为不同的对等体." +"回顾一下, 每个对等体都有一套完整的玩家节点实例, 每个对等体(包括自己和主机)都" +"有一个实例. 每个对等体都将自己设定为与自己对应的实例的主控, 并将其他每个实例" +"的主控设定为不同的对等体." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:422 msgid "" @@ -772,8 +773,9 @@ msgid "" "has called it remotely on all bodies in the area that have the method. " "However, this method is in a player node and has a ``master`` keyword." msgstr "" -"现在,回到对 ``exploded`` 方法的调用,主机上的炸弹已经远程调用了该区域内所有拥" -"有该方法的机体.不过,这个方法是在玩家节点中的,而且有一个 ``master``关键词." +"现在, 回到对 ``exploded`` 方法的调用, 主机上的炸弹已经远程调用了该区域内所有" +"拥有该方法的机体. 不过, 这个方法是在玩家节点中的, 而且有一个 ``master`` 关键" +"词." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:425 msgid "" @@ -787,11 +789,12 @@ msgid "" "has the ``master`` keyword). This works well as long as all peers agree on " "who is the master of what." msgstr "" -"玩家节点中的``exploded``方法上的``master``关键字对于如何进行这种调用有两个意" -"思.第一,从调用对等体(主机)的角度来看,调用对等体只会尝试远程调用它设定为相关玩" -"家节点网络主控的对等体上的方法.其次,从宿主发送调用的对等体的角度来看,只有当对" -"等体将自己设置为被调用方法的玩家节点的网络主控(该节点有``master``关键字)时,它" -"才会接受调用.只要所有的对等体都同意谁是怎样的主控,工作状态将最好." +"玩家节点中的 ``exploded`` 方法上的 ``master`` 关键字对于如何进行这种调用有两" +"个意思. 第一, 从调用对等体(主机)的角度来看, 调用对等体只会尝试远程调用它设定" +"为相关玩家节点网络主控的对等体上的方法. 其次, 从宿主发送调用的对等体的角度来" +"看, 只有当对等体将自己设置为被调用方法的玩家节点的网络主控(该节点有 " +"``master`` 关键字)时, 它才会接受调用. 只要所有的对等体都同意谁是怎样的主控, " +"工作状态将最好." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:432 msgid "" @@ -806,12 +809,12 @@ msgid "" "words, those peers are set as puppets for that node by virtue of not being " "the network master of it)." msgstr "" -"上述设置意味着,只有拥有受影响身体的对等体,才会负责告诉所有其他对等体它的身体" -"被眩晕了,因为主机的炸弹远程信号指示它这样做.即,拥有的对等体仍采用``exploded``" -"方法告诉所有其他对等体,它的玩家节点被眩晕了.对等体通过远程调用该玩家节点的所" -"有实例,在其他对等体上的``stun``方法来实现.因为``stun``方法有``puppet``关键字," -"所以只有没有将自己设置为节点的网络主控的对等体才会调用它,换句话说,这些对等体" -"由于不是该节点的网络主控而被设置为该节点的傀儡." +"上述设置意味着, 只有拥有受影响身体的对等体, 才会负责告诉所有其他对等体它的身" +"体被眩晕了, 因为主机的炸弹远程信号指示它这样做. 即, 拥有的对等体仍采用 " +"``exploded`` 方法告诉所有其他对等体, 它的玩家节点被眩晕了. 对等体通过远程调用" +"该玩家节点的所有实例, 在其他对等体上的 ``stun`` 方法来实现. 因为 ``stun`` 方" +"法有 ``puppet`` 关键字, 所以只有没有将自己设置为节点的网络主控的对等体才会调" +"用它, 换句话说, 这些对等体由于不是该节点的网络主控而被设置为该节点的傀儡." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:439 msgid "" @@ -819,8 +822,8 @@ msgid "" "the screen of all the peers, including the current network master peer (due " "to the local call to ``stun`` after ``rpc(\"stun\")``)." msgstr "" -"这个调用 ``stun`` 的结果是让玩家在屏幕上看起来眩晕了所有对等体,包括当前的网络" -"主控(由于在 ``rpc(\"stun\")`` 后本地调用 ``stun`` )." +"这个调用 ``stun`` 的结果是让玩家在屏幕上看起来眩晕了所有对等体, 包括当前的网" +"络主控(由于在 ``rpc(\"stun\")`` 后本地调用 ``stun`` )." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:442 msgid "" @@ -828,8 +831,8 @@ msgid "" "bodies in the area, such that all the instances of any player in the bomb " "area get stunned on the screens of all the peers." msgstr "" -"炸弹的主人(主机)对区域内的每一个物体重复上述步骤,这样,炸弹区域内任何玩家的所" -"有实例都会在所有对等体的屏幕上被眩晕." +"炸弹的主人(主机)对区域内的每一个物体重复上述步骤, 这样, 炸弹区域内任何玩家的" +"所有实例都会在所有对等体的屏幕上被眩晕." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:445 msgid "" @@ -838,9 +841,9 @@ msgid "" "make much sense for an area-of-effect case like the bomb, but might in other " "cases, like single target damage." msgstr "" -"注意,你也可以通过使用 ``rpc_id(<id>, \"exploded\", bomb_owner)`` 只向特定的玩" -"家发送 ``stun()`` 消息.这对于像炸弹这样的区域效果来说可能没有什么意义,但在其" -"他情况下可能会有意义,比如单目标伤害." +"注意, 你也可以通过使用 ``rpc_id(<id>, \"exploded\", bomb_owner)`` 只向特定的" +"玩家发送 ``stun()`` 消息. 这对于像炸弹这样的区域效果来说可能没有什么意义, 但" +"在其他情况下可能会有意义, 比如单目标伤害." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:453 msgid "Exporting for dedicated servers" @@ -852,8 +855,8 @@ msgid "" "a dedicated server with no GPU available. See :ref:" "`doc_exporting_for_dedicated_servers` for more information." msgstr "" -"一旦你制作了一个多人游戏,你可能会想导出它到一个没有GPU的专用服务器上运行.参" -"见 :ref:`doc_exporting_for_dedicated_servers`获取更多信息." +"一旦你制作了一个多人游戏, 你可能会想导出它到一个没有GPU的专用服务器上运行. 参" +"见 :ref:`doc_exporting_for_dedicated_servers` 获取更多信息." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:461 msgid "" @@ -862,20 +865,22 @@ msgid "" "You'll also have to modify the game starting mechanism so that the first " "player who joins can start the game." msgstr "" -"这个页面上的代码样本并不是为了在专用服务器上运行而设计的.必须修改它们,使服务" -"器不被认为是一个玩家,还必须修改游戏启动机制,使第一个加入的玩家可以启动游戏." +"这个页面上的代码样本并不是为了在专用服务器上运行而设计的. 必须修改它们, 使服" +"务器不被认为是一个玩家, 还必须修改游戏启动机制, 使第一个加入的玩家可以启动游" +"戏." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +#, fuzzy msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " "(``stun``) on all of the other peers and itself." msgstr "" -"这里的轰炸机例子,主要是为了说明问题,并没有在主机端做任何事情,来处理对等体使用" -"自定义客户端作弊的情况,例如拒绝击晕自己.在目前的实现中,这种作弊是完全可能的," -"因为每个客户端都是自己玩家的网络主控,而玩家的网络主控可决定是否在所有其他对等" -"体和自己身上调用方法``stun``." +"这里的轰炸机例子, 主要是为了说明问题, 并没有在主机端做任何事情, 来处理对等体" +"使用自定义客户端作弊的情况, 例如拒绝击晕自己. 在目前的实现中, 这种作弊是完全" +"可能的, 因为每个客户端都是自己玩家的网络主控, 而玩家的网络主控可决定是否在所" +"有其他对等体和自己身上调用方法 ``stun``." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po index f550ef6e63..71639c8e99 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,17 +28,17 @@ msgid "" "ref:`HTTPRequest <class_HTTPRequest>` first, which has a tutorial available :" "ref:`here <doc_http_request_class>`." msgstr "" -":ref:`HTTPClient <class_HTTPClient>` 提供了对HTTP通信的低层次访问.对于一个更" -"高级的接口,你可能需要看看 :ref:`HTTPRequest <class_HTTPRequest>` ,它有一个可" -"用的教程 :ref:`here <doc_http_request_class>`." +":ref:`HTTPClient <class_HTTPClient>` 提供了对HTTP通信的低层次访问. 对于一个更" +"高级的接口, 你可能需要看看 :ref:`HTTPRequest <class_HTTPRequest>` , 它有一个" +"可用的教程 :ref:`here <doc_http_request_class>`." #: ../../docs/tutorials/networking/http_client_class.rst:10 msgid "" "Here's an example of using the :ref:`HTTPClient <class_HTTPClient>` class. " "It's just a script, so it can be run by executing:" msgstr "" -"这是使用 :ref:`HTTPClient <class_HTTPClient>` 类的示例. 它只是一个脚本,因此它" -"可以通过执行以下命令来运行:" +"这是使用 :ref:`HTTPClient <class_HTTPClient>` 类的示例. 它只是一个脚本, 因此" +"它可以通过执行以下命令来运行:" #: ../../docs/tutorials/networking/http_client_class.rst:23 msgid "It will connect and fetch a website." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po index 1df52d4f79..827e4b6914 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,7 +29,7 @@ msgid "" "<doc_http_client_class>`." msgstr "" "在Godot中, 用 :ref:`HTTPRequest <class_HTTPRequest>` 节点发出HTTP请求是最简单" -"的方法. 它继承自更低级别的 :ref:`HTTPClient <class_HTTPClient>` ,相关的教程" +"的方法. 它继承自更低级别的 :ref:`HTTPClient <class_HTTPClient>` , 相关的教程" "见 :ref:`here <doc_http_client_class>`." #: ../../docs/tutorials/networking/http_request_class.rst:9 @@ -37,8 +37,8 @@ msgid "" "For the sake of this example, we will create a simple UI with a button, that " "when pressed will start the HTTP request to the specified URL." msgstr "" -"这个示例中,我们将创建一个带有按钮的简单UI,按下该按钮时将发送对指定网址的HTTP" -"请求." +"这个示例中, 我们将创建一个带有按钮的简单UI, 按下该按钮时将发送对指定网址的" +"HTTP请求." #: ../../docs/tutorials/networking/http_request_class.rst:12 msgid "Preparing scene" @@ -51,20 +51,20 @@ msgid "" "node. You will need to connect the following signals to the CanvasLayer " "script:" msgstr "" -"创建一个新的空场景,添加一个CanvasLayer作为根节点,并为其添加一个脚本.然后给它" -"添加两个子节点:一个Button和一个HTTPRequest节点.然后需要把以下信号连接到" +"创建一个新的空场景, 添加一个CanvasLayer作为根节点, 并为其添加一个脚本. 然后给" +"它添加两个子节点: 一个Button和一个HTTPRequest节点. 然后需要把以下信号连接到" "CanvasLayer脚本上:" #: ../../docs/tutorials/networking/http_request_class.rst:16 msgid "Button.pressed: When the button is pressed, we will start the request." -msgstr "Button.pressed: 按下按钮后,我们将发送请求." +msgstr "Button.pressed: 按下按钮后, 我们将发送请求." #: ../../docs/tutorials/networking/http_request_class.rst:17 msgid "" "HTTPRequest.request_completed: When the request is completed, we will get " "the requested data as an argument." msgstr "" -"HTTPRequest.request_completed: 当请求完成后,我们将获取请求的数据作为参数." +"HTTPRequest.request_completed: 当请求完成后, 我们将获取请求的数据作为参数." #: ../../docs/tutorials/networking/http_request_class.rst:22 msgid "Scripting" @@ -77,22 +77,22 @@ msgid "" "to get access to the data." msgstr "" "下面是我们使其工作所需的所有代码. 该网址指向一个在线API模拟器; 它将返回一个预" -"先定义好的JSON字符串,然后我们将解析它以获取对数据的访问权限." +"先定义好的JSON字符串, 然后我们将解析它以获取对数据的访问权限." #: ../../docs/tutorials/networking/http_request_class.rst:65 msgid "" "With this, you should see ``(hello:world)`` printed on the console; hello " "being a key, and world being a value, both of them strings." msgstr "" -"有了这个,您应该在控制台上看到 ``(hello:world)`` ; hello是关键字,world是值,两" -"者都是字符串." +"有了这个, 您应该在控制台上看到 ``(hello:world)`` ; hello是关键字,world是值, " +"两者都是字符串." #: ../../docs/tutorials/networking/http_request_class.rst:67 msgid "" "For more information on parsing JSON, see the class references for :ref:" "`JSON <class_JSON>` and :ref:`JSONParseResult <class_JSONParseResult>`." msgstr "" -"有关解析JSON的更多信息,请参阅类型参考 :ref:`JSON <class_JSON>` 和 :ref:" +"有关解析JSON的更多信息, 请参阅类型参考 :ref:`JSON <class_JSON>` 和 :ref:" "`JSONParseResult <class_JSONParseResult>` ." #: ../../docs/tutorials/networking/http_request_class.rst:69 @@ -101,8 +101,8 @@ msgid "" "``RESULT_SUCCESS`` and whether a JSON parsing error occurred, see the JSON " "class reference and :ref:`HTTPRequest <class_HTTPRequest>` for more." msgstr "" -"请注意,您可能需要检查 ``result`` 是否等于 ``RESULT_SUCCESS`` 以及JSON解析错误" -"是否发生,要了解更多信息, 请参阅JSON类型参考和 :ref:`HTTPRequest " +"请注意, 您可能需要检查 ``result`` 是否等于 ``RESULT_SUCCESS`` 以及JSON解析错" +"误是否发生, 要了解更多信息, 请参阅JSON类型参考和 :ref:`HTTPRequest " "<class_HTTPRequest>` ." #: ../../docs/tutorials/networking/http_request_class.rst:71 @@ -112,17 +112,17 @@ msgid "" "\"``. For example, to set a custom user agent (the HTTP ``user-agent`` " "header) you could use the following:" msgstr "" -"当然,您也可以设置自定义的HTTP头部. 它们以字符串数组的形式给出,每个字符串都包" -"含一个格式为 ``\"header: value\"`` 的头部. 例如,要设置自定义用户代理(HTTP的 " -"``user-agent`` 头部部分),您可以像这样使用:" +"当然, 您也可以设置自定义的HTTP头部. 它们以字符串数组的形式给出, 每个字符串都" +"包含一个格式为 ``\"header: value\"`` 的头部. 例如, 要设置自定义用户代理(HTTP" +"的 ``user-agent`` 头部部分), 您可以像这样使用:" #: ../../docs/tutorials/networking/http_request_class.rst:85 msgid "" "Please note that, for SSL/TLS encryption and thus HTTPS URLs to work, you " "may need to take some steps as described :ref:`here <doc_ssl_certificates>`." msgstr "" -"请注意,为了使SSL/TLS加密,从而使HTTPS URL发挥作用,你可能需要采取一些额外的操作" -"步骤,如 :ref:`here <doc_ssl_certificates>` ." +"请注意, 为了使SSL/TLS加密, 从而使HTTPS URL发挥作用, 你可能需要采取一些额外的" +"操作步骤, 如 :ref:`here <doc_ssl_certificates>` ." #: ../../docs/tutorials/networking/http_request_class.rst:87 msgid "" @@ -133,10 +133,10 @@ msgid "" "access credentials inside your game. Avoid providing information useful to " "an attacker whenever possible." msgstr "" -"此外,在使用授权调用API时,请注意有人可能会分析和反编译已发布的应用程序,因此可" -"能会访问到任何嵌入程序的授权信息,如令牌, 用户名或密码等. 这意味着在游戏中嵌入" -"诸如数据库访问凭证之类的东西通常不是一个好主意. 尽可能避免提供对攻击者有用的" -"信息." +"此外, 在使用授权调用API时, 请注意有人可能会分析和反编译已发布的应用程序, 因此" +"可能会访问到任何嵌入程序的授权信息, 如令牌, 用户名或密码等. 这意味着在游戏中" +"嵌入诸如数据库访问凭证之类的东西通常不是一个好主意. 尽可能避免提供对攻击者有" +"用的信息." #: ../../docs/tutorials/networking/http_request_class.rst:91 msgid "Sending data to server" @@ -148,8 +148,8 @@ msgid "" "what if you need to send data to the server? Here is a common way of doing " "it:" msgstr "" -"到目前为止,我们仅限于从服务器上请求数据.但如果你需要向服务器发送数据呢?这里" -"有一个常见的方法:" +"到目前为止, 我们仅限于从服务器上请求数据. 但如果你需要向服务器发送数据呢?这" +"里有一个常见的方法:" #: ../../docs/tutorials/networking/http_request_class.rst:116 msgid "" @@ -158,5 +158,5 @@ msgid "" "per request. A common strategy is to create and delete HTTPRequest nodes at " "runtime as necessary." msgstr "" -"请记住,在发送另一个请求之前,您必须等待请求完成. 一次发出多个请求需要每个请求" -"有一个节点. 常见的策略是在运行时根据需要创建和删除HTTPRequest节点." +"请记住, 在发送另一个请求之前, 您必须等待请求完成. 一次发出多个请求需要每个请" +"求有一个节点. 常见的策略是在运行时根据需要创建和删除HTTPRequest节点." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po index 9fc4f34df4..9a7a2c66e8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 45f5b4210d..0ddc10c724 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,8 +33,8 @@ msgid "" "around it. The :ref:`HTTPClient <class_HTTPClient>` class also supports " "HTTPS by using this same wrapper." msgstr "" -"通常希望使用SSL连接进行通信,这可以避免``中间人``攻击. Godot有一个连接包装器 :" -"ref:`StreamPeerSSL <class_StreamPeerSSL>` ,它可以进行更安全的连接. :ref:" +"通常希望使用SSL连接进行通信, 这可以避免 ``中间人`` 攻击. Godot有一个连接包装" +"器 :ref:`StreamPeerSSL <class_StreamPeerSSL>` , 它可以进行更安全的连接. :ref:" "`HTTPClient <class_HTTPClient>` 类也通过使用相同的包装器来支持HTTPS." #: ../../docs/tutorials/networking/ssl_certificates.rst:16 @@ -42,21 +42,21 @@ msgid "" "Godot includes SSL certificates from Mozilla, but you can provide your own " "with a .crt file in the project settings:" msgstr "" -"Godot包括了来自Mozilla的SSL证书,但你可以在项目设置中用.crt文件提供你自己的:" +"Godot包括了来自Mozilla的SSL证书, 但你可以在项目设置中用.crt文件提供你自己的:" #: ../../docs/tutorials/networking/ssl_certificates.rst:21 msgid "" "This file should contain any number of public certificates in `PEM format " "<https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail>`__." msgstr "" -"该文件应包含任意数量的 `PEM格式的公共证书<https://en.wikipedia.org/wiki/" +"该文件应包含任意数量的 `PEM 格式的公共证书 <https://en.wikipedia.org/wiki/" "Privacy-enhanced_Electronic_Mail>`__ ." #: ../../docs/tutorials/networking/ssl_certificates.rst:24 msgid "" "Of course, remember to add .crt as filter so the exporter recognizes this " "when exporting your project." -msgstr "当然,请记住将.crt添加为过滤器,以便导出器在导出项目时识别这一点." +msgstr "当然, 请记住将.crt添加为过滤器, 以便导出器在导出项目时识别这一点." #: ../../docs/tutorials/networking/ssl_certificates.rst:29 msgid "There are two ways to obtain certificates:" @@ -64,7 +64,7 @@ msgstr "获取证书有两种方法:" #: ../../docs/tutorials/networking/ssl_certificates.rst:32 msgid "Approach 1: self signed cert" -msgstr "方法1:自签名证书" +msgstr "方法1: 自签名证书" #: ../../docs/tutorials/networking/ssl_certificates.rst:34 msgid "" @@ -72,8 +72,8 @@ msgid "" "and add the public key (in PEM format) to the .crt file. The private key " "should go to your server." msgstr "" -"第一种方法最简单:生成一个私钥和公钥对,并将公钥(PEM格式)添加到.crt文件中.私钥" -"应该放到你的服务器上." +"第一种方法最简单: 生成一个私钥和公钥对, 并将公钥(PEM格式)添加到.crt文件中. 私" +"钥应该放到你的服务器上." #: ../../docs/tutorials/networking/ssl_certificates.rst:38 msgid "" @@ -96,8 +96,8 @@ msgid "" "Verisign, Geotrust, etc. This is a more cumbersome process, but it's more " "\"official\" and ensures your identity is clearly represented." msgstr "" -"第二种方法借助于证书颁发机构(CA),如Verisign,Geotrust等.这是一个更加繁琐的过" -"程,但它更加``正式``并且确保您的身份被清晰地表示." +"第二种方法借助于证书颁发机构(CA), 如Verisign,Geotrust等. 这是一个更加繁琐的过" +"程, 但它更加 ``正式`` 并且确保您的身份被清晰地表示." #: ../../docs/tutorials/networking/ssl_certificates.rst:52 msgid "" @@ -105,8 +105,8 @@ msgid "" "connect to someone else's servers (i.e., connecting to Google or some other " "REST API provider via HTTPS), this method is not as useful." msgstr "" -"除非你与大公司或企业合作,或需要连接到别人的服务器(即通过HTTPS连接到谷歌或其他" -"REST API供应商),否则这种方法就不那么有用." +"除非你与大公司或企业合作, 或需要连接到别人的服务器(即通过HTTPS连接到谷歌或其" +"他REST API供应商), 否则这种方法就不那么有用." #: ../../docs/tutorials/networking/ssl_certificates.rst:56 msgid "" @@ -114,14 +114,14 @@ msgid "" "ensure the domain you are connecting to is the one intended, otherwise any " "website can issue any certificate in the same CA and it will work." msgstr "" -"此外,当使用CA颁发的证书时, **您必须启用域名验证** ,以确保您要连接的域名是您想" -"连接的域名,否则一个CA颁发的证书将会成功用到任意数量的网站中." +"此外, 当使用CA颁发的证书时, **您必须启用域名验证** , 以确保您要连接的域名是您" +"想连接的域名, 否则一个CA颁发的证书将会成功用到任意数量的网站中." #: ../../docs/tutorials/networking/ssl_certificates.rst:61 msgid "" "If you are using Linux, you can use the supplied certs file, generally " "located in:" -msgstr "如果您使用的是Linux,则可以使用系统提供的证书文件,通常位于:" +msgstr "如果您使用的是Linux, 则可以使用系统提供的证书文件, 通常位于:" #: ../../docs/tutorials/networking/ssl_certificates.rst:68 msgid "" @@ -133,4 +133,4 @@ msgstr "此文件允许HTTPS连接到几乎任何网站(即Google,Microsoft等). msgid "" "Or pick any of the more specific certificates there if you are connecting to " "a specific one." -msgstr "或者,如果要连接到特定网站,请选择任何更加具体的证书." +msgstr "或者, 如果要连接到特定网站, 请选择任何更加具体的证书." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/webrtc.po index ac90e9bffe..9374673064 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "WebAssembly platform, allowing your game to run directly in the browser when " "a user visit your webpage." msgstr "" -"Godot的一大特点是它能够导出到HTML5/WebAssembly平台,当用户访问您的网页时,您的" -"游戏可以直接在浏览器中运行." +"Godot的一大特点是它能够导出到HTML5/WebAssembly平台, 当用户访问您的网页时, 您" +"的游戏可以直接在浏览器中运行." #: ../../docs/tutorials/networking/webrtc.rst:11 msgid "" @@ -42,8 +42,9 @@ msgid "" "only HTTPRequests until recently, when first WebSocket and then WebRTC were " "proposed as standards." msgstr "" -"这对于演示和完整的游戏来说都是一个很好的机会,但过去有一些限制,在网络领域,浏览" -"器过去只支持HTTPRequests,直到最近,首先是WebSocket,然后是WebRTC被提出为标准." +"这对于演示和完整的游戏来说都是一个很好的机会, 但过去有一些限制, 在网络领域, " +"浏览器过去只支持HTTPRequests, 直到最近, 首先是WebSocket, 然后是WebRTC被提出为" +"标准." #: ../../docs/tutorials/networking/webrtc.rst:14 msgid "WebSocket" @@ -57,9 +58,9 @@ msgid "" "notifications to browsers, and has been used to implement chats, turn-based " "games, etc." msgstr "" -"当WebSocket协议在2011年12月被标准化后,它允许浏览器与WebSocket服务器建立稳定的" -"双向连接.该协议相当简单,但却是一个非常强大的向浏览器发送推送通知的工具,并已被" -"用于实现聊天、回合制游戏等." +"当WebSocket协议在2011年12月被标准化后, 它允许浏览器与WebSocket服务器建立稳定" +"的双向连接. 该协议相当简单, 但却是一个非常强大的向浏览器发送推送通知的工具, " +"并已被用于实现聊天, 回合制游戏等." #: ../../docs/tutorials/networking/webrtc.rst:18 msgid "" @@ -67,8 +68,8 @@ msgid "" "reliability but not for latency, so not good for real-time applications like " "VoIP and fast-paced games." msgstr "" -"不过,WebSockets仍然使用TCP连接,这对可靠性有好处,但对减少延迟没有好处,所以不适" -"合实时应用,比如VoIP和快节奏的游戏." +"不过,WebSockets仍然使用TCP连接, 这对可靠性有好处, 但对减少延迟没有好处, 所以" +"不适合实时应用, 比如VoIP和快节奏的游戏." #: ../../docs/tutorials/networking/webrtc.rst:23 msgid "" @@ -78,9 +79,9 @@ msgid "" "relies on many other technologies behind the scenes (ICE, DTLS, SDP) to " "provide fast, real-time, and secure communication between two peers." msgstr "" -"为此,从2010年开始,谷歌开始研究一项名为WebRTC的新技术,后来在2017年,这项技术成" -"为W3C候选推荐.WebRTC是一套复杂得集合规范,并且在后台依靠许多其他技术(ICE、" -"DTLS、SDP)来提供两个对等体之间快速、实时、安全的通信." +"为此, 从2010年开始, 谷歌开始研究一项名为WebRTC的新技术, 后来在2017年, 这项技" +"术成为W3C候选推荐.WebRTC是一套复杂得集合规范, 并且在后台依靠许多其他技术" +"(ICE, DTLS, SDP)来提供两个对等体之间快速, 实时, 安全的通信." #: ../../docs/tutorials/networking/webrtc.rst:25 msgid "" @@ -88,7 +89,7 @@ msgid "" "whenever possible a direct communication (i.e. try to avoid a relaying " "server)." msgstr "" -"其想法是找到两个对等体之间最快的路线,并尽可能建立直接通信(尽量避开中继服务" +"其想法是找到两个对等体之间最快的路线, 并尽可能建立直接通信(尽量避开中继服务" "器)." #: ../../docs/tutorials/networking/webrtc.rst:27 @@ -98,8 +99,8 @@ msgid "" "form of Session Description Protocol - SDP strings). This usually takes the " "form of a so-called WebRTC Signaling Server." msgstr "" -"然而,这是有代价的,那就是在通信开始之前,两个对等体之间必须交换一些媒介信息(以" -"会话描述协议--SDP字符串的形式).这通常采取所谓的WebRTC信号服务器的形式." +"然而, 这是有代价的, 那就是在通信开始之前, 两个对等体之间必须交换一些媒介信息" +"(以会话描述协议--SDP字符串的形式). 这通常采取所谓的WebRTC信号服务器的形式." #: ../../docs/tutorials/networking/webrtc.rst:31 msgid "" @@ -109,9 +110,9 @@ msgid "" "Once this step is done, peers can disconnect from the signaling server and " "keep the direct Peer-to-Peer (P2P) connection open." msgstr "" -"对等体连接到信号服务器(例如 WebSocket 服务器)并发送其媒介信息.然后,服务器将此" -"信息转发到其他对等体,允许它们建立所需的直接通信.这一步完成后,对等体可以断开与" -"信号服务器的连接,并保持直接的点对点(P2P)连接打开状态." +"对等体连接到信号服务器(例如 WebSocket 服务器)并发送其媒介信息. 然后, 服务器将" +"此信息转发到其他对等体, 允许它们建立所需的直接通信. 这一步完成后, 对等体可以" +"断开与信号服务器的连接, 并保持直接的点对点(P2P)连接打开状态." #: ../../docs/tutorials/networking/webrtc.rst:34 msgid "Using WebRTC in Godot" @@ -127,10 +128,10 @@ msgid "" "more details." msgstr "" "在Godot中,WebRTC是通过两个主要的类来实现的 :ref:`WebRTCPeerConnection " -"<class_WebRTCPeerConnection>`和 :ref:`WebRTCDataChannel " -"<class_WebRTCDataChannel>`,加上多人游戏API实现 :ref:`WebRTCMultiplayer " -"<class_WebRTCMultiplayer>`.更多细节请参见 :ref:`high-level multiplayer " -"<doc_high_level_multiplayer>`章节." +"<class_WebRTCPeerConnection>` 和 :ref:`WebRTCDataChannel " +"<class_WebRTCDataChannel>`, 加上多人游戏API实现 :ref:`WebRTCMultiplayer " +"<class_WebRTCMultiplayer>`. 更多细节请参见 :ref:`high-level multiplayer " +"<doc_high_level_multiplayer>` 章节." #: ../../docs/tutorials/networking/webrtc.rst:38 msgid "" @@ -140,9 +141,9 @@ msgid "" "native>`__ for instructions and to get the latest `release <https://github." "com/godotengine/webrtc-native/releases>`__." msgstr "" -"这些类在HTML5中自动可用,但 **需要在本地(非HTML5)平台上使用外部GDNative插件" -"** .查看 `webrtc-native插件库<https://github.com/godotengine/webrtc-" -"native>`__ ,以获取说明和最新的 `发布<https://github.com/godotengine/webrtc-" +"这些类在HTML5中自动可用, 但 **需要在本地(非HTML5)平台上使用外部GDNative插件" +"** . 查看 `webrtc-native 插件库 <https://github.com/godotengine/webrtc-" +"native>`__ , 以获取说明和最新的 `发布 <https://github.com/godotengine/webrtc-" "native/releases>`__ ." #: ../../docs/tutorials/networking/webrtc.rst:41 @@ -155,8 +156,8 @@ msgid "" "peers in the same application. This is not very useful in real life, but " "will give you a good overview of how a WebRTC connection is set up." msgstr "" -"这个例子将向您展示如何在同一应用程序中的两个对等体之间创建WebRTC连接.这在现实" -"场景中并不是很有用,但会让你对如何设置WebRTC连接有一个很好的概览." +"这个例子将向您展示如何在同一应用程序中的两个对等体之间创建WebRTC连接. 这在现" +"实场景中并不是很有用, 但会让你对如何设置WebRTC连接有一个很好的概览." #: ../../docs/tutorials/networking/webrtc.rst:91 msgid "This will print:" @@ -172,8 +173,8 @@ msgid "" "different scenes, and using a :ref:`singleton <doc_singletons_autoload>` as " "a signaling server." msgstr "" -"这个例子在上一个例子的基础上进行了扩展,将对等体分离在两个不同的场景中,并使" -"用 :ref:`singleton <doc_singletons_autoload>`作为信号服务器." +"这个例子在上一个例子的基础上进行了扩展, 将对等体分离在两个不同的场景中, 并使" +"用 :ref:`singleton <doc_singletons_autoload>` 作为信号服务器." #: ../../docs/tutorials/networking/webrtc.rst:141 msgid "And now for the local signaling server:" @@ -189,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/networking/webrtc.rst:177 msgid "Then you can use it like this:" -msgstr "然后,您可以这样使用它:" +msgstr "然后, 您可以这样使用它:" #: ../../docs/tutorials/networking/webrtc.rst:198 msgid "This will print something similar to this:" @@ -206,6 +207,6 @@ msgid "" "demo projects <https://github.com/godotengine/godot-demo-projects>`_ under " "`networking/webrtc_signaling`." msgstr "" -"一个更高级的演示,使用WebSocket作为信号对等体和 :ref:`WebRTCMultiplayer " -"<class_WebRTCMultiplayer>` 在 `godot演示项目<https://github.com/godotengine/" -"godot-demo-projects>`_ `networking/webrtc_signaling` 下提供." +"一个更高级的演示, 使用WebSocket作为信号对等体和 :ref:`WebRTCMultiplayer " +"<class_WebRTCMultiplayer>` 在 `godot 演示项目 <https://github.com/" +"godotengine/godot-demo-projects>`_ `networking/webrtc_signaling` 下提供." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/websocket.po index 8857b5b9f2..d81a9252f7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "server. Before that, browsers used to only support HTTPRequests, which is " "not well-suited for bidirectional communication." msgstr "" -"WebSocket协议在2011年被标准化,最初的目标是让浏览器与服务器建立稳定的双向连接." -"在此之前,浏览器曾只支持HTTPRequests,并不适合双向通信." +"WebSocket协议在2011年被标准化, 最初的目标是让浏览器与服务器建立稳定的双向连" +"接. 在此之前, 浏览器曾只支持HTTPRequests, 并不适合双向通信." #: ../../docs/tutorials/networking/websocket.rst:12 msgid "" @@ -44,9 +44,10 @@ msgid "" "VoIP and fast-paced games (see :ref:`WebRTC <doc_webrtc>` for those use " "cases)." msgstr "" -"这个协议相当简单,基于消息,是一个非常强大的向浏览器推送通知的工具,已经被用来实" -"现聊天、回合制游戏等.它仍使用TCP连接,这对可靠性有好处,但对延迟没有好处,所以不" -"适合实时的应用,比如VoIP和快节奏的游戏(这些用例见 :ref:`WebRTC <doc_webrtc>`)." +"这个协议相当简单, 基于消息, 是一个非常强大的向浏览器推送通知的工具, 已经被用" +"来实现聊天, 回合制游戏等. 它仍使用TCP连接, 这对可靠性有好处, 但对延迟没有好" +"处, 所以不适合实时的应用, 比如VoIP和快节奏的游戏(这些用例见 :ref:`WebRTC " +"<doc_webrtc>`)." #: ../../docs/tutorials/networking/websocket.rst:14 msgid "" @@ -54,8 +55,8 @@ msgid "" "a raw TCP connection, WebSocket soon started to spread outside the browsers, " "in native applications as a mean to communicate with network servers." msgstr "" -"由于它的简单性、广泛的兼容性以及比原始TCP连接更容易使用,WebSocket很快就开始在" -"浏览器以外的地方应用,在本地应用程序中作为与网络服务器通信的一种手段." +"由于它的简单性, 广泛的兼容性以及比原始TCP连接更容易使用,WebSocket很快就开始在" +"浏览器以外的地方应用, 在本地应用程序中作为与网络服务器通信的一种手段." #: ../../docs/tutorials/networking/websocket.rst:16 msgid "Godot supports WebSocket in both native and HTML5 exports." @@ -77,8 +78,8 @@ msgstr "" "在Godot中,WebSocket通过三个主要类来实现 :ref:`WebSocketClient " "<class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, " "和 :ref:`WebSocketPeer <class_WebSocketPeer>`.WebSocket的实现与高级多人游戏兼" -"容.更多细节请参见 :ref:`high-level multiplayer <doc_high_level_multiplayer>` " -"一节." +"容. 更多细节请参见 :ref:`high-level multiplayer " +"<doc_high_level_multiplayer>` 一节." #: ../../docs/tutorials/networking/websocket.rst:24 msgid "Minimal client example" @@ -89,7 +90,8 @@ msgid "" "This example will show you how to create a WebSocket connection to a remote " "server, and how to send and receive data." msgstr "" -"本示例将向您展示如何创建与远程服务器的 WebSocket 连接,以及如何发送和接收数据." +"本示例将向您展示如何创建与远程服务器的 WebSocket 连接, 以及如何发送和接收数" +"据." #: ../../docs/tutorials/networking/websocket.rst:79 msgid "This will print:" @@ -104,7 +106,7 @@ msgid "" "This example will show you how to create a WebSocket server that listen for " "remote connections, and how to send and receive data." msgstr "" -"本示例将向您展示如何创建一个监听远程连接的 WebSocket 服务器,以及如何发送和接" +"本示例将向您展示如何创建一个监听远程连接的 WebSocket 服务器, 以及如何发送和接" "收数据." #: ../../docs/tutorials/networking/websocket.rst:145 @@ -124,5 +126,5 @@ msgid "" msgstr "" "在 `godot demo projects <https://github.com/godotengine/godot-demo-" "projects>`_ 下 `networking/websocket_chat` 和 `networking/" -"websocket_multiplayer` 有一个更高级的聊天演示demo,可以选择使用多人中级抽象和" +"websocket_multiplayer` 有一个更高级的聊天演示demo, 可以选择使用多人中级抽象和" "高级多人演示demo." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/batching.po index 938acfa7a8..51dcb79db6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "instructions called :abbr:`APIs (Application Programming Interfaces)`. " "Examples of graphics APIs are OpenGL, OpenGL ES, and Vulkan." msgstr "" -"游戏引擎必须向GPU发送一组指令,以告诉GPU要画什么和在哪里画.这些指令是使用称" -"为 :abbr:`APIs(Application Programming Interfaces)`的通用指令发送的.图形API的" -"例子有OpenGL、OpenGL ES和Vulkan." +"游戏引擎必须向GPU发送一组指令, 以告诉GPU要画什么和在哪里画. 这些指令是使用称" +"为 :abbr:`APIs(Application Programming Interfaces)`的通用指令发送的. 图形API" +"的例子有OpenGL, OpenGL ES和Vulkan." #: ../../docs/tutorials/optimization/batching.rst:14 msgid "" @@ -43,19 +43,15 @@ msgid "" "draw calls. As a result, applications can often be sped up by reducing the " "number of draw calls." msgstr "" -"不同的API在绘制对象时产生的成本不同.OpenGL在GPU驱动中为用户处理了很多工作,但" -"代价是要付出更昂贵的绘制调用.因此,通常可以通过减少绘制调用的次数来加快应用程" -"序的速度." +"不同的API在绘制对象时产生的成本不同.OpenGL在GPU驱动中为用户处理了很多工作, 但" +"代价是要付出更昂贵的绘制调用. 因此, 通常可以通过减少绘制调用的次数来加快应用" +"程序的速度." -#: ../../docs/tutorials/optimization/batching.rst:21 -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "目前只有在使用GLES2渲染器时才支持2D批处理." - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 msgid "Draw calls" msgstr "绘制调用" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -63,28 +59,29 @@ msgid "" "texture used, the material, the position, size, etc. then saying \"Draw!" "\" (this is called a draw call)." msgstr "" -"在2D中,我们需要告诉GPU渲染一系列基本单元(矩形、线条、多边形等).最明显的技术是" -"告诉GPU一次渲染一个基本单元,告诉它一些信息,如使用的纹理、材质、位置、大小等," -"然后说 \"Draw!\"(这叫做绘制调用)." +"在2D中, 我们需要告诉GPU渲染一系列基本单元(矩形, 线条, 多边形等). 最明显的技术" +"是告诉GPU一次渲染一个基本单元, 告诉它一些信息, 如使用的纹理, 材质, 位置, 大小" +"等, 然后说 \"Draw!\"(这叫做绘制调用)." -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " "them to draw a number of similar primitives all in one draw call, which we " "will call a \"batch\"." msgstr "" -"虽然从引擎方面来看,这在概念上很简单,但以这种方式使用时,GPU的运行速度非常慢.如" -"果你告诉GPU在一次绘制调用中全部绘制一些类似的基本单元,GPU的工作效率要高得多," -"我们称之为 \"批处理\"." +"虽然从引擎方面来看, 这在概念上很简单, 但以这种方式使用时,GPU的运行速度非常" +"慢. 如果你告诉GPU在一次绘制调用中全部绘制一些类似的基本单元,GPU的工作效率要高" +"得多, 我们称之为 \"批处理\"." -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." -msgstr "事实证明,这样使用时,它们不仅仅是工作速度快一点,而是工作速度 *快许多* ." +msgstr "" +"事实证明, 这样使用时, 它们不仅仅是工作速度快一点, 而是工作速度 *快许多* ." -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -94,16 +91,16 @@ msgid "" "batches on to the GPU. This can give an increase in rendering performance " "while requiring few (if any) changes to your Godot project." msgstr "" -"由于 Godot 被设计为通用引擎,进入 Godot 渲染器的基本单元可以以任何顺序排列,有" -"时相似,有时不同.为了使Godot的通用性与GPU的批处理偏好相匹配,Godot具有一个中间" -"层,它可以在可能的情况下自动将基本单元分组,并将这些批处理发送到GPU上.这可以提" -"高渲染性能,同时只需要对您的Godot项目进行少量(如果有的话)更改." +"由于 Godot 被设计为通用引擎, 进入 Godot 渲染器的基本单元可以以任何顺序排列, " +"有时相似, 有时不同. 为了使Godot的通用性与GPU的批处理偏好相匹配,Godot具有一个" +"中间层, 它可以在可能的情况下自动将基本单元分组, 并将这些批处理发送到GPU上. 这" +"可以提高渲染性能, 同时只需要对您的Godot项目进行少量(如果有的话)更改." -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "它的运作方式" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -112,147 +109,148 @@ msgid "" "text can contain a large number of commands (tiles and glyphs respectively). " "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -"指令以一系列项目的形式从游戏中进入渲染器,每个项目可以包含一个或多个命令.这些" -"项目对应场景树中的节点,而命令则对应矩形或多边形等基本单元.有些项(如 TileMaps " -"和文本)可以包含大量命令(如图块和字形).其他项目,如精灵,可能只包含一个命令(一个" -"矩形)." +"指令以一系列项目的形式从游戏中进入渲染器, 每个项目可以包含一个或多个命令. 这" +"些项目对应场景树中的节点, 而命令则对应矩形或多边形等基本单元. 有些项(如 " +"TileMaps 和文本)可以包含大量命令(如图块和字形). 其他项目, 如精灵, 可能只包含" +"一个命令(一个矩形)." -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "批处量使用两种主要技术将基本单元分组:" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "连续的项目可以连接到一起." -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "一个项目中的连续命令可以连接成一个批次." -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "中断批处理" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " "prevent the formation of a contiguous batch, this is referred to as " "\"breaking batching\"." msgstr "" -"只有当项目或命令足够相似,可以在一次绘制调用中呈现时,才能进行批处理.某些变化或" -"技术,在必要时,阻止形成一个连续的批次,被称为\"打破批次\"." +"只有当项目或命令足够相似, 可以在一次绘制调用中呈现时, 才能进行批处理. 某些变" +"化或技术, 在必要时, 阻止形成一个连续的批次, 被称为 \"打破批次\"." -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "批处理将被下列事项打破(其中包括):" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 msgid "Change of texture." msgstr "纹理的变化." -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "材质的变化." -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "改变基本单元类型(比如从矩形到线条)." -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -"例如,如果你绘制一系列的精灵,每个精灵都有不同的纹理,那么就没有办法将它们进行批" -"处理." +"例如, 如果你绘制一系列的精灵, 每个精灵都有不同的纹理, 那么就没有办法将它们进" +"行批处理." -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "确定渲染顺序" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -"问题来了,如果只有相似的物品才能批量绘制在一起,那我们为什么不把一个场景中的所" -"有物品都浏览一遍,把所有相似的物品都分组,然后绘制在一起呢?" +"问题来了, 如果只有相似的物品才能批量绘制在一起, 那我们为什么不把一个场景中的" +"所有物品都浏览一遍, 把所有相似的物品都分组, 然后绘制在一起呢?" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " "ensures that items at the front are drawn on top of earlier items when they " "overlap." msgstr "" -"在3D中,这往往正是引擎的工作方式.然而,在Godot的2D渲染器中,项目是按照 \"绘制顺" -"序\",从后到前绘制的.这确保了当前面的项目重叠时,它们会被绘制在前面的项目之上." +"在3D中, 这往往正是引擎的工作方式. 然而, 在Godot的2D渲染器中, 项目是按照 \"绘" +"制顺序\", 从后到前绘制的. 这确保了当前面的项目重叠时, 它们会被绘制在前面的项" +"目之上." -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -"这也就意味着,如果我们试图在每个纹理的基础上绘制对象,那么绘制的顺序可能会被打" -"破,对象将以错误的顺序绘制." +"这也就意味着, 如果我们试图在每个纹理的基础上绘制对象, 那么绘制的顺序可能会被" +"打破, 对象将以错误的顺序绘制." -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" -msgstr "在Godot,这种从后到前的顺序由以下因素确定的:" +msgstr "在Godot, 这种从后到前的顺序由以下因素确定的:" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "场景树中对象的顺序." -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "对象的Z索引." -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 msgid "The canvas layer." msgstr "Canvas Layers(画布层)." -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_YSort` 节点." -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " "can improve performance in some cases. See the :ref:" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -"您可以将类似的对象分组,以便于进行批处理.虽然这样做并不是您的必须,但可以将其视" -"为一种可选的方法,在某些情况下以提高性能.请参阅 :ref:" -"`doc_batching_diagnostics`一节来帮助做出选择." +"您可以将类似的对象分组, 以便于进行批处理. 虽然这样做并不是您的必须, 但可以将" +"其视为一种可选的方法, 在某些情况下以提高性能. 请参阅 :ref:" +"`doc_batching_diagnostics` 一节来帮助做出选择." -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 msgid "A trick" msgstr "诀窍" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -"现在,来点小技巧.尽管绘制顺序的概念是物体从后到前渲染,但考虑三个物体 ``A`` 、 " -"``B`` 和 ``C`` ,它们包含两种不同的纹理:草和木头." +"现在, 来点小技巧. 尽管绘制顺序的概念是物体从后到前渲染, 但考虑三个物体 " +"``A`` , ``B`` 和 ``C`` , 它们包含两种不同的纹理: 草和木头." -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "按照绘画者的排列顺序如下::" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." -msgstr "由于纹理的变化,它们不能被批量化,将在3次绘制调用中呈现." +msgstr "由于纹理的变化, 它们不能被批量化, 将在3次绘制调用中呈现." -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -260,15 +258,15 @@ msgid "" "order. The rendered result will be the same. What if we could take advantage " "of this?" msgstr "" -"然而,绘制的顺序只是在假设它们将被绘制在 *之上* 的前提下才需要.如果我们放宽这" -"个假设,即如果这3个对象都不重叠,就 *不需要* 保留绘制顺序.渲染的结果将是一样的." -"如果能利用这一点呢?" +"然而, 绘制的顺序只是在假设它们将被绘制在 *之上* 的前提下才需要. 如果我们放宽" +"这个假设, 即如果这3个对象都不重叠, 就 *不需要* 保留绘制顺序. 渲染的结果将是一" +"样的. 如果能利用这一点呢?" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "项目重新排序" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -278,22 +276,23 @@ msgid "" "number of items to lookahead for reordering can be set in project settings " "(see below), in order to balance the costs and benefits in your project." msgstr "" -"事实证明,我们可以对项目进行重新排序.但是,只有在物品满足重叠测试的条件下才能做" -"到这一点,以确保最终的结果和没有重新排序一样.重叠测试在性能上非常廉价,但并不是" -"绝对免费的,所以,提前查看项目决定是否可以重新排序是有一点成本的.为了平衡项目中" -"的成本和收益,可以在项目设置中设置提前查看重排序的项目数量(见下图)." +"事实证明, 我们可以对项目进行重新排序. 但是, 只有在物品满足重叠测试的条件下才" +"能做到这一点, 以确保最终的结果和没有重新排序一样. 重叠测试在性能上非常廉价, " +"但并不是绝对免费的, 所以, 提前查看项目决定是否可以重新排序是有一点成本的. 为" +"了平衡项目中的成本和收益, 可以在项目设置中设置提前查看重排序的项目数量(见下" +"图)." -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." -msgstr "由于纹理只变化一次,所以我们只需要2次绘制调用就可以呈现上面的内容." +msgstr "由于纹理只变化一次, 所以我们只需要2次绘制调用就可以呈现上面的内容." -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "灯光" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -303,63 +302,64 @@ msgid "" "draw call. But with 3 lights, they would be drawn as follows, each line " "being a draw call:" msgstr "" -"虽然批处理系统的工作通常很简单,但当使用 2D 灯光时,它就变得复杂很多.这是因为灯" -"光是通过额外的通道绘制,每个影响基本单元的灯光都有一个通道.考虑2个精灵 ``A`` " -"和 ``B`` ,具有相同的纹理和材质.在没有灯光的情况下,它们将被分批在一起,并在一次" -"绘制调用中绘制.但如果有3个灯光,它们将按如下方式绘制,每条线都是一个绘制调用:" +"虽然批处理系统的工作通常很简单, 但当使用 2D 灯光时, 它就变得复杂很多. 这是因" +"为灯光是通过额外的通道绘制, 每个影响基本单元的灯光都有一个通道. 考虑2个精灵 " +"``A`` 和 ``B`` , 具有相同的纹理和材质. 在没有灯光的情况下, 它们将被分批在一" +"起, 并在一次绘制调用中绘制. 但如果有3个灯光, 它们将按如下方式绘制, 每条线都是" +"一个绘制调用:" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " "and performance suffers. This is partly why lights have the potential to " "drastically slow down 2D rendering." msgstr "" -"那是很多绘制调用.仅仅是2个精灵就需要8次调用,考虑到要绘制1000个精灵,绘制调用的" -"次数很快就会变成天文数字,性能也会受到影响.这也是为什么灯光有可能大大降低2D渲" -"染速度的部分原因." +"那是很多绘制调用. 仅仅是2个精灵就需要8次调用, 考虑到要绘制1000个精灵, 绘制调" +"用的次数很快就会变成天文数字, 性能也会受到影响. 这也是为什么灯光有可能大大降" +"低2D渲染速度的部分原因." -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -"不过,如果你还记得我们的魔术师在物品重新排序时的技巧,也可以用同样的技巧来绕过" -"绘制对灯光的排序!" +"不过, 如果你还记得我们的魔术师在物品重新排序时的技巧, 也可以用同样的技巧来绕" +"过绘制对灯光的排序!" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" -msgstr "如果 ``A`` 和 ``B`` 不重合,可以将它们一起批量渲染,绘制过程如下:" +msgstr "如果 ``A`` 和 ``B`` 不重合, 可以将它们一起批量渲染, 绘制过程如下:" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -"也就是只有4个绘制调用.还不错,因为减少了2倍.然而,考虑到在真实的游戏中,可能会绘" -"制接近1000个精灵." +"也就是只有4个绘制调用. 还不错, 因为减少了2倍. 然而, 考虑到在真实的游戏中, 可" +"能会绘制接近1000个精灵." -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "之前: 1000 × 4 = 4,000 绘制调用." -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "之后:1 × 4 = 4 绘制调用." -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." -msgstr "这就减少了1000倍的绘制调用,应该会给性能带来巨大的提升." +msgstr "这就减少了1000倍的绘制调用, 应该会给性能带来巨大的提升." -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "重叠测试" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -368,11 +368,11 @@ msgid "" "benefits against the cost. With lights, the benefits usually far outweigh " "the costs." msgstr "" -"然而,与项目重新排序一样,事情并不那么简单.必须首先执行重叠测试,以确定是否可以" -"加入这些基本单元.这种重叠测试的成本很小.同样,您可以在重叠测试中选择要提前查看" -"的基本单元数量,以平衡收益与成本.对于灯光,收益通常远远大于成本." +"然而, 与项目重新排序一样, 事情并不那么简单. 必须首先执行重叠测试, 以确定是否" +"可以加入这些基本单元. 这种重叠测试的成本很小. 同样, 您可以在重叠测试中选择要" +"提前查看的基本单元数量, 以平衡收益与成本. 对于灯光, 收益通常远远大于成本." -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -381,15 +381,15 @@ msgid "" "overlapping at all. However, performance is usually far higher than without " "this lighting optimization." msgstr "" -"此外,根据视图中基本单元的排列,重叠测试有时会失败(因为基本单元重叠,因此不应连" -"接).在实践中,绘制调用的减少可能不如在完全没有重叠的完美情况下那么显著.但是,性" -"能通常远高于没有这种照明优化的情况." +"此外, 根据视图中基本单元的排列, 重叠测试有时会失败(因为基本单元重叠, 因此不应" +"连接). 在实践中, 绘制调用的减少可能不如在完全没有重叠的完美情况下那么显著. 但" +"是, 性能通常远高于没有这种照明优化的情况." -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 msgid "Light scissoring" msgstr "光裁剪" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -397,11 +397,11 @@ msgid "" "which pixels are colored. It is another potential bottleneck unrelated to " "draw calls." msgstr "" -"批处理会使剔除不受光线影响或部分影响的物体变得更加困难.这可能会增加不少填充率" -"要求,并减慢渲染速度. *填充率* 是指像素被着色的速度.这是另一个与绘制调用无关的" -"潜在瓶颈." +"批处理会使剔除不受光线影响或部分影响的物体变得更加困难. 这可能会增加不少填充" +"率要求, 并减慢渲染速度. *填充率* 是指像素被着色的速度. 这是另一个与绘制调用无" +"关的潜在瓶颈." -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -410,12 +410,12 @@ msgid "" "the intersection area between a light and a primitive, and limit rendering " "the light to *that area only*." msgstr "" -"为了解决这个问题(并在总体上加快光照速度),批处理引入了光线裁剪.使用OpenGL命令 " -"``glScissor()`` ,它可以识别一个区域,在这个区域之外,GPU不会渲染任何像素.我们可" -"以通过识别光线和基本单元之间的交叉区域,并将光线渲染限制在 *该区域* ,从而大大" -"优化填充率." +"为了解决这个问题(并在总体上加快光照速度), 批处理引入了光线裁剪. 使用OpenGL命" +"令 ``glScissor()`` , 它可以识别一个区域, 在这个区域之外,GPU不会渲染任何像素. " +"我们可以通过识别光线和基本单元之间的交叉区域, 并将光线渲染限制在 *该区域* , " +"从而大大优化填充率." -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -427,11 +427,11 @@ msgid "" msgstr "" "光线裁剪是通过 :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" -"scissor_area_threshold>` 项目设置来控制的.这个值在1.0和0.0之间,1.0为关闭(不裁" -"剪),0.0为在任何情况下都裁剪.设置的原因是,在某些硬件上进行裁剪操作可能会有一些" -"小成本.也就是说,当你在使用2D照明时,裁剪通常应该会带来性能的提升." +"scissor_area_threshold>` 项目设置来控制的. 这个值在1.0和0.0之间,1.0为关闭(不" +"裁剪),0.0为在任何情况下都裁剪. 设置的原因是, 在某些硬件上进行裁剪操作可能会有" +"一些小成本. 也就是说, 当你在使用2D照明时, 裁剪通常应该会带来性能的提升." -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -441,43 +441,43 @@ msgid "" "values are close to 0.0, as only a small percentage of pixels need to be " "saved for the operation to be useful." msgstr "" -"阈值与裁剪操作是否发生之间的联系并不总是直接的.一般来说,它代表了裁剪操作可能 " -"\"保存\" 的像素区域(即保存的填充率).在1.0时,整个屏幕的像素都需要被保存,而这种" -"情况很少发生,所以它被关闭.在实践中,有用的值接近于0.0,因为只有一小部分像素需要" -"被保存,操作才是有用的." +"阈值与裁剪操作是否发生之间的联系并不总是直接的. 一般来说, 它代表了裁剪操作可" +"能 \"保存\" 的像素区域(即保存的填充率). 在1.0时, 整个屏幕的像素都需要被保存, " +"而这种情况很少发生, 所以它被关闭. 在实践中, 有用的值接近于0.0, 因为只有一小部" +"分像素需要被保存, 操作才是有用的." -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -"具体关系可能不需要用户操心,但出于兴趣,将其列入附录: :ref:" +"具体关系可能不需要用户操心, 但出于兴趣, 将其列入附录: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." -msgstr "右下角是一盏灯,红色区域是裁剪操作保存的像素,只有交叉点需要渲染." +msgstr "右下角是一盏灯, 红色区域是裁剪操作保存的像素, 只有交叉点需要渲染." -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 msgid "Vertex baking" msgstr "顶点烘焙" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "GPU着色器主要通过2种方式接收到需要画什么的指令:" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." -msgstr "着色器uniform(例如,调整颜色、项目变换)." +msgstr "着色器uniform(例如, 调整颜色, 项目变换)." -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." -msgstr "顶点属性(顶点颜色,局部变换)." +msgstr "顶点属性(顶点颜色, 局部变换)." -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -486,66 +486,66 @@ msgid "" "individual nodes with their own item transform, and they may have their own " "color modulate as well." msgstr "" -"然而,在一个单一的绘制调用(批处理)中,我们不能改变uniforms.这意味着,我们不能将" -"改变 ``final_modulate`` 或一个项目变换或命令批处理在一起.不幸的是,这在很多情" -"况下都会发生.例如,精灵通常是单独的节点,有自己的项目变换,它们也可能有自己的颜" -"色调制." +"然而, 在一个单一的绘制调用(批处理)中, 我们不能改变uniforms. 这意味着, 我们不" +"能将改变 ``final_modulate`` 或一个项目变换或命令批处理在一起. 不幸的是, 这在" +"很多情况下都会发生. 例如, 精灵通常是单独的节点, 有自己的项目变换, 它们也可能" +"有自己的颜色调制." -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." -msgstr "为了解决这个问题,批处理可以将部分uniforms \"烘焙\" 到顶点属性中." +msgstr "为了解决这个问题, 批处理可以将部分uniforms \"烘焙\" 到顶点属性中." -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." -msgstr "项目变换可以与局部变换相结合,并以顶点属性发送." +msgstr "项目变换可以与局部变换相结合, 并以顶点属性发送." -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." -msgstr "最后的调制颜色可以与顶点颜色相结合,并以顶点属性发送." +msgstr "最后的调制颜色可以与顶点颜色相结合, 并以顶点属性发送." -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -"在大多数情况下,这都能正常工作,但如果着色器希望这些值单独可用,而不是组合在一" -"起,这个快捷方式就会失效,这可能发生在自定义着色器中." +"在大多数情况下, 这都能正常工作, 但如果着色器希望这些值单独可用, 而不是组合在" +"一起, 这个快捷方式就会失效, 这可能发生在自定义着色器中." -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 msgid "Custom shaders" msgstr "自定义着色器" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " "batching. While we are working to decrease these cases, the following " "caveats currently apply:" msgstr "" -"由于上述限制,自定义着色器中的某些操作将阻止顶点烘烤,因此减少了批量化的可能性." -"虽然我们正在努力减少这些情况,但目前适用以下注意事项:" +"由于上述限制, 自定义着色器中的某些操作将阻止顶点烘烤, 因此减少了批量化的可能" +"性. 虽然我们正在努力减少这些情况, 但目前适用以下注意事项:" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." -msgstr "读取或写入``COLOR`` or ``MODULATE``禁用顶点颜色烘焙." +msgstr "读取或写入 ``COLOR`` or ``MODULATE`` 禁用顶点颜色烘焙." -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." -msgstr "读取``VERTEX`` 禁用顶点位置烘焙." +msgstr "读取 ``VERTEX`` 禁用顶点位置烘焙." -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 msgid "Project Settings" msgstr "项目设置" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -554,15 +554,15 @@ msgid "" "very little effort. See the on-hover tooltips in the Project Settings for " "more information." msgstr "" -"为了微调批处理,有许多项目设置可用.在开发过程中,您通常可以将这些设置保持为默认" -"状态,但最好进行试验,以确保获得最大的性能.花一点时间调整参数,往往可以用很少的" -"精力获得可观的性能提升.更多信息请参见项目设置中悬停时工具提示." +"为了微调批处理, 有许多项目设置可用. 在开发过程中, 您通常可以将这些设置保持为" +"默认状态, 但最好进行试验, 以确保获得最大的性能. 花一点时间调整参数, 往往可以" +"用很少的精力获得可观的性能提升. 更多信息请参见项目设置中悬停时工具提示." -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 msgid "rendering/batching/options" msgstr "rendering/batching/options" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." @@ -570,17 +570,17 @@ msgstr "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - 打开或关闭批处理." -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" -"batching/options/use_batching_in_editor>` 在Godot编辑器中开启或关闭批处理.这" +"batching/options/use_batching_in_editor>` 在Godot编辑器中开启或关闭批处理. 这" "个设置不会以任何方式影响正在运行的项目." -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -589,13 +589,13 @@ msgid "" msgstr "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` --这是一种更快的绘制不可批处理矩形的" -"方式.然而,它可能会导致某些硬件上的闪烁,所以不推荐使用." +"方式. 然而, 它可能会导致某些硬件上的闪烁, 所以不推荐使用." -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "rendering/batching/parameters" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -608,11 +608,11 @@ msgid "" msgstr "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - 实现批处理的最重要方法之一是将" -"合适的相邻项目(节点)连接在一起,然而只有当它们所包含的命令兼容时,才能被连接.因" -"此,系统必须对一个项中的命令做提前查看,以确定它是否可以被加入.这样做每个命令的" -"成本很小,而命令数量多的项目不值得加入,所以最佳价值可能取决于项目." +"合适的相邻项目(节点)连接在一起, 然而只有当它们所包含的命令兼容时, 才能被连" +"接. 因此, 系统必须对一个项中的命令做提前查看, 以确定它是否可以被加入. 这样做" +"每个命令的成本很小, 而命令数量多的项目不值得加入, 所以最佳价值可能取决于项目." -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -624,11 +624,11 @@ msgid "" msgstr "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" -"colored_vertex_format_threshold>` - 将颜色烘焙到顶点中会导致顶点格式更大.除非" -"在加入的项目中有大量的颜色变化,否则不一定值得.这个参数表示包含颜色变化的命令" -"和总命令的比例,超过这个比例就会切换到烘焙颜色." +"colored_vertex_format_threshold>` - 将颜色烘焙到顶点中会导致顶点格式更大. 除" +"非在加入的项目中有大量的颜色变化, 否则不一定值得. 这个参数表示包含颜色变化的" +"命令和总命令的比例, 超过这个比例就会切换到烘焙颜色." -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -636,10 +636,10 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" -"parameters/batch_buffer_size>`--这决定了一个批次的最大大小,它对性能的影响不" -"大,但如果内存很重要的话,那么就值得将其降低." +"parameters/batch_buffer_size>`--这决定了一个批次的最大大小, 它对性能的影响不" +"大, 但如果内存很重要的话, 那么就值得将其降低." -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -648,15 +648,15 @@ msgid "" "project." msgstr "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" -"batching/parameters/item_reordering_lookahead>` - 项目重新排序可以帮助,特别是" -"使用不同纹理的交错精灵.重叠测试的提前查看的成本很小,所以每个项目的最佳值可能" -"会改变." +"batching/parameters/item_reordering_lookahead>` - 项目重新排序可以帮助, 特别" +"是使用不同纹理的交错精灵. 重叠测试的提前查看的成本很小, 所以每个项目的最佳值" +"可能会改变." -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "rendering/batching/lights" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." @@ -664,7 +664,7 @@ msgstr "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>`- 请参考灯光剪裁." -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -673,14 +673,14 @@ msgid "" "to use here." msgstr "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" -"lights/max_join_items>` - 在照明前加入项目可以显著提高性能.这需要进行重叠测" -"试,成本较小,因此成本和收益可能取决于项目,因此这里使用的代价最高." +"lights/max_join_items>` - 在照明前加入项目可以显著提高性能. 这需要进行重叠测" +"试, 成本较小, 因此成本和收益可能取决于项目, 因此这里使用的代价最高." -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "rendering/batching/debug" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -690,11 +690,11 @@ msgid "" "export, only for testing." msgstr "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" -"debug/flash_batching>` - 这纯粹是一个调试功能,用于识别批处理和遗留渲染器之间" -"的回归.当它被打开时,批处理和遗留渲染器会在每一帧中交替使用.这将会降低性能,不" -"应该用于最终的输出,而只是用于测试." +"debug/flash_batching>` - 这纯粹是一个调试功能, 用于识别批处理和遗留渲染器之间" +"的回归. 当它被打开时, 批处理和遗留渲染器会在每一帧中交替使用. 这将会降低性" +"能, 不应该用于最终的输出, 而只是用于测试." -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " @@ -703,11 +703,11 @@ msgstr "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - 这将定期打印诊断批处理日志到Godot IDE/控制台." -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "rendering/batching/precision" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -717,25 +717,25 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" -"precision/uv_contract>` - 在某些硬件上(尤其是某些Android设备),有报告称图块贴" -"图的绘制略微超出其UV范围,导致边缘伪影,如图块周围的线条.如果你看到这个问题,请" -"尝试启用uv收缩.这将使UV坐标小幅收缩,以补偿设备上的精度误差." +"precision/uv_contract>` - 在某些硬件上(尤其是某些Android设备), 有报告称图块贴" +"图的绘制略微超出其UV范围, 导致边缘伪影, 如图块周围的线条. 如果你看到这个问" +"题, 请尝试启用uv收缩. 这将使UV坐标小幅收缩, 以补偿设备上的精度误差." -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" -"precision/uv_contract_amount>`--希望默认的数量能够解决大多数设备上的伪装问题," -"但这个值仍然可以调整,以防万一." +"precision/uv_contract_amount>`--希望默认的数量能够解决大多数设备上的伪装问" +"题, 但这个值仍然可以调整, 以防万一." -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "诊断" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -745,20 +745,20 @@ msgid "" "occurring as intended, and help you fix these situations to get the best " "possible performance." msgstr "" -"虽然你可以改变参数并检查对帧率的影响,但这可能会让人感觉像盲目地工作,不知道下" -"面发生了什么.为了帮助解决这个问题,批处理提供了一个诊断模式,它将定期打印出(到" -"IDE或控制台)正在处理的批处理列表.这可以帮助确定批处理没有按照预期发生的情况," -"并帮助你修复这些情况以获得最佳性能." +"虽然你可以改变参数并检查对帧率的影响, 但这可能会让人感觉像盲目地工作, 不知道" +"下面发生了什么. 为了帮助解决这个问题, 批处理提供了一个诊断模式, 它将定期打印" +"出(到IDE或控制台)正在处理的批处理列表. 这可以帮助确定批处理没有按照预期发生的" +"情况, 并帮助你修复这些情况以获得最佳性能." -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "阅读诊断" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "这是一个典型的诊断方法." -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -766,11 +766,11 @@ msgid "" "will be determined by their contents and compatibility with the previous " "item." msgstr "" -"**joined_item:**一个joined项可以包含1个或多个项(节点)的引用.一般来说,包含多个" -"引用的jianed_items比包含单个引用的许多jianed_items要好.项目是否能被加入,将由" -"其内容和与前一个项目的兼容性决定." +"**joined_item:** 一个joined项可以包含1个或多个项(节点)的引用. 一般来说, 包含" +"多个引用的jianed_items比包含单个引用的许多jianed_items要好. 项目是否能被加" +"入, 将由其内容和与前一个项目的兼容性决定." -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -778,65 +778,65 @@ msgid "" "one rect, ``MULTI`` is added to the line to make it easy to identify. Seeing " "``MULTI`` is good as it indicates successful batching." msgstr "" -"**batch R:**一个包含矩形的批次.第二个数字是矩形的数量.方括号内的第二个数字是" -"Godot纹理ID,大括号内的数字是颜色.如果批次中包含多个矩形,则会在行中添加" -"``MULTI``,以便于识别.看到``MULTI``是好的,因为它表示批处理成功." +"**batch R:** 一个包含矩形的批次. 第二个数字是矩形的数量. 方括号内的第二个数字" +"是Godot纹理ID, 大括号内的数字是颜色. 如果批次中包含多个矩形, 则会在行中添加 " +"``MULTI``, 以便于识别. 看到 ``MULTI`` 是好的, 因为它表示批处理成功." -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." -msgstr "**batch D:**一个默认的批次,包含其他一切当前没有批次的东西." +msgstr "**batch D:** 一个默认的批次, 包含其他一切当前没有批次的东西." -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 msgid "Default batches" msgstr "默认批次" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" -msgstr "默认批次后面的第二个数字是该批次中的命令数,后面是内容的简单摘要::" +msgstr "默认批次后面的第二个数字是该批次中的命令数, 后面是内容的简单摘要::" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." -msgstr "您可能会看到包含无命令的 \"虚拟 \"默认批次,您可以忽略这些." +msgstr "您可能会看到包含无命令的 \"虚拟\" 默认批次, 您可以忽略这些." -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "常见问题" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." -msgstr "当启用批量处理时,性能并没有大幅提升." +msgstr "当启用批量处理时, 性能并没有大幅提升." -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" -msgstr "试着诊断一下,看看发生了多少批处理的情况,是否可以改进" +msgstr "试着诊断一下, 看看发生了多少批处理的情况, 是否可以改进" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "尝试改变项目设置中的批处理参数." -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "考虑到批处理可能不是你的瓶颈(见瓶颈)." -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "使用批处理会降低性能." -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "尝试上述步骤来增加批处理的机会." -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" @@ -846,65 +846,100 @@ msgstr "" "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -"单一矩形回退法是在不进行批处理的情况下使用的默认方法,它的速度大约是原来的两" -"倍.然而,它可能会导致某些硬件上的闪烁,因此不鼓励使用它." +"单一矩形回退法是在不进行批处理的情况下使用的默认方法, 它的速度大约是原来的两" +"倍. 然而, 它可能会导致某些硬件上的闪烁, 因此不鼓励使用它." -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." -msgstr "在尝试了上面的方法后,如果你的场景表现仍然较差,可以考虑关闭批处理." +msgstr "在尝试了上面的方法后, 如果你的场景表现仍然较差, 可以考虑关闭批处理." -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." -msgstr "我使用了自定义着色器,但项目没有批量化." +msgstr "我使用了自定义着色器, 但项目没有批量化." -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" -msgstr "自定义着色器在批处理时可能会出现问题,请参阅自定义着色器部分" +msgstr "自定义着色器在批处理时可能会出现问题, 请参阅自定义着色器部分" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "我看到线程出现在某些计算机硬件上." -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" "参见 :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" -"precision/uv_contract>` 项目设置,它可以用来解决这个问题." +"precision/uv_contract>` 项目设置, 它可以用来解决这个问题." -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." -msgstr "我使用了大量的纹理,所以很少有项目被批量化." +msgstr "我使用了大量的纹理, 所以很少有项目被批量化." -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -"考虑使用纹理图集.除了允许批处理外,这些图集还减少了与改变纹理相关的状态变化的" -"需求." +"考虑使用纹理图集. 除了允许批处理外, 这些图集还减少了与改变纹理相关的状态变化" +"的需求." -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "附录" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "随机图块优先级" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 msgid "Light scissoring threshold calculation" msgstr "光线裁剪阈值计算" -#: ../../docs/tutorials/optimization/batching.rst:526 +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" @@ -912,17 +947,17 @@ msgid "" msgstr "" "实际用作阈值的屏幕像素面积比例是 :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" -"scissor_area_threshold>`值的4次方." +"scissor_area_threshold>` 值的4次方." -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." -msgstr "例如,在1920×1080的屏幕尺寸上,有2,073,600个像素." +msgstr "例如, 在1920×1080的屏幕尺寸上, 有2,073,600个像素." -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" -msgstr "在1,000像素的阈值下,该比例将是::" +msgstr "在1,000像素的阈值下, 该比例将是::" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " @@ -931,18 +966,18 @@ msgstr "" "所以 :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` ``0.15`` 是一个合理的尝试值." -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -"另辟蹊径,比如用 :ref:`scissor_area_threshold " +"另辟蹊径, 比如用 :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` 为 ``0.5``::" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." -msgstr "如果保存的像素数大于该阈值,则剪刀被激活." +msgstr "如果保存的像素数大于该阈值, 则剪刀被激活." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 9e25012e35..a69f52a067 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,14 +34,14 @@ msgid "" "greatest speed improvement, instead of spending a lot of time optimizing " "functions that will lead to small performance improvements." msgstr "" -"我们必须知道 \"瓶颈 \"在哪里,才能知道如何加快我们的程序.瓶颈是指程序中最慢的" -"部分,限制了所有事情的进展速度.专注于瓶颈,可以让我们集中精力优化能给我们带来最" -"大速度提升的地方,而不是花大量时间去优化那些能带来微小性能提升的功能." +"我们必须知道 \"瓶颈\" 在哪里, 才能知道如何加快我们的程序. 瓶颈是指程序中最慢" +"的部分, 限制了所有事情的进展速度. 专注于瓶颈, 可以让我们集中精力优化能给我们" +"带来最大速度提升的地方, 而不是花大量时间去优化那些能带来微小性能提升的功能." #: ../../docs/tutorials/optimization/cpu_optimization.rst:16 msgid "" "For the CPU, the easiest way to identify bottlenecks is to use a profiler." -msgstr "对于CPU来说,找出瓶颈的最简单方法就是使用性能剖析器." +msgstr "对于CPU来说, 找出瓶颈的最简单方法就是使用性能剖析器." #: ../../docs/tutorials/optimization/cpu_optimization.rst:19 msgid "CPU profilers" @@ -52,7 +52,7 @@ msgid "" "Profilers run alongside your program and take timing measurements to work " "out what proportion of time is spent in each function." msgstr "" -"剖析器与您的程序一起运行,并进行时间测量,以计算出每个功能所花费的时间比例." +"剖析器与您的程序一起运行, 并进行时间测量, 以计算出每个功能所花费的时间比例." #: ../../docs/tutorials/optimization/cpu_optimization.rst:24 msgid "" @@ -61,12 +61,13 @@ msgid "" "is because, like most profilers, recording these timing measurements can " "slow down your project significantly." msgstr "" -"Godot集成开发环境有一个方便的内置剖析器.它不会在每次启动项目时运行:必须手动启" -"动和停止.这是因为,与大多数剖析器一样,记录这些时序测量会大大减慢你的项目速度." +"Godot集成开发环境有一个方便的内置剖析器. 它不会在每次启动项目时运行: 必须手动" +"启动和停止. 这是因为, 与大多数剖析器一样, 记录这些时序测量会大大减慢你的项目" +"速度." #: ../../docs/tutorials/optimization/cpu_optimization.rst:29 msgid "After profiling, you can look back at the results for a frame." -msgstr "剖析后,你可以回看一帧的结果." +msgstr "剖析后, 你可以回看一帧的结果." #: ../../docs/tutorials/optimization/cpu_optimization.rst:35 msgid "Results of a profile of one of the demo projects." @@ -77,13 +78,13 @@ msgid "" "We can see the cost of built-in processes such as physics and audio, as well " "as seeing the cost of our own scripting functions at the bottom." msgstr "" -"我们可以看到物理、音频等内置流程的消耗,也可以在底部看到自己脚本功能的消耗." +"我们可以看到物理, 音频等内置流程的消耗, 也可以在底部看到自己脚本功能的消耗." #: ../../docs/tutorials/optimization/cpu_optimization.rst:41 msgid "" "Time spent waiting for various built-in servers may not be counted in the " "profilers. This is a known bug." -msgstr "等待各种内置服务器的时间可能不会被计算在剖析器中.这是一个已知的错误." +msgstr "等待各种内置服务器的时间可能不会被计算在剖析器中. 这是一个已知的错误." #: ../../docs/tutorials/optimization/cpu_optimization.rst:44 msgid "" @@ -91,14 +92,14 @@ msgid "" "process taking a lot more time than others. This is your primary bottleneck, " "and you can usually increase speed by optimizing this area." msgstr "" -"当一个项目运行缓慢时,你经常会看到一个明显的功能或流程比其他功能或流程花费更多" -"的时间.这是你的主要瓶颈,你通常可以通过优化这个领域来提高速度." +"当一个项目运行缓慢时, 你经常会看到一个明显的功能或流程比其他功能或流程花费更" +"多的时间. 这是你的主要瓶颈, 你通常可以通过优化这个领域来提高速度." #: ../../docs/tutorials/optimization/cpu_optimization.rst:48 msgid "" "For more info about using Godot's built-in profiler, see :ref:" "`doc_debugger_panel`." -msgstr "有关使用Godot内置分析器的更多信息,请参阅: :ref:`doc_debugger_panel`." +msgstr "有关使用Godot内置分析器的更多信息, 请参阅: :ref:`doc_debugger_panel`." #: ../../docs/tutorials/optimization/cpu_optimization.rst:52 msgid "External profilers" @@ -110,8 +111,8 @@ msgid "" "need more power, and the ability to profile the Godot engine source code " "itself." msgstr "" -"虽然Godot IDE剖析器非常方便有用,但有时你需要更强大的功能,以及对Godot引擎源代" -"码本身进行剖析的能力." +"虽然Godot IDE剖析器非常方便有用, 但有时你需要更强大的功能, 以及对Godot引擎源" +"代码本身进行剖析的能力." #: ../../docs/tutorials/optimization/cpu_optimization.rst:57 msgid "" @@ -121,7 +122,7 @@ msgid "" "<https://visualstudio.microsoft.com/>`__ and `Intel VTune <https://software." "intel.com/content/www/us/en/develop/tools/vtune-profiler.html>`__." msgstr "" -"你可以使用一些第三方分析器来完成这个任务,包括 `Valgrind <https://www." +"你可以使用一些第三方分析器来完成这个任务, 包括 `Valgrind <https://www." "valgrind.org/>`__ , `VerySleepy <http://www.codersnotes.com/sleepy/>`__ , " "`HotSpot <https://github.com/KDAB/hotspot>`__ , `Visual Studio <https://" "visualstudio.microsoft.com/>`__ 和 `Intel VTune <https://software.intel.com/" @@ -136,14 +137,14 @@ msgid "" "Bottlenecks are often in a different place in debug builds, so you should " "profile release builds whenever possible." msgstr "" -"您需要从源码编译Godot以使用第三方剖析器.这是获得调试符号所必需的.你也可以使用" -"调试构建,但是,请注意,剖析调试构建的结果将与发布构建不同,因为调试构建的优化程" -"度较低.在调试构建中,瓶颈往往在不同的地方,所以你应该尽可能地对发布构建进行剖" -"析." +"您需要从源码编译Godot以使用第三方剖析器. 这是获得调试符号所必需的. 你也可以使" +"用调试构建, 但是, 请注意, 剖析调试构建的结果将与发布构建不同, 因为调试构建的" +"优化程度较低. 在调试构建中, 瓶颈往往在不同的地方, 所以你应该尽可能地对发布构" +"建进行剖析." #: ../../docs/tutorials/optimization/cpu_optimization.rst:74 msgid "Example results from Callgrind, which is part of Valgrind." -msgstr "例子结果来自Callgrind,这是Valgrind的一部分." +msgstr "例子结果来自Callgrind, 这是Valgrind的一部分." #: ../../docs/tutorials/optimization/cpu_optimization.rst:76 msgid "" @@ -152,8 +153,8 @@ msgid "" "function itself, excluding child functions (Self), the number of times the " "function is called, the function name, and the file or module." msgstr "" -"从左边开始,Callgrind正在列出函数及其子函数内的时间百分比(Inclusive)、函数本身" -"(不包括子函数)内的时间百分比(Self)、函数被调用的次数、函数名称以及文件或模块." +"从左边开始,Callgrind正在列出函数及其子函数内的时间百分比(Inclusive), 函数本身" +"(不包括子函数)内的时间百分比(Self), 函数被调用的次数, 函数名称以及文件或模块." #: ../../docs/tutorials/optimization/cpu_optimization.rst:81 msgid "" @@ -167,11 +168,11 @@ msgid "" "driver). This tells us the a large proportion of CPU time is being spent in " "the graphics driver." msgstr "" -"在这个例子中,我们可以看到几乎所有的时间都花在 `Main::iter()` 函数下.这是Godot" -"源代码中被反复调用的主函数.它导致帧被绘制,物理学ticks被模拟,节点和脚本被更新." -"很大一部分时间是花在渲染画布的函数中(66%),因为这个例子使用的是2D基准.下面,我" -"们看到几乎50%的时间都花在了Godot代码之外的 ``libglapi`` 和 ``i965_dri`` (图形" -"驱动)中.这告诉我们,很大一部分CPU时间都花在了图形驱动上." +"在这个例子中, 我们可以看到几乎所有的时间都花在 `Main::iter()` 函数下. 这是" +"Godot源代码中被反复调用的主函数. 它导致帧被绘制, 物理学ticks被模拟, 节点和脚" +"本被更新. 很大一部分时间是花在渲染画布的函数中(66%), 因为这个例子使用的是2D基" +"准. 下面, 我们看到几乎50%的时间都花在了Godot代码之外的 ``libglapi`` 和 " +"``i965_dri`` (图形驱动)中. 这告诉我们, 很大一部分CPU时间都花在了图形驱动上." #: ../../docs/tutorials/optimization/cpu_optimization.rst:91 msgid "" @@ -182,9 +183,9 @@ msgid "" "development of 2D batching, which greatly speeds up 2D rendering by reducing " "bottlenecks in this area." msgstr "" -"这其实是一个很好的例子,因为在理想的世界里,只有很小一部分时间会花在图形驱动上." -"这说明存在一个问题,就是在图形API中进行了太多的交流和工作.这种特殊的剖析导致了" -"2D批处理的发展,通过减少这方面的瓶颈,大大加快了2D渲染的速度." +"这其实是一个很好的例子, 因为在理想的世界里, 只有很小一部分时间会花在图形驱动" +"上. 这说明存在一个问题, 就是在图形API中进行了太多的交流和工作. 这种特殊的剖析" +"导致了2D批处理的发展, 通过减少这方面的瓶颈, 大大加快了2D渲染的速度." #: ../../docs/tutorials/optimization/cpu_optimization.rst:99 msgid "Manually timing functions" @@ -197,8 +198,8 @@ msgid "" "specifics vary depending on the language, but in GDScript, you would do the " "following:" msgstr "" -"另一个方便的技术,特别是当你使用分析器确定了瓶颈后,就是手动为功能或被测区域计" -"时.具体细节因语言而异,但在GDScript中,你可以做如下操作:" +"另一个方便的技术, 特别是当你使用分析器确定了瓶颈后, 就是手动为功能或被测区域" +"计时. 具体细节因语言而异, 但在GDScript中, 你可以做如下操作:" #: ../../docs/tutorials/optimization/cpu_optimization.rst:116 msgid "" @@ -209,9 +210,9 @@ msgid "" "manner. Therefore, an average over a series of runs is more accurate than a " "single measurement." msgstr "" -"当手动为函数计时时,通常最好是多次(1000次或更多次)运行该函数,而不是只运行一次" -"(除非是非常慢的函数).这样做的原因是,定时器的精度往往有限.此外,CPU会以一种无序" -"的方式调度进程.因此,一系列运行的平均值比单次测量更准确." +"当手动为函数计时时, 通常最好是多次(1000次或更多次)运行该函数, 而不是只运行一" +"次(除非是非常慢的函数). 这样做的原因是, 定时器的精度往往有限. 此外,CPU会以一" +"种无序的方式调度进程. 因此, 一系列运行的平均值比单次测量更准确." #: ../../docs/tutorials/optimization/cpu_optimization.rst:122 msgid "" @@ -219,8 +220,8 @@ msgid "" "or time them as you go. This will give you crucial feedback as to whether " "the optimization is working (or not)." msgstr "" -"当你尝试优化功能时,一定要反复对它们进行剖析或计时.这将为您提供关键的反馈,说明" -"优化是否有效(或无效)." +"当你尝试优化功能时, 一定要反复对它们进行剖析或计时. 这将为您提供关键的反馈, " +"说明优化是否有效(或无效)." #: ../../docs/tutorials/optimization/cpu_optimization.rst:127 msgid "Caches" @@ -240,13 +241,13 @@ msgid "" "slowly load in some data. This delay can result in the CPU sitting around " "idle for a long time, and is referred to as a \"cache miss\"." msgstr "" -"CPU缓存是另外一个需要特别注意的东西,特别是在比较一个函数的两个不同版本的时序" -"结果时.其结果可能高度依赖于数据是否在CPU缓存中.CPU不会直接从系统RAM中加载数" -"据,尽管它与CPU缓存相比非常巨大(几千兆字节而不是几兆字节).这是因为系统RAM的访" -"问速度非常慢.相反,CPU从一个较小、较快的内存库中加载数据,称为cache.从缓存中加" -"载数据的速度非常快,但每次你试图加载一个没有存储在缓存中的内存地址时,缓存必须" -"前往主内存并缓慢地加载一些数据.这种延迟会导致CPU长时间闲置,被称为 \"cache " -"miss\"." +"CPU缓存是另外一个需要特别注意的东西, 特别是在比较一个函数的两个不同版本的时序" +"结果时. 其结果可能高度依赖于数据是否在CPU缓存中.CPU不会直接从系统RAM中加载数" +"据, 尽管它与CPU缓存相比非常巨大(几千兆字节而不是几兆字节). 这是因为系统RAM的" +"访问速度非常慢. 相反,CPU从一个较小, 较快的内存库中加载数据, 称为cache. 从缓存" +"中加载数据的速度非常快, 但每次你试图加载一个没有存储在缓存中的内存地址时, 缓" +"存必须前往主内存并缓慢地加载一些数据. 这种延迟会导致CPU长时间闲置, 被称为 " +"\"cache miss\"." #: ../../docs/tutorials/optimization/cpu_optimization.rst:141 msgid "" @@ -255,9 +256,9 @@ msgid "" "much faster because the data is in the cache. Due to this, always use " "averages when timing, and be aware of the effects of cache." msgstr "" -"这意味着,第一次运行一个函数时,由于数据不在CPU缓存中,它可能运行得很慢.第二次和" -"以后的时间,可能运行得更快,因为数据在缓存中.由于这个原因,在计时时一定要使用平" -"均数,并且要注意缓存的影响." +"这意味着, 第一次运行一个函数时, 由于数据不在CPU缓存中, 它可能运行得很慢. 第二" +"次和以后的时间, 可能运行得更快, 因为数据在缓存中. 由于这个原因, 在计时时一定" +"要使用平均数, 并且要注意缓存的影响." #: ../../docs/tutorials/optimization/cpu_optimization.rst:146 msgid "" @@ -269,10 +270,10 @@ msgid "" "access memory in a linear fashion (like a continuous list), then the cache " "will work optimally and the CPU will be able to work as fast as possible." msgstr "" -"了解缓存对于CPU优化也是至关重要的.如果你有一个算法(例程),从主内存随机分布的区" -"域加载小数据位,这可能会导致大量的缓存失误,很多时候,CPU会在附近等待数据,而不是" -"做别的工作.相反,如果你能使你的数据访问本地化,或者更好的是以线性方式访问内存" -"(像一个连续的列表),那么缓存将以最佳方式工作,CPU将能够尽可能快地工作." +"了解缓存对于CPU优化也是至关重要的. 如果你有一个算法(例程), 从主内存随机分布的" +"区域加载小数据位, 这可能会导致大量的缓存失误, 很多时候,CPU会在附近等待数据, " +"而不是做别的工作. 相反, 如果你能使你的数据访问本地化, 或者更好的是以线性方式" +"访问内存(像一个连续的列表), 那么缓存将以最佳方式工作,CPU将能够尽可能快地工作." #: ../../docs/tutorials/optimization/cpu_optimization.rst:154 msgid "" @@ -281,9 +282,9 @@ msgid "" "rendering and physics. Still, you should be especially aware of caching when " "using :ref:`GDNative <toc-tutorials-gdnative>`." msgstr "" -"Godot通常会为你处理这些低级的细节.例如,服务器API确保数据已经为渲染和物理学等" -"方面的缓存进行了优化.不过,在使用 :ref:`GDNative <toc-tutorials-gdnative>` 时," -"你还是要特别注意缓存问题." +"Godot通常会为你处理这些低级的细节. 例如, 服务器API确保数据已经为渲染和物理学" +"等方面的缓存进行了优化. 不过, 在使用 :ref:`GDNative <toc-tutorials-" +"gdnative>` 时, 你还是要特别注意缓存问题." #: ../../docs/tutorials/optimization/cpu_optimization.rst:160 msgid "Languages" @@ -296,8 +297,8 @@ msgid "" "ease of use at the cost of speed, and others are faster but more difficult " "to work with." msgstr "" -"Godot支持多种不同的语言,值得注意的是,其中有一些折衷.有些语言是以速度为代价而" -"设计的,便于使用,而另一些语言速度更快,但更难使用." +"Godot支持多种不同的语言, 值得注意的是, 其中有一些折衷. 有些语言是以速度为代价" +"而设计的, 便于使用, 而另一些语言速度更快, 但更难使用." #: ../../docs/tutorials/optimization/cpu_optimization.rst:166 msgid "" @@ -305,8 +306,8 @@ msgid "" "language you choose. If your project is making a lot of calculations in its " "own code, consider moving those calculations to a faster language." msgstr "" -"无论你选择哪种脚本语言,内置的引擎函数都以同样的速度运行.如果你的项目在自己的" -"代码中进行了大量的计算,可以考虑将这些计算转移到更快的语言中." +"无论你选择哪种脚本语言, 内置的引擎函数都以同样的速度运行. 如果你的项目在自己" +"的代码中进行了大量的计算, 可以考虑将这些计算转移到更快的语言中." #: ../../docs/tutorials/optimization/cpu_optimization.rst:171 msgid "GDScript" @@ -320,9 +321,9 @@ msgid "" "need to make heavy calculations, consider moving some of your project to one " "of the other languages." msgstr "" -":ref:`GDScript <toc-learn-scripting-gdscript>` 被设计成易于使用和迭代的语言," -"是制作多种类型游戏的理想选择.然而,在这种语言中,易用性被认为比性能更重要.如果" -"您需要进行繁重的计算,请考虑将您的一些项目转移到其他语言中." +":ref:`GDScript <toc-learn-scripting-gdscript>` 被设计成易于使用和迭代的语言, " +"是制作多种类型游戏的理想选择. 然而, 在这种语言中, 易用性被认为比性能更重要. " +"如果您需要进行繁重的计算, 请考虑将您的一些项目转移到其他语言中." #: ../../docs/tutorials/optimization/cpu_optimization.rst:180 msgid "C#" @@ -336,9 +337,10 @@ msgid "" "though. A common approach to workaround issues with garbage collection is to " "use *object pooling*, which is outside the scope of this guide." msgstr "" -":ref:`C# <toc-learn-scripting-C#>` 很受欢迎,在Godot中得到了一流的支持.它在速" -"度和易用性之间提供了一个很好的折中.不过要注意游戏过程中可能出现的垃圾收集暂停" -"和泄漏.解决垃圾收集问题的一个常见方法是使用*对象池*,这不在本指南的范围内." +":ref:`C # <toc-learn-scripting-C#>` 很受欢迎, 在Godot中得到了一流的支持. 它在" +"速度和易用性之间提供了一个很好的折中. 不过要注意游戏过程中可能出现的垃圾收集" +"暂停和泄漏. 解决垃圾收集问题的一个常见方法是使用 *对象池*, 这不在本指南的范围" +"内." #: ../../docs/tutorials/optimization/cpu_optimization.rst:189 msgid "Other languages" @@ -350,7 +352,7 @@ msgid "" "<https://github.com/godot-rust/godot-rust>`_ and `Javascript <https://github." "com/GodotExplorer/ECMAScript>`_." msgstr "" -"第三方提供对其他几种语言的支持,包括 `Rust <https://github.com/godot-rust/" +"第三方提供对其他几种语言的支持, 包括 `Rust <https://github.com/godot-rust/" "godot-rust>` _和 `Javascript <https://github.com/GodotExplorer/ECMAScript>` " "_." @@ -366,9 +368,10 @@ msgid "" "`GDNative <toc-tutorials-gdnative>` and :ref:`custom modules " "<doc_custom_modules_in_c++>`." msgstr "" -"Godot是用C++编写的.使用C++通常会带来最快的代码.然而,在实际操作层面上,它是最难" -"在不同平台上部署到终端用户的机器上的.使用C++的选项包括 :ref:`GDNative <toc-" -"tutorials-gdnative>` 和 :ref:`custom modules <doc_custom_modules_in_c++>` ." +"Godot是用C++编写的. 使用C++通常会带来最快的代码. 然而, 在实际操作层面上, 它是" +"最难在不同平台上部署到终端用户的机器上的. 使用C++的选项包括 :ref:`GDNative " +"<toc-tutorials-gdnative>` 和 :ref:`custom modules <doc_custom_modules_in_c+" +"+>` ." #: ../../docs/tutorials/optimization/cpu_optimization.rst:205 msgid "Threads" @@ -381,9 +384,9 @@ msgid "" "doing a limited amount of work. By spreading work over multiple threads, you " "can move further towards peak CPU efficiency." msgstr "" -"在进行大量的计算时,考虑使用线程,这些计算可以相互并行运行.现代CPU有多个核心,每" -"个核心能做的工作量有限.通过将工作分散在多个线程上,你可以进一步向CPU的峰值效率" -"迈进." +"在进行大量的计算时, 考虑使用线程, 这些计算可以相互并行运行. 现代CPU有多个核" +"心, 每个核心能做的工作量有限. 通过将工作分散在多个线程上, 你可以进一步向CPU的" +"峰值效率迈进." #: ../../docs/tutorials/optimization/cpu_optimization.rst:212 msgid "" @@ -394,10 +397,10 @@ msgid "" "threads, make sure you understand the dangers and how to try and prevent " "these race conditions." msgstr "" -"线程的缺点是,你必须非常小心.由于每个CPU核心都是独立运行的,它们最终可能会在同" -"一时间试图访问相同的内存.一个线程可以在另一个线程在写的时候读取一个变量:这被" -"称为*race condition*.在你使用线程之前,请确保你了解这些危险以及如何尝试和防止" -"这些竞赛条件." +"线程的缺点是, 你必须非常小心. 由于每个CPU核心都是独立运行的, 它们最终可能会在" +"同一时间试图访问相同的内存. 一个线程可以在另一个线程在写的时候读取一个变量: " +"这被称为*race condition*. 在你使用线程之前, 请确保你了解这些危险以及如何尝试" +"和防止这些竞赛条件." #: ../../docs/tutorials/optimization/cpu_optimization.rst:218 msgid "" @@ -407,7 +410,7 @@ msgstr "线程也会使调试的难度大大增加.GDScript调试器还不支持 #: ../../docs/tutorials/optimization/cpu_optimization.rst:221 msgid "For more information on threads, see :ref:`doc_using_multiple_threads`." -msgstr "有关线程的更多信息,请参见 :ref:`doc_using_multiple_threads`." +msgstr "有关线程的更多信息, 请参见 :ref:`doc_using_multiple_threads`." #: ../../docs/tutorials/optimization/cpu_optimization.rst:224 msgid "SceneTree" @@ -421,17 +424,17 @@ msgid "" "reduce performance when you have very large numbers of nodes (usually in the " "thousands)." msgstr "" -"虽然节点是一个非常强大和通用的概念,但请注意,每个节点都是有代价的.内置的函数," -"如`_process()`和`_physics_process()`会在树中传播.当你有非常多的节点(通常是成" -"千上万的节点)时,这种内务管理会降低性能." +"虽然节点是一个非常强大和通用的概念, 但请注意, 每个节点都是有代价的. 内置的函" +"数, 如 `_process()` 和 `_physics_process()` 会在树中传播. 当你有非常多的节点" +"(通常是成千上万的节点)时, 这种内务管理会降低性能." #: ../../docs/tutorials/optimization/cpu_optimization.rst:231 msgid "" "Each node is handled individually in the Godot renderer. Therefore, a " "smaller number of nodes with more in each can lead to better performance." msgstr "" -"在Godot渲染器中,每个节点都是单独处理的.因此,较少的节点数量与较多的每个节点可" -"以带来更好的性能." +"在Godot渲染器中, 每个节点都是单独处理的. 因此, 较少的节点数量与较多的每个节点" +"可以带来更好的性能." #: ../../docs/tutorials/optimization/cpu_optimization.rst:234 msgid "" @@ -444,19 +447,19 @@ msgid "" "add_child(node) <class_Node_method_add_child>`. This can be very useful for " "adding and removing areas from a game, for example." msgstr "" -":ref:`SceneTree <class_SceneTree>` 的一个怪癖是,你有时可以通过从SceneTree中删" -"除节点,而不是通过暂停或隐藏节点来获得更好的性能.您不一定要删除一个分离的节点." -"例如,您可以保留一个节点的引用,使用 :ref:`Node.remove_child(node) " -"<class_Node_method_remove_child>`将其从场景树中分离出来,然后使用 :ref:`Node." -"add_child(node) <class_Node_method_add_child>` 将其重新连接.例如,这对于在游戏" -"中添加和删除区域是非常有用的." +":ref:`SceneTree <class_SceneTree>` 的一个怪癖是, 你有时可以通过从SceneTree中" +"删除节点, 而不是通过暂停或隐藏节点来获得更好的性能. 您不一定要删除一个分离的" +"节点. 例如, 您可以保留一个节点的引用, 使用 :ref:`Node.remove_child(node) " +"<class_Node_method_remove_child>` 将其从场景树中分离出来, 然后使用 :ref:" +"`Node.add_child(node) <class_Node_method_add_child>` 将其重新连接. 例如, 这对" +"于在游戏中添加和删除区域是非常有用的." #: ../../docs/tutorials/optimization/cpu_optimization.rst:242 msgid "" "You can avoid the SceneTree altogether by using Server APIs. For more " "information, see :ref:`doc_using_servers`." msgstr "" -"你可以通过使用服务器API来完全避免使用SceneTree.更多信息,请参见 :ref:" +"你可以通过使用服务器API来完全避免使用SceneTree. 更多信息, 请参见 :ref:" "`doc_using_servers` ." #: ../../docs/tutorials/optimization/cpu_optimization.rst:246 @@ -469,8 +472,8 @@ msgid "" "particularly the case with complex worlds and large numbers of physics " "objects." msgstr "" -"在某些情况下,物理学最终会成为一个瓶颈.尤其是在复杂的世界和大量物理对象的情况" -"下,更是如此." +"在某些情况下, 物理学最终会成为一个瓶颈. 尤其是在复杂的世界和大量物理对象的情" +"况下, 更是如此." #: ../../docs/tutorials/optimization/cpu_optimization.rst:251 msgid "Here are some techniques to speed up physics:" @@ -482,8 +485,8 @@ msgid "" "shapes. Often, this won't be noticeable for end users, but can greatly " "increase performance." msgstr "" -"尝试使用简化版本的渲染几何图形来处理碰撞形状.通常情况下,这对终端用户来说并不" -"明显,但可以大大提高性能." +"尝试使用简化版本的渲染几何图形来处理碰撞形状. 通常情况下, 这对终端用户来说并" +"不明显, 但可以大大提高性能." #: ../../docs/tutorials/optimization/cpu_optimization.rst:256 msgid "" @@ -491,8 +494,8 @@ msgid "" "current area, or reusing physics objects (maybe you allow 8 monsters per " "area, for example, and reuse these)." msgstr "" -"试着从物理学中移除物体,当它们不在视野中/在当前区域之外时,或者重新使用物理学对" -"象(例如,也许你允许每个区域有8个怪物,并重新使用这些怪物)." +"试着从物理学中移除物体, 当它们不在视野中/在当前区域之外时, 或者重新使用物理学" +"对象(例如, 也许你允许每个区域有8个怪物, 并重新使用这些怪物)." #: ../../docs/tutorials/optimization/cpu_optimization.rst:260 msgid "" @@ -501,9 +504,9 @@ msgid "" "physics 60 times per second, you may update them only 30 or even 20 times " "per second. This can greatly reduce the CPU load." msgstr "" -"物理的另一个关键方面是物理时钟滴答率.在一些游戏中,你可以大大降低时钟滴答率,比" -"如说,你可以不用每秒更新物理60次,而只需每秒更新30次甚至20次.这样可以大大降低" -"CPU的负载." +"物理的另一个关键方面是物理时钟滴答率. 在一些游戏中, 你可以大大降低时钟滴答" +"率, 比如说, 你可以不用每秒更新物理60次, 而只需每秒更新30次甚至20次. 这样可以" +"大大降低CPU的负载." #: ../../docs/tutorials/optimization/cpu_optimization.rst:265 msgid "" @@ -513,9 +516,9 @@ msgid "" "It's recommended to stick to the default physics tick rate (60 Hz) in most " "games that feature real-time player movement." msgstr "" -"改变物理学tick rate的缺点是,当物理学更新速率与每秒渲染的帧数不匹配时,你可能会" -"出现运动抖动或抖动.另外,降低物理学tick率会增加输入滞后.建议在大多数以玩家实时" -"移动为特色的游戏中,坚持使用默认的物理学tick率(60 Hz)." +"改变物理学tick rate的缺点是, 当物理学更新速率与每秒渲染的帧数不匹配时, 你可能" +"会出现运动抖动或抖动. 另外, 降低物理学tick率会增加输入滞后. 建议在大多数以玩" +"家实时移动为特色的游戏中, 坚持使用默认的物理学tick率(60 Hz)." #: ../../docs/tutorials/optimization/cpu_optimization.rst:271 msgid "" @@ -527,8 +530,8 @@ msgid "" "tick. It's orders of magnitude faster, so this can be a significant " "performance win while also reducing jitter." msgstr "" -"解决抖动的方法是使用 *固定时间步长插值* ,这涉及到平滑多个帧的渲染位置和旋转," -"以匹配物理.你可以自己实现,或者使用 `第三方插件<https://github.com/lawnjelly/" -"smoothing-addon>`__ .从性能上来说,与运行物理时钟滴答相比,插值是一个非常廉价的" -"操作.它的速度快了好几个数量级,所以这在减少抖动的同时也带来了部分显著的性能提" -"升." +"解决抖动的方法是使用 *固定时间步长插值* , 这涉及到平滑多个帧的渲染位置和旋" +"转, 以匹配物理. 你可以自己实现, 或者使用 `第三方插件 <https://github.com/" +"lawnjelly/smoothing-addon>`__ . 从性能上来说, 与运行物理时钟滴答相比, 插值是" +"一个非常廉价的操作. 它的速度快了好几个数量级, 所以这在减少抖动的同时也带来了" +"部分显著的性能提升." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/general_optimization.po index 6244f67860..a2524e2b1c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "it's all too easy to produce software that will bring even the fastest " "computer to its knees." msgstr "" -"在一个理想的世界里,计算机将以无限的速度运行.我们唯一的限制是我们的想象力.然" -"而,在现实世界中,制造出能让最快的计算机也屈服的软件实在是太容易了." +"在一个理想的世界里, 计算机将以无限的速度运行. 我们唯一的限制是我们的想象力. " +"然而, 在现实世界中, 制造出能让最快的计算机也屈服的软件实在是太容易了." #: ../../docs/tutorials/optimization/general_optimization.rst:14 msgid "" @@ -41,12 +41,12 @@ msgid "" "would like to be possible, and what we can realistically achieve while " "maintaining good performance." msgstr "" -"因此,设计游戏和其他软件是在我们希望可能的情况下,和在保持良好性能的前提下,能够" -"实际实现的情况之间的折中." +"因此, 设计游戏和其他软件是在我们希望可能的情况下, 和在保持良好性能的前提下, " +"能够实际实现的情况之间的折中." #: ../../docs/tutorials/optimization/general_optimization.rst:18 msgid "To achieve the best results, we have two approaches:" -msgstr "要达到最佳效果,我们有两种方法:" +msgstr "要达到最佳效果, 我们有两种方法:" #: ../../docs/tutorials/optimization/general_optimization.rst:20 msgid "Work faster." @@ -72,9 +72,9 @@ msgid "" "and should strive to learn the tricks of the trade while trying to invent " "new ones." msgstr "" -"更聪明地工作的一部分是认识到,在游戏中,我们经常可以让玩家相信他们所处的世界比" -"实际情况要复杂得多,互动性强,图形上也更刺激.一个好的程序员是一个魔术师,应该努" -"力学习行业的技巧,同时努力发明新的技巧." +"更聪明地工作的一部分是认识到, 在游戏中, 我们经常可以让玩家相信他们所处的世界" +"比实际情况要复杂得多, 互动性强, 图形上也更刺激. 一个好的程序员是一个魔术师, " +"应该努力学习行业的技巧, 同时努力发明新的技巧." #: ../../docs/tutorials/optimization/general_optimization.rst:34 msgid "The nature of slowness" @@ -85,29 +85,30 @@ msgid "" "To the outside observer, performance problems are often lumped together. But " "in reality, there are several different kinds of performance problems:" msgstr "" -"在外界观察者看来,业绩问题往往被归纳在一起.但实际上,业绩问题有几种不同的类型:" +"在外界观察者看来, 业绩问题往往被归纳在一起. 但实际上, 业绩问题有几种不同的类" +"型:" #: ../../docs/tutorials/optimization/general_optimization.rst:39 msgid "" "A slow process that occurs every frame, leading to a continuously low frame " "rate." -msgstr "每一帧都发生的缓慢过程,导致持续的低帧率." +msgstr "每一帧都发生的缓慢过程, 导致持续的低帧率." #: ../../docs/tutorials/optimization/general_optimization.rst:41 msgid "" "An intermittent process that causes \"spikes\" of slowness, leading to " "stalls." -msgstr "一个断断续续的过程,造成缓慢的到达\"巅峰\",导致停滞不前." +msgstr "一个断断续续的过程, 造成缓慢的到达 \"巅峰\", 导致停滞不前." #: ../../docs/tutorials/optimization/general_optimization.rst:43 msgid "" "A slow process that occurs outside of normal gameplay, for instance, when " "loading a level." -msgstr "在正常游戏之外发生的缓慢进程,例如加载关卡时." +msgstr "在正常游戏之外发生的缓慢进程, 例如加载关卡时." #: ../../docs/tutorials/optimization/general_optimization.rst:46 msgid "Each of these are annoying to the user, but in different ways." -msgstr "每一种都会给用户带来烦恼,但方式不同." +msgstr "每一种都会给用户带来烦恼, 但方式不同." #: ../../docs/tutorials/optimization/general_optimization.rst:49 msgid "Measuring performance" @@ -119,12 +120,12 @@ msgid "" "performance - to identify where bottlenecks are, and to measure the success " "of our attempts to speed them up." msgstr "" -"对于优化来说,最重要的工具可能是衡量性能的能力--找出瓶颈所在,并衡量我们突破瓶" -"颈的尝试是否成功." +"对于优化来说, 最重要的工具可能是衡量性能的能力--找出瓶颈所在, 并衡量我们突破" +"瓶颈的尝试是否成功." #: ../../docs/tutorials/optimization/general_optimization.rst:55 msgid "There are several methods of measuring performance, including:" -msgstr "有几种衡量性能的方法,包括:" +msgstr "有几种衡量性能的方法, 包括:" #: ../../docs/tutorials/optimization/general_optimization.rst:57 msgid "Putting a start/stop timer around code of interest." @@ -144,7 +145,7 @@ msgid "" "developer.nvidia.com/nsight-graphics>`__ or `apitrace <https://apitrace." "github.io/>`__." msgstr "" -"使用GPU分析器和调试器,如 `NVIDIA Nsight Graphics <https://developer.nvidia." +"使用GPU分析器和调试器, 如 `NVIDIA Nsight Graphics <https://developer.nvidia." "com/nsight-graphics>`__ 或 `apitrace <https://apitrace.github.io/>`__ ." #: ../../docs/tutorials/optimization/general_optimization.rst:63 @@ -157,8 +158,8 @@ msgid "" "different hardware. It's often a good idea to measure timings on more than " "one device. This is especially the case if you're targeting mobile devices." msgstr "" -"要非常清楚,不同区域的相对性能在不同的硬件上会有所不同.在一个以上的设备上测量" -"计时通常是个好主意.如果你的目标是移动设备,情况尤其如此." +"要非常清楚, 不同区域的相对性能在不同的硬件上会有所不同. 在一个以上的设备上测" +"量计时通常是个好主意. 如果你的目标是移动设备, 情况尤其如此." #: ../../docs/tutorials/optimization/general_optimization.rst:70 msgid "Limitations" @@ -168,7 +169,7 @@ msgstr "限制" msgid "" "CPU profilers are often the go-to method for measuring performance. However, " "they don't always tell the whole story." -msgstr "CPU分析器通常是测量性能的常用方法.然而,它们并不总是能反映全部情况." +msgstr "CPU分析器通常是测量性能的常用方法. 然而, 它们并不总是能反映全部情况." #: ../../docs/tutorials/optimization/general_optimization.rst:75 msgid "" @@ -182,14 +183,14 @@ msgid "" "result\" of instructions used in Godot (for example, dynamic memory " "allocation)." msgstr "" -"由于在Godot中使用的指令(例如,动态内存分配)\"导致\"操作系统进程(在Godot之外)可" -"能出现巅峰." +"由于在Godot中使用的指令(例如, 动态内存分配)\"导致\" 操作系统进程(在Godot之外)" +"可能出现巅峰." #: ../../docs/tutorials/optimization/general_optimization.rst:79 msgid "" "You may not always be able to profile specific devices like a mobile phone " "due to the initial setup required." -msgstr "由于需要进行初始设置,您可能并不总是能够对特定设备进行配置,例如手机." +msgstr "由于需要进行初始设置, 您可能并不总是能够对特定设备进行配置, 例如手机." #: ../../docs/tutorials/optimization/general_optimization.rst:81 msgid "" @@ -201,7 +202,7 @@ msgstr "您可能需要解决您无法访问的硬件上出现的性能问题." msgid "" "As a result of these limitations, you often need to use detective work to " "find out where bottlenecks are." -msgstr "由于这些限制,你经常需要使用侦测工作来找出瓶颈所在." +msgstr "由于这些限制, 你经常需要使用侦测工作来找出瓶颈所在." #: ../../docs/tutorials/optimization/general_optimization.rst:88 msgid "Detective work" @@ -213,8 +214,8 @@ msgid "" "performance, and also in terms of bug fixing). This can include hypothesis " "testing, and binary search." msgstr "" -"侦测工作对于开发人员来说是一项至关重要的技能(无论是在性能方面,还是在错误修复" -"方面).这可以包括假设测试和二进制搜索." +"侦测工作对于开发人员来说是一项至关重要的技能(无论是在性能方面, 还是在错误修复" +"方面). 这可以包括假设测试和二进制搜索." #: ../../docs/tutorials/optimization/general_optimization.rst:95 msgid "Hypothesis testing" @@ -224,23 +225,23 @@ msgstr "假设检验" msgid "" "Say, for example, that you believe sprites are slowing down your game. You " "can test this hypothesis by:" -msgstr "比如说,你认为精灵使你的游戏速度变慢.可以通过以下方式来验证这个假设:" +msgstr "比如说, 你认为精灵使你的游戏速度变慢. 可以通过以下方式来验证这个假设:" #: ../../docs/tutorials/optimization/general_optimization.rst:100 msgid "Measuring the performance when you add more sprites, or take some away." -msgstr "当你添加更多的精灵或移除一些精灵时,测量其性能." +msgstr "当你添加更多的精灵或移除一些精灵时, 测量其性能." #: ../../docs/tutorials/optimization/general_optimization.rst:102 msgid "" "This may lead to a further hypothesis: does the size of the sprite determine " "the performance drop?" -msgstr "这可能会引出一个进一步的假设:精灵的大小是否决定了性能的下降?" +msgstr "这可能会引出一个进一步的假设: 精灵的大小是否决定了性能的下降?" #: ../../docs/tutorials/optimization/general_optimization.rst:105 msgid "" "You can test this by keeping everything the same, but changing the sprite " "size, and measuring performance." -msgstr "你可以通过保持一切不变,但改变精灵的大小,并测量性能来进行测试." +msgstr "你可以通过保持一切不变, 但改变精灵的大小, 并测量性能来进行测试." #: ../../docs/tutorials/optimization/general_optimization.rst:109 msgid "Binary search" @@ -253,15 +254,15 @@ msgid "" "approximately half the routines that occur on a normal frame. Has the " "performance improved more or less than expected?" msgstr "" -"如果你知道帧的时间比它们应该的时间长得多,但你不确定瓶颈在哪里.你可以先注释掉" -"正常帧上发生的大约一半例程,测量性能的提升比预期的多还是少?" +"如果你知道帧的时间比它们应该的时间长得多, 但你不确定瓶颈在哪里. 你可以先注释" +"掉正常帧上发生的大约一半例程, 测量性能的提升比预期的多还是少?" #: ../../docs/tutorials/optimization/general_optimization.rst:116 msgid "" "Once you know which of the two halves contains the bottleneck, you can " "repeat this process until you've pinned down the problematic area." msgstr "" -"一旦你知道两半中的哪一半包含瓶颈,你可以重复这个过程,直到你确定问题区域." +"一旦你知道两半中的哪一半包含瓶颈, 你可以重复这个过程, 直到你确定问题区域." #: ../../docs/tutorials/optimization/general_optimization.rst:120 msgid "Profilers" @@ -273,8 +274,8 @@ msgid "" "provide results telling you what percentage of time was spent in different " "functions and areas, and how often functions were called." msgstr "" -"分析器允许你在运行程序时对其进行计时.然后,分析器提供结果,告诉你在不同的功能和" -"区域所花费的时间百分比,以及功能被调用的频率." +"分析器允许你在运行程序时对其进行计时. 然后, 分析器提供结果, 告诉你在不同的功" +"能和区域所花费的时间百分比, 以及功能被调用的频率." #: ../../docs/tutorials/optimization/general_optimization.rst:126 msgid "" @@ -283,14 +284,14 @@ msgid "" "backfire and lead to slower performance. **Always use profiling and timing " "to guide your efforts.**" msgstr "" -"这对于确定瓶颈和衡量改进的结果都非常有用.有时,改善性能的尝试可能会适得其反,导" -"致性能变慢.**始终使用分析器和时长来指导您的工作**" +"这对于确定瓶颈和衡量改进的结果都非常有用. 有时, 改善性能的尝试可能会适得其" +"反, 导致性能变慢. **始终使用分析器和时长来指导您的工作**" #: ../../docs/tutorials/optimization/general_optimization.rst:131 msgid "" "For more info about using Godot's built-in profiler, see :ref:" "`doc_debugger_panel`." -msgstr "有关使用Godot内置分析器的更多信息,请参阅: :ref:`doc_debugger_panel`." +msgstr "有关使用Godot内置分析器的更多信息, 请参阅: :ref:`doc_debugger_panel`." #: ../../docs/tutorials/optimization/general_optimization.rst:134 msgid "Principles" @@ -309,9 +310,9 @@ msgid "" "about 97% of the time: premature optimization is the root of all evil. Yet " "we should not pass up our opportunities in that critical 3%.*" msgstr "" -"*程序员浪费了大量的时间去考虑或者担心程序中非关键部分的速度,如果考虑到调试和" -"维护,这些提高效率的尝试实际上会产生强烈的负面影响.我们应该忘掉小效率,比如说" -"97%左右的时间:过早的优化是万恶之源.然而不应该放弃那关键的3%的机会*" +"*程序员浪费了大量的时间去考虑或者担心程序中非关键部分的速度, 如果考虑到调试和" +"维护, 这些提高效率的尝试实际上会产生强烈的负面影响. 我们应该忘掉小效率, 比如" +"说97%左右的时间: 过早的优化是万恶之源. 然而不应该放弃那关键的3%的机会*" #: ../../docs/tutorials/optimization/general_optimization.rst:145 msgid "The messages are very important:" @@ -323,8 +324,8 @@ msgid "" "of a program, we should concentrate our efforts on the aspects that really " "matter." msgstr "" -"开发者的时间是有限的.与其盲目地试图加快一个程序的所有方面,应该集中精力在真正" -"重要的方面." +"开发者的时间是有限的. 与其盲目地试图加快一个程序的所有方面, 应该集中精力在真" +"正重要的方面." #: ../../docs/tutorials/optimization/general_optimization.rst:150 msgid "" @@ -332,8 +333,8 @@ msgid "" "debug than non-optimized code. It is in our interests to limit this to areas " "that will really benefit." msgstr "" -"在优化方面的努力,最终往往会得到比非优化代码更难阅读和调试的代码.将这种情况限" -"制在真正受益的领域更符合我们的利益." +"在优化方面的努力, 最终往往会得到比非优化代码更难阅读和调试的代码. 将这种情况" +"限制在真正受益的领域更符合我们的利益." #: ../../docs/tutorials/optimization/general_optimization.rst:154 msgid "" @@ -341,8 +342,8 @@ msgid "" "necessarily mean that we *should*. Knowing when and when not to optimize is " "a great skill to develop." msgstr "" -"仅仅因为我们 *可以* 优化某段代码,并不一定意味着 *应该* .知道什么时候优化,什么" -"时候不优化,是一项更好的技能." +"仅仅因为我们 *可以* 优化某段代码, 并不一定意味着 *应该* . 知道什么时候优化, " +"什么时候不优化, 是一项更好的技能." #: ../../docs/tutorials/optimization/general_optimization.rst:158 msgid "" @@ -351,8 +352,8 @@ msgid "" "*premature* optimization is (by definition) undesirable, performant software " "is the result of performant design." msgstr "" -"这句话有一个误导性的地方,就是人们往往把注意力集中在 *\"过早的优化是万恶之源 " -"\"* 这句话上.虽然过早的优化是不可取的,但高性能的软件是高性能设计的结果." +"这句话有一个误导性的地方, 就是人们往往把注意力集中在 *\"过早的优化是万恶之源 " +"\"* 这句话上. 虽然过早的优化是不可取的, 但高性能的软件是高性能设计的结果." #: ../../docs/tutorials/optimization/general_optimization.rst:164 msgid "Performant design" @@ -367,10 +368,10 @@ msgid "" "polishing the details later will make it run fast. It may run *faster*, but " "it will never run as fast as a program designed for performance." msgstr "" -"鼓励人们在必要时忽略优化的危险在于,它很方便地忽略了考虑性能的最重要时间是在设" -"计阶段,甚至在一个键碰到键盘之前.如果一个程序的设计或算法是低效的,那么以后再多" -"的细节修饰也不会使它运行得很快.它可能运行得更快,但永远不会像为性能而设计的程" -"序那样快." +"鼓励人们在必要时忽略优化的危险在于, 它很方便地忽略了考虑性能的最重要时间是在" +"设计阶段, 甚至在一个键碰到键盘之前. 如果一个程序的设计或算法是低效的, 那么以" +"后再多的细节修饰也不会使它运行得很快. 它可能运行得更快, 但永远不会像为性能而" +"设计的程序那样快." #: ../../docs/tutorials/optimization/general_optimization.rst:173 msgid "" @@ -379,8 +380,8 @@ msgid "" "optimization, will often run many times faster than a mediocre design with " "low-level optimization." msgstr "" -"这在游戏或图形编程中往往比在一般编程中更为重要.一个高性能的设计,即使没有低水" -"平的优化,通常也会比一个低水平优化的平庸设计快很多倍." +"这在游戏或图形编程中往往比在一般编程中更为重要. 一个高性能的设计, 即使没有低" +"水平的优化, 通常也会比一个低水平优化的平庸设计快很多倍." #: ../../docs/tutorials/optimization/general_optimization.rst:179 msgid "Incremental design" @@ -396,10 +397,10 @@ msgid "" "have finalized the overall design. Otherwise, much of your work will be " "thrown out." msgstr "" -"当然,在实践中,除非你事先有知识,否则你不可能在第一次就拿出最好的设计.相反,你往" -"往会对某一特定区域的代码做出一系列版本,每一个版本都采取不同的方法来解决这个问" -"题,直到你得出一个满意的解决方案.重要的是,在你最终确定整体设计之前,在这个阶段" -"不要在细节上花费太多时间.否则,你的很多工作都会被淘汰." +"当然, 在实践中, 除非你事先有知识, 否则你不可能在第一次就拿出最好的设计. 相" +"反, 你往往会对某一特定区域的代码做出一系列版本, 每一个版本都采取不同的方法来" +"解决这个问题, 直到你得出一个满意的解决方案. 重要的是, 在你最终确定整体设计之" +"前, 在这个阶段不要在细节上花费太多时间. 否则, 你的很多工作都会被淘汰." #: ../../docs/tutorials/optimization/general_optimization.rst:188 msgid "" @@ -410,9 +411,10 @@ msgid "" "designing data structures and algorithms for *cache locality* of data and " "linear access, rather than jumping around in memory." msgstr "" -"很难给出高性能设计的一般准则,因为这与问题有很大关系.不过有一点值得一提,在CPU" -"方面,现代CPU几乎总是受到内存带宽的限制.这导致了面向数据的设计的重新兴起,这涉" -"及到设计数据结构和算法以实现数据的 *缓存定位* 和线性访问,而不是在内存中跳跃." +"很难给出高性能设计的一般准则, 因为这与问题有很大关系. 不过有一点值得一提, 在" +"CPU方面, 现代CPU几乎总是受到内存带宽的限制. 这导致了面向数据的设计的重新兴" +"起, 这涉及到设计数据结构和算法以实现数据的 *缓存定位* 和线性访问, 而不是在内" +"存中跳跃." #: ../../docs/tutorials/optimization/general_optimization.rst:196 msgid "The optimization process" @@ -424,8 +426,8 @@ msgid "" "first step in optimization should be to identify the biggest bottlenecks - " "the slowest functions, the low-hanging fruit." msgstr "" -"假设我们有一个合理的设计,听取Knuth的教训,优化的第一步应该是找出最大的瓶颈--最" -"慢的功能,可轻松实现的目标." +"假设我们有一个合理的设计, 听取Knuth的教训, 优化的第一步应该是找出最大的瓶颈--" +"最慢的功能, 可轻松实现的目标." #: ../../docs/tutorials/optimization/general_optimization.rst:202 msgid "" @@ -433,12 +435,12 @@ msgid "" "longer be the bottleneck. So we should test/profile again and find the next " "bottleneck on which to focus." msgstr "" -"一旦我们成功地提高了最慢区域的速度,它可能就不再是瓶颈了.因此,我们应该再次进行" -"测试/分析,找到下一个需要关注的瓶颈." +"一旦我们成功地提高了最慢区域的速度, 它可能就不再是瓶颈了. 因此, 我们应该再次" +"进行测试/分析, 找到下一个需要关注的瓶颈." #: ../../docs/tutorials/optimization/general_optimization.rst:206 msgid "The process is thus:" -msgstr "因此,该过程是:" +msgstr "因此, 该过程是:" #: ../../docs/tutorials/optimization/general_optimization.rst:208 msgid "Profile / Identify bottleneck." @@ -461,7 +463,7 @@ msgid "" "Some profilers will even tell you which part of a function (which data " "accesses, calculations) are slowing things down." msgstr "" -"有些分析器甚至会告诉你一个函数的哪个部分在减慢速度(哪些数据访问、计算)." +"有些分析器甚至会告诉你一个函数的哪个部分在减慢速度(哪些数据访问, 计算)." #: ../../docs/tutorials/optimization/general_optimization.rst:218 msgid "" @@ -474,11 +476,11 @@ msgid "" "containing precalculated data or simply by storing the results of complex " "calculations into a script constant and reading its value." msgstr "" -"与设计一样,你应该首先集中精力确保算法和数据结构是最好的.数据访问应该是局部的" -"(以最好地利用CPU缓存),而且使用紧凑的数据存储通常会更好(同样,总是对测试结果进" -"行分析).通常情况下,你会提前预计算繁重的计算.这可以通过在加载关卡时执行计算、" -"加载包含预计算数据的文件或简单地将复杂的计算结果存储到脚本常量中并读取其值来" -"实现." +"与设计一样, 你应该首先集中精力确保算法和数据结构是最好的. 数据访问应该是局部" +"的(以最好地利用CPU缓存), 而且使用紧凑的数据存储通常会更好(同样, 总是对测试结" +"果进行分析). 通常情况下, 你会提前预计算繁重的计算. 这可以通过在加载关卡时执行" +"计算, 加载包含预计算数据的文件或简单地将复杂的计算结果存储到脚本常量中并读取" +"其值来实现." #: ../../docs/tutorials/optimization/general_optimization.rst:227 msgid "" @@ -488,9 +490,9 @@ msgid "" "nested loops. (This should be feasible if you know a 2D array's width or " "height in advance.)" msgstr "" -"一旦算法和数据良好,可以经常在例程中做一些小的改变来提高性能.例如,可以将一些计" -"算移到循环之外,或者将嵌套的 \"for\" 循环转化为非嵌套的循环.如果你事先知道一个" -"2D数组的宽度或高度,这应该是可行的." +"一旦算法和数据良好, 可以经常在例程中做一些小的改变来提高性能. 例如, 可以将一" +"些计算移到循环之外, 或者将嵌套的 \"for\" 循环转化为非嵌套的循环. 如果你事先知" +"道一个2D数组的宽度或高度, 这应该是可行的." #: ../../docs/tutorials/optimization/general_optimization.rst:232 msgid "" @@ -499,9 +501,9 @@ msgid "" "positive effect will be outweighed by the negatives of more complex code, " "and you may choose to leave out that optimization." msgstr "" -"每次更改后,一定要重新测试您的时长和瓶颈.有些改变会提高速度,有些则可能会产生负" -"面效果.有时,一个小的积极效果会被更复杂的代码的负面效果所抵消,可以选择不做这种" -"优化." +"每次更改后, 一定要重新测试您的时长和瓶颈. 有些改变会提高速度, 有些则可能会产" +"生负面效果. 有时, 一个小的积极效果会被更复杂的代码的负面效果所抵消, 可以选择" +"不做这种优化." #: ../../docs/tutorials/optimization/general_optimization.rst:238 msgid "Appendix" @@ -518,30 +520,32 @@ msgid "" "time in function ``A``, then optimizing ``A`` can have a massive effect on " "performance." msgstr "" -"谚语 *\"一条链子的强度取决于其最薄弱的环节 \"* 直接适用于性能优化.如果你的项" -"目90%的时间都花在功能 ``A`` 上,那么优化 ``A`` 就会对性能产生巨大影响." +"谚语 *\"一条链子的强度取决于其最薄弱的环节 \"* 直接适用于性能优化. 如果你的项" +"目90%的时间都花在功能 ``A`` 上, 那么优化 ``A`` 就会对性能产生巨大影响." #: ../../docs/tutorials/optimization/general_optimization.rst:259 msgid "" "In this example, improving this bottleneck ``A`` by a factor of 9× decreases " "overall frame time by 5× while increasing frames per second by 5×." msgstr "" -"在这个例子中,将这个瓶颈 ``A`` 改进9倍,总体帧时间减少5倍,同时每秒帧数增加5倍." +"在这个例子中, 将这个瓶颈 ``A`` 改进9倍, 总体帧时间减少5倍, 同时每秒帧数增加5" +"倍." #: ../../docs/tutorials/optimization/general_optimization.rst:262 msgid "" "However, if something else is running slowly and also bottlenecking your " "project, then the same improvement can lead to less dramatic gains:" msgstr "" -"但是,如果其他东西运行缓慢,也给你的项目带来了瓶颈,那么同样的改进只会带来不那么" -"显著的收益:" +"但是, 如果其他东西运行缓慢, 也给你的项目带来了瓶颈, 那么同样的改进只会带来不" +"那么显著的收益:" #: ../../docs/tutorials/optimization/general_optimization.rst:277 msgid "" "In this example, even though we have hugely optimized function ``A``, the " "actual gain in terms of frame rate is quite small." msgstr "" -"在这个例子中,尽管我们对函数 ``A`` 进行了大量的优化,但实际的帧率收益却相当小." +"在这个例子中, 尽管我们对函数 ``A`` 进行了大量的优化, 但实际的帧率收益却相当" +"小." #: ../../docs/tutorials/optimization/general_optimization.rst:280 msgid "" @@ -549,12 +553,12 @@ msgid "" "independently of one another. Your total frame time is determined by the " "slower of the two." msgstr "" -"在游戏中,事情变得更加复杂,因为CPU和GPU彼此独立运行.你的总帧时间是由两者中较慢" -"的那一个决定的." +"在游戏中, 事情变得更加复杂, 因为CPU和GPU彼此独立运行. 你的总帧时间是由两者中" +"较慢的那一个决定的." #: ../../docs/tutorials/optimization/general_optimization.rst:296 msgid "" "In this example, we optimized the CPU hugely again, but the frame time " "didn't improve because we are GPU-bottlenecked." msgstr "" -"在这个例子中,我们又对CPU进行了大量的优化,但是帧数并没有提高,因为是GPU瓶颈." +"在这个例子中, 我们又对CPU进行了大量的优化, 但是帧数并没有提高, 因为是GPU瓶颈." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index 27a0a4d5d6..7540b2a79b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,18 +34,18 @@ msgid "" "which sorts instructions to pass to the GPU, and in the transfer of these " "instructions. And finally, bottlenecks also occur on the GPU itself." msgstr "" -"对新的图形功能和进步的需求几乎可以保证你必会遇到图形瓶颈.有些瓶颈可能出现在" -"CPU端,例如在Godot引擎内部的计算中,为渲染准备对象.瓶颈也可能发生在CPU上的图形" -"驱动中,它将指令分类传递给GPU,以及这些指令的传输过程.最后,瓶颈也会发生在GPU本" -"身." +"对新的图形功能和进步的需求几乎可以保证你必会遇到图形瓶颈. 有些瓶颈可能出现在" +"CPU端, 例如在Godot引擎内部的计算中, 为渲染准备对象. 瓶颈也可能发生在CPU上的图" +"形驱动中, 它将指令分类传递给GPU, 以及这些指令的传输过程. 最后, 瓶颈也会发生在" +"GPU本身." #: ../../docs/tutorials/optimization/gpu_optimization.rst:16 msgid "" "Where bottlenecks occur in rendering is highly hardware-specific. Mobile " "GPUs in particular may struggle with scenes that run easily on desktop." msgstr "" -"渲染中的瓶颈发生在哪里,高度依赖于硬件.特别是移动GPU可能会在桌面上轻松运行的场" -"景中挣扎." +"渲染中的瓶颈发生在哪里, 高度依赖于硬件. 特别是移动GPU可能会在桌面上轻松运行的" +"场景中挣扎." #: ../../docs/tutorials/optimization/gpu_optimization.rst:19 msgid "" @@ -56,19 +56,19 @@ msgid "" "way of measuring performance is by examining changes in the time spent " "rendering each frame." msgstr "" -"了解和调查GPU瓶颈与CPU上的情况略有不同.这是因为,通常情况下,你只能通过改变你给" -"GPU的指令来间接改变性能.另外,测量起来可能更困难.在许多情况下,衡量性能的唯一方" -"法是通过检查每帧渲染时间的变化." +"了解和调查GPU瓶颈与CPU上的情况略有不同. 这是因为, 通常情况下, 你只能通过改变" +"你给GPU的指令来间接改变性能. 另外, 测量起来可能更困难. 在许多情况下, 衡量性能" +"的唯一方法是通过检查每帧渲染时间的变化." #: ../../docs/tutorials/optimization/gpu_optimization.rst:26 msgid "Draw calls, state changes, and APIs" -msgstr "绘制调用,状态更变和api" +msgstr "绘制调用, 状态更变和api" #: ../../docs/tutorials/optimization/gpu_optimization.rst:28 msgid "" "The following section is not relevant to end-users, but is useful to provide " "background information that is relevant in later sections." -msgstr "以下部分与最终用户无关,但对于提供与后面章节相关的背景信息是有用的." +msgstr "以下部分与最终用户无关, 但对于提供与后面章节相关的背景信息是有用的." #: ../../docs/tutorials/optimization/gpu_optimization.rst:31 msgid "" @@ -78,9 +78,9 @@ msgid "" "a way that is preferred by the driver and GPU, we can greatly increase " "performance." msgstr "" -"Godot通过图形API(OpenGL、OpenGL ES或Vulkan)向GPU发送指令.所涉及的通信和驱动活" -"动可能非常昂贵,尤其是在OpenGL和OpenGL ES中.如果我们能以驱动和GPU喜欢的方式提" -"供这些指令,就能大大提高性能." +"Godot通过图形API(OpenGL, OpenGL ES或Vulkan)向GPU发送指令. 所涉及的通信和驱动" +"活动可能非常昂贵, 尤其是在OpenGL和OpenGL ES中. 如果我们能以驱动和GPU喜欢的方" +"式提供这些指令, 就能大大提高性能." #: ../../docs/tutorials/optimization/gpu_optimization.rst:37 msgid "" @@ -91,10 +91,10 @@ msgid "" "objects as much as possible so they can be rendered together, or with the " "minimum number of these expensive state changes." msgstr "" -"OpenGL中几乎每一个API命令都需要一定的验证,以确保GPU处于正确的状态.即使是看似" -"简单的命令,也会导致一连串的幕后工作.因此,我们的目标是将这些指令减少到最低限" -"度,并尽可能地将相似的对象分组,以便它们可以一起渲染,或者以最少的数量进行这些昂" -"贵的状态变化." +"OpenGL中几乎每一个API命令都需要一定的验证, 以确保GPU处于正确的状态. 即使是看" +"似简单的命令, 也会导致一连串的幕后工作. 因此, 我们的目标是将这些指令减少到最" +"低限度, 并尽可能地将相似的对象分组, 以便它们可以一起渲染, 或者以最少的数量进" +"行这些昂贵的状态变化." #: ../../docs/tutorials/optimization/gpu_optimization.rst:45 msgid "2D batching" @@ -109,14 +109,14 @@ msgid "" "for each item. In addition, this means state changes, material and texture " "changes can be kept to a minimum." msgstr "" -"在2D中,单独处理每个项目的成本可能会非常高--屏幕上很容易有成千上万的项目.这就" -"是为什么使用2D *批处理* 的原因.多个类似的项目被归为一组,并通过一个单一的绘制" -"调用进行批量渲染,而不是对每个项目进行单独的绘制调用.此外,这意味着状态变化、材" -"质和纹理变化可以保持在最低限度." +"在2D中, 单独处理每个项目的成本可能会非常高--屏幕上很容易有成千上万的项目. 这" +"就是为什么使用2D *批处理* 的原因. 多个类似的项目被归为一组, 并通过一个单一的" +"绘制调用进行批量渲染, 而不是对每个项目进行单独的绘制调用. 此外, 这意味着状态" +"变化, 材质和纹理变化可以保持在最低限度." #: ../../docs/tutorials/optimization/gpu_optimization.rst:54 msgid "For more information on 2D batching, see :ref:`doc_batching`." -msgstr "关于2D批处理的更多信息,参见 :ref:`doc_batching` ." +msgstr "关于2D批处理的更多信息, 参见 :ref:`doc_batching` ." #: ../../docs/tutorials/optimization/gpu_optimization.rst:57 msgid "3D batching" @@ -133,11 +133,11 @@ msgid "" "(static meshes in relation to each other). This can either be done by " "artists, or programmatically within Godot." msgstr "" -"在3D中,我们的目标仍然是尽量减少绘制调用和状态变化.然而,将多个对象批量合并到一" -"个绘图调用中可能比较困难.3D网格往往由数百个或数千个三角形组成,而实时组合大型" -"网格的成本非常高.随着每个网格的三角形数量的增加,加入它们的成本很快就超过了带" -"来的好处.一个更好的选择是 **提前加入网格** (静态网格之间的关系).这可以由设计" -"师完成,或者在Godot中以编程方式完成." +"在3D中, 我们的目标仍然是尽量减少绘制调用和状态变化. 然而, 将多个对象批量合并" +"到一个绘图调用中可能比较困难.3D网格往往由数百个或数千个三角形组成, 而实时组合" +"大型网格的成本非常高. 随着每个网格的三角形数量的增加, 加入它们的成本很快就超" +"过了带来的好处. 一个更好的选择是 **提前加入网格** (静态网格之间的关系). 这可" +"以由设计师完成, 或者在Godot中以编程方式完成." #: ../../docs/tutorials/optimization/gpu_optimization.rst:67 msgid "" @@ -149,33 +149,34 @@ msgid "" "this, the benefits of joining static objects often outweigh other " "considerations, especially for large numbers of distant or low-poly objects." msgstr "" -"在3D中把物体批处理在一起也是有成本的.几个对象渲染成一个,就不能单独剔除.如果将" -"屏幕外的整座城市与屏幕上的一片草地连接在一起,那么它仍然会被渲染.因此,当试图将" -"3D对象批量连接在一起时,应该始终考虑到对象的位置和剔除.尽管如此,加入静态对象的" -"好处往往大于其他考虑因素,特别是对于大量的远距离或低多边形物体." +"在3D中把物体批处理在一起也是有成本的. 几个对象渲染成一个, 就不能单独剔除. 如" +"果将屏幕外的整座城市与屏幕上的一片草地连接在一起, 那么它仍然会被渲染. 因此, " +"当试图将3D对象批量连接在一起时, 应该始终考虑到对象的位置和剔除. 尽管如此, 加" +"入静态对象的好处往往大于其他考虑因素, 特别是对于大量的远距离或低多边形物体." #: ../../docs/tutorials/optimization/gpu_optimization.rst:75 msgid "" "For more information on 3D specific optimizations, see :ref:" "`doc_optimizing_3d_performance`." msgstr "" -"有关特定于3D的优化的更多信息,请参阅 :ref:`doc_optimizing_3d_performance`." +"有关特定于3D的优化的更多信息, 请参阅 :ref:`doc_optimizing_3d_performance`." #: ../../docs/tutorials/optimization/gpu_optimization.rst:79 msgid "Reuse Shaders and Materials" msgstr "重复使用着色器和材质" #: ../../docs/tutorials/optimization/gpu_optimization.rst:81 +#, fuzzy msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" "Godot渲染器与其他的渲染器略有不同. 它旨在尽可能减少GPU状态的变化. :ref:" "`SpatialMaterial <class_SpatialMaterial>` 在重用需要类似着色器的材质方面做得" -"很好.但如果使用自定义着色器,请确保尽可能多地重用它们. Godot的优先事项如下:" +"很好. 但如果使用自定义着色器, 请确保尽可能多地重用它们. Godot的优先事项如下:" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 msgid "" @@ -184,20 +185,20 @@ msgid "" "the hundreds or thousands), try reusing the materials. In the worst case, " "use atlases to decrease the amount of texture changes." msgstr "" -"**Reusing Materials:** 场景中不同的材质越少,渲染的速度就越快.如果一个场景有大" -"量的物体(数以百计或数以千计),可以尝试重复使用这些材质.在最坏的情况下,使用图集" -"来减少纹理变化的数量." +"**Reusing Materials:** 场景中不同的材质越少, 渲染的速度就越快. 如果一个场景有" +"大量的物体(数以百计或数以千计), 可以尝试重复使用这些材质. 在最坏的情况下, 使" +"用图集来减少纹理变化的数量." #: ../../docs/tutorials/optimization/gpu_optimization.rst:91 -#, fuzzy msgid "" "**Reusing Shaders:** If materials can't be reused, at least try to re-use " "shaders. Note: shaders are automatically reused between SpatialMaterials " "that share the same configuration (features that are enabled or disabled " "with a check box) even if they have different parameters." msgstr "" -"**Reusing Shaders:** 如果材质不能被重复使用,至少要尝试重复使用着色器(或参数不" -"同但配置相同的SpatialMaterials)." +"**重用着色器Reusing Shaders:** 如果材质不能被重复使用,至少要尝试重用着色器。" +"注意:在共享相同配置(可用复选框启用或禁用该功能)的SpatialMaterials之间会自" +"动重用着色器,即使它们有不同的参数。" #: ../../docs/tutorials/optimization/gpu_optimization.rst:97 msgid "" @@ -205,9 +206,9 @@ msgid "" "materials each, rendering will be slow. If the same scene has ``20,000`` " "objects, but only uses ``100`` materials, rendering will be much faster." msgstr "" -"例如,如果一个场景有 ``20,000`` 个物体,每个物体有 ``20,000`` 种不同的材质,渲染" -"会很慢.如果同一个场景有 ``20,000`` 个物体,但只使用 ``100`` 种材料,渲染就会快" -"很多." +"例如, 如果一个场景有 ``20,000`` 个物体, 每个物体有 ``20,000`` 种不同的材质, " +"渲染会很慢. 如果同一个场景有 ``20,000`` 个物体, 但只使用 ``100`` 种材料, 渲染" +"就会快很多." #: ../../docs/tutorials/optimization/gpu_optimization.rst:102 msgid "Pixel cost versus vertex cost" @@ -219,14 +220,14 @@ msgid "" "faster it will be rendered. This is *really* relative and depends on many " "factors." msgstr "" -"你可能听说过,一个模型中的多边形数量越少,它的渲染速度就越快.这其实是 *相对的" -"* ,取决于许多因素." +"你可能听说过, 一个模型中的多边形数量越少, 它的渲染速度就越快. 这其实是 *相对" +"的* , 取决于许多因素." #: ../../docs/tutorials/optimization/gpu_optimization.rst:107 msgid "" "On a modern PC and console, vertex cost is low. GPUs originally only " "rendered triangles. This meant that every frame:" -msgstr "在现代PC和控制台,顶点成本很低.GPU最初只渲染三角形.这意味着每一帧:" +msgstr "在现代PC和控制台, 顶点成本很低.GPU最初只渲染三角形. 这意味着每一帧:" #: ../../docs/tutorials/optimization/gpu_optimization.rst:110 msgid "All vertices had to be transformed by the CPU (including clipping)." @@ -245,9 +246,9 @@ msgid "" "Game engines rely on the GPU more, so they can render many triangles much " "more efficiently." msgstr "" -"现在,所有这些都在GPU内部处理,大大提高了性能.三维艺术家通常对多维性能有错误的" -"感觉,因为三维DCC(如Blender、Max等)需要将几何图形保存在CPU内存中进行编辑,从而" -"降低了实际性能.游戏引擎更依赖GPU,所以它们可以更有效地渲染许多三角形." +"现在, 所有这些都在GPU内部处理, 大大提高了性能. 三维艺术家通常对多维性能有错误" +"的感觉, 因为三维DCC(如Blender, Max等)需要将几何图形保存在CPU内存中进行编辑, " +"从而降低了实际性能. 游戏引擎更依赖GPU, 所以它们可以更有效地渲染许多三角形." #: ../../docs/tutorials/optimization/gpu_optimization.rst:119 msgid "" @@ -256,8 +257,8 @@ msgid "" "grid. Mobile GPUs are limited to a tiny battery, so they need to be a lot " "more power efficient." msgstr "" -"在移动设备上,情况则不同.个人电脑和控制台的GPU是粗暴的怪物,可以从电网中获取所" -"需的电力.移动GPU被限制在一个很小的电池里,所以它们需要更高的功率效率." +"在移动设备上, 情况则不同. 个人电脑和控制台的GPU是粗暴的怪物, 可以从电网中获取" +"所需的电力. 移动GPU被限制在一个很小的电池里, 所以它们需要更高的功率效率." #: ../../docs/tutorials/optimization/gpu_optimization.rst:124 msgid "" @@ -270,11 +271,11 @@ msgid "" "more pixel processors to the hardware to increase performance (which also " "increases power consumption)." msgstr "" -"为了提高工作效率,移动GPU试图避免 *overdraw* .当屏幕上的同一个像素被渲染了不止" -"一次时,就会出现Overdraw.想象一下,一个有几座建筑的小镇.在绘制之前,GPU不知道哪" -"些是可见的,哪些是隐藏的.例如,一栋房子可能被画出来,然后在它前面又画了一栋房子" -"(这意味着同一像素的渲染发生了两次).PC GPU通常不怎么关心这个问题,只是把更多的" -"像素处理扔给硬件以提高性能(这也会增加功耗)." +"为了提高工作效率, 移动GPU试图避免 *overdraw* . 当屏幕上的同一个像素被渲染了不" +"止一次时, 就会出现Overdraw. 想象一下, 一个有几座建筑的小镇. 在绘制之前,GPU不" +"知道哪些是可见的, 哪些是隐藏的. 例如, 一栋房子可能被画出来, 然后在它前面又画" +"了一栋房子(这意味着同一像素的渲染发生了两次).PC GPU通常不怎么关心这个问题, 只" +"是把更多的像素处理扔给硬件以提高性能(这也会增加功耗)." #: ../../docs/tutorials/optimization/gpu_optimization.rst:132 msgid "" @@ -285,10 +286,10 @@ msgid "" "reduces power consumption, but takes a toll on vertex performance. As a " "result, fewer vertices and triangles can be processed for drawing." msgstr "" -"在移动设备上使用更多的电力是不可能的,所以移动设备使用一种叫做 *基于瓷砖的渲染" -"* 的技术,将屏幕划分为一个网格.每个单元格都保存着绘制的三角形列表,并按深度进行" -"排序,以尽量减少 *过度绘制* .这种技术提高了性能,降低了功耗,但对顶点性能造成了" -"影响.因此,可以处理更少的顶点和三角形进行绘制." +"在移动设备上使用更多的电力是不可能的, 所以移动设备使用一种叫做 *基于瓷砖的渲" +"染* 的技术, 将屏幕划分为一个网格. 每个单元格都保存着绘制的三角形列表, 并按深" +"度进行排序, 以尽量减少 *过度绘制* . 这种技术提高了性能, 降低了功耗, 但对顶点" +"性能造成了影响. 因此, 可以处理更少的顶点和三角形进行绘制." #: ../../docs/tutorials/optimization/gpu_optimization.rst:139 msgid "" @@ -298,9 +299,9 @@ msgid "" "considerably decreases performance as all the other cells must wait for it " "to complete before displaying the frame." msgstr "" -"一般来说,这并不是那么糟糕,但在移动设备上有一个必须避免的特殊情况,即在屏幕的一" -"小部分内具有大量几何形状的小物体. 这迫使移动GPU在单个屏幕单元上用很大的力气," -"大大降低了性能(因为所有其他单元必须等待它完成才能显示该帧)." +"一般来说, 这并不是那么糟糕, 但在移动设备上有一个必须避免的特殊情况, 即在屏幕" +"的一小部分内具有大量几何形状的小物体. 这迫使移动GPU在单个屏幕单元上用很大的力" +"气, 大大降低了性能(因为所有其他单元必须等待它完成才能显示该帧)." #: ../../docs/tutorials/optimization/gpu_optimization.rst:145 msgid "" @@ -310,9 +311,9 @@ msgid "" "level of detail (LOD) model. Even on desktop GPUs, it's preferable to avoid " "having triangles smaller than the size of a pixel on screen." msgstr "" -"总而言之,在移动端不要担心顶点数量,但 **避免顶点集中在屏幕的一小部分** .如果一" -"个角色、NPC、车辆等离得很远(这意味着它看起来很小),就使用一个较小的细节级别模" -"型(LOD).即使在桌面GPU上,最好也不要让三角形小于屏幕上一个像素的大小." +"总而言之, 在移动端不要担心顶点数量, 但 **避免顶点集中在屏幕的一小部分** . 如" +"果一个角色, NPC, 车辆等离得很远(这意味着它看起来很小), 就使用一个较小的细节级" +"别模型(LOD). 即使在桌面GPU上, 最好也不要让三角形小于屏幕上一个像素的大小." #: ../../docs/tutorials/optimization/gpu_optimization.rst:151 msgid "Pay attention to the additional vertex processing required when using:" @@ -343,9 +344,9 @@ msgid "" "fragment shaders has exploded. Physically-based rendering requires complex " "calculations for each fragment." msgstr "" -"与顶点处理相比,片段着色器(每像素)的成本在这些年里急剧增加.屏幕分辨率提高了(4K" -"屏幕的面积是829400像素,而老式640×480 VGA屏幕的面积是307200,是27倍),但片段着色" -"器的复杂度也爆炸式增长.基于物理的渲染需要对每个片段进行复杂的计算." +"与顶点处理相比, 片段着色器(每像素)的成本在这些年里急剧增加. 屏幕分辨率提高了" +"(4K屏幕的面积是829400像素, 而老式640×480 VGA屏幕的面积是307200, 是27倍), 但片" +"段着色器的复杂度也爆炸式增长. 基于物理的渲染需要对每个片段进行复杂的计算." #: ../../docs/tutorials/optimization/gpu_optimization.rst:167 msgid "" @@ -358,11 +359,11 @@ msgid "" "the other hand, if there is little to no increase in FPS, then your " "bottleneck lies elsewhere." msgstr "" -"你可以很容易地测试一个项目是否受到填充率限制.关闭V-Sync以防止每秒帧数的上限," -"然后比较使用大窗口运行时的每秒帧数和使用非常小的窗口运行时的帧数.如果使用阴" -"影,你也可以从同样减少阴影贴图大小中获益.通常,你会发现使用小窗口的FPS会增加不" -"少,这说明你在某种程度上受到了填充率的限制.另一方面,如果FPS几乎没有增加,那么你" -"的瓶颈就在其他地方." +"你可以很容易地测试一个项目是否受到填充率限制. 关闭V-Sync以防止每秒帧数的上" +"限, 然后比较使用大窗口运行时的每秒帧数和使用非常小的窗口运行时的帧数. 如果使" +"用阴影, 你也可以从同样减少阴影贴图大小中获益. 通常, 你会发现使用小窗口的FPS会" +"增加不少, 这说明你在某种程度上受到了填充率的限制. 另一方面, 如果FPS几乎没有增" +"加, 那么你的瓶颈就在其他地方." #: ../../docs/tutorials/optimization/gpu_optimization.rst:176 msgid "" @@ -371,15 +372,15 @@ msgid "" "(perhaps turn off expensive options if you are using a :ref:`SpatialMaterial " "<class_SpatialMaterial>`), or reducing the number and size of textures used." msgstr "" -"你可以通过减少GPU的工作量来提高填充率限制项目的性能.你可以通过简化着色器(如果" -"你使用的是 :ref:`SpatialMaterial <class_SpatialMaterial> `,也许可以关闭昂贵的" -"选项),或者减少使用的纹理数量和大小来实现." +"你可以通过减少GPU的工作量来提高填充率限制项目的性能. 你可以通过简化着色器(如" +"果你使用的是 :ref:`SpatialMaterial <class_SpatialMaterial> `, 也许可以关闭昂" +"贵的选项), 或者减少使用的纹理数量和大小来实现." #: ../../docs/tutorials/optimization/gpu_optimization.rst:181 msgid "" "**When targeting mobile devices, consider using the simplest possible " "shaders you can reasonably afford to use.**" -msgstr "**在针对移动设备时,考虑使用你能合理负担得起的最简单的着色器.**" +msgstr "**在针对移动设备时, 考虑使用你能合理负担得起的最简单的着色器.**" #: ../../docs/tutorials/optimization/gpu_optimization.rst:185 msgid "Reading textures" @@ -394,18 +395,18 @@ msgid "" "averaging). Reading textures is also expensive in terms of power usage, " "which is a big issue on mobiles." msgstr "" -"片段着色器的另一个因素是读取纹理的成本.读取纹理是一项昂贵的操作,尤其是在一个" -"片段着色器中从多个纹理中读取时.另外,考虑到过滤可能会进一步减慢它的速度" -"(mipmaps之间的三线性过滤,以及平均).读取纹理在功耗方面也很昂贵,这在手机上是个" -"大问题." +"片段着色器的另一个因素是读取纹理的成本. 读取纹理是一项昂贵的操作, 尤其是在一" +"个片段着色器中从多个纹理中读取时. 另外, 考虑到过滤可能会进一步减慢它的速度" +"(mipmaps之间的三线性过滤, 以及平均). 读取纹理在功耗方面也很昂贵, 这在手机上是" +"个大问题." #: ../../docs/tutorials/optimization/gpu_optimization.rst:194 msgid "" "**If you use third-party shaders or write your own shaders, try to use " "algorithms that require as few texture reads as possible.**" msgstr "" -"**如果您使用第三方着色器或编写自己的着色器,请尽量使用需要尽可能少的纹理读取的" -"算法.**" +"**如果您使用第三方着色器或编写自己的着色器, 请尽量使用需要尽可能少的纹理读取" +"的算法.**" #: ../../docs/tutorials/optimization/gpu_optimization.rst:198 msgid "Texture compression" @@ -418,8 +419,8 @@ msgid "" "PNG or JPG when stored, but increases performance enormously when drawing " "large enough textures." msgstr "" -"默认情况下,Godot在导入3D模型时使用视频RAM(VRAM)压缩来压缩纹理.视频RAM压缩在存" -"储时不如PNG或JPG有效,但在绘制足够大的纹理时,会极大地提高性能." +"默认情况下,Godot在导入3D模型时使用视频RAM(VRAM)压缩来压缩纹理. 视频RAM压缩在" +"存储时不如PNG或JPG有效, 但在绘制足够大的纹理时, 会极大地提高性能." #: ../../docs/tutorials/optimization/gpu_optimization.rst:205 msgid "" @@ -434,16 +435,16 @@ msgid "" "on shapes inside the textures, so the artifacts resulting from 2D " "compression are more noticeable." msgstr "" -"在3D中,物体的形状更多地取决于几何体而不是纹理,所以压缩一般不明显.在2D中,压缩" -"更多的是取决于纹理内部的形状,所以2D压缩产生的伪影比较明显." +"在3D中, 物体的形状更多地取决于几何体而不是纹理, 所以压缩一般不明显. 在2D中, " +"压缩更多的是取决于纹理内部的形状, 所以2D压缩产生的伪影比较明显." #: ../../docs/tutorials/optimization/gpu_optimization.rst:213 msgid "" "As a warning, most Android devices do not support texture compression of " "textures with transparency (only opaque), so keep this in mind." msgstr "" -"作为警告,大多数Android设备不支持具有透明度的纹理的纹理压缩(仅不透明),因此请记" -"住这一点." +"作为警告, 大多数Android设备不支持具有透明度的纹理的纹理压缩(仅不透明), 因此请" +"记住这一点." #: ../../docs/tutorials/optimization/gpu_optimization.rst:218 msgid "" @@ -451,8 +452,8 @@ msgid "" "it will negatively affect their appearance, without improving performance " "significantly due to their low resolution." msgstr "" -"即使在3D中,\"像素艺术 \"纹理也应该禁用VRAM压缩,因为这会对其外观产生负面影响," -"而不会因为其低分辨率而显著提高性能." +"即使在3D中,\"像素艺术 \"纹理也应该禁用VRAM压缩, 因为这会对其外观产生负面影" +"响, 而不会因为其低分辨率而显著提高性能." #: ../../docs/tutorials/optimization/gpu_optimization.rst:224 msgid "Post-processing and shadows" @@ -464,8 +465,8 @@ msgid "" "fragment shading activity. Always test the impact of these on different " "hardware." msgstr "" -"就片段着色活动而言,后期处理效果和阴影也可能很昂贵.始终测试这些对不同硬件的影" -"响." +"就片段着色活动而言, 后期处理效果和阴影也可能很昂贵. 始终测试这些对不同硬件的" +"影响." #: ../../docs/tutorials/optimization/gpu_optimization.rst:229 msgid "" @@ -475,9 +476,9 @@ msgid "" "objects as possible. Smaller or distant OmniLights/SpotLights can often have " "their shadows disabled with only a small visual impact." msgstr "" -"**减少阴影图的大小可以提高性能** ,无论是在写还是读取阴影贴图方面.除此之外,提" -"高阴影性能的最好方法是关闭尽可能多的灯光和物体的阴影.较小或较远的OmniLights/" -"SpotLights通常可以禁用它们的阴影,而对视觉影响很小." +"**减少阴影图的大小可以提高性能** , 无论是在写还是读取阴影贴图方面. 除此之外, " +"提高阴影性能的最好方法是关闭尽可能多的灯光和物体的阴影. 较小或较远的" +"OmniLights/SpotLights通常可以禁用它们的阴影, 而对视觉影响很小." #: ../../docs/tutorials/optimization/gpu_optimization.rst:236 msgid "Transparency and blending" @@ -492,10 +493,10 @@ msgid "" "rely on the Z-buffer and must be rendered in \"painter's order\" (i.e. from " "back to front) to look correct." msgstr "" -"透明物体对渲染效率带来了特殊的问题.不透明的对象(尤其是在3D中)基本上可以以任意" -"顺序渲染,Z-缓冲区将确保只有最前面的对象得到阴影.透明或混合对象则不同,在大多数" -"情况下,它们不能依赖Z-缓冲区,必须以 \"画家顺序\"(即从后到前)渲染才能看起来正" -"确." +"透明物体对渲染效率带来了特殊的问题. 不透明的对象(尤其是在3D中)基本上可以以任" +"意顺序渲染,Z-缓冲区将确保只有最前面的对象得到阴影. 透明或混合对象则不同, 在大" +"多数情况下, 它们不能依赖Z-缓冲区, 必须以 \"画家顺序\"(即从后到前)渲染才能看起" +"来正确." #: ../../docs/tutorials/optimization/gpu_optimization.rst:245 msgid "" @@ -503,8 +504,8 @@ msgid "" "item has to be drawn even if other transparent objects will be drawn on top " "later on." msgstr "" -"透明对象的填充率也特别差,因为每一个项目都要绘制,即使之面会在上面绘制其他透明" -"对象." +"透明对象的填充率也特别差, 因为每一个项目都要绘制, 即使之面会在上面绘制其他透" +"明对象." #: ../../docs/tutorials/optimization/gpu_optimization.rst:249 msgid "" @@ -513,8 +514,8 @@ msgid "" "fragment shader on the \"winning\" fragment, the object that is at the front " "at a particular pixel." msgstr "" -"不透明的对象不需要这样做.它们通常可以利用Z-缓冲区,只先向Z-缓冲区写入数据,然后" -"只在 \"胜利\" 的片段上执行片段着色器,也就是在某一像素处处于前面的对象." +"不透明的对象不需要这样做. 它们通常可以利用Z-缓冲区, 只先向Z-缓冲区写入数据, " +"然后只在 \"胜利\" 的片段上执行片段着色器, 也就是在某一像素处处于前面的对象." #: ../../docs/tutorials/optimization/gpu_optimization.rst:254 msgid "" @@ -524,9 +525,9 @@ msgid "" "rate is very expensive. Indeed, in many situations, rendering more complex " "opaque geometry can end up being faster than using transparency to \"cheat\"." msgstr "" -"在多个透明对象重叠的情况下,透明度特别昂贵.通常情况下,使用透明区域越小越好,以" -"尽量降低这些填充率要求,尤其是在移动端.事实上,在很多情况下,渲染更复杂的不透明" -"几何体最终可能比使用透明度来 \"作弊\" 更快." +"在多个透明对象重叠的情况下, 透明度特别昂贵. 通常情况下, 使用透明区域越小越" +"好, 以尽量降低这些填充率要求, 尤其是在移动端. 事实上, 在很多情况下, 渲染更复" +"杂的不透明几何体最终可能比使用透明度来 \"作弊\" 更快." #: ../../docs/tutorials/optimization/gpu_optimization.rst:261 msgid "Multi-platform advice" @@ -539,9 +540,9 @@ msgid "" "desktop but attempting to port it to mobile at the last minute is a recipe " "for disaster." msgstr "" -"如果您的目标是在多个平台上发布,请在您的所有平台上(尤其是移动平台)上进行 *早期" -"* 并 *经常* 性测试.在桌面上开发游戏,但试图在最后一刻将其移植到移动设备,这是灾" -"难的根源." +"如果您的目标是在多个平台上发布, 请在您的所有平台上(尤其是移动平台)上进行 *早" +"期* 并 *经常* 性测试. 在桌面上开发游戏, 但试图在最后一刻将其移植到移动设备, " +"这是灾难的根源." #: ../../docs/tutorials/optimization/gpu_optimization.rst:267 msgid "" @@ -550,8 +551,8 @@ msgid "" "may want to use the GLES2 backend for both desktop and mobile platforms " "where you target both." msgstr "" -"一般来说,你应该从最底的共性设计你的游戏,然后为更强大的平台添加可选的增强功能." -"例如,你可能希望在同时针对桌面和移动平台的情况下,同时使用GLES2后台." +"一般来说, 你应该从最底的共性设计你的游戏, 然后为更强大的平台添加可选的增强功" +"能. 例如, 你可能希望在同时针对桌面和移动平台的情况下, 同时使用GLES2后台." #: ../../docs/tutorials/optimization/gpu_optimization.rst:273 msgid "Mobile/tiled renderers" @@ -565,9 +566,9 @@ msgid "" "fast cache memory, which reduces the number of read/write operations to the " "main memory." msgstr "" -"如上所述,移动设备上的GPU与桌面上的GPU工作方式有很大不同.大多数移动设备都使用" -"图块渲染器.图块渲染器将屏幕分割成规则大小的图块,这些图块可以放入超快的缓存中," -"从而减少了对主内存的读和写操作次数." +"如上所述, 移动设备上的GPU与桌面上的GPU工作方式有很大不同. 大多数移动设备都使" +"用图块渲染器. 图块渲染器将屏幕分割成规则大小的图块, 这些图块可以放入超快的缓" +"存中, 从而减少了对主内存的读和写操作次数." #: ../../docs/tutorials/optimization/gpu_optimization.rst:280 msgid "" @@ -577,6 +578,6 @@ msgid "" "operations being preserved can be very slow. Be very careful to test the " "performance of shaders, viewport textures and post processing." msgstr "" -"不过也有一些缺点.图块渲染会让某些技术变得更加复杂,执行起来也更加昂贵.依赖于不" -"同图块渲染的结果,或者依赖于早期操作的结果被保存的图块可能会非常慢.要非常小心" -"地测试着色器、视图纹理和后期处理的性能." +"不过也有一些缺点. 图块渲染会让某些技术变得更加复杂, 执行起来也更加昂贵. 依赖" +"于不同图块渲染的结果, 或者依赖于早期操作的结果被保存的图块可能会非常慢. 要非" +"常小心地测试着色器, 视图纹理和后期处理的性能." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/index.po index bcb0b4ca3f..89b7637b33 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,7 +31,7 @@ msgid "" "there are always trade-offs, which consist of trading speed for usability " "and flexibility. Some practical examples of this are:" msgstr "" -"Godot遵循平衡的表现理念. 在效率表现中,总是有需要权衡交易的东西,可用性和灵活" +"Godot遵循平衡的表现理念. 在效率表现中, 总是有需要权衡交易的东西, 可用性和灵活" "性. 一些实际的示例是:" #: ../../docs/tutorials/optimization/index.rst:11 @@ -42,9 +42,9 @@ msgid "" "efficient, but at the same time, fewer objects are rendered. Therefore, the " "overall rendering efficiency is improved." msgstr "" -"有效地渲染大量的物体是很容易的,但是当必须渲染一个大的场景时,效率就会变得很低." -"为了解决这个问题,必须在渲染时加入可见性计算.这使得渲染的效率降低,但同时,被渲" -"染的对象也减少了.因此,整体的渲染效率得到了提高." +"有效地渲染大量的物体是很容易的, 但是当必须渲染一个大的场景时, 效率就会变得很" +"低. 为了解决这个问题, 必须在渲染时加入可见性计算. 这使得渲染的效率降低, 但同" +"时, 被渲染的对象也减少了. 因此, 整体的渲染效率得到了提高." #: ../../docs/tutorials/optimization/index.rst:17 msgid "" @@ -52,8 +52,8 @@ msgid "" "be rendered is also slow. To solve this, objects are sorted by material to " "reduce the costs. At the same time, sorting has a cost." msgstr "" -"为每个需要渲染的对象配置每个材质的属性也很慢.为了解决这个问题,物体被按材质分" -"类以减少成本.同时,排序也是有成本的." +"为每个需要渲染的对象配置每个材质的属性也很慢. 为了解决这个问题, 物体被按材质" +"分类以减少成本. 同时, 排序也是有成本的." #: ../../docs/tutorials/optimization/index.rst:21 msgid "" @@ -63,9 +63,9 @@ msgid "" "removal, as well as raycasting, will not be able to handle as many active " "objects." msgstr "" -"在3D物理中,也有类似的情况发生.处理大量物理对象的最佳算法(如SAP)在插入/移除对" -"象和射线传输方面都很慢.允许更快的插入和移除以及射线传输的算法,将无法处理那么" -"多的活动对象." +"在3D物理中, 也有类似的情况发生. 处理大量物理对象的最佳算法(如SAP)在插入/移除" +"对象和射线传输方面都很慢. 允许更快的插入和移除以及射线传输的算法, 将无法处理" +"那么多的活动对象." #: ../../docs/tutorials/optimization/index.rst:27 msgid "" @@ -74,9 +74,9 @@ msgid "" "that might be fast in some situations and slow in others, or algorithms that " "are fast but are more difficult to use." msgstr "" -"而这样的例子还有很多!游戏引擎在本质上努力成为通用的.平衡的算法总是受到青睐,而" -"不是那些在某些情况下可能很快而在另一些情况下很慢的算法,或者那些快但更难使用的" -"算法." +"而这样的例子还有很多!游戏引擎在本质上努力成为通用的. 平衡的算法总是受到青睐, " +"而不是那些在某些情况下可能很快而在另一些情况下很慢的算法, 或者那些快但更难使" +"用的算法." #: ../../docs/tutorials/optimization/index.rst:32 msgid "" @@ -84,8 +84,8 @@ msgid "" "swappable for different algorithms, the default backends prioritize balance " "and flexibility over performance." msgstr "" -"Godot在这方面也不例外.虽然它被设计成可以为不同的算法交换后端,但默认的后端将平" -"衡和灵活性置于性能之上." +"Godot在这方面也不例外. 虽然它被设计成可以为不同的算法交换后端, 但默认的后端将" +"平衡和灵活性置于性能之上." #: ../../docs/tutorials/optimization/index.rst:36 msgid "" @@ -93,8 +93,8 @@ msgid "" "the maximum performance out of Godot. While the tutorials can be read in any " "order, it is a good idea to start from :ref:`doc_general_optimization`." msgstr "" -"明确了这一点后,本教程部分的目的是解释如何从Godot中获得最大的性能.虽然这些教程" -"可以按任何顺序阅读,但最好从 :ref:`doc_general_optimization` 开始." +"明确了这一点后, 本教程部分的目的是解释如何从Godot中获得最大的性能. 虽然这些教" +"程可以按任何顺序阅读, 但最好从 :ref:`doc_general_optimization` 开始." #: ../../docs/tutorials/optimization/index.rst:41 msgid "Common" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index bcba741760..901232623e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,8 +36,8 @@ msgid "" "that take place in a small area, however things can quickly become " "problematic in larger levels." msgstr "" -"Godot会自动执行视图视锥剔除,以防止渲染视窗外的物体.这对于发生在小范围内的游戏" -"来说效果很好,然而在较大的关卡中,事情很快就会变得很麻烦." +"Godot会自动执行视图视锥剔除, 以防止渲染视窗外的物体. 这对于发生在小范围内的游" +"戏来说效果很好, 然而在较大的关卡中, 事情很快就会变得很麻烦." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:18 msgid "Occlusion culling" @@ -53,10 +53,10 @@ msgid "" "the buildings behind that. You quickly end up in situations where you are " "attempting to render 10× or 100× more than what is visible." msgstr "" -"比如走在一个小镇上,你可能只能看到你所在的街道上的几栋建筑,以及天空和几只飞过" -"头顶的鸟.然而就一个天真的渲染器而言,你仍然可以看到整个小镇.它不会只渲染你前面" -"的建筑,它会渲染那后面的街道,与那条街上的人,那后面的建筑.你很快就会遇到这样的" -"情况:你试图渲染比可见的东西多10倍或100倍的东西." +"比如走在一个小镇上, 你可能只能看到你所在的街道上的几栋建筑, 以及天空和几只飞" +"过头顶的鸟. 然而就一个天真的渲染器而言, 你仍然可以看到整个小镇. 它不会只渲染" +"你前面的建筑, 它会渲染那后面的街道, 与那条街上的人, 那后面的建筑. 你很快就会" +"遇到这样的情况: 你试图渲染比可见的东西多10倍或100倍的东西." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:28 msgid "" @@ -65,9 +65,9 @@ msgid "" "called *depth prepass* and is enabled by default in Godot when using the " "GLES3 renderer. However, unneeded objects are still reducing performance." msgstr "" -"事情并没有看上去那么糟糕,因为Z-buffer通常只允许GPU完全遮挡在前面的物体.这被称" -"为*深度预通*,在使用GLES3渲染器时,Godot默认启用.然而,不需要的对象仍然在降低性" -"能." +"事情并没有看上去那么糟糕, 因为Z-buffer通常只允许GPU完全遮挡在前面的物体. 这被" +"称为 *深度预通*, 在使用GLES3渲染器时,Godot默认启用. 然而, 不需要的对象仍然在" +"降低性能." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:33 msgid "" @@ -76,8 +76,8 @@ msgid "" "occlusion in Godot. However, with careful design you can still get many of " "the advantages." msgstr "" -"我们有可能减少渲染量的一个方法是利用遮挡.从Godot 3.3开始,Godot中没有内置的闭" -"塞支持.然而,通过精心设计,你仍然可以获得许多优势." +"我们有可能减少渲染量的一个方法是利用遮挡. 从Godot 3.3开始,Godot中没有内置的闭" +"塞支持. 然而, 通过精心设计, 你仍然可以获得许多优势." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:37 msgid "" @@ -87,10 +87,10 @@ msgid "" "of occlusion, all you have to do is work out when your viewer is in street " "``A`` (perhaps using Godot Areas), then you can hide the other streets." msgstr "" -"例如,在我们的城市街道场景中,你可能会事先计算出,从街道``A``只能看到另外两条街" -"道,``B``和``C``.``D``到``Z``的街道是隐藏的.为了利用遮挡的优势,你所要做的就是" -"计算出什么时候你的观察者在街道``A``中(也许使用Godot区域),然后你就可以隐藏其他" -"街道." +"例如, 在我们的城市街道场景中, 你可能会事先计算出, 从街道 ``A`` 只能看到另外两" +"条街道,``B`` 和 ``C``.``D`` 到 ``Z`` 的街道是隐藏的. 为了利用遮挡的优势, 你所" +"要做的就是计算出什么时候你的观察者在街道 ``A`` 中(也许使用Godot区域), 然后你" +"就可以隐藏其他街道." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:43 msgid "" @@ -99,8 +99,8 @@ msgid "" "it to restrict physics or AI to the local area, and speed these up as well " "as rendering." msgstr "" -"这是一个手动版本的所谓 \"潜在可见集\".这是一种非常强大的技术,可以加快渲染速" -"度.你也可以用它将物理或AI限制在局部区域,并加快这些以及渲染的速度." +"这是一个手动版本的所谓 \"潜在可见集\". 这是一种非常强大的技术, 可以加快渲染速" +"度. 你也可以用它将物理或AI限制在局部区域, 并加快这些以及渲染的速度." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:50 msgid "" @@ -109,8 +109,8 @@ msgid "" "player from seeing too far away, which would decrease performance due to the " "lost opportunies for occlusion culling." msgstr "" -"在某些情况下,你可能不得不调整你的关卡设计来增加更多的遮挡机会.例如,你可能需要" -"增加更多的墙来防止玩家看得太远,这样会因为失去了遮挡机会而降低性能." +"在某些情况下, 你可能不得不调整你的关卡设计来增加更多的遮挡机会. 例如, 你可能" +"需要增加更多的墙来防止玩家看得太远, 这样会因为失去了遮挡机会而降低性能." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:56 msgid "Other occlusion techniques" @@ -122,8 +122,8 @@ msgid "" "raster-based occlusion culling. Some of these may be available through add-" "ons and may be available in core Godot in the future." msgstr "" -"还有其他的遮挡技术,如门户、自动PVS和基于光栅的遮挡剔除.其中一些技术可以通过附" -"加组件获得,将来可能会在核心Godot中获得." +"还有其他的遮挡技术, 如门户, 自动PVS和基于光栅的遮挡剔除. 其中一些技术可以通过" +"附加组件获得, 将来可能会在核心Godot中获得." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:63 msgid "Transparent objects" @@ -140,15 +140,15 @@ msgid "" "material." msgstr "" "Godot通过 :ref:`Material <class_Material>` 和 :ref:`Shader <class_Shader>` 对" -"对象进行排序以提高性能.然而,这对透明物体来说是不可能的.透明物体从后往前渲染," -"以便与后面的物体混合.因此, **尽量少使用透明对象** .如果一个物体有一小部分是透" -"明的,尽量让这部分成为一个独立的表面,有自己的材质." +"对象进行排序以提高性能. 然而, 这对透明物体来说是不可能的. 透明物体从后往前渲" +"染, 以便与后面的物体混合. 因此, **尽量少使用透明对象** . 如果一个物体有一小部" +"分是透明的, 尽量让这部分成为一个独立的表面, 有自己的材质." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:73 msgid "" "For more information, see the :ref:`GPU optimizations " "<doc_gpu_optimization>` doc." -msgstr "更多信息,请参阅 :ref:`GPU optimizations <doc_gpu_optimization>` 文档." +msgstr "更多信息, 请参阅 :ref:`GPU optimizations <doc_gpu_optimization>` 文档." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:77 msgid "Level of detail (LOD)" @@ -163,9 +163,9 @@ msgid "" "replacing models at varying distance. You could use lower poly models, or " "use transparency to simulate more complex geometry." msgstr "" -"在某些情况下,特别是在远处,用简单的版本**代替复杂的几何图形可能是个好主意.最终" -"用户可能看不出什么区别.考虑看看远处的大量树木.有几种策略可以替换不同距离的模" -"型.您可以使用较低的多边形模型,或者使用透明度来模拟更复杂的几何体." +"在某些情况下, 特别是在远处, 用简单的版本**代替复杂的几何图形可能是个好主意. " +"最终用户可能看不出什么区别. 考虑看看远处的大量树木. 有几种策略可以替换不同距" +"离的模型. 您可以使用较低的多边形模型, 或者使用透明度来模拟更复杂的几何体." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:87 msgid "Billboards and imposters" @@ -180,9 +180,9 @@ msgid "" "into fill rate (for more information on fill rate, see :ref:" "`doc_gpu_optimization`)." msgstr "" -"使用透明度来处理LOD的最简单版本是广告牌.例如,你可以用一个单一的透明四边形来表" -"示一棵树的距离.这可以是非常便宜的渲染,当然,除非前面有很多树.在这种情况下,透明" -"度可能会开始吞噬填充率(关于填充率的更多信息,请参见 :ref:" +"使用透明度来处理LOD的最简单版本是广告牌. 例如, 你可以用一个单一的透明四边形来" +"表示一棵树的距离. 这可以是非常便宜的渲染, 当然, 除非前面有很多树. 在这种情况" +"下, 透明度可能会开始吞噬填充率(关于填充率的更多信息, 请参见 :ref:" "`doc_gpu_optimization`)." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:95 @@ -191,8 +191,8 @@ msgid "" "together as a group. This can be especially effective if you can see an area " "but cannot physically approach it in a game." msgstr "" -"另一种方法是不只渲染一棵树,而是将一些树作为一组来渲染.如果你能看到一个区域,但" -"在游戏中不能实际接近它,这可能是特别有效的." +"另一种方法是不只渲染一棵树, 而是将一些树作为一组来渲染. 如果你能看到一个区" +"域, 但在游戏中不能实际接近它, 这可能是特别有效的." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:99 msgid "" @@ -203,10 +203,10 @@ msgid "" "change significantly. This can be complex to get working, but may be worth " "it depending on the type of project you are making." msgstr "" -"你可以通过预先渲染对象的不同角度的视图来制作冒牌货.或者你甚至可以更进一步,周" -"期性地将一个物体的视图重新渲染到一个纹理上,作为一个冒牌货使用.在远处,你需要将" -"观察者移动相当长的距离,视角才会发生显著变化.这可能是复杂的工作,但可能是值得" -"的,这取决于你正在制作的项目类型." +"你可以通过预先渲染对象的不同角度的视图来制作冒牌货. 或者你甚至可以更进一步, " +"周期性地将一个物体的视图重新渲染到一个纹理上, 作为一个冒牌货使用. 在远处, 你" +"需要将观察者移动相当长的距离, 视角才会发生显著变化. 这可能是复杂的工作, 但可" +"能是值得的, 这取决于你正在制作的项目类型." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:107 msgid "Use instancing (MultiMesh)" @@ -220,13 +220,13 @@ msgid "" "it ideal for flocks, grass, particles, and anything else where you have " "thousands of identical objects." msgstr "" -"如果必须在同一地点或附近绘制多个相同的对象,请尝试使用 :ref:`MultiMesh " -"<class_MultiMesh>` 来代替.MultiMesh允许以很小的性能代价来绘制成千上万的对象," -"这使得它非常适合用于绘制羊群、草地、粒子以及其他任何有成千上万相同对象的地方." +"如果必须在同一地点或附近绘制多个相同的对象, 请尝试使用 :ref:`MultiMesh " +"<class_MultiMesh>` 来代替.MultiMesh允许以很小的性能代价来绘制成千上万的对象, " +"这使得它非常适合用于绘制羊群, 草地, 粒子以及其他任何有成千上万相同对象的地方." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:115 msgid "Also see the :ref:`Using MultiMesh <doc_using_multimesh>` doc." -msgstr "另请参阅 :ref:`Using MultiMesh <doc_using_multimesh>`文档." +msgstr "另请参阅 :ref:`Using MultiMesh <doc_using_multimesh>` 文档." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:118 msgid "Bake lighting" @@ -239,8 +239,8 @@ msgid "" "expensive. They may simply be too much for lower power mobile devices to " "handle." msgstr "" -"对物体进行照明是最昂贵的渲染操作之一.实时光照、阴影(尤其是很多灯光)和 GI 都特" -"别昂贵.对于低功率的移动设备来说,它们可能根本无法处理." +"对物体进行照明是最昂贵的渲染操作之一. 实时光照, 阴影(尤其是很多灯光)和 GI 都" +"特别昂贵. 对于低功率的移动设备来说, 它们可能根本无法处理." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:124 msgid "" @@ -248,8 +248,8 @@ msgid "" "fantastic, but has the downside that it will not be dynamic. Sometimes, this " "is a trade-off worth making." msgstr "" -"**考虑使用烘焙照明** ,尤其是移动端,这看起来很棒,但有一个缺点,那就是它不是动态" -"的,有时,这需要做出的权衡." +"**考虑使用烘焙照明** , 尤其是移动端, 这看起来很棒, 但有一个缺点, 那就是它不是" +"动态的, 有时, 这需要做出的权衡." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:128 msgid "" @@ -257,8 +257,8 @@ msgid "" "`doc_baked_lightmaps`. Baking can also improve the scene quality by adding " "indirect light bounces." msgstr "" -"一般来说,如果几个灯光需要影响一个场景,最好使用 :ref:`doc_baked_lightmaps` .烘" -"焙也可以通过增加间接光的反弹来提高场景的质量." +"一般来说, 如果几个灯光需要影响一个场景, 最好使用 :ref:" +"`doc_baked_lightmaps` . 烘焙也可以通过增加间接光的反弹来提高场景的质量." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:133 msgid "Animation and skinning" @@ -271,8 +271,8 @@ msgid "" "considerably for animated models or limit the number of them on screen at " "any one time." msgstr "" -"在某些平台上,动画和顶点动画(如换肤和变形)可能非常昂贵.你可能需要大大降低动画" -"模型的多边形数量,或者任何时候限制屏幕上的模型数量." +"在某些平台上, 动画和顶点动画(如换肤和变形)可能非常昂贵. 你可能需要大大降低动" +"画模型的多边形数量, 或者任何时候限制屏幕上的模型数量." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:140 msgid "Large worlds" @@ -282,7 +282,7 @@ msgstr "庞大的世界" msgid "" "If you are making large worlds, there are different considerations than what " "you may be familiar with from smaller games." -msgstr "如果您要制作大型游戏,则与小型游戏可能会有所不同." +msgstr "如果您要制作大型游戏, 则与小型游戏可能会有所不同." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:145 msgid "" @@ -290,8 +290,8 @@ msgid "" "you move around the world. This can prevent memory use from getting out of " "hand, and also limit the processing needed to the local area." msgstr "" -"大型的世界可能需要用碎片建立,可以在你在世界中移动时按需加载,这可以防止内存使" -"用失控,也可以将所需的处理限制在局部区域." +"大型的世界可能需要用碎片建立, 可以在你在世界中移动时按需加载, 这可以防止内存" +"使用失控, 也可以将所需的处理限制在局部区域." #: ../../docs/tutorials/optimization/optimizing_3d_performance.rst:149 msgid "" @@ -300,6 +300,6 @@ msgid "" "world around the player (rather than the other way around), or shifting the " "origin periodically to keep things centred around ``Vector3(0, 0, 0)``." msgstr "" -"在大型世界中,由于浮点错误,也可能会出现渲染和物理故障,你可能会使用一些技术,比" -"如将世界围绕着玩家的方向(而不是相反),或者定期移动原点以保持以 ``Vector3(0, " -"0, 0)`` 为中心." +"在大型世界中, 由于浮点错误, 也可能会出现渲染和物理故障, 你可能会使用一些技" +"术, 比如将世界围绕着玩家的方向(而不是相反), 或者定期移动原点以保持以 " +"``Vector3(0, 0, 0)`` 为中心." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_multimesh.po index 2a03c74d5d..f144f1a65f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "processed (and certain amount of control needs to be retained), :ref:`using " "servers directly <doc_using_servers>` is the recommended optimization." msgstr "" -"对于大量的实例(成千上万),需要不断处理(需要保留一定的控制),建议优化 :ref:`直接" -"使用服务<doc_using_servers>` ." +"对于大量的实例(成千上万), 需要不断处理(需要保留一定的控制), 建议优化 :ref:`直" +"接使用服务 <doc_using_servers>` ." #: ../../docs/tutorials/optimization/using_multimesh.rst:10 msgid "" @@ -36,8 +36,8 @@ msgid "" "of these approaches are efficient anymore. Still, depending on the " "requirements, there is one more optimization possible." msgstr "" -"当对象数量达到数十万或数百万时,这些方法都不再有效.尽管如此,根据要求,还有另一" -"种可能的优化方法." +"当对象数量达到数十万或数百万时, 这些方法都不再有效. 尽管如此, 根据要求, 还有" +"另一种可能的优化方法." #: ../../docs/tutorials/optimization/using_multimesh.rst:15 msgid "MultiMeshes" @@ -50,9 +50,9 @@ msgid "" "uses the GPU hardware to do this (in OpenGL ES 2.0, it's less efficient " "because there is no hardware support for it, though)." msgstr "" -"A :ref:`MultiMesh<class_MultiMesh>`是一个单次绘制的基本单元,可以一次性绘制多" -"达数百万个对象.它的效率非常高,因为它使用GPU硬件来做这件事(不过在OpenGL ES 2.0" -"中,它的效率较低,因为没有硬件支持)." +"A :ref:`MultiMesh<class_MultiMesh>` 是一个单次绘制的基本单元, 可以一次性绘制" +"多达数百万个对象. 它的效率非常高, 因为它使用GPU硬件来做这件事(不过在OpenGL " +"ES 2.0中, 它的效率较低, 因为没有硬件支持)." #: ../../docs/tutorials/optimization/using_multimesh.rst:21 msgid "" @@ -62,9 +62,9 @@ msgid "" "MultiMesh. It is possible to provide a custom visibility rect for them, but " "it will always be *all-or-none* visibility." msgstr "" -"唯一的缺点是,对于单个实例,不可能进行 *屏幕* 或 *视锥* 剔除.这意味着,根据整个" -"MultiMesh的可见性,数百万个对象将被 *始终* 或 *不会* 绘制.可以为它们提供一个自" -"定义的可见性矩形,但它将始终是 *全或无* 的可见性." +"唯一的缺点是, 对于单个实例, 不可能进行 *屏幕* 或 *视锥* 剔除. 这意味着, 根据" +"整个MultiMesh的可见性, 数百万个对象将被 *始终* 或 *不会* 绘制. 可以为它们提供" +"一个自定义的可见性矩形, 但它将始终是 *全或无* 的可见性." #: ../../docs/tutorials/optimization/using_multimesh.rst:26 msgid "" @@ -73,8 +73,8 @@ msgid "" "use case. A workaround is to create several MultiMeshes for different areas " "of the world." msgstr "" -"如果对象足够简单(只有几个顶点),这通常不是什么大问题,因为大多数现代GPU都为这种" -"用例进行了优化.一个变通的方法是为世界的不同区域创建多个MultiMeshes." +"如果对象足够简单(只有几个顶点), 这通常不是什么大问题, 因为大多数现代GPU都为这" +"种用例进行了优化. 一个变通的方法是为世界的不同区域创建多个MultiMeshes." #: ../../docs/tutorials/optimization/using_multimesh.rst:30 msgid "" @@ -86,9 +86,9 @@ msgid "" "point :ref:`Image<class_Image>` formats which are ideal for this)." msgstr "" "也可以在顶点着色器中执行一些逻辑(使用 ``INSTANCE_ID`` 或 ``INSTANCE_CUSTOM`` " -"内置常量).关于在MultiMesh中对数千个对象进行动画制作的例子,请参见 :ref:" -"`Animating thousands of fish <doc_animating_thousands_of_fish>` 教程.可以通过" -"纹理向着色器提供信息(有浮点 :ref:`Image<class_Image>` 格式是理想的格式)." +"内置常量). 关于在MultiMesh中对数千个对象进行动画制作的例子, 请参见 :ref:" +"`Animating thousands of fish <doc_animating_thousands_of_fish>` 教程. 可以通" +"过纹理向着色器提供信息(有浮点 :ref:`Image<class_Image>` 格式是理想的格式)." #: ../../docs/tutorials/optimization/using_multimesh.rst:36 msgid "" @@ -99,11 +99,11 @@ msgid "" "way, the array can be created with multiple threads, then set in one call, " "providing high cache efficiency." msgstr "" -"另一种选择是使用GDNative和C++,效率应该非常高(可以通过 :ref:`VisualServer." +"另一种选择是使用GDNative和C++, 效率应该非常高(可以通过 :ref:`VisualServer." "multimesh_set_as_bulk_array() " -"<class_VisualServer_method_multimesh_set_as_bulk_array>`函数来设置所有对象使" -"用线性内存的全部状态).这样一来,可以用多个线程创建数组,然后在一次调用中设置,提" -"供了很高的缓存效率." +"<class_VisualServer_method_multimesh_set_as_bulk_array>` 函数来设置所有对象使" +"用线性内存的全部状态). 这样一来, 可以用多个线程创建数组, 然后在一次调用中设" +"置, 提供了很高的缓存效率." #: ../../docs/tutorials/optimization/using_multimesh.rst:42 msgid "" @@ -114,10 +114,10 @@ msgid "" "instances that will be used, then change the amount visible depending on how " "many are currently needed." msgstr "" -"最后,并不是所有的MultiMesh实例都必须是可见的.可以通过 :ref:`MultiMesh." +"最后, 并不是所有的MultiMesh实例都必须是可见的. 可以通过 :ref:`MultiMesh." "visible_instance_count <class_MultiMesh_property_visible_instance_count>` 属" -"性来控制可见的数量.典型的工作流程是先分配最大数量的实例,然后根据当前需要的数" -"量改变可见的数量." +"性来控制可见的数量. 典型的工作流程是先分配最大数量的实例, 然后根据当前需要的" +"数量改变可见的数量." #: ../../docs/tutorials/optimization/using_multimesh.rst:48 msgid "Multimesh example" @@ -130,4 +130,4 @@ msgid "" "thousands, GDScript should be fine." msgstr "" "这里是一个从代码中使用MultiMesh的例子.GDScript以外的其他语言对于数百万个对象" -"来说可能更有效,但对于几千个对象来说,GDScript应该是可以的." +"来说可能更有效, 但对于几千个对象来说,GDScript应该是可以的." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_servers.po index f15798ced6..0b528530ca 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,13 +28,13 @@ msgid "" "`Scene System<doc_scene_tree>`. Using nodes and resources simplifies project " "organization and asset management in complex games." msgstr "" -"像Godot这样的引擎由于其更高层次的构建和功能,提供了更多的易用性.它们中的大多数" -"都是通过 :ref:`Scene System<doc_scene_tree>` 来访问和使用的.使用节点和资源可" -"以简化复杂游戏中的项目组织和资产管理." +"像Godot这样的引擎由于其更高层次的构建和功能, 提供了更多的易用性. 它们中的大多" +"数都是通过 :ref:`Scene System<doc_scene_tree>` 来访问和使用的. 使用节点和资源" +"可以简化复杂游戏中的项目组织和资产管理." #: ../../docs/tutorials/optimization/using_servers.rst:10 msgid "There are, of course, always drawbacks:" -msgstr "当然,总是有缺点的:" +msgstr "当然, 总是有缺点的:" #: ../../docs/tutorials/optimization/using_servers.rst:12 msgid "There is an extra layer of complexity" @@ -60,9 +60,9 @@ msgid "" "instances for something that needs to be processed every frame can be a " "bottleneck." msgstr "" -"在很多情况下,这并不是一个真正的问题(Godot是非常优化的,大多数操作都是用信号处" -"理的,所以不需要轮询).不过,有时候还是会有这样的情况.例如,对于每一帧都需要处理" -"的东西来说,处理数以万计的实例可能是一个瓶颈." +"在很多情况下, 这并不是一个真正的问题(Godot是非常优化的, 大多数操作都是用信号" +"处理的, 所以不需要轮询). 不过, 有时候还是会有这样的情况. 例如, 对于每一帧都需" +"要处理的东西来说, 处理数以万计的实例可能是一个瓶颈." #: ../../docs/tutorials/optimization/using_servers.rst:21 msgid "" @@ -70,8 +70,8 @@ msgid "" "and wish they could go back to a more handcrafted, low level implementation " "of game code." msgstr "" -"这种情况会让程序员后悔自己使用的是游戏引擎,希望能回到更加手动、更加低层的游戏" -"代码实现中去." +"这种情况会让程序员后悔自己使用的是游戏引擎, 希望能回到更加手动, 更加低层的游" +"戏代码实现中去." #: ../../docs/tutorials/optimization/using_servers.rst:24 msgid "Still, Godot is designed to work around this problem." @@ -87,8 +87,8 @@ msgid "" "whole scene system is *optional*. While it is not currently possible to " "compile it out, it can be completely bypassed." msgstr "" -"对于Godot来说,最有趣的一个设计决定,就是整个场景系统是 *可选的* .虽然目前还不" -"能编译出来,但完全可以绕过它." +"对于Godot来说, 最有趣的一个设计决定, 就是整个场景系统是 *可选的* . 虽然目前还" +"不能编译出来, 但完全可以绕过它." #: ../../docs/tutorials/optimization/using_servers.rst:32 msgid "" @@ -96,8 +96,8 @@ msgid "" "to control rendering, physics, sound, etc. The scene system is built on top " "of them and uses them directly. The most common servers are:" msgstr "" -"核心是,Godot使用了Servers的概念.它们是非常低级的API,用来控制渲染、物理、声音" -"等.场景系统建立在它们之上,直接使用它们.最常见的服务器有:" +"核心是,Godot使用了Servers的概念. 它们是非常低级的API, 用来控制渲染, 物理, 声" +"音等. 场景系统建立在它们之上, 直接使用它们. 最常见的服务器有:" #: ../../docs/tutorials/optimization/using_servers.rst:36 msgid "" @@ -127,8 +127,8 @@ msgid "" "Just explore their APIs and you will realize that the all functions provided " "are low-level implementations of everything Godot allows you to do." msgstr "" -"你只需研究它们的API,就会意识到,它们所提供的全部函数都是Godot允许你操作的低级" -"实现." +"你只需研究它们的API, 就会意识到, 它们所提供的全部函数都是Godot允许你操作的低" +"级实现." #: ../../docs/tutorials/optimization/using_servers.rst:45 msgid "RIDs" @@ -141,9 +141,9 @@ msgid "" "implementation. They are allocated and freed manually. Almost every function " "in the servers requires RIDs to access the actual resource." msgstr "" -"使用服务的关键是理解资源ID( :ref:`RID <class_RID>` )对象.这些对象是服务实现的" -"非公开的句柄.它们是手动分配和释放的.几乎服务中的每个功能都需要RID来访问实际的" -"资源." +"使用服务的关键是理解资源ID( :ref:`RID <class_RID>` )对象. 这些对象是服务实现" +"的非公开的句柄. 它们是手动分配和释放的. 几乎服务中的每个功能都需要RID来访问实" +"际的资源." #: ../../docs/tutorials/optimization/using_servers.rst:51 msgid "" @@ -155,15 +155,15 @@ msgid "" "RIDs. Just make sure to keep references to the resources outside the server, " "because if the resource is erased, the internal RID is erased too." msgstr "" -"大多数Godot节点和资源都包含这些来自服务内部的RID,它们可以通过不同的函数获得." -"事实上,任何继承 :ref:`Resource <class_Resource>` 的东西都可以直接指向RID(不" -"过,并不是所有资源都包含RID,在这种情况下,RID会是空的).事实上,资源可以作为RID传" -"递给服务API.只要确保将资源的引用保留在服务之外,因为如果资源被删除,内部的RID也" -"会被删除." +"大多数Godot节点和资源都包含这些来自服务内部的RID, 它们可以通过不同的函数获" +"得. 事实上, 任何继承 :ref:`Resource <class_Resource>` 的东西都可以直接指向" +"RID(不过, 并不是所有资源都包含RID, 在这种情况下,RID会是空的). 事实上, 资源可" +"以作为RID传递给服务API. 只要确保将资源的引用保留在服务之外, 因为如果资源被删" +"除, 内部的RID也会被删除." #: ../../docs/tutorials/optimization/using_servers.rst:58 msgid "For nodes, there are many functions available:" -msgstr "对于节点来说,有很多函数功能可以使用:" +msgstr "对于节点来说, 有很多函数功能可以使用:" #: ../../docs/tutorials/optimization/using_servers.rst:60 msgid "" @@ -172,8 +172,8 @@ msgid "" "item RID in the server." msgstr "" "对于CanvasItem, :ref:`CanvasItem." -"get_canvas_item()<class_CanvasItem_method_get_canvas_item>`方法将在服务器中返" -"回画布项目RID." +"get_canvas_item()<class_CanvasItem_method_get_canvas_item>` 方法将在服务器中" +"返回画布项目RID." #: ../../docs/tutorials/optimization/using_servers.rst:62 msgid "" @@ -201,9 +201,10 @@ msgid "" "*PhysicsServer Space*. This allows creating 3D objects directly with the " "server API and using them." msgstr "" -"对于3D, :ref:`World <class_World>` 资源(可在 :ref:`Viewport <class_Viewport>`" -"和 :ref:`Spatial <class_Spatial>`节点中获得)包含获取 *VisualServer Scenario* " -"和 *PhysicsServer Space* 的函数.这样就可以直接用服务API创建3D对象并使用它们." +"对于3D, :ref:`World <class_World>` 资源(可在 :ref:`Viewport " +"<class_Viewport>` 和 :ref:`Spatial <class_Spatial>` 节点中获得)包含获取 " +"*VisualServer Scenario* 和 *PhysicsServer Space* 的函数. 这样就可以直接用服务" +"API创建3D对象并使用它们." #: ../../docs/tutorials/optimization/using_servers.rst:70 msgid "" @@ -215,8 +216,8 @@ msgid "" msgstr "" "对于2D, :ref:`World2D <class_World2D>` 资源(可在 :ref:`Viewport " "<class_Viewport>` 和 :ref:`CanvasItem <class_CanvasItem>` 节点中获取)包含获" -"取 *VisualServer Canvas* 和 *Physics2DServer Space* 的函数.这样就可以直接用服" -"务API创建2D对象并使用它们." +"取 *VisualServer Canvas* 和 *Physics2DServer Space* 的函数. 这样就可以直接用" +"服务API创建2D对象并使用它们." #: ../../docs/tutorials/optimization/using_servers.rst:74 msgid "" @@ -226,7 +227,7 @@ msgid "" "`VisualInstance.get_base() <class_VisualInstance_method_get_base>` " "respectively." msgstr "" -":ref:`VisualInstance<class_VisualInstance>`类,可以分别通过 :ref:" +":ref:`VisualInstance<class_VisualInstance>` 类, 可以分别通过 :ref:" "`VisualInstance.get_instance() <class_VisualInstance_method_get_instance>` " "和 :ref:`VisualInstance.get_base() <class_VisualInstance_method_get_base>` 来" "获取场景 *instance* 和 *instance base* ." @@ -235,7 +236,7 @@ msgstr "" msgid "" "Just explore the nodes and resources you are familiar with and find the " "functions to obtain the server *RIDs*." -msgstr "只需探索你所熟悉的节点和资源,找到获得服务器 *RID* 的功能." +msgstr "只需探索你所熟悉的节点和资源, 找到获得服务器 *RID* 的功能." #: ../../docs/tutorials/optimization/using_servers.rst:80 msgid "" @@ -243,8 +244,8 @@ msgid "" "associated. Instead, server functions should always be used for creating and " "controlling new ones and interacting with the existing ones." msgstr "" -"不建议从已经有节点关联的对象中控制RID.相反,服务函数应始终用于创建和控制新的以" -"及与现有的交互." +"不建议从已经有节点关联的对象中控制RID. 相反, 服务函数应始终用于创建和控制新的" +"以及与现有的交互." #: ../../docs/tutorials/optimization/using_servers.rst:84 msgid "Creating a sprite" @@ -255,7 +256,7 @@ msgid "" "This is a simple example of how to create a sprite from code and move it " "using the low-level :ref:`CanvasItem <class_CanvasItem>` API." msgstr "" -"这是一个简单的例子,说明如何从代码中创建一个精灵,并使用低级的 :ref:" +"这是一个简单的例子, 说明如何从代码中创建一个精灵, 并使用低级的 :ref:" "`CanvasItem <class_CanvasItem>` API移动它." #: ../../docs/tutorials/optimization/using_servers.rst:113 @@ -265,8 +266,9 @@ msgid "" "primitives re-added (this is not the case for setting the transform, which " "can be done as many times as desired)." msgstr "" -"服务中的 Canvas Item API 允许您向其添加绘制基本单元.一旦添加,它们就不能被修" -"改.需要清除 Item,并重新添加基本单元(设置变换时则不然,变换可根据需要多次进行)." +"服务中的 Canvas Item API 允许您向其添加绘制基本单元. 一旦添加, 它们就不能被修" +"改. 需要清除 Item, 并重新添加基本单元(设置变换时则不然, 变换可根据需要多次进" +"行)." #: ../../docs/tutorials/optimization/using_servers.rst:117 msgid "Primitives are cleared this way:" @@ -280,7 +282,7 @@ msgstr "将网格实例化到3D空间" msgid "" "The 3D APIs are different from the 2D ones, so the instantiation API must be " "used." -msgstr "3D的API与2D的API不同,所以必须使用实例化API." +msgstr "3D的API与2D的API不同, 所以必须使用实例化API." #: ../../docs/tutorials/optimization/using_servers.rst:156 msgid "Creating a 2D RigidBody and moving a sprite with it" @@ -293,7 +295,7 @@ msgid "" "<class_CanvasItem>` when the body moves." msgstr "" "这将使用 :ref:`Physics2DServer <class_Physics2DServer>` API创建一个 :ref:" -"`RigidBody2D <class_RigidBody2D>`,并在物体移动时移动一个 :ref:`CanvasItem " +"`RigidBody2D <class_RigidBody2D>`, 并在物体移动时移动一个 :ref:`CanvasItem " "<class_CanvasItem>`." #: ../../docs/tutorials/optimization/using_servers.rst:192 @@ -302,7 +304,7 @@ msgid "" "identical (using :ref:`RigidBody <class_RigidBody>` and :ref:`PhysicsServer " "<class_PhysicsServer>` respectively)." msgstr "" -"3D版本应该非常相似,因为2D和3D物理服务器是相同的(分别使用 :ref:`RigidBody " +"3D版本应该非常相似, 因为2D和3D物理服务器是相同的(分别使用 :ref:`RigidBody " "<class_RigidBody>` 和 :ref:`PhysicsServer <class_PhysicsServer>` )." #: ../../docs/tutorials/optimization/using_servers.rst:196 @@ -319,11 +321,11 @@ msgid "" "called. This will severely decrease performance if you call them every frame " "(and it won't be obvious why)." msgstr "" -"除非你知道自己在做什么,否则尽量不要**通过调用函数向 ``VisualServer`` 、 " -"``PhysicsServer`` 或 ``Physics2DServer`` 请求任何信息.这些服务器通常会为了性" -"能而异步运行,调用任何返回值的函数都会使它们停滞,并迫使它们处理任何待处理的东" -"西,直到函数被实际调用.如果你每一帧都调用它们,这将严重降低性能(而且原因不会很" -"明显)." +"除非你知道自己在做什么, 否则尽量不要**通过调用函数向 ``VisualServer`` , " +"``PhysicsServer`` 或 ``Physics2DServer`` 请求任何信息. 这些服务器通常会为了性" +"能而异步运行, 调用任何返回值的函数都会使它们停滞, 并迫使它们处理任何待处理的" +"东西, 直到函数被实际调用. 如果你每一帧都调用它们, 这将严重降低性能(而且原因不" +"会很明显)." #: ../../docs/tutorials/optimization/using_servers.rst:204 msgid "" @@ -331,5 +333,5 @@ msgid "" "possible to request information back, until it's actual data that can be " "saved." msgstr "" -"正因为如此,这类服务器中的大部分API都被设计成连信息都无法请求回来,直到这是可以" -"保存的实际数据." +"正因为如此, 这类服务器中的大部分API都被设计成连信息都无法请求回来, 直到这是可" +"以保存的实际数据." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index cee809a022..0f218c253b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -41,7 +41,7 @@ msgstr "有关3D碰撞的性能注意事项." msgid "" "Godot provides many kinds of collision shapes, with different performance " "and accuracy tradeoffs." -msgstr "Godot提供多种碰撞形状,具有不同的性能和精度权衡." +msgstr "Godot提供多种碰撞形状, 具有不同的性能和精度权衡." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:15 msgid "" @@ -50,16 +50,16 @@ msgid "" "you must add a :ref:`class_Shape` *resource* to collision shape nodes in the " "Inspector dock." msgstr "" -"您可以通过添加一个或多个 :ref:`class_PhysicsBody`作为子节点来定义 :ref:" -"`CollisionShapes <class_CollisionShape>`的形状.请注意,你必须在属性检查器面板" -"中为碰撞形状节点添加一个 :ref:`class_Shape` *resource*." +"您可以通过添加一个或多个 :ref:`class_PhysicsBody` 作为子节点来定义 :ref:" +"`CollisionShapes <class_CollisionShape>` 的形状. 请注意, 你必须在属性检查器面" +"板中为碰撞形状节点添加一个 :ref:`class_Shape` *resource*." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:22 msgid "" "When you add multiple collision shapes to a single PhysicsBody, you don't " "have to worry about them overlapping. They won't \"collide\" with each other." msgstr "" -"当你将多个碰撞形状添加到一个PhysicsBody中时,你不必担心它们会重叠,它们不会相" +"当你将多个碰撞形状添加到一个PhysicsBody中时, 你不必担心它们会重叠, 它们不会相" "互 \"碰撞\"." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:26 @@ -86,7 +86,7 @@ msgstr ":ref:`class_CapsuleShape`" msgid "" ":ref:`class_CylinderShape`. It is only available when using the Bullet " "physics engine." -msgstr ":ref:`class_CylinderShape`,只有在使用Bullet物理引擎时才能使用." +msgstr ":ref:`class_CylinderShape`, 只有在使用Bullet物理引擎时才能使用." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:36 msgid "" @@ -95,8 +95,8 @@ msgid "" "a whole level, you may need convex or concave shapes instead. More on that " "below." msgstr "" -"您可以使用一个或多个原始形状来表示大多数较小物体的碰撞.然而,对于更复杂的物体," -"如大型船舶或整个水平面,你可能需要凸形或凹形来代替.下面会有更多的介绍." +"您可以使用一个或多个原始形状来表示大多数较小物体的碰撞. 然而, 对于更复杂的物" +"体, 如大型船舶或整个水平面, 你可能需要凸形或凹形来代替. 下面会有更多的介绍." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:40 msgid "" @@ -104,8 +104,8 @@ msgid "" "RigidBodies and KinematicBodies as their behavior is the most reliable. They " "often provide better performance as well." msgstr "" -"建议动态对象使用原始形状,如 RigidBodies 和 KinematicBodies,因为它们的行为是可" -"靠的,通常也能提供更好的性能." +"建议动态对象使用原始形状, 如 RigidBodies 和 KinematicBodies, 因为它们的行为是" +"可靠的, 通常也能提供更好的性能." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:45 msgid "Convex collision shapes" @@ -121,10 +121,10 @@ msgid "" "concave object with a single collision shape, you need to use a concave " "collision shape." msgstr "" -":ref:`凸形碰撞形状<class_ConvexPolygonShape>` 是基础碰撞形状和凹形碰撞形状之" -"间的折衷,可以表示任何复杂的形状,但要警告的是,正如名称所示,一个单独的形状只能" -"表示一个 *凸* 的形状.要用单个碰撞形状定义一个凹形对象,需要使用一个凹形碰撞形" -"状.例如,一个金字塔是 *凸* 的,但一个空心盒子是 *凹* 的." +":ref:`凸形碰撞形状 <class_ConvexPolygonShape>` 是基础碰撞形状和凹形碰撞形状之" +"间的折衷, 可以表示任何复杂的形状, 但要警告的是, 正如名称所示, 一个单独的形状" +"只能表示一个 *凸* 的形状. 要用单个碰撞形状定义一个凹形对象, 需要使用一个凹形" +"碰撞形状. 例如, 一个金字塔是 *凸* 的, 但一个空心盒子是 *凹* 的." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:54 msgid "" @@ -135,9 +135,10 @@ msgid "" "after a certain amount of convex shapes. For large and complex objects such " "as a whole level, we recommend using concave shapes instead." msgstr "" -"根据对象的复杂程度,可能要通过使用多个凸形而不是一个凹形碰撞形状来获得更好的性" -"能.Godot可以使用*凸分解*来生成与空心物体大致匹配的凸形.请注意,在一定数量的凸" -"形之后,就没有了这种性能优势,对于大而复杂的对象,如整个关卡,建议使用凹形代替." +"根据对象的复杂程度, 可能要通过使用多个凸形而不是一个凹形碰撞形状来获得更好的" +"性能.Godot可以使用 *凸分解* 来生成与空心物体大致匹配的凸形. 请注意, 在一定数" +"量的凸形之后, 就没有了这种性能优势, 对于大而复杂的对象, 如整个关卡, 建议使用" +"凹形代替." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:61 msgid "" @@ -145,8 +146,8 @@ msgid "" "selecting a MeshInstance and using the **Mesh** menu at the top of the 3D " "viewport. The editor exposes two generation modes:" msgstr "" -"您可以通过选择一个网格实例,并使用3D视图顶部的 **网格** 菜单从编辑器中生成一个" -"或多个凸形碰撞形状.编辑器有两种生成模式:" +"您可以通过选择一个网格实例, 并使用3D视图顶部的 **网格** 菜单从编辑器中生成一" +"个或多个凸形碰撞形状. 编辑器有两种生成模式:" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:65 msgid "" @@ -155,9 +156,9 @@ msgid "" "collision shape. Since it only generates a single shape, it provides good " "performance and is ideal for small objects." msgstr "" -"**创建单凸碰撞同级** 使用Quickhull算法,创建一个CollisionShape碰撞形状节点,并" -"自动生成一个凸碰撞形状,由于只生成单个形状,因此提供了良好的性能,非常适合小对" -"象." +"**创建单凸碰撞同级** 使用Quickhull算法, 创建一个CollisionShape碰撞形状节点, " +"并自动生成一个凸碰撞形状, 由于只生成单个形状, 因此提供了良好的性能, 非常适合" +"小对象." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:70 msgid "" @@ -167,9 +168,9 @@ msgid "" "cost of performance. For objects with medium complexity, it will likely be " "faster than using a single concave collision shape." msgstr "" -"**创建多个凸形碰撞同级** 使用V-HACD算法.创建多个CollisionShape碰撞形状节点,每" -"个节点都有一个凸形,由于它能生成多个形状,所以对于凹形物体来说,精度更高,但性能" -"不佳.对于中等复杂度的对象,可能会比使用单个凹形碰撞形状更快." +"**创建多个凸形碰撞同级** 使用V-HACD算法. 创建多个CollisionShape碰撞形状节点, " +"每个节点都有一个凸形, 由于它能生成多个形状, 所以对于凹形物体来说, 精度更高, " +"但性能不佳. 对于中等复杂度的对象, 可能会比使用单个凹形碰撞形状更快." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:77 msgid "Concave or trimesh collision shapes" @@ -184,15 +185,15 @@ msgid "" "StaticBodies.** They will not work with KinematicBodies or RigidBodies " "unless the RigidBody's mode is Static." msgstr "" -":ref:`凹形碰撞形状<class_ConcavePolygonShape>`,也称为三角碰撞形状,可以采取任" -"何形式,从几个到数千个三角形,凹形是最慢的选择,但也是Godot中最精确的.**除非刚体" -"的模式是静态的,否则它不能用于KinematicBodies动态体或RigidBodies刚体." +":ref:`凹形碰撞形状 <class_ConcavePolygonShape>`, 也称为三角碰撞形状, 可以采取" +"任何形式, 从几个到数千个三角形, 凹形是最慢的选择, 但也是Godot中最精确的.**除" +"非刚体的模式是静态的, 否则它不能用于KinematicBodies动态体或RigidBodies刚体." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:87 msgid "" "Even though concave shapes offer the most accurate *collision*, contact " "reporting can be less precise than primitive shapes." -msgstr "即使凹形提供了最准确的*碰撞*,但触碰信息的精度可能不如基础形状." +msgstr "即使凹形提供了最准确的 *碰撞*, 但触碰信息的精度可能不如基础形状." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:90 msgid "" @@ -203,10 +204,10 @@ msgid "" "modeler and have Godot generate a collision shape for it automatically. More " "on that below" msgstr "" -"当不使用网络地图进行关卡设计时,凹形是关卡碰撞的最佳方法,也就是说,如果关卡有一" -"些小细节,可能希望将这些细节排除碰撞之外,以保证性能和游戏体验,要做到这一点,可" -"以在3D建模中建立一个简化的碰撞网格,并让Godot为其自动生成一个碰撞形状.下面会有" -"更多的介绍" +"当不使用网络地图进行关卡设计时, 凹形是关卡碰撞的最佳方法, 也就是说, 如果关卡" +"有一些小细节, 可能希望将这些细节排除碰撞之外, 以保证性能和游戏体验, 要做到这" +"一点, 可以在3D建模中建立一个简化的碰撞网格, 并让Godot为其自动生成一个碰撞形" +"状. 下面会有更多的介绍" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:96 msgid "" @@ -214,8 +215,8 @@ msgid "" "doesn't have an actual \"volume\". You can place objects both *outside* of " "the shape as well as *inside*." msgstr "" -"请注意,与基础形状和凸形状不同,凹形碰撞形状没有实际的 \"体积\",既可以将对象放" -"置在形状的*外侧*,也可以放置在*内侧*." +"请注意, 与基础形状和凸形状不同, 凹形碰撞形状没有实际的 \"体积\", 既可以将对象" +"放置在形状的 *外侧*, 也可以放置在 *内侧*." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:100 msgid "" @@ -223,22 +224,22 @@ msgid "" "MeshInstance and using the **Mesh** menu at the top of the 3D viewport. The " "editor exposes two options:" msgstr "" -"您可以通过选择一个网格实例,并使用3D视窗顶部的 **网格** 菜单从编辑器中生成一个" -"凹形碰撞形状.编辑器提供两个选项:" +"您可以通过选择一个网格实例, 并使用3D视窗顶部的 **网格** 菜单从编辑器中生成一" +"个凹形碰撞形状. 编辑器提供两个选项:" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:104 msgid "" "**Create Trimesh Static Body** is a convenient option. It creates a " "StaticBody containing a concave shape matching the mesh's geometry." msgstr "" -"创建三网格静态体是个方便的选择.它创建一个包含与网格几何学匹配的凹形的静态体." +"创建三网格静态体是个方便的选择. 它创建一个包含与网格几何学匹配的凹形的静态体." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:107 msgid "" "**Create Trimesh Collision Sibling** creates a CollisionShape node with a " "concave shape matching the mesh's geometry." msgstr "" -"**创建Trimesh(三角面)碰撞同级**创建具有与网格几何体匹配的凹面形状的" +"**创建Trimesh(三角面)碰撞同级** 创建具有与网格几何体匹配的凹面形状的" "CollisionShape(碰撞形状)节点." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:112 @@ -248,10 +249,10 @@ msgid "" "upwards. To solve this, open **Project > Project Settings** and enable " "**Physics > 3d > Smooth Trimesh Collision**." msgstr "" -"假设你需要在concave collision shape(凹面碰撞形状)上做一个刚体滑动.在这种情况" -"下,你可能会注意到,有时,刚体会向上颠簸.要解决此问题,请打开**Project (项" -"目)>Project Setting(项目设置)**,然后启用**Physics(物理)>3d> Smooth Trimesh " -"Collision(平滑三角面碰撞)**." +"假设你需要在concave collision shape(凹面碰撞形状)上做一个刚体滑动. 在这种情况" +"下, 你可能会注意到, 有时, 刚体会向上颠簸. 要解决此问题, 请打开 **Project (项" +"目)>Project Setting(项目设置)** , 然后启用 **Physics(物理)>3d> Smooth " +"Trimesh Collision(平滑三角面碰撞)** ." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:117 msgid "" @@ -260,9 +261,9 @@ msgid "" "without any rotation. This way, the RigidBody should slide perfectly on the " "StaticBody." msgstr "" -"启用\"smooth trimesh collision(平滑三角面碰撞)\"后,请确保StaticBody(静态物体)" -"的上只有concave shape(凹面形状)一个碰撞体,并且它位于原点而不进行任何旋转.这" -"样,RigidBody(刚体)应该在StaticBody(静态物体)上完美地滑动." +"启用\"smooth trimesh collision(平滑三角面碰撞)\"后, 请确保StaticBody(静态物" +"体)的上只有concave shape(凹面形状)一个碰撞体, 并且它位于原点而不进行任何旋" +"转. 这样,RigidBody(刚体)应该在StaticBody(静态物体)上完美地滑动." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:124 msgid "" @@ -285,10 +286,10 @@ msgid "" "KinematicBodies. On top of that, avoid translating, rotating, or scaling " "CollisionShapes to benefit from the physics engine's internal optimizations." msgstr "" -"每个PhysicsBody(物理体)不限于一个碰撞形状.尽管如此,我们还是建议尽量减少碰撞形" -"状的数量以提高性能,特别是对于像RigidBodies (刚体)和KinematicBodies(运动体)这" -"样的动态对象.除此之外,避免translating(平移)、rotating(旋转)或scaling(缩放)碰" -"撞形状,可以提高物理引擎运行效率." +"每个PhysicsBody(物理体)不限于一个碰撞形状. 尽管如此, 我们还是建议尽量减少碰撞" +"形状的数量以提高性能, 特别是对于像RigidBodies (刚体)和KinematicBodies(运动体)" +"这样的动态对象. 除此之外, 避免translating(平移), rotating(旋转)或scaling(缩" +"放)碰撞形状, 可以提高物理引擎运行效率." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:137 msgid "" @@ -299,9 +300,9 @@ msgid "" "fail. The narrow phase, which is slower, must then perform a collision check " "against each shape." msgstr "" -"在静态体中使用单个非转换碰撞形状时,引擎的宽相位算法可以丢弃不活跃的物理体.这" -"个窄相只需考虑到活跃物体的形状.如果一个StaticBody有许多碰撞形状,那么宽相位就" -"会失败.较慢的窄相位必须对每个形状执行碰撞检查." +"在静态体中使用单个非转换碰撞形状时, 引擎的宽相位算法可以丢弃不活跃的物理体. " +"这个窄相只需考虑到活跃物体的形状. 如果一个StaticBody有许多碰撞形状, 那么宽相" +"位就会失败. 较慢的窄相位必须对每个形状执行碰撞检查." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:143 msgid "" @@ -310,5 +311,6 @@ msgid "" "find creative ways to hide it or otherwise make it unnoticeable during " "normal gameplay." msgstr "" -"如果遇到性能问题,您可能需要在准确性方面进行权衡.大多数游戏都没有100%的精确碰" -"撞.他们找到了一些创造性的方法来隐藏它,或者在正常的游戏中让它变得不让人注意." +"如果遇到性能问题, 您可能需要在准确性方面进行权衡. 大多数游戏都没有100%的精确" +"碰撞. 他们找到了一些创造性的方法来隐藏它, 或者在正常的游戏中让它变得不让人注" +"意." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po index 033bdfbcca..96bae9c4e5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 6fcf86d62d..4e29a9d66e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -37,11 +37,11 @@ msgid "" "of skill and understanding of physics engines (or a lot of patience with " "trial and error)." msgstr "" -"是的,名字听起来很奇怪. \"运动学角色\". 那是什么? 原因是当物理引擎问世时,它们" -"被称为\"动力\"引擎(因为它们主要处理碰撞响应). 人们做了许多尝试,想使用动力引擎" -"创建一个角色控制器,但它并不像看起来那么容易. Godot拥有您能找到的最好的动态角" -"色控制器(可以在 二维/游戏平台这个演示中查看),但使用它需要相当高水平的技能和对" -"物理引擎的理解(或者对试验和试错有足够的耐心)." +"是的, 名字听起来很奇怪. \"运动学角色\". 那是什么? 原因是当物理引擎问世时, 它" +"们被称为 \"动力\" 引擎(因为它们主要处理碰撞响应). 人们做了许多尝试, 想使用动" +"力引擎创建一个角色控制器, 但它并不像看起来那么容易. Godot拥有您能找到的最好的" +"动态角色控制器(可以在 二维/游戏平台这个演示中查看), 但使用它需要相当高水平的" +"技能和对物理引擎的理解(或者对试验和试错有足够的耐心)." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:19 msgid "" @@ -49,8 +49,8 @@ msgid "" "controllers as the best option, while others (PhysX) would rather promote " "the kinematic one." msgstr "" -"像Havok这样的物理引擎似乎认为动态角色控制器是最好的选择,而其他物理引擎(PhysX)" -"则更愿意推广运动学." +"像Havok这样的物理引擎似乎认为动态角色控制器是最好的选择, 而其他物理引擎" +"(PhysX)则更愿意推广运动学." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:23 msgid "So, what is the difference?:" @@ -67,11 +67,11 @@ msgid "" "frame to be solved, so a few collisions may seem to displace a tiny bit. " "Those problems can be fixed, but require a certain amount of skill." msgstr "" -"一个 **dynamic character controller** 使用一个具有无限惯性张量的刚体.这是一个" -"不能旋转的刚体.物理引擎总是让物体移动和碰撞,然后一并解决它们的碰撞.这使得动态" -"角色控制器能够与其他物理对象无缝交互,就像在平台游戏演示中看到的那样.然而,这些" -"互动并不总是可预测的.碰撞可能需要多于一帧的时间来解决,所以几个碰撞可能看起来" -"会有很小的位移.这些问题是可以解决的,但需要一定的技巧." +"一个 **dynamic character controller** 使用一个具有无限惯性张量的刚体. 这是一" +"个不能旋转的刚体. 物理引擎总是让物体移动和碰撞, 然后一并解决它们的碰撞. 这使" +"得动态角色控制器能够与其他物理对象无缝交互, 就像在平台游戏演示中看到的那样. " +"然而, 这些互动并不总是可预测的. 碰撞可能需要多于一帧的时间来解决, 所以几个碰" +"撞可能看起来会有很小的位移. 这些问题是可以解决的, 但需要一定的技巧." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:34 msgid "" @@ -83,10 +83,10 @@ msgid "" "can't directly interact with other physics objects, unless done by hand in " "code." msgstr "" -"假设一个 **kinematic character controller** 总是以非碰撞状态开始,并将总是移动" -"到非碰撞状态.如果它开始时处于碰撞状态,将像刚体一样尝试释放自己,但这是特例,而" -"不是规则.这使得它们的控制和运动更可预测,更容易编程.然而,有一个缺点,它们不能直" -"接与其他物理对象交互,除非在代码中手动完成." +"假设一个 **kinematic character controller** 总是以非碰撞状态开始, 并将总是移" +"动到非碰撞状态. 如果它开始时处于碰撞状态, 将像刚体一样尝试释放自己, 但这是特" +"例, 而不是规则. 这使得它们的控制和运动更可预测, 更容易编程. 然而, 有一个缺" +"点, 它们不能直接与其他物理对象交互, 除非在代码中手动完成." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:42 msgid "" @@ -95,8 +95,8 @@ msgid "" "necessarily simpler under the hood, but well hidden and presented as a nice " "and simple API)." msgstr "" -"这个简短的教程将重点介绍动力学角色控制器.基本上,传统处理冲突的方法(它并不一定" -"在底层更简单,但隐蔽性很好,并且呈现为一个简洁漂亮的API)." +"这个简短的教程将重点介绍动力学角色控制器. 基本上, 传统处理冲突的方法(它并不一" +"定在底层更简单, 但隐蔽性很好, 并且呈现为一个简洁漂亮的API)." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:48 msgid "Physics process" @@ -111,10 +111,10 @@ msgid "" "in a more predictable way than using regular process, which might have " "spikes or lose precision if the frame rate is too high or too low." msgstr "" -"为了管理运动物体或角色的逻辑,总是建议使用物理过程,因为它在物理步骤之前被调用" -"并且它的执行与物理服务器同步,它也被称为每秒相同的次数. 这使得物理和运动计算以" -"比使用常规过程更可预测的方式工作,如果帧速率太高或太低,则可能具有尖峰或丢失精" -"度." +"为了管理运动物体或角色的逻辑, 总是建议使用物理过程, 因为它在物理步骤之前被调" +"用并且它的执行与物理服务器同步, 它也被称为每秒相同的次数. 这使得物理和运动计" +"算以比使用常规过程更可预测的方式工作, 如果帧速率太高或太低, 则可能具有尖峰或" +"丢失精度." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:79 msgid "Scene setup" @@ -126,7 +126,7 @@ msgid "" "download:`kbscene.zip <files/kbscene.zip>`. We'll be creating a new scene " "for the character. Use the robot sprite and create a scene like this:" msgstr "" -"要测试一下,这里是场景(来自tilemap教程): :download:`kbscene.zip <files/" +"要测试一下, 这里是场景(来自tilemap教程): :download:`kbscene.zip <files/" "kbscene.zip>`. 我们将为角色创造一个新场景. 使用机器人精灵并创建一个这样的场" "景:" @@ -137,10 +137,10 @@ msgid "" "in the shape property of CollisionShape2D. Click on <CircleShape2D> to go to " "the options for it, and set the radius to 30:" msgstr "" -"您会注意到,在\"二维碰撞形状\"(CollisionShape2D)节点旁边有一个警告图标;那是因" -"为我们还没有定义它的形状.在\"二维碰撞形状\"(CollisionShape2D)的形状属性中创建" -"一个新的二维圆形形状(CircleShape2D).点击<二维圆形形状>(CircleShape2D)进入选" -"项,将半径设置为30:" +"您会注意到, 在 \"二维碰撞形状 \"(CollisionShape2D)节点旁边有一个警告图标;那" +"是因为我们还没有定义它的形状. 在\" 二维碰撞形状\"(CollisionShape2D)的形状属性" +"中创建一个新的二维圆形形状(CircleShape2D). 点击 <二维圆形形状>(CircleShape2D)" +"进入选项, 将半径设置为30:" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:94 msgid "" @@ -150,22 +150,23 @@ msgid "" "shape instead of scaling it. The same is also true for the kinematic/rigid/" "static bodies themselves, as their scale affects the shape scale.**" msgstr "" -"**注意:正如之前在物理教程中提到的,物理引擎无法处理大多数类型形状的缩放,只有碰" -"撞多边形、平面和段才有效,所以,总是改变形状的半径等参数,而不是缩放它.对于运动" -"体或刚性体或静态体本身也是如此,因为它们的比例会影响形状的比例.**" +"**注意: 正如之前在物理教程中提到的, 物理引擎无法处理大多数类型形状的缩放, 只" +"有碰撞多边形, 平面和段才有效, 所以, 总是改变形状的半径等参数, 而不是缩放它. " +"对于运动体或刚性体或静态体本身也是如此, 因为它们的比例会影响形状的比例.**" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:101 msgid "" "Now, create a script for the character, the one used as an example above " "should work as a base." -msgstr "现在,为这个角色创建一个脚本,上面作为例子的那个脚本可以作为基础." +msgstr "现在, 为这个角色创建一个脚本, 上面作为例子的那个脚本可以作为基础." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:104 msgid "" "Finally, instance that character scene in the tilemap, and make the map " "scene the main one, so it runs when pressing play." msgstr "" -"最后,实例化tilemap中的角色场景,并使地图场景成为主场景,因此在按下播放时运行." +"最后, 实例化tilemap中的角色场景, 并使地图场景成为主场景, 因此在按下播放时运" +"行." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:110 msgid "Moving the kinematic character" @@ -181,27 +182,27 @@ msgid "" "the kinematic body. If a collision happens, it stops right at the moment of " "the collision." msgstr "" -"回到角色场景,打开脚本,魔法开始了!动态物体默认不会做任何事情,但它有一个有用的" -"函数,叫做 :ref:`KinematicBody2D.move_and_collide() " -"<class_KinematicBody2D_method_move_and_collide>` .该函数以一个 :ref:`Vector2 " -"<class_Vector2>` 作为参数,并尝试将该运动应用到动态物体.如果发生了碰撞,它就在" -"碰撞的瞬间停止." +"回到角色场景, 打开脚本, 魔法开始了!动态物体默认不会做任何事情, 但它有一个有用" +"的函数, 叫做 :ref:`KinematicBody2D.move_and_collide() " +"<class_KinematicBody2D_method_move_and_collide>` . 该函数以一个 :ref:" +"`Vector2 <class_Vector2>` 作为参数, 并尝试将该运动应用到动态物体. 如果发生了" +"碰撞, 它就在碰撞的瞬间停止." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:120 msgid "So, let's move our sprite downwards until it hits the floor:" -msgstr "所以,让我们向下移动我们的精灵,直到它撞上地板:" +msgstr "所以, 让我们向下移动我们的精灵, 直到它撞上地板:" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:144 msgid "" "The result is that the character will move, but stop right when hitting the " "floor. Pretty cool, huh?" -msgstr "结果是角色会移动,但在击中地板时会停止. 很酷,对吧?" +msgstr "结果是角色会移动, 但在击中地板时会停止. 很酷, 对吧?" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:147 msgid "" "The next step will be adding gravity to the mix, this way it behaves a " "little more like a regular game character:" -msgstr "下一步将加入重力,这样一来,它的行为就更像一个常规的游戏角色:" +msgstr "下一步将加入重力, 这样一来, 它的行为就更像一个常规的游戏角色:" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:183 msgid "" @@ -209,8 +210,8 @@ msgid "" "right when touching the directional keys. Remember that the values being " "used (for speed at least) are pixels/second." msgstr "" -"现在人物平稳下落.我们让它在触摸方向键时向两边或左、右边行走.记住,正在使用的值" -"(至少对于速度)是像素/秒." +"现在人物平稳下落. 我们让它在触摸方向键时向两边或左, 右边行走. 记住, 正在使用" +"的值(至少对于速度)是像素/秒." #: ../../docs/tutorials/physics/kinematic_character_2d.rst:187 msgid "This adds simple walking support by pressing left and right:" @@ -226,6 +227,6 @@ msgid "" "found in the demo zip distributed with the engine, or in the https://github." "com/godotengine/godot-demo-projects/tree/master/2d/kinematic_character." msgstr "" -"这是平台游戏的良好起点. 可以在随引擎分发的演示zip中找到更完整的演示,或者在" +"这是平台游戏的良好起点. 可以在随引擎分发的演示zip中找到更完整的演示, 或者在" "https://github.com/godotengine/godot-demo-projects/tree/master/2d/" "kinematic_character中找到." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po index 22d532b909..96813774d8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "When a collision is detected, you typically want something to happen. This " "is known as **collision response**." msgstr "" -"在游戏开发中,你经常需要知道游戏中的两个对象在何时相交或接触. 这被称为 **碰撞" -"检测** . 检测到碰撞时,你通常希望某些事情发生. 这被称为 **碰撞响应** ." +"在游戏开发中, 你经常需要知道游戏中的两个对象在何时相交或接触. 这被称为 **碰撞" +"检测** . 检测到碰撞时, 你通常希望某些事情发生. 这被称为 **碰撞响应** ." #: ../../docs/tutorials/physics/physics_introduction.rst:11 msgid "" @@ -38,13 +38,13 @@ msgid "" "project can be confusing. You can avoid problems and simplify development if " "you understand how each works and what their pros and cons are." msgstr "" -"Godot在2D和3D中提供了许多碰撞对象,以提供碰撞检测和响应.你可能很难决定哪个适合" -"你的项目. 一旦了解了每种方法的工作原理以及它们的优缺点,你就可以避免出现问题并" -"简化开发过程." +"Godot在2D和3D中提供了许多碰撞对象, 以提供碰撞检测和响应. 你可能很难决定哪个适" +"合你的项目. 一旦了解了每种方法的工作原理以及它们的优缺点, 你就可以避免出现问" +"题并简化开发过程." #: ../../docs/tutorials/physics/physics_introduction.rst:16 msgid "In this guide, you will learn:" -msgstr "在本指南中,您将学会:" +msgstr "在本指南中, 您将学会:" #: ../../docs/tutorials/physics/physics_introduction.rst:18 msgid "Godot's four collision object types" @@ -64,8 +64,8 @@ msgid "" "collision shape has a direct equivalent in 3D and in most cases they work in " "much the same way." msgstr "" -"本文档的示例将使用2D对象. 每个2D物理对象和碰撞形状在3D中具有直接等价物,并且在" -"大多数情况下它们以相同的方式工作." +"本文档的示例将使用2D对象. 每个2D物理对象和碰撞形状在3D中具有直接等价物, 并且" +"在大多数情况下它们以相同的方式工作." #: ../../docs/tutorials/physics/physics_introduction.rst:27 msgid "Collision objects" @@ -90,8 +90,8 @@ msgid "" "``Area2D`` can also be used to override physics properties, such as gravity " "or damping, in a defined area." msgstr "" -"``Area2D`` 节点提供 **检测** 和 **影响** . 它们可以检测物体何时重叠,并在物体" -"进入或离开时发出信号. ``Area2D`` 也可用于覆盖物理属性,例如一定区域内的重力或" +"``Area2D`` 节点提供 **检测** 和 **影响** . 它们可以检测物体何时重叠, 并在物体" +"进入或离开时发出信号. ``Area2D`` 也可用于覆盖物理属性, 例如一定区域内的重力或" "阻尼." #: ../../docs/tutorials/physics/physics_introduction.rst:37 @@ -110,8 +110,8 @@ msgid "" "collision. They are most often used for objects that are part of the " "environment or that do not need to have any dynamic behavior." msgstr "" -"静态主体是物理引擎不移动的主体. 它参与碰撞检测,但不会响应碰撞而移动. 它们通常" -"用于属于环境的对象或不需要任何动态行为的对象." +"静态主体是物理引擎不移动的主体. 它参与碰撞检测, 但不会响应碰撞而移动. 它们通" +"常用于属于环境的对象或不需要任何动态行为的对象." #: ../../docs/tutorials/physics/physics_introduction.rst:48 msgid ":ref:`RigidBody2D <class_RigidBody2D>`" @@ -124,8 +124,8 @@ msgid "" "impulses, etc.) and the physics engine calculates the resulting movement. :" "ref:`Read more about using rigid bodies. <doc_rigid_body>`" msgstr "" -"这是实现模拟2D物理的节点. 您不直接控制 ``RigidBody2D`` ,而是您对它施加力(重" -"力,冲动等),物理引擎计算得到的运动. :ref:`阅读更多关于使用刚体的信息. " +"这是实现模拟2D物理的节点. 您不直接控制 ``RigidBody2D`` , 而是您对它施加力(重" +"力, 冲动等), 物理引擎计算得到的运动. :ref:`阅读更多关于使用刚体的信息. " "<doc_rigid_body>`" #: ../../docs/tutorials/physics/physics_introduction.rst:52 @@ -136,12 +136,12 @@ msgstr ":ref:`KinematicBody2D <class_KinematicBody2D>`" msgid "" "A body that provides collision detection, but no physics. All movement and " "collision response must be implemented in code." -msgstr "提供碰撞检测的物体,但没有物理特性. 所有移动和碰撞响应必须在代码中实现." +msgstr "" +"提供碰撞检测的物体, 但没有物理特性. 所有移动和碰撞响应必须在代码中实现." #: ../../docs/tutorials/physics/physics_introduction.rst:55 -#, fuzzy msgid "Physics material" -msgstr "ParticlesMaterial(粒子材质)" +msgstr "物理材质" #: ../../docs/tutorials/physics/physics_introduction.rst:57 msgid "" @@ -149,6 +149,9 @@ msgid "" "material <class_PhysicsMaterial>`. This allows adjusting the friction and " "bounce of an object, and set if it's absorbent and/or rough." msgstr "" +"静态体和刚性体可以被配置为使用 :ref:`物理材质physics material " +"<class_PhysicsMaterial>` 。这允许调整一个物体的摩擦力和反弹力,并设置它是否具" +"有吸收性、粗糙性。" #: ../../docs/tutorials/physics/physics_introduction.rst:62 msgid "Collision shapes" @@ -167,7 +170,7 @@ msgstr "" msgid "" "In order to detect collisions, at least one ``Shape2D`` must be assigned to " "the object." -msgstr "为了检测碰撞,必须至少为对象分配一个 ``Shape2D`` ." +msgstr "为了检测碰撞, 必须至少为对象分配一个 ``Shape2D`` ." #: ../../docs/tutorials/physics/physics_introduction.rst:71 msgid "" @@ -188,9 +191,9 @@ msgid "" "``Node2D`` scale handles. Scaling a shape can result in unexpected collision " "behavior." msgstr "" -"注意,不要在编辑器中缩放碰撞形状. 属性面板中的\"Scale\"属性应保持为 ``(1, " -"1)`` . 当改变碰撞形状的大小时,应该使用尺寸控制柄,而 **不是** ``Node2D`` 缩放" -"控制柄. 缩放形状可能会导致意外的碰撞行为." +"注意, 不要在编辑器中缩放碰撞形状. 属性面板中的 \"Scale\" 属性应保持为 ``(1, " +"1)`` . 当改变碰撞形状的大小时, 应该使用尺寸控制柄, 而 **不是** ``Node2D`` 缩" +"放控制柄. 缩放形状可能会导致意外的碰撞行为." #: ../../docs/tutorials/physics/physics_introduction.rst:84 msgid "Physics process callback" @@ -203,9 +206,9 @@ msgid "" "a body's state variables such as ``position`` or ``linear velocity`` may not " "be accurate for the current frame." msgstr "" -"物理引擎可能会产生多个线程以提高性能,所以它能使用最多一个帧来处理物理. 因此," -"物体状态的变量的值,如 ``position`` 或 ``linear velocity`` ,可能在当前帧不完全" -"准确." +"物理引擎可能会产生多个线程以提高性能, 所以它能使用最多一个帧来处理物理. 因" +"此, 物体状态的变量的值, 如 ``position`` 或 ``linear velocity`` , 可能在当前帧" +"不完全准确." #: ../../docs/tutorials/physics/physics_introduction.rst:91 msgid "" @@ -218,11 +221,11 @@ msgid "" "the default 60 Hz physics update rate, it will typically be equal to " "``0.01666...`` (but not always, see below)." msgstr "" -"为了避免这种不准确性,任何需要访问物体属性的代码都应该在 :ref:`Node." -"_physics_process() <class_Node_method__physics_process>` 回调中运行,它在每个" -"物理步骤之前以恒定的帧速率(默认为每秒60次)被调用.一个 ``delta`` 参数会传递给" -"这个方法,这个参数是一个浮点数,等于自上一步以来经过的时间( *秒* ).当使用默认的" -"60Hz物理更新率时,它通常等于 ``0.01666...`` (但并非总是如此,见下文)." +"为了避免这种不准确性, 任何需要访问物体属性的代码都应该在 :ref:`Node." +"_physics_process() <class_Node_method__physics_process>` 回调中运行, 它在每个" +"物理步骤之前以恒定的帧速率(默认为每秒60次)被调用. 一个 ``delta`` 参数会传递给" +"这个方法, 这个参数是一个浮点数, 等于自上一步以来经过的时间( *秒* ). 当使用默" +"认的60Hz物理更新率时, 它通常等于 ``0.01666...`` (但并非总是如此, 见下文)." #: ../../docs/tutorials/physics/physics_introduction.rst:101 msgid "" @@ -230,8 +233,8 @@ msgid "" "physics calculations, so that the game behaves correctly if you change the " "physics update rate or if the player's device can't keep up." msgstr "" -"建议在物理计算中使用``delta``参数,以便当您更改物理更新速率或玩家设备跟不上时," -"游戏能够正确运行." +"建议在物理计算中使用 ``delta`` 参数, 以便当您更改物理更新速率或玩家设备跟不上" +"时, 游戏能够正确运行." #: ../../docs/tutorials/physics/physics_introduction.rst:108 msgid "Collision layers and masks" @@ -261,7 +264,8 @@ msgstr "collision_layer" msgid "" "This describes the layers that the object appears **in**. By default, all " "bodies are on layer ``1``." -msgstr "这描述了对象在 **中出现的图层** . 默认情况下,所有实体都在图层``1``上." +msgstr "" +"这描述了对象在 **中出现的图层** . 默认情况下, 所有实体都在图层 ``1`` 上." #: ../../docs/tutorials/physics/physics_introduction.rst:125 msgid "collision_mask" @@ -273,14 +277,14 @@ msgid "" "object isn't in one of the mask layers, the body will ignore it. By default, " "all bodies scan layer ``1``." msgstr "" -"这描述了物体将 **扫描** 以进行碰撞的层. 如果对象不在其中一个遮罩层中,则物体将" -"忽略它. 默认情况下,所有实体都扫描图层是 ``1``." +"这描述了物体将 **扫描** 以进行碰撞的层. 如果对象不在其中一个遮罩层中, 则物体" +"将忽略它. 默认情况下, 所有实体都扫描图层是 ``1``." #: ../../docs/tutorials/physics/physics_introduction.rst:127 msgid "" "These properties can be configured via code, or by editing them in the " "Inspector." -msgstr "可以通过代码配置这些属性,也可以在Inspector中对其进行编辑." +msgstr "可以通过代码配置这些属性, 也可以在Inspector中对其进行编辑." #: ../../docs/tutorials/physics/physics_introduction.rst:129 msgid "" @@ -288,8 +292,8 @@ msgid "" "may find it useful to assign names to the layers you're using. Names can be " "assigned in Project Settings -> Layer Names." msgstr "" -"跟踪您正在使用每个图层的内容可能很困难,因此您可能会发现为您正在使用的图层指定" -"名称很有用. 可以在 ``项目设置`` -> ``图层名称`` 中指定名称." +"跟踪您正在使用每个图层的内容可能很困难, 因此您可能会发现为您正在使用的图层指" +"定名称很有用. 可以在 ``项目设置`` -> ``图层名称`` 中指定名称." #: ../../docs/tutorials/physics/physics_introduction.rst:136 msgid "GUI example" @@ -303,7 +307,7 @@ msgid "" "other." msgstr "" "游戏中有四种节点类型:Walls,Player,Enemy和Coin. 游戏角色和敌人都应该与沃尔斯碰" -"撞. 游戏角色节点应该检测与敌人和硬币的碰撞,但敌人和硬币应该互相忽略." +"撞. 游戏角色节点应该检测与敌人和硬币的碰撞, 但敌人和硬币应该互相忽略." #: ../../docs/tutorials/physics/physics_introduction.rst:143 msgid "" @@ -313,9 +317,9 @@ msgid "" "should interact with. For example, the Player's settings would look like " "this:" msgstr "" -"首先命名1-4层为\"墙\"、\"玩家\"、\"敌人\"和\"硬币\",并使用\"层\"属性将每个节" -"点类型放在其各自的层中.然后通过选择它应该与之互动的层来设置每个节点的\"Mask掩" -"码\"属性.例如,玩家的设置将看起来像这样:" +"首先命名1-4层为 \"墙\" , \"玩家\" , \"敌人\" 和 \"硬币 \", 并使用\" 层 \"属性" +"将每个节点类型放在其各自的层中. 然后通过选择它应该与之互动的层来设置每个节点" +"的 \"Mask掩码\" 属性. 例如, 玩家的设置将看起来像这样:" #: ../../docs/tutorials/physics/physics_introduction.rst:154 msgid "Code example" @@ -328,15 +332,15 @@ msgid "" "``0x7fffffff``. Your code can use binary, hexadecimal, or decimal notation " "for layer masks, depending on your preference." msgstr "" -"在函数调用中,为层指定位掩码.当一个函数默认启用所有图层时,图层掩码将被指定为" -"``0x7fffffff``.根据你的喜好,你的代码可以使用二进制、十六进制或十进制来表示层" -"掩码." +"在函数调用中, 为层指定位掩码. 当一个函数默认启用所有图层时, 图层掩码将被指定" +"为 ``0x7fffffff``. 根据你的喜好, 你的代码可以使用二进制, 十六进制或十进制来表" +"示层掩码." #: ../../docs/tutorials/physics/physics_introduction.rst:161 msgid "" "The code equivalent of the above example where layers 1, 3 and 4 were " "enabled would be as follows::" -msgstr "启用第1、3、4层,并添加一下代码:" +msgstr "启用第1, 3, 4层, 并添加一下代码:" #: ../../docs/tutorials/physics/physics_introduction.rst:181 msgid "Area2D" @@ -349,8 +353,8 @@ msgid "" "be used to override physics properties, such as gravity or damping, in a " "defined area." msgstr "" -"Area节点提供 **检测** 和 **影响** . 它们可以检测物体何时重叠,并在物体进入或离" -"开时发出信号. Area也可用于覆盖物理属性,例如一定区域内的重力或阻尼." +"Area节点提供 **检测** 和 **影响** . 它们可以检测物体何时重叠, 并在物体进入或" +"离开时发出信号. Area也可用于覆盖物理属性, 例如一定区域内的重力或阻尼." #: ../../docs/tutorials/physics/physics_introduction.rst:188 msgid "There are three main uses for :ref:`Area2D <class_Area2D>`:" @@ -386,9 +390,9 @@ msgid "" "**as if** it were moving, using its ``constant_linear_velocity`` and " "``constant_angular_velocity`` properties." msgstr "" -"静态主体是物理引擎不移动的主体. 它参与碰撞检测,但不会响应碰撞而移动. 然而,它" -"可以使用它的 ``constant_linear_velocity`` 和 ``constant_angular_velocity`` 属" -"性将运动或旋转传递给碰撞体,**好像** 它正在移动一样." +"静态主体是物理引擎不移动的主体. 它参与碰撞检测, 但不会响应碰撞而移动. 然而, " +"它可以使用它的 ``constant_linear_velocity`` 和 ``constant_angular_velocity`` " +"属性将运动或旋转传递给碰撞体, **好像** 它正在移动一样." #: ../../docs/tutorials/physics/physics_introduction.rst:206 msgid "" @@ -424,17 +428,18 @@ msgid "" "collisions with other bodies, and collision responses, such as bouncing, " "rotating, etc." msgstr "" -"这是实现模拟2D物理的节点.你不能直接控制一个 :ref:`RigidBody2D " -"<class_RigidBody2D>`.取而代之的是,对它施加力,物理引擎会计算由此产生的运动,包" -"括与其他物体的碰撞,以及碰撞响应,如弹跳、旋转等." +"这是实现模拟2D物理的节点. 你不能直接控制一个 :ref:`RigidBody2D " +"<class_RigidBody2D>`. 取而代之的是, 对它施加力, 物理引擎会计算由此产生的运" +"动, 包括与其他物体的碰撞, 以及碰撞响应, 如弹跳, 旋转等." #: ../../docs/tutorials/physics/physics_introduction.rst:224 +#, fuzzy msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" -"您可以通过 ``质量``,``摩擦力`` 或 ``弹跳`` 等属性修改刚体的行为,这些属性可以" -"在属性面板中设置." +"您可以通过 ``质量 ``,`` 摩擦力`` 或 ``弹跳`` 等属性修改刚体的行为, 这些属性可" +"以在属性面板中设置." #: ../../docs/tutorials/physics/physics_introduction.rst:227 msgid "" @@ -442,7 +447,7 @@ msgid "" "`Project Settings -> Physics`, or by entering an :ref:`Area2D " "<class_Area2D>` that is overriding the global physics properties." msgstr "" -"物体的行为也受到 ``项目设置 ->物理学`` 中设置的世界属性的影响,或者通过输入覆" +"物体的行为也受到 ``项目设置 ->物理学`` 中设置的世界属性的影响, 或者通过输入覆" "盖全局物理属性的 :ref:`Area2D <class_Area2D>` ." #: ../../docs/tutorials/physics/physics_introduction.rst:231 @@ -452,9 +457,9 @@ msgid "" "by the physics engine. The body will wake up when forces are applied, either " "by a collision or via code." msgstr "" -"当一个刚体处于静止状态,有一段时间没有移动,它就会进入睡眠状态.睡眠的物体就像一" -"个静态的物体,它的力不会被物理引擎计算.当力被施加时,无论是通过碰撞还是通过代" -"码,该物体都会被唤醒." +"当一个刚体处于静止状态, 有一段时间没有移动, 它就会进入睡眠状态. 睡眠的物体就" +"像一个静态的物体, 它的力不会被物理引擎计算. 当力被施加时, 无论是通过碰撞还是" +"通过代码, 该物体都会被唤醒." #: ../../docs/tutorials/physics/physics_introduction.rst:237 msgid "Rigid body modes" @@ -469,8 +474,8 @@ msgid "" "**Rigid** - The body behaves as a physical object. It collides with other " "bodies and responds to forces applied to it. This is the default mode." msgstr "" -"**Rigid** - 物体表现为具有物理属性的对象. 它与其他物体发生碰撞,并对施加于其上" -"的力作出反应. 这是默认模式." +"**Rigid** - 物体表现为具有物理属性的对象. 它与其他物体发生碰撞, 并对施加于其" +"上的力作出反应. 这是默认模式." #: ../../docs/tutorials/physics/physics_introduction.rst:242 msgid "" @@ -482,7 +487,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:243 msgid "**Character** - Similar to \"Rigid\" mode, but the body cannot rotate." -msgstr "**Character** - 类似于 \"刚性\" 模式,但身体不能旋转." +msgstr "**Character** - 类似于 \"刚性\" 模式, 但身体不能旋转." #: ../../docs/tutorials/physics/physics_introduction.rst:244 msgid "" @@ -504,9 +509,9 @@ msgid "" "create RigidBody2Ds and adjust their properties. Stacking, falling, and " "bouncing would automatically be calculated by the physics engine." msgstr "" -"使用刚体的一个好处是,可以 ``免费`` 获得许多行为而无需编写任何代码. 例如,如果" -"您正在制作一个带有下降块的 ``愤怒的小鸟`` 式游戏,您只需要创建RigidBody2D并调" -"整它们的属性. 堆叠,下降和弹跳将由物理引擎自动计算." +"使用刚体的一个好处是, 可以 ``免费`` 获得许多行为而无需编写任何代码. 例如, 如" +"果您正在制作一个带有下降块的 ``愤怒的小鸟`` 式游戏, 您只需要创建RigidBody2D并" +"调整它们的属性. 堆叠, 下降和弹跳将由物理引擎自动计算." #: ../../docs/tutorials/physics/physics_introduction.rst:255 msgid "" @@ -520,17 +525,17 @@ msgid "" "which allows for safely changing properties and synchronizing them with the " "physics engine." msgstr "" -"然而,如果你确实希望对物体有一些控制,应该注意改变刚体的 ``position``, " -"``linear_velocity`` 或其他物理属性可能会导致意外的行为.如果你需要改变任何与物" -"理相关的属性,应该使用 :ref:`_integrate_forces() " +"然而, 如果你确实希望对物体有一些控制, 应该注意改变刚体的 ``position``, " +"``linear_velocity`` 或其他物理属性可能会导致意外的行为. 如果你需要改变任何与" +"物理相关的属性, 应该使用 :ref:`_integrate_forces() " "<class_RigidBody2D_method__integrate_forces>` 回调来代替 " -"``_physics_process()`` .在这个回调中,你可以访问body的 :ref:" -"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>`,它允许安全地改变" +"``_physics_process()`` . 在这个回调中, 你可以访问body的 :ref:" +"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>`, 它允许安全地改变" "属性并与物理引擎同步." #: ../../docs/tutorials/physics/physics_introduction.rst:264 msgid "For example, here is the code for an \"Asteroids\" style spaceship:" -msgstr "例如,以下是``小行星``式宇宙飞船的代码:" +msgstr "例如, 以下是 ``小行星`` 式宇宙飞船的代码:" #: ../../docs/tutorials/physics/physics_introduction.rst:309 msgid "" @@ -538,8 +543,8 @@ msgid "" "properties directly, but rather applying forces (``thrust`` and ``torque``) " "to the body and letting the physics engine calculate the resulting movement." msgstr "" -"请注意,我们不是直接设置 ``linear_velocity`` 或 ``angular_velocity`` 属性,而是" -"将力( ``thrust`` 和 ``torque`` )施加到物体上并让物理引擎计算出最终的运动." +"请注意, 我们不是直接设置 ``linear_velocity`` 或 ``angular_velocity`` 属性, 而" +"是将力( ``thrust`` 和 ``torque`` )施加到物体上并让物理引擎计算出最终的运动." #: ../../docs/tutorials/physics/physics_introduction.rst:313 msgid "" @@ -549,10 +554,10 @@ msgid "" "ref:`can_sleep <class_RigidBody2D_property_can_sleep>` property. Be aware " "that this can have a negative effect on performance." msgstr "" -"当一个刚体进入睡眠状态时, ``_integrate_forces()`` 函数将不会被调用.要重写这一" -"行为,您需要通过创建碰撞、对其施加力或禁用 :ref:`can_sleep " -"<class_RigidBody2D_property_can_sleep>` 属性来保持物体的激活.请注意,这可能会" -"对性能产生负面影响." +"当一个刚体进入睡眠状态时, ``_integrate_forces()`` 函数将不会被调用. 要重写这" +"一行为, 您需要通过创建碰撞, 对其施加力或禁用 :ref:`can_sleep " +"<class_RigidBody2D_property_can_sleep>` 属性来保持物体的激活. 请注意, 这可能" +"会对性能产生负面影响." #: ../../docs/tutorials/physics/physics_introduction.rst:320 msgid "Contact reporting" @@ -569,9 +574,9 @@ msgid "" "<class_Physics2DDirectBodyState_method_get_contact_count>` and related " "functions." msgstr "" -"默认情况下,刚体不会跟踪接触点,因为如果场景中存在许多体,这可能需要大量的内存." -"要启用接触报告,请将 :ref:`contacts_reported " -"<class_RigidBody2D_property_contacts_reported>` 属性设置为非零值.然后可以通" +"默认情况下, 刚体不会跟踪接触点, 因为如果场景中存在许多体, 这可能需要大量的内" +"存. 要启用接触报告, 请将 :ref:`contacts_reported " +"<class_RigidBody2D_property_contacts_reported>` 属性设置为非零值. 然后可以通" "过 :ref:`Physics2DDirectBodyState.get_contact_count() " "<class_Physics2DDirectBodyState_method_get_contact_count>` 和相关函数获得联" "系." @@ -582,8 +587,8 @@ msgid "" "<class_RigidBody2D_property_contact_monitor>` property. See :ref:" "`RigidBody2D <class_RigidBody2D>` for the list of available signals." msgstr "" -"通过信号的接触监控,启用 :ref:`contact_monitor " -"<class_RigidBody2D_property_contact_monitor>` 属性.请参阅 :ref:`RigidBody2D " +"通过信号的接触监控, 启用 :ref:`contact_monitor " +"<class_RigidBody2D_property_contact_monitor>` 属性. 请参阅 :ref:`RigidBody2D " "<class_RigidBody2D>` 的可用信号列表." #: ../../docs/tutorials/physics/physics_introduction.rst:334 @@ -597,9 +602,9 @@ msgid "" "friction. Instead, they must be controlled by the user via code. The physics " "engine will not move a kinematic body." msgstr "" -":ref:`KinematicBody2D <class_KinematicBody2D>` 物体检测与其他物体的碰撞,但不" -"受重力或摩擦等物理属性的影响. 相反,它们必须由用户通过代码控制. 物理引擎不会移" -"动运动体." +":ref:`KinematicBody2D <class_KinematicBody2D>` 物体检测与其他物体的碰撞, 但不" +"受重力或摩擦等物理属性的影响. 相反, 它们必须由用户通过代码控制. 物理引擎不会" +"移动运动体." #: ../../docs/tutorials/physics/physics_introduction.rst:341 msgid "" @@ -609,10 +614,10 @@ msgid "" "if a collision is detected with another body. After the body has collided, " "any collision response must be coded manually." msgstr "" -"移动运动体时,不应直接设置其 ``position`` . 相反,您使用 " +"移动运动体时, 不应直接设置其 ``position`` . 相反, 您使用 " "``move_and_collide()`` 或 ``move_and_slide()`` 方法. 这些方法沿着给定的向量移" -"动物体,如果与另一个物体检测到碰撞,它将立即停止. 在物体发生碰撞后,必须手动编码" -"任何碰撞响应." +"动物体, 如果与另一个物体检测到碰撞, 它将立即停止. 在物体发生碰撞后, 必须手动" +"编码任何碰撞响应." #: ../../docs/tutorials/physics/physics_introduction.rst:348 msgid "Kinematic collision response" @@ -625,8 +630,8 @@ msgid "" "collision response depends on which method you used to move the " "KinematicBody2D." msgstr "" -"碰撞后,您可能希望物体反弹,沿着墙壁滑动,或者改变它所击中的物体的属性. 处理碰撞" -"响应的方式取决于您用于移动KinematicBody2D的方法." +"碰撞后, 您可能希望物体反弹, 沿着墙壁滑动, 或者改变它所击中的物体的属性. 处理" +"碰撞响应的方式取决于您用于移动KinematicBody2D的方法." #: ../../docs/tutorials/physics/physics_introduction.rst:355 msgid ":ref:`move_and_collide <class_KinematicBody2D_method_move_and_collide>`" @@ -640,15 +645,15 @@ msgid "" "information about the collision and the colliding body. You can use this " "information to determine the response." msgstr "" -"当使用 ``move_and_collide()`` 时,该函数返回一个 :ref:`KinematicCollision2D " -"<class_KinematicCollision2D>` 对象,其中包含有关碰撞和碰撞体的信息. 您可以使用" -"此信息来确定响应." +"当使用 ``move_and_collide()`` 时, 该函数返回一个 :ref:`KinematicCollision2D " +"<class_KinematicCollision2D>` 对象, 其中包含有关碰撞和碰撞体的信息. 您可以使" +"用此信息来确定响应." #: ../../docs/tutorials/physics/physics_introduction.rst:362 msgid "" "For example, if you want to find the point in space where the collision " "occurred:" -msgstr "例如,如果要查找发生碰撞的空间点:" +msgstr "例如, 如果要查找发生碰撞的空间点:" #: ../../docs/tutorials/physics/physics_introduction.rst:393 msgid "Or to bounce off of the colliding object:" @@ -666,29 +671,30 @@ msgid "" "``move_and_slide()`` provides a convenient way to implement sliding movement " "without writing much code." msgstr "" -"滑动是一种常见的碰撞响应; 想象一个游戏角色在上帝视角的游戏中沿着墙壁移动,或者" -"在平台游戏中上下坡. 虽然可在使用 ``move_and_collide()`` 之后自己编写这个响应," -"但 ``move_and_slide()`` 提供了一种快捷方法来实现滑动且无需编写太多代码." +"滑动是一种常见的碰撞响应; 想象一个游戏角色在上帝视角的游戏中沿着墙壁移动, 或" +"者在平台游戏中上下坡. 虽然可在使用 ``move_and_collide()`` 之后自己编写这个响" +"应, 但 ``move_and_slide()`` 提供了一种快捷方法来实现滑动且无需编写太多代码." #: ../../docs/tutorials/physics/physics_introduction.rst:430 msgid "" "``move_and_slide()`` automatically includes the timestep in its calculation, " "so you should **not** multiply the velocity vector by ``delta``." msgstr "" -"``move_and_slide()`` 在计算中自动包含时间步长,因此您 **不** 应将速度向量乘以 " -"``delta`` ." +"``move_and_slide()`` 在计算中自动包含时间步长, 因此您 **不** 应将速度向量乘" +"以 ``delta`` ." #: ../../docs/tutorials/physics/physics_introduction.rst:434 msgid "" "For example, use the following code to make a character that can walk along " "the ground (including slopes) and jump when standing on the ground:" msgstr "" -"例如,使用以下代码制作一个可以沿着地面(包括斜坡)行走的角色,并在站在地面时跳跃:" +"例如, 使用以下代码制作一个可以沿着地面(包括斜坡)行走的角色, 并在站在地面时跳" +"跃:" #: ../../docs/tutorials/physics/physics_introduction.rst:501 msgid "" "See :ref:`doc_kinematic_character_2d` for more details on using " "``move_and_slide()``, including a demo project with detailed code." msgstr "" -"有关使用 ``move_and_slide()`` 的更多详细信息,请参阅 :ref:" -"`doc_kinematic_character_2d` ,包括带有详细代码的演示项目." +"有关使用 ``move_and_slide()`` 的更多详细信息, 请参阅 :ref:" +"`doc_kinematic_character_2d` , 包括带有详细代码的演示项目." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 8efdd5bc13..bb5ad2cf08 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,13 +31,13 @@ msgid "" "simulation to create realistic procedural animation. They are used for death " "animations in many games." msgstr "" -"从3.1版本开始,Godot支持布娃娃物理.布娃娃依靠物理模拟来创建逼真的程序动画,它们" -"被用于许多游戏中的死亡动画." +"从3.1版本开始,Godot支持布娃娃物理. 布娃娃依靠物理模拟来创建逼真的程序动画, 它" +"们被用于许多游戏中的死亡动画." #: ../../docs/tutorials/physics/ragdoll_system.rst:11 msgid "" "In this tutorial, we will be using the Platformer3D demo to set up a ragdoll." -msgstr "在本教程中,我们将使用Platformer3D演示来设置布娃娃." +msgstr "在本教程中, 我们将使用Platformer3D演示来设置布娃娃." #: ../../docs/tutorials/physics/ragdoll_system.rst:13 msgid "" @@ -64,16 +64,16 @@ msgid "" "you can generate ``PhysicalBone`` nodes with the \"Create physical skeleton" "\" feature in the skeleton node." msgstr "" -"与引擎中的许多其他功能一样,有一个节点可以设置一个布娃娃: :ref:`PhysicalBone " -"<class_PhysicalBone>` 节点. 为了简化设置,您可以使用骨架节点中的\"创建物理骨架" -"\"功能生成 ``PhysicalBone`` 节点." +"与引擎中的许多其他功能一样, 有一个节点可以设置一个布娃娃: :ref:`PhysicalBone " +"<class_PhysicalBone>` 节点. 为了简化设置, 您可以使用骨架节点中的 \"创建物理骨" +"架\" 功能生成 ``PhysicalBone`` 节点." #: ../../docs/tutorials/physics/ragdoll_system.rst:23 msgid "" "Open the platformer demo in Godot, and then the Robi scene. Select the " "``Skeleton`` node. A skeleton button appears on the top bar menu:" msgstr "" -"在Godot中打开平台演示,然后在Robi场景中打开. 选择 ``Skeleton`` 节点. 顶部栏菜" +"在Godot中打开平台演示, 然后在Robi场景中打开. 选择 ``Skeleton`` 节点. 顶部栏菜" "单上显示骨架按钮:" #: ../../docs/tutorials/physics/ragdoll_system.rst:27 @@ -83,15 +83,15 @@ msgid "" "skeleton and pin joints to connect them together:" msgstr "" "单击它并选择 ``创建物理骨架`` 选项. Godot将为骨架中的每个骨骼生成 " -"``PhysicalBone`` 节点和碰撞形状,并将针脚连接在一起以将它们连接在一起:" +"``PhysicalBone`` 节点和碰撞形状, 并将针脚连接在一起以将它们连接在一起:" #: ../../docs/tutorials/physics/ragdoll_system.rst:31 msgid "" "Some of the generated bones aren't necessary: the ``MASTER`` bone for " "example. So we're going to clean up the skeleton by removing them." msgstr "" -"一些生成的骨骼不是必需的:例如 ``MASTER`` 骨骼. 因此,我们将通过删除它们来清理" -"骨架." +"一些生成的骨骼不是必需的: 例如 ``MASTER`` 骨骼. 因此, 我们将通过删除它们来清" +"理骨架." #: ../../docs/tutorials/physics/ragdoll_system.rst:34 msgid "Cleaning up the skeleton" @@ -103,8 +103,8 @@ msgid "" "so you want to remove every bone that is too small to make a difference in " "the simulation, as well as all utility bones." msgstr "" -"引擎需要模拟的每一个 ``PhysicalBone`` 都有性能成本,所以你要把每一个太小的骨头" -"都去掉,以便所有的实用骨头在模拟中发挥作用." +"引擎需要模拟的每一个 ``PhysicalBone`` 都有性能成本, 所以你要把每一个太小的骨" +"头都去掉, 以便所有的实用骨头在模拟中发挥作用." #: ../../docs/tutorials/physics/ragdoll_system.rst:38 msgid "" @@ -113,8 +113,9 @@ msgid "" "one for the palm, one for the thumb, and a last one for the other four " "fingers." msgstr "" -"例如,如果我们拿一个人形动物来说,不希望每个手指都有物理骨骼.可以用一根骨头代替" -"整个手,或者用一根骨头代替手掌,一根骨头代替拇指,最后一根骨头代替其他四个手指." +"例如, 如果我们拿一个人形动物来说, 不希望每个手指都有物理骨骼. 可以用一根骨头" +"代替整个手, 或者用一根骨头代替手掌, 一根骨头代替拇指, 最后一根骨头代替其他四" +"个手指." #: ../../docs/tutorials/physics/ragdoll_system.rst:40 msgid "" @@ -122,8 +123,8 @@ msgid "" "``headtracker``. This gives us an optimized skeleton and makes it easier to " "control the ragdoll." msgstr "" -"删除这些物理骨骼: ``MASTER``, ``waist``, ``neck``, ``headtracker`` .这样就有" -"了一个优化的骨架,使其更容易控制布娃娃." +"删除这些物理骨骼: ``MASTER``, ``waist``, ``neck``, ``headtracker`` . 这样就有" +"了一个优化的骨架, 使其更容易控制布娃娃." #: ../../docs/tutorials/physics/ragdoll_system.rst:43 msgid "Collision shape adjustment" @@ -134,7 +135,7 @@ msgid "" "The next task is adjusting the collision shape and the size of physical " "bones to match the part of the body that each bone should simulate." msgstr "" -"接下来的任务是调整碰撞形状和物理骨骼的大小,以匹配每个骨骼应该模拟的身体部位." +"接下来的任务是调整碰撞形状和物理骨骼的大小, 以匹配每个骨骼应该模拟的身体部位." #: ../../docs/tutorials/physics/ragdoll_system.rst:50 msgid "Joints adjustment" @@ -149,10 +150,10 @@ msgid "" "constraint type in the ``Joint`` section. There, you can change the " "constraint's orientation and its limits." msgstr "" -"一旦你调整了碰撞形状,布娃娃就差不多准备好了.只需要调整钉关节以获得更好的模拟" -"效果. ``PhysicalBone`` 节点在默认情况下有一个不受限制的钉关节.要改变钉关节,请" -"选择 ``PhysicalBone`` 并在 ``Joint`` 部分改变约束类型.在那里,你可以改变约束的" -"方向和限制." +"一旦你调整了碰撞形状, 布娃娃就差不多准备好了. 只需要调整钉关节以获得更好的模" +"拟效果. ``PhysicalBone`` 节点在默认情况下有一个不受限制的钉关节. 要改变钉关" +"节, 请选择 ``PhysicalBone`` 并在 ``Joint`` 部分改变约束类型. 在那里, 你可以改" +"变约束的方向和限制." #: ../../docs/tutorials/physics/ragdoll_system.rst:56 msgid "This is the final result:" @@ -169,22 +170,22 @@ msgid "" "method. Attach a script to the skeleton node and call the method in the " "``_ready`` method:" msgstr "" -"布娃娃现在可以使用了. 要开始模拟并播放布娃娃动画,您需要调用 " +"布娃娃现在可以使用了. 要开始模拟并播放布娃娃动画, 您需要调用 " "``physical_bones_start_simulation`` 方法. 将脚本附加到骨架节点并在 " "``_ready`` 方法中调用该方法:" #: ../../docs/tutorials/physics/ragdoll_system.rst:71 msgid "" "To stop the simulation, call the ``physical_bones_stop_simulation()`` method." -msgstr "要停止模拟,请调用 ``physical_bones_stop_simulation()`` 方法." +msgstr "要停止模拟, 请调用 ``physical_bones_stop_simulation()`` 方法." #: ../../docs/tutorials/physics/ragdoll_system.rst:75 msgid "" "You can also limit the simulation to only a few bones. To do so, pass the " "bone names as a parameter. Here's an example of partial ragdoll simulation:" msgstr "" -"您还可以将模拟限制为仅几个骨骼. 为此,请将骨骼名称作为参数传递. 这是部分布娃娃" -"模拟的一个示例:" +"您还可以将模拟限制为仅几个骨骼. 为此, 请将骨骼名称作为参数传递. 这是部分布娃" +"娃模拟的一个示例:" #: ../../docs/tutorials/physics/ragdoll_system.rst:80 msgid "Collision layer and mask" @@ -194,10 +195,11 @@ msgstr "碰撞层与遮罩" msgid "" "Make sure to set up your collision layers and masks properly so the " "``KinematicBody``'s capsule doesn't get in the way of the physics simulation:" -msgstr "确保正确设置碰撞层和遮罩,这样\"KinematicBody\"的胶囊不会妨碍物理模拟:" +msgstr "" +"确保正确设置碰撞层和遮罩, 这样 \"KinematicBody\" 的胶囊不会妨碍物理模拟:" #: ../../docs/tutorials/physics/ragdoll_system.rst:86 msgid "" "For more information, read :ref:" "`doc_physics_introduction_collision_layers_and_masks`." -msgstr "有关更多信息,请阅读 :ref:`doc_physics_introduction`." +msgstr "有关更多信息, 请阅读 :ref:`doc_physics_introduction`." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po index 688561a3b6..4d2df2f302 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,7 +33,7 @@ msgid "" "3D." msgstr "" "游戏开发中最常见的任务之一是发射射线(或自定义形状的对象)并检查其击中的内容. " -"这可以产生复杂的行为,如AI等. 本教程将介绍如何在2D和3D中执行此操作." +"这可以产生复杂的行为, 如AI等. 本教程将介绍如何在2D和3D中执行此操作." #: ../../docs/tutorials/physics/ray-casting.rst:14 msgid "" @@ -43,18 +43,18 @@ msgid "" "`RayCast2D <class_RayCast2D>` will work, as they will return every frame " "what the result of a raycast is." msgstr "" -"Godot将所有低级游戏信息存储在服务器中,而场景只是一个前端. 因此,发射射线通常是" -"较低级别的任务. 对于简单的射线发射,使用 :ref:`RayCast <class_RayCast>` 和 :" -"ref:`RayCast2D <class_RayCast2D>` 节点就可以了,因为它们将每一帧都返回射线投射" -"的结果." +"Godot将所有低级游戏信息存储在服务器中, 而场景只是一个前端. 因此, 发射射线通常" +"是较低级别的任务. 对于简单的射线发射, 使用 :ref:`RayCast <class_RayCast>` " +"和 :ref:`RayCast2D <class_RayCast2D>` 节点就可以了, 因为它们将每一帧都返回射" +"线投射的结果." #: ../../docs/tutorials/physics/ray-casting.rst:21 msgid "" "Many times, though, ray-casting needs to be a more interactive process so a " "way to do this by code must exist." msgstr "" -"但是,很多时候,射线投射应该是一个更具交互性的过程,因此必须存在通过代码执行此操" -"作的方法." +"但是, 很多时候, 射线投射应该是一个更具交互性的过程, 因此必须存在通过代码执行" +"此操作的方法." #: ../../docs/tutorials/physics/ray-casting.rst:25 msgid "Space" @@ -68,9 +68,9 @@ msgid "" "<class_CanvasItem_method_get_world_2d>`. For 3D, it's :ref:`Spatial." "get_world().space <class_Spatial_method_get_world>`." msgstr "" -"在物理世界中,Godot将所有低级的碰撞和物理信息存储在一个 *空间* 中.当前的2D空" -"间,对于2D物理,可以通过访问 :ref:`CanvasItem.get_world_2d().space " -"<class_CanvasItem_method_get_world_2d>` 获得.对于3D,则为 :ref:`Spatial." +"在物理世界中,Godot将所有低级的碰撞和物理信息存储在一个 *空间* 中. 当前的2D空" +"间, 对于2D物理, 可以通过访问 :ref:`CanvasItem.get_world_2d().space " +"<class_CanvasItem_method_get_world_2d>` 获得. 对于3D, 则为 :ref:`Spatial." "get_world().space <class_Spatial_method_get_world>` ." #: ../../docs/tutorials/physics/ray-casting.rst:33 @@ -96,10 +96,10 @@ msgid "" "it from outside this function may result in an error due to space being " "*locked*." msgstr "" -"Godot物理默认与游戏逻辑运行在同一个线程中,但可以设置为在一个单独的线程上运行," -"以便更高效地工作.由于这一点,只有在 :ref:`Node._physics_process() " -"<class_Node_method__physics_process>` 回调期间访问空间才是安全的.从这个函数之" -"外访问它可能会因为空间被 *锁定* 而导致错误." +"Godot物理默认与游戏逻辑运行在同一个线程中, 但可以设置为在一个单独的线程上运" +"行, 以便更高效地工作. 由于这一点, 只有在 :ref:`Node._physics_process() " +"<class_Node_method__physics_process>` 回调期间访问空间才是安全的. 从这个函数" +"之外访问它可能会因为空间被 *锁定* 而导致错误." #: ../../docs/tutorials/physics/ray-casting.rst:47 msgid "" @@ -107,7 +107,7 @@ msgid "" "<class_Physics2DDirectSpaceState>` and :ref:`PhysicsDirectSpaceState " "<class_PhysicsDirectSpaceState>` must be used." msgstr "" -"要对物理空间执行查询,必须使用 :ref:`Physics2DDirectSpaceState " +"要对物理空间执行查询, 必须使用 :ref:`Physics2DDirectSpaceState " "<class_Physics2DDirectSpaceState>` 和 :ref:`PhysicsDirectSpaceState " "<class_PhysicsDirectSpaceState>` ." @@ -134,8 +134,8 @@ msgid "" "<class_Physics2DDirectSpaceState_method_intersect_ray>` may be used. For " "example:" msgstr "" -"为了执行二维 raycast射线查询,可以使用方法 :ref:`Physics2DDirectSpaceState." -"intersect_ray() <class_Physics2DDirectSpaceState_method_intersect_ray>` .例" +"为了执行二维 raycast射线查询, 可以使用方法 :ref:`Physics2DDirectSpaceState." +"intersect_ray() <class_Physics2DDirectSpaceState_method_intersect_ray>` . 例" "如:" #: ../../docs/tutorials/physics/ray-casting.rst:123 @@ -144,8 +144,8 @@ msgid "" "will be empty. If it did hit something, it will contain collision " "information:" msgstr "" -"结果是一个字典.如果射线没有击中任何东西,字典将是空的.如果它确实碰撞到了物体," -"将包含碰撞信息碰撞:" +"结果是一个字典. 如果射线没有击中任何东西, 字典将是空的. 如果它确实碰撞到了物" +"体, 将包含碰撞信息碰撞:" #: ../../docs/tutorials/physics/ray-casting.rst:137 msgid "" @@ -155,7 +155,7 @@ msgstr "发生碰撞时, ``result`` 字典包含以下数据:" #: ../../docs/tutorials/physics/ray-casting.rst:152 msgid "The data is similar in 3D space, using Vector3 coordinates." -msgstr "使用Vector3坐标,数据在3D空间中类似." +msgstr "使用Vector3坐标, 数据在3D空间中类似." #: ../../docs/tutorials/physics/ray-casting.rst:155 msgid "Collision exceptions" @@ -169,7 +169,7 @@ msgid "" "in the following image:" msgstr "" "光线投射的常见用例是使角色能够收集有关其周围世界的数据. 这个问题的一个问题是" -"同一个角色有一个对撞机,因此光线只会检测其父对手,如下图所示:" +"同一个角色有一个对撞机, 因此光线只会检测其父对手, 如下图所示:" #: ../../docs/tutorials/physics/ray-casting.rst:164 msgid "" @@ -177,8 +177,8 @@ msgid "" "optional third parameter which is an array of exceptions. This is an example " "of how to use it from a KinematicBody2D or any other collision object node:" msgstr "" -"为了避免自相交, ``intersect_ray()`` 函数可以采用可选的第三个参数,这是一个异常" -"数组. 这是如何从KinematicBody2D或任何其他碰撞对象节点使用它的示例:" +"为了避免自相交, ``intersect_ray()`` 函数可以采用可选的第三个参数, 这是一个异" +"常数组. 这是如何从KinematicBody2D或任何其他碰撞对象节点使用它的示例:" #: ../../docs/tutorials/physics/ray-casting.rst:189 msgid "The exceptions array can contain objects or RIDs." @@ -195,8 +195,8 @@ msgid "" "exceptions. In this case, it is much more efficient to use the collision " "layer/mask system." msgstr "" -"虽然例外方法适用于排除父体,但如果需要大型和/或动态的例外列表,则会变得非常不方" -"便. 在这种情况下,使用碰撞层/遮罩系统要高效得多." +"虽然例外方法适用于排除父体, 但如果需要大型和/或动态的例外列表, 则会变得非常不" +"方便. 在这种情况下, 使用碰撞层/遮罩系统要高效得多." #: ../../docs/tutorials/physics/ray-casting.rst:198 msgid "" @@ -204,15 +204,15 @@ msgid "" "For example, to use the same mask as the parent body, use the " "``collision_mask`` member variable:" msgstr "" -"``intersect_ray()`` 的第四个可选参数是一个碰撞掩码.例如,要使用与父级相同的掩" -"码,请使用 ``collision_mask`` 成员变量:" +"``intersect_ray()`` 的第四个可选参数是一个碰撞掩码. 例如, 要使用与父级相同的" +"掩码, 请使用 ``collision_mask`` 成员变量:" #: ../../docs/tutorials/physics/ray-casting.rst:224 msgid "" "See :ref:`doc_physics_introduction_collision_layer_code_example` for details " "on how to set the collision mask." msgstr "" -"关于如何设置碰撞掩码,请参阅 :ref:" +"关于如何设置碰撞掩码, 请参阅 :ref:" "`doc_physics_introduction_collision_layer_code_example` ." #: ../../docs/tutorials/physics/ray-casting.rst:227 @@ -227,9 +227,10 @@ msgid "" "know when it was clicked, but in case there is any desire to do it manually, " "here's how." msgstr "" -"将一条射线从屏幕上投射到3D物理空间,对于对象的选取是很有用,但没有太多必要这样" -"做,因为 :ref:`CollisionObject <class_CollisionObject>` 有一个 \"input_event" -"\" 信号,会让你知道它是什么时候被点击的,但是如果有想要手动操作需要,可这样." +"将一条射线从屏幕上投射到3D物理空间, 对于对象的选取是很有用, 但没有太多必要这" +"样做, 因为 :ref:`CollisionObject <class_CollisionObject>` 有一个 " +"\"input_event\" 信号, 会让你知道它是什么时候被点击的, 但是如果有想要手动操作" +"需要, 可这样." #: ../../docs/tutorials/physics/ray-casting.rst:235 msgid "" @@ -239,18 +240,18 @@ msgid "" "because ``origin`` changes in orthogonal mode, while ``normal`` changes in " "perspective mode:" msgstr "" -"要从屏幕投射光线,您需要 :ref:`Camera <class_Camera>` 节点. ``相机``可以是两种" -"投影模式:透视和正交. 因此,必须获得射线原点和方向. 这是因为 ``origin`` 在正交" -"模式下改变,而 ``normal`` 在透视模式下改变:" +"要从屏幕投射光线, 您需要 :ref:`Camera <class_Camera>` 节点. ``相机`` 可以是两" +"种投影模式: 透视和正交. 因此, 必须获得射线原点和方向. 这是因为 ``origin`` 在" +"正交模式下改变, 而 ``normal`` 在透视模式下改变:" #: ../../docs/tutorials/physics/ray-casting.rst:243 msgid "To obtain it using a camera, the following code can be used:" -msgstr "要使用相机获取它,可以使用以下代码:" +msgstr "要使用相机获取它, 可以使用以下代码:" #: ../../docs/tutorials/physics/ray-casting.rst:271 msgid "" "Remember that during ``_input()``, the space may be locked, so in practice " "this query should be run in ``_physics_process()``." msgstr "" -"请记住,在 ``_input()`` 期间,空格可能被锁定,所以实际上这个查询应该在 " +"请记住, 在 ``_input()`` 期间, 空格可能被锁定, 所以实际上这个查询应该在 " "``_physics_process()`` 中运行." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po index b1548bfbe7..34baa4b204 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/rigid_body.rst:4 -#, fuzzy msgid "Using RigidBody" -msgstr "使用RigidBody2D" +msgstr "使用RigidBody" #: ../../docs/tutorials/physics/rigid_body.rst:7 msgid "What is a rigid body?" @@ -34,16 +33,15 @@ msgid "" "objects assigned. Note that setting the position of these shapes will affect " "the body's center of mass." msgstr "" -"刚体是直接由物理引擎控制以模拟物理对象行为的物体.为了定义物体的形状,必须分配" -"一个或多个 :ref:`Shape <class_Shape>` 对象.注意,设置这些形状的位置将影响物体" -"的重心." +"刚体是直接由物理引擎控制以模拟物理对象行为的物体. 为了定义物体的形状, 必须分" +"配一个或多个 :ref:`Shape <class_Shape>` 对象. 注意, 设置这些形状的位置将影响" +"物体的重心." #: ../../docs/tutorials/physics/rigid_body.rst:13 msgid "How to control a rigid body" msgstr "如何控制刚体" #: ../../docs/tutorials/physics/rigid_body.rst:15 -#, fuzzy msgid "" "A rigid body's behavior can be altered by setting its properties, such as " "mass and weight. A physics material needs to be added to the rigid body to " @@ -52,15 +50,16 @@ msgid "" "`RigidBody <class_RigidBody>` and :ref:`PhysicsMaterial " "<class_PhysicsMaterial>` for the full list of properties and their effects." msgstr "" -"刚体的行为可以通过设置其属性来改变,如摩擦力、质量、反弹等.这些属性可以在属性" -"面板中或通过代码来设置.参见 :ref:`RigidBody <class_RigidBody>` ,了解属性的完" -"整列表及其效果." +"刚体的行为可以通过设置其属性来改变,比如质量和重量。需要给刚体添加一个物理材" +"质来调整它的摩擦力和反弹力,并设置它是否具有吸收性、粗糙度。这些属性可以在检" +"查器中或通过代码来设置。参见 :ref:`RigidBody <class_RigidBody>` 和 :ref:" +"`PhysicsMaterial <class_PhysicsMaterial>` 获取完整的属性列表和它们的效果。" #: ../../docs/tutorials/physics/rigid_body.rst:21 msgid "" "There are several ways to control a rigid body's movement, depending on your " "desired application." -msgstr "有几种方法可以控制刚体的运动,这取决于您的应用程序." +msgstr "有几种方法可以控制刚体的运动, 这取决于您的应用程序." #: ../../docs/tutorials/physics/rigid_body.rst:23 msgid "" @@ -74,12 +73,12 @@ msgid "" "to use ``look_at()`` every frame, which breaks the physics simulation. " "Below, we'll demonstrate how to implement this correctly." msgstr "" -"如果你只需要放置一次刚体,例如设置它的初始位置,你可以使用 :ref:`Spatial " -"<class_Spatial>` 节点提供的方法,例如 ``set_global_transform()`` 或 " -"``look_at()`` .但是,这些方法不能每一帧都被调用,否则物理引擎将无法正确地模拟物" -"体的状态.举个例子,考虑一个刚体,你想旋转它,使它指向另一个对象.在实现这种行为" -"时,一个常见的错误是每一帧都使用 ``look_at()`` ,这样会破坏物理模拟.下面,我们将" -"演示如何正确地实现这一点." +"如果你只需要放置一次刚体, 例如设置它的初始位置, 你可以使用 :ref:`Spatial " +"<class_Spatial>` 节点提供的方法, 例如 ``set_global_transform()`` 或 " +"``look_at()`` . 但是, 这些方法不能每一帧都被调用, 否则物理引擎将无法正确地模" +"拟物体的状态. 举个例子, 考虑一个刚体, 你想旋转它, 使它指向另一个对象. 在实现" +"这种行为时, 一个常见的错误是每一帧都使用 ``look_at()`` , 这样会破坏物理模拟. " +"下面, 我们将演示如何正确地实现这一点." #: ../../docs/tutorials/physics/rigid_body.rst:26 msgid "" @@ -90,9 +89,9 @@ msgid "" "*velocity* in order to achieve any movement you desire." msgstr "" "你不能使用 ``set_global_transform()`` 或 ``look_at()`` 方法并不意味着你不能完" -"全控制一个刚体.相反,你可以通过使用 ``_integrate_forces()`` 回调来控制它.在这" -"个方法中,你可以添加 *力* ,应用 *冲量* ,或者设置 *速度* ,以实现你想要的任何运" -"动." +"全控制一个刚体. 相反, 你可以通过使用 ``_integrate_forces()`` 回调来控制它. 在" +"这个方法中, 你可以添加 *力* , 应用 *冲量* , 或者设置 *速度* , 以实现你想要的" +"任何运动." #: ../../docs/tutorials/physics/rigid_body.rst:29 msgid "The \"look at\" method" @@ -104,8 +103,8 @@ msgid "" "used each frame to follow a target. Here is a custom ``look_at()`` method " "that will work reliably with rigid bodies:" msgstr "" -"如上所述,使用Spatial节点的 ``look_at()`` 方法不能每一帧都用来跟踪一个目标.这" -"里有一个自定义的 ``look_at()`` 方法,它可以可靠地工作在刚体上:" +"如上所述, 使用Spatial节点的 ``look_at()`` 方法不能每一帧都用来跟踪一个目标. " +"这里有一个自定义的 ``look_at()`` 方法, 它可以可靠地工作在刚体上:" #: ../../docs/tutorials/physics/rigid_body.rst:73 msgid "" @@ -114,8 +113,8 @@ msgid "" "desired angle and then adds the velocity needed to rotate by that amount in " "one frame's time." msgstr "" -"使用刚体的 ``set_angular_velocity()`` 方法来旋转刚体.它首先计算当前角度和期望" -"角度之间的差值,然后加上一帧时间内旋转所需的速度." +"使用刚体的 ``set_angular_velocity()`` 方法来旋转刚体. 它首先计算当前角度和期" +"望角度之间的差值, 然后加上一帧时间内旋转所需的速度." #: ../../docs/tutorials/physics/rigid_body.rst:75 msgid "" @@ -123,5 +122,5 @@ msgid "" "then, the body's rotation is locked. In that case, you would have to rotate " "the attached mesh node instead using the standard Spatial methods." msgstr "" -"这个脚本不能用于 *character模式* 下的刚体,因为这样的话,刚体的旋转就会被锁定." -"在这种情况下,你必须使用标准的 Spatial 方法来旋转附加的网格节点." +"这个脚本不能用于 *character模式* 下的刚体, 因为这样的话, 刚体的旋转就会被锁" +"定. 在这种情况下, 你必须使用标准的 Spatial 方法来旋转附加的网格节点." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/soft_body.po index 67c461086b..1e782e604c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/physics/soft_body.rst:4 -#, fuzzy msgid "Using SoftBody" -msgstr "软体" +msgstr "使用软体SoftBody" #: ../../docs/tutorials/physics/soft_body.rst:6 msgid "" @@ -28,8 +27,8 @@ msgid "" "other physical properties of deformable objects. This can for example be " "used to simulate cloth or to create more realistic characters." msgstr "" -"柔体(或*柔体动力学*)模拟可变形物体的运动、改变形状和其他物理特性.例如,这可以" -"用于模拟布料或创建更逼真的角色." +"柔体(或 *柔体动力学*)模拟可变形物体的运动, 改变形状和其他物理特性. 例如, 这可" +"以用于模拟布料或创建更逼真的角色." #: ../../docs/tutorials/physics/soft_body.rst:10 msgid "Basic set-up" @@ -38,7 +37,7 @@ msgstr "基本结构" #: ../../docs/tutorials/physics/soft_body.rst:12 msgid "" "A :ref:`SoftBody <class_SoftBody>` node is used for soft body simulations." -msgstr "一个软体节点用于模拟柔软的物体.参考:`软体<类_软体>`." +msgstr "一个软体节点用于模拟柔软的物体. 参考:` 软体 <类_软体>`." #: ../../docs/tutorials/physics/soft_body.rst:14 msgid "We will create a bouncy cube to demonstrate the setup of a soft body." @@ -50,17 +49,17 @@ msgid "" "``Softbody`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node " "in the inspector and increase the subdivision of the mesh for simulation." msgstr "" -"创建一个以``Spatial``节点为根节点的新场景.然后再创建一个``Softbody``节点.之后" -"在``Softbody``节点的属性面板(inspector )中的``mesh``中添加``CubeMesh``并增加" -"网格的细分以进行模拟." +"创建一个以 ``Spatial`` 节点为根节点的新场景. 然后再创建一个 ``Softbody`` 节" +"点. 之后在 ``Softbody`` 节点的属性面板(inspector )中的 ``mesh`` 中添加 " +"``CubeMesh`` 并增加网格的细分以进行模拟." #: ../../docs/tutorials/physics/soft_body.rst:20 msgid "" "Set the parameters to obtain the type of soft body you aim for. Try to keep " "the ``Simulation Precision`` above 5, otherwise, the soft body may collapse." msgstr "" -"设置参数以获得您想要的软体类型.尽量保持\"模拟精度\"(Simulation Precision)的数" -"值高于5,否则,该软体结构可能会瓦解." +"设置参数以获得您想要的软体类型. 尽量保持 \"模拟精度\"(Simulation Precision)的" +"数值高于5, 否则, 该软体结构可能会瓦解." #: ../../docs/tutorials/physics/soft_body.rst:24 msgid "" @@ -69,8 +68,8 @@ msgid "" "more than 0, the softbody will fly around like a plastic bag under strong " "wind." msgstr "" -"小心处理一些参数,因为改动某些数值会导致奇怪的结果. 例如,如果形状未完全封闭并" -"且您将压力设置为大于0,则软体将如同在强风下的塑料袋一样飞舞." +"小心处理一些参数, 因为改动某些数值会导致奇怪的结果. 例如, 如果形状未完全封闭" +"并且您将压力设置为大于0, 则软体将如同在强风下的塑料袋一样飞舞." #: ../../docs/tutorials/physics/soft_body.rst:26 msgid "Play the scene to view the simulation." @@ -81,7 +80,8 @@ msgid "" "To improve the simulation's result, increase the ``Simulation Precision``, " "this will give significant improvement at the cost of performance." msgstr "" -"为了改善模拟结果,增加\"模拟精度\"(Simulation Precision),会大幅度增加性能成本." +"为了改善模拟结果, 增加 \"模拟精度\"(Simulation Precision), 会大幅度增加性能成" +"本." #: ../../docs/tutorials/physics/soft_body.rst:31 msgid "Cloak simulation" @@ -98,16 +98,16 @@ msgid "" "Library <https://godotengine.org/asset-library/asset/125>`_." msgstr "" "您可以在`GitHub <https://github.com/godotengine/godot-demo-projects/tree/" -"master/3d/platformer>` 或者`资源商店<https://godotengine.org/asset-library/" -"asset/125>`内下载这款三维平台游戏演示." +"master/3d/platformer>` 或者 `资源商店 <https://godotengine.org/asset-library/" +"asset/125>` 内下载这款三维平台游戏演示." #: ../../docs/tutorials/physics/soft_body.rst:37 msgid "" "Open the ``Player`` scene, add a ``SoftBody`` node and assign a " "``PlaneMesh`` to it." msgstr "" -"打开\"玩家\"(Player)场景,添加一个\"软体\"(SoftBody)节点并为其指定一个\"平面网" -"格\"(PlaneMesh)." +"打开 \"玩家 \"(Player)场景, 添加一个\" 软体 \"(SoftBody)节点并为其指定一个\" " +"平面网格\"(PlaneMesh)." #: ../../docs/tutorials/physics/soft_body.rst:39 msgid "" @@ -115,21 +115,21 @@ msgid "" "``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody``'s " "position. You should end up with something like this:" msgstr "" -"打开\"平面网格\"(PlaneMesh)属性并设置大小(x:0.5 y:1)然后将\"细分宽度" -"\"(Subdivide Width)和\"细分深度\"(Subdivide Depth)设置为5.调整\"软体" -"\"(SoftBody)的位置.您应该看到如下所示:" +"打开 \"平面网格\"(PlaneMesh)属性并设置大小(x:0.5 y:1)然后将 \"细分宽度" +"\"(Subdivide Width)和 \"细分深度\"(Subdivide Depth)设置为5. 调整 \"软体" +"\"(SoftBody)的位置. 您应该看到如下所示:" #: ../../docs/tutorials/physics/soft_body.rst:43 msgid "Subdivision generates a more tessellated mesh for better simulations." -msgstr "细分会生成更细密的网格,以便更好的模拟." +msgstr "细分会生成更细密的网格, 以便更好的模拟." #: ../../docs/tutorials/physics/soft_body.rst:45 msgid "" "Add a :ref:`BoneAttachment <class_BoneAttachment>` node under the skeleton " "node and select the Neck bone to attach the cloak to the character skeleton." msgstr "" -"在骨架节点下添加:参考:`附属骨骼<类_附属骨骼>`节点,然后选择颈部(Neck)骨骼,将斗" -"篷附加到角色骨架." +"在骨架节点下添加: 参考:` 附属骨骼 <类_附属骨骼>` 节点, 然后选择颈部(Neck)骨" +"骼, 将斗篷附加到角色骨架." #: ../../docs/tutorials/physics/soft_body.rst:47 msgid "" @@ -137,13 +137,13 @@ msgid "" "attached object will follow the bone's movement, weapon of a character can " "be attached this way." msgstr "" -"\"附属骨骼\"节点是将物体连接到盔甲的单根骨上.附着的物体会随着单根骨的运动,角" -"色的武器可以通过这种方式附加." +"\"附属骨骼\" 节点是将物体连接到盔甲的单根骨上. 附着的物体会随着单根骨的运动, " +"角色的武器可以通过这种方式附加." #: ../../docs/tutorials/physics/soft_body.rst:51 msgid "" "To create pinned joints, select the upper vertices in the ``SoftBody`` node:" -msgstr "要创建固定的关节,选择\"软体\"节点上的顶点:" +msgstr "要创建固定的关节, 选择 \"软体\" 节点上的顶点:" #: ../../docs/tutorials/physics/soft_body.rst:55 msgid "" @@ -151,22 +151,24 @@ msgid "" "choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned " "joints, the pinned joints are now attached to the neck." msgstr "" -"在 ``SoftBody`` 的 ``Attachments`` 属性中可以找到图钉关节,为每个被图钉关节选" -"择 ``BoneAttachment`` 作为 ``SpatialAttachment`` ,被图钉关节连接到颈部." +"在 ``SoftBody`` 的 ``Attachments`` 属性中可以找到图钉关节, 为每个被图钉关节选" +"择 ``BoneAttachment`` 作为 ``SpatialAttachment`` , 被图钉关节连接到颈部." #: ../../docs/tutorials/physics/soft_body.rst:59 msgid "" "Last step is to avoid clipping by adding the Kinematic Body `Player` to " "``Parent Collision Ignore`` of the ``SoftBody``." msgstr "" -"最后一步,通过在\"软体\"的\"忽略父级碰撞\"中添加动力学物体\"玩家\"来避免裁切." +"最后一步, 通过在 \"软体\" 的 \"忽略父级碰撞\" 中添加动力学物体 \"玩家\" 来避" +"免裁切." #: ../../docs/tutorials/physics/soft_body.rst:63 msgid "Play the scene and the cloak should simulate correctly." -msgstr "播放场景,应该已经正确模拟了斗篷." +msgstr "播放场景, 应该已经正确模拟了斗篷." #: ../../docs/tutorials/physics/soft_body.rst:67 msgid "" "This covers the basic settings of softbody, experiment with the parameters " "to achieve the effect you are aiming for when making your game." -msgstr "这涵盖了软体的基本设置,当你制作游戏时,尝试这些参数来达到你想要的效果." +msgstr "" +"这涵盖了软体的基本设置, 当你制作游戏时, 尝试这些参数来达到你想要的效果." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_area_2d.po index 7f05e518d5..9530ae9393 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "tutorial, we'll look at the :ref:`Area2D <class_Area2D>` node and show some " "examples of how it can be used." msgstr "" -"Godot提供了许多碰撞对象来提供碰撞检测和响应.试图决定为你的项目使用哪一个可能" -"会让人感到困惑.如果你了解它们各自的工作原理以及它们的优点和缺点,你就可以避免" -"问题并简化开发.在本教程中,我们将查看 :ref:`Area2D <class_Area2D>` 节点,并展示" -"一些如何使用它的例子." +"Godot提供了许多碰撞对象来提供碰撞检测和响应. 试图决定为你的项目使用哪一个可能" +"会让人感到困惑. 如果你了解它们各自的工作原理以及它们的优点和缺点, 你就可以避" +"免问题并简化开发. 在本教程中, 我们将查看 :ref:`Area2D <class_Area2D>` 节点, " +"并展示一些如何使用它的例子." #: ../../docs/tutorials/physics/using_area_2d.rst:15 msgid "" @@ -58,9 +58,9 @@ msgid "" "entering, and exiting. Areas also allow for overriding local physics " "properties. We'll explore each of these functions below." msgstr "" -"Area2D定义了二维空间的区域.在这个空间中,您可以检测到其他 :ref:" -"`CollisionObject2D <class_CollisionObject2D>` 节点的重叠,进入和退出.区域" -"(Area)还允许覆盖本地物理属性.我们将在下面讨论这些功能中的每一个." +"Area2D定义了二维空间的区域. 在这个空间中, 您可以检测到其他 :ref:" +"`CollisionObject2D <class_CollisionObject2D>` 节点的重叠, 进入和退出. 区域" +"(Area)还允许覆盖本地物理属性. 我们将在下面讨论这些功能中的每一个." #: ../../docs/tutorials/physics/using_area_2d.rst:27 msgid "Area properties" @@ -75,7 +75,7 @@ msgid "" "The first eight properties are used to configure the area's physics override " "behavior. We'll look at how to use those in the section below." msgstr "" -"前八个属性用于配置区域的物理覆盖行为.我们将在下面一节中介绍如何使用这些内容." +"前八个属性用于配置区域的物理覆盖行为. 我们将在下面一节中介绍如何使用这些内容." #: ../../docs/tutorials/physics/using_area_2d.rst:36 msgid "*Monitoring* and *Monitorable* are used to enable and disable the area." @@ -85,15 +85,15 @@ msgstr "*Monitoring* 和 *Monitorable* 用于启用和禁用该区域检测." msgid "" "The \"Collision\" section is where you configure the area's collision " "layer(s) and mask(s)." -msgstr "在 \"碰撞(Collision)\" 部分,可以配置区域的碰撞层和掩码." +msgstr "在 \"碰撞(Collision)\" 部分, 可以配置区域的碰撞层和掩码." #: ../../docs/tutorials/physics/using_area_2d.rst:41 msgid "" "The \"Audio Bus\" section allows you to override audio in the area, for " "example to apply an audio effect when the player moves through." msgstr "" -"\"音频总线 (Audio Bus)\" 部分,允许重写该区域内的音频,例如当玩家移动时的音频效" -"果." +"\"音频总线 (Audio Bus)\" 部分, 允许重写该区域内的音频, 例如当玩家移动时的音频" +"效果." #: ../../docs/tutorials/physics/using_area_2d.rst:44 msgid "" @@ -101,8 +101,8 @@ msgid "" "so it also provides properties inherited from that class, such as " "``input_pickable``." msgstr "" -"请注意,Area2D扩展了 :ref:`CollisionObject2D <class_CollisionObject2D>`,所以它" -"也提供了从该类继承的属性,例如 ``input_pickable`` ." +"请注意,Area2D扩展了 :ref:`CollisionObject2D <class_CollisionObject2D>`, 所以" +"它也提供了从该类继承的属性, 例如 ``input_pickable`` ." #: ../../docs/tutorials/physics/using_area_2d.rst:48 msgid "Overlap detection" @@ -114,8 +114,8 @@ msgid "" "detection. When you need to know that two objects have touched, but don't " "need physical collision, you can use an area to notify you of the contact." msgstr "" -"也许Area2D节点最常见的用途是用于触碰和重叠检测.当需要知道两个物体已经触碰,但" -"不需要物理碰撞时,可以使用一个区域来通知." +"也许Area2D节点最常见的用途是用于触碰和重叠检测. 当需要知道两个物体已经触碰, " +"但不需要物理碰撞时, 可以使用一个区域来通知." #: ../../docs/tutorials/physics/using_area_2d.rst:54 msgid "" @@ -123,8 +123,8 @@ msgid "" "coin is not a solid object - the player can't stand on it or push it - we " "just want it to disappear when the player touches it." msgstr "" -"例如,要做一个硬币让玩家去捡.硬币并不是一个实心的物体,玩家不能站在上面,也不能" -"推它,只是想让它在玩家触碰它的时候消失." +"例如, 要做一个硬币让玩家去捡. 硬币并不是一个实心的物体, 玩家不能站在上面, 也" +"不能推它, 只是想让它在玩家触碰它的时候消失." #: ../../docs/tutorials/physics/using_area_2d.rst:58 msgid "Here's the node setup for the coin:" @@ -138,16 +138,16 @@ msgid "" "``KinematicBody2D`` (and therefore a ``CollisionObject2D`` type), so we'll " "connect the ``body_entered`` signal." msgstr "" -"为了检测重叠,我们将在Area2d上连接相应的信号,使用哪个信号取决于玩家的节点类型." -"如果玩家是另一个区域(Area2d),就使用 ``area_entered`` .然而假设玩家是一个 " -"``KinematicBody2D`` (因此也是一个 ``CollisionObject2D`` 类型),将连接 " +"为了检测重叠, 我们将在Area2d上连接相应的信号, 使用哪个信号取决于玩家的节点类" +"型. 如果玩家是另一个区域(Area2d), 就使用 ``area_entered`` . 然而假设玩家是一" +"个 ``KinematicBody2D`` (因此也是一个 ``CollisionObject2D`` 类型), 将连接 " "``body_entered`` 信号." #: ../../docs/tutorials/physics/using_area_2d.rst:68 msgid "" "If you're not familiar with using signals, see :ref:`doc_signals` for an " "introduction." -msgstr "如果熟悉使用信号,请参阅 :ref:`doc_signals` 的介绍." +msgstr "如果熟悉使用信号, 请参阅 :ref:`doc_signals` 的介绍." #: ../../docs/tutorials/physics/using_area_2d.rst:90 msgid "Now our player can collect the coins!" @@ -162,29 +162,29 @@ msgid "" "Areas are great for bullets and other projectiles that hit and deal damage, " "but don't need any other physics such as bouncing." msgstr "" -"区域对于子弹和其他弹丸物体来说是非常好用,它可以击中并造成伤害,但不需要其他物" -"理效果,如弹跳." +"区域对于子弹和其他弹丸物体来说是非常好用, 它可以击中并造成伤害, 但不需要其他" +"物理效果, 如弹跳." #: ../../docs/tutorials/physics/using_area_2d.rst:95 msgid "" "Use a large circular area around an enemy to define its \"detect\" radius. " "When the player is outside the area, the enemy can't \"see\" it." msgstr "" -"用敌人周围的一个大圆圈区域设定为 \"探测 \"半径,当玩家在该区域外时,敌人就无法 " -"\"看到 \"玩家." +"用敌人周围的一个大圆圈区域设定为 \"探测\" 半径, 当玩家在该区域外时, 敌人就无" +"法 \"看到\" 玩家." #: ../../docs/tutorials/physics/using_area_2d.rst:96 msgid "" "\"Security cameras\" - In a large level with multiple cameras, attach areas " "to each camera and activate them when the player enters." msgstr "" -"\"安保摄像头\" - 在有多个摄像头的大型关卡中,在每个摄像头上附加区域(area),并在" -"玩家进入时激活它们." +"\"安保摄像头\" - 在有多个摄像头的大型关卡中, 在每个摄像头上附加区域(area), 并" +"在玩家进入时激活它们." #: ../../docs/tutorials/physics/using_area_2d.rst:98 msgid "" "See the :ref:`doc_your_first_game` for an example of using Area2D in a game." -msgstr "请参阅 :ref:`doc_your_first_game` ,了解在游戏中使用Area2D的例子." +msgstr "请参阅 :ref:`doc_your_first_game` , 了解在游戏中使用Area2D的例子." #: ../../docs/tutorials/physics/using_area_2d.rst:101 msgid "Area influence" @@ -197,9 +197,9 @@ msgid "" "property. When areas overlap, they are processed in *Priority* order (higher " "priority areas are processed first). There are four options for override:" msgstr "" -"区域节点的第二个主要用途是改变物理效果.默认情况下,区域不会这样做,但你可以用 *" -"空间重写(Space Override)* 属性启用这个功能.当区域重叠时,它们会按照 *优先级" -"(Priority)* 的顺序进行处理(优先级较高的区域会被优先处理).重写有四个选项:" +"区域节点的第二个主要用途是改变物理效果. 默认情况下, 区域不会这样做, 但你可以" +"用 *空间重写(Space Override)* 属性启用这个功能. 当区域重叠时, 它们会按照 *优" +"先级(Priority)* 的顺序进行处理(优先级较高的区域会被优先处理). 重写有四个选项:" #: ../../docs/tutorials/physics/using_area_2d.rst:108 msgid "" @@ -210,7 +210,7 @@ msgstr "*合并(Combine)* - 该区域将其数值加到目前已计算的数值 msgid "" "*Replace* - The area replaces physics properties, and lower priority areas " "are ignored." -msgstr "*替换(Replace)* - 该区域替换物理属性,低优先级区域被忽略." +msgstr "*替换(Replace)* - 该区域替换物理属性, 低优先级区域被忽略." #: ../../docs/tutorials/physics/using_area_2d.rst:110 msgid "" @@ -219,21 +219,21 @@ msgid "" "areas." msgstr "" "*合并-替换 (Combine-Replace)* - 该区域将其重力/阻尼值加到目前为止计算出的所有" -"数值上(按优先顺序),忽略任何较低优先级的区域." +"数值上(按优先顺序), 忽略任何较低优先级的区域." #: ../../docs/tutorials/physics/using_area_2d.rst:111 msgid "" "*Replace-Combine* - The area replaces any gravity/damping calculated so far, " "but keeps calculating the rest of the areas." msgstr "" -"*替换-合并 (Replace-Combine)* - 该区域替换了目前为止计算的所有重力或阻尼,但继" -"续计算其余区域." +"*替换-合并 (Replace-Combine)* - 该区域替换了目前为止计算的所有重力或阻尼, 但" +"继续计算其余区域." #: ../../docs/tutorials/physics/using_area_2d.rst:113 msgid "" "Using these properties, you can create very complex behavior with multiple " "overlapping areas." -msgstr "使用这些属性,可以创建具有多个重叠区域的复杂行为." +msgstr "使用这些属性, 可以创建具有多个重叠区域的复杂行为." #: ../../docs/tutorials/physics/using_area_2d.rst:116 msgid "The physics properties that can be overridden are:" @@ -247,7 +247,7 @@ msgstr "*重力(Gravity)* - 区域内的重力强度." msgid "" "*Gravity Vec* - Gravity's direction. This vector does not need to be " "normalized." -msgstr "*重力向量 (Gravity Vec)* - 重力的方向.此向量不需要归一化." +msgstr "*重力向量 (Gravity Vec)* - 重力的方向. 此向量不需要归一化." #: ../../docs/tutorials/physics/using_area_2d.rst:120 msgid "" @@ -272,9 +272,9 @@ msgid "" "property. Values are relative to the Area2D, so for example using ``(0, 0)`` " "will attract objects to the center of the area." msgstr "" -"*重力点 (Gravity Point)* 属性允许您创建一个 \"吸引器\" .区域中的重力将按 *重" -"力向量 (Gravity Vec)* 属性给出的点进行计算.值是相对于Area2D而言的,因此例如使" -"用 ``(0, 0)`` 将吸引对象到区域中心." +"*重力点 (Gravity Point)* 属性允许您创建一个 \"吸引器\" . 区域中的重力将按 *重" +"力向量 (Gravity Vec)* 属性给出的点进行计算. 值是相对于Area2D而言的, 因此例如" +"使用 ``(0, 0)`` 将吸引对象到区域中心." #: ../../docs/tutorials/physics/using_area_2d.rst:132 msgid "Examples" @@ -284,7 +284,7 @@ msgstr "示例" msgid "" "The example project attached below has three areas demonstrating physics " "override." -msgstr "以下所附中的示例项目包含三个区域,它们说明了物理重写." +msgstr "以下所附中的示例项目包含三个区域, 它们说明了物理重写." #: ../../docs/tutorials/physics/using_area_2d.rst:139 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 3854aa056a..9e0cef3d59 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -34,10 +34,10 @@ msgid "" "we'll look at the :ref:`KinematicBody2D <class_KinematicBody2D>` node and " "show some examples of how to use it." msgstr "" -"Godot提供了几种碰撞对象来提供碰撞检测和响应.试图决定在你的项目中使用哪一个可" -"能会让你感到困惑.如果你了解它们中的每一个是如何工作的,以及它们的优点和缺点是" -"什么,你就可以避免问题并简化开发.在本教程中,我们将查看 :ref:`KinematicBody2D " -"<class_KinematicBody2D>` 节点,并展示一些如何使用它的例子." +"Godot提供了几种碰撞对象来提供碰撞检测和响应. 试图决定在你的项目中使用哪一个可" +"能会让你感到困惑. 如果你了解它们中的每一个是如何工作的, 以及它们的优点和缺点" +"是什么, 你就可以避免问题并简化开发. 在本教程中, 我们将查看 :ref:" +"`KinematicBody2D <class_KinematicBody2D>` 节点, 并展示一些如何使用它的例子." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:16 msgid "" @@ -59,9 +59,9 @@ msgid "" "this means that you have to write some code to create their behavior, it " "also means you have more precise control over how they move and react." msgstr "" -"``KinematicBody2D`` 用于实现通过代码控制的物体.运动体在移动时可以检测到与其他" -"物体的碰撞,但不受引擎物理属性的影响,比如重力或摩擦.虽然这意味着你必须编写一些" -"代码来创建它们的行为,但这也意味着你可以更精确地控制它们如何移动和反应." +"``KinematicBody2D`` 用于实现通过代码控制的物体. 运动体在移动时可以检测到与其" +"他物体的碰撞, 但不受引擎物理属性的影响, 比如重力或摩擦. 虽然这意味着你必须编" +"写一些代码来创建它们的行为, 但这也意味着你可以更精确地控制它们如何移动和反应." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:28 msgid "" @@ -69,8 +69,8 @@ msgid "" "must calculate the movement in code. The physics engine will not move a " "`KinematicBody2D`." msgstr "" -"`KinematicBody2D` 可以受到重力和其他力的影响,但您必须在代码中计算它的运动. 物" -"理引擎不会移动 `KinematicBody2D`." +"`KinematicBody2D` 可以受到重力和其他力的影响, 但您必须在代码中计算它的运动. " +"物理引擎不会移动 `KinematicBody2D`." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:33 msgid "Movement and collision" @@ -85,10 +85,10 @@ msgid "" "After a KinematicBody2D has collided, any *collision response* must be coded " "manually." msgstr "" -"当移动一个 ``KinematicBody2D`` 时,你不应该直接设置它的 ``position`` 属性,而是" -"使用 ``move_and_collide()`` 或 ``move_and_slide()`` 方法.这些方法沿着给定的矢" -"量移动物体,如果检测到与另一个体发生碰撞,则立即停止.在KinematicBody2D发生碰撞" -"后,任何 *碰撞响应* 必须手动编码." +"当移动一个 ``KinematicBody2D`` 时, 你不应该直接设置它的 ``position`` 属性, 而" +"是使用 ``move_and_collide()`` 或 ``move_and_slide()`` 方法. 这些方法沿着给定" +"的矢量移动物体, 如果检测到与另一个体发生碰撞, 则立即停止. 在KinematicBody2D发" +"生碰撞后, 任何 *碰撞响应* 必须手动编码." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:41 msgid "" @@ -100,7 +100,8 @@ msgstr "你应该只在 ``_physics_process()`` 回调中做Kinematic物体运动 msgid "" "The two movement methods serve different purposes, and later in this " "tutorial, you'll see examples of how they work." -msgstr "这两种运动方法有不同的作用,在后面的教程中,你会看到它们如何工作的例子." +msgstr "" +"这两种运动方法有不同的作用, 在后面的教程中, 你会看到它们如何工作的例子." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:47 msgid "``move_and_collide``" @@ -115,10 +116,10 @@ msgid "" "If this happens, the method will return a :ref:`KinematicCollision2D " "<class_KinematicCollision2D>` object." msgstr "" -"这个方法有一个 :ref:`Vector2 <class_Vector2>` 参数以表示物体的相对运动. 通常," -"这是您的速度向量乘以帧时间步长( ``delta`` ). 如果在沿着此向量方向的任何位置," -"引擎检测到碰撞,则物体将立即停止移动. 如果发生这种情况,该方法将返回 :ref:" -"`KinematicCollision2D <class_KinematicCollision2D>` 对象." +"这个方法有一个 :ref:`Vector2 <class_Vector2>` 参数以表示物体的相对运动. 通" +"常, 这是您的速度向量乘以帧时间步长( ``delta`` ). 如果在沿着此向量方向的任何位" +"置, 引擎检测到碰撞, 则物体将立即停止移动. 如果发生这种情况, 该方法将返回 :" +"ref:`KinematicCollision2D <class_KinematicCollision2D>` 对象." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:55 msgid "" @@ -126,8 +127,8 @@ msgid "" "and the colliding object. Using this data, you can calculate your collision " "response." msgstr "" -"``KinematicCollision2D`` 是一个包含碰撞和碰撞对象数据的对象.使用这些数据,你可" -"以计算出你的碰撞响应." +"``KinematicCollision2D`` 是一个包含碰撞和碰撞对象数据的对象. 使用这些数据, 你" +"可以计算出你的碰撞响应." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:60 msgid "``move_and_slide``" @@ -139,8 +140,8 @@ msgid "" "response in the common case where you want one body to slide along the " "other. It is especially useful in platformers or top-down games, for example." msgstr "" -"``move_and_slide()`` 方法旨在简化常见情况下的碰撞响应,即你希望一个物体沿着另" -"一个物体滑动.例如,在平台游戏或自上而下的游戏中,它特别有用." +"``move_and_slide()`` 方法旨在简化常见情况下的碰撞响应, 即你希望一个物体沿着另" +"一个物体滑动. 例如, 在平台游戏或自上而下的游戏中, 它特别有用." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:66 msgid "" @@ -149,14 +150,14 @@ msgid "" "passing it to ``move_and_slide()``." msgstr "" "``move_and_slide()`` 使用 ``delta`` 自动计算基于帧的运动. 在将速度向量传递给 " -"``move_and_slide()`` 之前,请 *不要* 将速度向量乘以 ``delta``." +"``move_and_slide()`` 之前, 请 *不要* 将速度向量乘以 ``delta``." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:70 msgid "" "In addition to the velocity vector, ``move_and_slide()`` takes a number of " "other parameters allowing you to customize the slide behavior:" msgstr "" -"除了速度向量之外,``move_and_slide()`` 还有许多其他参数,允许您自定义滑动行为:" +"除了速度向量之外,``move_and_slide()`` 还有许多其他参数, 允许您自定义滑动行为:" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:73 msgid "``up_direction`` - *default value:* ``Vector2( 0, 0 )``" @@ -170,9 +171,9 @@ msgid "" "surface the body is in contact with. The default value means that all " "surfaces are considered walls." msgstr "" -"这个参数允许你定义哪些表面应该被引擎视为地板.设置这个参数可以让你使用 " -"``is_on_floor()`` 、 ``is_on_wall()`` 和 ``is_on_ceiling()`` 方法来检测物体接" -"触的表面类型.默认值意味着所有的表面都被认为是墙壁." +"这个参数允许你定义哪些表面应该被引擎视为地板. 设置这个参数可以让你使用 " +"``is_on_floor()`` , ``is_on_wall()`` 和 ``is_on_ceiling()`` 方法来检测物体接" +"触的表面类型. 默认值意味着所有的表面都被认为是墙壁." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:80 msgid "``stop_on_slope`` - *default value:* ``false``" @@ -191,20 +192,20 @@ msgstr "``max_slides`` - *默认值:* ``4``" msgid "" "This parameter is the maximum number of collisions before the body stops " "moving. Setting it too low may prevent movement entirely." -msgstr "这个参数是物体停止移动前的最大碰撞次数.设置太低可能会完全阻止移动." +msgstr "这个参数是物体停止移动前的最大碰撞次数. 设置太低可能会完全阻止移动." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:89 msgid "" "``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent " "to ``45`` degrees)" msgstr "" -"``floor_max_angle`` - *默认值:* ``0.785398`` (以弧度表示,相当于 ``45`` 度)" +"``floor_max_angle`` - *默认值:* ``0.785398`` (以弧度表示, 相当于 ``45`` 度)" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:91 msgid "" "This parameter is the maximum angle before a surface is no longer considered " "a \"floor.\"" -msgstr "这是表面不再被视为\"地板\"之前的最大角度." +msgstr "这是表面不再被视为 \"地板\" 之前的最大角度." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:93 msgid "``infinite_inertia`` - *default value:* ``true``" @@ -217,9 +218,9 @@ msgid "" "with them. If it's ``false`` the body will collide with rigid bodies and " "stop." msgstr "" -"当这个参数为``true``时,本体可以推动 :ref:`RigidBody2D <class_RigidBody2D>`节" -"点,忽略其质量,不会检测到与它们的碰撞.如果是``false``,本体会与刚体发生碰撞而停" -"止." +"当这个参数为 ``true`` 时, 本体可以推动 :ref:`RigidBody2D " +"<class_RigidBody2D>` 节点, 忽略其质量, 不会检测到与它们的碰撞. 如果是 " +"``false``, 本体会与刚体发生碰撞而停止." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:100 msgid "``move_and_slide_with_snap``" @@ -234,10 +235,10 @@ msgid "" "by setting ``snap`` to ``Vector2.ZERO`` or by using ``move_and_slide()`` " "instead." msgstr "" -"这个方法通过添加 ``sap`` 参数,给 ``move_and_slide()`` 增加了一些额外的功能.只" -"要这个向量与地面接触,物体就会保持在表面上.注意,这意味着你必须在例如跳跃时禁用" -"捕捉.你可以将 ``sap`` 设置为 ``Vector2.ZERO`` 或者使用 ``move_and_slide()`` " -"代替." +"这个方法通过添加 ``sap`` 参数, 给 ``move_and_slide()`` 增加了一些额外的功能. " +"只要这个向量与地面接触, 物体就会保持在表面上. 注意, 这意味着你必须在例如跳跃" +"时禁用捕捉. 你可以将 ``sap`` 设置为 ``Vector2.ZERO`` 或者使用 " +"``move_and_slide()`` 代替." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:110 msgid "Detecting collisions" @@ -248,8 +249,8 @@ msgid "" "When using ``move_and_collide()`` the function returns a " "``KinematicCollision2D`` directly, and you can use this in your code." msgstr "" -"当使用 ``move_and_collide()`` 时,函数直接返回一个 ``KinematicCollision2D`` ," -"你可以在代码中使用这个." +"当使用 ``move_and_collide()`` 时, 函数直接返回一个 " +"``KinematicCollision2D`` , 你可以在代码中使用这个." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:115 msgid "" @@ -257,21 +258,21 @@ msgid "" "occur, as the slide response is calculated. To process these collisions, use " "``get_slide_count()`` and ``get_slide_collision()``:" msgstr "" -"当使用``move_and_slide()``时,有可能发生多次碰撞,因为滑动响应是计算出来的.要处" -"理这些碰撞,使用``get_slide_count()``和``get_slide_collision()``:" +"当使用 ``move_and_slide()`` 时, 有可能发生多次碰撞, 因为滑动响应是计算出来" +"的. 要处理这些碰撞, 使用 ``get_slide_count()`` 和 ``get_slide_collision()``:" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:133 msgid "" "`get_slide_count()` only counts times the body has collided and changed " "direction." -msgstr "`get_slide_count()`只计算物体碰撞和改变方向的次数." +msgstr "`get_slide_count()` 只计算物体碰撞和改变方向的次数." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:135 msgid "" "See :ref:`KinematicCollision2D <class_KinematicCollision2D>` for details on " "what collision data is returned." msgstr "" -"关于返回哪些碰撞数据,请参见 :ref:`KinematicCollision2D " +"关于返回哪些碰撞数据, 请参见 :ref:`KinematicCollision2D " "<class_KinematicCollision2D>` ." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:139 @@ -287,10 +288,10 @@ msgid "" "case, and ``move_and_collide()`` is more general. For example, the following " "two code snippets result in the same collision response:" msgstr "" -"Godot新用户的一个常见问题是:\"你如何决定使用哪个移动函数?\"通常,回答是使用 " -"``move_and_slide()`` ,因为它 \"更简单\" ,但情况不一定如此.有一种思路是, " -"``move_and_slide()`` 是一种特殊情况,而 ``move_and_collide()`` 更通用.例如,下" -"面两个代码片段的结果是相同的碰撞响应:" +"Godot新用户的一个常见问题是:\"你如何决定使用哪个移动函数?\" 通常, 回答是使" +"用 ``move_and_slide()`` , 因为它 \"更简单\" , 但情况不一定如此. 有一种思路" +"是, ``move_and_slide()`` 是一种特殊情况, 而 ``move_and_collide()`` 更通用. 例" +"如, 下面两个代码片段的结果是相同的碰撞响应:" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:172 msgid "" @@ -299,8 +300,8 @@ msgid "" "we'll see in the examples below, there are cases where ``move_and_slide()`` " "doesn't provide the response you want." msgstr "" -"您用 ``move_and_slide()`` 做的任何事情都可以用 ``move_and_collide()`` 来完成," -"但它可能需要更多的代码. 但是,正如我们在下面的示例中将看到的,有些情况下 " +"您用 ``move_and_slide()`` 做的任何事情都可以用 ``move_and_collide()`` 来完" +"成, 但它可能需要更多的代码. 但是, 正如我们在下面的示例中将看到的, 有些情况下 " "``move_and_slide()`` 不能提供您想要的响应." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:176 @@ -310,8 +311,9 @@ msgid "" "character collides with the environment, the function recalculates the speed " "internally to reflect the slowdown." msgstr "" -"在上面的例子中,我们将``move_and_slide()``返回的速度赋值给``velocity``变量.这" -"是因为当角色与环境发生碰撞时,函数会在内部重新计算速度,以反映减速的情况." +"在上面的例子中, 我们将 ``move_and_slide()`` 返回的速度赋值给 ``velocity`` 变" +"量. 这是因为当角色与环境发生碰撞时, 函数会在内部重新计算速度, 以反映减速的情" +"况." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:181 msgid "" @@ -319,8 +321,8 @@ msgid "" "accumulate vertical speed due to the effect of gravity. Instead, you want " "its vertical speed to reset to zero." msgstr "" -"例如,如果角色倒在地上,不希望它因为重力的影响而积累垂直速度,而希望它的垂直速度" -"重置为零." +"例如, 如果角色倒在地上, 不希望它因为重力的影响而积累垂直速度, 而希望它的垂直" +"速度重置为零." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:185 msgid "" @@ -330,9 +332,9 @@ msgid "" "process, the function returns the character's new velocity that we can store " "in our ``velocity`` variable, and use on the next frame." msgstr "" -"``move_and_slide()``还可以在循环中多次重新计算运动体的速度,为了产生一个平滑的" -"运动,它默认会移动角色,并碰撞5次,在这个过程结束时,函数返回角色的新速度,可以将" -"其存储在``velocity``变量中,并在下一帧中使用." +"``move_and_slide()`` 还可以在循环中多次重新计算运动体的速度, 为了产生一个平滑" +"的运动, 它默认会移动角色, 并碰撞5次, 在这个过程结束时, 函数返回角色的新速度, " +"可以将其存储在 ``velocity`` 变量中, 并在下一帧中使用." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:192 msgid "Examples" @@ -343,7 +345,7 @@ msgid "" "To see these examples in action, download the sample project: :download:" "`using_kinematic2d.zip <files/using_kinematic2d.zip>`." msgstr "" -"要查看这些示例,请下载示例项目: :download:`using_kinematic2d.zip <files/" +"要查看这些示例, 请下载示例项目: :download:`using_kinematic2d.zip <files/" "using_kinematic2d.zip>`." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:198 @@ -354,7 +356,7 @@ msgstr "移动和墙壁" msgid "" "If you've downloaded the sample project, this example is in \"BasicMovement." "tscn\"." -msgstr "如果你已经下载了示例项目,这个例子在 \"BasicMovement.tscn\" 中." +msgstr "如果你已经下载了示例项目, 这个例子在 \"BasicMovement.tscn\" 中." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:202 msgid "" @@ -364,15 +366,16 @@ msgid "" "``Sprite``). In the ``CollisionShape2D``'s *Shape* property, select \"New " "RectangleShape2D\" and size the rectangle to fit over the sprite image." msgstr "" -"在这个例子中,添加一个 ``KinematicBody2D`` ,有两个子级: ``Sprite`` 和 " -"``CollisionShape2D`` .使用Godot \"icon.png\" 作为Sprite的纹理,将其从文件系统" -"栏拖到 ``Sprite`` 的 *Texture* 属性.在 ``CollisionShape2D`` 的 *Shape* 属性" -"中,选择 \"New RectangleShape2D\" ,并将矩形的大小调整到适合sprite图像的大小." +"在这个例子中, 添加一个 ``KinematicBody2D`` , 有两个子级: ``Sprite`` 和 " +"``CollisionShape2D`` . 使用Godot \"icon.png\" 作为Sprite的纹理, 将其从文件系" +"统栏拖到 ``Sprite`` 的 *Texture* 属性. 在 ``CollisionShape2D`` 的 *Shape* 属" +"性中, 选择 \"New RectangleShape2D\" , 并将矩形的大小调整到适合sprite图像的大" +"小." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:208 msgid "" "See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes." -msgstr "有关实现2D移动方案的示例,请参阅 :ref:`doc_2d_movement` ." +msgstr "有关实现2D移动方案的示例, 请参阅 :ref:`doc_2d_movement` ." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:210 msgid "Attach a script to the KinematicBody2D and add the following code:" @@ -386,10 +389,10 @@ msgid "" "a rectangular collision shape. For visibility, you can use a sprite, a " "Polygon2D, or turn on \"Visible Collision Shapes\" from the \"Debug\" menu." msgstr "" -"运行这个场景,您会看到 ``move_and_collide()`` 按预期工作,沿着速度向量方向移动" -"物体. 现在让我们看看当您添加一些障碍时会发生什么. 添加一个具有矩形碰撞形状" -"的 :ref:`StaticBody2D <class_StaticBody2D>` . 为了可见性,您可以使用精灵," -"Polygon2D,或从\"调试\"菜单中打开\"可见碰撞形状\"." +"运行这个场景, 您会看到 ``move_and_collide()`` 按预期工作, 沿着速度向量方向移" +"动物体. 现在让我们看看当您添加一些障碍时会发生什么. 添加一个具有矩形碰撞形状" +"的 :ref:`StaticBody2D <class_StaticBody2D>` . 为了可见性, 您可以使用精灵," +"Polygon2D, 或从 \"调试\" 菜单中打开 \"可见碰撞形状\"." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:279 msgid "" @@ -399,8 +402,8 @@ msgid "" "it feels like the body gets stuck." msgstr "" "再次运行场景并尝试移动到障碍物中. 您会看到 ``KinematicBody2D`` 无法穿透障碍" -"物. 但是,尝试以某个角度进入障碍物,您会发现障碍物就像胶水一样 - 感觉物体被卡住" -"了." +"物. 但是, 尝试以某个角度进入障碍物, 您会发现障碍物就像胶水一样 - 感觉物体被卡" +"住了." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:283 msgid "" @@ -408,7 +411,7 @@ msgid "" "``move_and_collide()`` stops the body's movement when a collision occurs. We " "need to code whatever response we want from the collision." msgstr "" -"发生这种情况是因为没有 *碰撞响应* . ``move_and_collide()``在碰撞发生时停止物" +"发生这种情况是因为没有 *碰撞响应* . ``move_and_collide()`` 在碰撞发生时停止物" "体的运动. 我们需要编写我们想要的碰撞响应." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:287 @@ -416,8 +419,8 @@ msgid "" "Try changing the function to ``move_and_slide(velocity)`` and running again. " "Note that we removed ``delta`` from the velocity calculation." msgstr "" -"尝试将函数更改为 ``move_and_slide(velocity)`` 并再次运行. 请注意,我们从速度计" -"算中删除了\"delta\"." +"尝试将函数更改为 ``move_and_slide(velocity)`` 并再次运行. 请注意, 我们从速度" +"计算中删除了 \"delta\"." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:290 msgid "" @@ -425,8 +428,8 @@ msgid "" "body along the collision object. This is useful for a great many game types, " "and may be all you need to get the behavior you want." msgstr "" -"``move_and_slide()``提供了一个沿碰撞对象滑动物体的默认碰撞响应. 这对于许多游" -"戏类型都很有用,并且可能是获得所需行为所需的全部内容." +"``move_and_slide()`` 提供了一个沿碰撞对象滑动物体的默认碰撞响应. 这对于许多游" +"戏类型都很有用, 并且可能是获得所需行为所需的全部内容." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:295 msgid "Bouncing/reflecting" @@ -438,16 +441,16 @@ msgid "" "(\"BounceandCollide.tscn\" in the sample project), we have a character " "shooting bullets and we want the bullets to bounce off the walls." msgstr "" -"如果您不想要滑动碰撞响应怎么办? 对于这个示例(示例项目中的\"BounceandCollide." -"tscn\"),我们有一个角色射击子弹,我们希望子弹从墙上反弹." +"如果您不想要滑动碰撞响应怎么办? 对于这个示例(示例项目中的 " +"\"BounceandCollide.tscn\"), 我们有一个角色射击子弹, 我们希望子弹从墙上反弹." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:301 msgid "" "This example uses three scenes. The main scene contains the Player and " "Walls. The Bullet and Wall are separate scenes so that they can be instanced." msgstr "" -"此示例使用三个场景. 主场景包含游戏角色和墙壁. 子弹和墙是单独的场景,以便它们可" -"以实例化." +"此示例使用三个场景. 主场景包含游戏角色和墙壁. 子弹和墙是单独的场景, 以便它们" +"可以实例化." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:304 msgid "" @@ -455,8 +458,8 @@ msgid "" "Aiming uses the mouse pointer. Here is the code for the Player, using " "``move_and_slide()``:" msgstr "" -"游戏角色由 `w` 和 `s` 键控制前进和后退. 瞄准使用鼠标指针. 这是游戏角色的代码," -"使用 ``move_and_slide()`` :" +"游戏角色由 `w` 和 `s` 键控制前进和后退. 瞄准使用鼠标指针. 这是游戏角色的代" +"码, 使用 ``move_and_slide()`` :" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:391 msgid "And the code for the Bullet:" @@ -468,15 +471,15 @@ msgid "" "``move_and_collide()``, if a collision occurs, a ``KinematicCollision2D`` " "object is returned (otherwise, the return is ``Nil``)." msgstr "" -"动作发生在 ``_physics_process()`` 中.在使用 ``move_and_collide()`` 后,如果发" -"生碰撞,将返回一个 ``KinematicCollision2D`` 对象,否则,返回 ``Nil`` ." +"动作发生在 ``_physics_process()`` 中. 在使用 ``move_and_collide()`` 后, 如果" +"发生碰撞, 将返回一个 ``KinematicCollision2D`` 对象, 否则, 返回 ``Nil`` ." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:457 msgid "" "If there is a returned collision, we use the ``normal`` of the collision to " "reflect the bullet's ``velocity`` with the ``Vector2.bounce()`` method." msgstr "" -"如果有一个返回的碰撞,我们使用碰撞的 ``normal`` 来反映子弹的 ``velocity`` 和 " +"如果有一个返回的碰撞, 我们使用碰撞的 ``normal`` 来反映子弹的 ``velocity`` 和 " "``Vector2.bounce()`` 方法." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:460 @@ -485,8 +488,8 @@ msgid "" "it. In the example project, we've added a flashing color effect to the Wall " "to demonstrate this." msgstr "" -"如果碰撞对象( ``collider`` )有一个 ``hit`` 方法,我们也调用它. 在示例项目中,我" -"们为墙壁添加了一个颜色闪烁效果来演示这一点." +"如果碰撞对象( ``collider`` )有一个 ``hit`` 方法, 我们也调用它. 在示例项目中, " +"我们为墙壁添加了一个颜色闪烁效果来演示这一点." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:467 msgid "Platformer movement" @@ -499,8 +502,9 @@ msgid "" "running. If you've downloaded the sample project, you can find this in " "\"Platformer.tscn\"." msgstr "" -"让我们尝试一个更流行的示例:2D平台游戏. ``move_and_slide()``非常适合快速启动和" -"运行功能字符控制器. 如果您已下载示例项目,可以在\"Platformer.tscn\"中找到它." +"让我们尝试一个更流行的示例:2D平台游戏. ``move_and_slide()`` 非常适合快速启动" +"和运行功能字符控制器. 如果您已下载示例项目, 可以在 \"Platformer.tscn\" 中找到" +"它." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:473 msgid "" @@ -508,9 +512,9 @@ msgid "" "objects. They can be any shape and size. In the sample project, we're using :" "ref:`Polygon2D <class_Polygon2D>` to create the platform shapes." msgstr "" -"对于这个示例,我们假设您有一个由 ``StaticBody2D`` 对象构成的级别. 它们可以是任" -"何形状和大小. 在示例项目中,我们使用 :ref:`Polygon2D <class_Polygon2D>` 来创建" -"平台形状." +"对于这个示例, 我们假设您有一个由 ``StaticBody2D`` 对象构成的级别. 它们可以是" +"任何形状和大小. 在示例项目中, 我们使用 :ref:`Polygon2D <class_Polygon2D>` 来" +"创建平台形状." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:477 msgid "Here's the code for the player body:" @@ -524,9 +528,9 @@ msgid "" "slopes smoothly. Try removing ``velocity =`` and see what happens if you " "don't do this." msgstr "" -"当使用 ``move_and_slide()`` 时,该函数返回一个向量,代表滑动碰撞发生后剩余的运" -"动.将该值设置返回角色的 ``velocity`` ,我们就可以顺利地在斜坡上和斜坡下移动.试" -"着去掉 ``velocity =`` ,看看如果不这样做会发生什么." +"当使用 ``move_and_slide()`` 时, 该函数返回一个向量, 代表滑动碰撞发生后剩余的" +"运动. 将该值设置返回角色的 ``velocity`` , 我们就可以顺利地在斜坡上和斜坡下移" +"动. 试着去掉 ``velocity =`` , 看看如果不这样做会发生什么." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:563 msgid "" @@ -534,8 +538,8 @@ msgid "" "vector points straight upward. As a result, if the character collides with " "an object that has this normal, it will be considered a floor." msgstr "" -"同时注意,我们已经添加了 ``Vector2(0, -1)`` 作为地板法线.这是向上指向的向量.因" -"此,如果角色与具有该法线的物体相撞,它将被视为地板." +"同时注意, 我们已经添加了 ``Vector2(0, -1)`` 作为地板法线. 这是向上指向的向" +"量. 因此, 如果角色与具有该法线的物体相撞, 它将被视为地板." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:567 msgid "" @@ -545,12 +549,12 @@ msgid "" "45 degrees of the given floor vector. You can control the maximum angle by " "setting ``floor_max_angle``." msgstr "" -"使用地板法线,我们可以使用 ``is_on_floor()`` 来使跳跃工作.这个函数只有在发生 " -"``move_and_slide()`` 碰撞后,碰撞体的法线在给定的地板矢量45度以内时才会返回 " -"``true`` .你可以通过设置 ``floor_max_angle`` 来控制最大角度." +"使用地板法线, 我们可以使用 ``is_on_floor()`` 来使跳跃工作. 这个函数只有在发" +"生 ``move_and_slide()`` 碰撞后, 碰撞体的法线在给定的地板矢量45度以内时才会返" +"回 ``true`` . 你可以通过设置 ``floor_max_angle`` 来控制最大角度." #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:572 msgid "" "This angle also allows you to implement other features like wall jumps using " "``is_on_wall()``, for example." -msgstr "这个角度也允许你使用 ``is_on_wall()`` 实现其他功能,比如墙面跳跃." +msgstr "这个角度也允许你使用 ``is_on_wall()`` 实现其他功能, 比如墙面跳跃." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index de35383764..0138165043 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,8 +29,8 @@ msgid "" "AIDL IAP implementation." msgstr "" "自Godot 3.2.2以来,Godot提供了一个第一方的 ``GodotGooglePlayBilling`` 安卓插" -"件.新插件使用 `Google Play Billing库<https://developer.android.com/google/" -"play/billing>`__ ,而不是现在已经废弃的AIDL IAP实现." +"件. 新插件使用 `Google Play Billing 库 <https://developer.android.com/google/" +"play/billing>`__ , 而不是现在已经废弃的AIDL IAP实现." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:10 msgid "" @@ -38,7 +38,7 @@ msgid "" "`here <https://github.com/godotengine/godot-demo-projects/tree/master/mobile/" "android_iap>`__." msgstr "" -"如果您通过查看示例更好地学习,可以在此处找到演示项目 `这里 <https://github." +"如果您通过查看示例更好地学习, 可以在此处找到演示项目 `这里 <https://github." "com/godotengine/godot-demo-projects/tree/master/mobile/android_iap>`__." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:15 @@ -62,7 +62,7 @@ msgid "" "and install the ``GodotGooglePlayBilling`` plugin manually (see below for " "details)" msgstr "" -"你需要在你的Android导出设置中启用自定义构建选项,并手动安装 " +"你需要在你的Android导出设置中启用自定义构建选项, 并手动安装 " "``GodotGooglePlayBilling`` 插件(详见下文)" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:24 @@ -72,9 +72,9 @@ msgid "" "integrate#process>`__. Purchases that are not acknowledged by your app will " "be refunded." msgstr "" -"所有的购买都必须被你的应用程序所承认.这是 `谷歌<https://developer.android." -"com/google/play/billing/integrate#process>`__ 要求的.您的应用程序不承认的购买" -"将被退还." +"所有的购买都必须被你的应用程序所承认. 这是 `谷歌 <https://developer.android." +"com/google/play/billing/integrate#process>`__ 要求的. 您的应用程序不承认的购" +"买将被退还." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:27 msgid "Support for subscriptions" @@ -102,26 +102,26 @@ msgid "" "and put both into `res://android/plugins`. The plugin should now show up in " "the Android export settings, where you can enable it." msgstr "" -"如果还没有完成,请确保你已经启用并成功设置 :ref:`Android Custom Builds " -"<doc_android_custom_build>`.从 `releases page <https://github.com/" -"godotengine/godot-google-play-billing/releases>`__\"中抓取" -"``GodotGooglePlayBilling``插件二进制文件和配置文件,并将两者放入`res://" -"android/plugins`中.现在该插件应该出现在Android导出设置中,你可以启用它." +"如果还没有完成, 请确保你已经启用并成功设置 :ref:`Android Custom Builds " +"<doc_android_custom_build>`. 从 `releases page <https://github.com/" +"godotengine/godot-google-play-billing/releases>`__\"中抓取 " +"``GodotGooglePlayBilling`` 插件二进制文件和配置文件, 并将两者放入 `res://" +"android/plugins` 中. 现在该插件应该出现在Android导出设置中, 你可以启用它." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:46 msgid "" "To use the ``GodotGooglePlayBilling`` API you first have to get the " "``GodotGooglePlayBilling`` singleton and start the connection:" msgstr "" -"要使用 ``GodotGooglePlayBilling`` API,你首先要获得 " -"``GodotGooglePlayBilling`` 单例,并启动连接:" +"要使用 ``GodotGooglePlayBilling`` API, 你首先要获得 " +"``GodotGooglePlayBilling`` 单例, 并启动连接:" #: ../../docs/tutorials/platform/android_in_app_purchases.rst:75 msgid "" "All API methods only work if the API is connected. You can use ``payment." "isReady()`` to check the connection status." msgstr "" -"所有的API方法只有在API被连接的情况下才会工作,你可以使用 ``payment." +"所有的API方法只有在API被连接的情况下才会工作, 你可以使用 ``payment." "isReady()`` 检查连接状态." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:79 @@ -132,7 +132,7 @@ msgstr "查询可获取的项目" msgid "" "As soon as the API is connected, you can query SKUs using " "``querySkuDetails``." -msgstr "只要连接了API,你就可以使用 ``querySkuDetails`` 来查询SKU." +msgstr "只要连接了API, 你就可以使用 ``querySkuDetails`` 来查询SKU." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:83 #: ../../docs/tutorials/platform/android_in_app_purchases.rst:115 @@ -149,8 +149,8 @@ msgid "" "query the SKU details for an item before you can initiate the purchase flow " "for it." msgstr "" -"要启动一个项目的购买流程,请调用 ``purchase`` .在启动购买流程之前,你必须**查询" -"一个项目的SKU详情." +"要启动一个项目的购买流程, 请调用 ``purchase`` . 在启动购买流程之前, 你必须**" +"查询一个项目的SKU详情." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:109 msgid "Check if the user purchased an item" @@ -163,8 +163,8 @@ msgid "" "`Dictionary <class_Dictionary>` with a status code and either an array of " "purchases or an error message." msgstr "" -"要获得所有的购买,调用 ``queryPurchases`` .与大多数其他函数不同的是, " -"``queryPurchases`` 是一个同步操作,并返回一个 :ref:`Dictionary " +"要获得所有的购买, 调用 ``queryPurchases`` . 与大多数其他函数不同的是, " +"``queryPurchases`` 是一个同步操作, 并返回一个 :ref:`Dictionary " "<class_Dictionary>` 的状态码和一个购买数组或一个错误信息." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:129 @@ -179,9 +179,9 @@ msgid "" "to get the purchase token. Calling ``consumePurchase`` automatically " "acknowledges a purchase." msgstr "" -"如果你的应用内物品不是一次性购买,而是可以多次购买的消耗品(如硬币),你可以用购" -"买令牌调用 ``consumePurchase`` 来消耗物品.调用 ``queryPurchases`` 来获取购买" -"令牌.调用 ``consumePurchase`` 会自动确认购买." +"如果你的应用内物品不是一次性购买, 而是可以多次购买的消耗品(如硬币), 你可以用" +"购买令牌调用 ``consumePurchase`` 来消耗物品. 调用 ``queryPurchases`` 来获取购" +"买令牌. 调用 ``consumePurchase`` 会自动确认购买." #: ../../docs/tutorials/platform/android_in_app_purchases.rst:148 msgid "Subscriptions" @@ -194,7 +194,7 @@ msgid "" "details. Check ``is_auto_renewing`` in the results of ``queryPurchases()`` " "to see if a user has cancelled an auto-renewing subscription" msgstr "" -"订阅的工作原理和普通的应用内项目没有太大区别.只要使用 ``\"subs\"`` 作为 " -"``querySkuDetails`` 的第二个参数,就可以得到订阅的详细信息.在 " +"订阅的工作原理和普通的应用内项目没有太大区别. 只要使用 ``\"subs\"`` 作为 " +"``querySkuDetails`` 的第二个参数, 就可以得到订阅的详细信息. 在 " "``queryPurchases()`` 的结果中检查 ``is_auto_renewing`` 来查看用户是否取消了自" "动更新的订阅" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po index 9f5d00bba0..51cdea78b7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,7 +29,7 @@ msgstr "主机平台发布流程" msgid "" "Regardless of the engine used to create the game, the process to publish a " "game to a console platform is as follows:" -msgstr "无论使用哪种引擎制作游戏,将游戏发布到游戏主机平台的流程如下:" +msgstr "无论使用哪种引擎制作游戏, 将游戏发布到游戏主机平台的流程如下:" #: ../../docs/tutorials/platform/consoles.rst:12 msgid "" @@ -37,8 +37,8 @@ msgid "" "sign NDAs and publishing contracts. This requires you to have a registered " "legal entity." msgstr "" -"在游戏机制造商的网站上注册一个开发者账号,然后签署NDA和出版合同.这需要你有一个" -"注册的法人实体." +"在游戏机制造商的网站上注册一个开发者账号, 然后签署NDA和出版合同. 这需要你有一" +"个注册的法人实体." #: ../../docs/tutorials/platform/consoles.rst:15 msgid "" @@ -48,21 +48,21 @@ msgid "" "generally known to be more accepting of smaller developers, but this is not " "guaranteed." msgstr "" -"通过验收程序,获得进入出版平台的机会.这可能需要长达几个月的时间.注意,如果有成" -"熟的发行商支持你的游戏,这一步就会明显容易很多.众所周知,任天堂通常更接受小型开" -"发商,但这并不保证." +"通过验收程序, 获得进入出版平台的机会. 这可能需要长达几个月的时间. 注意, 如果" +"有成熟的发行商支持你的游戏, 这一步就会明显容易很多. 众所周知, 任天堂通常更接" +"受小型开发商, 但这并不保证." #: ../../docs/tutorials/platform/consoles.rst:19 msgid "" "Get access to developer tools and order a console specially made for " "developers (*devkit*). The cost of those devkits is confidential." msgstr "" -"获得使用开发者工具的权限,并订购专门为开发者制作的控制台(*devkit*).这些devkits" -"的费用是保密的." +"获得使用开发者工具的权限, 并订购专门为开发者制作的控制台(*devkit*). 这些" +"devkits的费用是保密的." #: ../../docs/tutorials/platform/consoles.rst:21 msgid "Port the engine to the console platform or pay a company to do it." -msgstr "把引擎移植到游戏机平台上,或者花钱请一家公司来做." +msgstr "把引擎移植到游戏机平台上, 或者花钱请一家公司来做." #: ../../docs/tutorials/platform/consoles.rst:22 msgid "" @@ -72,16 +72,16 @@ msgid "" "info/>`__. Indie developers can generally get a rating for cheaper compared " "to more established developers." msgstr "" -"要想出版,你的游戏需要在你想销售的地区进行评级.例如,在北美, `ESRB <https://" -"www.esrb.org/>` __处理游戏评级.在欧洲,这是由 `PEGI <https://pegi.info/>` __完" -"成的.与更成熟的开发商相比,独立开发商通常可以以更低的价格获得评级." +"要想出版, 你的游戏需要在你想销售的地区进行评级. 例如, 在北美, `ESRB <https://" +"www.esrb.org/>` __处理游戏评级. 在欧洲, 这是由 `PEGI <https://pegi.info/>` __" +"完成的. 与更成熟的开发商相比, 独立开发商通常可以以更低的价格获得评级." #: ../../docs/tutorials/platform/consoles.rst:28 msgid "" "Due to the complexity of the process, the budget to publish a game by " "yourself on a single console often exceeds $1,000 (this is a rough figure)." msgstr "" -"由于流程复杂,自己在主机上发布一款游戏的预算往往超过1000美元(这是一个粗略的数" +"由于流程复杂, 自己在主机上发布一款游戏的预算往往超过1000美元(这是一个粗略的数" "字)." #: ../../docs/tutorials/platform/consoles.rst:32 @@ -92,14 +92,14 @@ msgstr "官方支持" msgid "" "Godot currently does not officially support consoles. The reasons for this " "are:" -msgstr "Godot目前不正式支持游戏机.原因如下:" +msgstr "Godot目前不正式支持游戏机. 原因如下:" #: ../../docs/tutorials/platform/consoles.rst:36 msgid "" "To develop for consoles, one must be licensed as a company. As an open " "source project, Godot does not have such a legal figure." msgstr "" -"要为游戏机开发游戏,必须获得公司许可. 作为一个开源项目,Godot没有这样的法律部" +"要为游戏机开发游戏, 必须获得公司许可. 作为一个开源项目,Godot没有这样的法律部" "分." #: ../../docs/tutorials/platform/consoles.rst:38 @@ -108,21 +108,21 @@ msgid "" "could get access to them, we could not publish the platform-specific code " "under an open source license." msgstr "" -"游戏机的SDK是保密的,并由保密协议保护. 即使我们可以访问它们,我们也无法在开源许" -"可下发布特定平台的代码." +"游戏机的SDK是保密的, 并由保密协议保护. 即使我们可以访问它们, 我们也无法在开源" +"许可下发布特定平台的代码." #: ../../docs/tutorials/platform/consoles.rst:41 msgid "" "Consoles require specialized hardware to develop for, so regular individuals " "can't create games for them anyway." msgstr "" -"游戏机的游戏开发需要专门的硬件,因此普通人无论如何也无法为游戏机创建游戏." +"游戏机的游戏开发需要专门的硬件, 因此普通人无论如何也无法为游戏机创建游戏." #: ../../docs/tutorials/platform/consoles.rst:44 msgid "" "However, it is still possible to port your games to consoles thanks to " "services provided by third-party companies." -msgstr "但是,基于第三方公司提供的服务,仍然可以将游戏移植到游戏机中." +msgstr "但是, 基于第三方公司提供的服务, 仍然可以将游戏移植到游戏机中." #: ../../docs/tutorials/platform/consoles.rst:49 msgid "" @@ -133,9 +133,9 @@ msgid "" "they are a licensed console developer. Doing so would violate the console " "manufacturer's NDA." msgstr "" -"实际上,这个过程与Unity和虚幻引擎十分相似,只是你需要联系第三方开发者来处理移植" -"过程.换句话说,在法律上,没有任何一个引擎可以在不要求用户证明自己是授权的游戏机" -"开发者的情况下发布游戏机导出模板.这样做会违反控制台制造商的NDA." +"实际上, 这个过程与Unity和虚幻引擎十分相似, 只是你需要联系第三方开发者来处理移" +"植过程. 换句话说, 在法律上, 没有任何一个引擎可以在不要求用户证明自己是授权的" +"游戏机开发者的情况下发布游戏机导出模板. 这样做会违反控制台制造商的NDA." #: ../../docs/tutorials/platform/consoles.rst:57 msgid "Third-party support" @@ -176,6 +176,6 @@ msgid "" "feel free to `open an issue or pull request <https://github.com/godotengine/" "godot-docs>`_ to add your company to the list above." msgstr "" -"如果您的公司为Godot游戏提供移植和/或发布服务,请随时 `打开一个issue或发送一个" +"如果您的公司为Godot游戏提供移植和/或发布服务, 请随时 `打开一个issue或发送一个" "pull request <https://github.com/godotengine/godot-docs>`_ 将您的公司添加到上" "面的列表中." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 0aaa1f4ff1..efecbe2c90 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,7 +22,6 @@ msgid "Custom HTML page for Web export" msgstr "导出自定义HTML页面" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:6 -#, fuzzy msgid "" "While Web export templates provide a default HTML page fully capable of " "launching the project without any further customization, it may be " @@ -30,9 +29,9 @@ msgid "" "be directly controlled from the outside yet, such page allows to customize " "the initialization process for the engine." msgstr "" -"虽然Web导出模板提供了一个默认的HTML页面,完全能够启动项目而不需要任何进一步的" -"定制,但创建一个自定义的HTML页面可能是有益的.虽然游戏本身不能从外部直接控制,但" -"这种页面允许自定义引擎的初始化过程." +"虽然Web导出模板提供了一个默认的HTML页面,完全能够在没有任何进一步定制的情况下" +"启动项目,但创建一个自定义的HTML页面可能是有益的。虽然游戏本身还不能轻易地从" +"外部直接控制,但这样的页面允许自定义引擎的初始化过程。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:11 msgid "Some use-cases where customizing the default page is useful include:" @@ -54,34 +53,30 @@ msgstr "从主资源包文件以外的目录中加载引擎文件;" msgid "" "Adding a click-to-play button so that games can be started in the fullscreen " "mode;" -msgstr "添加一个\"即点即玩\"按钮,使游戏可以在全屏模式下启动;" +msgstr "添加一个 \"即点即玩\" 按钮, 使游戏可以在全屏模式下启动;" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:17 msgid "" "Loading some extra files before the engine starts, making them available in " "the project file system as soon as possible;" -msgstr "在引擎启动之前加载一些额外的文件,以便稍后在文件系统中可用;" +msgstr "在引擎启动之前加载一些额外的文件, 以便稍后在文件系统中可用;" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:19 msgid "" "Passing custom command line arguments, e.g. ``-s`` to start a ``MainLoop`` " "script." -msgstr "传递自定义\"命令行\"参数,例如 ``-s`` 启动``MainLoop``脚本." +msgstr "传递自定义 \"命令行\" 参数, 例如 ``-s`` 启动 ``MainLoop`` 脚本." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:21 -#, fuzzy msgid "" "The default HTML page is available in the Godot Engine repository at `/misc/" "dist/html/full-size.html <https://github.com/godotengine/godot/blob/master/" "misc/dist/html/full-size.html>`__ but the following template can be used as " "a much simpler example:" msgstr "" -"默认的HTML页面可在Godot引擎存储库中找到,位于 `/misc/dist/html/full-size.html " -"<https://github.com/godotengine/godot/blob/master/misc/dist/html/full- size." -"html>`__ ,可以用作参考实现. 另一个示例HTML页面位于 `/misc/dist/html/fixed-" -"size.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/" -"fixed-size.html>`__ . 与默认设置不同的是,它具有一个固定大小的画布区域,并且在" -"其下方有一个输出小部件." +"默认的HTML页面可在Godot引擎仓库 `/misc/dist/html/full-size.html <https://" +"github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html>`__ 中" +"找到, 但以下模板可作为一个更简单的例子:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:44 msgid "Setup" @@ -94,11 +89,13 @@ msgid "" "``<canvas>`` element, and some simple JavaScript code that calls the :js:" "class:`Engine` class." msgstr "" +"如上面的例子所示,它主要是一个普通的HTML文档,有几个占位符需要在导出时替换," +"一个html ``<canvas>`` 元素,和一些简单的JavaScript代码,调用 :js:class:" +"`Engine` 类。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:49 -#, fuzzy msgid "The only required placeholders are:" -msgstr "类型占位符" +msgstr "唯一需要的占位符是:" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:51 msgid "" @@ -107,6 +104,9 @@ msgid "" "in the HTML as a ``<script>``. The name is generated from the *Export Path* " "during the export process." msgstr "" +"``$GODOT_URL`` : 主JavaScript文件的名称,它提供了启动引擎所需的 :js:class:" +"`Engine` 类,必须作为 ``<script>`` 包含在HTML中。这个名字是在导出过程中从*导" +"出路径Export Path* 生成的。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:56 msgid "" @@ -114,19 +114,22 @@ msgid "" "can be later overridden. See :js:attr:`EngineConfig` for the full list of " "overrides." msgstr "" +"``$GODOT_CONFIG`` : 一个JavaScript对象,包含导出选项,以后可以被重写。参见 :" +"js:attr:`EngineConfig` 获取完整的重写列表。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:60 msgid "" "The following optional placeholders will enable some extra features in your " "cusstom HTML template." -msgstr "" +msgstr "以下可选的占位符将在你的自定义HTML模板中实现一些额外的功能。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:62 -#, fuzzy msgid "" "``$GODOT_PROJECT_NAME``: The project name as defined in the Project " "Settings. It is a good idea to use it as a ``<title>`` in your template." -msgstr "``$GODOT_PROJECT_NAME``:项目设置中定义的项目名称." +msgstr "" +"``$GODOT_PROJECT_NAME``: 在项目设置中定义的项目名称。在你的模板中使用它作为 " +"``<title>`` 是一个好主意。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:66 msgid "" @@ -137,41 +140,42 @@ msgid "" "the HTML ``head`` element from the Godot Editor, e.g. for different Web " "export presets." msgstr "" -"``$GODOT_HEAD_INCLUDE``.在HTML文件中,在``<head>``标签结尾前包含的一个自定义字" -"符串.它是在*Html / Head Include*部分的导出选项中自定义的.虽然你可以完全控制你" -"所创建的HTML页面,但这个变量对于从Godot Editor中配置HTML``head``元素的部分内容" -"很有用,例如,对于不同的Web导出预设." +"``$GODOT_HEAD_INCLUDE``. 在HTML文件中, 在 ``<head>`` 标签结尾前包含的一个自定" +"义字符串. 它是在*Html / Head Include*部分的导出选项中自定义的. 虽然你可以完全" +"控制你所创建的HTML页面, 但这个变量对于从Godot Editor中配置HTML``head`` 元素的" +"部分内容很有用, 例如, 对于不同的Web导出预设." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:72 msgid "" "When the custom page is ready, it can be selected in the export options " "under the *Html / Custom Html Shell* section." msgstr "" -"当自定义页面准备好后,可以在 *Html / Custom Html Shell* 部分的导出选项中选择." +"当自定义页面准备好后, 可以在 *Html / Custom Html Shell* 部分的导出选项中选择." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:78 msgid "Starting the project" msgstr "启动项目" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:79 -#, fuzzy msgid "" "To be able to start the game, you need to write a script that initializes " "the engine — the control code. This process consists of three steps, though " "as shown most of them can be skipped depending on how much customization is " "needed (or be left to a default behavior)." msgstr "" -"为了能够启动游戏,你需要写一个初始化引擎的脚本--控制代码.这个过程包括三个步骤," -"尽管其中一些步骤可以跳过,并留下一个默认的行为." +"为了能够启动游戏,你需要写一个脚本来初始化引擎 — 控制代码。这个过程包括三个步" +"骤,不过如图所示,其中大部分步骤可以跳过,这取决于需要多少定制化的内容,或者" +"留给默认行为。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:83 msgid "" "See the :ref:`HTML5 shell class reference <doc_html5_shell_classref>`, for " "the full list of methods and options available." msgstr "" +"参见 :ref:`HTML5 shell类参考 <doc_html5_shell_classref>` ,以获得可用方法和选" +"项的完整列表。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:85 -#, fuzzy msgid "" "First, the engine must be loaded, then it needs to be initialized, and after " "this the project can finally be started. You can perform every of these " @@ -181,12 +185,13 @@ msgid "" "prototype.startGame>` method optionally overriding any :js:attr:" "`EngineConfig` parameters." msgstr "" -"首先,引擎必须被加载,然后需要初始化,在这之后,项目才能最终启动.你可以手动执行这" -"些步骤,而且能控制许多东西.然而,在最简单的情况下,你需要做的就是创建一个 :js:" -"class:`Engine` 类的实例,然后调用 :js:meth:`engine.startGame` 方法." +"首先,引擎必须被加载,然后需要被初始化,在这之后,项目最终可以被启动。你可以" +"手动执行这些步骤中的每一步,而且控制得很好。然而,在最简单的情况下,你需要做" +"的是用导出的配置创建一个 :js:class:`Engine` 类的实例,然后调用 :js:meth:" +"`engine.startGame <Engine.prototype.startGame>` 方法,可选择重写任何 :js:" +"attr:`EngineConfig` 参数。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:101 -#, fuzzy msgid "" "This snippet of code automatically loads and initializes the engine before " "starting the game. It uses the given configuration to to load the engine. " @@ -195,9 +200,10 @@ msgid "" "track if the game was loaded correctly without blocking execution or relying " "on polling." msgstr "" -"这段代码在启动游戏前自动加载并初始化引擎.它使用给定的可执行文件路径来推断加载" -"引擎的路径. :js:meth:`engine.startGame` 方法是异步的,并返回一个 ``Promise`` ." -"这允许你的控制代码跟踪游戏是否被正确加载,而无需阻止执行或依赖轮询." +"这段代码在启动游戏前自动加载和初始化引擎。它使用给定的配置来加载引擎。 :js:" +"meth:`engine.startGame <Engine.prototype.startGame>` 方法是异步的,返回一个 " +"``Promise`` 。这允许你的控制代码跟踪游戏是否被正确加载,而无需阻塞执行或依赖" +"轮询。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:106 msgid "" @@ -208,6 +214,10 @@ msgid "" "(and any other extra file) via the :js:meth:`engine.preloadFile <Engine." "prototype.preloadFile>` method." msgstr "" +"如果你的项目需要对启动参数和依赖文件进行特别控制,可以使用 :js:meth:`engine." +"start <Engine.prototype.start>` 方法来代替。注意,这个方法不会自动预加载 " +"``pck`` 文件,所以你可能要通过 :js:meth:`engine.preloadFile <Engine." +"prototype.preloadFile>` 方法手动预加载它和任何其他额外的文件。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:111 msgid "" @@ -215,27 +225,25 @@ msgid "" "init>` to perform specific actions after the module initialization, but " "before the engine starts." msgstr "" +"另外,你也可以手动 :js:meth:`engine.init <Engine.prototype.init>` 在模块初始" +"化之后,但在引擎启动之前,执行特定的动作。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:114 msgid "" "This process is a bit more complex, but gives you full control over the " "engine startup process." -msgstr "" +msgstr "这个过程有点复杂,但可以让你完全控制引擎的启动过程。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:133 -#, fuzzy msgid "" "To load the engine manually the :js:meth:`Engine.load` static method must be " "called. As this method is static, multiple engine instances can be spawned " "if the share the same ``wasm``." msgstr "" -"要手动加载引擎,必须调用 :js:meth:`Engine.load` 静态方法.因为这个方法是静态的," -"所以可以用完全相同的 ``basePath`` 生成多个引擎实例.如果一个实例需要一个不同" -"的 ``basePath`` ,你可以在启动游戏之前使用该路径调用 :js:meth:`engine.init` 方" -"法." +"要手动加载引擎,必须调用 :js:meth:`Engine.load` 静态方法。由于这个方法是静态" +"的,如果多个引擎实例共享相同的 ``wasm`` ,就可以产生多个引擎实例。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:136 -#, fuzzy msgid "" "Multiple instances cannot be spawned by default, as the engine is " "immediately unloaded after it is initialized. To prevent this from happening " @@ -244,10 +252,10 @@ msgid "" "unload` static method. Unloading the engine frees browser memory by " "unloading files that are no longer needed once the instance is initialized." msgstr "" -"默认情况下不能生成多个实例,因为引擎在初始化后会立即卸载.为了防止这种情况发生," -"可以调用 :js:meth:`engine.setUnloadAfterInit` 方法.之后仍然可以通过调用 :js:" -"meth:`Engine.unload` 静态方法手动卸载引擎.卸载引擎通过卸载实例初始化后不再需" -"要的文件来释放浏览器内存." +"默认情况下不能生成多个实例,因为引擎被初始化后会立即卸载。为了防止这种情况发" +"生,请看 :js:attr:`unloadAfterInit` 覆盖选项。之后仍然可以通过调用 :js:meth:" +"`Engine.unload` 静态方法来手动卸载引擎。卸载引擎可以通过卸载实例初始化后不再" +"需要的文件来释放浏览器内存。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:142 msgid "Customizing the behavior" @@ -257,7 +265,7 @@ msgstr "自定义行为" msgid "" "In the Web environment several methods can be used to guarantee that the " "game will work as intended." -msgstr "在Web环境下,可以使用几种方法来保证游戏能够按照预期的方式运行." +msgstr "在Web环境下, 可以使用几种方法来保证游戏能够按照预期的方式运行." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:145 msgid "" @@ -266,12 +274,11 @@ msgid "" "method. It optionally takes an argument that allows to test for a specific " "major version of WebGL." msgstr "" -"如果您的目标是WebGL的特定版本,或者只是想检查WebGL是否可用,您可以调用 :js:" -"meth:`Engine.isWebGLAvailable` 方法.它可以选择接受一个参数,允许测试WebGL的特" -"定主要版本." +"如果您的目标是WebGL的特定版本, 或者只是想检查WebGL是否可用, 您可以调用 :js:" +"meth:`Engine.isWebGLAvailable` 方法. 它可以选择接受一个参数, 允许测试WebGL的" +"特定主要版本." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:149 -#, fuzzy msgid "" "As the real executable file does not exist in the Web environment, the " "engine only stores a virtual filename formed from the base name of loaded " @@ -280,58 +287,56 @@ msgid "" "defines the name of the automatically started main pack. The :js:attr:" "`executable` override option can be used to override this value." msgstr "" -"由于真正的可执行文件在Web环境中并不存在,引擎只存储一个由加载的引擎文件的基名" -"形成的虚拟文件名.这个值会影响 :ref:`OS.get_executable_path() " -"<class_OS_method_get_executable_path>` 方法的输出,并定义自动启动的主包名称. :" -"js:meth:`engine.setExecutableName` 方法可以用来覆盖这个值." +"由于真正的可执行文件不存在于Web环境中,引擎只存储一个由加载的引擎文件的基本名" +"称形成的虚拟文件名。这个值会影响 :ref:`OS.get_executable_path() " +"<class_OS_method_get_executable_path>` 方法的输出,并定义自动启动的主包的名" +"称。:js:attr:`executable` 选项可以用来重写这个值。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:156 msgid "Customizing the presentation" msgstr "自定义演示文稿" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:157 -#, fuzzy msgid "" "Several configuration options can be used to further customize the look and " "behavior of the game on your page." -msgstr "有几种方法可以用来进一步定制您页面上的游戏外观和行为." +msgstr "有几个配置选项可以用来进一步定制你页面上游戏的外观和行为。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:159 -#, fuzzy msgid "" "By default, the first canvas element on the page is used for rendering. To " "use a different canvas element the :js:attr:`canvas` override option can be " "used. It requires a reference to the DOM element itself." msgstr "" -"默认情况下,页面上的第一个画布元素被用于渲染.要使用不同的canvas元素,可以使用 :" -"js:meth:`engine.setCanvas` 方法.它需要一个DOM元素本身的引用." +"默认情况下,页面上的第一个canvas元素被用于渲染。要使用一个不同的画布元素,可" +"以使用 :js:attr:`canvas` 选项重写。它需要一个对DOM元素本身的引用。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:168 msgid "" "The way the engine resize the canvas can be configured via the :js:attr:" "`canvasResizePolicy` override option." msgstr "" +"引擎调整画布大小的方式可以通过 :js:attr:`canvasResizePolicy` 覆盖选项进行配" +"置。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:171 -#, fuzzy msgid "" "If your game takes some time to load, it may be useful to display a custom " "loading UI which tracks the progress. This can be achieved with the :js:attr:" "`onProgress` callback option, which allows to set up a callback function " "that will be called regularly as the engine loads new bytes." msgstr "" -"如果你的游戏需要一些时间来加载,那么显示一个自定义的加载UI来跟踪进度可能会很有" -"用.这可以通过 :js:meth:`engine.setProgressFunc` 方法来实现,该方法允许设置一个" -"回调函数,在引擎加载新字节时定期调用." +"如果你的游戏需要一些时间来加载,显示一个跟踪进度的自定义加载UI可能是有用的。" +"这可以通过 :js:attr:`onProgress` 回调选项来实现,它允许设置一个回调函数,当引" +"擎加载新字节时,该函数将被定期调用。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:182 msgid "" "Be aware that in some cases ``total`` can be ``0``. This means that it " "cannot be calculated." -msgstr "请注意,在某些情况下, ``total`` 可能是 ``0`` .这意味着无法计算." +msgstr "请注意, 在某些情况下, ``total`` 可能是 ``0`` . 这意味着无法计算." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:184 -#, fuzzy msgid "" "If your game supports multiple languages, the :js:attr:`locale` override " "option can be used to force a specific locale, provided you have a valid " @@ -339,10 +344,10 @@ msgid "" "which languages a user may prefer. This way the language code can be taken " "from the ``Accept-Language`` HTTP header, or determined by a GeoIP service." msgstr "" -"如果你的游戏支持多种语言,只要你有一个有效的语言代码字符串,就可以使用 :js:" -"meth:`engine.setLocale` 方法来设置一个特定的语言环境.使用服务器端的逻辑来确定" -"用户可能更喜欢哪种语言可能是个好办法.这样一来,语言代码可以从 ``Accept-" -"Language`` HTTP头中获取,或者由GeoIP服务确定." +"如果你的游戏支持多种语言, :js:attr:`locale` 覆盖选项可以用来强制使用一个特定" +"的语言,只要你有一个有效的语言代码字符串。使用服务器端的逻辑来确定用户可能喜" +"欢哪种语言可能较好。这样,语言代码可以从 ``Accept-Language`` HTTP头中获取,或" +"者由GeoIP服务决定。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:190 msgid "Debugging" @@ -357,9 +362,10 @@ msgid "" "This behavior can be customized by setting your own functions to handle " "messages." msgstr "" -"要调试导出的项目,可能需要读取引擎生成的标准输出和错误流.这与编辑器控制台窗口" -"中显示的输出类似.默认情况下,标准的 ``console.log`` 和 ``console.warning`` 分" -"别用于输出和错误流.这种行为可以通过设置自己的函数来处理消息来定制." +"要调试导出的项目, 可能需要读取引擎生成的标准输出和错误流. 这与编辑器控制台窗" +"口中显示的输出类似. 默认情况下, 标准的 ``console.log`` 和 ``console." +"warning`` 分别用于输出和错误流. 这种行为可以通过设置自己的函数来处理消息来定" +"制." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:196 msgid "" @@ -367,12 +373,11 @@ msgid "" "the output stream, and the :js:attr:`onPrintError` override option to set a " "callback function for the error stream." msgstr "" +"使用 :js:attr:`onPrint` 覆盖选项为输出流设置一个回调函数,以及 :js:attr:" +"`onPrintError` 覆盖选项为错误流设置一个回调函数。" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:209 -#, fuzzy msgid "" "When handling the engine output keep in mind, that it may not be desirable " "to print it out in the finished product." -msgstr "" -"当处理引擎输出时,请记住,在生产环境中打印出来可能并不可取,如果要控制当前执行是" -"否真的是调试构建,可以使用 ``$GODOT_DEBUG_ENABLED`` 占位符." +msgstr "在处理引擎输出时,请记住,在成品中打印出来可能是不可取的。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index a6021b47b3..eee2c7eab9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "JavaScript environment, that allows fine control over the engine's start-up " "process." msgstr "" -"为web导出的项目向JavaScript环境暴露了 :js:class:`Engine` 类,从而可以更好地控" +"为web导出的项目向JavaScript环境暴露了 :js:class:`Engine` 类, 从而可以更好地控" "制引擎的启动过程." #: ../../docs/tutorials/platform/html5_shell_classref.rst:9 @@ -36,7 +36,7 @@ msgid "" "of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/" "Using_promises>`__." msgstr "" -"这个API是以异步的方式建立的,需要对 `Promises <https://developer.mozilla.org/" +"这个API是以异步的方式建立的, 需要对 `Promises <https://developer.mozilla.org/" "en-US/docs/Web/JavaScript/Guide/Using_promises>`__ 的基本理解." #: ../../docs/tutorials/platform/html5_shell_classref.rst:13 @@ -50,9 +50,9 @@ msgid "" "the exported HTML page. To understand practical use of the ``Engine`` class, " "see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`." msgstr "" -"``Engine`` 类提供了在Web上加载和启动导出项目的方法.对于默认的导出设置,这已经" -"是导出的HTML页面的一部分.要了解 ``Engine`` 类的实际使用,请参见 :ref:`自定义" -"Web导出的HTML页面<doc_customizing_html5_shell>` ." +"``Engine`` 类提供了在Web上加载和启动导出项目的方法. 对于默认的导出设置, 这已" +"经是导出的HTML页面的一部分. 要了解 ``Engine`` 类的实际使用, 请参见 :ref:`自定" +"义Web导出的HTML 页面 <doc_customizing_html5_shell>` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:20 msgid "Static Methods" @@ -108,7 +108,7 @@ msgstr "实例方法" msgid "" ":js:attr:`init <Engine.prototype.init>` **(** *[ string basePath ]* **)**" msgstr "" -":js:attr: `init <Engine.prototype.init>` **(** *[ string basePath ]**) **" +":js:attr: `init <Engine.prototype.init>` **(** *[ string basePath ] **) **" #: ../../docs/tutorials/platform/html5_shell_classref.rst:36 msgid "" @@ -116,7 +116,7 @@ msgid "" "ArrayBuffer file *[, string path ]* **)**" msgstr "" ":js:attr: `preloadFile <Engine.prototype.preloadFile>` **(** string\\|" -"ArrayBuffer file *[, string path ]**) **" +"ArrayBuffer file *[, string path ] **) **" #: ../../docs/tutorials/platform/html5_shell_classref.rst:38 msgid "" @@ -189,7 +189,7 @@ msgstr "卸载引擎以释放内存." msgid "" "This method will be called automatically depending on the configuration. " "See :js:attr:`unloadAfterInit`." -msgstr "这个方法将被自动调用,取决于配置.参见 :js:attr: `unloadAfterInit` ." +msgstr "这个方法将被自动调用, 取决于配置. 参见 :js:attr: `unloadAfterInit` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:76 msgid "" @@ -214,20 +214,20 @@ msgid "" "Initialize the engine instance. Optionally, pass the base path to the engine " "to load it, if it hasn't been loaded yet. See :js:meth:`Engine.load`." msgstr "" -"初始化引擎实例.如果引擎还没有被加载,可以选择将基本路径传递给引擎来加载它.参" -"见 :js:meth:`Engine.load` ." +"初始化引擎实例. 如果引擎还没有被加载, 可以选择将基本路径传递给引擎来加载它. " +"参见 :js:meth:`Engine.load` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:96 msgid "A ``Promise`` that resolves once the engine is loaded and initialized." -msgstr "一旦引擎被加载和初始化,一个 ``Promise`` 就会被解析." +msgstr "一旦引擎被加载和初始化, 一个 ``Promise`` 就会被解析." #: ../../docs/tutorials/platform/html5_shell_classref.rst:103 msgid "" "Load a file so it is available in the instance's file system once it runs. " "Must be called **before** starting the instance." msgstr "" -"加载一个文件,这样一旦运行,它就可以在实例的文件系统中使用.必须在启动实例 **之" -"前** 调用." +"加载一个文件, 这样一旦运行, 它就可以在实例的文件系统中使用. 必须在启动实例 **" +"之前** 调用." #: ../../docs/tutorials/platform/html5_shell_classref.rst:106 msgid "" @@ -240,8 +240,8 @@ msgid "" "path. If an ``ArrayBuffer`` or a view on one, the buffer will used as the " "content of the file." msgstr "" -"要预装的文件,如果是一个 ``string`` ,文件将从该路径加载.如果是一个 " -"``ArrayBuffer`` 或一个视图,该缓冲区将被用作文件的内容." +"要预装的文件, 如果是一个 ``string`` , 文件将从该路径加载. 如果是一个 " +"``ArrayBuffer`` 或一个视图, 该缓冲区将被用作文件的内容." #: ../../docs/tutorials/platform/html5_shell_classref.rst:109 msgid "The file to preload." @@ -249,19 +249,19 @@ msgstr "预加载的文件." #: ../../docs/tutorials/platform/html5_shell_classref.rst:111 msgid "If a ``string`` the file will be loaded from that path." -msgstr "如果是 ``string`` ,文件将从该路径加载." +msgstr "如果是 ``string`` , 文件将从该路径加载." #: ../../docs/tutorials/platform/html5_shell_classref.rst:113 msgid "" "If an ``ArrayBuffer`` or a view on one, the buffer will used as the content " "of the file." -msgstr "如果是一个 ``ArrayBuffer`` 或一个视图,该缓冲区将被用作文件的内容." +msgstr "如果是一个 ``ArrayBuffer`` 或一个视图, 该缓冲区将被用作文件的内容." #: ../../docs/tutorials/platform/html5_shell_classref.rst:115 msgid "" "Path by which the file will be accessible. Required, if ``file`` is not a " "string." -msgstr "用于访问文件的路径.如果 ``file`` 不是一个字符串,则为必需的." +msgstr "用于访问文件的路径. 如果 ``file`` 不是一个字符串, 则为必需的." #: ../../docs/tutorials/platform/html5_shell_classref.rst:118 msgid "A Promise that resolves once the file is loaded." @@ -282,14 +282,14 @@ msgid "" "initialization, see :js:meth:`init <Engine.prototype.init>`. The engine must " "be loaded beforehand." msgstr "" -"如果实例没有被初始化,它将初始化它.对于手动初始化,请参阅 :js:meth:`init " -"<Engine.prototype.init>` .引擎必须事先加载." +"如果实例没有被初始化, 它将初始化它. 对于手动初始化, 请参阅 :js:meth:`init " +"<Engine.prototype.init>` . 引擎必须事先加载." #: ../../docs/tutorials/platform/html5_shell_classref.rst:131 msgid "" "Fails if a canvas cannot be found on the page, or not specified in the " "configuration." -msgstr "如果在页面上找不到画布,或者没有在配置中指定,则失败." +msgstr "如果在页面上找不到画布, 或者没有在配置中指定, 则失败." #: ../../docs/tutorials/platform/html5_shell_classref.rst:133 #: ../../docs/tutorials/platform/html5_shell_classref.rst:152 @@ -310,13 +310,13 @@ msgid "" "This will initialize the instance if it is not initialized. For manual " "initialization, see :js:meth:`init <Engine.prototype.init>`." msgstr "" -"如果实例没有被初始化,将初始化它.对于手动初始化,见 :js:meth:`init <Engine." +"如果实例没有被初始化, 将初始化它. 对于手动初始化, 见 :js:meth:`init <Engine." "prototype.init>` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:147 msgid "" "This will load the engine if it is not loaded, and preload the main pck." -msgstr "如果未加载引擎,则将加载引擎,并预加载主pck." +msgstr "如果未加载引擎, 则将加载引擎, 并预加载主pck." #: ../../docs/tutorials/platform/html5_shell_classref.rst:149 msgid "" @@ -336,7 +336,7 @@ msgid "" "Create a file at the specified ``path`` with the passed as ``buffer`` in the " "instance's file system." msgstr "" -"在指定的 ``path`` 上创建一个文件,在实例的文件系统中将通过该文件创建为 " +"在指定的 ``path`` 上创建一个文件, 在实例的文件系统中将通过该文件创建为 " "``buffer`` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:164 @@ -356,8 +356,8 @@ msgid "" "This is akin the user pressing the close button in the window manager, and " "will have no effect if the engine has crashed, or is stuck in a loop." msgstr "" -"这就类似用户在窗口管理器中按下关闭按钮,如果引擎已经崩溃,或者卡在循环中,就不会" -"有任何效果." +"这就类似用户在窗口管理器中按下关闭按钮, 如果引擎已经崩溃, 或者卡在循环中, 就" +"不会有任何效果." #: ../../docs/tutorials/platform/html5_shell_classref.rst:178 msgid "Engine configuration" @@ -368,8 +368,8 @@ msgid "" "An object used to configure the Engine instance based on godot export " "options, and to override those in custom HTML templates if needed." msgstr "" -"用于根据 Godot 导出选项配置引擎实例的对象,如果需要,可重写自定义 HTML 模板中的" -"对象." +"用于根据 Godot 导出选项配置引擎实例的对象, 如果需要, 可重写自定义 HTML 模板中" +"的对象." #: ../../docs/tutorials/platform/html5_shell_classref.rst:184 msgid "Properties" @@ -468,7 +468,7 @@ msgstr ":js:attr:`onPrintError`" msgid "" "The Engine configuration object. This is just a typedef, create it like a " "regular object, e.g.:" -msgstr "引擎配置对象.这只是一个类型,像创建一个普通对象一样创建它,例如:" +msgstr "引擎配置对象. 这只是一个类型, 像创建一个普通对象一样创建它, 例如:" #: ../../docs/tutorials/platform/html5_shell_classref.rst:218 msgid "``const MyConfig = { executable: 'godot', unloadAfterInit: false }``" @@ -482,7 +482,7 @@ msgstr "**属性说明**" msgid "" "Whether the unload the engine automatically after the instance is " "initialized." -msgstr "在实例被初始化后,是否自动卸载引擎." +msgstr "在实例被初始化后, 是否自动卸载引擎." #: ../../docs/tutorials/platform/html5_shell_classref.rst:0 msgid "value" @@ -500,7 +500,7 @@ msgstr "要使用的HTML DOM Canvas对象." msgid "" "By default, the first canvas element in the document will be used is none is " "specified." -msgstr "默认情况下,如果没有指定任何元素,将使用文档中的第一个画布元素." +msgstr "默认情况下, 如果没有指定任何元素, 将使用文档中的第一个画布元素." #: ../../docs/tutorials/platform/html5_shell_classref.rst:238 #: ../../docs/tutorials/platform/html5_shell_classref.rst:254 @@ -512,7 +512,7 @@ msgstr "``null``" msgid "" "The name of the WASM file without the extension. (Set by Godot Editor export " "process)." -msgstr "WASM文件的名称,不含扩展名.(由Godot Editor导出过程设置)." +msgstr "WASM文件的名称, 不含扩展名.(由Godot Editor导出过程设置)." #: ../../docs/tutorials/platform/html5_shell_classref.rst:246 msgid "``\"\"``" @@ -522,18 +522,18 @@ msgstr "``\"\"``" msgid "" "An alternative name for the game pck to load. The executable name is used " "otherwise." -msgstr "要加载的游戏pck的更换名称.否则使用可执行文件名." +msgstr "要加载的游戏pck的更换名称. 否则使用可执行文件名." #: ../../docs/tutorials/platform/html5_shell_classref.rst:258 msgid "Specify a language code to select the proper localization for the game." -msgstr "指定语言代码,为游戏选择合适的本地化." +msgstr "指定语言代码, 为游戏选择合适的本地化." #: ../../docs/tutorials/platform/html5_shell_classref.rst:260 msgid "" "The browser locale will be used if none is specified. See complete list of :" "ref:`supported locales <doc_locales>`." msgstr "" -"如果没有指定,将使用浏览器的语言环境.请参阅完整的 :ref:`supported locales " +"如果没有指定, 将使用浏览器的语言环境. 请参阅完整的 :ref:`supported locales " "<doc_locales>` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:269 @@ -547,15 +547,15 @@ msgid "" "``0`` means Godot won't do any resizing. This is useful if you want to " "control the canvas size from javascript code in your template." msgstr "" -"``0`` 意味着Godot不做任何大小调整.如果您想通过模板中的javascript代码来控制画" -"布的大小,这将很有用." +"``0`` 意味着Godot不做任何大小调整. 如果您想通过模板中的javascript代码来控制画" +"布的大小, 这将很有用." #: ../../docs/tutorials/platform/html5_shell_classref.rst:274 msgid "" "``1`` means Godot will resize the canvas on start, and when changing window " "size via engine functions." msgstr "" -"``1`` 意味着Godot在启动时,以及通过引擎功能改变窗口大小时,会调整画布的大小." +"``1`` 意味着Godot在启动时, 以及通过引擎功能改变窗口大小时, 会调整画布的大小." #: ../../docs/tutorials/platform/html5_shell_classref.rst:276 msgid "" @@ -573,14 +573,14 @@ msgstr "启动时作为命令行参数传递的参数." #: ../../docs/tutorials/platform/html5_shell_classref.rst:286 msgid "See :ref:`command line tutorial <doc_command_line_tutorial>`." -msgstr "参见 :ref:`命令行教程<doc_command_line_tutorial>` ." +msgstr "参见 :ref:`命令行教程 <doc_command_line_tutorial>` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:288 msgid "" "**Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add " "the ``--main-pack`` argument." msgstr "" -"**Note**: :js:meth:`startGame <Engine.prototype.startGame>` 将始终添加 ``--" +"**Note** : :js:meth:`startGame <Engine.prototype.startGame>` 将始终添加 ``--" "main-pack`` 参数." #: ../../docs/tutorials/platform/html5_shell_classref.rst:292 @@ -596,7 +596,7 @@ msgid "" "This is for example used in the Web Editor template to switch between " "project manager and editor, and for running the game." msgstr "" -"例如在Web Editor模板中使用,用于在项目管理器和编辑器之间切换,以及运行游戏." +"例如在Web Editor模板中使用, 用于在项目管理器和编辑器之间切换, 以及运行游戏." #: ../../docs/tutorials/platform/html5_shell_classref.rst:300 msgid "The path that Godot's wants executed." @@ -608,13 +608,13 @@ msgstr "要执行的 \"command\" 的参数." #: ../../docs/tutorials/platform/html5_shell_classref.rst:308 msgid "A callback function for being notified when the Godot instance quits." -msgstr "当Godot实例退出时,用于通知的回调函数." +msgstr "当Godot实例退出时, 用于通知的回调函数." #: ../../docs/tutorials/platform/html5_shell_classref.rst:310 msgid "" "**Note**: This function will not be called if the engine crashes or become " "unresponsive." -msgstr "**注意**: 如果引擎崩溃或无响应,该函数不会被调用." +msgstr "**注意** : 如果引擎崩溃或无响应, 该函数不会被调用." #: ../../docs/tutorials/platform/html5_shell_classref.rst:312 msgid "The status code returned by Godot on exit." @@ -622,21 +622,21 @@ msgstr "Godot退出时返回的状态码." #: ../../docs/tutorials/platform/html5_shell_classref.rst:317 msgid "A callback function for displaying download progress." -msgstr "回调函数,用于显示下载进度." +msgstr "回调函数, 用于显示下载进度." #: ../../docs/tutorials/platform/html5_shell_classref.rst:319 msgid "" "The function is called once per frame while downloading files, so the usage " "of ``requestAnimationFrame()`` is not necessary." msgstr "" -"该函数在下载文件时每帧被调用一次,所以没有必要使用 " +"该函数在下载文件时每帧被调用一次, 所以没有必要使用 " "``requestAnimationFrame()`` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:322 msgid "" "If the callback function receives a total amount of bytes as 0, this means " "that it is impossible to calculate. Possible reasons include:" -msgstr "如果回调函数接收到的字节总数为0,这意味着无法计算.可能的原因包括:" +msgstr "如果回调函数接收到的字节总数为0, 这意味着无法计算. 可能的原因包括:" #: ../../docs/tutorials/platform/html5_shell_classref.rst:325 msgid "Files are delivered with server-side chunked compression" @@ -654,7 +654,7 @@ msgstr "并非所有文件下载都已开始(通常在没有多线程的服务 #: ../../docs/tutorials/platform/html5_shell_classref.rst:329 msgid "The current amount of downloaded bytes so far." -msgstr "到目前为止,已下载的字节数." +msgstr "到目前为止, 已下载的字节数." #: ../../docs/tutorials/platform/html5_shell_classref.rst:332 msgid "The total amount of bytes to be downloaded." @@ -664,11 +664,11 @@ msgstr "要下载的总字节数." msgid "" "A callback function for handling the standard output stream. This method " "should usually only be used in debug pages." -msgstr "用于处理标准输出流的回调函数.这个方法通常应该只在调试页面使用." +msgstr "用于处理标准输出流的回调函数. 这个方法通常应该只在调试页面使用." #: ../../docs/tutorials/platform/html5_shell_classref.rst:339 msgid "By default, ``console.log()`` is used." -msgstr "默认情况下,使用的是\"console.log()\"." +msgstr "默认情况下, 使用的是 \"console.log()\"." #: ../../docs/tutorials/platform/html5_shell_classref.rst:341 msgid "A variadic number of arguments to be printed." @@ -678,11 +678,11 @@ msgstr "将要输出的可变数量的参数." msgid "" "A callback function for handling the standard error stream. This method " "should usually only be used in debug pages." -msgstr "用于处理标准错误流的回调函数.这个方法通常应该只在调试页面使用." +msgstr "用于处理标准错误流的回调函数. 这个方法通常应该只在调试页面使用." #: ../../docs/tutorials/platform/html5_shell_classref.rst:348 msgid "By default, ``console.error()`` is used." -msgstr "默认情况下,使用 ``console.error()`` ." +msgstr "默认情况下, 使用 ``console.error()`` ." #: ../../docs/tutorials/platform/html5_shell_classref.rst:350 msgid "A variadic number of arguments to be printed as errors." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po index 7dd5c28aaf..79700e7e38 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/index.po index 615e98a975..ac3cf7124c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 24d1b5fce0..f98caeba6a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,7 +26,7 @@ msgid "" "This page explains what iOS plugins can do for you, how to use an existing " "plugin, and the steps to code a new one." msgstr "" -"本页说明iOS插件可以为你做什么,如何使用现有的插件,以及编写一个新插件的步骤." +"本页说明iOS插件可以为你做什么, 如何使用现有的插件, 以及编写一个新插件的步骤." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:8 msgid "" @@ -34,7 +34,7 @@ msgid "" "features like In-App Purchases, GameCenter integration, ARKit support, and " "more." msgstr "" -"iOS插件允许你使用第三方库,并支持iOS特定功能,如应用内购买、GameCenter集成、" +"iOS插件允许你使用第三方库, 并支持iOS特定功能, 如应用内购买, GameCenter集成, " "ARKit支持等." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:11 @@ -47,9 +47,9 @@ msgid "" "can be either ``.a`` static library or ``.xcframework`` containing ``.a`` " "static libraries, and possibly other dependencies. To use it, you need to:" msgstr "" -"一个iOS插件需要一个 ``.gdip`` 配置文件,一个二进制文件,它可以是 ``.a`` 静态库," -"也可以是 ``.xcframework`` 包含 ``.a`` 静态库,可能还有其他依赖关系.要使用它,你" -"需要:" +"一个iOS插件需要一个 ``.gdip`` 配置文件, 一个二进制文件, 它可以是 ``.a`` 静态" +"库, 也可以是 ``.xcframework`` 包含 ``.a`` 静态库, 可能还有其他依赖关系. 要使" +"用它, 你需要:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:15 msgid "" @@ -57,8 +57,8 @@ msgid "" "directory. You can also group files in a sub-directory, like ``res://ios/" "plugins/my_plugin``." msgstr "" -"将插件的文件复制到Godot项目的 ``res://ios/plugins`` 目录中.你也可以将文件分组" -"在一个子目录中,比如 ``res://ios/plugins/my_plugin`` ." +"将插件的文件复制到Godot项目的 ``res://ios/plugins`` 目录中. 你也可以将文件分" +"组在一个子目录中, 比如 ``res://ios/plugins/my_plugin`` ." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:17 msgid "" @@ -73,14 +73,14 @@ msgid "" "You can find and activate detected plugins by going to Project -> Export... -" "> iOS and in the Options tab, scrolling to the Plugins section." msgstr "" -"你可以通过进入项目->导出...->iOS,在选项卡中,滚动到插件部分,找到并激活检测到的" -"插件." +"你可以通过进入项目->导出... ->iOS, 在选项卡中, 滚动到插件部分, 找到并激活检测" +"到的插件." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:23 msgid "" "When a plugin is active, you can access it in your using ``Engine." "get_singleton()``::" -msgstr "当插件处于活动状态时,您可以使用 ``Engine.get_singleton()`` 访问插件:" +msgstr "当插件处于活动状态时, 您可以使用 ``Engine.get_singleton()`` 访问插件:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:30 msgid "Creating an iOS plugin" @@ -91,8 +91,8 @@ msgid "" "At its core, a Godot iOS plugin is an iOS library (*.a* archive file or *." "xcframework* containing static libraries) with the following requirements:" msgstr "" -"Godot iOS插件的核心是一个iOS库( *.a* 档文件或 *.xcframework* 包含静态库),其要" -"求如下:" +"Godot iOS插件的核心是一个iOS库( *.a* 档文件或 *.xcframework* 包含静态库), 其" +"要求如下:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:34 msgid "The library must have a dependency on the Godot engine headers." @@ -107,8 +107,8 @@ msgid "" "An iOS plugin can have the same functionality as a Godot module but provides " "more flexibility and doesn't require to rebuild the engine." msgstr "" -"一个iOS插件可以拥有与Godot模块相同的功能,但提供了更多的灵活性,并且不需要重新" -"构建引擎." +"一个iOS插件可以拥有与Godot模块相同的功能, 但提供了更多的灵活性, 并且不需要重" +"新构建引擎." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:40 msgid "" @@ -116,7 +116,7 @@ msgid "" "`Xcode <https://developer.apple.com/develop/>`_ as your development " "environment." msgstr "" -"下面是开始开发插件的步骤.我们建议使用 `Xcode <https://developer.apple.com/" +"下面是开始开发插件的步骤. 我们建议使用 `Xcode <https://developer.apple.com/" "develop/>`_ 作为你的开发环境." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:42 @@ -131,8 +131,8 @@ msgid "" "godot_ios_plugin>`_ gives you all the boilerplate you need to get your iOS " "plugin started." msgstr "" -"`Godot iOS插件模板<https://github.com/naithar/godot_ios_plugin>`_ 为您提供了" -"启动iOS插件所需的所有样板." +"`Godot iOS 插件模板 <https://github.com/naithar/godot_ios_plugin>`_ 为您提供" +"了启动iOS插件所需的所有样板." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:47 msgid "To build an iOS plugin:" @@ -148,7 +148,7 @@ msgid "" "``HEADER_SEARCH_PATHS``. You can find the setting inside the ``Build " "Settings`` tab:" msgstr "" -"在 ``HEADER_SEARCH_PATHS`` 中添加Godot引擎头文件作为插件库的依赖.你可以在 " +"在 ``HEADER_SEARCH_PATHS`` 中添加Godot引擎头文件作为插件库的依赖. 你可以在 " "``Build Settings`` 选项卡中找到这个设置:" #: ../../docs/tutorials/platform/ios/ios_plugin.rst:53 @@ -165,8 +165,8 @@ msgid "" "`doc_compiling_for_ios`. You don't have to wait for compilation to complete " "to move forward as headers are generated before the engine starts to compile." msgstr "" -"运行SCons来生成头文件.通过阅读 :ref:`doc_compiling_for_ios` 来了解这个过程.不" -"需要等待编译完成就可以继续,因为在引擎开始编译之前就会生成头文件." +"运行SCons来生成头文件. 通过阅读 :ref:`doc_compiling_for_ios` 来了解这个过程. " +"不需要等待编译完成就可以继续, 因为在引擎开始编译之前就会生成头文件." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:57 msgid "" @@ -175,21 +175,20 @@ msgid "" msgstr "你应该为iOS插件和iOS导出模板使用相同的头文件." #: ../../docs/tutorials/platform/ios/ios_plugin.rst:59 +#, fuzzy msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -"在 ``Build Settings`` 选项卡中, ``OTHER_CFLAGS`` 中指定静态库的编译标志.最重" -"要的是 ``-fcxx-modules`` 、 ``-fmodules`` 和 ``-DDEBUG`` ,如果你需要调试支持." -"其他标志应该和你编译Godot时使用的一样.例如, ``-DPTRCALL_ENABLED -" +"在 ``Build Settings`` 选项卡中, ``OTHER_CFLAGS`` 中指定静态库的编译标志. 最重" +"要的是 ``-fcxx-modules`` , ``-fmodules`` 和 ``-DDEBUG`` , 如果你需要调试支" +"持. 其他标志应该和你编译Godot时使用的一样. 例如, ``-DPTRCALL_ENABLED -" "DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" "DTYPED_METHOD_BIND`` ." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -198,61 +197,60 @@ msgid "" "pattern: ``[PluginName].[TargetType].a``. You can also build the static " "library with your SCons configuration." msgstr "" -"为你的插件添加所需的逻辑,并建立你的库以生成一个 ``.a`` 文件.你可能需要同时建" -"立 ``debug`` 和 ``release`` 目标 ``.a`` 文件.根据你的需要,选择其中一个或两个." -"如果你同时需要调试和发布 ``.a`` 文件,它们的名字应该符合以下模式: " -"``[PluginName].[TargetType].a`` .你也可以用SCons配置来构建静态库." +"为你的插件添加所需的逻辑, 并建立你的库以生成一个 ``.a`` 文件. 你可能需要同时" +"建立 ``debug`` 和 ``release`` 目标 ``.a`` 文件. 根据你的需要, 选择其中一个或" +"两个. 如果你同时需要调试和发布 ``.a`` 文件, 它们的名字应该符合以下模式: " +"``[PluginName].[TargetType].a`` . 你也可以用SCons配置来构建静态库." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#, fuzzy msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -"iOS插件系统也支持``.xcframework``文件.你可以使用命令来生成它,例如:" +"iOS插件系统也支持 ``.xcframework`` 文件. 你可以使用命令来生成它, 例如:" "``xcodebuild -create-xcframework -library [DeviceLibrary].a -library " "[SimulatorLibrary].a -output [PluginName].xcframework``." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" -msgstr "创建一个Godot iOS插件配置文件,以帮助系统检测和加载你的插件:" +msgstr "创建一个Godot iOS插件配置文件, 以帮助系统检测和加载你的插件:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "配置文件的扩展名必须是 ``gdip`` (e.g.: ``MyPlugin.gdip`` )." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "配置文件格式如下:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" -msgstr "``config`` 部分和字段是必须的,定义如下:" +msgstr "``config`` 部分和字段是必须的, 定义如下:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "**名称(name)** :(插件的名称)" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." -msgstr "**binary**: 这应该是插件库( ``a`` 或 ``xcframework`` )文件的路径." +msgstr "**binary** : 这应该是插件库( ``a`` 或 ``xcframework`` )文件的路径." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -"文件路径可以是相对的(例如: ``MyPlugin.a`` , ``MyPlugin.xcframework`` ),在这种" -"情况下,它是相对于 ``gdip`` 文件所在的目录." +"文件路径可以是相对的(例如: ``MyPlugin.a`` , ``MyPlugin.xcframework`` ), 在这" +"种情况下, 它是相对于 ``gdip`` 文件所在的目录." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." @@ -260,57 +258,57 @@ msgstr "" "文件路径可以是绝对的: ``res://some_path/MyPlugin.a`` 或 ``res://some_path/" "MyPlugin.xcframework`` ." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -"如果你需要多目标库使用,文件名应该是 ``MyPlugin.a`` , ``.a`` 文件应该命名为 " +"如果你需要多目标库使用, 文件名应该是 ``MyPlugin.a`` , ``.a`` 文件应该命名为 " "``MyPlugin.release.a`` 和 ``MyPlugin.debug.a`` ." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " "should be named as ``MyPlugin.release.xcframework`` and ``MyPlugin.debug." "xcframework``." msgstr "" -"如果你使用多目标库 ``xcframework`` ,它们在配置中的文件名应该是 ``MyPlugin." -"xcframework``. ``.xcframework``文件应该被命名为 ``MyPlugin.release." +"如果你使用多目标库 ``xcframework`` , 它们在配置中的文件名应该是 ``MyPlugin." +"xcframework``. ``.xcframework`` 文件应该被命名为 ``MyPlugin.release." "xcframework`` 和 ``MyPlugin.debug.xcframework`` ." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" -msgstr "``dependencies`` 和 ``plist`` 部分是可选的,定义如下:" +msgstr "``dependencies`` 和 ``plist`` 部分是可选的, 定义如下:" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" -msgstr "**依赖**:" +msgstr "**依赖** :" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." -msgstr "**linked(链接)**: 包含iOS应用应该包含的iOS框架列表." +msgstr "**linked(链接)** : 包含iOS应用应该包含的iOS框架列表." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -"**embedded**: 嵌入包含一个iOS框架或库的列表,这些框架或库将被链接并嵌入到最终" -"的iOS应用程序中." +"**embedded** : 嵌入包含一个iOS框架或库的列表, 这些框架或库将被链接并嵌入到最" +"终的iOS应用程序中." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." -msgstr "**system** :包含插件所需的iOS系统框架的列表." +msgstr "**system** : 包含插件所需的iOS系统框架的列表." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -318,27 +316,29 @@ msgid "" "documentation/bundleresources/information_property_list/" "uirequireddevicecapabilities>`_." msgstr "" -"**capabilities(功能)**:包含插件所需的iOS功能列表,可用功能列表可以在 `Apple " -"UIRequiredDeviceCapabilities documentation page <https://developer.apple.com/" -"documentation/bundleresources/information_property_list/" +"**capabilities(功能)** : 包含插件所需的iOS功能列表, 可用功能列表可以在 " +"`Apple UIRequiredDeviceCapabilities documentation page <https://developer." +"apple.com/documentation/bundleresources/information_property_list/" "uirequireddevicecapabilities>`_ 找到." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." -msgstr "**files(文件)**:包含导出时应复制的文件列表.这对数据文件或图像很有用." +msgstr "" +"**files(文件)** : 包含导出时应复制的文件列表. 这对数据文件或图像很有用." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -"**linker_flags** :包含一个链接器标志的列表,在导出插件时添加到Xcode项目中." +"**linker_flags** : 包含一个链接器标志的列表, 在导出插件时添加到Xcode项目中." -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" msgstr "" -"**plist**:应该出现在``Info.plist``文件中的键和值,模式如下: ``键名=\"键值\"``" +"**plist** : 应该出现在 ``Info.plist`` 文件中的键和值, 模式如下: ``键名=\"键值" +"\"``" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 232bd3e8dd..d2cfc3d159 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "At the moment Godot provides StoreKit, GameCenter, iCloud services plugins. " "They are using same model of asynchronous calls explained below." msgstr "" -"目前,Godot提供了StoreKit、GameCenter、iCloud服务插件.它们使用相同的异步调用模" -"型,解释如下." +"目前,Godot提供了StoreKit, GameCenter, iCloud服务插件. 它们使用相同的异步调用" +"模型, 解释如下." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:9 msgid "ARKit and Camera access are also provided as plugins." @@ -43,8 +43,8 @@ msgid "" "exported and available by calling the `Engine.has_singleton()` function, " "which returns a registered singleton." msgstr "" -"要访问插件功能,首先需要通过调用 `Engine.has_singleton()` 函数来检查插件是否导" -"出并可用,该函数会返回一个注册的单例." +"要访问插件功能, 首先需要通过调用 `Engine.has_singleton()` 函数来检查插件是否" +"导出并可用, 该函数会返回一个注册的单例." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:18 msgid "Here's an example of how to do this in GDScript:" @@ -57,7 +57,7 @@ msgstr "异步方法" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:34 msgid "" "When requesting an asynchronous operation, the method will look like this:" -msgstr "请求异步操作时,方法如下所示:" +msgstr "请求异步操作时, 方法如下所示:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:41 msgid "" @@ -69,10 +69,10 @@ msgid "" "response event will be produced and added to the 'pending events' queue. " "Example:" msgstr "" -"参数通常是一个字典,包含发出请求所需的信息,并且调用将有两个阶段. 首先,该方法将" -"立即返回Error值. 如果错误不是``OK``,则调用操作完成,可能在本地引起错误(没有" -"Internet连接,API配置不正确等). 如果错误值为``OK``,则会生成响应事件并将其添加" -"到``挂起事件``队列中. 例:" +"参数通常是一个字典, 包含发出请求所需的信息, 并且调用将有两个阶段. 首先, 该方" +"法将立即返回Error值. 如果错误不是 ``OK``, 则调用操作完成, 可能在本地引起错误" +"(没有Internet连接,API配置不正确等). 如果错误值为 ``OK``, 则会生成响应事件并将" +"其添加到 ``挂起事件`` 队列中. 例:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:68 msgid "" @@ -82,9 +82,9 @@ msgid "" "waiting for a reply from the server. If any of the APIs don't behave this " "way it should be treated as a bug." msgstr "" -"请记住,当一个调用返回OK时,API将 *始终* 通过pending_event接口产生一个事件,即使" -"它是一个错误,或网络超时等.您应该能够,例如,安全地阻止等待的接口 来自服务器的回" -"复. 如果任何API不以这种方式运行,则应将其视为错误." +"请记住, 当一个调用返回OK时,API将 *始终* 通过pending_event接口产生一个事件, 即" +"使它是一个错误, 或网络超时等. 您应该能够, 例如, 安全地阻止等待的接口 来自服务" +"器的回复. 如果任何API不以这种方式运行, 则应将其视为错误." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:74 msgid "The pending event interface consists of two methods:" @@ -94,7 +94,7 @@ msgstr "挂起事件接口包含两个方法:" msgid "" "``get_pending_event_count()`` Returns the number of pending events on the " "queue." -msgstr "``get_pending_event_count()``返回队列中挂起事件的数量." +msgstr "``get_pending_event_count()`` 返回队列中挂起事件的数量." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:79 msgid "" @@ -111,14 +111,14 @@ msgid "" "Implemented in `Godot iOS InAppStore plugin <https://github.com/godotengine/" "godot-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm>`_." msgstr "" -"实现在 `Godot iOS InAppStore插件<https://github.com/godotengine/godot-ios-" +"实现在 `Godot iOS InAppStore 插件 <https://github.com/godotengine/godot-ios-" "plugins/blob/master/plugins/inappstore/in_app_store.mm>`_ ." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:87 msgid "" "The Store Kit API is accessible through the ``InAppStore`` singleton. It is " "initialized automatically." -msgstr "Store Kit API可通过 ``InAppStore`` 单例访问.它是自动初始化的." +msgstr "Store Kit API可通过 ``InAppStore`` 单例访问. 它是自动初始化的." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:90 msgid "``Error purchase(Variant p_params);``" @@ -157,7 +157,8 @@ msgid "" "Takes a Dictionary as a parameter, with one field, ``product_id``, a string " "with your product id. Example:" msgstr "" -"将Dictionary作为参数,使用一个字段 ``product_id`` ,一个包含产品ID的字符串. 例:" +"将Dictionary作为参数, 使用一个字段 ``product_id`` , 一个包含产品ID的字符串. " +"例:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:117 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:157 @@ -217,8 +218,8 @@ msgid "" "Takes a Dictionary as a parameter, with one field, ``product_ids``, a string " "array with a list of product ids. Example:" msgstr "" -"将Dictionary作为参数,使用一个字段 ``product_ids`` ,一个带有产品ID列表的字符串" -"数组. 例:" +"将Dictionary作为参数, 使用一个字段 ``product_ids`` , 一个带有产品ID列表的字符" +"串数组. 例:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:175 msgid "restore_purchases" @@ -244,14 +245,14 @@ msgid "" "Implemented in `Godot iOS GameCenter plugin <https://github.com/godotengine/" "godot-ios-plugins/blob/master/plugins/gamecenter/game_center.mm>`_." msgstr "" -"实现在 `Godot iOS GameCenter插件<https://github.com/godotengine/godot-ios-" +"实现在 `Godot iOS GameCenter 插件 <https://github.com/godotengine/godot-ios-" "plugins/blob/master/plugins/gamecenter/game_center.mm>`_ ." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:198 msgid "" "The Game Center API is available through the ``GameCenter`` singleton. It " "has the following methods:" -msgstr "游戏中心的API是通过 ``GameCenter`` 单例来实现的.它有以下方法:" +msgstr "游戏中心的API是通过 ``GameCenter`` 单例来实现的. 它有以下方法:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:201 msgid "``Error authenticate();``" @@ -312,15 +313,15 @@ msgstr "将分数发布到游戏中心排行榜." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:252 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:441 msgid "Takes a Dictionary as a parameter, with two fields:" -msgstr "将Dictionary作为参数,包含两个字段:" +msgstr "将Dictionary作为参数, 包含两个字段:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:254 msgid "``score`` a float number" -msgstr "``得分``浮点数" +msgstr "``得分`` 浮点数" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:255 msgid "``category`` a string with the category name" -msgstr "``category``一个带有类别名称的字符串" +msgstr "``category`` 一个带有类别名称的字符串" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:257 #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:304 @@ -337,7 +338,7 @@ msgstr "修改游戏中心成就的进度." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:296 msgid "Takes a Dictionary as a parameter, with 3 fields:" -msgstr "将Dictionary作为参数,包含3个字段:" +msgstr "将Dictionary作为参数, 包含3个字段:" #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:298 msgid "``name`` (string) the achievement name" @@ -383,7 +384,7 @@ msgstr "request_achievement_descriptions" msgid "" "Request the descriptions of all existing Game Center achievements regardless " "of progress. The function takes no parameters." -msgstr "无论进度如何,都要求描述所有现有的Game Center成就. 该函数不带参数." +msgstr "无论进度如何, 都要求描述所有现有的Game Center成就. 该函数不带参数." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:433 msgid "show_game_center" @@ -393,7 +394,7 @@ msgstr "show_game_center" msgid "" "Displays the built in Game Center overlay showing leaderboards, " "achievements, and challenges." -msgstr "显示内置的游戏中心叠加层,显示排行榜,成就和挑战." +msgstr "显示内置的游戏中心叠加层, 显示排行榜, 成就和挑战." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:443 msgid "" @@ -401,8 +402,8 @@ msgid "" "\"default\", \"leaderboards\", \"achievements\", or \"challenges\". Defaults " "to \"default\"." msgstr "" -"``view``(string)(可选)要呈现的视图的名称. 接受``默认``,``排行榜``,``成就``或" -"``挑战``. 默认为``默认``." +"``view``(string)(可选)要呈现的视图的名称. 接受 ``默认``, ``排行榜``, ``成就" +"`` 或 ``挑战``. 默认为 ``默认``." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:446 msgid "" @@ -411,9 +412,9 @@ msgid "" "configured to show leaderboards). If not specified, Game Center will display " "the aggregate leaderboard." msgstr "" -"``leaderboard_name``(字符串)(可选)要显示的排行榜的名称. 仅在``视图``为``排行" -"榜``(或``默认``配置为显示排行榜)时使用. 如果未指定,Game Center将显示聚合排行" -"榜." +"``leaderboard_name`` (字符串)(可选)要显示的排行榜的名称. 仅在 ``视图`` 为 ``" +"排行榜`` (或 ``默认`` 配置为显示排行榜)时使用. 如果未指定,Game Center将显示聚" +"合排行榜." #: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:451 msgid "Examples:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/platform_html5.po index 2aef03dd2b..3162dedd44 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index dd223ac24a..d7e4ff42a9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,8 +39,8 @@ msgid "" "Mobile gaming monetization is one such example since it requires features " "and capabilities that don't belong to the core feature set of a game engine:" msgstr "" -"移动游戏货币化就是这样一个例子,因为它所需要的功能和能力并不属于游戏引擎的核心" -"功能集:" +"移动游戏货币化就是这样一个例子, 因为它所需要的功能和能力并不属于游戏引擎的核" +"心功能集:" #: ../../docs/tutorials/plugins/android/android_plugin.rst:15 msgid "Analytics" @@ -119,23 +119,23 @@ msgid "" "not version the Android plugin systems, the new one is now labelled ``v1`` " "and is the starting point for the modern Godot Android ecosystem." msgstr "" -"虽然在Godot 3.2中引入了Android插件系统,但从Godot 3.2.2开始,Android插件系统得" -"到了重大架构更新.新的插件系统与之前的插件系统是向后不兼容的,但在未来发布的" -"3.2.x分支中,这两个系统都会保留功能.由于我们之前没有对Android插件系统进行版本" -"更新,新的插件系统现在被标记为 ``v1`` ,是现代Godot Android生态系统的起点." +"虽然在Godot 3.2中引入了Android插件系统, 但从Godot 3.2.2开始,Android插件系统得" +"到了重大架构更新. 新的插件系统与之前的插件系统是向后不兼容的, 但在未来发布的" +"3.2.x分支中, 这两个系统都会保留功能. 由于我们之前没有对Android插件系统进行版" +"本更新, 新的插件系统现在被标记为 ``v1`` , 是现代Godot Android生态系统的起点." #: ../../docs/tutorials/plugins/android/android_plugin.rst:39 msgid "" "**Note:** In Godot 4.0, the previous system will be fully deprecated and " "removed." -msgstr "**注意:** 在Godot 4.0中,以前的系统将被完全废弃和删除." +msgstr "**注意:** 在Godot 4.0中, 以前的系统将被完全废弃和删除." #: ../../docs/tutorials/plugins/android/android_plugin.rst:41 msgid "" "As a prerequisite, make sure you understand how to set up a :ref:`custom " "build environment<doc_android_custom_build>` for Android." msgstr "" -"作为前提条件,请确保你了解如何为Android设置一个 :ref:`自定义构建环境" +"作为前提条件, 请确保你了解如何为Android设置一个 :ref:`自定义构建环境 " "<doc_android_custom_build>`." #: ../../docs/tutorials/plugins/android/android_plugin.rst:43 @@ -144,8 +144,8 @@ msgid "" "developer.android.com/studio/projects/android-library#aar-contents>`_ (*aar* " "archive file) with the following caveats:" msgstr "" -"odot Android插件的核心是一个 `Android归档库<https://developer.android.com/" -"studio/projects/android-library#aar-contents>`_ ( *aar* 归档文件),其注意事项" +"odot Android插件的核心是一个 `Android 归档库 <https://developer.android.com/" +"studio/projects/android-library#aar-contents>`_ ( *aar* 归档文件), 其注意事项" "如下:" #: ../../docs/tutorials/plugins/android/android_plugin.rst:46 @@ -154,98 +154,99 @@ msgid "" "<version>.<status>.aar``). A stable version is made available for each Godot " "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -"该库必须依赖Godot引擎库(``godot-lib.<version>.<status>.aar``).每一个Godot版本" -"都有一个稳定的版本,可以在 `Godot下载页面<https://godotengine.org/" +"该库必须依赖Godot引擎库(``godot-lib.<version>.<status>.aar``). 每一个Godot版" +"本都有一个稳定的版本, 可以在 `Godot 下载页面 <https://godotengine.org/" "download>`_ ." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "库必须在其清单文件中包含一个专门配置的 ``<meta-data>`` 标签." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 msgid "Building an Android plugin" msgstr "创建Android插件" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" "**前提条件:** `Android Studio <https://developer.android.com/studio>`_ 强烈建" -"议作为创建Android插件的IDE使用.下面的说明假设你使用的是Android Studio." +"议作为创建Android插件的IDE使用. 下面的说明假设你使用的是Android Studio." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -"按照 `这些说明<https://developer.android.com/studio/projects/android-" +"按照 `这些说明 <https://developer.android.com/studio/projects/android-" "library>`__ 为你的插件创建一个Android库模块." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "将Godot引擎库作为依赖项添加到插件模块:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 +#, fuzzy msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -"从 `Godot下载页面<https://godotengine.org/download>`_ 下载Godot引擎库" +"从 `Godot 下载页面 <https://godotengine.org/download>`_ 下载Godot引擎库" "( ``godot-lib.<版本(version)>.<状态(status)>.arr`` )(例如: ``godot-lib.3.2.2." "stable.arr`` )." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -"按照 `这些说明<https://developer.android.com/studio/projects/android-" +"按照 `这些说明 <https://developer.android.com/studio/projects/android-" "library#AddDependency>`__ 来添加Godot引擎库作为你的插件的依赖." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -"在插件模块的 ``build.gradle`` 文件中,将Godot引擎库的依赖行 " +"在插件模块的 ``build.gradle`` 文件中, 将Godot引擎库的依赖行 " "``implementation`` 改为 ``compileOnly`` ." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 +#, fuzzy msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -"在插件模块中创建一个新的类,并确保它扩展为 ``org.godotengine.godot.plugin." -"GodotPlugin`` .在运行时,它将被用于实例化一个单例对象,该对象将被Godot引擎用于" -"加载、初始化和运行插件." +"从 `Godot 下载页面 <https://godotengine.org/download>`_ 下载Godot引擎库" +"( ``godot-lib.<版本(version)>.<状态(status)>.arr`` )(例如: ``godot-lib.3.2.2." +"stable.arr`` )." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "更新插件 ``AndroidManifest.xml`` 文件:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "打开插件 ``AndroidManifest.xml`` 文件." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." -msgstr "如果 ``<application></application>`` 不见了,请添加该标签." +msgstr "如果 ``<application></application>`` 不见了, 请添加该标签." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -"在 ``<application>`` 标签中,添加一个 ``<meta-data>`` 标签设置,如下所示:" +"在 ``<application>`` 标签中, 添加一个 ``<meta-data>`` 标签设置, 如下所示:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " @@ -254,7 +255,8 @@ msgstr "" "其中 ``PluginName`` 是插件的名称, ``plugin.init.ClassFullName`` 是插件加载类" "的全称(包+类名)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -262,11 +264,11 @@ msgid "" "need, pick only one version (usually the ``release`` one) which to provide " "your users with." msgstr "" -"为你的插件添加剩余的逻辑,并运行 ``gradlew build`` 命令来生成插件的 ``aar`` 文" -"件.构建过程中可能会同时生成 ``debug`` 和 ``release`` 的 ``aar`` 文件.根据你的" -"需要,只选择一个版本(通常是 ``release`` 的版本)提供给你的用户." +"为你的插件添加剩余的逻辑, 并运行 ``gradlew build`` 命令来生成插件的 ``aar`` " +"文件. 构建过程中可能会同时生成 ``debug`` 和 ``release`` 的 ``aar`` 文件. 根据" +"你的需要, 只选择一个版本(通常是 ``release`` 的版本)提供给你的用户." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " @@ -275,106 +277,133 @@ msgstr "" "建议 ``aar`` 文件名符合以下模式: ``[PluginName]*.aar`` 其中 ``PluginName`` 是" "PascalCase中的插件名称(例如: ``GodotPayment.release.aar`` )." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" -msgstr "创建一个Godot Android插件配置文件,帮助系统检测并加载你的插件:" +msgstr "创建一个Godot Android插件配置文件, 帮助系统检测并加载你的插件:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "这配置文件必须是 ``gdap`` (例如: ``MyPlugin.gdap``)." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "配置文件格式如下:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 -msgid "The ``config`` section and fields are required and defined as follow:" -msgstr "``config`` 部分和字段是必须的,定义如下:" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +#, fuzzy +msgid "[dependencies]" +msgstr "**依赖** :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 +msgid "The ``config`` section and fields are required and defined as follow:" +msgstr "``config`` 部分和字段是必须的, 定义如下:" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "**名称(name)** :(插件的名称)" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +#, fuzzy +msgid "**name**: name of the plugin." +msgstr "**名称(name)** :(插件的名称)" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#, fuzzy msgid "" "**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +"**binary** field." msgstr "" -"**二进制类型(binary_type)** : 可以是 ``local`` 或 ``remote`` .类型影响 **二进" -"制(binary)** 字段" +"**二进制类型(binary_type)** : 可以是 ``local`` 或 ``remote`` . 类型影响 **二" +"进制(binary)** 字段" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" -msgstr "**二进制(binary)**:" +msgstr "**二进制(binary)** :" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -"如果 **binary_type** 是 ``local`` ,那么这应该是插件 ``aar`` 文件的文件路径." +"如果 **binary_type** 是 ``local`` , 那么这应该是插件 ``aar`` 文件的文件路径." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -"文件路径可以是相对的(例如: ``MyPlugin.aar`` ),在这种情况下,它是相对于 " +"文件路径可以是相对的(例如: ``MyPlugin.aar`` ), 在这种情况下, 它是相对于 " "``res://android/plugins`` 目录的." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "它的文件路径可以是绝对路径:``res://some_path/MyPlugin.aar``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" "dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" "plugin:0.0.0``)." msgstr "" -"如果 **binary_type** 是 ``remote`` ,那么这应该是一个 `remote gradle二进制" +"如果 **binary_type** 是 ``remote`` , 那么这应该是一个 `remote gradle 二进制 " "<https://developer.android.com/studio/build/dependencies#dependency-types>`_ " "(例如:``org.godot.example:my-plugin:0.0.0`` )的声明." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" -msgstr "``dependencies`` 部分和字段是可选的,定义如下:" +msgstr "``dependencies`` 部分和字段是可选的, 定义如下:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " "``binary_type`` is ``local``), the local binaries' filepaths can be relative " "or absolute." msgstr "" -"**local**: 包含插件所依赖的本地 ``.ar`` 二进制文件的文件路径列表.与 " -"``binary`` 字段类似(当 ``binary_type`` 为 ``local`` 时),本地二进制文件的文件" +"**local** : 包含插件所依赖的本地 ``.ar`` 二进制文件的文件路径列表. 与 " +"``binary`` 字段类似(当 ``binary_type`` 为 ``local`` 时), 本地二进制文件的文件" "路径可以是相对的或绝对的." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 +#, fuzzy msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." -msgstr "**remote**: 包含插件的远程二进制gradle依赖列表." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." +msgstr "" +"如果 **binary_type** 是 ``remote`` , 那么这应该是一个 `remote gradle 二进制 " +"<https://developer.android.com/studio/build/dependencies#dependency-types>`_ " +"(例如:``org.godot.example:my-plugin:0.0.0`` )的声明." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -"**custom_maven_repos**: 包含一个URL列表,指定了插件的依赖关系所需的自定义maven" -"仓库" +"**custom_maven_repos** : 包含一个URL列表, 指定了插件的依赖关系所需的自定义" +"maven仓库" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 msgid "Loading and using an Android plugin" msgstr "加载和使用Android插件" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " @@ -384,40 +413,40 @@ msgstr "" "如: ``MyPlugin.aar`` )和对应的依赖移到Godot项目的 ``res://android/plugins`` " "目录下." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -"Godot编辑器会自动解析 ``res://android/plugins`` 目录下的所有 ``.gdap`` 文件," +"Godot编辑器会自动解析 ``res://android/plugins`` 目录下的所有 ``.gdap`` 文件, " "并在 **Plugins** 部分的Android导出预设窗口中显示检测到的可切换插件列表." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "从你的脚本中:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 msgid "Bundling GDNative resources" msgstr "捆绑GDNative资源" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " "resources can be bundled within the plugin ``aar`` file which simplifies the " "distribution and deployment process:" msgstr "" -"安卓插件可以定义并提供C/C++ GDNative资源,以提供和/或访问游戏逻辑的功能." -"GDNative资源可以被捆绑在插件的 ``aar`` 文件中,这简化了分发和部署过程:" +"安卓插件可以定义并提供C/C++ GDNative资源, 以提供和/或访问游戏逻辑的功能." +"GDNative资源可以被捆绑在插件的 ``aar`` 文件中, 这简化了分发和部署过程:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "定义的GDNative库的共享库( ``.so`` )将由 ``aar`` 构建系统自动捆绑." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -425,10 +454,10 @@ msgid "" "[PluginName]/``." msgstr "" "Godot ``*.gdnlib`` 和 ``*.gdns`` 资源文件必须在插件 ``assets`` 目录下手动定" -"义.这些资源相对于 ``assets`` 目录的推荐路径应该为 ``godot/plugin/v1/" +"义. 这些资源相对于 ``assets`` 目录的推荐路径应该为 ``godot/plugin/v1/" "[PluginName]/`` ." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -437,62 +466,59 @@ msgid "" "runtime, the plugin will provide these paths to Godot core which will use " "them to load and initialize the bundled GDNative libraries." msgstr "" -"对于GDNative库,插件单例对象必须覆盖 ``org.godotengine.godot.plugin." -"GodotPlugin::getPluginGDNativeLibrariesPaths()`` 方法,并返回捆绑的GDNative库" -"配置文件的路径( ``*.gdnlib`` ).这些路径必须是相对于 ``assets`` 目录的.在运行" -"时,插件将把这些路径提供给Godot核心,核心将使用它们来加载和初始化捆绑的GDNative" -"库." +"对于GDNative库, 插件单例对象必须覆盖 ``org.godotengine.godot.plugin." +"GodotPlugin::getPluginGDNativeLibrariesPaths()`` 方法, 并返回捆绑的GDNative库" +"配置文件的路径( ``*.gdnlib`` ). 这些路径必须是相对于 ``assets`` 目录的. 在运" +"行时, 插件将把这些路径提供给Godot核心, 核心将使用它们来加载和初始化捆绑的" +"GDNative库." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "参考方案" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 +#, fuzzy msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -"`Godot Oculus Mobile插件<https://github.com/GodotVR/godot_oculus_mobile>`_" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" -"`捆绑的gdnative资源<https://github.com/GodotVR/godot_oculus_mobile/tree/" +"`捆绑的gdnative 资源 <https://github.com/GodotVR/godot_oculus_mobile/tree/" "master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "" -"`Godot Google Play Billing插件<https://github.com/godotengine/godot-google-" +"`Godot Google Play Billing 插件 <https://github.com/godotengine/godot-google-" "play-billing>`_" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "故障排除" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "Godot在加载时崩溃" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" -msgstr "检查 ``adb logcat`` 是否存在可能的问题,然后:" +msgstr "检查 ``adb logcat`` 是否存在可能的问题, 然后:" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 +#, fuzzy msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -"检查插件暴露的方法是否使用了下列Java类型. ``void``、``boolean``、``int``、" -"``float``、``java.lang.String``、``org.godotengine.godot.Dictionary``、" -"``int[]``、``byte[]``、``float[]``、``java.lang.String[]``." +"检查插件暴露的方法是否使用了下列Java类型. ``void``, ``boolean``, ``int``, " +"``float``, ``java.lang.String``, ``org.godotengine.godot.Dictionary``, " +"``int[]``, ``byte[]``, ``float[]``, ``java.lang.String[]``." -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "暂时不支持更复杂的数据类型." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/index.po index e423c4f432..916ca6b6a6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index a9d0158a25..ec29be62d1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,7 +27,7 @@ msgid "" "doubt, refer to the :ref:`doc_making_plugins` page. This also assumes you " "are acquainted with Godot's import system." msgstr "" -"本教程假设您已经知道如何制作通用插件. 如有疑问,请参阅 :ref:" +"本教程假设您已经知道如何制作通用插件. 如有疑问, 请参阅 :ref:" "`doc_making_plugins` 页面. 这也假设您熟悉Godot的导入系统." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:11 @@ -42,9 +42,9 @@ msgid "" "common resources like PNG images, Collada and glTF models, Ogg Vorbis " "sounds, and many more." msgstr "" -"导入插件是一种特殊的编辑器工具,它允许Godot导入自定义资源,并将其作为一级资源对" -"待.编辑器本身捆绑了很多导入插件来处理常见的资源,如PNG图片、Collada和glTF模" -"型、Ogg Vorbis声音等等." +"导入插件是一种特殊的编辑器工具, 它允许Godot导入自定义资源, 并将其作为一级资源" +"对待. 编辑器本身捆绑了很多导入插件来处理常见的资源, 如PNG图片, Collada和glTF" +"模型, Ogg Vorbis声音等等." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:18 msgid "" @@ -55,9 +55,10 @@ msgid "" "the imported material. In this example it will contain the pure blue color " "(zero red, zero green, and full blue):" msgstr "" -"本教程将向您展示如何创建一个简单的导入插件,以将自定义文本文件作为材质资源加" -"载. 此文本文件将包含由逗号分隔的三个数值,它表示颜色的三个通道,并且生成的颜色" -"将用作导入材质的反射(主颜色).在此示例中,它将包含纯蓝色(红色0,绿色0和满蓝色):" +"本教程将向您展示如何创建一个简单的导入插件, 以将自定义文本文件作为材质资源加" +"载. 此文本文件将包含由逗号分隔的三个数值, 它表示颜色的三个通道, 并且生成的颜" +"色将用作导入材质的反射(主颜色). 在此示例中, 它将包含纯蓝色(红色0, 绿色0和满蓝" +"色):" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:30 msgid "Configuration" @@ -68,8 +69,8 @@ msgid "" "First we need a generic plugin that will handle the initialization and " "destruction of our import plugin. Let's add the ``plugin.cfg`` file first:" msgstr "" -"首先,我们需要一个通用插件来处理导入插件的初始化和销毁. 让我们先添加 ``plugin." -"cfg`` 文件:" +"首先, 我们需要一个通用插件来处理导入插件的初始化和销毁. 让我们先添加 " +"``plugin.cfg`` 文件:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:45 msgid "" @@ -88,12 +89,12 @@ msgid "" "plugin is deactivated to clean up the memory and let the editor know the " "import plugin isn't available anymore." msgstr "" -"当这个插件被激活时,它将创建一个新的导入插件实例(我们很快就会制作),并使用 :" -"ref:`add_import_plugin() <class_EditorPlugin_method_add_import_plugin>`方法将" -"其加入编辑器.我们在类成员 ``import_plugin'`` 中存储它的引用,这样我们就可以在" -"以后删除它时引用它. :ref:`remove_import_plugin() " -"<class_EditorPlugin_method_remove_import_plugin>` 方法在插件停用时被调用,以清" -"理内存并让编辑器知道导入插件不再可用." +"当这个插件被激活时, 它将创建一个新的导入插件实例(我们很快就会制作), 并使用 :" +"ref:`add_import_plugin() <class_EditorPlugin_method_add_import_plugin>` 方法" +"将其加入编辑器. 我们在类成员 ``import_plugin'`` 中存储它的引用, 这样我们就可" +"以在以后删除它时引用它. :ref:`remove_import_plugin() " +"<class_EditorPlugin_method_remove_import_plugin>` 方法在插件停用时被调用, 以" +"清理内存并让编辑器知道导入插件不再可用." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:76 msgid "" @@ -101,8 +102,8 @@ msgid "" "explicitly released from memory with the ``free()`` function. It will be " "released automatically by the engine when it goes out of scope." msgstr "" -"注意,导入插件是一个引用类型,所以它不需要明确地用 ``free()`` 函数从内存中释放." -"当它超出范围时,将被引擎自动释放." +"注意, 导入插件是一个引用类型, 所以它不需要明确地用 ``free()`` 函数从内存中释" +"放. 当它超出范围时, 将被引擎自动释放." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:81 msgid "The EditorImportPlugin class" @@ -114,12 +115,12 @@ msgid "" "<class_EditorImportPlugin>`. It is responsible for implementing the methods " "that are called by Godot when it needs to know how to deal with files." msgstr "" -"这个展示的主角是 :ref:`EditorImportPlugin类<class_EditorImportPlugin>`.它负责" -"实现Godot需要知道如何处理文件时调用的方法." +"这个展示的主角是 :ref:`EditorImportPlugin 类 <class_EditorImportPlugin>`. 它" +"负责实现Godot需要知道如何处理文件时调用的方法." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:88 msgid "Let's begin to code our plugin, one method at time:" -msgstr "让我们开始编写我们的插件,一个方法:" +msgstr "让我们开始编写我们的插件, 一个方法:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:100 msgid "" @@ -130,9 +131,9 @@ msgid "" "the editor will know which plugin to call." msgstr "" "第一个方法是 :ref:" -"`get_importer_name()<class_EditorImportPlugin_method_get_importer_name>`.这是" -"你的插件的唯一名称,Godot用它来知道在某个文件中使用了哪个导入.当文件需要重新导" -"入时,编辑器会知道该调用哪个插件." +"`get_importer_name()<class_EditorImportPlugin_method_get_importer_name>`. 这" +"是你的插件的唯一名称,Godot用它来知道在某个文件中使用了哪个导入. 当文件需要重" +"新导入时, 编辑器会知道该调用哪个插件." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:111 msgid "" @@ -142,7 +143,7 @@ msgid "" "will be shown to the user in the Import dock." msgstr "" ":ref:`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` " -"方法负责返回它导入的类型的名称,它将在导入停靠区显示给用户." +"方法负责返回它导入的类型的名称, 它将在导入停靠区显示给用户." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:115 msgid "" @@ -150,8 +151,8 @@ msgid "" "\"Import as Silly Material\"*. You can name it whatever you want but we " "recommend a descriptive name for your plugin." msgstr "" -"你应该选择这个名字作为 \"Import as\" 的延续,例如*\"Import as Silly Material" -"\"*.你可以随心所欲地命名,但我们建议为你的插件起一个描述性的名字." +"你应该选择这个名字作为 \"Import as\" 的延续, 例如*\"Import as Silly Material" +"\"*. 你可以随心所欲地命名, 但我们建议为你的插件起一个描述性的名字." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:124 msgid "" @@ -161,10 +162,10 @@ msgid "" "plugin can understand. If an extension is recognized by more than one " "plugin, the user can select which one to use when importing the files." msgstr "" -"Godot的导入系统通过扩展名检测文件类型.在 :ref:" -"`get_recognized_extensions()<class_EditorImportPlugin_method_get_recognized_extensions>`" -"方法中,返回一个字符串数组,代表这个插件能理解的每个扩展名.如果一个扩展名被一个" -"以上的插件识别,用户可以在导入文件时选择使用哪一个." +"Godot的导入系统通过扩展名检测文件类型. 在 :ref:" +"`get_recognized_extensions()<class_EditorImportPlugin_method_get_recognized_extensions>` " +"方法中, 返回一个字符串数组, 代表这个插件能理解的每个扩展名. 如果一个扩展名被" +"一个以上的插件识别, 用户可以在导入文件时选择使用哪一个." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:130 msgid "" @@ -173,9 +174,9 @@ msgid "" "and should not be imported. You have to be careful when importing to " "validate the data. Never expect the file to be well-formed." msgstr "" -"许多插件可能会使用像 ``.json`` 和 ``.txt`` 这样的常见扩展. 此外,项目中可能存" -"在仅作为游戏数据的文件,不应导入. 导入时必须小心以验证数据. 永远不要指望文件格" -"式正确." +"许多插件可能会使用像 ``.json`` 和 ``.txt`` 这样的常见扩展. 此外, 项目中可能存" +"在仅作为游戏数据的文件, 不应导入. 导入时必须小心以验证数据. 永远不要指望文件" +"格式正确." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:140 msgid "" @@ -185,9 +186,9 @@ msgid "" "valid extensions for the same resource), you need to declare what will be " "used in the import." msgstr "" -"导入的文件被保存在项目根部的 ``.import`` 文件夹中.它们的扩展名应与你要导入的" -"资源类型相匹配,但由于Godot不能告诉你将使用什么(因为同一资源可能有多个有效的扩" -"展名),你需要声明将在导入时使用的内容." +"导入的文件被保存在项目根部的 ``.import`` 文件夹中. 它们的扩展名应与你要导入的" +"资源类型相匹配, 但由于Godot不能告诉你将使用什么(因为同一资源可能有多个有效的" +"扩展名), 你需要声明将在导入时使用的内容." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:146 msgid "" @@ -196,9 +197,9 @@ msgid "" "resources can use the ``res`` extension. However, this is not enforced in " "any way by the engine." msgstr "" -"由于我们正在导入材质,因此我们将对此类资源类型使用特殊扩展. 如果要导入场景,可" -"以使用 ``scn`` . 通用资源可以使用 ``res`` 扩展名. 但是,引擎不会以任何方式强制" -"执行此操作." +"由于我们正在导入材质, 因此我们将对此类资源类型使用特殊扩展. 如果要导入场景, " +"可以使用 ``scn`` . 通用资源可以使用 ``res`` 扩展名. 但是, 引擎不会以任何方式" +"强制执行此操作." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:156 msgid "" @@ -206,14 +207,14 @@ msgid "" "property slot it belongs to. This allows drag and drop from the FileSystem " "dock to a property in the Inspector." msgstr "" -"导入的资源具有特定类型,因此编辑器可以知道它属于哪个属性槽. 这允许从FileSystem" -"停靠点拖放到Inspector中的属性." +"导入的资源具有特定类型, 因此编辑器可以知道它属于哪个属性槽. 这允许从" +"FileSystem停靠点拖放到Inspector中的属性." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:160 msgid "" "In our case it's a :ref:`class_SpatialMaterial`, which can be applied to 3D " "objects." -msgstr "在我们的示例中,它是 :ref:`class_SpatialMaterial`,可以应用于3D对象." +msgstr "在我们的示例中, 它是 :ref:`class_SpatialMaterial`, 可以应用于3D对象." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:163 msgid "" @@ -221,8 +222,8 @@ msgid "" "create multiple import plugins. You can abstract the import code on another " "file to avoid duplication in this regard." msgstr "" -"如果需要从同一扩展中导入不同类型,则必须创建多个导入插件. 您可以在另一个文件上" -"抽象导入代码,以避免在这方面出现重复." +"如果需要从同一扩展中导入不同类型, 则必须创建多个导入插件. 您可以在另一个文件" +"上抽象导入代码, 以避免在这方面出现重复." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:168 msgid "Options and presets" @@ -235,23 +236,23 @@ msgid "" "can also create different presets to make it easier for the user. The " "following image shows how the options will appear in the editor:" msgstr "" -"您的插件可以提供不同的选项,以允许用户控制资源的导入方式. 如果一组选定的选项很" -"常见,您还可以创建不同的预设以使用户更容易. 下图显示了选项在编辑器中的显示方" -"式:" +"您的插件可以提供不同的选项, 以允许用户控制资源的导入方式. 如果一组选定的选项" +"很常见, 您还可以创建不同的预设以使用户更容易. 下图显示了选项在编辑器中的显示" +"方式:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:177 msgid "" "Since there might be many presets and they are identified with a number, " "it's a good practice to use an enum so you can refer to them using names." msgstr "" -"由于可能有许多预设并且它们用数字标识,因此使用枚举是一个很好的做法,因此您可以" -"使用名称来引用它们." +"由于可能有许多预设并且它们用数字标识, 因此使用枚举是一个很好的做法, 因此您可" +"以使用名称来引用它们." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:191 msgid "" "Now that the enum is defined, let's keep looking at the methods of an import " "plugin:" -msgstr "既然定义了枚举,让我们继续看一下导入插件的方法:" +msgstr "既然定义了枚举, 让我们继续看一下导入插件的方法:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:199 msgid "" @@ -261,9 +262,9 @@ msgid "" "but we can make this method future-proof by returning the size of our " "``Presets`` enumeration." msgstr "" -":ref:`get_preset_count() <class_EditorImportPlugin_method_get_preset_count>`" -"方法返回这个插件定义的预置数量.我们现在只有一个预设,但我们可以通过返回我们的 " -"``Presets`` 枚举的大小来使该方法适应未来的需求." +":ref:`get_preset_count() <class_EditorImportPlugin_method_get_preset_count>` " +"方法返回这个插件定义的预置数量. 我们现在只有一个预设, 但我们可以通过返回我们" +"的 ``Presets`` 枚举的大小来使该方法适应未来的需求." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:214 msgid "" @@ -273,8 +274,8 @@ msgid "" "short and clear names." msgstr "" "这里我们有 :ref:`get_preset_name() " -"<class_EditorImportPlugin_method_get_preset_name>` 方法,它给出预设的名字,因为" -"它们将被展示给用户,所以一定要使用简短而清晰的名字." +"<class_EditorImportPlugin_method_get_preset_name>` 方法, 它给出预设的名字, 因" +"为它们将被展示给用户, 所以一定要使用简短而清晰的名字." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:219 msgid "" @@ -283,17 +284,17 @@ msgid "" "pattern to return something too. Although Godot won't ask for presets beyond " "the preset count you defined, it's always better to be on the safe side." msgstr "" -"我们可以在这里使用 ``match`` 语句来使代码更加结构化. 这样,将来很容易添加新的" +"我们可以在这里使用 ``match`` 语句来使代码更加结构化. 这样, 将来很容易添加新的" "预设. 我们使用catch all模式来返回一些东西. 虽然Godot不会要求超出您定义的预设" -"计数的预设,但最好是安全起见." +"计数的预设, 但最好是安全起见." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:224 msgid "" "If you have only one preset you could simply return its name directly, but " "if you do this you have to be careful when you add more presets." msgstr "" -"如果您只有一个预设,则可以直接返回其名称,但如果您这样做,则在添加更多预设时必须" -"小心." +"如果您只有一个预设, 则可以直接返回其名称, 但如果您这样做, 则在添加更多预设时" +"必须小心." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:239 msgid "" @@ -304,8 +305,8 @@ msgid "" "following table shows the possible keys:" msgstr "" "这是定义可用选项的方法. :ref:`get_import_options() " -"<class_EditorImportPlugin_method_get_import_options>` 返回一个字典数组,每个字" -"典包含一些可被检查的键,以便在其显示给用户时定制选项.下表显示了可能的键:" +"<class_EditorImportPlugin_method_get_import_options>` 返回一个字典数组, 每个" +"字典包含一些可被检查的键, 以便在其显示给用户时定制选项. 下表显示了可能的键:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:246 msgid "Key" @@ -332,7 +333,7 @@ msgstr "字符串" msgid "" "The name of the option. When showed, underscores become spaces and first " "letters are capitalized." -msgstr "选项的名称. 显示时,下划线变为空格,首字母大写." +msgstr "选项的名称. 显示时, 下划线变为空格, 首字母大写." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:250 msgid "``default_value``" @@ -360,7 +361,8 @@ msgid "" "One of the :ref:`PropertyHint <enum_@GlobalScope_PropertyHint>` values to " "use as hint." msgstr "" -":ref:`PropertyHint <enum_@GlobalScope_PropertyHint>` 中的一个值,作为提示使用." +":ref:`PropertyHint <enum_@GlobalScope_PropertyHint>` 中的一个值, 作为提示使" +"用." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:254 msgid "``hint_string``" @@ -388,7 +390,7 @@ msgstr "" msgid "" "The ``name`` and ``default_value`` keys are **mandatory**, the rest are " "optional." -msgstr "``name``和``default_value``键是 **强制** ,其余是可选的." +msgstr "``name`` 和 ``default_value`` 键是 **强制** , 其余是可选的." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:261 msgid "" @@ -398,9 +400,9 @@ msgid "" "have lots of options and the presets only change the value you may want to " "create the array of options first and then change it based on the preset." msgstr "" -"请注意, ``get_import_options`` 方法接收预设编号,因此您可以为每个不同的预设(尤" -"其是默认值)配置选项. 在这个示例中,我们使用 ``match`` 语句,但是如果您有很多选" -"项并且预设只改变了您可能想要首先创建选项数组的值,然后根据预设更改它." +"请注意, ``get_import_options`` 方法接收预设编号, 因此您可以为每个不同的预设" +"(尤其是默认值)配置选项. 在这个示例中, 我们使用 ``match`` 语句, 但是如果您有很" +"多选项并且预设只改变了您可能想要首先创建选项数组的值, 然后根据预设更改它." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:267 msgid "" @@ -408,9 +410,9 @@ msgid "" "(by making ``get_preset_count`` return zero). You have to return an array " "even it's empty, otherwise you can get errors." msgstr "" -"即使您没有定义预设(通过使 ``get_preset_count`` 返回零),也会调用 " -"``get_import_options`` 方法. 您必须返回一个数组,即使它是空的,否则您可能会得到" -"错误." +"即使您没有定义预设(通过使 ``get_preset_count`` 返回零), 也会调用 " +"``get_import_options`` 方法. 您必须返回一个数组, 即使它是空的, 否则您可能会得" +"到错误." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:277 msgid "" @@ -420,16 +422,16 @@ msgid "" "are visible all the time." msgstr "" "对于 :ref:`get_option_visibility() " -"<class_EditorImportPlugin_method_get_option_visibility>` 方法,我们只需返回 " -"``true`` ,因为我们所有的选项(即我们定义的单个选项)始终是可见的." +"<class_EditorImportPlugin_method_get_option_visibility>` 方法, 我们只需返回 " +"``true`` , 因为我们所有的选项(即我们定义的单个选项)始终是可见的." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:282 msgid "" "If you need to make certain option visible only if another is set with a " "certain value, you can add the logic in this method." msgstr "" -"如果只有在使用某个值设置了另一个选项时才需要使某个选项可见,则可以在此方法中添" -"加逻辑." +"如果只有在使用某个值设置了另一个选项时才需要使某个选项可见, 则可以在此方法中" +"添加逻辑." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:286 msgid "The ``import`` method" @@ -443,8 +445,8 @@ msgid "" "long, so let's split in a few parts:" msgstr "" "负责将文件转换为资源的重要部分由 :ref:`import() " -"<class_EditorImportPlugin_method_import>` 方法涵盖.我们的示例代码有点长,所以" -"让我们分成几个部分:" +"<class_EditorImportPlugin_method_import>` 方法涵盖. 我们的示例代码有点长, 所" +"以让我们分成几个部分:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:304 msgid "" @@ -452,14 +454,14 @@ msgid "" "the :ref:`File <class_File>` class to do that, passing the ``source_file`` " "parameter which is provided by the editor." msgstr "" -"我们导入方法的第一部分是打开并读取源文件.使用 :ref:`File <class_File>`类来做" -"到这一点,传递 ``source_file`` 参数,该参数由编辑器提供." +"我们导入方法的第一部分是打开并读取源文件. 使用 :ref:`File <class_File>` 类来" +"做到这一点, 传递 ``source_file`` 参数, 该参数由编辑器提供." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:308 msgid "" "If there's an error when opening the file, we return it to let the editor " "know that the import wasn't successful." -msgstr "如果打开文件时出错,我们将其返回以让编辑器知道导入不成功." +msgstr "如果打开文件时出错, 我们将其返回以让编辑器知道导入不成功." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:323 msgid "" @@ -467,8 +469,8 @@ msgid "" "that are separated by a comma. If there are more or less than the three " "values, it considers the file invalid and reports an error." msgstr "" -"此代码获取之前读取的文件行,并将其拆分为以逗号分隔的片段. 如果有多于或少于三个" -"值,则认为该文件无效并报告错误." +"此代码获取之前读取的文件行, 并将其拆分为以逗号分隔的片段. 如果有多于或少于三" +"个值, 则认为该文件无效并报告错误." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:327 msgid "" @@ -476,8 +478,8 @@ msgid "" "values according to the input file. If the ``use_red_anyway`` option is " "enabled, then it sets the color as a pure red instead." msgstr "" -"然后它创建一个新的 :ref:`Color <class_Color>` 变量,并根据输入文件设置其值.如" -"果启用了 ``use_red_anyway`` 选项,那么它将颜色设置为纯红色." +"然后它创建一个新的 :ref:`Color <class_Color>` 变量, 并根据输入文件设置其值. " +"如果启用了 ``use_red_anyway`` 选项, 那么它将颜色设置为纯红色." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:336 msgid "" @@ -485,8 +487,8 @@ msgid "" "the imported resource. We create a new instance of it and then set its " "albedo color as the value we got before." msgstr "" -"这一部分制作了一个新的 :ref:`SpatialMaterial <class_SpatialMaterial>` ,这是导" -"入的资源.我们创建一个新的实例,然后将其反射颜色设置为我们之前得到的值." +"这一部分制作了一个新的 :ref:`SpatialMaterial <class_SpatialMaterial>` , 这是" +"导入的资源. 我们创建一个新的实例, 然后将其反射颜色设置为我们之前得到的值." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:344 msgid "" @@ -497,11 +499,11 @@ msgid "" "<doc_gdscript_printf>`. For this we call the ``get_save_extension`` method " "that we defined earlier, so we can be sure that they won't get out of sync." msgstr "" -"这是最后一个部分,也是相当重要的部分,因为在这里我们把制作好的资源保存到磁盘上." -"保存文件的路径由编辑器通过 ``save_path`` 参数生成并告知.注意,这个参数 **没有" -"** 扩展名,所以我们用 :ref:`string formatting <doc_gdscript_printf>` 添加它.为" -"此,我们调用前面定义的 ``get_save_extension`` 方法,这样我们就可以确保它们不会" -"丢失同步." +"这是最后一个部分, 也是相当重要的部分, 因为在这里我们把制作好的资源保存到磁盘" +"上. 保存文件的路径由编辑器通过 ``save_path`` 参数生成并告知. 注意, 这个参数 " +"**没有** 扩展名, 所以我们用 :ref:`string formatting <doc_gdscript_printf>` 添" +"加它. 为此, 我们调用前面定义的 ``get_save_extension`` 方法, 这样我们就可以确" +"保它们不会丢失同步." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:351 msgid "" @@ -510,7 +512,7 @@ msgid "" "step, the editor will know about it." msgstr "" "我们还返回 :ref:`ResourceSaver.save() <class_ResourceSaver_method_save>` 方法" -"的结果,所以如果这一步有错误,编辑器会知道." +"的结果, 所以如果这一步有错误, 编辑器会知道." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:356 msgid "Platform variants and generated files" @@ -525,8 +527,8 @@ msgid "" "information." msgstr "" "您可能已经注意到我们的插件忽略了 ``import`` 方法的两个参数. 那些是* return " -"arguments *(因此在它们名称的开头是 ``r`` ),这意味着编辑器会在调用您的import方" -"法之后读取它们. 它们都是可以填充信息的数组." +"arguments *(因此在它们名称的开头是 ``r`` ), 这意味着编辑器会在调用您的import" +"方法之后读取它们. 它们都是可以填充信息的数组." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:363 msgid "" @@ -536,9 +538,9 @@ msgid "" "<doc_feature_tags>`, so even the same platform can have multiple variants " "depending on the setup." msgstr "" -"``r_platform_variants`` 参数用于需要根据目标平台导入不同的资源.虽然被称为 *平" -"台* 变体,但它是基于 :ref:`feature tags <doc_feature_tags>` 的存在,所以即使是" -"同一个平台也可以有多个变体,这取决于设置." +"``r_platform_variants`` 参数用于需要根据目标平台导入不同的资源. 虽然被称为 *" +"平台* 变体, 但它是基于 :ref:`feature tags <doc_feature_tags>` 的存在, 所以即" +"使是同一个平台也可以有多个变体, 这取决于设置." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:368 msgid "" @@ -546,14 +548,14 @@ msgid "" "before the extension, and then push the tag to the ``r_platform_variants`` " "array so the editor can know that you did." msgstr "" -"要导入平台变体,需要在扩展名之前使用feature标记保存它,然后将标记推送到 " -"``r_platform_variants`` 数组,以便编辑可以知道您做了." +"要导入平台变体, 需要在扩展名之前使用feature标记保存它, 然后将标记推送到 " +"``r_platform_variants`` 数组, 以便编辑可以知道您做了." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:372 msgid "" "For example, let's say we save a different material for a mobile platform. " "We would need to do something like the following:" -msgstr "例如,假设我们为移动平台保存一个不同的材质.我们将需要做如下的事情:" +msgstr "例如, 假设我们为移动平台保存一个不同的材质. 我们将需要做如下的事情:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:380 msgid "" @@ -562,8 +564,8 @@ msgid "" "to understand the dependencies and make sure the extra file is not " "inadvertently deleted." msgstr "" -"``r_gen_files``参数用于在导入过程中生成并需要保留的额外文件. 编辑器将查看它以" -"了解依赖关系并确保不会无意中删除额外文件." +"``r_gen_files`` 参数用于在导入过程中生成并需要保留的额外文件. 编辑器将查看它" +"以了解依赖关系并确保不会无意中删除额外文件." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:385 msgid "" @@ -571,8 +573,8 @@ msgid "" "save. As an example, let's create another material for the next pass and " "save it in a different file:" msgstr "" -"这也是一个数组,应该填充您保存的文件的完整路径. 例如,让我们为下一个传递创建另" -"一个材质并将其保存在不同的文件中:" +"这也是一个数组, 应该填充您保存的文件的完整路径. 例如, 让我们为下一个传递创建" +"另一个材质并将其保存在不同的文件中:" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:401 msgid "Trying the plugin" @@ -585,9 +587,9 @@ msgid "" "in the introduction section) and save it as ``test.mtxt``. Then activate the " "plugin in the Project Settings." msgstr "" -"这是理论上的,但是现在导入插件已经完成了,让我们来测试一下. 确保您创建了示例文" -"件(包含介绍部分中描述的内容)并将其另存为 ``test.mtxt`` . 然后在\"项目设置\"中" -"激活插件." +"这是理论上的, 但是现在导入插件已经完成了, 让我们来测试一下. 确保您创建了示例" +"文件(包含介绍部分中描述的内容)并将其另存为 ``test.mtxt`` . 然后在 \"项目设置" +"\" 中激活插件." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:408 msgid "" @@ -596,8 +598,8 @@ msgid "" "dock. If you select it and focus the Import dock, you can see the only " "option to select there." msgstr "" -"如果一切顺利,导入插件将添加到编辑器中并扫描文件系统,使自定义资源显示在" -"FileSystem基座上. 如果选择它并聚焦导入面板,则可以看到选择该选项的唯一选项." +"如果一切顺利, 导入插件将添加到编辑器中并扫描文件系统, 使自定义资源显示在" +"FileSystem基座上. 如果选择它并聚焦导入面板, 则可以看到选择该选项的唯一选项." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:413 msgid "" @@ -606,9 +608,9 @@ msgid "" "the file from the FileSystem dock to the material property. The object will " "update in the viewport with the blue color of the imported material." msgstr "" -"在场景中创建一个MeshInstance节点,并为其Mesh属性设置一个新的SphereMesh. 在属性" -"面板中展开\"材质\"部分,然后将文件从\"文件系统\"面板拖动到材质属性. 对象将在视" -"区中使用导入材质的蓝色进行更新." +"在场景中创建一个MeshInstance节点, 并为其Mesh属性设置一个新的SphereMesh. 在属" +"性面板中展开 \"材质\" 部分, 然后将文件从 \"文件系统\" 面板拖动到材质属性. 对" +"象将在视区中使用导入材质的蓝色进行更新." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:420 msgid "" @@ -616,8 +618,8 @@ msgid "" "\"Reimport\". This will update the imported material and should " "automatically update the view showing the red color instead." msgstr "" -"转到导入面板,启用\"强制使用红色\"选项,然后单击\"重新导入\". 这将更新导入的材" -"质,并应该自动更新显示红色的视图." +"转到导入面板, 启用 \"强制使用红色\" 选项, 然后单击 \"重新导入\". 这将更新导入" +"的材质, 并应该自动更新显示红色的视图." #: ../../docs/tutorials/plugins/editor/import_plugins.rst:424 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po index 206371f0cb..c4409bb133 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 46093bc031..b85db2c48d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to " "write such plugins with the example of creating a custom value editor." msgstr "" -"检查器dock支持自定义插件来创建自己的编辑属性的小部件.本教程以创建自定义值编辑" -"器为例,解释了如何使用 :ref:`class_EditorInspectorPlugin`和 :ref:" -"`class_EditorProperty`类来编写此类插件." +"检查器dock支持自定义插件来创建自己的编辑属性的小部件. 本教程以创建自定义值编" +"辑器为例, 解释了如何使用 :ref:`class_EditorInspectorPlugin` 和 :ref:" +"`class_EditorProperty` 类来编写此类插件." #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:12 msgid "Setup" @@ -43,16 +43,16 @@ msgid "" "`class_EditorPlugin`. However, instead of using ``add_custom_node`` or " "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -"就像 :ref:`doc_making_plugins` 一样,我们先制作一个新的插件,得到一个 ``plugin." -"cfg`` 文件,然后从我们的 :ref:`class_EditorPlugin` 开始. 但是,我们不使用 " -"``add_custom_node`` 或 ``add_control_to_dock`` ,而是使用 " +"就像 :ref:`doc_making_plugins` 一样, 我们先制作一个新的插件, 得到一个 " +"``plugin.cfg`` 文件, 然后从我们的 :ref:`class_EditorPlugin` 开始. 但是, 我们" +"不使用 ``add_custom_node`` 或 ``add_control_to_dock`` , 而是使用 " "``add_inspector_plugin`` ." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 msgid "EditorInspectorPlugin" msgstr "EditorInspectorPlugin(编辑器属性面板插件)" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -62,33 +62,34 @@ msgid "" "enable ourselves for any :ref:`class_Object` that is currently in the " "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -"为了实际连接到检查器,我们创建一个 :ref:`class_EditorInspectorPlugin`类.这个脚" -"本为检查器提供了 \"钩子\".多亏了这个类,编辑器在为检查器构建UI的过程中,会调用" -"EditorInspectorPlugin中的函数.该脚本用于检查我们是否应该为当前在检查器中的任" -"何 :ref:`class_Object`(包括任何 :ref:`class_Resource`的嵌入!)启用自己." +"为了实际连接到检查器, 我们创建一个 :ref:`class_EditorInspectorPlugin` 类. 这" +"个脚本为检查器提供了 \"钩子\". 多亏了这个类, 编辑器在为检查器构建UI的过程中, " +"会调用EditorInspectorPlugin中的函数. 该脚本用于检查我们是否应该为当前在检查器" +"中的任何 :ref:`class_Object`(包括任何 :ref:`class_Resource` 的嵌入!)启用自" +"己." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " "the beginning and end of the inspector for that :ref:`class_Object`, or for " "overriding or changing existing property editors." msgstr "" -"一旦启用,EditorInspectorPlugin方法允许添加 :ref:`class_EditorProperty`节点或" -"只是自定义 :ref:`class_Control`节点到该 :ref:`class_Object`的检查器的开头和结" -"尾,或者覆盖或改变现有的属性编辑器." +"一旦启用,EditorInspectorPlugin方法允许添加 :ref:`class_EditorProperty` 节点或" +"只是自定义 :ref:`class_Control` 节点到该 :ref:`class_Object` 的检查器的开头和" +"结尾, 或者覆盖或改变现有的属性编辑器." -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 msgid "EditorProperty" msgstr "EditorProperty(编辑器属性)" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" "`class_Control` and we can add any kinds of additional nodes to make " "advanced widgets to embed in the inspector." msgstr "" -"接下来,我们定义实际的 :ref:`class_EditorProperty`自定义值编辑器,我们希望实例" -"化它来编辑整数.这是一个自定义的 :ref:`class_Control`,我们可以添加任何类型的附" -"加节点来制作高级部件以嵌入到检查器中." +"接下来, 我们定义实际的 :ref:`class_EditorProperty` 自定义值编辑器, 我们希望实" +"例化它来编辑整数. 这是一个自定义的 :ref:`class_Control`, 我们可以添加任何类型" +"的附加节点来制作高级部件以嵌入到检查器中." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 9e3a4a908b..002f8832aa 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgid "" "the community. Plugins can extend the editor's functionality with new nodes, " "additional docks, convenience features, and more." msgstr "" -"Godot提供了一个编辑器插件系统,其中包含了社区开发的众多插件.插件可以插件可以通" -"过新的节点、额外附加脚本、更多便捷的特性等来扩展编辑器的功能." +"Godot提供了一个编辑器插件系统, 其中包含了社区开发的众多插件. 插件可以插件可以" +"通过新的节点, 额外附加脚本, 更多便捷的特性等来扩展编辑器的功能." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:11 msgid "Finding plugins" @@ -41,9 +41,9 @@ msgid "" "it's more convenient to use it directly from the editor. To do so, click the " "**AssetLib** tab at the top of the editor:" msgstr "" -"寻找Godot插件的首选方法是使用 `Asset Library 素材库<https://godotengine.org/" -"asset-library/>`.虽然它可以在线浏览,但直接在编辑器中使用它更方便,点击编辑器顶" -"部的 **AssetLib** 选项卡:" +"寻找Godot插件的首选方法是使用 `Asset Library 素材库 <https://godotengine.org/" +"asset-library/>`. 虽然它可以在线浏览, 但直接在编辑器中使用它更方便, 点击编辑" +"器顶部的 **AssetLib** 选项卡:" #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:20 msgid "You can also find assets on code hosting websites such as GitHub." @@ -56,9 +56,9 @@ msgid "" "to be used in a running project. You don't need to enable such plugins to " "use them. Download them and extract the files in your project folder." msgstr "" -"有些资源库将自己描述为 \"插件\",但实际上可能不是*编辑器*插件.这对于那些打算在" -"运行中的项目中使用的脚本来说.你不需要启用这些插件来使用它们.下载它们并将文件" -"解压到你的项目文件夹中." +"有些资源库将自己描述为 \"插件\", 但实际上可能不是 *编辑器* 插件. 这对于那些打" +"算在运行中的项目中使用的脚本来说. 你不需要启用这些插件来使用它们. 下载它们并" +"将文件解压到你的项目文件夹中." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:29 msgid "" @@ -67,9 +67,9 @@ msgid "" "repository contains a ``plugin.cfg`` file in a folder placed in the ``addons/" "`` folder, then it is an editor plugin." msgstr "" -"区分编辑器插件和非编辑器插件的一种方法是查找``plugin.cfg``存放插件的存储库中" -"的文件.如果存储库包含``plugin.cfg``文件放在放置在``addons/``文件夹,那么它就是" -"一个编辑器插件." +"区分编辑器插件和非编辑器插件的一种方法是查找 ``plugin.cfg`` 存放插件的存储库" +"中的文件. 如果存储库包含 ``plugin.cfg`` 文件放在放置在 ``addons/`` 文件夹, 那" +"么它就是一个编辑器插件." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:35 msgid "Installing a plugin" @@ -81,8 +81,8 @@ msgid "" "this can be done using the **Download** button, either from the editor or " "using the Web interface." msgstr "" -"要安装插件,请将其下载为ZIP存档.在素材资源库中,可以使用 **Download** 下载按钮" -"(通过编辑器或使用Web界面)来完成此操作." +"要安装插件, 请将其下载为ZIP存档. 在素材资源库中, 可以使用 **Download** 下载按" +"钮(通过编辑器或使用Web界面)来完成此操作." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:41 msgid "" @@ -90,16 +90,16 @@ msgid "" "**Releases** tab to download a stable release. This ensures you download a " "version that was declared to be stable by its author." msgstr "" -"在 GitHub 上,如果插件已打 *tags* (或版本),请转到 **Releases** 选项卡下载稳定" -"的版本.确保你下载的是作者宣布的稳定版本." +"在 GitHub 上, 如果插件已打 *tags* (或版本), 请转到 **Releases** 选项卡下载稳" +"定的版本. 确保你下载的是作者宣布的稳定版本." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:45 msgid "" "On GitHub, if the plugin doesn't have any *tags* declared, use the " "**Download ZIP** button to download a ZIP of the latest revision:" msgstr "" -"在GitHub上,如果插件没有声明任何*tags*,请使用**Download ZIP**按钮下载最新版本" -"的ZIP:" +"在GitHub上, 如果插件没有声明任何 *tags*, 请使用 **Download ZIP** 按钮下载最新" +"版本的ZIP:" #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:50 msgid "" @@ -110,10 +110,10 @@ msgid "" "whether to write into the folder; answer **Yes**. No files will be " "overwritten in the process." msgstr "" -"解压ZIP压缩包,并将其包含的``addons/``文件夹移动到你的项目文件夹中.如果您的项" -"目已经包含了一个``addons/``文件夹,请将插件的``addons/``文件夹移到您的项目文件" -"夹中,将新的文件夹内容与现有的文件夹合并.你的文件管理器可能会问你是否要写入该" -"文件夹,回答**yes[是]**.在这个过程中,不会有任何文件被覆盖." +"解压ZIP压缩包, 并将其包含的 ``addons/`` 文件夹移动到你的项目文件夹中. 如果您" +"的项目已经包含了一个 ``addons/`` 文件夹, 请将插件的 ``addons/`` 文件夹移到您" +"的项目文件夹中, 将新的文件夹内容与现有的文件夹合并. 你的文件管理器可能会问你" +"是否要写入该文件夹, 回答 **yes[是]** . 在这个过程中, 不会有任何文件被覆盖." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:57 msgid "Enabling a plugin" @@ -127,10 +127,11 @@ msgid "" "gray **Inactive** text and choose **Active** to enable the plugin. The word " "**Active** will display in green to confirm the plugin was enabled." msgstr "" -"要启用新安装的插件,请打开编辑器顶部的**Project > Project Settings**[项目>项目" -"设置],然后进入**Plugins**[插件]标签.如果插件被正确安装,你应该在插件列表中看到" -"它.点击灰色的**Inactive**文字,选择**Active**来启用该插件.**Active**字样将显示" -"为绿色,以确认该插件已启用.注:按现在应该是点击enable打勾启用插件." +"要启用新安装的插件, 请打开编辑器顶部的 **Project > Project Settings** [项目>" +"项目设置], 然后进入 **Plugins** [插件]标签. 如果插件被正确安装, 你应该在插件" +"列表中看到它. 点击灰色的 **Inactive** 文字, 选择 **Active** 来启用该插件. " +"**Active** 字样将显示为绿色, 以确认该插件已启用. 注: 按现在应该是点击enable打" +"勾启用插件." #: ../../docs/tutorials/plugins/editor/installing_plugins.rst:68 msgid "" @@ -138,5 +139,5 @@ msgid "" "restart the editor. Likewise, disabling a plugin can be done without having " "to restart the editor." msgstr "" -"启用插件后,你可以立即使用它,不需要重新启动编辑器.同样,禁用一个插件也可以不用" -"重新启动编辑器." +"启用插件后, 你可以立即使用它, 不需要重新启动编辑器. 同样, 禁用一个插件也可以" +"不用重新启动编辑器." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 0213ea8e13..36f862abd6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,10 +33,10 @@ msgid "" "\"3D\", \"Script\", and \"AssetLib\" buttons. Such editor plugins are " "referred as \"Main screen plugins\"." msgstr "" -"正如在 :ref:`doc_making_plugins` 页面中所看到的,制作一个扩展编辑器的基本插件" -"是相当容易的.主屏幕插件允许你在编辑器的中心部分创建新的用户界面,它们出现在 " -"\"2D\"、\"3D\"、\"脚本 \"和 \"AssetLib \"按钮旁边.这种编辑器插件被称为 \"主场" -"景插件\"." +"正如在 :ref:`doc_making_plugins` 页面中所看到的, 制作一个扩展编辑器的基本插件" +"是相当容易的. 主屏幕插件允许你在编辑器的中心部分创建新的用户界面, 它们出现在 " +"\"2D\" , \"3D\" , \"脚本\" 和 \"AssetLib\" 按钮旁边. 这种编辑器插件被称为 " +"\"主场景插件\"." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:15 msgid "" @@ -44,8 +44,8 @@ msgid "" "For the sake of simplicity, our main screen plugin will contain a single " "button that prints text to the console." msgstr "" -"本教程将带领你创建一个基本的主场景插件.为了简单起见,主场景插件将包含一个打印" -"文本到控制台的单个按钮." +"本教程将带领你创建一个基本的主场景插件. 为了简单起见, 主场景插件将包含一个打" +"印文本到控制台的单个按钮." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:20 msgid "Initializing the plugin" @@ -57,8 +57,8 @@ msgid "" "put it in a folder called ``main_screen``, but you can use any name you'd " "like." msgstr "" -"首先从Plugins菜单中创建一个新插件.在本教程中,我们将把它放在一个名为 " -"``main_screen`` 的文件夹中,但你可以使用任何你喜欢的名字." +"首先从Plugins菜单中创建一个新插件. 在本教程中, 我们将把它放在一个名为 " +"``main_screen`` 的文件夹中, 但你可以使用任何你喜欢的名字." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:25 msgid "" @@ -66,8 +66,8 @@ msgid "" "methods, but for a main screen plugin we need to add a few extra methods. " "Add five extra methods such that the script looks like this:" msgstr "" -"插件脚本会自带 ``_enter_tree()`` 和 ``_exit_tree()`` 方法,但对于主场景插件来" -"说,我们需要添加一些额外的方法.增加五个额外的方法,脚本就像这样:" +"插件脚本会自带 ``_enter_tree()`` 和 ``_exit_tree()`` 方法, 但对于主场景插件来" +"说, 我们需要添加一些额外的方法. 增加五个额外的方法, 脚本就像这样:" #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:58 msgid "" @@ -77,9 +77,9 @@ msgid "" "a new center view to the editor. For now, we'll leave this script as-is and " "we'll come back to it later." msgstr "" -"这个脚本中重要的部分是 ``has_main_screen()`` 函数,这个函数是重载的,所以它返" -"回 ``true`` .这个函数会在插件激活时被编辑器自动调用,告诉它这个插件给编辑器增" -"加了一个新的中心视图.现在,我们暂且把这个脚本保持原样,以后再来讨论它." +"这个脚本中重要的部分是 ``has_main_screen()`` 函数, 这个函数是重载的, 所以它返" +"回 ``true`` . 这个函数会在插件激活时被编辑器自动调用, 告诉它这个插件给编辑器" +"增加了一个新的中心视图. 现在, 我们暂且把这个脚本保持原样, 以后再来讨论它." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:65 msgid "Main screen scene" @@ -93,10 +93,10 @@ msgid "" "Rect``. You also need to enable the ``Expand`` vertical size flag in the " "inspector. The panel now uses all the space available in the main viewport." msgstr "" -"创建一个新的场景,其根节点由``Control``派生而来(在本例插件中,我们将使根节点为" -"``CenterContainer``).选择这个根节点,在视窗中,点击```Layout```菜单,选择``Full " -"Rect``.你还需要在检查器中启用``Expand``垂直尺寸标志.面板现在使用主视窗中的所" -"有可用空间." +"创建一个新的场景, 其根节点由 ``Control`` 派生而来(在本例插件中, 我们将使根节" +"点为 ``CenterContainer``). 选择这个根节点, 在视窗中, 点击```Layout```菜单, 选" +"择``Full Rect``. 你还需要在检查器中启用 ``Expand`` 垂直尺寸标志. 面板现在使用" +"主视窗中的所有可用空间." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:74 msgid "" @@ -104,22 +104,22 @@ msgid "" "node, and set the text to \"Print Hello\" or similar. Add a script to the " "button like this:" msgstr "" -"接下来,让我们为我们的主屏幕插件示例添加一个按钮.添加一个``Button``节点,并将文" -"本设置为 \"Print Hello \"或类似的内容.给按钮添加一个脚本,像这样:" +"接下来, 让我们为我们的主屏幕插件示例添加一个按钮. 添加一个 ``Button`` 节点, " +"并将文本设置为 \"Print Hello \"或类似的内容. 给按钮添加一个脚本, 像这样:" #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:87 msgid "" "Then connect the \"pressed\" signal to itself. If you need help with " "signals, see the :ref:`doc_signals` article." msgstr "" -"然后将 \"按下 \"信号连接到自身.如果你需要信号方面的帮助,请参考 :ref:" -"`doc_signals`一文." +"然后将 \"按下\" 信号连接到自身. 如果你需要信号方面的帮助, 请参考 :ref:" +"`doc_signals` 一文." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:90 msgid "" "We are done with the main screen panel. Save the scene as ``main_panel." "tscn``." -msgstr "我们完成了主屏幕面板.将场景保存为``main_panel.tscn``." +msgstr "我们完成了主屏幕面板. 将场景保存为 ``main_panel.tscn``." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:93 msgid "Update the plugin script" @@ -131,8 +131,8 @@ msgid "" "instances our main panel scene and places it where it needs to be. Here is " "the full plugin script:" msgstr "" -"我们需要更新 ``main_screen_plugin.gd `` 脚本,因此插件实例是我们的主面板场景," -"并将其放置在需要的位置.这是完整的插件脚本:" +"我们需要更新 ``main_screen_plugin.gd `` 脚本, 因此插件实例是我们的主面板场" +"景, 并将其放置在需要的位置. 这是完整的插件脚本:" #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:140 msgid "" @@ -140,8 +140,8 @@ msgid "" "holds a reference to the scene, and we instance it into " "`main_panel_instance`." msgstr "" -"增加了几行具体的内容.``MainPanel``是一个常量,持有对场景的引用,我们将其实例化" -"为`main_panel_instance`." +"增加了几行具体的内容.``MainPanel`` 是一个常量, 持有对场景的引用, 我们将其实例" +"化为 `main_panel_instance`." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:143 msgid "" @@ -152,10 +152,10 @@ msgid "" "call the ``make_visible(false)`` function to hide the main panel so it " "doesn't compete for space when first activating the plugin." msgstr "" -"``_enter_tree()`` 函数在 ``_ready()`` 之前被调用.这是实例化主面板场景的地方," -"并将其添加为编辑器特定部分的子节点.使用 ``get_editor_interface()." -"get_editor_viewport()`` 来获取视窗,并将主面板实例作为子节点加入其中.调用 " -"``make_visible(false)`` 函数来隐藏主面板,这样在第一次激活插件时就不会占用空" +"``_enter_tree()`` 函数在 ``_ready()`` 之前被调用. 这是实例化主面板场景的地" +"方, 并将其添加为编辑器特定部分的子节点. 使用 ``get_editor_interface()." +"get_editor_viewport()`` 来获取视窗, 并将主面板实例作为子节点加入其中. 调用 " +"``make_visible(false)`` 函数来隐藏主面板, 这样在第一次激活插件时就不会占用空" "间." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:150 @@ -164,8 +164,8 @@ msgid "" "the main screen still exists, we call ``queue_free()`` to free the instance " "and remove it from memory." msgstr "" -"当插件停用时,调用``_exit_tree()``函数.如果主屏幕仍然存在,我们调用" -"``queue_free()``来释放实例,并将其从内存中移除." +"当插件停用时, 调用 ``_exit_tree()`` 函数. 如果主屏幕仍然存在, 我们调用 " +"``queue_free()`` 来释放实例, 并将其从内存中移除." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:154 msgid "" @@ -173,16 +173,16 @@ msgid "" "as needed. This function is automatically called by the editor when the user " "clicks on the main viewport buttons at the top of the editor." msgstr "" -"``make_visible()``函数被重写,以根据需要隐藏或显示主面板.当用户点击编辑器顶部" -"的主视窗按钮时,编辑器会自动调用该函数." +"``make_visible()`` 函数被重写, 以根据需要隐藏或显示主面板. 当用户点击编辑器顶" +"部的主视窗按钮时, 编辑器会自动调用该函数." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:158 msgid "" "The ``get_plugin_name()`` and ``get_plugin_icon()`` functions control the " "displayed name and icon for the plugin's main viewport button." msgstr "" -"``get_plugin_name()``和``get_plugin_icon()``函数控制插件主视窗按钮的显示名称" -"和图标." +"``get_plugin_name()`` 和 ``get_plugin_icon()`` 函数控制插件主视窗按钮的显示名" +"称和图标." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:161 msgid "" @@ -191,8 +191,8 @@ msgid "" "is selected. This is similar to how clicking on a 3D node will automatically " "switch to the 3D viewport." msgstr "" -"另一个你可以添加的函数是``handles()``函数,它允许你处理一个节点类型,当选择该类" -"型时自动聚焦主屏幕.这类似于点击一个3D节点会自动切换到3D视窗." +"另一个你可以添加的函数是 ``handles()`` 函数, 它允许你处理一个节点类型, 当选择" +"该类型时自动聚焦主屏幕. 这类似于点击一个3D节点会自动切换到3D视窗." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:167 msgid "Try the plugin" @@ -204,8 +204,8 @@ msgid "" "next to 2D, 3D, Script above the main viewport. Clicking it will take you to " "your new main screen plugin, and the button in the middle will print text." msgstr "" -"在项目设置中激活插件.你会观察到主视窗上方的2D、3D、脚本旁边有一个新的按钮.点" -"击它将带你进入新的主屏幕插件,中间的按钮将打印文本." +"在项目设置中激活插件. 你会观察到主视窗上方的2D, 3D, 脚本旁边有一个新的按钮. " +"点击它将带你进入新的主屏幕插件, 中间的按钮将打印文本." #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:173 msgid "" @@ -213,7 +213,7 @@ msgid "" "plugin demos here: https://github.com/godotengine/godot-demo-projects/tree/" "master/plugins" msgstr "" -"如果你想试试这个插件的完成版,请在这里查看插件演示:https://github.com/" +"如果你想试试这个插件的完成版, 请在这里查看插件演示:https://github.com/" "godotengine/godot-demo-projects/tree/master/plugins" #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:177 @@ -222,5 +222,5 @@ msgid "" "are capable of, check out the 2.5D demo projects here: https://github.com/" "godotengine/godot-demo-projects/tree/master/misc/2.5d" msgstr "" -"如果你想看一个更完整的例子,了解主屏幕插件的能力,请看这里的2.5D演示项目:" +"如果你想看一个更完整的例子, 了解主屏幕插件的能力, 请看这里的2.5D演示项目:" "https://github.com/godotengine/godot-demo-projects/tree/master/misc/2.5d" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index f9ef8584e5..2724b70f08 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,10 +35,11 @@ msgid "" "already make, except it is created using a script to add editor " "functionality." msgstr "" -"插件是用有用的工具来扩展编辑器的一个好方法.它可以完全用GDScript和标准场景制" -"作,甚至不需要重新加载编辑器.与模块不同,你不需要创建C++代码也不需要重新编译引" -"擎.虽然这使得插件的功能不那么强大,但你仍然可以用它们做很多事情.请注意,一个插" -"件与你已经可以制作的任何场景相似,只是它是用脚本创建的,以增加编辑器功能." +"插件是用有用的工具来扩展编辑器的一个好方法. 它可以完全用GDScript和标准场景制" +"作, 甚至不需要重新加载编辑器. 与模块不同, 你不需要创建C++代码也不需要重新编译" +"引擎. 虽然这使得插件的功能不那么强大, 但你仍然可以用它们做很多事情. 请注意, " +"一个插件与你已经可以制作的任何场景相似, 只是它是用脚本创建的, 以增加编辑器功" +"能." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:16 msgid "" @@ -47,8 +48,8 @@ msgid "" "will be a custom node that you can add to any scene in the project and the " "other will be a custom dock added to the editor." msgstr "" -"这个教程会教您写两个简单的插件来帮助您理解插件如何运作和如何写插件.首先是一个" -"可以往任何场景添加的自定义节点,其次呢,是个可以往编辑器里添加的自定义面板." +"这个教程会教您写两个简单的插件来帮助您理解插件如何运作和如何写插件. 首先是一" +"个可以往任何场景添加的自定义节点, 其次呢, 是个可以往编辑器里添加的自定义面板." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:22 msgid "Creating a plugin" @@ -58,7 +59,8 @@ msgstr "创建一个插件" msgid "" "Before starting, create a new empty project wherever you want. This will " "serve as a base to develop and test the plugins." -msgstr "在开始前,先找个地方创建个空项目.这个空项目是制作和测试我们插件的基础." +msgstr "" +"在开始前, 先找个地方创建个空项目. 这个空项目是制作和测试我们插件的基础." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:27 msgid "" @@ -68,9 +70,9 @@ msgid "" "inside the project folder. Godot provides a dialog for generating those " "files and placing them where they need to be." msgstr "" -"编辑器要识别一个新的插件,首先需要创建两个文件:一个是``plugin.cfg``用于配置和" -"具有此功能的工具脚本.插件在项目文件夹里面有一个标准路径,比如``addons/" -"plugin_name``.Godot提供了一个属性框,用于生成这些文件并将它们放在需要的位置." +"编辑器要识别一个新的插件, 首先需要创建两个文件: 一个是 ``plugin.cfg`` 用于配" +"置和具有此功能的工具脚本. 插件在项目文件夹里面有一个标准路径, 比如 ``addons/" +"plugin_name``.Godot提供了一个属性框, 用于生成这些文件并将它们放在需要的位置." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:33 msgid "" @@ -78,12 +80,13 @@ msgid "" "Settings...``. Go to the ``Plugins`` tab and then click on the ``Create`` " "button in the top-right." msgstr "" -"在主工具栏中,点击``Project``[项目]下拉菜单,然后点击``Project Settings...``[项" -"目设置].然后转到``Plugins``[插件]选项卡,在点击右上角的``Create``[创建]按钮." +"在主工具栏中, 点击 ``Project``[项目]下拉菜单, 然后点击``Project Settings..." +"``[项目设置]. 然后转到 ``Plugins``[插件]选项卡, 在点击右上角的 ``Create``[创" +"建]按钮." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:37 msgid "You will see the dialog appear, like so:" -msgstr "你将看到属性面板出现,如下所示:" +msgstr "你将看到属性面板出现, 如下所示:" #: ../../docs/tutorials/plugins/editor/making_plugins.rst:41 msgid "" @@ -93,7 +96,7 @@ msgstr "每个字段中文本属性都描述了它会影响到哪些配置文件 #: ../../docs/tutorials/plugins/editor/making_plugins.rst:44 msgid "To continue with the example, use the following values::" -msgstr "如果要继续使用该例子,请使用下列的值:" +msgstr "如果要继续使用该例子, 请使用下列的值:" #: ../../docs/tutorials/plugins/editor/making_plugins.rst:55 msgid "You should end up with a directory structure like this:" @@ -109,11 +112,11 @@ msgid "" ">`_. The main script file will instruct Godot what your plugin does in the " "editor once it is active." msgstr "" -"``plugin.cfg`` 是一个简单的INI文件,包含关于你的插件的元数据.名称和描述有助于" -"人们了解它的作用.你的名字有助于你的工作得到正确的认可.版本号可以帮助别人知道" -"他们是否有一个过时的版本;如果你不确定如何得出版本号,请查看 `Semantic " -"Versioning <https://semver.org/>`_ .主脚本文件将指示Godot,一旦你的插件被激活" -"后,它将在编辑器中做什么." +"``plugin.cfg`` 是一个简单的INI文件, 包含关于你的插件的元数据. 名称和描述有助" +"于人们了解它的作用. 你的名字有助于你的工作得到正确的认可. 版本号可以帮助别人" +"知道他们是否有一个过时的版本;如果你不确定如何得出版本号, 请查看 `Semantic " +"Versioning <https://semver.org/>`_ . 主脚本文件将指示Godot, 一旦你的插件被激" +"活后, 它将在编辑器中做什么." #: ../../docs/tutorials/plugins/editor/making_plugins.rst:68 msgid "The script file" @@ -126,20 +129,21 @@ msgid "" "change: it must be a ``tool`` script, or else it will not load properly in " "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -"创建插件后,对话框会自动为你打开EditorPlugin脚本.该脚本有两个要求,你不能改变:" -"它必须是一个 ``tool`` 脚本,否则将无法在编辑器中正常加载;它必须继承 :ref:" -"`class_EditorPlugin`." +"创建插件后, 对话框会自动为你打开EditorPlugin脚本. 该脚本有两个要求, 你不能改" +"变: 它必须是一个 ``tool`` 脚本, 否则将无法在编辑器中正常加载;它必须继承 :" +"ref:`class_EditorPlugin`." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 +#, fuzzy msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -"除了EditorPlugin脚本之外,插件所使用的任何其他GDScript也必须是一个tool. 任何没" -"有 ``tool`` 导入编辑器的GDScript都会像一个空文件一样!" +"除了EditorPlugin脚本之外, 插件所使用的任何其他GDScript也必须是一个tool. 任何" +"没有 ``tool`` 导入编辑器的GDScript都会像一个空文件一样!" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -148,20 +152,20 @@ msgid "" "the dialog generates these callbacks for you. Your script should look " "something like this:" msgstr "" -"处理好资源的初始化和清理是很重要的.一个好的做法是使用虚拟函数 :ref:" -"`_enter_tree() <class_Node_method__enter_tree>` 来初始化你的插件,以及 :ref:" -"`_exit_tree() <class_Node_method__exit_tree>` 来清理它.值得庆幸的是,对话框为" -"你生成了这些回调.你的脚本应该看起来像这样:" +"处理好资源的初始化和清理是很重要的. 一个好的做法是使用虚拟函数 :ref:" +"`_enter_tree() <class_Node_method__enter_tree>` 来初始化你的插件, 以及 :ref:" +"`_exit_tree() <class_Node_method__exit_tree>` 来清理它. 值得庆幸的是, 对话框" +"为你生成了这些回调. 你的脚本应该看起来像这样:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "这是创建新插件时使用的好模板." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "自定义节点" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -169,22 +173,22 @@ msgid "" "projects. A good solution to this is to make a plugin that adds a node with " "a custom behavior." msgstr "" -"有时您希望在许多节点中存在某种行为,例如可以重复使用的自定义场景或控件. 实例化" -"在很多情况下都很有用,但有时它会很麻烦,特别是如果您在许多项目中使用它. 一个很" -"好的解决方案是创建一个插件,添加一个具有自定义行为的节点." +"有时您希望在许多节点中存在某种行为, 例如可以重复使用的自定义场景或控件. 实例" +"化在很多情况下都很有用, 但有时它会很麻烦, 特别是如果您在许多项目中使用它. 一" +"个很好的解决方案是创建一个插件, 添加一个具有自定义行为的节点." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " "Class system <doc_scripting_continued_class_name>`. If you are writing " "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -"通过EditorPlugin添加的节点是 \"CustomType \"节点.虽然它们可以与任何脚本语言一" -"起工作,但功能比 :ref:`脚本类系统<doc_scripting_continued_class_name>` 少.如果" -"你正在编写GDScript或NativeScript,建议使用脚本类代替." +"通过EditorPlugin添加的节点是 \"CustomType\" 节点. 虽然它们可以与任何脚本语言" +"一起工作, 但功能比 :ref:`脚本类系统 <doc_scripting_continued_class_name>` " +"少. 如果你正在编写GDScript或NativeScript, 建议使用脚本类代替." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -194,23 +198,23 @@ msgid "" "have to use the ``tool`` keyword, it can be added so the script runs in the " "editor." msgstr "" -"要创建一个新的节点类型,你可以使用来自 :ref:`class_EditorPlugin` 类的 :ref:" -"`add_custom_type() <class_EditorPlugin_method_add_custom_type>` 这个函数.这个" -"函数可以向编辑器添加新的类型(节点或资源).但是,在你创建类型之前,需要一个脚本," -"作为类型的逻辑.虽然该脚本不一定要使用 ``tool`` 关键字,但可以添加它,以便脚本在" -"编辑器中运行." +"要创建一个新的节点类型, 你可以使用来自 :ref:`class_EditorPlugin` 类的 :ref:" +"`add_custom_type() <class_EditorPlugin_method_add_custom_type>` 这个函数. 这" +"个函数可以向编辑器添加新的类型(节点或资源). 但是, 在你创建类型之前, 需要一个" +"脚本, 作为类型的逻辑. 虽然该脚本不一定要使用 ``tool`` 关键字, 但可以添加它, " +"以便脚本在编辑器中运行." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -"在本教程中,我们将创建一个简单的按钮,在点击时打印出一条信息.对此,我们需要一个" -"从 :ref:`class_Button` 扩展的简单脚本.如果你愿意,它也可以扩展 :ref:" +"在本教程中, 我们将创建一个简单的按钮, 在点击时打印出一条信息. 对此, 我们需要" +"一个从 :ref:`class_Button` 扩展的简单脚本. 如果你愿意, 它也可以扩展 :ref:" "`class_BaseButton` :" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -219,66 +223,68 @@ msgid "" "Godot logo (`preload(\"res://icon.png\")`). You can also use SVG icons if " "desired." msgstr "" -"这就是我们的基本按钮了.你可以把它保存为插件文件夹中的 ``my_button.gd`` .你还" -"需要一个16×16的图标来显示在场景树中.如果你没有,可以从引擎中抓取默认的,并保存" -"在你的 ``addons/my_custom_node`` 文件夹中,作为 ``icon.png`` ,或者使用默认的" -"Godot标志( `preload(\"res://icon.png\")` ).如果需要,你也可以使用SVG图标." +"这就是我们的基本按钮了. 你可以把它保存为插件文件夹中的 ``my_button.gd`` . 你" +"还需要一个16×16的图标来显示在场景树中. 如果你没有, 可以从引擎中抓取默认的, 并" +"保存在你的 ``addons/my_custom_node`` 文件夹中, 作为 ``icon.png`` , 或者使用默" +"认的Godot标志( `preload(\"res://icon.png\")` ). 如果需要, 你也可以使用SVG图" +"标." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -"现在,我们需要把它作为一个自定义类型添加,以便它显示在 **Create New Node** 的对" -"话框中.为此,将 ``custom_node.gd`` 脚本改为以下内容:" +"现在, 我们需要把它作为一个自定义类型添加, 以便它显示在 **Create New Node** 的" +"对话框中. 为此, 将 ``custom_node.gd`` 脚本改为以下内容:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -"完成后,插件应该已经在 **项目设置** 的插件列表中可用,因此请按照 `Checking the " -"results`_ 中的说明激活它." +"完成后, 插件应该已经在 **项目设置** 的插件列表中可用, 因此请按照 `Checking " +"the results`_ 中的说明激活它." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "然后通过添加新节点来尝试:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -"当你添加节点时,你可以看到它已经有你创建的脚本附加在上面.给这个按钮设置一个文" -"本,保存并运行场景.当你点击按钮时,你可以在控制台中看到一些文字:" +"当你添加节点时, 你可以看到它已经有你创建的脚本附加在上面. 给这个按钮设置一个" +"文本, 保存并运行场景. 当你点击按钮时, 你可以在控制台中看到一些文字:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "自定义窗口" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " "are just scenes based on Control, so they are created in a way similar to " "usual GUI scenes." msgstr "" -"有时,您需要扩展编辑器并添加始终可用的工具. 一种简单的方法是添加一个带插件的新" -"扩展面板. Docks只是基于Control的场景,因此它们的创建方式与通常的GUI场景类似." +"有时, 您需要扩展编辑器并添加始终可用的工具. 一种简单的方法是添加一个带插件的" +"新扩展面板. Docks只是基于Control的场景, 因此它们的创建方式与通常的GUI场景类" +"似." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -"创建一个自定义栏好的方法和自定义节点一样.在 ``addons/my_custom_dock`` 文件夹" -"中创建一个新的 ``plugin.cfg`` 文件,然后在其中添加以下内容:" +"创建一个自定义栏好的方法和自定义节点一样. 在 ``addons/my_custom_dock`` 文件夹" +"中创建一个新的 ``plugin.cfg`` 文件, 然后在其中添加以下内容:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " @@ -287,16 +293,16 @@ msgstr "" "然后在同一文件夹中创建脚本 ``custom_dock.gd`` . 使用 :ref:`template we've " "seen before <doc_making_plugins_template_code>` 填充它以获得良好的开端." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -"由于我们正在尝试添加新的自定义窗口,因此我们需要创建窗口的内容. 这只不过是一个" -"标准的Godot场景:只需在编辑器中创建一个新场景然后编辑它." +"由于我们正在尝试添加新的自定义窗口, 因此我们需要创建窗口的内容. 这只不过是一" +"个标准的Godot场景: 只需在编辑器中创建一个新场景然后编辑它." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -304,11 +310,12 @@ msgid "" "appears on the dock tab, so be sure to give it a short and descriptive name. " "Also, don't forget to add some text to your button." msgstr "" -"对于编辑器停靠站,根节点 **必须是** :ref:`Control <class_Control>` 或其子类之" -"一. 在本教程中,您可以创建一个按钮. 根节点的名称也将是面板对话框中显示的名称," -"因此请务必为其指定一个简短的描述性名称. 另外,不要忘记在按钮上添加一些文字." +"对于编辑器停靠站, 根节点 **必须是** :ref:`Control <class_Control>` 或其子类之" +"一. 在本教程中, 您可以创建一个按钮. 根节点的名称也将是面板对话框中显示的名" +"称, 因此请务必为其指定一个简短的描述性名称. 另外, 不要忘记在按钮上添加一些文" +"字." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -316,71 +323,71 @@ msgid "" "<class_EditorPlugin_method_add_control_to_dock>` from the :ref:`EditorPlugin " "<class_EditorPlugin>` class." msgstr "" -"把这个场景保存为 ``my_dock.tscn`` .现在,我们需要抓取我们创建的场景,然后在编辑" -"器中把它添加为一个栏目.为此,你可以依赖 :ref:`add_control_to_dock() " -"<class_EditorPlugin_method_add_control_to_dock>`这个函数,它来自 :ref:" +"把这个场景保存为 ``my_dock.tscn`` . 现在, 我们需要抓取我们创建的场景, 然后在" +"编辑器中把它添加为一个栏目. 为此, 你可以依赖 :ref:`add_control_to_dock() " +"<class_EditorPlugin_method_add_control_to_dock>` 这个函数, 它来自 :ref:" "`EditorPlugin <class_EditorPlugin>` 类." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -"你需要选择一个停靠位置并定义要添加的控件,也就是你刚刚创建的场景.不要忘了在插" -"件停用时 **remove the dock** .脚本可以是这样的:" +"你需要选择一个停靠位置并定义要添加的控件, 也就是你刚刚创建的场景. 不要忘了在" +"插件停用时 **remove the dock** . 脚本可以是这样的:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -"请注意,虽然Dock最初会出现在其指定的位置,但用户可以自由改变其位置,并保存所产生" -"的布局." +"请注意, 虽然Dock最初会出现在其指定的位置, 但用户可以自由改变其位置, 并保存所" +"产生的布局." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "检查结果" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " "one on the list. If it is not showing, click on the **Update** button in the " "top-right corner." msgstr "" -"现在是检查工作结果的时候了. 打开 **项目设置** ,然后单击 **插件** 选项卡. 您的" -"插件应该是列表中唯一的插件. 如果未显示,请单击右上角的 **更新** 按钮." +"现在是检查工作结果的时候了. 打开 **项目设置** , 然后单击 **插件** 选项卡. 您" +"的插件应该是列表中唯一的插件. 如果未显示, 请单击右上角的 **更新** 按钮." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" "您可以在 **Status** 列中看到该插件处于非激活状态; 点击状态选择 **Active** . " -"在您关闭设置窗口之前,该扩展窗口应该可见. 您现在应该看到一个自定义窗口:" +"在您关闭设置窗口之前, 该扩展窗口应该可见. 您现在应该看到一个自定义窗口:" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "举一反三" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " "GDScript; it is a powerful way to create specialized editors without having " "to delve into C++ modules." msgstr "" -"现在您已经学会了如何制作基本插件,您可以通过多种方式扩展编辑器. 可以使用" -"GDScript将许多功能添加到编辑器中; 它是一种创建专业编辑器的强大方法,无需深入研" -"究C++模块." +"现在您已经学会了如何制作基本插件, 您可以通过多种方式扩展编辑器. 可以使用" +"GDScript将许多功能添加到编辑器中; 它是一种创建专业编辑器的强大方法, 无需深入" +"研究C++模块." -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " "benefit from your work." msgstr "" "您可以制作自己的插件来帮助自己或在 `资源馆 <https://godotengine.org/asset-" -"library/>`_ 中分享它们,以便人们可以从您的工作中受益." +"library/>`_ 中分享它们, 以便人们可以从您的工作中受益." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index 98a74daae4..931f767e3e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -40,17 +40,17 @@ msgid "" "less clutter in your plugin structure, while the second one will let you " "store some per-gizmo data." msgstr "" -"本教程将向您展示定义您自己的自定义辅助线框的两种主要方法.第一种方法对于简单的" -"辅助线框来说效果很好,并且在你的插件结构中较少的混乱,而第二种方法将让你存储每" -"个辅助线框的一些数据." +"本教程将向您展示定义您自己的自定义辅助线框的两种主要方法. 第一种方法对于简单" +"的辅助线框来说效果很好, 并且在你的插件结构中较少的混乱, 而第二种方法将让你存" +"储每个辅助线框的一些数据." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:16 msgid "" "This tutorial assumes you already know how to make generic plugins. If in " "doubt, refer to the :ref:`doc_making_plugins` page." msgstr "" -"本教程假设您已经知道如何制作通用插件. 如有疑问,请参阅 :参考:`文档_制作插件` " -"页面." +"本教程假设您已经知道如何制作通用插件. 如有疑问, 请参阅 : 参考:`文档_制作插件" +"` 页面." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:20 msgid "The EditorSpatialGizmoPlugin" @@ -63,9 +63,9 @@ msgid "" "us to set a name for the new gizmo type and define other behaviors such as " "whether the gizmo can be hidden or not." msgstr "" -"不管我们选择什么方式,我们需要创建一个新的 :ref:`EditorSpatialGizmoPlugin " -"<class_EditorSpatialGizmoPlugin>` .我们可以为新建的变换轴类型设置名称并定义其" -"他行为,比如是否可以隐藏." +"不管我们选择什么方式, 我们需要创建一个新的 :ref:`EditorSpatialGizmoPlugin " +"<class_EditorSpatialGizmoPlugin>` . 我们可以为新建的变换轴类型设置名称并定义" +"其他行为, 比如是否可以隐藏." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:27 msgid "This would be a basic setup:" @@ -78,9 +78,9 @@ msgid "" "gizmo data or you are porting a Godot 3.0 gizmo to 3.1+, you should go with " "the second approach." msgstr "" -"对于简单的辅助线框,只要继承 :ref:`EditorSpatialGizmoPlugin " -"<class_EditorSpatialGizmoPlugin>` 就足够了.如果你想存储每个线框的一些数据,或" -"者你要把一个Godot 3.0的线框移植到3.1+,你应该选择第二种方法." +"对于简单的辅助线框, 只要继承 :ref:`EditorSpatialGizmoPlugin " +"<class_EditorSpatialGizmoPlugin>` 就足够了. 如果你想存储每个线框的一些数据, " +"或者你要把一个Godot 3.0的线框移植到3.1+, 你应该选择第二种方法." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:65 msgid "Simple approach" @@ -92,9 +92,9 @@ msgid "" "`has_gizmo()<class_EditorSpatialGizmoPlugin_method_has_gizmo>` method so " "that it returns ``true`` when the spatial parameter is of our target type." msgstr "" -"第一步,在我们的自定义变换轴插件中,重写 :ref:" -"`has_gizmo()<class_EditorSpatialGizmoPlugin_method_has_gizmo>` 方法,当空间参" -"数为目标类型时,它将返回 ``true`` ." +"第一步, 在我们的自定义变换轴插件中, 重写 :ref:" +"`has_gizmo()<class_EditorSpatialGizmoPlugin_method_has_gizmo>` 方法, 当空间参" +"数为目标类型时, 它将返回 ``true`` ." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:81 msgid "" @@ -103,7 +103,7 @@ msgid "" "related ones." msgstr "" "我们可以重写譬如 :ref:" -"`redraw()<class_EditorSpatialGizmoPlugin_method_redraw>` 的方法,或所有与句柄" +"`redraw()<class_EditorSpatialGizmoPlugin_method_redraw>` 的方法, 或所有与句柄" "相关的方法." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:115 @@ -114,8 +114,8 @@ msgid "" "method retrieves one of the material's variants depending on the state of " "the gizmo (selected and/or editable)." msgstr "" -"请注意,我们在 `_init` 方法中创建了一个材质,并在 `redraw` 方法中使用 :ref:" -"`get_material()<class_EditorSpatialGizmoPlugin_method_get_material>` 取得它." +"请注意, 我们在 `_init` 方法中创建了一个材质, 并在 `redraw` 方法中使用 :ref:" +"`get_material()<class_EditorSpatialGizmoPlugin_method_get_material>` 取得它. " "该方法根据变换轴的状态(选择中和/或可编辑)来获取材质的变体." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:120 @@ -129,9 +129,9 @@ msgid "" "`EditorSpatialGizmoPlugin <class_EditorSpatialGizmoPlugin>` to get properly " "working handles." msgstr "" -"注意,我们只是在重绘方法中添加了一些句柄,但是我们仍然需要在:参考:`编辑器空间变" -"换轴插件<类_编辑器空间变换轴插件>`中实现其他与句柄相关的回调,以获得正确的工作" -"句柄." +"注意, 我们只是在重绘方法中添加了一些句柄, 但是我们仍然需要在: 参考:` 编辑器空" +"间变换轴插件 <类_编辑器空间变换轴插件>` 中实现其他与句柄相关的回调, 以获得正" +"确的工作句柄." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:166 msgid "Alternative approach" @@ -144,9 +144,9 @@ msgid "" "have some state stored in each gizmo or because we are porting an old gizmo " "plugin and we don't want to go through the rewriting process." msgstr "" -"在某些情况下,我们希望提供自己的:参考:`编辑器空间变换轴<类_编辑器空间变换轴>`" -"实现,也许是因为我们想要在每个变换轴中存储一些状态,或者正在移植一个旧的变换轴" -"插件,而不想经历重写过程." +"在某些情况下, 我们希望提供自己的: 参考:` 编辑器空间变换轴 <类_编辑器空间变换" +"轴>` 实现, 也许是因为我们想要在每个变换轴中存储一些状态, 或者正在移植一个旧的" +"变换轴插件, 而不想经历重写过程." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:172 msgid "" @@ -155,17 +155,17 @@ msgid "" "returns our custom gizmo implementation for the Spatial nodes we want to " "target." msgstr "" -"在这些情况下,我们需要做的就是在我们的新变换轴插件中覆盖:参考:`创建变换轴()<类" -"_编辑器空间变换轴插件_方法_创建变换轴>`,因此它返回我们想要实现的目标空间节点" -"的自定义变换轴." +"在这些情况下, 我们需要做的就是在我们的新变换轴插件中覆盖: 参考:`创建变换轴()<" +"类_编辑器空间变换轴插件_方法_创建变换轴>`, 因此它返回我们想要实现的目标空间节" +"点的自定义变换轴." #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:197 msgid "" "This way all the gizmo logic and drawing methods can be implemented in a new " "class extending :ref:`EditorSpatialGizmo<class_EditorSpatialGizmo>`, like so:" msgstr "" -"这样,所有的gizmo逻辑和绘图方法都可以在一个新的类中实现,扩展为 :ref:" -"`EditorSpatialGizmo<class_EditorSpatialGizmo>` ,像这样:" +"这样, 所有的gizmo逻辑和绘图方法都可以在一个新的类中实现, 扩展为 :ref:" +"`EditorSpatialGizmo<class_EditorSpatialGizmo>` , 像这样:" #: ../../docs/tutorials/plugins/editor/spatial_gizmos.rst:235 msgid "" @@ -174,5 +174,6 @@ msgid "" "`EditorSpatialGizmo<class_EditorSpatialGizmo>` to get properly working " "handles." msgstr "" -"请注意,我们刚刚在重绘方法中添加了一些句柄,但我们仍然需要在:参考:`编辑器空间变" -"换轴<类_编辑器空间变换轴>`中实现其余的与句柄相关的回调,以获得正确工作的句柄." +"请注意, 我们刚刚在重绘方法中添加了一些句柄, 但我们仍然需要在: 参考:` 编辑器空" +"间变换轴 <类_编辑器空间变换轴>` 中实现其余的与句柄相关的回调, 以获得正确工作" +"的句柄." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index bcef4e9881..74654954d4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,8 +35,9 @@ msgid "" "script file and it will be ready to use, provided the custom node is " "registered with ``class_name``." msgstr "" -"创建过程与一般的编辑器插件不同.你不需要创建一个 ``plugin.cfg`` 文件来注册,而" -"是创建并保存一个脚本文件,只要用 ``class_name`` 注册了自定义节点,就可以使用了." +"创建过程与一般的编辑器插件不同. 你不需要创建一个 ``plugin.cfg`` 文件来注册, " +"而是创建并保存一个脚本文件, 只要用 ``class_name`` 注册了自定义节点, 就可以使" +"用了." #: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:14 msgid "" @@ -45,7 +46,7 @@ msgid "" "brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/" "classic_perlin3d.tres>`_." msgstr "" -"本篇短教程将讲解如何制作Perlin-3D噪声节点(原代码来自本 `GPU噪声着色器插件" +"本篇短教程将讲解如何制作Perlin-3D噪声节点(原代码来自本 `GPU 噪声着色器插件 " "<https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/" "gpu_noise_shaders/classic_perlin3d.tres>` _." @@ -57,7 +58,7 @@ msgstr "创建一个Sprite并为其材质插槽分配一个 :ref:`class_ShaderMa #: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:22 msgid "Assign :ref:`class_VisualShader` to the shader slot of the material:" -msgstr "将 :ref:`class_VisualShader`给着色器材质的插槽:" +msgstr "将 :ref:`class_VisualShader` 给着色器材质的插槽:" #: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:26 msgid "" @@ -70,7 +71,7 @@ msgid "" "Create a script which derives from :ref:`class_VisualShaderNodeCustom`. This " "is all you need to initialize your plugin." msgstr "" -"创建一个从 :ref:`class_VisualShaderNodeCustom` 派生的脚本.这是你初始化你的插" +"创建一个从 :ref:`class_VisualShaderNodeCustom` 派生的脚本. 这是你初始化你的插" "件所需要的全部内容." #: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:193 @@ -79,8 +80,8 @@ msgid "" "the member's dialog (if you can't see your new node, try restarting the " "editor):" msgstr "" -"保存它并打开Visual Shader.你应该可以在成员对话框中看到你的新节点类型(如果你看" -"不到你的新节点,请尝试重新启动编辑器):" +"保存它并打开Visual Shader. 你应该可以在成员对话框中看到你的新节点类型(如果你" +"看不到你的新节点, 请尝试重新启动编辑器):" #: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:197 msgid "Place it on a graph and connect the required ports:" @@ -91,5 +92,5 @@ msgid "" "That is everything you need to do, as you can see it is easy to create your " "own custom VisualShader nodes!" msgstr "" -"这就是你需要做的所有事情,正如你所看到的那样,创建你自己的自定义VisualShader节" -"点很容易!" +"这就是你需要做的所有事情, 正如你所看到的那样, 创建你自己的自定义VisualShader" +"节点很容易!" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index bd06f8006e..7325e693a5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,8 +32,8 @@ msgid "" "GDNative. Understanding the contents of this tutorial will help you in " "understanding all that is to come after this." msgstr "" -"本教程将向你介绍创建GDNative模块的最低要求.这应该是你进入GDNative世界的起点." -"了解本教程的内容将有助于你理解之后的所有内容." +"本教程将向你介绍创建GDNative模块的最低要求. 这应该是你进入GDNative世界的起" +"点. 了解本教程的内容将有助于你理解之后的所有内容." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:14 msgid "" @@ -41,8 +41,9 @@ msgid "" "describe below in the `GDNative-demos repository <https://github.com/" "godotengine/gdnative-demos/tree/master/c/simple>`_." msgstr "" -"在我们开始之前,你可以在 `GDNative-demos仓库<https://github.com/godotengine/" -"gdnative-demos/tree/master/c/simple>`_ 下载我们下面描述的例子对象的源代码." +"在我们开始之前, 你可以在 `GDNative-demos 仓库 <https://github.com/" +"godotengine/gdnative-demos/tree/master/c/simple>`_ 下载我们下面描述的例子对象" +"的源代码." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:18 msgid "" @@ -50,8 +51,8 @@ msgid "" "little easier, but in this tutorial we'll be doing things by hand to " "understand the process." msgstr "" -"这个例子项目还包含一个SConstruct文件,使编译变得更容易一些,但在本教程中,我们将" -"通过手工操作来了解这个过程." +"这个例子项目还包含一个SConstruct文件, 使编译变得更容易一些, 但在本教程中, 我" +"们将通过手工操作来了解这个过程." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:22 msgid "" @@ -63,18 +64,18 @@ msgid "" "allows you to write logic in C or C++ in a similar fashion as you would " "write a GDScript file. We'll be creating the C equivalent of this GDScript:" msgstr "" -":ref:`GDNative <class_GDNative>` 可用于创建多种类型的Godot附加功能,使用的接口" -"有 :ref:`PluginScript <class_PluginScript>` 或 :ref:`ARVRInterfaceGDNative " -"<class_ARVRInterfaceGDNative>` .在本教程中,我们将探讨如何创建一个 :ref:" -"`NativeScript <class_NativeScript>` 模块.NativeScript允许用C或C++写逻辑,就像" -"写GDScript文件一样.我们将创建这个GDScript的C语言等效物:" +":ref:`GDNative <class_GDNative>` 可用于创建多种类型的Godot附加功能, 使用的接" +"口有 :ref:`PluginScript <class_PluginScript>` 或 :ref:`ARVRInterfaceGDNative " +"<class_ARVRInterfaceGDNative>` . 在本教程中, 我们将探讨如何创建一个 :ref:" +"`NativeScript <class_NativeScript>` 模块.NativeScript允许用C或C++写逻辑, 就像" +"写GDScript文件一样. 我们将创建这个GDScript的C语言等效物:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:43 msgid "" "Future tutorials will focus on the other types of GDNative modules and " "explain when and how to use each of them." msgstr "" -"未来的教程将重点介绍其他类型的GDNative模块,并解释何时以及如何使用每一种模块." +"未来的教程将重点介绍其他类型的GDNative模块, 并解释何时以及如何使用每一种模块." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:47 msgid "Prerequisites" @@ -82,7 +83,7 @@ msgstr "先决条件" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:49 msgid "Before we start you'll need a few things:" -msgstr "在我们开始之前,您需要一些东西:" +msgstr "在我们开始之前, 您需要一些东西:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:51 msgid "A Godot executable for your target version." @@ -94,9 +95,9 @@ msgid "" "manager. On macOS, you can install Xcode from the Mac App Store. On Windows, " "you can use Visual Studio 2015 or later, or MinGW-w64." msgstr "" -"一个C语言编译器.在Linux上,从你的软件包管理器安装 ``gcc`` 或 ``clang`` .在" -"macOS上,你可以从Mac App Store上安装Xcode.在Windows上,你可以使用Visual Studio " -"2015或更高版本,或者MinGW-w64." +"一个C语言编译器. 在Linux上, 从你的软件包管理器安装 ``gcc`` 或 ``clang`` . 在" +"macOS上, 你可以从Mac App Store上安装Xcode. 在Windows上, 你可以使用Visual " +"Studio 2015或更高版本, 或者MinGW-w64." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:55 msgid "" @@ -112,8 +113,8 @@ msgid "" "For the latter, we suggest that you create a dedicated folder for this " "GDNative example project, open a terminal in that folder and execute:" msgstr "" -"对于后者,我们建议你为这个GDNative示例项目创建一个专用文件夹,在该文件夹中打开" -"终端并执行:" +"对于后者, 我们建议你为这个GDNative示例项目创建一个专用文件夹, 在该文件夹中打" +"开终端并执行:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:66 msgid "This will download the required files into that folder." @@ -124,7 +125,7 @@ msgid "" "If you plan to use Git for your GDNative project, you can also add " "``godot_headers`` as a Git submodule." msgstr "" -"如果你打算在GDNative项目中使用Git,你也可以添加 ``godot_headers`` 作为Git子模" +"如果你打算在GDNative项目中使用Git, 你也可以添加 ``godot_headers`` 作为Git子模" "块." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:75 @@ -137,10 +138,10 @@ msgid "" "Godot headers *may* work with newer versions of the engine, but not the " "other way around." msgstr "" -"``godot_headers`` 仓库有不同的分支.随着Godot的发展,GDNative也在发展.虽然我们" -"努力保持不同版本之间的兼容性,但你应该根据Godot稳定分支(如 ``3.1`` )和理想的实" -"际版本(如 ``3.1.1-stable`` )构建你的GDNative模块.用旧版本的Godot头文件构建的" -"GDNative模块 *可能* 会在新版本的引擎上运行,但反之则不行." +"``godot_headers`` 仓库有不同的分支. 随着Godot的发展,GDNative也在发展. 虽然我" +"们努力保持不同版本之间的兼容性, 但你应该根据Godot稳定分支(如 ``3.1`` )和理想" +"的实际版本(如 ``3.1.1-stable`` )构建你的GDNative模块. 用旧版本的Godot头文件构" +"建的GDNative模块 *可能* 会在新版本的引擎上运行, 但反之则不行." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:83 msgid "" @@ -148,8 +149,8 @@ msgid "" "with the ``master`` branch of Godot and thus contains the GDNative class and " "structure definitions that will work with the latest development builds." msgstr "" -"``godot_headers`` 仓库的 ``master`` 分支与Godot的 ``master`` 分支保持一致,因" -"此包含了GDNative类和结构定义,可以在最新的开发版本中运行." +"``godot_headers`` 仓库的 ``master`` 分支与Godot的 ``master`` 分支保持一致, 因" +"此包含了GDNative类和结构定义, 可以在最新的开发版本中运行." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:87 msgid "" @@ -159,11 +160,11 @@ msgid "" "with ``godot-``, so you can e.g. checkout the ``godot-3.1.1-stable`` tag for " "use with Godot 3.1.1. In your cloned repository, you can do:" msgstr "" -"如果你想为Godot的稳定版本写一个GDNative模块,请查看与你的引擎版本相匹配的Git标" -"签(带 ``git标签`` ),在``godot_headers`` 库中,这种标签的前缀是 ``godot-`` ,所" -"以你可以查看 ``godot-`` .在 ``godot_headers`` 版本库中,这些标签的前缀是 " -"``godot-`` ,所以你可以查看 ``godot-3.1.1-stable`` 标签,用于Godot 3.1.1.在你的" -"克隆仓库中,你可以这样做:" +"如果你想为Godot的稳定版本写一个GDNative模块, 请查看与你的引擎版本相匹配的Git" +"标签(带 ``git标签`` ), 在 ``godot_headers`` 库中, 这种标签的前缀是 ``godot-" +"`` , 所以你可以查看 ``godot-`` . 在 ``godot_headers`` 版本库中, 这些标签的前" +"缀是 ``godot-`` , 所以你可以查看 ``godot-3.1.1-stable`` 标签, 用于Godot " +"3.1.1. 在你的克隆仓库中, 你可以这样做:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:97 msgid "" @@ -171,8 +172,8 @@ msgid "" "fall back to the matching stable branch (e.g. ``3.1``), which you would also " "check out with ``git checkout 3.1``." msgstr "" -"如果由于任何原因缺少了与稳定版相匹配的标签,你可以回到与之相匹配的稳定分支(例" -"如 ``3.1`` ),你也可以用 ``git checkout 3.1`` 来检查." +"如果由于任何原因缺少了与稳定版相匹配的标签, 你可以回到与之相匹配的稳定分支(例" +"如 ``3.1`` ), 你也可以用 ``git checkout 3.1`` 来检查." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:101 msgid "" @@ -180,7 +181,7 @@ msgid "" "GDNative, you can find the updated class and structure definition in " "``<godotsource>/modules/gdnative/include``" msgstr "" -"如果您使用您自己的影响GDNative的更改从源代码构建Godot,您可以在 " +"如果您使用您自己的影响GDNative的更改从源代码构建Godot, 您可以在 " "``<godotsource>/modules/gdnative/include`` 中找到更新的类和结构定义" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:106 @@ -191,7 +192,8 @@ msgstr "我们的C源" msgid "" "Let's start by writing our main code. Eventually, we want to end up with a " "file structure that looks along those lines:" -msgstr "让我们从编写我们的主代码开始.最终,我们希望有一个文件结构,看起来像这样:" +msgstr "" +"让我们从编写我们的主代码开始. 最终, 我们希望有一个文件结构, 看起来像这样:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:126 msgid "" @@ -200,10 +202,10 @@ msgid "" "``project.godot`` file. Then manually create a ``src`` folder alongside the " "``simple`` folder, and a ``bin`` subfolder in the ``simple`` folder." msgstr "" -"打开Godot,在你的 ``godot_headers`` Git克隆旁创建一个名为 ``simple`` 的新项目." -"这将创建 ``simple`` 文件夹和 ``project.godot`` 文件.然后在 ``simple`` 文件夹" -"旁边手动创建一个 ``src`` 文件夹,并在 ``simple`` 文件夹中创建一个 ``bin`` 子文" -"件夹." +"打开Godot, 在你的 ``godot_headers`` Git克隆旁创建一个名为 ``simple`` 的新项" +"目. 这将创建 ``simple`` 文件夹和 ``project.godot`` 文件. 然后在 ``simple`` 文" +"件夹旁边手动创建一个 ``src`` 文件夹, 并在 ``simple`` 文件夹中创建一个 " +"``bin`` 子文件夹." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:131 msgid "" @@ -213,9 +215,9 @@ msgid "" "projects it is advisable to break your project up into multiple files. That " "however falls outside of the scope of this tutorial." msgstr "" -"我们先来看看我们的 ``simple.c`` 文件包含什么.现在,在我们的例子中,只做了一个没" -"有头文件的C源文件,以保持事情的简单.一旦你开始编写更大的项目,建议将你的项目分" -"成多个文件.但这不属于本教程的范围." +"我们先来看看我们的 ``simple.c`` 文件包含什么. 现在, 在我们的例子中, 只做了一" +"个没有头文件的C源文件, 以保持事情的简单. 一旦你开始编写更大的项目, 建议将你的" +"项目分成多个文件. 但这不属于本教程的范围." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:137 msgid "" @@ -223,8 +225,8 @@ msgid "" "all be put together into one big file. Each section will be explained as we " "add it." msgstr "" -"我们将一点一点地看源代码,所以下面所有的部分应该都放在一个大文件里.每一部分在" -"我们添加它的时候进行解释." +"我们将一点一点地看源代码, 所以下面所有的部分应该都放在一个大文件里. 每一部分" +"在我们添加它的时候进行解释." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:149 msgid "" @@ -235,10 +237,10 @@ msgid "" "module to have access to these functions, GDNative provides your application " "with a struct containing pointers to all these functions." msgstr "" -"上面的代码包括GDNative API结构头文件和一个标准头文件,我们将进一步使用这个头文" -"件进行字符串操作.然后它定义了两个指向两个不同结构的指针.GDNative支持大量的函" -"数,用于回调到Godot的主可执行文件.为了让你的模块能够访问这些函数,GDNative为你" -"的应用程序提供了一个包含所有这些函数指针的结构." +"上面的代码包括GDNative API结构头文件和一个标准头文件, 我们将进一步使用这个头" +"文件进行字符串操作. 然后它定义了两个指向两个不同结构的指针.GDNative支持大量的" +"函数, 用于回调到Godot的主可执行文件. 为了让你的模块能够访问这些函数,GDNative" +"为你的应用程序提供了一个包含所有这些函数指针的结构." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:156 msgid "" @@ -247,16 +249,16 @@ msgid "" "additional functions have their own \"GDNative structs\" that are accessible " "through extensions." msgstr "" -"为了保持这种实现模块化和易于扩展,核心功能可直接通过``核心``API结构提供,但其他" -"功能有自己的``GDNative结构``,可通过扩展访问." +"为了保持这种实现模块化和易于扩展, 核心功能可直接通过 ``核心``API结构提供, 但" +"其他功能有自己的 ``GDNative结构``, 可通过扩展访问." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:160 msgid "" "In our example, we access one of these extension to gain access to the " "functions specifically needed for NativeScript." msgstr "" -"在我们的示例中,我们访问其中一个扩展,以获取对NativeScript特别需要的函数的访问" -"权限." +"在我们的示例中, 我们访问其中一个扩展, 以获取对NativeScript特别需要的函数的访" +"问权限." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:163 msgid "" @@ -268,9 +270,9 @@ msgid "" "executed." msgstr "" "NativeScript的行为与Godot中的任何其他脚本一样. 由于NativeScript API的级别相当" -"低,因此它需要库比其他脚本系统(如GDScript)更详细地指定许多内容. 创建" -"NativeScript实例时,将调用库给定的构造函数. 当该实例被销毁时,将执行给定的析构" -"函数." +"低, 因此它需要库比其他脚本系统(如GDScript)更详细地指定许多内容. 创建" +"NativeScript实例时, 将调用库给定的构造函数. 当该实例被销毁时, 将执行给定的析" +"构函数." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:176 msgid "" @@ -278,8 +280,8 @@ msgid "" "our object. A constructor and destructor is needed. Additionally, the object " "will have a single method called ``get_data``." msgstr "" -"这些是我们将为对象实现的函数的前置声明.需要一个构造函数和析构函数.此外,该对象" -"将有一个名为 ``get_data`` 的方法." +"这些是我们将为对象实现的函数的前置声明. 需要一个构造函数和析构函数. 此外, 该" +"对象将有一个名为 ``get_data`` 的方法." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:180 msgid "" @@ -290,16 +292,16 @@ msgid "" "to a structure that contains various bits of information we may find useful " "among which the pointers to our API structures." msgstr "" -"接下来是Godot在加载动态库时将调用的第一个入口点.这些方法的前缀都是 " -"``godot_`` (你可以在后面修改),其后是它们的名字. ``gdnative_init`` 是一个初始" -"化动态库的函数.Godot会给它一个指向结构的指针,该结构包含各种我们可能觉得有用的" -"信息,其中包括指向API结构的指针." +"接下来是Godot在加载动态库时将调用的第一个入口点. 这些方法的前缀都是 " +"``godot_`` (你可以在后面修改), 其后是它们的名字. ``gdnative_init`` 是一个初始" +"化动态库的函数.Godot会给它一个指向结构的指针, 该结构包含各种我们可能觉得有用" +"的信息, 其中包括指向API结构的指针." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:187 msgid "" "For any additional API structures we need to loop through our extensions " "array and check the type of extension." -msgstr "对于任何其他API结构,我们需要遍历扩展数组并检查扩展的类型." +msgstr "对于任何其他API结构, 我们需要遍历扩展数组并检查扩展的类型." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:206 msgid "" @@ -308,9 +310,9 @@ msgid "" "Here, you can do any cleanup you may need to do. For our example, we're " "simply going to clear our API pointers." msgstr "" -"接下来是 ``gdnative_terminate`` ,在卸载库之前调用它. 当没有任何对象使用它时," -"Godot将卸载库. 在这里,您可以进行任何需要清理的清理工作. 对于我们的示例,我们只" -"是要清除我们的API指针." +"接下来是 ``gdnative_terminate`` , 在卸载库之前调用它. 当没有任何对象使用它时," +"Godot将卸载库. 在这里, 您可以进行任何需要清理的清理工作. 对于我们的示例, 我们" +"只是要清除我们的API指针." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:218 msgid "" @@ -319,8 +321,8 @@ msgid "" "GDNative library and communicates back to the engine what objects we make " "available." msgstr "" -"最后,我们有 ``nativescript_init`` ,这是我们今天需要的最重要的函数.这个函数将" -"被Godot调用,作为加载GDNative库的一部分,并将我们提供的对象反馈给引擎." +"最后, 我们有 ``nativescript_init`` , 这是我们今天需要的最重要的函数. 这个函数" +"将被Godot调用, 作为加载GDNative库的一部分, 并将我们提供的对象反馈给引擎." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:243 msgid "" @@ -332,9 +334,9 @@ msgid "" "are descriptions for our constructor and destructor." msgstr "" "我们首先通过调用 ``nativescript_register_class`` 来告诉引擎哪些类是可以实现" -"的.这里的第一个参数是句柄指针.第二个是对象类的名称.第三个是 '继承' 的Godot中" -"的对象类型;这不是真正的继承,但也足够接近.最后,第四和第五个参数是对构造函数和" -"析构函数的描述." +"的. 这里的第一个参数是句柄指针. 第二个是对象类的名称. 第三个是 '继承' 的Godot" +"中的对象类型;这不是真正的继承, 但也足够接近. 最后, 第四和第五个参数是对构造" +"函数和析构函数的描述." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:250 msgid "" @@ -349,10 +351,10 @@ msgid "" "is a description of which function to call when the method gets called." msgstr "" "然后通过调用 ``nativescript_register_method`` 来告诉Godot我们的方法(本例中是" -"我们的一个方法).在我们的例子中,就是 ``get_data`` .第一个参数仍然是句柄指针.第" -"二个是要注册的对象类的名称.第三个是函数的名字,因为它将被GDScript所知晓.第四个" -"是属性设置(参见 ``godot_method_rpc_mode`` 枚举中的 ``godot_headers/" -"nativescript/godot_nativescript.h`` 的可能值).第五个也是最后一个参数是描述方" +"我们的一个方法). 在我们的例子中, 就是 ``get_data`` . 第一个参数仍然是句柄指" +"针. 第二个是要注册的对象类的名称. 第三个是函数的名字, 因为它将被GDScript所知" +"晓. 第四个是属性设置(参见 ``godot_method_rpc_mode`` 枚举中的 ``godot_headers/" +"nativescript/godot_nativescript.h`` 的可能值). 第五个也是最后一个参数是描述方" "法被调用时要调用哪个函数." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:260 @@ -368,12 +370,12 @@ msgid "" "function gets called when the script itself (not instance!) gets unloaded " "(so usually at library-unload time)." msgstr "" -"描述结构 ``instance_method`` 包含函数本身的指针,作为第一个字段.这些结构中的另" -"外两个字段是用于指定每个方法的用户数据.第二个字段是 ``method_data`` ,在每次函" -"数调用时作为 ``p_method_data`` 参数传递.这对于在可能的多个不同的脚本类的不同" -"方法上重复使用一个函数是很有用的.如果 ``method_data`` 值是一个需要释放的内存" -"指针,第三个 ``free_func`` 字段可以包含一个指向释放该内存的函数的指针.当脚本本" -"身(不是实例!)被卸载时(所以通常是在库卸载时),这个释放函数会被调用." +"描述结构 ``instance_method`` 包含函数本身的指针, 作为第一个字段. 这些结构中的" +"另外两个字段是用于指定每个方法的用户数据. 第二个字段是 ``method_data`` , 在每" +"次函数调用时作为 ``p_method_data`` 参数传递. 这对于在可能的多个不同的脚本类的" +"不同方法上重复使用一个函数是很有用的. 如果 ``method_data`` 值是一个需要释放的" +"内存指针, 第三个 ``free_func`` 字段可以包含一个指向释放该内存的函数的指针. 当" +"脚本本身(不是实例!)被卸载时(所以通常是在库卸载时), 这个释放函数会被调用." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:270 msgid "" @@ -381,8 +383,8 @@ msgid "" "define a structure that we use to store the member data of an instance of " "our GDNative class." msgstr "" -"现在,是时候开始处理我们对象的功能了. 首先,我们定义一个结构,用于存储GDNative类" -"实例的成员数据." +"现在, 是时候开始处理我们对象的功能了. 首先, 我们定义一个结构, 用于存储" +"GDNative类实例的成员数据." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:280 msgid "" @@ -392,9 +394,9 @@ msgid "" "pointer to our new structure. This pointer will act as our instance " "identifier in case multiple objects are instantiated." msgstr "" -"然后,我们定义我们的构造函数. 我们在构造函数中所做的就是为结构分配内存并用一些" -"数据填充它. 请注意,我们使用Godot的内存函数,以便跟踪内存,然后将指针返回到我们" -"的新结构. 如果实例化多个对象,则此指针将充当我们的实例标识符." +"然后, 我们定义我们的构造函数. 我们在构造函数中所做的就是为结构分配内存并用一" +"些数据填充它. 请注意, 我们使用Godot的内存函数, 以便跟踪内存, 然后将指针返回到" +"我们的新结构. 如果实例化多个对象, 则此指针将充当我们的实例标识符." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:286 msgid "" @@ -402,14 +404,14 @@ msgid "" "a parameter called ``p_user_data``, and can both be used to identify our " "instance and to access its member data." msgstr "" -"该指针将作为名为 ``p_user_data`` 的参数传递给与我们的对象相关的任何函数,并且" +"该指针将作为名为 ``p_user_data`` 的参数传递给与我们的对象相关的任何函数, 并且" "可以用于标识我们的实例并访问其成员数据." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:299 msgid "" "Our destructor is called when Godot is done with our object and we free our " "instances' member data." -msgstr "当Godot完成我们的对象时,我们会调用析构函数,并释放实例的成员数据." +msgstr "当Godot完成我们的对象时, 我们会调用析构函数, 并释放实例的成员数据." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:308 msgid "" @@ -418,9 +420,9 @@ msgid "" "first need to convert our C string to a Godot string object, and then copy " "that string object into the variant we are returning." msgstr "" -"最后,我们实现我们的 ``get_data`` 函数.数据总是以变量的形式发送和返回,所以为了" -"返回我们的数据,也就是一个字符串,我们首先需要把C语言的字符串转换成Godot的字符" -"串对象,然后把这个字符串对象复制到我们要返回的变量中." +"最后, 我们实现我们的 ``get_data`` 函数. 数据总是以变量的形式发送和返回, 所以" +"为了返回我们的数据, 也就是一个字符串, 我们首先需要把C语言的字符串转换成Godot" +"的字符串对象, 然后把这个字符串对象复制到我们要返回的变量中." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:329 msgid "" @@ -432,11 +434,11 @@ msgid "" "zero and the memory never deallocated. The returned variant gets " "automatically destroyed by Godot." msgstr "" -"字符串在Godot中进行堆分配,因此它们具有释放内存的析构函数. 析构函数名为 " -"``godot_TYPENAME_destroy`` . 使用String创建Variant时,它会引用String. 这意味着" -"可以``销毁``原始字符串以减少引用计数. 如果没有发生这种情况,String内存将泄漏," -"因为ref-count永远不会为零,并且内存永远不会被释放. 返回的变体会被Godot自动销" -"毁." +"字符串在Godot中进行堆分配, 因此它们具有释放内存的析构函数. 析构函数名为 " +"``godot_TYPENAME_destroy`` . 使用String创建Variant时, 它会引用String. 这意味" +"着可以 ``销毁`` 原始字符串以减少引用计数. 如果没有发生这种情况,String内存将泄" +"漏, 因为ref-count永远不会为零, 并且内存永远不会被释放. 返回的变体会被Godot自" +"动销毁." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:338 msgid "" @@ -446,9 +448,9 @@ msgid "" "The String destructor would be called in C++ after the Variant was created, " "so the same is necessary in C." msgstr "" -"在更复杂的操作中,跟踪哪个值需要重新分配以及哪个值不需要可能会造成混淆. 一般来" -"说:当将调用C++析构函数时,请调用``godot_TYPENAME_destroy``. 创建Variant后,将调" -"用C++中的String类析构函数,在C中也是如此." +"在更复杂的操作中, 跟踪哪个值需要重新分配以及哪个值不需要可能会造成混淆. 一般" +"来说: 当将调用C++析构函数时, 请调用 ``godot_TYPENAME_destroy``. 创建Variant" +"后, 将调用C++中的String类析构函数, 在C中也是如此." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:344 msgid "The variant we return is destroyed automatically by Godot." @@ -468,8 +470,8 @@ msgid "" "GitHub contains a SCons configuration that does all the hard work for you, " "but for our tutorial here we are going to call the compilers directly." msgstr "" -"我们现在需要编译我们的源代码.如前所述,我们在GitHub上的示例项目包含一个SCons配" -"置,它为你做了所有的艰苦工作,但在我们的教程中,我们将直接调用编译器." +"我们现在需要编译我们的源代码. 如前所述, 我们在GitHub上的示例项目包含一个SCons" +"配置, 它为你做了所有的艰苦工作, 但在我们的教程中, 我们将直接调用编译器." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:355 msgid "" @@ -478,8 +480,8 @@ msgid "" "commands from there. Make sure to create the ``bin`` folder before you " "proceed." msgstr "" -"假设你坚持使用上面建议的文件夹结构,最好在 ``src`` 文件夹中打开一个终端会话,从" -"那里执行命令.确保在你继续之前创建 ``bin`` 文件夹." +"假设你坚持使用上面建议的文件夹结构, 最好在 ``src`` 文件夹中打开一个终端会话, " +"从那里执行命令. 确保在你继续之前创建 ``bin`` 文件夹." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:359 msgid "On Linux:" @@ -500,9 +502,9 @@ msgid "" "DLL. We get it as a byproduct and we do not need it :) When exporting your " "game for release this file will be ignored." msgstr "" -"在Windows构建中,你还会得到一个 ``libsimple.lib`` 库.这是一个库,你可以将其编译" -"到项目中,以提供对DLL的访问.我们得到的是一个副产品,我们不需要它:)当把你的游戏" -"导出发布时,这个文件将被忽略." +"在Windows构建中, 你还会得到一个 ``libsimple.lib`` 库. 这是一个库, 你可以将其" +"编译到项目中, 以提供对DLL的访问. 我们得到的是一个副产品, 我们不需要它:)当把你" +"的游戏导出发布时, 这个文件将被忽略." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:388 msgid "Creating the GDNativeLibrary (``.gdnlib``) file" @@ -516,15 +518,15 @@ msgid "" "Godot what dynamic libraries are part of our module and need to be loaded " "per platform." msgstr "" -"模块编译完成后,需要创建一个相应的 :ref:`GDNativeLibrary " -"<class_GDNativeLibrary>` 资源,扩展名为 ``.gdnlib`` ,与动态库放在一起.这个文件" -"告诉Godot哪些动态库是模块的一部分,需要在每个平台上加载." +"模块编译完成后, 需要创建一个相应的 :ref:`GDNativeLibrary " +"<class_GDNativeLibrary>` 资源, 扩展名为 ``.gdnlib`` , 与动态库放在一起. 这个" +"文件告诉Godot哪些动态库是模块的一部分, 需要在每个平台上加载." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:396 msgid "" "We can use Godot to generate this file, so open the \"simple\" project in " "the editor." -msgstr "我们可以使用Godot来生成这个文件,所以在编辑器中打开 \"简单 \"项目." +msgstr "我们可以使用Godot来生成这个文件, 所以在编辑器中打开 \"简单\" 项目." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:399 msgid "Start by clicking the create resource button in the Inspector:" @@ -540,8 +542,8 @@ msgid "" "\"Expand Bottom Panel\" button in the bottom right to expand it to full " "height:" msgstr "" -"你应该看到一个上下文编辑器出现在底部面板中.使用右下角的 \"展开底部面板 \"按钮" -"将其展开到全高:" +"你应该看到一个上下文编辑器出现在底部面板中. 使用右下角的 \"展开底部面板\" 按" +"钮将其展开到全高:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:413 msgid "General properties" @@ -550,7 +552,7 @@ msgstr "常规属性" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:415 msgid "" "In the Inspector, you have various properties to control loading the library." -msgstr "在检查器中,你有各种属性来控制加载库." +msgstr "在检查器中, 你有各种属性来控制加载库." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:417 msgid "" @@ -560,9 +562,9 @@ msgid "" "create. If *Load Once* is disabled, a new copy of the library is loaded into " "memory each time a script accesses the library." msgstr "" -"如果启用 *Load Once* ,我们的库只被加载一次,每个使用我们库的单独脚本将使用相同" -"的数据.你在全局定义的任何变量都可以从你创建的对象的任何实例中访问.如果禁用 " -"*Load Once* ,那么每次脚本访问库的时候都会有一份新的库被加载到内存中." +"如果启用 *Load Once* , 我们的库只被加载一次, 每个使用我们库的单独脚本将使用相" +"同的数据. 你在全局定义的任何变量都可以从你创建的对象的任何实例中访问. 如果禁" +"用 *Load Once* , 那么每次脚本访问库的时候都会有一份新的库被加载到内存中." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:423 msgid "" @@ -570,8 +572,8 @@ msgid "" "function called ``godot_gdnative_singleton`` is called. We'll leave that for " "another tutorial." msgstr "" -"如果 *Singleton* 被启用,我们的库就会自动加载,并调用一个叫做 " -"``godot_gdnative_singleton`` 的函数.我们将把这个问题留给另一个教程." +"如果 *Singleton* 被启用, 我们的库就会自动加载, 并调用一个叫做 " +"``godot_gdnative_singleton`` 的函数. 我们将把这个问题留给另一个教程." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:427 msgid "" @@ -582,10 +584,10 @@ msgid "" "tutorial, it is only needed at this time for deployment to iOS as this " "platform does not like dynamic libraries." msgstr "" -"*符号前缀* 是我们核心函数的前缀,比如前面看到的 ``godot_`` 中的 " -"``godot_nativescript_init`` .如果你使用多个希望静态链接的GDNative库,你将不得" -"不使用不同的前缀.这又是一个需要在单独的教程中深入探讨的问题,目前只需要在部署" -"到iOS时使用,因为这个平台不喜欢动态库." +"*符号前缀* 是我们核心函数的前缀, 比如前面看到的 ``godot_`` 中的 " +"``godot_nativescript_init`` . 如果你使用多个希望静态链接的GDNative库, 你将不" +"得不使用不同的前缀. 这又是一个需要在单独的教程中深入探讨的问题, 目前只需要在" +"部署到iOS时使用, 因为这个平台不喜欢动态库." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:434 msgid "" @@ -593,8 +595,8 @@ msgid "" "loses and gains focus, typically to pick up new or modified symbols from any " "change made to the library externally." msgstr "" -"*Reloadable*定义了当编辑器失去和获得焦点时,是否应该重新加载库,通常是为了从外" -"部对库的任何变化中获取新的或修改的符号." +"*Reloadable* 定义了当编辑器失去和获得焦点时, 是否应该重新加载库, 通常是为了从" +"外部对库的任何变化中获取新的或修改的符号." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:439 msgid "Platform libraries" @@ -615,7 +617,7 @@ msgid "" "exporting to a specific platform." msgstr "" "*动态库* 一栏(保存文件中的 ``entry`` 部分)告诉我们每个平台和特征组合需要加载" -"哪个动态库.这也告知导出器在向特定平台导出时需要导出哪些文件." +"哪个动态库. 这也告知导出器在向特定平台导出时需要导出哪些文件." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:449 msgid "" @@ -624,9 +626,9 @@ msgid "" "to work. Say that your GDNative module uses another DLL to implement " "functionality from a 3rd party library, this is where you list that DLL." msgstr "" -"*Dependencies*列(也称 ``依赖`` 部分)告诉Godot为了让库工作,每个平台还需要导出" -"哪些文件.如果您的GDNative模块使用另一个DLL来实现第三方库的功能,这就是您列出该" -"DLL的地方." +"*Dependencies* 列(也称 ``依赖`` 部分)告诉Godot为了让库工作, 每个平台还需要导" +"出哪些文件. 如果您的GDNative模块使用另一个DLL来实现第三方库的功能, 这就是您列" +"出该DLL的地方." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:454 msgid "" @@ -634,8 +636,8 @@ msgid "" "you can link them in the relevant fields by clicking the folder button. If " "you built all three libraries, you should have something like this:" msgstr "" -"在我们的例子中,我们只构建了Linux、macOS和/或Windows的库,所以你可以通过点击文" -"件夹按钮在相关字段中链接它们.如果你建立了所有三个库,你应该有这样的东西:" +"在我们的例子中, 我们只构建了Linux, macOS和/或Windows的库, 所以你可以通过点击" +"文件夹按钮在相关字段中链接它们. 如果你建立了所有三个库, 你应该有这样的东西:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:461 msgid "Saving the resource" @@ -646,41 +648,39 @@ msgid "" "We can then save our GDNativeLibrary resource as ``bin/libsimple.gdnlib`` " "with the Save button in the Inspector:" msgstr "" -"然后,我们可以通过检查器中的保存按钮将GDNativeLibrary资源保存为``bin/" +"然后, 我们可以通过检查器中的保存按钮将GDNativeLibrary资源保存为 ``bin/" "libsimple.gdnlib``:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:468 msgid "" "The file is saved in a text-based format and should have contents similar to " "this:" -msgstr "该文件以基于文本的格式保存,其内容应类似于以下内容:" +msgstr "该文件以基于文本的格式保存, 其内容应类似于以下内容:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:495 msgid "Creating the NativeScript (``.gdns``) file" msgstr "创建NativeScript (``.gdns``)文件" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:497 -#, fuzzy msgid "" "With our ``.gdnlib`` file we've told Godot how to load our library, now we " "need to tell it about our \"SIMPLE\" object class. We do this by creating a :" "ref:`NativeScript <class_NativeScript>` resource file with ``.gdns`` " "extension." msgstr "" -"通过 ``.gdnlib`` 文件,我们已经告诉Godot如何加载我们的库,现在我们需要告诉它我" -"们的 \"Simple\" 对象类.我们通过创建一个 :ref:`NativeScript " -"<class_NativeScript>` 资源文件,扩展名为 ``.gdns`` ." +"通过 ``.gdnlib`` 文件,我们已经告诉Godot如何加载库,现在需要告诉它关于我们的 " +"\"SIMPLE \" 对象类。通过创建一个 :ref:`NativeScript <class_NativeScript>` 资" +"源文件,扩展名为 ``.gdns`` 。" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:501 msgid "" "Like done for the GDNativeLibrary resource, click the button to create a new " "resource in the Inspector and select ``NativeScript``:" msgstr "" -"就像对GDNativeLibrary资源所做的那样,点击按钮在检查器中创建一个新资源,并选择" -"``NativeScript``:" +"就像对GDNativeLibrary资源所做的那样, 点击按钮在检查器中创建一个新资源, 并选" +"择 ``NativeScript``:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:506 -#, fuzzy msgid "" "The inspector will show a few properties that we need to fill. As *Class " "Name* we enter \"SIMPLE\" which is the object class name that we declared in " @@ -688,9 +688,9 @@ msgid "" "need to select our ``.gdnlib`` file by clicking on *Library* and selecting " "*Load*:" msgstr "" -"检查器将显示一些我们需要填写的属性.在 *Class Name* 中,我们输入 \"Simple\" ,这" -"是我们在调用 ``godot_nativescript_register_class`` 时在C源文件中声明的对象类" -"名称.我们还需要通过点击 *Library* 和 *Load* 来选择我们的 ``.gdnlib`` 文件:" +"检查器将显示一些我们需要填写的属性。在 *Class Name* 中,输入 \"SIMPLE\" ,这" +"是在调用 ``godot_nativescript_register_class`` 时在C源码中声明的对象类名称。" +"通过点击 *Library* 和选择 *Load* 来选择我们的 ``.gdnlib`` 文件:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:515 msgid "" @@ -708,21 +708,21 @@ msgid "" "root and call it ``main``. Then add a Button and a Label as child nodes. " "Place them somewhere nice on screen and give your button a name." msgstr "" -"现在是时候建立我们的场景了.在你的场景中添加一个控件节点作为根节点,并命名为 " -"``main`` .然后添加一个按钮和一个标签作为子节点.把它们放在屏幕上合适的地方,并" -"给你的按钮起个名字." +"现在是时候建立我们的场景了. 在你的场景中添加一个控件节点作为根节点, 并命名为 " +"``main`` . 然后添加一个按钮和一个标签作为子节点. 把它们放在屏幕上合适的地方, " +"并给你的按钮起个名字." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:529 msgid "Select the control node and attach a script to it:" -msgstr "选择控制节点,给它附加一个脚本:" +msgstr "选择控制节点, 给它附加一个脚本:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:533 msgid "Next link up the ``pressed`` signal on the button to your script:" -msgstr "接下来将按钮上的``pressed``信号与你的脚本连接起来:" +msgstr "接下来将按钮上的 ``pressed`` 信号与你的脚本连接起来:" #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:537 msgid "Don't forget to save your scene, call it ``main.tscn``." -msgstr "不要忘记保存你的场景,把它称为 ``main.tscn`` ." +msgstr "不要忘记保存你的场景, 把它称为 ``main.tscn`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:539 msgid "Now we can implement our ``main.gd`` code:" @@ -734,5 +734,5 @@ msgid "" "will ask you what your main scene is and you select your ``main.tscn`` file " "and presto:" msgstr "" -"做完这一切后,我们的项目就可以工作了.第一次运行时,Godot会询问主场景设置,选择 " -"``main.tscn`` 文件,然后就可以了:" +"做完这一切后, 我们的项目就可以工作了. 第一次运行时,Godot会询问主场景设置, 选" +"择 ``main.tscn`` 文件, 然后就可以了:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index cc076204a5..41466662b5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,7 +32,7 @@ msgid "" "first." msgstr "" "本教程建立在 :ref:`GDNative C example <doc_gdnative_c_example>` 中给出的信息" -"之上,因此我们强烈建议您先阅读." +"之上, 因此我们强烈建议您先阅读." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:13 msgid "" @@ -40,9 +40,9 @@ msgid "" "API and provide a nicer way to \"extend\" nodes in Godot using C++. This is " "equivalent to writing scripts in GDScript, but in C++ instead." msgstr "" -"GDNative的C++绑定构建在NativeScript GDNative API之上,并提供了一种使用C++在" -"Godot中\"扩展\"节点的更好方法. 这相当于在GDScript中编写脚本,而是在C++中编写脚" -"本." +"GDNative的C++绑定构建在NativeScript GDNative API之上, 并提供了一种使用C++在" +"Godot中 \"扩展\" 节点的更好方法. 这相当于在GDScript中编写脚本, 而是在C++中编" +"写脚本." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 msgid "" @@ -53,10 +53,10 @@ msgid "" "Godot 3.0 you will need to use the 3.0 branch and the NativeScript 1.0 " "syntax. We'll be showing them side by side in this writeup." msgstr "" -"Godot 3.1看到了NativeScript 1.1新增功能的引入,使GDNative团队能够构建更好的C+" -"+绑定库. 这些变化现已合并到主分支中,并将成为我们前进的方式. 如果您想编写一个" -"也支持Godot 3.0的C++ GDNative插件,您需要使用3.0分支和NativeScript 1.0语法. 我" -"们将在这篇文章中并排展示它们." +"Godot 3.1看到了NativeScript 1.1新增功能的引入, 使GDNative团队能够构建更好的C+" +"+绑定库. 这些变化现已合并到主分支中, 并将成为我们前进的方式. 如果您想编写一个" +"也支持Godot 3.0的C++ GDNative插件, 您需要使用3.0分支和NativeScript 1.0语法. " +"我们将在这篇文章中并排展示它们." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 msgid "" @@ -111,16 +111,16 @@ msgid "" "download the correct branch. Also note that the version of Godot you use to " "generate the ``api.json`` with becomes your minimum version." msgstr "" -"您可以从GitHub下载这些存储库,或让Git为您完成工作. 请注意,这些存储库现在对于不" -"同版本的Godot具有不同的分支. 为早期版本的Godot编写的GDNative模块将在较新版本" -"中运行(除了3.0和3.1之间的ARVR接口的一次重大更改),但反之亦然,因此请确保下载正" -"确的分支.还要注意,您用于生成\"api.json\"的Godot版本将成为最低版本." +"您可以从GitHub下载这些存储库, 或让Git为您完成工作. 请注意, 这些存储库现在对于" +"不同版本的Godot具有不同的分支. 为早期版本的Godot编写的GDNative模块将在较新版" +"本中运行(除了3.0和3.1之间的ARVR接口的一次重大更改), 但反之亦然, 因此请确保下" +"载正确的分支. 还要注意, 您用于生成 \"api.json\" 的Godot版本将成为最低版本." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:49 msgid "" "If you are versioning your project using Git, it is a good idea to add them " "as Git submodules:" -msgstr "如果您使用Git对项目进行版本控制,最好将它们添加为Git子模块:" +msgstr "如果您使用Git对项目进行版本控制, 最好将它们添加为Git子模块:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:71 msgid "" @@ -129,8 +129,8 @@ msgid "" "described here, as much of the code we'll be showcasing here assumes the " "project follows this layout." msgstr "" -"如果您决定只下载存储库或将它们克隆到项目文件夹中,请确保文件夹布局与此处描述的" -"相同,因为我们将在此处展示的代码假定项目遵循此布局." +"如果您决定只下载存储库或将它们克隆到项目文件夹中, 请确保文件夹布局与此处描述" +"的相同, 因为我们将在此处展示的代码假定项目遵循此布局." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 msgid "Do make sure you clone recursive to pull in both repositories:" @@ -142,8 +142,8 @@ msgid "" "you've manually downloaded them please make sure to place ``godot_headers`` " "inside of the ``godot-cpp`` folder." msgstr "" -"``godot-cpp`` 现在包含 ``godot_headers`` 作为嵌套子模块,如果您手动下载它们,请" -"确保将 ``godot_headers`` 放在 ``godot-cpp`` 文件夹中." +"``godot-cpp`` 现在包含 ``godot_headers`` 作为嵌套子模块, 如果您手动下载它们, " +"请确保将 ``godot_headers`` 放在 ``godot-cpp`` 文件夹中." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:97 msgid "" @@ -153,9 +153,9 @@ msgid "" "much of the code we'll be showcasing here assumes the project has this " "layout." msgstr "" -"您不必这样做,但我们发现它最容易管理. 如果您决定只下载存储库或只是将它们克隆到" -"您的文件夹中,请确保文件夹布局与我们在此处设置的相同,因为我们将在此处展示的代" -"码假定项目具有此布局." +"您不必这样做, 但我们发现它最容易管理. 如果您决定只下载存储库或只是将它们克隆" +"到您的文件夹中, 请确保文件夹布局与我们在此处设置的相同, 因为我们将在此处展示" +"的代码假定项目具有此布局." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:102 msgid "" @@ -163,7 +163,7 @@ msgid "" "submodules are not automatically initialized. You will need to execute the " "following commands:" msgstr "" -"如果从介绍中指定的链接克隆示例,子模块不会自动初始化. 您需要执行以下命令:" +"如果从介绍中指定的链接克隆示例, 子模块不会自动初始化. 您需要执行以下命令:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:111 msgid "This will clone these two repositories into your project folder." @@ -177,7 +177,7 @@ msgstr "构建C++绑定" msgid "" "Now that we've downloaded our prerequisites, it is time to build the C++ " "bindings." -msgstr "现在我们已经下载了我们的先决条件,现在是构建C++绑定的时候了." +msgstr "现在我们已经下载了我们的先决条件, 现在是构建C++绑定的时候了." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:119 msgid "" @@ -185,8 +185,8 @@ msgid "" "release, but if you need to build these bindings for a newer version of " "Godot, simply call the Godot executable:" msgstr "" -"存储库包含当前Godot版本的元数据副本,但如果您需要为较新版本的Godot构建这些绑" -"定,只需调用Godot可执行文件:" +"存储库包含当前Godot版本的元数据副本, 但如果您需要为较新版本的Godot构建这些绑" +"定, 只需调用Godot可执行文件:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 msgid "" @@ -194,7 +194,7 @@ msgid "" "``use_custom_api_file=yes custom_api_file=../api.json`` to the scons command " "below." msgstr "" -"将生成的 ``api.json`` 文件放在项目文件夹中,并将 ``use_custom_api_file = yes " +"将生成的 ``api.json`` 文件放在项目文件夹中, 并将 ``use_custom_api_file = yes " "custom_api_file = .. / api.json`` 添加到下面的scons命令中." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:131 @@ -202,8 +202,8 @@ msgid "" "To generate and compile the bindings, use this command (replacing " "``<platform>`` with ``windows``, ``linux`` or ``osx`` depending on your OS):" msgstr "" -"要生成和编译绑定,使用这个命令(根据你的操作系统,用 ``windows`` , ``linux`` 或 " -"``osx`` 代替 ``<platform>`` ):" +"要生成和编译绑定, 使用这个命令(根据你的操作系统, 用 ``windows`` , ``linux`` " +"或 ``osx`` 代替 ``<platform>`` ):" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:134 msgid "" @@ -211,8 +211,8 @@ msgid "" "where `N` is the number of CPU threads you have on your system. The example " "below uses 4 threads." msgstr "" -"为了加快编译速度,在SCons命令行的末尾添加`-jN`,其中`N`是你系统中的CPU线程数.下" -"面的例子使用了4个线程." +"为了加快编译速度, 在SCons命令行的末尾添加 `-jN`, 其中 `N` 是你系统中的CPU线程" +"数. 下面的例子使用了4个线程." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:142 msgid "" @@ -220,14 +220,14 @@ msgid "" "libraries that can be compiled into your project stored in ``godot-cpp/bin/" "``." msgstr "" -"这一步将需要一段时间. 完成后,您应该有一个静态库,可以编译到您的项目中,存储在 " -"``godot-cpp / bin /`` 中." +"这一步将需要一段时间. 完成后, 您应该有一个静态库, 可以编译到您的项目中, 存储" +"在 ``godot-cpp / bin /`` 中." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:145 msgid "" "At some point in the future, compiled binaries will be available, making " "this step optional." -msgstr "在将来的某个时刻,已编译的二进制文件将可用,使此步骤可选." +msgstr "在将来的某个时刻, 已编译的二进制文件将可用, 使此步骤可选." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:150 msgid "" @@ -246,7 +246,7 @@ msgid "" "Now it's time to build an actual plugin. We'll start by creating an empty " "Godot project in which we'll place a few files." msgstr "" -"现在是构建实际插件的时候了. 我们首先创建一个空的Godot项目,我们将在其中放置一" +"现在是构建实际插件的时候了. 我们首先创建一个空的Godot项目, 我们将在其中放置一" "些文件." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:159 @@ -254,7 +254,7 @@ msgid "" "Open Godot and create a new project. For this example, we will place it in a " "folder called ``demo`` inside our GDNative module's folder structure." msgstr "" -"打开Godot并创建一个新项目. 对于这个示例,我们将它放在我们的GDNative模块的文件" +"打开Godot并创建一个新项目. 对于这个示例, 我们将它放在我们的GDNative模块的文件" "夹结构中名为 ``demo`` 的文件夹中." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:162 @@ -262,16 +262,16 @@ msgid "" "In our demo project, we'll create a scene containing a Node called \"Main\" " "and we'll save it as ``main.tscn``. We'll come back to that later." msgstr "" -"在我们的演示项目中,我们将创建一个包含名为\"Main\"的节点的场景,我们将其保存为 " -"``main.tscn`` . 我们稍后再回过头来看看." +"在我们的演示项目中, 我们将创建一个包含名为 \"Main\" 的节点的场景, 我们将其保" +"存为 ``main.tscn`` . 我们稍后再回过头来看看." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:165 msgid "" "Back in the top-level GDNative module folder, we're also going to create a " "subfolder called ``src`` in which we'll place our source files." msgstr "" -"回到顶级GDNative模块文件夹,我们还将创建一个名为 ``src`` 的子文件夹,我们将在其" -"中放置源文件." +"回到顶级GDNative模块文件夹, 我们还将创建一个名为 ``src`` 的子文件夹, 我们将在" +"其中放置源文件." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:168 msgid "" @@ -279,14 +279,14 @@ msgid "" "directories in your GDNative module." msgstr "" "您现在应该在您的GDNative模块中有 ``demo`` ,``godot-cpp``, ``godot_headers`` " -"和``src``目录." +"和 ``src`` 目录." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:171 msgid "" "In the ``src`` folder, we'll start with creating our header file for the " "GDNative node we'll be creating. We will name it ``gdexample.h``:" msgstr "" -"在 ``src`` 文件夹中,我们将首先为我们将要创建的GDNative节点创建头文件. 我们将" +"在 ``src`` 文件夹中, 我们将首先为我们将要创建的GDNative节点创建头文件. 我们将" "它命名为 ``gdexample.h`` :" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:235 @@ -296,16 +296,16 @@ msgid "" "hpp`` which contains bindings to the Sprite class. We'll be extending this " "class in our module." msgstr "" -"以上有一些注意事项. 我们包括 ``Godot.hpp`` ,其中包含我们所有的基本定义. 之后," -"我们包含 ``Sprite.hpp`` ,它包含对Sprite类的绑定. 我们将在我们的模块中扩展这个" -"类." +"以上有一些注意事项. 我们包括 ``Godot.hpp`` , 其中包含我们所有的基本定义. 之" +"后, 我们包含 ``Sprite.hpp`` , 它包含对Sprite类的绑定. 我们将在我们的模块中扩" +"展这个类." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 msgid "" "We're using the namespace ``godot``, since everything in GDNative is defined " "within this namespace." msgstr "" -"我们使用命名空间 ``godot`` ,因为GDNative中的所有内容都在此命名空间中定义." +"我们使用命名空间 ``godot`` , 因为GDNative中的所有内容都在此命名空间中定义." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:243 msgid "" @@ -313,13 +313,13 @@ msgid "" "container class. We'll see a few side effects of this later on. The " "``GODOT_CLASS`` macro sets up a few internal things for us." msgstr "" -"然后我们有了我们的类定义,它通过容器类从我们的Sprite继承. 我们稍后会看到一些副" -"作用. 这也是NativeScript 1.1中将要改进的主要部分. ``GODOT_CLASS`` 宏为我们设" -"置了一些内部事物." +"然后我们有了我们的类定义, 它通过容器类从我们的Sprite继承. 我们稍后会看到一些" +"副作用. 这也是NativeScript 1.1中将要改进的主要部分. ``GODOT_CLASS`` 宏为我们" +"设置了一些内部事物." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:247 msgid "After that, we declare a single member variable called ``time_passed``." -msgstr "之后,我们声明一个名为 ``time_passed`` 的成员变量." +msgstr "之后, 我们声明一个名为 ``time_passed`` 的成员变量." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:249 msgid "" @@ -327,8 +327,8 @@ msgid "" "constructor and destructor defined, but there are two other functions that " "will likely look familiar to some, and one new method." msgstr "" -"在下一个块中我们定义了我们的方法,我们显然已经定义了构造函数和析构函数,但是还" -"有其他两个函数可能看起来很熟悉." +"在下一个块中我们定义了我们的方法, 我们显然已经定义了构造函数和析构函数, 但是" +"还有其他两个函数可能看起来很熟悉." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:253 msgid "" @@ -340,15 +340,15 @@ msgid "" "has properly set up our object. It has to exist even if you don't place any " "code in it." msgstr "" -"第一个是 ``_register_methods`` ,这是一个静态函数,Godot将调用它来找出可以在我" +"第一个是 ``_register_methods`` , 这是一个静态函数,Godot将调用它来找出可以在我" "们的NativeScript上调用哪些方法以及它暴露的属性. 第二个是我们的 ``_process`` " -"函数,它与您在GDScript中习惯的 ``_process`` 函数完全相同. 第三个是我们的 " -"``_init`` 函数,它是在Godot正确设置我们的对象之后调用的. 即使您没有在其中放置" -"任何代码,它也必须存在." +"函数, 它与您在GDScript中习惯的 ``_process`` 函数完全相同. 第三个是我们的 " +"``_init`` 函数, 它是在Godot正确设置我们的对象之后调用的. 即使您没有在其中放置" +"任何代码, 它也必须存在." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:260 msgid "Let's implement our functions by creating our ``gdexample.cpp`` file:" -msgstr "所以,让我们通过创建 ``gdexample.cpp`` 文件来实现我们的函数:" +msgstr "所以, 让我们通过创建 ``gdexample.cpp`` 文件来实现我们的函数:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:320 msgid "" @@ -359,8 +359,8 @@ msgid "" "destructor and ``_init`` functions." msgstr "" "这个应该是直截了当的. 我们正在实现我们在头文件中定义的每个类的方法. 注意 " -"``register_method`` 调用 **必须** 公开 ``_process`` 方法,否则Godot将无法使用" -"它. 但是,我们不必告诉Godot我们的构造函数,析构函数和 ``_init`` 函数." +"``register_method`` 调用 **必须** 公开 ``_process`` 方法, 否则Godot将无法使用" +"它. 但是, 我们不必告诉Godot我们的构造函数, 析构函数和 ``_init`` 函数." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:326 msgid "" @@ -372,11 +372,11 @@ msgid "" "actual Sprite node our script relates to. In the upcoming NativeScript 1.1, " "``set_position`` can be called directly on our class." msgstr "" -"另一种注意方法是我们的 ``_process`` 函数,它只是跟踪已经过了多少时间,并使用简" -"单的正弦和余弦函数计算我们的精灵的新位置. 突出的是调用 ``owner-> " +"另一种注意方法是我们的 ``_process`` 函数, 它只是跟踪已经过了多少时间, 并使用" +"简单的正弦和余弦函数计算我们的精灵的新位置. 突出的是调用 ``owner-> " "set_position`` 来调用我们的Sprite的一个内置方法. 这是因为我们的类是一个容器" "类; ``owner`` 指向我们脚本所涉及的实际Sprite节点. 在即将发布的NativeScript " -"1.1中,可以在我们的类上直接调用 ``set_position`` ." +"1.1中, 可以在我们的类上直接调用 ``set_position`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:334 msgid "" @@ -387,17 +387,17 @@ msgid "" "NativeScripts in our GDNative plugin." msgstr "" "还有一个我们需要的C++文件; 我们将它命名为 ``gdlibrary.cpp`` . 我们的GDNative" -"插件可以包含多个NativeScripts,每个都有自己的头文件和源文件,就像我们在上面实现" -"了 ``GDExample`` 一样. 我们现在需要的是一小段代码,告诉Godot我们的GDNative插件" -"中的所有NativeScripts." +"插件可以包含多个NativeScripts, 每个都有自己的头文件和源文件, 就像我们在上面实" +"现了 ``GDExample`` 一样. 我们现在需要的是一小段代码, 告诉Godot我们的GDNative" +"插件中的所有NativeScripts." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:358 msgid "" "Note that we are not using the ``godot`` namespace here, since the three " "functions implemented here need to be defined without a namespace." msgstr "" -"请注意,我们这里没有使用 ``godot`` 命名空间,因为这里实现的三个函数需要在没有命" -"名空间的情况下定义." +"请注意, 我们这里没有使用 ``godot`` 命名空间, 因为这里实现的三个函数需要在没有" +"命名空间的情况下定义." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:361 msgid "" @@ -407,9 +407,9 @@ msgid "" "initialize them, but you might have to set up more things depending on your " "needs." msgstr "" -"当Godot加载我们的插件并卸载它时,分别调用 ``godot_gdnative_init`` 和 " +"当Godot加载我们的插件并卸载它时, 分别调用 ``godot_gdnative_init`` 和 " "``godot_gdnative_terminate`` 函数. 我们在这里所做的只是解析我们的绑定模块中的" -"函数来初始化它们,但您可能需要根据需要设置更多内容." +"函数来初始化它们, 但您可能需要根据需要设置更多内容." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:367 msgid "" @@ -419,7 +419,7 @@ msgid "" "``register_class`` for each of our classes in our library." msgstr "" "重要的功能是第三个函数叫做 ``godot_nativescript_init`` . 我们首先在我们的绑定" -"库中调用一个函数来执行它常用的东西. 之后,我们为库中的每个类调用函数 " +"库中调用一个函数来执行它常用的东西. 之后, 我们为库中的每个类调用函数 " "``register_class`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:373 @@ -435,7 +435,7 @@ msgid "" "files in a subsequent tutorial." msgstr "" "我们不能轻易地手工编写SCons用于构建的 ``SConstruct`` 文件. 出于这个示例的目" -"的,只需使用我们已经准备好的 :download:`这个硬编码的SConstruct文件<files / " +"的, 只需使用我们已经准备好的 :download:`这个硬编码的SConstruct 文件 <files / " "cpp_example / SConstruct>` . 我们将在后续教程中介绍如何使用这些构建文件的更可" "定制的详细示例." @@ -445,8 +445,8 @@ msgid "" "cpp`` master, you may need to make small changes using it with older " "versions or refer to the ``SConstruct`` file in the Godot 3.0 documentation." msgstr "" -"这个 ``SConstruct`` 文件被编写为与最新的godot-cpp master分支一起使用,您可能需" -"要使用旧版本进行小的更改,或者参考Godot 3.0文档中的 ``SConstruct`` 文件." +"这个 ``SConstruct`` 文件被编写为与最新的godot-cpp master分支一起使用, 您可能" +"需要使用旧版本进行小的更改, 或者参考Godot 3.0文档中的 ``SConstruct`` 文件." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:387 msgid "" @@ -454,8 +454,8 @@ msgid "" "module folder besides ``godot-cpp``, ``godot_headers`` and ``demo``, then " "run:" msgstr "" -"一旦您下载了 ``SConstruct`` 文件,将其放在 ``godot-cpp`` , ``godot_headers`` " -"和 ``demo`` 旁边的GDNative模块文件夹中,然后运行:" +"一旦您下载了 ``SConstruct`` 文件, 将其放在 ``godot-cpp`` , ``godot_headers`` " +"和 ``demo`` 旁边的GDNative模块文件夹中, 然后运行:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:394 msgid "You should now be able to find the module in ``demo/bin/<platform>``." @@ -467,8 +467,8 @@ msgid "" "builds. For optimized builds, you should compile them using the " "``target=release`` switch." msgstr "" -"在这里,我们编译了godot-cpp和我们的gdexample库作为调试版本. 对于优化的构建,您" -"应该使用 ``target = release`` 开关编译它们." +"在这里, 我们编译了godot-cpp和我们的gdexample库作为调试版本. 对于优化的构建, " +"您应该使用 ``target = release`` 开关编译它们." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:403 msgid "Using the GDNative module" @@ -480,16 +480,16 @@ msgid "" "bin/``. Both can be created using the Godot editor, but it may be faster to " "create them directly." msgstr "" -"在我们跳回Godot之前,我们需要在 ``demo / bin /`` 中再创建两个文件. 两者都可以" -"使用Godot编辑器创建,但直接创建它们可能会更快." +"在我们跳回Godot之前, 我们需要在 ``demo / bin /`` 中再创建两个文件. 两者都可以" +"使用Godot编辑器创建, 但直接创建它们可能会更快." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:409 msgid "" "The first one is a file that lets Godot know what dynamic libraries should " "be loaded for each platform and is called ``gdexample.gdnlib``." msgstr "" -"第一个是一个文件,让Godot知道应该为每个平台加载什么动态库,并称为 ``gdexample." -"gdnlib`` ." +"第一个是一个文件, 让Godot知道应该为每个平台加载什么动态库, 并称为 " +"``gdexample.gdnlib`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:433 msgid "" @@ -500,9 +500,10 @@ msgid "" "doesn't allow dynamic libraries to be deployed, yet GDNative modules are " "linked statically." msgstr "" -"该文件包含一个\"general\"部分,用于控制模块的加载方式. 它还包含一个前缀部分,现" -"在应该留在 ``godot_`` . 如果更改此设置,则需要重命名用作入口点的各种函数. 这是" -"为iPhone平台添加的,因为它不允许部署动态库,但GDNative模块是静态链接的." +"该文件包含一个 \"general\" 部分, 用于控制模块的加载方式. 它还包含一个前缀部" +"分, 现在应该留在 ``godot_`` . 如果更改此设置, 则需要重命名用作入口点的各种函" +"数. 这是为iPhone平台添加的, 因为它不允许部署动态库, 但GDNative模块是静态链接" +"的." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:439 msgid "" @@ -512,9 +513,9 @@ msgid "" "project, which means the data pack won't contain libraries that are " "incompatible with the target platform." msgstr "" -"``entry`` 部分是重要的一点:它告诉Godot每个支持平台的项目文件系统中动态库的位" -"置. 导出项目时,这也将导致 *仅* 导出该文件,这意味着数据包不会包含与目标平台不" -"兼容的库." +"``entry`` 部分是重要的一点: 它告诉Godot每个支持平台的项目文件系统中动态库的位" +"置. 导出项目时, 这也将导致 *仅* 导出该文件, 这意味着数据包不会包含与目标平台" +"不兼容的库." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:445 msgid "" @@ -524,14 +525,14 @@ msgid "" "a third-party dynamic library with your project." msgstr "" "最后, ``dependencies`` 部分允许您命名应包含的其他动态库. 当您的GDNative插件实" -"现其他人的库并要求您为项目提供第三方动态库时,这一点非常重要." +"现其他人的库并要求您为项目提供第三方动态库时, 这一点非常重要." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:450 msgid "" "If you double click on the ``gdexample.gdnlib`` file within Godot, you'll " "see there are far more options to set:" msgstr "" -"如果您双击Godot中的 ``gdexample.gdnlib`` 文件,您会看到还有更多的选项要设置:" +"如果您双击Godot中的 ``gdexample.gdnlib`` 文件, 您会看到还有更多的选项要设置:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:455 msgid "" @@ -551,17 +552,18 @@ msgid "" "``class_name`` which identifies the NativeScript in our plugin we want to " "use." msgstr "" -"这是标准的Godot资源; 您可以直接在场景中创建它,但将其保存到文件可以更容易地在" -"其他地方重用它. 这个资源指向我们的gdnlib文件,因此Godot可以知道哪个动态库包含" -"我们的NativeScript. 它还定义了 ``class_name`` ,它标识了我们想要使用的插件中的" -"NativeScript." +"这是标准的Godot资源; 您可以直接在场景中创建它, 但将其保存到文件可以更容易地在" +"其他地方重用它. 这个资源指向我们的gdnlib文件, 因此Godot可以知道哪个动态库包含" +"我们的NativeScript. 它还定义了 ``class_name`` , 它标识了我们想要使用的插件中" +"的NativeScript." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:477 msgid "" "Time to jump back into Godot. We load up the main scene we created way back " "in the beginning and now add a Sprite to our scene:" msgstr "" -"是时候跳回Godot了. 我们在开始时加载我们创建的主场景,现在为场景添加一个Sprite:" +"是时候跳回Godot了. 我们在开始时加载我们创建的主场景, 现在为场景添加一个" +"Sprite:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:482 msgid "" @@ -569,7 +571,7 @@ msgid "" "the ``centered`` property and drag our ``gdexample.gdns`` file onto the " "``script`` property of the sprite:" msgstr "" -"我们要将Godot徽标指定给这个精灵作为我们的纹理,禁用 ``centered`` 属性并将我们" +"我们要将Godot徽标指定给这个精灵作为我们的纹理, 禁用 ``centered`` 属性并将我们" "的 ``gdexample.gdns`` 文件拖到精灵的 ``script`` 属性中:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:488 @@ -587,9 +589,9 @@ msgid "" "ways of doing this. You can either bind directly to a member or use a setter " "and getter function." msgstr "" -"GDScript允许您使用 ``export`` 关键字向脚本添加属性. 在GDNative中,您必须注册属" -"性,有两种方法可以执行此操作. 您可以直接绑定到成员,也可以使用setter和getter函" -"数." +"GDScript允许您使用 ``export`` 关键字向脚本添加属性. 在GDNative中, 您必须注册" +"属性, 有两种方法可以执行此操作. 您可以直接绑定到成员, 也可以使用setter和" +"getter函数." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:502 msgid "" @@ -597,8 +599,8 @@ msgid "" "the ``_get_property_list``, ``_get`` and ``_set`` methods of an object but " "that goes far beyond the scope of this tutorial." msgstr "" -"还有第三种选择,就像在GDScript中一样,您可以直接实现一个对象的 " -"``_get_property_list`` , ``_get`` 和 ``_set`` 方法,但这远远超出了本教程的范" +"还有第三种选择, 就像在GDScript中一样, 您可以直接实现一个对象的 " +"``_get_property_list`` , ``_get`` 和 ``_set`` 方法, 但这远远超出了本教程的范" "围." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:506 @@ -611,7 +613,7 @@ msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:509 msgid "" "In our ``gdexample.h`` file we simply need to add a member variable like so:" -msgstr "在我们的 ``gdexample.h`` 文件中,我们只需添加一个成员变量,如下所示:" +msgstr "在我们的 ``gdexample.h`` 文件中, 我们只需添加一个成员变量, 如下所示:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:519 msgid "" @@ -619,8 +621,8 @@ msgid "" "only show the methods we end up changing, don't remove the lines we're " "omitting:" msgstr "" -"在我们的 ``gdexample.cpp`` 文件中,我们需要进行一些更改,我们只会显示我们最终更" -"改的方法,不要删除我们省略的行:" +"在我们的 ``gdexample.cpp`` 文件中, 我们需要进行一些更改, 我们只会显示我们最终" +"更改的方法, 不要删除我们省略的行:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:571 msgid "" @@ -629,8 +631,8 @@ msgid "" "and when you run your project, you will see that our Godot icon travels " "along a larger figure." msgstr "" -"一旦您使用这些更改编译模块,您将看到已将属性添加到我们的界面. 您现在可以更改此" -"属性,当您运行项目时,您将看到我们的Godot图标沿着更大的数字移动." +"一旦您使用这些更改编译模块, 您将看到已将属性添加到我们的界面. 您现在可以更改" +"此属性, 当您运行项目时, 您将看到我们的Godot图标沿着更大的数字移动." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:578 msgid "" @@ -638,8 +640,8 @@ msgid "" "``true`` for the Godot editor to automatically pick up the newly added " "property." msgstr "" -"\"gdexample.gdnlib\"文件中的\"可重新读取\"(reloadable)属性必须设定为\"真\"," -"Godot编辑器才能自动获取到新添加的属性." +"\"gdexample.gdnlib\" 文件中的 \"可重新读取 \"(reloadable)属性必须设定为\" 真" +"\",Godot编辑器才能自动获取到新添加的属性." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:582 msgid "" @@ -647,8 +649,8 @@ msgid "" "are used, as the editor might hold objects then that have script instances " "attached to them that are managed by a GDNative library." msgstr "" -"但是,使用该设置时要特别小心,特别是在使用工具类时,因为编辑器可能会持有对象,然" -"后将脚本实例附加到对象上,这些对象由GDNative库管理." +"但是, 使用该设置时要特别小心, 特别是在使用工具类时, 因为编辑器可能会持有对" +"象, 然后将脚本实例附加到对象上, 这些对象由GDNative库管理." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:586 msgid "" @@ -665,15 +667,15 @@ msgid "" "only showing the methods that have changed so don't remove anything we're " "omitting:" msgstr "" -"这需要对我们的 ``gdexample.cpp`` 文件进行一些更改,同样我们只显示已更改的方法," -"所以不要删除我们忽略的任何内容:" +"这需要对我们的 ``gdexample.cpp`` 文件进行一些更改, 同样我们只显示已更改的方" +"法, 所以不要删除我们忽略的任何内容:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:673 msgid "" "Now when the project is compiled we'll see another property called speed. " "Changing its value will make the animation go faster or slower." msgstr "" -"现在,当编译项目时,我们将看到另一个名为speed的属性. 更改其值将使动画更快或更" +"现在, 当编译项目时, 我们将看到另一个名为speed的属性. 更改其值将使动画更快或更" "慢." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:676 @@ -683,9 +685,9 @@ msgid "" "good reason for a setter if you want to react on the variable being changed " "but in many cases just binding the variable will be enough." msgstr "" -"对于这个示例,使用setter和getter没有明显的优势. 这只是更多的代码编写. 对于一个" -"简单的示例,如果您想对改变的变量做出反应,那么设置器可能有充分的理由,但在很多情" -"况下只需绑定变量就足够了." +"对于这个示例, 使用setter和getter没有明显的优势. 这只是更多的代码编写. 对于一" +"个简单的示例, 如果您想对改变的变量做出反应, 那么设置器可能有充分的理由, 但在" +"很多情况下只需绑定变量就足够了." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:681 msgid "" @@ -701,9 +703,9 @@ msgid "" "``rpc_mode``, ``usage``, ``hint`` and ``hint_string``. These can be used to " "further configure how properties are displayed and set on the Godot side." msgstr "" -"为简单起见,我们在register_property <class,type>方法调用中省略了可选参数. 这些" -"参数是 ``rpc_mode`` , ``usage`` , ``hint`` 和 ``hint_string`` . 这些可用于进" -"一步配置属性在Godot方面的显示和设置方式." +"为简单起见, 我们在register_property <class,type>方法调用中省略了可选参数. 这" +"些参数是 ``rpc_mode`` , ``usage`` , ``hint`` 和 ``hint_string`` . 这些可用于" +"进一步配置属性在Godot方面的显示和设置方式." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:691 msgid "" @@ -711,8 +713,8 @@ msgid "" "you to omit the ``<GDExample, float>`` part of our ``register_property`` " "method. We've had mixed experiences with this however." msgstr "" -"现代C++编译器能够推断出类和变量类型,并允许您省略 ``register_property`` 方法" -"的 ``<GDExample,float>`` 部分. 然而,我们在这方面的经验好坏参半." +"现代C++编译器能够推断出类和变量类型, 并允许您省略 ``register_property`` 方法" +"的 ``<GDExample,float>`` 部分. 然而, 我们在这方面的经验好坏参半." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:696 msgid "Signals" @@ -725,9 +727,9 @@ msgid "" "``connect`` on that object. We can't think of a good example for our " "wobbling Godot icon, we would need to showcase a far more complete example." msgstr "" -"最后但同样重要的是,信号也完全适用于GDNative. 让模块对另一个对象发出的信号作出" -"反应,需要在该对象上调用 ``connect`` . 我们想不出一个摆动Godot图标的好示例,我" -"们需要展示一个更完整的示例." +"最后但同样重要的是, 信号也完全适用于GDNative. 让模块对另一个对象发出的信号作" +"出反应, 需要在该对象上调用 ``connect`` . 我们想不出一个摆动Godot图标的好示" +"例, 我们需要展示一个更完整的示例." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:703 msgid "This however is the required syntax:" @@ -738,7 +740,7 @@ msgid "" "Note that you can only call ``my_method`` if you've previously registered it " "in your ``_register_methods`` method." msgstr "" -"请注意,如果您之前在 ``_register_methods`` 方法中注册了它,则只能调用 " +"请注意, 如果您之前在 ``_register_methods`` 方法中注册了它, 则只能调用 " "``my_method`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:717 @@ -748,7 +750,7 @@ msgid "" "to emit a signal every time a second has passed and pass the new location " "along." msgstr "" -"让对象发出信号更为常见. 对于我们摇摆不定的Godot图标,我们会做一些愚蠢的事情来" +"让对象发出信号更为常见. 对于我们摇摆不定的Godot图标, 我们会做一些愚蠢的事情来" "展示它是如何工作的. 每过一秒钟我们就会发出一个信号并传递新的位置." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:721 @@ -756,7 +758,7 @@ msgid "" "In our ``gdexample.h`` header file we just need to define a new member " "``time_emit``:" msgstr "" -"在我们的 ``gdexample.h`` 头文件中,我们只需要定义一个新成员 ``time_emit`` :" +"在我们的 ``gdexample.h`` 头文件中, 我们只需要定义一个新成员 ``time_emit`` :" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:732 msgid "" @@ -764,16 +766,17 @@ msgid "" "you'll need to set ``time_emit = 0.0;`` in either our ``_init`` method or in " "our constructor. But the other two needed changes we'll look at one by one." msgstr "" -"这次 ``gdexample.cpp`` 的变化有点复杂. 首先,您需要在我们的 ``_init`` 方法或我" -"们的构造函数中设置 ``time_emit = 0.0`` . 但另外两个需要改变,我们将逐一看待." +"这次 ``gdexample.cpp`` 的变化有点复杂. 首先, 您需要在我们的 ``_init`` 方法或" +"我们的构造函数中设置 ``time_emit = 0.0`` . 但另外两个需要改变, 我们将逐一看" +"待." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:736 msgid "" "In our ``_register_methods`` method we need to declare our signal and we do " "this as follows:" msgstr "" -"在我们的 ``_register_methods`` 方法中,我们需要声明我们的信号,我们按如下方式执" -"行:" +"在我们的 ``_register_methods`` 方法中, 我们需要声明我们的信号, 我们按如下方式" +"执行:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:763 msgid "" @@ -782,9 +785,9 @@ msgid "" "name, then having pairs of values specifying the parameter name and type of " "each parameter we'll send along with this signal." msgstr "" -"在这里我们看到了最新版本的godot-cpp的一个很好的改进,其中我们的 " -"``register_signal`` 方法可以是一个单独的调用,首先取信号名称,然后有一对值来指" -"定参数名称和我们将与这个信号一起发送的参数类型." +"在这里我们看到了最新版本的godot-cpp的一个很好的改进, 其中我们的 " +"``register_signal`` 方法可以是一个单独的调用, 首先取信号名称, 然后有一对值来" +"指定参数名称和我们将与这个信号一起发送的参数类型." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:768 msgid "" @@ -792,8 +795,8 @@ msgid "" "about the types of arguments we will pass to our signal, and then register " "it." msgstr "" -"对于NativeScript 1.0,我们首先构建一个字典,在其中我们告诉Godot我们将传递给信号" -"的参数类型,然后注册它." +"对于NativeScript 1.0, 我们首先构建一个字典, 在其中我们告诉Godot我们将传递给信" +"号的参数类型, 然后注册它." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:771 msgid "Next we'll need to change our ``_process`` method:" @@ -806,9 +809,9 @@ msgid "" "``emit_signal``. In NativeScript 1.0 We first build an array of values and " "then call ``emit_signal``." msgstr "" -"经过一秒钟后,我们发出信号并重置我们的计数器.再次在新版本的godot-cpp中,我们可" -"以将参数值直接添加到 ``emit_signal`` .在NativeScript 1.0中我们首先构建一个值" -"数组,然后调用 ``emit_signal`` ." +"经过一秒钟后, 我们发出信号并重置我们的计数器. 再次在新版本的godot-cpp中, 我们" +"可以将参数值直接添加到 ``emit_signal`` . 在NativeScript 1.0中我们首先构建一个" +"值数组, 然后调用 ``emit_signal`` ." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:822 msgid "" @@ -816,9 +819,9 @@ msgid "" "``Node`` tab we find our new signal and link it up by pressing connect. " "We've added a script on our main node and implemented our signal like this:" msgstr "" -"编译完成后,我们可以进入Godot并选择我们的精灵节点.在我们的 ``Node`` 选项卡上," -"我们找到了我们的新信号并通过按连接将其链接起来.我们在主节点上添加了一个脚本并" -"实现了这样的信号:" +"编译完成后, 我们可以进入Godot并选择我们的精灵节点. 在我们的 ``Node`` 选项卡" +"上, 我们找到了我们的新信号并通过按连接将其链接起来. 我们在主节点上添加了一个" +"脚本并实现了这样的信号:" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:833 msgid "Every second we simply output our position to the console." @@ -835,9 +838,9 @@ msgid "" "and we no longer use the ``owner`` member to call methods on the Godot side " "of our object. A lot of the improvements are hidden under the hood." msgstr "" -"到目前为止,在上面的示例中,旧语法和新语法之间似乎没有太大区别.该类的定义略有不" -"同,我们不再使用 ``owner`` 成员来调用对象Godot一侧的方法.很多改进都隐藏在引擎" -"盖下." +"到目前为止, 在上面的示例中, 旧语法和新语法之间似乎没有太大区别. 该类的定义略" +"有不同, 我们不再使用 ``owner`` 成员来调用对象Godot一侧的方法. 很多改进都隐藏" +"在引擎盖下." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:843 msgid "" @@ -846,8 +849,8 @@ msgid "" "methods that require more complex parameters, NativeScript 1.1 does start to " "show its benefits." msgstr "" -"此示例仅处理简单变量和简单方法.特别是一旦开始传递对其他对象的引用,或者当您开" -"始调用需要更复杂参数的方法时,NativeScript 1.1确实开始显示它的好处." +"此示例仅处理简单变量和简单方法. 特别是一旦开始传递对其他对象的引用, 或者当您" +"开始调用需要更复杂参数的方法时,NativeScript 1.1确实开始显示它的好处." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:849 msgid "Next steps" @@ -859,13 +862,13 @@ msgid "" "can build upon this example to create full-fledged scripts to control nodes " "in Godot using C++." msgstr "" -"以上只是一个简单的示例,但我们希望它向您展示基础知识. 您可以在此示例的基础上构" -"建完整的脚本,以使用C++控制Godot中的节点." +"以上只是一个简单的示例, 但我们希望它向您展示基础知识. 您可以在此示例的基础上" +"构建完整的脚本, 以使用C++控制Godot中的节点." #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:855 msgid "" "You should be able to edit and recompile the plugin while the Godot editor " "remains open; just rerun the project after the library has finished building." msgstr "" -"在Godot编辑器保持打开状态时,您应该能够编辑和重新编译插件; 在库完成构建后重新" +"在Godot编辑器保持打开状态时, 您应该能够编辑和重新编译插件; 在库完成构建后重新" "运行项目." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 397f044109..883a88d34d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po index fa120cd103..6c00f4621d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index 214e51898a..b970d73717 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,9 +33,9 @@ msgid "" "generally and, in particular, with the methods outlined in the :ref:`custom " "post-processing tutorial <doc_custom_postprocessing>`." msgstr "" -"本教程描述了一种在Godot中进行后处理的高级方法.值得注意的是,它将解释如何编写使" -"用深度缓冲区的后处理着色器.您应该已经熟悉后处理,特别是使用 :ref:`custom post-" -"processing tutorial <doc_custom_postprocessing>` 中介绍的方法." +"本教程描述了一种在Godot中进行后处理的高级方法. 值得注意的是, 它将解释如何编写" +"使用深度缓冲区的后处理着色器. 您应该已经熟悉后处理, 特别是使用 :ref:`custom " +"post-processing tutorial <doc_custom_postprocessing>` 中介绍的方法." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:14 msgid "" @@ -46,10 +46,10 @@ msgid "" "because the depth buffer is only available in spatial shaders and Viewports " "do not maintain depth information." msgstr "" -"在前面的后期处理教程中,我们将场景渲染到一个 :ref:`Viewport " -"<class_Viewport>` ,然后将Viewport在一个 :ref:`ViewportContainer " -"<class_ViewportContainer>` 中渲染到主场景.这个方法的一个限制是,我们无法访问深" -"度缓冲区,因为深度缓冲区只在空间着色器中可用,而视窗并不维护深度信息." +"在前面的后期处理教程中, 我们将场景渲染到一个 :ref:`Viewport " +"<class_Viewport>` , 然后将Viewport在一个 :ref:`ViewportContainer " +"<class_ViewportContainer>` 中渲染到主场景. 这个方法的一个限制是, 我们无法访问" +"深度缓冲区, 因为深度缓冲区只在空间着色器中可用, 而视窗并不维护深度信息." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:21 msgid "Full screen quad" @@ -61,8 +61,8 @@ msgid "" "we covered how to use a Viewport to make custom post-processing effects. " "There are two main drawbacks of using a Viewport:" msgstr "" -"在 :ref:`custom post-processing tutorial <doc_custom_postprocessing>` 中,我们" -"介绍了如何使用视窗来制作自定义的后期处理效果.使用视窗有两个主要缺点:" +"在 :ref:`custom post-processing tutorial <doc_custom_postprocessing>` 中, 我" +"们介绍了如何使用视窗来制作自定义的后期处理效果. 使用视窗有两个主要缺点:" #: ../../docs/tutorials/shading/advanced_postprocessing.rst:27 msgid "The depth buffer cannot be accessed" @@ -81,10 +81,10 @@ msgid "" "screen at all times so that the post-processing effect will be applied at " "all times, including in the editor." msgstr "" -"要解决使用深度缓冲区的限制,请使用 :ref:`MeshInstance <class_MeshInstance>` 并" -"使用 :ref:`QuadMesh <class_QuadMesh>` 原语.这允许我们使用空间着色器并访问场景" -"的深度纹理.接下来,使用顶点着色器使四边形始终覆盖屏幕,以便始终应用后处理效果," -"包括在编辑器中." +"要解决使用深度缓冲区的限制, 请使用 :ref:`MeshInstance <class_MeshInstance>` " +"并使用 :ref:`QuadMesh <class_QuadMesh>` 原语. 这允许我们使用空间着色器并访问" +"场景的深度纹理. 接下来, 使用顶点着色器使四边形始终覆盖屏幕, 以便始终应用后处" +"理效果, 包括在编辑器中." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:36 msgid "" @@ -97,11 +97,11 @@ msgid "" "the difference coordinate spaces and treat the vertices as if they were " "already in clip space." msgstr "" -"首先,创建一个新的MeshInstance,并将其网格设置为一个QuadMesh.这将创建一个以坐" -"标 ``(0, 0, 0)`` 为中心的四边形,宽度和高度为 ``1`` .将宽度和高度设置为 " -"``2`` .现在,这个四边形在世界空间中占据了原点的位置;但是,我们希望它能随着摄像" -"机的移动而移动,这样它就能始终覆盖整个屏幕.为此,我们将绕过坐标转换,该转换通过" -"不同的坐标空间转换顶点位置,并将顶点视为已位于裁剪空间中." +"首先, 创建一个新的MeshInstance, 并将其网格设置为一个QuadMesh. 这将创建一个以" +"坐标 ``(0, 0, 0)`` 为中心的四边形, 宽度和高度为 ``1`` . 将宽度和高度设置为 " +"``2`` . 现在, 这个四边形在世界空间中占据了原点的位置;但是, 我们希望它能随着" +"摄像机的移动而移动, 这样它就能始终覆盖整个屏幕. 为此, 我们将绕过坐标转换, 该" +"转换通过不同的坐标空间转换顶点位置, 并将顶点视为已位于裁剪空间中." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:44 msgid "" @@ -114,11 +114,11 @@ msgid "" "built-in to our desired position. ``POSITION`` bypasses the built-in " "transformations and sets the vertex position directly." msgstr "" -"顶点着色器希望在裁剪空间中输出坐标,即从屏幕左侧和底部的 ``-1`` 到屏幕顶部和右" -"侧的 ``1`` 的坐标.这就是为什么QuadMesh需要有 ``2`` 的高度和宽度.Godot在幕后处" -"理从模型到视图空间到剪辑空间的转换,所以我们需要使Godot的转换效果无效.我们通过" -"设置内置 ``POSITION`` 到我们想要的坐标来做到这一点. ``POSITION`` 绕过内置变" -"换,直接设置顶点坐标." +"顶点着色器希望在裁剪空间中输出坐标, 即从屏幕左侧和底部的 ``-1`` 到屏幕顶部和" +"右侧的 ``1`` 的坐标. 这就是为什么QuadMesh需要有 ``2`` 的高度和宽度.Godot在幕" +"后处理从模型到视图空间到剪辑空间的转换, 所以我们需要使Godot的转换效果无效. 我" +"们通过设置内置 ``POSITION`` 到我们想要的坐标来做到这一点. ``POSITION`` 绕过内" +"置变换, 直接设置顶点坐标." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:60 msgid "" @@ -131,17 +131,17 @@ msgid "" "the quad when we turn away from the center of the scene. In order to keep " "the quad from being culled, there are a few options:" msgstr "" -"即使有了这个顶点着色器,四边形仍会消失.这是由于视锥剔除,它是在CPU上完成的." -"Frustum culling使用摄像机矩阵和Mesh的AABB来确定Mesh是否可见,然后再传递给GPU." -"CPU不知道我们对顶点做了什么,所以它认为指定的坐标指的是世界坐标,而不是裁剪空间" -"的坐标,这导致Godot在我们旋转,离开场景中心时对四边形进行剔除.为了防止四边形被" -"剔除,有几个选项:" +"即使有了这个顶点着色器, 四边形仍会消失. 这是由于视锥剔除, 它是在CPU上完成的." +"Frustum culling使用摄像机矩阵和Mesh的AABB来确定Mesh是否可见, 然后再传递给GPU." +"CPU不知道我们对顶点做了什么, 所以它认为指定的坐标指的是世界坐标, 而不是裁剪空" +"间的坐标, 这导致Godot在我们旋转, 离开场景中心时对四边形进行剔除. 为了防止四边" +"形被剔除, 有几个选项:" #: ../../docs/tutorials/shading/advanced_postprocessing.rst:68 msgid "" "Add the QuadMesh as a child to the camera, so the camera is always pointed " "at it" -msgstr "将QuadMesh作为子节点添加到相机,因此相机始终指向它" +msgstr "将QuadMesh作为子节点添加到相机, 因此相机始终指向它" #: ../../docs/tutorials/shading/advanced_postprocessing.rst:69 msgid "" @@ -155,8 +155,8 @@ msgid "" "first option guarantees that it will still be visible even if the camera " "moves outside the cull margin. You can also use both options." msgstr "" -"第二个选项确保四边形在编辑器中可见,而第一个选项保证即使摄像机移出剔除边缘,它" -"仍可见.您也可以使用这两个选项." +"第二个选项确保四边形在编辑器中可见, 而第一个选项保证即使摄像机移出剔除边缘, " +"它仍可见. 您也可以使用这两个选项." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:76 msgid "Depth texture" @@ -167,7 +167,7 @@ msgid "" "To read from the depth texture, perform a texture lookup using ``texture()`` " "and the uniform variable ``DEPTH_TEXTURE``." msgstr "" -"要读取深度纹理,请使用 ``texture()`` 和uniform变量 ``DEPTH_TEXTURE`` 进行纹理" +"要读取深度纹理, 请使用 ``texture()`` 和uniform变量 ``DEPTH_TEXTURE`` 进行纹理" "查询." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:85 @@ -176,8 +176,8 @@ msgid "" "possible when reading from the current viewport. The depth texture cannot be " "accessed from another viewport to which you have rendered." msgstr "" -"与访问屏幕纹理类似,访问深度纹理只有在从当前视窗读取时才能进行.深度纹理不能从" -"你已经渲染的另一个视窗中访问." +"与访问屏幕纹理类似, 访问深度纹理只有在从当前视窗读取时才能进行. 深度纹理不能" +"从你已经渲染的另一个视窗中访问." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:89 msgid "" @@ -192,12 +192,12 @@ msgid "" "linearize it, we multiply it by the inverse of the projection matrix, which " "in Godot, is accessible with the variable ``INV_PROJECTION_MATRIX``." msgstr "" -"``DEPTH_TEXTURE`` 返回的值介于 ``0``和 ``1`` 之间,并且是非线性的.当直接从" -"\"DEPTH_TEXTURE\"显示深度时,除非它非常接近,否则一切都会看起来几乎是白色的.这" -"是因为深度缓冲区使用比进一步更多的位来存储更靠近相机的对象,因此深度缓冲区中的" -"大部分细节都靠近相机.为了使深度值与世界或模型坐标对齐,我们需要将值线性化.当我" -"们将投影矩阵应用于顶点位置时,z值是非线性的,所以为了线性化它我们将它乘以投影矩" -"阵的倒数,在Godot中可以用变量 ``INV_PROJECTION_MATRIX`` 访问它." +"``DEPTH_TEXTURE`` 返回的值介于 ``0`` 和 ``1`` 之间, 并且是非线性的. 当直接从 " +"\"DEPTH_TEXTURE\" 显示深度时, 除非它非常接近, 否则一切都会看起来几乎是白色" +"的. 这是因为深度缓冲区使用比进一步更多的位来存储更靠近相机的对象, 因此深度缓" +"冲区中的大部分细节都靠近相机. 为了使深度值与世界或模型坐标对齐, 我们需要将值" +"线性化. 当我们将投影矩阵应用于顶点位置时,z值是非线性的, 所以为了线性化它我们" +"将它乘以投影矩阵的倒数, 在Godot中可以用变量 ``INV_PROJECTION_MATRIX`` 访问它." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:99 msgid "" @@ -206,9 +206,9 @@ msgid "" "to clip space coordinates. Reconstruct the NDC using ``SCREEN_UV`` for the " "``x`` and ``y`` axis, and the depth value for ``z``." msgstr "" -"首先,取屏幕空间坐标并将其转换为归一化设备坐标(NDC).NDC从 ``-1`` 到 ``1`` ,类" -"似于裁剪空间坐标.使用 ``SCREEN_UV`` 来重建NDC的 ``x`` 和 ``y`` 轴,以及 ``z`` " -"的深度值." +"首先, 取屏幕空间坐标并将其转换为归一化设备坐标(NDC).NDC从 ``-1`` 到 ``1`` , " +"类似于裁剪空间坐标. 使用 ``SCREEN_UV`` 来重建NDC的 ``x`` 和 ``y`` 轴, 以及 " +"``z`` 的深度值." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:111 msgid "" @@ -216,8 +216,8 @@ msgid "" "``INV_PROJECTION_MATRIX``. Recall that view space gives positions relative " "to the camera, so the ``z`` value will give us the distance to the point." msgstr "" -"通过将NDC乘以 ``INV_PROJECTION_MATRIX`` ,将NDC转换成视图空间.回顾一下,视图空" -"间给出了相对于相机的位置,所以 ``z`` 值将给我们提供到该点的距离." +"通过将NDC乘以 ``INV_PROJECTION_MATRIX`` , 将NDC转换成视图空间. 回顾一下, 视图" +"空间给出了相对于相机的位置, 所以 ``z`` 值将给我们提供到该点的距离." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:124 msgid "" @@ -225,8 +225,8 @@ msgid "" "have a negative ``z`` value. In order to get a usable depth value, we have " "to negate ``view.z``." msgstr "" -"因为摄像机是朝向负的 ``z`` 方向的,所以坐标会有一个负的 ``z`` 值.为了得到一个" -"可用的深度值,我们必须否定 ``view.z`` ." +"因为摄像机是朝向负的 ``z`` 方向的, 所以坐标会有一个负的 ``z`` 值. 为了得到一" +"个可用的深度值, 我们必须否定 ``view.z`` ." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:127 msgid "" @@ -235,8 +235,8 @@ msgid "" "position from view space into world space, so it needs to be passed to the " "fragment shader with a varying." msgstr "" -"世界坐标可以通过以下代码从深度缓冲区构建.注意 ``CAMERA_MATRIX`` 需要将坐标从" -"视图空间转换到世界空间,所以它需要以varying的方式传递给片段着色器." +"世界坐标可以通过以下代码从深度缓冲区构建. 注意 ``CAMERA_MATRIX`` 需要将坐标从" +"视图空间转换到世界空间, 所以它需要以varying的方式传递给片段着色器." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:146 msgid "An optimization" @@ -250,9 +250,9 @@ msgid "" "benefit is quite small and only beneficial when running especially complex " "fragment shaders." msgstr "" -"您可以使用单个大三角形而不是使用全屏四边形.解释的原因在 `这里 <https://" -"michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes>`_ ." -"但是,这种好处非常小,只有在运行特别复杂的片段着色器时才有用." +"您可以使用单个大三角形而不是使用全屏四边形. 解释的原因在 `这里 <https://" +"michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-" +"passes>`_ . 但是, 这种好处非常小, 只有在运行特别复杂的片段着色器时才有用." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:153 msgid "" @@ -261,11 +261,11 @@ msgid "" "Arrays for vertices, normals, colors, etc." msgstr "" "将MeshInstance中的Mesh设置为 :ref:`ArrayMesh <class_ArrayMesh>`. ArrayMesh是" -"一个工具,允许您从顶点,法线,颜色等方便地从数组构造网格." +"一个工具, 允许您从顶点, 法线, 颜色等方便地从数组构造网格." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:157 msgid "Now, attach a script to the MeshInstance and use the following code:" -msgstr "现在,将脚本附加到MeshInstance并使用以下代码:" +msgstr "现在, 将脚本附加到MeshInstance并使用以下代码:" #: ../../docs/tutorials/shading/advanced_postprocessing.rst:179 msgid "" @@ -275,15 +275,15 @@ msgid "" "screen with a single triangle, use a triangle that is ``4`` units wide and " "``4`` units tall, double its height and width." msgstr "" -"三角形在标准化设备坐标中指定.回想一下,NDC在 ``x`` 和``y``方向都从``-1``到 " -"``1`` 运行.这使得屏幕 ``2`` 单位宽, ``2`` 单位高.为了用一个三角形覆盖整个屏" -"幕,使用一个 ``4`` 单位宽和 ``4`` 单位高的三角形,高度和宽度加倍." +"三角形在标准化设备坐标中指定. 回想一下,NDC在 ``x`` 和 ``y`` 方向都从 ``-1`` " +"到 ``1`` 运行. 这使得屏幕 ``2`` 单位宽, ``2`` 单位高. 为了用一个三角形覆盖整" +"个屏幕, 使用一个 ``4`` 单位宽和 ``4`` 单位高的三角形, 高度和宽度加倍." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:185 msgid "" "Assign the same vertex shader from above and everything should look exactly " "the same." -msgstr "从上面分配相同的顶点着色器,所有内容应该看起来完全相同." +msgstr "从上面分配相同的顶点着色器, 所有内容应该看起来完全相同." #: ../../docs/tutorials/shading/advanced_postprocessing.rst:187 msgid "" @@ -293,6 +293,6 @@ msgid "" "triangle Mesh in a modelling program and use that in the MeshInstance " "instead." msgstr "" -"使用ArrayMesh而不是使用QuadMesh的一个缺点是ArrayMesh在编辑器中不可见,因为在运" -"行场景之前不会构造三角形.为了解决这个问题,在建模程序中构建一个三角形Mesh,然后" -"在MeshInstance中使用它." +"使用ArrayMesh而不是使用QuadMesh的一个缺点是ArrayMesh在编辑器中不可见, 因为在" +"运行场景之前不会构造三角形. 为了解决这个问题, 在建模程序中构建一个三角形" +"Mesh, 然后在MeshInstance中使用它." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index b6ee55e065..c522cf5dbb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,8 +28,8 @@ msgid "" "projects, discussions, and tutorials. Hopefully, this will also support the " "development of auto-formatting tools." msgstr "" -"本风格指南列出了编写优雅着色器的约定.其目的是鼓励编写干净、可读的代码,并促进" -"各项目、讨论和教程的一致性.希望这也能支持自动格式化工具的发展." +"本风格指南列出了编写优雅着色器的约定. 其目的是鼓励编写干净, 可读的代码, 并促" +"进各项目, 讨论和教程的一致性. 希望这也能支持自动格式化工具的发展." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:11 msgid "" @@ -38,8 +38,8 @@ msgid "" "a GLSL file in Godot's source code `here <https://github.com/godotengine/" "godot/blob/master/drivers/gles2/shaders/copy.glsl>`__." msgstr "" -"由于Godot的着色器语言与C风格语言和GLSL很接近,所以本指南的灵感来自于Godot自己" -"的GLSL格式.你可以在Godot的源代码中查看一个GLSL文件的例子 `这里<https://" +"由于Godot的着色器语言与C风格语言和GLSL很接近, 所以本指南的灵感来自于Godot自己" +"的GLSL格式. 你可以在Godot的源代码中查看一个GLSL文件的例子 `这里 <https://" "github.com/godotengine/godot/blob/master/drivers/gles2/shaders/copy.glsl>` " "__." @@ -49,20 +49,20 @@ msgid "" "to apply some of the guidelines below. When that happens, use your best " "judgment, and ask fellow developers for insights." msgstr "" -"风格指南并不是硬性的规则手册.有时,您可能无法应用下面的一些准则.当这种情况发生" -"时,使用你最好的判断,并询问其他开发人员的见解." +"风格指南并不是硬性的规则手册. 有时, 您可能无法应用下面的一些准则. 当这种情况" +"发生时, 使用你最好的判断, 并询问其他开发人员的见解." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:20 msgid "" "In general, keeping your code consistent in your projects and within your " "team is more important than following this guide to a tee." -msgstr "一般来说,在项目和团队中保持代码的一致性比遵循本指南进行tee更为重要." +msgstr "一般来说, 在项目和团队中保持代码的一致性比遵循本指南进行tee更为重要." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:23 msgid "" "Godot's built-in shader editor uses a lot of these conventions by default. " "Let it help you." -msgstr "Godot的内置着色器编辑器默认使用了很多这样的约定.让它来帮助你." +msgstr "Godot的内置着色器编辑器默认使用了很多这样的约定. 让它来帮助你." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:26 msgid "Here is a complete shader example based on these guidelines:" @@ -80,7 +80,7 @@ msgstr "编码和特殊字符" msgid "" "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " "default)*" -msgstr "使用换行符(**LF**)来换行,而不是 ``CRLF`` 或 ``CR``.(编辑默认)" +msgstr "使用换行符( **LF** )来换行, 而不是 ``CRLF`` 或 ``CR``.(编辑默认)" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:56 msgid "Use one line feed character at the end of each file. *(editor default)*" @@ -96,7 +96,7 @@ msgstr "" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:58 msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "使用 **Tabs** 代替制表符进行缩进(称为\"软制表符\").(编辑默认)" +msgstr "使用 **Tabs** 代替制表符进行缩进(称为 \"软制表符\").(编辑默认)" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:61 msgid "Indentation" @@ -116,7 +116,7 @@ msgstr "每个缩进级别应比包含它的区块多一个制表符." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:256 #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:280 msgid "**Good**:" -msgstr "**良好的**:" +msgstr "**良好的** :" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:73 #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:92 @@ -127,7 +127,7 @@ msgstr "**良好的**:" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:264 #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:286 msgid "**Bad**:" -msgstr "**糟糕的**:" +msgstr "**糟糕的** :" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:81 msgid "" @@ -148,10 +148,10 @@ msgid "" "This makes them easier to refactor and avoids mistakes when adding more " "lines to an ``if`` statement or similar." msgstr "" -"对于一般的缩进规则,请遵循 `\"1TBS样式\" <https://en.wikipedia.org/wiki/" -"Indentation_style#Variant:_1TBS_(OTBS)>`,建议将与控制语句关联的括号放在同一行" -"上. 始终对语句使用大括号,即使它们只占一行. 这使它们更易于重构,并避免在向" -"``if``语句或类似语句中添加更多行时出错." +"对于一般的缩进规则, 请遵循 `\"1TBS样式\" <https://en.wikipedia.org/wiki/" +"Indentation_style#Variant:_1TBS_(OTBS)>`, 建议将与控制语句关联的括号放在同一" +"行上. 始终对语句使用大括号, 即使它们只占一行. 这使它们更易于重构, 并避免在向 " +"``if`` 语句或类似语句中添加更多行时出错." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:132 msgid "Blank lines" @@ -181,8 +181,8 @@ msgid "" "code on small displays and with two shaders opened side-by-side in an " "external text editor. For example, when looking at a differential revision." msgstr "" -"如果可以的话,尽量将行数保持在80个字符以下.这有助于在小显示器上和在外部文本编" -"辑器中并排打开的两个着色器上阅读代码.例如,在查看差异修改时." +"如果可以的话, 尽量将行数保持在80个字符以下. 这有助于在小显示器上和在外部文本" +"编辑器中并排打开的两个着色器上阅读代码. 例如, 在查看差异修改时." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:158 msgid "One statement per line" @@ -205,13 +205,13 @@ msgid "" "Regular comments should start with a space, but not code that you comment " "out. This helps differentiate text comments from disabled code." msgstr "" -"普通注释开头应该留一个空格,但如果是为了停用代码而将其注释掉则不需要留.这样可" -"以用来区分文本注释和停用的代码." +"普通注释开头应该留一个空格, 但如果是为了停用代码而将其注释掉则不需要留. 这样" +"可以用来区分文本注释和停用的代码." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:208 msgid "" "Don't use multiline comment syntax if your comment can fit on a single line:" -msgstr "如果你的注释可以容纳在单行上,就不要使用多行注释语法:" +msgstr "如果你的注释可以容纳在单行上, 就不要使用多行注释语法:" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:216 msgid "" @@ -219,8 +219,8 @@ msgid "" "press :kbd:`Ctrl + K`. This feature adds or removes ``//`` at the start of " "the selected lines." msgstr "" -"在着色器编辑器中,要使选定的代码成为注释或取消注释,按 :kbd:`Ctrl + K` .该功能" -"在所选行的开头添加或删除 ``//`` ." +"在着色器编辑器中, 要使选定的代码成为注释或取消注释, 按 :kbd:`Ctrl + K` . 该功" +"能在所选行的开头添加或删除 ``//`` ." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:221 msgid "Whitespace" @@ -231,7 +231,7 @@ msgid "" "Always use one space around operators and after commas. Also, avoid " "extraneous spaces in function calls." msgstr "" -"在运算符周围和逗号后面总是使用一个空格.另外,避免在函数调用中使用多余的空格." +"在运算符周围和逗号后面总是使用一个空格. 另外, 避免在函数调用中使用多余的空格." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:242 msgid "Don't use spaces to align expressions vertically:" @@ -247,8 +247,9 @@ msgid "" "This makes it easier to distinguish floating-point numbers from integers, as " "well as distinguishing numbers greater than 1 from those lower than 1." msgstr "" -"在整数和小数部分请始终指定至少一个数字,这样可以更容易区分浮点和整数,以及区分" -"大于1和小于1的数字.这样可以更容易区分浮点数和整数,以及区分大于1和小于1的数字." +"在整数和小数部分请始终指定至少一个数字, 这样可以更容易区分浮点和整数, 以及区" +"分大于1和小于1的数字. 这样可以更容易区分浮点数和整数, 以及区分大于1和小于1的" +"数字." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:273 msgid "Accessing vector members" @@ -261,8 +262,8 @@ msgid "" "``x``, ``y``, ``z``, and ``w``. This allows those reading your code to " "better understand what the underlying data represents." msgstr "" -"如果向量包含颜色,在访问向量成员时使用 ``r`` 、 ``g`` 、 ``b`` 和 ``a`` .如果" -"向量中不包含颜色,则使用 ``x`` 、 ``y`` 、 ``z`` 和 ``w`` .这可以让那些阅读你" +"如果向量包含颜色, 在访问向量成员时使用 ``r`` , ``g`` , ``b`` 和 ``a`` . 如果" +"向量中不包含颜色, 则使用 ``x`` , ``y`` , ``z`` 和 ``w`` . 这可以让那些阅读你" "的代码的人更好地理解基础数据的含义." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:293 @@ -275,8 +276,8 @@ msgid "" "make your code clash with the built-in naming conventions, leading to " "inconsistent code." msgstr "" -"这些命名约定遵循 Godot 引擎风格.打破这些都会使你的代码与内置的命名约定冲突,导" -"致风格不一致的代码." +"这些命名约定遵循 Godot 引擎风格. 打破这些都会使你的代码与内置的命名约定冲突, " +"导致风格不一致的代码." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:300 msgid "Functions and variables" @@ -294,7 +295,7 @@ msgstr "常量" msgid "" "Write constants with CONSTANT\\_CASE, that is to say in all caps with an " "underscore (\\_) to separate words:" -msgstr "使用 CONSTANT\\_CASE,全部大写,用下划线(\\_)分隔单词 :" +msgstr "使用 CONSTANT\\_CASE, 全部大写, 用下划线(\\_)分隔单词 :" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:321 msgid "Code order" @@ -310,8 +311,8 @@ msgid "" "to help developers reading the code for the first time understand how it " "works, and to avoid errors linked to the order of variable declarations." msgstr "" -"我们优化了顺序,使从上到下阅读代码变得容易,帮助第一次阅读代码的开发人员了解代" -"码的工作原理,并避免与变量声明顺序相关的错误." +"我们优化了顺序, 使从上到下阅读代码变得容易, 帮助第一次阅读代码的开发人员了解" +"代码的工作原理, 并避免与变量声明顺序相关的错误." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:344 msgid "This code order follows two rules of thumb:" @@ -319,15 +320,15 @@ msgstr "此代码顺序遵循两个经验法则:" #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:346 msgid "Metadata and properties first, followed by methods." -msgstr "先是元数据和属性,然后是方法." +msgstr "先是元数据和属性, 然后是方法." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:347 msgid "" "\"Public\" comes before \"private\". In a shader language's context, \"public" "\" refers to what's easily adjustable by the user (uniforms)." msgstr "" -"\"公共 \" 优先在 \"私有 \" 之前.在着色器语言的语境中,\"公共 \" 指的是易于由用" -"户调整的东西(uniforms)." +"\"公共 \" 优先在 \"私有 \" 之前. 在着色器语言的语境中,\"公共 \" 指的是易于由" +"用户调整的东西(uniforms)." #: ../../docs/tutorials/shading/godot_shader_language_style_guide.rst:351 msgid "Local variables" @@ -339,5 +340,5 @@ msgid "" "it easier to follow the code, without having to scroll too much to find " "where the variable was declared." msgstr "" -"声明局部变量的位置离首次使用它的位置越近越好.这让人更容易跟上代码的思路,而不" -"需要上下翻找该变量的声明位置." +"声明局部变量的位置离首次使用它的位置越近越好. 这让人更容易跟上代码的思路, 而" +"不需要上下翻找该变量的声明位置." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po index c78bedddf3..58237deba2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index 207d1df8ab..7211beaa1e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "shaders, to build upon. 3D adds quite a bit of complexity when it comes to " "writing shader programs, as you will see in the third video." msgstr "" -"在这个动手实践的视频系列中,您将创建2D和3D中的第一个水着色器. 如果您是着色器的" -"新手,则应该启动2D,因为您需要对着色语言,顶点和片段着色器有一些基本的了解才能构" -"建. 在编写着色器程序时,3D会增加相当多的复杂性,您将在第三个视频中看到." +"在这个动手实践的视频系列中, 您将创建2D和3D中的第一个水着色器. 如果您是着色器" +"的新手, 则应该启动2D, 因为您需要对着色语言, 顶点和片段着色器有一些基本的了解" +"才能构建. 在编写着色器程序时,3D会增加相当多的复杂性, 您将在第三个视频中看到." #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:15 msgid "Watch the tutorials" @@ -59,7 +59,7 @@ msgstr "`动画水和紫外线坐标 <https://www.youtube.com/watch?v=U91nqeUe1q #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:24 msgid "`Water in 3D <https://www.youtube.com/watch?v=vm9Sdvhq6ho>`__" -msgstr "`3D中的水 <https://www.youtube.com/watch?v=vm9Sdvhq6ho>`__" +msgstr "`3D 中的水 <https://www.youtube.com/watch?v=vm9Sdvhq6ho>`__" #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:25 msgid "" @@ -75,7 +75,8 @@ msgstr "`将两波融合在一起 <https://www.youtube.com/watch?v=aC5Yzx7tS74>` #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:29 msgid "" "`Functions in ShaderScript <https://www.youtube.com/watch?v=1eNWPbfph1E>`__" -msgstr "`ShaderScript中的函数 <https://www.youtube.com/watch?v=1eNWPbfph1E>`__" +msgstr "" +"`ShaderScript 中的函数 <https://www.youtube.com/watch?v=1eNWPbfph1E>`__" #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:31 msgid "" @@ -91,7 +92,7 @@ msgid "" "Download the intro to shaders project here to follow along: :download:" "`2d_water_shader.zip <files/2d_water_shader.zip>`." msgstr "" -"在这里下载着色器的说明项目,以便跟着做: :download:`2d_water_shader.zip " +"在这里下载着色器的说明项目, 以便跟着做: :download:`2d_water_shader.zip " "<files/2d_water_shader.zip>` ." #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:40 @@ -99,7 +100,7 @@ msgid "" "It comes with a `start` folder to follow along with the 2D tutorials, and an " "`end` folder that contains the final code." msgstr "" -"它附带一个跟随2D教程的 `start` 文件夹,以及一个包含最终代码的 `end` 文件夹." +"它附带一个跟随2D教程的 `start` 文件夹, 以及一个包含最终代码的 `end` 文件夹." #: ../../docs/tutorials/shading/intro_to_shaders_water_workshop.rst:43 msgid "" @@ -107,5 +108,5 @@ msgid "" "github.com/BastiaanOlij/shader_tutorial>`_. We didn't include it here, as it " "is a little heavy." msgstr "" -"你可以在 `这个GitHub仓库<https://github.com/BastiaanOlij/shader_tutorial>`_ " -"找到3D水的项目.我们没有把它放在这里,因为它有点大." +"你可以在 `这个GitHub 仓库 <https://github.com/BastiaanOlij/" +"shader_tutorial>`_ 找到3D水的项目. 我们没有把它放在这里, 因为它有点大." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 4ad59f3d7a..fda15bcae2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,7 +31,7 @@ msgid "" "GLSL and gives practical advice on how to migrate shaders from other " "sources, such as Shadertoy and The Book of Shaders, into Godot shaders." msgstr "" -"本文档解释了Godot的着色语言和GLSL之间的区别,并提供了有关如何将着色器从其他来" +"本文档解释了Godot的着色语言和GLSL之间的区别, 并提供了有关如何将着色器从其他来" "源(如Shadertoy和The Book of Shaders)迁移到Godot着色器的实用建议." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:13 @@ -39,7 +39,7 @@ msgid "" "For detailed information on Godot's shading language, please refer to the :" "ref:`Shading Language <doc_shading_language>` reference." msgstr "" -"关于Godot的着色语言的详细信息,请参考 :ref:`Shading Language " +"关于Godot的着色语言的详细信息, 请参考 :ref:`Shading Language " "<doc_shading_language>` ." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:17 @@ -52,8 +52,8 @@ msgid "" "quality-of-life features. Accordingly, most features available in GLSL are " "available in Godot's shading language." msgstr "" -"Godot使用基于GLSL的着色语言,增加了一些生活质量特征. 因此,GLSL中提供的大多数功" -"能都可以使用Godot的着色语言." +"Godot使用基于GLSL的着色语言, 增加了一些生活质量特征. 因此,GLSL中提供的大多数" +"功能都可以使用Godot的着色语言." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:23 msgid "Shader programs" @@ -66,9 +66,9 @@ msgid "" "shader that contains a ``vertex`` and/or a ``fragment`` function. If you " "only choose to write one, Godot will supply the other." msgstr "" -"在GLSL中,每个着色器使用一个单独的程序.你有一个用于顶点着色器的程序和一个用于" -"片段着色器的程序.在Godot中,你有一个包含 ``vertex`` 和/或 ``fragment`` 函数的" -"单一着色器.如果你只选择写一个,Godot会提供另一个." +"在GLSL中, 每个着色器使用一个单独的程序. 你有一个用于顶点着色器的程序和一个用" +"于片段着色器的程序. 在Godot中, 你有一个包含 ``vertex`` 和/或 ``fragment`` 函" +"数的单一着色器. 如果你只选择写一个,Godot会提供另一个." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:29 msgid "" @@ -76,8 +76,8 @@ msgid "" "fragment and vertex shaders in one file. In GLSL, the vertex and fragment " "programs cannot share variables except when varyings are used." msgstr "" -"Godot允许通过在一个文件中定义片段和顶点着色器来共享uniform的变量和函数.在GLSL" -"中,顶点和片段程序不能共享变量,除非是使用varyings的时候." +"Godot允许通过在一个文件中定义片段和顶点着色器来共享uniform的变量和函数. 在" +"GLSL中, 顶点和片段程序不能共享变量, 除非是使用varyings的时候." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:34 msgid "Vertex attributes" @@ -91,10 +91,10 @@ msgid "" "``COLOR``, ``UV``, ``UV2``, ``NORMAL``. For a complete list, see the :ref:" "`Shading language reference <doc_shading_language>`." msgstr "" -"在GLSL中,你可以使用属性来传递每个顶点的信息,并且可以灵活地传递你想要的信息,或" -"多或少.在Godot中,你有一系列的输入属性,包括 ``VERTEX`` (坐标)、 ``COLOR`` 、 " -"``UV`` 、 ``UV2`` 、 ``NORMAL`` .完整的列表,请参见 :ref:`Shading language " -"reference <doc_shading_language>` ." +"在GLSL中, 你可以使用属性来传递每个顶点的信息, 并且可以灵活地传递你想要的信" +"息, 或多或少. 在Godot中, 你有一系列的输入属性, 包括 ``VERTEX`` (坐标), " +"``COLOR`` , ``UV`` , ``UV2`` , ``NORMAL`` . 完整的列表, 请参见 :ref:`Shading " +"language reference <doc_shading_language>` ." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:42 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:98 @@ -109,9 +109,9 @@ msgid "" "called ``position`` and you handle the conversion from model space to clip " "space manually." msgstr "" -"``gl_Position`` 接收在顶点着色器中指定的顶点的最终坐标.它是由用户在裁剪空间中" -"指定的.通常,在GLSL中,模型空间的顶点位置是通过一个名为 ``position`` 的顶点属性" -"来传递的,你可以手动处理从模型空间到裁剪空间的转换." +"``gl_Position`` 接收在顶点着色器中指定的顶点的最终坐标. 它是由用户在裁剪空间" +"中指定的. 通常, 在GLSL中, 模型空间的顶点位置是通过一个名为 ``position`` 的顶" +"点属性来传递的, 你可以手动处理从模型空间到裁剪空间的转换." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:49 msgid "" @@ -124,12 +124,12 @@ msgid "" "``PROJECTION_MATRIX`` to ``mat4(1.0)`` in order to nullify the final " "transform from view space to clip space." msgstr "" -"在Godot中, ``VERTEX`` 指定了 ``vertex`` 函数开始时在模型空间的顶点位置.在用户" -"定义的 ``vertex`` 函数运行后,Godot也会处理最终转换到裁剪空间的过程.如果你想跳" -"过从模型空间到视图空间的转换,你可以将 ``render_mode`` 设置为 " -"``skip_vertex_transform`` .如果你想跳过所有的转换,将 ``render_mode`` 设置为 " -"``skip_vertex_transform`` 并将 ``PROJECTION_MATRIX`` 设置为 ``mat4(1.0)`` ,以" -"便使从视图空间到裁剪空间的最终转换失效." +"在Godot中, ``VERTEX`` 指定了 ``vertex`` 函数开始时在模型空间的顶点位置. 在用" +"户定义的 ``vertex`` 函数运行后,Godot也会处理最终转换到裁剪空间的过程. 如果你" +"想跳过从模型空间到视图空间的转换, 你可以将 ``render_mode`` 设置为 " +"``skip_vertex_transform`` . 如果你想跳过所有的转换, 将 ``render_mode`` 设置" +"为 ``skip_vertex_transform`` 并将 ``PROJECTION_MATRIX`` 设置为 " +"``mat4(1.0)`` , 以便使从视图空间到裁剪空间的最终转换失效." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:57 msgid "Varyings" @@ -143,9 +143,9 @@ msgid "" "is defined with ``out`` in the vertex shader and ``in`` inside the fragment " "shader." msgstr "" -"varyings是一种变量,可以从顶点着色器传递到片段着色器.在现代GLSL(3.0及以上版本)" -"中,变量是通过 ``in`` 和 ``out`` 关键字来定义的.一个从顶点着色器出来的变量在顶" -"点着色器中用 ``out`` 定义,在片段着色器中用 ``in`` 定义." +"varyings是一种变量, 可以从顶点着色器传递到片段着色器. 在现代GLSL(3.0及以上版" +"本)中, 变量是通过 ``in`` 和 ``out`` 关键字来定义的. 一个从顶点着色器出来的变" +"量在顶点着色器中用 ``out`` 定义, 在片段着色器中用 ``in`` 定义." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:64 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:206 @@ -159,9 +159,9 @@ msgid "" "shader, rename ``main`` to ``vertex`` and if you are copying a fragment " "shader, rename ``main`` to ``fragment``." msgstr "" -"在GLSL中,每个着色器程序看起来都像是一个独立的C风格程序. 因此,主要入口点是 " -"``main`` . 如果要复制顶点着色器,请将 ``main`` 重命名为 ``vertex`` ,如果要复制" -"片段着色器,请将 ``main`` 重命名为 ``fragment`` ." +"在GLSL中, 每个着色器程序看起来都像是一个独立的C风格程序. 因此, 主要入口点是 " +"``main`` . 如果要复制顶点着色器, 请将 ``main`` 重命名为 ``vertex`` , 如果要复" +"制片段着色器, 请将 ``main`` 重命名为 ``fragment`` ." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:71 msgid "Constants" @@ -173,8 +173,8 @@ msgid "" "functionality by using a uniform initialized to the value, but you will not " "benefit from the increased speed from using a constant." msgstr "" -"全局数组常量在Godot 3.x中不被支持.你可以通过使用一个初始化为该值的uniform来伪" -"造功能,但你不会从使用常量所带来的速度提升中获益." +"全局数组常量在Godot 3.x中不被支持. 你可以通过使用一个初始化为该值的uniform来" +"伪造功能, 但你不会从使用常量所带来的速度提升中获益." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:77 msgid "Macros" @@ -191,9 +191,9 @@ msgid "" "processing stage of compilation." msgstr "" "为了与C的相似性,GLSL允许您使用宏. 通常 ``#define`` 用于定义常量或小段函数. 没" -"有直接的方法将定义翻译成Godot的着色语言. 如果它是一个已定义的函数,则用函数替" -"换,如果它是常量,则用uniform替换. 对于其他宏( ``#if`` , ``#ifdef`` 等),没有等" -"价物,因为它们在编译的预处理阶段运行." +"有直接的方法将定义翻译成Godot的着色语言. 如果它是一个已定义的函数, 则用函数替" +"换, 如果它是常量, 则用uniform替换. 对于其他宏( ``#if`` , ``#ifdef`` 等), 没" +"有等价物, 因为它们在编译的预处理阶段运行." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:86 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:148 @@ -206,7 +206,7 @@ msgid "" "GLSL has many built-in variables that are hard-coded. These variables are " "not uniforms, so they are not editable from the main program." msgstr "" -"GLSL有许多内置的硬编码变量. 这些变量不是uniforms,因此它们不能从主程序中编辑." +"GLSL有许多内置的硬编码变量. 这些变量不是uniforms, 因此它们不能从主程序中编辑." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:92 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:158 @@ -277,7 +277,7 @@ msgstr "FRAGCOORD" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:222 msgid "For full screen quads. For smaller quads, use UV." -msgstr "用于全屏四边形.对于较小的四边形,使用UV." +msgstr "用于全屏四边形. 对于较小的四边形, 使用UV." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:98 msgid "VERTEX" @@ -285,7 +285,7 @@ msgstr "VERTEX" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:98 msgid "Position of Vertex, output from Vertex Shader." -msgstr "顶点的位置,从顶点着色器输出." +msgstr "顶点的位置, 从顶点着色器输出." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:100 msgid "gl_PointSize" @@ -341,7 +341,7 @@ msgstr "FRONT_FACING" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:104 msgid "True if front face of primitive." -msgstr "如果原始的正面,则为真." +msgstr "如果原始的正面, 则为真." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:110 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:184 @@ -355,8 +355,8 @@ msgid "" "the same coordinate system. If using UV in Godot, the y-coordinate will be " "flipped upside down." msgstr "" -"GLSL中的 ``gl_FragCoord`` 和Godot着色语言中的 ``FRAGCOORD``使用相同的坐标系. " -"如果在Godot中使用UV,则y坐标将颠倒翻转." +"GLSL中的 ``gl_FragCoord`` 和Godot着色语言中的 ``FRAGCOORD`` 使用相同的坐标" +"系. 如果在Godot中使用UV, 则y坐标将颠倒翻转." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:116 msgid "Precision" @@ -371,10 +371,10 @@ msgid "" "defining the variable. For more information, see the :ref:`Shading Language " "<doc_shading_language>` reference." msgstr "" -"在GLSL中,你可以用 ``precision`` 关键字在着色器的顶部定义一个给定类型的精度" -"(float或int).在Godot中,你可以在定义变量时将精度限定词 ``lowp``, ``mediump``, " -"and ``highp`` 放在类型前,根据需要设置单个变量的精度.更多信息,请参见 :ref:" -"`Shading Language <doc_shading_language>`参考." +"在GLSL中, 你可以用 ``precision`` 关键字在着色器的顶部定义一个给定类型的精度" +"(float或int). 在Godot中, 你可以在定义变量时将精度限定词 ``lowp``, " +"``mediump``, and ``highp`` 放在类型前, 根据需要设置单个变量的精度. 更多信息, " +"请参见 :ref:`Shading Language <doc_shading_language>` 参考." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:124 msgid "Shadertoy" @@ -388,7 +388,7 @@ msgid "" "view/4tjGRh>`_." msgstr "" "`Shadertoy <https://www.shadertoy.com/results?" -"query=&sort=popular&from=10&num=4>`_ 是一个网站,它使编写片段着色器和创建 `纯" +"query=&sort=popular&from=10&num=4>`_ 是一个网站, 它使编写片段着色器和创建 `纯" "正的魔法 <https://www.shadertoy.com/view/4tjGRh>`_ 变得容易." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:129 @@ -396,8 +396,8 @@ msgid "" "Shadertoy does not give the user full control over the shader. It handles " "all the input and uniforms and only lets the user write the fragment shader." msgstr "" -"Shadertoy并没有让用户完全控制着色器.它处理所有的输入和uniforms,只让用户编写片" -"段着色器." +"Shadertoy并没有让用户完全控制着色器. 它处理所有的输入和uniforms, 只让用户编写" +"片段着色器." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:133 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:200 @@ -410,8 +410,8 @@ msgid "" "GLSL. However, it still has the regular types, including constants and " "macros." msgstr "" -"Shadertoy使用的是webgl规范,所以它运行的GLSL版本略有不同.然而,它仍然有常规的类" -"型,包括常量和宏." +"Shadertoy使用的是webgl规范, 所以它运行的GLSL版本略有不同. 然而, 它仍然有常规" +"的类型, 包括常量和宏." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:139 msgid "mainImage" @@ -427,9 +427,10 @@ msgid "" "be copied into the ``fragment`` function when porting to Godot." msgstr "" "Shadertoy着色器的主要入口点是 ``mainImage`` 函数. ``mainImage`` 有两个参数, " -"``fragColor`` 和 ``fragCoord``,分别对应Godot中的 ``COLOR`` 和 ``FRAGCOORD`` ." -"这些参数在Godot中是自动处理的,所以你不需要自己把它们作为参数.移植到Godot时, " -"``mainImage`` 函数中的任何内容都应复制到 ``fragment`` 函数中." +"``fragColor`` 和 ``fragCoord``, 分别对应Godot中的 ``COLOR`` 和 " +"``FRAGCOORD`` . 这些参数在Godot中是自动处理的, 所以你不需要自己把它们作为参" +"数. 移植到Godot时, ``mainImage`` 函数中的任何内容都应复制到 ``fragment`` 函数" +"中." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:150 msgid "" @@ -443,10 +444,10 @@ msgid "" "the reader a hint about what they can pass in as a substitute." msgstr "" "为了让编写片段着色器变得简单明了,Shadertoy为你处理了从主程序传递到片段着色器" -"中的许多有用信息.其中有一些在Godot中没有对应的信息,因为Godot选择不在默认情况" -"下提供这些信息.这没关系,因为Godot让你有能力制作自己的uniforms.对于那些等价物" -"被列为 \"Provide with Uniform\" 的变量,用户有责任自己创建该uniform .该描述给" -"了读者一个提示,告诉他们可以传入什么作为替代物." +"中的许多有用信息. 其中有一些在Godot中没有对应的信息, 因为Godot选择不在默认情" +"况下提供这些信息. 这没关系, 因为Godot让你有能力制作自己的uniforms. 对于那些等" +"价物被列为 \"Provide with Uniform\" 的变量, 用户有责任自己创建该uniform . 该" +"描述给了读者一个提示, 告诉他们可以传入什么作为替代物." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:160 msgid "fragColor" @@ -541,7 +542,7 @@ msgstr "iDate" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:176 msgid "Current date, expressed in seconds." -msgstr "当前日期,以秒为单位表示." +msgstr "当前日期, 以秒为单位表示." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:178 msgid "iChannelResolution[4]" @@ -576,8 +577,8 @@ msgid "" "``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL " "<glsl_coordinates>` and ``FRAGCOORD`` in Godot." msgstr "" -"``fragCoord``的行为与``gl_FragCoord``相同 :ref:`GLSL <glsl_coordinates>` 和" -"Godot中的 ``FRAGCOORD`` ." +"``fragCoord`` 的行为与 ``gl_FragCoord`` 相同 :ref:`GLSL <glsl_coordinates>` " +"和Godot中的 ``FRAGCOORD`` ." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:190 msgid "The Book of Shaders" @@ -592,8 +593,8 @@ msgid "" "uniforms." msgstr "" "与Shadertoy类似, `The Book of Shaders <https://thebookofshaders.com>`_ 提供了" -"在网络浏览器中访问片段着色器的机会,用户可以与之互动,但只限于编写片段着色器代" -"码,其中有一组传入的uniforms列表,而不能添加额外的uniforms." +"在网络浏览器中访问片段着色器的机会, 用户可以与之互动, 但只限于编写片段着色器" +"代码, 其中有一组传入的uniforms列表, 而不能添加额外的uniforms." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:196 msgid "" @@ -610,8 +611,8 @@ msgid "" "version of GLSL. However, it still has the regular types, including " "constants and macros." msgstr "" -"The Book of Shaders使用webgl规范,因此它运行的GLSL略有不同. 但是,它仍然具有常" -"规类型,包括常量和宏." +"The Book of Shaders使用webgl规范, 因此它运行的GLSL略有不同. 但是, 它仍然具有" +"常规类型, 包括常量和宏." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:208 msgid "" @@ -619,7 +620,7 @@ msgid "" "in GLSL. Everything written in a Book of Shaders ``main`` function should be " "copied into Godot's ``fragment`` function." msgstr "" -"Book of Shaders片段着色器的入口点是 ``main`` ,就像在GLSL中一样. 使用着色器 " +"Book of Shaders片段着色器的入口点是 ``main`` , 就像在GLSL中一样. 使用着色器 " "``main`` 函数编写的所有内容都应该复制到Godot的 ``fragment`` 函数中." #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:214 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 8fd25708d5..2c8251d03e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,26 +26,28 @@ msgid "Introduction" msgstr "简介" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 +#, fuzzy msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " "properly." msgstr "" -"很多时候,人们希望制作一个着色器,从它所写入的同一个屏幕上读取信息.由于内部硬件" -"的限制,3D API,如OpenGL或DirectX,使之非常困难.GPU是极其并行的,所以读写会导致各" -"种缓存和一致性问题.因此,即使是最现代的硬件也无法正确支持这一点." +"很多时候, 人们希望制作一个着色器, 从它所写入的同一个屏幕上读取信息. 由于内部" +"硬件的限制,3D API, 如OpenGL或DirectX, 使之非常困难.GPU是极其并行的, 所以读写" +"会导致各种缓存和一致性问题. 因此, 即使是最现代的硬件也无法正确支持这一点." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:16 +#, fuzzy msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" -"解决办法是将屏幕或屏幕的一部分复制到一个后备缓冲区,然后在绘图时从那里读取." -"Godot提供了一些工具,使这一过程变得很容易!" +"解决办法是将屏幕或屏幕的一部分复制到一个后备缓冲区, 然后在绘图时从那里读取." +"Godot提供了一些工具, 使这一过程变得很容易!" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 msgid "SCREEN_TEXTURE built-in texture" @@ -59,14 +61,14 @@ msgid "" "in varying: SCREEN_UV can be used to obtain the UV for the current fragment. " "As a result, this simple canvas_item fragment shader:" msgstr "" -"Godot :ref:`doc_shading_language`有一个特殊的纹理, ``SCREEN_TEXTURE`` (在3D的" -"情况下, ``DEPTH_TEXTURE`` 代表深度).它以屏幕的UV作为参数,并返回一个带有颜色的" -"RGB vec3.一个特殊的内置变量.SCREEN_UV可以用来获取当前片段的UV.因此,这是个简单" -"的canvas_item片段着色器:" +"Godot :ref:`doc_shading_language` 有一个特殊的纹理, ``SCREEN_TEXTURE`` (在3D" +"的情况下, ``DEPTH_TEXTURE`` 代表深度). 它以屏幕的UV作为参数, 并返回一个带有颜" +"色的RGB vec3. 一个特殊的内置变量.SCREEN_UV可以用来获取当前片段的UV. 因此, 这" +"是个简单的canvas_item片段着色器:" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:34 msgid "results in an invisible object, because it just shows what lies behind." -msgstr "导致一个不可见的对象,因为它只是显示了背后的东西." +msgstr "导致一个不可见的对象, 因为它只是显示了背后的东西." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:36 msgid "" @@ -74,20 +76,20 @@ msgid "" "chunk of the screen, it also does an efficient separatable gaussian blur to " "its mipmaps." msgstr "" -"之所以必须使用textureLod是因为,当Godot复制一大块屏幕时,它还会对其mipmap执行有" -"效的可分离高斯模糊." +"之所以必须使用textureLod是因为, 当Godot复制一大块屏幕时, 它还会对其mipmap执行" +"有效的可分离高斯模糊." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:39 msgid "" "This allows for not only reading from the screen, but reading from it with " "different amounts of blur at no cost." -msgstr "这不仅允许从屏幕上读取,而且可以免费读取具有不同模糊量的屏幕." +msgstr "这不仅允许从屏幕上读取, 而且可以免费读取具有不同模糊量的屏幕." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:44 msgid "" "Mipmaps are not generated in GLES2 due to poor performance and compatibility " "with older devices." -msgstr "由于性能较差,且与旧设备不兼容,所以在GLES2中不会生成Mipmaps." +msgstr "由于性能较差, 且与旧设备不兼容, 所以在GLES2中不会生成Mipmaps." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:48 msgid "SCREEN_TEXTURE example" @@ -99,9 +101,9 @@ msgid "" "*Screen Space Shaders*, that you can download to see and learn. One example " "is a simple shader to adjust brightness, contrast and saturation:" msgstr "" -"``SCREEN_TEXTURE`` 可以用来做很多事情.有一个专门的 *Screen Space Shaders* 的" -"演示,你可以下载来看看和学习.其中一个例子是一个简单的着色器,用来调整亮度、对比" -"度和饱和度:" +"``SCREEN_TEXTURE`` 可以用来做很多事情. 有一个专门的 *Screen Space Shaders* 的" +"演示, 你可以下载来看看和学习. 其中一个例子是一个简单的着色器, 用来调整亮度, " +"对比度和饱和度:" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:74 msgid "Behind the scenes" @@ -117,10 +119,10 @@ msgid "" "transparent geometry pass, so transparent objects will not be captured in " "the ``SCREEN_TEXTURE``." msgstr "" -"虽然这看起来很神奇,但其实不然.在2D中, ``SCREEN_TEXTURE`` 内置,当第一次在一个" -"即将被绘制的节点中找到时,会做一个全屏的拷贝到一个back-buffer.在着色器中使用它" -"的后续节点将不会为它们复制屏幕,因为这终将是低效的.在3D中,屏幕是在不透明的几何" -"通道之后,而在透明的几何通道之前被复制,所以透明的物体不会被捕捉到 " +"虽然这看起来很神奇, 但其实不然. 在2D中, ``SCREEN_TEXTURE`` 内置, 当第一次在一" +"个即将被绘制的节点中找到时, 会做一个全屏的拷贝到一个back-buffer. 在着色器中使" +"用它的后续节点将不会为它们复制屏幕, 因为这终将是低效的. 在3D中, 屏幕是在不透" +"明的几何通道之后, 而在透明的几何通道之前被复制, 所以透明的物体不会被捕捉到 " "``SCREEN_TEXTURE`` ." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:84 @@ -129,8 +131,8 @@ msgid "" "second one will not use the result of the first one, resulting in unexpected " "visuals:" msgstr "" -"因此,在2D中,如果使用 ``SCREEN_TEXTURE`` 的着色器重叠,第二个着色器将不会使用第" -"一个着色器的结果,从而导致意外的视觉效果:" +"因此, 在2D中, 如果使用 ``SCREEN_TEXTURE`` 的着色器重叠, 第二个着色器将不会使" +"用第一个着色器的结果, 从而导致意外的视觉效果:" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:90 msgid "" @@ -138,8 +140,8 @@ msgid "" "for ``SCREEN_TEXTURE`` as the first one below, so the first one \"disappears" "\", or is not visible." msgstr "" -"在上图中,第二个球体(右上方)使用的 ``SCREEN_TEXTURE`` 来源与下面第一个球体相" -"同,所以第一个球体 \"disappears\" ,或者说不可见." +"在上图中, 第二个球体(右上方)使用的 ``SCREEN_TEXTURE`` 来源与下面第一个球体相" +"同, 所以第一个球体 \"disappears\" , 或者说不可见." #: ../../docs/tutorials/shading/screen-reading_shaders.rst:94 msgid "" @@ -148,56 +150,56 @@ msgid "" "spheres. BackBufferCopy can work by either specifying a screen region or the " "whole screen:" msgstr "" -"在2D中,这可以通过 :ref:`BackBufferCopy <class_BackBufferCopy>` 节点来纠正,它" -"可以在两个球体之间实例化.BackBufferCopy可以通过指定一个屏幕区域或整个屏幕来工" -"作:" +"在2D中, 这可以通过 :ref:`BackBufferCopy <class_BackBufferCopy>` 节点来纠正, " +"它可以在两个球体之间实例化.BackBufferCopy可以通过指定一个屏幕区域或整个屏幕来" +"工作:" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:100 msgid "With correct back-buffer copying, the two spheres blend correctly:" -msgstr "通过正确的后缓冲区复制,两个球体正确混合:" +msgstr "通过正确的后缓冲区复制, 两个球体正确混合:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " "``SCREEN_TEXTURE`` in 3D as it won't capture transparent objects and may " "capture some opaque objects that are in front of the object." msgstr "" -"在3D中,由于 ``SCREEN_TEXTURE`` 只捕获一次,所以解决这个特殊问题的灵活性较小.在" -"3D中使用 ``SCREEN_TEXTURE`` 时要小心,因为它不会捕获透明的物体,可能会捕获一些" -"在物体前面的不透明物体." +"在3D中, 由于 ``SCREEN_TEXTURE`` 只捕获一次, 所以解决这个特殊问题的灵活性较" +"小. 在3D中使用 ``SCREEN_TEXTURE`` 时要小心, 因为它不会捕获透明的物体, 可能会" +"捕获一些在物体前面的不透明物体." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " "then use the :ref:`Viewport's <class_Viewport>` texture instead of " "``SCREEN_TEXTURE``." msgstr "" -"在3D中,你可以这样重现后置缓冲(back-buffer)逻辑:创建 :ref:`视图窗口(Viewport) " -"<class_Viewport>` 并在你的对象所在位置放置摄像机,然后使用 :ref:`视图窗口的" -"(Viewport's)<class_Viewport>` 纹理(而不是 `` SCREEN_TEXTURE`` )." +"在3D中, 你可以这样重现后置缓冲(back-buffer)逻辑: 创建 :ref:`视图窗口" +"(Viewport) <class_Viewport>` 并在你的对象所在位置放置摄像机, 然后使用 :ref:`" +"视图窗口的 (Viewport's)<class_Viewport>` 纹理(而不是 `` SCREEN_TEXTURE`` )." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "后缓冲逻辑" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" -msgstr "所以,为了更清楚,这里是backbuffer复制逻辑在Godot中的工作原理:" +msgstr "所以, 为了更清楚, 这里是backbuffer复制逻辑在Godot中的工作原理:" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -"如果一个节点使用了 ``SCREEN_TEXTURE`` ,在绘制该节点之前,整个屏幕会被复制到后" -"面的缓冲区.这只发生在第一次;随后的节点不会触发这个." +"如果一个节点使用了 ``SCREEN_TEXTURE`` , 在绘制该节点之前, 整个屏幕会被复制到" +"后面的缓冲区. 这只发生在第一次;随后的节点不会触发这个." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -207,11 +209,11 @@ msgid "" "tree-order." msgstr "" "如果一个BackBufferCopy节点在上面一点的情况之前被处理(即使 ``SCREEN_TEXTURE`` " -"没有被使用),上面一点描述的行为就不会发生.换句话说,只有当 ``SCREEN_TEXTURE`` " -"第一次在节点中使用,并且在树形顺序中之前没有发现BackBufferCopy节点时(未禁用)," -"自动复制整个屏幕才会发生." +"没有被使用), 上面一点描述的行为就不会发生. 换句话说, 只有当 " +"``SCREEN_TEXTURE`` 第一次在节点中使用, 并且在树形顺序中之前没有发现" +"BackBufferCopy节点时(未禁用), 自动复制整个屏幕才会发生." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -220,25 +222,26 @@ msgid "" "to copy back a region of the screen and then use ``SCREEN_TEXTURE`` on a " "different region. Avoid this behavior!" msgstr "" -"BackBufferCopy可以复制整个屏幕或一个区域.如果只设置为一个区域(而不是整个屏" -"幕),而你的着色器使用了不在复制区域内的像素,那么该读取的结果是未定义的(很可能" -"是以前帧的垃圾).换句话说,有可能使用BackBufferCopy复制回屏幕的一个区域,然后在" -"不同的区域使用 ``SCREEN_TEXTURE`` .避免这种行为!" +"BackBufferCopy可以复制整个屏幕或一个区域. 如果只设置为一个区域(而不是整个屏" +"幕), 而你的着色器使用了不在复制区域内的像素, 那么该读取的结果是未定义的(很可" +"能是以前帧的垃圾). 换句话说, 有可能使用BackBufferCopy复制回屏幕的一个区域, 然" +"后在不同的区域使用 ``SCREEN_TEXTURE`` . 避免这种行为!" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "DEPTH_TEXTURE" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 +#, fuzzy msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -"对于3D着色器,也可以访问屏幕深度缓冲区.为此,使用了 ``DEPTH_TEXTURE`` 内置.这个" -"纹理不是线性的;它必须通过反投影矩阵进行转换." +"对于3D着色器, 也可以访问屏幕深度缓冲区. 为此, 使用了 ``DEPTH_TEXTURE`` 内置. " +"这个纹理不是线性的;它必须通过反投影矩阵进行转换." -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "以下代码检索正在绘制的像素下方的3D位置:" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po index c34d459309..a69a7ceae3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,7 +33,7 @@ msgid "" "`ParticlesMaterial <class_ParticlesMaterial>`. They are flexible " "implementations that cover most use cases." msgstr "" -"对于最常见的情况,Godot为大多数类型的着色器提供了随时可用的材质,例如 :ref:" +"对于最常见的情况,Godot为大多数类型的着色器提供了随时可用的材质, 例如 :ref:" "`SpatialMaterial <class_SpatialMaterial>` , :ref:`CanvasItemMaterial " "<class_CanvasItemMaterial>` 和 :ref:`ParticlesMaterial " "<class_ParticlesMaterial>` . 它们是涵盖了大多数用例的灵活实现." @@ -42,7 +42,8 @@ msgstr "" msgid "" "Shader materials allow writing a custom shader directly, for maximum " "flexibility. Examples of this are:" -msgstr "着色器材质允许直接编写自定义着色器,以获得最大的灵活性. 这方面的示例是:" +msgstr "" +"着色器材质允许直接编写自定义着色器, 以获得最大的灵活性. 这方面的示例是:" #: ../../docs/tutorials/shading/shader_materials.rst:17 msgid "Create procedural textures." @@ -54,7 +55,7 @@ msgstr "创建复杂的纹理混合效果." #: ../../docs/tutorials/shading/shader_materials.rst:19 msgid "Create animated materials, or materials that change over time." -msgstr "创建动画材质,或随时间变化的材质." +msgstr "创建动画材质, 或随时间变化的材质." #: ../../docs/tutorials/shading/shader_materials.rst:20 msgid "Create refractive effects or other advanced effects." @@ -66,7 +67,7 @@ msgstr "为更具异国情调的材质创建特殊照明着色器." #: ../../docs/tutorials/shading/shader_materials.rst:22 msgid "Animate vertices, like tree leaves or grass." -msgstr "动画顶点,如树叶或草." +msgstr "动画顶点, 如树叶或草." #: ../../docs/tutorials/shading/shader_materials.rst:23 msgid "Create custom particle code." @@ -83,9 +84,9 @@ msgid "" "can see your edited shaders in real-time. It is also possible to edit " "shaders using a visual, node-based graph editor." msgstr "" -"Godot提供了内置的功能,使频繁的操作更容易.此外,Godot的着色器编辑器会在你输入时" -"检测错误,所以你可以实时看到编辑的着色器.也可以使用可视化的、基于节点的图形编" -"辑器来编辑着色器." +"Godot提供了内置的功能, 使频繁的操作更容易. 此外,Godot的着色器编辑器会在你输入" +"时检测错误, 所以你可以实时看到编辑的着色器. 也可以使用可视化的, 基于节点的图" +"形编辑器来编辑着色器." #: ../../docs/tutorials/shading/shader_materials.rst:32 msgid "Creating a ShaderMaterial" @@ -96,7 +97,7 @@ msgid "" "Create a new ShaderMaterial in some object of your choice. Go to the " "\"Material\" property and create a ShaderMaterial." msgstr "" -"在您选择的某个对象中创建一个新的ShaderMaterial. 转到``材质``属性并创建" +"在您选择的某个对象中创建一个新的ShaderMaterial. 转到 ``材质`` 属性并创建" "ShaderMaterial." #: ../../docs/tutorials/shading/shader_materials.rst:39 @@ -105,31 +106,31 @@ msgid "" "create a shader or visual shader. Regular shaders use code to set their " "properties while a visual shader uses a node based workflow." msgstr "" -"接下来,点击着色器材质,查看其属性.从这里你可以创建一个着色器或视觉着色器.常规" -"着色器使用代码来设置它们的属性,而视觉着色器则使用基于节点的工作流程." +"接下来, 点击着色器材质, 查看其属性. 从这里你可以创建一个着色器或视觉着色器. " +"常规着色器使用代码来设置它们的属性, 而视觉着色器则使用基于节点的工作流程." #: ../../docs/tutorials/shading/shader_materials.rst:43 msgid "" "If you need to you can convert a visual shader to a text shader. However you " "can't convert a text shader to a visual shader." msgstr "" -"如果你需要,你可以将视觉着色器转换为文本着色器.但是你不能将文本着色器转换为视" -"觉着色器." +"如果你需要, 你可以将视觉着色器转换为文本着色器. 但是你不能将文本着色器转换为" +"视觉着色器." #: ../../docs/tutorials/shading/shader_materials.rst:46 msgid "Choose one of them and you can start editing your shader." -msgstr "选择其中一个,你就可以开始编辑你的着色器." +msgstr "选择其中一个, 你就可以开始编辑你的着色器." #: ../../docs/tutorials/shading/shader_materials.rst:50 msgid "" "If you create a regular shader click on it and the shader editor will open." -msgstr "编辑新创建的着色器,着色器编辑器将打开." +msgstr "编辑新创建的着色器, 着色器编辑器将打开." #: ../../docs/tutorials/shading/shader_materials.rst:54 msgid "" "If you create a visual shader the visual shader editor will open " "automatically." -msgstr "编辑新创建的着色器,着色器编辑器将打开." +msgstr "编辑新创建的着色器, 着色器编辑器将打开." #: ../../docs/tutorials/shading/shader_materials.rst:58 msgid "" @@ -138,13 +139,13 @@ msgid "" "replicate a text shader as nodes, or it can be used as a preview for " "converting your visual shader to a text shader." msgstr "" -"在视觉着色器编辑器中,你可以点击一个按钮,看看你的视觉着色器作为着色器代码的样" -"子.如果你想复制一个文本着色器作为节点,这可能是有用的,或者它可以作为将你的视觉" -"着色器转换为文本着色器的预览." +"在视觉着色器编辑器中, 你可以点击一个按钮, 看看你的视觉着色器作为着色器代码的" +"样子. 如果你想复制一个文本着色器作为节点, 这可能是有用的, 或者它可以作为将你" +"的视觉着色器转换为文本着色器的预览." #: ../../docs/tutorials/shading/shader_materials.rst:67 msgid "To learn more about visual shaders, read :ref:`doc_visual_shaders`." -msgstr "要了解更多关于可视化着色器的信息,请阅读 :ref:`doc_visual_shaders` ." +msgstr "要了解更多关于可视化着色器的信息, 请阅读 :ref:`doc_visual_shaders` ." #: ../../docs/tutorials/shading/shader_materials.rst:70 msgid "Converting to ShaderMaterial" @@ -156,13 +157,13 @@ msgid "" "ParticlesMaterial to ShaderMaterial. To do so, go to the material properties " "and select the convert option." msgstr "" -"可以从SpatialMaterial、CanvasItemMaterial和ParticlesMaterial转换为" -"ShaderMaterial.要做到这一点,请进入材质属性并选择转换选项." +"可以从SpatialMaterial, CanvasItemMaterial和ParticlesMaterial转换为" +"ShaderMaterial. 要做到这一点, 请进入材质属性并选择转换选项." #: ../../docs/tutorials/shading/shader_materials.rst:80 msgid "" "Using the convert option will turn the SpatialMaterial into a ShaderMaterial " "with a text shader, not a visual shader." msgstr "" -"使用convert选项将把SpatialMaterial变成一个带有文本着色器的ShaderMaterial,而不" -"是视觉着色器." +"使用convert选项将把SpatialMaterial变成一个带有文本着色器的ShaderMaterial, 而" +"不是视觉着色器." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 6d43510218..1c1e574a10 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -26,8 +26,8 @@ msgid "" "CanvasItem shaders are used to draw all 2D elements in Godot. These include " "all nodes that inherit from CanvasItems, and all GUI elements." msgstr "" -"画布组件着色器用于绘制Godot中的所有二维元素.这包括从画布组件继承的所有节点,以" -"及所有图形用户界面元素." +"画布组件着色器用于绘制Godot中的所有二维元素. 这包括从画布组件继承的所有节点, " +"以及所有图形用户界面元素." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:9 msgid "" @@ -35,8 +35,8 @@ msgid "" "Spatial shaders, but they maintain the same basic structure with vertex, " "fragment, and light processor functions." msgstr "" -"画布组件着色器比空间着色器包含更少的内置变量和功能,但它们与顶点、片段和光处理" -"器功能保持相同的基本结构." +"画布组件着色器比空间着色器包含更少的内置变量和功能, 但它们与顶点, 片段和光处" +"理器功能保持相同的基本结构." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:14 msgid "Render modes" @@ -60,7 +60,7 @@ msgstr "**blend_mix**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:19 msgid "Mix blend mode (alpha is transparency), default." -msgstr "混合混合模式(alpha是透明度),默认." +msgstr "混合混合模式(alpha是透明度), 默认." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:21 msgid "**blend_add**" @@ -100,7 +100,7 @@ msgstr "**混合_禁用**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:29 msgid "Disable blending, values (including alpha) are written as-is." -msgstr "禁用混合,值(包括透明通道)按原样编写." +msgstr "禁用混合, 值(包括透明通道)按原样编写." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:31 msgid "**unshaded**" @@ -137,9 +137,9 @@ msgid "" "marked as \"inout\" provide a sensible default value, and can optionally be " "written to. Samplers are not subjects of writing and they are not marked." msgstr "" -"标记为 \"in\" 的值是只读的.标记为 \"out\" 的值是可以选择写入的,不一定包含合理" -"的值.标记为 \"inout\" 的值提供一个合理的默认值,并且可以选择写入.采样器不是写" -"入的对象,它们没有被标记." +"标记为 \"in\" 的值是只读的. 标记为 \"out\" 的值是可以选择写入的, 不一定包含合" +"理的值. 标记为 \"inout\" 的值提供一个合理的默认值, 并且可以选择写入. 采样器不" +"是写入的对象, 它们没有被标记." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:47 msgid "Global built-ins" @@ -147,7 +147,7 @@ msgstr "全局内置" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:49 msgid "Global built-ins are available everywhere, including custom functions." -msgstr "全局内置的功能随处可见,包括自定义功能." +msgstr "全局内置的功能随处可见, 包括自定义功能." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:52 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:114 @@ -169,10 +169,10 @@ msgid "" "``VisualServer.set_shader_time_scale()`` with the desired time scale factor " "as parameter (``1.0`` being the default)." msgstr "" -"引擎启动后的全局时间,以秒为单位(始终为正数).这取决于翻转设置(默认为3600秒).不" -"受 :ref:`time_scale<class_Engine_property_time_scale>` 或暂停的影响,但可以通" -"过调用 ``VisualServer.set_shader_time_Scale()`` 来覆盖 ``TIME`` 变量的时标,并" -"将所需的时标因子作为参数( ``1.0`` 为默认值)." +"引擎启动后的全局时间, 以秒为单位(始终为正数). 这取决于翻转设置(默认为3600" +"秒). 不受 :ref:`time_scale<class_Engine_property_time_scale>` 或暂停的影响, " +"但可以通过调用 ``VisualServer.set_shader_time_Scale()`` 来覆盖 ``TIME`` 变量" +"的时标, 并将所需的时标因子作为参数( ``1.0`` 为默认值)." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:63 msgid "Vertex built-ins" @@ -184,64 +184,64 @@ msgid "" "relative to the camera). If not written to, these values will not be " "modified and be passed through as they came." msgstr "" -"顶点数据( ``VERTEX`` )是以局部空间(像素坐标,相对于摄像机)呈现.如果不写入,这些" -"值将不会被修改,并按其来时的样子传递." +"顶点数据( ``VERTEX`` )是以局部空间(像素坐标, 相对于摄像机)呈现. 如果不写入, " +"这些值将不会被修改, 并按其来时的样子传递." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:68 msgid "" "The user can disable the built-in modelview transform (projection will still " "happen later) and do it manually with the following code:" msgstr "" -"用户可以禁用内置的modelview变换(以后仍然会发生投影),并通过以下代码手动完成:" +"用户可以禁用内置的modelview变换(以后仍然会发生投影), 并通过以下代码手动完成:" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:81 msgid "" "``WORLD_MATRIX`` is actually a modelview matrix. It takes input in local " "space and transforms it into view space." msgstr "" -"\"世界_矩阵\"实际上是一个模型视图矩阵.它接受本地空间中的输入,并将其转换为视图" -"空间." +"\"世界_矩阵\" 实际上是一个模型视图矩阵. 它接受本地空间中的输入, 并将其转换为" +"视图空间." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:84 msgid "" "In order to get the world space coordinates of a vertex, you have to pass in " "a custom uniform like so:" -msgstr "为了得到顶点的世界空间坐标,你必须通过一个自定义uniform值,如下所示:" +msgstr "为了得到顶点的世界空间坐标, 你必须通过一个自定义uniform值, 如下所示:" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:91 msgid "Then, in your vertex shader:" -msgstr "然后,在你的顶点着色器:" +msgstr "然后, 在你的顶点着色器:" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:102 msgid "" "``world_position`` can then be used in either the vertex or fragment " "functions." -msgstr "\"世界_位置\"可用于顶点函数或片段函数." +msgstr "\"世界_位置\" 可用于顶点函数或片段函数." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:104 msgid "" "Other built-ins, such as UV and COLOR, are also passed through to the " "fragment function if not modified." -msgstr "其他内置程序,如UV和COLOR,如果没有修改,也会传递给片段函数." +msgstr "其他内置程序, 如UV和COLOR, 如果没有修改, 也会传递给片段函数." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:106 msgid "" "For instancing, the INSTANCE_CUSTOM variable contains the instance custom " "data. When using particles, this information is usually:" msgstr "" -"对于实例化,INSTANCE_CUSTOM变量包含实例自定义数据. 使用粒子时,此信息通常是:" +"对于实例化,INSTANCE_CUSTOM变量包含实例自定义数据. 使用粒子时, 此信息通常是:" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:109 msgid "**x**: Rotation angle in radians." -msgstr "** x**: 以弧度表示的旋转角度." +msgstr "** x** : 以弧度表示的旋转角度." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:110 msgid "**y**: Phase during lifetime (0 to 1)." -msgstr "** y**: 寿命期间的相位(0到1)." +msgstr "** y** : 寿命期间的相位(0到1)." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:111 msgid "**z**: Animation frame." -msgstr "** z**: 动画帧." +msgstr "** z** : 动画帧." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:116 msgid "in mat4 **WORLD_MATRIX**" @@ -291,7 +291,7 @@ msgstr "输入输出vec2 **VERTEX**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:126 msgid "Vertex, in image space." -msgstr "顶点,在图像空间." +msgstr "顶点, 在图像空间." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:128 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:191 @@ -306,7 +306,7 @@ msgid "" "Normalized pixel size of default 2D texture. For a Sprite with a texture of " "size 64x32px, **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)`" msgstr "" -"默认2D纹理的标准化像素大小. 对于纹理大小为64x32px的Sprite,** " +"默认2D纹理的标准化像素大小. 对于纹理大小为64x32px的Sprite, ** " "TEXTURE_PIXEL_SIZE ** =:code:`vec2(1 / 64,1 / 32)`" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:132 @@ -338,7 +338,7 @@ msgstr "输入vec4 **MODULATE**" msgid "" "Final modulate color. If used, **COLOR** will not be multiplied by modulate " "automatically after the fragment function." -msgstr "最终调制颜色.如果使用,**COLOR** 不会在片段函数后自动调制相乘." +msgstr "最终调制颜色. 如果使用, **COLOR** 不会在片段函数后自动调制相乘." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:140 msgid "inout float **POINT_SIZE**" @@ -360,9 +360,9 @@ msgid "" "the texture color in the ``COLOR`` built-in variable; to read the texture " "color for such nodes, use:" msgstr "" -"某些节点(例如 :ref:`精灵 <class_Sprite>`)默认情况下显示纹理.但是,当自定义片段" -"函数附加到这些节点时,需要手工完成纹理的查找.Godot在\"颜色\"内置变量中不提供纹" -"理颜色;要读取这些节点的纹理颜色,请使用:" +"某些节点(例如 :ref:`精灵 <class_Sprite>`)默认情况下显示纹理. 但是, 当自定义片" +"段函数附加到这些节点时, 需要手工完成纹理的查找.Godot在 \"颜色\" 内置变量中不" +"提供纹理颜色;要读取这些节点的纹理颜色, 请使用:" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:155 msgid "" @@ -373,10 +373,10 @@ msgid "" "to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D " "and overwriting ``NORMAL``." msgstr "" -"这与内置法线贴图的行为不同.如果附加了法线贴图,Godot默认使用它,并将其值分配给" -"内置的 ``NORMAL`` 变量.如果你使用的是用于3D的法线贴图,它将出现倒置.为了在你的" -"着色器中使用它,必须把它分配给 ``NORMALMAP`` 属性.Godot会将其转换为2D使用,并覆" -"盖 ``NORMAL`` ." +"这与内置法线贴图的行为不同. 如果附加了法线贴图,Godot默认使用它, 并将其值分配" +"给内置的 ``NORMAL`` 变量. 如果你使用的是用于3D的法线贴图, 它将出现倒置. 为了" +"在你的着色器中使用它, 必须把它分配给 ``NORMALMAP`` 属性.Godot会将其转换为2D使" +"用, 并覆盖 ``NORMAL`` ." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:167 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:220 @@ -390,8 +390,8 @@ msgid "" "window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " "lower-left." msgstr "" -"像素中心的坐标.在屏幕空间中.如果\"DEPTH\"未被使用,则\"xy\"指定窗口中的位置," -"\"z\"表示片段深度.原点在左下角." +"像素中心的坐标. 在屏幕空间中. 如果 \"DEPTH\" 未被使用, 则 \"xy\" 指定窗口中的" +"位置,\"z\" 表示片段深度. 原点在左下角." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:171 msgid "inout vec3 **NORMAL**" @@ -399,7 +399,7 @@ msgstr "输入输出vec3 **NORMAL**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:171 msgid "Normal read from **NORMAL_TEXTURE**. Writable." -msgstr "从** NORMAL_TEXTURE **中正常读取.可写的." +msgstr "从 ** NORMAL_TEXTURE ** 中正常读取. 可写的." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:173 msgid "out vec3 **NORMALMAP**" @@ -409,7 +409,7 @@ msgstr "out vec3 **NORMALMAP**" msgid "" "Configures normal maps meant for 3D for use in 2D. If used, overwrites " "**NORMAL**." -msgstr "配置用于三维的法线贴图,以便在二维中使用.如果使用,则覆盖 **法线** ." +msgstr "配置用于三维的法线贴图, 以便在二维中使用. 如果使用, 则覆盖 **法线** ." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:176 msgid "inout float **NORMALMAP_DEPTH**" @@ -432,7 +432,7 @@ msgstr "来自顶点功能的UV." msgid "" "Color from vertex function and output fragment color. If unused, will be set " "to **TEXTURE** color." -msgstr "从顶点函数和输出片段颜色.如果未使用,将设置为 **纹理** 颜色." +msgstr "从顶点函数和输出片段颜色. 如果未使用, 将设置为 **纹理** 颜色." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:187 msgid "in sampler2D **TEXTURE**" @@ -498,16 +498,16 @@ msgid "" "occur for that object; this can be useful when you only want the object " "visible where it is covered by light." msgstr "" -"光照处理器功能在二维中与在三维中工作不同.在画布组件着色时,着色器为被绘制的对" -"象调用一次,然后每一束光接触场景中的物体一次.如果您不希望该对象发生任何光传递," -"请使用渲染_模式中的\"无阴影\".如果您只想让光通过该对象,使用渲染_模式中的\"仅" -"有_光照\";当您只想让被光覆盖的对象可见时,这是非常有用的." +"光照处理器功能在二维中与在三维中工作不同. 在画布组件着色时, 着色器为被绘制的" +"对象调用一次, 然后每一束光接触场景中的物体一次. 如果您不希望该对象发生任何光" +"传递, 请使用渲染_模式中的 \"无阴影 \". 如果您只想让光通过该对象, 使用渲染_模" +"式中的\" 仅有_光照\";当您只想让被光覆盖的对象可见时, 这是非常有用的." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:215 msgid "" "When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be " "``true``." -msgstr "当着色器处于光通道时,\"在_光照_通道\"变量将为\"真\"." +msgstr "当着色器处于光通道时,\"在_光照_通道\" 变量将为 \"真\"." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:224 msgid "in vec3 **NORMAL**" @@ -517,11 +517,11 @@ msgstr "in vec3 **NORMAL**" msgid "" "Input Normal. Although this value is passed in, **normal calculation still " "happens outside of this function**." -msgstr "输入正常. 虽然传入了这个值,但 **正常计算仍然发生在此函数之外** ." +msgstr "输入正常. 虽然传入了这个值, 但 **正常计算仍然发生在此函数之外** ." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:227 msgid "UV from vertex function, equivalent to the UV in the fragment function." -msgstr "来自顶点函数的UV,相当于片段函数中的UV." +msgstr "来自顶点函数的UV, 相当于片段函数中的UV." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:229 msgid "in vec4 **COLOR**" @@ -533,8 +533,8 @@ msgid "" "modulation applied, if **MODULATE** is not used in any function of the " "shader)." msgstr "" -"输入颜色.这是片段函数的输出(如果在着色器的任何函数中没有使用 **MODULATE** ,则" -"应用最终调制)." +"输入颜色. 这是片段函数的输出(如果在着色器的任何函数中没有使用 **MODULATE** , " +"则应用最终调制)." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:237 msgid "sampler2D **TEXTURE**" @@ -561,7 +561,7 @@ msgid "" "Vector from light to fragment in local coordinates. It can be modified to " "alter illumination direction when normal maps are used." msgstr "" -"从光线到片段的局部坐标矢量.当使用法线贴图时,它可以被修改以改变光照方向." +"从光线到片段的局部坐标矢量. 当使用法线贴图时, 它可以被修改以改变光照方向." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:250 msgid "inout vec2 **SHADOW_VEC**" @@ -571,7 +571,7 @@ msgstr "输入输出vec2 **SHADOW_VEC**" msgid "" "Vector from light to fragment in local coordinates. It can be modified to " "alter shadow computation." -msgstr "局部坐标中从光到片段的向量.它可以被修改以改变阴影的计算." +msgstr "局部坐标中从光到片段的向量. 它可以被修改以改变阴影的计算." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:253 msgid "inout float **LIGHT_HEIGHT**" @@ -579,7 +579,7 @@ msgstr "输入输出float **LIGHT_HEIGHT**" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:253 msgid "Height of Light. Only effective when normals are used." -msgstr "光照的高度.只有在使用法线时才有效." +msgstr "光照的高度. 只有在使用法线时才有效." #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:255 msgid "inout vec4 **LIGHT_COLOR**" @@ -613,4 +613,4 @@ msgstr "输入输出vec4 **LIGHT**" msgid "" "Value from the Light texture and output color. Can be modified. If not used, " "the light function is ignored." -msgstr "值从浅色纹理和输出颜色.可以修改.如果不使用,则忽略光照函数." +msgstr "值从浅色纹理和输出颜色. 可以修改. 如果不使用, 则忽略光照函数." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 0014dc0651..f7c1cdfbb2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 2b10bdc392..31c548fbe4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -28,9 +28,9 @@ msgid "" "color, position, and rotation. They are drawn with any regular material for " "CanvasItem or Spatial, depending on whether they are 2D or 3D." msgstr "" -"粒子着色器是一种特殊类型的顶点着色器,在物体被绘制之前运行.它们用于计算材质属" -"性,如颜色、位置和旋转.它们与CanvasItem或Spatial的任何常规材质一起绘制,这取决" -"于它们是2D还是3D." +"粒子着色器是一种特殊类型的顶点着色器, 在物体被绘制之前运行. 它们用于计算材质" +"属性, 如颜色, 位置和旋转. 它们与CanvasItem或Spatial的任何常规材质一起绘制, 这" +"取决于它们是2D还是3D." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:11 msgid "" @@ -39,9 +39,9 @@ msgid "" "by the CanvasItem of Spatial shader. They contain only a vertex processor " "function that outputs multiple properties (see built-ins below)." msgstr "" -"粒子着色器是独特的,因为它们不用于绘制对象本身;被用来计算粒子的性质,然后由空" -"间着色器的画布组件使用.它们只包含一个顶点处理器函数,输出多个属性的内置函数(见" -"下文)." +"粒子着色器是独特的, 因为它们不用于绘制对象本身;被用来计算粒子的性质, 然后由" +"空间着色器的画布组件使用. 它们只包含一个顶点处理器函数, 输出多个属性的内置函" +"数(见下文)." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:16 msgid "" @@ -53,17 +53,17 @@ msgid "" "shaders that discard the data they have calculated once they draw to the " "frame buffer." msgstr "" -"粒子着色器使用转换反馈着色器,这是一种单独运行的特殊类型的顶点着色器.它像普通" -"顶点着色器那样在缓冲区中接受数据,但是也输出到数据缓冲区,而不是输出到片段着色" -"器进行像素处理.正因为如此,转换反馈着色器可以在每次运行时自行构建,与其他着色器" -"不同,其他着色器一旦绘制到帧缓冲区,就会丢弃它们计算的数据." +"粒子着色器使用转换反馈着色器, 这是一种单独运行的特殊类型的顶点着色器. 它像普" +"通顶点着色器那样在缓冲区中接受数据, 但是也输出到数据缓冲区, 而不是输出到片段" +"着色器进行像素处理. 正因为如此, 转换反馈着色器可以在每次运行时自行构建, 与其" +"他着色器不同, 其他着色器一旦绘制到帧缓冲区, 就会丢弃它们计算的数据." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:23 msgid "" "Particle shaders are only available in the GLES3 backend. If you need " "particles in GLES2, use :ref:`CPUParticles <class_CPUParticles>`." msgstr "" -"粒子着色器仅在GLES3后端中可用. 如果您需要在GLES2中使用粒子系统,请使用 :ref:" +"粒子着色器仅在GLES3后端中可用. 如果您需要在GLES2中使用粒子系统, 请使用 :ref:" "`CPUParticles <class_CPUParticles>`." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:27 @@ -102,7 +102,7 @@ msgstr "**disable_velocity**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:36 msgid "Ignore **VELOCITY** value." -msgstr "忽略**VELOCITY**值." +msgstr "忽略 **VELOCITY** 值." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:40 msgid "Built-ins" @@ -115,9 +115,9 @@ msgid "" "marked as \"inout\" provide a sensible default value, and can optionally be " "written to. Samplers are not subjects of writing and they are not marked." msgstr "" -"标记为 \"in\" 的值是只读的.标记为 \"out\" 的值是可以选择写入的,不一定包含合理" -"的值.标记为 \"inout\" 的值提供一个合理的默认值,并且可以选择写入.采样器不是写" -"入的对象,它们没有被标记." +"标记为 \"in\" 的值是只读的. 标记为 \"out\" 的值是可以选择写入的, 不一定包含合" +"理的值. 标记为 \"inout\" 的值提供一个合理的默认值, 并且可以选择写入. 采样器不" +"是写入的对象, 它们没有被标记." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:48 msgid "Global built-ins" @@ -125,7 +125,7 @@ msgstr "全局内置" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:50 msgid "Global built-ins are available everywhere, including custom functions." -msgstr "全局内置的功能随处可见,包括自定义功能." +msgstr "全局内置的功能随处可见, 包括自定义功能." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:53 #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:65 @@ -138,7 +138,7 @@ msgstr "in float **TIME**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:55 msgid "Global time, in seconds." -msgstr "全球时间,以秒为单位." +msgstr "全球时间, 以秒为单位." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:59 msgid "Vertex built-ins" @@ -150,8 +150,8 @@ msgid "" "``use_vertex_as_albedo`` to ``true``. In a ShaderMaterial, access it with " "the ``COLOR`` variable." msgstr "" -"为了在SpatialMaterial中使用 ``COLOR`` 变量,将 ``use_vertex_as_albedo`` 设置" -"为 ``true`` .在ShaderMaterial中,用 ``COLOR`` 变量访问它." +"为了在SpatialMaterial中使用 ``COLOR`` 变量, 将 ``use_vertex_as_albedo`` 设置" +"为 ``true`` . 在ShaderMaterial中, 用 ``COLOR`` 变量访问它." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:67 msgid "inout vec4 **COLOR**" @@ -160,7 +160,7 @@ msgstr "输入输出vec4 **COLOR**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:67 msgid "" "Particle color, can be written to and accessed in mesh's vertex function." -msgstr "粒子的颜色,可以写入Mesh的顶点函数中,也可以访问." +msgstr "粒子的颜色, 可以写入Mesh的顶点函数中, 也可以访问." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:69 msgid "inout vec3 **VELOCITY**" @@ -168,7 +168,7 @@ msgstr "输入输出vec3 **VELOCITY**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:69 msgid "Particle velocity, can be modified." -msgstr "粒子速度,可以修改." +msgstr "粒子速度, 可以修改." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:71 msgid "out float **MASS**" @@ -176,7 +176,7 @@ msgstr "out float **MASS**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:71 msgid "Particle mass, use for attractors (not implemented in 3.1)." -msgstr "粒子质量,用于吸引器(在3.1中没有实现)." +msgstr "粒子质量, 用于吸引器(在3.1中没有实现)." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:73 msgid "inout bool **ACTIVE**" @@ -184,7 +184,7 @@ msgstr "输入输出bool **ACTIVE**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:73 msgid "``true`` when Particle is active, can be set to ``false``." -msgstr "当粒子被激活时为 ``true`` ,可以设置为 ``false`` ." +msgstr "当粒子被激活时为 ``true`` , 可以设置为 ``false`` ." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:75 msgid "in bool **RESTART**" @@ -201,7 +201,7 @@ msgstr "输入输出vec4 **CUSTOM**" #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:77 msgid "" "Custom particle data. Accessible from shader of mesh as **INSTANCE_CUSTOM**." -msgstr "自定义粒子数据.可从网格着色器作为**实例化_自定义**访问." +msgstr "自定义粒子数据. 可从网格着色器作为 **实例化_自定义** 访问." #: ../../docs/tutorials/shading/shading_reference/particle_shader.rst:79 msgid "inout mat4 **TRANSFORM**" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index 0fa14abf8a..af1a71e8b4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -35,10 +35,11 @@ msgid "" "they output a final color to the screen and then move on. Accordingly, there " "is no way of accessing the color output from the last run of the shader." msgstr "" -"着色器是在图形处理器上运行的独特程序.它们用于指定如何获取网格数据(顶点位置、" -"颜色、法线等等)然后把它们绘制到屏幕上.着色器并不像普通程序那样处理信息,因为它" -"们经过了优化,可以在图形处理器上运行.其结果是,着色器在运行后不会保留数据;它们" -"把最后一种颜色输出到屏幕上,然后继续.因此,无法访问着色器上次运行时的颜色输出." +"着色器是在图形处理器上运行的独特程序. 它们用于指定如何获取网格数据(顶点位置, " +"颜色, 法线等等)然后把它们绘制到屏幕上. 着色器并不像普通程序那样处理信息, 因为" +"它们经过了优化, 可以在图形处理器上运行. 其结果是, 着色器在运行后不会保留数" +"据;它们把最后一种颜色输出到屏幕上, 然后继续. 因此, 无法访问着色器上次运行时" +"的颜色输出." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:16 msgid "" @@ -51,10 +52,10 @@ msgid "" "use it to affect the rendering pipeline. For more advanced shaders, you can " "turn this functionality off using a render_mode." msgstr "" -"Godot使用一种与GLSL非常相似的着色语言,增加了一些功能,但灵活性稍差.这样做的原" -"因是Godot集成了内置功能,使编写复杂着色器变得更加容易.Godot将用户编写的着色器" -"代码封装在自己的代码中.这样,Godot就可以处理很多用户无需担心的底层内容,它能够" -"解析着色器代码,并使用它来影响渲染管道.对于更高级的着色器,您可以使用" +"Godot使用一种与GLSL非常相似的着色语言, 增加了一些功能, 但灵活性稍差. 这样做的" +"原因是Godot集成了内置功能, 使编写复杂着色器变得更加容易.Godot将用户编写的着色" +"器代码封装在自己的代码中. 这样,Godot就可以处理很多用户无需担心的底层内容, 它" +"能够解析着色器代码, 并使用它来影响渲染管道. 对于更高级的着色器, 您可以使用" "render_mode关闭此功能." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:23 @@ -63,8 +64,8 @@ msgid "" "Godot. For a detailed reference of the shading language in Godot see the :" "ref:`Godot shading language doc<doc_shading_language>`." msgstr "" -"这个文档为您提供了一些特定于Godot的着色器的信息.有关Godot中着色语言的详细信" -"息,请参见 :ref:`Godot着色语言文档<doc_shading_language>`." +"这个文档为您提供了一些特定于Godot的着色器的信息. 有关Godot中着色语言的详细信" +"息, 请参见 :ref:`Godot 着色语言文档 <doc_shading_language>`." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:27 msgid "Shader types" @@ -77,14 +78,14 @@ msgid "" "types support different render modes, built-in variables, and processing " "functions." msgstr "" -"Godot着色语言必须指定着色器的用途,而不是提供通用配置给所有用途(2D、3D、粒" -"子). 不同的类型支持不同的渲染模式,内置变量,和处理函数." +"Godot着色语言必须指定着色器的用途, 而不是提供通用配置给所有用途(2D, 3D, 粒" +"子). 不同的类型支持不同的渲染模式, 内置变量, 和处理函数." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:33 msgid "" "All shaders need to specify their type in the first line, in the following " "format:" -msgstr "所有着色器都需要在第一行指定其类型,格式如下:" +msgstr "所有着色器都需要在第一行指定其类型, 格式如下:" #: ../../docs/tutorials/shading/shading_reference/shaders.rst:39 msgid "Valid types are:" @@ -106,7 +107,7 @@ msgstr ":ref:`particles <doc_particle_shader>`: 用于粒子系统." msgid "" "For detailed information on each shading type, see the corresponding " "reference document." -msgstr "有关每种着色类型的详细信息,参见相应的参考文档." +msgstr "有关每种着色类型的详细信息, 参见相应的参考文档." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:48 msgid "Render modes" @@ -120,9 +121,9 @@ msgid "" "to use the render mode ``unshaded`` to skip the built-in light processor " "function." msgstr "" -"不同的着色器类型支持不同的渲染模式.它们是可选的,但如果指定,则必须位于 " -"*shader_type* 之后.渲染模式被用于改变内置功能的处理方式.一个比较常见的用法是," -"通过使用渲染模式 ``unshaded`` 来跳过内置的光照处理函数." +"不同的着色器类型支持不同的渲染模式. 它们是可选的, 但如果指定, 则必须位于 " +"*shader_type* 之后. 渲染模式被用于改变内置功能的处理方式. 一个比较常见的用法" +"是, 通过使用渲染模式 ``unshaded`` 来跳过内置的光照处理函数." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:55 msgid "Render modes are specified underneath the shader type:" @@ -133,8 +134,8 @@ msgid "" "Each shader type has a different list of render modes available. See the " "document for each shader type for a complete list of render modes." msgstr "" -"每种着色器类型都有不同的渲染模式列表.有关渲染模式的完整列表,请参阅每种着色器" -"类型的文档." +"每种着色器类型都有不同的渲染模式列表. 有关渲染模式的完整列表, 请参阅每种着色" +"器类型的文档." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:66 msgid "Processor functions" @@ -147,9 +148,9 @@ msgid "" "to override ``vertex``, ``fragment``, and ``light``. For \"particles\", only " "``vertex`` can be overridden." msgstr "" -"根据着色器的类型,不同的处理器功能可以被选择性地重写.对于 \"spatial\" 和 " -"\"canvas_item\" ,可以覆盖 ``vertex`` 、 ``fragment`` 和 ``light`` .对于 " -"\"particles\" ,只有 ``vertex`` 可以被覆盖." +"根据着色器的类型, 不同的处理器功能可以被选择性地重写. 对于 \"spatial\" 和 " +"\"canvas_item\" , 可以覆盖 ``vertex`` , ``fragment`` 和 ``light`` . 对于 " +"\"particles\" , 只有 ``vertex`` 可以被覆盖." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:73 msgid "Vertex processor" @@ -161,8 +162,8 @@ msgid "" "\"spatial\" and \"canvas_item\" shaders. For \"particles\" shaders, it is " "called once for every particle." msgstr "" -"在 \"spatial\" 和 \"canvas_item\" 着色器中,每一个顶点都要调用一次 ``vertex`` " -"处理函数.对于 \"particles\" 着色器,它对每个粒子都调用一次." +"在 \"spatial\" 和 \"canvas_item\" 着色器中, 每一个顶点都要调用一次 " +"``vertex`` 处理函数. 对于 \"particles\" 着色器, 它对每个粒子都调用一次." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:78 msgid "" @@ -171,8 +172,8 @@ msgid "" "variables that will be sent to the fragment function by using varyings(see " "other doc)." msgstr "" -"``vertex``函数用于修改每个顶点的信息,这些信息将被传递给片段函数.它也可以用来" -"建立变量,这些变量将通过使用variings(见其他文档)被发送到片段函数." +"``vertex`` 函数用于修改每个顶点的信息, 这些信息将被传递给片段函数. 它也可以用" +"来建立变量, 这些变量将通过使用variings(见其他文档)被发送到片段函数." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:82 msgid "" @@ -181,9 +182,9 @@ msgid "" "transform the data yourself; see the :ref:`Spatial shader doc " "<doc_spatial_shader>` for an example of this." msgstr "" -"默认情况下,Godot将获取您的顶点信息,并相应地对其进行转换以便绘制.如果这是不可" -"用的,您可以使用渲染模式转换数据;查看 :ref:`空间着色器文档 " -"<doc_spatial_shader>`来获得这个示例." +"默认情况下,Godot将获取您的顶点信息, 并相应地对其进行转换以便绘制. 如果这是不" +"可用的, 您可以使用渲染模式转换数据;查看 :ref:`空间着色器文档 " +"<doc_spatial_shader>` 来获得这个示例." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:87 msgid "Fragment processor" @@ -196,8 +197,8 @@ msgid "" "primitive draws. It is only available in \"spatial\" and \"canvas_item\" " "shaders." msgstr "" -"``fragment`` 处理函数用于设置每个像素的Godot材质参数.该代码在对象或基本单元绘" -"制的每个可见像素上运行.它只在 \"spatial\" 和 \"canvas_item\" 着色器中可用." +"``fragment`` 处理函数用于设置每个像素的Godot材质参数. 该代码在对象或基本单元" +"绘制的每个可见像素上运行. 它只在 \"spatial\" 和 \"canvas_item\" 着色器中可用." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:93 msgid "" @@ -213,12 +214,13 @@ msgid "" "is used; if not, it cuts all the corresponding code out. Therefore, you will " "not waste calculations on effects that you do not use." msgstr "" -"分段函数的标准用法是设置用于计算光照的材质属性.例如,你可以设置\"粗糙度" -"\"、\"边缘\"或\"传递\"的值,可以告诉光照功能,以及光照对这个片段的响应.这使得控" -"制复杂的着色管道成为可能,而无需用户编写太多代码.如果你不需要这个内置功能,可以" -"忽略它,编写自己的光照处理函数,Godot会优化它.例如,如果你不给\"边缘\"设定一个" -"值,Godot将不计算边缘照明.编译期间,Godot检查是否使用了\"边缘\";如果没有,它将" -"删除所有对应的代码.因此,您不会将计算力浪费在不使用的效果上." +"分段函数的标准用法是设置用于计算光照的材质属性. 例如, 你可以设置 \"粗糙度" +"\" , \"边缘\" 或 \"传递\" 的值, 可以告诉光照功能, 以及光照对这个片段的响应. " +"这使得控制复杂的着色管道成为可能, 而无需用户编写太多代码. 如果你不需要这个内" +"置功能, 可以忽略它, 编写自己的光照处理函数,Godot会优化它. 例如, 如果你不给 " +"\"边缘\" 设定一个值,Godot将不计算边缘照明. 编译期间,Godot检查是否使用了 \"边" +"缘\" ;如果没有, 它将删除所有对应的代码. 因此, 您不会将计算力浪费在不使用的效" +"果上." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:103 msgid "Light processor" @@ -232,8 +234,8 @@ msgid "" "typically operates on the material properties setup inside the ``fragment`` " "function." msgstr "" -"``light`` 处理也是按像素运行的,但也为每一个影响物体的光线而运行(如果没有光线" -"影响物体,则不运行).它作为一个函数存在于 \"fragment\" 处理内部,通常在 " +"``light`` 处理也是按像素运行的, 但也为每一个影响物体的光线而运行(如果没有光线" +"影响物体, 则不运行). 它作为一个函数存在于 \"fragment\" 处理内部, 通常在 " "\"fragment\" 函数中设置的材质属性上运行." #: ../../docs/tutorials/shading/shading_reference/shaders.rst:110 @@ -244,5 +246,5 @@ msgid "" "<doc_spatial_shader>`, respectively." msgstr "" "``light`` 处理在2D中的工作方式与在3D中的工作方式不同;关于它在每一种情况下的" -"工作方式的描述,请分别参阅它们的文档, :ref:`CanvasItem shaders " +"工作方式的描述, 请分别参阅它们的文档, :ref:`CanvasItem shaders " "<doc_canvas_item_shader>` 和 :ref:`Spatial shaders <doc_spatial_shader>` ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index 2d0907ceba..8f6dd58bef 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "functions are supported, and the few remaining ones will likely be added " "over time." msgstr "" -"Godot使用类似于GLSL ES 3.0的着色语言. 支持大多数数据类型和函数,并且可能会随着" -"时间的推移添加少数几种类型和函数." +"Godot使用类似于GLSL ES 3.0的着色语言. 支持大多数数据类型和函数, 并且可能会随" +"着时间的推移添加少数几种类型和函数." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:12 msgid "" @@ -40,7 +40,7 @@ msgid "" "Guide<doc_migrating_to_godot_shader_language>` is a resource that will help " "you transition from regular GLSL to Godot's shading language." msgstr "" -"如果您已经熟悉GLSL, :ref:`Godot着色器迁移指南" +"如果您已经熟悉GLSL, :ref:`Godot 着色器迁移指南 " "<doc_migrating_to_godot_shader_language>` 是一个帮助您从常规GLSL转换到Godot着" "色语言的资源." @@ -60,7 +60,7 @@ msgstr "类型" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "描述" @@ -70,7 +70,7 @@ msgstr "**void**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:23 msgid "Void datatype, useful only for functions that return nothing." -msgstr "Void数据类型,只对不返回任何内容的函数有用." +msgstr "Void数据类型, 只对不返回任何内容的函数有用." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 @@ -79,7 +79,7 @@ msgstr "**bool**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 msgid "Boolean datatype, can only contain ``true`` or ``false``." -msgstr "布尔数据类型,只能包含\"true\"或\"false\"." +msgstr "布尔数据类型, 只能包含 \"true\" 或 \"false\"." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:27 msgid "**bvec2**" @@ -144,7 +144,7 @@ msgstr "**uint**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:41 msgid "Unsigned scalar integer; can't contain negative numbers." -msgstr "无符号标量整数,不能包含负数." +msgstr "无符号标量整数, 不能包含负数." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:43 msgid "**uvec2**" @@ -213,7 +213,7 @@ msgstr "**mat2**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:57 msgid "2x2 matrix, in column major order." -msgstr "2x2矩阵,按主要顺序排列." +msgstr "2x2矩阵, 按主要顺序排列." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:59 msgid "**mat3**" @@ -221,7 +221,7 @@ msgstr "**mat3**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:59 msgid "3x3 matrix, in column major order." -msgstr "3x3矩阵,在列的主要顺序." +msgstr "3x3矩阵, 在列的主要顺序." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:61 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 @@ -231,7 +231,7 @@ msgstr "**mat4**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:61 msgid "4x4 matrix, in column major order." -msgstr "4x4矩阵,按主要顺序排列." +msgstr "4x4矩阵, 按主要顺序排列." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:63 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 @@ -245,7 +245,7 @@ msgstr "**sampler2D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:63 msgid "Sampler type for binding 2D textures, which are read as float." -msgstr "用于绑定2D纹理的采样器类型,以浮点形式读取." +msgstr "用于绑定2D纹理的采样器类型, 以浮点形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:65 msgid "**isampler2D**" @@ -253,7 +253,7 @@ msgstr "**isampler2D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:65 msgid "Sampler type for binding 2D textures, which are read as signed integer." -msgstr "用于绑定2D纹理的采样器类型,它们被读取为有符号整数." +msgstr "用于绑定2D纹理的采样器类型, 它们被读取为有符号整数." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:67 msgid "**usampler2D**" @@ -262,7 +262,7 @@ msgstr "**usampler2D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:67 msgid "" "Sampler type for binding 2D textures, which are read as unsigned integer." -msgstr "用于绑定2D纹理的采样器类型,读取为无符号整数." +msgstr "用于绑定2D纹理的采样器类型, 读取为无符号整数." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:69 msgid "**sampler2DArray**" @@ -270,7 +270,7 @@ msgstr "**sampler2DArray**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:69 msgid "Sampler type for binding 2D texture arrays, which are read as float." -msgstr "用于绑定2D纹理数组的采样器类型,以浮点数形式读取." +msgstr "用于绑定2D纹理数组的采样器类型, 以浮点数形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:71 msgid "**isampler2DArray**" @@ -279,7 +279,7 @@ msgstr "**isampler2DArray**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:71 msgid "" "Sampler type for binding 2D texture arrays, which are read as signed integer." -msgstr "用于绑定2D纹理数组的采样器类型,以有符号整数形式读取." +msgstr "用于绑定2D纹理数组的采样器类型, 以有符号整数形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:73 msgid "**usampler2DArray**" @@ -289,7 +289,7 @@ msgstr "**usampler2DArray**" msgid "" "Sampler type for binding 2D texture arrays, which are read as unsigned " "integer." -msgstr "用于绑定2D纹理数组的采样器类型,以无符号整数形式读取." +msgstr "用于绑定2D纹理数组的采样器类型, 以无符号整数形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:75 msgid "**sampler3D**" @@ -297,7 +297,7 @@ msgstr "**sampler3D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:75 msgid "Sampler type for binding 3D textures, which are read as float." -msgstr "用于绑定3D纹理的采样器类型,以浮点形式读取." +msgstr "用于绑定3D纹理的采样器类型, 以浮点形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:77 msgid "**isampler3D**" @@ -305,7 +305,7 @@ msgstr "**isampler3D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:77 msgid "Sampler type for binding 3D textures, which are read as signed integer." -msgstr "用于绑定3D纹理的采样器类型,以有符号整数形式读取." +msgstr "用于绑定3D纹理的采样器类型, 以有符号整数形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:79 msgid "**usampler3D**" @@ -314,7 +314,7 @@ msgstr "**usampler3D**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:79 msgid "" "Sampler type for binding 3D textures, which are read as unsigned integer." -msgstr "用于绑定3D纹理的采样器类型,以无符号整数形式读取." +msgstr "用于绑定3D纹理的采样器类型, 以无符号整数形式读取." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:81 msgid "**samplerCube**" @@ -322,7 +322,7 @@ msgstr "**samplerCube**" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:81 msgid "Sampler type for binding Cubemaps, which are read as floats." -msgstr "用于绑定Cubemaps的采样器类型,读取为浮点数." +msgstr "用于绑定Cubemaps的采样器类型, 读取为浮点数." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:85 msgid "Casting" @@ -335,7 +335,7 @@ msgid "" "size is also not allowed. Conversion must be done explicitly via " "constructors." msgstr "" -"就像GLSL ES 3.0一样,不允许在标量和相同大小但不同类型的向量之间进行隐式转换. " +"就像GLSL ES 3.0一样, 不允许在标量和相同大小但不同类型的向量之间进行隐式转换. " "也不允许铸造不同大小的类型. 转换必须通过构造函数明确完成." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:90 @@ -346,7 +346,7 @@ msgstr "示例:" msgid "" "Default integer constants are signed, so casting is always needed to convert " "to unsigned:" -msgstr "默认整数常量是有符号的,所以转换为无符号总是需要强制类型转换:" +msgstr "默认整数常量是有符号的, 所以转换为无符号总是需要强制类型转换:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:107 msgid "Members" @@ -358,8 +358,9 @@ msgid "" "\"z\" and \"w\" members. Alternatively, using \"r\", \"g\", \"b\" and \"a\" " "also works and is equivalent. Use whatever fits best for your needs." msgstr "" -"矢量类型的单个标量成员通过 \"x\"、\"y\"、\"z \"和 \"w \"成员访问.另外,使用 " -"\"r\"、\"g\"、\"b \"和 \"a \"也可以,而且是等效的.使用最适合你的需求的方法." +"矢量类型的单个标量成员通过 \"x\" , \"y\" , \"z\" 和 \"w\" 成员访问. 另外, 使" +"用 \"r\" , \"g\" , \"b\" 和 \"a\" 也可以, 而且是等效的. 使用最适合你的需求的" +"方法." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:113 msgid "" @@ -367,8 +368,8 @@ msgid "" "scalar, or ``m[idx]`` to access a vector by row index. For example, for " "accessing the y position of an object in a mat4 you use ``m[3][1]``." msgstr "" -"对于矩阵,使用 ``m[row][column]`` 索引语法来访问每个标量,或者 ``m[idx]`` 按行" -"索引来访问一个向量.例如,为了访问mat4中一个对象的y位置,使用 ``m[3][1]`` ." +"对于矩阵, 使用 ``m[row][column]`` 索引语法来访问每个标量, 或者 ``m[idx]`` 按" +"行索引来访问一个向量. 例如, 为了访问mat4中一个对象的y位置, 使用 ``m[3][1]`` ." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:118 msgid "Constructing" @@ -384,8 +385,8 @@ msgid "" "matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. " "Accordingly, ``mat4(1.0)`` is an identity matrix." msgstr "" -"构建矩阵类型需要与矩阵相同维度的向量.你也可以使用 ``matx(float)`` 语法构建一" -"个对角矩阵.相应地, ``mat4(1.0)`` 是一个单位矩阵." +"构建矩阵类型需要与矩阵相同维度的向量. 你也可以使用 ``matx(float)`` 语法构建一" +"个对角矩阵. 相应地, ``mat4(1.0)`` 是一个单位矩阵." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:142 msgid "" @@ -395,9 +396,9 @@ msgid "" "identity matrix. If a smaller matrix is constructed from a larger matrix, " "the top, left submatrix of the larger matrix is used." msgstr "" -"矩阵也可以由另一维的矩阵建立.有两条规则.如果一个较大的矩阵是由一个较小的矩阵" -"构建的,那么额外的行和列将被设置为它们在同一矩阵中的值.如果一个较小的矩阵是由" -"一个较大的矩阵构建的,则使用较大矩阵的顶部和左矩阵." +"矩阵也可以由另一维的矩阵建立. 有两条规则. 如果一个较大的矩阵是由一个较小的矩" +"阵构建的, 那么额外的行和列将被设置为它们在同一矩阵中的值. 如果一个较小的矩阵" +"是由一个较大的矩阵构建的, 则使用较大矩阵的顶部和左矩阵." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:155 msgid "Swizzling" @@ -409,8 +410,8 @@ msgid "" "as the result is another vector type (or scalar). This is easier shown than " "explained:" msgstr "" -"只要结果是另一种向量类型(或标量),就可以以任何顺序获得组件的组合.这一点展示起" -"来比解释起来容易:" +"只要结果是另一种向量类型(或标量), 就可以以任何顺序获得组件的组合. 这一点展示" +"起来比解释起来容易:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:174 msgid "Precision" @@ -431,8 +432,8 @@ msgid "" "function (where full precision is needed most of the time), but is often " "useful in the fragment processor." msgstr "" -"对某些操作使用较低的精度可以加快相关的数学运算(以较低的精度为代价).这在顶点处" -"理器功能中很少需要(大部分时间都需要全精度),但在片段处理器中经常需要." +"对某些操作使用较低的精度可以加快相关的数学运算(以较低的精度为代价). 这在顶点" +"处理器功能中很少需要(大部分时间都需要全精度), 但在片段处理器中经常需要." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:189 msgid "" @@ -443,9 +444,9 @@ msgid "" "unexpected behavior and it is best to avoid specifying precision unless " "necessary." msgstr "" -"一些架构(主要是移动架构)可以从中受益匪浅,但也有缺点,比如在不同精度之间转换的" -"额外开销.请参考目标架构的文档以获得更多信息.在许多情况下,移动驱动会导致不一致" -"或意外的行为,除非有必要,最好避免指定精度." +"一些架构(主要是移动架构)可以从中受益匪浅, 但也有缺点, 比如在不同精度之间转换" +"的额外开销. 请参考目标架构的文档以获得更多信息. 在许多情况下, 移动驱动会导致" +"不一致或意外的行为, 除非有必要, 最好避免指定精度." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 msgid "Arrays" @@ -456,8 +457,8 @@ msgid "" "Arrays are containers for multiple variables of a similar type. Note: As of " "Godot 3.2, only local and varying arrays have been implemented." msgstr "" -"数组是存放多个相似类型变量的容器.注意:从godot3.2开始,只实现了局部数组和可变数" -"组." +"数组是存放多个相似类型变量的容器. 注意: 从godot3.2开始, 只实现了局部数组和可" +"变数组." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 msgid "Local arrays" @@ -469,13 +470,13 @@ msgid "" "datatypes, except samplers. The array declaration follows a C-style syntax: " "``[const] + [precision] + typename + identifier + [array size]``." msgstr "" -"局部数组在函数中声明.它们可以使用所有允许的数据类型,但采样器除外.数组声明遵循" -"C-style的语法.``[const] + [precision] + typename + identifier + [array " +"局部数组在函数中声明. 它们可以使用所有允许的数据类型, 但采样器除外. 数组声明" +"遵循C-style的语法.``[const] + [precision] + typename + identifier + [array " "size]``." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:213 msgid "They can be initialized at the beginning like:" -msgstr "它们可以在开始时进行初始化,例如:" +msgstr "它们可以在开始时进行初始化, 例如:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:225 msgid "" @@ -485,7 +486,7 @@ msgstr "您可以在一个表达式中声明多个数组(即使大小不同):" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:235 msgid "To access an array element, use the indexing syntax:" -msgstr "要访问一个数组元素,请使用索引语法:" +msgstr "要访问一个数组元素, 请使用索引语法:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:245 msgid "" @@ -493,8 +494,8 @@ msgid "" "the built-in ``length()`` function). It doesn't accept any parameters and " "will return the array's size." msgstr "" -"数组有一个内置函数``.length()``(不要与内置的``length()``函数混淆).它不接受任" -"何参数,作用是返回数组的大小." +"数组有一个内置函数 ``.length()``(不要与内置的 ``length()`` 函数混淆). 它不接" +"受任何参数, 作用是返回数组的大小." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:256 msgid "" @@ -505,10 +506,10 @@ msgid "" "expression or a simple number, the editor will check its bounds to prevent " "this crash." msgstr "" -"如果你使用一个低于0或大于数组大小的索引--着色器将崩溃并中断渲染.为了防止这种" -"情况,请使用``length()``、``if``或``clamp()``函数来确保索引在0和数组的长度之" -"间.总是仔细测试和检查你的代码.如果你传递了一个常量表达式或一个简单的数字,编辑" -"器会检查它的边界以防止这种崩溃." +"如果你使用一个低于0或大于数组大小的索引--着色器将崩溃并中断渲染. 为了防止这种" +"情况, 请使用 ``length()``, ``if`` 或 ``clamp()`` 函数来确保索引在0和数组的长" +"度之间. 总是仔细测试和检查你的代码. 如果你传递了一个常量表达式或一个简单的数" +"字, 编辑器会检查它的边界以防止这种崩溃." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:259 msgid "Constants" @@ -522,9 +523,9 @@ msgid "" "value is slightly faster than using a uniform. Constants must be initialized " "at their declaration." msgstr "" -"在变量声明前使用 ``const`` 关键字,可以使该变量成为不可变的,这意味着它不能被修" -"改.所有的基本类型,除了采样器,都可以被声明为常量.访问和使用常量值的速度比使用" -"uniform的速度略快.常量必须在其声明时被初始化." +"在变量声明前使用 ``const`` 关键字, 可以使该变量成为不可变的, 这意味着它不能被" +"修改. 所有的基本类型, 除了采样器, 都可以被声明为常量. 访问和使用常量值的速度" +"比使用uniform的速度略快. 常量必须在其声明时被初始化." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:271 msgid "" @@ -532,12 +533,12 @@ msgid "" "multiple of them (if they have the same type) can be declared in a single " "expression e.g" msgstr "" -"常量不能被修改,另外也不能有提示,但可以在一个表达式中声明多个常量(如果它们具有" -"相同的类型),如" +"常量不能被修改, 另外也不能有提示, 但可以在一个表达式中声明多个常量(如果它们具" +"有相同的类型), 如" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:277 msgid "Similar to variables, arrays can also be declared with ``const``." -msgstr "与变量类似,数组也可以用``const``来声明." +msgstr "与变量类似, 数组也可以用 ``const`` 来声明." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:287 msgid "" @@ -547,9 +548,9 @@ msgid "" "Like uniforms, global constants are shared between all shader stages, but " "they are not accessible outside of the shader." msgstr "" -"常量可以在全局(在任何函数之外)或局部(在一个函数之内)进行声明.当你想在整个着色" -"器中访问一个不需要修改的值时,全局常量很有用.像uniform一样,全局常量在所有着色" -"器阶段之间共享,但它们在着色器之外是不可访问的." +"常量可以在全局(在任何函数之外)或局部(在一个函数之内)进行声明. 当你想在整个着" +"色器中访问一个不需要修改的值时, 全局常量很有用. 像uniform一样, 全局常量在所有" +"着色器阶段之间共享, 但它们在着色器之外是不可访问的." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 msgid "Operators" @@ -560,7 +561,7 @@ msgid "" "Godot shading language supports the same set of operators as GLSL ES 3.0. " "Below is the list of them in precedence order:" msgstr "" -"Godot 着色器语言支持与GLSL ES 3.0相同的操作符集.下面是它们的优先级列表:" +"Godot 着色器语言支持与GLSL ES 3.0相同的操作符集. 下面是它们的优先级列表:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:302 msgid "Precedence" @@ -732,15 +733,15 @@ msgid "" "your application (including editor). Godot can't protect you from this, so " "be careful not to make this mistake!" msgstr "" -"请记住,在现代GPU中,无限循环可能存在,并可能冻结你的应用程序(包括编辑器).Godot" -"不能保护你不受影响,所以要小心不要犯这个错误!" +"请记住, 在现代GPU中, 无限循环可能存在, 并可能冻结你的应用程序(包括编辑器)." +"Godot不能保护你不受影响, 所以要小心不要犯这个错误!" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:377 msgid "" "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " "doesn't support dynamic loops, so shaders using those won't work there." msgstr "" -"当导出 GLES2 项目到 HTML5时, WebGL 1.0将被使用. WebGL 1.0不支持动态循环,所以" +"当导出 GLES2 项目到 HTML5时, WebGL 1.0将被使用. WebGL 1.0不支持动态循环, 所以" "使用这些的着色器将不会工作." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:381 @@ -752,7 +753,7 @@ msgid "" "Fragment and light functions can use the **discard** keyword. If used, the " "fragment is discarded and nothing is written." msgstr "" -"片段和灯光功能可以使用 **discard** 关键字. 如果使用,则丢弃该片段并且不写入任" +"片段和灯光功能可以使用 **discard** 关键字. 如果使用, 则丢弃该片段并且不写入任" "何内容." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:386 @@ -763,7 +764,7 @@ msgstr "函数" msgid "" "It is possible to define functions in a Godot shader. They use the following " "syntax:" -msgstr "可以在Godot着色器中定义函数.它们使用以下语法:" +msgstr "可以在Godot着色器中定义函数. 它们使用以下语法:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:403 msgid "" @@ -777,15 +778,15 @@ msgstr "函数参数可以有特殊的限定符:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:408 msgid "**in**: Means the argument is only for reading (default)." -msgstr "**in**: 表示参数仅用于读取(默认)." +msgstr "**in** : 表示参数仅用于读取(默认)." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:409 msgid "**out**: Means the argument is only for writing." -msgstr "**out**: 表示该参数只用于写入." +msgstr "**out** : 表示该参数只用于写入." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:410 msgid "**inout**: Means the argument is fully passed via reference." -msgstr "**inout**: 表示该参数以引用传递." +msgstr "**inout** : 表示该参数以引用传递." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:412 msgid "Example below:" @@ -801,8 +802,8 @@ msgid "" "are used. They are set for every primitive vertex in the *vertex processor*, " "and the value is interpolated for every pixel in the fragment processor." msgstr "" -"为了从顶点向片段处理器函数发送数据,*varyings* 被使用.它们设置 *vertex " -"processor* 中的每个原始顶点,其数值则为片段处理器中的每个像素插值." +"为了从顶点向片段处理器函数发送数据,*varyings* 被使用. 它们设置 *vertex " +"processor* 中的每个原始顶点, 其数值则为片段处理器中的每个像素插值." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:440 msgid "Varying can also be an array:" @@ -856,15 +857,15 @@ msgid "" "the uniforms will appear as editable parameters in it. Uniforms can't be " "written from within the shader." msgstr "" -"可以将值传递给着色器.这些值对整个着色器来说是全局的,被称为 *uniforms* .当一个" -"着色器后来被分配给一个材质时,uniforms将作为可编辑的参数出现在其中.uniforms不" -"能从着色器内部写入." +"可以将值传递给着色器. 这些值对整个着色器来说是全局的, 被称为 *uniforms* . 当" +"一个着色器后来被分配给一个材质时,uniforms将作为可编辑的参数出现在其中." +"uniforms不能从着色器内部写入." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 msgid "" "You can set uniforms in the editor in the material. Or you can set them " "through GDScript:" -msgstr "你可以在编辑器中设置材质中的uniform.或者你可以通过GDScript来设置它们:" +msgstr "你可以在编辑器中设置材质中的uniform. 或者你可以通过GDScript来设置它们:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 msgid "" @@ -872,8 +873,8 @@ msgid "" "shader. It must match *exactly* to the name of the uniform in the shader or " "else it will not be recognized." msgstr "" -"``set_shader_param`` 的第一个参数是着色器中的uniform名称.它必须与着色器中的" -"uniform名称 *完全* 一致,否则将无法被识别." +"``set_shader_param`` 的第一个参数是着色器中的uniform名称. 它必须与着色器中的" +"uniform名称 *完全* 一致, 否则将无法被识别." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 msgid "" @@ -881,8 +882,8 @@ msgid "" "provides optional shader hints to make the compiler understand for what the " "uniform is used." msgstr "" -"除了 *void* 之外,任何GLSL类型都可以成为uniform.此外,Godot还提供了可选的着色器" -"提示,以使编译器了解uniform是用来干什么的." +"除了 *void* 之外, 任何GLSL类型都可以成为uniform. 此外,Godot还提供了可选的着色" +"器提示, 以使编译器了解uniform是用来干什么的." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 msgid "" @@ -890,8 +891,8 @@ msgid "" "require hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as " "Godot's 3D engine renders in linear color space." msgstr "" -"重要的是要明白,以颜色形式提供的纹理需要适当的sRGB->线性转换的提示(即" -"``hint_albedo``),因为Godot的3D引擎在线性颜色空间中渲染." +"重要的是要明白, 以颜色形式提供的纹理需要适当的sRGB->线性转换的提示(即 " +"``hint_albedo``), 因为Godot的3D引擎在线性颜色空间中渲染." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 msgid "Full list of hints below:" @@ -927,7 +928,7 @@ msgstr "hint_albedo" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 msgid "Used as albedo color, default white" -msgstr "用作反射颜色,默认为白色" +msgstr "用作反射颜色, 默认为白色" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:533 msgid "hint_black_albedo" @@ -935,7 +936,7 @@ msgstr "hint_black_albedo" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:533 msgid "Used as albedo color, default black" -msgstr "用作反射颜色,默认为黑色" +msgstr "用作反射颜色, 默认为黑色" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:535 msgid "hint_normal" @@ -951,7 +952,7 @@ msgstr "hint_white" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:537 msgid "As value, default to white." -msgstr "作为值,默认为白色." +msgstr "作为值, 默认为白色." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:539 msgid "hint_black" @@ -959,7 +960,7 @@ msgstr "hint_black" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:539 msgid "As value, default to black" -msgstr "作为值,默认为黑色" +msgstr "作为值, 默认为黑色" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:541 msgid "hint_aniso" @@ -967,7 +968,7 @@ msgstr "hint_aniso" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:541 msgid "As flowmap, default to right." -msgstr "作为流程图,默认为右." +msgstr "作为流程图, 默认为右." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:544 msgid "" @@ -975,8 +976,8 @@ msgid "" "variables from GDScript to shaders, Godot converts the type automatically. " "Below is a table of the corresponding types:" msgstr "" -"GDScript使用的变量类型与GLSL不同,所以当把变量从GDScript传递到着色器时,Godot会" -"自动转换类型.以下是相应类型的表格:" +"GDScript使用的变量类型与GLSL不同, 所以当把变量从GDScript传递到着色器时,Godot" +"会自动转换类型. 以下是相应类型的表格:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:548 msgid "GDScript type" @@ -1012,792 +1013,821 @@ msgid "" "thrown if the type does not match. Your shader will just exhibit undefined " "behavior." msgstr "" -"当从GDScript中设置着色器uniforms时要小心,如果类型不匹配,不会产生错误.你的着色" -"器只会表现出未定义的行为." +"当从GDScript中设置着色器uniforms时要小心, 如果类型不匹配, 不会产生错误. 你的" +"着色器只会表现出未定义的行为." #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 msgid "Uniforms can also be assigned default values:" msgstr "Uniforms也可以分配默认值:" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "编辑变量" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`canvas_item <doc_canvas_item_shader>`: 用于2D渲染." + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "内置函数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -"支持大量的内置函数,符合GLSL ES 3.0.当使用 vec_type (float), vec_int_type, " -"vec_uint_type, vec_bool_type 命名法时,它可以是标量或向量." +"支持大量的内置函数, 符合GLSL ES 3.0. 当使用 vec_type (float), vec_int_type, " +"vec_uint_type, vec_bool_type 命名法时, 它可以是标量或向量." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -"关于GLES2后端无法使用的功能列表,请参见 :ref:`GLES2和GLES3之间的差异文档" +"关于GLES2后端无法使用的功能列表, 请参见 :ref:`GLES2和GLES3之间的差异文档 " "<doc_gles2_gles3_differences>` ." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "函数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "vec_type **弧度** (vec_type 度)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "将度数转换为弧度" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "vec_type **度** ( vec_type 弧度)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "将弧度转换为度数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "vec_type **sin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "正弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "vec_type **cos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "余弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "vec_type **tan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "正切" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "vec_type **asin** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "反正弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "vec_type **acos** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "反余弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "vec_type **atan** (vec_type y_over_x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "反正切" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "vec_type **atan** (vec_type y, vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "将向量转换为角度的反正切" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "vec_type **sinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "双曲正弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "vec_type **cosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "双曲余弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "vec_type **tanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "双曲正切" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "vec_type **asinh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "反双曲正弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "vec_type **acosh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "反双曲余弦" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "vec_type **atanh** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "反双曲正切" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "vec_type **pow** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "vec_type **exp** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "基数-e指数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "vec_type **exp2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "基数-2指数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "vec_type **log** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "自然对数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "vec_type **log2** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "基数-2对数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "vec_type **sqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "平方根" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "vec_type **inversesqrt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "反平方根" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "vec_type **abs** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "绝对" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "ivec_type **abs** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "vec_type **sign** ( vec_type )" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "符号" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "ivec_type **sign** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "vec_type **floor** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "向下取整" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "vec_type **round** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "四舍五入" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "vec_type **roundEven** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "四舍五入到最接近的偶数" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "vec_type **trunc** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "截断" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "vec_type **ceil** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "向上取整" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "vec_type **fract** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "Fractional" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "vec_type **mod** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "余" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "vec_type **mod** (vec_type x , float y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "vec_type **modf** (vec_type x, out vec_type i)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "``x`` 为小数部分, ``i`` 为整数部分" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" -msgstr "vec_type **min** (vec_type a, vec_type b)" +msgstr "vec_type **min** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "最小值" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" -msgstr "vec_type **max** (vec_type a, vec_type b)" +msgstr "vec_type **max** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "最大值" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" -msgstr "限制在``min..max``" +msgstr "限制在 ``min..max``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "float **mix** (float a, float b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "线性插值" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "线性插值(标量系数)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "线性插值(向量系数)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "线性插值(布尔向量选择)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "vec_type **step** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "``b[i] < a[i] ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "vec_type **step** (float a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "``b[i] < a ? 0.0 : 1.0``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "Hermite插值" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "bvec_type **isnan** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" -msgstr "如果标量或向量分量是 \"NaN\",则返回 \"true\"" +msgstr "如果标量或向量分量是 \"NaN\", 则返回 \"true\"" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "bvec_type **isinf** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" -msgstr "如果标量或向量分量是 ``INF`` ,则返回 ``true``" +msgstr "如果标量或向量分量是 ``INF`` , 则返回 ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "ivec_type **floatBitsToInt** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" -msgstr "Float-> Int位复制,无转换" +msgstr "Float-> Int位复制, 无转换" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "uvec_type **floatBitsToUint** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" -msgstr "Float-> UInt位复制,无转换" +msgstr "Float-> UInt位复制, 无转换" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "vec_type **intBitsToFloat** (ivec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" -msgstr "Int-> Float位复制,无转换" +msgstr "Int-> Float位复制, 无转换" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "vec_type **uintBitsToFloat** (uvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" -msgstr "UInt->浮点复制,无转换" +msgstr "UInt->浮点复制, 无转换" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "float **length** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "向量长度" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "float **distance** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" -msgstr "向量之间的距离,即 ``length(a - b)``" +msgstr "向量之间的距离, 即 ``length(a - b)``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "float **dot** (vec_type a, vec_type b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "点乘" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "vec3 **叉乘(cross)** (vec3 a, vec3 b)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "叉乘" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "vec_type **归一化** (vec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "标准化为单位长度" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "vec3 **reflect** (vec3 I, vec3 N)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "反映" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "vec3 **refract** (vec3 I, vec3 N, float eta)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "折射" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" -msgstr "如果 ``dot(Nref, I)`` <0,则返回N,否则返回-N" +msgstr "如果 ``dot(Nref, I)`` <0, 则返回N, 否则返回-N" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "mat_type **matrixCompMult** (mat_type x, mat_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "矩阵分量乘法" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "mat_type **outerProduct** (vec_type column, vec_type row)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "矩阵外积" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "mat_type **转置** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "转置矩阵" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "float **determinant** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "矩阵行列式" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "mat_type **取反** (mat_type m)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "逆矩阵" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "bvec_type **lessThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "Bool vector 对比 < int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThan** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "Bool vector 对比 > int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "Bool vector 对比 <= int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "Bool vector 对比 >= int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "bvec_type **equal** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "Bool vector 对比 == int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "bvec_type **notEqual** (vec_type x, vec_type y)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "Bool vector 对比 != int/uint/float vectors" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "bool **任意** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "任何组件都是 ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "bool **全部** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "所有组件都是 ``true``" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "bvec_type **not** (bvec_type x)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "反转布尔向量" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "ivec2 **textureSize** (sampler2D_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "获取2D纹理的大小" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "ivec3 **textureSize** (sampler2DArray_type s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "获取2D纹理数组的大小" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "ivec3 **textureSize** (sampler3D s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "获取3D纹理的大小" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "ivec2 **textureSize** (samplerCube s, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "获取cubemap纹理的大小" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "执行2D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" -msgstr "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" +msgstr "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "执行2D纹理数组读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" -msgstr "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" +msgstr "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "执行3D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "执行立方体贴图纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "执行带投影的2D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" -msgstr "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" +msgstr "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "执行带投影的3D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "在自定义mipmap上执行2D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "执行在自定义mipmap处2D纹理阵列读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "执行在自定义mipmap上3D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "执行带投影/LOD的2D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "执行带投影/LOD的3D纹理读取" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "使用整数坐标获取单个纹理像素" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "vec_type **dFdx** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "使用局部微分法进行 ``x`` 的微分." -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "vec_type **dFdy** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "使用局部微分 ``y`` 的微分" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "vec_type **fwidth** (vec_type p)" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "``x`` 和 ``y`` 的绝对导数之和" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index e61e00b290..d224d32d00 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,10 +30,10 @@ msgid "" "optionally write vertex, fragment, and light processor functions to affect " "how objects are drawn." msgstr "" -"空间着色器用于为三维对象着色.它们是Godot提供的最复杂的着色器类型.空间着色器是" -"高度可配置的,具有不同的渲染模式和不同的渲染选项(例如:次表面散射、透射、环境遮" -"挡、边缘照明等).用户可以选择编辑顶点、片段、和光照处理器功能,以影响如何绘制对" -"象." +"空间着色器用于为三维对象着色. 它们是Godot提供的最复杂的着色器类型. 空间着色器" +"是高度可配置的, 具有不同的渲染模式和不同的渲染选项(例如: 次表面散射, 透射, 环" +"境遮挡, 边缘照明等). 用户可以选择编辑顶点, 片段, 和光照处理器功能, 以影响如何" +"绘制对象." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:12 msgid "Render modes" @@ -57,7 +57,7 @@ msgstr "**blend_mix**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:17 msgid "Mix blend mode (alpha is transparency), default." -msgstr "混合混合模式(alpha是透明度),默认." +msgstr "混合混合模式(alpha是透明度), 默认." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:19 msgid "**blend_add**" @@ -241,7 +241,7 @@ msgstr "**skip_vertex_transform**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:63 msgid "VERTEX/NORMAL/etc. need to be transformed manually in vertex function." -msgstr "VERTEX/NORMAL/等.需要在顶点函数中手动进行转换." +msgstr "VERTEX/NORMAL/等. 需要在顶点函数中手动进行转换." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:65 msgid "**world_vertex_coords**" @@ -249,7 +249,7 @@ msgstr "**world_vertex_coords**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:65 msgid "VERTEX/NORMAL/etc. are modified in world coordinates instead of local." -msgstr "VERTEX/NORMAL/等.是以世界坐标而不是局部坐标修改的." +msgstr "VERTEX/NORMAL/等. 是以世界坐标而不是局部坐标修改的." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:67 msgid "**ensure_correct_normals**" @@ -293,8 +293,8 @@ msgid "" "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" -"光照会改变alpha值,阴影部分是不透明的,而没有阴影的地方是透明的.对于AR中将阴影" -"堆叠到一个照相机反馈中很有用." +"光照会改变alpha值, 阴影部分是不透明的, 而没有阴影的地方是透明的. 对于AR中将阴" +"影堆叠到一个照相机反馈中很有用." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:81 msgid "Built-ins" @@ -307,9 +307,9 @@ msgid "" "marked as \"inout\" provide a sensible default value, and can optionally be " "written to. Samplers are not subjects of writing and they are not marked." msgstr "" -"标记为 \"in\" 的值是只读的.标记为 \"out\" 的值是可以选择写入的,不一定包含合理" -"的值.标记为 \"inout\" 的值提供一个合理的默认值,并且可以选择写入.采样器不是写" -"入的对象,它们没有被标记." +"标记为 \"in\" 的值是只读的. 标记为 \"out\" 的值是可以选择写入的, 不一定包含合" +"理的值. 标记为 \"inout\" 的值提供一个合理的默认值, 并且可以选择写入. 采样器不" +"是写入的对象, 它们没有被标记." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:89 msgid "Global built-ins" @@ -317,7 +317,7 @@ msgstr "全局内置" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:91 msgid "Global built-ins are available everywhere, including custom functions." -msgstr "全局内置的功能随处可见,包括自定义功能." +msgstr "全局内置的功能随处可见, 包括自定义功能." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:94 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:139 @@ -333,7 +333,7 @@ msgstr "in float **TIME**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:96 msgid "Global time, in seconds." -msgstr "全球时间,以秒为单位." +msgstr "全球时间, 以秒为单位." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:100 msgid "Vertex built-ins" @@ -346,28 +346,28 @@ msgid "" "modified and be passed through as they came." msgstr "" "顶点数据(``VERTEX``, ``NORMAL``, ``TANGENT``, ``BITANGENT``) 是在本地模型空间" -"中呈现.如果不写入,这些值将不会被修改,并按其原来的样子传递." +"中呈现. 如果不写入, 这些值将不会被修改, 并按其原来的样子传递." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:106 msgid "" "They can optionally be presented in world space by using the " "*world_vertex_coords* render mode." msgstr "" -"通过使用 *world_vertex_coords* 渲染模式,它们可以选择性地在世界空间中呈现." +"通过使用 *world_vertex_coords* 渲染模式, 它们可以选择性地在世界空间中呈现." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:108 msgid "" "Users can disable the built-in modelview transform (projection will still " "happen later) and do it manually with the following code:" msgstr "" -"用户可以禁用内置的modelview变换(以后仍会发生投影),并通过以下代码手动完成:" +"用户可以禁用内置的modelview变换(以后仍会发生投影), 并通过以下代码手动完成:" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:122 msgid "" "Other built-ins, such as UV, UV2 and COLOR, are also passed through to the " "fragment function if not modified." msgstr "" -"其他的内置函数,如UV、UV2和COLOR,如果没有修改,也会传递给fragment片段函数." +"其他的内置函数, 如UV, UV2和COLOR, 如果没有修改, 也会传递给fragment片段函数." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:124 msgid "" @@ -376,27 +376,28 @@ msgid "" "is ignored and projection does not happen. However, the value passed to the " "fragment shader still comes from ``VERTEX``." msgstr "" -"用户可以使用内置的\"位置\"覆盖模型视图矩阵和投影转换.当使用\"位置\"时,将忽略" -"\"顶点\"中的值,不会发生投影.然而,传递给片段着色器的值仍然来自于\"顶点\"." +"用户可以使用内置的 \"位置\" 覆盖模型视图矩阵和投影转换. 当使用 \"位置\" 时, " +"将忽略 \"顶点\" 中的值, 不会发生投影. 然而, 传递给片段着色器的值仍然来自于 " +"\"顶点\"." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:128 msgid "" "For instancing, the INSTANCE_CUSTOM variable contains the instance custom " "data. When using particles, this information is usually:" msgstr "" -"对于实例化,INSTANCE_CUSTOM变量包含实例自定义数据. 使用粒子时,此信息通常是:" +"对于实例化,INSTANCE_CUSTOM变量包含实例自定义数据. 使用粒子时, 此信息通常是:" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:131 msgid "**x**: Rotation angle in radians." -msgstr "** x**: 以弧度表示的旋转角度." +msgstr "** x** : 以弧度表示的旋转角度." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:132 msgid "**y**: Phase during lifetime (0 to 1)." -msgstr "** y**: 寿命期间的相位(0到1)." +msgstr "** y** : 寿命期间的相位(0到1)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:133 msgid "**z**: Animation frame." -msgstr "** z**: 动画帧." +msgstr "** z** : 动画帧." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:135 msgid "" @@ -404,8 +405,8 @@ msgid "" "default particles material. When writing a custom particle shader, this " "value can be used as desired." msgstr "" -"这允许你轻松地将着色器调整为使用默认粒子材质的粒子系统.在编写自定义粒子着色器" -"时,可以根据需要使用这个值." +"这允许你轻松地将着色器调整为使用默认粒子材质的粒子系统. 在编写自定义粒子着色" +"器时, 可以根据需要使用这个值." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:141 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:193 @@ -469,7 +470,7 @@ msgstr "输入输出mat4 **MODELVIEW_MATRIX**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:151 msgid "Model space to view space transform (use if possible)." -msgstr "用于查看空间变换的模型空间(如果可能,请使用)." +msgstr "用于查看空间变换的模型空间(如果可能, 请使用)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:153 msgid "inout mat4 **INV_PROJECTION_MATRIX**" @@ -491,11 +492,11 @@ msgstr "局部坐标中的顶点." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:157 msgid "out vec4 **POSITION**" -msgstr "输出vec4 **POSITION**" +msgstr "输出vec4 **POSITION**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:157 msgid "If written to, overrides final vertex position." -msgstr "如果写入,则覆盖最终顶点位置." +msgstr "如果写入, 则覆盖最终顶点位置." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:159 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 @@ -608,8 +609,8 @@ msgid "" "properties, and if you don't write to them, Godot will optimize away the " "corresponding functionality." msgstr "" -"Godot片段处理器函数的默认用法是设置对象的材质属性,并让内置渲染器处理最终的阴" -"影.但是,你无需使用所有这些属性,如果你不写入它们,Godot将优化掉相应的功能." +"Godot片段处理器函数的默认用法是设置对象的材质属性, 并让内置渲染器处理最终的阴" +"影. 但是, 你无需使用所有这些属性, 如果你不写入它们,Godot将优化掉相应的功能." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:195 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:315 @@ -622,8 +623,8 @@ msgid "" "window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " "lower-left." msgstr "" -"屏幕空间中像素中心的坐标.``xy``表示窗口位置,如果不使用``DEPTH``,则``z``表示片" -"段深度.原点在左下角." +"屏幕空间中像素中心的坐标.``xy`` 表示窗口位置, 如果不使用 ``DEPTH``, 则 ``z`` " +"表示片段深度. 原点在左下角." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:198 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:320 @@ -646,7 +647,7 @@ msgstr "in vec3 **VERTEX**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:208 msgid "Vertex that comes from vertex function (default, in view space)." -msgstr "来自顶点函数的顶点(默认情况下,在视图空间中)." +msgstr "来自顶点函数的顶点(默认情况下, 在视图空间中)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:210 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:336 @@ -663,11 +664,11 @@ msgstr "in bool **FRONT_FACING**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:212 msgid "``true`` if current face is front face." -msgstr "``true`` ,如果当前面是正面." +msgstr "``true`` , 如果当前面是正面." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 msgid "Normal that comes from vertex function (default, in view space)." -msgstr "来自于顶点函数的法向量(默认情况下,在视图空间中)." +msgstr "来自于顶点函数的法向量(默认情况下, 在视图空间中)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:216 msgid "Tangent that comes from vertex function." @@ -683,7 +684,7 @@ msgstr "out vec3 **NORMALMAP**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:220 msgid "Set normal here if reading normal from a texture instead of NORMAL." -msgstr "如果从纹理中读取法线而不是NORMAL,在这里设置normal." +msgstr "如果从纹理中读取法线而不是NORMAL, 在这里设置normal." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:222 msgid "out float **NORMALMAP_DEPTH**" @@ -739,7 +740,7 @@ msgstr "out float **ALPHA**" msgid "" "Alpha (0..1); if written to, the material will go to the transparent " "pipeline." -msgstr "Alpha (0..1);如果写入,材质将进入透明管道." +msgstr "Alpha (0..1);如果写入, 材质将进入透明管道." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "out float **ALPHA_SCISSOR**" @@ -747,7 +748,7 @@ msgstr "out float **ALPHA_SCISSOR**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "If written to, values below a certain amount of alpha are discarded." -msgstr "如果写入,则丢弃低于一定量alpha的值." +msgstr "如果写入, 则丢弃低于一定量alpha的值." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 msgid "out float **METALLIC**" @@ -764,7 +765,7 @@ msgstr "out float **SPECULAR**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "" "Specular. Defaults to 0.5, best not to modify unless you want to change IOR." -msgstr "镜面.默认为0.5,最好不要修改,除非你想改变IOR." +msgstr "镜面. 默认为0.5, 最好不要修改, 除非你想改变IOR." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 msgid "Roughness (0..1)." @@ -776,7 +777,7 @@ msgstr "out float **RIM**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "Rim (0..1). If used, Godot calculates rim lighting." -msgstr "边缘(0-1区间).如果使用,Godot计算边缘照明." +msgstr "边缘(0-1区间). 如果使用,Godot计算边缘照明." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:246 msgid "out float **RIM_TINT**" @@ -786,7 +787,7 @@ msgstr "out float **RIM_TINT**" msgid "" "Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim " "lighting." -msgstr "边缘色调,从0(白色)到1(反射).如果使用,Godot会计算边缘光照." +msgstr "边缘色调, 从0(白色)到1(反射). 如果使用,Godot会计算边缘光照." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:248 msgid "out float **CLEARCOAT**" @@ -794,7 +795,7 @@ msgstr "out float **CLEARCOAT**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:248 msgid "Small added specular blob. If used, Godot calculates Clearcoat." -msgstr "小幅增加镜面团块.如果使用,Godot计算清漆涂层." +msgstr "小幅增加镜面团块. 如果使用,Godot计算清漆涂层." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 msgid "out float **CLEARCOAT_GLOSS**" @@ -802,7 +803,7 @@ msgstr "out float **CLEARCOAT_GLOSS**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 msgid "Gloss of Clearcoat. If used, Godot calculates Clearcoat." -msgstr "清漆涂层的光泽度.如果使用,Godot计算清漆涂层." +msgstr "清漆涂层的光泽度. 如果使用,Godot计算清漆涂层." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:252 msgid "out float **ANISOTROPY**" @@ -818,7 +819,7 @@ msgstr "out vec2 **ANISOTROPY_FLOW**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:254 msgid "Distortion direction, use with flowmaps." -msgstr "失真方向,与流程图一起使用." +msgstr "失真方向, 与流程图一起使用." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:256 msgid "out float **SSS_STRENGTH**" @@ -828,7 +829,7 @@ msgstr "out float **SSS_STRENGTH**" msgid "" "Strength of Subsurface Scattering. If used, Subsurface Scattering will be " "applied to object." -msgstr "次表面散射强度.如果使用,物体将应用次表面散射." +msgstr "次表面散射强度. 如果使用, 物体将应用次表面散射." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:258 msgid "out vec3 **TRANSMISSION**" @@ -838,7 +839,7 @@ msgstr "out vec3 **TRANSMISSION**" msgid "" "Transmission mask (default 0,0,0). Allows light to pass through object. Only " "applied if used." -msgstr "传输掩码(默认值0,0,0).允许光穿过物体.只在使用时应用." +msgstr "传输掩码(默认值0,0,0). 允许光穿过物体. 只在使用时应用." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:260 msgid "out vec3 **EMISSION**" @@ -854,7 +855,7 @@ msgstr "out float **AO**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:262 msgid "Strength of Ambient Occlusion. For use with pre-baked AO." -msgstr "环境遮挡.与预焙环境遮挡一起使用." +msgstr "环境遮挡. 与预焙环境遮挡一起使用." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:264 msgid "out float **AO_LIGHT_AFFECT**" @@ -862,7 +863,7 @@ msgstr "out float **AO_LIGHT_AFFECT**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:264 msgid "How much AO affects lights (0..1; default 0)." -msgstr "环境遮挡对灯光的影响程度(取值在0到1之间.默认为0)." +msgstr "环境遮挡对灯光的影响程度(取值在0到1之间. 默认为0)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 msgid "sampler2D **SCREEN_TEXTURE**" @@ -872,7 +873,7 @@ msgstr "sampler2D **SCREEN_TEXTURE**" msgid "" "Built-in Texture for reading from the screen. Mipmaps contain increasingly " "blurred copies." -msgstr "内置纹理,用于从屏幕上读取. Mipmap包含越来越模糊的副本." +msgstr "内置纹理, 用于从屏幕上读取. Mipmap包含越来越模糊的副本." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:268 msgid "sampler2D **DEPTH_TEXTURE**" @@ -882,7 +883,7 @@ msgstr "sampler2D **DEPTH_TEXTURE**" msgid "" "Built-in Texture for reading depth from the screen. Must convert to linear " "using INV_PROJECTION." -msgstr "内置纹理,用于从屏幕读取深度. 必须使用INV_PROJECTION转换为线性." +msgstr "内置纹理, 用于从屏幕读取深度. 必须使用INV_PROJECTION转换为线性." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:270 msgid "out float **DEPTH**" @@ -920,23 +921,23 @@ msgid "" "fragment function to calculate the lighting for you (subject to the " "render_mode)." msgstr "" -"编写光处理器功能是完全可选的.您可以通过设置渲染_模式为\"无阴影\"来跳过光照函" -"数.如果没有写入光照函数,Godot将使用片段函数中写入的材质属性来为您计算光照(取" -"决于渲染_模式)." +"编写光处理器功能是完全可选的. 您可以通过设置渲染_模式为 \"无阴影\" 来跳过光照" +"函数. 如果没有写入光照函数,Godot将使用片段函数中写入的材质属性来为您计算光照" +"(取决于渲染_模式)." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:285 msgid "" "To write a light function, assign something to ``DIFFUSE_LIGHT`` or " "``SPECULAR_LIGHT``. Assigning nothing means no light is processed." msgstr "" -"要写一个光照函数,要给 ``DIFFUSE_LIGHT`` 或 ``SPECULAR_LIGHT`` 指定一些东西.不" -"指定任何东西意味着不处理光照." +"要写一个光照函数, 要给 ``DIFFUSE_LIGHT`` 或 ``SPECULAR_LIGHT`` 指定一些东西. " +"不指定任何东西意味着不处理光照." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:288 msgid "" "The light function is called for every light in every pixel. It is called " "within a loop for each light type." -msgstr "每个像素中的每个光都调用光照函数.在每个光类型的循环中被调用." +msgstr "每个像素中的每个光都调用光照函数. 在每个光类型的循环中被调用." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:291 msgid "" @@ -949,8 +950,8 @@ msgid "" "If you want the lights to add together, add the light contribution to " "``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it." msgstr "" -"如果你想把这些光照加在一起,使用\"+=\"运算符将光线添加到\"漫反射_光照\"函数中," -"而不是覆盖它." +"如果你想把这些光照加在一起, 使用 \"+=\" 运算符将光线添加到 \"漫反射_光照\" 函" +"数中, 而不是覆盖它." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:303 msgid "" @@ -959,9 +960,9 @@ msgid "" "is enabled in the Project Settings. (It's enabled by default on mobile " "platforms.)" msgstr "" -"如果启用了``vertex_lighting``渲染模式,或者在项目设置中启用了**Rendering渲染" -">Quality质量>Shading着色>强制顶点着色**,则不会运行``light()``函数.(在移动平台" -"上默认启用.)" +"如果启用了 ``vertex_lighting`` 渲染模式, 或者在项目设置中启用了 **Rendering渲" +"染>Quality质量>Shading着色>强制顶点着色** , 则不会运行 ``light()`` 函数.(在移" +"动平台上默认启用.)" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:311 msgid "Elapsed total time in seconds." @@ -973,8 +974,8 @@ msgid "" "window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " "lower-left." msgstr "" -"屏幕空间中像素中心的坐标.``xy``表示窗口位置,如果不使用``DEPTH``,则``z``表示片" -"段深度.原点在左下角." +"屏幕空间中像素中心的坐标.``xy`` 表示窗口位置, 如果不使用 ``DEPTH``, 则 ``z`` " +"表示片段深度. 原点在左下角." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:330 msgid "in vec3 **NORMAL**" @@ -982,11 +983,11 @@ msgstr "in vec3 **NORMAL**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:330 msgid "Normal vector, in view space." -msgstr "法向量,在视图空间中." +msgstr "法向量, 在视图空间中." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:336 msgid "View vector, in view space." -msgstr "视图向量,在视图空间中." +msgstr "视图向量, 在视图空间中." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:338 msgid "in vec3 **LIGHT**" @@ -994,7 +995,7 @@ msgstr "in vec3 **LIGHT**" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:338 msgid "Light Vector, in view space." -msgstr "灯光向量,在视图空间中." +msgstr "灯光向量, 在视图空间中." #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:340 msgid "in vec3 **ATTENUATION**" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/visual_shaders.po index b187ec280f..a0f86b3511 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/shading/visual_shaders.rst:4 -#, fuzzy msgid "Using VisualShaders" -msgstr "可视化着色器" +msgstr "使用可视化着色器VisualShader" #: ../../docs/tutorials/shading/visual_shaders.rst:6 msgid "" @@ -39,15 +38,15 @@ msgid "" "not expose all features of the shader script and using both in parallel " "might be necessary for specific effects." msgstr "" -"由于着色器本质上与视觉效果有联系,与纯粹基于脚本的着色器相比,基于图的方式,有纹" -"理、材质等的预览,提供了很多额外的便利.另一方面,VisualShaders并没有暴露出着色" -"器脚本的所有功能,对于特定的效果,并行使用两者可能是必要的." +"由于着色器本质上与视觉效果有联系, 与纯粹基于脚本的着色器相比, 基于图的方式, " +"有纹理, 材质等的预览, 提供了很多额外的便利. 另一方面,VisualShaders并没有暴露" +"出着色器脚本的所有功能, 对于特定的效果, 并行使用两者可能是必要的." #: ../../docs/tutorials/shading/visual_shaders.rst:18 msgid "" "If you are not familiar with shaders, start by reading :ref:" "`doc_what_are_shaders`." -msgstr "如果你对着色器不熟悉,可以从阅读 :ref:`doc_what_are_shaders`开始." +msgstr "如果你对着色器不熟悉, 可以从阅读 :ref:`doc_what_are_shaders` 开始." #: ../../docs/tutorials/shading/visual_shaders.rst:22 msgid "Creating a VisualShader" @@ -59,8 +58,8 @@ msgid "" "using VisualShaders, create a new ``ShaderMaterial`` in an object of your " "choice." msgstr "" -"VisualShaders可以在任何 :ref:`class_ShaderMaterial`中创建.要开始使用" -"VisualShaders,请在你选择的对象中创建一个新的``ShaderMaterial``." +"VisualShaders可以在任何 :ref:`class_ShaderMaterial` 中创建. 要开始使用" +"VisualShaders, 请在你选择的对象中创建一个新的 ``ShaderMaterial``." #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" @@ -73,8 +72,8 @@ msgid "" "open automatically. The layout of the Visual Shader Editor comprises two " "parts: the upper toolbar and the graph itself." msgstr "" -"点击新的``VisualShader``资源,Visual Shader编辑器就会自动打开.Visual Shader " -"Editor的布局包括两部分:上层工具栏和图形本身." +"点击新的 ``VisualShader`` 资源,Visual Shader编辑器就会自动打开.Visual Shader " +"Editor的布局包括两部分: 上层工具栏和图形本身." #: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" @@ -84,22 +83,22 @@ msgstr "在工具栏中从左到右:" msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." -msgstr "``添加节点``按钮会显示一个弹出式菜单,让你为着色器图添加节点." +msgstr "``添加节点`` 按钮会显示一个弹出式菜单, 让你为着色器图添加节点." #: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -"下拉菜单是着色器类型.顶点、碎片和光线和脚本着色器一样,它定义了哪些内置节点将" -"是可用的." +"下拉菜单是着色器类型. 顶点, 碎片和光线和脚本着色器一样, 它定义了哪些内置节点" +"将是可用的." #: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -"下面的按钮和数字输入控制缩放级别、网格捕捉和网格线之间的距离(单位为像素)." +"下面的按钮和数字输入控制缩放级别, 网格捕捉和网格线之间的距离(单位为像素)." #: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" @@ -112,8 +111,8 @@ msgid "" "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -"虽然VisualShaders不需要编码,但它们与脚本着色器有着相同的逻辑.建议学习这两者的" -"基础知识,以便对着色管道有一个很好的理解." +"虽然VisualShaders不需要编码, 但它们与脚本着色器有着相同的逻辑. 建议学习这两者" +"的基础知识, 以便对着色管道有一个很好的理解." #: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" @@ -122,8 +121,8 @@ msgid "" "can be convenient to understand what a given node does and how to reproduce " "it in scripts." msgstr "" -"可视化的着色器图形在场景后台转换为脚本着色器,按下工具栏上的最后一个按钮就可以" -"看到代码.这可以方便理解特定节点的作用,以及如何在脚本中呈现." +"可视化的着色器图形在场景后台转换为脚本着色器, 按下工具栏上的最后一个按钮就可" +"以看到代码. 这可以方便理解特定节点的作用, 以及如何在脚本中呈现." #: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" @@ -137,9 +136,10 @@ msgid "" "button on the upper left corner or right click on any empty location in the " "graph, and a menu will pop up." msgstr "" -"默认情况下,每个新的``VisualShader``都会有一个输出节点.每个节点的连接都在输出" -"节点的一个套接处结束.节点是创建着色器的基本单元.要添加一个新的节点,点击左上角" -"的``添加节点``按钮,或者在图形中的任何一个空的位置上右击,就会弹出一个菜单." +"默认情况下, 每个新的 ``VisualShader`` 都会有一个输出节点. 每个节点的连接都在" +"输出节点的一个套接处结束. 节点是创建着色器的基本单元. 要添加一个新的节点, 点" +"击左上角的 ``添加节点`` 按钮, 或者在图形中的任何一个空的位置上右击, 就会弹出" +"一个菜单." #: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" @@ -151,8 +151,8 @@ msgid "" "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -"如果你在图形上单击右键,这个菜单将在光标位置被调出,创建的节点,在这种情况下,也" -"将被放在该位置,否则,将在图形的中心位置创建." +"如果你在图形上单击右键, 这个菜单将在光标位置被调出, 创建的节点, 在这种情况" +"下, 也将被放在该位置, 否则, 将在图形的中心位置创建." #: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" @@ -161,8 +161,8 @@ msgid "" "so if you suddenly closed the popup you can easily restore its previous " "state." msgstr "" -"它可以在水平和垂直方向上调整大小,以允许显示更多的内容.尺寸变换和树的内容位置" -"在调用当中被保存,所以如果突然关闭了弹出窗口,可以很容易地恢复它以前的状态." +"它可以在水平和垂直方向上调整大小, 以允许显示更多的内容. 尺寸变换和树的内容位" +"置在调用当中被保存, 所以如果突然关闭了弹出窗口, 可以很容易地恢复它以前的状态." #: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" @@ -181,22 +181,22 @@ msgid "" "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -"虽然弹出的节点是按类别分类的,但一开始会不知所以.试着添加一些节点,将它们插入输" -"出套接处,观察会发生什么." +"虽然弹出的节点是按类别分类的, 但一开始会不知所以. 试着添加一些节点, 将它们插" +"入输出套接处, 观察会发生什么." #: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -"当把任何 ``scalar`` 输出连接到 ``vector`` 输入时,向量的所有分量将取标量的值." +"当把任何 ``scalar`` 输出连接到 ``vector`` 输入时, 向量的所有分量将取标量的值." #: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -"当把任何 ``vector`` 输出连接到 ``scalar`` 输入时,标量的值将是向量分量的平均" +"当把任何 ``vector`` 输出连接到 ``scalar`` 输入时, 标量的值将是向量分量的平均" "值." #: ../../docs/tutorials/shading/visual_shaders.rst:94 @@ -208,7 +208,7 @@ msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -"以下是一些值得了解的特殊节点.该清单并非详尽无遗,可能会增加更多的节点和示例." +"以下是一些值得了解的特殊节点. 该清单并非详尽无遗, 可能会增加更多的节点和示例." #: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" @@ -225,11 +225,11 @@ msgid "" "tab. The outputs are initialized to their zero value by default. The node is " "located under the Special tab and can be used in all shader modes." msgstr "" -"``Expression``节点允许你在视觉着色器中编写 Godot 着色语言(GLSL-like)表达式.该" -"节点具有添加任意数量的所需输入和输出端口的按钮,并且可以调整其大小.你还可以设" -"置每个端口的名称和类型.输入的表达式将立即应用于材质(焦点离开表达式文本框后)." -"任何解析或编译错误都将打印到\"输出\"选项卡.默认情况下,输出初始化为零值.该节点" -"位于\"特殊\"选项卡下,可用于所有着色器模式." +"``Expression`` 节点允许你在视觉着色器中编写 Godot 着色语言(GLSL-like)表达式. " +"该节点具有添加任意数量的所需输入和输出端口的按钮, 并且可以调整其大小. 你还可" +"以设置每个端口的名称和类型. 输入的表达式将立即应用于材质(焦点离开表达式文本框" +"后). 任何解析或编译错误都将打印到 \"输出\" 选项卡. 默认情况下, 输出初始化为零" +"值. 该节点位于 \"特殊\" 选项卡下, 可用于所有着色器模式." #: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" @@ -237,8 +237,8 @@ msgid "" "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -"这个节点的可能性几乎无穷无尽 —— 你可以编写复杂的过程,并使用基于文本的着色器的" -"全部力量,例如循环,关键字 ``discard`` ,扩展类型,等等.例如:" +"这个节点的可能性几乎无穷无尽 —— 你可以编写复杂的过程, 并使用基于文本的着色器" +"的全部力量, 例如循环, 关键字 ``discard`` , 扩展类型, 等等. 例如:" #: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" @@ -251,9 +251,9 @@ msgid "" "Additionally, you can setup the inversion and the power of equation. The " "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -"``Fresnel``节点用于接受法线向量和视图向量,并生成一个标量,即它们之间的饱和点" -"积.此外,你可以设置反转和方程的幂.``Fresnel``节点非常适合为对象添加类似边缘的" -"照明效果." +"``Fresnel`` 节点用于接受法线向量和视图向量, 并生成一个标量, 即它们之间的饱和" +"点积. 此外, 你可以设置反转和方程的幂.``Fresnel`` 节点非常适合为对象添加类似边" +"缘的照明效果." #: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" @@ -266,9 +266,9 @@ msgid "" "This property can be used to enable or disable some effect parts with one " "click." msgstr "" -"``Boolean`` 节点可以转换为或 ``Scalar`` 或 ``Vector`` ,分别表示 ``0`` 或 " -"``1`` 和 ``(0, 0, 0)`` 或 ``(1, 1, 1)`` .该属性可用于一键启用或禁用某些效果部" -"件." +"``Boolean`` 节点可以转换为或 ``Scalar`` 或 ``Vector`` , 分别表示 ``0`` 或 " +"``1`` 和 ``(0, 0, 0)`` 或 ``(1, 1, 1)`` . 该属性可用于一键启用或禁用某些效果" +"部件." #: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" @@ -282,9 +282,9 @@ msgid "" "provided as a comparison threshold – by default it is equal to the minimal " "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -"``If`` 节点允许你设置一个向量,它将返回 ``a`` 和 ``b`` 之间的比较结果.有三个向" -"量可以返回: ``a == b`` (在这种情况下,容差参数是作为比较阈值提供的--默认情况下" -"它等于最小值,即 ``0.00001`` ), ``a > b`` 和 ``a < b`` ." +"``If`` 节点允许你设置一个向量, 它将返回 ``a`` 和 ``b`` 之间的比较结果. 有三个" +"向量可以返回: ``a == b`` (在这种情况下, 容差参数是作为比较阈值提供的--默认情" +"况下它等于最小值, 即 ``0.00001`` ), ``a > b`` 和 ``a < b`` ." #: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" @@ -297,13 +297,13 @@ msgid "" "true boolean, all components of the vector should be above zero." msgstr "" "如果布尔条件是 ``true`` 或 ``false`` , ``Switch`` 节点返回一个向量. " -"``Boolean`` 在上面介绍过.如果你把一个向量转换为真布尔值,那么向量的所有分量都" -"应该高于零." +"``Boolean`` 在上面介绍过. 如果你把一个向量转换为真布尔值, 那么向量的所有分量" +"都应该高于零." #: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." msgstr "" -"``Switch`` 节点只有在GLES3支持的情况下才可以使用.如果你的目标是GLES2设备,你不" -"能使用 ``Switch`` 语句." +"``Switch`` 节点只有在GLES3支持的情况下才可以使用. 如果你的目标是GLES2设备, 你" +"不能使用 ``Switch`` 语句." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index b1dc40505b..7d8024514d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,26 +30,27 @@ msgid "" "overview of shaders in Godot see the :ref:`Shading Reference Page <toc-" "shading-reference>`." msgstr "" -"本系列教程将指导您编写第一个着色器.适用于没有着色器相关经验的人,想要从最基础" -"开始.本教程不涉及高级主题,也不够全面.有关Godot中着色器的全面和详细概述,请参" -"见 :ref:`着色参考页面<toc-shading-reference>`." +"本系列教程将指导您编写第一个着色器. 适用于没有着色器相关经验的人, 想要从最基" +"础开始. 本教程不涉及高级主题, 也不够全面. 有关Godot中着色器的全面和详细概述, " +"请参见 :ref:`着色参考页面 <toc-shading-reference>`." #: ../../docs/tutorials/shading/your_first_shader/index.rst:10 msgid "" "\"What are shaders\" gives you a high-level overview of what shaders are and " "how they fit into the rendering pipeline." -msgstr "\"什么是着色器\"为您提供了着色器的高级概述,以及它们如何适合于渲染管道." +msgstr "" +"\"什么是着色器\" 为您提供了着色器的高级概述, 以及它们如何适合于渲染管道." #: ../../docs/tutorials/shading/your_first_shader/index.rst:13 msgid "" "The \"your first shader\" tutorials walk you through the process of writing " "a shader step-by-step." -msgstr "\"您的第一个着色器\"教程,将逐步引导您完成编写着色器的过程." +msgstr "\"您的第一个着色器\" 教程, 将逐步引导您完成编写着色器的过程." #: ../../docs/tutorials/shading/your_first_shader/index.rst:16 msgid "" "For a more general introduction into shaders and the OpenGL Shading " "Language, use `The Book of Shaders <https://thebookofshaders.com>`_." msgstr "" -"有关着色器和OpenGL着色语言的更通俗的介绍,请参考 `着色器手册 <https://" +"有关着色器和OpenGL着色语言的更通俗的介绍, 请参考 `着色器手册 <https://" "thebookofshaders.com>`_ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 90222872f7..8b3fa930fd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,15 +31,15 @@ msgid "" "can be used to create interesting effects that run incredibly fast. You have " "also likely heard that they are terrifying. Both are true." msgstr "" -"你已经决定尝试编写着色器了.你可能已经听说过,它们可用来快速创造非常有趣的效果." -"可能也听说过它们很可怕.以上两种说法都对." +"你已经决定尝试编写着色器了. 你可能已经听说过, 它们可用来快速创造非常有趣的效" +"果. 可能也听说过它们很可怕. 以上两种说法都对." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:13 msgid "" "Shaders can be used to create a wide range of effects (in fact everything " "drawn in a modern rendering engine is done with shaders)." msgstr "" -"着色器可以用来创建广泛的效果(事实上,现代渲染引擎中绘制的所有东西都是用着色器" +"着色器可以用来创建广泛的效果(事实上, 现代渲染引擎中绘制的所有东西都是用着色器" "绘制的)." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:16 @@ -51,10 +51,10 @@ msgid "" "still unintuitive and restricting, especially for users who are used to " "GDScript." msgstr "" -"对于不熟悉着色器的人来说,编写着色器也是非常困难的.Godot试图通过公开许多有用的" -"内置特性,并为您处理一些较低级别的初始化工作,使编写着色器变得更容易一些.然而," -"GLSL (OpenGL着色语言,也是Godot使用的)仍然是不直观和受限制的,特别是对于习惯使" -"用GDScript的用户." +"对于不熟悉着色器的人来说, 编写着色器也是非常困难的.Godot试图通过公开许多有用" +"的内置特性, 并为您处理一些较低级别的初始化工作, 使编写着色器变得更容易一些. " +"然而,GLSL (OpenGL着色语言, 也是Godot使用的)仍然是不直观和受限制的, 特别是对于" +"习惯使用GDScript的用户." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:22 msgid "But what are they?" @@ -69,9 +69,9 @@ msgid "" "rendering because they are optimized for running thousands of instructions " "in parallel." msgstr "" -"着色器是一种在图形处理单元(GPU)上运行的特殊程序.大多数电脑都有GPU,一个集成到" -"他们的CPU或离散的(这意味着它是一个单独的硬件组件,例如,标准显卡).GPU对于呈现特" -"别有用,因为它们被优化为并行运行数千条指令." +"着色器是一种在图形处理单元(GPU)上运行的特殊程序. 大多数电脑都有GPU, 一个集成" +"到他们的CPU或离散的(这意味着它是一个单独的硬件组件, 例如, 标准显卡).GPU对于呈" +"现特别有用, 因为它们被优化为并行运行数千条指令." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:29 msgid "" @@ -83,29 +83,29 @@ msgid "" "or corner of a Sprite) goes and the fragment shader decides what color " "individual pixels receive." msgstr "" -"着色器的输出通常是绘制到视图端口的对象的彩色像素.但是一些着色器允许特殊的输出" -"(对于像Vulkan这样的应用程序接口尤其如此).着色器在着色器管道中操作.标准流程是" -"顶点->片段着色器管道.顶点着色器用于决定每个顶点的位置(3D模型中的点,或者精灵的" -"一角)去和片段着色器决定什么颜色个别像素接收." +"着色器的输出通常是绘制到视图端口的对象的彩色像素. 但是一些着色器允许特殊的输" +"出(对于像Vulkan这样的应用程序接口尤其如此). 着色器在着色器管道中操作. 标准流" +"程是顶点->片段着色器管道. 顶点着色器用于决定每个顶点的位置(3D模型中的点, 或者" +"精灵的一角)去和片段着色器决定什么颜色个别像素接收." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:35 msgid "" "Suppose you want to update all the pixels in a texture to a given color, on " "the CPU you would write:" -msgstr "假设你想要将纹理中的所有像素更新为给定的颜色,你可以在CPU上这样写:" +msgstr "假设你想要将纹理中的所有像素更新为给定的颜色, 你可以在CPU上这样写:" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:43 msgid "" "In a shader you are given access only to the inside of the loop so what you " "write looks like this:" -msgstr "在着色器中,你只能访问循环的内部,所以你写的是这样的:" +msgstr "在着色器中, 你只能访问循环的内部, 所以你写的是这样的:" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:52 msgid "" "You have no control over how this function is called. So you have to design " "your shaders differently from how you would design programs on the CPU." msgstr "" -"您无法控制如何调用此函数.您必须设计不同于在中央处理器上设计程序的着色器." +"您无法控制如何调用此函数. 您必须设计不同于在中央处理器上设计程序的着色器." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:55 msgid "" @@ -116,10 +116,10 @@ msgid "" "parallel, as they do not depend on each other. This lack of flexibility is " "designed to work with the GPU which allows shaders to be incredibly fast." msgstr "" -"着色器管道的一个后果是,您无法访问着色器上次运行的结果,您无法从正在绘制的像素" -"中访问其他像素,而且不能在当前绘制的像素之外编写.这使得GPU能够并行地为不同的像" -"素执行着色器,因为他们彼此不耦合.这种灵活性的缺乏是为GPU的工作设计,使着色器难" -"以置信的快." +"着色器管道的一个后果是, 您无法访问着色器上次运行的结果, 您无法从正在绘制的像" +"素中访问其他像素, 而且不能在当前绘制的像素之外编写. 这使得GPU能够并行地为不同" +"的像素执行着色器, 因为他们彼此不耦合. 这种灵活性的缺乏是为GPU的工作设计, 使着" +"色器难以置信的快." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:62 msgid "What can they do" @@ -159,7 +159,7 @@ msgstr "储存之前的迭代" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:75 msgid "update on the fly (they can, but they need to be compiled)" -msgstr "动态更新(可以,但是需要编译)" +msgstr "动态更新(可以, 但是需要编译)" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:78 msgid "Structure of a shader" @@ -170,16 +170,16 @@ msgid "" "In Godot, shaders are made up of 3 main functions: the ``vertex()`` " "function, the ``fragment()`` function and the ``light()`` function." msgstr "" -"在Godot中,着色器由3个主要函数组成:\"vertex()\"函数,\"fragment()\"和" -"\"light()\"函数." +"在Godot中, 着色器由3个主要函数组成:\"vertex()\" 函数,\"fragment()\" 和 " +"\"light()\" 函数." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:83 msgid "" "The ``vertex()`` function runs over all the vertices in the mesh and sets " "their positions as well as some other per-vertex variables." msgstr "" -"\"vertex()\"函数运行在网格中的所有顶点上,并设置它们的位置以及部分其他每个顶点" -"的变量." +"\"vertex()\" 函数运行在网格中的所有顶点上, 并设置它们的位置以及部分其他每个顶" +"点的变量." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:86 msgid "" @@ -188,24 +188,24 @@ msgid "" "variables from the ``vertex()`` function are interpolated between the " "vertices to provide the values for the ``fragment()`` function." msgstr "" -"函数的作用是:为网格所覆盖的每个像素运行\"fragment()\"函数.它使用" -"\"vertex()\"函数中的变量来运行.\"vertex()\"函数中的变量在顶点之间进行插值,以" -"提供\"fragment()\"函数的值." +"函数的作用是: 为网格所覆盖的每个像素运行 \"fragment()\" 函数. 它使用 " +"\"vertex()\" 函数中的变量来运行.\"vertex()\" 函数中的变量在顶点之间进行插值, " +"以提供 \"fragment()\" 函数的值." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:90 msgid "" "The ``light()`` function runs for every pixel and for every light. It takes " "variables from the ``fragment()`` function and from previous runs of itself." msgstr "" -"\"light()\"函数用于每个像素和每束光照.它从\"fragment()\"函数和以前的运行中获" -"取变量." +"\"light()\" 函数用于每个像素和每束光照. 它从 \"fragment()\" 函数和以前的运行" +"中获取变量." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:93 msgid "" "For more information about how shaders operate specifically in Godot, see " "the :ref:`Shaders <doc_shaders>` doc." msgstr "" -"更多关于着色器在Godot中具体操作的信息,请参见 :ref:`Shaders <doc_shaders>` 文" +"更多关于着色器在Godot中具体操作的信息, 请参见 :ref:`Shaders <doc_shaders>` 文" "档." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:97 @@ -215,9 +215,9 @@ msgid "" "is enabled in the Project Settings. (It's enabled by default on mobile " "platforms.)" msgstr "" -"如果启用了``vertex_lighting``渲染模式,或者在项目设置中启用了**Rendering渲染" -">Quality质量>Shading着色>强制顶点着色**,则不会运行``light()``函数.(在移动平台" -"上默认启用.)" +"如果启用了 ``vertex_lighting`` 渲染模式, 或者在项目设置中启用了 **Rendering渲" +"染>Quality质量>Shading着色>强制顶点着色** , 则不会运行 ``light()`` 函数.(在移" +"动平台上默认启用.)" #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:103 msgid "Technical overview" @@ -233,10 +233,10 @@ msgid "" "quickly, but only when many or all cores are doing the same calculation at " "once, but with different data." msgstr "" -"GPU渲染图形的速度要比CPU快得多,原因如下:但最值得注意的是,它们能够大规模并行运" -"行计算.CPU通常有4或8个内核,而GPU通常有数千个.这意味着GPU可以一次完成数百项任" -"务.GPU架构师已经利用了这种方式,允许快速地进行许多计算,但只有当多个或所有核心" -"同时进行相同的计算时,但数据不同." +"GPU渲染图形的速度要比CPU快得多, 原因如下: 但最值得注意的是, 它们能够大规模并" +"行运行计算.CPU通常有4或8个内核, 而GPU通常有数千个. 这意味着GPU可以一次完成数" +"百项任务.GPU架构师已经利用了这种方式, 允许快速地进行许多计算, 但只有当多个或" +"所有核心同时进行相同的计算时, 但数据不同." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:111 msgid "" @@ -250,12 +250,12 @@ msgid "" "rest (due to excessive branching), the entire block will be slowed down, " "resulting in massively slower render times." msgstr "" -"这就是着色器的作用.GPU会同时调用着色器,然后对不同的数据位(顶点或像素)进行操" -"作.这些成束的数据通常被称为wavefront.着色器将对wavefront中的每一个线程运行相" -"同的内容.例如,如果一个给定的GPU可以处理每个wavefront的100个线程,一个wavefront" -"将一起运行在10×10的像素块上.它将继续为该wavefront的所有像素运行,直到它们完成." -"相应地,如果你有一个像素比其他像素慢(由于过多的分支),整个块将被减慢,导致渲染时" -"间大量减慢." +"这就是着色器的作用.GPU会同时调用着色器, 然后对不同的数据位(顶点或像素)进行操" +"作. 这些成束的数据通常被称为wavefront. 着色器将对wavefront中的每一个线程运行" +"相同的内容. 例如, 如果一个给定的GPU可以处理每个wavefront的100个线程, 一个" +"wavefront将一起运行在10×10的像素块上. 它将继续为该wavefront的所有像素运行, 直" +"到它们完成. 相应地, 如果你有一个像素比其他像素慢(由于过多的分支), 整个块将被" +"减慢, 导致渲染时间大量减慢." #: ../../docs/tutorials/shading/your_first_shader/what_are_shaders.rst:119 msgid "" @@ -263,5 +263,5 @@ msgid "" "even one pixel, the entire rendering time will decrease. On a GPU, you have " "to speed up the entire wavefront to speed up rendering." msgstr "" -"这与基于CPU的操作不同.在CPU上,如果您可以将速度提高哪怕只有一个像素,整个渲染时" -"间就会减少.在GPU上,您必须加快整个wavefront的速度才能加快渲染速度." +"这与基于CPU的操作不同. 在CPU上, 如果您可以将速度提高哪怕只有一个像素, 整个渲" +"染时间就会减少. 在GPU上, 您必须加快整个wavefront的速度才能加快渲染速度." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index 7c36f74dc1..29fcf98a69 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,8 +33,8 @@ msgid "" "detailed description of what shaders are please see :ref:`What are shaders " "<doc_what_are_shaders>`." msgstr "" -"着色器是在GPU上运行的,用来渲染图像的一种特殊的程序.现代渲染都是通过着色器实现" -"的.若想了解关于着色器更详细的说明,请查看 :ref:`着色器是什么 " +"着色器是在GPU上运行的, 用来渲染图像的一种特殊的程序. 现代渲染都是通过着色器实" +"现的. 若想了解关于着色器更详细的说明, 请查看 :ref:`着色器是什么 " "<doc_what_are_shaders>`." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:13 @@ -43,8 +43,8 @@ msgid "" "by walking you through the process of writing a shader with both vertex and " "fragment functions. This tutorial targets absolute beginners to shaders." msgstr "" -"本教程将重点介绍实际编写着色器程序的各个方面,引导您走过使用顶点和片段函数编写" -"着色器的整个流程.本教程面向着色器." +"本教程将重点介绍实际编写着色器程序的各个方面, 引导您走过使用顶点和片段函数编" +"写着色器的整个流程. 本教程面向着色器." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:17 msgid "" @@ -52,8 +52,8 @@ msgid "" "of how shaders work in Godot, see the :ref:`Shading Reference <toc-shading-" "reference>`." msgstr "" -"如果你在着色器方面有一定的经验,只是想知道着色器在Godot中是如何运作的,请参阅 :" -"ref:`着色器参考 <toc-shading-reference>`." +"如果你在着色器方面有一定的经验, 只是想知道着色器在Godot中是如何运作的, 请参" +"阅 :ref:`着色器参考 <toc-shading-reference>`." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:21 msgid "Setup" @@ -65,8 +65,8 @@ msgid "" "objects in Godot, while :ref:`Spatial <doc_spatial_shader>` shaders are used " "to draw all 3D objects." msgstr "" -":ref:`CanvasItem <doc_canvas_item_shader>` 着色器用于绘制Godot中的所有2D对象," -"而 :ref:`Spatial <doc_spatial_shader>` 着色器用于绘制所有3D对象." +":ref:`CanvasItem <doc_canvas_item_shader>` 着色器用于绘制Godot中的所有2D对" +"象, 而 :ref:`Spatial <doc_spatial_shader>` 着色器用于绘制所有3D对象." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:26 msgid "" @@ -75,9 +75,9 @@ msgid "" "of :ref:`Resource <doc_resources>`. To draw multiple objects with the same " "material, the material must be attached to each object." msgstr "" -"要使用着色器,它必须要被附加到一个 :ref:`材质<class_material>`上,这个材质也必" -"须附加在一个对象上.材质是一种 :ref:`资源<doc_resources>`.若要使用同一材质绘制" -"多个对象,该材质必须附加到每个对象上." +"要使用着色器, 它必须要被附加到一个 :ref:`材质 <class_material>` 上, 这个材质" +"也必须附加在一个对象上. 材质是一种 :ref:`资源 <doc_resources>`. 若要使用同一" +"材质绘制多个对象, 该材质必须附加到每个对象上." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:30 msgid "" @@ -88,18 +88,18 @@ msgid "" "inherit their parent's material. This can be useful if you have a large " "number of nodes that you want to use the same material." msgstr "" -"所有继承自 :ref:`CanvasItem <class_canvasitem>`的对象都有一个材质属性,这包含" -"所有的 :ref:`GUI元素<class_Control>`, :ref:`精灵<class_sprite>`, :ref:`方块地" -"图<class_tilemap>`, :ref:`2D网格实例<class_meshinstance2d>`等等.它们同时也可" -"以选择性地继承其父类的材质. 如果你有要使用同一材质的很多节点,这个特性就可以派" -"上用场." +"所有继承自 :ref:`CanvasItem <class_canvasitem>` 的对象都有一个材质属性, 这包" +"含所有的 :ref:`GUI 元素 <class_Control>`, :ref:`精灵 <class_sprite>`, :ref:`" +"方块地图 <class_tilemap>`, :ref:`2D 网格实例 <class_meshinstance2d>` 等等. 它" +"们同时也可以选择性地继承其父类的材质. 如果你有要使用同一材质的很多节点, 这个" +"特性就可以派上用场." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:36 msgid "" "To begin, create a Sprite node. You can use any CanvasItem, but for this " "tutorial we will use a Sprite." msgstr "" -"首先,创建一个精灵节点.你其实可以用任意的画布项,但是在这个教程中我们用精灵." +"首先, 创建一个精灵节点. 你其实可以用任意的画布项, 但是在这个教程中我们用精灵." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:39 msgid "" @@ -107,8 +107,9 @@ msgid "" "select \"Load\", then select \"Icon.png\". For new projects, this is the " "Godot icon. You should now see the icon in the viewport." msgstr "" -"在属性面板里,点击\"材质\"旁边写着\"[空]\"的地方然后选择\"读取\",接着选中" -"\"Icon.png\".对于新的项目,这个就是Godot的图标.你现在就会在视区中看到这个图标." +"在属性面板里, 点击 \"材质\" 旁边写着 \"[空]\" 的地方然后选择 \"读取\", 接着选" +"中 \"Icon.png\". 对于新的项目, 这个就是Godot的图标. 你现在就会在视区中看到这" +"个图标." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:42 msgid "" @@ -119,9 +120,10 @@ msgid "" "previews the output of spatial shaders. So what you are seeing is the output " "of the default Spatial Shader." msgstr "" -"接下来,在属性面板下的画布项部分中,点击\"材质\"并选择\"新着色器材质\".这会创建" -"一个新的材质资源.然后点击新出现的球体.Godot目前还不知道你是要写画布项着色器还" -"是空间着色器,它显示空间着色器的输出预览,所以你看到的是默认的空间着色器的输出." +"接下来, 在属性面板下的画布项部分中, 点击 \"材质\" 并选择 \"新着色器材质\". 这" +"会创建一个新的材质资源. 然后点击新出现的球体.Godot目前还不知道你是要写画布项" +"着色器还是空间着色器, 它显示空间着色器的输出预览, 所以你看到的是默认的空间着" +"色器的输出." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:47 msgid "" @@ -129,22 +131,22 @@ msgid "" "shader resource and the shader editor will open. You are now ready to begin " "writing your first shader." msgstr "" -"点击\"着色器\"并选中\"新着色器\".最后,点击新创建的着色器资源,着色器编辑器就会" -"打开.你现在就已经准备好开始写你的第一个着色器了." +"点击 \"着色器\" 并选中 \"新着色器\". 最后, 点击新创建的着色器资源, 着色器编辑" +"器就会打开. 你现在就已经准备好开始写你的第一个着色器了." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:53 msgid "" "In Godot, all shaders start with a line specifying what type of shader they " "are. It uses the following format:" -msgstr "在Godot中,所有的着色器第一行都是指定着色器类型的,格式如下:" +msgstr "在Godot中, 所有的着色器第一行都是指定着色器类型的, 格式如下:" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:60 msgid "" "Because we are writing a CanvasItem shader, we specify ``canvas_item`` in " "the first line. All our code will go beneath this declaration." msgstr "" -"因为我们正在编写CanvasItem着色器,所以我们在第一行中指定了``canvas_item``.我们" -"所有的代码都会在这个声明下面." +"因为我们正在编写CanvasItem着色器, 所以我们在第一行中指定了 ``canvas_item``. " +"我们所有的代码都会在这个声明下面." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:63 msgid "" @@ -160,10 +162,10 @@ msgid "" "functions are significantly more complex than vertex and fragment functions " "and so will not be covered here." msgstr "" -"在Godot中,你可以重写三个函数来控制着色器的运作,它们是``vertex``(顶点函数)," -"``fragment``(片段函数)和``light``(光照函数).本教程会引导你写出一个包含顶点和" -"片段函数的着色器.因为光照函数比另外两个函数要复杂非常多,所以在这里不会进行讲" -"解." +"在Godot中, 你可以重写三个函数来控制着色器的运作, 它们是 ``vertex``(顶点函数)," +"``fragment``(片段函数)和 ``light``(光照函数). 本教程会引导你写出一个包含顶点" +"和片段函数的着色器. 因为光照函数比另外两个函数要复杂非常多, 所以在这里不会进" +"行讲解." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:70 msgid "Your first fragment function" @@ -173,15 +175,15 @@ msgstr "您的第一个片段函数" msgid "" "The fragment function runs for every pixel in a Sprite and determines what " "color that pixel should be." -msgstr "片段函数对精灵中的每个像素进行操作,并且决定这个像素应该是什么颜色的." +msgstr "片段函数对精灵中的每个像素进行操作, 并且决定这个像素应该是什么颜色的." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:74 msgid "" "They are restricted to the pixels covered by the Sprite, that means you " "cannot use one to, for example, create an outline around a Sprite." msgstr "" -"它们限制在精灵覆盖的那些像素中,这也就意味着,你无法用片段函数来实现例如在精灵" -"周围加边框的事情." +"它们限制在精灵覆盖的那些像素中, 这也就意味着, 你无法用片段函数来实现例如在精" +"灵周围加边框的事情." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:77 msgid "" @@ -197,9 +199,10 @@ msgid "" "``COLOR`` is both an input variable to the fragment function and the final " "output from it." msgstr "" -"我们向内置变量``COLOR``中写入一个``vec4``来做到这点.``vec4``是创建一个四维向" -"量的简写形式.若想进一步了解向量,请参阅 :ref:`向量数学教程<doc_vector_math>`." -"``COLOR``变量既是片段函数的一个输入,同时也是它的最终输出." +"我们向内置变量 ``COLOR`` 中写入一个 ``vec4`` 来做到这点.``vec4`` 是创建一个四" +"维向量的简写形式. 若想进一步了解向量, 请参阅 :ref:`向量数学教程 " +"<doc_vector_math>`.``COLOR`` 变量既是片段函数的一个输入, 同时也是它的最终输" +"出." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:91 msgid "" @@ -209,7 +212,7 @@ msgstr "恭喜你!你成功在Godot中写出了你的第一个着色器." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:93 msgid "Now let's make things more complex." -msgstr "接着,我们来讨论更复杂的事情." +msgstr "接着, 我们来讨论更复杂的事情." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:95 msgid "" @@ -218,31 +221,31 @@ msgid "" "in your Sprite (without you knowing it!) and they tell the shader where to " "read from textures for each part of the mesh." msgstr "" -"你可以使用片段函数中的很多输入来计算``COLOR``,``UV``就是其中的一个.你的精灵指" -"定了UV坐标(在你不知情的情况下!),而它们告诉着色器,对于网格的每个部分从纹理的" -"何处读取信息." +"你可以使用片段函数中的很多输入来计算 ``COLOR``,``UV`` 就是其中的一个. 你的精" +"灵指定了UV坐标(在你不知情的情况下!), 而它们告诉着色器, 对于网格的每个部分从" +"纹理的何处读取信息." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:99 msgid "" "In the fragment function you can only read from ``UV``, but you can use it " "in other functions or to assign values to ``COLOR`` directly." msgstr "" -"在片段函数中你只能从``UV``中读取,但是你可以在其他函数中使用,或者直接对" -"``COLOR``赋值." +"在片段函数中你只能从 ``UV`` 中读取, 但是你可以在其他函数中使用, 或者直接对 " +"``COLOR`` 赋值." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:102 msgid "``UV`` varies between 0-1 from left-right and from top-bottom." -msgstr "``UV``取值在0-1之间,从左到右,由上到下." +msgstr "``UV`` 取值在0-1之间, 从左到右, 由上到下." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:115 msgid "Using ``TEXTURE`` built-in" -msgstr "使用内置变量``TEXTURE``" +msgstr "使用内置变量 ``TEXTURE``" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:117 msgid "" "When you want to adjust a color in a Sprite you cannot just adjust the color " "from the texture manually like in the code below." -msgstr "当你想调整精灵中的颜色时,你不能像下面的代码那样手动修改纹理中的颜色." +msgstr "当你想调整精灵中的颜色时, 你不能像下面的代码那样手动修改纹理中的颜色." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:127 msgid "" @@ -253,10 +256,10 @@ msgid "" "that can be accessed in the shader using ``TEXTURE``. Use it together with " "``UV`` and ``texture`` to draw the Sprite." msgstr "" -"默认的片段函数从纹理中读取并显示它.当你覆盖了默认的片段函数,你就失去了这个功" -"能,所以你必须自己实现它.你使用\"纹理\"函数从纹理中读取.某些节点,比如精灵,有一" -"个专用的纹理变量,可以在着色器中使用\"纹理\"访问.使用它与\"UV\"和\"纹理\"一起" -"绘制精灵." +"默认的片段函数从纹理中读取并显示它. 当你覆盖了默认的片段函数, 你就失去了这个" +"功能, 所以你必须自己实现它. 你使用 \"纹理\" 函数从纹理中读取. 某些节点, 比如" +"精灵, 有一个专用的纹理变量, 可以在着色器中使用 \"纹理\" 访问. 使用它与 \"UV" +"\" 和 \"纹理\" 一起绘制精灵." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:142 msgid "Uniform input" @@ -266,12 +269,12 @@ msgstr "Uniform输入" msgid "" "Uniform input is used to pass data into a shader that will be the same " "across the entire shader." -msgstr "Uniform输入是用来向着色器传递数据的,这些数据在整个着色器中是相同的." +msgstr "Uniform输入是用来向着色器传递数据的, 这些数据在整个着色器中是相同的." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:146 msgid "" "You can use uniforms by defining them at the top of your shader like so:" -msgstr "你可以通过在着色器顶部定义来使用Uniform值,如:" +msgstr "你可以通过在着色器顶部定义来使用Uniform值, 如:" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:152 msgid "" @@ -291,9 +294,9 @@ msgid "" "uniform you just declared. If you change the value in the editor, it will " "overwrite the default value you provided in the shader." msgstr "" -"现在你可以在编辑器中改变Sprite的蓝色量.回头看看你创建着色器的地方的属性面板." -"你应该看到一个叫做 \"Shader Param\" 的部分.展开这个部分,你会看到你刚刚声明的" -"Uniform.如果你在编辑器中改变这个值,它将覆盖你在着色器中提供的默认值." +"现在你可以在编辑器中改变Sprite的蓝色量. 回头看看你创建着色器的地方的属性面" +"板. 你应该看到一个叫做 \"Shader Param\" 的部分. 展开这个部分, 你会看到你刚刚" +"声明的Uniform. 如果你在编辑器中改变这个值, 它将覆盖你在着色器中提供的默认值." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:171 msgid "Interacting with shaders from code" @@ -305,16 +308,16 @@ msgid "" "which is called on the node's material resource. With a Sprite node, the " "following code can be used to set the ``blue`` uniform." msgstr "" -"你可以使用在节点的材质资源上调用的函数 ``set_shader_param()`` ,从代码中改变" -"Uniform.对于一个Sprite节点,可以使用下面的代码来设置 ``blue`` Uniform." +"你可以使用在节点的材质资源上调用的函数 ``set_shader_param()`` , 从代码中改变" +"Uniform. 对于一个Sprite节点, 可以使用下面的代码来设置 ``blue`` Uniform." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:181 msgid "" "Note that the name of the uniform is a string. The string must match exactly " "with how it is written in the shader, including spelling and case." msgstr "" -"注意,uniform值的名称是一个字符串.字符串必须与它在着色器中的书写方式完全匹配," -"包括拼写和大小写." +"注意,uniform值的名称是一个字符串. 字符串必须与它在着色器中的书写方式完全匹" +"配, 包括拼写和大小写." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:185 msgid "Your first vertex function" @@ -322,7 +325,7 @@ msgstr "你的第一个顶点函数" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:187 msgid "Now that we have a fragment function, let's write a vertex function." -msgstr "现在我们有了一个片段函数,我们再写一个顶点函数." +msgstr "现在我们有了一个片段函数, 我们再写一个顶点函数." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:189 msgid "" @@ -338,19 +341,19 @@ msgid "" "that is initially presented in local-space (i.e. not relative to the camera, " "viewport, or parent nodes)." msgstr "" -"顶点函数中最重要的变量是顶点.最初,它指定模型中的顶点坐标,但你也要写进去决定在" -"哪里画那些顶点.\"顶点\"是一个\"二维向量\",它最初出现在局部空间中(即与摄像机、" -"视图或父节点无关)." +"顶点函数中最重要的变量是顶点. 最初, 它指定模型中的顶点坐标, 但你也要写进去决" +"定在哪里画那些顶点.\"顶点\" 是一个 \"二维向量\", 它最初出现在局部空间中(即与" +"摄像机, 视图或父节点无关)." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:196 msgid "You can offset the vertices by directly adding to ``VERTEX``." -msgstr "您可以通过直接添加到\"顶点\"来偏移顶点." +msgstr "您可以通过直接添加到 \"顶点\" 来偏移顶点." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:204 msgid "" "Combined with the ``TIME`` built-in variable, this can be used for simple " "animation." -msgstr "与内置变量\"时间\"相结合,可用于简单的动画." +msgstr "与内置变量 \"时间\" 相结合, 可用于简单的动画." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:214 msgid "Conclusion" @@ -362,8 +365,8 @@ msgid "" "and ``COLOR``. It is up to you to dream up more complex mathematical " "strategies for assigning values to those variables." msgstr "" -"着色器的核心,如你所见,是计算 ``VERTEX`` 和 ``COLOR``.你可以制定更复杂的数学策" -"略来给这些变量赋值." +"着色器的核心, 如你所见, 是计算 ``VERTEX`` 和 ``COLOR``. 你可以制定更复杂的数" +"学策略来给这些变量赋值." #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:219 msgid "" @@ -372,6 +375,6 @@ msgid "" "query=&sort=popular&from=10&num=4>`_ and `The Book of Shaders <https://" "thebookofshaders.com>`_." msgstr "" -"一些更高级的着色器教程可以给你启发,如 `Shadertoy <https://www.shadertoy.com/" +"一些更高级的着色器教程可以给你启发, 如 `Shadertoy <https://www.shadertoy.com/" "results?query=&sort=popular&from=10&num=4>`_ 和 `着色器之书 <https://" "thebookofshaders.com/?lan=ch>`_ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 28a502c222..34c174e6cc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,9 +29,9 @@ msgid "" "needs. Either way, you have decided to write your own and now you need " "figure out where to start." msgstr "" -"你已经决定开始编写一个自定义空间着色器.或许你在网上看到一个很酷的着色器技巧," -"或许你发现 :ref:`SpatialMaterial <class_SpatialMaterial>` 并不能完全满足你的" -"需求.总之,你决定写一个自己的,你想弄清楚从哪里开始." +"你已经决定开始编写一个自定义空间着色器. 或许你在网上看到一个很酷的着色器技" +"巧, 或许你发现 :ref:`SpatialMaterial <class_SpatialMaterial>` 并不能完全满足" +"你的需求. 总之, 你决定写一个自己的, 你想弄清楚从哪里开始." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:11 msgid "" @@ -39,7 +39,7 @@ msgid "" "topics than the :ref:`CanvasItem <doc_your_first_canvasitem_shader>` " "tutorial." msgstr "" -"这个教程将说明如何编写空间着色器,并将涵盖比 :ref:`CanvasItem " +"这个教程将说明如何编写空间着色器, 并将涵盖比 :ref:`CanvasItem " "<doc_your_first_canvasitem_shader>` 更多的主题." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:14 @@ -50,9 +50,9 @@ msgid "" "shader is set the proper parameters. This is especially true for a PBR " "(physically based rendering) workflow." msgstr "" -"空间着色器比CanvasItem着色器有更多的内置功能.对空间着色器的期望是:Godot为常见" -"的用例提供了功能,用户仅需在着色器中设置适当的参数.这对于PBR(基于物理的渲染)工" -"作流来说尤其如此." +"空间着色器比CanvasItem着色器有更多的内置功能. 对空间着色器的期望是:Godot为常" +"见的用例提供了功能, 用户仅需在着色器中设置适当的参数. 这对于PBR(基于物理的渲" +"染)工作流来说尤其如此." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:19 msgid "" @@ -63,10 +63,10 @@ msgid "" "this tutorial and walk through how to set up custom materials in a fragment " "shader by writing an ocean water shader." msgstr "" -"这是一个两部分的教程.在第一部分中,我们将学习如何在顶点函数中使用高度图的顶点" -"位移来制作一个简单的地形.在 :ref:`第二部分 <doc_your_second_spatial_shader>` " -"中,我们将采用本教程中的概念,通过编写一个海洋水着色器,讲解如何在片段着色器中设" -"置自定义材质." +"这是一个两部分的教程. 在第一部分中, 我们将学习如何在顶点函数中使用高度图的顶" +"点位移来制作一个简单的地形. 在 :ref:`第二部分 " +"<doc_your_second_spatial_shader>` 中, 我们将采用本教程中的概念, 通过编写一个" +"海洋水着色器, 讲解如何在片段着色器中设置自定义材质." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:24 msgid "" @@ -75,9 +75,10 @@ msgid "" "these concepts it is best to get a gentle introduction from `The Book of " "Shaders <https://thebookofshaders.com>`_ before completing this tutorial." msgstr "" -"这个教程假定你对着色器有一些基本的了解,例如类型( ``vec2`` 、 ``float`` 、 " -"``sampler2D`` ),和函数.如果你对这些概念摸不着头脑,那么你在完成这个教程之前,最" -"好先从 `着色器之书 <https://thebookofshaders.com/?lan=ch>` 获取一些基本知识." +"这个教程假定你对着色器有一些基本的了解, 例如类型( ``vec2`` , ``float`` , " +"``sampler2D`` ), 和函数. 如果你对这些概念摸不着头脑, 那么你在完成这个教程之" +"前, 最好先从 `着色器之书 <https://thebookofshaders.com/?lan=ch>` 获取一些基本" +"知识." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:30 msgid "Where to assign my material" @@ -93,10 +94,10 @@ msgid "" "`PrimitiveMeshes <class_primitivemesh>` that allow you to add basic geometry " "to a scene without importing Meshes." msgstr "" -"在3D中,对象是使用 :ref:`Meshes <class_Mesh>` 绘制的.Mesh是一种资源类型,它以 " -"\"表面(surface)\"为单位存储几何体(对象的形状)和材质(对象的颜色和对光线的反" -"应).一个Mesh可以有多个表面,也可以只有一个.通常情况下,你会从另一个程序(如" -"Blender)导入一个Mesh.但是Godot也有一些 :ref:`PrimitiveMeshes " +"在3D中, 对象是使用 :ref:`Meshes <class_Mesh>` 绘制的.Mesh是一种资源类型, 它" +"以 \"表面(surface)\" 为单位存储几何体(对象的形状)和材质(对象的颜色和对光线的" +"反应). 一个Mesh可以有多个表面, 也可以只有一个. 通常情况下, 你会从另一个程序" +"(如Blender)导入一个Mesh. 但是Godot也有一些 :ref:`PrimitiveMeshes " "<class_primitivemesh>` 允许你在不导入Mesh的情况下为场景添加基本几何体." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:38 @@ -106,10 +107,10 @@ msgid "" "`Particles <class_particles>`, :ref:`MultiMeshes <class_MultiMesh>` (with a :" "ref:`MultiMeshInstance <class_multimeshinstance>`), or others." msgstr "" -"你可以使用多种节点类型可以用来绘制Mesh.主要的是 :ref:`MeshInstance " -"<class_meshinstance>`,但你也可以使用 :ref:`Particles <class_particles>`, :" +"你可以使用多种节点类型可以用来绘制Mesh. 主要的是 :ref:`MeshInstance " +"<class_meshinstance>`, 但你也可以使用 :ref:`Particles <class_particles>`, :" "ref:`MultiMeshes <class_MultiMesh>` (与 :ref:`MultiMeshInstance " -"<class_multimeshinstance>`一起使用),或其他." +"<class_multimeshinstance>` 一起使用), 或其他." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:42 msgid "" @@ -117,8 +118,8 @@ msgid "" "nodes, like MeshInstance, allow you to override the material for a specific " "surface, or for all surfaces." msgstr "" -"通常情况下,一个材质是与Mesh中的一个给定表面相关联的,但有些节点,如" -"MeshInstance,允许你覆盖一个特定的表面或所有表面的材质." +"通常情况下, 一个材质是与Mesh中的一个给定表面相关联的, 但有些节点, 如" +"MeshInstance, 允许你覆盖一个特定的表面或所有表面的材质." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:45 msgid "" @@ -127,16 +128,16 @@ msgid "" "the same mesh across multiple mesh instances, but have different materials " "for each instance then you should set the material on the Meshinstance." msgstr "" -"如果你在表面或Mesh本身上设置了材质,那么所有共享该Mesh的MeshInstance都共享该材" -"质.但是,如果你想在多个Mesh实例中重用同一个Mesh,但每个实例具有不同的材质,那么" -"你应该在Meshinstance上设置材质." +"如果你在表面或Mesh本身上设置了材质, 那么所有共享该Mesh的MeshInstance都共享该" +"材质. 但是, 如果你想在多个Mesh实例中重用同一个Mesh, 但每个实例具有不同的材" +"质, 那么你应该在Meshinstance上设置材质." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:49 msgid "" "For this tutorial we will set our material on the mesh itself rather than " "taking advantage of the MeshInstance's ability to override materials." msgstr "" -"在本教程中,我们将材质设置在Mesh自身上,不使用MeshInstance覆盖材质的功能." +"在本教程中, 我们将材质设置在Mesh自身上, 不使用MeshInstance覆盖材质的功能." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:53 msgid "Setting up" @@ -151,8 +152,8 @@ msgid "" "In the inspector tab beside \"Mesh\" click \"[empty]\" and select \"New " "PlaneMesh\". Then click on the image of a plane that appears." msgstr "" -"在 \"Mesh \"旁边的检查器选项卡中点击\"[空]\",选择 \"新增 PlaneMesh\".然后点击" -"出现的平面的图像." +"在 \"Mesh\" 旁边的检查器选项卡中点击 \"[空]\", 选择 \"新增 PlaneMesh\". 然后" +"点击出现的平面的图像." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:60 msgid "This adds a :ref:`PlaneMesh <class_planemesh>` to our scene." @@ -164,8 +165,8 @@ msgid "" "says \"Perspective\". A menu will appear. In the middle of the menu are " "options for how to display the scene. Select 'Display Wireframe'." msgstr "" -"然后,在视图中,单击左上角的[透视]按钮. 会出现一个菜单.在菜单中间找到如何显示场" -"景的选项. 选择\"显示线框\"." +"然后, 在视图中, 单击左上角的[透视]按钮. 会出现一个菜单. 在菜单中间找到如何显" +"示场景的选项. 选择 \"显示线框\"." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:66 msgid "This will allow you to see the triangles making up the plane." @@ -182,7 +183,7 @@ msgid "" "thus allow us to add more detail." msgstr "" "可以看到现在 :ref:`Mesh<class_MeshInstance>` 中有了更多的三角形. 这将为我们提" -"供更多顶点,便于添加更多细节." +"供更多顶点, 便于添加更多细节." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:79 msgid "" @@ -191,21 +192,21 @@ msgid "" "\"Material\" where it says \"[empty]\" and select \"New ShaderMaterial\". " "Then click the sphere that appears." msgstr "" -"类似PlaneMesh, :ref:`PrimitiveMeshes <class_primitivemesh>`仅有一个表面,因此," -"也仅有一个材质而非一个材质数组.点击\"材质\"旁边的\" [空]\",然后选择\"新建着色" -"器材质\".然后点击出现的球体." +"类似PlaneMesh, :ref:`PrimitiveMeshes <class_primitivemesh>` 仅有一个表面, 因" +"此, 也仅有一个材质而非一个材质数组. 点击 \"材质\" 旁边的\" [空]\", 然后选择" +"\" 新建着色器材质\". 然后点击出现的球体." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:83 msgid "" "Now click beside \"Shader\" where it says \"[empty]\" and select \"New Shader" "\"." -msgstr "现在点击\"着色器\"旁边写着\"[空]\"的地方,选择 \"新增着色器\"." +msgstr "现在点击 \"着色器\" 旁边写着 \"[空]\" 的地方, 选择 \"新增着色器\"." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:85 msgid "" "The shader editor should now pop up and you are ready to begin writing your " "first Spatial shader!" -msgstr "现在将弹出一个着色器编辑器,你已经准备好编写你的第一个空间着色器了!" +msgstr "现在将弹出一个着色器编辑器, 你已经准备好编写你的第一个空间着色器了!" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:88 msgid "Shader magic" @@ -219,8 +220,8 @@ msgid "" "``spatial`` because this is a spatial shader." msgstr "" "注意到已经出现错误了吗? 这是因为着色器编辑器会自动重新加载着色器. Godot着色" -"器首先需要声明它们是什么类型的着色器. 因此,我们将变量 ``shader_type`` 设置为 " -"``spatial`` ,因为它是一个空间着色器." +"器首先需要声明它们是什么类型的着色器. 因此, 我们将变量 ``shader_type`` 设置" +"为 ``spatial`` , 因为它是一个空间着色器." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:100 msgid "" @@ -230,8 +231,8 @@ msgid "" "and make our flat plane appear like a little terrain." msgstr "" "接下来我们将定义 ``vertex()`` 函数. ``vertex()`` 函数决定你的 :ref:" -"`Mesh<class_MeshInstance>`在最终场景中的顶点位置. 我们用它来偏移每个顶点的高" -"度,使我们的平面看起来像一个小地形." +"`Mesh<class_MeshInstance>` 在最终场景中的顶点位置. 我们用它来偏移每个顶点的高" +"度, 使我们的平面看起来像一个小地形." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:104 msgid "We define the vertex shader like so:" @@ -247,7 +248,7 @@ msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:121 msgid "Adding this line, you should get an image like the one below." -msgstr "添加此行后,你应该会得到类似下方的图像." +msgstr "添加此行后, 你应该会得到类似下方的图像." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:125 msgid "" @@ -256,9 +257,9 @@ msgid "" "``VERTEX`` as arguments to ``cos`` and ``sin``; that gives us a wave-like " "appearance across the ``x`` and ``z`` axes." msgstr "" -"好,我们来解读一下.``VERTEX``的``y``值正在增加.我们将 ``VERTEX`` 的 ``x`` 和 " -"``z`` 分量作为参数传递给 ``cos`` 和 ``sin`` ;这样就得到了在 ``x`` 和 ``z`` " -"轴上呈现出波浪状的图像." +"好, 我们来解读一下.``VERTEX`` 的 ``y`` 值正在增加. 我们将 ``VERTEX`` 的 " +"``x`` 和 ``z`` 分量作为参数传递给 ``cos`` 和 ``sin`` ;这样就得到了在 ``x`` " +"和 ``z`` 轴上呈现出波浪状的图像." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:129 msgid "" @@ -266,14 +267,14 @@ msgid "" "``sin`` already look kind of like hills. We do so by scaling the inputs to " "the ``cos`` and ``sin`` functions." msgstr "" -"我们想要实现的是小山丘的外观.而 ``cos`` 和 ``sin`` 已经有点像山丘了. 我们便可" -"以通过缩放 ``cos`` 和``sin``函数的输入来实现." +"我们想要实现的是小山丘的外观. 而 ``cos`` 和 ``sin`` 已经有点像山丘了. 我们便" +"可以通过缩放 ``cos`` 和 ``sin`` 函数的输入来实现." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:140 msgid "" "This looks better, but it is still too spiky and repetitive, let's make it a " "little more interesting." -msgstr "看起来效果好了一些,但它仍然过于尖锐和重复,让我们把它变得更有趣一点." +msgstr "看起来效果好了一些, 但它仍然过于尖锐和重复, 让我们把它变得更有趣一点." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:143 msgid "Noise heightmap" @@ -285,23 +286,23 @@ msgid "" "similar to the cosine function where you have repeating hills except, with " "noise, each hill has a different height." msgstr "" -"噪声是一种非常流行的伪造地形的工具.可以认为它和余弦函数一样生成重复的小山,只" -"是在噪声的影响下每个小山都拥有不同的高度." +"噪声是一种非常流行的伪造地形的工具. 可以认为它和余弦函数一样生成重复的小山, " +"只是在噪声的影响下每个小山都拥有不同的高度." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:148 msgid "" "Godot provides the :ref:`NoiseTexture <class_noisetexture>` resource for " "generating a noise texture that can be accessed from a shader." msgstr "" -"Godot提供了 :ref:`噪声纹理<class_noisetexture>` 资源,可以生成从着色器访问的噪" -"声纹理." +"Godot提供了 :ref:`噪声纹理 <class_noisetexture>` 资源, 可以生成从着色器访问的" +"噪声纹理." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:151 msgid "" "To access a texture in a shader add the following code near the top of your " "shader, outside the ``vertex()`` function." msgstr "" -"要在着色器中访问纹理,请在着色器顶部附近,\"vertex()\"函数外部添加以下代码." +"要在着色器中访问纹理, 请在着色器顶部附近,\"vertex()\" 函数外部添加以下代码." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:158 msgid "" @@ -309,8 +310,8 @@ msgid "" "inspecter under your material. You should see a section called \"Shader " "Params\". If you open it up, you'll see a section called \"noise\"." msgstr "" -"这将允许你向着色器发送一个噪声纹理.现在看看材质下方的属性面板.你会看到名为" -"\"着色器参数\"的区域.如果展开该区域,就会看到一个叫\"噪音\"的部分." +"这将允许你向着色器发送一个噪声纹理. 现在看看材质下方的属性面板. 你会看到名为 " +"\"着色器参数\" 的区域. 如果展开该区域, 就会看到一个叫 \"噪音\" 的部分." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:161 msgid "" @@ -318,18 +319,18 @@ msgid "" "Then in your NoiseTexture click beside where it says \"Noise\" and select " "\"New OpenSimplexNoise\"." msgstr "" -"点击旁边写着\"[空]\"的地方,选择\"新建噪声纹理\".在你的噪声纹理中,点击旁边的" -"\"噪声\",然后选择\"新建开放式简单噪声\"." +"点击旁边写着 \"[空]\" 的地方, 选择 \"新建噪声纹理 \". 在你的噪声纹理中, 点击" +"旁边的\" 噪声 \", 然后选择\" 新建开放式简单噪声\"." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:164 msgid "" ":ref:`OpenSimplexNoise <class_opensimplexnoise>` is used by the NoiseTexture " "to generate a heightmap." -msgstr ":ref:`开放式简单噪声<class_opensimplexnoise>` 可从噪声纹理生成高度图." +msgstr ":ref:`开放式简单噪声 <class_opensimplexnoise>` 可从噪声纹理生成高度图." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:166 msgid "Once you set it up and should look like this." -msgstr "设置好后,看起来应该像这样." +msgstr "设置好后, 看起来应该像这样." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:170 msgid "" @@ -345,13 +346,13 @@ msgid "" "of the channels as the height. In this case we'll use the ``r``, or ``x`` " "channel." msgstr "" -"现在,使用 ``texture()`` 函数获取噪声纹理. ``texture()`` 将一个纹理作为第一个" -"参数,将在纹理上的位置 ``vec2`` 作为第二个参数.我们用 ``VERTEX`` 的 ``x`` 和 " -"``z`` 通道来确定在纹理上的位置.请注意 PlaneMesh 坐标在 [-1,1] 范围内 (大小为 " -"2的情况下),而纹理坐标在 [0,1] 范围内,所以为了规范化,我们将PlaneMesh的大小除以" -"2.0并加上 0.5. ``texture()`` 返回一个当前位置 ``r、g、b、a`` 通道的 " -"``vec4`` .由于噪声纹理是灰度的,所有的值都相同,所以我们可以使用任意一个通道作" -"为高度.本例中,我们将使用 ``r`` ,或者说 ``x`` 通道." +"现在, 使用 ``texture()`` 函数获取噪声纹理. ``texture()`` 将一个纹理作为第一个" +"参数, 将在纹理上的位置 ``vec2`` 作为第二个参数. 我们用 ``VERTEX`` 的 ``x`` " +"和 ``z`` 通道来确定在纹理上的位置. 请注意 PlaneMesh 坐标在 [-1,1] 范围内 (大" +"小为 2的情况下), 而纹理坐标在 [0,1] 范围内, 所以为了规范化, 我们将PlaneMesh的" +"大小除以2.0并加上 0.5. ``texture()`` 返回一个当前位置 ``r, g, b, a`` 通道的 " +"``vec4`` . 由于噪声纹理是灰度的, 所有的值都相同, 所以我们可以使用任意一个通道" +"作为高度. 本例中, 我们将使用 ``r`` , 或者说 ``x`` 通道." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:183 msgid "" @@ -360,13 +361,13 @@ msgid "" "<https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vectors>`_ for more " "details." msgstr "" -"注意: ``xyzw`` 和GLSL中的 ``rgba`` 是相同的,所以我们可以用 ``texture().x`` 代" -"替上面的 ``texture().r`` .详情请参见 `OpenGL文档<https://www.khronos.org/" -"opengl/wiki/Data_Type_(GLSL)#Vectors>`_ ." +"注意: ``xyzw`` 和GLSL中的 ``rgba`` 是相同的, 所以我们可以用 ``texture().x`` " +"代替上面的 ``texture().r`` . 详情请参见 `OpenGL 文档 <https://www.khronos." +"org/opengl/wiki/Data_Type_(GLSL)#Vectors>`_ ." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:186 msgid "Using this code you can see the texture creates random looking hills." -msgstr "使用此代码后,你可以看到纹理创建了随机外观的山峰." +msgstr "使用此代码后, 你可以看到纹理创建了随机外观的山峰." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:190 msgid "" @@ -374,8 +375,8 @@ msgid "" "will use a uniform. You already used a uniform above to pass in the noise " "texture, now let's learn how they work." msgstr "" -"目前它还很尖锐,我们需要稍微柔化一下山峰.这将用到uniform值.你在之前已经使用了" -"uniform 值来传递噪声纹理,现在让我们来学习一下其中的工作原理." +"目前它还很尖锐, 我们需要稍微柔化一下山峰. 这将用到uniform值. 你在之前已经使用" +"了uniform 值来传递噪声纹理, 现在让我们来学习一下其中的工作原理." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:194 msgid "Uniforms" @@ -389,7 +390,7 @@ msgid "" "your :ref:`Shader<class_Shader>` using the keyword ``uniform``." msgstr "" "uniform值变量允许你把游戏的变量传递到着色器. 它们对于控制着色器效果非常有用. " -"几乎所有在着色器中使用的数据类型都可以作为uniform值. 要使用uniform值,请在 :" +"几乎所有在着色器中使用的数据类型都可以作为uniform值. 要使用uniform值, 请在 :" "ref:`Shader<class_Shader>` 中使用关键字 ``uniform`` 声明它." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:201 @@ -404,9 +405,9 @@ msgid "" "value passed from GDScript takes precedence over the value used to " "initialize it in the shader." msgstr "" -"Godot让你用一个值来初始化uniform;这里, ``height_scale`` 被设置为 ``0.5`` .你" -"可以通过在着色器对应的材质上调用函数 ``set_shader_param()`` 来从GDScript设置" -"uniform .从GDScript传来的值优先于在着色器中用于初始化的值." +"Godot让你用一个值来初始化uniform;这里, ``height_scale`` 被设置为 ``0.5`` . " +"你可以通过在着色器对应的材质上调用函数 ``set_shader_param()`` 来从GDScript设" +"置uniform . 从GDScript传来的值优先于在着色器中用于初始化的值." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:218 msgid "" @@ -416,9 +417,9 @@ msgid "" "``surface_get_material()``. While in the MeshInstance you would access the " "material using ``get_surface_material()`` or ``material_override``." msgstr "" -"更改uniform值时,基于空间的节点与基于CanvasItem的节点使用的方法不同.在这里,我" -"们在PlaneMesh资源内设置材质.在其他mesh资源中,你可能要先调用 " -"``surface_get_material()`` 来获取材质.而在MeshInstance中,则是用 " +"更改uniform值时, 基于空间的节点与基于CanvasItem的节点使用的方法不同. 在这里, " +"我们在PlaneMesh资源内设置材质. 在其他mesh资源中, 你可能要先调用 " +"``surface_get_material()`` 来获取材质. 而在MeshInstance中, 则是用 " "``get_surface_material()`` 或 ``material_override`` 获取材质." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:224 @@ -429,10 +430,10 @@ msgid "" "we will use it to set the height value instead of arbitrarily multiplying by " "``0.5``." msgstr "" -"请记住,传入 ``set_shader_param()`` 的字符串必须与 :ref:" -"`Shader<class_Shader>` 中的uniform变量名称相匹配.你可以在 :ref:" -"`Shader<class_Shader>`中的任何地方使用这个uniform变量.在这里,我们将用它来设置" -"高度值,而不是任意地乘以 ``0.5`` ." +"请记住, 传入 ``set_shader_param()`` 的字符串必须与 :ref:" +"`Shader<class_Shader>` 中的uniform变量名称相匹配. 你可以在 :ref:" +"`Shader<class_Shader>` 中的任何地方使用这个uniform变量. 在这里, 我们将用它来" +"设置高度值, 而不是任意地乘以 ``0.5`` ." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:233 msgid "Now it looks much better." @@ -444,8 +445,8 @@ msgid "" "height of the terrain. Combined with :ref:`Tweens <class_Tween>`, this can " "be especially useful for simple animations." msgstr "" -"使用uniforms,我们甚至可以在每一帧改变数值,以动画化地形的高度.结合 :ref:" -"`Tweens <class_Tween>` ,这对简单的动画特别有用." +"使用uniforms, 我们甚至可以在每一帧改变数值, 以动画化地形的高度. 结合 :ref:" +"`Tweens <class_Tween>` , 这对简单的动画特别有用." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:241 msgid "Interacting with light" @@ -456,19 +457,19 @@ msgid "" "First, turn wireframe off. To do so, click in the upper-left of the Viewport " "again, where it says \"Perspective\", and select \"Display Normal\"." msgstr "" -"首先,关闭线框显示.若恢复显示,再次点击视窗左上方的\"透视\"按钮,选择\"正常显示" -"\"." +"首先, 关闭线框显示. 若恢复显示, 再次点击视窗左上方的 \"透视\" 按钮, 选择 \"正" +"常显示\"." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:248 msgid "" "Note how the mesh color goes flat. This is because the lighting on it is " "flat. Let's add a light!" msgstr "" -"注意网格颜色是如何变得平滑的.这是因为它的光线是平滑的.让我们加一盏灯吧!" +"注意网格颜色是如何变得平滑的. 这是因为它的光线是平滑的. 让我们加一盏灯吧!" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:250 msgid "First, we will add an :ref:`OmniLight<class_OmniLight>` to the scene." -msgstr "首先,我们将在场景中添加一个 :ref:`OmniLight<class_OmniLight>` ." +msgstr "首先, 我们将在场景中添加一个 :ref:`OmniLight<class_OmniLight>` ." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:254 msgid "" @@ -477,8 +478,8 @@ msgid "" "because the light shader uses the normals from the :ref:`Mesh <class_mesh>` " "to calculate light." msgstr "" -"你会看到光线影响了地形,但这看起来很奇怪.问题是光线对地形的影响就像在平面上一" -"样.这是因为光着色器使用 :ref:`网格 <class_mesh>`中的法线来计算光." +"你会看到光线影响了地形, 但这看起来很奇怪. 问题是光线对地形的影响就像在平面上" +"一样. 这是因为光着色器使用 :ref:`网格 <class_mesh>` 中的法线来计算光." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:258 msgid "" @@ -487,9 +488,9 @@ msgid "" "can recalculate the normals in the shader or use a normal texture that " "corresponds to our noise. Godot makes both easy for us." msgstr "" -"法线存储在网格中,但是我们在着色器中改变网格的形状,所以法线不再正确.为了解决这" -"个问题,我们可以在着色器中重新计算法线,或者使用与我们的噪声相对应的法线纹理." -"Godot让这一切变得很简单." +"法线存储在网格中, 但是我们在着色器中改变网格的形状, 所以法线不再正确. 为了解" +"决这个问题, 我们可以在着色器中重新计算法线, 或者使用与我们的噪声相对应的法线" +"纹理.Godot让这一切变得很简单." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:262 msgid "" @@ -498,24 +499,24 @@ msgid "" "lighting calculations for us. We will cover this method in the next part of " "this tutorial, for now we will read normals from a texture." msgstr "" -"您可以在顶点函数中手动计算新的法线,然后只需设置\"法线\".设置\"法线\"后,Godot" -"将为我们完成所有困难的光照计算.我们将在本教程的下一部分介绍这种方法,现在我们" -"将从纹理中读取法线." +"您可以在顶点函数中手动计算新的法线, 然后只需设置 \"法线 \". 设置\" 法线\"后," +"Godot将为我们完成所有困难的光照计算. 我们将在本教程的下一部分介绍这种方法, 现" +"在我们将从纹理中读取法线." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:266 msgid "" "Instead we will rely on the NoiseTexture again to calculate normals for us. " "We do that by passing in a second noise texture." msgstr "" -"相反,我们将再次依靠噪声来计算法线.我们通过传入第二个噪声纹理来做到这一点." +"相反, 我们将再次依靠噪声来计算法线. 我们通过传入第二个噪声纹理来做到这一点." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:273 msgid "" "Set this second uniform texture to another NoiseTexture with another " "OpenSimplexNoise. But this time, check **As Normalmap**." msgstr "" -"将这第二个uniform纹理设置为另一个OpenSimplexNoise的NoiseTexture.但这次要勾选 " -"**As Normalmap** ." +"将这第二个uniform纹理设置为另一个OpenSimplexNoise的NoiseTexture. 但这次要勾" +"选 **As Normalmap** ." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:278 msgid "" @@ -523,8 +524,8 @@ msgid "" "to assign it in the ``fragment()`` function. The ``fragment()`` function " "will be explained in more detail in the next part of this tutorial." msgstr "" -"现在,因为这是一个法线贴图,而不是每个顶点的法线,我们将在 ``fragment()`` 函数中" -"分配它. ``fragment()`` 函数将在本教程的下一部分中详细解释." +"现在, 因为这是一个法线贴图, 而不是每个顶点的法线, 我们将在 ``fragment()`` 函" +"数中分配它. ``fragment()`` 函数将在本教程的下一部分中详细解释." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:286 msgid "" @@ -533,8 +534,8 @@ msgid "" "``NORMALMAP``. This way Godot will handle the wrapping the texture around " "the mesh automatically." msgstr "" -"当我们有法线对应于一个特定顶点时,我们设置\"法线\",但如果你有一个来自纹理的法" -"线贴图,要使用\"法线贴图\"设置法线.这样,Godot将自动处理环绕网格的纹理." +"当我们有法线对应于一个特定顶点时, 我们设置 \"法线 \", 但如果你有一个来自纹理" +"的法线贴图, 要使用\" 法线贴图\"设置法线. 这样,Godot将自动处理环绕网格的纹理." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:290 msgid "" @@ -543,8 +544,8 @@ msgid "" "xz`` position from the ``vertex()`` function to the ``fragment()`` function. " "We do that with varyings." msgstr "" -"最后,为了确保我们从噪声纹理和法线图纹理的相同位置读取数据,我们将把 " -"``vertex()`` 函数中的 ``VERTEX.xz`` 坐标传递给 ``fragment()`` 函数.我们用" +"最后, 为了确保我们从噪声纹理和法线图纹理的相同位置读取数据, 我们将把 " +"``vertex()`` 函数中的 ``VERTEX.xz`` 坐标传递给 ``fragment()`` 函数. 我们用" "variings来做这个." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:294 @@ -552,8 +553,8 @@ msgid "" "Above the ``vertex()`` define a ``vec2`` called ``tex_position``. And inside " "the ``vertex()`` function assign ``VERTEX.xz`` to ``tex_position``." msgstr "" -"在 ``vertex()`` 上面定义一个 ``vec2`` 叫做 ``tex_position`` .在 ``vertex()`` " -"函数中,将 ``VERTEX.xz`` 分配给 ``tex_position`` ." +"在 ``vertex()`` 上面定义一个 ``vec2`` 叫做 ``tex_position`` . 在 " +"``vertex()`` 函数中, 将 ``VERTEX.xz`` 分配给 ``tex_position`` ." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:308 msgid "" @@ -564,20 +565,20 @@ msgstr "现在我们可以从 ``fragment()`` 函数中访问 ``tex_position`` ." msgid "" "With the normals in place the light now reacts to the height of the mesh " "dynamically." -msgstr "法线就位后,光线就会对网格的高度做出动态反应." +msgstr "法线就位后, 光线就会对网格的高度做出动态反应." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:320 msgid "" "We can even drag the light around and the lighting will update automatically." -msgstr "我们甚至可以把灯拖来拖去,灯光会自动更新." +msgstr "我们甚至可以把灯拖来拖去, 灯光会自动更新." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:324 msgid "" "Here is the full code for this tutorial. You can see it is not very long as " "Godot handles most of the difficult stuff for you." msgstr "" -"以下是本教程的完整代码.您可以看到,Godot会为您处理大多数繁琐的事情,本教程篇幅" -"不会太长." +"以下是本教程的完整代码. 您可以看到,Godot会为您处理大多数繁琐的事情, 本教程篇" +"幅不会太长." #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:347 msgid "" @@ -586,6 +587,6 @@ msgid "" "a fragment function to accompany this vertex function and we will cover a " "more advanced technique to turn this terrain into an ocean of moving waves." msgstr "" -"这就是这部分的全部内容.希望您现在已了解Godot中顶点着色器的基本知识.在本教程的" -"下一部分中,我们将编写一个片段函数来配合这个顶点函数,并且我们将介绍一种更高级" -"的技术来将这个地形转换成一个移动的波浪海洋." +"这就是这部分的全部内容. 希望您现在已了解Godot中顶点着色器的基本知识. 在本教程" +"的下一部分中, 我们将编写一个片段函数来配合这个顶点函数, 并且我们将介绍一种更" +"高级的技术来将这个地形转换成一个移动的波浪海洋." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index b7017e37ee..4c094cdc14 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:4 msgid "Your first Spatial shader: part 2" -msgstr "您的第一个空间着色器:第2部分" +msgstr "您的第一个空间着色器: 第2部分" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:6 msgid "" @@ -33,18 +33,19 @@ msgid "" "allows you to ignore all these parameters and write a fully customized " "shader." msgstr "" -"从高级设置开始,Godot所做的是为用户提供一组可选设置的参数(\"环境光遮蔽\"、\"次" -"表面散射强度\"、\"边缘\"等等)这些参数对应不同的复杂效应(环境遮挡、次表面散" -"射、边缘照明等等)如果没有写入,代码在编译之前被抛出,因此着色器不会产生额外特性" -"的成本.这使得用户很容易拥有复杂的支持PBR着色,而不需要编写复杂的着色器.当然," -"Godot还允许您忽略所有这些参数,并编写一个完全定制的着色器." +"从高级设置开始,Godot所做的是为用户提供一组可选设置的参数(\"环境光遮蔽\" , " +"\"次表面散射强度\" , \"边缘\" 等等)这些参数对应不同的复杂效应(环境遮挡, 次表" +"面散射, 边缘照明等等)如果没有写入, 代码在编译之前被抛出, 因此着色器不会产生额" +"外特性的成本. 这使得用户很容易拥有复杂的支持PBR着色, 而不需要编写复杂的着色" +"器. 当然,Godot还允许您忽略所有这些参数, 并编写一个完全定制的着色器." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:13 msgid "" "For a full list of these parameters see the :ref:`spatial shader " "<doc_spatial_shader>` reference doc." msgstr "" -"有关这些参数的完整列表,请参见 :ref:`空间着色器<doc_spatial_shader>`参考文档." +"有关这些参数的完整列表, 请参见 :ref:`空间着色器 <doc_spatial_shader>` 参考文" +"档." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:15 msgid "" @@ -54,8 +55,8 @@ msgid "" "most importantly, sets the ``ALBEDO`` color of the :ref:" "`Mesh<class_MeshInstance>`." msgstr "" -"顶点函数和片段函数的区别在于,顶点函数是按顶点运行的,并设置诸如 ``VERTEX`` (坐" -"标)和 ``NORMAL`` 等属性,而片段着色器是按像素运行的,最重要的是设置 :ref:" +"顶点函数和片段函数的区别在于, 顶点函数是按顶点运行的, 并设置诸如 ``VERTEX`` " +"(坐标)和 ``NORMAL`` 等属性, 而片段着色器是按像素运行的, 最重要的是设置 :ref:" "`Mesh<class_MeshInstance>` 的 ``ALBEDO`` 颜色." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:20 @@ -71,16 +72,16 @@ msgid "" "the shader, directly below ``shader_type``, and they specify what sort of " "functionality you want the built-in aspects of the shader to have." msgstr "" -"如本教程前一部分所述.在Godot中,片段函数的标准用法是设置不同的材质属性,然后让" -"Godot处理剩下的部分.为了提供更大的灵活性,Godot还提供了渲染模式.渲染模式设置在" -"着色器的顶部,直接在\"着色_方式\"下面,它们指定了你想要着色器的内置方面具有什么" -"样的功能." +"如本教程前一部分所述. 在Godot中, 片段函数的标准用法是设置不同的材质属性, 然后" +"让Godot处理剩下的部分. 为了提供更大的灵活性,Godot还提供了渲染模式. 渲染模式设" +"置在着色器的顶部, 直接在 \"着色_方式\" 下面, 它们指定了你想要着色器的内置方面" +"具有什么样的功能." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:28 msgid "" "For example, if you do not want to have lights affect an object, set the " "render mode to ``unshaded``:" -msgstr "例如,如果你不想让灯光影响一个物体,设置渲染模式为\"无阴影\":" +msgstr "例如, 如果你不想让灯光影响一个物体, 设置渲染模式为 \"无阴影\":" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:35 msgid "" @@ -88,8 +89,8 @@ msgid "" "to use toon shading instead of more-realistic PBR shading, set the diffuse " "mode and specular mode to toon:" msgstr "" -"您还可以将多个渲染模式堆叠在一起.例如,如果你想使用卡通材质而不是更真实的PBR材" -"质,将漫反射模式和高光模式设置为卡通:" +"您还可以将多个渲染模式堆叠在一起. 例如, 如果你想使用卡通材质而不是更真实的PBR" +"材质, 将漫反射模式和高光模式设置为卡通:" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:42 msgid "" @@ -102,23 +103,23 @@ msgid "" "For a full list of render modes see the :ref:`Spatial shader reference " "<doc_spatial_shader>`." msgstr "" -"有关渲染模式的完整列表,请参见空间着色器参考 :ref:`Spatial shader reference " +"有关渲染模式的完整列表, 请参见空间着色器参考 :ref:`Spatial shader reference " "<doc_spatial_shader>`." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:47 msgid "" "In this part of the tutorial, we will walk through how to take the bumpy " "terrain from the previous part and turn it into an ocean." -msgstr "在本教程的这一部分中,我们将介绍如何将前一部分的崎岖地形变成海洋." +msgstr "在本教程的这一部分中, 我们将介绍如何将前一部分的崎岖地形变成海洋." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:50 msgid "" "First let's set the color of the water. We do that by setting ``ALBEDO``." -msgstr "首先让我们设置水的颜色.我们通过设置 ``ALBEDO`` 来做到这一点." +msgstr "首先让我们设置水的颜色. 我们通过设置 ``ALBEDO`` 来做到这一点." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:52 msgid "``ALBEDO`` is a ``vec3`` that contains the color of the object." -msgstr "``ALBEDO`` 是一个 ``vec3`` ,包含物体的颜色." +msgstr "``ALBEDO`` 是一个 ``vec3`` , 包含物体的颜色." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:54 msgid "Let's set it to a nice shade of blue." @@ -128,13 +129,13 @@ msgstr "我们把它调成蓝色." msgid "" "We set it to a very dark shade of blue because most of the blueness of the " "water will come from reflections from the sky." -msgstr "我们将其设置为深蓝色,因为水的大部分蓝色来自天空的反射." +msgstr "我们将其设置为深蓝色, 因为水的大部分蓝色来自天空的反射." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:67 msgid "" "The PBR model that Godot uses relies on two main parameters: ``METALLIC`` " "and ``ROUGHNESS``." -msgstr "PBR模型的Godot用户两个主要参数:\"金属度\"和\"粗糙度\"." +msgstr "PBR模型的Godot用户两个主要参数:\"金属度\" 和 \"粗糙度\"." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:69 msgid "" @@ -142,8 +143,8 @@ msgid "" "``ROUGHNESS`` will make a material appear like a shiny plastic, while a high " "roughness makes the material appear more solid in color." msgstr "" -"粗糙度是指材料表面的光滑程度.低\"粗糙度\"会使材料看起来像闪亮的塑料,而高粗糙" -"度使材料在颜色上看起来更坚实." +"粗糙度是指材料表面的光滑程度. 低 \"粗糙度\" 会使材料看起来像闪亮的塑料, 而高" +"粗糙度使材料在颜色上看起来更坚实." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:73 msgid "" @@ -154,24 +155,24 @@ msgid "" "low ``METALLIC`` has a more equal representation of sky color and ``ALBEDO`` " "color." msgstr "" -"``METALLIC`` 指定该物体有多像金属,它最好设置为接近 ``0`` 或 ``1`` .把 " -"``METALLIC`` 看作是改变反射和 ``ALBEDO`` 颜色之间的平衡.高的 ``METALLIC`` 几" -"乎完全忽略了 ``ALBEDO`` ,看起来像天空的镜子.而低的 ``METALLIC`` 对天空的颜色" -"和 ``ALBEDO`` 的颜色有一个更平实的表现." +"``METALLIC`` 指定该物体有多像金属, 它最好设置为接近 ``0`` 或 ``1`` . 把 " +"``METALLIC`` 看作是改变反射和 ``ALBEDO`` 颜色之间的平衡. 高的 ``METALLIC`` 几" +"乎完全忽略了 ``ALBEDO`` , 看起来像天空的镜子. 而低的 ``METALLIC`` 对天空的颜" +"色和 ``ALBEDO`` 的颜色有一个更平实的表现." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:78 msgid "" "``ROUGHNESS`` increases from ``0`` to ``1`` from left to right while " "``METALLIC`` increase from ``0`` to ``1`` from top to bottom." -msgstr "\"粗糙度\"从左到右从0增加到1,而\"金属度\"从上到下从0增加到1." +msgstr "\"粗糙度\" 从左到右从0增加到1, 而 \"金属度\" 从上到下从0增加到1." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:83 msgid "" "``METALLIC`` should be close to ``0`` or ``1`` for proper PBR shading. Only " "set it between them for blending between materials." msgstr "" -"对恰当的PBR阴影,\"金属度\"应当接近0或者1.为了混合不同的材料,只有将其设置在0和" -"1之间." +"对恰当的PBR阴影,\"金属度\" 应当接近0或者1. 为了混合不同的材料, 只有将其设置在" +"0和1之间." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:86 msgid "" @@ -179,8 +180,8 @@ msgid "" "Water is also highly reflective, so we will set its ``ROUGHNESS`` property " "to be quite low as well." msgstr "" -"水不是金属,所以我们将其\"金属度\"属性设置成\"0.0\".水的反射性也很高,因此我们" -"将其\"粗糙度\"属性也设置得非常低." +"水不是金属, 所以我们将其 \"金属度\" 属性设置成 \"0.0\". 水的反射性也很高, 因" +"此我们将其\" 粗糙度\"属性也设置得非常低." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:99 msgid "" @@ -193,11 +194,11 @@ msgid "" "objects to become more reflective at shallow angles. It is the reason why " "you can see into water below you, but farther away it reflects the sky." msgstr "" -"现在,我们有了光滑的塑料外观表面.现在该考虑要模拟的水的某些特定属性了.这里有两" -"种主要的方法可以把诡异的塑料表面变成好看的水.首先是镜面反射.镜面反射是那些来" -"自太阳直接反射到你眼里的明亮斑点.第二个是菲涅耳反射.菲涅尔反射是物体在小角度" -"下更具反射性的属性.这就是为什么你可以看见自己身下的水,却在更远处看见天空倒影" -"的原因." +"现在, 我们有了光滑的塑料外观表面. 现在该考虑要模拟的水的某些特定属性了. 这里" +"有两种主要的方法可以把诡异的塑料表面变成好看的水. 首先是镜面反射. 镜面反射是" +"那些来自太阳直接反射到你眼里的明亮斑点. 第二个是菲涅耳反射. 菲涅尔反射是物体" +"在小角度下更具反射性的属性. 这就是为什么你可以看见自己身下的水, 却在更远处看" +"见天空倒影的原因." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:106 msgid "" @@ -205,8 +206,8 @@ msgid "" "we will change the render mode for specular to toon because the toon render " "mode has larger specular highlights." msgstr "" -"为了增强镜面反射,我们需要做两件事.首先,由于卡通渲染模式具有更高的镜面反射高" -"光,我们将更改镜面反射为卡通渲染模式." +"为了增强镜面反射, 我们需要做两件事. 首先, 由于卡通渲染模式具有更高的镜面反射" +"高光, 我们将更改镜面反射为卡通渲染模式." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:115 msgid "" @@ -215,8 +216,9 @@ msgid "" "through fabric on the edges of an object, but we will use it here to help " "achieve a nice watery effect." msgstr "" -"其次,我们将添加边缘照明.边缘照明增加了掠射角度的光线效果.通常,它用于模拟光线" -"穿过对象边缘上的织物的路径,但是我们将在此处使用它来帮助实现良好的水润效果." +"其次, 我们将添加边缘照明. 边缘照明增加了掠射角度的光线效果. 通常, 它用于模拟" +"光线穿过对象边缘上的织物的路径, 但是我们将在此处使用它来帮助实现良好的水润效" +"果." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:131 msgid "" @@ -229,11 +231,11 @@ msgid "" "way to tell when you are looking at the surface head-on or at a glancing " "angle." msgstr "" -"为了增加菲涅耳反射率,我们将在片段着色器中计算菲涅耳项.在这里,出于性能方面的考" -"虑,我们将不使用真正的菲涅耳术语.取而代之的是,我们将使用\"NORMAL\"和\"VIEW\"向" -"量的点积对其进行近似. \"NORMAL\"向量指向远离网格物体表面的位置,而\"VIEW\"向量" -"则是您的眼睛与该表面上的点之间的方向.它们之间的点积是一种可以告诉您何时正视或" -"掠过某个角度的方便方法." +"为了增加菲涅耳反射率, 我们将在片段着色器中计算菲涅耳项. 在这里, 出于性能方面" +"的考虑, 我们将不使用真正的菲涅耳术语. 取而代之的是, 我们将使用 \"NORMAL\" 和 " +"\"VIEW\" 向量的点积对其进行近似. \"NORMAL\" 向量指向远离网格物体表面的位置, " +"而 \"VIEW\" 向量则是您的眼睛与该表面上的点之间的方向. 它们之间的点积是一种可" +"以告诉您何时正视或掠过某个角度的方便方法." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:143 msgid "" @@ -242,10 +244,10 @@ msgid "" "these properties with a texture, or to a flat number. But with shaders we " "can set them based on any mathematical function that we can dream up." msgstr "" -"并将其混合到 ``ROUGHNESS`` 和 ``ALBEDO`` .这是ShaderMaterials比" -"SpatialMaterials的好处.使用SpatialMaterials,我们可以用纹理来设置这些属性,或者" -"设置成一个统一的数字.但是用着色器,我们可以根据我们能想到的任何数学函数来设置" -"它们." +"并将其混合到 ``ROUGHNESS`` 和 ``ALBEDO`` . 这是ShaderMaterials比" +"SpatialMaterials的好处. 使用SpatialMaterials, 我们可以用纹理来设置这些属性, " +"或者设置成一个统一的数字. 但是用着色器, 我们可以根据我们能想到的任何数学函数" +"来设置它们." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:160 msgid "" @@ -254,25 +256,25 @@ msgid "" "This is done easily by decreasing the values of the ``vec3`` we pass into " "``ALBEDO``. Let's set them to ``vec3(0.01, 0.03, 0.05)``." msgstr "" -"而现在,只需要5行代码,你就可以拥有看起来很复杂的水.现在,我们有了照明,这个水看" -"起来太亮了.让我们把它变暗.这可以通过减少我们传入 ``ALBEDO`` 的 ``vec3`` 的值" -"来轻松实现.让我们把它们设置为 ``vec3(0.01, 0.03, 0.05)`` ." +"而现在, 只需要5行代码, 你就可以拥有看起来很复杂的水. 现在, 我们有了照明, 这个" +"水看起来太亮了. 让我们把它变暗. 这可以通过减少我们传入 ``ALBEDO`` 的 " +"``vec3`` 的值来轻松实现. 让我们把它们设置为 ``vec3(0.01, 0.03, 0.05)`` ." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:168 msgid "Animating with ``TIME``" -msgstr "用\"TIME\"动画" +msgstr "用 \"TIME\" 动画" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:170 msgid "" "Going back to the vertex function, we can animate the waves using the built-" "in variable ``TIME``." -msgstr "回到顶点功能,我们可以使用内置变量\"TIME\"对波浪进行动画处理." +msgstr "回到顶点功能, 我们可以使用内置变量 \"TIME\" 对波浪进行动画处理." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:172 msgid "" "``TIME`` is a built-in variable that is accessible from the vertex and " "fragment functions." -msgstr "\"TIME\"是一个内置变量,可从顶点和片段函数访问." +msgstr "\"TIME\" 是一个内置变量, 可从顶点和片段函数访问." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:175 msgid "" @@ -280,13 +282,13 @@ msgid "" "this tutorial, we will do the same. Put the heightmap code in a function " "called ``height()``." msgstr "" -"在上一个教程中,我们通过从高度图读取来计算高度.对于本教程,我们将做同样的事情." -"将高度图代码放在一个名为\"height()\"的函数中." +"在上一个教程中, 我们通过从高度图读取来计算高度. 对于本教程, 我们将做同样的事" +"情. 将高度图代码放在一个名为 \"height()\" 的函数中." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:184 msgid "" "In order to use ``TIME`` in the ``height()`` function, we need to pass it in." -msgstr "为了在\"height()\"函数中使用\"TIME\",我们需要将其传递进去." +msgstr "为了在 \"height()\" 函数中使用 \"TIME\", 我们需要将其传递进去." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:191 msgid "And make sure to correctly pass it in inside the vertex function." @@ -298,22 +300,24 @@ msgid "" "them manually in the ``vertex()`` function. To do so use the following line " "of code." msgstr "" -"而不是使用法线贴图来计算法线.我们将在\"vertex()\"函数中手动计算它们.为此,请使" -"用以下代码行." +"而不是使用法线贴图来计算法线. 我们将在 \"vertex()\" 函数中手动计算它们. 为" +"此, 请使用以下代码行." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:208 msgid "" "We need to compute ``NORMAL`` manually because in the next section we will " "be using math to create complex-looking waves." msgstr "" -"我们需要手动计算\"NORMAL\",因为在下一节中,我们将使用数学来创建外观复杂的波形." +"我们需要手动计算 \"NORMAL\", 因为在下一节中, 我们将使用数学来创建外观复杂的波" +"形." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:211 msgid "" "Now, we are going to make the ``height()`` function a little more " "complicated by offsetting ``position`` by the cosine of ``TIME``." msgstr "" -"现在,我们要通过使\"位置\"偏移\"时间\"的余弦来使\"height()\"函数更加复杂." +"现在, 我们要通过使 \"位置\" 偏移 \"时间\" 的余弦来使 \"height()\" 函数更加复" +"杂." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:221 msgid "" @@ -322,12 +326,12 @@ msgid "" "effects, in this case realistic waves, by adding a few more mathematical " "functions." msgstr "" -"这会实现缓慢移动的波纹效果,但显得有点不自然.下一节将深入探讨,通过加入更多的数" -"学函数,来用着色器实现更复杂的效果,比如更加真实的波纹." +"这会实现缓慢移动的波纹效果, 但显得有点不自然. 下一节将深入探讨, 通过加入更多" +"的数学函数, 来用着色器实现更复杂的效果, 比如更加真实的波纹." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:226 msgid "Advanced effects: waves" -msgstr "进阶效果:水波" +msgstr "进阶效果: 水波" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:228 msgid "" @@ -336,32 +340,33 @@ msgid "" "level by modifying the ``height()`` function and by introducing a new " "function called ``wave()``." msgstr "" -"利用数学 ,着色器可以实现复杂的效果,这是着色器的强大之处.为阐述这一点,我们将修" -"改 ``height()`` 函数和引入新函数 ``wave()`` ,来让波纹效果更进一层." +"利用数学, 着色器可以实现复杂的效果, 这是着色器的强大之处. 为阐述这一点, 我们" +"将修改 ``height()`` 函数和引入新函数 ``wave()`` , 来让波纹效果更进一层." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:232 msgid "" "``wave()`` has one parameter, ``position``, which is the same as it is in " "``height()``." -msgstr "``wave()`` 有一个参数, ``position``, 和在 ``height()``中一样." +msgstr "``wave()`` 有一个参数, ``position``, 和在 ``height()`` 中一样." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:234 msgid "" "We are going to call ``wave()`` multiple times in ``height()`` in order to " "fake the way waves look." -msgstr "我们将在 ``height()`` 函数中多次调用 ``wave()`` 函数,来改变波纹的样子." +msgstr "" +"我们将在 ``height()`` 函数中多次调用 ``wave()`` 函数, 来改变波纹的样子." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:244 msgid "At first this looks complicated. So let's go through it line-by-line." -msgstr "这在一开始会让人觉得很复杂,所以我们一行一行地来实现." +msgstr "这在一开始会让人觉得很复杂, 所以我们一行一行地来实现." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:250 msgid "" "Offset the position by the ``noise`` texture. This will make the waves " "curve, so they won't be straight lines completely aligned with the grid." msgstr "" -"通过 ``noise`` 纹理来偏移位置.这将会使波浪成为曲线,所以它们将不会是与网格所对" -"齐的直线." +"通过 ``noise`` 纹理来偏移位置. 这将会使波浪成为曲线, 所以它们将不会是与网格所" +"对齐的直线." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:257 msgid "" @@ -370,9 +375,9 @@ msgid "" "sharp ridge and constrain them to the 0-1 range. And then we subtract it " "from ``1.0`` to put the peak on top." msgstr "" -"用 ``sin()`` 和 ``position`` 定义一个类似波浪的函数.通常 ``sin()`` 波是很圆" -"的.我们使用 ``abs()`` 去将其绝对化,让它有一个尖锐波峰,并将其约束于0-1的范围" -"内.然后我们再从 ``1.0`` 中减去,将峰值放在上方." +"用 ``sin()`` 和 ``position`` 定义一个类似波浪的函数. 通常 ``sin()`` 波是很圆" +"的. 我们使用 ``abs()`` 去将其绝对化, 让它有一个尖锐波峰, 并将其约束于0-1的范" +"围内. 然后我们再从 ``1.0`` 中减去, 将峰值放在上方." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:265 msgid "" @@ -380,24 +385,25 @@ msgid "" "power to sharpen the peaks. Then subtract that from ``1.0`` so that the " "ridges become peaks and raise that to a power to sharpen the ridges." msgstr "" -"将x方向的波乘以y方向的波,并将其提高到使峰值变得尖锐的幂.然后从``1.0``中减去" -"它,使山脊成为山峰,并提高山脊锐化的能力." +"将x方向的波乘以y方向的波, 并将其提高到使峰值变得尖锐的幂. 然后从 ``1.0`` 中减" +"去它, 使山脊成为山峰, 并提高山脊锐化的能力." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:269 msgid "" "We can now replace the contents of our ``height()`` function with ``wave()``." -msgstr "现在我们可以用``wave()``代替``height()``函数的内容." +msgstr "现在我们可以用 ``wave()`` 代替 ``height()`` 函数的内容." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:278 msgid "Using this, you get:" -msgstr "这样一来,你会得到:" +msgstr "这样一来, 你会得到:" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:282 msgid "" "The shape of the sin wave is too obvious. So let's spread the waves out a " "bit. We do this by scaling ``position``." msgstr "" -"正弦曲线的形状太明显了.所以让我们把波型分散一下.我们通过缩放``位置``来实现." +"正弦曲线的形状太明显了. 所以让我们把波型分散一下. 我们通过缩放 ``位置`` 来实" +"现." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:291 msgid "Now it looks much better." @@ -411,15 +417,15 @@ msgid "" "And we are going to multiply the output of the wave to make them shorter or " "taller (amplitude)." msgstr "" -"如果我们将多个波以不同的频率和幅度彼此叠加,则可以做得更好. 这意味着我们将按比" -"例缩放每个位置,以使波形更细或更宽(频率). 我们将乘以波的输出,以使它们变低或变" -"高(振幅)." +"如果我们将多个波以不同的频率和幅度彼此叠加, 则可以做得更好. 这意味着我们将按" +"比例缩放每个位置, 以使波形更细或更宽(频率). 我们将乘以波的输出, 以使它们变低" +"或变高(振幅)." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:300 msgid "" "Here is an example for how you could layer the four waves to achieve nicer " "looking waves." -msgstr "下面以四种波形为例,说明如何将四种波形分层,以达到更漂亮的波形效果." +msgstr "下面以四种波形为例, 说明如何将四种波形分层, 以达到更漂亮的波形效果." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:312 msgid "" @@ -428,16 +434,16 @@ msgid "" "that the amplitudes (the number the result is multiplied by) all add up to " "``1.0``. This keeps the wave in the 0-1 range." msgstr "" -"请注意,我们把时间加到两个上,再从另外两个上减去.这使得波在不同的方向上移动,产" -"生了复杂的效果.还要注意,振幅(结果乘以的数字)全部加起来是``1.0``.这使波浪保持" -"在0-1的范围内." +"请注意, 我们把时间加到两个上, 再从另外两个上减去. 这使得波在不同的方向上移" +"动, 产生了复杂的效果. 还要注意, 振幅(结果乘以的数字)全部加起来是 ``1.0``. 这" +"使波浪保持在0-1的范围内." #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:316 msgid "" "With this code you should end up with more complex looking waves and all you " "had to do was add a bit of math!" msgstr "" -"有了这段代码,你应该可以得到更复杂的波形,而你所要做的只是增加一点数学运算!" +"有了这段代码, 你应该可以得到更复杂的波形, 而你所要做的只是增加一点数学运算!" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:321 msgid "" @@ -447,7 +453,7 @@ msgid "" "`Shading section <toc-learn-features-shading>` and the :ref:`3D <toc-learn-" "features-3d>` sections." msgstr "" -"有关空间着色器的更多信息,请阅读 :ref:`Shading Language " +"有关空间着色器的更多信息, 请阅读 :ref:`Shading Language " "<doc_shading_language>` 文档和 :ref:`Spatial Shaders <doc_spatial_shader>` 文" -"档.也可以看看 :ref:`Shading 部分 <toc-learn-features-shading>` 和 :ref:`3D " +"档. 也可以看看 :ref:`Shading 部分 <toc-learn-features-shading>` 和 :ref:`3D " "<toc-learn-features-3d>` 部分的高级教程." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/index.po index ed284c9e24..f3efb1e7e0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index 05393bd9e4..5e395d2fc8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -30,7 +30,7 @@ msgid "" "Threads are used to balance processing power across CPUs and cores. Godot " "supports multithreading, but not in the whole engine." msgstr "" -"线程是用来平衡各CPU和核心的处理能力.Godot支持多线程,但不是在整个引擎中." +"线程是用来平衡各CPU和核心的处理能力.Godot支持多线程, 但不是在整个引擎中." #: ../../docs/tutorials/threads/thread_safe_apis.rst:12 msgid "" @@ -49,8 +49,8 @@ msgid "" "servers, ensure threaded or thread-safe operation is enabled in the project " "settings!)." msgstr "" -":ref:`Global Scope<class_@GlobalScope>`单例都是线程安全的.支持从线程访问服务" -"器(对于VisualServer和物理服务器,确保在项目设置中启用线程或线程安全操作!)." +":ref:`Global Scope<class_@GlobalScope>` 单例都是线程安全的. 支持从线程访问服" +"务器(对于VisualServer和物理服务器, 确保在项目设置中启用线程或线程安全操作!)." #: ../../docs/tutorials/threads/thread_safe_apis.rst:19 msgid "" @@ -58,8 +58,8 @@ msgid "" "in servers and controls them from threads. Of course, it requires a bit more " "code, as this is used directly and not within the scene tree." msgstr "" -"这使它们成为在服务器中创建数十万个实例并从线程控制它们的代码的理想选择. 当然," -"还需要更多的代码, 因为这是直接使用的而不是嵌入场景树中使用 ." +"这使它们成为在服务器中创建数十万个实例并从线程控制它们的代码的理想选择. 当" +"然, 还需要更多的代码, 因为这是直接使用的而不是嵌入场景树中使用." #: ../../docs/tutorials/threads/thread_safe_apis.rst:22 msgid "Scene tree" @@ -71,8 +71,8 @@ msgid "" "use mutexes when sending data between threads. If you want to call functions " "from a thread, the *call_deferred* function may be used:" msgstr "" -"与活动场景树的交互是线程 **不** 安全的.当在线程之间发送数据时,请确保使用" -"mutexes.如果你想从一个线程调用函数,可以使用 *call_deferred* 函数:" +"与活动场景树的交互是线程 **不** 安全的. 当在线程之间发送数据时, 请确保使用" +"mutexes. 如果你想从一个线程调用函数, 可以使用 *call_deferred* 函数:" #: ../../docs/tutorials/threads/thread_safe_apis.rst:33 msgid "" @@ -80,8 +80,8 @@ msgid "" "active tree is fine. This way, parts of a scene can be built or instantiated " "in a thread, then added in the main thread:" msgstr "" -"但是,可以在激活的场景树外创建场景块(以树形式排列的节点). 这样,可以在线程中构" -"建或实例化部分场景,然后将其添加到主线程中:" +"但是, 可以在激活的场景树外创建场景块(以树形式排列的节点). 这样, 可以在线程中" +"构建或实例化部分场景, 然后将其添加到主线程中:" #: ../../docs/tutorials/threads/thread_safe_apis.rst:42 msgid "" @@ -90,9 +90,9 @@ msgid "" "but you risk resources (which are only loaded once in Godot) tweaked by the " "multiple threads, resulting in unexpected behaviors or crashes." msgstr "" -"不过,只有当您有 **一个** 线程加载数据时,这才真正有用.从多个线程加载或创建场景" -"块可能有效,但你要冒着资源被多线程调整的风险(在Godot中只加载一次),从而导致意外" -"行为或崩溃." +"不过, 只有当您有 **一个** 线程加载数据时, 这才真正有用. 从多个线程加载或创建" +"场景块可能有效, 但你要冒着资源被多线程调整的风险(在Godot中只加载一次), 从而导" +"致意外行为或崩溃." #: ../../docs/tutorials/threads/thread_safe_apis.rst:47 msgid "" @@ -101,13 +101,13 @@ msgid "" "or set in multiple ones. Otherwise, you are safer just using the servers API " "(which is fully thread-safe) directly and not touching scene or resources." msgstr "" -"只有当您\"真正\"知道自己在做什么,并且确信一个资源没有被多个资源使用或设置时," -"才可以使用多个线程来生成场景数据.否则,直接使用服务端的API(它是完全线程安全的)" -"而不接触场景或资源会更安全." +"只有当您 \"真正\" 知道自己在做什么, 并且确信一个资源没有被多个资源使用或设置" +"时, 才可以使用多个线程来生成场景数据. 否则, 直接使用服务端的API(它是完全线程" +"安全的)而不接触场景或资源会更安全." #: ../../docs/tutorials/threads/thread_safe_apis.rst:53 msgid "GDScript arrays, dictionaries" -msgstr "GDScript数组,字典" +msgstr "GDScript数组, 字典" #: ../../docs/tutorials/threads/thread_safe_apis.rst:55 msgid "" @@ -115,8 +115,8 @@ msgid "" "anything that changes the container size (resizing, adding or removing " "elements) requires locking a mutex." msgstr "" -"在GDScript中,可以从多个线程读取和写入元素,但是任何改变容器大小(调整大小,添加" -"或删除元素)的操作都需要锁定互斥." +"在GDScript中, 可以从多个线程读取和写入元素, 但是任何改变容器大小(调整大小, 添" +"加或删除元素)的操作都需要锁定互斥." #: ../../docs/tutorials/threads/thread_safe_apis.rst:58 msgid "Resources" @@ -133,8 +133,8 @@ msgid "" "easiest to use **one** thread for loading and modifying resources, and then " "the main thread for adding them." msgstr "" -"不支持从多个线程修改一个唯一的资源.但是支持处理多个线程上的引用,因此在一个线" -"程上加载资源也是如此,场景、纹理、网格等都可以在一个线程上加载和操作,然后添加" -"到主线程的活动场景中.这里的限制如上所述,必须注意不要同时从多个线程上加载相同" -"的资源,因此最简单的方法是用 **一个** 线程来加载和修改资源,然后用主线程来添加" -"资源." +"不支持从多个线程修改一个唯一的资源. 但是支持处理多个线程上的引用, 因此在一个" +"线程上加载资源也是如此, 场景, 纹理, 网格等都可以在一个线程上加载和操作, 然后" +"添加到主线程的活动场景中. 这里的限制如上所述, 必须注意不要同时从多个线程上加" +"载相同的资源, 因此最简单的方法是用 **一个** 线程来加载和修改资源, 然后用主线" +"程来添加资源." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index 75dd2cdad4..cc1f9176ca 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -29,17 +29,17 @@ msgstr "线程" msgid "" "Threads allow simultaneous execution of code. It allows off-loading work " "from the main thread." -msgstr "线程允许同时执行代码.它允许从主线程卸载工作." +msgstr "线程允许同时执行代码. 它允许从主线程卸载工作." #: ../../docs/tutorials/threads/using_multiple_threads.rst:12 msgid "Godot supports threads and provides many handy functions to use them." -msgstr "Godot支持线程,并提供了许多方便使用的功能." +msgstr "Godot支持线程, 并提供了许多方便使用的功能." #: ../../docs/tutorials/threads/using_multiple_threads.rst:14 msgid "" "If using other languages (C#, C++), it may be easier to use the threading " "classes they support." -msgstr "如果使用其他语言(C#、C++),它们支持的线程类可能会更容易使用." +msgstr "如果使用其他语言(C#, C++), 它们支持的线程类可能会更容易使用." #: ../../docs/tutorials/threads/using_multiple_threads.rst:18 msgid "Creating a Thread" @@ -47,7 +47,7 @@ msgstr "创建线程" #: ../../docs/tutorials/threads/using_multiple_threads.rst:20 msgid "Creating a thread is very simple, just use the following code:" -msgstr "创建一个线程非常简单,只需使用以下代码:" +msgstr "创建一个线程非常简单, 只需使用以下代码:" #: ../../docs/tutorials/threads/using_multiple_threads.rst:46 msgid "" @@ -56,10 +56,10 @@ msgid "" "`Thread.wait_to_finish()<class_Thread_method_wait_to_finish>`, which will " "wait until the thread is done (if not done yet), then properly dispose of it." msgstr "" -"然后,你的函数将在一个单独的线程中运行,直到它返回.即使函数已经返回,线程也必须" -"收集它,所以调用 :ref:`Thread." -"wait_to_finish()<class_Thread_method_wait_to_finish>` ,它将等待线程完成(如果" -"还没有完成),然后妥善处理它." +"然后, 你的函数将在一个单独的线程中运行, 直到它返回. 即使函数已经返回, 线程也" +"必须收集它, 所以调用 :ref:`Thread." +"wait_to_finish()<class_Thread_method_wait_to_finish>` , 它将等待线程完成(如果" +"还没有完成), 然后妥善处理它." #: ../../docs/tutorials/threads/using_multiple_threads.rst:52 msgid "Mutexes" @@ -72,8 +72,8 @@ msgid "" "`doc_thread_safe_apis` documentation to understand which engine APIs support " "multiple thread access." msgstr "" -"并不总是支持从多个线程访问对象或数据(如果你这样做,会导致意外行为或崩溃).请阅" -"读 :ref:`doc_thread_safe_apis` 文档,了解哪些引擎API支持多线程访问." +"并不总是支持从多个线程访问对象或数据(如果你这样做, 会导致意外行为或崩溃). 请" +"阅读 :ref:`doc_thread_safe_apis` 文档, 了解哪些引擎API支持多线程访问." #: ../../docs/tutorials/threads/using_multiple_threads.rst:59 msgid "" @@ -83,9 +83,9 @@ msgid "" "CPU cores when modified. Always use a :ref:`Mutex<class_Mutex>` when " "accessing a piece of data from different threads." msgstr "" -"在处理自己的数据或调用自己的函数时,通常情况下,尽量避免从不同的线程直接访问相" -"同的数据.你可能会遇到同步问题,因为数据被修改后,CPU核之间并不总是更新.当从不同" -"线程访问一个数据时,一定要使用 :ref:`Mutex<class_Mutex>` ." +"在处理自己的数据或调用自己的函数时, 通常情况下, 尽量避免从不同的线程直接访问" +"相同的数据. 你可能会遇到同步问题, 因为数据被修改后,CPU核之间并不总是更新. 当" +"从不同线程访问一个数据时, 一定要使用 :ref:`Mutex<class_Mutex>` ." #: ../../docs/tutorials/threads/using_multiple_threads.rst:65 msgid "" @@ -95,10 +95,10 @@ msgid "" "unlock()<class_Mutex_method_unlock>`, the other threads will be allowed to " "proceed with the lock (but only one at a time)." msgstr "" -"当调用 :ref:`Mutex.lock()<class_Mutex_method_lock>` 时,一个线程确保所有其他线" -"程如果试图 *锁* 同一个mutex,就会被阻塞(进入暂停状态).当通过调用 :ref:`Mutex." -"unlock()<class_Mutex_method_unlock>` 来解锁该mutex时,其他线程将被允许继续锁定" -"(但每次只能锁定一个)." +"当调用 :ref:`Mutex.lock()<class_Mutex_method_lock>` 时, 一个线程确保所有其他" +"线程如果试图 *锁* 同一个mutex, 就会被阻塞(进入暂停状态). 当通过调用 :ref:" +"`Mutex.unlock()<class_Mutex_method_unlock>` 来解锁该mutex时, 其他线程将被允许" +"继续锁定(但每次只能锁定一个)." #: ../../docs/tutorials/threads/using_multiple_threads.rst:71 msgid "Here is an example of using a Mutex:" @@ -116,10 +116,10 @@ msgid "" "wait()<class_Semaphore_method_wait>` is used in the thread to suspend it " "until some data arrives." msgstr "" -"有时你希望你的线程能 \"按需 \"工作.换句话说,告诉它什么时候工作,让它在不工作的" -"时候暂停.为此,可以使用 :ref:`Semaphores<class_Semaphore>` .线程中使用函数 :" -"ref:`Semaphore.wait()<class_Semaphore_method_wait>` 来暂停它的工作,直到有数据" -"到达." +"有时你希望你的线程能 \"按需\" 工作. 换句话说, 告诉它什么时候工作, 让它在不工" +"作的时候暂停. 为此, 可以使用 :ref:`Semaphores<class_Semaphore>` . 线程中使用" +"函数 :ref:`Semaphore.wait()<class_Semaphore_method_wait>` 来暂停它的工作, 直" +"到有数据到达." #: ../../docs/tutorials/threads/using_multiple_threads.rst:114 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index 12fde434bb..8292b6a3e0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,8 +31,8 @@ msgid "" "DOF, and SSAO. Sometimes you want to write your own custom effect. Here's " "how you can do so." msgstr "" -"Godot提供许多开箱即用的后期处理效果,包括Bloom、DOF和SSAO.有时你想编写自己的自" -"定义效果.下面介绍如何做到这一点." +"Godot提供许多开箱即用的后期处理效果, 包括Bloom, DOF和SSAO. 有时你想编写自己的" +"自定义效果. 下面介绍如何做到这一点." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:12 msgid "" @@ -42,7 +42,7 @@ msgid "" "`ViewportTexture <class_ViewportTexture>` and show it on the screen." msgstr "" "后处理效果是在Godot渲染后应用于帧的着色器. 首先想要将场景渲染为 :ref:" -"`Viewport <class_Viewport>`,然后在 :ref:`ViewportTexture " +"`Viewport <class_Viewport>`, 然后在 :ref:`ViewportTexture " "<class_ViewportTexture>` 中渲染 ``Viewport`` 并在屏幕上显示它." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:16 @@ -53,7 +53,7 @@ msgid "" "Tutorial <doc_screen-reading_shaders>` first." msgstr "" "实现自定义后处理着色器的最简单方法是使用Godot的内置功能从屏幕纹理中读取. 如果" -"您不熟悉这个,您应该先阅读 :ref:`屏幕阅读着色器教程<doc_screen-" +"您不熟悉这个, 您应该先阅读 :ref:`屏幕阅读着色器教程 <doc_screen-" "reading_shaders>` ." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:22 @@ -63,8 +63,8 @@ msgid "" "to normals or other render passes. You only have access to the rendered " "frame." msgstr "" -"在撰写本文时,Godot不支持同时对多个缓冲区进行渲染.处理之后着色器将无法访问法线" -"或其他渲染通道.你只能访问已渲染的帧." +"在撰写本文时,Godot不支持同时对多个缓冲区进行渲染. 处理之后着色器将无法访问法" +"线或其他渲染通道. 你只能访问已渲染的帧." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:27 msgid "Single pass post-processing" @@ -77,9 +77,9 @@ msgid "" "<class_ViewportContainer>` to display your ``Viewport`` on the entire screen " "or inside another :ref:`Control <class_Control>` node." msgstr "" -"您需要一个 ``Viewport`` 来渲染场景,一个场景在屏幕上渲染您的 ``Viewport`` . 您" -"可以使用 :ref:`ViewportContainer <class_ViewportContainer>` 在整个屏幕上或另" -"一个屏幕内显示您的 ``Viewport`` :ref:`Control <class_Control>` 节点." +"您需要一个 ``Viewport`` 来渲染场景, 一个场景在屏幕上渲染您的 ``Viewport`` . " +"您可以使用 :ref:`ViewportContainer <class_ViewportContainer>` 在整个屏幕上或" +"另一个屏幕内显示您的 ``Viewport`` :ref:`Control <class_Control>` 节点." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:36 msgid "" @@ -87,7 +87,7 @@ msgid "" "including the framerate, and you can use the ``ViewportContainer`` to render " "3D objects in a 2D scene." msgstr "" -"使用 ``Viewport`` 进行渲染可以控制场景的渲染方式,包括帧率,你可以使用 " +"使用 ``Viewport`` 进行渲染可以控制场景的渲染方式, 包括帧率, 你可以使用 " "``ViewportContainer`` 来渲染2D场景中的3D对象." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:40 @@ -96,8 +96,8 @@ msgid "" "``ViewportContainer`` and finally a ``Viewport``. Your **Scene** tab should " "look like this:" msgstr "" -"在这个演示中,我们将使用一个 :ref:`Node2D <class_Node2D>` 与一个 " -"``ViewportContainer`` 和一个 ``Viewport`` .你的 **Scene** 选项卡应该看起来像" +"在这个演示中, 我们将使用一个 :ref:`Node2D <class_Node2D>` 与一个 " +"``ViewportContainer`` 和一个 ``Viewport`` . 你的 **Scene** 选项卡应该看起来像" "这样:" #: ../../docs/tutorials/viewports/custom_postprocessing.rst:45 @@ -105,8 +105,8 @@ msgid "" "Inside the ``Viewport``, you can have whatever you want. This will contain " "your main scene. For this tutorial, we will use a field of random boxes:" msgstr "" -"在 ``Viewport`` 内,你可以有任何你想要的东西.这将包含你的主场景.在本教程中,我" -"们将使用一个随机盒子的领域:" +"在 ``Viewport`` 内, 你可以有任何你想要的东西. 这将包含你的主场景. 在本教程" +"中, 我们将使用一个随机盒子的领域:" #: ../../docs/tutorials/viewports/custom_postprocessing.rst:50 msgid "" @@ -115,7 +115,7 @@ msgid "" "access your rendered ``Viewport`` with the built-in ``TEXTURE`` uniform." msgstr "" "添加一个新的 :ref:`ShaderMaterial <class_ShaderMaterial>` 到 " -"``ViewportContainer`` ,并给它分配一个新的着色器资源.你可以通过内置的 " +"``ViewportContainer`` , 并给它分配一个新的着色器资源. 你可以通过内置的 " "``TEXTURE`` 制式来访问你渲染好的 ``Viewport`` ." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:55 @@ -124,12 +124,12 @@ msgid "" "will need to create your own uniform in the shader and pass the ``Viewport`` " "texture in manually, like so:" msgstr "" -"你可以选择不使用 ``ViewportContainer`` ,但如果这样做,将需要在着色器中创建你自" -"己的uniform,并手动传递 ``Viewport`` 纹理,像这样:" +"你可以选择不使用 ``ViewportContainer`` , 但如果这样做, 将需要在着色器中创建你" +"自己的uniform, 并手动传递 ``Viewport`` 纹理, 像这样:" #: ../../docs/tutorials/viewports/custom_postprocessing.rst:64 msgid "And you can pass the texture into the shader from GDScript like so:" -msgstr "您可以将纹理从GDScript传递到着色器中,如下所示:" +msgstr "您可以将纹理从GDScript传递到着色器中, 如下所示:" #: ../../docs/tutorials/viewports/custom_postprocessing.rst:72 msgid "" @@ -137,7 +137,7 @@ msgid "" "detection filter, a `Sobel filter <https://en.wikipedia.org/wiki/" "Sobel_operator>`_." msgstr "" -"将以下代码复制到着色器. 上面的代码是单通道边缘检测滤波器, `Sobel滤波器 " +"将以下代码复制到着色器. 上面的代码是单通道边缘检测滤波器, `Sobel 滤波器 " "<https://en.wikipedia.org/wiki/Sobel_operator>`_ ." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:94 @@ -149,10 +149,10 @@ msgid "" "You can use different kernels to create edge detection filters, outlines, " "and all sorts of effects." msgstr "" -"Sobel滤波器读取当前像素周围9x9网格中的像素,并使用权重将它们加在一起. 令人感兴" -"趣的是它为每个像素分配权重; 围绕中心的八个中的每一个都是+1,对于中心像素是-8. " -"权重的选择称为\"核心\". 您可以使用不同的内核来创建边缘检测过滤器,轮廓和各种效" -"果." +"Sobel滤波器读取当前像素周围9x9网格中的像素, 并使用权重将它们加在一起. 令人感" +"兴趣的是它为每个像素分配权重; 围绕中心的八个中的每一个都是+1, 对于中心像素" +"是-8. 权重的选择称为 \"核心\". 您可以使用不同的内核来创建边缘检测过滤器, 轮廓" +"和各种效果." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:102 msgid "Multi-pass post-processing" @@ -165,9 +165,9 @@ msgid "" "a multipass material, each pass takes the result from the previous pass as " "an input and processes it." msgstr "" -"像模糊这样的后处理效果是资源密集型的. 但是如果您在多次通过中将它们分解,您可以" -"让它们运行得更快. 在多通道材质中,每次传递都将前一次传递的结果作为输入并对其进" -"行处理." +"像模糊这样的后处理效果是资源密集型的. 但是如果您在多次通过中将它们分解, 您可" +"以让它们运行得更快. 在多通道材质中, 每次传递都将前一次传递的结果作为输入并对" +"其进行处理." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:108 msgid "" @@ -178,11 +178,11 @@ msgid "" "``Viewport`` into another and then rendering the last ``Viewport`` into the " "root ``Viewport``." msgstr "" -"为了制作一个多通道的后期处理着色器,你可以将 ``Viewport`` 节点堆叠起来.在上面" -"的例子中,通过一个 ``ViewportContainer`` 节点,将一个 ``Viewport`` 对象的内容渲" -"染到根 ``Viewport`` .通过将一个 ``Viewport`` 的内容渲染到另一个 ``Viewport`` " -"中,然后将最后一个 ``Viewport`` 渲染到根 ``Viewport`` 中,对一个多通道着色器做" -"相同的操作." +"为了制作一个多通道的后期处理着色器, 你可以将 ``Viewport`` 节点堆叠起来. 在上" +"面的例子中, 通过一个 ``ViewportContainer`` 节点, 将一个 ``Viewport`` 对象的内" +"容渲染到根 ``Viewport`` . 通过将一个 ``Viewport`` 的内容渲染到另一个 " +"``Viewport`` 中, 然后将最后一个 ``Viewport`` 渲染到根 ``Viewport`` 中, 对一个" +"多通道着色器做相同的操作." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:113 msgid "Your scene hierarchy will look something like this:" @@ -194,8 +194,8 @@ msgid "" "passes matters for your shaders, make sure that you assign the shader you " "want to apply first to the lowest ``ViewportContainer`` in the tree." msgstr "" -"Godot将首先渲染底部的 ``Viewport`` 节点. 因此,如果遍历的顺序对着色器很重要,请" -"确保将要首先应用的着色器指定给树中最低的 ``ViewportContainer`` ." +"Godot将首先渲染底部的 ``Viewport`` 节点. 因此, 如果遍历的顺序对着色器很重要, " +"请确保将要首先应用的着色器指定给树中最低的 ``ViewportContainer`` ." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:123 msgid "" @@ -203,14 +203,14 @@ msgid "" "this. You just need to use two Viewports and to render them one after the " "other." msgstr "" -"您也可以单独渲染视区,而不必像这样嵌套它们. 您只需要使用两个视区并一个接一个地" -"渲染它们." +"您也可以单独渲染视区, 而不必像这样嵌套它们. 您只需要使用两个视区并一个接一个" +"地渲染它们." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:126 msgid "" "Apart from the node structure, the steps are the same as with the single-" "pass post-processing shader." -msgstr "除了节点结构外,其步骤与单通道后期处理着色器相同." +msgstr "除了节点结构外, 其步骤与单通道后期处理着色器相同." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:128 msgid "" @@ -219,19 +219,19 @@ msgid "" "`ViewportContainers <class_ViewportContainer>`. The order in which you apply " "the shaders does not matter:" msgstr "" -"例如,您可以通过将以下代码段附加到以下每个代码来编写全屏高斯模糊效果 :ref:" +"例如, 您可以通过将以下代码段附加到以下每个代码来编写全屏高斯模糊效果 :ref:" "`ViewportContainers <class_ViewportContainer>`. 应用着色器的顺序无关紧要:" #: ../../docs/tutorials/viewports/custom_postprocessing.rst:168 msgid "" "Using the above code, you should end up with a full screen blur effect like " "below." -msgstr "使用上面的代码,您应该得到如下所示的全屏模糊效果." +msgstr "使用上面的代码, 您应该得到如下所示的全屏模糊效果." #: ../../docs/tutorials/viewports/custom_postprocessing.rst:172 msgid "" "For more information on how ``Viewport`` nodes work, see the :ref:`Viewports " "Tutorial <doc_viewports>`." msgstr "" -"有关 ``Viewport`` 节点如何工作的更多信息,请参阅 :ref:`Viewports Tutorial " +"有关 ``Viewport`` 节点如何工作的更多信息, 请参阅 :ref:`Viewports Tutorial " "<doc_viewports>` ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po index e936f10ff0..249ea6102e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 8aa5f49c70..468d024522 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -32,9 +32,9 @@ msgid "" "less straightforward, as most screen aspect ratios are 16:9 and resolutions " "are standard (720p, 1080p, 1440p, 4K, …)." msgstr "" -"开发人员经常会遇到麻烦,不知道如何在他们的游戏中最好地支持多种分辨率.对于桌面" -"和控制台游戏,这或多或少是简单的,因为大多数屏幕长宽比是16:9,分辨率是标准的" -"720p、1080p、1440p、4K,......." +"开发人员经常会遇到麻烦, 不知道如何在他们的游戏中最好地支持多种分辨率. 对于桌" +"面和控制台游戏, 这或多或少是简单的, 因为大多数屏幕长宽比是16:9, 分辨率是标准" +"的720p, 1080p, 1440p, 4K,......." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:14 msgid "" @@ -43,9 +43,9 @@ msgid "" "the pixel density; most developers had to supply assets in default and " "double resolutions." msgstr "" -"对于手机游戏来说,起初,这很容易.许多年来,iPhone和iPad使用相同的分辨率.当实行 " -"*Retina* 后,他们只是将像素密度提高了一倍;大多数开发商不得不以默认和双倍的分" -"辨率提供资产." +"对于手机游戏来说, 起初, 这很容易. 许多年来,iPhone和iPad使用相同的分辨率. 当实" +"行 *Retina* 后, 他们只是将像素密度提高了一倍;大多数开发商不得不以默认和双倍" +"的分辨率提供资产." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:19 msgid "" @@ -53,8 +53,8 @@ msgid "" "screen sizes, densities, and aspect ratios. Non-conventional sizes are also " "becoming increasingly popular, such as ultrawide displays." msgstr "" -"如今,情况已不再如此,因为有很多不同的屏幕尺寸、密度和长宽比.非传统的尺寸也越来" -"越受欢迎,如超宽显示屏." +"如今, 情况已不再如此, 因为有很多不同的屏幕尺寸, 密度和长宽比. 非传统的尺寸也" +"越来越受欢迎, 如超宽显示屏." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:23 msgid "" @@ -64,17 +64,17 @@ msgid "" "reason one may want to support this, in this case, is for *performance* " "reasons (running in lower resolution to increase frames per second)." msgstr "" -"对于3D游戏来说,没有太大的必要支持多种分辨率(从审美角度来看).3D几何图形将根据" -"视场填充屏幕,而不考虑长宽比.在这种情况下,人们可能想要支持的主要原因是为了 *性" -"能* 的原因(以较低的分辨率运行以增加每秒的帧数)." +"对于3D游戏来说, 没有太大的必要支持多种分辨率(从审美角度来看).3D几何图形将根据" +"视场填充屏幕, 而不考虑长宽比. 在这种情况下, 人们可能想要支持的主要原因是为了 " +"*性能* 的原因(以较低的分辨率运行以增加每秒的帧数)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:29 msgid "" "For 2D and game UIs, this is a different matter, as art needs to be created " "using specific pixel sizes in software such as Photoshop, GIMP or Krita." msgstr "" -"对于2D和游戏UI,这是一个不同的问题,因为设计需要在Photoshop、GIMP或Krita等软件" -"中使用特定的像素尺寸来创建." +"对于2D和游戏UI, 这是一个不同的问题, 因为设计需要在Photoshop, GIMP或Krita等软" +"件中使用特定的像素尺寸来创建." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:32 msgid "" @@ -82,8 +82,8 @@ msgid "" "much, it is no longer possible to design UIs for every specific screen. " "Another method must be used." msgstr "" -"由于布局、长宽比、分辨率和像素密度会有很大的变化,因此不再可能为每个特定的屏幕" -"设计UI.必须使用另一种方法." +"由于布局, 长宽比, 分辨率和像素密度会有很大的变化, 因此不再可能为每个特定的屏" +"幕设计UI. 必须使用另一种方法." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:37 msgid "One size fits all" @@ -97,10 +97,10 @@ msgid "" "<https://developer.android.com/about/dashboards>`_ online, and for desktop, " "Steam `also does <https://store.steampowered.com/hwsurvey/>`_." msgstr "" -"最常见的方法是使用一个单一的 *基础* 分辨率,然后将其适用于其他所有情况.这个分" -"辨率是大多数玩家预期的玩游戏的方式,鉴于他们的硬件.对于移动设备,谷歌在网上有有" -"用的 `统计资料<https://developer.android.com/about/dashboards>`__ ,对于桌面设" -"备,Steam `也有<https://store.steampowered.com/hwsurvey/>`__ ." +"最常见的方法是使用一个单一的 *基础* 分辨率, 然后将其适用于其他所有情况. 这个" +"分辨率是大多数玩家预期的玩游戏的方式, 鉴于他们的硬件. 对于移动设备, 谷歌在网" +"上有有用的 `统计资料 <https://developer.android.com/about/dashboards>`__ , 对" +"于桌面设备,Steam `也有 <https://store.steampowered.com/hwsurvey/>`__ ." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:45 msgid "" @@ -108,8 +108,8 @@ msgid "" "is 1920×1080, so a sensible approach is to develop a game for this " "resolution, then handle scaling for different sizes and aspect ratios." msgstr "" -"举个例子,Steam显示最常见的 *主要显示分辨率是* 1920×1080,所以明智的做法是为这" -"个分辨率开发一个游戏,然后处理不同尺寸和长宽比的缩放." +"举个例子,Steam显示最常见的 *主要显示分辨率是* 1920×1080, 所以明智的做法是为这" +"个分辨率开发一个游戏, 然后处理不同尺寸和长宽比的缩放." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:49 msgid "Godot provides several useful tools to do this easily." @@ -133,9 +133,9 @@ msgid "" "in the editor. This setting corresponds directly to the size of the blue " "rectangle in the 2D editor." msgstr "" -"然而,它的作用并不完全明显; 引擎将 *不* 尝试将显示器切换到此分辨率. 相反,将此" -"设置视为\"设计大小\",即您在编辑器中使用的区域的大小. 此设置直接对应于2D编辑器" -"中蓝色矩形的大小." +"然而, 它的作用并不完全明显; 引擎将 *不* 尝试将显示器切换到此分辨率. 相反, 将" +"此设置视为 \"设计大小\", 即您在编辑器中使用的区域的大小. 此设置直接对应于2D编" +"辑器中蓝色矩形的大小." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:65 msgid "" @@ -155,10 +155,10 @@ msgid "" "the game crashes. This is especially common on macOS or Linux which don't " "handle resolution changes as well as Windows." msgstr "" -"Godot遵循了现代多种分辨率的方法.引擎永远不会自行改变显示器的分辨率.虽然改变显" -"示器的分辨率是最有效的方法,但这也是最不可靠的方法,因为如果游戏崩溃,它可能会让" -"显示器卡在一个低分辨率上.这在macOS或Linux上很常见,因为它们对分辨率变化的处理" -"不如Windows." +"Godot遵循了现代多种分辨率的方法. 引擎永远不会自行改变显示器的分辨率. 虽然改变" +"显示器的分辨率是最有效的方法, 但这也是最不可靠的方法, 因为如果游戏崩溃, 它可" +"能会让显示器卡在一个低分辨率上. 这在macOS或Linux上很常见, 因为它们对分辨率变" +"化的处理不如Windows." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:79 msgid "" @@ -166,8 +166,8 @@ msgid "" "developer over filtering and aspect ratio stretching, which can be important " "to ensure correct display for pixel art games." msgstr "" -"更改显示器的分辨率还会取消游戏开发者对过滤和纵横比拉伸的控制,这对于确保像素游" -"戏的正确显示画面非常重要." +"更改显示器的分辨率还会取消游戏开发者对过滤和纵横比拉伸的控制, 这对于确保像素" +"游戏的正确显示画面非常重要." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:83 msgid "" @@ -175,8 +175,8 @@ msgid "" "out of a game much slower since the monitor has to change resolutions every " "time this is done." msgstr "" -"最重要的是,更改显示器的分辨率会使游戏的Alt-Tab键切换速度变慢,因为每次切换时显" -"示器都必须更改分辨率." +"最重要的是, 更改显示器的分辨率会使游戏的Alt-Tab键切换速度变慢, 因为每次切换时" +"显示器都必须更改分辨率." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:88 msgid "Resizing" @@ -192,8 +192,8 @@ msgid "" "(scenes loaded are instanced as a child of it, and it can always be accessed " "by calling ``get_tree().get_root()`` or ``get_node(\"/root\")``)." msgstr "" -"市面上有着各种各样的设备, 拥有各种类型的屏幕, 依次有着不同的像素密度和分辨率." -"处理所有的类型工作量巨大, 所以Godot试图让开发者的生活变得更简单. :ref:" +"市面上有着各种各样的设备, 拥有各种类型的屏幕, 依次有着不同的像素密度和分辨" +"率. 处理所有的类型工作量巨大, 所以Godot试图让开发者的生活变得更简单. :ref:" "`Viewport <class_Viewport>` 节点提供了几个处理大小调整的函数, 而场景树的根节" "点始终是一个Viewport (场景将作为它的子节点被实例化, 并且始终可以通过调用 " "``get_tree().get_root()`` 或 ``get_node(\"/root\")`` 来访问它." @@ -206,7 +206,7 @@ msgid "" "settings to handle multiple resolutions." msgstr "" "在任何情况下, 虽然更改 ``根视区`` 的参数可能是解决问题的最灵活方法, 但这样做" -"的可能包含大量工作、大量代码和大量推测过程, 因此Godot在 ``项目设置`` 中提供了" +"的可能包含大量工作, 大量代码和大量推测过程, 因此Godot在 ``项目设置`` 中提供了" "一组简单的参数来处理多分辨率问题." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:105 @@ -217,7 +217,7 @@ msgstr "拉伸设置" msgid "" "Stretch settings are located in the project settings and provide several " "options:" -msgstr "拉伸设置位于项目设置中,提供了几个选项:" +msgstr "拉伸设置位于项目设置中, 提供了几个选项:" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:112 msgid "Stretch Mode" @@ -236,8 +236,8 @@ msgid "" "size, covers the entire viewport, and a diagonal :ref:`Line2D " "<class_Line2D>` is added on top of it:" msgstr "" -"下面的动画使用仅16×9像素的\"基本大小\"来演示不同拉伸模式的效果. 单个精灵,大小" -"也是16×9像素,覆盖整个视区,并在其上添加一个对角线 :ref:`Line2D " +"下面的动画使用仅16×9像素的 \"基本大小\" 来演示不同拉伸模式的效果. 单个精灵, " +"大小也是16×9像素, 覆盖整个视区, 并在其上添加一个对角线 :ref:`Line2D " "<class_Line2D>` :" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:129 @@ -246,15 +246,16 @@ msgid "" "the scene corresponds to one pixel on the screen. In this mode, the " "**Stretch Aspect** setting has no effect." msgstr "" -"**Stretch Mode = Disabled** (默认).不发生拉伸.场景中的一个单位对应于屏幕上的" -"一个像素.在这种模式下, **Stretch Aspect** 设置没有效果." +"**Stretch Mode = Disabled** (默认). 不发生拉伸. 场景中的一个单位对应于屏幕上" +"的一个像素. 在这种模式下, **Stretch Aspect** 设置没有效果." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:133 msgid "" "This is a good option if you want full control over every screen pixel, and " "is probably the best option for 3D games." msgstr "" -"如果您想要完全控制每个屏幕像素,这是一个不错的选择,并且可能是3D游戏的最佳选择." +"如果您想要完全控制每个屏幕像素, 这是一个不错的选择, 并且可能是3D游戏的最佳选" +"择." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:138 msgid "" @@ -265,10 +266,10 @@ msgid "" "unaffected, while in 2D, there is no longer a 1:1 correspondence between " "sprite pixels and screen pixels, which may result in scaling artifacts." msgstr "" -"**Stretch Mode = 2D**: 在这种模式下,项目设置中的display/width和display/height" -"所指定的尺寸被拉伸到覆盖整个屏幕(考虑到 **Stretch Aspect** 设置).这意味着所有" -"的东西都直接在目标分辨率下进行渲染.3D基本上不受影响,而在2D中,精灵像素和屏幕像" -"素之间不再有1:1的对应关系,这可能会导致缩放的伪影." +"**Stretch Mode = 2D** : 在这种模式下, 项目设置中的display/width和display/" +"height所指定的尺寸被拉伸到覆盖整个屏幕(考虑到 **Stretch Aspect** 设置). 这意" +"味着所有的东西都直接在目标分辨率下进行渲染.3D基本上不受影响, 而在2D中, 精灵像" +"素和屏幕像素之间不再有1:1的对应关系, 这可能会导致缩放的伪影." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:146 msgid "" @@ -276,7 +277,7 @@ msgid "" "and does not require pixel-perfect rendering. Consider enabling texture " "filtering and mipmapping on your 2D textures and fonts." msgstr "" -"如果您的2D图稿具有足够高的分辨率并且不需要像素完美渲染,那么这是一个不错的选" +"如果您的2D图稿具有足够高的分辨率并且不需要像素完美渲染, 那么这是一个不错的选" "择. 考虑在2D纹理和字体上启用纹理过滤和mipmapping." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:153 @@ -287,17 +288,17 @@ msgid "" "rendered to this viewport first. Finally, this viewport is scaled to fit the " "screen (taking the **Stretch Aspect** setting into account)." msgstr "" -"**Stretch Mode = Viewport**: 视窗缩放意味着根 :ref:`Viewport " +"**Stretch Mode = Viewport** : 视窗缩放意味着根 :ref:`Viewport " "<class_Viewport>` 的尺寸被精确地设置为在项目设置的 **Display** 部分指定的基本" -"尺寸.场景首先被渲染到这个视窗.最后,这个视窗被缩放以适应屏幕(考虑 **Stretch " -"Aspect** 的设置)." +"尺寸. 场景首先被渲染到这个视窗. 最后, 这个视窗被缩放以适应屏幕(考虑 " +"**Stretch Aspect** 的设置)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:160 msgid "" "This mode is useful when working with pixel-precise games, or for the sake " "of rendering to a lower resolution to improve performance." msgstr "" -"在精确处理像素的游戏或者为了渲染到较低的分辨率以提高性能时,这种模式很有用." +"在精确处理像素的游戏或者为了渲染到较低的分辨率以提高性能时, 这种模式很有用." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:166 msgid "Stretch Aspect" @@ -308,8 +309,8 @@ msgid "" "The second setting is the stretch aspect. Note that this only takes effect " "if **Stretch Mode** is set to something other than **Disabled**." msgstr "" -"第二个设置是拉伸纵横比.请注意,只有在 **Stretch Mode** 被设置为 **Disabled** " -"以外的情况下,这才会生效." +"第二个设置是拉伸纵横比. 请注意, 只有在 **Stretch Mode** 被设置为 " +"**Disabled** 以外的情况下, 这才会生效." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:171 msgid "" @@ -318,9 +319,9 @@ msgid "" "part of your scene, and can be drawn to. The gray areas correspond to the " "region outside the blue frame you see in the 2D editor." msgstr "" -"在下面的动画中,您会注意到灰色和黑色区域. 黑色区域由引擎添加,无法绘制. 灰色区" -"域是场景的一部分,可以绘制. 灰色区域对应于您在2D编辑器中看到的蓝色框架外的区" -"域." +"在下面的动画中, 您会注意到灰色和黑色区域. 黑色区域由引擎添加, 无法绘制. 灰色" +"区域是场景的一部分, 可以绘制. 灰色区域对应于您在2D编辑器中看到的蓝色框架外的" +"区域." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:176 msgid "" @@ -329,9 +330,9 @@ msgid "" "fill the screen, even if it's wider or narrower. This may result in " "nonuniform stretching: things looking wider or taller than designed." msgstr "" -"**Stretch Aspect = Ignore**: 在拉伸屏幕时忽略长宽比.这意味着原始分辨率将被拉" -"伸以完全填满屏幕,即使它更宽或更窄.这可能会导致不均匀的拉伸,事物看起来比设计的" -"更宽或更高." +"**Stretch Aspect = Ignore** : 在拉伸屏幕时忽略长宽比. 这意味着原始分辨率将被" +"拉伸以完全填满屏幕, 即使它更宽或更窄. 这可能会导致不均匀的拉伸, 事物看起来比" +"设计的更宽或更高." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:184 msgid "" @@ -340,16 +341,17 @@ msgid "" "screen resolution, and black bars will be added to the top/bottom of the " "screen (\"letterboxing\") or the sides (\"pillarboxing\")." msgstr "" -"**Stretch Aspect = Keep**: 在拉伸屏幕的时候保持长宽比.这意味着无论屏幕分辨率" -"如何,视窗都会保留原来的尺寸,黑条会被添加到屏幕的顶部或底部(\"宽屏模式\")或侧" -"面(\"竖屏模式\")." +"**Stretch Aspect = Keep** : 在拉伸屏幕的时候保持长宽比. 这意味着无论屏幕分辨" +"率如何, 视窗都会保留原来的尺寸, 黑条会被添加到屏幕的顶部或底部(\"宽屏模式 \")" +"或侧面(\" 竖屏模式\")." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:190 msgid "" "This is a good option if you know the aspect ratio of your target devices in " "advance, or if you don't want to handle different aspect ratios." msgstr "" -"如果您事先知道目标设备的宽高比,或者您不想处理不同的宽高比,这是一个不错的选择." +"如果您事先知道目标设备的宽高比, 或者您不想处理不同的宽高比, 这是一个不错的选" +"择." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:196 msgid "" @@ -360,16 +362,16 @@ msgid "" "content will be visible to the bottom). You can also think of this as " "\"Expand Vertically\"." msgstr "" -"**Stretch Aspect = Keep Width**: 在拉伸屏幕时保持长宽比.如果屏幕比基本尺寸宽," -"则会在左右两边添加黑条(竖屏模式).但如果屏幕比基本分辨率高,视窗将在垂直方向上" -"增长(更多的内容将在底部可见).你也可以把它看作是 \"垂直扩展\" ." +"**Stretch Aspect = Keep Width** : 在拉伸屏幕时保持长宽比. 如果屏幕比基本尺寸" +"宽, 则会在左右两边添加黑条(竖屏模式). 但如果屏幕比基本分辨率高, 视窗将在垂直" +"方向上增长(更多的内容将在底部可见). 你也可以把它看作是 \"垂直扩展\" ." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:203 msgid "" "This is usually the best option for creating GUIs or HUDs that scale, so " "some controls can be anchored to the bottom (:ref:`doc_size_and_anchors`)." msgstr "" -"这通常是创建可扩展的GUI或HUD的最佳选择,因此一些控件可以锚定到底部( :ref:" +"这通常是创建可扩展的GUI或HUD的最佳选择, 因此一些控件可以锚定到底部( :ref:" "`doc_size_and_anchors`)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:209 @@ -381,9 +383,9 @@ msgid "" "content will be visible to the right). You can also think of this as " "\"Expand Horizontally\"." msgstr "" -"**Stretch Aspect = Keep Height**: 在拉伸屏幕时保持长宽比.如果屏幕比基本尺寸" -"高,则会在顶部和底部添加黑条(宽屏模式).但如果屏幕比基本分辨率宽,视窗将在水平方" -"向上增长(更多的内容将在右边可见).你也可以把它看作是 \"水平扩展\" ." +"**Stretch Aspect = Keep Height** : 在拉伸屏幕时保持长宽比. 如果屏幕比基本尺寸" +"高, 则会在顶部和底部添加黑条(宽屏模式). 但如果屏幕比基本分辨率宽, 视窗将在水" +"平方向上增长(更多的内容将在右边可见). 你也可以把它看作是 \"水平扩展\" ." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:216 msgid "" @@ -399,9 +401,9 @@ msgid "" "the screen is wider than the base size) or in the vertical direction (if the " "screen is taller than the original size)." msgstr "" -"**Stretch Aspect = Expand**: 在拉伸屏幕时保持长宽比,但既不保持基本宽度也不保" -"持高度.根据屏幕的长宽比,视窗将在水平方向(如果屏幕比基本尺寸宽)或垂直方向上变" -"大(如果屏幕比原始尺寸高)." +"**Stretch Aspect = Expand** : 在拉伸屏幕时保持长宽比, 但既不保持基本宽度也不" +"保持高度. 根据屏幕的长宽比, 视窗将在水平方向(如果屏幕比基本尺寸宽)或垂直方向" +"上变大(如果屏幕比原始尺寸高)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:232 msgid "" @@ -412,12 +414,18 @@ msgid "" "and landscape mode, use 720×720 as the project's base window size in the " "Project Settings." msgstr "" +"为了以类似的自动确定的比例系数支持纵向和横向模式,请将您的项目的基本分辨率设" +"置为 *方形* (1:1长宽比)而不是矩形。例如,如果你希望以1280×720为基本分辨率进" +"行设计,但又希望同时支持纵向和横向模式,那么在项目设置中使用720×720作为项目的" +"基本窗口尺寸。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:239 msgid "" "To allow the user to choose their preferred screen orientation at run-time, " "remember to set **Display > Window > Handheld > Orientation** to ``sensor``." msgstr "" +"为了让用户在运行时选择自己喜欢的屏幕方向,记得将**Display > Window > " +"Handheld > Orientation** 设置为 ``sensor`` (传感器)." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:243 msgid "Stretch Shrink" @@ -430,7 +438,7 @@ msgid "" "means that no scaling occurs." msgstr "" "**Shrink** 设置允许你在上面的 **Stretch** 选项已经提供的基础上增加一个额外的" -"缩放系数.默认值为1意味着不发生缩放." +"缩放系数. 默认值为1意味着不发生缩放." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:249 msgid "" @@ -438,8 +446,8 @@ msgid "" "**Disabled**, each unit in your scene will correspond to 4×4 pixels on the " "screen." msgstr "" -"例如,如果你将 **Shrink** 设置为4,并将 **Stretch Mode** 置于 **Disabled** 状" -"态,那么你的场景中的每个单元将对应于屏幕上的4×4像素." +"例如, 如果你将 **Shrink** 设置为4, 并将 **Stretch Mode** 置于 **Disabled** 状" +"态, 那么你的场景中的每个单元将对应于屏幕上的4×4像素." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:253 msgid "" @@ -449,9 +457,9 @@ msgid "" "but can be used to increase performance in 3D games by rendering them at a " "lower resolution." msgstr "" -"如果 **Stretch Mode** 被设置为除 **Disabled** 之外的其他参数,根视窗的大小就会" -"按 **Shrink** 的系数缩减,而输出中的像素则按相同的量放大.这对2D游戏很少有用,但" -"可以通过在较低的分辨率下渲染来提高3D游戏的性能." +"如果 **Stretch Mode** 被设置为除 **Disabled** 之外的其他参数, 根视窗的大小就" +"会按 **Shrink** 的系数缩减, 而输出中的像素则按相同的量放大. 这对2D游戏很少有" +"用, 但可以通过在较低的分辨率下渲染来提高3D游戏的性能." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:260 msgid "From scripts" @@ -463,15 +471,247 @@ msgid "" "set_screen_stretch()`` method (see :ref:`SceneTree.set_screen_stretch() " "<class_SceneTree_method_set_screen_stretch>`)." msgstr "" -"要在运行时从脚本中配置拉伸,请使用 ``get_tree().set_screen_stretch()`` 方法" +"要在运行时从脚本中配置拉伸, 请使用 ``get_tree().set_screen_stretch()`` 方法" "(见 :ref:`SceneTree.set_screen_stretch() " "<class_SceneTree_method_set_screen_stretch>` )." #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 +msgid "Common use case scenarios" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "如果要适配多种分辨率和纵横比, 素材应做哪些处理?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**PCK格式:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +#, fuzzy +msgid "Set the stretch mode to ``viewport``." +msgstr "将 \"着色器_类型\" 设置为 \"粒子\"." + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "归一化" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "第三方支持" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 msgid "Reducing aliasing on downsampling" msgstr "减少缩减取样的混叠" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -479,39 +719,39 @@ msgid "" "upon loading. This can be done by calling the method below before the game " "data is loaded::" msgstr "" -"如果游戏的基本分辨率很高(如3840×2160),当采样降到相当低的分辨率(如1280×720)时," -"可能会出现锯齿.可以通过在加载时将所有图像缩小2倍来减少锯齿的出现.这可以通过在" -"加载游戏数据之前调用下面的方法来实现::" +"如果游戏的基本分辨率很高(如3840×2160), 当采样降到相当低的分辨率(如1280×720)" +"时, 可能会出现锯齿. 可以通过在加载时将所有图像缩小2倍来减少锯齿的出现. 这可以" +"通过在加载游戏数据之前调用下面的方法来实现::" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -"或者,也可以在所有2D纹理上启用mipmap.然而,启用mipmap会增加内存的使用量,这个在" -"低端移动设备上可能会出现问题." +"或者, 也可以在所有2D纹理上启用mipmap. 然而, 启用mipmap会增加内存的使用量, 这" +"个在低端移动设备上可能会出现问题." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "处理纵横比" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " "using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers " "<doc_gui_containers>`." msgstr "" -"一旦考虑到不同分辨率的缩放,请确保你的 *user interface* 也能为不同的长宽比进行" -"缩放.这可以使用 :ref:`anchors <doc_size_and_anchors>` 和/或 :ref:`containers " -"<doc_gui_containers>` 来完成." +"一旦考虑到不同分辨率的缩放, 请确保你的 *user interface* 也能为不同的长宽比进" +"行缩放. 这可以使用 :ref:`anchors <doc_size_and_anchors>` 和/或 :ref:" +"`containers <doc_gui_containers>` 来完成." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "视场角(Field of view)缩放" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -519,25 +759,25 @@ msgid "" "will automatically use a wider field of view." msgstr "" "3D相机节点的 **Keep Aspect** 属性默认为 **Keep Height** 缩放模式(也称为 *Hor" -"+* ).在横屏模式下,这通常是桌面游戏和手机游戏的最佳选择,因为宽屏显示器会自动使" -"用更宽的视野." +"+* ). 在横屏模式下, 这通常是桌面游戏和手机游戏的最佳选择, 因为宽屏显示器会自" +"动使用更宽的视野." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " "way, smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use " "a *taller* field of view, which is more logical here." msgstr "" -"然而,如果您的3D游戏打算使用纵向模式,那么使用 **Keep Width保持宽度** 称为" -"( *Vert-* )可能会更有意义.这样,宽高比大于16:9(例如19:9)的智能手机将使用 *更高" -"* 的视野,这在这里更符合逻辑." +"然而, 如果您的3D游戏打算使用纵向模式, 那么使用 **Keep Width保持宽度** 称为" +"( *Vert-* )可能会更有意义. 这样, 宽高比大于16:9(例如19:9)的智能手机将使用 *更" +"高* 的视野, 这在这里更符合逻辑." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "使用视图端口以不同的方式缩放 2D 和 3D 元素" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -545,11 +785,11 @@ msgid "" "improve performance significantly while keeping the HUD and other 2D " "elements crisp." msgstr "" -"使用多个视图窗口节点,可以对不同的元素使用不同的比例.例如,您可以使用此选项以低" -"分辨率渲染3D世界,同时将2D元素保持在原生分辨率.这可以显著提高性能,同时保持HUD" -"和其他2D元素的清晰度." +"使用多个视图窗口节点, 可以对不同的元素使用不同的比例. 例如, 您可以使用此选项" +"以低分辨率渲染3D世界, 同时将2D元素保持在原生分辨率. 这可以显著提高性能, 同时" +"保持HUD和其他2D元素的清晰度." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -558,15 +798,15 @@ msgid "" "ViewportContainer is that it allows enable linear filtering. This makes " "scaled 3D viewports look better in many cases." msgstr "" -"这是通过只对2D元素使用根Viewport节点,然后创建一个Viewport节点来显示3D世界并使" -"用ViewportContainer或TextureRect节点来实现的.最终项目中实际上将有两个视图窗" -"口.与ViewportContainer相比,使用TextureRect的一个好处是它允许启用线性过滤.这使" -"得缩放的3D视图窗口在许多情况下看起来更好." +"这是通过只对2D元素使用根Viewport节点, 然后创建一个Viewport节点来显示3D世界并" +"使用ViewportContainer或TextureRect节点来实现的. 最终项目中实际上将有两个视图" +"窗口. 与ViewportContainer相比, 使用TextureRect的一个好处是它允许启用线性过" +"滤. 这使得缩放的3D视图窗口在许多情况下看起来更好." -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ for examples." msgstr "" -"有关示例,请参见 `3D视窗缩放演示 <https://github.com/godotengine/godot-demo-" +"有关示例, 请参见 `3D 视窗缩放演示 <https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport/3d_scaling>`__ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index bcfc45438c..8cb9f62086 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,7 +33,7 @@ msgid "" "like the one below:" msgstr "" "本教程将向您介绍如何使用 :ref:`Viewport <class_Viewport>` 作为可应用于3D对象" -"的纹理. 为了做到这一点,它将引导您完成制作程序性星球的过程,如下所示:" +"的纹理. 为了做到这一点, 它将引导您完成制作程序性星球的过程, 如下所示:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:15 msgid "" @@ -51,16 +51,16 @@ msgid "" "`Viewport <class_Viewport>` to dynamically create textures that can be " "applied to the mesh." msgstr "" -"本教程假定你熟悉如何设置一个基本场景,包括: 一个 :ref:`Camera " +"本教程假定你熟悉如何设置一个基本场景, 包括: 一个 :ref:`Camera " "<class_Camera>`, 一个 :ref:`light source <class_OmniLight>`, 一个 :ref:`Mesh " "Instance <class_MeshInstance>` 与一个 :ref:`Primitive Mesh " "<class_PrimitiveMesh>`, 并将一个 :ref:`SpatialMaterial " -"<class_SpatialMaterial>` 应用于网格.重点是使用 :ref:`Viewport " +"<class_SpatialMaterial>` 应用于网格. 重点是使用 :ref:`Viewport " "<class_Viewport>` 来动态地创建可应用于网格的纹理." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:23 msgid "In this tutorial, we'll cover the following topics:" -msgstr "在本教程中,我们将介绍以下主题:" +msgstr "在本教程中, 我们将介绍以下主题:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:25 msgid "How to use a :ref:`Viewport <class_Viewport>` as a render texture" @@ -86,7 +86,7 @@ msgstr "设置视区" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:33 msgid "First, add a :ref:`Viewport <class_Viewport>` to the scene." -msgstr "首先,在场景中添加 :ref:`Viewport <class_Viewport>` ." +msgstr "首先, 在场景中添加 :ref:`Viewport <class_Viewport>` ." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:35 msgid "" @@ -96,10 +96,10 @@ msgid "" "height so that the image will accurately map onto the sphere, as we will be " "using equirectangular projection, but more on that later." msgstr "" -"接下来,将 :ref:`Viewport <class_Viewport>` 的大小设置为 ``(1024, 512)`` . :" -"ref:`Viewport <class_Viewport>` 实际上可以是任何尺寸,只要其宽度是高度的两倍." -"宽度需要是高度的两倍,这样图像才能准确地映射到球体上,因为我们将使用等量矩形投" -"影,后面会有更多的介绍." +"接下来, 将 :ref:`Viewport <class_Viewport>` 的大小设置为 ``(1024, 512)`` . :" +"ref:`Viewport <class_Viewport>` 实际上可以是任何尺寸, 只要其宽度是高度的两" +"倍. 宽度需要是高度的两倍, 这样图像才能准确地映射到球体上, 因为我们将使用等量" +"矩形投影, 后面会有更多的介绍." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:42 msgid "" @@ -108,9 +108,9 @@ msgid "" "will be fine. And we will be using a :ref:`ColorRect <class_ColorRect>` to " "render the surface, so we don't need 3D either." msgstr "" -"接下来,禁用HDR和禁用3D.我们不需要HDR,因为星球的表面不会特别亮,所以数值在 " -"``0`` 和 ``1`` 之间就可以了.将使用一个 :ref:`ColorRect <class_ColorRect>` 来" -"渲染表面,所以我们也不需要3D." +"接下来, 禁用HDR和禁用3D. 我们不需要HDR, 因为星球的表面不会特别亮, 所以数值在 " +"``0`` 和 ``1`` 之间就可以了. 将使用一个 :ref:`ColorRect <class_ColorRect>` 来" +"渲染表面, 所以我们也不需要3D." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:46 msgid "" @@ -123,8 +123,8 @@ msgid "" "margins are set to ``0``. This will ensure that the :ref:`ColorRect " "<class_ColorRect>` takes up the entire :ref:`Viewport <class_Viewport>`." msgstr "" -"将锚\"Right\"和\"Bottom\"设置为\"1\",然后确保所有边距都设置为\"0\". 这将确" -"保 :ref:`ColorRect <class_ColorRect>` 占用整个 :ref:`Viewport " +"将锚 \"Right\" 和 \"Bottom\" 设置为 \"1\", 然后确保所有边距都设置为 \"0\". 这" +"将确保 :ref:`ColorRect <class_ColorRect>` 占用整个 :ref:`Viewport " "<class_Viewport>`." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:53 @@ -133,7 +133,7 @@ msgid "" "`ColorRect <class_ColorRect>` (ColorRect > CanvasItem > Material > Material " "> ``New ShaderMaterial``)." msgstr "" -"接下来,我们为 :ref:`Shader Material <class_ShaderMaterial>` 添加一个 :ref:" +"接下来, 我们为 :ref:`Shader Material <class_ShaderMaterial>` 添加一个 :ref:" "`ColorRect <class_ColorRect>` (ColorRect > CanvasItem > Material > Material " "> ``New ShaderMaterial``)." @@ -143,8 +143,8 @@ msgid "" "even if you are new to shaders, all the code will be provided, so you should " "have no problem following along." msgstr "" -"建议本教程基本了解阴影.但是,即使您不熟悉着色器,也将提供所有代码,因此后续操作" -"应该没有问题." +"建议本教程基本了解阴影. 但是, 即使您不熟悉着色器, 也将提供所有代码, 因此后续" +"操作应该没有问题." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:58 msgid "" @@ -163,8 +163,8 @@ msgid "" "Now we have the basics of a :ref:`Viewport <class_Viewport>` that we render " "to and we have a unique image that we can apply to the sphere." msgstr "" -"现在我们有一个基础 :ref:`Viewport <class_Viewport>` 我们渲染到的,我们有一个可" -"以应用于球体的独特图像." +"现在我们有一个基础 :ref:`Viewport <class_Viewport>` 我们渲染到的, 我们有一个" +"可以应用于球体的独特图像." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:76 msgid "Applying the texture" @@ -184,9 +184,9 @@ msgid "" "for more advanced effects, like the atmosphere in the example above)." msgstr "" "现在我们进入 :ref:`Mesh Instance <class_MeshInstance>` 并添加一个 :ref:" -"`SpatialMaterial <class_SpatialMaterial>` 给它.不需要一个特殊的 :ref:`Shader " -"Material <class_ShaderMaterial>` (尽管这对于更高级的效果来说是个好主意,比如上" -"面例子中的大气)." +"`SpatialMaterial <class_SpatialMaterial>` 给它. 不需要一个特殊的 :ref:" +"`Shader Material <class_ShaderMaterial>` (尽管这对于更高级的效果来说是个好主" +"意, 比如上面例子中的大气)." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:84 msgid "" @@ -201,21 +201,21 @@ msgid "" "property to add an Albedo Texture. Here we will apply the texture we made. " "Choose \"New ViewportTexture\"" msgstr "" -"打开新创建的 :ref:`SpatialMaterial <class_SpatialMaterial>` ,向下滚动到 " -"\"Albedo\" 部分,点击 \"Texture\" 属性旁边,添加一个Albedo Texture.这里我们将应" -"用制作的纹理.选择 \"New ViewportTexture\"" +"打开新创建的 :ref:`SpatialMaterial <class_SpatialMaterial>` , 向下滚动到 " +"\"Albedo\" 部分, 点击 \"Texture\" 属性旁边, 添加一个Albedo Texture. 这里我们" +"将应用制作的纹理. 选择 \"New ViewportTexture\"" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:92 msgid "" "Then, from the menu that pops up, select the Viewport that we rendered to " "earlier." -msgstr "然后,从弹出的菜单中,选择我们先前渲染的视图." +msgstr "然后, 从弹出的菜单中, 选择我们先前渲染的视图." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:96 msgid "" "Your sphere should now be colored in with the colors we rendered to the " "Viewport." -msgstr "现在,您的球体应使用我们渲染到视区的颜色进行着色." +msgstr "现在, 您的球体应使用我们渲染到视区的颜色进行着色." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:100 msgid "" @@ -226,10 +226,10 @@ msgid "" "sphere, but when it wraps around, it has large seams. There is an elegant " "workaround for this problem that we will illustrate in the next section." msgstr "" -"注意到在纹理环绕的地方形成的丑陋缝隙吗?这是因为我们是根据UV坐标来选取颜色的," -"而UV坐标并不会环绕纹理.这是二维地图投影中的一个典型问题.游戏开发人员通常有一" -"个二维贴图,他们想投射到一个球体上,但是当它环绕时,将有接缝.这个问题有一个优雅" -"的解决方法,我们将在下一节中说明." +"注意到在纹理环绕的地方形成的丑陋缝隙吗?这是因为我们是根据UV坐标来选取颜色" +"的, 而UV坐标并不会环绕纹理. 这是二维地图投影中的一个典型问题. 游戏开发人员通" +"常有一个二维贴图, 他们想投射到一个球体上, 但是当它环绕时, 将有接缝. 这个问题" +"有一个优雅的解决方法, 我们将在下一节中说明." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:107 msgid "Making the planet texture" @@ -247,7 +247,7 @@ msgstr "" "所以现在我们渲染到我们的 :ref:`Viewport <class_Viewport>` 它在球体上神奇地出" "现了. 但是我们的纹理坐标会产生一个丑陋的缝隙. 那么我们如何以一种很好的方式获" "得围绕球体的一系列坐标? 一种解决方案是使用在纹理域上重复的函数. ``sin`` 和 " -"``cos`` 是两个这样的函数. 让我们将它们应用于纹理,看看会发生什么." +"``cos`` 是两个这样的函数. 让我们将它们应用于纹理, 看看会发生什么." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:120 msgid "" @@ -258,10 +258,10 @@ msgid "" "called equirectangular projection, which translates a spherical map onto a " "2D plane." msgstr "" -"不算太坏.如果你环顾四周,可以看到接缝现在已经消失了,但在它所处位置,会有两极的" -"挤压.这种挤压是由于Godot在其 :ref:`SpatialMaterial <class_SpatialMaterial>` " -"中把纹理映射到球体的方式造成的.它使用了一种叫做 \"等角投影\" 的投影技术,将球" -"面图形转化为一个二维平面." +"不算太坏. 如果你环顾四周, 可以看到接缝现在已经消失了, 但在它所处位置, 会有两" +"极的挤压. 这种挤压是由于Godot在其 :ref:`SpatialMaterial " +"<class_SpatialMaterial>` 中把纹理映射到球体的方式造成的. 它使用了一种叫做 " +"\"等角投影\" 的投影技术, 将球面图形转化为一个二维平面." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:125 msgid "" @@ -271,8 +271,8 @@ msgid "" "Cartesian coordinates are, for all intents and purposes, a vector from the " "center of the sphere to the point." msgstr "" -"如果你对技术方面的一些额外信息感兴趣,我们将从球面坐标转换为直角坐标.球面坐标" -"映射的是球体的经度和纬度,而直角坐标则是从球体中心到点的一个向量." +"如果你对技术方面的一些额外信息感兴趣, 我们将从球面坐标转换为直角坐标. 球面坐" +"标映射的是球体的经度和纬度, 而直角坐标则是从球体中心到点的一个向量." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:130 msgid "" @@ -284,14 +284,15 @@ msgid "" "you never hit an edge, and hence you never create a seam or a pinch point on " "the pole. The following code converts the ``UVs`` into Cartesian coordinates." msgstr "" -"对于每个像素,我们将计算它在球体上的三维位置.由此,我们将使用3D噪波来确定一个颜" -"色值.通过计算3D噪波,我们解决了两极的挤压问题.要理解为什么,想象一下在球体表面" -"而不是在二维平面上计算噪声.当你跨越球体表面进行计算时,你永远不会碰到边缘,因此" -"你永远不会在极点上产生接缝或夹点.下面的代码将 \"UVs \"转换为笛卡尔坐标." +"对于每个像素, 我们将计算它在球体上的三维位置. 由此, 我们将使用3D噪波来确定一" +"个颜色值. 通过计算3D噪波, 我们解决了两极的挤压问题. 要理解为什么, 想象一下在" +"球体表面而不是在二维平面上计算噪声. 当你跨越球体表面进行计算时, 你永远不会碰" +"到边缘, 因此你永远不会在极点上产生接缝或夹点. 下面的代码将 \"UVs\" 转换为笛卡" +"尔坐标." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:149 msgid "And if we use ``unit`` as an output ``COLOR`` value, we get:" -msgstr "如果我们使用 ``unit`` 作为输出 ``COLOR`` 值,我们可以得到:" +msgstr "如果我们使用 ``unit`` 作为输出 ``COLOR`` 值, 我们可以得到:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:153 msgid "" @@ -299,23 +300,23 @@ msgid "" "can use 3D noise to make the planet. We will be using this noise function " "directly from a `Shadertoy <https://www.shadertoy.com/view/Xsl3Dl>`_:" msgstr "" -"现在我们可以计算出球体表面的3D位置,可以使用3D噪声来制作球体.直接从 " +"现在我们可以计算出球体表面的3D位置, 可以使用3D噪声来制作球体. 直接从 " "`Shadertoy <https://www.shadertoy.com/view/Xsl3Dl>`_ 中使用这个噪声函数:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:181 msgid "" "All credit goes to the author, Inigo Quilez. It is published under the " "``MIT`` licence." -msgstr "所有功劳归作者Inigo Quilez所有.它是在 ``MIT`` 许可下发布的." +msgstr "所有功劳归作者Inigo Quilez所有. 它是在 ``MIT`` 许可下发布的." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:183 msgid "" "Now to use ``noise``, add the following to the ``fragment`` function:" -msgstr "现在使用 ``noised`` ,将以下内容添加到 ``fragment`` 函数中:" +msgstr "现在使用 ``noised`` , 将以下内容添加到 ``fragment`` 函数中:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:192 msgid "In order to highlight the texture, we set the material to unshaded." -msgstr "为了突出显示纹理,我们将材质设置为无阴影." +msgstr "为了突出显示纹理, 我们将材质设置为无阴影." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:194 msgid "" @@ -323,8 +324,8 @@ msgid "" "Although this looks nothing like the planet you were promised. So let's move " "onto something more colorful." msgstr "" -"你现在可以看到,尽管这看起来完全不像所承诺的球体,但噪音确实无缝地包裹着球体.对" -"此,让我们进入一些更丰富多彩的东西." +"你现在可以看到, 尽管这看起来完全不像所承诺的球体, 但噪音确实无缝地包裹着球" +"体. 对此, 让我们进入一些更丰富多彩的东西." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:198 msgid "Coloring the planet" @@ -335,8 +336,8 @@ msgid "" "Now to make the planet colors. While there are many ways to do this, for " "now, we will stick with a gradient between water and land." msgstr "" -"现在来制作行星的颜色.虽然有很多方法可以做到这一点,但目前,我们将使用水和陆地之" -"间的梯度." +"现在来制作行星的颜色. 虽然有很多方法可以做到这一点, 但目前, 我们将使用水和陆" +"地之间的梯度." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:203 msgid "" @@ -347,10 +348,10 @@ msgid "" "typically reserved for mixing two floats together; ``mix`` can take any " "values whether it be floats or vector types." msgstr "" -"要在 GLSL 中创建渐变,我们使用 ``mix`` 函数.``mix`` 需要两个值来插值和第三个参" -"数来选择在它们之间插入多少,实质上它将两个值 *混合* 在一起. 在其他API中,此函数" -"通常称为 ``lerp`` .虽然 ``lerp`` 通常用于将两个浮点数混合在一起,但 ``mix`` 可" -"以取任何值,无论它是浮点数还是向量类型." +"要在 GLSL 中创建渐变, 我们使用 ``mix`` 函数.``mix`` 需要两个值来插值和第三个" +"参数来选择在它们之间插入多少, 实质上它将两个值 *混合* 在一起. 在其他API中, 此" +"函数通常称为 ``lerp`` . 虽然 ``lerp`` 通常用于将两个浮点数混合在一起, 但 " +"``mix`` 可以取任何值, 无论它是浮点数还是向量类型." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:213 msgid "" @@ -360,10 +361,10 @@ msgid "" "and ``1``. So we map it into the ``0-1`` range that ``mix`` expects. Now you " "can see that the colors change between blue and red." msgstr "" -"第一种颜色是蓝色,代表海洋.第二种颜色是一种偏红的颜色,因为所有外星球都需要红色" -"的地形.最后,它们 ``n * 0.5 + 0.5`` 混合在一起. ``n`` 在 ``-1`` 和 ``1`` 之间" -"平滑变化.所以我们把它映射到 ``mix`` 预期的 ``0-1`` 范围内.现在你可以看到,颜色" -"在蓝色和红色之间变化." +"第一种颜色是蓝色, 代表海洋. 第二种颜色是一种偏红的颜色, 因为所有外星球都需要" +"红色的地形. 最后, 它们 ``n * 0.5 + 0.5`` 混合在一起. ``n`` 在 ``-1`` 和 " +"``1`` 之间平滑变化. 所以我们把它映射到 ``mix`` 预期的 ``0-1`` 范围内. 现在你" +"可以看到, 颜色在蓝色和红色之间变化." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:220 msgid "" @@ -372,9 +373,9 @@ msgid "" "will change the last term to ``smoothstep(-0.1, 0.0, n)``. And thus the " "whole line becomes:" msgstr "" -"这比我们想要的还要模糊一些.行星通常在陆地和海洋之间有一个相对清晰的分隔.为了" -"做到这一点,我们将把最后一项改为 ``smoothstep(-0.1, 0.0, n)`` .整条线就变成了" -"这样:" +"这比我们想要的还要模糊一些. 行星通常在陆地和海洋之间有一个相对清晰的分隔. 为" +"了做到这一点, 我们将把最后一项改为 ``smoothstep(-0.1, 0.0, n)`` . 整条线就变" +"成了这样:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:228 msgid "" @@ -384,10 +385,10 @@ msgid "" "the second. So in this line, ``smoothstep`` returns ``0`` whenever ``n`` is " "less than ``-0.1`` and it returns ``1`` whenever ``n`` is above ``0``." msgstr "" -"``smoothstep`` 所做的是,如果第三个参数低于第一个参数,则返回 ``0`` ,如果第三个" -"参数大于第二个参数,则返回 ``1`` ,如果第三个数字在第一个和第二个之间,则在 " -"``0`` 和 ``1`` 之间平滑地混合.所以在这一行中,当 ``n`` 小于 ``-0.1`` 时, " -"``smoothstep`` 返回 ``0`` ,当 ``n`` 高于 ``0`` 时,它返回 ``1`` ." +"``smoothstep`` 所做的是, 如果第三个参数低于第一个参数, 则返回 ``0`` , 如果第" +"三个参数大于第二个参数, 则返回 ``1`` , 如果第三个数字在第一个和第二个之间, 则" +"在 ``0`` 和 ``1`` 之间平滑地混合. 所以在这一行中, 当 ``n`` 小于 ``-0.1`` 时, " +"``smoothstep`` 返回 ``0`` , 当 ``n`` 高于 ``0`` 时, 它返回 ``1`` ." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:235 msgid "" @@ -399,11 +400,11 @@ msgid "" "edges a bit, and then another, and so on. What we will do is calculate ``n`` " "with four lines of shader code instead of just one. ``n`` becomes:" msgstr "" -"还有一件事,使其更像一个行星.这片土地不应该是圆球状的;让我们把边缘变得更粗糙" -"一些.在着色器中经常使用的一个技巧是在不同的频率下将不同层次的噪声叠加在一起," -"使地形看起来粗糙.我们使用一个层来制作大陆的整体球状结构.然后,另一层将边缘打" -"碎,然后是另一层,以此类推.我们要做的是用四行着色器代码来计算 ``n`` ,而不是只有" -"一行. ``n`` 变成了:" +"还有一件事, 使其更像一个行星. 这片土地不应该是圆球状的;让我们把边缘变得更粗" +"糙一些. 在着色器中经常使用的一个技巧是在不同的频率下将不同层次的噪声叠加在一" +"起, 使地形看起来粗糙. 我们使用一个层来制作大陆的整体球状结构. 然后, 另一层将" +"边缘打碎, 然后是另一层, 以此类推. 我们要做的是用四行着色器代码来计算 ``n`` , " +"而不是只有一行. ``n`` 变成了:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:249 msgid "And now the planet looks like:" @@ -411,7 +412,7 @@ msgstr "现在这个星球看起来像:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:253 msgid "And with shading turned back on, it looks like:" -msgstr "而在重新打开阴影后,看起来就像:" +msgstr "而在重新打开阴影后, 看起来就像:" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:258 msgid "Making an ocean" @@ -424,17 +425,17 @@ msgid "" "the land. We can do this by passing a fourth value into the ``alpha`` " "channel of our output ``COLOR`` and using it as a Roughness map." msgstr "" -"让这个看起来更像是一颗行星的最后一件事. 海洋和陆地以不同的方式反射光线. 因此," -"我们希望海洋比陆地更加闪耀. 我们可以通过将第四个值传递到输出 ``COLOR`` 的" -"``alpha``通道并将其用作粗糙度图来实现." +"让这个看起来更像是一颗行星的最后一件事. 海洋和陆地以不同的方式反射光线. 因" +"此, 我们希望海洋比陆地更加闪耀. 我们可以通过将第四个值传递到输出 ``COLOR`` " +"的 ``alpha`` 通道并将其用作粗糙度图来实现." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:268 msgid "" "This line returns ``0.3`` for water and ``1.0`` for land. This means that " "the land is going to be quite rough, while the water will be quite smooth." msgstr "" -"该行对于水返回 ``0.3`` ,对于土地返回 ``1.0`` .这意味着土地将变得很粗糙,而水将" -"变得非常光滑." +"该行对于水返回 ``0.3`` , 对于土地返回 ``1.0`` . 这意味着土地将变得很粗糙, 而" +"水将变得非常光滑." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:271 msgid "" @@ -443,9 +444,9 @@ msgid "" "for this is the water reflects light really well, but isn't metallic. These " "values are not physically accurate, but they are good enough for this demo." msgstr "" -"然后,在材质中,在 \"Metallic\" 部分,确保 ``Metallic`` 设置为 ``0`` , " -"``Specular`` 设置为 ``1`` .这样做的原因是水对光线的反射非常好,但不是金属的.这" -"些值在物理上并不准确,但对于这个演示来说已经足够好了." +"然后, 在材质中, 在 \"Metallic\" 部分, 确保 ``Metallic`` 设置为 ``0`` , " +"``Specular`` 设置为 ``1`` . 这样做的原因是水对光线的反射非常好, 但不是金属" +"的. 这些值在物理上并不准确, 但对于这个演示来说已经足够好了." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:275 msgid "" @@ -455,10 +456,10 @@ msgid "" "set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use " "the ``alpha`` channel of our output ``COLOR`` as the ``Roughness`` value." msgstr "" -"接下来,在 \"Roughness\" 部分,将 ``Roughness`` 设置为 ``1`` ,并将粗糙度纹理设" -"置为 :ref:`Viewport Texture <class_ViewportTexture>` ,指向我们的行星纹理 :" -"ref:`Viewport <class_Viewport>` .最后,将 ``Texture Channel`` 设置为 " -"``Alpha`` .这将指示渲染器使用我们输出的 ``COLOR`` 的 ``alpha`` 通道作为" +"接下来, 在 \"Roughness\" 部分, 将 ``Roughness`` 设置为 ``1`` , 并将粗糙度纹理" +"设置为 :ref:`Viewport Texture <class_ViewportTexture>` , 指向我们的行星纹理 :" +"ref:`Viewport <class_Viewport>` . 最后, 将 ``Texture Channel`` 设置为 " +"``Alpha`` . 这将指示渲染器使用我们输出的 ``COLOR`` 的 ``alpha`` 通道作为 " "``Roughness`` 值." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:282 @@ -475,13 +476,13 @@ msgid "" "transparent object on top of another, we want to enable " "``blend_premul_alpha``:" msgstr "" -"你会注意到,除了行星不再反射天空外,几乎没有什么变化.这是因为默认情况下,当某样" -"东西以Alpha值渲染时,它会被绘制为背景上的透明物体.因为 :ref:`Viewport " -"<class_Viewport>` 的默认背景是不透明的,所以 :ref:`Viewport Texture " -"<class_ViewportTexture>` 的 ``alpha`` 通道是 ``1`` ,导致行星纹理的颜色略微变" -"淡,并且到处的 ``Roughness`` 值都是 ``1`` .为了纠正这个问题,我们转到 :ref:" -"`Viewport <class_Viewport>` 并启用 \"Transparent Bg\" 属性.由于现在是在另一个" -"透明物体上渲染,要启用 ``blend_premul_alpha`` :" +"你会注意到, 除了行星不再反射天空外, 几乎没有什么变化. 这是因为默认情况下, 当" +"某样东西以Alpha值渲染时, 它会被绘制为背景上的透明物体. 因为 :ref:`Viewport " +"<class_Viewport>` 的默认背景是不透明的, 所以 :ref:`Viewport Texture " +"<class_ViewportTexture>` 的 ``alpha`` 通道是 ``1`` , 导致行星纹理的颜色略微变" +"淡, 并且到处的 ``Roughness`` 值都是 ``1`` . 为了纠正这个问题, 我们转到 :ref:" +"`Viewport <class_Viewport>` 并启用 \"Transparent Bg\" 属性. 由于现在是在另一" +"个透明物体上渲染, 要启用 ``blend_premul_alpha`` :" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:295 msgid "" @@ -491,9 +492,9 @@ msgid "" "this case), you end up with weird color bleed issues. Setting " "``blend_premul_alpha`` fixes that." msgstr "" -"这是将颜色预先乘以 ``alpha`` 值,然后将它们正确地混合在一起.通常情况下,当在一" -"个透明的颜色上混合另一个颜色时,即使背景的 ``alpha`` 为 ``0`` (如本例),也会出" -"现奇怪的颜色渗漏问题.设置 ``blend_premul_alpha`` 可以解决这个问题." +"这是将颜色预先乘以 ``alpha`` 值, 然后将它们正确地混合在一起. 通常情况下, 当在" +"一个透明的颜色上混合另一个颜色时, 即使背景的 ``alpha`` 为 ``0`` (如本例), 也" +"会出现奇怪的颜色渗漏问题. 设置 ``blend_premul_alpha`` 可以解决这个问题." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:299 msgid "" @@ -502,14 +503,14 @@ msgid "" "<class_OmniLight>` to the scene so you can move it around and see the effect " "of the reflections on the ocean." msgstr "" -"现在这个星球看起来海洋上能够反射光线,而不是在陆地上.如果你还没有这样做,在场景" -"中添加一个 :ref:`OmniLight <class_OmniLight>` ,这样你就可以移动它,看到海洋上" -"反射的效果." +"现在这个星球看起来海洋上能够反射光线, 而不是在陆地上. 如果你还没有这样做, 在" +"场景中添加一个 :ref:`OmniLight <class_OmniLight>` , 这样你就可以移动它, 看到" +"海洋上反射的效果." #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:305 msgid "" "And there you have it. A procedural planet generated using a :ref:`Viewport " "<class_Viewport>`." msgstr "" -"这就是你的作品.一个程序性的行星是用一个 :ref:`Viewport <class_Viewport>` 生成" -"的." +"这就是你的作品. 一个程序性的行星是用一个 :ref:`Viewport <class_Viewport>` 生" +"成的." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po index 0fdd0ea51f..1ad67084b5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/viewports/viewports.rst:4 -#, fuzzy msgid "Using Viewports" -msgstr "2 个视窗" +msgstr "使用视窗Viewport" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" @@ -32,8 +31,9 @@ msgid "" "is projected. In order to see the game, we need to have a surface on which " "to draw it; that surface is the Root :ref:`Viewport <class_Viewport>`." msgstr "" -"将 :ref:`Viewports <class_Viewport>` 想成投影游戏的荧幕. 为了看到游戏,我们需" -"要有一个表面来绘制它,这个表面是作为根节点的 :ref:`Viewport <class_Viewport>`." +"将 :ref:`Viewports <class_Viewport>` 想成投影游戏的荧幕. 为了看到游戏, 我们需" +"要有一个表面来绘制它, 这个表面是作为根节点的 :ref:`Viewport " +"<class_Viewport>`." #: ../../docs/tutorials/viewports/viewports.rst:16 msgid "" @@ -47,17 +47,17 @@ msgid "" "<class_ViewportTexture>` which is applied to an object in the scene, for " "example a dynamic skybox." msgstr "" -":ref:`Viewports <class_Viewport>` 也可以添加到场景中,以便绘制多个区域. 当我们" -"绘制到一个不是根节点的 :ref:`Viewport <class_Viewport>` 时, 我们将该视区称为" -"渲染目标. 我们可以通过访问它对应的 :ref:`texture <class_ViewportTexture>` 属" -"性来访问渲染目标的内容. 将任一 :ref:`Viewport <class_Viewport>` 作为渲染目标" -"时,我们要么可以同时渲染多个场景,要么可以渲染到场景中某个对象的 :ref:`texture " -"<class_ViewportTexture>` 上 ,例如渲染到动态天空盒的材质上." +":ref:`Viewports <class_Viewport>` 也可以添加到场景中, 以便绘制多个区域. 当我" +"们绘制到一个不是根节点的 :ref:`Viewport <class_Viewport>` 时, 我们将该视区称" +"为渲染目标. 我们可以通过访问它对应的 :ref:`texture <class_ViewportTexture>` " +"属性来访问渲染目标的内容. 将任一 :ref:`Viewport <class_Viewport>` 作为渲染目" +"标时, 我们要么可以同时渲染多个场景, 要么可以渲染到场景中某个对象的 :ref:" +"`texture <class_ViewportTexture>` 上, 例如渲染到动态天空盒的材质上." #: ../../docs/tutorials/viewports/viewports.rst:25 msgid "" ":ref:`Viewports <class_Viewport>` have a variety of use cases, including:" -msgstr ":ref:`Viewport <class_Viewport>` 有多种使用情况,包括:" +msgstr ":ref:`Viewport <class_Viewport>` 有多种使用情况, 包括:" #: ../../docs/tutorials/viewports/viewports.rst:27 msgid "Rendering 3D objects within a 2D game" @@ -85,8 +85,8 @@ msgid "" "draw objects to a texture as if it were another screen and can then choose " "what to do with the resulting texture." msgstr "" -"所有这些用例的共同点是,你被赋予了在纹理上绘制物体的能力,就好像它是另一个屏幕" -"一样,然后可以选择如何处理产生的纹理." +"所有这些用例的共同点是, 你被赋予了在纹理上绘制物体的能力, 就好像它是另一个屏" +"幕一样, 然后可以选择如何处理产生的纹理." #: ../../docs/tutorials/viewports/viewports.rst:38 msgid "Input" @@ -102,8 +102,8 @@ msgid "" "nearest :ref:`Viewport <class_Viewport>` in the tree to capture the input." msgstr "" ":ref:`Viewport <class_Viewport>` 也负责将正确调整和缩放的输入事件传递给他们所" -"有的子节点.通常,输入是由树中最近的 :ref:`Viewport <class_Viewport>` 接收的,但" -"是你可以通过将 'Disable Input' 选为 'on' 来设置 :ref:`Viewport " +"有的子节点. 通常, 输入是由树中最近的 :ref:`Viewport <class_Viewport>` 接收" +"的, 但是你可以通过将 'Disable Input' 选为 'on' 来设置 :ref:`Viewport " "<class_Viewport>` 不接收输入;这将允许树中最近的 :ref:`Viewport " "<class_Viewport>` 捕捉输入." @@ -112,7 +112,7 @@ msgid "" "For more information on how Godot handles input, please read the :ref:`Input " "Event Tutorial<doc_inputevent>`." msgstr "" -"关于Godot如何处理输入的更多信息,请阅读 :ref:`Input Event " +"关于Godot如何处理输入的更多信息, 请阅读 :ref:`Input Event " "Tutorial<doc_inputevent>`." #: ../../docs/tutorials/viewports/viewports.rst:51 @@ -129,10 +129,10 @@ msgid "" "don't forget to enable this!" msgstr "" "Godot支持3D声音(在2D和3D节点中);更多信息可以在 :ref:`Audio Streams " -"Tutorial<doc_audio_streams>` 中找到.为了使这种类型的声音能够被听到, :ref:" -"`Viewport <class_Viewport>`需要被启用为一个监听器(对于2D或3D).如果你使用一个" -"自定义的 :ref:`Viewport <class_Viewport>`来显示你的 :ref:`World " -"<class_World>`,别忘了启用这个功能!" +"Tutorial<doc_audio_streams>` 中找到. 为了使这种类型的声音能够被听到, :ref:" +"`Viewport <class_Viewport>` 需要被启用为一个监听器(对于2D或3D). 如果你使用一" +"个自定义的 :ref:`Viewport <class_Viewport>` 来显示你的 :ref:`World " +"<class_World>`, 别忘了启用这个功能!" #: ../../docs/tutorials/viewports/viewports.rst:60 msgid "Cameras (2D & 3D)" @@ -145,9 +145,9 @@ msgid "" "`Viewport <class_Viewport>` (going towards the root). For example, in the " "following hierarchy:" msgstr "" -"当使用 :ref:`Camera <class_Camera>` / :ref:`Camera2D <class_Camera2D>` 时,摄" +"当使用 :ref:`Camera <class_Camera>` / :ref:`Camera2D <class_Camera2D>` 时, 摄" "像机将始终显示在最近的父节点上 :ref:`Viewport <class_Viewport>` (朝向根节" -"点). 例如,在下面的层次结构中:" +"点). 例如, 在下面的层次结构中:" #: ../../docs/tutorials/viewports/viewports.rst:69 msgid "" @@ -159,11 +159,11 @@ msgid "" "`Viewport <class_Viewport>` node because :ref:`Viewport <class_Viewport>` " "nodes only capture nodes below them in the hierarchy." msgstr "" -"CameraA将显示根节点的 :ref:`Viewport <class_Viewport>` ,它将绘制MeshA. " +"CameraA将显示根节点的 :ref:`Viewport <class_Viewport>` , 它将绘制MeshA. " "CameraB将被 :ref:`Viewport <class_Viewport>` 节点以及MeshB捕获. 即使MeshB在场" -"景层次结构中,它仍然不会被绘制到根节点的 :ref:`Viewport <class_Viewport>` 中. " -"类似地,在 :ref:`Viewport <class_Viewport>` 节点中不会看到MeshA,因为 :ref:" -"`Viewport <class_Viewport>` 节点仅捕获层次结构中它下面的节点." +"景层次结构中, 它仍然不会被绘制到根节点的 :ref:`Viewport <class_Viewport>` " +"中. 类似地, 在 :ref:`Viewport <class_Viewport>` 节点中不会看到MeshA, 因为 :" +"ref:`Viewport <class_Viewport>` 节点仅捕获层次结构中它下面的节点." #: ../../docs/tutorials/viewports/viewports.rst:75 msgid "" @@ -172,8 +172,8 @@ msgid "" "\" property set, or make it the current camera by calling:" msgstr "" "每个视窗 :ref:`Viewport <class_Viewport>` 只能有一个激活的摄像机, 因此, 如果" -"有多个摄像机时, 请确保您需要的那个摄像机的\"current\"属性被设置上,或者通过调" -"用以下语句来使其成为当前摄像机:" +"有多个摄像机时, 请确保您需要的那个摄像机的 \"current\" 属性被设置上, 或者通过" +"调用以下语句来使其成为当前摄像机:" #: ../../docs/tutorials/viewports/viewports.rst:83 msgid "" @@ -183,7 +183,7 @@ msgid "" "<class_VisualInstance_property_layers>` property to restrict which objects " "are rendered." msgstr "" -"默认情况下,相机将渲染其世界中的所有对象.在3D中,相机可以使用他们的 :ref:" +"默认情况下, 相机将渲染其世界中的所有对象. 在3D中, 相机可以使用他们的 :ref:" "`cull_mask <class_Camera_property_cull_mask>` 属性和 :ref:`VisualInstance's " "<class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>` " "属性来限制哪些对象被渲染." @@ -200,10 +200,10 @@ msgid "" "<class_viewportcontainer>`, these values are overridden, but for all others, " "this sets their resolution." msgstr "" -":ref:`Viewport <class_Viewport>` 有一个 \"size\" 属性,表示 :ref:`Viewport " -"<class_Viewport>` 的尺寸,单位是像素.对于 :ref:`Viewport <class_Viewport>` " -"是 :ref:`ViewportContainers <class_viewportcontainer>` 的子节点,这些值被重写," -"但对于所有其他的节点,这设置了它们的分辨率." +":ref:`Viewport <class_Viewport>` 有一个 \"size\" 属性, 表示 :ref:`Viewport " +"<class_Viewport>` 的尺寸, 单位是像素. 对于 :ref:`Viewport <class_Viewport>` " +"是 :ref:`ViewportContainers <class_viewportcontainer>` 的子节点, 这些值被重" +"写, 但对于所有其他的节点, 这设置了它们的分辨率." #: ../../docs/tutorials/viewports/viewports.rst:95 msgid "" @@ -211,8 +211,8 @@ msgid "" "<class_Viewport>` resolution different from the one specified in size, by " "calling:" msgstr "" -"也可以通过调用 :ref:`Viewport <class_Viewport>` 来缩放2D内容,并使其分辨率与指" -"定的尺寸不同:" +"也可以通过调用 :ref:`Viewport <class_Viewport>` 来缩放2D内容, 并使其分辨率与" +"指定的尺寸不同:" #: ../../docs/tutorials/viewports/viewports.rst:103 msgid "" @@ -221,7 +221,7 @@ msgid "" "visit the :ref:`Multiple Resolutions Tutorial <doc_multiple_resolutions>`" msgstr "" "根节点的 :ref:`Viewport <class_Viewport>` 用到项目设置中的拉伸选项. 有关缩放" -"和拉伸的更多信息,请访问 :ref:`Multiple Resolutions Tutorial " +"和拉伸的更多信息, 请访问 :ref:`Multiple Resolutions Tutorial " "<doc_multiple_resolutions>`" #: ../../docs/tutorials/viewports/viewports.rst:107 @@ -246,17 +246,18 @@ msgid "" "you might want to show a separate character in 3D imposed over the game " "(like in StarCraft)." msgstr "" -"对于3D,一个 :ref:`Viewport <class_Viewport>` 将包含一个 :ref:`World " -"<class_World>` .这基本上是将物理和渲染相联系的所有.基于空间的节点将使用最接近" -"的 :ref:`Viewport <class_Viewport>` 的 :ref:`World <class_World>` 进行注册.默" -"认情况下,新创建的 :ref:`Viewports <class_Viewport>` 不包含 :ref:`World " -"<class_World>` ,而是使用与其父级 :ref:`Viewport <class_Viewport>` 相同的 :" -"ref:`Viewport <class_Viewport>` (根 :ref:`Viewport <class_Viewport>` 总是包" -"含 :ref:`World <class_World>` ,默认情况下,对象会被渲染到这个地方).可以使用 " -"\"world\"属性,在一个 :ref:`Viewport <class_Viewport>` 中设置一个 :ref:`World " -"<class_World>` ,这将隔离该 :ref:`Viewport <class_Viewport>` 的所有子节点与父" -"级 :ref:`Viewport <class_Viewport>` :ref:`World <class_World>` 的交互.这在一" -"些场景中特别有用,例如,你可能想在游戏中显示一个单独的3D角色(比如在星际争霸中)." +"对于3D, 一个 :ref:`Viewport <class_Viewport>` 将包含一个 :ref:`World " +"<class_World>` . 这基本上是将物理和渲染相联系的所有. 基于空间的节点将使用最接" +"近的 :ref:`Viewport <class_Viewport>` 的 :ref:`World <class_World>` 进行注" +"册. 默认情况下, 新创建的 :ref:`Viewports <class_Viewport>` 不包含 :ref:" +"`World <class_World>` , 而是使用与其父级 :ref:`Viewport <class_Viewport>` 相" +"同的 :ref:`Viewport <class_Viewport>` (根 :ref:`Viewport <class_Viewport>` 总" +"是包含 :ref:`World <class_World>` , 默认情况下, 对象会被渲染到这个地方). 可以" +"使用 \"world\" 属性, 在一个 :ref:`Viewport <class_Viewport>` 中设置一个 :ref:" +"`World <class_World>` , 这将隔离该 :ref:`Viewport <class_Viewport>` 的所有子" +"节点与父级 :ref:`Viewport <class_Viewport>` :ref:`World <class_World>` 的交" +"互. 这在一些场景中特别有用, 例如, 你可能想在游戏中显示一个单独的3D角色(比如在" +"星际争霸中)." #: ../../docs/tutorials/viewports/viewports.rst:121 msgid "" @@ -269,7 +270,7 @@ msgstr "" "作为您想要创建的情况的帮助 :ref:`Viewports <class_Viewport>` 显示单个对象而不" "想创建 :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` 可以选择" "使用自己的 :ref:`World <class_World>`. 当您想要在2D :ref:`World " -"<class_World2D>` 中实例化3D角色或对象时,这非常有用." +"<class_World2D>` 中实例化3D角色或对象时, 这非常有用." #: ../../docs/tutorials/viewports/viewports.rst:126 msgid "" @@ -278,9 +279,9 @@ msgid "" "them may be desired, it is possible to do so by setting the :ref:`Viewport's " "<class_Viewport>` :ref:`World2D <class_World2D>` manually." msgstr "" -"对于2D,每个 :ref:`Viewport <class_Viewport>` 总是包含它自己的 :ref:`World2D " -"<class_World2D>` . 这在大多数情况下都足够了,但是如果需要共享它们,可以手动设" -"置 :ref:`Viewport的 <class_Viewport>` :ref:`World2D <class_World2D>` ." +"对于2D, 每个 :ref:`Viewport <class_Viewport>` 总是包含它自己的 :ref:`World2D " +"<class_World2D>` . 这在大多数情况下都足够了, 但是如果需要共享它们, 可以手动设" +"置 :ref:`Viewport 的 <class_Viewport>` :ref:`World2D <class_World2D>` ." #: ../../docs/tutorials/viewports/viewports.rst:130 msgid "" @@ -289,7 +290,7 @@ msgid "" "and `2D in 3D <https://github.com/godotengine/godot-demo-projects/tree/" "master/viewport/2d_in_3d>`_ respectively." msgstr "" -"关于如何工作的例子,请分别参阅演示项目 `3D in 2D <https://github.com/" +"关于如何工作的例子, 请分别参阅演示项目 `3D in 2D <https://github.com/" "godotengine/godot-demo-projects/tree/master/viewport/3d_in_2d>`_ 和 `2D in " "3D <https://github.com/godotengine/godot-demo-projects/tree/master/" "viewport/2d_in_3d>`_ ." @@ -304,8 +305,8 @@ msgid "" "contents. For the root :ref:`Viewport <class_Viewport>`, this is effectively " "a screen capture. This is done with the following code:" msgstr "" -"可以查询 :ref:`Viewport <class_Viewport>` 内容的捕获.对于根 :ref:`Viewport " -"<class_Viewport>` ,这实际上是一个屏幕截图.这可以通过以下代码完成:" +"可以查询 :ref:`Viewport <class_Viewport>` 内容的捕获. 对于根 :ref:`Viewport " +"<class_Viewport>` , 这实际上是一个屏幕截图. 这可以通过以下代码完成:" #: ../../docs/tutorials/viewports/viewports.rst:152 msgid "" @@ -314,9 +315,9 @@ msgid "" "because there is nothing to get as texture. You can deal with it using (for " "example):" msgstr "" -"但是如果你在 ``_ready()`` 中使用,或者从 :ref:`Viewport的<class_Viewport>` 初" -"始化的第一帧开始使用,你会得到一个空的纹理,因为没有什么可以作为纹理获得.你可以" -"用来处理它,例如:" +"但是如果你在 ``_ready()`` 中使用, 或者从 :ref:`Viewport 的 <class_Viewport>` " +"初始化的第一帧开始使用, 你会得到一个空的纹理, 因为没有什么可以作为纹理获得. " +"你可以用来处理它, 例如:" #: ../../docs/tutorials/viewports/viewports.rst:163 msgid "Viewport Container" @@ -329,7 +330,7 @@ msgid "" "display anything it has inside. The layout looks like this:" msgstr "" "如果 :ref:`Viewport <class_Viewport>` 是 :ref:`ViewportContainer " -"<class_viewportcontainer>` 的子节点,它将变为活动状态并显示其内部的任何内容. " +"<class_viewportcontainer>` 的子节点, 它将变为活动状态并显示其内部的任何内容. " "布局看起来像这样:" #: ../../docs/tutorials/viewports/viewports.rst:169 @@ -343,11 +344,11 @@ msgid "" msgstr "" "如果 :ref:`Viewport<class_Viewport>` 在 :ref:`ViewportContainer " "<class_viewportcontainer>` 中 :ref:" -"`Stretch<class_viewportcontainer_property_stretch>` 设置为 ``true`` ,则 :ref:" -"`Viewport<class_viewportcontainer>` 将完全覆盖其父 :ref:`ViewportContainer " -"<class_viewportcontainer>` 的区域.注意: :ref:`ViewportContainer " -"<class_viewportcontainer>` 的大小不能小于 :ref:`Viewport <class_Viewport>` 的" -"大小." +"`Stretch<class_viewportcontainer_property_stretch>` 设置为 ``true`` , 则 :" +"ref:`Viewport<class_viewportcontainer>` 将完全覆盖其父 :ref:" +"`ViewportContainer <class_viewportcontainer>` 的区域. 注意: :ref:" +"`ViewportContainer <class_viewportcontainer>` 的大小不能小于 :ref:`Viewport " +"<class_Viewport>` 的大小." #: ../../docs/tutorials/viewports/viewports.rst:174 msgid "Rendering" @@ -363,11 +364,11 @@ msgid "" "ref:`Viewport <class_Viewport>` to use HDR, HDR is very useful for when you " "want to store values in the texture that are outside the range 0.0 - 1.0." msgstr "" -"由于以下事实 :ref:`Viewport <class_Viewport>` 是进入另一个渲染表面的入口,它会" -"暴露一些可能与项目设置不同的渲染属性.第一个是MSAA,您可以选择为每个使用不同级" -"别的MSAA :ref:`Viewport <class_Viewport>`,默认行为是DISABLED.您还可以设置 :" -"ref:`Viewport <class_Viewport>` 以使用HDR,当您想要在纹理中存储超出0.0 - 1.0范" -"围的值时,HDR非常有用." +"由于以下事实 :ref:`Viewport <class_Viewport>` 是进入另一个渲染表面的入口, 它" +"会暴露一些可能与项目设置不同的渲染属性. 第一个是MSAA, 您可以选择为每个使用不" +"同级别的MSAA :ref:`Viewport <class_Viewport>`, 默认行为是DISABLED. 您还可以设" +"置 :ref:`Viewport <class_Viewport>` 以使用HDR, 当您想要在纹理中存储超出0.0 - " +"1.0范围的值时,HDR非常有用." #: ../../docs/tutorials/viewports/viewports.rst:181 msgid "" @@ -379,11 +380,11 @@ msgid "" "<class_Viewport>`'s Usage property to 2D if your viewport doesn't render " "anything in 3D." msgstr "" -"如果你知道 :ref:`Viewport <class_Viewport>` 将被如何使用,可以把它的用法设置为" -"3D或2D.Godot就会根据选择限制 :ref:`Viewport <class_Viewport>` 的绘制方式;默" -"认是3D.与3D使用模式相比,2D使用模式的速度稍快,占用的内存也少.如果视窗没有在3D" -"中渲染任何东西,将 :ref:`Viewport <class_Viewport> ` 的使用属性设置为2D是一个" -"好主意." +"如果你知道 :ref:`Viewport <class_Viewport>` 将被如何使用, 可以把它的用法设置" +"为3D或2D.Godot就会根据选择限制 :ref:`Viewport <class_Viewport>` 的绘制方式;" +"默认是3D. 与3D使用模式相比,2D使用模式的速度稍快, 占用的内存也少. 如果视窗没有" +"在3D中渲染任何东西, 将 :ref:`Viewport <class_Viewport> ` 的使用属性设置为2D是" +"一个好主意." #: ../../docs/tutorials/viewports/viewports.rst:187 msgid "" @@ -392,8 +393,9 @@ msgid "" "shadows won't be rendered. For reference, the Project Settings define it to " "4096 by default." msgstr "" -"如果需要在视图中渲染3D阴影,请确保将视图的 *Shadow Atlas Size阴影贴图集大小* " -"属性设置为大于0的值.否则,阴影将不会被渲染.作为参考,项目设置默认定义为4096." +"如果需要在视图中渲染3D阴影, 请确保将视图的 *Shadow Atlas Size阴影贴图集大小* " +"属性设置为大于0的值. 否则, 阴影将不会被渲染. 作为参考, 项目设置默认定义为" +"4096." #: ../../docs/tutorials/viewports/viewports.rst:190 msgid "" @@ -417,7 +419,7 @@ msgid "" "flatly colored the color of their albedo." msgstr "" "其他三个选项是Unhaded,Overdraw和Wireframe. 无阴影在不使用光照信息的情况下绘制" -"场景,因此所有对象都显示为其反射颜色的扁平颜色." +"场景, 因此所有对象都显示为其反射颜色的扁平颜色." #: ../../docs/tutorials/viewports/viewports.rst:204 msgid "*The same scene with Debug Draw set to Unshaded*" @@ -427,7 +429,7 @@ msgstr "*Debug Draw设置为Unshaded的相同场景*" msgid "" "Overdraw draws the meshes semi-transparent with an additive blend so you can " "see how the meshes overlap." -msgstr "Overdraw使用添加剂混合绘制半透明的网格,以便您可以看到网格重叠的方式." +msgstr "Overdraw使用添加剂混合绘制半透明的网格, 以便您可以看到网格重叠的方式." #: ../../docs/tutorials/viewports/viewports.rst:210 msgid "*The same scene with Debug Draw set to Overdraw*" @@ -437,13 +439,13 @@ msgstr "*Debug Draw设置为Overdraw的同一场景*" msgid "" "Lastly, Wireframe draws the scene using only the edges of triangles in the " "meshes." -msgstr "最后,绘制的场景中线框仅使用网格中里边缘的三角形." +msgstr "最后, 绘制的场景中线框仅使用网格中里边缘的三角形." #: ../../docs/tutorials/viewports/viewports.rst:216 msgid "" "The effects of the Wireframe mode are only visible in the editor, not while " "the project is running." -msgstr "线框模式的效果只在编辑器中可看见,在项目运行时不可见." +msgstr "线框模式的效果只在编辑器中可看见, 在项目运行时不可见." #: ../../docs/tutorials/viewports/viewports.rst:219 msgid "Render target" @@ -457,9 +459,10 @@ msgid "" "<class_ViewportTexture>` somewhere. This can be requested via code using " "(for example):" msgstr "" -"当渲染到一个 :ref:`Viewport <class_Viewport>` 时,里面的东西在场景编辑器中是看" -"不到的.为了显示内容,你必须在某个地方绘制 :ref:`Viewport's <class_Viewport>` :" -"ref:`ViewportTexture <class_ViewportTexture>`.这可以通过代码使用,例如:" +"当渲染到一个 :ref:`Viewport <class_Viewport>` 时, 里面的东西在场景编辑器中是" +"看不到的. 为了显示内容, 你必须在某个地方绘制 :ref:`Viewport's " +"<class_Viewport>` :ref:`ViewportTexture <class_ViewportTexture>`. 这可以通过" +"代码使用, 例如:" #: ../../docs/tutorials/viewports/viewports.rst:231 msgid "" @@ -482,12 +485,12 @@ msgid "" "while next frame will clear the texture on the next frame and then set " "itself to Never." msgstr "" -"每一帧, :ref:`Viewport <class_Viewport>` 的纹理都会被清除,并使用默认的透明色" +"每一帧, :ref:`Viewport <class_Viewport>` 的纹理都会被清除, 并使用默认的透明色" "(或者如果 :ref:`Transparent Bg<class_Viewport_property_transparent_bg>` 被设" -"置为 ``true`` ).这可以通过设置 :ref:`Clear " +"置为 ``true`` ). 这可以通过设置 :ref:`Clear " "Mode<class_Viewport_property_render_target_clear_mode>` 为Never或Next Frame来" -"改变.顾名思义,Never意味着纹理将永远不会被清除,而Next Frame将在下一帧清除纹理," -"然后将自己设置为Never." +"改变. 顾名思义,Never意味着纹理将永远不会被清除, 而Next Frame将在下一帧清除纹" +"理, 然后将自己设置为Never." #: ../../docs/tutorials/viewports/viewports.rst:244 msgid "" @@ -499,11 +502,11 @@ msgid "" "flexibility allows users to render an image once and then use the texture " "without incurring the cost of rendering every frame." msgstr "" -"默认情况下,当 :ref:`Viewport <class_Viewport>` 的 :ref:`ViewportTexture " -"<class_ViewportTexture>` 在一个帧中被绘制时,会发生重新渲染.如果是可见,将被渲" -"染;否则,它将不会被渲染.这个行为可以改为手动渲染一次,或者总是渲染,不管是否可" -"见.这种灵活性使用户可以渲染一次图像,然后使用纹理,而不需要承担每一帧渲染的消" -"耗." +"默认情况下, 当 :ref:`Viewport <class_Viewport>` 的 :ref:`ViewportTexture " +"<class_ViewportTexture>` 在一个帧中被绘制时, 会发生重新渲染. 如果是可见, 将被" +"渲染;否则, 它将不会被渲染. 这个行为可以改为手动渲染一次, 或者总是渲染, 不管" +"是否可见. 这种灵活性使用户可以渲染一次图像, 然后使用纹理, 而不需要承担每一帧" +"渲染的消耗." #: ../../docs/tutorials/viewports/viewports.rst:252 msgid "" @@ -511,5 +514,5 @@ msgid "" "available to download, or https://github.com/godotengine/godot-demo-projects/" "tree/master/viewport" msgstr "" -"一定要查看Viewport演示! 可以下载演示档案中的Viewport文件夹,或https://github." -"com/godotengine/godot-demo-projects/tree/master/viewport" +"一定要查看Viewport演示! 可以下载演示档案中的Viewport文件夹, 或https://" +"github.com/godotengine/godot-demo-projects/tree/master/viewport" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 08ca9c5474..5906f5b028 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -33,7 +33,7 @@ msgstr "本教程将介绍如何使用官方Godot插件为 *Oculus Quest* 开发 #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:12 msgid "Before starting, there are two things you need to do:" -msgstr "在开始之前,你有2件事情需要做:" +msgstr "在开始之前, 你有2件事情需要做:" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:14 msgid "" @@ -41,7 +41,7 @@ msgid "" "`doc_exporting_for_android` page. This leads you through installing the " "toolset that Godot needs to export to Android devices." msgstr "" -"首先你需要完成 :ref:`doc_exporting_for_android` 页面上的步骤.这将引导你安装" +"首先你需要完成 :ref:`doc_exporting_for_android` 页面上的步骤. 这将引导你安装" "Godot导出到Android设备所需的工具集." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:18 @@ -50,8 +50,8 @@ msgid "" "manually download it from `here <https://github.com/GodotVR/godot-oculus-" "mobile-asset>`__." msgstr "" -"接下来你需要Quest插件.你可以从资产库中获得它,或者从 `这里<https://github.com/" -"GodotVR/godot-oculus-mobile-asset>`__ 手动下载." +"接下来你需要Quest插件. 你可以从资产库中获得它, 或者从 `这里 <https://github." +"com/GodotVR/godot-oculus-mobile-asset>`__ 手动下载." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:22 msgid "Setting Up Godot" @@ -59,21 +59,21 @@ msgstr "设置Godot" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:24 msgid "To get started open Godot and create a new project." -msgstr "要开始,请打开Godot并创建一个新的项目." +msgstr "要开始, 请打开Godot并创建一个新的项目." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:28 msgid "" "Make sure to choose the ``GLES2`` renderer. Due to the Quest's GPU this " "backend is far better suited for the Quest." -msgstr "确保选择 ``GLES2`` 渲染器,由于Quest的GPU,这个后端更适合Quest." +msgstr "确保选择 ``GLES2`` 渲染器, 由于Quest的GPU, 这个后端更适合Quest." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:31 msgid "" "Copy the addons folder from the Oculus Mobile asset into your Godot project. " "Your project tree should look similar to this:" msgstr "" -"将Oculus Mobile资产中的addons文件夹复制到你的Godot项目中,你的项目树应该类似于" -"这样:" +"将Oculus Mobile资产中的addons文件夹复制到你的Godot项目中, 你的项目树应该类似" +"于这样:" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:36 msgid "Now you can start building the main scene:" @@ -89,7 +89,7 @@ msgid "" "<class_ARVRCamera>` and two :ref:`ARVRController <class_ARVRController>` " "nodes." msgstr "" -"然后在原节点上添加三个子节点,一个 :ref:`ARVRCamera <class_ARVRCamera>` 和两" +"然后在原节点上添加三个子节点, 一个 :ref:`ARVRCamera <class_ARVRCamera>` 和两" "个 :ref:`ARVRController <class_ARVRController>` 节点." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:40 @@ -118,36 +118,38 @@ msgid "" "controllers." msgstr "" "最后添加一个 :ref:`MeshInstance <class_MeshInstance>` 作为我们第一个 :ref:" -"`ARVRController <class_ARVRController>` 的子节点,并创建一个盒子形状,调整盒子" -"的大小,使每个边都设置为 0.1.现在复制 :ref:`MeshInstance " +"`ARVRController <class_ARVRController>` 的子节点, 并创建一个盒子形状, 调整盒" +"子的大小, 使每个边都设置为 0.1. 现在复制 :ref:`MeshInstance " "<class_MeshInstance>` 并将其移动到第二个 :ref:`ARVRController " -"<class_ARVRController>` 节点.这些节点将代表我们的控制器." +"<class_ARVRController>` 节点. 这些节点将代表我们的控制器." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:46 msgid "Now add a script to the main node and add the following code:" -msgstr "现在给主节点添加一个脚本,并添加以下代码:" +msgstr "现在给主节点添加一个脚本, 并添加以下代码:" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:76 msgid "" "Before you can export this project to the Quest you need to do three more " "things." -msgstr "将项目导出到Quest之前,您需要做三件事." +msgstr "将项目导出到Quest之前, 您需要做三件事." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:79 msgid "" "First go into the project settings and make sure that the main scene is the " "scene we run. Godot does not ask you to set this on export." -msgstr "首先进入项目设置,确保主场景是运行的场景,Godot不要求你在导出时设置这个." +msgstr "" +"首先进入项目设置, 确保主场景是运行的场景,Godot不要求你在导出时设置这个." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 +#, fuzzy msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" -"然后进入导出菜单,配置一个新的Android导出.如果你还没有通过 :ref:" -"`doc_exporting_for_android` 页面配置,现在就去做.如果没做,会在这个屏幕上看到一" -"些红色信息." +"然后进入导出菜单, 配置一个新的Android导出. 如果你还没有通过 :ref:" +"`doc_exporting_for_android` 页面配置, 现在就去做. 如果没做, 会在这个屏幕上看" +"到一些红色信息." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:89 msgid "" @@ -155,8 +157,8 @@ msgid "" "settings. First change the XR Mode to ``Oculus Mobile VR``. Then change the " "Degrees of Freedom mode to ``6DOF``." msgstr "" -"如果你这样做了,可以继续前进,并对导出设置进行一些小的修改,首先将XR模式改为 " -"``Oculus Mobile VR`` .然后将自由度模式改为 ``6DOF`` ." +"如果你这样做了, 可以继续前进, 并对导出设置进行一些小的修改, 首先将XR模式改为 " +"``Oculus Mobile VR`` . 然后将自由度模式改为 ``6DOF`` ." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:95 msgid "Now save and close the export window." @@ -172,12 +174,12 @@ msgid "" "an Oculus app on it and link it up to your Quest. Start the Oculus app. " "Press the settings cogwheel on the bottom right hand side. Select your Quest:" msgstr "" -"最后拿出手机,当你拿到Quest时,需要在手机上安装一个Oculus应用,并将其与Quest链" -"接,启动Oculus应用,按右下角的设置齿轮,选择你的Quest:" +"最后拿出手机, 当你拿到Quest时, 需要在手机上安装一个Oculus应用, 并将其与Quest" +"链接, 启动Oculus应用, 按右下角的设置齿轮, 选择你的Quest:" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:107 msgid "Select \"More Settings\", and select \"Developer Mode\":" -msgstr "选择\"More Settings\"[更多设置],选择\"Developer Mode\"[开发者模式]:" +msgstr "选择\"More Settings\"[更多设置], 选择\"Developer Mode\"[开发者模式]:" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:111 msgid "Now turn developer mode on:" @@ -194,9 +196,9 @@ msgid "" "the little Android button that should be visible in the top right hand side " "of your Godot window. It should build your game and export it to the Quest." msgstr "" -"用提供的USB线将Quest连接到电脑上.把Quest打开,它可能会给出一些对话框,让PC允许" -"部署应用程序.现在点击Godot窗口右上方的Android小按钮,应该是可见的.它应该会构建" -"你的游戏并将其导出到Quest." +"用提供的USB线将Quest连接到电脑上. 把Quest打开, 它可能会给出一些对话框, 让PC允" +"许部署应用程序. 现在点击Godot窗口右上方的Android小按钮, 应该是可见的. 它应该" +"会构建你的游戏并将其导出到Quest." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:123 msgid "" @@ -205,9 +207,9 @@ msgid "" "quest that contains a lot of scenes to get help you on your way including " "really nice controller meshes." msgstr "" -"上面的内容只是让你的项目在Quest上运行的最低限度,并不会很令人兴奋.Holger " -"Dammertz为Quest制作了一个很棒的工具包,其中包含了很多场景,可以帮助你走上成功之" -"路,包括非常漂亮的控制器网格." +"上面的内容只是让你的项目在Quest上运行的最低限度, 并不会很令人兴奋.Holger " +"Dammertz为Quest制作了一个很棒的工具包, 其中包含了很多场景, 可以帮助你走上成功" +"之路, 包括非常漂亮的控制器网格." #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:128 msgid "" @@ -222,5 +224,5 @@ msgid "" "If you want to help out with improving the plugin please join us `here " "<https://github.com/GodotVR/godot_oculus_mobile>`__." msgstr "" -"如果你想帮助改进这个插件,请加入我们的行列 `here <https://github.com/GodotVR/" +"如果你想帮助改进这个插件, 请加入我们的行列 `here <https://github.com/GodotVR/" "godot_oculus_mobile>`__ ." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po index 000c325df5..45bbecdb3b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po index eb4b87161a..cc4ee8cb7c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -39,11 +39,11 @@ msgid "" "documented on the relevant interfaces and fall outside of the scope of this " "primer." msgstr "" -"Godot 3中引入了一个新的框架,称为AR/VR服务器.在这个框架之上,具体的实现可以将其" -"作为接口使用,其中大部分是基于GDNative的插件.本教程只关注核心框架所抽象出的核" -"心元素.这个框架有足够的功能让你创建一个完整的VR体验,然后可以为各种接口部署.然" -"而,每个平台往往有一些独特的功能,是不可能抽象出来的.这样的功能将被记录在相关的" -"接口上,不属于本入门手册的范围." +"Godot 3中引入了一个新的框架, 称为AR/VR服务器. 在这个框架之上, 具体的实现可以" +"将其作为接口使用, 其中大部分是基于GDNative的插件. 本教程只关注核心框架所抽象" +"出的核心元素. 这个框架有足够的功能让你创建一个完整的VR体验, 然后可以为各种接" +"口部署. 然而, 每个平台往往有一些独特的功能, 是不可能抽象出来的. 这样的功能将" +"被记录在相关的接口上, 不属于本入门手册的范围." #: ../../docs/tutorials/vr/vr_primer.rst:17 msgid "AR/VR server" @@ -56,8 +56,8 @@ msgid "" "added to the list of GDNative singletons in your project, they will make " "themselves known to the server." msgstr "" -"当Godot启动时,每个可用的接口都会让AR/VR服务器知道.GDNative接口被设置为单例;" -"只要它们被添加到你项目中的GDNative单例列表中,它们就会被服务器知道." +"当Godot启动时, 每个可用的接口都会让AR/VR服务器知道.GDNative接口被设置为单例;" +"只要它们被添加到你项目中的GDNative单例列表中, 它们就会被服务器知道." #: ../../docs/tutorials/vr/vr_primer.rst:23 msgid "" @@ -71,15 +71,15 @@ msgid "" "which makes it ideal for prototyping or a tutorial such as this one." msgstr "" "你可以使用函数 :ref:`get_interfaces() " -"<class_ARVRServer_method_get_interfaces>`来返回一个可用的接口列表,但在本教程" -"中,我们将在我们的例子中使用 :ref:`native mobile VR interface " -"<class_MobileVRInterface>`.这个接口是一个直接的实现,使用手机上的3DOF传感器来" -"确定方向,并向屏幕输出立体图像.它也可以在Godot核心中使用,并在桌面输出到屏幕上," -"这使它成为原型设计或像这样的教程的理想选择." +"<class_ARVRServer_method_get_interfaces>` 来返回一个可用的接口列表, 但在本教" +"程中, 我们将在我们的例子中使用 :ref:`native mobile VR interface " +"<class_MobileVRInterface>`. 这个接口是一个直接的实现, 使用手机上的3DOF传感器" +"来确定方向, 并向屏幕输出立体图像. 它也可以在Godot核心中使用, 并在桌面输出到屏" +"幕上, 这使它成为原型设计或像这样的教程的理想选择." #: ../../docs/tutorials/vr/vr_primer.rst:31 msgid "To enable an interface, you execute the following code:" -msgstr "要启用接口,请执行以下代码:" +msgstr "要启用接口, 请执行以下代码:" #: ../../docs/tutorials/vr/vr_primer.rst:48 msgid "" @@ -88,9 +88,9 @@ msgid "" "some control over the viewport to the interface, which automatically enables " "things like stereoscopic rendering on the viewport." msgstr "" -"这段代码找到我们希望使用的接口,并对其进行了初始化,如果成功的话,将主视窗与该接" -"口绑定.这最后一步将视窗的一些控制权交给了接口,从而自动实现了视窗上的立体渲染" -"等功能." +"这段代码找到我们希望使用的接口, 并对其进行了初始化, 如果成功的话, 将主视窗与" +"该接口绑定. 这最后一步将视窗的一些控制权交给了接口, 从而自动实现了视窗上的立" +"体渲染等功能." #: ../../docs/tutorials/vr/vr_primer.rst:52 msgid "" @@ -102,10 +102,10 @@ msgid "" "screen will show an undistorted version of the left eye, while showing the " "fully processed stereoscopic output on the device." msgstr "" -"对于我们的移动VR界面,以及任何主要输入直接显示在屏幕上的界面,主视窗需要是 :" -"ref:`arvr<class_Viewport_property_arvr>` 被设置为 ``true`` 的那个视窗.但是对" -"于在外部连接设备上渲染的界面,你可以使用一个辅助视窗.在后一种情况下,在屏幕上显" -"示其输出的视窗将显示左眼的未扭曲版本,而在设备上显示完成处理的立体输出." +"对于我们的移动VR界面, 以及任何主要输入直接显示在屏幕上的界面, 主视窗需要是 :" +"ref:`arvr<class_Viewport_property_arvr>` 被设置为 ``true`` 的那个视窗. 但是对" +"于在外部连接设备上渲染的界面, 你可以使用一个辅助视窗. 在后一种情况下, 在屏幕" +"上显示其输出的视窗将显示左眼的未扭曲版本, 而在设备上显示完成处理的立体输出." #: ../../docs/tutorials/vr/vr_primer.rst:59 msgid "" @@ -116,10 +116,10 @@ msgid "" "scenarios though, you wouldn't disable the headset once you're in VR, this " "can be disconcerting to the gamer." msgstr "" -"最后,您应该只初始化一次界面; 切换场景和重新初始化界面都会带来很多性能消耗. " -"如果您想暂时关闭耳机,只需禁用视窗或在视窗上将 :ref:" -"`arvr<class_Viewport_property_arvr>` 设置为 ``false``. 不过,在大多数情况下,一" -"旦玩家进入VR,您最好不要禁用耳机,因为这会让玩家感到很不舒服." +"最后, 您应该只初始化一次界面; 切换场景和重新初始化界面都会带来很多性能消耗. " +"如果您想暂时关闭耳机, 只需禁用视窗或在视窗上将 :ref:" +"`arvr<class_Viewport_property_arvr>` 设置为 ``false``. 不过, 在大多数情况下, " +"一旦玩家进入VR, 您最好不要禁用耳机, 因为这会让玩家感到很不舒服." #: ../../docs/tutorials/vr/vr_primer.rst:66 msgid "New AR/VR nodes" @@ -130,7 +130,7 @@ msgid "" "Three new node types have been added for supporting AR and VR in Godot and " "one additional node type especially for AR. These are:" msgstr "" -"添加了三种新节点类型,用于支持Godot中的AR和VR,以及一种额外的节点类型,尤其是" +"添加了三种新节点类型, 用于支持Godot中的AR和VR, 以及一种额外的节点类型, 尤其是" "AR. 这些是:" #: ../../docs/tutorials/vr/vr_primer.rst:71 @@ -141,14 +141,15 @@ msgstr ":ref:`ARVROrigin <class_ARVROrigin>` - 我们在世界上的起源点" msgid "" ":ref:`ARVRCamera <class_ARVRCamera>` - a special subclass of the camera, " "which is positionally tracked" -msgstr ":ref:`ARVRCamera <class_ARVRCamera>` - 一个特殊的相机子类,可被定位追踪" +msgstr "" +":ref:`ARVRCamera <class_ARVRCamera>` - 一个特殊的相机子类, 可被定位追踪" #: ../../docs/tutorials/vr/vr_primer.rst:73 msgid "" ":ref:`ARVRController <class_ARVRController>` - a new spatial class, which " "tracks the location of a controller" msgstr "" -":ref:`ARVRController <class_ARVRController>` - 一个新的空间类,它跟踪控制器的" +":ref:`ARVRController <class_ARVRController>` - 一个新的空间类, 它跟踪控制器的" "位置" #: ../../docs/tutorials/vr/vr_primer.rst:74 @@ -156,14 +157,14 @@ msgid "" ":ref:`ARVRAnchor <class_ARVRAnchor>` - an anchor point for an AR " "implementation mapping a real world location into your virtual world" msgstr "" -":ref:`ARVRAnchor <class_ARVRAnchor>` - AR实现的一个定位点,将真实世界的位置映" +":ref:`ARVRAnchor <class_ARVRAnchor>` - AR实现的一个定位点, 将真实世界的位置映" "射到您的虚拟世界" #: ../../docs/tutorials/vr/vr_primer.rst:76 msgid "" "The first two must exist in your scene for AR/VR to work and this tutorial " "focuses purely on them." -msgstr "前两个必须存在于场景中,AR / VR才能工作,本教程仅关注它们." +msgstr "前两个必须存在于场景中,AR / VR才能工作, 本教程仅关注它们." #: ../../docs/tutorials/vr/vr_primer.rst:79 msgid "" @@ -179,12 +180,13 @@ msgid "" "HMD is tracked in relation to this center position and the tracking is " "mirror in the virtual world." msgstr "" -":ref:`ARVROrigin <class_ARVROrigin>`是一个重要的节点,你必须在场景中某处有且仅" -"有一个这样的节点.该节点将现实世界的跟踪空间中心映射到虚拟世界的某个位置.其他" -"所有的东西都是相对于这个点进行位置跟踪.这个点处在哪里,有不同的实现,但是理解这" -"个节点如何工作的最好例子是看一个房间比例的位置.虽然拥有函数可以调整这个点,使" -"其默认在玩家身上居中,但原点将是你所在房间的中心位置.当你在房间里实际走动时," -"HMD的位置会被跟踪到与这个中心位置的关系,并且在虚拟世界中的跟踪是镜像的." +":ref:`ARVROrigin <class_ARVROrigin>` 是一个重要的节点, 你必须在场景中某处有且" +"仅有一个这样的节点. 该节点将现实世界的跟踪空间中心映射到虚拟世界的某个位置. " +"其他所有的东西都是相对于这个点进行位置跟踪. 这个点处在哪里, 有不同的实现, 但" +"是理解这个节点如何工作的最好例子是看一个房间比例的位置. 虽然拥有函数可以调整" +"这个点, 使其默认在玩家身上居中, 但原点将是你所在房间的中心位置. 当你在房间里" +"实际走动时,HMD的位置会被跟踪到与这个中心位置的关系, 并且在虚拟世界中的跟踪是" +"镜像的." #: ../../docs/tutorials/vr/vr_primer.rst:89 msgid "" @@ -195,9 +197,9 @@ msgid "" "teleport system, it is the position of the origin point which you will have " "to adjust." msgstr "" -"为了简单起见,当你在房间里实际移动时,ARVR原点保持在原处,摄像机和控制器的位置将" -"根据你的移动而调整.当你在虚拟世界中移动时,无论是通过控制器输入还是实现传送系" -"统,你必须调整的是原点的位置." +"为了简单起见, 当你在房间里实际移动时,ARVR原点保持在原处, 摄像机和控制器的位置" +"将根据你的移动而调整. 当你在虚拟世界中移动时, 无论是通过控制器输入还是实现传" +"送系统, 你必须调整的是原点的位置." #: ../../docs/tutorials/vr/vr_primer.rst:95 msgid "" @@ -211,11 +213,11 @@ msgid "" "that are used are the near and far plane settings. The FOV, aspect ratio and " "projection mode are all ignored." msgstr "" -":ref:`ARVRCamera <class_ARVRCamera>`是第二个节点,它必须始终是你的场景的一部" -"分,它必须始终是你的原始节点的子节点.它是Godot普通摄像机的一个子类.然而,它的位" -"置在每一帧都会根据HMD的物理方向和位置自动更新.同时,由于向HMD渲染或在真实世界" -"的相机上渲染AR覆盖所需的精度,大多数标准的相机属性被忽略了.FOV、长宽比和投影模" -"式都被忽略了.唯一使用的相机属性是近平面和远平面的设置." +":ref:`ARVRCamera <class_ARVRCamera>` 是第二个节点, 它必须始终是你的场景的一部" +"分, 它必须始终是你的原始节点的子节点. 它是Godot普通摄像机的一个子类. 然而, 它" +"的位置在每一帧都会根据HMD的物理方向和位置自动更新. 同时, 由于向HMD渲染或在真" +"实世界的相机上渲染AR覆盖所需的精度, 大多数标准的相机属性被忽略了.FOV, 长宽比" +"和投影模式都被忽略了. 唯一使用的相机属性是近平面和远平面的设置." #: ../../docs/tutorials/vr/vr_primer.rst:103 msgid "" @@ -224,14 +226,14 @@ msgid "" "tracked. This implementation artificially places the camera at a height (Y) " "of 1.85." msgstr "" -"请注意,对于我们的原生移动VR实现来说,没有位置追踪,只有手机的方向,以及延伸到HMD" -"的方向被追踪.这种实现方式人为地将摄像头置于1.85的高度(Y)." +"请注意, 对于我们的原生移动VR实现来说, 没有位置追踪, 只有手机的方向, 以及延伸" +"到HMD的方向被追踪. 这种实现方式人为地将摄像头置于1.85的高度(Y)." #: ../../docs/tutorials/vr/vr_primer.rst:107 msgid "" "Conclusion: your minimum setup in your scene to make AR or VR work should " "look like this:" -msgstr "结论:你在场景中使AR或VR工作的最低设置应该是这样的:" +msgstr "结论: 你在场景中使AR或VR工作的最低设置应该是这样的:" #: ../../docs/tutorials/vr/vr_primer.rst:111 msgid "" @@ -240,9 +242,9 @@ msgid "" "something to see, but after that, you can export the game to your phone of " "choice, pop it into a viewer and away you go." msgstr "" -"这就是你需要开始使用原生移动界面的全部内容.显然,你需要在你的场景中添加更多的" -"东西,所以有一些东西可以看,但在那之后,你可以把游戏导出到你选择的手机上,把它插" -"入一个浏览器,然后就可以了." +"这就是你需要开始使用原生移动界面的全部内容. 显然, 你需要在你的场景中添加更多" +"的东西, 所以有一些东西可以看, 但在那之后, 你可以把游戏导出到你选择的手机上, " +"把它插入一个浏览器, 然后就可以了." #: ../../docs/tutorials/vr/vr_primer.rst:116 msgid "Official plugins and resources" @@ -255,8 +257,8 @@ msgid "" "are several official plugins available in the `GodotVR Repository <https://" "github.com/GodotVR>`_." msgstr "" -"前面说过,Godot并不是开箱就支持各种VR和AR SDK,需要特定SDK提供插件.在 `GodotVR " -"Repository <https://github.com/GodotVR>`_ ,有几个官方插件." +"前面说过,Godot并不是开箱就支持各种VR和AR SDK, 需要特定SDK提供插件. 在 " +"`GodotVR Repository <https://github.com/GodotVR>`_ , 有几个官方插件." #: ../../docs/tutorials/vr/vr_primer.rst:122 msgid "" @@ -264,8 +266,8 @@ msgid "" "provides support for the Oculus Go and Oculus Quest. The Quest will require " "additional setup documented in :ref:`doc_developing_for_oculus_quest`." msgstr "" -"`Godot Oculus Mobile <https://github.com/GodotVR/godot_oculus_mobile>`_提供对" -"Oculus Go和Oculus Quest的支持.Quest需要额外的设置,详见 :ref:" +"`Godot Oculus Mobile <https://github.com/GodotVR/godot_oculus_mobile>`_ 提供" +"对Oculus Go和Oculus Quest的支持.Quest需要额外的设置, 详见 :ref:" "`doc_developing_for_oculus_quest`." #: ../../docs/tutorials/vr/vr_primer.rst:125 @@ -273,8 +275,8 @@ msgid "" "`Godot OpenVR <https://github.com/GodotVR/godot_openvr>`_ (not to be " "confused with OpenXR) supports the OpenVR SDK used by Steam." msgstr "" -"`Godot OpenVR <https://github.com/GodotVR/godot_openvr>`_(不要与OpenXR混淆)支" -"持Steam使用的OpenVR SDK." +"`Godot OpenVR <https://github.com/GodotVR/godot_openvr>`_ (不要与OpenXR混淆)" +"支持Steam使用的OpenVR SDK." #: ../../docs/tutorials/vr/vr_primer.rst:127 msgid "" @@ -289,58 +291,59 @@ msgid "" "`Godot OpenHMD <https://github.com/GodotVR/godot_openhmd>`_ supports " "OpenHMD, an open source API and drivers for headsets." msgstr "" -"`Godot OpenHMD <https://github.com/GodotVR/godot_openhmd>`_支持OpenHMD,这是一" -"个开源的API和耳机驱动程序." +"`Godot OpenHMD <https://github.com/GodotVR/godot_openhmd>`_ 支持OpenHMD, 这是" +"一个开源的API和耳机驱动程序." #: ../../docs/tutorials/vr/vr_primer.rst:131 +#, fuzzy msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -"`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_支持VR和AR软件的开放" -"标准OpenXR.这个插件处于开发初期,只支持Linux,需要参考在资源库中描述的额外设置." +"`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ 支持VR和AR软件的开" +"放标准OpenXR. 这个插件处于开发初期, 只支持Linux, 需要参考在资源库中描述的额外" +"设置." -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "这些插件可以从 GitHub 或Godot资产库下载." -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." -msgstr "除了插件之外,还有几个官方的demo." +msgstr "除了插件之外, 还有几个官方的demo." + +#: ../../docs/tutorials/vr/vr_primer.rst:138 +msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." +msgstr "`Godot Oculus 演示 <https://github.com/GodotVR/godot-oculus-demo> `_." #: ../../docs/tutorials/vr/vr_primer.rst:139 -msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." -msgstr "`Godot Oculus演示<https://github.com/GodotVR/godot-oculus-demo> `_." - -#: ../../docs/tutorials/vr/vr_primer.rst:140 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -"`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_(这个项目的" +"`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (这个项目的" "教程是 :ref:`doc_vr_starter_tutorial_part_one`)." -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -"`Godot XR工具<https://github.com/GodotVR/godot-xr-tools>`_,它展示了VR功能的实" -"现,如移动和拾取物体." +"`Godot XR 工具 <https://github.com/GodotVR/godot-xr-tools>`_, 它展示了VR功能" +"的实现, 如移动和拾取物体." -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "其他需要考虑的事情" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "我们需要在本入门手册中简要介绍一些其他一些重要的知识." -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -356,37 +359,37 @@ msgid "" "scale. For instance, setting this to a value of 10 changes our coordinate " "system so 10 units = 1 meter." msgstr "" -"首先是我们的单位.在一般的3D游戏中,你不需要考虑太多单位的问题.只要所有的东西都" -"是一样的比例,单位体积的盒子可以是任意大小,你可以拿在手里小熊或一栋楼.在AR和VR" -"中,这种情况会发生变化,因为你虚拟世界中的东西会映射到现实世界中.如果在现实世界" -"中向前走1米,但在你的虚拟世界中只向前移动了1厘米,就有了问题.你的控制器的位置也" -"是一样的,如果它们没有出现在正确的相对空间,就会打破玩家的沉浸感.大多数VR平台," -"包括AR/VR服务器,都假设1个单位=1米.然而,AR/VR服务器有一个属性,为了方便起见,在" -"ARVROrigin节点上也会暴露出来,叫做世界尺度.例如,将其设置为10的值,就会改变我们" -"的坐标系,所以10个单位=1米." +"首先是我们的单位. 在一般的3D游戏中, 你不需要考虑太多单位的问题. 只要所有的东" +"西都是一样的比例, 单位体积的盒子可以是任意大小, 你可以拿在手里小熊或一栋楼. " +"在AR和VR中, 这种情况会发生变化, 因为你虚拟世界中的东西会映射到现实世界中. 如" +"果在现实世界中向前走1米, 但在你的虚拟世界中只向前移动了1厘米, 就有了问题. 你" +"的控制器的位置也是一样的, 如果它们没有出现在正确的相对空间, 就会打破玩家的沉" +"浸感. 大多数VR平台, 包括AR/VR服务器, 都假设1个单位=1米. 然而,AR/VR服务器有一" +"个属性, 为了方便起见, 在ARVROrigin节点上也会暴露出来, 叫做世界尺度. 例如, 将" +"其设置为10的值, 就会改变我们的坐标系, 所以10个单位=1米." -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " "mobile VR, you have to be extra careful here, but even for desktop games, " "there are three factors that make life extra difficult:" msgstr "" -"性能是另一件需要仔细考虑的事情.特别是VR对你的游戏的影响比大多数人意识到的要大" -"得多.对于移动VR,你必须在这里格外小心,但即使是桌面游戏,也有三个因素使生活变得" -"更加困难:" +"性能是另一件需要仔细考虑的事情. 特别是VR对你的游戏的影响比大多数人意识到的要" +"大得多. 对于移动VR, 你必须在这里格外小心, 但即使是桌面游戏, 也有三个因素使生" +"活变得更加困难:" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " "the new MultiView OpenGL extension in mind, there still is an extra workload " "in rendering images for both eyes" msgstr "" -"您正在渲染立体,两个以一个的价格. 虽然没有完全加倍工作量和管道中的东西,例如考" -"虑到支持新的MultiView OpenGL扩展,但双眼渲染图像仍然存在额外的工作量" +"您正在渲染立体, 两个以一个的价格. 虽然没有完全加倍工作量和管道中的东西, 例如" +"考虑到支持新的MultiView OpenGL扩展, 但双眼渲染图像仍然存在额外的工作量" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -394,11 +397,11 @@ msgid "" "absolute minimum and you should target your games to run at a stable 90fps " "to ensure your users don't get motion sickness right off the bat." msgstr "" -"一个正常的游戏可以在30fps的情况下运行,最好能达到60fps.这让你在低端和高端硬件" -"之间有很大的发挥空间.然而,对于任何AR或VR的HMD应用,60fps是绝对的最低限度,你应" -"该把你的游戏定位在一个稳定的90fps运行,以确保你的用户不会马上出现晕动症." +"一个正常的游戏可以在30fps的情况下运行, 最好能达到60fps. 这让你在低端和高端硬" +"件之间有很大的发挥空间. 然而, 对于任何AR或VR的HMD应用,60fps是绝对的最低限度, " +"你应该把你的游戏定位在一个稳定的90fps运行, 以确保你的用户不会马上出现晕动症." -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -406,10 +409,10 @@ msgid "" "is less of an issue for most AR applications." msgstr "" "高FOV和相关的镜头失真效果需要许多VR体验才能以两倍的分辨率呈现. 是的,VIVE可能" -"只有每只眼睛1080x1200的分辨率,因此我们将每只眼睛渲染为2160x2400. 对于大多数AR" -"应用程序来说,这不是一个问题." +"只有每只眼睛1080x1200的分辨率, 因此我们将每只眼睛渲染为2160x2400. 对于大多数" +"AR应用程序来说, 这不是一个问题." -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " @@ -419,7 +422,8 @@ msgid "" "notice they're a bit more conservative on the effects or use some good old " "optical trickery." msgstr "" -"总而言之,与普通的3D游戏相比,你的GPU的工作负荷要高得多.虽然有一些事情正在进行" -"中,以改善这一点,如MultiView和foveated rendering,但这些并不是所有设备都支持的." -"这就是为什么你看到许多VR游戏使用更多的艺术风格,如果你密切关注那些追求现实主义" -"的VR游戏,你可能会注意到他们在效果上更保守一些,或者使用一些好的老式光学技巧." +"总而言之, 与普通的3D游戏相比, 你的GPU的工作负荷要高得多. 虽然有一些事情正在进" +"行中, 以改善这一点, 如MultiView和foveated rendering, 但这些并不是所有设备都支" +"持的. 这就是为什么你看到许多VR游戏使用更多的艺术风格, 如果你密切关注那些追求" +"现实主义的VR游戏, 你可能会注意到他们在效果上更保守一些, 或者使用一些好的老式" +"光学技巧." diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 7c7faa94ca..eb4a5043d9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 7baae31db5..ea9f22f542 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -38,15 +38,15 @@ msgid "" "it easier:" msgstr "" "请记住, **制作VR内容时最重要的事情之一是保证您的资源大小合适** ! 这可以通过" -"大量练习和反复调整来实现这一目标,但是您可以采取一些措施来简化这个过程:" +"大量练习和反复调整来实现这一目标, 但是您可以采取一些措施来简化这个过程:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:16 msgid "" "In VR, 1 unit is typically considered 1 meter. If you design your assets " "around that standard, you can save yourself a lot of headache." msgstr "" -"在VR中,1个单位通常被认为是1米.如果你围绕这个标准设计你的资产,你可以为自己省去" -"很多麻烦." +"在VR中,1个单位通常被认为是1米. 如果你围绕这个标准设计你的资产, 你可以为自己省" +"去很多麻烦." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:17 msgid "" @@ -54,8 +54,8 @@ msgid "" "world distances. In Blender, you can use the MeasureIt add-on; in Maya, you " "can use the Measure Tool." msgstr "" -"在你的三维建模程序中,看看是否有办法测量和使用现实世界的距离.在Blender中,你可" -"以使用MeasureIt插件;在Maya中,你可以使用测量工具." +"在你的三维建模程序中, 看看是否有办法测量和使用现实世界的距离. 在Blender中, 你" +"可以使用MeasureIt插件;在Maya中, 你可以使用测量工具." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:18 msgid "" @@ -63,17 +63,17 @@ msgid "" "google.com/blocks/>`_, and then refine in another 3D modelling program." msgstr "" "您可以使用诸如 `Google Blocks <https://vr.google.com/blocks/>`_ 之类的工具制" -"作粗略模型,然后在另一个3D建模程序中进行优化." +"作粗略模型, 然后在另一个3D建模程序中进行优化." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:19 msgid "" "Test often, as the assets can look dramatically different in VR than on a " "flat screen!" -msgstr "经常测试,因为VR中的资源看起来与平面屏幕上的显着不同!" +msgstr "经常测试, 因为VR中的资源看起来与平面屏幕上的显着不同!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:21 msgid "Throughout the course of this tutorial, we will cover:" -msgstr "在本教程的整个过程中,我们将介绍:" +msgstr "在本教程的整个过程中, 我们将介绍:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:23 msgid "How to tell Godot to run in VR." @@ -96,8 +96,8 @@ msgid "" "for picking up, dropping, and throwing RigidBody nodes using the VR " "controllers." msgstr "" -"如何创建一个 :ref:`RigidBody <class_RigidBody>` 的系统,允许使用VR控制器拿起、" -"放下和投掷RigidBody节点." +"如何创建一个 :ref:`RigidBody <class_RigidBody>` 的系统, 允许使用VR控制器拿" +"起, 放下和投掷RigidBody节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:27 msgid "How to create simple destroyable target." @@ -108,7 +108,7 @@ msgid "" "How to create some special :ref:`RigidBody <class_RigidBody>`-based objects " "that can destroy the targets." msgstr "" -"如何创建一些特殊的 :ref:`RigidBody <class_RigidBody>` 的对象,可以摧毁目标." +"如何创建一些特殊的 :ref:`RigidBody <class_RigidBody>` 的对象, 可以摧毁目标." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:30 msgid "" @@ -116,7 +116,7 @@ msgid "" "complete :ref:`doc_your_first_game`, if you are new to Godot and/or game " "development." msgstr "" -"虽然本教程可以由初学者完成,但如果你是Godot和/或游戏开发的新手,强烈建议你完" +"虽然本教程可以由初学者完成, 但如果你是Godot和/或游戏开发的新手, 强烈建议你完" "成 :ref:`doc_your_first_game` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:34 @@ -126,8 +126,9 @@ msgid "" "Godot editor, GDScript, and basic 3D game development. A OpenVR-ready " "headset and two OpenVR-ready controllers are required." msgstr "" -"**在通过本系列教程之前,需要**有一定的3D游戏制作经验.本教程假设你有Godot编辑" -"器、GDScript和基本3D游戏开发的经验.需要连接一个OpenVR耳机和两个OpenVR控制器." +"**在通过本系列教程之前, 需要** 有一定的3D游戏制作经验. 本教程假设你有Godot编" +"辑器, GDScript和基本3D游戏开发的经验. 需要连接一个OpenVR耳机和两个OpenVR控制" +"器." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:38 msgid "" @@ -135,8 +136,8 @@ msgid "" "and controllers. This project has also been tested on the HTC Vive. Code " "adjustments may be required for other VR Headsets, such as the Oculus Rift." msgstr "" -"本教程是使用Windows混合现实头盔和控制器编写和测试的.这个项目也在HTC Vive上进" -"行了测试.对于其他VR头盔,如Oculus Rift,可能需要调整代码." +"本教程是使用Windows混合现实头盔和控制器编写和测试的. 这个项目也在HTC Vive上进" +"行了测试. 对于其他VR头盔, 如Oculus Rift, 可能需要调整代码." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:41 msgid "" @@ -146,13 +147,13 @@ msgid "" "repository. The starter assets contain some 3D models, sounds, scripts, and " "scenes that are configured for this tutorial." msgstr "" -"本教程的Godot项目可以在 `OpenVR GitHub仓库<https://github.com/GodotVR/" -"godot_openvr_fps>`_ 找到.本教程的启动素材可以在GitHub仓库的发布部分找到.初始" -"素材包含一些3D模型、声音、脚本和为本教程配置的场景." +"本教程的Godot项目可以在 `OpenVR GitHub 仓库 <https://github.com/GodotVR/" +"godot_openvr_fps>`_ 找到. 本教程的启动素材可以在GitHub仓库的发布部分找到. 初" +"始素材包含一些3D模型, 声音, 脚本和为本教程配置的场景." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:44 msgid "**Credits for the assets provided**:" -msgstr "**所提供资产的制作组**:" +msgstr "**所提供资产的制作组** :" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:46 msgid "" @@ -169,7 +170,7 @@ msgstr "使用的字体是Titillium-Regular" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:49 msgid "The font is licensed under the SIL Open Font License, Version 1.1" msgstr "" -"使用的字体是Titillium-Regular,并根据SIL Open Font License 1.1版获得许可" +"使用的字体是Titillium-Regular, 并根据SIL Open Font License 1.1版获得许可" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:51 msgid "" @@ -177,7 +178,7 @@ msgid "" "Sonniss #GameAudioGDC Bundle (`License PDF <https://sonniss.com/gdc-bundle-" "license/>`_)" msgstr "" -"使用的音频来自几个不同的来源,都是从Sonniss #GameAudioGDC Bundle下载的" +"使用的音频来自几个不同的来源, 都是从Sonniss #GameAudioGDC Bundle下载的" "(`License PDF <https://sonniss.com/gdc-bundle-license/>`_)" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:52 @@ -195,26 +196,26 @@ msgid "" "asset>`_. *3rd party code and libraries used in the OpenVR addon may be " "under a different license.*" msgstr "" -"OpenVR插件由 `Bastiaan Olij <https://github.com/BastiaanOlij>`_ 创建,并在MIT" -"许可下发布. 可以在 `Godot素材库<https://godotengine.org/asset-library/" -"asset/150>`_ 和 `GitHub <https://github.com/GodotVR/godot-openvr-asset上找到 " -">`_ . * OpenVR插件中使用的第三方代码和库可能具有不同的许可.*" +"OpenVR插件由 `Bastiaan Olij <https://github.com/BastiaanOlij>`_ 创建, 并在MIT" +"许可下发布. 可以在 `Godot 素材库 <https://godotengine.org/asset-library/" +"asset/150>`_ 和 `GitHub <https://github.com/GodotVR/godot-openvr-asset>`_ 上" +"找到. * OpenVR插件中使用的第三方代码和库可能具有不同的许可.*" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:56 msgid "" "The initial project, 3D models, and scripts were created by `TwistedTwigleg " "<https://github.com/TwistedTwigleg>`_ and is released under the MIT license." msgstr "" -"最初的项目、3D模型和脚本由 `TwistedTwigleg <https://github.com/" -"TwistedTwigleg>`_ 创建,并在MIT许可下发布." +"最初的项目, 3D模型和脚本由 `TwistedTwigleg <https://github.com/" +"TwistedTwigleg>`_ 创建, 并在MIT许可下发布." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:58 msgid "" "You can find the finished project on the `OpenVR GitHub repository <https://" "github.com/GodotVR/godot_openvr_fps>`_." msgstr "" -"你可以在 `OpenVR的GitHub仓库<https://github.com/GodotVR/godot_openvr_fps>`_ " -"上找到这个完成的项目." +"你可以在 `OpenVR的GitHub 仓库 <https://github.com/GodotVR/" +"godot_openvr_fps>`_ 上找到这个完成的项目." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:62 msgid "Getting everything ready" @@ -227,9 +228,9 @@ msgid "" "from the releases. Once you have the starter assets downloaded, open up the " "project in Godot." msgstr "" -"如果你还没有下载,请到 `OpenVR GitHub仓库<https://github.com/GodotVR/" -"godot_openvr_fps>`_ ,并从发布的版本中下载 \"Starter Assets \" 文件.一旦你下载" -"了入门资产,在Godot中打开项目." +"如果你还没有下载, 请到 `OpenVR GitHub 仓库 <https://github.com/GodotVR/" +"godot_openvr_fps>`_ , 并从发布的版本中下载 \"Starter Assets \" 文件. 一旦你下" +"载了入门资产, 在Godot中打开项目." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:67 msgid "" @@ -237,8 +238,8 @@ msgid "" "tutorial. The starter assets include several premade scenes and scripts that " "will be used throughout the tutorial." msgstr "" -"使用本教程中提供的脚本不需要启动器资产.初始资产包括几个预制场景和脚本,将在本" -"教程中使用." +"使用本教程中提供的脚本不需要启动器资产. 初始资产包括几个预制场景和脚本, 将在" +"本教程中使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:70 msgid "" @@ -247,8 +248,8 @@ msgid "" "scenes already placed throughout the scene, some background music, and " "several GUI-related :ref:`MeshInstance <class_MeshInstance>` nodes." msgstr "" -"当项目第一次加载时,Game.tscn场景将被打开.这将是本教程使用的主要场景.它包括已" -"经放置在整个场景中的几个节点和场景,一些背景音乐,以及几个与GUI相关的 :ref:" +"当项目第一次加载时,Game.tscn场景将被打开. 这将是本教程使用的主要场景. 它包括" +"已经放置在整个场景中的几个节点和场景, 一些背景音乐, 以及几个与GUI相关的 :ref:" "`MeshInstance <class_MeshInstance>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:75 @@ -263,10 +264,10 @@ msgid "" "<class_MeshInstance>` nodes in this tutorial ." msgstr "" "与GUI相关的 :ref:`MeshInstance <class_MeshInstance>` 节点已经有脚本附加在它们" -"身上.这些脚本将把 :ref:`Viewport <class_Viewport>` 节点的纹理设置为 :ref:" -"`MeshInstance <class_MeshInstance>` 节点的材质的反射纹理.这被用来在VR项目中显" -"示文本.如果你想的话,可以看一下这个脚本, ``GUI.gd`` .在本教程中,我们不会讨论如" -"何使用 :ref:`Viewport <class_Viewport>` 节点在 :ref:`MeshInstance " +"身上. 这些脚本将把 :ref:`Viewport <class_Viewport>` 节点的纹理设置为 :ref:" +"`MeshInstance <class_MeshInstance>` 节点的材质的反射纹理. 这被用来在VR项目中" +"显示文本. 如果你想的话, 可以看一下这个脚本, ``GUI.gd`` . 在本教程中, 我们不会" +"讨论如何使用 :ref:`Viewport <class_Viewport>` 节点在 :ref:`MeshInstance " "<class_MeshInstance>` 节点上显示用户界面." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:80 @@ -278,16 +279,16 @@ msgid "" "that texture onto a :ref:`MeshInstance <class_MeshInstance>` node." msgstr "" "如果您对如何使用 :ref:`Viewport <class_Viewport>` 节点在 :ref:`MeshInstance " -"<class_MeshInstance>` 节点上显示 UI 感兴趣,请参阅 :ref:" -"`doc_viewport_as_texture` 教程.它涵盖了如何使用 :ref:`Viewport " -"<class_Viewport>` 作为渲染纹理,以及如何将该纹理应用到 :ref:`MeshInstance " +"<class_MeshInstance>` 节点上显示 UI 感兴趣, 请参阅 :ref:" +"`doc_viewport_as_texture` 教程. 它涵盖了如何使用 :ref:`Viewport " +"<class_Viewport>` 作为渲染纹理, 以及如何将该纹理应用到 :ref:`MeshInstance " "<class_MeshInstance>` 节点上." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:85 msgid "" "Before we jump into the tutorial, let's take a moment to talk about how the " "nodes used for VR work." -msgstr "在我们进入教程之前,让我们花点时间谈谈用于VR的节点如何工作." +msgstr "在我们进入教程之前, 让我们花点时间谈谈用于VR的节点如何工作." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:87 msgid "" @@ -300,10 +301,10 @@ msgid "" "earlier, keeping the scale relatively consistent is important in VR." msgstr "" ":ref:`ARVROrigin <class_ARVROrigin>` 节点是VR跟踪系统的中心点. :ref:" -"`ARVROrigin <class_ARVROrigin>` 的位置是VR系统认为的 \"中心 \"点在地面上的位" -"置. :ref:`ARVROrigin <class_ARVROrigin>` 有一个 `世界缩放` 属性,影响用户在VR" -"场景中的大小.在本教程中,它被设置为 `1.4` ,因为世界本来就有点大.如前所述,在VR" -"中保持比例相对一致是很重要的." +"`ARVROrigin <class_ARVROrigin>` 的位置是VR系统认为的 \"中心\" 点在地面上的位" +"置. :ref:`ARVROrigin <class_ARVROrigin>` 有一个 `世界缩放` 属性, 影响用户在VR" +"场景中的大小. 在本教程中, 它被设置为 `1.4` , 因为世界本来就有点大. 如前所述, " +"在VR中保持比例相对一致是很重要的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:92 msgid "" @@ -315,10 +316,10 @@ msgid "" "means that the :ref:`ARVRCamera <class_ARVRCamera>` is not guaranteed to be " "in the same position as the :ref:`ARVROrigin <class_ARVROrigin>` node." msgstr "" -":ref:`ARVRCamera <class_ARVRCamera>`是玩家的头显和进入场景的视角. :ref:" -"`ARVRCamera <class_ARVRCamera>` 在Y轴上的偏移量为VR用户的身高,这在后面我们添" -"加传送定位时很重要.如果VR系统支持房间追踪,那么 :ref:`ARVRCamera " -"<class_ARVRCamera>` 将随着玩家的移动而移动.这意味着 :ref:`ARVRCamera " +":ref:`ARVRCamera <class_ARVRCamera>` 是玩家的头显和进入场景的视角. :ref:" +"`ARVRCamera <class_ARVRCamera>` 在Y轴上的偏移量为VR用户的身高, 这在后面我们添" +"加传送定位时很重要. 如果VR系统支持房间追踪, 那么 :ref:`ARVRCamera " +"<class_ARVRCamera>` 将随着玩家的移动而移动. 这意味着 :ref:`ARVRCamera " "<class_ARVRCamera>` 并不能保证与 :ref:`ARVROrigin <class_ARVROrigin>` 节点处" "于同一位置." @@ -334,13 +335,13 @@ msgid "" "<class_ARVRController>` controller with an ``ID`` of ``2`` represents the " "right VR controller." msgstr "" -":ref:`ARVRController <class_ARVRController>`节点代表一个VR控制器. :ref:" +":ref:`ARVRController <class_ARVRController>` 节点代表一个VR控制器. :ref:" "`ARVRController <class_ARVRController>` 将跟随VR控制器相对于 :ref:" -"`ARVROrigin <class_ARVROrigin>` 节点的位置和旋转.所有的VR控制器的输入都是通" -"过 :ref:`ARVRController <class_ARVRController>` 节点进行的.一个 :ref:" -"`ARVRController <class_ARVRController>` 节点的 ``ID`` 为 ``1`` ,代表左边的VR" -"控制器,而一个 :ref:`ARVRController <class_ARVRController>` 控制器的 ``ID`` " -"为 ``2`` ,代表右边的VR控制器." +"`ARVROrigin <class_ARVROrigin>` 节点的位置和旋转. 所有的VR控制器的输入都是通" +"过 :ref:`ARVRController <class_ARVRController>` 节点进行的. 一个 :ref:" +"`ARVRController <class_ARVRController>` 节点的 ``ID`` 为 ``1`` , 代表左边的VR" +"控制器, 而一个 :ref:`ARVRController <class_ARVRController>` 控制器的 ``ID`` " +"为 ``2`` , 代表右边的VR控制器." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:101 msgid "To summarize:" @@ -351,21 +352,21 @@ msgid "" "The :ref:`ARVROrigin <class_ARVROrigin>` node is the center of the VR " "tracking system and is positioned on the floor." msgstr "" -":ref:`ARVROrigin <class_ARVROrigin>` -节点是VR跟踪系统的中心,位于地面上." +":ref:`ARVROrigin <class_ARVROrigin>` -节点是VR跟踪系统的中心, 位于地面上." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:105 msgid "" "The :ref:`ARVRCamera <class_ARVRCamera>` is the player's VR headset and view " "into the scene." msgstr "" -":ref:`ARVRCamera <class_ARVRCamera>` -是玩家的VR头戴式设备,同时提供了场景的视" -"图." +":ref:`ARVRCamera <class_ARVRCamera>` -是玩家的VR头戴式设备, 同时提供了场景的" +"视图." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:107 msgid "" "The :ref:`ARVRCamera <class_ARVRCamera>` node is offset on the Y axis by the " "user's height." -msgstr ":ref:`ARVRCamera <class_ARVRCamera>`节点在Y轴上的偏移量为用户的高度." +msgstr ":ref:`ARVRCamera <class_ARVRCamera>` 节点在Y轴上的偏移量为用户的高度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" @@ -373,8 +374,8 @@ msgid "" "<class_ARVRCamera>` node may be offset on the X and Z axes as the player " "moves." msgstr "" -"如果VR系统支持房间跟踪,那么 :ref:`ARVRCamera <class_ARVRCamera>` 节点可能会在" -"玩家移动时在X轴和Z轴上偏移." +"如果VR系统支持房间跟踪, 那么 :ref:`ARVRCamera <class_ARVRCamera>` 节点可能会" +"在玩家移动时在X轴和Z轴上偏移." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:111 msgid "" @@ -394,9 +395,9 @@ msgid "" "While in ``Game.tscn``, select the ``Game`` node and make a new script " "called ``Game.gd``. In the ``Game.gd`` file, add the following code:" msgstr "" -"现在我们已经看过了VR节点,让我们开始在项目中工作.在 ``Game.tscn`` 中,选择 " -"``Game`` 节点,制作一个新的脚本,名为 ``Game.gd`` .在 ``Game.gd`` 文件中,添加以" -"下代码:" +"现在我们已经看过了VR节点, 让我们开始在项目中工作. 在 ``Game.tscn`` 中, 选择 " +"``Game`` 节点, 制作一个新的脚本, 名为 ``Game.gd`` . 在 ``Game.gd`` 文件中, 添" +"加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:157 msgid "Let's go over what this code does." @@ -410,10 +411,10 @@ msgid "" "<class_ARVRServer>` finds an interface with the name OpenVR, it will return " "it, otherwise it will return ``null``." msgstr "" -"在``_ready``函数中,我们首先使用 :ref:`ARVRServer <class_ARVRServer>`中的" -"``find_interface``函数获取OpenVR VR接口,并将其分配给一个名为`VR`的变量.如果 :" -"ref:`ARVRServer <class_ARVRServer>`找到一个名称为OpenVR的接口,就会返回,否则就" -"会返回``null``." +"在 ``_ready`` 函数中, 我们首先使用 :ref:`ARVRServer <class_ARVRServer>` 中的 " +"``find_interface`` 函数获取OpenVR VR接口, 并将其分配给一个名为 `VR` 的变量. " +"如果 :ref:`ARVRServer <class_ARVRServer>` 找到一个名称为OpenVR的接口, 就会返" +"回, 否则就会返回 ``null``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:164 msgid "" @@ -422,7 +423,7 @@ msgid "" "org/asset-library/asset/150>`_ or `GitHub <https://github.com/GodotVR/godot-" "openvr-asset>`_." msgstr "" -"OpenVR的VR界面默认不包括在Godot中.你需要从 `Asset Library <https://" +"OpenVR的VR界面默认不包括在Godot中. 你需要从 `Asset Library <https://" "godotengine.org/asset-library/asset/150>`_ 或 `GitHub <https://github.com/" "GodotVR/godot-openvr-asset>`_ 下载OpenVR资产." @@ -434,10 +435,10 @@ msgid "" "initialize or not. If both of these conditionals return true, then we can " "turn the main Godot :ref:`Viewport <class_Viewport>` into an ARVR viewport." msgstr "" -"然后,这段代码结合了两个条件,一个是检查`VR`变量是否为NOT空(``if VR``),另一个是" -"调用initialize函数,根据OpenVR接口是否能够初始化,返回一个布尔值.如果这两个条件" -"都返回true,那么我们就可以把主Godot :ref:`Viewport <class_Viewport>`变成一个" -"ARVR Viewport视图." +"然后, 这段代码结合了两个条件, 一个是检查 `VR` 变量是否为NOT空(``if VR``), 另" +"一个是调用initialize函数, 根据OpenVR接口是否能够初始化, 返回一个布尔值. 如果" +"这两个条件都返回true, 那么我们就可以把主Godot :ref:`Viewport " +"<class_Viewport>` 变成一个ARVR Viewport视图." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:171 msgid "" @@ -446,8 +447,8 @@ msgid "" "will tell Godot to use the initialized ARVR interface to drive the :ref:" "`Viewport <class_Viewport>` display." msgstr "" -"如果VR接口初始化成功,我们就得到根 :ref:`Viewport <class_Viewport>` ,并将 " -"`arvr` 属性设置为 ``true`` .这将告诉Godot使用初始化的ARVR接口来驱动 :ref:" +"如果VR接口初始化成功, 我们就得到根 :ref:`Viewport <class_Viewport>` , 并将 " +"`arvr` 属性设置为 ``true`` . 这将告诉Godot使用初始化的ARVR接口来驱动 :ref:" "`Viewport <class_Viewport>` 的显示." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:174 @@ -458,9 +459,9 @@ msgid "" "VSync, the normal computer monitor may limit the frame rate of the VR " "headset to the frame rate of the computer monitor." msgstr "" -"最后,我们禁用VSync,这样每秒帧数(FPS)就不会被电脑显示器限制.之后我们告诉Godot" -"以每秒``90``帧的速度渲染,这是大多数VR头显的标准.如果不禁用VSync,普通电脑显示" -"器可能会将VR头显的帧率限制在电脑显示器的帧率上." +"最后, 我们禁用VSync, 这样每秒帧数(FPS)就不会被电脑显示器限制. 之后我们告诉" +"Godot以每秒 ``90`` 帧的速度渲染, 这是大多数VR头显的标准. 如果不禁用VSync, 普" +"通电脑显示器可能会将VR头显的帧率限制在电脑显示器的帧率上." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:177 msgid "" @@ -469,8 +470,8 @@ msgid "" "rate as the VR display, which makes physics reactions look smoother when in " "VR." msgstr "" -"在项目设置中,在 ``Physics->Common`` 标签下,物理FPS已经被设置为 ``90`` .这使得" -"物理引擎以与VR显示器相同的帧率运行,使得物理反应在VR中看起来更加平滑." +"在项目设置中, 在 ``Physics->Common`` 标签下, 物理FPS已经被设置为 ``90`` . 这" +"使得物理引擎以与VR显示器相同的帧率运行, 使得物理反应在VR中看起来更加平滑." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:182 msgid "" @@ -480,9 +481,9 @@ msgid "" "then you will be able to move around the scene within the limits of the room " "tracking." msgstr "" -"这就是我们需要为Godot在项目中启动OpenVR所做的全部工作,如果你想的话,就去试一试" -"吧.假设一切正常,你将能够环视这个世界.如果你有一个带有房间追踪功能的VR头盔,那" -"么你将能够在房间追踪范围内在场景中移动." +"这就是我们需要为Godot在项目中启动OpenVR所做的全部工作, 如果你想的话, 就去试一" +"试吧. 假设一切正常, 你将能够环视这个世界. 如果你有一个带有房间追踪功能的VR头" +"盔, 那么你将能够在房间追踪范围内在场景中移动." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:186 msgid "Creating the controllers" @@ -498,10 +499,11 @@ msgid "" "using the touchpad/joystick on the VR controller, and be able to pick up, " "drop, and throw :ref:`RigidBody <class_RigidBody>`-based nodes." msgstr "" -"现在,VR用户能做的就是站在周围,这并不是真正要做的,除非正在制作一部VR电影.来编" -"写VR控制器的代码.要一次性写完所有VR控制器的代码,所以代码比较长.也就是说,一旦" -"我们完成了,你将能够在场景中进行传送,使用VR控制器上的触摸板/操纵杆进行人工移" -"动,并且能够拾取、丢弃和抛出 :ref:`RigidBody <class_RigidBody>`类型节点." +"现在,VR用户能做的就是站在周围, 这并不是真正要做的, 除非正在制作一部VR电影. 来" +"编写VR控制器的代码. 要一次性写完所有VR控制器的代码, 所以代码比较长. 也就是" +"说, 一旦我们完成了, 你将能够在场景中进行传送, 使用VR控制器上的触摸板/操纵杆进" +"行人工移动, 并且能够拾取, 丢弃和抛出 :ref:`RigidBody <class_RigidBody>` 类型" +"节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:195 msgid "" @@ -509,8 +511,8 @@ msgid "" "``Left_Controller.tscn`` or ``Right_Controller.tscn``. Let's briefly go over " "how the scene is setup." msgstr "" -"首先需要打开VR控制器使用的场景,``Left_Controller.tscn``或者" -"``Right_Controller.tscn``.简单介绍一下场景是如何设置的." +"首先需要打开VR控制器使用的场景,``Left_Controller.tscn`` 或者 " +"``Right_Controller.tscn``. 简单介绍一下场景是如何设置的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:198 msgid "How the VR controller scene is setup" @@ -523,9 +525,9 @@ msgid "" "to ``1`` while the ``Right_Controller`` has the ``Controller Id`` property " "set to ``2``." msgstr "" -"在这两个场景中,根节点都是ARVRController节点,唯一不同的是,``Left_Controller``" -"场景的 ``Controller Id``属性设置为 ``1``,而 ``Right_Controller``的" -"``Controller Id``属性设置为``2``." +"在这两个场景中, 根节点都是ARVRController节点, 唯一不同的是," +"``Left_Controller`` 场景的 ``Controller Id``属性设置为 ``1``, 而 " +"``Right_Controller`` 的``Controller Id``属性设置为 ``2``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:203 msgid "" @@ -533,8 +535,8 @@ msgid "" "the left and right VR controllers. For VR systems that support more than 2 " "controllers/tracked-objects, these IDs may need adjusting." msgstr "" -":ref:`ARVRServer <class_ARVRServer>`试图将这两个ID用于左、右VR控制器.对于支持" -"2个以上控制器/跟踪对象的VR系统,这些ID可能需要调整." +":ref:`ARVRServer <class_ARVRServer>` 试图将这两个ID用于左, 右VR控制器. 对于支" +"持2个以上控制器/跟踪对象的VR系统, 这些ID可能需要调整." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:206 msgid "" @@ -544,10 +546,10 @@ msgid "" "The hand in the ``Left_Controller`` scene is a left hand, while the hand on " "the ``Right_Controller`` scene is a right hand." msgstr "" -"接下来是``Hand`` :ref:`MeshInstance <class_MeshInstance>`节点.这个节点是用来" -"显示手部网格的,当VR控制器没有握住一个 :ref:`RigidBody <class_RigidBody>`节点" -"时,将使用这个节点.``Left_Controller``场景中的手是左手,而``Right_Controller``" -"场景中的手是右手." +"接下来是 ``Hand`` :ref:`MeshInstance <class_MeshInstance>` 节点. 这个节点是用" +"来显示手部网格的, 当VR控制器没有握住一个 :ref:`RigidBody <class_RigidBody>` " +"节点时, 将使用这个节点.``Left_Controller`` 场景中的手是左手, 而 " +"``Right_Controller`` 场景中的手是右手." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:209 msgid "" @@ -559,11 +561,11 @@ msgid "" "`MeshInstance <class_MeshInstance>`. This is used for visually showing where " "the teleportation :ref:`Raycast <class_Raycast>` is aiming." msgstr "" -"名为``Raycast``的节点是一个 :ref:`Raycast <class_Raycast>`节点,用于VR控制器传" -"送时瞄准传送到哪里. :ref:`Raycast <class_Raycast>`的长度在Y轴上设置为``-16``," -"并旋转使其指向手的指针外.``Raycast``节点有一个子节点,``Mesh``,是一个 :ref:" -"`MeshInstance <class_MeshInstance>`.它用于直观地显示传送 :ref:`Raycast " -"<class_Raycast>`的目标位置." +"名为 ``Raycast`` 的节点是一个 :ref:`Raycast <class_Raycast>` 节点, 用于VR控制" +"器传送时瞄准传送到哪里. :ref:`Raycast <class_Raycast>` 的长度在Y轴上设置为 " +"``-16``, 并旋转使其指向手的指针外.``Raycast`` 节点有一个子节点,``Mesh``, 是一" +"个 :ref:`MeshInstance <class_MeshInstance>`. 它用于直观地显示传送 :ref:" +"`Raycast <class_Raycast>` 的目标位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:213 msgid "" @@ -575,11 +577,12 @@ msgid "" "and the grab button is pressed, the first :ref:`RigidBody <class_RigidBody>`-" "based node within the ``Area`` node will be picked up." msgstr "" -"名为``Area``的节点是一个 :ref:`Area <class_Area>`节点,将用于在VR控制器抓取模" -"式设置为``AREA``时,抓取基于 :ref:`RigidBody <class_RigidBody>`的节点.``Area``" -"节点有一个子节点``CollisionShape``,定义了一个球体 :ref:`CollisionShape " -"<class_CollisionShape>`.当VR控制器没有握住任何物体,按下抓取按钮时,在``Area``" -"节点内的第一个 :ref:`RigidBody <class_RigidBody>`类型的节点将被拾取." +"名为 ``Area`` 的节点是一个 :ref:`Area <class_Area>` 节点, 将用于在VR控制器抓" +"取模式设置为 ``AREA`` 时, 抓取基于 :ref:`RigidBody <class_RigidBody>` 的节点." +"``Area`` 节点有一个子节点 ``CollisionShape``, 定义了一个球体 :ref:" +"`CollisionShape <class_CollisionShape>`. 当VR控制器没有握住任何物体, 按下抓取" +"按钮时, 在 ``Area`` 节点内的第一个 :ref:`RigidBody <class_RigidBody>` 类型的" +"节点将被拾取." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:217 msgid "" @@ -587,9 +590,9 @@ msgid "" "This is used to define the position that grabbed :ref:`RigidBody " "<class_RigidBody>` nodes will follow then they are held by the VR controller." msgstr "" -"接下来是一个名为``Grab_Pos``的 :ref:`Position3D <class_Position3D>`节点.这是" -"用来定义抓取的 :ref:`RigidBody <class_RigidBody>`节点跟随的位置,它们被VR控制" -"器持有." +"接下来是一个名为 ``Grab_Pos`` 的 :ref:`Position3D <class_Position3D>` 节点. " +"这是用来定义抓取的 :ref:`RigidBody <class_RigidBody>` 节点跟随的位置, 它们被" +"VR控制器持有." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:220 msgid "" @@ -601,12 +604,12 @@ msgid "" "write code that makes any :ref:`RigidBody <class_RigidBody>` node within it " "not able to sleep, therefore allowing the VR controller to grab it." msgstr "" -"一个大的 :ref:`Area <class_Area>`节点称为``Sleep_Area``,用于禁止其 :ref:" -"`CollisionShape <class_CollisionShape>`内的任何RigidBody节点休眠,简称为" -"``CollisionShape``.之所以需要这样做,是因为如果一个 :ref:`RigidBody " -"<class_RigidBody>`节点陷入休眠,那么VR控制器将无法抓住它.通过使用" -"``Sleep_Area``,我们可以编写代码,使其中的任何 :ref:`RigidBody " -"<class_RigidBody>`节点无法进入休眠状态,以允许VR控制器抓取它." +"一个大的 :ref:`Area <class_Area>` 节点称为 ``Sleep_Area``, 用于禁止其 :ref:" +"`CollisionShape <class_CollisionShape>` 内的任何RigidBody节点休眠, 简称为 " +"``CollisionShape``. 之所以需要这样做, 是因为如果一个 :ref:`RigidBody " +"<class_RigidBody>` 节点陷入休眠, 那么VR控制器将无法抓住它. 通过使用 " +"``Sleep_Area``, 我们可以编写代码, 使其中的任何 :ref:`RigidBody " +"<class_RigidBody>` 节点无法进入休眠状态, 以允许VR控制器抓取它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:224 msgid "" @@ -617,9 +620,9 @@ msgid "" "and dropping objects feel more natural." msgstr "" "一个名为 \"AudioStreamPlayer3D <class_AudioStreamPlayer3D>\"的 :ref:" -"`AudioStreamPlayer3D<class_AudioStreamPlayer3D>`节点加载了一个声音,当一个物体" -"被VR控制器抓起、掉落或抛出时,我们将使用这个声音.虽然这对于VR控制器的功能来说" -"并不是必须的,但它让抓取和丢弃物体的感觉更加自然." +"`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` 节点加载了一个声音, 当一个物" +"体被VR控制器抓起, 掉落或抛出时, 我们将使用这个声音. 虽然这对于VR控制器的功能" +"来说并不是必须的, 但它让抓取和丢弃物体的感觉更加自然." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:227 msgid "" @@ -631,11 +634,11 @@ msgid "" "visually showing where the teleportation :ref:`Raycast <class_Raycast>` is " "aiming." msgstr "" -"最后一个节点是 ``Grab_Cast`` 节点和它唯一的子节点 ``Mesh`` .当VR控制器抓取模" +"最后一个节点是 ``Grab_Cast`` 节点和它唯一的子节点 ``Mesh`` . 当VR控制器抓取模" "式设置为 ``RAYCAST`` 时, ``Grab_Cast`` 节点将用于抓取 :ref:`RigidBody " -"<class_RigidBody>` 类型节点.这将允许VR控制器使用Raycast来抓取那些稍微够不到的" -"物体. ``Mesh`` 节点用于直观地显示传送 :ref:`Raycast <class_Raycast>` 的目标位" -"置." +"<class_RigidBody>` 类型节点. 这将允许VR控制器使用Raycast来抓取那些稍微够不到" +"的物体. ``Mesh`` 节点用于直观地显示传送 :ref:`Raycast <class_Raycast>` 的目标" +"位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:231 msgid "" @@ -644,8 +647,8 @@ msgid "" "we have looked at the VR controller scene, let's write the code that will " "drive them." msgstr "" -"这是对VR控制器场景如何设置的快速概述,以及将如何使用节点为它们提供功能.我们已" -"经看了VR控制器场景,来编写驱动它们的代码." +"这是对VR控制器场景如何设置的快速概述, 以及将如何使用节点为它们提供功能. 我们" +"已经看了VR控制器场景, 来编写驱动它们的代码." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:235 msgid "The code for the VR controllers" @@ -658,9 +661,9 @@ msgid "" "scenes will be using the same script, so it doesn't matter which you use " "first. With ``VR_Controller.gd`` opened, add the following code:" msgstr "" -"选择场景的根节点, ``Right_Controller`` 或 ``Left_Controller`` ,然后制作一个新" -"的脚本,叫做 ``VR_Controller.gd`` .两个场景将使用同一个脚本,所以你先用哪个并不" -"重要.打开 ``VR_Controller.gd`` ,添加以下代码:" +"选择场景的根节点, ``Right_Controller`` 或 ``Left_Controller`` , 然后制作一个" +"新的脚本, 叫做 ``VR_Controller.gd`` . 两个场景将使用同一个脚本, 所以你先用哪" +"个并不重要. 打开 ``VR_Controller.gd`` , 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:240 msgid "" @@ -671,7 +674,7 @@ msgstr "你可以直接将本页的代码复制并粘贴到脚本编辑器中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:242 msgid "" "If you do this, all the code copied will be using spaces instead of tabs." -msgstr "如果这么做,所有复制的代码将使用空格而不是制表符." +msgstr "如果这么做, 所有复制的代码将使用空格而不是制表符." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:244 msgid "" @@ -680,15 +683,15 @@ msgid "" "tabs. You can select ``Convert Indent To Spaces`` to convert tabs back into " "spaces." msgstr "" -"要在脚本编辑器中把空格转换成制表符,请点击 ``Edit`` 菜单,选择 ``Convert " -"Indent To Tabs`` 把缩进转换成制表符.这将把所有的空格转换为制表符.你可以选择 " -"``Convert Indent To Spaces`` 来将制表符转换为空格." +"要在脚本编辑器中把空格转换成制表符, 请点击 ``Edit`` 菜单, 选择 ``Convert " +"Indent To Tabs`` 把缩进转换成制表符. 这将把所有的空格转换为制表符. 你可以选" +"择 ``Convert Indent To Spaces`` 来将制表符转换为空格." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:536 msgid "" "This is quite a bit of code to go through. Let's go through what the code " "does step-by-step." -msgstr "这段代码挺多的,让我们一步步来看看这段代码的作用." +msgstr "这段代码挺多的, 让我们一步步来看看这段代码的作用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:539 msgid "Explaining the VR controller code" @@ -696,20 +699,21 @@ msgstr "解释VR控制器的代码" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:541 msgid "First, let's go through all the class variables in the script:" -msgstr "首先,让我们浏览一下脚本中所有的类变量:" +msgstr "首先, 让我们浏览一下脚本中所有的类变量:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:543 msgid "" "``controller_velocity``: A variable to hold a rough approximation of the VR " "controller's velocity." -msgstr "``controller_velocity``:一个变量,用于保存VR控制器速度的近似值." +msgstr "``controller_velocity``: 一个变量, 用于保存VR控制器速度的近似值." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:544 msgid "" "``prior_controller_position``: A variable to hold the VR controller's last " "position in 3D space." msgstr "" -"``prior_controller_position``:一个变量,用于保存VR控制器在3D空间中的最后位置." +"``prior_controller_position``: 一个变量, 用于保存VR控制器在3D空间中的最后位" +"置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:545 msgid "" @@ -717,8 +721,8 @@ msgid "" "controller velocities. This is used to smooth the velocity calculations over " "time." msgstr "" -"``prior_controller_velocities``: 一个数组,用于保存最近30次计算的VR控制器的速" -"度.这是用来平滑速度计算的时间." +"``prior_controller_velocities``: 一个数组, 用于保存最近30次计算的VR控制器的速" +"度. 这是用来平滑速度计算的时间." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:546 msgid "" @@ -726,8 +730,8 @@ msgid "" "controller is holding. If the VR controller is not holding any objects, this " "variable will be ``null``." msgstr "" -"``held_object``:一个变量,用于保存VR控制器所持有的对象的引用,如果VR控制器没有" -"持有任何对象,这个变量将是``null``." +"``held_object``: 一个变量, 用于保存VR控制器所持有的对象的引用, 如果VR控制器没" +"有持有任何对象, 这个变量将是 ``null``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:547 msgid "" @@ -736,16 +740,16 @@ msgid "" "reset the :ref:`RigidBody <class_RigidBody>`'s data when it is no longer " "held." msgstr "" -"``held_object_data``:一个字典,用于保存VR控制器持有的 :ref:`RigidBody " -"<class_RigidBody>`节点的数据.当 :ref:`RigidBody <class_RigidBody>`节点不再被" -"持有时,用于重置该节点的数据." +"``held_object_data``: 一个字典, 用于保存VR控制器持有的 :ref:`RigidBody " +"<class_RigidBody>` 节点的数据. 当 :ref:`RigidBody <class_RigidBody>` 节点不再" +"被持有时, 用于重置该节点的数据." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:548 msgid "" "``grab_area``: A variable to hold the :ref:`Area <class_Area>` node used to " "grab objects with the VR controller." msgstr "" -"``grab_area``: 一个变量用来保存 :ref:`Area <class_Area>` 节点,用于VR控制器抓" +"``grab_area``: 一个变量用来保存 :ref:`Area <class_Area>` 节点, 用于VR控制器抓" "取物体." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:549 @@ -753,8 +757,8 @@ msgid "" "``grab_raycast``: A variable to hold the :ref:`Raycast <class_Raycast>` node " "used to grab objects with the VR controller." msgstr "" -"``grab_raycast``: 一个变量用来保存 :ref:`Raycast <class_Raycast>` 节点,用于VR" -"控制器抓取物体." +"``grab_raycast``: 一个变量用来保存 :ref:`Raycast <class_Raycast>` 节点, 用于" +"VR控制器抓取物体." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:550 msgid "" @@ -762,14 +766,15 @@ msgid "" "using. There are only two modes for grabbing objects in this tutorial, " "``AREA`` and ``RAYCAST``." msgstr "" -"``grab_mode``:用于定义VR控制器使用的抓取模式的变量.本教程中只有两种抓取对象的" -"模式,``AREA``和``RAYCAST``." +"``grab_mode``: 用于定义VR控制器使用的抓取模式的变量. 本教程中只有两种抓取对象" +"的模式,``AREA`` 和 ``RAYCAST``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:551 msgid "" "``grab_pos_node``: A variable to hold the node that will be used to update " "the position and rotation of held objects." -msgstr "``grab_pos_node``.一个变量,用于保存用于更新所持物体的位置和旋转的节点." +msgstr "" +"``grab_pos_node``. 一个变量, 用于保存用于更新所持物体的位置和旋转的节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:552 msgid "" @@ -778,15 +783,16 @@ msgid "" "controller. This mesh will be shown when the VR controller is not holding " "anything." msgstr "" -"``hand_mesh``.一个变量,用于保存 :ref:`MeshInstance <class_MeshInstance>`节点," -"其中包含VR控制器的手部网格.当VR控制器没有拿着任何东西时,这个网格将被显示出来." +"``hand_mesh``. 一个变量, 用于保存 :ref:`MeshInstance <class_MeshInstance>` 节" +"点, 其中包含VR控制器的手部网格. 当VR控制器没有拿着任何东西时, 这个网格将被显" +"示出来." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:553 msgid "" "``hand_pickup_drop_sound``: A variable to hold the :ref:`AudioStreamPlayer3D " "<class_AudioStreamPlayer3D>` node that contains the pickup/drop sound." msgstr "" -"``hand_pickup_drop_sound``: 一个变量,用来保存包含拾取/放下声音的 :ref:" +"``hand_pickup_drop_sound``: 一个变量, 用来保存包含拾取/放下声音的 :ref:" "`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:554 @@ -794,15 +800,15 @@ msgid "" "``teleport_pos``: A variable to hold the position the player will be " "teleported to when the VR controller teleports the player." msgstr "" -"``teleport_pos``:一个变量,用于在VR控制器传送玩家时保存玩家被传送到的位置." +"``teleport_pos``: 一个变量, 用于在VR控制器传送玩家时保存玩家被传送到的位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:555 msgid "" "``teleport_mesh``: A variable to hold the :ref:`MeshInstance " "<class_MeshInstance>` node used to show where the player is teleporting to." msgstr "" -"``teleport_mesh``: 一个变量,用来保存 :ref:`MeshInstance <class_MeshInstance>`" -"节点,用于显示玩家的传送位置." +"``teleport_mesh``: 一个变量, 用来保存 :ref:`MeshInstance " +"<class_MeshInstance>` 节点, 用于显示玩家的传送位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:556 msgid "" @@ -810,8 +816,8 @@ msgid "" "teleport button is held down. This will be used to detect if this VR " "controller is trying to teleport the player." msgstr "" -"``teleport_button_down``: 一个变量,用于跟踪控制器的传送按钮是否被按下.这将被" -"用来检测这个VR控制器是否在试图传送玩家." +"``teleport_button_down``: 一个变量, 用于跟踪控制器的传送按钮是否被按下. 这将" +"被用来检测这个VR控制器是否在试图传送玩家." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:557 msgid "" @@ -819,9 +825,9 @@ msgid "" "node used to calculate the teleport position. This node also has a :ref:" "`MeshInstance <class_MeshInstance>` that acts as a 'laser sight' for aiming." msgstr "" -"``teleport_raycast``: 一个变量,用来保存 :ref:`Raycast <class_Raycast>` 节点," -"用来计算传送的位置.这个节点也有一个 :ref:`MeshInstance <class_MeshInstance>`," -"作为瞄准的 \"激光瞄准器\"." +"``teleport_raycast``: 一个变量, 用来保存 :ref:`Raycast <class_Raycast>` 节" +"点, 用来计算传送的位置. 这个节点也有一个 :ref:`MeshInstance " +"<class_MeshInstance>`, 作为瞄准的 \"激光瞄准器\"." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:558 msgid "" @@ -829,15 +835,15 @@ msgid "" "trackpad and the joystick on the VR controller. See the note below for more " "information." msgstr "" -"``CONTROLLER_DEADZONE``: 一个常数,用于定义VR控制器上的触控板和操纵杆的死区.更" -"多信息请参见下面的说明." +"``CONTROLLER_DEADZONE``: 一个常数, 用于定义VR控制器上的触控板和操纵杆的死区. " +"更多信息请参见下面的说明." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:559 msgid "" "``MOVEMENT_SPEED``: A constant to define the speed the player moves at when " "using the trackpad/joystick to move artificially." msgstr "" -"``MOVEMENT_SPEED``: 一个常数,用于定义玩家在使用触控板/操纵杆进行人工移动时的" +"``MOVEMENT_SPEED``: 一个常数, 用于定义玩家在使用触控板/操纵杆进行人工移动时的" "移动速度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:560 @@ -845,15 +851,15 @@ msgid "" "``CONTROLLER_RUMBLE_FADE_SPEED``: A constant to define how fast the VR " "controller rumble fades." msgstr "" -"``CONTROLLER_RUMBLE_FADE_SPEED``:一个常数,用于定义VR控制器隆隆声衰减的速度." +"``CONTROLLER_RUMBLE_FADE_SPEED``: 一个常数, 用于定义VR控制器隆隆声衰减的速度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:561 msgid "" "``directional_movement``: A variable to hold whether this VR controller is " "moving the player using the touchpad/joystick." msgstr "" -"``directional_movement`` :一个变量,用于保持该VR控制器是否使用触摸板/操纵杆移" -"动玩家." +"``directional_movement`` : 一个变量, 用于保持该VR控制器是否使用触摸板/操纵杆" +"移动玩家." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:563 msgid "" @@ -871,8 +877,8 @@ msgid "" "provided in that article for the VR controller's joystick/touchpad. The " "article is a great read, and I highly suggest giving it a look!" msgstr "" -"我们正在使用该文章中所提供的缩放比例的径向盲区代码的翻译版本,用于VR控制器的操" -"纵杆/触摸板.这篇文章读起来很棒,我强烈建议您看一下!" +"我们正在使用该文章中所提供的缩放比例的径向盲区代码的翻译版本, 用于VR控制器的" +"操纵杆/触摸板. 这篇文章读起来很棒, 我强烈建议您看一下!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:568 msgid "" @@ -880,12 +886,12 @@ msgid "" "references to nodes we will need throughout the code. Next let's start " "looking at the functions, starting with the ``_ready`` function." msgstr "" -"这是相当多的类变量.它们中的大部分都是用来保存在整个代码中需要的节点的引用.接" -"下来我们开始查看函数,从``_ready``函数开始." +"这是相当多的类变量. 它们中的大部分都是用来保存在整个代码中需要的节点的引用. " +"接下来我们开始查看函数, 从 ``_ready`` 函数开始." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:574 msgid "``_ready`` function step-by-step explanation" -msgstr "``_ready``函数的逐步说明" +msgstr "``_ready`` 函数的逐步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:576 msgid "" @@ -893,8 +899,8 @@ msgid "" "returned by the ``connect`` function. We will not need the returned values " "for this tutorial." msgstr "" -"首先,我们告诉Godot关闭关于不使用``connect``函数返回值的警告,在本教程中,将不需" -"要返回值." +"首先, 我们告诉Godot关闭关于不使用 ``connect`` 函数返回值的警告, 在本教程中, " +"将不需要返回值." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:579 msgid "" @@ -907,11 +913,11 @@ msgid "" "changes in the VR controller, and so the teleport mesh can be used by both " "VR controllers." msgstr "" -"接下来我们获得 :ref:`Raycast <class_Raycast>`节点,将使用它来确定传送的位置,并" -"将其分配给 ``teleport_raycast`` 变量.然后我们获得 :ref:`MeshInstance " -"<class_MeshInstance>`节点,用其显示玩家被传送到哪里.我们用来传送的节点是 " -"``Game`` 场景的一个子节点,这样做是为了让传送网格节点不受VR控制器变化的影响,传" -"送网格可以被两个VR控制器使用." +"接下来我们获得 :ref:`Raycast <class_Raycast>` 节点, 将使用它来确定传送的位" +"置, 并将其分配给 ``teleport_raycast`` 变量. 然后我们获得 :ref:`MeshInstance " +"<class_MeshInstance>` 节点, 用其显示玩家被传送到哪里. 我们用来传送的节点是 " +"``Game`` 场景的一个子节点, 这样做是为了让传送网格节点不受VR控制器变化的影响, " +"传送网格可以被两个VR控制器使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:583 msgid "" @@ -921,8 +927,8 @@ msgid "" "initial, not teleporting the player, state." msgstr "" "然后将 ``teleport_button_down`` 变量设置为false, ``teleport_mesh.visible`` 设" -"置为 ``false`` , ``teleport_raycast.visible`` 设置为 ``false`` ,这样就设置了" -"传送玩家进入初始状态,而不是传送玩家的变量." +"置为 ``false`` , ``teleport_raycast.visible`` 设置为 ``false`` , 这样就设置了" +"传送玩家进入初始状态, 而不是传送玩家的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:586 msgid "" @@ -930,8 +936,8 @@ msgid "" "the ``grab_pos_node`` node and assigns them all to their respective " "variables for use later." msgstr "" -"然后,代码获取 ``grab_area`` 节点, ``grab_raycast`` 节点和 ``grab_pos_node`` " -"节点,并将它们全部分配给各自的变量,以供以后使用." +"然后, 代码获取 ``grab_area`` 节点, ``grab_raycast`` 节点和 ``grab_pos_node`` " +"节点, 并将它们全部分配给各自的变量, 以供以后使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:588 msgid "" @@ -941,10 +947,10 @@ msgid "" "set the ``grab_raycast`` node's ``visible`` property to ``false`` so the " "'laser sight' child node of ``grab_raycast`` is not visible." msgstr "" -"接下来将 ``grab_mode`` 设置为 ``AREA`` ,这样VR 控制器将尝试在按下 VR 控制器的" -"抓取/握持按钮时使用 ``grab_area`` 中定义的 :ref:`区域(Area) <class_Area>` 节" -"点抓取对象.我们还将 ``grab_raycast`` 节点的 ``visible`` 属性设置为 " -"``false`` ,这样 ``grab_raycast`` 的 ‘激光瞄准器(laser sight)’子节点就不可见" +"接下来将 ``grab_mode`` 设置为 ``AREA`` , 这样VR 控制器将尝试在按下 VR 控制器" +"的抓取/握持按钮时使用 ``grab_area`` 中定义的 :ref:`区域(Area) <class_Area>` " +"节点抓取对象. 我们还将 ``grab_raycast`` 节点的 ``visible`` 属性设置为 " +"``false`` , 这样 ``grab_raycast`` 的 ‘激光瞄准器(laser sight)’子节点就不可见" "了." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:591 @@ -955,18 +961,18 @@ msgid "" "``sleep_area_exited`` functions will be used to make :ref:`RigidBody " "<class_RigidBody>` nodes unable to sleep when nearby the VR controller." msgstr "" -"之后我们将VR控制器中的 \"Sleep_Area \"节点的 \"body_entered \"和 " -"\"body_exited \"信号连接到 \"sleep_area_entered \"和 \"sleep_area_exited \"函" -"数中.`sleep_area_entered``和`sleep_area_exited``函数将用于使 :ref:`RigidBody " -"<class_RigidBody>`节点在VR控制器附近时无法休眠." +"之后我们将VR控制器中的 \"Sleep_Area\" 节点的 \"body_entered\" 和 " +"\"body_exited\" 信号连接到 \"sleep_area_entered\" 和 \"sleep_area_exited\" 函" +"数中.``sleep_area_entered`` 和 ``sleep_area_exited`` 函数将用于使 :ref:" +"`RigidBody <class_RigidBody>` 节点在VR控制器附近时无法休眠." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:594 msgid "" "Then the ``hand_mesh`` and ``hand_pickup_drop_sound`` nodes are gotten and " "assigned them to their respective variables for use later." msgstr "" -"然后得到 ``hand_mesh`` 和 ``hand_pickup_drop_sound`` 节点,并将它们分配给各自" -"的变量,以便以后使用." +"然后得到 ``hand_mesh`` 和 ``hand_pickup_drop_sound`` 节点, 并将它们分配给各自" +"的变量, 以便以后使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:596 msgid "" @@ -977,14 +983,14 @@ msgid "" "is pressed or released, the ``button_pressed`` or ``button_released`` " "functions defined in this script will be called." msgstr "" -"最后,VR控制器扩展的 :ref:`ARVRController <class_ARVRController>`节点中的" -"`button_pressed``和`button_release``信号分别与`button_pressed``和" -"`button_released``函数相连.这意味着当VR控制器上的某个按钮被按下或释放时,本脚" -"本中定义的 \"button_pressed \"或 \"button_released \"函数将被调用." +"最后,VR控制器扩展的 :ref:`ARVRController <class_ARVRController>` 节点中的 " +"``button_pressed`` 和 ``button_release`` 信号分别与 ``button_pressed`` 和 " +"``button_released`` 函数相连. 这意味着当VR控制器上的某个按钮被按下或释放时, " +"本脚本中定义的 \"button_pressed\" 或 \"button_released\" 函数将被调用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:602 msgid "``_physics_process`` function step-by-step explanation" -msgstr "``_physics_process``函数分步说明" +msgstr "``_physics_process`` 函数分步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:604 msgid "" @@ -993,9 +999,9 @@ msgid "" "<class_ARVRController>` node, is more than zero then the VR controller " "rumbles." msgstr "" -"首先我们检查``rumble``变量是否大于零.如果``rumble``变量,也就是 :ref:" -"`ARVRController <class_ARVRController>`节点的一个属性,大于零,那么VR控制器就会" -"发出隆隆声." +"首先我们检查 ``rumble`` 变量是否大于零. 如果 ``rumble`` 变量, 也就是 :ref:" +"`ARVRController <class_ARVRController>` 节点的一个属性, 大于零, 那么VR控制器" +"就会发出隆隆声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:607 msgid "" @@ -1005,10 +1011,10 @@ msgid "" "condition to check if ``rumble`` is less than zero, which sets ``rumble`` to " "zero if its value is less than zero." msgstr "" -"如果 ``rumble`` 变量大于零,那么我们每隔一秒用 " +"如果 ``rumble`` 变量大于零, 那么我们每隔一秒用 " "``CONTROLLER_RUMBLE_FADE_SPEED`` 减去 ``CONTROLLER_RUMBLE_FADE_SPEED`` 乘以" -"delta,就可以减少 ``rumble`` .然后有一个 ``if`` 条件来检查 ``rumble`` 是否小于" -"零,如果其值小于零,则将 ``rumble`` 设置为零." +"delta, 就可以减少 ``rumble`` . 然后有一个 ``if`` 条件来检查 ``rumble`` 是否小" +"于零, 如果其值小于零, 则将 ``rumble`` 设置为零." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:610 msgid "" @@ -1016,8 +1022,8 @@ msgid "" "rumble. Now when we set ``rumble`` to a value, this code will automatically " "make it fade over time." msgstr "" -"这一小段代码是我们减少VR控制器的隆隆声所需要的全部内容.现在,当我们将" -"``rumble``设置为一个值时,这段代码将自动使其随着时间的推移而逐渐消失." +"这一小段代码是我们减少VR控制器的隆隆声所需要的全部内容. 现在, 当我们将 " +"``rumble`` 设置为一个值时, 这段代码将自动使其随着时间的推移而逐渐消失." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:614 msgid "" @@ -1025,8 +1031,8 @@ msgid "" "variable is equal to ``true``, which means this VR controller is trying to " "teleport." msgstr "" -"第一段代码检查``teleport_button_down``变量是否等于``true``,这意味着这个VR控制" -"器正在尝试传送." +"第一段代码检查 ``teleport_button_down`` 变量是否等于 ``true``, 这意味着这个VR" +"控制器正在尝试传送." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:616 msgid "" @@ -1036,7 +1042,7 @@ msgid "" "will update the properties within the :ref:`Raycast <class_Raycast>` node " "with the latest version of the physics world." msgstr "" -"如果 ``teleport_button_down`` 等于 ``true`` ,我们将使用 " +"如果 ``teleport_button_down`` 等于 ``true`` , 我们将使用 " "``force_raycast_update`` 函数强制更新 ``teleport_raycast`` :ref:`Raycast " "<class_Raycast>` 节点. ``force_raycast_update`` 函数将用物理世界的最新版本更" "新 :ref:`Raycast <class_Raycast>` 节点内的属性." @@ -1052,11 +1058,11 @@ msgid "" "vector returned by the raycast is greater than or equal to ``0.85`` on the Y " "axis." msgstr "" -"这段代码通过检查 ``teleport_raycast`` 中的 ``is_colliding`` 函数是否为真,来检" -"查 ``teleport_raycast`` 是否与任何东西相撞.如果 :ref:`Raycast " -"<class_Raycast>` 与某物相撞,我们就检查 :ref:`PhysicsBody " +"这段代码通过检查 ``teleport_raycast`` 中的 ``is_colliding`` 函数是否为真, 来" +"检查 ``teleport_raycast`` 是否与任何东西相撞. 如果 :ref:`Raycast " +"<class_Raycast>` 与某物相撞, 我们就检查 :ref:`PhysicsBody " "<class_PhysicsBody>` 与Raycast相撞的 :ref:`StaticBody <class_StaticBody>` 是" -"否为 :ref:`StaticBody <class_StaticBody>` .然后我们检查raycast返回的碰撞法向" +"否为 :ref:`StaticBody <class_StaticBody>` . 然后我们检查raycast返回的碰撞法向" "量在Y轴上是否大于或等于 ``0.85`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:623 @@ -1065,7 +1071,7 @@ msgid "" "RigidBody nodes and we only want the player to be able to teleport on floor-" "like surfaces." msgstr "" -"我们这样做是因为我们不希望用户能够传送到RigidBody节点上,我们只希望玩家能够在" +"我们这样做是因为我们不希望用户能够传送到RigidBody节点上, 我们只希望玩家能够在" "类似地板的表面进行传送." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:625 @@ -1076,10 +1082,10 @@ msgid "" "world space. We then move the ``teleport_mesh`` to the world position stored " "in ``teleport_pos``." msgstr "" -"如果所有这些条件都得到满足,那么我们就将``teleport_pos``变量分配给" -"``teleport_raycast``中的``get_collision_point``函数.这将把``teleport_pos``分" -"配给射线广播在世界空间中碰撞的位置.然后我们将``teleport_mesh``移动到" -"``teleport_pos``中存储的世界位置." +"如果所有这些条件都得到满足, 那么我们就将 ``teleport_pos`` 变量分配给 " +"``teleport_raycast`` 中的 ``get_collision_point`` 函数. 这将把 " +"``teleport_pos`` 分配给射线广播在世界空间中碰撞的位置. 然后我们将 " +"``teleport_mesh`` 移动到 ``teleport_pos`` 中存储的世界位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:628 msgid "" @@ -1088,8 +1094,8 @@ msgid "" "update on where the user will be teleporting to when the release the " "teleport button." msgstr "" -"这段代码将通过传送射线广播获得玩家瞄准的位置,并更新传送网,在释放传送按钮时,直" -"观地更新用户将传送到哪里." +"这段代码将通过传送射线广播获得玩家瞄准的位置, 并更新传送网, 在释放传送按钮" +"时, 直观地更新用户将传送到哪里." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:633 msgid "" @@ -1098,9 +1104,9 @@ msgid "" "`ARVRController <class_ARVRController>`. If the VR controller is active, " "then it calls the ``_physics_process_update_controller_velocity`` function." msgstr "" -"下一节代码首先通过``get_is_active``函数检查VR控制器是否处于活动状态,该函数" -"由 :ref:`ARVRController <class_ARVRController>`定义.如果VR控制器是活动的,那么" -"它就会调用``_physics_process_update_controller_velocity``函数." +"下一节代码首先通过 ``get_is_active`` 函数检查VR控制器是否处于活动状态, 该函数" +"由 :ref:`ARVRController <class_ARVRController>` 定义. 如果VR控制器是活动的, " +"那么它就会调用 ``_physics_process_update_controller_velocity`` 函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:636 msgid "" @@ -1109,9 +1115,9 @@ msgid "" "but this process gets a rough idea of the velocity of the VR controller, " "which is fine for the purposes of this tutorial." msgstr "" -"``_physics_process_update_controller_velocity``函数将通过位置的变化来计算VR控" -"制器的速度.它并不完美,但这个过程可以得到VR控制器的速度的一个大致概念,对于本教" -"程的目的来说,这是很好的." +"``_physics_process_update_controller_velocity`` 函数将通过位置的变化来计算VR" +"控制器的速度. 它并不完美, 但这个过程可以得到VR控制器的速度的一个大致概念, 对" +"于本教程的目的来说, 这是很好的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:641 msgid "" @@ -1119,8 +1125,8 @@ msgid "" "object by checking to see if the ``held_object`` variable is not equal to " "``null``." msgstr "" -"下一段代码通过检查``held_object``变量是否不等于``null``来检查VR控制器是否持有" -"一个对象." +"下一段代码通过检查 ``held_object`` 变量是否不等于 ``null`` 来检查VR控制器是否" +"持有一个对象." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:643 msgid "" @@ -1130,10 +1136,10 @@ msgid "" "``held_object`` node. This will make the held object have the same position, " "rotation, and scale of the ``grab_pos_node`` node in world space." msgstr "" -"如果VR控制器持有一个对象,我们首先将它的比例存储在一个名为``held_scale``的临时" -"变量中.然后我们将持有对象的``global_transform``设置为``held_object``节点的" -"``global_transform``.这将使持有的对象在世界空间中具有与``grab_pos_node``节点" -"相同的位置、旋转和比例." +"如果VR控制器持有一个对象, 我们首先将它的比例存储在一个名为 ``held_scale`` 的" +"临时变量中. 然后我们将持有对象的 ``global_transform`` 设置为 ``held_object`` " +"节点的 ``global_transform``. 这将使持有的对象在世界空间中具有与 " +"``grab_pos_node`` 节点相同的位置, 旋转和比例." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:646 msgid "" @@ -1141,15 +1147,15 @@ msgid "" "is grabbed, we need to set the ``scale`` property of the ``held_object`` " "node back to ``held_scale``." msgstr "" -"但是,由于我们不希望被抓取的对象在被抓取时的比例发生变化,我们需要将" -"``held_object``节点的``scale``属性设置为``held_scale``." +"但是, 由于我们不希望被抓取的对象在被抓取时的比例发生变化, 我们需要将 " +"``held_object`` 节点的 ``scale`` 属性设置为 ``held_scale``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:648 msgid "" "This section of code will keep the held object in the same position and " "rotation as the VR controller, keeping it synced with the VR controller." msgstr "" -"这段代码将使持有的物体与VR控制器保持相同的位置和旋转,使其与VR控制器保持同步." +"这段代码将使持有的物体与VR控制器保持相同的位置和旋转, 使其与VR控制器保持同步." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:652 msgid "" @@ -1158,8 +1164,8 @@ msgid "" "all the code for moving the player when the touchpad/joystick on the VR " "controller moves." msgstr "" -"最后,最后一段代码只是简单地调用``_physics_process_directional_movement``函数." -"这个函数包含了当VR控制器上的触摸板/操纵杆移动时移动玩家的所有代码." +"最后, 最后一段代码只是简单地调用 ``_physics_process_directional_movement`` 函" +"数. 这个函数包含了当VR控制器上的触摸板/操纵杆移动时移动玩家的所有代码." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:657 msgid "" @@ -1172,7 +1178,7 @@ msgid "" "First this function resets the ``controller_velocity`` variable to zero :ref:" "`Vector3 <class_Vector3>`." msgstr "" -"首先,这个函数将 ``controller_velocity`` 变量重置为零 :ref:`Vector3 " +"首先, 这个函数将 ``controller_velocity`` 变量重置为零 :ref:`Vector3 " "<class_Vector3>` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:663 @@ -1183,10 +1189,10 @@ msgid "" "there are cached velocities within ``prior_controller_velocities``, then we " "iterate through each of the stored velocities using a ``for`` loop." msgstr "" -"然后我们检查是否有任何存储/缓存的VR控制器速度保存在" -"``prior_controller_velocities``数组中.我们通过检查``size()``函数是否返回一个" -"大于``0``的值.如果在``prior_controller_velocities``中存在缓存的速度,那么我们" -"就使用``for``循环对每个存储的速度进行迭代." +"然后我们检查是否有任何存储/缓存的VR控制器速度保存在 " +"``prior_controller_velocities`` 数组中. 我们通过检查 ``size()`` 函数是否返回" +"一个大于 ``0`` 的值. 如果在 ``prior_controller_velocities`` 中存在缓存的速" +"度, 那么我们就使用 ``for`` 循环对每个存储的速度进行迭代." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:666 msgid "" @@ -1198,10 +1204,10 @@ msgid "" "previous velocities into account, making the direction of the controller's " "velocity more accurate." msgstr "" -"对于每一个缓存的速度,我们只需将其值添加到``controller_velocity``中.一旦代码通" -"过了``prior_controller_velocities``中的所有缓存速度,我们将" -"``controller_velocity``除以``prior_controller_velocities``数组的大小,就会得到" -"综合速度值.这有助于将之前的速度考虑在内,使控制器的速度方向更加准确." +"对于每一个缓存的速度, 我们只需将其值添加到 ``controller_velocity`` 中. 一旦代" +"码通过了 ``prior_controller_velocities`` 中的所有缓存速度, 我们将 " +"``controller_velocity`` 除以 ``prior_controller_velocities`` 数组的大小, 就会" +"得到综合速度值. 这有助于将之前的速度考虑在内, 使控制器的速度方向更加准确." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:672 msgid "" @@ -1213,11 +1219,11 @@ msgid "" "``prior_controller_position`` to the current position of the VR controller, " "which we store in a variable called ``relative_controller_position``." msgstr "" -"接下来我们计算VR控制器自上次``_physics_process``函数调用后的位置变化.我们通过" -"从VR控制器的全局位置``global_transform.origin``中减去" -"``prior_controller_position``来计算.这将给我们一个 :ref:`Vector3 " -"<class_Vector3>`从``prior_controller_position``中的位置指向VR控制器的当前位" -"置,我们将其存储在一个名为``relative_controller_position``的变量中." +"接下来我们计算VR控制器自上次 ``_physics_process`` 函数调用后的位置变化. 我们" +"通过从VR控制器的全局位置 ``global_transform.origin`` 中减去 " +"``prior_controller_position`` 来计算. 这将给我们一个 :ref:`Vector3 " +"<class_Vector3>` 从 ``prior_controller_position`` 中的位置指向VR控制器的当前" +"位置, 我们将其存储在一个名为 ``relative_controller_position`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:676 msgid "" @@ -1227,10 +1233,10 @@ msgid "" "so it can be taken into account on the next calculation of the VR " "controller's velocity." msgstr "" -"接下来我们将位置的变化添加到``controller_velocity``中,这样在计算速度时就会考" -"虑到最新的位置变化.然后我们将``relative_controller_position``添加到" -"``prior_controller_velocities``中,这样在下一次计算VR控制器的速度时就可以将其" -"考虑进去." +"接下来我们将位置的变化添加到 ``controller_velocity`` 中, 这样在计算速度时就会" +"考虑到最新的位置变化. 然后我们将 ``relative_controller_position`` 添加到 " +"``prior_controller_velocities`` 中, 这样在下一次计算VR控制器的速度时就可以将" +"其考虑进去." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:679 msgid "" @@ -1242,10 +1248,10 @@ msgid "" "decent most of the time and for the purposes of this tutorial, it is good " "enough." msgstr "" -"然后``prior_controller_position``用VR控制器的全局位置``global_transform." -"origin``更新.然后我们将``controller_velocity``除以``delta``,这样速度就会更高," -"得到的结果就像我们期望的那样,同时还是相对于已经过去的时间量.这不是一个完美的" -"解决方案,但大多数时候结果看起来还不错,就本教程而言,这已经足够了." +"然后 ``prior_controller_position`` 用VR控制器的全局位置 ``global_transform." +"origin`` 更新. 然后我们将 ``controller_velocity`` 除以 ``delta``, 这样速度就" +"会更高, 得到的结果就像我们期望的那样, 同时还是相对于已经过去的时间量. 这不是" +"一个完美的解决方案, 但大多数时候结果看起来还不错, 就本教程而言, 这已经足够了." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:683 msgid "" @@ -1256,10 +1262,10 @@ msgid "" "remove the oldest cached velocity by calling the ``remove`` function and " "passing in a index position of ``0``." msgstr "" -"后,函数检查``prior_controller_velocities``是否有超过``30``的速度缓存,检查" -"``size()``函数是否返回一个大于``30``的值.如果在" -"``prior_controller_velocities``中存储了超过``30``的缓存速度,那么我们只需通过" -"调用``remove``函数并传递一个``0``的索引位置来删除最老的缓存速度." +"后, 函数检查 ``prior_controller_velocities`` 是否有超过 ``30`` 的速度缓存, 检" +"查 ``size()`` 函数是否返回一个大于 ``30`` 的值. 如果在 " +"``prior_controller_velocities`` 中存储了超过 ``30`` 的缓存速度, 那么我们只需" +"通过调用 ``remove`` 函数并传递一个 ``0`` 的索引位置来删除最老的缓存速度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:689 msgid "" @@ -1269,9 +1275,9 @@ msgid "" "perfect, it gives a decent idea of how fast the VR controller is moving in " "3D space." msgstr "" -"这个函数最终要做的是通过计算VR控制器在过去三十次``_physics_process``的相对位" -"置变化,得到VR控制器速度的一个大概.虽然这并不完美,但它可以很好地了解VR控制器在" -"3D空间中的移动速度." +"这个函数最终要做的是通过计算VR控制器在过去三十次 ``_physics_process`` 的相对" +"位置变化, 得到VR控制器速度的一个大概. 虽然这并不完美, 但它可以很好地了解VR控" +"制器在3D空间中的移动速度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:694 msgid "" @@ -1284,8 +1290,8 @@ msgid "" "assigns them to :ref:`Vector2 <class_Vector2>` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" -"首先,这个函数获取触控板和操纵杆的轴,并将它们分配给 :ref:`Vector2 " -"<class_Vector2>`变量,分别称为``trackpad_vector``和``joystick_vector``." +"首先, 这个函数获取触控板和操纵杆的轴, 并将它们分配给 :ref:`Vector2 " +"<class_Vector2>` 变量, 分别称为 ``trackpad_vector`` 和 ``joystick_vector``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:698 msgid "" @@ -1293,7 +1299,7 @@ msgid "" "your VR headset and controller. The inputs in this tutorial are the index " "values of a Windows Mixed Reality headset." msgstr "" -"您可能需要根据您的VR头显和控制器重新映射操纵杆和/或触摸板的索引值.本教程中的" +"您可能需要根据您的VR头显和控制器重新映射操纵杆和/或触摸板的索引值. 本教程中的" "输入是Windows混合现实耳机的索引值." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:701 @@ -1302,8 +1308,8 @@ msgid "" "account for. The code for this is detailed in the article below, with slight " "changes as the code is converted from C# to GDScript." msgstr "" -"然后``trackpad_vector``和``joystick_vector``具有它们的盲区.这方面的代码在下面" -"的文章中详细介绍了,随着代码从C#转换到GDScript,略有变化." +"然后 ``trackpad_vector`` 和 ``joystick_vector`` 具有它们的盲区. 这方面的代码" +"在下面的文章中详细介绍了, 随着代码从C#转换到GDScript, 略有变化." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:704 msgid "" @@ -1319,13 +1325,13 @@ msgid "" "the right direction vector is stored in a variable called " "``right_direction``." msgstr "" -"一旦 \"trackpad_vector \"和 \"joystick_vector \"变量的盲区被计算在内,代码就会" -"得到相对于 :ref:`ARVRCamera <class_ARVRCamera>`的全局变换的前进和右转方向的向" -"量.这样做的目的是给我们提供相对于用户相机的旋转,即 :ref:`ARVRCamera " -"<class_ARVRCamera>`,在世界空间中向前和向右指向的向量.当您在Godot编辑器中选择" -"一个对象并启用 \"局部空间模式 \"按钮时,这些向量与蓝色和红色箭头的方向相同.前" -"进方向向量存储在一个名为 \"forward_direction \"的变量中,而右侧方向向量存储在" -"一个名为 \"right_direction \"的变量中." +"一旦 \"trackpad_vector\" 和 \"joystick_vector\" 变量的盲区被计算在内, 代码就" +"会得到相对于 :ref:`ARVRCamera <class_ARVRCamera>` 的全局变换的前进和右转方向" +"的向量. 这样做的目的是给我们提供相对于用户相机的旋转, 即 :ref:`ARVRCamera " +"<class_ARVRCamera>`, 在世界空间中向前和向右指向的向量. 当您在Godot编辑器中选" +"择一个对象并启用 \"局部空间模式\" 按钮时, 这些向量与蓝色和红色箭头的方向相" +"同. 前进方向向量存储在一个名为 \"forward_direction\" 的变量中, 而右侧方向向量" +"存储在一个名为 \"right_direction\" 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:710 msgid "" @@ -1335,10 +1341,10 @@ msgid "" "use a single :ref:`Vector2 <class_Vector2>` for moving the user. We assign " "the combined direction to a variable called ``movement_vector``." msgstr "" -"接下来,代码将``trackpad_vector``和``joystick_vector``变量加在一起,并使用" -"``normalized``函数对结果进行标准化.这样我们就得到了两个输入设备的组合移动方" -"向,所以我们可以使用一个 :ref:`Vector2 <class_Vector2>`来移动用户.我们将组合方" -"向分配给一个名为``movement_vector``的变量." +"接下来, 代码将 ``trackpad_vector`` 和 ``joystick_vector`` 变量加在一起, 并使" +"用 ``normalized`` 函数对结果进行标准化. 这样我们就得到了两个输入设备的组合移" +"动方向, 所以我们可以使用一个 :ref:`Vector2 <class_Vector2>` 来移动用户. 我们" +"将组合方向分配给一个名为 ``movement_vector`` 的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:713 msgid "" @@ -1349,10 +1355,10 @@ msgid "" "forward when the trackpad/joystick is pushed forward or backwards. We assign " "this to a variable called ``movement_forward``." msgstr "" -"然后我们计算用户将朝 ``forward_direction`` 方向前进的距离大小.为了计算它,我们" -"将 ``forward_direction`` 乘以 ``movement_vector.x`` 、 ``delta`` 和 " -"``MOVEMENT_SPEED`` .这将给我们提供当触控板/操纵杆被向前或向后推时用户将向前移" -"动的距离.我们将其分配给名为 ``movement_forward`` 的变量." +"然后我们计算用户将朝 ``forward_direction`` 方向前进的距离大小. 为了计算它, 我" +"们将 ``forward_direction`` 乘以 ``movement_vector.x`` , ``delta`` 和 " +"``MOVEMENT_SPEED`` . 这将给我们提供当触控板/操纵杆被向前或向后推时用户将向前" +"移动的距离. 我们将其分配给名为 ``movement_forward`` 的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:717 msgid "" @@ -1363,11 +1369,11 @@ msgid "" "the distance the user will move right when the trackpad/joystick is pushed " "right or left. We assign this to a variable called ``movement_right``." msgstr "" -"我们对用户向右移动的距离进行类似的计算,相对于存储在``right_direction``中的正" -"确方向.为了计算用户向右移动的距离,我们将``right_direction``乘以" -"``movement_vector.y``、``delta``和``MOVEMENT_SPEED``.这将给我们提供当触控板/" -"操纵杆被向右或向左推时,用户将向右移动的距离.我们将其分配给一个名为" -"``movement_right``的变量." +"我们对用户向右移动的距离进行类似的计算, 相对于存储在 ``right_direction`` 中的" +"正确方向. 为了计算用户向右移动的距离, 我们将 ``right_direction`` 乘以 " +"``movement_vector.y``, ``delta`` 和 ``MOVEMENT_SPEED``. 这将给我们提供当触控" +"板/操纵杆被向右或向左推时, 用户将向右移动的距离. 我们将其分配给一个名为 " +"``movement_right`` 的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:721 msgid "" @@ -1376,9 +1382,9 @@ msgid "" "the user cannot fly/fall simply by moving the trackpad or joystick. Without " "doing this, the player could fly in the direction they are facing." msgstr "" -"接下来,我们将 \"向前移动 \"和 \"向右移动 \"的 \"Y \"轴上的任何移动,将它们的 " -"\"Y \"值赋值为 \"0\".我们这样做是为了让用户不能仅仅通过移动触控板或操纵杆来飞" -"行/下降.如果不这样做,玩家可能会朝着他们所面对的方向飞行." +"接下来, 我们将 \"向前移动\" 和 \"向右移动\" 的 \"Y\" 轴上的任何移动, 将它们" +"的 \"Y\" 值赋值为 \"0\". 我们这样做是为了让用户不能仅仅通过移动触控板或操纵杆" +"来飞行/下降. 如果不这样做, 玩家可能会朝着他们所面对的方向飞行." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:724 msgid "" @@ -1392,13 +1398,13 @@ msgid "" "We also set the ``directional_movement`` variable to ``true`` so the code " "knows this VR controller is moving the player." msgstr "" -"最后,我们检查 ``movement_right`` 或 ``movement_forward``上的 ``length`` 函数" -"是否大于 ``0``.如果是,那么我们需要移动用户.要移动用户,我们使用 " +"最后, 我们检查 ``movement_right`` 或 ``movement_forward`` 上的 ``length`` 函" +"数是否大于 ``0``. 如果是, 那么我们需要移动用户. 要移动用户, 我们使用 " "``get_parent().global_translate`` 对 :ref:`ARVROrigin <class_ARVROrigin>` 节" -"点进行全局翻译,并将 ``movement_right`` 变量与 ``movement_forward`` 变量一起传" -"递给它.这将使玩家沿着触控板/操纵杆指向的方向移动,相对于VR头显的旋转.我们还将 " -"``directional_movement`` 变量设置为 ``true`` ,这样代码就知道这个VR控制器在移" -"动玩家." +"点进行全局翻译, 并将 ``movement_right`` 变量与 ``movement_forward`` 变量一起" +"传递给它. 这将使玩家沿着触控板/操纵杆指向的方向移动, 相对于VR头显的旋转. 我们" +"还将 ``directional_movement`` 变量设置为 ``true`` , 这样代码就知道这个VR控制" +"器在移动玩家." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:729 msgid "" @@ -1407,9 +1413,9 @@ msgid "" "variable to ``false`` so the code knows this VR controller is not moving the " "player." msgstr "" -"如果``movement_right``或``movement_forward``上的``length``函数小于或等于" -"``0``,那么我们只需将``directional_movement``变量设置为``false``,这样代码就知" -"道这个VR控制器没有移动玩家." +"如果 ``movement_right`` 或 ``movement_forward`` 上的 ``length`` 函数小于或等" +"于 ``0``, 那么我们只需将 ``directional_movement`` 变量设置为 ``false``, 这样" +"代码就知道这个VR控制器没有移动玩家." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:735 msgid "" @@ -1419,13 +1425,13 @@ msgid "" "headset, so if the player pushes forward and turns their head to the left, " "they will move to the left." msgstr "" -"这个功能最终要做的是接受VR控制器的触控板和操纵杆的输入,并按照玩家推动它们的方" -"向移动.移动是相对于VR头显的旋转而言的,所以如果玩家向前推并向左转头,它们就会向" -"左移动." +"这个功能最终要做的是接受VR控制器的触控板和操纵杆的输入, 并按照玩家推动它们的" +"方向移动. 移动是相对于VR头显的旋转而言的, 所以如果玩家向前推并向左转头, 它们" +"就会向左移动." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:740 msgid "``button_pressed`` function step-by-step explanation" -msgstr "``button_pressed``函数分步说明" +msgstr "``button_pressed`` 函数分步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:742 msgid "" @@ -1434,15 +1440,16 @@ msgid "" "is passed in by the ``button_pressed`` signal in :ref:`ARVRController " "<class_ARVRController>`, which we connected in the ``_ready`` function." msgstr "" -"这个函数检查刚刚按下的VR按钮是否等于本项目中使用的一个VR按钮.`button_index``" -"变量是由 :ref:`ARVRController <class_ARVRController>`中的`button_pressed``信" -"号传递进来的,我们在``_ready``函数中连接了这个信号." +"这个函数检查刚刚按下的VR按钮是否等于本项目中使用的一个VR按钮." +"``button_index`` 变量是由 :ref:`ARVRController <class_ARVRController>` 中的 " +"``button_pressed`` 信号传递进来的, 我们在 ``_ready`` 函数中连接了这个信号." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:745 msgid "" "There are only three buttons we are looking for in this project: the trigger " "button, the grab/grip button, and the menu button." -msgstr "在这个项目中,我们要找的按钮只有三个:触发按钮、抓取/握持按钮和菜单按钮." +msgstr "" +"在这个项目中, 我们要找的按钮只有三个: 触发按钮, 抓取/握持按钮和菜单按钮." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:747 msgid "" @@ -1450,7 +1457,7 @@ msgid "" "and controller. The inputs in this tutorial are the index values of a " "Windows Mixed Reality headset." msgstr "" -"您可能需要根据您的VR头显和控制器重新映射这些按钮索引值.本教程中的输入是" +"您可能需要根据您的VR头显和控制器重新映射这些按钮索引值. 本教程中的输入是" "Windows混合现实头盔的索引值." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:750 @@ -1459,8 +1466,9 @@ msgid "" "to the trigger button on the VR controller. If the button pressed is the " "trigger button, then the ``_on_button_pressed_trigger`` function is called." msgstr "" -"首先我们检查``button_index``是否等于``15``,这应该映射到VR控制器的触发按钮.如" -"果按下的按钮是触发按钮,那么就会调用``_on_button_pressed_trigger``函数." +"首先我们检查 ``button_index`` 是否等于 ``15``, 这应该映射到VR控制器的触发按" +"钮. 如果按下的按钮是触发按钮, 那么就会调用 ``_on_button_pressed_trigger`` 函" +"数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:753 msgid "" @@ -1468,8 +1476,8 @@ msgid "" "pressed. If the button pressed is the grab button, the " "``_on_button_pressed_grab`` function is called." msgstr "" -"如果``button_index``等于``2``,那么抓取按钮刚刚被按下.如果按下的是抓取按钮,则" -"调用``_on_button_pressed_grab``函数." +"如果 ``button_index`` 等于 ``2``, 那么抓取按钮刚刚被按下. 如果按下的是抓取按" +"钮, 则调用 ``_on_button_pressed_grab`` 函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:755 msgid "" @@ -1477,9 +1485,9 @@ msgid "" "just pressed. If the button pressed is the menu button, the " "``_on_button_pressed_menu`` function is called." msgstr "" -"最后,如果``button_index``等于``1``,则表示刚刚按下了菜单键,如果按下的是菜单键," -"则调用``_on_button_pressed_menu``函数.如果按下的按钮是菜单按钮,则调用" -"``_on_button_pressed_menu``函数." +"最后, 如果 ``button_index`` 等于 ``1``, 则表示刚刚按下了菜单键, 如果按下的是" +"菜单键, 则调用 ``_on_button_pressed_menu`` 函数. 如果按下的按钮是菜单按钮, 则" +"调用 ``_on_button_pressed_menu`` 函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:759 msgid "``_on_button_pressed_trigger`` function step-by-step explanation" @@ -1495,11 +1503,11 @@ msgid "" "controller is trying to teleport or not, as ``teleport_mesh`` will be " "visible if the other VR controller is teleporting." msgstr "" -"首先这个函数通过检查``held_object``是否等于``null``来检查VR控制器是否没有拿" -"着.如果VR控制器没有持有任何东西,那么我们假设VR控制器上的触发按压是为了传送.然" -"后我们确保``teleport_mesh.visible``等于``false``.我们用这个来判断另一个VR控制" -"器是否在尝试传送,因为如果另一个VR控制器在传送,那么``teleport_mesh``将是可见" -"的." +"首先这个函数通过检查 ``held_object`` 是否等于 ``null`` 来检查VR控制器是否没有" +"拿着. 如果VR控制器没有持有任何东西, 那么我们假设VR控制器上的触发按压是为了传" +"送. 然后我们确保 ``teleport_mesh.visible`` 等于 ``false``. 我们用这个来判断另" +"一个VR控制器是否在尝试传送, 因为如果另一个VR控制器在传送, 那么 " +"``teleport_mesh`` 将是可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:765 msgid "" @@ -1512,35 +1520,36 @@ msgid "" "``teleport_raycast`` visible to the player has a 'laser sight' they can use " "to aim the teleportation pos." msgstr "" -"如果 ``teleport_mesh.visible`` 等于 ``false`` ,那么就可以用这个VR控制器进行远" -"程传输.将 ``teleport_button_down`` 变量设置为 ``true`` , ``teleport_mesh." -"visible`` 设置为true, ``teleport_raycast.visible`` 设置为 ``true`` ,将告诉 " -"``_physics_process`` 中的代码,这个VR控制器将进行传送,使 ``teleport_mesh`` 可" -"见,这样用户就知道传送到哪里,并使 ``teleport_raycast`` 可见,这样玩家就可以用激" -"光瞄准器来瞄准传送位置." +"如果 ``teleport_mesh.visible`` 等于 ``false`` , 那么就可以用这个VR控制器进行" +"远程传输. 将 ``teleport_button_down`` 变量设置为 ``true`` , ``teleport_mesh." +"visible`` 设置为true, ``teleport_raycast.visible`` 设置为 ``true`` , 将告诉 " +"``_physics_process`` 中的代码, 这个VR控制器将进行传送, 使 ``teleport_mesh`` " +"可见, 这样用户就知道传送到哪里, 并使 ``teleport_raycast`` 可见, 这样玩家就可" +"以用激光瞄准器来瞄准传送位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:772 +#, fuzzy msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " "project." msgstr "" -"如果``held_object``不等于``null``,那么VR控制器就会持有一些东西.然后检查被持有" -"的对象``held_object``是否扩展自``VR_Interactable_Rigidbody``类,虽然还没有做" -"``VR_Interactable_Rigidbody``,但是将自定义一个``VR_Interactable_Rigidbody``的" -"类,将在项目中所有基于特殊的或自定义的 :ref:`RigidBody <class_RigidBody>`节点" -"上使用." +"如果 ``held_object`` 不等于 ``null``, 那么VR控制器就会持有一些东西. 然后检查" +"被持有的对象 ``held_object`` 是否扩展自 ``VR_Interactable_Rigidbody`` 类, 虽" +"然还没有做 ``VR_Interactable_Rigidbody``, 但是将自定义一个 " +"``VR_Interactable_Rigidbody`` 的类, 将在项目中所有基于特殊的或自定义的 :ref:" +"`RigidBody <class_RigidBody>` 节点上使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:776 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:851 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:875 msgid "" "Don't worry, we will cover ``VR_Interactable_Rigidbody`` after this section!" -msgstr "别担心,我们将在本节之后介绍``VR_Interactable_Rigidbody``!" +msgstr "别担心, 我们将在本节之后介绍 ``VR_Interactable_Rigidbody`` !" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:778 msgid "" @@ -1549,9 +1558,9 @@ msgid "" "to do when the trigger is pressed and the object is held by the VR " "controller." msgstr "" -"如果``held_object``扩展自``VR_Interactable_Rigidbody``,那么我们就调用" -"``interact``函数,这样,当触发器被按下,对象被VR控制器握住时,被握住的对象就可以" -"做任何它应做的事情." +"如果 ``held_object`` 扩展自 ``VR_Interactable_Rigidbody``, 那么我们就调用 " +"``interact`` 函数, 这样, 当触发器被按下, 对象被VR控制器握住时, 被握住的对象就" +"可以做任何它应做的事情." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:783 msgid "``_on_button_pressed_grab`` function step-by-step explanation" @@ -1563,8 +1572,8 @@ msgid "" "``true``. If it is, then it calls ``return``. We do this because we do not " "want the user to be able to pick up objects while teleporting." msgstr "" -"首先,这个函数检查``teleport_button_down``是否等于``true``,如果是,则调用" -"``return``,这样做是因为我们不希望用户在传送时能够拾取对象." +"首先, 这个函数检查 ``teleport_button_down`` 是否等于 ``true``, 如果是, 则调" +"用 ``return``, 这样做是因为我们不希望用户在传送时能够拾取对象." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:788 msgid "" @@ -1575,8 +1584,8 @@ msgid "" "``null``, then the ``_throw_rigidbody`` function is called." msgstr "" "然后我们通过检查 ``held_object`` 是否等于 ``null`` 来检查VR控制器当前是否没有" -"持有任何东西.如果VR控制器没有持有任何东西,则调用 ``_pickup_rigidbody`` 函数." -"如果VR控制器有拿着东西, ``held_object`` 不等于 ``null`` , 则调用 " +"持有任何东西. 如果VR控制器没有持有任何东西, 则调用 ``_pickup_rigidbody`` 函" +"数. 如果VR控制器有拿着东西, ``held_object`` 不等于 ``null`` , 则调用 " "``_throw_rigidbody`` 函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:791 @@ -1584,7 +1593,7 @@ msgid "" "Finally, the pick-up/drop sound is played by calling the ``play`` function " "on ``hand_pickup_drop_sound``." msgstr "" -"最后,通过调用 ``hand_pickup_drop_sound`` 的 ``play`` 函数来播放拾取/放下的声" +"最后, 通过调用 ``hand_pickup_drop_sound`` 的 ``play`` 函数来播放拾取/放下的声" "音." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:795 @@ -1597,8 +1606,8 @@ msgid "" "using to store the :ref:`RigidBody <class_RigidBody>` that the VR controller " "is going to pick up, assuming there is a RigidBody to pick up." msgstr "" -"首先函数定义了一个名为``rigid_body``的变量,我们要用它来存储VR控制器要拾取的 :" -"ref:`RigidBody <class_RigidBody>`,假设要拾取一个RigidBody." +"首先函数定义了一个名为 ``rigid_body`` 的变量, 我们要用它来存储VR控制器要拾取" +"的 :ref:`RigidBody <class_RigidBody>`, 假设要拾取一个RigidBody." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:802 msgid "" @@ -1609,11 +1618,11 @@ msgid "" "ref:`PhysicsBody <class_PhysicsBody>` nodes. We assign the array of :ref:" "`PhysicsBody <class_PhysicsBody>` to a new variable called ``bodies``." msgstr "" -"然后函数检查``grab_mode``变量是否等于``AREA``,如果等于,则使用" -"``get_overlapping_bodies``函数获取``grab_area``内的所有 :ref:`PhysicsBody " -"<class_PhysicsBody>`节点.该函数将返回一个 :ref:`PhysicsBody " -"<class_PhysicsBody>`节点的数组.我们将 :ref:`PhysicsBody <class_PhysicsBody>`" -"的数组分配给一个新的变量``bodies``." +"然后函数检查 ``grab_mode`` 变量是否等于 ``AREA``, 如果等于, 则使用 " +"``get_overlapping_bodies`` 函数获取 ``grab_area`` 内的所有 :ref:`PhysicsBody " +"<class_PhysicsBody>` 节点. 该函数将返回一个 :ref:`PhysicsBody " +"<class_PhysicsBody>` 节点的数组. 我们将 :ref:`PhysicsBody " +"<class_PhysicsBody>` 的数组分配给一个新的变量 ``bodies``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:806 msgid "" @@ -1621,8 +1630,8 @@ msgid "" "``0``. If it is, we go through each of the :ref:`PhysicsBody " "<class_PhysicsBody>` nodes in ``bodies`` using a for loop." msgstr "" -"然后我们检查``bodies``变量的长度是否大于``0``,如果是,我们使用for循环来检查" -"``bodies``中的 :ref:`PhysicsBody <class_PhysicsBody>`节点." +"然后我们检查 ``bodies`` 变量的长度是否大于 ``0``, 如果是, 我们使用for循环来检" +"查 ``bodies`` 中的 :ref:`PhysicsBody <class_PhysicsBody>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:808 msgid "" @@ -1640,16 +1649,16 @@ msgid "" "name ``NO_PICKUP``, then we assign the ``rigid_body`` variable to the :ref:" "`RigidBody <class_RigidBody>` node and break the for loop." msgstr "" -"对于每个 :ref:`PhysicsBody <class_PhysicsBody>` 节点,我们使用``if body is " -"RigidBody``检查它是否是 :ref:`RigidBody <class_RigidBody>` 节点,如果 .ref:" +"对于每个 :ref:`PhysicsBody <class_PhysicsBody>` 节点, 我们使用``if body is " +"RigidBody``检查它是否是 :ref:`RigidBody <class_RigidBody>` 节点, 如果 :ref:" "`PhysicsBody <class_PhysicsBody>` 节点是 :ref:`RigidBody <class_RigidBody>` " -"节点或其扩展,将返回``true``.如果对象是 :ref:`RigidBody <class_RigidBody>`,那" -"么我们检查在body中有没有定义一个名为``NO_PICKUP``的变量或常量.之所以这样做,是" -"因为如果你想让 :ref:`RigidBody <class_RigidBody>`节点无法被拾取,只需要定义一" -"个名为``NO_PICKUP``的常量或变量,VR控制器就会无法拾取它.如果 :ref:`RigidBody " -"<class_RigidBody>`节点没有定义一个名称为``NO_PICKUP``的变量或常量,那么将" -"``rigid_body``变量赋值给 :ref:`RigidBody <class_RigidBody>`节点,并中断for循" -"环." +"节点或其扩展, 将返回 ``true``. 如果对象是 :ref:`RigidBody " +"<class_RigidBody>`, 那么我们检查在body中有没有定义一个名为 ``NO_PICKUP`` 的变" +"量或常量. 之所以这样做, 是因为如果你想让 :ref:`RigidBody <class_RigidBody>` " +"节点无法被拾取, 只需要定义一个名为 ``NO_PICKUP`` 的常量或变量,VR控制器就会无" +"法拾取它. 如果 :ref:`RigidBody <class_RigidBody>` 节点没有定义一个名称为 " +"``NO_PICKUP`` 的变量或常量, 那么将 ``rigid_body`` 变量赋值给 :ref:`RigidBody " +"<class_RigidBody>` 节点, 并中断for循环." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:814 msgid "" @@ -1659,9 +1668,9 @@ msgid "" "``NO_PICKUP`` and assigns it to the ``rigid_body`` variable so we can do " "some additional post processing later in this function." msgstr "" -"这部分代码要做的是遍历``grab_area``内的所有物理实体,并获取第一个没有变量或常" -"量 ``NO_PICKUP`` 的 :ref:`RigidBody <class_RigidBody>` 节点,并且将其分配给 " -"``rigid_body`` 变量,以便我们稍后可以在此函数中进行一些额外的后期处理." +"这部分代码要做的是遍历 ``grab_area`` 内的所有物理实体, 并获取第一个没有变量或" +"常量 ``NO_PICKUP`` 的 :ref:`RigidBody <class_RigidBody>` 节点, 并且将其分配" +"给 ``rigid_body`` 变量, 以便我们稍后可以在此函数中进行一些额外的后期处理." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:819 msgid "" @@ -1674,12 +1683,12 @@ msgid "" "the ``is_colliding`` function, which will return true if the :ref:`Raycast " "<class_Raycast>` hit something." msgstr "" -"如果 ``grab_mode`` 变量不等于 ``AREA`` 我们就检查它是否等于 ``RAYCAST`` .如果" -"它等于 ``RAYCAST`` ,我们就使用 ``force_raycast_update`` 函数强制更新 " +"如果 ``grab_mode`` 变量不等于 ``AREA`` 我们就检查它是否等于 ``RAYCAST`` . 如" +"果它等于 ``RAYCAST`` , 我们就使用 ``force_raycast_update`` 函数强制更新 " "``grab_raycast`` 节点.``force_raycast_update`` 函数将用物理世界的最新变化更" -"新 :ref:`Raycast <class_Raycast>` .然后我们使用 ``is_colliding`` 函数检查 " -"``grab_raycast`` 节点是否与某物相撞,如果 :ref:`Raycast <class_Raycast>` 撞到" -"了某物,则返回true." +"新 :ref:`Raycast <class_Raycast>` . 然后我们使用 ``is_colliding`` 函数检查 " +"``grab_raycast`` 节点是否与某物相撞, 如果 :ref:`Raycast <class_Raycast>` 撞到" +"了某物, 则返回true." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:823 msgid "" @@ -1693,14 +1702,14 @@ msgid "" "it does not, then it assigns the :ref:`RigidBody <class_RigidBody>` node to " "the ``rigid_body`` variable." msgstr "" -"如果 ``grab_raycast`` 命中了什么东西,我们就会使用 ``get_collider`` 函数得到 :" -"ref:`PhysicsBody <class_PhysicsBody>` 命中的节点.然后,代码使用 ``if body is " -"RigidBody`` 检查节点是否是 :ref:`RigidBody <class_RigidBody>` 节点,如果 :ref:" -"`PhysicsBody <class_PhysicsBody>`节点是 :ref:`RigidBody <class_RigidBody>`节" -"点或扩展了 :ref:`RigidBody<class_RigidBody>`节点,代码将返回 ``true`` .然后代" -"码检查 :ref:`RigidBody<class_RigidBody>` 节点是否没有名为 ``NO_PICKUP`` 的变" -"量,如果没有,则将 :ref:`RigidBody<class_RigidBody>` 节点赋值给 ``rigid_body`` " -"变量." +"如果 ``grab_raycast`` 命中了什么东西, 我们就会使用 ``get_collider`` 函数得" +"到 :ref:`PhysicsBody <class_PhysicsBody>` 命中的节点. 然后, 代码使用 ``if " +"body is RigidBody`` 检查节点是否是 :ref:`RigidBody <class_RigidBody>` 节点, " +"如果 :ref:`PhysicsBody <class_PhysicsBody>` 节点是 :ref:`RigidBody " +"<class_RigidBody>` 节点或扩展了 :ref:`RigidBody<class_RigidBody>` 节点, 代码" +"将返回 ``true`` . 然后代码检查 :ref:`RigidBody<class_RigidBody>` 节点是否没有" +"名为 ``NO_PICKUP`` 的变量, 如果没有, 则将 :ref:`RigidBody<class_RigidBody>` " +"节点赋值给 ``rigid_body`` 变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:828 msgid "" @@ -1712,10 +1721,10 @@ msgid "" "post processing later in this function." msgstr "" "这段代码的作用是将 ``grab_raycast`` :ref:`Raycast <class_Raycast>` 节点发送出" -"去,并检查它是否与一个没有 ``NO_PICKUP`` 变量/常量的 ``RigidBody " -"<class_RigidBody>`` 节点碰撞.如果它与一个没有 ``NO_PICKUP`` 的RigidBody碰撞," -"它将该节点分配给 ``rigid_body`` 变量,这样我们就可以在这个函数的后面做一些额外" -"的后期处理." +"去, 并检查它是否与一个没有 ``NO_PICKUP`` 变量/常量的 ``RigidBody " +"<class_RigidBody>`` 节点碰撞. 如果它与一个没有 ``NO_PICKUP`` 的RigidBody碰" +"撞, 它将该节点分配给 ``rigid_body`` 变量, 这样我们就可以在这个函数的后面做一" +"些额外的后期处理." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:834 msgid "" @@ -1724,9 +1733,9 @@ msgid "" "controller found a :ref:`RigidBody <class_RigidBody>`-based node that can be " "picked up." msgstr "" -"最后一段代码首先检查 ``rigid_body`` 是否不等于 ``null`` .如果 ``rigid_body`` " -"不等于 ``null`` ,那么VR控制器找到了一个可以拾取的 :ref:`RigidBody " -"<class_RigidBody>` 类型节点." +"最后一段代码首先检查 ``rigid_body`` 是否不等于 ``null`` . 如果 " +"``rigid_body`` 不等于 ``null`` , 那么VR控制器找到了一个可以拾取的 :ref:" +"`RigidBody <class_RigidBody>` 类型节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:837 msgid "" @@ -1737,11 +1746,12 @@ msgid "" "and ``mask`` as keys for the respective values. This is so we can reapply " "them later when the object is dropped by the VR controller." msgstr "" -"如果有一个VR控制器要拾取,我们将 ``held_object`` 分配给存储在 ``rigid_body`` " -"中的 :ref:`RigidBody <class_RigidBody>` 节点.然后将 :ref:`RigidBody " -"<class_RigidBody>` 节点的 ``mode`` 、 ``collision_layer`` 和 " -"``collision_mask`` 以 ``mode`` 、 ``layer`` 和 ``mask`` 作为各自值的键存储在 " -"``held_object_data`` 中.这是为了以后当对象被VR控制器丢弃时,可以重新应用它们." +"如果有一个VR控制器要拾取, 我们将 ``held_object`` 分配给存储在 ``rigid_body`` " +"中的 :ref:`RigidBody <class_RigidBody>` 节点. 然后将 :ref:`RigidBody " +"<class_RigidBody>` 节点的 ``mode`` , ``collision_layer`` 和 " +"``collision_mask`` 以 ``mode`` , ``layer`` 和 ``mask`` 作为各自值的键存储在 " +"``held_object_data`` 中. 这是为了以后当对象被VR控制器丢弃时, 可以重新应用它" +"们." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:841 msgid "" @@ -1751,8 +1761,8 @@ msgid "" "<class_RigidBody>` cannot interact with other objects in the physics world " "when held by the VR controller." msgstr "" -"然后我们将 :ref:`RigidBody <class_RigidBody>` 的模式设置为 ``MODE_STATIC`` ," -"它的 ``collision_layer`` 和 ``collision_mask`` 为零.这将使被持有的 :ref:" +"然后我们将 :ref:`RigidBody <class_RigidBody>` 的模式设置为 ``MODE_STATIC`` , " +"它的 ``collision_layer`` 和 ``collision_mask`` 为零. 这将使被持有的 :ref:" "`RigidBody <class_RigidBody>` 在被VR控制器持有时不能与物理世界中的其他物体互" "动." @@ -1765,9 +1775,9 @@ msgid "" "property to ``false``." msgstr "" "接下来将 ``hand_mesh`` :ref:`MeshInstance <class_MeshInstance>` 通过设置 " -"``visible`` 属性为 ``false`` 而使 ``hand_mesh`` 变得不可见.这样,手就不会挡住" -"所持对象的去路.同样 ``grab_raycast`` '激光瞄准器' 也是通过设置 ``visible`` 属" -"性为 ``false`` 而变得不可见的." +"``visible`` 属性为 ``false`` 而使 ``hand_mesh`` 变得不可见. 这样, 手就不会挡" +"住所持对象的去路. 同样 ``grab_raycast`` '激光瞄准器' 也是通过设置 " +"``visible`` 属性为 ``false`` 而变得不可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:847 msgid "" @@ -1780,12 +1790,12 @@ msgid "" "controller, where the a reference to the controller is stored in the " "``controller`` variable, through calling the ``picked_up`` function." msgstr "" -"然后,代码检查持有的对象是否扩展了一个叫做 ``VR_Interactable_Rigidbody`` 的类." -"如果是,那么就在 ``held_object`` 上设置 ``controller`` 的变量为 ``self`` ,然后" -"在 ``held_object`` 上调用 ``picked_up`` 函数.虽然我们还没有做 " -"``VR_Interactable_Rigidbody`` ,但这样做的作用是通过调用 ``picked_up`` 函数,设" -"置告诉 ``VR_Interactable_Rigidbody`` 类,它被一个VR控制器持有,控制器的引用存储" -"在 ``controller`` 变量中." +"然后, 代码检查持有的对象是否扩展了一个叫做 ``VR_Interactable_Rigidbody`` 的" +"类. 如果是, 那么就在 ``held_object`` 上设置 ``controller`` 的变量为 " +"``self`` , 然后在 ``held_object`` 上调用 ``picked_up`` 函数. 虽然我们还没有" +"做 ``VR_Interactable_Rigidbody`` , 但这样做的作用是通过调用 ``picked_up`` 函" +"数, 设置告诉 ``VR_Interactable_Rigidbody`` 类, 它被一个VR控制器持有, 控制器的" +"引用存储在 ``controller`` 变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:853 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:877 @@ -1793,7 +1803,7 @@ msgid "" "The code should make more sense after completing part 2 of this tutorial " "series, where we will actually be using ``VR_Interactable_Rigidbody``." msgstr "" -"在完成本系列教程的第二部分后,代码应该会更有意义,在那里我们将实际使用" +"在完成本系列教程的第二部分后, 代码应该会更有意义, 在那里我们将实际使用 " "``VR_Interactable_Rigidbody``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:855 @@ -1803,9 +1813,9 @@ msgid "" "`Raycast <class_Raycast>`, it sets it up so that it can be carried by the VR " "controller." msgstr "" -"这段代码的作用是,如果使用抓取 :ref:`Area <class_RigidBody>`或 :ref:`Raycast " -"<class_Raycast>`找到了 :ref:`RigidBody <class_RigidBody>`,它就会将其设置为可" -"以被VR控制器携带." +"这段代码的作用是, 如果使用抓取 :ref:`Area <class_RigidBody>` 或 :ref:" +"`Raycast <class_Raycast>` 找到了 :ref:`RigidBody <class_RigidBody>`, 它就会将" +"其设置为可以被VR控制器携带." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:859 msgid "``_throw_rigidbody`` function step-by-step explanation" @@ -1820,10 +1830,11 @@ msgid "" "called if an object is held, this check helps ensure that if something " "strange happens, this function will react as expected." msgstr "" -"首先,该函数通过检查``held_object``变量是否等于``null``来检查VR控制器是否没有" -"持有任何对象.如果是,那么它只是调用``return``,所以什么都不会发生.虽然这应该是" -"不可能的,但``_throw_rigidbody``函数应该只在对象被持有的情况下被调用,这种检查" -"有助于确保如果发生了一些奇怪的事情,这个函数将按照预期的方式做出反应." +"首先, 该函数通过检查 ``held_object`` 变量是否等于 ``null`` 来检查VR控制器是否" +"没有持有任何对象. 如果是, 那么它只是调用 ``return``, 所以什么都不会发生. 虽然" +"这应该是不可能的, 但 ``_throw_rigidbody`` 函数应该只在对象被持有的情况下被调" +"用, 这种检查有助于确保如果发生了一些奇怪的事情, 这个函数将按照预期的方式做出" +"反应." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:865 msgid "" @@ -1834,10 +1845,10 @@ msgid "" "``held_object``. This will set the :ref:`RigidBody <class_RigidBody>` back " "to the state it was prior to being picked up." msgstr "" -"在检查VR控制器是否持有对象后,我们假设它是,并将存储的 :ref:`RigidBody " -"<class_RigidBody>`数据设置回持有对象.我们将存储在``held_object_data``字典中的" -"``mode``、``layer``和``mask``数据重新应用到``held_object``中的对象.这将把 :" -"ref:`RigidBody <class_RigidBody>`设置回被拾取之前的状态." +"在检查VR控制器是否持有对象后, 我们假设它是, 并将存储的 :ref:`RigidBody " +"<class_RigidBody>` 数据设置回持有对象. 我们将存储在 ``held_object_data`` 字典" +"中的 ``mode``, ``layer`` 和 ``mask`` 数据重新应用到 ``held_object`` 中的对" +"象. 这将把 :ref:`RigidBody <class_RigidBody>` 设置回被拾取之前的状态." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:869 msgid "" @@ -1845,8 +1856,8 @@ msgid "" "`RigidBody <class_RigidBody>` is thrown in the direction of the VR " "controller's velocity, ``controller_velocity``." msgstr "" -"然后我们在``held_object``上调用``apply_impulse``,这样 :ref:`RigidBody " -"<class_RigidBody>`就会被抛向VR控制器的速度方向,``controller_velocity``." +"然后我们在 ``held_object`` 上调用 ``apply_impulse``, 这样 :ref:`RigidBody " +"<class_RigidBody>` 就会被抛向VR控制器的速度方向,``controller_velocity``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:871 msgid "" @@ -1859,12 +1870,12 @@ msgid "" "the ``controller`` variable to ``null`` so that the :ref:`RigidBody " "<class_RigidBody>` knows that it is not being held." msgstr "" -"然后,我们检查持有的对象是否扩展了一个叫做 ``VR_Interactable_Rigidbody`` 的类." -"如果是,那么我们在 ``held_object`` 中调用一个叫做 ``dropped`` 的函数,并将 " -"``held_object.controller`` 设置为 ``null`` .虽然我们还没有做 " -"``VR_Interactable_Rigidbody`` ,但是这样做的目的是调用 ``droppped`` 函数,这" -"样 :ref:`RigidBody <class_RigidBody>` 就可以在drop时做任何需要做的事情,我们" -"将 ``controller`` 变量设置为 ``null`` ,这样 :ref:`RigidBody " +"然后, 我们检查持有的对象是否扩展了一个叫做 ``VR_Interactable_Rigidbody`` 的" +"类. 如果是, 那么我们在 ``held_object`` 中调用一个叫做 ``dropped`` 的函数, 并" +"将 ``held_object.controller`` 设置为 ``null`` . 虽然我们还没有做 " +"``VR_Interactable_Rigidbody`` , 但是这样做的目的是调用 ``droppped`` 函数, 这" +"样 :ref:`RigidBody <class_RigidBody>` 就可以在drop时做任何需要做的事情, 我们" +"将 ``controller`` 变量设置为 ``null`` , 这样 :ref:`RigidBody " "<class_RigidBody>` 就知道它没有被持有." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:879 @@ -1875,10 +1886,10 @@ msgid "" "holding anything, we make the ``hand_mesh`` visible by setting ``hand_mesh." "visible`` to true." msgstr "" -"无论``held_object``是否扩展了``VR_Interactable_Rigidbody``,我们都要将" -"``held_object``设置为``null``,这样VR控制器就知道它不再拿着任何东西了.因为VR控" -"制器不再持有任何东西,所以我们将``hand_mesh.visible``设置为true,使" -"``hand_mesh``可见." +"无论 ``held_object`` 是否扩展了 ``VR_Interactable_Rigidbody``, 我们都要将 " +"``held_object`` 设置为 ``null``, 这样VR控制器就知道它不再拿着任何东西了. 因为" +"VR控制器不再持有任何东西, 所以我们将 ``hand_mesh.visible`` 设置为true, 使 " +"``hand_mesh`` 可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:882 msgid "" @@ -1886,8 +1897,8 @@ msgid "" "``grab_raycast.visible`` to ``true`` so the 'laser sight' for the :ref:" "`Raycast <class_Raycast>` in ``grab_raycast`` is visible." msgstr "" -"最后,如果 ``grab_mode`` 变量设置为 ``RAYCAST`` ,我们将 ``grab_raycast." -"visible`` 设置为 ``true`` ,这样 ``grab_raycast`` 中的 :ref:`Raycast " +"最后, 如果 ``grab_mode`` 变量设置为 ``RAYCAST`` , 我们将 ``grab_raycast." +"visible`` 设置为 ``true`` , 这样 ``grab_raycast`` 中的 :ref:`Raycast " "<class_Raycast>` 的 ``激光视线`` 是可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:886 @@ -1903,11 +1914,11 @@ msgid "" "holding anything, then ``grab_raycast.visible`` is set to ``true`` so the " "'laser sight' on the grab raycast is visible." msgstr "" -"首先这个函数检查是否``grab_mode``变量等于``AREA``.如果是,则将\" grab_mode\"设" -"置为\" RAYCAST\".然后,它会检查该 VR控制器是否未持有任何东西,如果" -"``held_object``等于``null``,则为未持有.如果该 VR控制器未持有任何东西,那么" -"``grab_raycast.visible``的值被设置为``True``,则\"激光瞄准器\"的抓取光线投射可" -"见." +"首先这个函数检查是否 ``grab_mode`` 变量等于 ``AREA``. 如果是, 则将\" " +"grab_mode\"设置为\" RAYCAST\". 然后, 它会检查该 VR控制器是否未持有任何东西, " +"如果 ``held_object`` 等于 ``null``, 则为未持有. 如果该 VR控制器未持有任何东" +"西, 那么 ``grab_raycast.visible`` 的值被设置为 ``True``, 则 \"激光瞄准器\" 的" +"抓取光线投射可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:892 msgid "" @@ -1916,9 +1927,9 @@ msgid "" "to ``AREA`` and sets ``grab_raycast.visible`` to ``false`` so the 'laser " "sight' on the grab raycast is not visible." msgstr "" -"如果 ``grab_mode`` 变量不等于``AREA``, 将会检查它是否等于``RAYCAST``. 如果是" -"的话,这将把 ``grab_mode`` 设置为 ``AREA`` 并且将 ``grab_raycast.visible`` 设" -"置为 ``false`` ,因此grab raycast上的\"激光瞄准器\"将会不可见." +"如果 ``grab_mode`` 变量不等于 ``AREA``, 将会检查它是否等于 ``RAYCAST``. 如果" +"是的话, 这将把 ``grab_mode`` 设置为 ``AREA`` 并且将 ``grab_raycast.visible`` " +"设置为 ``false`` , 因此grab raycast上的 \"激光瞄准器\" 将会不可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:895 msgid "" @@ -1931,7 +1942,7 @@ msgid "" "be used for detecting :ref:`RigidBody <class_RigidBody>` nodes." msgstr "" "这一段代码简单地改变了VR控制器在按下 grab/grip 抓取按钮时如何抓取 :ref:" -"`RigidBody <class_RigidBody>`的节点. 如果 ``grab_mode`` 设置为 ``AREA``, 那" +"`RigidBody <class_RigidBody>` 的节点. 如果 ``grab_mode`` 设置为 ``AREA``, 那" "么 ``grab_area`` 中的 :ref:`Area <class_Area>` 节点将被用于检测 :ref:" "`RigidBody <class_RigidBody>` 节点, 如果 ``grab_mode`` 设置为 ``RAYCAST`` 那" "么 ``grab_raycast`` 中的 :ref:`Raycast <class_Raycast>` 节点将被用于检测 :" @@ -1951,9 +1962,9 @@ msgid "" "``_ready`` function." msgstr "" "这个函数中唯一的一段代码是检查刚刚释放的按钮的索引 ``button_index`` 是否等于 " -"``15`` ,它应该映射到VR控制器上的触发按钮. ``button_index`` 变量是由 :ref:" +"``15`` , 它应该映射到VR控制器上的触发按钮. ``button_index`` 变量是由 :ref:" "`ARVRController <class_ARVRController>` 中的 ``button_release`` 信号传递进来" -"的,我们之前在``_ready``函数中连接了这个信号." +"的, 我们之前在 ``_ready`` 函数中连接了这个信号." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:906 msgid "" @@ -1972,8 +1983,8 @@ msgid "" "controller is trying to teleport by checking if the ``teleport_button_down`` " "variable is equal to ``true``." msgstr "" -"该函数中唯一的一段代码首先通过检查``teleport_button_down``变量是否等于" -"``true``来检查VR控制器是否在尝试传送." +"该函数中唯一的一段代码首先通过检查 ``teleport_button_down`` 变量是否等于 " +"``true`` 来检查VR控制器是否在尝试传送." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:914 msgid "" @@ -1982,9 +1993,9 @@ msgid "" "visible. It does this by checking to see if ``teleport_pos`` is not equal to " "``null`` and if ``teleport_mesh.visible`` is equal to ``true``." msgstr "" -"如果 ``teleport_button_down`` 变量等于 ``true`` ,代码就会检查是否设置了传送位" -"置,以及传送网格是否可见.这是通过检查 ``teleport_pos`` 是否不等于 ``null`` 和 " -"``teleport_mesh.visible`` 是否等于 ``true`` 来实现的." +"如果 ``teleport_button_down`` 变量等于 ``true`` , 代码就会检查是否设置了传送" +"位置, 以及传送网格是否可见. 这是通过检查 ``teleport_pos`` 是否不等于 " +"``null`` 和 ``teleport_mesh.visible`` 是否等于 ``true`` 来实现的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:917 msgid "" @@ -1998,12 +2009,13 @@ msgid "" "`ARVRCamera <class_ARVRCamera>`, which we store in a variable called " "``camera_offset``." msgstr "" -"如果有一个传送位置设置,并且传送网格是可见的,那么代码就会计算从摄像机到 :ref:" -"`ARVROrigin <class_ARVROrigin>`节点的偏移量,该节点被假定为VR控制器的父节点.为" -"了计算偏移量,``Player_Camera``节点的全局位置(``global_transform.origin``)将会" -"减去 :ref:`ARVROrigin <class_ARVROrigin>`节点的全局位置.这将产生一个从 :ref:" -"`ARVROrigin <class_ARVROrigin>`指向 :ref:`ARVRCamera <class_ARVRCamera>`的向" -"量,我们将其存储在一个名为``camera_offset``的变量中." +"如果有一个传送位置设置, 并且传送网格是可见的, 那么代码就会计算从摄像机到 :" +"ref:`ARVROrigin <class_ARVROrigin>` 节点的偏移量, 该节点被假定为VR控制器的父" +"节点. 为了计算偏移量,``Player_Camera`` 节点的全局位置(``global_transform." +"origin``)将会减去 :ref:`ARVROrigin <class_ARVROrigin>` 节点的全局位置. 这将产" +"生一个从 :ref:`ARVROrigin <class_ARVROrigin>` 指向 :ref:`ARVRCamera " +"<class_ARVRCamera>` 的向量, 我们将其存储在一个名为 ``camera_offset`` 的变量" +"中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:921 msgid "" @@ -2016,11 +2028,12 @@ msgid "" "you wanted to teleport at, your position would be offset by the amount of " "distance you have from the :ref:`ARVROrigin <class_ARVROrigin>` node." msgstr "" -"我们之所以需要知道偏移量,是因为一些VR头显使用了房间追踪,玩家的摄像头可以从 :" -"ref:`ARVROrigin <class_ARVROrigin>`节点上进行偏移.正因为如此,当我们传送时,我" -"们希望保留房间追踪产生的偏移,这样当玩家传送时,房间追踪产生的偏移就不会被应用." -"如果没有这个功能,如果你在一个房间里移动,然后传送,你的位置就不会出现在你想传送" -"的位置,而是会被你与 :ref:`ARVROrigin <class_ARVROrigin>`节点的距离所抵消." +"我们之所以需要知道偏移量, 是因为一些VR头显使用了房间追踪, 玩家的摄像头可以" +"从 :ref:`ARVROrigin <class_ARVROrigin>` 节点上进行偏移. 正因为如此, 当我们传" +"送时, 我们希望保留房间追踪产生的偏移, 这样当玩家传送时, 房间追踪产生的偏移就" +"不会被应用. 如果没有这个功能, 如果你在一个房间里移动, 然后传送, 你的位置就不" +"会出现在你想传送的位置, 而是会被你与 :ref:`ARVROrigin <class_ARVROrigin>` 节" +"点的距离所抵消." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:925 msgid "" @@ -2029,9 +2042,9 @@ msgid "" "to offset based on the user's height. If we did not do this, when " "teleporting the player's head would be level with the ground." msgstr "" -"现在我们知道了从VR摄像机到VR原点的偏移量,我们需要去除``Y``轴上的差异.我们之所" -"以这样做,是因为我们不希望根据用户的身高进行偏移.如果不这样做的话,当传送时,玩" -"家的头部将与地面持平." +"现在我们知道了从VR摄像机到VR原点的偏移量, 我们需要去除 ``Y`` 轴上的差异. 我们" +"之所以这样做, 是因为我们不希望根据用户的身高进行偏移. 如果不这样做的话, 当传" +"送时, 玩家的头部将与地面持平." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:928 msgid "" @@ -2041,10 +2054,10 @@ msgid "" "teleport the player and remove the room tracking offset, so the user appears " "exactly where they want when teleporting." msgstr "" -"然后,我们便可以通过将ARVROrigin节点的全局位置(``global_transform.origin``)设" -"置为``teleport_pos``中存储的位置,并从中减去``camera_offset`` 来传送玩家.这将" -"会在传送玩家的同时,移除房间跟踪的偏移.因此保证用户在传送时,将会出现在他们想要" -"的地方." +"然后, 我们便可以通过将ARVROrigin节点的全局位置(``global_transform.origin``)设" +"置为 ``teleport_pos`` 中存储的位置, 并从中减去 ``camera_offset`` 来传送玩家. " +"这将会在传送玩家的同时, 移除房间跟踪的偏移. 因此保证用户在传送时, 将会出现在" +"他们想要的地方." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:931 msgid "" @@ -2054,10 +2067,10 @@ msgid "" "invisible, ``teleport_raycast.visible`` is set to ``false``, and " "``teleport_pos`` is set to ``null``." msgstr "" -"最后,不管VR控制器是否对用户进行了传送,我们都要重置传送相关的变量.我们把 " -"``teleport_button_down`` 设置为``false``, ``teleport_mesh.visible`` 设置为 " +"最后, 不管VR控制器是否对用户进行了传送, 我们都要重置传送相关的变量. 我们把 " +"``teleport_button_down`` 设置为 ``false``, ``teleport_mesh.visible`` 设置为 " "``false`` 以便让传送网格不可见, ``teleport_raycast.visible`` 设置为 " -"``false`` ,然后把 ``teleport_pos``设置为 ``null`` ." +"``false`` , 然后把 ``teleport_pos`` 设置为 ``null`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:936 msgid "``sleep_area_entered`` function step-by-step explanation" @@ -2071,9 +2084,9 @@ msgid "" "``can_sleep`` variable to ``false`` and sets the ``sleeping`` variable to " "``false``." msgstr "" -"这个函数中唯一的一段代码是检查进入``Sleep_Area``节点的 :ref:`PhysicsBody " -"<class_PhysicsBody>`节点是否有一个叫``can_sleep``的变量.如果有,则将" -"``can_sleep``变量设为``false``,并将``sleeping``变量设为``false``." +"这个函数中唯一的一段代码是检查进入 ``Sleep_Area`` 节点的 :ref:`PhysicsBody " +"<class_PhysicsBody>` 节点是否有一个叫 ``can_sleep`` 的变量. 如果有, 则将 " +"``can_sleep`` 变量设为 ``false``, 并将 ``sleeping`` 变量设为 ``false``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:941 msgid "" @@ -2083,10 +2096,10 @@ msgid "" "<class_PhysicsBody>` node. To work around this, we simply 'wake up' :ref:" "`PhysicsBody <class_PhysicsBody>` nodes that are close to the VR controller." msgstr "" -"如果不这样做,睡眠状态的 :ref:`PhysicsBody <class_PhysicsBody>` 节点将无法被 " -"VR 控制器拿起,即使 VR 控制器与 :ref:`PhysicsBody <class_PhysicsBody>` 节点处" -"于同一位置.为了解决这个问题,我们只需 \"唤醒 \"靠近VR控制器的 :ref:" -"`PhysicsBody <class_PhysicsBody>`节点即可." +"如果不这样做, 睡眠状态的 :ref:`PhysicsBody <class_PhysicsBody>` 节点将无法被 " +"VR 控制器拿起, 即使 VR 控制器与 :ref:`PhysicsBody <class_PhysicsBody>` 节点处" +"于同一位置. 为了解决这个问题, 我们只需 \"唤醒\" 靠近VR控制器的 :ref:" +"`PhysicsBody <class_PhysicsBody>` 节点即可." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:947 msgid "``sleep_area_exited`` function step-by-step explanation" @@ -2099,9 +2112,9 @@ msgid "" "has a variable called ``can_sleep``. If it does, then it sets the " "``can_sleep`` variable to ``true``." msgstr "" -"这个函数中唯一的一段代码是检查进入``Sleep_Area``节点的 :ref:`PhysicsBody " -"<class_PhysicsBody>`节点是否有一个叫``can_sleep``的变量.如果有,则将" -"``can_sleep``变量设置为``true``." +"这个函数中唯一的一段代码是检查进入 ``Sleep_Area`` 节点的 :ref:`PhysicsBody " +"<class_PhysicsBody>` 节点是否有一个叫 ``can_sleep`` 的变量. 如果有, 则将 " +"``can_sleep`` 变量设置为 ``true``." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:952 msgid "" @@ -2109,7 +2122,7 @@ msgid "" "``Sleep_Area`` to sleep again, saving performance." msgstr "" "这将允许离开 ``Sleep_Area`` 的 :ref:`RigidBody <class_RigidBody>` 节点再次睡" -"眠,以便节省性能." +"眠, 以便节省性能." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:956 msgid "" @@ -2117,8 +2130,8 @@ msgid "" "gd`` to the other VR controller scene so both VR controllers have the same " "script." msgstr "" -"好吧,哇!那是很多代码!将相同的脚本 ``VR_Controller.gd`` 添加到其他VR控制器场" -"景中,以便两个VR控制器具有相同的脚本." +"好吧, 哇!那是很多代码!将相同的脚本 ``VR_Controller.gd`` 添加到其他VR控制器" +"场景中, 以便两个VR控制器具有相同的脚本." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:958 msgid "" @@ -2127,9 +2140,10 @@ msgid "" "not defined it yet. While we will not be using ``VR_Interactable_Rigidbody`` " "in this tutorial, let's create it real quick so the project can be run." msgstr "" -"现在,我们只需要在测试项目之前再做一件事!现在我们引用了一个叫做" -"``VR_Interactable_Rigidbody``的类,但是我们还没有定义它.虽然我们在本教程中不会" -"使用``VR_Interactable_Rigidbody``,但我们还是要快速创建它,以便项目能够运行." +"现在, 我们只需要在测试项目之前再做一件事!现在我们引用了一个叫做 " +"``VR_Interactable_Rigidbody`` 的类, 但是我们还没有定义它. 虽然我们在本教程中" +"不会使用 ``VR_Interactable_Rigidbody``, 但我们还是要快速创建它, 以便项目能够" +"运行." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:964 msgid "Creating a base class for interactable VR objects" @@ -2140,7 +2154,7 @@ msgid "" "With the ``Script`` tab still open, create a new GDScript called " "``VR_Interactable_Rigidbody.gd``." msgstr "" -"在 ``Script`` 标签页仍然打开的情况下,创建一个新的GDScript,名为 " +"在 ``Script`` 标签页仍然打开的情况下, 创建一个新的GDScript, 名为 " "``VR_Interactable_Rigidbody.gd`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:968 @@ -2154,7 +2168,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:970 msgid "" "Once you have ``VR_Interactable_Rigidbody.gd`` open, add the following code:" -msgstr "打开 ``VR_Interactable_Rigidbody.gd`` 后,添加以下代码:" +msgstr "打开 ``VR_Interactable_Rigidbody.gd`` 后, 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:999 msgid "Let's quickly go through what this script." @@ -2169,11 +2183,11 @@ msgid "" "without having to load the script directly or do anything special. We can " "compare the class just like all of the built-in Godot classes." msgstr "" -"首先,我们用 ``class_name VR_Interactable_Rigidbody`` 作为脚本的开头.这样做的" -"目的是告诉Godot这个GDScript是一个新的类,叫做 ``VR_Interactable_Rigidbody`` ." -"这使我们可以将节点与其他脚本文件中的 ``VR_Interactable_Rigidbody`` 类进行比" -"较,而不必直接加载脚本或做任何特殊的事情.我们可以像所有内置的Godot类一样对该类" -"进行比较." +"首先, 我们用 ``class_name VR_Interactable_Rigidbody`` 作为脚本的开头. 这样做" +"的目的是告诉Godot这个GDScript是一个新的类, 叫做 " +"``VR_Interactable_Rigidbody`` . 这使我们可以将节点与其他脚本文件中的 " +"``VR_Interactable_Rigidbody`` 类进行比较, 而不必直接加载脚本或做任何特殊的事" +"情. 我们可以像所有内置的Godot类一样对该类进行比较." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1007 msgid "" @@ -2185,9 +2199,9 @@ msgid "" "specific data, like ``controller_velocity``." msgstr "" "接下来是一个名为 ``controller`` 的类变量. ``controller`` 将被用来保存对当前持" -"有物品的VR控制器的引用.如果一个VR控制器没有持有物品,那么 ``controller`` 变量" -"的值将为 ``null`` .我们需要对VR控制器有一个引用的原因,是为了让被持有的物品能" -"够访问VR控制器的特定数据,比如 ``controller_velocity`` ." +"有物品的VR控制器的引用. 如果一个VR控制器没有持有物品, 那么 ``controller`` 变" +"量的值将为 ``null`` . 我们需要对VR控制器有一个引用的原因, 是为了让被持有的物" +"品能够访问VR控制器的特定数据, 比如 ``controller_velocity`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1011 msgid "" @@ -2195,9 +2209,9 @@ msgid "" "and all we do is simply have ``pass`` as there is nothing we need to do when " "the object is added to the scene in ``VR_Interactable_Rigidbody``." msgstr "" -"最后,我们有四个函数. ``_ready`` 函数是由Godot定义的,我们要做的只是将其 " -"``pass`` .因为在 ``VR_Interactable_Rigidbody`` 中,当对象被添加到场景中时,我们" -"并不需要做什么." +"最后, 我们有四个函数. ``_ready`` 函数是由Godot定义的, 我们要做的只是将其 " +"``pass`` . 因为在 ``VR_Interactable_Rigidbody`` 中, 当对象被添加到场景中时, " +"我们并不需要做什么." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1014 msgid "" @@ -2205,7 +2219,7 @@ msgid "" "interact button on the VR controller, the trigger in this case, is pressed " "while the object is held." msgstr "" -"``interact`` 功能是一个桩函数,当按住VR控制器上的交互按钮(在这种情况下为触发" +"``interact`` 功能是一个桩函数, 当按住VR控制器上的交互按钮(在这种情况下为触发" "器)时将调用该函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1016 @@ -2215,8 +2229,8 @@ msgid "" "project, we are using the stub functions so there is a consistent interface " "across all interactable :ref:`RigidBody <class_RigidBody>` objects." msgstr "" -"存根函数指的是一个定义了,但其中没有任何代码的函数.存根函数一般被设计成可以被" -"覆盖或扩展.在这个项目中,我们使用了存根函数,因此在所有可交互的 :ref:" +"存根函数指的是一个定义了, 但其中没有任何代码的函数. 存根函数一般被设计成可以" +"被覆盖或扩展. 在这个项目中, 我们使用了存根函数, 因此在所有可交互的 :ref:" "`RigidBody <class_RigidBody>` 对象中都将有一个一致的接口." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1019 @@ -2224,7 +2238,7 @@ msgid "" "The ``picked_up`` and ``dropped`` functions are stub functions that will be " "called when the object is picked up and dropped by the VR controller." msgstr "" -"``picked_up`` 和 ``dropped`` 函数是存根函数,当VR控制器拾取和放置对象时将调用" +"``picked_up`` 和 ``dropped`` 函数是存根函数, 当VR控制器拾取和放置对象时将调用" "它们." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1023 @@ -2233,8 +2247,8 @@ msgid "" "we'll start making special interactable :ref:`RigidBody <class_RigidBody>` " "objects." msgstr "" -"这就是我们现在需要做的所有事情!在本系列教程的下一部分,我们将开始制作特殊的可" -"交互的 :ref:`RigidBody <class_RigidBody>` 对象." +"这就是我们现在需要做的所有事情!在本系列教程的下一部分, 我们将开始制作特殊的" +"可交互的 :ref:`RigidBody <class_RigidBody>` 对象." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1025 msgid "" @@ -2243,15 +2257,15 @@ msgid "" "around by pressing the touch pad, and can grab and throw objects using the " "grab/grip buttons." msgstr "" -"现在已经定义了基类,VR控制器中的代码应该可以工作了.继续尝试游戏,您会发现您可以" -"通过按触摸板进行四处移动,并可以使用\"抓/握\"按钮抓取和扔出物体." +"现在已经定义了基类,VR控制器中的代码应该可以工作了. 继续尝试游戏, 您会发现您可" +"以通过按触摸板进行四处移动, 并可以使用 \"抓/握\" 按钮抓取和扔出物体." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1028 msgid "" "Now, you may want to try moving using the trackpads and/or joysticks, but " "**it may make you motion sick!**" msgstr "" -"现在,您可能想尝试使用触控板和/或操纵杆移动,但**它可能会让您运动生病!**" +"现在, 您可能想尝试使用触控板和/或操纵杆移动, 但 **它可能会让您运动生病!**" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1030 msgid "" @@ -2260,9 +2274,9 @@ msgid "" "conflict of signals can make the body feel sick. Let's add a vignette shader " "to help reduce motion sickness while moving in VR!" msgstr "" -"这可能使你感到晕车的主要原因之一,你的视觉告诉你正在移动,而你的身体却没有移动." -"这种信号的冲突会使身体感到不适.让我们添加一个晕影着色器来帮助减少在VR中移动时" -"的晕动症吧!" +"这可能使你感到晕车的主要原因之一, 你的视觉告诉你正在移动, 而你的身体却没有移" +"动. 这种信号的冲突会使身体感到不适. 让我们添加一个晕影着色器来帮助减少在VR中" +"移动时的晕动症吧!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1036 msgid "Reducing motion sickness" @@ -2276,8 +2290,8 @@ msgid "" "locomotion/>`_ for more information on how to implement locomotion and " "reducing motion sickness." msgstr "" -"有很多方法可以减少VR中的晕动病,并且没有一种方法可以减少晕动病. 有关如何实施运" -"动和减少晕动病的更多信息,请参阅Oculus开发人员中心的 `这个页面 <https://" +"有很多方法可以减少VR中的晕动病, 并且没有一种方法可以减少晕动病. 有关如何实施" +"运动和减少晕动病的更多信息, 请参阅Oculus开发人员中心的 `这个页面 <https://" "developer.oculus.com/design/latest/concepts/bp-locomotion/>`_ ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1042 @@ -2285,7 +2299,7 @@ msgid "" "To help reduce motion sickness while moving, we are going to add a vignette " "effect that will only be visible while the player moves." msgstr "" -"为了帮助减少移动时的晕车,我们将添加一个只有在游戏角色移动时才能看到的晕影效" +"为了帮助减少移动时的晕车, 我们将添加一个只有在游戏角色移动时才能看到的晕影效" "果." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1044 @@ -2296,9 +2310,9 @@ msgid "" "player is moving using the VR controllers. This should help reduce motion " "sickness." msgstr "" -"首先,让我们迅速切换回 ``Game.tscn`` .在 :ref:`ARVROrigin <class_ARVROrigin>` " -"节点下有一个子节点叫 ``Movement_Vignette`` .当玩家使用VR控制器移动时,这个节点" -"将在VR头显上应用一个简单的晕影.这应该有助于减少晕动症." +"首先, 让我们迅速切换回 ``Game.tscn`` . 在 :ref:`ARVROrigin " +"<class_ARVROrigin>` 节点下有一个子节点叫 ``Movement_Vignette`` . 当玩家使用VR" +"控制器移动时, 这个节点将在VR头显上应用一个简单的晕影. 这应该有助于减少晕动症." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1047 msgid "" @@ -2309,11 +2323,11 @@ msgid "" "`Godot demo repository <https://github.com/godotengine/godot-demo-" "projects>`_." msgstr "" -"打开 ``Movement_Vignette.tscn`` ,你可以在 ``Scenes`` 文件夹中找到它.这个场景" -"只是一个 :ref:`ColorRect <class_ColorRect>` 节点和一个自定义着色器.如果你想的" -"话,可以随意看看这个自定义着色器,它只是Vignette着色器的一个略微修改的版本,你可" -"以在 `Godot演示资源库<https://github.com/godotengine/godot-demo-projects>`_ " -"找到." +"打开 ``Movement_Vignette.tscn`` , 你可以在 ``Scenes`` 文件夹中找到它. 这个场" +"景只是一个 :ref:`ColorRect <class_ColorRect>` 节点和一个自定义着色器. 如果你" +"想的话, 可以随意看看这个自定义着色器, 它只是Vignette着色器的一个略微修改的版" +"本, 你可以在 `Godot 演示资源库 <https://github.com/godotengine/godot-demo-" +"projects>`_ 找到." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1051 msgid "" @@ -2321,13 +2335,13 @@ msgid "" "player is moving. Select the ``Movement_Vignette`` node and create a new " "script called ``Movement_Vignette.gd``. Add the following code:" msgstr "" -"让我们来编写代码,使玩家在移动时可以看到光影效果.选择 \"Movement_Vignette\" 节" -"点并创建一个名为 \"Movement_Vignette.gd\" 的新脚本.添加以下代码:" +"让我们来编写代码, 使玩家在移动时可以看到光影效果. 选择 \"Movement_Vignette\" " +"节点并创建一个名为 \"Movement_Vignette.gd\" 的新脚本. 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1094 msgid "" "Because this script is fairly brief, let's quickly go over what it does." -msgstr "因为这个脚本相当简短,让我们快速浏览一下它的作用." +msgstr "因为这个脚本相当简短, 让我们快速浏览一下它的作用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1098 msgid "Explaining the vignette code" @@ -2338,8 +2352,8 @@ msgid "" "There are two class variables, ``controller_one`` and ``controller_two``. " "These variables will hold references to the left and right VR controllers." msgstr "" -"这里有两个类变量, ``controller_one`` 和 ``controller_two`` .这两个变量将分别" -"保存对左、右VR控制器的引用." +"这里有两个类变量, ``controller_one`` 和 ``controller_two`` . 这两个变量将分别" +"保存对左, 右VR控制器的引用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1104 msgid "" @@ -2347,8 +2361,8 @@ msgid "" "reason we are waiting four frames is because we want to ensure the VR " "interface is ready and accessible." msgstr "" -"在 ``_ready`` 函数中首先使用 ``yield`` 等待四帧.我们之所以要等待四帧,是因为要" -"确保VR界面已经准备好并可以访问." +"在 ``_ready`` 函数中首先使用 ``yield`` 等待四帧. 我们之所以要等待四帧, 是因为" +"要确保VR界面已经准备好并可以访问." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1107 msgid "" @@ -2358,10 +2372,10 @@ msgid "" "``interface`` is equal to ``null``, then ``_process`` is disabled using " "``set_process`` with a value of ``false``." msgstr "" -"等待之后,使用 ``ARVRServer.primary_interface`` 检索主VR接口,该接口被分配给一" -"个名为 ``interface`` 的变量.然后代码会检查 ``interface`` 是否等于 ``null`` ," -"如果 ``interface`` 等于 ``null`` ,则使用 ``set_process`` 禁用 ``_process`` ," -"值为 ``false`` ." +"等待之后, 使用 ``ARVRServer.primary_interface`` 检索主VR接口, 该接口被分配给" +"一个名为 ``interface`` 的变量. 然后代码会检查 ``interface`` 是否等于 " +"``null`` , 如果 ``interface`` 等于 ``null`` , 则使用 ``set_process`` 禁用 " +"``_process`` , 值为 ``false`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1110 msgid "" @@ -2372,10 +2386,10 @@ msgid "" "accordingly. We also set the ``rect_position`` of the vignette shader to " "zero so it is in the correct position relative to the screen." msgstr "" -"如果 ``interface`` 不是 ``null`` ,那么我们将vignette shader的 ``rect_size`` " -"设置为VR视窗的渲染大小,这样它就会占据整个屏幕.我们需要这样做,因为不同的VR头显" -"有不同的分辨率和纵横比,所以需要相应地调整节点的大小,还要将vignette shader的 " -"``rect_position`` 设置为0,这样相对于屏幕的位置处于正确." +"如果 ``interface`` 不是 ``null`` , 那么我们将vignette shader的 ``rect_size`` " +"设置为VR视窗的渲染大小, 这样它就会占据整个屏幕. 我们需要这样做, 因为不同的VR" +"头显有不同的分辨率和纵横比, 所以需要相应地调整节点的大小, 还要将vignette " +"shader的 ``rect_position`` 设置为0, 这样相对于屏幕的位置处于正确." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1114 msgid "" @@ -2384,9 +2398,9 @@ msgid "" "vignette shader is made invisible by default by setting it's ``visible`` " "property to ``false``." msgstr "" -"然后检索左和右VR控制器,并分别分配给 ``controller_one`` 和 ``controller_two`` " -"变量.最后,通过将vignette shader的 ``visible`` 属性设置为 ``false`` ,使其默认" -"为不可见." +"然后检索左和右VR控制器, 并分别分配给 ``controller_one`` 和 " +"``controller_two`` 变量. 最后, 通过将vignette shader的 ``visible`` 属性设置" +"为 ``false`` , 使其默认为不可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1119 msgid "" @@ -2394,9 +2408,9 @@ msgid "" "``controller_two`` are equal to ``null``. If either node is equal to " "``null``, then ``return`` is called so nothing happens." msgstr "" -"在 ``_process`` 中,代码首先检查 ``controller_one`` 或 ``controller_two`` 是否" -"等于 ``null`` .如果其中一个节点等于 ``null`` ,则调用 ``return`` 来退出函数,这" -"样就不会发生任何事情." +"在 ``_process`` 中, 代码首先检查 ``controller_one`` 或 ``controller_two`` 是" +"否等于 ``null`` . 如果其中一个节点等于 ``null`` , 则调用 ``return`` 来退出函" +"数, 这样就不会发生任何事情." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1122 msgid "" @@ -2411,8 +2425,8 @@ msgid "" msgstr "" "然后代码会通过检查 ``controller_one`` 或 ``controller_two`` 中的 " "``directional_movement`` 是否等于 ``true`` 来检查VR控制器中的任何一个是否在使" -"用触摸板/摇杆移动玩家.如果VR控制器中的任何一个在移动玩家,那么vignette shader" -"将通过设置它的 ``visible`` 属性为 ``true`` 来使自己可见." +"用触摸板/摇杆移动玩家. 如果VR控制器中的任何一个在移动玩家, 那么vignette " +"shader将通过设置它的 ``visible`` 属性为 ``true`` 来使自己可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1129 msgid "" @@ -2420,8 +2434,8 @@ msgid "" "try moving around with the trackpad and/or joystick. You should find that it " "is less motion sickness-inducing then before!" msgstr "" -"这就是整个脚本!现在我们已经写好了代码,去试试用触控板和/或操纵杆移动吧.你应该" -"发现,这时的运动不适感比以前少了很多!" +"这就是整个脚本!现在我们已经写好了代码, 去试试用触控板和/或操纵杆移动吧. 你应" +"该发现, 这时的运动不适感比以前少了很多!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1132 msgid "" @@ -2430,8 +2444,8 @@ msgid "" "developer.oculus.com/design/latest/concepts/bp-locomotion/>`_ for more " "information on how to implement locomotion and reducing motion sickness." msgstr "" -"如前所述,有很多方法可以减少VR中的晕动症.请查看Oculus开发者中心的 `这个页面" -"<https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`_ ,了解" +"如前所述, 有很多方法可以减少VR中的晕动症. 请查看Oculus开发者中心的 `这个页面 " +"<https://developer.oculus.com/design/latest/concepts/bp-locomotion/>`_ , 了解" "更多关于如何实现运动和减少晕动病的信息." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1139 @@ -2446,9 +2460,9 @@ msgid "" "special :ref:`RigidBody <class_RigidBody>`-based objects for the player to " "use!" msgstr "" -"现在你已经拥有了完全可以工作的VR控制器,可以在环境中移动,并与基于 :ref:" -"`RigidBody <class_RigidBody>` 的对象进行交互.在本系列教程的下一部分,我们将创" -"建一些特殊的,基于 :ref:`RigidBody <class_RigidBody>` 的对象供玩家使用!" +"现在你已经拥有了完全可以工作的VR控制器, 可以在环境中移动, 并与基于 :ref:" +"`RigidBody <class_RigidBody>` 的对象进行交互. 在本系列教程的下一部分, 我们将" +"创建一些特殊的, 基于 :ref:`RigidBody <class_RigidBody>` 的对象供玩家使用!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1146 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 99dfdfef6a..43176c0d3d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,7 +31,7 @@ msgid "" "of special :ref:`RigidBody <class_RigidBody>`-based nodes that can be used " "in VR." msgstr "" -"在这部分VR入门系列教程中,我们将增加一些特殊的,基于 :ref:`RigidBody " +"在这部分VR入门系列教程中, 我们将增加一些特殊的, 基于 :ref:`RigidBody " "<class_RigidBody>` 的节点来用于VR中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:13 @@ -40,16 +40,16 @@ msgid "" "just finished getting the VR controllers working and defined a custom class " "called ``VR_Interactable_Rigidbody``." msgstr "" -"这将继续我们在上一个教程部分的内容,我们刚刚完成了VR控制器的工作,并定义了一个" -"名为 ``VR_Interactable_Rigidbody`` 的自定义类." +"这将继续我们在上一个教程部分的内容, 我们刚刚完成了VR控制器的工作, 并定义了一" +"个名为 ``VR_Interactable_Rigidbody`` 的自定义类." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:16 msgid "" "You can find the finished project on the `OpenVR GitHub repository <https://" "github.com/GodotVR/godot_openvr_fps>`_." msgstr "" -"你可以在 `OpenVR的GitHub仓库<https://github.com/GodotVR/godot_openvr_fps>`_ " -"上找到这个完成的项目." +"你可以在 `OpenVR的GitHub 仓库 <https://github.com/GodotVR/" +"godot_openvr_fps>`_ 上找到这个完成的项目." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:20 msgid "Adding destroyable targets" @@ -62,8 +62,8 @@ msgid "" "that will break into a bunch of pieces when destroyed." msgstr "" "在我们制作任何一个特殊的以 :ref:`RigidBody <class_RigidBody>` 为基础的节点之" -"前,我们需要一些东西来让它们去执行.让我们做一个简单的球体目标,当它被摧毁时,会" -"破裂成一堆碎片." +"前, 我们需要一些东西来让它们去执行. 让我们做一个简单的球体目标, 当它被摧毁" +"时, 会破裂成一堆碎片." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:25 msgid "" @@ -73,10 +73,10 @@ msgid "" "`MeshInstance <class_MeshInstance>` node displaying a sphere mesh, and an :" "ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` node." msgstr "" -"打开 ``Sphere_Target.tscn`` ,它在 ``Scenes`` 文件夹中.这个场景相当简单,只有一" -"个 :ref:`StaticBody <class_StaticBody>` 和一个球体形状的 :ref:" -"`CollisionShape <class_CollisionShape>` ,一个显示球体网格的 :ref:" -"`MeshInstance <class_MeshInstance>` 节点,以及一个 :ref:`AudioStreamPlayer3D " +"打开 ``Sphere_Target.tscn`` , 它在 ``Scenes`` 文件夹中. 这个场景相当简单, 只" +"有一个 :ref:`StaticBody <class_StaticBody>` 和一个球体形状的 :ref:" +"`CollisionShape <class_CollisionShape>` , 一个显示球体网格的 :ref:" +"`MeshInstance <class_MeshInstance>` 节点, 以及一个 :ref:`AudioStreamPlayer3D " "<class_AudioStreamPlayer3D>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:28 @@ -87,18 +87,18 @@ msgid "" "`RigidBody <class_RigidBody>` node. Outside of that, there isn't really a " "lot to talk about, so let's move straight into writing the code." msgstr "" -"特殊的 :ref:`RigidBody <class_RigidBody>` 节点将处理对球体的损坏,这就是为什么" -"我们使用 :ref:`StaticBody <class_StaticBody>` 节点,而不是诸如 :ref:`Area " -"<class_Area>` 或 :ref:`RigidBody <class_RigidBody>` 一类的节点.除此以外,就没" -"什么好说的了,所以让我们直接进入写代码的阶段." +"特殊的 :ref:`RigidBody <class_RigidBody>` 节点将处理对球体的损坏, 这就是为什" +"么我们使用 :ref:`StaticBody <class_StaticBody>` 节点, 而不是诸如 :ref:`Area " +"<class_Area>` 或 :ref:`RigidBody <class_RigidBody>` 一类的节点. 除此以外, 就" +"没什么好说的了, 所以让我们直接进入写代码的阶段." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:31 msgid "" "Select the ``Sphere_Target_Root`` node and make a new script called " "``Sphere_Target.gd``. Add the following code:" msgstr "" -"选择 ``Sphere_Target_Root`` 节点,制作一个名为 ``Sphere_Target.gd`` 的新脚本." -"添加以下代码:" +"选择 ``Sphere_Target_Root`` 节点, 制作一个名为 ``Sphere_Target.gd`` 的新脚" +"本. 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:79 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:263 @@ -112,27 +112,27 @@ msgstr "解释Sphere Target代码" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:84 msgid "First, let's go through all the class variables in the script:" -msgstr "首先,让我们浏览一下脚本中所有的类变量:" +msgstr "首先, 让我们浏览一下脚本中所有的类变量:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:86 msgid "" "``destroyed``: A variable to track whether the sphere target has been " "destroyed." -msgstr "``destroyed``: 一个变量,用于跟踪球体目标是否已被销毁." +msgstr "``destroyed``: 一个变量, 用于跟踪球体目标是否已被销毁." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:87 msgid "" "``destroyed_timer``: A variable to track how long the sphere target has been " "destroyed." -msgstr "``destroyed_timer``: 一个变量,用于跟踪球体目标被摧毁的时间." +msgstr "``destroyed_timer``: 一个变量, 用于跟踪球体目标被摧毁的时间." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:88 msgid "" "``DESTROY_WAIT_TIME``: A constant to define the length of time the target " "can be destroyed for before it frees/deletes itself." msgstr "" -"``DESTROY_WAIT_TIME``: 一个常数,用于定义目标在释放/删除自己之前可以被销毁的时" -"间长度." +"``DESTROY_WAIT_TIME``: 一个常数, 用于定义目标在释放/删除自己之前可以被销毁的" +"时间长度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:89 msgid "" @@ -143,28 +143,28 @@ msgstr "``health``: 目标所具有的健康量." msgid "" "``RIGID_BODY_TARGET``: A constant to hold the scene of the destroyed sphere " "target." -msgstr "``RIGID_BODY_TARGET`` :一个常数,用于储存被摧毁的球体目标的场景." +msgstr "``RIGID_BODY_TARGET`` : 一个常数, 用于储存被摧毁的球体目标的场景." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:92 msgid "" "Feel free to check out the ``RIGID_BODY_TARGET`` scene. It is just a bunch " "of :ref:`RigidBody <class_RigidBody>` nodes and a broken sphere model." msgstr "" -"你可以随意查看 ``RIGID_BODY_TARGET`` 场景.它只是一堆 :ref:`RigidBody " +"你可以随意查看 ``RIGID_BODY_TARGET`` 场景. 它只是一堆 :ref:`RigidBody " "<class_RigidBody>` 节点和一个破碎的球体模型." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:94 msgid "" "We'll be instancing this scene so when the target is destroyed, it looks " "like it broke into a bunch of pieces." -msgstr "我们将实例化这个场景,所以当目标被摧毁时,它看起来就像碎成了一堆碎片." +msgstr "我们将实例化这个场景, 所以当目标被摧毁时, 它看起来就像碎成了一堆碎片." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:98 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:286 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:684 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:858 msgid "``_ready`` function step-by-step explanation" -msgstr "``_ready``函数的逐步说明" +msgstr "``_ready`` 函数的逐步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:100 msgid "" @@ -175,16 +175,16 @@ msgid "" "when the target has been destroyed." msgstr "" "``_ready`` 函数所做的就是通过调用 ``set_physics_process`` 并传递 ``false`` 来" -"阻止 ``_physics_process`` 被调用.我们这样做的原因是, ``_physics_process`` 中" -"的所有代码都是为了在足够长的时间内销毁这个节点,而我们只想在目标被销毁时进行销" -"毁." +"阻止 ``_physics_process`` 被调用. 我们这样做的原因是, ``_physics_process`` 中" +"的所有代码都是为了在足够长的时间内销毁这个节点, 而我们只想在目标被销毁时进行" +"销毁." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:106 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:292 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:694 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:868 msgid "``_physics_process`` function step-by-step explanation" -msgstr "``_physics_process``函数分步说明" +msgstr "``_physics_process`` 函数分步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:108 msgid "" @@ -194,10 +194,10 @@ msgid "" "equal to ``DESTROY_WAIT_TIME``, then the sphere target frees/deletes itself " "by calling the ``queue_free`` function." msgstr "" -"首先,这个函数将时间 ``delta`` 添加到 ``destroyed_timer`` 变量中.然后检查 " -"``destroyed_timer`` 是否大于或等于 ``DESTROY_WAIT_TIME`` .如果 " -"``destroyed_timer`` 大于或等于 ``DESTROY_WAIT_TIME`` ,那么球体目标将通过调用 " -"``queue_free`` 函数来释放/删除自己." +"首先, 这个函数将时间 ``delta`` 添加到 ``destroyed_timer`` 变量中. 然后检查 " +"``destroyed_timer`` 是否大于或等于 ``DESTROY_WAIT_TIME`` . 如果 " +"``destroyed_timer`` 大于或等于 ``DESTROY_WAIT_TIME`` , 那么球体目标将通过调" +"用 ``queue_free`` 函数来释放/删除自己." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:113 msgid "``damage`` function step-by-step explanation" @@ -211,8 +211,8 @@ msgid "" "``damage`` variable will hold the amount of damage the special :ref:" "`RigidBody <class_RigidBody>` node did to the sphere target." msgstr "" -"``damage`` 函数将被特殊的 :ref:`RigidBody <class_RigidBody>` 节点调用,它将传" -"递对目标造成的伤害量,这是一个名为 ``damage`` 的函数参数变量. ``damage`` 变量" +"``damage`` 函数将被特殊的 :ref:`RigidBody <class_RigidBody>` 节点调用, 它将传" +"递对目标造成的伤害量, 这是一个名为 ``damage`` 的函数参数变量. ``damage`` 变量" "将保存特殊的 :ref:`RigidBody <class_RigidBody>` 节点对球体目标造成的伤害量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:118 @@ -224,10 +224,10 @@ msgid "" "things damage the target at exactly the same time, the target cannot be " "destroyed twice." msgstr "" -"首先,这个函数通过检查 ``destroyed`` 变量是否等于 ``true`` 来检查目标是否已经" -"被销毁.如果 ``destroyed`` 等于 ``true`` ,那么这个函数就会调用 ``return`` ,所" -"以其他代码都不会被调用.这只是一个安全检查,如果两个东西同时损坏目标,则目标不能" -"被破坏两次." +"首先, 这个函数通过检查 ``destroyed`` 变量是否等于 ``true`` 来检查目标是否已经" +"被销毁. 如果 ``destroyed`` 等于 ``true`` , 那么这个函数就会调用 ``return`` , " +"所以其他代码都不会被调用. 这只是一个安全检查, 如果两个东西同时损坏目标, 则目" +"标不能被破坏两次." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:122 msgid "" @@ -235,8 +235,8 @@ msgid "" "target's health, ``health``. If then checks to see if ``health`` is equal to " "zero or less, meaning that the target has just been destroyed." msgstr "" -"接下来,该函数从目标的健康状况 ``health`` 中删除受到的伤害量 ``damage`` .然后" -"检查 ``health`` 是否等于零或更少,这意味着目标刚刚已被摧毁." +"接下来, 该函数从目标的健康状况 ``health`` 中删除受到的伤害量 ``damage`` . 然" +"后检查 ``health`` 是否等于零或更少, 这意味着目标刚刚已被摧毁." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:125 msgid "" @@ -247,11 +247,11 @@ msgid "" "``false``. We do this so the target can no longer effect the physics world " "and so the non-broken target mesh is not visible." msgstr "" -"如果目标刚刚被摧毁,那么我们将 :ref:`CollisionShape <class_CollisionShape>` " -"的 ``disabled`` 属性设置为 ``true`` ,将 ``Sphere_Target`` :ref:`MeshInstance " -"<class_MeshInstance>` 的 ``visible`` 属性设置为 ``false`` ,使 " -"``Sphere_Target`` :ref:`MeshInstance<class_MeshInstance>` 不可见,这样做,是为" -"了让目标不能再影响物理世界,所以不可破碎的目标网格是不可见的." +"如果目标刚刚被摧毁, 那么我们将 :ref:`CollisionShape <class_CollisionShape>` " +"的 ``disabled`` 属性设置为 ``true`` , 将 ``Sphere_Target`` :ref:" +"`MeshInstance <class_MeshInstance>` 的 ``visible`` 属性设置为 ``false`` , 使 " +"``Sphere_Target`` :ref:`MeshInstance<class_MeshInstance>` 不可见, 这样做, 是" +"为了让目标不能再影响物理世界, 所以不可破碎的目标网格是不可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:128 msgid "" @@ -261,10 +261,10 @@ msgid "" "the non-broken target. This makes it where the broken target starts at the " "same position as the non-broken target with the same rotation and scale." msgstr "" -"之后,函数将实例化``RIGID_BODY_TARGET``场景,并将其添加为目标的子场景.然后,它将" -"新实例化的场景的``global_transform``(称为``clone``)设置为未被破坏的目标的" -"``global_transform``.这使得被破坏的目标与未被破坏的目标在相同的位置开始,并具" -"有相同的旋转和比例." +"之后, 函数将实例化 ``RIGID_BODY_TARGET`` 场景, 并将其添加为目标的子场景. 然" +"后, 它将新实例化的场景的 ``global_transform``(称为 ``clone``)设置为未被破坏的" +"目标的 ``global_transform``. 这使得被破坏的目标与未被破坏的目标在相同的位置开" +"始, 并具有相同的旋转和比例." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:131 msgid "" @@ -274,9 +274,10 @@ msgid "" "``_physics_process`` so that after ``DESTROY_WAIT_TIME`` seconds have " "passed, the sphere target will free/destroy itself." msgstr "" -"然后该函数将``destroyed``变量设置为``true``,这样目标就知道它已经被破坏了,并调" -"用``set_physics_process``函数并传递``true``.这将开始执行``_physics_process``" -"中的代码,这样在``DESTROY_WAIT_TIME``秒过后,球体目标将释放/销毁自己." +"然后该函数将 ``destroyed`` 变量设置为 ``true``, 这样目标就知道它已经被破坏" +"了, 并调用 ``set_physics_process`` 函数并传递 ``true``. 这将开始执行 " +"``_physics_process`` 中的代码, 这样在 ``DESTROY_WAIT_TIME`` 秒过后, 球体目标" +"将释放/销毁自己." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:134 msgid "" @@ -285,7 +286,7 @@ msgid "" "plays its sound." msgstr "" "然后这个函数获得 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点" -"并调用 ``play`` 函数,这样就可以播放它的声音." +"并调用 ``play`` 函数, 这样就可以播放它的声音." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:136 msgid "" @@ -293,8 +294,8 @@ msgid "" "``Game.gd``, the code uses the scene tree and works its way from the root of " "the scene tree to the root of the ``Game.tscn`` scene." msgstr "" -"最后,在``Game.gd``中调用``remove_sphere``函数.为了得到``Game.gd``,代码使用场" -"景树,从场景树的根部到``Game.tscn``场景的根部." +"最后, 在 ``Game.gd`` 中调用 ``remove_sphere`` 函数. 为了得到 ``Game.gd``, 代" +"码使用场景树, 从场景树的根部到 ``Game.tscn`` 场景的根部." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:141 msgid "Adding the ``remove_sphere`` function to ``Game.gd``" @@ -306,8 +307,9 @@ msgid "" "``remove_sphere``, that we have not defined yet. Open up ``Game.gd`` and add " "the following additional class variables:" msgstr "" -"你可能已经注意到我们在``Game.gd``中调用了一个函数,叫做 ``remove_sphere`` ,而" -"我们还没有定义.打开 ``Game.gd`` ,添加以下其他的类变量:" +"你可能已经注意到我们在 ``Game.gd`` 中调用了一个函数, 叫做 " +"``remove_sphere`` , 而我们还没有定义. 打开 ``Game.gd`` , 添加以下其他的类变" +"量:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:152 msgid "" @@ -315,24 +317,24 @@ msgid "" "provided ``Game`` scene, there are ``10`` spheres, so that is the initial " "value." msgstr "" -"``spheres_left``.游戏世界里剩余的球体目标数量.在提供的``游戏``场景中,有``10``" -"个球体,所以这是初始值." +"``spheres_left``. 游戏世界里剩余的球体目标数量. 在提供的 ``游戏`` 场景中, 有 " +"``10`` 个球体, 所以这是初始值." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:153 msgid "" "``sphere_ui``: A reference to the sphere UI. We will use this later in the " "tutorial to display the amount of spheres left in the world." msgstr "" -"``sphere_ui``:对球体UI的引用.我们之后会在教程中用到这个,来显示世界中剩余球体" -"的数量." +"``sphere_ui``: 对球体UI的引用. 我们之后会在教程中用到这个, 来显示世界中剩余球" +"体的数量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:155 msgid "" "With these variables defined, we can now add the ``remove_sphere`` function. " "Add the following code to ``Game.gd``:" msgstr "" -"有了这些变量的定义,我们现在可以添加 ``remove_sphere`` 函数.在 ``Game.gd`` 中" -"添加以下代码:" +"有了这些变量的定义, 我们现在可以添加 ``remove_sphere`` 函数. 在 ``Game.gd`` " +"中添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:167 msgid "Let's go through what this function does real quick:" @@ -345,9 +347,9 @@ msgid "" "equal to ``null`` it calls the ``update_ui`` function on ``sphere_ui``, " "passing in the number of spheres as an argument to the function." msgstr "" -"首先,它从 ``spheres_left`` 变量中删除一个.然后检查 ``sphere_ui`` 变量是否不等" -"于 ``null`` ,如果不等于 ``null`` ,则调用 ``sphere_ui`` 的 ``update_ui`` 函数," -"将球体的数量作为参数传给该函数." +"首先, 它从 ``spheres_left`` 变量中删除一个. 然后检查 ``sphere_ui`` 变量是否不" +"等于 ``null`` , 如果不等于 ``null`` , 则调用 ``sphere_ui`` 的 ``update_ui`` " +"函数, 将球体的数量作为参数传给该函数." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:172 msgid "We will add the code for ``sphere_ui`` later in this tutorial!" @@ -359,9 +361,9 @@ msgid "" "destroy it. Let's fix that by adding some special :ref:`RigidBody " "<class_RigidBody>`-based nodes that can damage the targets." msgstr "" -"现在 ``Sphere_Target`` 已经可以使用了,但是我们没有办法破坏它.让我们通过添加一" -"些特殊的基于 :ref:`RigidBody <class_RigidBody>` 的节点来解决这个问题,这些节点" -"可以破坏目标." +"现在 ``Sphere_Target`` 已经可以使用了, 但是我们没有办法破坏它. 让我们通过添加" +"一些特殊的基于 :ref:`RigidBody <class_RigidBody>` 的节点来解决这个问题, 这些" +"节点可以破坏目标." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:179 msgid "Adding a pistol" @@ -373,14 +375,14 @@ msgid "" "<class_RigidBody>` node. Open up ``Pistol.tscn``, which you can find in the " "``Scenes`` folder." msgstr "" -"让我们添加一把手枪作为第一个可交互的 :ref:`RigidBody <class_RigidBody>` 节点." -"在 ``Scenes`` 文件夹中找到并打开 ``Pistol.tscn`` ." +"让我们添加一把手枪作为第一个可交互的 :ref:`RigidBody <class_RigidBody>` 节" +"点. 在 ``Scenes`` 文件夹中找到并打开 ``Pistol.tscn`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:183 msgid "" "Let's quickly go over a few things of note in ``Pistol.tscn`` real quick " "before we add the code." -msgstr "在添加代码之前,我们先来快速了解一下 ``Pistol.tscn`` 中的一些注意事项." +msgstr "在添加代码之前, 我们先来快速了解一下 ``Pistol.tscn`` 中的一些注意事项." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:185 msgid "" @@ -391,10 +393,10 @@ msgid "" "``VR_Interactable_Rigidbody`` class we created in the last part of this " "tutorial series." msgstr "" -"``Pistol.tscn``中的所有节点(除了根节点)都是旋转的.这是为了让手枪在拿起时相对" -"于VR控制器处于正确的旋转状态.根节点是一个 :ref:`RigidBody <class_RigidBody>`" -"节点,我们需要这个节点,因为我们将使用我们在本系列教程最后一部分创建的" -"``VR_Interactable_Rigidbody``类." +"``Pistol.tscn`` 中的所有节点(除了根节点)都是旋转的. 这是为了让手枪在拿起时相" +"对于VR控制器处于正确的旋转状态. 根节点是一个 :ref:`RigidBody " +"<class_RigidBody>` 节点, 我们需要这个节点, 因为我们将使用我们在本系列教程最后" +"一部分创建的 ``VR_Interactable_Rigidbody`` 类." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:188 msgid "" @@ -408,12 +410,13 @@ msgid "" "<class_AudioStreamPlayer3D>` node at the end of the pistol that we will use " "to play the sound of the pistol firing." msgstr "" -"有一个 :ref:`MeshInstance <class_MeshInstance>` 节点叫做``Pistol_Flash``,这是" -"一个简单的网格,我们将用它来模拟手枪枪管末端的枪口闪光.一个名为``LaserSight``" -"的 :ref:`MeshInstance <class_MeshInstance>`节点用来作为手枪瞄准的指南,它遵" -"循 :ref:`Raycast <class_Raycast>`节点的方向,名为``Raycast``,手枪用来检测它" -"的'子弹'是否击中了什么东西.最后,在手枪的尾部有一个 :ref:`AudioStreamPlayer3D " -"<class_AudioStreamPlayer3D>`节点,我们将用它来播放手枪射击的声音." +"有一个 :ref:`MeshInstance <class_MeshInstance>` 节点叫做 ``Pistol_Flash``, 这" +"是一个简单的网格, 我们将用它来模拟手枪枪管末端的枪口闪光. 一个名为 " +"``LaserSight`` 的 :ref:`MeshInstance <class_MeshInstance>` 节点用来作为手枪瞄" +"准的指南, 它遵循 :ref:`Raycast <class_Raycast>` 节点的方向, 名为 " +"``Raycast``, 手枪用来检测它的 '子弹' 是否击中了什么东西. 最后, 在手枪的尾部有" +"一个 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点, 我们将用它" +"来播放手枪射击的声音." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:193 msgid "" @@ -422,9 +425,9 @@ msgid "" "Select the :ref:`RigidBody <class_RigidBody>` node called ``Pistol`` and " "make a new script called ``Pistol.gd``. Add the following code:" msgstr "" -"如果你想的话,可以随意看看场景的其他部分.场景的大部分是相当简单的,只有上面提到" -"的主要变化.选择 :ref:`RigidBody <class_RigidBody>`节点,称为 ``Pistol`` ,并制" -"作一个新的脚本,称为 ``Pistol.gd`` .添加以下代码:" +"如果你想的话, 可以随意看看场景的其他部分. 场景的大部分是相当简单的, 只有上面" +"提到的主要变化. 选择 :ref:`RigidBody <class_RigidBody>` 节点, 称为 " +"``Pistol`` , 并制作一个新的脚本, 称为 ``Pistol.gd`` . 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:267 msgid "Explaining the pistol code" @@ -439,16 +442,16 @@ msgid "" "``VR_Interactable_Rigidbody`` can be called when this object is held by a VR " "controller." msgstr "" -"首先,请注意,我们有``extends RigidBody``,而不是``extends " -"VR_Interactable_Rigidbody``.这使得手枪脚本在哪里扩展了" -"``VR_Interactable_Rigidbody``类,这样VR控制器就知道这个对象可以被交互,当这个对" -"象被VR控制器持有时,``VR_Interactable_Rigidbody``中定义的函数可以被调用." +"首先, 请注意, 我们有``extends RigidBody``, 而不是``extends " +"VR_Interactable_Rigidbody``. 这使得手枪脚本在哪里扩展了 " +"``VR_Interactable_Rigidbody`` 类, 这样VR控制器就知道这个对象可以被交互, 当这" +"个对象被VR控制器持有时,``VR_Interactable_Rigidbody`` 中定义的函数可以被调用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:273 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:667 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:849 msgid "Next, let's look at the class variables:" -msgstr "接下来,我们来看看类变量:" +msgstr "接下来, 我们来看看类变量:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:275 msgid "" @@ -456,7 +459,7 @@ msgid "" "<class_MeshInstance>` node that is used to simulate muzzle flash on the " "pistol." msgstr "" -"``node_flash_one``:一个用于保存第一个枪口闪光的变量 :ref:`MeshInstance " +"``node_flash_one``: 一个用于保存第一个枪口闪光的变量 :ref:`MeshInstance " "<class_MeshInstance>`." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:276 @@ -464,21 +467,21 @@ msgid "" "``FLASH_TIME``: A constant to define how long the muzzle flash will be " "visible. This will also define how fast the pistol can fire." msgstr "" -"``FLASH_TIME`` : 一个常数,用于定义枪口闪光的可见时间.这也将定义手枪的射击速" +"``FLASH_TIME`` : 一个常数, 用于定义枪口闪光的可见时间. 这也将定义手枪的射击速" "度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:277 msgid "" "``flash_timer``: A variable to hold the amount of time the muzzle flash has " "been visible for." -msgstr "``flash_timer``: 一个变量,用于保存枪口闪光的可见时间." +msgstr "``flash_timer``: 一个变量, 用于保存枪口闪光的可见时间." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:278 msgid "" "``laser_sight_mesh``: A variable to hold the :ref:`MeshInstance " "<class_MeshInstance>` node that acts as the pistol's 'laser sight'." msgstr "" -"``node_flash_one``:一个用于保存第一个枪口闪光的变量 :ref:`MeshInstance " +"``node_flash_one``: 一个用于保存第一个枪口闪光的变量 :ref:`MeshInstance " "<class_MeshInstance>`." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:279 @@ -486,7 +489,7 @@ msgid "" "``pistol_fire_sound``: A variable to hold the :ref:`AudioStreamPlayer3D " "<class_AudioStreamPlayer3D>` node used for the pistol's firing sound." msgstr "" -"``pistol_fire_sound``: 一个变量,用来保存用于手枪射击声音的 :ref:" +"``pistol_fire_sound``: 一个变量, 用来保存用于手枪射击声音的 :ref:" "`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:280 @@ -495,14 +498,14 @@ msgid "" "is used for calculating the bullet's position and normal when the pistol is " "fired." msgstr "" -"``raycast``: 一个变量,用来保存 :ref:`Raycast <class_Raycast>` 节点,用于计算手" -"枪发射时子弹的坐标和法线." +"``raycast``: 一个变量, 用来保存 :ref:`Raycast <class_Raycast>` 节点, 用于计算" +"手枪发射时子弹的坐标和法线." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:281 msgid "" "``BULLET_DAMAGE``: A constant to define the amount of damage a single bullet " "from the pistol does." -msgstr "``BULLET_DAMAGE``: 一个常数,用来定义手枪的一颗子弹的伤害量." +msgstr "``BULLET_DAMAGE``: 一个常数, 用来定义手枪的一颗子弹的伤害量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:282 msgid "" @@ -510,7 +513,7 @@ msgid "" "applied to :ref:`RigidBody <class_RigidBody>` nodes when the pistol's bullet " "collides." msgstr "" -"``COLLISION_FORCE`` : 一个常数,用于定义手枪子弹碰撞时对 :ref:`RigidBody " +"``COLLISION_FORCE`` : 一个常数, 用于定义手枪子弹碰撞时对 :ref:`RigidBody " "<class_RigidBody>` 节点施加的力." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:288 @@ -519,9 +522,9 @@ msgid "" "the ``flash_mesh`` and ``laser_sight_mesh`` nodes, both have their " "``visible`` property set to ``false`` so they are not visible initially." msgstr "" -"该函数获取节点并将其分配给适当的变量.对于 ``flash_mesh`` 和 " -"``laser_sight_mesh`` 节点,它们的 ``visible`` 属性都设置为 ``false`` ,所以它们" -"最初是不可见的." +"该函数获取节点并将其分配给适当的变量. 对于 ``flash_mesh`` 和 " +"``laser_sight_mesh`` 节点, 它们的 ``visible`` 属性都设置为 ``false`` , 所以它" +"们最初是不可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:294 msgid "" @@ -534,10 +537,10 @@ msgid "" "``visible`` property to ``false``." msgstr "" "``_physics_process`` 函数首先检查手枪的枪口闪光是否可见——检查 " -"``flash_timer`` 是否大于零.如果 ``flash_timer`` 大于零,那么我们就从中去掉时" -"间 ``delta`` .接下来,我们检查 ``flash_timer`` 变量是否为零或更小,因为我们已经" -"从中减去了 ``delta`` .如果是的话,那么这说明手枪枪口闪光计时器刚刚结束,所以我" -"们需要将 ``flash_mesh`` 的 ``visible`` 属性设置为 ``false`` ,使 " +"``flash_timer`` 是否大于零. 如果 ``flash_timer`` 大于零, 那么我们就从中去掉时" +"间 ``delta`` . 接下来, 我们检查 ``flash_timer`` 变量是否为零或更小, 因为我们" +"已经从中减去了 ``delta`` . 如果是的话, 那么这说明手枪枪口闪光计时器刚刚结束, " +"所以我们需要将 ``flash_mesh`` 的 ``visible`` 属性设置为 ``false`` , 使 " "``flash_mesh`` 不可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:299 @@ -555,8 +558,8 @@ msgid "" "limiting how fast the player can fire." msgstr "" "interact函数首先通过检查 ``flash_timer`` 是否小于或等于0来检查手枪的枪口闪光" -"是否隐形.我们这样做是为了将手枪的射击速度限制在枪口闪光可见的时间长度内,这是" -"限制玩家射击速度的一个简单解决方案." +"是否隐形. 我们这样做是为了将手枪的射击速度限制在枪口闪光可见的时间长度内, 这" +"是限制玩家射击速度的一个简单解决方案." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:304 msgid "" @@ -565,10 +568,10 @@ msgid "" "that we set ``flash_mesh.visible`` to ``true`` so the muzzle flash at the " "end of the pistol is visible while ``flash_timer`` is more than zero." msgstr "" -"如果 ``flash_timer`` 为0或更少,我们就把 ``flash_timer`` 设置为 " -"``FLASH_TIME`` ,这样在手枪再次射击之前就会有一个延迟.之后我们将 ``flash_mesh." -"visible`` 设置为 ``true`` ,这样在 ``flash_timer`` 大于零的时候,就可以确保手枪" -"尾部的枪口闪光是可见的." +"如果 ``flash_timer`` 为0或更少, 我们就把 ``flash_timer`` 设置为 " +"``FLASH_TIME`` , 这样在手枪再次射击之前就会有一个延迟. 之后我们将 " +"``flash_mesh.visible`` 设置为 ``true`` , 这样在 ``flash_timer`` 大于零的时" +"候, 就可以确保手枪尾部的枪口闪光是可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:307 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:481 @@ -578,10 +581,10 @@ msgid "" "info from the physics world. We then check if the ``raycast`` hit something " "by checking if the ``is_colliding`` function is equal to ``true``." msgstr "" -"接下来,我们在 ``raycast`` 中的 :ref:`Raycast <class_Raycast>` 节点上调用 " -"``force_raycast_update`` 函数,这样它就能从物理世界获得最新的碰撞信息.然后我们" -"通过检查 ``is_colliding`` 函数是否等于 ``true`` 来检查 ``raycast`` 是否撞到了" -"什么东西." +"接下来, 我们在 ``raycast`` 中的 :ref:`Raycast <class_Raycast>` 节点上调用 " +"``force_raycast_update`` 函数, 这样它就能从物理世界获得最新的碰撞信息. 然后我" +"们通过检查 ``is_colliding`` 函数是否等于 ``true`` 来检查 ``raycast`` 是否撞到" +"了什么东西." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:312 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:501 @@ -591,8 +594,8 @@ msgid "" "We assign the hit :ref:`PhysicsBody <class_PhysicsBody>` to a variable " "called ``body``." msgstr "" -"如果 ``raycast`` 撞到了什么东西,那么我们通过 ``get_collider`` 函数得到与它碰" -"撞的 :ref:`PhysicsBody <class_PhysicsBody>` .我们把撞到的 :ref:`PhysicsBody " +"如果 ``raycast`` 撞到了什么东西, 那么我们通过 ``get_collider`` 函数得到与它碰" +"撞的 :ref:`PhysicsBody <class_PhysicsBody>` . 我们把撞到的 :ref:`PhysicsBody " "<class_PhysicsBody>` 分配给一个叫 ``body`` 的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:315 @@ -605,11 +608,11 @@ msgid "" "mode`` is enabled in the Godot editor. We store this direction in a variable " "called ``direction_vector``." msgstr "" -"然后,我们通过从 ``raycast`` 节点的 ``global_transform`` 上的 :ref:`Raycast " -"<class_Raycast>` 得到它的正 ``Z`` 方向轴.这将为我们提供raycast在Z轴上的指向," -"这与在Godot编辑器中启用 \"局部空间模式 \"时 :ref:`Spatial<class_Spatial>` 小" -"工具上的蓝色箭头的方向相同.我们将这个方向存储在一个名为 ``direction_vector`` " -"的变量中." +"然后, 我们通过从 ``raycast`` 节点的 ``global_transform`` 上的 :ref:`Raycast " +"<class_Raycast>` 得到它的正 ``Z`` 方向轴. 这将为我们提供raycast在Z轴上的指" +"向, 这与在Godot编辑器中启用 \"局部空间模式\" 时 :ref:" +"`Spatial<class_Spatial>` 小工具上的蓝色箭头的方向相同. 我们将这个方向存储在一" +"个名为 ``direction_vector`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:319 msgid "" @@ -621,11 +624,11 @@ msgid "" "the distance the :ref:`Raycast <class_Raycast>` traveled before it collided, " "which we store in a variable called ``raycast_distance``." msgstr "" -"接下来我们通过获取全局位置``global_transform.origin``到 :ref:`Raycast " +"接下来我们通过获取全局位置 ``global_transform.origin`` 到 :ref:`Raycast " "<class_Raycast>` 碰撞点的距离,``global_transform`` 原点到 :ref:`Raycast " -"<class_Raycast>` 的碰撞点的距离, ``raycast.get_collision_point`` ,使用 " -"``distance_to`` 函数.这将给我们提供 :ref:`Raycast<class_Raycast>` 在碰撞之前" -"所走过的距离,我们将其存储在一个名为 ``raycast_distance`` 的变量中." +"<class_Raycast>` 的碰撞点的距离, ``raycast.get_collision_point`` , 使用 " +"``distance_to`` 函数. 这将给我们提供 :ref:`Raycast<class_Raycast>` 在碰撞之前" +"所走过的距离, 我们将其存储在一个名为 ``raycast_distance`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:323 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:512 @@ -637,9 +640,9 @@ msgid "" "``BULLET_DAMAGE`` so it takes damage from the bullet colliding into it." msgstr "" "然后代码检查 :ref:`PhysicsBody <class_PhysicsBody>` , ``body`` , 是否有一个叫" -"做 ``damage`` 的函数/方法,使用 ``has_method`` 函数.如果 :ref:`PhysicsBody " -"<class_PhysicsBody>` 有一个叫做 ``damage`` 的函数/方法,那么我们就调用 " -"``damage`` 函数,并传递 ``BULLET_DAMAGE`` ,这样它就会受到子弹碰撞到它的伤害." +"做 ``damage`` 的函数/方法, 使用 ``has_method`` 函数. 如果 :ref:`PhysicsBody " +"<class_PhysicsBody>` 有一个叫做 ``damage`` 的函数/方法, 那么我们就调用 " +"``damage`` 函数, 并传递 ``BULLET_DAMAGE`` , 这样它就会受到子弹碰撞到它的伤害." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:326 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:515 @@ -650,9 +653,9 @@ msgid "" "<class_RigidBody>`-based node, then we want to push it when the bullet " "collides." msgstr "" -"不管 :ref:`PhysicsBody <class_PhysicsBody>` 是否有 ``damage`` 函数,我们都要检" -"查 ``body`` 是否是基于 :ref:`RigidBody <class_RigidBody>` 的节点.如果 " -"``body`` 是一个以 :ref:`RigidBody <class_RigidBody>` 为基础的节点,那么我们要" +"不管 :ref:`PhysicsBody <class_PhysicsBody>` 是否有 ``damage`` 函数, 我们都要" +"检查 ``body`` 是否是基于 :ref:`RigidBody <class_RigidBody>` 的节点. 如果 " +"``body`` 是一个以 :ref:`RigidBody <class_RigidBody>` 为基础的节点, 那么我们要" "在子弹碰撞时推它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:329 @@ -665,10 +668,10 @@ msgid "" "move force than those over longer distances, giving a *slightly* more " "realistic collision response." msgstr "" -"为了计算所施加的力的大小,我们只需用 ``COLLISION_FORCE`` 除以" -"``raycast_distance``,然后再乘以 ``body.mass``. 我们把这个计算结果存储在一个叫" -"做 ``collision_force`` 的变量中.这将使短距离的碰撞比长距离的碰撞更容易受力,从" -"而使碰撞的反应 *更* 真实." +"为了计算所施加的力的大小, 我们只需用 ``COLLISION_FORCE`` 除以 " +"``raycast_distance``, 然后再乘以 ``body.mass``. 我们把这个计算结果存储在一个" +"叫做 ``collision_force`` 的变量中. 这将使短距离的碰撞比长距离的碰撞更容易受" +"力, 从而使碰撞的反应 *更* 真实." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:332 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:521 @@ -678,9 +681,9 @@ msgid "" "force is applied from the center, and the collision force is the " "``collision_force`` variable we calculated." msgstr "" -"然后我们用``apply_impulse``函数推送 :ref:`RigidBody <class_RigidBody>`,其中位" -"置是一个零向量的三维数组,所以力是从中心开始施加的,碰撞力是我们计算出来的" -"``collision_force``变量." +"然后我们用 ``apply_impulse`` 函数推送 :ref:`RigidBody <class_RigidBody>`, 其" +"中位置是一个零向量的三维数组, 所以力是从中心开始施加的, 碰撞力是我们计算出来" +"的 ``collision_force`` 变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:336 msgid "" @@ -688,7 +691,7 @@ msgid "" "play the pistol shot sound by calling the ``play`` function on the " "``pistol_fire_sound`` variable." msgstr "" -"不管 ``raycast`` 变量是否击中了什么东西,我们都要通过调用 " +"不管 ``raycast`` 变量是否击中了什么东西, 我们都要通过调用 " "``pistol_fire_sound`` 变量上的 ``play`` 函数来播放手枪的射击声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:338 @@ -698,9 +701,9 @@ msgid "" "it is not equal to ``null``, we then set the ``rumble`` property of the VR " "controller to ``0.25``, so there is a slight rumble when the pistol fires." msgstr "" -"最后,我们通过检查 ``controller`` 变量是否不等于 ``null`` 来检查手枪是否被VR控" -"制器所持有.如果不等于 ``null`` ,我们就把VR控制器的 ``rumble`` 属性设置为 " -"``0.25`` ,这样手枪射击时就会有轻微的响声." +"最后, 我们通过检查 ``controller`` 变量是否不等于 ``null`` 来检查手枪是否被VR" +"控制器所持有. 如果不等于 ``null`` , 我们就把VR控制器的 ``rumble`` 属性设置为 " +"``0.25`` , 这样手枪射击时就会有轻微的响声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:343 msgid "``picked_up`` function step-by-step explanation" @@ -712,12 +715,12 @@ msgid "" "<class_MeshInstance>` visible by setting the ``visible`` property to " "``true``." msgstr "" -"这个函数只是通过设置 ``visible`` 属性为 ``true`` ,使 ``laser_sight_mesh`` :" +"这个函数只是通过设置 ``visible`` 属性为 ``true`` , 使 ``laser_sight_mesh`` :" "ref:`MeshInstance <class_MeshInstance>` 可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:348 msgid "``dropped`` function step-by-step explanation" -msgstr "``dropped``函数的逐步说明" +msgstr "``dropped`` 函数的逐步说明" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:350 msgid "" @@ -725,7 +728,7 @@ msgid "" "<class_MeshInstance>` invisible by setting the ``visible`` property to " "``false``." msgstr "" -"这个函数只是通过设置 ``visible`` 属性为 ``false`` ,使 ``laser_sight_mesh`` :" +"这个函数只是通过设置 ``visible`` 属性为 ``false`` , 使 ``laser_sight_mesh`` :" "ref:`MeshInstance <class_MeshInstance>` 不可见." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:354 @@ -740,9 +743,9 @@ msgid "" "the VR controller! If you fire at the targets long enough, they will break " "into pieces." msgstr "" -"这就是我们需要做的所有工作 手枪在项目中!继续运行项目吧.如果你爬上楼梯,拿起手" -"枪,你就可以用VR控制器上的扳机按钮向场景中的球体目标射击!如果你向目标射击的时" -"间足够长,它们就会碎裂成碎片." +"这就是我们需要做的所有工作 手枪在项目中!继续运行项目吧. 如果你爬上楼梯, 拿起" +"手枪, 你就可以用VR控制器上的扳机按钮向场景中的球体目标射击!如果你向目标射击的" +"时间足够长, 它们就会碎裂成碎片." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:365 msgid "Adding a shotgun" @@ -758,8 +761,8 @@ msgid "" "straightforward, as almost everything with the shotgun is the same as the " "pistol." msgstr "" -"添加一个特殊的猎枪 :ref:`RigidBody <class_RigidBody>` 应该是相当简单,因为猎枪" -"的一切几乎都和手枪一样." +"添加一个特殊的猎枪 :ref:`RigidBody <class_RigidBody>` 应该是相当简单, 因为猎" +"枪的一切几乎都和手枪一样." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:371 msgid "" @@ -772,16 +775,17 @@ msgid "" "ref:`Raycast <class_Raycast>` nodes that will rotate randomly in a cone " "shape when the shotgun fires." msgstr "" -"在 ``Scenes`` 文件夹中找到并打开 ``Shotgun.tscn`` ,查看这个场景.几乎所有的东" -"西都和 ``Pistol.tscn`` 一样.除了名称上的变化,唯一不同的是,没有一个 :ref:" -"`Raycast <class_Raycast>` ,而是有五个 :ref:`Raycast <class_Raycast>` 节点.这" -"是因为霰弹枪一般是以锥形发射的,所以我们要通过几个 :ref:`Raycast " -"<class_Raycast>` 节点来模仿这种效果,当霰弹枪发射时,这些节点会以锥形随机旋转." +"在 ``Scenes`` 文件夹中找到并打开 ``Shotgun.tscn`` , 查看这个场景. 几乎所有的" +"东西都和 ``Pistol.tscn`` 一样. 除了名称上的变化, 唯一不同的是, 没有一个 :ref:" +"`Raycast <class_Raycast>` , 而是有五个 :ref:`Raycast <class_Raycast>` 节点. " +"这是因为霰弹枪一般是以锥形发射的, 所以我们要通过几个 :ref:`Raycast " +"<class_Raycast>` 节点来模仿这种效果, 当霰弹枪发射时, 这些节点会以锥形随机旋" +"转." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:376 msgid "" "Outside of that, everything is more or less the same as ``Pistol.tscn``." -msgstr "除此之外,一切都和 ``Pistol.tscn`` 差不多." +msgstr "除此之外, 一切都和 ``Pistol.tscn`` 差不多." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:378 msgid "" @@ -789,8 +793,8 @@ msgid "" "<class_RigidBody>` node called ``Shotgun`` and make a new script called " "``Shotgun.gd``. Add the following code:" msgstr "" -"让我们来编写霰弹枪的代码.选择 :ref:`RigidBody <class_RigidBody>`节点,名为 " -"``Shotgun`` ,并创建一个名为 ``Shotgun.gd`` 的新脚本.添加以下代码:" +"让我们来编写霰弹枪的代码. 选择 :ref:`RigidBody <class_RigidBody>` 节点, 名为 " +"``Shotgun`` , 并创建一个名为 ``Shotgun.gd`` 的新脚本. 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:456 msgid "" @@ -798,8 +802,8 @@ msgid "" "with just a few *minor* changes that are primarily just different names. Due " "to how similar these scripts are, let's just focus on the changes." msgstr "" -"这段代码的大部分内容与手枪的代码完全相同,只有一些 *小* 的改动,主要是名称不同" -"而已.由于这些脚本的相似度很高,我们只关注一下这些变化." +"这段代码的大部分内容与手枪的代码完全相同, 只有一些 *小* 的改动, 主要是名称不" +"同而已. 由于这些脚本的相似度很高, 我们只关注一下这些变化." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:460 msgid "Explaining the shotgun code" @@ -811,8 +815,8 @@ msgid "" "the VR controllers know that this object can be interacted with and what " "functions are available." msgstr "" -"和手枪一样,霰弹枪也扩展了 ``VR_Interactable_Rigidbody`` ,所以VR控制器知道这个" -"对象可以与之交互,以及有哪些功能." +"和手枪一样, 霰弹枪也扩展了 ``VR_Interactable_Rigidbody`` , 所以VR控制器知道这" +"个对象可以与之交互, 以及有哪些功能." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:465 msgid "There is only one new class variable:" @@ -823,8 +827,8 @@ msgid "" "``raycasts``: A variable to hold the node that has all of the :ref:`Raycast " "<class_Raycast>` nodes as its children." msgstr "" -"``raycasts``: 一个变量,用来保存拥有所有 :ref:`Raycast <class_Raycast>` 子节点" -"的节点." +"``raycasts``: 一个变量, 用来保存拥有所有 :ref:`Raycast <class_Raycast>` 子节" +"点的节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:469 msgid "" @@ -834,9 +838,9 @@ msgid "" "are the same as ``Pistol.gd`` and function the same way, some just are " "renamed to be non-pistol specific." msgstr "" -"新的类变量取代了``Pistol.gd``中的``raycast``变量,因为对于霰弹枪,我们需要处理" -"多个 :ref:`Raycast <class_Raycast>`节点,而不是只有一个.所有其他类变量与" -"``Pistol.gd``相同,功能也相同,只是有些变量被重新命名为非手枪专用变量." +"新的类变量取代了 ``Pistol.gd`` 中的 ``raycast`` 变量, 因为对于霰弹枪, 我们需" +"要处理多个 :ref:`Raycast <class_Raycast>` 节点, 而不是只有一个. 所有其他类变" +"量与 ``Pistol.gd`` 相同, 功能也相同, 只是有些变量被重新命名为非手枪专用变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:475 msgid "" @@ -847,8 +851,8 @@ msgid "" "limiting how fast the player can fire." msgstr "" "interact函数首先通过检查 ``flash_timer`` 是否小于或等于0来检查霰弹枪的枪口闪" -"光是否隐形.我们这样做是为了将霰弹枪的射击速度限制在枪口闪光可见的时间长度内," -"这是限制玩家射击速度的一个简单解决方案." +"光是否隐形. 我们这样做是为了将霰弹枪的射击速度限制在枪口闪光可见的时间长度" +"内, 这是限制玩家射击速度的一个简单解决方案." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:478 msgid "" @@ -857,10 +861,10 @@ msgid "" "that we set ``flash_mesh.visible`` to ``true`` so the muzzle flash at the " "end of the shotgun is visible while ``flash_timer`` is more than zero." msgstr "" -"如果 ``flash_timer`` 为0或更少,我们再将 ``flash_timer`` 设置为 " -"``FLASH_TIME`` ,这样在霰弹枪再次开火之前就会有一个延迟.之后我们将 " -"``flash_mesh.visible`` 设置为 ``true`` ,这样在 ``flash_timer`` 大于零的时候," -"霰弹枪尾部的枪口闪光将是可见的." +"如果 ``flash_timer`` 为0或更少, 我们再将 ``flash_timer`` 设置为 " +"``FLASH_TIME`` , 这样在霰弹枪再次开火之前就会有一个延迟. 之后我们将 " +"``flash_mesh.visible`` 设置为 ``true`` , 这样在 ``flash_timer`` 大于零的时" +"候, 霰弹枪尾部的枪口闪光将是可见的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:484 msgid "" @@ -869,9 +873,9 @@ msgid "" "`Raycast <class_Raycast>` nodes that are children of the ``raycasts`` " "variable." msgstr "" -"接下来我们使用for循环来检查 ``raycasts`` 变量的每个子节点.这样代码就会遍历 :" -"ref:`Raycast <class_Raycast>` 的每一个节点,这些节点都是 ``raycasts`` 变量的子" -"节点." +"接下来我们使用for循环来检查 ``raycasts`` 变量的每个子节点. 这样代码就会遍历 :" +"ref:`Raycast <class_Raycast>` 的每一个节点, 这些节点都是 ``raycasts`` 变量的" +"子节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:489 msgid "" @@ -879,9 +883,9 @@ msgid "" "<class_Raycast>` node. If the node is not a :ref:`Raycast <class_Raycast>` " "node, we simply use ``continue`` to skip it." msgstr "" -"对于每个节点,我们检查 ``raycast`` 是否 *不是一个* :ref:`Raycast " -"<class_Raycast>` 节点.如果这个节点不是 :ref:`Raycast <class_Raycast>` 节点,我" -"们就简单地使用 ``continue`` 跳过它." +"对于每个节点, 我们检查 ``raycast`` 是否 *不是一个* :ref:`Raycast " +"<class_Raycast>` 节点. 如果这个节点不是 :ref:`Raycast <class_Raycast>` 节点, " +"我们就简单地使用 ``continue`` 跳过它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:491 msgid "" @@ -890,9 +894,9 @@ msgid "" "Vector3 where the X and Z axis are a random number from ``-10`` to ``10``. " "This random number is selected using the ``rand_range`` function." msgstr "" -"接下来,我们通过设置 ``raycast`` 的 ``rotation_degrees`` 变量为Vector3,其中X轴" -"和Z轴为 ``-10`` 至 ``10`` 的随机数,将 ``raycast`` 节点围绕一个小于 ``10`` 度" -"锥体随机旋转.这个随机数是用 ``rand_range`` 函数选择的." +"接下来, 我们通过设置 ``raycast`` 的 ``rotation_degrees`` 变量为Vector3, 其中X" +"轴和Z轴为 ``-10`` 至 ``10`` 的随机数, 将 ``raycast`` 节点围绕一个小于 ``10`` " +"度锥体随机旋转. 这个随机数是用 ``rand_range`` 函数选择的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:494 msgid "" @@ -902,9 +906,9 @@ msgid "" "by checking if the ``is_colliding`` function is equal to ``true``." msgstr "" "然后我们在 ``raycast`` 中的 :ref:`Raycast <class_Raycast>` 节点上调用 " -"``force_raycast_update`` 函数,这样它就能从物理世界获得最新的碰撞信息.然后我们" -"通过检查 ``is_colliding`` 函数是否等于 ``true`` 来检查 ``raycast`` 是否撞到了" -"什么东西." +"``force_raycast_update`` 函数, 这样它就能从物理世界获得最新的碰撞信息. 然后我" +"们通过检查 ``is_colliding`` 函数是否等于 ``true`` 来检查 ``raycast`` 是否撞到" +"了什么东西." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:497 msgid "" @@ -912,8 +916,8 @@ msgid "" "each :ref:`Raycast <class_Raycast>` node that is a child of the ``raycasts`` " "variable." msgstr "" -"其余的代码完全相同,但这个过程对每个 :ref:`raycast <class_Raycast>` 节点进行重" -"复,该节点是 ``raycasts`` 变量的一个子节点." +"其余的代码完全相同, 但这个过程对每个 :ref:`raycast <class_Raycast>` 节点进行" +"重复, 该节点是 ``raycasts`` 变量的一个子节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:504 msgid "" @@ -925,10 +929,10 @@ msgid "" "enabled in the Godot editor. We store this direction in a variable called " "``direction_vector``." msgstr "" -"然后,我们从 ``raycast`` 节点的 ``global_transform`` 上的 :ref:`Basis " -"<class_Basis>` 得到射线广播的正 ``Z`` 方向轴,这提供raycast在Z轴上的指向,与在" -"Godot编辑器中启用 ``Local space mode`` [局部空间模式] 时 :ref:`Spatial " -"<class_Spatial>` 小工具上的蓝色箭头的方向相同.我们将这个方向存储在一个名为 " +"然后, 我们从 ``raycast`` 节点的 ``global_transform`` 上的 :ref:`Basis " +"<class_Basis>` 得到射线广播的正 ``Z`` 方向轴, 这提供raycast在Z轴上的指向, 与" +"在Godot编辑器中启用 ``Local space mode`` [局部空间模式] 时 :ref:`Spatial " +"<class_Spatial>` 小工具上的蓝色箭头的方向相同. 我们将这个方向存储在一个名为 " "``direction_vector`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:508 @@ -940,10 +944,10 @@ msgid "" "will give us the distance the :ref:`Raycast <class_Raycast>` traveled before " "it collided, which we store in a variable called ``raycast_distance``." msgstr "" -"接下来,我们通过使用 ``distance_to`` 函数获取 ``raycast`` 节点的全局位置 " +"接下来, 我们通过使用 ``distance_to`` 函数获取 ``raycast`` 节点的全局位置 " "``global_transform.origin`` 到raycast的碰撞点 ``raycast." -"get_collision_point`` 的距离,得到从raycast原点到raycast碰撞点的距离.这提供" -"了 :ref:`Raycast <class_Raycast>`在碰撞前走过的距离,将其存储在一个名为 " +"get_collision_point`` 的距离, 得到从raycast原点到raycast碰撞点的距离. 这提供" +"了 :ref:`Raycast <class_Raycast>` 在碰撞前走过的距离, 将其存储在一个名为 " "``raycast_distance`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 @@ -952,7 +956,7 @@ msgid "" "variable have been iterated over, we then play the shotgun shot sound by " "calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" -"一旦所有的 :ref:`Raycast <class_Raycast>` 中的 ``raycast`` 变量被迭代过后,通" +"一旦所有的 :ref:`Raycast <class_Raycast>` 中的 ``raycast`` 变量被迭代过后, 通" "过调用 ``play`` 中 ``shotgun_fire_sound`` 变量来播放枪声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -962,9 +966,9 @@ msgid "" "it is not equal to ``null``, we then set the ``rumble`` property of the VR " "controller to ``0.25``, so there is a slight rumble when the shotgun fires." msgstr "" -"最后,我们通过检查 ``controller`` 变量是否不等于 ``null`` 来检查霰弹枪是否由VR" -"控制器持有.如果不等于 ``null`` ,我们就把VR控制器的 ``rumble`` 属性设置为 " -"``0.25`` ,这样猎枪射击时就会有轻微的轰鸣声." +"最后, 我们通过检查 ``controller`` 变量是否不等于 ``null`` 来检查霰弹枪是否由" +"VR控制器持有. 如果不等于 ``null`` , 我们就把VR控制器的 ``rumble`` 属性设置为 " +"``0.25`` , 这样猎枪射击时就会有轻微的轰鸣声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:532 msgid "Shotgun finished" @@ -974,15 +978,15 @@ msgstr "霰弹枪完毕" msgid "" "Everything else is exactly the same as the pistol, with at most just some " "simple name changes." -msgstr "其他的一切都和手枪完全一样,最多只是一些简单的名称变化." +msgstr "其他的一切都和手枪完全一样, 最多只是一些简单的名称变化." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:536 msgid "" "Now the shotgun is finished! You can find the shotgun in the sample scene by " "looking around the back of one of the walls (not in the building though!)." msgstr "" -"现在,猎枪已经完成了!你可以在样本场景中找到霰弹枪,在其中一面墙的后面寻找,不是" -"在建筑物里面!." +"现在, 猎枪已经完成了!你可以在样本场景中找到霰弹枪, 在其中一面墙的后面寻找, 不" +"是在建筑物里面!." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:541 msgid "Adding a bomb" @@ -994,12 +998,12 @@ msgid "" "Instead of adding something that shoots, let's add something we can throw - " "a bomb!" msgstr "" -"好吧,让我们添加一个不同的特殊 :ref:`RigidBody <class_RigidBody>` .与其添加一" -"些会射击的东西,不如添加一些我们可以投掷的东西--炸弹!" +"好吧, 让我们添加一个不同的特殊 :ref:`RigidBody <class_RigidBody>` . 与其添加" +"一些会射击的东西, 不如添加一些我们可以投掷的东西--炸弹!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:545 msgid "Open up ``Bomb.tscn``, which is in the ``Scenes`` folder." -msgstr "打开 ``Bomb.tscn`` ,它位于 ``Scenes`` 文件夹中." +msgstr "打开 ``Bomb.tscn`` , 它位于 ``Scenes`` 文件夹中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:547 msgid "" @@ -1010,11 +1014,11 @@ msgid "" "ref:`MeshInstance <class_MeshInstance>` called ``Bomb`` that is used to " "display the mesh for the bomb." msgstr "" -"根节点是一个 :ref:`RigidBody <class_RigidBody>`节点,我们将扩展使用 " -"``VR_Interactable_Rigidbody`` ,它有一个 :ref:`CollisionShape " -"<class_CollisionShape>`,就像我们到目前为止所做的其他特殊 :ref:`RigidBody " -"<class_RigidBody>` 节点一样.同样,有一个 :ref:`MeshInstance " -"<class_MeshInstance>` 叫做 ``Bomb`` ,用来显示炸弹的网格." +"根节点是一个 :ref:`RigidBody <class_RigidBody>` 节点, 我们将扩展使用 " +"``VR_Interactable_Rigidbody`` , 它有一个 :ref:`CollisionShape " +"<class_CollisionShape>`, 就像我们到目前为止所做的其他特殊 :ref:`RigidBody " +"<class_RigidBody>` 节点一样. 同样, 有一个 :ref:`MeshInstance " +"<class_MeshInstance>` 叫做 ``Bomb`` , 用来显示炸弹的网格." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:551 msgid "" @@ -1024,10 +1028,10 @@ msgid "" "bomb explodes. Essentially, this :ref:`Area <class_Area>` node will be the " "blast radius for the bomb." msgstr "" -"然后我们有一个 :ref:`Area <class_Area>` 节点,简单地称为``Area``,它有一个大" -"的 :ref:`CollisionShape <class_CollisionShape>` 作为它的子节点.当炸弹爆炸时," -"将使用这个 :ref:`Area <class_Area>`节点来影响其中的任何东西.基本上,这个 :ref:" -"`Area <class_Area>` 节点将是炸弹的爆炸半径." +"然后我们有一个 :ref:`Area <class_Area>` 节点, 简单地称为 ``Area``, 它有一个大" +"的 :ref:`CollisionShape <class_CollisionShape>` 作为它的子节点. 当炸弹爆炸" +"时, 将使用这个 :ref:`Area <class_Area>` 节点来影响其中的任何东西. 基本上, 这" +"个 :ref:`Area <class_Area>` 节点将是炸弹的爆炸半径." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:554 msgid "" @@ -1039,10 +1043,10 @@ msgid "" "particles work in this tutorial due to it being outside of the scope of this " "tutorial." msgstr "" -"还有几个 :ref:`Particles <class_Particles>` 节点,其中一个 :ref:`Particles " -"<class_Particles>` 节点是炸弹引信中冒出的烟雾,而另一个是爆炸.如果你想看的话," -"可以看一下 :ref:`ParticlesMaterial <class_ParticlesMaterial>` 资源,它定义了粒" -"子工作方式.不会在本教程中介绍粒子如何工作,因为它不在本教程的范围内." +"还有几个 :ref:`Particles <class_Particles>` 节点, 其中一个 :ref:`Particles " +"<class_Particles>` 节点是炸弹引信中冒出的烟雾, 而另一个是爆炸. 如果你想看的" +"话, 可以看一下 :ref:`ParticlesMaterial <class_ParticlesMaterial>` 资源, 它定" +"义了粒子工作方式. 不会在本教程中介绍粒子如何工作, 因为它不在本教程的范围内." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:558 msgid "" @@ -1054,11 +1058,11 @@ msgid "" "this so we can time the removal of the bomb with the end of the explosion :" "ref:`Particles <class_Particles>`." msgstr "" -"对于 :ref:`Particles <class_Particles>` 节点,有一件事我们需要注意.如果你选择" -"了 ``Explosion_Particles`` 节点,你会发现它的 ``lifetime`` 属性被设置为 " -"``0.75`` ,而且 ``one shot`` 复选框被启用.这意味着粒子将只播放一次,并且粒子将" -"持续 ``0.75`` 秒.我们需要知道这一点,这样我们就可以在爆炸结束时移除炸弹 :ref:" -"`Particles <class_Particles>`." +"对于 :ref:`Particles <class_Particles>` 节点, 有一件事我们需要注意. 如果你选" +"择了 ``Explosion_Particles`` 节点, 你会发现它的 ``lifetime`` 属性被设置为 " +"``0.75`` , 而且 ``one shot`` 复选框被启用. 这意味着粒子将只播放一次, 并且粒子" +"将持续 ``0.75`` 秒. 我们需要知道这一点, 这样我们就可以在爆炸结束时移除炸弹 :" +"ref:`Particles <class_Particles>`." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:562 msgid "" @@ -1066,8 +1070,8 @@ msgid "" "<class_RigidBody>` node and make a new script called ``Bomb.gd``. Add the " "following code:" msgstr "" -"让我们来编写炸弹的代码.选择 ``Bomb`` :ref:`RigidBody <class_RigidBody>`节点," -"制作一个新的脚本,名为 ``Bomb.gd`` ,添加以下代码:" +"让我们来编写炸弹的代码. 选择 ``Bomb`` :ref:`RigidBody <class_RigidBody>` 节" +"点, 制作一个新的脚本, 名为 ``Bomb.gd`` , 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:662 msgid "Explaining the bomb code" @@ -1081,43 +1085,43 @@ msgid "" "``VR_Interactable_Rigidbody`` can be called when this object is held by a VR " "controller." msgstr "" -"和其他特殊的 :ref:`RigidBody <class_RigidBody>` 节点一样,炸弹也扩展了 " -"``VR_Interactable_Rigidbody`` ,这样VR控制器就知道这个对象可以被交互,当这个对" -"象被VR控制器持有时, ``VR_Interactable_Rigidbody`` 中定义的函数可以被调用." +"和其他特殊的 :ref:`RigidBody <class_RigidBody>` 节点一样, 炸弹也扩展了 " +"``VR_Interactable_Rigidbody`` , 这样VR控制器就知道这个对象可以被交互, 当这个" +"对象被VR控制器持有时, ``VR_Interactable_Rigidbody`` 中定义的函数可以被调用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:669 msgid "" "``bomb_mesh``: A variable to hold the :ref:`MeshInstance " "<class_MeshInstance>` node that is used for the non-exploded bomb." msgstr "" -"``bomb_mesh``: 一个变量,用来保存 :ref:`MeshInstance <class_MeshInstance>` 节" -"点,用于不爆炸的炸弹." +"``bomb_mesh``: 一个变量, 用来保存 :ref:`MeshInstance <class_MeshInstance>` 节" +"点, 用于不爆炸的炸弹." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:670 msgid "" "``FUSE_TIME``: A constant to define how long the fuse will 'burn' before the " "bomb explodes" -msgstr "``FUSE_TIME`` :一个常数,用于定义炸弹爆炸前引信将 '燃烧' 多长时间" +msgstr "``FUSE_TIME`` : 一个常数, 用于定义炸弹爆炸前引信将 '燃烧' 多长时间" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:671 msgid "" "``fuse_timer``: A variable to hold the length of time that has passed since " "the bomb's fuse has started to burn." -msgstr "``fuse_timer``: 一个变量,用于保存炸弹的引信开始燃烧后的时间长度." +msgstr "``fuse_timer``: 一个变量, 用于保存炸弹的引信开始燃烧后的时间长度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:672 msgid "" "``explosion_area``: A variable to hold the :ref:`Area <class_Area>` node " "used to detect objects within the bomb's explosion." msgstr "" -"``explosion_area``:一个变量,用来保存 :ref:`Area <class_Area>` 节点,用于检测炸" -"弹爆炸范围内的物体." +"``explosion_area``: 一个变量, 用来保存 :ref:`Area <class_Area>` 节点, 用于检" +"测炸弹爆炸范围内的物体." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:673 msgid "" "``EXPLOSION_DAMAGE``: A constant to define how much damage is applied with " "the bomb explodes." -msgstr "``EXPLOSION_DAMAGE`` .一个常数,用于定义炸弹爆炸时的伤害程度." +msgstr "``EXPLOSION_DAMAGE`` . 一个常数, 用于定义炸弹爆炸时的伤害程度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:674 msgid "" @@ -1125,25 +1129,25 @@ msgid "" "scene after it explodes. This value should be the same as the ``lifetime`` " "property of the explosion :ref:`Particles <class_Particles>` node." msgstr "" -"``EXPLOSION_TIME``: 一个常数,用于定义炸弹爆炸后在场景中持续时长,该值应与爆炸" -"的 ``lifetime``属性相同 :ref:`Particles <class_Particles>` 节点." +"``EXPLOSION_TIME``: 一个常数, 用于定义炸弹爆炸后在场景中持续时长, 该值应与爆" +"炸的 ``lifetime`` 属性相同 :ref:`Particles <class_Particles>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:675 msgid "" "``explosion_timer`` A variable to hold the length of time that has passed " "since the bomb exploded." -msgstr "``explosion_timer`` 一个变量,用于保存炸弹爆炸后的时间长度." +msgstr "``explosion_timer`` 一个变量, 用于保存炸弹爆炸后的时间长度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:676 msgid "``exploded``: A variable to hold whether the bomb has exploded or not." -msgstr "``exploded`` .一个变量,用于保存炸弹是否爆炸." +msgstr "``exploded`` . 一个变量, 用于保存炸弹是否爆炸." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:677 msgid "" "``COLLISION_FORCE``: A constant that defines the amount of force that is " "applied to :ref:`RigidBody <class_RigidBody>` nodes when the bomb explodes." msgstr "" -"``COLLISION_FORCE``: 一个常数,定义炸弹爆炸时施加在 :ref:`RigidBody " +"``COLLISION_FORCE``: 一个常数, 定义炸弹爆炸时施加在 :ref:`RigidBody " "<class_RigidBody>` 节点上的力的大小." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:678 @@ -1151,7 +1155,7 @@ msgid "" "``fuse_particles``: A variable to hold a reference to the :ref:`Particles " "<class_Particles>` node used for the bomb's fuse." msgstr "" -"``fuse_particles``: 一个变量,用于保存炸弹引信的 :ref:`Particles " +"``fuse_particles``: 一个变量, 用于保存炸弹引信的 :ref:`Particles " "<class_Particles>` 节点的引用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:679 @@ -1159,7 +1163,7 @@ msgid "" "``explosion_particles``: A variable to hold a reference to the :ref:" "`Particles <class_Particles>` node used for the bomb's explosion." msgstr "" -"``explosion_particles``: 一个变量,用于保存对炸弹爆炸所用的 :ref:`Particles " +"``explosion_particles``: 一个变量, 用于保存对炸弹爆炸所用的 :ref:`Particles " "<class_Particles>` 节点的引用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:680 @@ -1168,7 +1172,7 @@ msgid "" "`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` node used for the " "explosion sound." msgstr "" -"``explosion_sound``: 一个变量,用来保存对用于爆炸声的 :ref:" +"``explosion_sound``: 一个变量, 用来保存对用于爆炸声的 :ref:" "`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点的引用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:686 @@ -1176,8 +1180,8 @@ msgid "" "The ``_ready`` function first gets all of the nodes from the bomb scene and " "assigns them to their respective class variables for later use." msgstr "" -"``_ready`` 函数首先从炸弹场景中获取所有的节点,并将它们分配给各自的类变量,以便" -"以后使用." +"``_ready`` 函数首先从炸弹场景中获取所有的节点, 并将它们分配给各自的类变量, 以" +"便以后使用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:688 msgid "" @@ -1188,18 +1192,18 @@ msgid "" "not disable ``_physics_process``, the bomb's fuse would start before the " "user has a chance to get to the bomb." msgstr "" -"然后我们调用 ``set_physics_process`` 并传递 ``false`` ,这样 " -"``_physics_process`` 就不会被执行.这样做是因为 ``_physics_process`` 中的代码" -"会开始燃烧导火索并爆炸炸弹,而我们只想在用户与炸弹交互时这样做.如果我们不禁用 " -"``_physics_process`` ,炸弹的引信会在用户有机会接近炸弹之前就开始燃烧." +"然后我们调用 ``set_physics_process`` 并传递 ``false`` , 这样 " +"``_physics_process`` 就不会被执行. 这样做是因为 ``_physics_process`` 中的代码" +"会开始燃烧导火索并爆炸炸弹, 而我们只想在用户与炸弹交互时这样做. 如果我们不禁" +"用 ``_physics_process`` , 炸弹的引信会在用户有机会接近炸弹之前就开始燃烧." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:696 msgid "" "The ``_physics_process`` function first checks to see if ``fuse_timer`` is " "less than ``FUSE_TIME``. If it is, then the bomb's fuse is still burning." msgstr "" -"``_physics_process`` 函数首先检查 ``fuse_timer`` 是否小于 ``FUSE_TIME`` .如果" -"是,则说明炸弹的引信仍在燃烧." +"``_physics_process`` 函数首先检查 ``fuse_timer`` 是否小于 ``FUSE_TIME`` . 如" +"果是, 则说明炸弹的引信仍在燃烧." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:698 msgid "" @@ -1209,9 +1213,9 @@ msgid "" "``fuse_timer`` is more than or equal to ``FUSE_TIME``, then the fuse has " "just finished and we need to explode the bomb." msgstr "" -"如果炸弹的引信仍在燃烧,我们就在 ``fuse_timer`` 变量中加入时间 ``delta`` ,然后" -"检查 ``fuse_timer`` 是否大于或等于 ``FUSE_TIME`` .如果 ``fuse_timer`` 大于或" -"等于 ``FUSE_TIME`` ,那么引信刚刚完成,我们需要引爆炸弹." +"如果炸弹的引信仍在燃烧, 我们就在 ``fuse_timer`` 变量中加入时间 ``delta`` , 然" +"后检查 ``fuse_timer`` 是否大于或等于 ``FUSE_TIME`` . 如果 ``fuse_timer`` 大于" +"或等于 ``FUSE_TIME`` , 那么引信刚刚完成, 我们需要引爆炸弹." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:701 msgid "" @@ -1224,13 +1228,13 @@ msgid "" "it look like the bomb exploded, we hide the bomb :ref:`MeshInstance " "<class_MeshInstance>` node by setting ``bomb_mesh.visible`` to ``false``." msgstr "" -"为了使炸弹爆炸,我们首先在 ``fuse_particles`` 上将 ``emitting`` 设置为 " -"``false`` ,停止为引信发射粒子.然后告诉爆炸 :ref:`Particles <class_Particles>`" -"节点 ``explosion_particles`` ,通过设置 ``one_shot`` 为 ``true`` ,让它一次发射" -"所有的粒子.之后,在 ``explosion_particles`` 上设置 ``emitting`` 为 ``true`` ," -"这样看起来就像炸弹已经爆炸.为了让炸弹看起来像爆炸,通过设置 ``bomb_mesh." -"visible`` 为 ``false`` 来隐藏炸弹 :ref:`MeshInstance <class_MeshInstance>` 节" -"点." +"为了使炸弹爆炸, 我们首先在 ``fuse_particles`` 上将 ``emitting`` 设置为 " +"``false`` , 停止为引信发射粒子. 然后告诉爆炸 :ref:`Particles " +"<class_Particles>` 节点 ``explosion_particles`` , 通过设置 ``one_shot`` 为 " +"``true`` , 让它一次发射所有的粒子. 之后, 在 ``explosion_particles`` 上设置 " +"``emitting`` 为 ``true`` , 这样看起来就像炸弹已经爆炸. 为了让炸弹看起来像爆" +"炸, 通过设置 ``bomb_mesh.visible`` 为 ``false`` 来隐藏炸弹 :ref:" +"`MeshInstance <class_MeshInstance>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:705 msgid "" @@ -1239,10 +1243,10 @@ msgid "" "``0``. We also change the :ref:`RigidBody <class_RigidBody>` mode to " "``MODE_STATIC`` so the bomb :ref:`RigidBody <class_RigidBody>` does not move." msgstr "" -"为了防止炸弹与物理世界中的其他物体发生碰撞,将炸弹的 ``collision_layer`` 和 " -"``collision_mask`` 属性设置为 ``0`` .将 :ref:`RigidBody <class_RigidBody>` 模" -"式改为 ``MODE_STATIC`` ,这样炸弹 :ref:`RigidBody <class_RigidBody>`就不会移" -"动." +"为了防止炸弹与物理世界中的其他物体发生碰撞, 将炸弹的 ``collision_layer`` 和 " +"``collision_mask`` 属性设置为 ``0`` . 将 :ref:`RigidBody <class_RigidBody>` " +"模式改为 ``MODE_STATIC`` , 这样炸弹 :ref:`RigidBody <class_RigidBody>` 就不会" +"移动." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:708 msgid "" @@ -1253,11 +1257,11 @@ msgid "" "nodes within the :ref:`Area <class_Area>` node, which is exactly what we are " "looking for." msgstr "" -"然后,需要获取 ``explosion_area`` 节点内的所有 :ref:`PhysicsBody " -"<class_PhysicsBody>` 节点.要做到这一点,在for循环中使用 " +"然后, 需要获取 ``explosion_area`` 节点内的所有 :ref:`PhysicsBody " +"<class_PhysicsBody>` 节点. 要做到这一点, 在for循环中使用 " "``get_overlapping_bodies`` . ``get_overlapping_bodies`` 函数将返回一个 :ref:" "`PhysicsBody <class_PhysicsBody>` 节点内的 :ref:`Area <class_Area>` 节点的 :" -"ref:`PhysicsBody <class_Area>` 数组,这正是我们要的." +"ref:`PhysicsBody <class_Area>` 数组, 这正是我们要的." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:713 msgid "" @@ -1268,9 +1272,9 @@ msgid "" "<class_RigidBody>` as a PhysicsBody within the explosion area." msgstr "" "对于每个 :ref:`PhysicsBody <class_PhysicsBody>` 节点(我们将其存储在一个名为 " -"``body`` 的变量中),我们检查它是否等于 ``self`` .这样做是为了使炸弹不会意外地" -"自己爆炸,因为 ``explosion_area`` [爆炸区]可能会检测到 ``Bomb`` [炸弹] :ref:" -"`RigidBody <class_RigidBody>`是爆炸区的一个物理体." +"``body`` 的变量中), 我们检查它是否等于 ``self`` . 这样做是为了使炸弹不会意外" +"地自己爆炸, 因为 ``explosion_area`` [爆炸区]可能会检测到 ``Bomb`` [炸弹] :" +"ref:`RigidBody <class_RigidBody>` 是爆炸区的一个物理体." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:716 msgid "" @@ -1281,10 +1285,10 @@ msgid "" "call it and pass ``EXPLOSION_DAMAGE`` to it so it takes damage from the " "explosion." msgstr "" -"如果 :ref:`PhysicsBody <class_PhysicsBody>`节点 ``body`` 不是炸弹,那么首先检" -"查 :ref:`PhysicsBody <class_PhysicsBody>` 节点是否有一个叫做 ``damage`` 的函" -"数.如果 :ref:`PhysicsBody <class_PhysicsBody>`节点有一个叫做 ``damage`` 的函" -"数,就调用它,并把 ``EXPLOSION_DAMAGE`` 传给它,使它受到爆炸的伤害." +"如果 :ref:`PhysicsBody <class_PhysicsBody>` 节点 ``body`` 不是炸弹, 那么首先" +"检查 :ref:`PhysicsBody <class_PhysicsBody>` 节点是否有一个叫做 ``damage`` 的" +"函数. 如果 :ref:`PhysicsBody <class_PhysicsBody>` 节点有一个叫做 ``damage`` " +"的函数, 就调用它, 并把 ``EXPLOSION_DAMAGE`` 传给它, 使它受到爆炸的伤害." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:719 msgid "" @@ -1293,8 +1297,8 @@ msgid "" "<class_RigidBody>`, we want to move it when the bomb explodes." msgstr "" "接下来我们检查一下 :ref:`PhysicsBody <class_PhysicsBody>` 节点是否是 :ref:" -"`RigidBody <class_RigidBody>` .如果 ``body`` 是一个 :ref:`RigidBody " -"<class_RigidBody>`,要在炸弹爆炸时移动它." +"`RigidBody <class_RigidBody>` . 如果 ``body`` 是一个 :ref:`RigidBody " +"<class_RigidBody>`, 要在炸弹爆炸时移动它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:722 msgid "" @@ -1307,12 +1311,12 @@ msgid "" "<class_RigidBody>` node. We store this :ref:`Vector3 <class_Vector3>` in a " "variable called ``direction_vector``." msgstr "" -"要在炸弹爆炸时移动 :ref:`RigidBody <class_RigidBody>` 节点,首先需要计算从炸弹" -"到 :ref:`RigidBody <class_RigidBody>` 节点的方向.为此,从 :ref:`RigidBody " +"要在炸弹爆炸时移动 :ref:`RigidBody <class_RigidBody>` 节点, 首先需要计算从炸" +"弹到 :ref:`RigidBody <class_RigidBody>` 节点的方向. 为此, 从 :ref:`RigidBody " "<class_RigidBody>` 的全局位置中减去炸弹的全局位置 ``global_transform." -"origin`` .这将给出一个 :ref:`Vector3 <class_Vector3>`,从炸弹指向 :ref:" -"`RigidBody <class_RigidBody>`节点.将这个 :ref:`Vector3 <class_Vector3>`存储在" -"一个名为 ``direction_vector`` 的变量中." +"origin`` . 这将给出一个 :ref:`Vector3 <class_Vector3>`, 从炸弹指向 :ref:" +"`RigidBody <class_RigidBody>` 节点. 将这个 :ref:`Vector3 <class_Vector3>` 存" +"储在一个名为 ``direction_vector`` 的变量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:726 msgid "" @@ -1320,9 +1324,9 @@ msgid "" "from the bomb by using the ``length`` function on ``direction_vector``. We " "store the distance in a variable called ``bomb_distance``." msgstr "" -"然后,使用 ``rediction_vector`` 上的 ``length`` 函数计算 :ref:`RigidBody " -"<class_RigidBody>` 离炸弹的距离.将距离存储在一个名为 ``bomb_distance`` 的变量" -"中." +"然后, 使用 ``rediction_vector`` 上的 ``length`` 函数计算 :ref:`RigidBody " +"<class_RigidBody>` 离炸弹的距离. 将距离存储在一个名为 ``bomb_distance`` 的变" +"量中." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:729 msgid "" @@ -1332,10 +1336,10 @@ msgid "" "``collision_force``. This will make it so if the :ref:`RigidBody " "<class_RigidBody>` node is closer to the bomb, it will be pushed farther." msgstr "" -"然后,计算炸弹爆炸时炸弹对 :ref:`RigidBody <class_RigidBody>` 节点的作用力,方" -"法是将 ``COLLISION_FORCE`` 除以 ``bomb_distance`` ,再乘以 " -"``collision_force`` .这样,如果 :ref:`RigidBody <class_RigidBody>` 节点离炸弹" -"更近,它就会被推得更远." +"然后, 计算炸弹爆炸时炸弹对 :ref:`RigidBody <class_RigidBody>` 节点的作用力, " +"方法是将 ``COLLISION_FORCE`` 除以 ``bomb_distance`` , 再乘以 " +"``collision_force`` . 这样, 如果 :ref:`RigidBody <class_RigidBody>` 节点离炸" +"弹更近, 它就会被推得更远." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:732 msgid "" @@ -1345,10 +1349,10 @@ msgid "" "normalized`` as the force. This will send the :ref:`RigidBody " "<class_RigidBody>` node flying when the bomb explodes." msgstr "" -"最后,用 ``apply_impulse`` 函数推动 :ref:`RigidBody <class_RigidBody>`节点, :" -"ref:`Vector3 <class_Vector3>`位置为零, ``collision_force`` 乘以 " -"``direction_vector.normalized`` 作为力.这样,当炸弹爆炸时,就会把 :ref:" -"`RigidBody <class_RigidBody>`节点炸飞." +"最后, 用 ``apply_impulse`` 函数推动 :ref:`RigidBody <class_RigidBody>` 节" +"点, :ref:`Vector3 <class_Vector3>` 位置为零, ``collision_force`` 乘以 " +"``direction_vector.normalized`` 作为力. 这样, 当炸弹爆炸时, 就会把 :ref:" +"`RigidBody <class_RigidBody>` 节点炸飞." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:737 msgid "" @@ -1358,14 +1362,14 @@ msgid "" "call ``play`` on ``explosion_sound`` so the sound of an explosion is played." msgstr "" "当循环浏览了 ``explosion_area`` 内的所有 :ref:`PhysicsBody " -"<class_PhysicsBody>`节点后,将 ``exploded`` 变量设置为 ``true`` ,这样代码就知" -"道炸弹爆炸了,并调用 ``explosion_sound`` 上的 ``play`` ,播放爆炸声." +"<class_PhysicsBody>` 节点后, 将 ``exploded`` 变量设置为 ``true`` , 这样代码就" +"知道炸弹爆炸了, 并调用 ``explosion_sound`` 上的 ``play`` , 播放爆炸声." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:742 msgid "" "Alright, the next section of code starts by first checking if ``exploded`` " "is equal to ``true``." -msgstr "好了,下一部分代码开始,首先检查 ``exploded`` 是否等于 ``true`` ." +msgstr "好了, 下一部分代码开始, 首先检查 ``exploded`` 是否等于 ``true`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:744 msgid "" @@ -1374,17 +1378,17 @@ msgid "" "add time, ``delta``, to ``explosion_timer`` so we can track how long it has " "been since the bomb has exploded." msgstr "" -"如果 ``exploded`` 等于 ``true`` ,那么这意味着炸弹在释放或销毁自己之前,正在等" -"待爆炸粒子完成.在 ``explosion_timer`` 中加入时间 ``delta`` ,这样就可以跟踪炸" -"弹爆炸后的时间." +"如果 ``exploded`` 等于 ``true`` , 那么这意味着炸弹在释放或销毁自己之前, 正在" +"等待爆炸粒子完成. 在 ``explosion_timer`` 中加入时间 ``delta`` , 这样就可以跟" +"踪炸弹爆炸后的时间." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:747 msgid "" "If ``explosion_timer`` is greater than or equal to ``EXPLOSION_TIME`` after " "we added ``delta``, then the explosion timer just finished." msgstr "" -"如果 ``explosion_timer`` 在与 ``delta`` 相加后,大于或等于 " -"``EXPLOSION_TIME`` ,则爆炸定时器刚刚完成." +"如果 ``explosion_timer`` 在与 ``delta`` 相加后, 大于或等于 " +"``EXPLOSION_TIME`` , 则爆炸定时器刚刚完成." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:749 msgid "" @@ -1394,10 +1398,10 @@ msgid "" "the ``monitoring`` property was true. To make sure this doesn't happen, we " "simply set ``monitoring`` to false on ``explosion_area``." msgstr "" -"如果爆炸计时器刚刚结束,将 ``explosion_area.monitoring`` 设置为 ``false`` .这" -"样做的原因是有一个bug,当 ``monitoring`` 属性为真时,当你释放或删除一个 :ref:" -"`Area <class_Area>` 节点时,会打印一个错误.为了确保这种情况不会发生,只需在 " -"``explosion_area`` 上将 ``monitoring`` 设置为false." +"如果爆炸计时器刚刚结束, 将 ``explosion_area.monitoring`` 设置为 ``false`` . " +"这样做的原因是有一个bug, 当 ``monitoring`` 属性为真时, 当你释放或删除一个 :" +"ref:`Area <class_Area>` 节点时, 会打印一个错误. 为了确保这种情况不会发生, 只" +"需在 ``explosion_area`` 上将 ``monitoring`` 设置为false." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:752 msgid "" @@ -1411,21 +1415,21 @@ msgid "" "we set ``controller.grab_raycast.visible`` to ``true`` so the 'laser sight' " "for the grab raycast is visible." msgstr "" -"接下来检查炸弹是否被VR控制器持有,检查 ``controller`` 变量是否不等于 " -"``null`` .如果炸弹被VR控制器持有,就把VR控制器的 ``controller`` 属性 " -"``held_object`` 设置为 ``null`` .因为VR控制器不再持有任何东西,所以将 " -"``controller.hand_mesh.visible`` 设置为``true``,使VR控制器的手部网格可见.然后" -"检查VR控制器的抓取模式是否是 ``RAYCAST`` ,如果是,将 ``controller." -"grab_raycast.visible`` 设置为 ``true`` ,这样抓取raycast的 '激光瞄准器' 就可见" -"了." +"接下来检查炸弹是否被VR控制器持有, 检查 ``controller`` 变量是否不等于 " +"``null`` . 如果炸弹被VR控制器持有, 就把VR控制器的 ``controller`` 属性 " +"``held_object`` 设置为 ``null`` . 因为VR控制器不再持有任何东西, 所以将 " +"``controller.hand_mesh.visible`` 设置为 ``true``, 使VR控制器的手部网格可见. " +"然后检查VR控制器的抓取模式是否是 ``RAYCAST`` , 如果是, 将 ``controller." +"grab_raycast.visible`` 设置为 ``true`` , 这样抓取raycast的 '激光瞄准器' 就可" +"见了." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:757 msgid "" "Finally, regardless if the bomb is being held by a VR controller or not, we " "call ``queue_free`` so the bomb scene is freed/removed from the scene." msgstr "" -"最后,不管炸弹是否被VR控制器持有,调用 ``queue_free`` ,这样炸弹场景就会被释放或" -"从场景中移除." +"最后, 不管炸弹是否被VR控制器持有, 调用 ``queue_free`` , 这样炸弹场景就会被释" +"放或从场景中移除." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:762 msgid "" @@ -1433,14 +1437,16 @@ msgid "" "``true`` so the code in ``_physics_process`` starts executing. This will " "start the bomb's fuse and eventually lead to the bomb exploding." msgstr "" -"首先, ``interact`` 函数调用 ``set_physics_process`` 并传递 ``true`` ,这样 " -"``_physics_process`` 中的代码就开始执行.这将启动炸弹的引信,最终导致炸弹爆炸." +"首先, ``interact`` 函数调用 ``set_physics_process`` 并传递 ``true`` , 这样 " +"``_physics_process`` 中的代码就开始执行. 这将启动炸弹的引信, 最终导致炸弹爆" +"炸." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:765 msgid "" "Finally, we start the fuse particles by setting ``fuse_particles.visible`` " "to ``true``." -msgstr "最后,通过将 ``fuse_particles.visible`` 设置为 ``true`` 来启动引信粒子." +msgstr "" +"最后, 通过将 ``fuse_particles.visible`` 设置为 ``true`` 来启动引信粒子." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:769 msgid "Bomb finished" @@ -1460,9 +1466,9 @@ msgid "" "the VR controllers, so it does not always work correctly and can lead " "inaccurately calculated velocities." msgstr "" -"由于我们在计算VR控制器的速度时,最容易使用类似推力的动作来投掷炸弹,而不是更自" -"然的类似投掷的动作.抛掷式运动的平滑曲线很难被我们用来计算VR控制器的速度的代码" -"所追踪,所以它并不总是正确的,并可能导致不准确的计算速度." +"由于我们在计算VR控制器的速度时, 最容易使用类似推力的动作来投掷炸弹, 而不是更" +"自然的类似投掷的动作. 抛掷式运动的平滑曲线很难被我们用来计算VR控制器的速度的" +"代码所追踪, 所以它并不总是正确的, 并可能导致不准确的计算速度." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:780 msgid "Adding a sword" @@ -1475,11 +1481,11 @@ msgid "" "targets!" msgstr "" "让我们添加最后一个特殊的 :ref:`RigidBody <class_RigidBody>` —— 能够破坏目标的" -"基础节点.让我们添加一把剑来砍穿目标!" +"基础节点. 让我们添加一把剑来砍穿目标!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:784 msgid "Open up ``Sword.tscn``, which you can find in the ``Scenes`` folder." -msgstr "打开 ``Sword.tscn`` ,你可以在 ``Scenes`` 文件夹中找到它." +msgstr "打开 ``Sword.tscn`` , 你可以在 ``Scenes`` 文件夹中找到它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:786 msgid "" @@ -1490,9 +1496,9 @@ msgid "" "is an :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` node that holds " "a sound for the sword colliding with something." msgstr "" -"这里并没有发生很多事情.所有根 ``Sword`` 的子节点 :ref:`RigidBody " -"<class_RigidBody>` 节点都被旋转,当VR控制器拾取它们时,位置是正确的,有一个 :" -"ref:`MeshInstance <class_MeshInstance>` 节点用于显示剑,还有一个 :ref:" +"这里并没有发生很多事情. 所有根 ``Sword`` 的子节点 :ref:`RigidBody " +"<class_RigidBody>` 节点都被旋转, 当VR控制器拾取它们时, 位置是正确的, 有一个 :" +"ref:`MeshInstance <class_MeshInstance>` 节点用于显示剑, 还有一个 :ref:" "`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点用于保存剑与某物碰撞时" "的声音." @@ -1506,10 +1512,10 @@ msgid "" "`PhysicsBody <class_PhysicsBody>` nodes in the scene, but it will still be " "effected by :ref:`PhysicsBody <class_PhysicsBody>` nodes." msgstr "" -"但有一点略有不同.有一个 :ref:`KinematicBody <class_KinematicBody>`节点叫做 " -"``Damage_Body`` .如果你看看它,你会发现它不在任何碰撞层上,而只在一个碰撞掩码" -"上.这是为了让 :ref:`KinematicBody <class_KinematicBody>` 不会影响场景中的其" -"他 :ref:`PhysicsBody <class_PhysicsBody>` 节点,但它仍然会被 :ref:" +"但有一点略有不同. 有一个 :ref:`KinematicBody <class_KinematicBody>` 节点叫做 " +"``Damage_Body`` . 如果你看看它, 你会发现它不在任何碰撞层上, 而只在一个碰撞掩" +"码上. 这是为了让 :ref:`KinematicBody <class_KinematicBody>` 不会影响场景中的" +"其他 :ref:`PhysicsBody <class_PhysicsBody>` 节点, 但它仍然会被 :ref:" "`PhysicsBody <class_PhysicsBody>` 节点影响." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:794 @@ -1518,8 +1524,8 @@ msgid "" "<class_KinematicBody>` node to detect the collision point and normal when " "the sword collides with something in the scene." msgstr "" -"使用 ``Damage_Body`` :ref:`KinematicBody <class_KinematicBody>`节点来检测剑与" -"场景中的东西碰撞时的碰撞点和法线." +"使用 ``Damage_Body`` :ref:`KinematicBody <class_KinematicBody>` 节点来检测剑" +"与场景中的东西碰撞时的碰撞点和法线." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:796 msgid "" @@ -1529,10 +1535,10 @@ msgid "" "<class_KinematicBody>` this way means we can detect exactly where the sword " "collided with other :ref:`PhysicsBody <class_PhysicsBody>` nodes." msgstr "" -"虽然从性能的角度来看,这可能不是获得碰撞信息的最佳方式,但它确实给了我们很多信" -"息,可以用来进行后处理!使用 :ref:`KinematicBody <class_KinematicBody>`这种方式" -"意味着我们可以准确检测到剑与其他 :ref:`PhysicsBody <class_PhysicsBody>` 节点" -"碰撞的位置." +"虽然从性能的角度来看, 这可能不是获得碰撞信息的最佳方式, 但它确实给了我们很多" +"信息, 可以用来进行后处理!使用 :ref:`KinematicBody <class_KinematicBody>` 这种" +"方式意味着我们可以准确检测到剑与其他 :ref:`PhysicsBody <class_PhysicsBody>` " +"节点碰撞的位置." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:799 msgid "" @@ -1540,8 +1546,8 @@ msgid "" "``Sword`` :ref:`RigidBody <class_RigidBody>` node and make a new script " "called ``Sword.gd``. Add the following code:" msgstr "" -"这确实是剑的场景中唯一值得注意的地方.选择 `Sword` :ref:`RigidBody " -"<class_RigidBody>` 节点,并制作一个名为 ``Sword.gd`` 的新脚本.添加以下代码:" +"这确实是剑的场景中唯一值得注意的地方. 选择 `Sword` :ref:`RigidBody " +"<class_RigidBody>` 节点, 并制作一个名为 ``Sword.gd`` 的新脚本. 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:840 msgid "Let's go over how this script works!" @@ -1559,18 +1565,19 @@ msgid "" "``VR_Interactable_Rigidbody`` can be called when this object is held by a VR " "controller." msgstr "" -"和其他特殊的 :ref:`RigidBody <class_RigidBody>`节点一样,剑扩展了 " -"``VR_Interactable_Rigidbody`` ,这样VR控制器就知道这个对象可以被交互,当这个对" -"象被VR控制器持有时, ``VR_Interactable_Rigidbody`` 中定义的函数可以被调用." +"和其他特殊的 :ref:`RigidBody <class_RigidBody>` 节点一样, 剑扩展了 " +"``VR_Interactable_Rigidbody`` , 这样VR控制器就知道这个对象可以被交互, 当这个" +"对象被VR控制器持有时, ``VR_Interactable_Rigidbody`` 中定义的函数可以被调用." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 +#, fuzzy msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr "" -"``SWORD_DAMAGE`` :一个常数,用于定义剑的伤害量.每次调用\"``_physics_process`` " -"时,被剑碰到的每个对象都会受到伤害" +"``SWORD_DAMAGE`` : 一个常数, 用于定义剑的伤害量. 每次调用" +"\"``_physics_process`` 时, 被剑碰到的每个对象都会受到伤害" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:852 msgid "" @@ -1578,8 +1585,9 @@ msgid "" "ref:`RigidBody <class_RigidBody>` nodes when the sword collides with a :ref:" "`PhysicsBody <class_PhysicsBody>`." msgstr "" -"``COLLISION_FORCE`` :一个常数,定义当剑与 :ref:`RigidBody <class_RigidBody>` " -"节点相撞时,施加在 :ref:`PhysicsBody <class_PhysicsBody>` 节点上的力的大小." +"``COLLISION_FORCE`` : 一个常数, 定义当剑与 :ref:`RigidBody " +"<class_RigidBody>` 节点相撞时, 施加在 :ref:`PhysicsBody <class_PhysicsBody>` " +"节点上的力的大小." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:853 msgid "" @@ -1587,8 +1595,8 @@ msgid "" "<class_KinematicBody>` node used to detect whether the sword is stabbing a :" "ref:`PhysicsBody <class_PhysicsBody>` node or not." msgstr "" -"``damage_body`` :一个变量,用于存放 :ref:`KinematicBody " -"<class_KinematicBody>` 节点,用于检测剑是否刺中了 :ref:`PhysicsBody " +"``damage_body`` : 一个变量, 用于存放 :ref:`KinematicBody " +"<class_KinematicBody>` 节点, 用于检测剑是否刺中了 :ref:`PhysicsBody " "<class_PhysicsBody>` 节点." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:854 @@ -1597,8 +1605,8 @@ msgid "" "<class_AudioStreamPlayer3D>` node used to play a sound when the sword " "collides with something." msgstr "" -"``sword_noise`` :一个变量,用来存放 :ref:`AudioStreamPlayer3D " -"<class_AudioStreamPlayer3D>` 节点,当剑与某物碰撞时,用来播放声音." +"``sword_noise`` : 一个变量, 用来存放 :ref:`AudioStreamPlayer3D " +"<class_AudioStreamPlayer3D>` 节点, 当剑与某物碰撞时, 用来播放声音." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:860 msgid "" @@ -1610,10 +1618,10 @@ msgid "" "sword will not be detected." msgstr "" "我们在 ``_ready`` 函数中所做的就是获取 ``Damage_Body`` :ref:`KinematicBody " -"<class_KinematicBody>`节点,并将其分配给 ``damage_body`` .因为我们不想让剑检测" -"到与剑的根部 :ref:`RigidBody <class_RigidBody>` 节点的碰撞,所以我们在 " -"``damage_body`` 上调用 ``add_collision_exception_with`` ,并传递 ``self`` ,这" -"样剑的根部就不会被检测到." +"<class_KinematicBody>` 节点, 并将其分配给 ``damage_body`` . 因为我们不想让剑" +"检测到与剑的根部 :ref:`RigidBody <class_RigidBody>` 节点的碰撞, 所以我们在 " +"``damage_body`` 上调用 ``add_collision_exception_with`` , 并传递 ``self`` , " +"这样剑的根部就不会被检测到." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:864 msgid "" @@ -1621,8 +1629,8 @@ msgid "" "node for the sword collision sound and apply it to the ``sword_noise`` " "variable." msgstr "" -"最后,我们获得 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点的剑" -"碰撞声,并将其应用于 ``sword_noise`` 变量." +"最后, 我们获得 :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` 节点的" +"剑碰撞声, 并将其应用于 ``sword_noise`` 变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:870 msgid "" @@ -1635,12 +1643,12 @@ msgid "" "ref:`KinematicBody <class_KinematicBody>` generates collision info without " "actually causing any collisions within the collision world." msgstr "" -"首先,我们需要确定剑是否与某物相撞.为此,使用 ``damage_body`` 节点的 " -"``move_and_collide`` 函数.与通常使用 ``move_and_collide`` 不同的是,没有传递速" -"度,而是传递一个空的 :ref:`Vector3 <class_Vector3>`.因为不想让 " -"``damage_body`` 节点移动,所以将 ``test_only`` 参数(第四个参数)设置为 " -"``true`` ,这样 :ref:`KinematicBody <class_KinematicBody>`就会生成碰撞信息,而" -"不会在碰撞世界中造成任何碰撞." +"首先, 我们需要确定剑是否与某物相撞. 为此, 使用 ``damage_body`` 节点的 " +"``move_and_collide`` 函数. 与通常使用 ``move_and_collide`` 不同的是, 没有传递" +"速度, 而是传递一个空的 :ref:`Vector3 <class_Vector3>`. 因为不想让 " +"``damage_body`` 节点移动, 所以将 ``test_only`` 参数(第四个参数)设置为 " +"``true`` , 这样 :ref:`KinematicBody <class_KinematicBody>` 就会生成碰撞信息, " +"而不会在碰撞世界中造成任何碰撞." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:875 msgid "" @@ -1650,7 +1658,7 @@ msgid "" "``move_and_collide`` to a variable called ``collision_results``." msgstr "" "``move_and_collide`` 函数将返回一个 :ref:`KinematicCollision " -"<class_KinematicCollision>` 类,它有我们检测剑上碰撞所需的所有信息.我们将 " +"<class_KinematicCollision>` 类, 它有我们检测剑上碰撞所需的所有信息. 我们将 " "``move_and_collide`` 的返回值分配给一个叫做 ``collision_results`` 的变量." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:878 @@ -1659,8 +1667,8 @@ msgid "" "``collision_results`` is not equal to ``null``, then we know that the sword " "has collided with something." msgstr "" -"接下来我们检查 ``collision_results`` 是否不等于 ``null`` .如果 " -"``collision_results`` 不等于 ``null`` ,那么我们就知道这把剑与某物相撞了." +"接下来我们检查 ``collision_results`` 是否不等于 ``null`` . 如果 " +"``collision_results`` 不等于 ``null`` , 那么我们就知道这把剑与某物相撞了." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:880 msgid "" @@ -1670,10 +1678,10 @@ msgid "" "function called ``damage_body``, we call it and pass the amount of damage " "the sword does, ``SWORD_DAMAGE``, to it." msgstr "" -"然后,使用 ``has_method`` 函数检查与剑相撞的 :ref:`PhysicsBody " -"<class_PhysicsBody>` 是否有一个叫做 ``damage`` 的函数或方法.如果 :ref:" -"`PhysicsBody <class_PhysicsBody>` 有一个叫做 ``damage_body`` 的函数,就调用它," -"并把剑的伤害量 ``SWORD_DAMAGE`` 传递给它." +"然后, 使用 ``has_method`` 函数检查与剑相撞的 :ref:`PhysicsBody " +"<class_PhysicsBody>` 是否有一个叫做 ``damage`` 的函数或方法. 如果 :ref:" +"`PhysicsBody <class_PhysicsBody>` 有一个叫做 ``damage_body`` 的函数, 就调用" +"它, 并把剑的伤害量 ``SWORD_DAMAGE`` 传递给它." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:883 msgid "" @@ -1684,8 +1692,8 @@ msgid "" "if ``controller`` is equal to ``null``." msgstr "" "接下来检查剑碰撞的 :ref:`PhysicsBody <class_PhysicsBody>` 是否是一个 :ref:" -"`RigidBody <class_RigidBody>`.如果剑碰撞的是一个 :ref:`RigidBody " -"<class_RigidBody>` 节点,再通过检查 ``controller`` 是否等于 ``null`` 来查看剑" +"`RigidBody <class_RigidBody>`. 如果剑碰撞的是一个 :ref:`RigidBody " +"<class_RigidBody>` 节点, 再通过检查 ``controller`` 是否等于 ``null`` 来查看剑" "是否被VR控制器所持有." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:886 @@ -1700,12 +1708,12 @@ msgid "" "``collision_normal`` multiplied by the ``linear_velocity`` of the sword's :" "ref:`RigidBody <class_RigidBody>` node multiplied by ``COLLISION_FORCE``." msgstr "" -"如果VR控制器没有握住剑, ``controller`` 等于 ``null`` ,那么就使用 " -"``apply_impulse`` 函数移动剑碰撞的 :ref:`RigidBody <class_RigidBody>` 节点.对" -"于 ``apply_impulse`` 函数中的 ``position`` ,使用 ``collision_results`` 中 :" -"ref:`KinematicCollision <class_KinematicCollision>` 类中存储的 " -"``collision_position`` 变量.对于 ``apply_impulse`` 函数中的 ``velocity`` ,使" -"用 ``collision_normal`` 乘以剑的 :ref:`RigidBody <class_RigidBody>` 节点的 " +"如果VR控制器没有握住剑, ``controller`` 等于 ``null`` , 那么就使用 " +"``apply_impulse`` 函数移动剑碰撞的 :ref:`RigidBody <class_RigidBody>` 节点. " +"对于 ``apply_impulse`` 函数中的 ``position`` , 使用 ``collision_results`` " +"中 :ref:`KinematicCollision <class_KinematicCollision>` 类中存储的 " +"``collision_position`` 变量. 对于 ``apply_impulse`` 函数中的 ``velocity`` , " +"使用 ``collision_normal`` 乘以剑的 :ref:`RigidBody <class_RigidBody>` 节点的 " "``linear_velocity`` 乘以 ``COLLISION_FORCE`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:891 @@ -1720,12 +1728,12 @@ msgid "" "``collision_normal`` multiplied by the VR controller's velocity multiplied " "by ``COLLISION_FORCE``." msgstr "" -"如果剑被VR控制器握着, ``controller`` 不等于 ``null`` ,那么就使用 " -"``apply_impulse`` 函数移动剑碰撞的 :ref:`RigidBody <class_RigidBody>` 节点.对" -"于 ``apply_impulse`` 函数中的 ``position`` ,使用 ``collision_results`` 中 :" -"ref:`KinematicCollision <class_KinematicCollision>` 类中存储的 " -"``collision_position`` 变量.对于 ``apply_impulse`` 函数的 ``velocity`` ,使用 " -"``collision_normal`` 乘以VR控制器的速度乘以 ``COLLISION_FORCE`` ." +"如果剑被VR控制器握着, ``controller`` 不等于 ``null`` , 那么就使用 " +"``apply_impulse`` 函数移动剑碰撞的 :ref:`RigidBody <class_RigidBody>` 节点. " +"对于 ``apply_impulse`` 函数中的 ``position`` , 使用 ``collision_results`` " +"中 :ref:`KinematicCollision <class_KinematicCollision>` 类中存储的 " +"``collision_position`` 变量. 对于 ``apply_impulse`` 函数的 ``velocity`` , 使" +"用 ``collision_normal`` 乘以VR控制器的速度乘以 ``COLLISION_FORCE`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:895 msgid "" @@ -1733,8 +1741,8 @@ msgid "" "a :ref:`RigidBody <class_RigidBody>` or not, we play the sound of the sword " "colliding with something by calling ``play`` on ``sword_noise``." msgstr "" -"最后,不管 :ref:`PhysicsBody <class_PhysicsBody>`是不是 :ref:`RigidBody " -"<class_RigidBody>`,通过调用 ``sword_noise`` 上的 ``play`` 来播放剑与物品碰撞" +"最后, 不管 :ref:`PhysicsBody <class_PhysicsBody>` 是不是 :ref:`RigidBody " +"<class_RigidBody>`, 通过调用 ``sword_noise`` 上的 ``play`` 来播放剑与物品碰撞" "的声音." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:900 @@ -1745,7 +1753,7 @@ msgstr "剑完毕" msgid "" "With that done, you can now slice through the targets! You can find the " "sword in the corner in between the shotgun and the pistol." -msgstr "完成后,您现在可以切入目标了! 您可以在霰弹枪和手枪之间的角落找到剑." +msgstr "完成后, 您现在可以切入目标了! 您可以在霰弹枪和手枪之间的角落找到剑." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:909 msgid "Updating the target UI" @@ -1762,8 +1770,8 @@ msgid "" "keep this tutorial from becoming too long, we will not be covering the scene " "setup in this tutorial." msgstr "" -"打开 ``Main_VR_GUI.tscn`` ,可以在 ``Scenes`` 文件夹中找到它.如果想了解场景是" -"如何设置的,但为了不让本教程变得太长,不在本教程中介绍." +"打开 ``Main_VR_GUI.tscn`` , 可以在 ``Scenes`` 文件夹中找到它. 如果想了解场景" +"是如何设置的, 但为了不让本教程变得太长, 不在本教程中介绍." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:916 msgid "" @@ -1771,8 +1779,9 @@ msgid "" "``Base_Control`` node. Add a new script called ``Base_Control.gd``, and add " "the following:" msgstr "" -"展开 ``GUI`` :ref:`Viewport <class_Viewport>` 节点,然后选择 ``Base_Control`` " -"节点.添加一个新的脚本,名为 ``Base_Control.gd`` ,并添加以下内容:" +"展开 ``GUI`` :ref:`Viewport <class_Viewport>` 节点, 然后选择 " +"``Base_Control`` 节点. 添加一个新的脚本, 名为 ``Base_Control.gd`` , 并添加以" +"下内容:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:937 msgid "Let's go over how this script works real quick." @@ -1785,8 +1794,8 @@ msgid "" "variable. Next, we get ``Game.gd`` by using ``get_tree().root`` and assign " "``sphere_ui`` to this script." msgstr "" -"首先,在 ``_ready`` 中,我们获得 :ref:`Label <class_Label>` ,显示还剩下多少个球" -"体,并将其分配给 ``sphere_count_label`` 类变量.接下来,我们通过使用 " +"首先, 在 ``_ready`` 中, 我们获得 :ref:`Label <class_Label>` , 显示还剩下多少" +"个球体, 并将其分配给 ``sphere_count_label`` 类变量. 接下来, 我们通过使用 " "``get_tree().root`` 获得 ``Game.gd`` 并将 ``sphere_ui`` 分配给这个脚本." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:942 @@ -1796,9 +1805,9 @@ msgid "" "spheres are still left in the world. If there are no more spheres remaining, " "we change the text and congratulate the player." msgstr "" -"在 ``update_ui`` 中,我们改变球体 :ref:`Label <class_Label>` 的文本.如果至少还" -"有一个球体,我们改变文本以显示世界上还剩下多少球体.如果没有剩余的球体了,我们改" -"变文本并祝贺玩家." +"在 ``update_ui`` 中, 我们改变球体 :ref:`Label <class_Label>` 的文本. 如果至少" +"还有一个球体, 我们改变文本以显示世界上还剩下多少球体. 如果没有剩余的球体了, " +"我们改变文本并祝贺玩家." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:948 msgid "Adding the final special RigidBody" @@ -1808,7 +1817,7 @@ msgstr "添加最终的特殊RigidBody" msgid "" "Finally, before we finish this tutorial, let's add a way to reset the game " "while in VR." -msgstr "最后,在我们完成本教程之前,让我们添加一种在VR中重置游戏的方法." +msgstr "最后, 在我们完成本教程之前, 让我们添加一种在VR中重置游戏的方法." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:952 msgid "" @@ -1816,9 +1825,9 @@ msgid "" "``Reset_Box`` :ref:`RigidBody <class_RigidBody>` node and make a new script " "called ``Reset_Box.gd``. Add the following code:" msgstr "" -"在 ``Scenes`` 中找到并打开 ``Reset_Box.tscn`` .选择 ``Reset_Box`` :ref:" -"`RigidBody <class_RigidBody>` 节点,并创建一个名为 ``Reset_Box.gd`` 的新脚本." -"添加以下代码:" +"在 ``Scenes`` 中找到并打开 ``Reset_Box.tscn`` . 选择 ``Reset_Box`` :ref:" +"`RigidBody <class_RigidBody>` 节点, 并创建一个名为 ``Reset_Box.gd`` 的新脚" +"本. 添加以下代码:" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:990 msgid "Let's quickly go over how this script works." @@ -1833,8 +1842,8 @@ msgid "" "Like with the other special :ref:`RigidBody <class_RigidBody>`-based objects " "we've created, the reset box extends ``VR_Interactable_Rigidbody``." msgstr "" -"就像我们创建的其他特殊的 :ref:`RigidBody <class_RigidBody>` 的对象一样,重置框" -"扩展了 ``VR_Interactable_Rigidbody`` ." +"就像我们创建的其他特殊的 :ref:`RigidBody <class_RigidBody>` 的对象一样, 重置" +"框扩展了 ``VR_Interactable_Rigidbody`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:998 msgid "" @@ -1858,9 +1867,9 @@ msgid "" "we can reset the position, rotation, and scale of the reset box object to " "this initial transform when enough time has passed." msgstr "" -"在 ``_ready`` 函数中,我们所做的只是在场景开始时存储重置位置的 " -"``global_transform`` .这样就可以在时间足够长时,将重置框对象的位置、旋转和比例" -"重置为这个初始变换." +"在 ``_ready`` 函数中, 我们所做的只是在场景开始时存储重置位置的 " +"``global_transform`` . 这样就可以在时间足够长时, 将重置框对象的位置, 旋转和比" +"例重置为这个初始变换." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1005 msgid "" @@ -1872,11 +1881,11 @@ msgid "" "so the reset box is back in its initial position. We then set " "``reset_timer`` to ``0``." msgstr "" -"在 ``_physics_process`` 函数中,代码检查重置框的初始位置到重置框的当前位置是否" -"比 ``RESET_MIN_DISTANCE`` 远.如果远,那么它就开始增加 ``reset_timer`` 时间 " -"``delta`` .一旦 ``reset_timer`` 大于或等于 ``reset_TIME`` ,就把 " -"``global_transform`` 重置为 ``start_transform`` ,这样复位框就回到了初始位置." -"然后将 ``reset_timer`` 设置为 ``0`` ." +"在 ``_physics_process`` 函数中, 代码检查重置框的初始位置到重置框的当前位置是" +"否比 ``RESET_MIN_DISTANCE`` 远. 如果远, 那么它就开始增加 ``reset_timer`` 时" +"间 ``delta`` . 一旦 ``reset_timer`` 大于或等于 ``reset_TIME`` , 就把 " +"``global_transform`` 重置为 ``start_transform`` , 这样复位框就回到了初始位" +"置. 然后将 ``reset_timer`` 设置为 ``0`` ." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1009 msgid "" @@ -1885,7 +1894,7 @@ msgid "" "everything." msgstr "" "``interact`` 函数只是使用 ``get_tree().change_scene`` 重新加载 ``Game.tscn`` " -"场景,这将重新加载游戏场景,重置所有." +"场景, 这将重新加载游戏场景, 重置所有." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1011 msgid "" @@ -1895,8 +1904,8 @@ msgid "" "reset." msgstr "" "最后, ``dropped`` 函数将 ``global_transform`` 重设为 ``start_transform`` 中的" -"初始变换,这样复位框就有了初始位置旋转.然后将 ``reset_timer`` 设置为 ``0`` ,这" -"样就复位了计时器." +"初始变换, 这样复位框就有了初始位置旋转. 然后将 ``reset_timer`` 设置为 " +"``0`` , 这样就复位了计时器." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1016 msgid "Reset box finished" @@ -1907,14 +1916,14 @@ msgid "" "With that done, when you grab and interact with the reset box, the entire " "scene will reset/restart and you can destroy all the targets again!" msgstr "" -"完成这些后,当你抓起复位盒并与之互动时,整个场景将重置/重启,你可以再次摧毁所有" -"的目标!" +"完成这些后, 当你抓起复位盒并与之互动时, 整个场景将重置/重启, 你可以再次摧毁所" +"有的目标!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1020 msgid "" "Resetting the scene abruptly without any sort of transition can lead to " "discomfort in VR." -msgstr "在没有任何形式过渡的情况下,突然重置场景会导致VR中的不适感." +msgstr "在没有任何形式过渡的情况下, 突然重置场景会导致VR中的不适感." #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1025 msgid "Final notes" @@ -1933,10 +1942,10 @@ msgid "" "can be expanded on to make puzzle games, action games, story-based games, " "and more!" msgstr "" -"现在你有一个完全可以工作的VR项目,有多种不同类型的特殊 :ref:`RigidBody " -"<class_RigidBody>` 的节点可供使用和扩展.希望这将有助于作为在Godot中制作功能齐" -"全的VR游戏,本教程介绍中详述的代码和概念可以扩展到制作益智游戏、动作游戏、基于" -"故事的游戏等!" +"现在你有一个完全可以工作的VR项目, 有多种不同类型的特殊 :ref:`RigidBody " +"<class_RigidBody>` 的节点可供使用和扩展. 希望这将有助于作为在Godot中制作功能" +"齐全的VR游戏, 本教程介绍中详述的代码和概念可以扩展到制作益智游戏, 动作游戏, " +"基于故事的游戏等!" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1035 msgid "" @@ -1944,5 +1953,5 @@ msgid "" "`OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_, " "under the releases tab!" msgstr "" -"你可以在 `OpenVR GitHub 仓库<https://github.com/GodotVR/godot_openvr_fps>`_ ," -"所发布标签中下载本系列教程的成品项目!" +"你可以在 `OpenVR GitHub 仓库 <https://github.com/GodotVR/" +"godot_openvr_fps>`_ , 所发布标签中下载本系列教程的成品项目!" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/zh_TW/LC_MESSAGES/about/docs_changelog.po index a80e49df1e..86c4f4e92a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/faq.po b/sphinx/po/zh_TW/LC_MESSAGES/about/faq.po index e04ff44b1e..a73aaa110b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/faq.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -250,11 +250,12 @@ msgstr "" "GDScript 功能的完整簡介。" #: ../../docs/about/faq.rst:102 +#, fuzzy msgid "" "There are several reasons to use GDScript--especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title--but the most salient reason is the overall **reduction of " -"complexity.**" +"complexity**." msgstr "" "有很多使用 GDScript 的理由,尤其是在 Prototype 時、專案 Alpha/Beta 階段,或是" "還沒做好 3A 大作的階段。但最重要的理由就是 GDScript 能 **降低整體的複雜度**。" @@ -894,7 +895,8 @@ msgid "" msgstr "" #: ../../docs/about/faq.rst:413 -msgid "Why does Godot not use STL (Standard Template Library)" +#, fuzzy +msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Godot 怎麼不用 STL" #: ../../docs/about/faq.rst:415 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/index.po b/sphinx/po/zh_TW/LC_MESSAGES/about/index.po index d315ada904..f2bb31f47d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/introduction.po b/sphinx/po/zh_TW/LC_MESSAGES/about/introduction.po index a3f7dd2a25..0187f61af0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/list_of_features.po b/sphinx/po/zh_TW/LC_MESSAGES/about/list_of_features.po index ac144440dc..71a1456a76 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -798,7 +798,8 @@ msgstr "" "理器核心。" #: ../../docs/about/list_of_features.rst:312 -msgid ":ref:`C#: <toc-learn-scripting-gdscript>`" +#, fuzzy +msgid ":ref:`C#: <toc-learn-scripting-C#>`" msgstr ":ref:`C#: <toc-learn-scripting-gdscript>`" #: ../../docs/about/list_of_features.rst:314 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/release_policy.po b/sphinx/po/zh_TW/LC_MESSAGES/about/release_policy.po index b3c3f3166a..6a7cec0ebf 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/zh_TW/LC_MESSAGES/about/troubleshooting.po index 73dd2c79c4..79003d377d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/about/troubleshooting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/about/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -109,10 +109,23 @@ msgstr "" "重新接上。" #: ../../docs/about/troubleshooting.rst:47 +msgid "" +"Editor tooltips in the Inspector and Node docks blink when they're displayed." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "" +"This is a `known issue <https://github.com/godotengine/godot/" +"issues/32990>`__ caused by the third-party Stardock Fences application on " +"Windows. The only known workaround is to disable Stardock Fences while using " +"Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:54 msgid "The Godot editor appears frozen after clicking the system console." msgstr "點擊系統主控台後,Godot 編輯器沒有回應。" -#: ../../docs/about/troubleshooting.rst:49 +#: ../../docs/about/troubleshooting.rst:56 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " @@ -124,41 +137,41 @@ msgstr "" "了 **選擇模式** 。這個行為只會發生在 Windows 上,會暫停應用程式來讓使用者可選" "擇系統主控台內的文字。Godot 無法複寫此一系統特定的行為。" -#: ../../docs/about/troubleshooting.rst:54 +#: ../../docs/about/troubleshooting.rst:61 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." msgstr "要解決此問題,請選擇系統主控台視窗,並按一下 Enter 鍵來離開選擇模式。" -#: ../../docs/about/troubleshooting.rst:58 +#: ../../docs/about/troubleshooting.rst:65 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the project " "manager and editor window." msgstr "" -#: ../../docs/about/troubleshooting.rst:60 +#: ../../docs/about/troubleshooting.rst:67 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" -#: ../../docs/about/troubleshooting.rst:62 +#: ../../docs/about/troubleshooting.rst:69 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" -#: ../../docs/about/troubleshooting.rst:65 +#: ../../docs/about/troubleshooting.rst:72 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" -#: ../../docs/about/troubleshooting.rst:69 +#: ../../docs/about/troubleshooting.rst:76 msgid "The project window appears blurry, unlike the editor." msgstr "專案視窗看起來很模式,編輯器則不會。" -#: ../../docs/about/troubleshooting.rst:71 +#: ../../docs/about/troubleshooting.rst:78 msgid "" "Unlike the editor, the project isn't marked as DPI-aware by default. This is " "done to improve performance, especially on integrated graphics, where " @@ -167,7 +180,7 @@ msgstr "" "專案視窗與編輯器不同,預設情況下不會依據 DPI 做調整。這個特性是為了提升效能," "特別是內顯在 hiDPI 下算繪 3D 場景時很慢。" -#: ../../docs/about/troubleshooting.rst:75 +#: ../../docs/about/troubleshooting.rst:82 msgid "" "To resolve this, open **Project > Project Settings** and enable **Display > " "Window > Dpi > Allow Hidpi**. On top of that, make sure your project is " @@ -177,11 +190,11 @@ msgstr "" "[Dpi] > [Allow Hidpi]** 。除此之外,請確保專案有設定好 :ref:`多解析度 " "<doc_multiple_resolutions>` 支援。" -#: ../../docs/about/troubleshooting.rst:80 +#: ../../docs/about/troubleshooting.rst:87 msgid "The project window doesn't appear centered when I run the project." msgstr "執行專案時,專案視窗沒有顯示在正中間。" -#: ../../docs/about/troubleshooting.rst:82 +#: ../../docs/about/troubleshooting.rst:89 msgid "" "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. " "To resolve this, open **Project > Project Settings** and enable **Display > " @@ -193,13 +206,13 @@ msgstr "" "**[Display] > [Window] > [Dpi] > [Allow Hidpi]** 。除此之外,請確保專案有設定" "好 :ref:`多解析度 <doc_multiple_resolutions>` 支援。" -#: ../../docs/about/troubleshooting.rst:88 +#: ../../docs/about/troubleshooting.rst:95 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy." msgstr "專案可以從編輯器裡執行,但是從匯出的版本執行時無法載入某些檔案。" -#: ../../docs/about/troubleshooting.rst:90 +#: ../../docs/about/troubleshooting.rst:97 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " @@ -214,7 +227,7 @@ msgstr "" "則需要在非資源匯出篩選器內指定 ``*.json`` 。更多資訊請參考 :ref:" "`doc_exporting_projects_export_mode` 。" -#: ../../docs/about/troubleshooting.rst:97 +#: ../../docs/about/troubleshooting.rst:104 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "<doc_project_organization_case_sensitivity>` issues. If you reference a " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/channels.po b/sphinx/po/zh_TW/LC_MESSAGES/community/channels.po index d8483ef09f..eed84e3d51 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/channels.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -123,7 +123,7 @@ msgstr "各語言社群" #: ../../docs/community/channels.rst:37 msgid "" -"See the `User groups <https://godotengine.org/community/user-groups>` page " +"See the `User groups <https://godotengine.org/community/user-groups>`_ page " "of the website for a list of local communities." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 1b903ecaab..886bd34883 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bisecting_regressions.po index af8736b1d0..d51941b427 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index cd29f24a5c..c071b8b100 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/building_the_manual.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/building_the_manual.po new file mode 100644 index 0000000000..64600ed8d0 --- /dev/null +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/building_the_manual.po @@ -0,0 +1,145 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: zh_TW\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/building_the_manual.rst:4 +#, fuzzy +msgid "Building the manual with Sphinx" +msgstr "建置 Mono 執行環境" + +#: ../../docs/community/contributing/building_the_manual.rst:6 +msgid "" +"This page explains how to build a local copy of the Godot manual using the " +"Sphinx docs engine. This allows you to have local HTML files and build the " +"documentation as a PDF, EPUB, or LaTeX file, for example." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:10 +msgid "To get started, you need to:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:12 +#, fuzzy +msgid "" +"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/" +">`__." +msgstr "" +"在這份文件之外,你可能也會想看看 `Godot 的 demo 專案 <https://github.com/" +"godotengine/godot-demo-projects>`_。" + +#: ../../docs/community/contributing/building_the_manual.rst:13 +#, fuzzy +msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__" +msgstr "`Python 3.5+ <https://www.python.org/>`__ 。" + +#: ../../docs/community/contributing/building_the_manual.rst:14 +msgid "" +"To build the docs as HTML files, install the `readthedocs.org theme <https://" +"github.com/snide/sphinx_rtd_theme>`__." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:16 +#, fuzzy +msgid "" +"Install the Sphinx extensions defined in the `godot-docs repository <https://" +"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file." +msgstr "" +"在這份文件之外,你可能也會想看看 `Godot 的 demo 專案 <https://github.com/" +"godotengine/godot-demo-projects>`_。" + +#: ../../docs/community/contributing/building_the_manual.rst:19 +msgid "" +"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager " +"to install all these tools. It comes pre-installed with `Python <https://www." +"python.org/>`__. Ensure that you install and use Python 3. Here are the " +"commands to clone the repository and then install all requirements." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:29 +msgid "" +"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " +"because you generally have both Python 2 and 3 installed on your system. " +"Alternatively, you can explicitly ask Python 3 to execute its version of pip " +"as a module like so: ``python3 -m pip``." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:34 +msgid "" +"With the programs installed, you can build the HTML documentation from the " +"root folder of this repository with the following command:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:45 +#, fuzzy +msgid "If you run into errors, you may try the following command:" +msgstr "若要從 GitHub 上 Clone 你的 Fork,請使用下列指令:" + +#: ../../docs/community/contributing/building_the_manual.rst:51 +msgid "" +"Building the documentation requires at least 8 GB of RAM to run without disk " +"swapping, which slows it down. If you have at least 16 GB of RAM, you can " +"speed up compilation by running:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:63 +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:66 +msgid "" +"You can then browse the documentation by opening ``_build/html/index.html`` " +"in your web browser." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:69 +msgid "" +"In case you of a ``MemoryError`` or ``EOFError``, you can remove the " +"``classes/`` folder and run ``make`` again. This will drop the class " +"references from the final HTML documentation but will keep the rest intact." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:73 +msgid "" +"If you delete the ``classes/`` folder, do not use ``git add .`` when working " +"on a pull request or the whole ``classes/`` folder will be removed when you " +"commit. See `#3157 <https://github.com/godotengine/godot-docs/" +"issues/3157>`__ for more detail." +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:79 +msgid "" +"Alternatively, you can build the documentation by running the sphinx-build " +"program manually:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:87 +msgid "Building with Sphinx and virtualenv" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:89 +msgid "" +"If you want your Sphinx installation scoped to the project, you can install " +"sphinx-build using virtualenv. To do so, run this command from this " +"repository's root folder:" +msgstr "" + +#: ../../docs/community/contributing/building_the_manual.rst:99 +msgid "Then, run ``make html`` as shown above." +msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/code_style_guidelines.po index f3153746c6..f8c50a96e1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index ca90ba0e99..a28736e27d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/documentation_guidelines.po index 17d54e5a24..4bbf57ead0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/editor_and_docs_localization.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/editor_and_docs_localization.po index a97a5a124d..998b9b676e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/editor_and_docs_localization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/index.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/index.po index 561d0d4893..05f32e651c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/pr_workflow.po index 67fed1547a..0c2eaf7fdd 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/testing_pull_requests.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/testing_pull_requests.po index 49b4be1e5e..505dc308e4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/testing_pull_requests.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 1decc20345..93475d5a1c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/ways_to_contribute.po index cfc8e31b40..de8963e24d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/community/tutorials.po b/sphinx/po/zh_TW/LC_MESSAGES/community/tutorials.po index 05d8ae31e0..8c91455a92 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -151,21 +151,13 @@ msgstr "" #: ../../docs/community/tutorials.rst:31 msgid "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D and 3D, GDScript, VisualScript and C#)." -msgstr "" -"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ " -"(2D 與 3D, GDScript, VisualScript 與 C#)。" - -#: ../../docs/community/tutorials.rst:32 -msgid "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D and 3D, GDScript and VisualScript)." msgstr "" "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/" "playlists>`__ (2D 與 3D, GDScript 與 VisualScript)。" -#: ../../docs/community/tutorials.rst:33 +#: ../../docs/community/tutorials.rst:32 msgid "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)." @@ -173,7 +165,7 @@ msgstr "" "`Mister Taft Creates <https://www.youtube.com/playlist?" "list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:34 +#: ../../docs/community/tutorials.rst:33 #, fuzzy msgid "" "`Miziziziz <https://www.youtube.com/playlist?" @@ -182,7 +174,7 @@ msgstr "" "`Miziziziz <https://www.youtube.com/playlist?" "list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:35 +#: ../../docs/community/tutorials.rst:34 msgid "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)." @@ -190,7 +182,7 @@ msgstr "" "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?" "list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)。" -#: ../../docs/community/tutorials.rst:36 +#: ../../docs/community/tutorials.rst:35 msgid "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)." @@ -198,7 +190,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:37 +#: ../../docs/community/tutorials.rst:36 msgid "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript and VisualScript)." @@ -206,7 +198,7 @@ msgstr "" "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, " "GDScript 與 VisualScript)。" -#: ../../docs/community/tutorials.rst:38 +#: ../../docs/community/tutorials.rst:37 msgid "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)." @@ -214,7 +206,7 @@ msgstr "" "`TheBuffED <https://www.youtube.com/watch?" "v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:38 msgid "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)." @@ -222,7 +214,7 @@ msgstr "" "`Code with Tom <https://www.youtube.com/playlist?" "list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D 與 3D, GDScript)。" -#: ../../docs/community/tutorials.rst:40 +#: ../../docs/community/tutorials.rst:39 #, fuzzy msgid "" "`BornCG <https://www.youtube.com/playlist?" @@ -231,7 +223,7 @@ msgstr "" "`BornCG <https://www.youtube.com/playlist?" "list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)。" -#: ../../docs/community/tutorials.rst:41 +#: ../../docs/community/tutorials.rst:40 #, fuzzy msgid "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and " @@ -240,7 +232,7 @@ msgstr "" "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, " "3D, GDScript, 著色器)。" -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:41 #, fuzzy msgid "" "`TheGuideKnight <https://www.youtube.com/playlist?" @@ -249,7 +241,7 @@ msgstr "" "`Pigdev <https://www.youtube.com/playlist?" "list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:43 +#: ../../docs/community/tutorials.rst:42 #, fuzzy msgid "" "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ " @@ -258,35 +250,35 @@ msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:43 #, fuzzy msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)." msgstr "" "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/" "videos>`_ (2D, GDScript)。" -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:46 msgid "Text tutorials" msgstr "文字教學" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:48 #, fuzzy msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__" msgstr "\\ `Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" msgstr "\\ `Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:50 msgid "`Steincodes <https://steincodes.tumblr.com>`__" msgstr "\\ `Steincodes <https://steincodes.tumblr.com>`__" -#: ../../docs/community/tutorials.rst:54 +#: ../../docs/community/tutorials.rst:53 msgid "Devlogs" msgstr "開發日誌" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:55 msgid "" "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" @@ -294,7 +286,7 @@ msgstr "" "`Andrea Catania (物理 & AI) <https://www.youtube.com/channel/" "UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:56 msgid "" "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" @@ -302,11 +294,11 @@ msgstr "" "\\ `Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-" "vJC011lYw/videos>`_" -#: ../../docs/community/tutorials.rst:60 +#: ../../docs/community/tutorials.rst:59 msgid "Resources" msgstr "資源" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:61 #, fuzzy msgid "" "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " @@ -315,7 +307,7 @@ msgstr "" "\\ `awesome-godot: A curated list of resources by Calinou <https://github." "com/Calinou/awesome-godot>`_" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:62 msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "<https://godot-engine.zeef.com/andre.antonio.schmitz>`_" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_android.po index d66e1ff6f8..802f1a2345 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_ios.po index 8cb0967dae..a218812ce9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_osx.po index bfb0271e5c..95e285ee69 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 7558553b88..a08875de1a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_web.po index b2ea03dae7..1cb1c64f2c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_windows.po index 8844fe6b87..999d9f9561 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_x11.po index 9a3b048f23..7d403a701f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_mono.po index ec6b31fda2..35b73aac69 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index cd71714a79..debc629c8a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 81269d00a1..dca3142e33 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/getting_source.po index cb7106acf3..1e501f1426 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -80,7 +80,7 @@ msgid "" "the following in a terminal:" msgstr "如果是使用 ``git`` 命令行指令,可以通過在終端機內輸入下列指令來完成:" -#: ../../docs/development/compiling/getting_source.rst:36 +#: ../../docs/development/compiling/getting_source.rst:38 msgid "" "For any stable release, visit the `release page <https://github.com/" "godotengine/godot/releases>`__ and click on the link for the release you " @@ -91,18 +91,18 @@ msgstr "" "godot/releases>`__ 並點擊所需的釋出版本連結。可以通過該頁面來下載並解壓縮原始" "碼。" -#: ../../docs/development/compiling/getting_source.rst:40 +#: ../../docs/development/compiling/getting_source.rst:42 msgid "" "With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` argument::" +"or tag after the ``--branch`` (or just ``-b``) argument::" msgstr "" -#: ../../docs/development/compiling/getting_source.rst:49 +#: ../../docs/development/compiling/getting_source.rst:51 msgid "" "There are also generally branches besides ``master`` for each major version." msgstr "除了 ``master`` 之外,通常各個主要版本也都有各自的分支。" -#: ../../docs/development/compiling/getting_source.rst:51 +#: ../../docs/development/compiling/getting_source.rst:53 msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot <doc_introduction_to_the_buildsystem>`." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/index.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/index.po index 3260272c81..225bbba7cb 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 84d0a8df0f..d71bc94834 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/optimizing_for_size.po index be7c41b40c..ccdb85a017 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 9c9b1f5ab9..bb2c6962ea 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -77,11 +77,12 @@ msgid "" msgstr "接著,我們需要建立 ``SCsub`` 檔案,這樣一來建置系統才能編譯此模組:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:121 +#, fuzzy msgid "" "You'll need to install the external library on your machine to get the .a " -"library files. See the library's official documentation for specific " -"instructions on how to do this for your operation system. We've included " -"the installation commands for Linux below, for reference." +"library files. See the library's official documentation for specific " +"instructions on how to do this for your operation system. We've included the " +"installation commands for Linux below, for reference." msgstr "" "要取得 .a 函式庫檔案,則需要在機器上安裝外部函式庫。請參考該函式庫的官方說明" "文件以瞭解如何在作業系統上安裝的說明。作為參考,我們在此包含了於 Linux 上安裝" @@ -100,10 +101,11 @@ msgstr "" "的,有些檔案對於 Godot 來說可能會有點問題。請務必檢查授權條款與服務條款。" #: ../../docs/development/cpp/binding_to_external_libraries.rst:137 +#, fuzzy msgid "" "The external library will also need to be installed inside your module to " "make the source files accessible to the compiler, while also keeping the " -"module code self-contained. The festival and speech_tools libraries can be " +"module code self-contained. The festival and speech_tools libraries can be " "installed from the modules/tts/ directory via git using the following " "commands:" msgstr "" @@ -121,10 +123,11 @@ msgstr "" "料夾內) 加為子模組 (Submodule) 來將這些函式庫連結過來,如下所示:" #: ../../docs/development/cpp/binding_to_external_libraries.rst:156 +#, fuzzy msgid "" -"Please note that Git submodules are not used in the Godot repository. If " -"you are developing a module to be merged into the main Godot repository, you " -"should not use submodules. If your module doesn't get merged in, you can " +"Please note that Git submodules are not used in the Godot repository. If you " +"are developing a module to be merged into the main Godot repository, you " +"should not use submodules. If your module doesn't get merged in, you can " "always try to implement the external library as a GDNative C++ plugin." msgstr "" "請注意,Godot 儲存庫中未使用到 Git 子模組。若你正在開發即將合併進 Godot 主儲" @@ -147,18 +150,18 @@ msgstr "" "若要為模組新增自定編譯器旗標,則需要先複製 ``env`` 變數,以免修改到整個 " "Godot 建置用的旗標 (進而導致發生錯誤)。下列為使用自定旗標的 ``SCsub`` 範例:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:196 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 msgid "The final module should look like this:" msgstr "最終的模組應該長這樣:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:214 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:217 msgid "Using the module" msgstr "使用模組" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:219 msgid "You can now use your newly created module from any script:" msgstr "現在,可以在任何腳本內使用剛才建立的模組了:" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:225 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:228 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "說出文字時,輸出應未 ``is_spoken: True`` 。" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po index ac98c8a069..fdb35052ef 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index f251af4e2a..75f0720ea4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 9cea16d12e..98208a3254 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po index 46467dc333..ba79ced39c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -232,9 +232,10 @@ msgstr "" "中的 **Use TAB character** 。" #: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +#, fuzzy msgid "" "That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " +"Blocks IDE. Remember to save the project file and the **Workspace**. If you " "run into any issues, ask for help in one of `Godot's community channels " "<https://godotengine.org/community>`__." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 899488dab3..e281a5b7ea 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index cc7a720027..72fa2f2a4f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 1fcbf8aeb2..d72d2ee76f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index f4d9ef6e49..4a6adb986f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index eaaa369648..2f686968d9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index ba72370c9a..d02f124d97 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/core_types.po index 01f1fa3fd8..13724e30f5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_audiostreams.po index 1444a4ecbb..863e06abe3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_godot_servers.po index 857653823b..32ec5e05e7 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 4733642ecd..6ae7f3650a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -87,9 +87,10 @@ msgid "Creating a new module" msgstr "建立新模組" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:37 +#, fuzzy msgid "" -"Before creating a module, make sure to download the source code of Godot and " -"manage to compile it. There are tutorials in the documentation for this." +"Before creating a module, make sure to :ref:`download the source code of " +"Godot and compile it <toc-devel-compiling>`." msgstr "" "在建立模組之前,請先下載 Godot 的原始碼並進行編譯。在說明文件中有相關的教學。" @@ -104,28 +105,21 @@ msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:44 msgid "" -"The example module will be called \"summator\", and is placed inside the " -"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -"located):" +"The example module will be called \"summator\" (``godot/modules/summator``). " +"Inside we will create a simple summator class:" msgstr "" -"這裡的範例模組叫「summator」,我們將這個模組放在 Godot 原始碼內 (``C:" -"\\godot`` 代表 Godot 原始碼放置的位置):" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55 -msgid "Inside we will create a simple summator class:" -msgstr "在這個模組內,我們要建立一個簡易的 summator 類別:" - -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74 msgid "And then the cpp file." msgstr "以及 cpp 檔。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104 msgid "" "Then, the new class needs to be registered somehow, so two more files need " "to be created:" msgstr "接著,我們需要用某種方式註冊這個新類別,所以需要建立另外兩個檔案:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113 msgid "" "These files must be in the top-level folder of your module (next to your " "``SCsub`` and ``config.py`` files) for the module to be registered properly." @@ -133,23 +127,23 @@ msgstr "" "這幾個檔案必須要放在模組的最上層目錄 (也就是 ``SCsub`` 與 ``config.py`` 檔的" "旁邊),這樣一來模組才能被正確註冊。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116 msgid "These files should contain the following:" msgstr "這幾個檔案的內容如下:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143 msgid "" "Next, we need to create a ``SCsub`` file so the build system compiles this " "module:" msgstr "接下來,我們需要建立 ``SCsub`` 檔案,這樣建置系統才能編譯該模組:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154 msgid "" "With multiple sources, you can also add each file individually to a Python " "string list:" msgstr "當有多個原始碼時,可以分別將各個檔案加到 Python 字串列表中:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162 msgid "" "This allows for powerful possibilities using Python to construct the file " "list using loops and logic statements. Look at some modules that ship with " @@ -158,14 +152,14 @@ msgstr "" "通過這種做法,我們便可以通過 Python 的迴圈與邏輯陳述式來達成各種可能性。請參" "考 Godot 預設附帶的模組為例。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166 msgid "" "To add include directories for the compiler to look at you can append it to " "the environment's paths:" msgstr "" "要新增讓編譯器搜尋的 include 資料夾,可以將資料夾附加到編譯環境的路徑內:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174 #, fuzzy msgid "" "If you want to add custom compiler flags when building your module, you need " @@ -175,7 +169,7 @@ msgstr "" "若要為模組新增自定編譯器旗標,則需要先複製 ``env`` 變數,以免修改到整個 " "Godot 建置用的旗標 (進而導致發生錯誤)。下列為使用自定旗標的 ``SCsub`` 範例:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192 msgid "" "And finally, the configuration file for the module, this is a simple python " "script that must be named ``config.py``:" @@ -183,7 +177,7 @@ msgstr "" "最後是模組的組態設定檔,這個設定檔是一個名為 ``config.py`` 的簡易 Python 腳" "本:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205 msgid "" "The module is asked if it's OK to build for the specific platform (in this " "case, ``True`` means it will build for every platform)." @@ -191,13 +185,13 @@ msgstr "" "建置時會詢問是否能在各個特定的平台上進行建置 (在這個例子中, ``True`` 則代表" "所有平台上都會進行建置)。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 msgid "" "And that's it. Hope it was not too complex! Your module should look like " "this:" msgstr "就這樣。希望不會太複雜!最終模組應該會長這樣:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220 msgid "" "You can then zip it and share the module with everyone else. When building " "for every platform (instructions in the previous sections), your module will " @@ -206,7 +200,7 @@ msgstr "" "接著可以將該模組打包為壓縮檔,然後將模組分享給其他人。當為所有平台編譯時 (有" "關編譯的說明在前一段中),該模組都會被包含在內。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 msgid "" "There is a parameter limit of 5 in C++ modules for things such as " "subclasses. This can be raised to 13 by including the header file ``core/" @@ -215,19 +209,19 @@ msgstr "" "對於如子類別 (Subclass) 的東西,C++ 模組內限制最多只能有 5 個參數。包含了標頭" "檔 ``core/method_bind_ext.gen.inc`` 便可提升至 13 個。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 msgid "Using the module" msgstr "使用模組" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "You can now use your newly created module from any script:" msgstr "現在,可以在任何腳本內使用剛才建立的模組了:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The output will be ``60``." msgstr "輸出為 ``60`` 。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 msgid "" "The previous Summator example is great for small, custom modules, but what " "if you want to use a larger, external library? Refer to :ref:" @@ -237,7 +231,7 @@ msgstr "" "剛才的 Summator 例子適合小型的自定模組,但如果想使用大型的外部函式庫呢?有關" "繫結外部函式庫的詳細訊息,請參考 :ref:`doc_binding_to_external_libraries` 。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 msgid "" "If your module is meant to be accessed from the running project (not just " "from the editor), you must also recompile every export template you plan to " @@ -251,11 +245,11 @@ msgstr "" "案的時候會產生錯誤,因為模組沒有被編譯到匯出樣板中。更多資訊請參考 :ref:`編" "譯 <toc-devel-compiling>` 一頁。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "Compiling a module externally" msgstr "從外部編譯模組" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 msgid "" "Compiling a module involves moving the module's sources directly under the " "engine's ``modules/`` directory. While this is the most straightforward way " @@ -265,7 +259,7 @@ msgstr "" "編譯模組會需要將模組的原始碼直接移至 ``modules/`` 資料夾內。雖然這種方法是編" "譯模組最直觀的方式,但有些情況下我們可能不想用這種方式:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266 msgid "" "Having to manually copy modules sources every time you want to compile the " "engine with or without the module, or taking additional steps needed to " @@ -279,7 +273,7 @@ msgstr "" "項來停用模組。建立符號連結可能是個解法,但如果要通過腳本實現的話,可能會需要" "解決一些如符號連結權限這樣的作業系統限制。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273 msgid "" "Depending on whether you have to work with the engine's source code, the " "module files added directly to ``modules/`` changes the working tree to the " @@ -291,7 +285,7 @@ msgstr "" "到 ``modules/`` 會更改到工作樹,進而造成需要篩選更改來只 Commit 引擎相關程式" "碼的麻煩。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "" "So if you feel like the independent structure of custom modules is needed, " "lets take our \"summator\" module and move it to the engine's parent " @@ -300,7 +294,7 @@ msgstr "" "因此,如果想要在自定模組上使用獨立的架構,我們可以將「summator」模組移到引擎" "上層的資料夾:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287 msgid "" "Compile the engine with our module by providing ``custom_modules`` build " "option which accepts a comma-separated list of directory paths containing " @@ -310,7 +304,7 @@ msgstr "" "建置選項允許傳入一組以逗號分隔的列表,其中為包含自定 C++ 模組的路徑,用法如" "下:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295 msgid "" "The build system shall detect all modules under the ``../modules`` directory " "and compile them accordingly, including our \"summator\" module." @@ -318,7 +312,7 @@ msgstr "" "建置系統應該會自動偵測 ``../modules`` 資料夾下的所有模組然後進行編譯。其中," "包含了我們的「summator」模組。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300 msgid "" "Any path passed to ``custom_modules`` will be converted to an absolute path " "internally as a way to distinguish between custom and built-in modules. It " @@ -329,18 +323,18 @@ msgstr "" "模組。這表示,如產生模組說明文件等行為可能需要以來建置用機器上特定的路徑結" "構。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307 msgid "" ":ref:`Introduction to the buildsystem - Custom modules build option " "<doc_buildsystem_custom_modules>`." msgstr "" ":ref:`建置系統簡介 - 自定模組建置選項 <doc_buildsystem_custom_modules>` 。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310 msgid "Improving the build system for development" msgstr "為開發環境改進建置系統" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 msgid "" "So far we defined a clean and simple SCsub that allows us to add the sources " "of our new module as part of the Godot binary." @@ -348,7 +342,7 @@ msgstr "" "到目前為止,我們建立了一個用來將新模組的原始碼加到 Godot 二進位檔中的一個簡易" "的 SCsub 檔案。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315 msgid "" "This static approach is fine when we want to build a release version of our " "game given we want all the modules in a single binary." @@ -356,7 +350,7 @@ msgstr "" "當我們只是要建置遊戲的釋出版本時,由於我們想將所有模組都放在單一二進位檔中," "這種靜態的方法沒什麼問題。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 msgid "" "However, the trade-off is every single change means a full recompilation of " "the game. Even if SCons is able to detect and recompile only the file that " @@ -367,7 +361,7 @@ msgstr "" "測並只重新編譯有改動的部分,要找出這些檔案並將其連結到最終的二進位檔是一段耗" "時且消耗資源的過程。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323 msgid "" "The solution to avoid such a cost is to build our own module as a shared " "library that will be dynamically loaded when starting our game's binary." @@ -375,7 +369,7 @@ msgstr "" "要避免消耗這些資源的方法就是將我們的模組建置為會在開啟遊戲二進位檔時動態載入" "的共用函式庫。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "" "Once compiled, we should end up with a ``bin`` directory containing both the " "``godot*`` binary and our ``libsummator*.so``. However given the .so is not " @@ -386,13 +380,13 @@ msgstr "" "但,由於 .so 並不在標準資料夾內 (如 ``/usr/lib``) 中,因此我們必須要通過 " "``LD_LIBRARY_PATH`` 環境變數來讓我們的二進位檔能在執行時期找到這些函式庫:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375 msgid "" "You have to ``export`` the environment variable otherwise you won't be able " "to play your project from within the editor." msgstr "必須要 ``export`` 環境變數,否則將無法從編輯器來執行專案。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378 msgid "" "On top of that, it would be nice to be able to select whether to compile our " "module as shared library (for development) or as a part of the Godot binary " @@ -403,7 +397,7 @@ msgstr "" "二進位檔的一部分 (用於釋出) 也不錯。要這麼做,我們必須要通過 ``ARGUMENT`` 指" "令定義一個會傳給 SCons 的自定旗標:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409 msgid "" "Now by default ``scons`` command will build our module as part of Godot's " "binary and as a shared library when passing ``summator_shared=yes``." @@ -411,7 +405,7 @@ msgstr "" "現在,預設的 ``scons`` 指令會將我們的模組作為 Godot 二進位檔的一部分來編譯," "而傳入 ``summator_shared=yes`` 時則會作為共用函式庫編譯。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 msgid "" "Finally, you can even speed up the build further by explicitly specifying " "your shared module as target in the SCons command:" @@ -419,11 +413,11 @@ msgstr "" "最後,我們還可以明確將共享函式庫指定為 SCons 指令的建構目標來進一步加速建構過" "程:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 msgid "Writing custom documentation" msgstr "撰寫自定說明文件" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "" "Writing documentation may seem like a boring task, but it is highly " "recommended to document your newly created module in order to make it easier " @@ -435,11 +429,11 @@ msgstr "" "文件,這樣一來可以讓其他使用者更輕鬆地從模組中獲益。更不用提你自己一年前寫的" "程式碼看起來可能跟別人寫的程式差不多,因此也請善待未來的自己吧!" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "There are several steps in order to setup custom docs for the module:" msgstr "要為模組設定自定說明文件有幾個步驟:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "" "Make a new directory in the root of the module. The directory name can be " "anything, but we'll be using the ``doc_classes`` name throughout this " @@ -448,11 +442,11 @@ msgstr "" "在模組的根目錄建立新資料夾。該資料夾可任意明明,但我們會在本段落中使用 " "``doc_classes`` 這個名稱。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "接著,我們需要編輯 ``config.py`` ,加入下列程式碼片段:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 msgid "" "The ``get_doc_path()`` function is used by the build system to determine the " "location of the docs. In this case, they will be located in the ``modules/" @@ -463,7 +457,7 @@ msgstr "" "中,說明文件會放在 ``modules/summator/doc_classes`` 資料夾中。若沒有定義這個" "函式,則模組說明文件的路徑會被遞補為主要的 ``doc/classes`` 資料夾。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 msgid "" "The ``get_doc_classes()`` method is necessary for the build system to know " "which registered classes belong to the module. You need to list all of your " @@ -474,7 +468,7 @@ msgstr "" "於這個模組。在此處必須要列出所有的類別。沒有在此處定義的類別會遞補到主要的 " "``doc/classes`` 資料夾中。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 msgid "" "You can use Git to check if you have missed some of your classes by checking " "the untracked files with ``git status``. For example::" @@ -482,15 +476,15 @@ msgstr "" "可以使用 ``git status`` 來通過 Git 檢查未簽出與未追蹤的檔案,來確認是否有遺漏" "的類別。舉例來說:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463 msgid "Example output::" msgstr "範例輸出:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475 msgid "Now we can generate the documentation:" msgstr "接著,我們可以產生說明文件:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 msgid "" "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, " "which will dump the engine API reference to the given ``<path>`` in XML " @@ -499,7 +493,7 @@ msgstr "" "可以通過執行 Godot 的 doctool 來產生,即 ``godot --doctool <路徑>`` ,該指令" "會以 XML 格式傾印引擎的 API 參照文件到指定的 ``<路徑>`` 內。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480 msgid "" "In our case we'll point it to the root of the cloned repository. You can " "point it to an another folder, and just copy over the files that you need." @@ -507,11 +501,11 @@ msgstr "" "在這個例子中,我們會將文件輸出至 Clone 的儲存庫根目錄內。在實際使用時可以指定" "其他資料夾,然後依據需求複製這些檔案到所需的地方。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 msgid "Run command:" msgstr "執行指令:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 msgid "" "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will " "see that it contains a ``Summator.xml`` file, or any other classes, that you " @@ -520,7 +514,7 @@ msgstr "" "接著若開啟 ``godot/modules/summator/doc_classes`` 資料夾,就可以看到裡面有 " "``Summator.xml`` 檔案,或在 ``get_doc_classes`` 函式中參照的其他類別。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "" "Edit the file(s) following :ref:`doc_updating_the_class_reference` and " "recompile the engine." @@ -528,20 +522,20 @@ msgstr "" "依據 :ref:`doc_updating_the_class_reference` 中的說明編輯這些檔案,然後重新編" "譯引擎。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 msgid "" "Once the compilation process is finished, the docs will become accessible " "within the engine's built-in documentation system." msgstr "完成編譯後,就可以從引擎內建的說明文件系統中存取這些文件。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498 msgid "" "In order to keep documentation up-to-date, all you'll have to do is simply " "modify one of the XML files and recompile the engine from now on." msgstr "" "之後若要維持這些文件為最新版本,只需要修改其中的 XML 檔,然後重新編譯引擎。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501 msgid "" "If you change your module's API, you can also re-extract the docs, they will " "contain the things that you previously added. Of course if you point it to " @@ -552,17 +546,17 @@ msgstr "" "增過的內容。當然,若將說明文件指向到 Godot 資料夾時,請確保不要從舊的引擎建置" "截取到新的引擎建置上,以免遺失改動。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506 msgid "" "Note that if you don't have write access rights to your supplied ``<path>``, " "you might encounter an error similar to the following:" msgstr "如果沒有所提供 ``<路徑>`` 的寫入權限,則可能會遇到類似下列錯誤:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518 msgid "Adding custom editor icons" msgstr "新增自定編輯器圖示" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 msgid "" "Similarly to how you can write self-contained documentation within a module, " "you can also create your own custom icons for classes to appear in the " @@ -571,18 +565,18 @@ msgstr "" "與在模組中撰寫自封式說明文件類似,也可以為類別建立會出現在編輯器中的自定圖" "示。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523 msgid "" "For the actual process of creating editor icons to be integrated within the " "engine, please refer to :ref:`doc_editor_icons` first." msgstr "" "有關建立整合進引擎之編輯器圖示的實際過程,請先參考 :ref:`doc_editor_icons` 。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "建立好圖示後,請執行下列步驟:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "" "Make a new directory in the root of the module named ``icons``. This is the " "default path for the engine to look for module's editor icons." @@ -590,18 +584,18 @@ msgstr "" "在模組的根目錄建立一個名為 ``icons`` 的資料夾。該資料夾是引擎尋找模組編輯器圖" "示的預設路徑。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531 msgid "" "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "將新建立的 ``svg`` 圖示 (無論是否經過最佳化) 移至該資料夾內。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "" "Recompile the engine and run the editor. Now the icon(s) will appear in " "editor's interface where appropriate." msgstr "重新編譯引擎並執行編輯器。接著,該圖示會顯示在編輯器界面中適當的位置。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "" "If you'd like to store your icons somewhere else within your module, add the " "following code snippet to ``config.py`` to override the default path:" @@ -609,19 +603,19 @@ msgstr "" "如果想將圖示儲存在模組中其他的位置,請將下列程式碼片段新增至 ``config.py`` 以" "複寫預設路徑:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545 msgid "Summing up" msgstr "總結" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547 msgid "Remember to:" msgstr "請記住:" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "使用 ``GDCLASS`` 來處理繼承,這樣 Godot 才能對其進行封裝" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 msgid "" "use ``_bind_methods`` to bind your functions to scripting, and to allow them " "to work as callbacks for signals." @@ -629,7 +623,7 @@ msgstr "" "使用 ``_bind_methods`` 來將函式繫結至腳本,這樣才能讓這些函式擁有回呼與訊號的" "功能。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553 msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -637,7 +631,7 @@ msgstr "" "但依據使用情況,還有其他要注意的點。在實際製作模組的過程還會遇到許多驚喜 (希" "望是正面的驚喜)。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 msgid "" "If you inherit from :ref:`class_Node` (or any derived node type, such as " "Sprite), your new class will appear in the editor, in the inheritance tree " @@ -646,7 +640,7 @@ msgstr "" "若從 :ref:`class_Node` (以及其他衍生 Node 類型,如 Sprite) 繼承,則新類別會出" "現在編輯器的「新增節點」對話框中的繼承樹中。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "" "If you inherit from :ref:`class_Resource`, it will appear in the resource " "list, and all the exposed properties can be serialized when saved/loaded." @@ -654,7 +648,7 @@ msgstr "" "若從 :ref:`class_Resource` 繼承,則類別會出現在資源列表中,且所有暴露的屬性都" "能在保存與載入時被序列化。" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562 msgid "" "By this same logic, you can extend the Editor and almost any area of the " "engine." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index fc34ae0d88..f628784288 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/index.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/index.po index c0f8e3e5c6..130ba3b115 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -20,3 +20,45 @@ msgstr "" #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" msgstr "引擎開發" + +#: ../../docs/development/cpp/index.rst:5 +#, fuzzy +msgid "Setting up a development environment" +msgstr "測試開發版本" + +#: ../../docs/development/cpp/index.rst:7 +msgid "" +"To modify Godot's source code, you need to set up a development environment. " +"Start here." +msgstr "" + +#: ../../docs/development/cpp/index.rst:16 +#, fuzzy +msgid "Getting started with Godot's source code" +msgstr "下載 Godot 原始碼" + +#: ../../docs/development/cpp/index.rst:18 +msgid "" +"This section covers the basics that you will encounter in (almost) every " +"source file." +msgstr "" + +#: ../../docs/development/cpp/index.rst:32 +msgid "Extending Godot by modifying its source code" +msgstr "" + +#: ../../docs/development/cpp/index.rst:34 +msgid "" +"This section covers what you can do by modifying Godot's C++ source code." +msgstr "" + +#: ../../docs/development/cpp/index.rst:47 +#, fuzzy +msgid "Debugging and profiling" +msgstr "對專案進行除錯" + +#: ../../docs/development/cpp/index.rst:49 +msgid "" +"This section is about finding spots to optimize in the engine code when you " +"need it in your project." +msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/inheritance_class_tree.po index e5357194bc..64c6004d9f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 01ad901230..91f368a264 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/object_class.po index 74112e2a8b..5e014f6e5f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/using_cpp_profilers.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/using_cpp_profilers.po new file mode 100644 index 0000000000..6b56a9d230 --- /dev/null +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/using_cpp_profilers.po @@ -0,0 +1,346 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: zh_TW\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:2 +#, fuzzy +msgid "Using C++ profilers" +msgstr "使用檔案" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:4 +msgid "" +"To optimize Godot's performance, you need to know what to optimize first. To " +"this end, profilers are useful tools." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:9 +msgid "" +"There is a built-in GDScript profiler in the editor, but using C++ profiler " +"may be useful in cases where the GDScript profiler is not accurate enough or " +"is missing information due to bugs in the profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:14 +#, fuzzy +msgid "Recommended profilers" +msgstr "External Files - 外部檔案" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:16 +msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:17 +msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:18 +#, fuzzy +msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)" +msgstr "" +"`包含 iOS SDK 的 XCode <https://developer.apple.com/xcode/download>`__ (DMG " +"映像檔)" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:20 +msgid "" +"These profilers may not be the most powerful or flexible options, but their " +"standalone operation and limited feature set tends to make them easier to " +"use." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:25 +msgid "" +"In its latest stable release (0.90 as of writing), VerySleepy will freeze " +"when loading debug symbols. To solve this, exit VerySleepy then save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ " +"at the root of the VerySleepy installation folder. This folder is generally " +"located at ``C:\\Program Files\\Very Sleepy CS``." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:31 +msgid "" +"If you are debugging a 32-bit application instead of 64-bit, save `this " +"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/" +"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ " +"in the ``32`` folder of the VerySleepy installation folder." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:36 +msgid "Setting up Godot" +msgstr "設定 Godot" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:38 +msgid "" +"To get useful profiling information, it is **absolutely required** to use a " +"Godot build that includes debugging symbols. Official binaries do not " +"include debugging symbols, since these would make the download size " +"significantly larger." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:42 +msgid "" +"To get profiling data that best matches the production environment, you " +"should compile binaries with the following SCons options:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:45 +msgid "For editor binaries: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:46 +msgid "For debug export templates: ``target=release_debug use_lto=yes``" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:47 +msgid "" +"For release export templates: ``tools=no target=release debug_symbols=yes`` " +"- ``debug_symbols=yes`` is required as export templates are stripped from " +"debugging symbols by default." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:50 +msgid "" +"It is possible to run a profiler on less optimized builds (e.g. " +"``target=debug`` without LTO), but results will naturally be less " +"representative of real world conditions." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:55 +msgid "" +"Do *not* strip debugging symbols on the binaries using the ``strip`` command " +"after compiling the binaries. Otherwise, you will no longer get useful " +"profiling information when running a profiler." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:60 +msgid "Benchmarking startup/shutdown times" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:62 +msgid "" +"If you're looking into optimizing Godot's startup/shutdown performance, you " +"can tell the profiler to use the ``--quit`` command line option on the Godot " +"binary. This will exit Godot just after it finished starting. The ``--quit`` " +"option works with ``--editor``, ``--project-manager`` or ``--path <path to " +"project directory>`` (which runs a project directly)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:70 +#, fuzzy +msgid "" +"See :ref:`doc_command_line_tutorial` for more command line arguments " +"supported by Godot." +msgstr "" +"更多有關命令行引數的資訊,請參考 :ref:`命令行教學 " +"<doc_command_line_tutorial>` 。" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:74 +#, fuzzy +msgid "Profiler-specific instructions" +msgstr "物理系統介紹" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:77 +msgid "VerySleepy" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:79 +msgid "" +"Start the Godot editor or your project first. If you start the project " +"manager, make sure to edit or run a project first. Otherwise, the profiler " +"will not track the child process since the project manager will spawn a " +"child process for every project edited or run." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:83 +msgid "" +"Open VerySleepy and select the Godot executable in the list of processes on " +"the left:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:87 +msgid "Click the **Profile All** button on the right to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:88 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click **Stop** (*not* Abort)." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:89 +msgid "Wait for the results window to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:90 +msgid "" +"Once the results window appears, filter the view to remove external modules " +"(such as the graphics driver). You can filter by module by finding a line " +"whose **Module** matches the Godot executable name, right-clicking that line " +"then choosing **Filter Module to <Godot executable name>** in the dropdown " +"that appears." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:94 +#, fuzzy +msgid "Your results window should now look something like this:" +msgstr "最後場景應該長這樣。" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:99 +msgid "HotSpot" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:101 +msgid "Open HotSpot. Click **Record Data**:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:105 +msgid "" +"In the next window, specify the path to the Godot binary that includes debug " +"symbols." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:106 +msgid "" +"Specify command line arguments to run a specific project, with or without " +"the editor." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:107 +msgid "" +"The path to the working directory can be anything if an absolute path is " +"used for the ``--path`` command line argument. Otherwise, it must be set to " +"that the relative path to the project is valid." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:110 +msgid "" +"Make sure **Elevate Privileges** is checked if you have administrative " +"privileges. While not essential for profiling Godot, this will ensure all " +"events can be captured. Otherwise, some events may be missing in the " +"capture. Your settings should now look something like this:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:117 +msgid "" +"Click **Start Recording** and perform the actions you wish to profile in the " +"editor/project." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:118 +msgid "" +"Quit the editor/project normally or use the **Stop Profiling** button in " +"HotSpot to stop profiling early. Stopping profiling early can result in " +"cleaner profiles if you're not interested in the engine's quit procedure." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:121 +msgid "" +"Click **View Results** and wait for the profiling visualization to be " +"generated:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:125 +msgid "" +"Use the tabs at the top to navigate between the different views. These views " +"show the same data, but in different ways. The **Flame Graph** tab is a good " +"way to see which functions take up the most time at a glance. These " +"functions are therefore the most important ones to optimize, since " +"optimizing them will improve performance the most." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:130 +msgid "" +"At the bottom of all tabs except **Summary**, you will also see a list of " +"CPU threads started by the engine among with the CPU utilization for each " +"thread. This lets you see threads that can be a bottleneck at a given point " +"in time." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:138 +msgid "" +"If you don't want the startup procedure to be included in the profile, you " +"can also attach HotSpot to a running process by clicking **Record Data** " +"then setting the **Launch Application** dropdown option to **Attach To " +"Process(es)**." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:143 +msgid "" +"This process attachment-based workflow is similar to the one used by " +"VerySleepy." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:146 +msgid "Xcode Instruments" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:148 +msgid "" +"Open Xcode. Select **Open Developer Tool** - **Instruments** from the " +"**Xcode** app menu:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:149 +msgid "Double-click on **Time Profiler** in the **Instruments** window:" +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:153 +msgid "" +"In the Time Profiler window, click on the **Target** menu, select **Choose " +"target...** and specify the path to the Godot binary, command line arguments " +"and environment variables in the next window." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:159 +msgid "" +"You can also attach the Time Profiler to a running process by selecting it " +"from the **Target** menu." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:162 +msgid "" +"Click the **Start an immediate mode recording** button to start profiling." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:166 +msgid "" +"Perform the actions you wish to profile in the editor or project. When " +"you're done, click the **Stop** button." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:169 +msgid "Wait for the results to appear." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:170 +msgid "" +"At the bottom of the window you will see a call tree for all CPU threads " +"started, and the **Heaviest Stack Trace** overview." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:172 +msgid "" +"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " +"window) to remove external modules." +msgstr "" + +#: ../../docs/development/cpp/using_cpp_profilers.rst:174 +msgid "" +"You can use the timeline at the top of the window to display details for the " +"specific time period." +msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/variant_class.po index 417f553929..089abfa39a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/creating_icons.po index 7369ecc54b..05cf0f298e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/editor_style_guide.po index 77e2dd3cd2..558bbb6b30 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/editor_style_guide.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/index.po b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/index.po index 0e4c4010b4..ddccf13be0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/introduction_to_editor_development.po b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/introduction_to_editor_development.po index bd93ea96ff..031824ed8c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -99,12 +99,23 @@ msgstr "" #, fuzzy msgid "" "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/" -"editor/editor_node.cpp>`__: Main editor initialization file." +"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the " +"\"main scene\" of the editor." msgstr "" "\\ `core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" "master/core/io/resource_loader.cpp>`_" -#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +#: ../../docs/development/editor/introduction_to_editor_development.rst:49 +#, fuzzy +msgid "" +"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/" +"editor/project_manager.cpp>`__: Main project manager initialization file. " +"Effectively the \"main scene\" of the project manager." +msgstr "" +"\\ `core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/" +"master/core/io/resource_loader.cpp>`_" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:51 msgid "" "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/" "godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: " @@ -112,7 +123,7 @@ msgid "" "editing modes, overlaid helpers/panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +#: ../../docs/development/editor/introduction_to_editor_development.rst:53 msgid "" "`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/" "godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor " @@ -120,7 +131,7 @@ msgid "" "overlaid panels, …)." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +#: ../../docs/development/editor/introduction_to_editor_development.rst:55 msgid "" "`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/" "blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos " @@ -128,34 +139,34 @@ msgid "" "are drawn by the nodes themselves." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +#: ../../docs/development/editor/introduction_to_editor_development.rst:60 msgid "Editor dependencies in ``scene/`` files" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 msgid "" "When working on an editor feature, you may have to modify files in Godot's " "GUI nodes, which you can find in the ``scene/`` folder." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +#: ../../docs/development/editor/introduction_to_editor_development.rst:65 msgid "" "One rule to keep in mind is that you must **not** introduce new dependencies " "to ``editor/`` includes in other folders such as ``scene/``. This applies " "even if you use ``#ifdef TOOLS_ENABLED``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 msgid "" "To make the codebase easier to follow and more self-contained, the allowed " "dependency order is:" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +#: ../../docs/development/editor/introduction_to_editor_development.rst:72 msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +#: ../../docs/development/editor/introduction_to_editor_development.rst:74 msgid "" "This means that files in ``editor/`` can depend on includes from ``scene/``, " "``servers/``, and ``core/``. But, for example, while ``scene/`` can depend " @@ -163,19 +174,19 @@ msgid "" "from ``editor/``." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +#: ../../docs/development/editor/introduction_to_editor_development.rst:78 msgid "" "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` " "files, but `they are in the process of being removed <https://github.com/" "godotengine/godot/issues/29730>`__." msgstr "" -#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +#: ../../docs/development/editor/introduction_to_editor_development.rst:83 #, fuzzy msgid "Development tips" msgstr "開發" -#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +#: ../../docs/development/editor/introduction_to_editor_development.rst:85 msgid "" "To iterate quickly on the editor, we recommend to set up a test project and :" "ref:`open it from the command line <doc_command_line_tutorial>` after " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/gdscript_grammar.po index a3c07e9597..1988c04296 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/index.po index 59dd9a2fbe..68777d2d08 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/tscn.po index 2554e89f85..7ff9202fe9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -66,12 +66,12 @@ msgid "File Descriptor" msgstr "檔案描述元" #: ../../docs/development/file_formats/tscn.rst:26 -#: ../../docs/development/file_formats/tscn.rst:275 +#: ../../docs/development/file_formats/tscn.rst:277 msgid "External resources" msgstr "外部資源" #: ../../docs/development/file_formats/tscn.rst:27 -#: ../../docs/development/file_formats/tscn.rst:297 +#: ../../docs/development/file_formats/tscn.rst:299 msgid "Internal resources" msgstr "內部資源" @@ -84,17 +84,21 @@ msgid "Connections" msgstr "連接" #: ../../docs/development/file_formats/tscn.rst:31 +#, fuzzy msgid "" -"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and " -"should be the first entry in the file. The ``load_steps`` parameter should " -"(in theory) be the number of resources within the file. However, in " -"practice, its value seems not to matter." +"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and " +"should be the first entry in the file. The ``load_steps`` parameter is equal " +"to the total amount of resources (internal and external) plus one (for the " +"file itself). If the file has no resources, ``load_steps`` is omitted. The " +"engine will still load the file correctly if ``load_steps`` is incorrect, " +"but this will affect loading bars and any other piece of code relying on " +"that value." msgstr "" "檔案描述資源類似 ``[gd_scene load_steps=1 format=2]`` ,且應放在檔案的最前" "面。``load_steps`` 參數 (理論上) 應為該檔案內含資源的數量。但,實務上,該值為" "多少應該無影響。" -#: ../../docs/development/file_formats/tscn.rst:36 +#: ../../docs/development/file_formats/tscn.rst:38 msgid "" "These sections should appear in order, but it can be hard to distinguish " "them. The only difference between them is the first element in the heading " @@ -105,7 +109,7 @@ msgstr "" "異就是各個段落中所有項目標題的第一項元素。舉例來說,所有外部資源的標題都應以 " "``[ext_resource ......]`` 開頭。" -#: ../../docs/development/file_formats/tscn.rst:41 +#: ../../docs/development/file_formats/tscn.rst:43 msgid "" "A TSCN file may contain single-line comments starting with a semicolon (``;" "``). However, comments will be discarded when saving the file using the " @@ -114,11 +118,11 @@ msgstr "" "TSCN 檔案可以包含以分號 (``;``) 開頭的單行註解。但,以 Godot 編輯器保存時會移" "除註解。" -#: ../../docs/development/file_formats/tscn.rst:45 +#: ../../docs/development/file_formats/tscn.rst:47 msgid "Entries inside the file" msgstr "檔案內的項目" -#: ../../docs/development/file_formats/tscn.rst:47 +#: ../../docs/development/file_formats/tscn.rst:49 msgid "" "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` " "where resource_type is one of:" @@ -126,23 +130,23 @@ msgstr "" "當 resource_type 為下列其一時,標題看起來會像 ``[<resource_type> key=value " "key=value key=value ...]`` :" -#: ../../docs/development/file_formats/tscn.rst:51 +#: ../../docs/development/file_formats/tscn.rst:53 msgid "``ext_resource``" msgstr "\\ ``ext_resource``" -#: ../../docs/development/file_formats/tscn.rst:52 +#: ../../docs/development/file_formats/tscn.rst:54 msgid "``sub_resource``" msgstr "\\ ``sub_resource``" -#: ../../docs/development/file_formats/tscn.rst:53 +#: ../../docs/development/file_formats/tscn.rst:55 msgid "``node``" msgstr "\\ ``node``" -#: ../../docs/development/file_formats/tscn.rst:54 +#: ../../docs/development/file_formats/tscn.rst:56 msgid "``connection``" msgstr "\\ ``connection``" -#: ../../docs/development/file_formats/tscn.rst:56 +#: ../../docs/development/file_formats/tscn.rst:58 msgid "" "Below every heading comes zero or more ``key = value`` pairs. The values can " "be complex datatypes such as Arrays, Transforms, Colors, and so on. For " @@ -151,11 +155,11 @@ msgstr "" "在每個標題後都會有 0 或多個 ``key = value`` 索引鍵/值組。數值可以是複雜的資" "料型別,如 Array, Transform, Color …等。舉例來說,Spatial 節點可能會類似:" -#: ../../docs/development/file_formats/tscn.rst:67 +#: ../../docs/development/file_formats/tscn.rst:69 msgid "The scene tree" msgstr "場景樹" -#: ../../docs/development/file_formats/tscn.rst:69 +#: ../../docs/development/file_formats/tscn.rst:71 msgid "" "The scene tree is made up of… nodes! The heading of each node consists of " "its name, parent and (most of the time) a type. For example ``[node type=" @@ -165,31 +169,31 @@ msgstr "" "有) 型別所組成的。如, ``[node type=\"Camera\" name=\"PlayerCamera\" parent=" "\"Player/Head\"]``" -#: ../../docs/development/file_formats/tscn.rst:73 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "Other valid keywords include:" msgstr "其他有效的關鍵字包含:" -#: ../../docs/development/file_formats/tscn.rst:75 +#: ../../docs/development/file_formats/tscn.rst:77 msgid "``instance``" msgstr "\\ ``instance``" -#: ../../docs/development/file_formats/tscn.rst:76 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "``instance_placeholder``" msgstr "\\ ``instance_placeholder``" -#: ../../docs/development/file_formats/tscn.rst:77 +#: ../../docs/development/file_formats/tscn.rst:79 msgid "``owner``" msgstr "\\ ``owner``" -#: ../../docs/development/file_formats/tscn.rst:78 +#: ../../docs/development/file_formats/tscn.rst:80 msgid "``index`` (if two nodes have the same name)" msgstr "``index`` (當兩個節點有相同名稱時)" -#: ../../docs/development/file_formats/tscn.rst:79 +#: ../../docs/development/file_formats/tscn.rst:81 msgid "``groups``" msgstr "\\ ``groups``" -#: ../../docs/development/file_formats/tscn.rst:81 +#: ../../docs/development/file_formats/tscn.rst:83 msgid "" "The first node in the file, which is also the scene root, must not have a " "``parent=Path/To/Node`` entry in its heading. All scene files should have " @@ -205,7 +209,7 @@ msgstr "" "點為場景根節點的直接子節點,則路徑為 `「 . 」``。下列為範例場景樹 (但無任何節" "點內容):" -#: ../../docs/development/file_formats/tscn.rst:97 +#: ../../docs/development/file_formats/tscn.rst:99 msgid "" "Similar to the internal resource, the document for each node is currently " "incomplete. Fortunately, it is easy to find out because you can simply save " @@ -214,11 +218,11 @@ msgstr "" "跟內部資源一樣,有關各個節點的說明文件還不完整。但幸運的是,我們只要將節點保" "存到檔案後就能看到各個節點。下列為一些範例節點:" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:138 msgid "NodePath" msgstr "\\ NodePath" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:140 msgid "" "A tree structure is not enough to represent the whole scene. Godot uses a " "``NodePath(Path/To/Node)`` structure to refer to another node or attribute " @@ -231,11 +235,11 @@ msgstr "" "``NodePoint()`` 來指向其骨架。同樣地,動畫軌使用 ``NodePath()`` 來指向動畫的" "節點屬性。" -#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:165 msgid "Skeleton" msgstr "骨架" -#: ../../docs/development/file_formats/tscn.rst:165 +#: ../../docs/development/file_formats/tscn.rst:167 msgid "" "The Skeleton node inherits the Spatial node, but also may have a list of " "bones described in key-value pairs in the format ``bones/Id/" @@ -245,36 +249,36 @@ msgstr "" "Attribute=Value`` 這樣的格式來儲存一組索引鍵/值格式的骨頭列表。骨頭屬性由下" "列這幾個屬性構成:" -#: ../../docs/development/file_formats/tscn.rst:169 +#: ../../docs/development/file_formats/tscn.rst:171 msgid "``name``" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:170 +#: ../../docs/development/file_formats/tscn.rst:172 msgid "``parent``" msgstr "\\ ``parent``" -#: ../../docs/development/file_formats/tscn.rst:171 +#: ../../docs/development/file_formats/tscn.rst:173 msgid "``rest``" msgstr "\\ ``rest``" -#: ../../docs/development/file_formats/tscn.rst:172 +#: ../../docs/development/file_formats/tscn.rst:174 msgid "``pose``" msgstr "\\ ``pose``" -#: ../../docs/development/file_formats/tscn.rst:173 -#: ../../docs/development/file_formats/tscn.rst:393 +#: ../../docs/development/file_formats/tscn.rst:175 +#: ../../docs/development/file_formats/tscn.rst:395 msgid "``enabled``" msgstr "\\ ``enabled``" -#: ../../docs/development/file_formats/tscn.rst:174 +#: ../../docs/development/file_formats/tscn.rst:176 msgid "``bound_children``" msgstr "\\ ``bound_children``" -#: ../../docs/development/file_formats/tscn.rst:176 +#: ../../docs/development/file_formats/tscn.rst:178 msgid "``name`` must be the first attribute of each bone." msgstr "``name`` 必須為各個骨頭的第一個屬性。" -#: ../../docs/development/file_formats/tscn.rst:177 +#: ../../docs/development/file_formats/tscn.rst:179 msgid "" "``parent`` is the index of parent bone in the bone list, with parent index, " "the bone list is built to a bone tree." @@ -282,15 +286,15 @@ msgstr "" "``parent`` 為骨頭列表中母級骨頭的索引。有了母級骨頭的索引,就能將骨頭列表建立" "成骨頭樹。" -#: ../../docs/development/file_formats/tscn.rst:179 +#: ../../docs/development/file_formats/tscn.rst:181 msgid "``rest`` is the transform matrix of bone in its \"resting\" position." msgstr "``rest`` 為將骨骼轉換為「靜止」(Resting) 姿勢用的變換矩陣。" -#: ../../docs/development/file_formats/tscn.rst:180 +#: ../../docs/development/file_formats/tscn.rst:182 msgid "``pose`` is the pose matrix; use ``rest`` as the basis." msgstr "``pose`` 為姿勢矩陣,以 ``rest`` 作為基礎。" -#: ../../docs/development/file_formats/tscn.rst:181 +#: ../../docs/development/file_formats/tscn.rst:183 msgid "" "``bound_children`` is a list of ``NodePath()`` which point to " "BoneAttachments belonging to this bone." @@ -298,15 +302,15 @@ msgstr "" "``bound_children`` 為一組由 ``NodePath()`` 組成的列表,用來指向該骨骼的 " "BoneAttachment。" -#: ../../docs/development/file_formats/tscn.rst:184 +#: ../../docs/development/file_formats/tscn.rst:186 msgid "Here's an example of a skeleton node with two bones:" msgstr "下列為有兩個骨頭的骨骼節點範例:" -#: ../../docs/development/file_formats/tscn.rst:205 +#: ../../docs/development/file_formats/tscn.rst:207 msgid "BoneAttachment" msgstr "\\ BoneAttachment" -#: ../../docs/development/file_formats/tscn.rst:207 +#: ../../docs/development/file_formats/tscn.rst:209 msgid "" "BoneAttachment node is an intermediate node to describe some node being " "parented to a single bone in a Skeleton node. The BoneAttachment has a " @@ -317,15 +321,15 @@ msgstr "" "BoneAttachment 有一個 ``bone_name=NameOfBone`` 屬性,而對應為母節點的骨頭之 " "``bound_children`` 列表中則有 BoneAttachment 節點。" -#: ../../docs/development/file_formats/tscn.rst:212 +#: ../../docs/development/file_formats/tscn.rst:214 msgid "An example of one MeshInstance parented to a bone in Skeleton:" msgstr "下列為 Skeleton 中有骨頭母節點的 MeshInstance 範例:" -#: ../../docs/development/file_formats/tscn.rst:237 +#: ../../docs/development/file_formats/tscn.rst:239 msgid "AnimationPlayer" msgstr "\\ AnimationPlayer" -#: ../../docs/development/file_formats/tscn.rst:239 +#: ../../docs/development/file_formats/tscn.rst:241 msgid "" "AnimationPlayer works as an animation library. It stores animations listed " "in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an " @@ -338,11 +342,11 @@ msgstr "" "表一個 Animation 資源。所有的動畫都使用 AnimationPlayer 的根節點。根節點儲存" "為 ``root_node=NodePath(Path/To/Node)`` 。" -#: ../../docs/development/file_formats/tscn.rst:259 +#: ../../docs/development/file_formats/tscn.rst:261 msgid "Resources" msgstr "資源" -#: ../../docs/development/file_formats/tscn.rst:261 +#: ../../docs/development/file_formats/tscn.rst:263 msgid "" "Resources are components that make up the nodes. For example, a MeshInstance " "node will have an accompanying ArrayMesh resource. The ArrayMesh resource " @@ -351,7 +355,7 @@ msgstr "" "資源是組成各個節點的元件。舉例來說,MeshInstance 節點中會有附帶的 ArrayMesh " "資源。該 ArrayMesh 資源可以在 TSCN 檔的內部或外部。" -#: ../../docs/development/file_formats/tscn.rst:265 +#: ../../docs/development/file_formats/tscn.rst:267 msgid "" "References to the resources are handled by ``id`` numbers in the resource's " "heading. External resources and internal resources are referred to with " @@ -363,7 +367,7 @@ msgstr "" "``ExtResource(id)`` 與 ``SubResource(id)`` 來參照。由於用來參照內部與外部資源" "有不同的方法,因此同一個 ID 可能參照到不同的內部或外部資源。" -#: ../../docs/development/file_formats/tscn.rst:271 +#: ../../docs/development/file_formats/tscn.rst:273 msgid "" "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene" "\" path=....]``, you would use ``ExtResource(3)``." @@ -371,14 +375,14 @@ msgstr "" "舉例來說,若要參照到資源 ``[ext_resource id=3 type=\"PackedScene\" " "path=....]`` ,則可使用 ``ExtResource(3)`` 。" -#: ../../docs/development/file_formats/tscn.rst:277 +#: ../../docs/development/file_formats/tscn.rst:279 msgid "" "External resources are links to resources not contained within the TSCN file " "itself. An external resource consists of a path, a type and an ID." msgstr "" "外部資源會連結不包含 TSCN 檔自身的資源。外部資源由路徑、型別與 ID 組成。" -#: ../../docs/development/file_formats/tscn.rst:280 +#: ../../docs/development/file_formats/tscn.rst:282 msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " @@ -387,11 +391,11 @@ msgstr "" "Godot 會產生相對於資源目錄的絕對路徑,並以 ``res://`` 開頭。但也可以使用相對" "於 TSCN 檔位置的相對路徑。" -#: ../../docs/development/file_formats/tscn.rst:284 +#: ../../docs/development/file_formats/tscn.rst:286 msgid "Some example external resources are:" msgstr "一些外部資源的範例:" -#: ../../docs/development/file_formats/tscn.rst:292 +#: ../../docs/development/file_formats/tscn.rst:294 msgid "" "Like TSCN files, a TRES file may contain single-line comments starting with " "a semicolon (``;``). However, comments will be discarded when saving the " @@ -400,7 +404,7 @@ msgstr "" "與 TSCN 檔類似,TRES 檔可以包含使用分號 (``;``) 開頭的單行註解。但,在使用 " "Godot 編輯器保存資源時,註解會被移除。" -#: ../../docs/development/file_formats/tscn.rst:299 +#: ../../docs/development/file_formats/tscn.rst:301 msgid "" "A TSCN file can contain meshes, materials and other data. These are " "contained in the *internal resources* section of the file. The heading for " @@ -413,7 +417,7 @@ msgstr "" "含路徑。內部資源中的各個標題中也有 ``key=value`` 索引鍵/值組。舉例來說,膠囊" "型碰撞區域會像這樣:" -#: ../../docs/development/file_formats/tscn.rst:313 +#: ../../docs/development/file_formats/tscn.rst:315 msgid "" "Some internal resources contain links to other internal resources (such as a " "mesh having a material). In this case, the referring resource must appear " @@ -424,7 +428,7 @@ msgstr "" "參照的資源的資源必須要放在參照 **之前** 。這表示,在 TSCN 檔中,要注意檔案內" "部資源區塊的順序。" -#: ../../docs/development/file_formats/tscn.rst:318 +#: ../../docs/development/file_formats/tscn.rst:320 msgid "" "Unfortunately, documentation on the formats for these subresources isn't " "complete. Some examples can be found by inspecting saved resource files, but " @@ -433,11 +437,11 @@ msgstr "" "不幸的是,有關這些子資源格式的說明文件還不完整。雖然可以通過檢視保存後的資源" "檔案來找到範例,但有的子資源格式只能在 Godot 原始碼中看到。" -#: ../../docs/development/file_formats/tscn.rst:323 +#: ../../docs/development/file_formats/tscn.rst:325 msgid "ArrayMesh" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:325 +#: ../../docs/development/file_formats/tscn.rst:327 msgid "" "ArrayMesh consists of several surfaces, each in the format ``surface" "\\Index={}``. Each surface is a set of vertices and a material." @@ -445,27 +449,27 @@ msgstr "" "ArrayMesh 是由數個表面組成的,各個表面的格式都為 ``surface\\Index={}`` 。每個" "表面都是一組頂點與材質的組合。" -#: ../../docs/development/file_formats/tscn.rst:328 +#: ../../docs/development/file_formats/tscn.rst:330 msgid "TSCN files support two surface formats:" msgstr "TSCN 檔支援兩種表面格式:" -#: ../../docs/development/file_formats/tscn.rst:330 +#: ../../docs/development/file_formats/tscn.rst:332 msgid "For the old format, each surface has three essential keys:" msgstr "對於舊版格式,各個表面都有三種主要的索引鍵:" -#: ../../docs/development/file_formats/tscn.rst:332 +#: ../../docs/development/file_formats/tscn.rst:334 msgid "``primitive``" msgstr "\\ ``primitive``" -#: ../../docs/development/file_formats/tscn.rst:333 +#: ../../docs/development/file_formats/tscn.rst:335 msgid "``arrays``" msgstr "\\ ``arrays``" -#: ../../docs/development/file_formats/tscn.rst:334 +#: ../../docs/development/file_formats/tscn.rst:336 msgid "``morph_arrays``" msgstr "\\ ``morph_arrays``" -#: ../../docs/development/file_formats/tscn.rst:336 +#: ../../docs/development/file_formats/tscn.rst:338 msgid "" "``primitive`` is an enumerate variable, ``primitive=4`` which is " "``PRIMITIVE_TRIANGLES`` is frequently used." @@ -473,43 +477,43 @@ msgstr "" "``primitive`` 為列舉類型變數,常用代表 ``PRIMITIVE_TRIANGLES`` 的 " "``primitive=4`` 。" -#: ../../docs/development/file_formats/tscn.rst:339 +#: ../../docs/development/file_formats/tscn.rst:341 msgid "``arrays`` is a two-dimensional array, it contains:" msgstr "``array`` 為 2D 陣列,包含:" -#: ../../docs/development/file_formats/tscn.rst:341 +#: ../../docs/development/file_formats/tscn.rst:343 msgid "Vertex positions array" msgstr "頂點位置陣列" -#: ../../docs/development/file_formats/tscn.rst:342 +#: ../../docs/development/file_formats/tscn.rst:344 msgid "Tangents array" msgstr "切線陣列" -#: ../../docs/development/file_formats/tscn.rst:343 +#: ../../docs/development/file_formats/tscn.rst:345 msgid "Vertex colors array" msgstr "頂點色彩陣列" -#: ../../docs/development/file_formats/tscn.rst:344 +#: ../../docs/development/file_formats/tscn.rst:346 msgid "UV array 1" msgstr "UV 陣列 1" -#: ../../docs/development/file_formats/tscn.rst:345 +#: ../../docs/development/file_formats/tscn.rst:347 msgid "UV array 2" msgstr "UV 陣列 2" -#: ../../docs/development/file_formats/tscn.rst:346 +#: ../../docs/development/file_formats/tscn.rst:348 msgid "Bone indexes array" msgstr "骨頭索引陣列" -#: ../../docs/development/file_formats/tscn.rst:347 +#: ../../docs/development/file_formats/tscn.rst:349 msgid "Bone weights array" msgstr "骨頭權重陣列" -#: ../../docs/development/file_formats/tscn.rst:348 +#: ../../docs/development/file_formats/tscn.rst:350 msgid "Vertex indexes array" msgstr "頂點索引陣列" -#: ../../docs/development/file_formats/tscn.rst:350 +#: ../../docs/development/file_formats/tscn.rst:352 msgid "" "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` " "without the vertex indexes array." @@ -517,15 +521,15 @@ msgstr "" "``morph_arrays`` 為 Morph 陣列。各個 Morph 都恰好為沒有頂點索引陣列的 " "``arrays`` 。" -#: ../../docs/development/file_formats/tscn.rst:353 +#: ../../docs/development/file_formats/tscn.rst:355 msgid "An example of ArrayMesh:" msgstr "下列為一 ArrayMesh 範例:" -#: ../../docs/development/file_formats/tscn.rst:377 +#: ../../docs/development/file_formats/tscn.rst:379 msgid "Animation" msgstr "動畫" -#: ../../docs/development/file_formats/tscn.rst:379 +#: ../../docs/development/file_formats/tscn.rst:381 msgid "" "An animation resource consists of tracks. Besides, it has ``length``, " "``loop`` and ``step`` applied to all the tracks." @@ -533,11 +537,11 @@ msgstr "" "動畫資源是由許多軌道組成的。另外,動畫資源的所有軌道都還有 ``length``, " "``loop`` 與 ``step`` 。" -#: ../../docs/development/file_formats/tscn.rst:382 +#: ../../docs/development/file_formats/tscn.rst:384 msgid "``length`` and ``step`` are both durations in seconds." msgstr "``length`` 與 ``step`` 都是以秒為單位的時間長度。" -#: ../../docs/development/file_formats/tscn.rst:384 +#: ../../docs/development/file_formats/tscn.rst:386 msgid "" "Each track is described by a list of key-value pairs in the format ``tracks/" "Id/Attribute``. Each track includes:" @@ -545,49 +549,49 @@ msgstr "" "每個軌道都是由一組索引鍵/值配對所組成的,其格式為 ``tracks/Id/Attribute`` 。" "每個軌道都包含了:" -#: ../../docs/development/file_formats/tscn.rst:387 +#: ../../docs/development/file_formats/tscn.rst:389 msgid "``type``" msgstr "\\ ``type``" -#: ../../docs/development/file_formats/tscn.rst:388 +#: ../../docs/development/file_formats/tscn.rst:390 msgid "``path``" msgstr "\\ ``path``" -#: ../../docs/development/file_formats/tscn.rst:389 +#: ../../docs/development/file_formats/tscn.rst:391 msgid "``interp``" msgstr "\\ ``interp``" -#: ../../docs/development/file_formats/tscn.rst:390 +#: ../../docs/development/file_formats/tscn.rst:392 msgid "``keys``" msgstr "\\ ``keys``" -#: ../../docs/development/file_formats/tscn.rst:391 +#: ../../docs/development/file_formats/tscn.rst:393 msgid "``loop_wrap``" msgstr "\\ ``loop_wrap``" -#: ../../docs/development/file_formats/tscn.rst:392 +#: ../../docs/development/file_formats/tscn.rst:394 msgid "``imported``" msgstr "\\ ``imported``" -#: ../../docs/development/file_formats/tscn.rst:395 +#: ../../docs/development/file_formats/tscn.rst:397 msgid "" "The ``type`` must be the first attribute of each track. The value of " "``type`` can be:" msgstr "``type`` 必須為各個軌道的第一個屬性。``type`` 的值可以為下列其一:" -#: ../../docs/development/file_formats/tscn.rst:398 +#: ../../docs/development/file_formats/tscn.rst:400 msgid "``transform``" msgstr "\\ ``transform``" -#: ../../docs/development/file_formats/tscn.rst:399 +#: ../../docs/development/file_formats/tscn.rst:401 msgid "``value``" msgstr "\\ ``value``" -#: ../../docs/development/file_formats/tscn.rst:400 +#: ../../docs/development/file_formats/tscn.rst:402 msgid "``method``" msgstr "\\ ``method``" -#: ../../docs/development/file_formats/tscn.rst:402 +#: ../../docs/development/file_formats/tscn.rst:404 msgid "" "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the " "path to the animated node or attribute, relative to the root node defined in " @@ -596,7 +600,7 @@ msgstr "" "``path`` 的格式為 ``NodePath(Path/To/Node:attribute)`` 。``path`` 為動畫化節" "點或屬性的路徑,相對於 AnimationPlayer 中定義的根節點。" -#: ../../docs/development/file_formats/tscn.rst:406 +#: ../../docs/development/file_formats/tscn.rst:408 msgid "" "The ``interp`` is the method to interpolate frames from the keyframes. It is " "an enum variable with one of the following values:" @@ -604,19 +608,19 @@ msgstr "" "``interp`` 為從關鍵影格中進行插值影格的方法。``interp`` 為一列舉類型的變數," "其值為下列其一:" -#: ../../docs/development/file_formats/tscn.rst:409 +#: ../../docs/development/file_formats/tscn.rst:411 msgid "``0`` (constant)" msgstr "``0`` (常數)" -#: ../../docs/development/file_formats/tscn.rst:410 +#: ../../docs/development/file_formats/tscn.rst:412 msgid "``1`` (linear)" msgstr "``1`` (線性)" -#: ../../docs/development/file_formats/tscn.rst:411 +#: ../../docs/development/file_formats/tscn.rst:413 msgid "``2`` (cubic)" msgstr "``2`` (三次方)" -#: ../../docs/development/file_formats/tscn.rst:413 +#: ../../docs/development/file_formats/tscn.rst:415 msgid "" "The ``keys`` correspond to the keyframes. It appears as a " "``PoolRealArray()``, but may have a different structure for tracks with " @@ -625,7 +629,7 @@ msgstr "" "``keys`` 則對應關鍵影格。以 ``PoolRealArray()`` 來表示,但對於不同型別的軌" "道,可能會有不同的架構。" -#: ../../docs/development/file_formats/tscn.rst:416 +#: ../../docs/development/file_formats/tscn.rst:418 msgid "" "A Transform track uses every 12 real numbers in the ``keys`` to describe a " "keyframe. The first number is the timestamp. The second number is the " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index ed9b2cf8d6..8d604cc785 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/default_key_mapping.po index f10aaad67b..f82e85fb70 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -183,8 +183,8 @@ msgid "Search Help" msgstr "搜尋說明" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 -msgid ":kbd:`Shift + F1`" -msgstr "\\ :kbd:`Shift + F1`" +msgid ":kbd:`F1`" +msgstr "\\ :kbd:`F1`" #: ../../docs/getting_started/editor/default_key_mapping.rst:32 msgid ":kbd:`Alt + Space`" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/external_editor.po index b38e847456..84715e2fa0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/index.po index 80c6542d68..b8f21d90dc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 16468b841f..4415523181 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/using_the_web_editor.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/using_the_web_editor.po index 7e81cc490d..dfc6620c74 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/using_the_web_editor.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 0973c6f664..e1f41e3243 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index f8d0598ed7..4c17efdcd1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 8e5de89838..d96f06adf8 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -240,11 +240,12 @@ msgstr "" "依據目前架構是 64 位元還是 32 位元,會有定義 ``GODOT_64`` 或 ``GODOT_32`` 。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:225 +#, fuzzy msgid "" "One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, " "``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. " "These names may change in the future. These are created from the " -"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every " +"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every " "possible OS the method returns is an OS that Godot with Mono runs on." msgstr "" "依據作業系統,會定義 ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 6aca1f4d76..75c0fab35c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 819b2a52c6..f46539532c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index f6d706c3c7..863bb1e71d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index 80f21548f1..4398a3122f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index ffb749b483..0c9aa7dcc5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 9cbc02fff5..35d261f469 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1859,11 +1859,12 @@ msgstr "" "``e`` 相同。" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 +#, fuzzy msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " "This brings us to the fact that you can pass literals in the base " -"constructor as well, not just variables. eg.::" +"constructor as well, not just variables, e.g.::" msgstr "" "若 ``Idle.gd`` 中的 ``_init`` 建置函式只接受 0 個引數,則即使沒有效果,依然需" "要傳入數值給 ``State.gd`` 母類別。也就是說,不只可將變數傳給母類別的建置函" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index c967a61f29..14c38e2e09 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index a868054eb8..070375c3d9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index cd1d7203a7..e6742dd933 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 43924864d7..39863e0bf5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index 924b1f2473..4f45b69dd3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -347,11 +347,12 @@ msgid "Typed or dynamic: stick to one style" msgstr "靜態或動態:只選擇一種風格" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250 +#, fuzzy msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But I " -"recommend to stick to either style for consistency in your codebase, and for " -"your peers. It's easier for everyone to work together if you follow the same " -"guidelines, and faster to read and understand other people's code." +"Typed GDScript and dynamic GDScript can coexist in the same project. But " +"it's recommended to stick to either style for consistency in your codebase, " +"and for your peers. It's easier for everyone to work together if you follow " +"the same guidelines, and faster to read and understand other people's code." msgstr "" "有型別的 GDScript 與動態 GDScript 可以在同一個專案中共存,但我們建議固定一種" "風格來在程式碼中保持一貫性,團隊成員也應固定來保持一貫。若大家都遵守同一個方" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index 9dc2eb4f3c..2e13b9a046 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/index.po index 31e9c9487d..986a25d911 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 6ecd4131f1..1e2ee85f9a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 86c4b4e68b..bf9699b379 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/index.po index cdd1db2aec..5ea5f78327 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 4a05dfae48..d72b715d54 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 4241901a5a..1c6a836f0a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/animations.po index 5411dc9471..dde73ca177 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/exporting.po index 699418cfe3..f71b194cf9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 6098cb7a3c..8f90f02086 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 3c1b7f6827..f7c817b3cd 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/index.po index 6c20145ae3..72dd85f59b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing.po index fc19cc0ab6..2c9167d211 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index dd450d07ea..82092c54f9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 76927cbdf7..5103796321 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -238,8 +238,8 @@ msgstr "關於 **3D 工作區** 的詳細介紹請參考 :ref:`doc_introduction_ msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :" -"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the " -"reference." +"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` " +"on macOS) to search the reference." msgstr "" "**腳本** 工作區是一個完整的程式碼編輯器,有除錯工具、完整的自動補全、以及內建" "的程式碼參照功能。按 :kbd:`F3` (或 macOS 上 :kbd:`Alt + 3` ) 來打開,:kbd:" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/resources.po index 6c22cf3b2c..5547011bed 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index b4ddfed1fa..924209a4a7 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index f885f01eec..e598e85e00 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting.po index a442743078..f367e4369b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index ffd3e65ef3..af0c7b5435 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -330,27 +330,30 @@ msgstr "" "未命名的腳本,就只能直接載入檔案。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:400 +#, fuzzy msgid "" "You can name a script and register it as a type in the editor with the " "``class_name`` keyword followed by the class's name. You may add a comma and " -"an optional path to an image to use as an icon. You will then find your new " -"type in the Node or Resource creation dialog." +"an optional path to a PNG or SVG image to use as an icon (16×16 minimum, " +"32×32 recommended). You will then find your new type in the Node or Resource " +"creation dialog. Note that the icon will only appear after restarting the " +"editor." msgstr "" "但我們可以為一個腳本起名字,就可以將腳本註冊成編輯器裡的型別,只需要寫上 " "``class_name`` 關鍵字,並在後方接上類別名稱。也可以選擇在名稱後接上逗號與圖片" "路徑來設定圖片。接著在建立節點或資源的對話框中就可以找到這個新型別。" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:422 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:423 msgid "In Godot 3.1:" msgstr "在 Godot 3.1 中:" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:424 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 msgid "" "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered " "languages, can register scripts." msgstr "" "只有 GDScript 與 NativeScript 如 C++ 等使用 GDNative 的語言可以註冊腳本。" -#: ../../docs/getting_started/step_by_step/scripting_continued.rst:425 +#: ../../docs/getting_started/step_by_step/scripting_continued.rst:426 msgid "Only GDScript creates global variables for each named script." msgstr "只有 GDScript 才會為每個已命名的腳本建立全域變數。" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/signals.po index 92c9978bb1..889d019e78 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index b4c4ff5634..a49af6a7ff 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 477f73f9f5..61667944a6 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 9e222432c2..7bef0b2be8 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 810b39837c..e4089dc73d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 2d34e41c4b..db6455b7be 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 13eaa2a727..72922104ba 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -400,6 +400,7 @@ msgid "Add containers to place UI elements automatically" msgstr "新增容器來自動擺放 UI 元素" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196 +#, fuzzy msgid "" "Our main menu has some margin around the edges of the screen. It is split in " "two parts: on the left, you have the logo and the menu options. On the " @@ -409,7 +410,7 @@ msgid "" "allow the user to resize the left and right areas using an interactive bar. " "On the other hand, ``HBoxContainer`` just splits itself into as many columns " "as it has children. Although you can deactivate the split container's resize " -"behavior, I recommend to favor box containers." +"behavior, it's recommended to favor box containers." msgstr "" "主選單的周圍有留白,中間則分成兩個部分:左邊有 Logo 與選單項目,右邊有 " "Characters。我們可以使用 ``HSplitContainer`` 或 ``HBoxContainer`` 的其中一" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index bb67506961..d395017fa6 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index e76705ef22..b049819e99 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index dd9041847f..bbd0fd6813 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index aef923d072..9563c66cc3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index bbc0b1c1e5..aa315fda42 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 69bd1b69d6..69eab18714 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 20b192c58f..d90441415a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index 9d74f6af1b..9d2056a212 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 1b9ea75cf9..fcae5de460 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -36,12 +36,13 @@ msgstr "" "做,則無法指定如何轉換及修改紋理、音訊檔、場景的匯入旗標。" #: ../../docs/getting_started/workflow/assets/import_process.rst:14 +#, fuzzy msgid "" "In Godot 3.0+, we use a more modern approach to importing: Simply drop your " "assets (image files, scenes, audio files, fonts, etc) directly in the " "project folder (copy them manually with your OS file explorer). Godot will " "automatically import these files internally and keep the imported resources " -"hidden in a res://.import folder." +"hidden in a ``res://.import`` folder." msgstr "" "自 Godot 3.0+ 以來,我們使用了更現代的匯入方法:只需直接將素材 (圖片、場景、" "音訊檔、字體…等) 拖放至專案資料夾 (於作業系統的檔案總管手動複製)。Godot 會自" @@ -142,16 +143,19 @@ msgid "Files generated" msgstr "產生的檔案" #: ../../docs/getting_started/workflow/assets/import_process.rst:71 +#, fuzzy msgid "" -"Importing will add an extra <asset>.import file, containing the import " +"Importing will add an extra ``<asset>.import`` file, containing the import " "configuration. Make sure to commit these to your version control system!" msgstr "" "匯入過程會產生一個額外的 <asset>.import 檔案,其中包含了匯入組態設定。請確認" "有在版本控制系統中簽入這些檔案!" #: ../../docs/getting_started/workflow/assets/import_process.rst:76 +#, fuzzy msgid "" -"Additionally, extra assets will be preset in the hidden res://.import folder:" +"Additionally, extra assets will be preset in the hidden ``res://.import`` " +"folder:" msgstr "另外,``res://.import`` 隱藏資料夾中也包含了額外的素材:" #: ../../docs/getting_started/workflow/assets/import_process.rst:80 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 13124d7d36..479296da23 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 58fa3f13c3..762f3f19a2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index eea08537ab..b877e71324 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 374c0cc745..2eac40ff6b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/index.po index f4255f9af1..f7fe1beefd 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 951263e210..d4bdde16e0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index ecbda97f1a..ed588a2658 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -191,8 +191,9 @@ msgstr "" "的副本 (一樣是常數時間,但比較慢)。" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:88 +#, fuzzy msgid "" -"**Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, " +"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" "**取值、設值:** **依位置** 最快。如,可要求第 0、第 2 與第 10 筆記錄…等。但" @@ -489,17 +490,17 @@ msgstr "" "與客製化資料結構不相關的東西,因此,在自行製作樹狀結構的時候,可以考慮自行建" "立自製的 Node 型別。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:272 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "就這樣,我們能製作適用於特定功能的客製化結構。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:276 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:280 msgid "Enumerations: int vs. string" msgstr "列舉類型:整數 vs. 字串" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:278 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:282 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " @@ -511,7 +512,7 @@ msgstr "" "GDScript 中使用 ``export`` 關鍵字時使用)。這裡便沿伸出了一個問題,「要使用哪" "一個?」" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:283 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -521,7 +522,7 @@ msgstr "" "的,而不是 Godot 中所有的腳本語言都這樣。GDScript 首先考慮的是易用性而非效" "能。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:287 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " @@ -530,7 +531,7 @@ msgstr "" "但技術上來說,整數型別的比較 (常數時間) 比字串比較 (線型時間) 要來得快。如果" "想保持與其他語言一樣的慣例,則應該用整數。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:291 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:295 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print MY_ENUM will print ``5`` or " @@ -542,7 +543,7 @@ msgstr "" "印出 MY_ENUM 會得到 ``5`` 這樣的值,而不是 ``\"MyEnum\"`` 。如果要印出整數列" "舉類型,就必須要寫一個將字串值映射到各個列舉值的字典 (Dictionary)。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:297 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:301 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -552,13 +553,13 @@ msgstr "" "若使用列舉類型的主要是為了要印出數值,而且想將相關的概念群組化,則可以使用字" "串。這樣一來,就不需要在印出數值時使用另一個分開的資料結構。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:303 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:307 msgid "" "AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" msgstr "" "\\ AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:305 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:309 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -566,7 +567,7 @@ msgstr "" "在哪個情況下該用哪個 Godot 動畫類別?對於新的 Godot 使用者來說,可能無法馬上" "清楚答案。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:308 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 msgid "" ":ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." @@ -574,15 +575,15 @@ msgstr "" ":ref:`AnimatedTexture <class_AnimatedTexture>` 是引擎繪製為動畫循環的紋理貼" "圖,而不是靜態圖片。使用者可以進行如下操作……" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:312 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 msgid "the rate at which it moves across each section of the texture (fps)." msgstr "在紋理貼圖的各個部分移動的速率 (FPS)。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:314 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:318 msgid "the number of regions contained within the texture (frames)." msgstr "紋理貼圖中包含的區域數量 (幀數)。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:316 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:320 msgid "" "Godot's :ref:`VisualServer <class_VisualServer>` then draws the regions in " "sequence at the prescribed rate. The good news is that this involves no " @@ -593,7 +594,7 @@ msgstr "" "域的順序繪製。好消息是,這個過程不會在引擎這邊產生額外的邏輯。但壞消息是,使" "用者幾乎沒什麼控制權。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:321 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:325 msgid "" "Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike " "the other :ref:`Node <class_Node>` objects discussed here. One might create " @@ -610,7 +611,7 @@ msgstr "" "<class_TileSet>` 中,然後跟 :ref:`TileMap <class_TileMap>` 整合使用,來製作許" "多會在單一繪製呼叫中同時算繪的自動動畫背景。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:329 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:333 msgid "" "The AnimatedSprite node, in combination with the :ref:`SpriteFrames " "<class_SpriteFrames>` resource, allows one to create a variety of animation " @@ -623,7 +624,7 @@ msgstr "" "畫,並且可以控制動畫的播放速度、區域偏移量與方向。這種使用方式盒適合用來控制" "基於影格的 2D 動畫。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:335 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:339 msgid "" "If one needs trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " @@ -635,7 +636,7 @@ msgstr "" "於影格的動畫之其他周邊元素),則需要使用 :ref:`AnimationPlayer " "<class_AnimationPlayer>` 來搭配 AnimatedSprite。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:341 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:345 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -643,11 +644,11 @@ msgstr "" "當想設計更複雜的 2D 動畫系統時,AnimationPlayer 也是必要工具。更複雜的 2D 動" "畫系統包含…" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:344 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:348 msgid "**Cut-Out animations:** editing sprites' transforms at runtime." msgstr "**剪影動畫:** 在執行階段編輯 Sprite 的變換。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:346 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:350 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -656,11 +657,11 @@ msgstr "" "**2D 網格動畫:** 為 Sprite 的材質定義一個區域,並將其骨骼固定在裡面。接著我" "們為骨骼製作動畫,依據骨骼之間互相的關係來縮放紋理貼圖。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:351 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:355 msgid "A mix of the above." msgstr "上述類型的組合。" -#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:353 +#: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:357 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 3933e27a81..5296d2a9bd 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index b4178d7e47..3b41a65a27 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 8a4d1cbf59..313070ad16 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index cfd4a80344..2ca50c9633 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 02091108d7..b033f04d8a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -98,10 +98,11 @@ msgstr "" "意義。如果平常都是自行製作腳本的話,那麼這一點就並非重要因素。" #: ../../docs/getting_started/workflow/best_practices/logic_preferences.rst:102 +#, fuzzy msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one my wish not to do this:" +"in exceptional cases, one may wish not to do this:" msgstr "" "如果只是想要「匯入」另一個類別資源 (腳本或場景),那麼使用預加載的常數應該是最" "好的方法。但是,有幾個例外情況下最好不要這麼做:" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index c6ab31c929..7a9c88e08d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 4e02be1eea..d4c9a8a538 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -273,11 +273,12 @@ msgid "Choosing a node tree structure" msgstr "選擇一種節點樹架構" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 +#, fuzzy msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " "have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in a myriad of ways. " +"game is always up to them. One can construct node trees in countless ways. " "But, for those who are unsure, this helpful guide can give them a sample of " "a decent structure to start with." msgstr "" @@ -384,10 +385,11 @@ msgstr "" "新增為根節點的子節點。否則,GUI 節點就必須在場景轉場時將自己刪除。" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 +#, fuzzy msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' " +"on the reasons, please see the :ref:`Autoloads versus regular nodes " "<doc_autoloads_versus_internal_nodes>` documentation." msgstr "" "如果專案中的系統會修改其他系統資料,則必須要將這些系統定義為自己的腳本或場" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 71dfed3c3b..471c3fdfdf 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index e2343835cc..6e03bc1224 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 66333c8e6e..691771e4e4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index f4f48f08e3..590f47b778 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 2255930983..7fd2ab8095 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -203,11 +203,26 @@ msgstr "" msgid "Once that is configured, everything is ready to export to Android!" msgstr "設定好了之後,就準備好能匯出到 Android 了!" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "" +"If you get an error saying *\"Could not install to device.\"*, make sure you " +"do not have an application with the same Android package name already " +"installed on the device (but signed with a different key)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "" +"If you have an application with the same Android package name but a " +"different signing key already installed on the device, you **must** remove " +"the application in question from the Android device before exporting to " +"Android again." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Providing launcher icons" msgstr "提供起動器圖示" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -218,11 +233,11 @@ msgstr "" "要提供高解析度圖示 (用於 ``xxxhdpi`` 密度螢幕),就會自動產生各個低解析度的版" "本。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 msgid "There are two types of icons required by Godot:" msgstr "Godot 中需要的圖示有兩種類型:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." @@ -230,7 +245,7 @@ msgstr "" "**主圖示:** 即「經典」的圖示。會用於最高至 Android 8 (Orea) 的 Android 版" "本。必須至少有 192×192 px。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:101 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " "<https://developer.android.com/guide/practices/ui_guidelines/" @@ -244,7 +259,7 @@ msgstr "" "icon_design_adaptive>`_ 。應用程式需要包含分開的背景與前景圖示來提供原生外" "觀。使用者的起動器會控制圖示的動畫與遮罩。必須至少有 432×432 px。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "It's important to adhere to some rules when designing adaptive icons. " "`Google Design has provided a nice article <https://medium.com/google-design/" @@ -255,7 +270,7 @@ msgstr "" "章 (英文) <https://medium.com/google-design/designing-adaptive-" "icons-515af294c783>`_ ,有助於瞭解這些規則以及調適性圖示的一些限制。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:105 msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " @@ -265,7 +280,7 @@ msgstr "" "間有直徑 66dp 的圓圈 (``xxxhdpi`` 下為 264 像素),才可避免圖示被起動器給剪" "裁。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" @@ -273,12 +288,12 @@ msgstr "" "若不提供需要的圖示,則 Godot 會自動在遞補鏈中以下一個項目來代替,當遞補鏈中目" "前項目失敗時,則往下遞補:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:98 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "**Main Icon:** 提供的主圖示 -> 專案圖示 -> 預設 Godot 主圖示。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." @@ -286,13 +301,13 @@ msgstr "" "**Adaptive Icon Foregrond:** 提供的前景圖示 -> 提供的主圖示 -> 專案圖示 -> 預" "設 Godot 前景圖示。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:100 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "**Adaptive Icon Background:** 提供的背景圖示 -> 預設 Godot 背景圖示。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 #, fuzzy msgid "" "It's highly recommended to provide all the requested icons with their " @@ -302,11 +317,11 @@ msgstr "" "強烈建議提供所有需要的圖示,並至少要有指定的解析度。只有這樣才能讓應用程式在" "所有 Android 設備與版本中看起來好看。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:117 msgid "Exporting for Google Play Store" msgstr "為 Google Play Store 匯出" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:108 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" @@ -314,7 +329,7 @@ msgstr "" "要將 APK 上傳至 Google Play Store 需要以非除錯用金鑰儲存區來簽署 APK。該檔案" "可如此產生:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -325,19 +340,19 @@ msgstr "" "Android 開發人員指南中瞭解有關 `簽署 APK <https://developer.android.com/" "studio/publish/app-signing>`__ 的詳情。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:129 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "接著在 Android 匯出預設中填寫下列表格:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "**Release:** 輸入剛才產生的金鑰儲存區檔案位置。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:134 msgid "**Release User:** Replace with the key alias." msgstr "**Release User:** 以金鑰別名取代。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." @@ -345,7 +360,7 @@ msgstr "" "**Release Password:** 金鑰密碼,請注意,目前金鑰儲存區密碼與金鑰的密碼必須相" "同。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " @@ -354,17 +369,17 @@ msgstr "" "**現在 export_presets.cfg 檔案會包含機敏資訊。** 若使用版本控制系統,請確保將" "該檔案從公開儲存庫中移除,並將其加入 ``.gitignore`` 檔案或同等檔案中。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:141 #, fuzzy msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "設定 APK 名稱時也別忘了取消勾選 **[Export With Debug]** 勾選框。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:146 msgid "Optimizing the APK size" msgstr "最佳化 APK 大小" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:137 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:148 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -379,7 +394,7 @@ msgstr "" "庫。請注意,為 ARMv7 所製作的應用程式一樣可以在 ARMv8 裝置上執行,但反過來則" "不行。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:155 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -395,7 +410,7 @@ msgstr "" "APK 到 Google Play 上。每個 APK 都應至為單一重架構建置。為 ARMv7 與 ARMv8 建" "立 APK 應該可涵蓋當今大多數的裝置。" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:151 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:162 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 7ae292930c..7f6d7f99d9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 58ca429498..24c2285a9b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 6a4411abf1..006f07738d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 11bc8f8f58..5ffbc999cf 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 433a213eb3..f9a91cb2a3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -560,11 +560,12 @@ msgid "Any other JavaScript value is returned as ``null``." msgstr "其他的 JavaScript 值則會回傳為 ``null`` 。" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:278 +#, fuzzy msgid "" "HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without " "support for the singleton to improve security. With such templates, and on " "platforms other than HTML5, calling ``JavaScript.eval`` will also return " -"``null``. The availability of the singleton can be checked with the " +"``null``. The availability of the singleton can be checked with the " "``JavaScript`` :ref:`feature tag <doc_feature_tags>`::" msgstr "" "建置的 HTML5 匯出樣板也有可能為了提升安全性而被 :ref:`建置 " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po index 6ac8275dc0..209411b855 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 43941dedb6..24db8c0eed 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -87,6 +87,8 @@ msgid "" "several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>` " "and loading them at run-time." msgstr "" +"God目前尚未支援超國兩GB的PCK檔案。若匯出的專案資料大於2GB,將會需要將其分開匯" +"出到多個PCK檔案。" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:45 msgid "On mobile" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 5179c9a77d..556e6acbd5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/index.po index 003687f44c..c172abfa1a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 6130cd9951..1b0cca0619 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -22,12 +22,14 @@ msgid "One-click deploy" msgstr "單鍵部署" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7 -msgid "Sounds good, what is it?" -msgstr "聽起來不錯,那是什麼?" +#, fuzzy +msgid "What is one-click deploy?" +msgstr "單鍵部署步驟" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9 +#, fuzzy msgid "" -"This feature will pop up automatically once a platform is properly " +"One-click deploy is a feature that is available once a platform is properly " "configured and a supported device is connected to the computer. Since things " "can go wrong at many levels (platform may not be configured correctly, SDK " "may be incorrectly installed, device may be improperly configured, etc.), " @@ -38,40 +40,95 @@ msgstr "" "所以讓使用者知道有單鍵部署這功能存在也不錯。" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:15 +#, fuzzy msgid "" -"Some platforms (at the time of this writing, only Android) can detect when a " -"USB device is connected to the computer, and offer the user to automatically " -"export, install and run the project (in debug mode) on the device. This " -"feature is called, in industry buzzwords, \"One-Click Deploy\"." +"After adding an Android export preset marked as Runnable, Godot can detect " +"when a USB device is connected to the computer and offer the user to " +"automatically export, install and run the project (in debug mode) on the " +"device. This feature is called *one-click deploy*." msgstr "" "有些平台 (在本文撰寫時,只有 Android) 可以在 USB 裝置連接到電腦上時自動偵測," "並提供使用者在該裝置上自動匯出、安裝與 (以除錯模式) 執行專案的功能,用業界的" "流行語來說,就是「單鍵部署」。" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:21 -msgid "Steps for one-click deploy" -msgstr "單鍵部署步驟" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23 -msgid "Configure target platform." -msgstr "設定目標平台。" - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24 +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:22 msgid "" -"Configure device (make sure it's in developer mode, likes the computer, USB " -"cable is plugged, USB is recognized, etc.)." +"One-click deploy is only available once you've added an export template " +"marked as **Runnable** in the Export dialog. You can mark several export " +"presets as runnable, but only one preset per platform may be marked as " +"runnable. If you mark a second preset in a given platform as runnable, the " +"other preset will no longer be marked as runnable." msgstr "" -"設定裝置 (請確定裝置有在開發者模式中,電腦也一樣,要插入 USB 線、有偵測到 " -"USB…等)。" -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26 -msgid "Connect the device..." -msgstr "連接裝置..." - -#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:27 -msgid "And voilà!" -msgstr "水哦!" +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29 +#, fuzzy +msgid "Supported platforms" +msgstr "支援所有平台。" #: ../../docs/getting_started/workflow/export/one-click_deploy.rst:31 -msgid "Click once... and deploy!" -msgstr "點一下... 然後就部署了!" +msgid "" +"**Android:** Exports the project with debugging enabled and runs it on the " +"connected device." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:34 +#, fuzzy +msgid "" +"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " +"Otherwise, the one-click deploy button won't appear." +msgstr "" +"另外,在建置自定匯出樣板前,依然必須依照 :ref:`doc_exporting_for_android` 中" +"所提到的步驟進行。" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:37 +msgid "" +"If you have more than one device connected, Godot will ask you which device " +"the project should be exported to." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:40 +msgid "" +"**HTML5:** Starts a local web server and runs the exported project by " +"opening the default web browser." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:43 +msgid "Support for more platforms such as iOS is planned." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:46 +#, fuzzy +msgid "Using one-click deploy" +msgstr "單鍵部署" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:48 +msgid "" +"If deploying to Android, enable developer mode on your mobile device then " +"enable USB debugging in the device's settings." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:50 +msgid "" +"After enabling USB debugging, connect the device to your PC using an USB " +"cable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:52 +msgid "For advanced users, it should also be possible to use wireless ADB." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:54 +msgid "" +"Make sure there is an export preset marked as **Runnable** for the target " +"platform (Android or HTML5)." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:56 +msgid "" +"If everything is configured correctly and with no errors, platform-specific " +"icons will appear in the top-right corner of the editor." +msgstr "" + +#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:58 +msgid "Click the button to export to the desired platform in one click." +msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/index.po index 389be2d08a..8bf5a825ee 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/index.po index a3e2ab98a5..e0f94b3ba9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 833ecb81c1..be488ae38b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po index b3a5de4d8d..d261a39e82 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/getting_started/workflow/project_setup/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/index.po b/sphinx/po/zh_TW/LC_MESSAGES/index.po index 0153f2b42e..9c947fdfc6 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 35787baad6..7cb960c693 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_meshes.po index 24e2e5b2aa..3f14dfda35 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_movement.po index a4e65aa137..04d081781c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 93d2e2c73e..3345a11f9a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -31,14 +31,14 @@ msgid "" "AnimatedSprite class and the AnimationPlayer. Typically, when you create or " "download an animated character, it will come in one of two ways: as " "individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite class." +"frames. Both can be animated in Godot with the AnimatedSprite class." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:14 msgid "" "First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to animate a " "collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " +"this class. Finally, we will learn another way to animate a sprite sheet " "with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation* " "property of :ref:`Sprite <class_Sprite>`." msgstr "" @@ -134,7 +134,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:118 msgid "" "You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite``. We will use this public domain sprite sheet:" +"``AnimatedSprite``. We will use this public domain sprite sheet:" msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:122 @@ -146,44 +146,44 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:124 msgid "" "Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " +"images. Select the ``AnimatedSprite`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:127 msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " +"Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:131 -msgid "You will be prompted to open a file. Select your sprite sheet." +msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:133 msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " +"A new window will open, showing your sprite sheet. The first thing you will " "need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and " -"two images vertically." +"sprite sheet. In this sprite sheet, we have four images horizontally and two " +"images vertically." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:137 msgid "" "Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " +"your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:141 msgid "" "You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." +"panel. Double click on default to change the name of the animation to jump." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:145 msgid "" -"Finally, check Playing on the AnimatedSprite in the inspector to see your " +"Finally, check Playing on the AnimatedSprite in the inspector to see your " "frog jump!" msgstr "" @@ -290,6 +290,6 @@ msgid "" "animation. ``AnimationPlayer`` is a bit more complex than " "``AnimatedSprite``, but it provides additional functionality, since you can " "also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite``. Experiment " "to see what works best for your needs." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_transforms.po index f0ec0bc2bd..b122d8b514 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/canvas_layers.po index 663872f183..751a1eed41 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index af68305fdf..bc43233103 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/index.po index 9508a90ae8..31b9494fef 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index ed2f54c9ec..95d25356bb 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 479f6ec831..81e0c9ca1a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index e9064eb499..5e041446f4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 6e8a0c6619..3f057946cc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,53 +27,65 @@ msgstr "簡介" #: ../../docs/tutorials/3d/baked_lightmaps.rst:9 msgid "" -"Baked lightmaps are an alternative workflow for adding indirect (or baked) " -"lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " +"Baked lightmaps are an alternative workflow for adding indirect (or fully " +"baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked " "lightmaps work fine on low-end PCs and mobile devices, as they consume " -"almost no resources at run-time." +"almost no resources at run-time. Also unlike GIProbe, baked lightmaps can " +"optionally be used to store direct lighting, which provides even further " +"performance gains." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:14 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:15 msgid "" -"Unlike ``GIProbe``\\ s, Baked Lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " +"Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they " +"can't be modified at all. They also don't provide the scene with " "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:19 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:20 msgid "" "As they are baked, they have fewer problems than ``GIProbe`` regarding light " -"bleeding, and indirect light can look better if using Raytrace mode on high " -"quality setting (but baking can take a while)." +"bleeding, and indirect light will often look better. The downside is that " +"baking lightmaps takes much longer than baking a GIProbe. While baking a " +"GIProbe can be done in a matter of seconds, baking lightmaps will take " +"several minutes if not more. This can slow down iteration speed " +"significantly, so it is recommended to bake lightmaps only when you actually " +"need to see changes in lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:23 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:27 msgid "" -"In the end, deciding which indirect lighting approach is better depends on " -"your use case. In general, GIProbe looks better and is much easier to set " -"up. For mobile or low-end compatibility, though, Baked Lightmaps are your " -"only choice." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:29 -msgid "Visual comparison" +"Baking lightmaps will also reserve baked materials' UV2 slot, which means " +"you can no longer use it for other purposes in materials (either in the " +"built-in :ref:`doc_spatial_material` or in custom shaders)." msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:31 msgid "" -"Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice " -"that lightmaps are more accurate, but also suffer from the fact that " -"lighting is on an unwrapped texture, so transitions and resolution may not " -"be that good. GIProbe looks less accurate (as it's an approximation), but " -"smoother overall." +"In the end, deciding which indirect lighting approach is better depends on " +"your use case. In general, GIProbe is easier to set up and works better with " +"dynamic objects. For mobile or low-end compatibility, though, baked " +"lightmaps are your only choice." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:40 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:37 +msgid "Visual comparison" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:39 +msgid "" +"Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that " +"lightmaps are more accurate, but also suffer from the fact that lighting is " +"on an unwrapped texture, so transitions and resolution may not be that good. " +"GIProbe looks less accurate (as it's an approximation), but smoother overall." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:48 msgid "Setting up" msgstr "設定" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:42 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need an UV2 layer and a texture size. An UV2 layer is a set of " @@ -81,36 +93,98 @@ msgid "" "own place in the UV map. Faces must not share pixels in the texture." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:47 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:55 msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:50 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +msgid "Unwrap on scene import" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:60 +msgid "" +"This is probably the best approach overall. The only downside is that, on " +"large models, unwrapping can take a while on import. Nonetheless, Godot will " +"cache the UV2 across reimports, so it will only be regenerated when needed." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:64 +msgid "" +"Select the imported scene in the filesystem dock, then go to the **Import** " +"dock. There, the following option can be modified:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:69 +msgid "" +"The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size " +"in world units must also be provided, as this will determine the final size " +"of the lightmap texture (and, in consequence, the UV padding in the map)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 +msgid "" +"The effect of setting this option is that all meshes within the scene will " +"have their UV2 maps properly generated." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:78 +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. Don't reuse a source mesh at significantly " +"different scales if you are planning to use lightmapping." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 +msgid "" +"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " +"control as these files guarantee that UV2 reimports are consistent across " +"platforms and engine versions." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:89 +msgid "Unwrap from within Godot" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:91 +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. It can " +"be found in the Mesh menu:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:96 +msgid "" +"This will generate a second set of UV2 coordinates which can be used for " +"baking, and it will also set the texture size automatically." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 msgid "Unwrap from your 3D DCC" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:52 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:102 msgid "" -"One option is to do it from your favorite 3D app. This approach is generally " -"not recommended, but it's explained first so that you know it exists. The " -"main advantage is that, on complex objects that you may want to re-import a " -"lot, the texture generation process can be quite costly within Godot, so " -"having it unwrapped before import can be faster." +"The last option is to do it from your favorite 3D app. This approach is " +"generally not recommended, but it's explained first so that you know it " +"exists. The main advantage is that, on complex objects that you may want to " +"re-import a lot, the texture generation process can be quite costly within " +"Godot, so having it unwrapped before import can be faster." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:58 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:108 msgid "Simply do an unwrap on the second UV2 layer." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:62 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:112 msgid "" -"And import normally. Remember you will need to set the texture size on the " -"mesh after import." +"Then import the 3D scene normally. Remember you will need to set the texture " +"size on the mesh after import." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:67 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 msgid "" "If you use external meshes on import, the size will be kept. Be wary that " "most unwrappers in 3D DCCs are not quality oriented, as they are meant to " @@ -118,284 +192,371 @@ msgid "" "create better unwrapping." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:73 -msgid "Unwrap from within Godot" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:75 -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. It can " -"be found in the Mesh menu:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:80 -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking, and it will also set the texture size automatically." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:84 -msgid "Unwrap on scene import" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:86 -msgid "" -"This is probably the best approach overall. The only downside is that, on " -"large models, unwrapping can take a while on import. Just select the " -"imported scene in the filesystem dock, then go to the Import tab. There, the " -"following option can be modified:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:93 -msgid "" -"The **Light Baking** mode needs to be set to **\"Gen Lightmaps\"**. A texel " -"size in world units must also be provided, as this will determine the final " -"size of the lightmap texture (and, in consequence, the UV padding in the " -"map)." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:97 -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:100 -msgid "" -"As a word of warning: When reusing a mesh within a scene, keep in mind that " -"UVs will be generated for the first instance found. If the mesh is re-used " -"with different scales (and the scales are wildly different, more than half " -"or twice), this will result in inefficient lightmaps. Just don't reuse a " -"source mesh at different scales if you are planning to use lightmapping." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:107 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 msgid "Checking UV2" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:109 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:125 msgid "" "In the mesh menu mentioned before, the UV2 texture coordinates can be " "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:115 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:131 msgid "Setting up the scene" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:117 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:133 msgid "" -"Before anything is done, a **BakedLightmap** Node needs to be added to a " +"Before anything is done, a **BakedLightmap** node needs to be added to a " "scene. This will enable light baking on all nodes (and sub-nodes) in that " "scene, even on instanced scenes." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:123 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 msgid "" "A sub-scene can be instanced several times, as this is supported by the " "baker, and each will be assigned a lightmap of its own (just make sure to " "respect the rule about scaling mentioned before):" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:128 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 msgid "Configure bounds" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:130 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:146 msgid "" "Lightmap needs an approximate volume of the area affected because it uses it " "to transfer light to dynamic objects inside it (more on that later). Just " "cover the scene with the volume as you do with ``GIProbe``:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:137 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 msgid "Setting up meshes" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:139 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:155 msgid "" "For a **MeshInstance** node to take part in the baking process, it needs to " -"have the \"Use in Baked Light\" property enabled." +"have the **Use in Baked Light** property enabled." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:144 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:147 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:163 msgid "Setting up lights" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:149 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 msgid "" "Lights are baked with indirect light by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:153 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:169 msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:158 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:174 msgid "The modes are:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:160 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:177 +#, fuzzy +msgid "Disabled" +msgstr "禁用 3D" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:179 msgid "" -"**Disabled:** Light is ignored in baking. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead." +"The light is ignored when baking lightmaps. Keep in mind hiding a light will " +"have no effect for baking, so this must be used instead of hiding the Light " +"node." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:161 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:182 msgid "" -"**Indirect:** This is the default mode. Only indirect lighting will be baked." +"This is the mode to use for dynamic lighting effects such as explosions and " +"weapon effects." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:162 -msgid "" -"**All:** Both indirect and direct lighting will be baked. If you don't want " -"the light to appear twice (dynamically and statically), simply hide it." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:165 -msgid "Baking quality" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:167 -msgid "" -"``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to " -"compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -"parameter. More subdivision results in more detail, but also takes more time " -"to bake." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:171 -msgid "" -"In general, the defaults are good enough. There is also a **Capture " -"Subdivision** (that must always be equal to or less than the main " -"subdivision), which is used for capturing light in dynamic objects (more on " -"that later). Its default value is also good enough for most cases." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:178 -msgid "" -"Besides the capture size, quality can be modified by setting the **Bake " -"Mode**. Two modes of capturing indirect are provided:" -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:183 -msgid "" -"**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -"Looks similar to (but slightly better than) ``GIProbe``." -msgstr "" - -#: ../../docs/tutorials/3d/baked_lightmaps.rst:184 -msgid "" -"**Ray Tracing**: This method is more precise, but can take considerably " -"longer to bake. If used in low or medium quality, some scenes may produce " -"grain." +#: ../../docs/tutorials/3d/baked_lightmaps.rst:185 +msgid "Indirect" msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:187 +msgid "" +"This is the default mode, and is a compromise between performance and real-" +"time friendliness. Only indirect lighting will be baked. Direct light and " +"shadows are still real-time, as they would be without BakedLightmap." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:191 +msgid "" +"This mode allows performing *subtle* changes to a light's color, energy and " +"position while still looking fairly correct. For example, you can use this " +"to create flickering static torches that have their indirect light baked." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:196 +msgid "All" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +msgid "" +"Both indirect and direct lighting will be baked. Since static surfaces can " +"skip lighting and shadow computations entirely, this mode provides the best " +"performance along with smooth shadows that never fade based on distance. The " +"real-time light will not affect baked surfaces anymore, but it will still " +"affect dynamic objects. When using the **All** bake mode on a light, dynamic " +"objects will not cast real-time shadows onto baked surfaces, so you need to " +"use a different approach such as blob shadows instead. Blob shadows can be " +"implemented with a Sprite3D + RayCast setup, or a negative SpotLight " +"pointing down with its bake mode set to **Disabled**." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +msgid "" +"The light will not be adjustable at all during gameplay; moving it and " +"changing its color will not have any effect on static surfaces." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:211 +msgid "" +"Since bake modes can be adjusted on a per-light basis, it is possible to " +"create hybrid baked light setups. One popular option is to use a real-time " +"DirectionalLight with its bake mode set to **Indirect**, and use the **All** " +"bake mode for OmniLights and SpotLights. This provides good performance " +"while still allowing dynamic objects to cast real-time shadows in outdoor " +"areas." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:218 msgid "Baking" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:189 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 msgid "" -"To begin the bake process, just push the big **Bake Lightmaps** button on " -"top when selecting the ``BakedLightmap`` node:" +"To begin the bake process, just push the **Bake Lightmaps** button on top " +"when selecting the BakedLightmap node:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:194 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:225 msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:198 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:229 +msgid "Balancing bake times with quality" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:231 +msgid "" +"Since high-quality bakes can take very long (up to several hours for large " +"complex scenes), it is recommended to use lower quality settings at first. " +"Then, once you are confident with your scene's lighting setup, raise the " +"quality settings and perform a \"final\" bake before exporting your project." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:237 msgid "Configuring bake" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:200 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:239 msgid "Several more options are present for baking:" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:202 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:241 msgid "" -"**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -"information around; the default value is fine and should work for most " -"cases. Increase it in case you want better lighting on small details or your " -"scene is large." +"**Bake Extents**: The size of the area affected. This can be edited in the " +"3D editor viewport using the handles. Any object that can have lightmaps " +"baked and is *touching* the bake extents will have lightmaps baked for it, " +"but dynamic object capture will only work within the extents." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:203 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:247 +msgid "Tweaks" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:249 msgid "" -"**Capture Subdiv**: This is the grid used for real-time capture information " -"(lighting dynamic objects). Default value is generally OK, it's usually " -"smaller than Bake Subdiv and can't be larger than it." +"**Quality:** Three bake quality modes are provided: Low, Medium, High, and " +"Ultra. Higher quality takes more time, but result in a better-looking " +"lightmap with less noise. The difference is especially noticeable with " +"emissive materials or areas that get little to no direct lighting." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:204 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:253 msgid "" -"**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -"High. Higher quality takes more time." +"**Bounces:** The number of bounces to use for indirect lighting. The default " +"value (3) is a good compromise between bake times and quality. Higher values " +"will make light bounce around more times before it stops, which makes " +"indirect lighting look smoother (but also brighter). During the initial " +"lighting iteration work, it is recommended to decrease the number of bounces " +"to 1 to speed up baking. Remember that your scene will be darker when " +"decreasing the number of bounces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:205 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:259 msgid "" -"**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -"Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." +"**Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap " +"significantly less noisy. This increases bake times and can occasionally " +"introduce artifacts, but the result is often worth it." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:206 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:262 msgid "" -"**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -"``GIProbe``." +"**Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be " +"able to capture any light over white (1.0). This will result in visible " +"clipping if you have bright lights in your scene. When HDR is disabled, " +"banding may also be visible in the lightmap." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:207 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:266 msgid "" -"**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -"over white (1.0)." +"**Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap " +"won't be able to store colored lighting. When baking indirect light only, " +"the difference may be barely visible since indirect light is generally not " +"highly saturated. However, when baking both direct and indirect lighting " +"using the **All** bake mode on a light, this will turn colored lighting into " +"grayscale lighting. This can be disabled together with HDR to get the " +"smallest possible lightmap file at a given resolution." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:208 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:273 msgid "" -"**Image Path**: Where lightmaps will be saved. By default, on the same " -"directory as the scene (\".\"), but can be tweaked." +"**Bias:** The offset value to use for shadows in 3D units. You generally " +"don't need to change this value, except if you run into issues with light " +"bleeding or dark spots in your lightmap after baking. This setting does not " +"affect real-time shadows casted on baked surfaces." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:209 -msgid "**Extents**: Size of the area affected (can be edited visually)" +#: ../../docs/tutorials/3d/baked_lightmaps.rst:277 +msgid "" +"**Default Texels Per Unit:** For meshes that do not specify their own " +"lightmap texel density, this will be used as the value. Higher values result " +"in *lower-resolution* lightmaps, which result in faster bake times and lower " +"file sizes at the cost of blurrier indirect lighting and shadows." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:210 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:283 +#, fuzzy +msgid "Atlas" +msgstr "圖塊合集 (Atlas Tile)" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:285 +msgid "" +"**Generate:** If enabled, a texture atlas will be generated for the " +"lightmap. This results in more efficient rendering, but is only compatible " +"with the GLES3 rendering backend. Disable this setting if your project is " +"allowed to fall back to GLES2. (This is not the case by default and must be " +"enabled in the Project Settings.) *This setting is ignored when the project " +"is configured to use GLES2 by default.*" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:291 +msgid "" +"**Max Size:** The maximum size of the atlas in pixels. Higher values result " +"in a more efficient atlas, but are less compatible with old/low-end " +"hardware. If in doubt, leave this setting on its default value (4096)." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:296 +msgid "Capture" +msgstr "截取" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:298 +msgid "" +"**Enabled:** This enables probe capture so that dynamic objects can " +"*receive* indirect lighting. Regardless of this setting's value, dynamic " +"objects will not be able to *contribute* indirect lighting to the scene. " +"This is a limitation of lightmaps." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:301 +msgid "" +"**Cell Size:** The distance between lightmap probes in 3D units. Higher " +"values result in more sparse probe placement, which decreases bake times and " +"file size at the cost of lower lighting accuracy for dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:304 +msgid "" +"**Quality:** The lightmap probe generation quality. Higher values result in " +"more accurate lighting, but take longer to bake. This setting does not " +"affect the *density* of the lightmap probes, only their quality." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:307 +msgid "" +"**Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation " +"property. Higher values result in brighter and more diffuse indirect " +"lighting for dynamic objects. Adjust this value depending on your scene to " +"make dynamic objects better fit with static baked lighting." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:313 +msgid "Data" +msgstr "資料" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:315 msgid "" "**Light Data**: Contains the light baked data after baking. Textures are " "saved to disk, but this also contains the capture data for dynamic objects, " -"which can be a bit heavy. If you are using .tscn formats (instead of .scn), " -"you can save it to disk." +"which can be heavy. If you are using a scene in ``.tscn`` format, you should " +"save this resource to an external binary ``.lmbake`` file to avoid bloating " +"the ``.tscn`` scene with binary data encoded in Base64." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:213 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:321 +msgid "" +"The Light Data resource can be edited to adjust two additional properties:" +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:323 +msgid "" +"**Energy:** Adjusts the lightmap's brightness. Higher values result in " +"brighter lightmaps. This can be adjusted at run-time for short-lived dynamic " +"effects such as thunderstorms. However, keep in mind that it will affect " +"*all* baked lights." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:326 +msgid "" +"**Interior:** If enabled, dynamic objects will not make use of environment " +"lighting and will use light probes for ambient lighting exclusively. If " +"disabled, both environment lighting and light probes are used to light up " +"dynamic objects." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:332 +msgid "" +"The generated EXR file can be viewed and even edited using an image editor " +"to perform post-processing if needed. However, keep in mind that changes to " +"the EXR file will be lost when baking lightmaps again." +msgstr "" + +#: ../../docs/tutorials/3d/baked_lightmaps.rst:337 msgid "Dynamic objects" msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:215 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:339 msgid "" -"In other engines or lightmapper implementations, you are required to " -"manually place small objects called \"lightprobes\" all around the level to " -"generate *capture* data. This is used to, then, transfer the light to " +"In other engines or lightmapper implementations, you are generally required " +"to manually place small objects called \"lightprobes\" all around the level " +"to generate *capture* data. This is then used to transfer the light to " "dynamic objects that move around the scene." msgstr "" -#: ../../docs/tutorials/3d/baked_lightmaps.rst:220 +#: ../../docs/tutorials/3d/baked_lightmaps.rst:344 msgid "" "However, this implementation of lightmapping uses a different method. The " "process is automatic, so you don't have to do anything. Just move your " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/csg_tools.po index 892a5b7eab..68a1e6d893 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 151315be9b..6c6efb0f75 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index d11b2808c9..bba93f8d8e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 18d0b544cb..eb08b5b7fc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 6ce3c38ae9..8c17a9a2ba 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index aac3be0006..bb134d213a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index dbf7ec74af..b583dbb4a2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index c43fb72454..603257cb65 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 74fb5c14af..3fddc20ec2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/gi_probes.po index a0286ce96f..c904deb8a0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index ce8c72e9f9..9b521963e2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/index.po index 1a86d36805..0fc1665e48 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 79958bf6b0..3e0a3d0237 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index af05980344..4dc844ed2c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/reflection_probes.po index 0f7b06e419..8cca25de46 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/spatial_material.po index 78f1e41fa5..e6cba8b83d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_gridmaps.po index a170565b80..6fa553fde0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index d0496de703..314c82462c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_transforms.po index 55e19cbc53..96bab8c04a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po index fb5877616f..9efff34c88 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -180,7 +180,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:117 msgid "" "The last motion is the twist, which is a panning roll along the spine. " -"Similarly to the pivot, we first construct a rotation matrix." +"Similarly to the pivot, we first construct a rotation matrix." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:126 @@ -210,8 +210,8 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:144 msgid "" "``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` " -"at the end using ``smoothstep`` to control the point at which the " -"transition from ``0`` to ``1`` happens." +"at the end using ``smoothstep`` to control the point at which the transition " +"from ``0`` to ``1`` happens." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:152 @@ -338,9 +338,9 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:232 msgid "" -"Notice how all the fish are all in the same position in their swim cycle? " -"It makes them look very robotic. The next step is to give each fish a " -"different position in the swim cycle so the entire school looks more organic." +"Notice how all the fish are all in the same position in their swim cycle? It " +"makes them look very robotic. The next step is to give each fish a different " +"position in the swim cycle so the entire school looks more organic." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:237 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po index 8774c12f53..6df5f9d28a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" "These functions come from the default :ref:`ParticlesMaterial " -"<class_ParticlesMaterial>`. They are used to generate a random number from " +"<class_ParticlesMaterial>`. They are used to generate a random number from " "each particle's ``RANDOM_SEED``." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/index.po index f14303fe2a..039eb754bc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 7fd54b67cd..a21c53b938 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/animation_tree.po index 7b20ee2358..7f0a0c7329 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/cutout_animation.po index 6c07dbe73c..5305b3f1f4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/index.po index 282f795b5a..77a6f00e98 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/introduction.po index 684aa32051..2b552fa087 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -192,7 +192,20 @@ msgstr "" msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:119 +#: ../../docs/tutorials/animation/introduction.rst:121 +msgid "" +"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " +"that the child nodes will not inherit the transform from the parent nodes " +"due to a bare Node being present in the hierarchy." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:125 +msgid "" +"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " +"a child of an AnimationPlayer node." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:128 msgid "" "The sprite holds an image texture. We animate that sprite to move between " "two points on the screen. For this tutorial, use the default Godot icon as " @@ -200,288 +213,281 @@ msgid "" "position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:126 -msgid "" -"Adding animated nodes as children to the AnimationPlayer node is not " -"required, but it is a nice way of distinguishing animated nodes from non-" -"animated nodes in the Scene Tree." -msgstr "" - -#: ../../docs/tutorials/animation/introduction.rst:130 +#: ../../docs/tutorials/animation/introduction.rst:133 msgid "" "Select the AnimationPlayer node, then click the \"Animation\" button in the " "animation editor. From the list select \"New\" (|Add Animation|) to add a " "new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:138 +#: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:143 +#: ../../docs/tutorials/animation/introduction.rst:146 msgid "" "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:149 +#: ../../docs/tutorials/animation/introduction.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:154 msgid "" "These switches and buttons allow you to add keyframes for the selected " "node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:154 +#: ../../docs/tutorials/animation/introduction.rst:157 msgid "" "Deselect rotation, because we are only interested in the location of our " "sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:157 +#: ../../docs/tutorials/animation/introduction.rst:160 msgid "" "As we don't have a track already set up for the transform/location property, " "Godot asks whether it should set it up for us. Click **Create**." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:160 +#: ../../docs/tutorials/animation/introduction.rst:163 msgid "" "This creates a new track and our first keyframe at the beginning of the " "timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:166 +#: ../../docs/tutorials/animation/introduction.rst:169 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:172 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:171 +#: ../../docs/tutorials/animation/introduction.rst:174 msgid "" "Now we need to set the destination where our sprite should be headed and how " "much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:174 +#: ../../docs/tutorials/animation/introduction.rst:177 msgid "" "Let's say, we want it to take 2 seconds to go to the other point. By default " "the animation is set to last only 1 second, so change this in the timeline " "controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:181 +#: ../../docs/tutorials/animation/introduction.rst:184 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:183 +#: ../../docs/tutorials/animation/introduction.rst:186 msgid "" "Click on the timeline header near the 2-second mark and move the sprite to " "the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:189 msgid "" "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:190 +#: ../../docs/tutorials/animation/introduction.rst:193 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:192 +#: ../../docs/tutorials/animation/introduction.rst:195 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:194 +#: ../../docs/tutorials/animation/introduction.rst:197 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:199 +#: ../../docs/tutorials/animation/introduction.rst:202 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:202 +#: ../../docs/tutorials/animation/introduction.rst:205 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:204 +#: ../../docs/tutorials/animation/introduction.rst:207 msgid "" "Godot has an additional feature here. Like said before, Godot always " "calculates the frames between two keyframes. In a loop, the first keyframe " "is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:212 +#: ../../docs/tutorials/animation/introduction.rst:215 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:214 +#: ../../docs/tutorials/animation/introduction.rst:217 msgid "" "If you set the animation length to 4 seconds now, the animation moves back " "and forth. You can change this behavior if you change the track's loop mode. " "This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 -#: ../../docs/tutorials/animation/introduction.rst:227 +#: ../../docs/tutorials/animation/introduction.rst:222 +#: ../../docs/tutorials/animation/introduction.rst:230 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:221 +#: ../../docs/tutorials/animation/introduction.rst:224 msgid "" "Each track has a settings panel at the end, where you can set the update " "mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:229 +#: ../../docs/tutorials/animation/introduction.rst:232 msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:232 +#: ../../docs/tutorials/animation/introduction.rst:235 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:233 +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:234 +#: ../../docs/tutorials/animation/introduction.rst:237 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:238 msgid "" "Capture: The current value of a property is remembered, and it will blend " "with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:240 +#: ../../docs/tutorials/animation/introduction.rst:243 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:242 +#: ../../docs/tutorials/animation/introduction.rst:245 msgid "" "In normal animations, you usually use \"Continuous\". The other types are " "used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:245 +#: ../../docs/tutorials/animation/introduction.rst:248 msgid "" "The interpolation tells Godot how to calculate the frame values between the " "keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:248 +#: ../../docs/tutorials/animation/introduction.rst:251 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:252 msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:254 msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:257 +#: ../../docs/tutorials/animation/introduction.rst:260 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:259 +#: ../../docs/tutorials/animation/introduction.rst:262 msgid "" "Cubic interpolation leads to a more natural movement, where the animation is " "slower at a keyframe and faster between keyframes. This is usually used for " "character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:264 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "" "Godot supports two loop modes, which affect the animation if it's set to " "loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:273 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:272 +#: ../../docs/tutorials/animation/introduction.rst:275 msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:275 +#: ../../docs/tutorials/animation/introduction.rst:278 msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:280 -#: ../../docs/tutorials/animation/introduction.rst:293 +#: ../../docs/tutorials/animation/introduction.rst:283 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:282 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "" "Godot doesn't restrict you to only edit transform properties. Every property " "can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:285 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "" "If you select your sprite while the animation panel is visible, you get a " "small keyframe button for all the sprite's properties. Click on this button " "and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:299 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:298 +#: ../../docs/tutorials/animation/introduction.rst:301 msgid "" "For advanced use and to edit keyframes in detail, You can click on them to " "bring up the keyframe editor in the inspector. You can use this to directly " "edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:305 +#: ../../docs/tutorials/animation/introduction.rst:308 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 +#: ../../docs/tutorials/animation/introduction.rst:310 msgid "" "Additionally, you can also edit the easing value for this keyframe by " "clicking and dragging the easing setting. This tells Godot, how to change " "the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:311 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "" "You usually tweak your animations this way, when the movement doesn't \"look " "right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:315 +#: ../../docs/tutorials/animation/introduction.rst:318 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:317 +#: ../../docs/tutorials/animation/introduction.rst:320 msgid "" "Godot's animation engine doesn't stop here. If you're already comfortable " "with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/" @@ -489,13 +495,13 @@ msgid "" "methods." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:326 msgid "" "For example, the :ref:`class_AudioStreamPlayer` node type has a method to " "play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:326 +#: ../../docs/tutorials/animation/introduction.rst:329 msgid "" "Wouldn't it be great to use a method at a specific keyframe in an animation? " "This is where \"Call Method Tracks\" come in handy. These tracks reference a " @@ -504,56 +510,56 @@ msgid "" "reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "" "To demonstrate, we're going to use a call method track to play audio at a " "specific keyframe. Normally to play audio you should use an audio track, but " "for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:336 +#: ../../docs/tutorials/animation/introduction.rst:339 msgid "" "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream " "using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:342 msgid "" "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:342 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:347 +#: ../../docs/tutorials/animation/introduction.rst:350 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "" "Select the :ref:`class_AudioStreamPlayer` node in the selection window. " "Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:355 +#: ../../docs/tutorials/animation/introduction.rst:358 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:357 +#: ../../docs/tutorials/animation/introduction.rst:360 msgid "" "Right click the timeline where Godot should play the sample and click the " "\"Insert Key\" option. This will bring up a list of methods that can be " "called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 +#: ../../docs/tutorials/animation/introduction.rst:367 msgid "" "When Godot reaches the keyframe, Godot calls the :ref:" "`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:368 +#: ../../docs/tutorials/animation/introduction.rst:371 msgid "" "You can change its position by dragging it on the timeline, you can also " "click on the keyframe and use the keyframe settings in the inspector." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/index.po index 72fcac02c1..f22f87b192 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 9d480f4ad1..0df9679326 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 11e14389c3..79ee349099 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -286,12 +286,12 @@ msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:136 msgid "" "Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from from the " -"Project Manager view of the AssetLib. Addons (tools, scripts, materials " -"etc.) can be downloaded from the in-project AssetLib and added to the " -"current project. In addition, unlike when using the web frontend, the search " -"results are updated in real-time (you do not have to press Search after " -"every change to your search query for the changes to take place)." +"running. Projects, Demos and Templates can be downloaded from the Project " +"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " +"downloaded from the in-project AssetLib and added to the current project. In " +"addition, unlike when using the web frontend, the search results are updated " +"in real-time (you do not have to press Search after every change to your " +"search query for the changes to take place)." msgstr "" #: ../../docs/tutorials/assetlib/using_assetlib.rst:144 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index ead240e040..e5cb1663a1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_buses.po index bae166671f..99c2bcf857 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_streams.po index c4125dc2f2..8ae342bfc7 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/index.po index 8cb5a77141..1a299c3c4f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 87742b5d60..513d892035 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 969bb10114..e1d7a1d56a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/index.po index 067e535ba9..28a63d9e81 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/making_trees.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/making_trees.po index 142cd594d3..5548e558f3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/making_trees.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po index cc8b3fd5e8..fe0a30bdd4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -60,7 +60,7 @@ msgstr "" #: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 msgid "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats " +"``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. First 3 floats " "determine the tangent, and the last the binormal direction as -1 or 1." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po index ef472f6cd3..d26ea9664b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/immediategeometry.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/index.po index d564615080..1ab16d63ce 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po index 94166a6ee1..9089b48339 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po index 7f0e12c159..fb41d076db 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/content/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/debugger_panel.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/debugger_panel.po index bb651e5637..f25c06ce28 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/debugger_panel.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/index.po index 9893bae5a5..36b859f58c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 8f7b756383..9647bf7ad4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index c2c87950f2..79cb1b5753 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/control_node_gallery.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/control_node_gallery.po index 519d2c58f9..67a5d566f3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/control_node_gallery.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index e13ec30ce6..62be88d963 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_containers.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_containers.po index 4c71a65219..c3dbd8ac24 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_containers.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -149,7 +149,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:67 msgid "" -"Arrange child controls vertically or horizontally (via :ref:`HBoxContainer " +"Arranges child controls vertically or horizontally (via :ref:`HBoxContainer " "<class_HBoxContainer>` and :ref:`VBoxContainer <class_VBoxContainer>`). In " "the opposite of the designated direction (as in, vertical for an horizontal " "container), it just expands the children." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_skinning.po index 1f023c14fc..566ad6d527 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/index.po index 1e1608fe29..c75127f70e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/size_and_anchors.po index f7c0dc987d..3adfc04385 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/index.po index 190d87d764..ae90bca126 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index de842851c3..2e3507645c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/locales.po index 1d6c7d75c4..a8be702690 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 0aeddd6a93..a8a33bfb0f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -242,8 +242,8 @@ msgstr "" msgid "" "After updating the PO template, you will have to update message files so " "that they contain new strings, while removing strings that are no longer " -"present in the PO template removed in the PO template. This can be done " -"automatically using the ``msgmerge`` tool:" +"present in the PO template. This can be done automatically using the " +"``msgmerge`` tool:" msgstr "" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:167 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 7b42a69684..77a952ce9a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index adabb59209..d554a3e116 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/index.po index bb5312c443..94ff003318 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/input_examples.po index e2a5d084c0..d79f8691f9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -187,7 +187,7 @@ msgstr "" #: ../../docs/tutorials/inputs/input_examples.rst:219 msgid "" "Modifier properties are inherited from :ref:`InputEventWithModifiers " -"<class_InputEventWithModifiers>`. This allows you to check for modifier " +"<class_InputEventWithModifiers>`. This allows you to check for modifier " "combinations using boolean properties. Let's imagine you want one thing to " "happen when the :kbd:`T` is pressed, but something different when it's :kbd:" "`Shift + T`:" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/inputevent.po index 2811f0955f..321733195b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -122,12 +122,15 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:97 msgid "" "If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is " -"assigned to the Viewport, a ray to the physics world (in the ray direction " -"from the click) will be cast. If this ray hits an object, it will call the :" -"ref:`CollisionObject._input_event() " -"<class_CollisionObject_method__input_event>` function in the relevant " -"physics object (bodies receive this callback by default, but areas do not. " -"This can be configured through :ref:`Area <class_Area>` properties)." +"assigned to the Viewport with :ref:`Object Picking " +"<class_viewport_property_physics_object_picking>` turned on, a ray to the " +"physics world (in the ray direction from the click) will be cast. (For the " +"root viewport, this can also be enabled in :ref:`Project Settings " +"<class_ProjectSettings_property_physics/common/enable_object_picking>`) If " +"this ray hits an object, it will call the :ref:`CollisionObject." +"_input_event() <class_CollisionObject_method__input_event>` function in the " +"relevant physics object (bodies receive this callback by default, but areas " +"do not. This can be configured through :ref:`Area <class_Area>` properties)." msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:103 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 1690f11e79..e2fee61b0a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/background_loading.po index 8efa735c77..23e179613a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/data_paths.po index 7dd64b512a..5ed5dedb5d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/index.po index 2b36e2d91d..ec57401c6f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/saving_games.po index 93b86242c0..5c4de482b7 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/complying_with_licenses.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/complying_with_licenses.po index 41d98bf618..ea4cd7f442 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/complying_with_licenses.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -67,7 +67,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:32 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:111 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \"Software\"), to " @@ -78,14 +78,14 @@ msgid "" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:34 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:113 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:36 -#: ../../docs/tutorials/legal/complying_with_licenses.rst:115 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:122 msgid "" "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR " "IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " @@ -168,10 +168,22 @@ msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:82 #, fuzzy +msgid "Link to the license" +msgstr "同意授權條款" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +msgid "" +"The Godot Engine developers consider that a link to godotengine.org/license " +"in your game documentation or credits would be an acceptable way to satisfy " +"the license terms." +msgstr "" + +#: ../../docs/tutorials/legal/complying_with_licenses.rst:89 +#, fuzzy msgid "Third-party licenses" msgstr "第三方工具" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:84 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 msgid "" "Godot itself contains software written by `third parties <https://github.com/" "godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require " @@ -181,68 +193,68 @@ msgid "" "all the libraries listed below." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:91 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:98 msgid "Here's a list of libraries requiring attribution:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:94 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:101 msgid "FreeType" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:96 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 msgid "" "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its " "license requires attribution, so the following text must be included " "together with the Godot license:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:100 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:107 msgid "" "Portions of this software are copyright © <year> The FreeType Project (www." "freetype.org). All rights reserved." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:103 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:110 msgid "ENet" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:105 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:112 msgid "" "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:109 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:116 msgid "Copyright (c) 2002-2020 Lee Salzman" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:118 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:125 msgid "MBedTLS" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:120 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:127 msgid "" "If the project is done with Godot 3.1 or above and it utilizes SSL (usually " "through HTTP requests), the `MBedTLS <https://tls.mbed.org>`_ Apache license " "needs to be complied by including the following text:" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:124 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:131 msgid "Copyright The Mbed TLS Contributors" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:126 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:133 msgid "" "Licensed under the Apache License, Version 2.0 (the \"License\"); you may " "not use this file except in compliance with the License. You may obtain a " "copy of the License at" msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:130 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:137 msgid "http://www.apache.org/licenses/LICENSE-2.0" msgstr "http://www.apache.org/licenses/LICENSE-2.0" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:132 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:139 msgid "" "Unless required by applicable law or agreed to in writing, software " "distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT " @@ -251,7 +263,7 @@ msgid "" "under the License." msgstr "" -#: ../../docs/tutorials/legal/complying_with_licenses.rst:138 +#: ../../docs/tutorials/legal/complying_with_licenses.rst:145 msgid "" "Keep in mind that Godot 2.x and 3.0 use `OpenSSL <https://www.openssl.org>`_ " "instead." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/index.po index 2f4f152654..afd676fd48 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/legal/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 4c77c53856..5ab3241d42 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -260,7 +260,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:193 msgid "" "To make this easier, the curves need to be *baked* into equidistant points. " -"This way, they can be approximated with regular interpolation (which can be " +"This way, they can be approximated with regular interpolation (which can be " "improved further with a cubic option). To do this, just use the :ref:`Curve." "interpolate_baked()<class_Curve_method_interpolate_baked>` method together " "with :ref:`Curve2D." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/index.po index 5f8bc6d925..fcdaaf2bf0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/interpolation.po index fe043d38d1..4285d40125 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index ddad1b6606..9ae608c39b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/random_number_generation.po index adff39c608..9ca0140bc2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vector_math.po index ad9e7a9383..951ec58454 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vectors_advanced.po index 7d818fd961..a78b946127 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 1e48946dac..28623f55f8 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/change_scenes_manually.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/change_scenes_manually.po index 256c06b808..7904aa9f5e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/change_scenes_manually.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po index ed3419ba49..a0d08cd28b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/gles2_gles3_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -84,7 +84,7 @@ msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:39 msgid "" "GLES2 and GLES3 are in different color spaces. This means that colors will " -"appear slightly different between them especially when lighting is used." +"appear slightly different between them especially when lighting is used." msgstr "" #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:42 @@ -102,45 +102,52 @@ msgstr "" msgid "" "GLES2 is not capable of using High Dynamic Range (HDR) rendering features. " "If HDR is set for your project, or for a given viewport, Godot will still " -"user Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " +"use Low Dynamic Range (LDR) which limits viewport values to the ``0-1`` " "range." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:54 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:53 +msgid "" +"The Viewport **Debanding** property and associated project setting will also " +"have no effect when HDR is disabled. This means debanding can't be used in " +"GLES2." +msgstr "" + +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:57 msgid "SpatialMaterial features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:56 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 msgid "" "In GLES2, the following advanced rendering features in the :ref:" "`SpatialMaterial <class_SpatialMaterial>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:59 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 msgid "Subsurface scattering" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:63 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:62 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:65 msgid "Depth mapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:64 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:67 msgid "When using SpatialMaterials they will not even appear in the editor." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:66 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:69 msgid "" "In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values " "for these features but they will be non-functional. For example, you will " @@ -148,86 +155,86 @@ msgid "" "scattering) in your shader, but nothing will happen." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:71 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:74 msgid "Environment features" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:73 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 msgid "" "In GLES2, the following features in the :ref:`Environment " "<class_Environment>` are missing:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:75 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 msgid "Auto exposure" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:76 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:79 msgid "Tonemapping" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:77 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 msgid "Screen space reflections" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:78 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:81 msgid "Screen space ambient occlusion" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:80 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 msgid "That means that in GLES2 environments you can only set:" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:82 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 msgid "Sky (including procedural sky)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:83 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 msgid "Ambient light" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:84 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 msgid "Fog" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:85 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:88 msgid "Depth of field" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:86 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:89 msgid "Glow (also known as bloom)" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:87 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 msgid "Adjustment" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:90 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:93 msgid "GIProbes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:92 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:95 msgid "" ":ref:`GIProbes <class_GIProbe>` do not work in GLES2. Instead use :ref:" "`Baked Lightmaps <class_BakedLightmap>`. For a description of how baked " "lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:96 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:99 msgid "Contact shadows" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:98 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 msgid "" "The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not " "supported in GLES2 and so does nothing." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:101 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:104 msgid "Light performance" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:103 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:106 msgid "" "In GLES2, performance scales poorly with several lights, as each light is " "processed in a separate render pass (in opposition to GLES3 which is all " @@ -235,11 +242,11 @@ msgid "" "order to achieve greatest performance." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:108 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:111 msgid "Texture compression" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:110 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:113 msgid "" "On mobile, GLES2 requires ETC texture compression, while GLES3 requires " "ETC2. ETC2 is enabled by default, so if exporting to mobile using GLES2 make " @@ -247,7 +254,7 @@ msgid "" "and then reimport textures." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:116 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:119 msgid "" "Since ETC doesn't support transparency, you must reimport textures that " "contain an alpha channel to use the Uncompressed, Lossy or Lossless " @@ -255,131 +262,131 @@ msgid "" "after selecting them in the FileSystem dock." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:122 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:125 msgid "Blend shapes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:124 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 msgid "Blend shapes are not supported in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:127 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:130 msgid "Shading language" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:129 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 msgid "" "GLES3 provides many built-in functions that GLES2 does not. Below is a list " "of functions that are not available or are have limited support in GLES2." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:132 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 msgid "" "For a complete list of built-in GLSL functions see the :ref:`Shading " "Language doc <doc_shading_language>`." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:135 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:138 msgid "Function" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:137 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:140 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:139 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:142 msgid "vec_int_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:141 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:144 msgid "vec_uint_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:143 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:146 msgid "vec_type **intBitsToFloat** ( vec_int_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:145 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:148 msgid "vec_type **uintBitsToFloat** ( vec_uint_type x )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:147 -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:150 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "See workaround below" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:149 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:152 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:151 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:154 msgid "**bias** not available in vertex shader" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:153 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:156 msgid "" "vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:155 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:158 msgid "Only available in vertex shader on some hardware" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:157 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:160 msgid "vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:159 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:162 msgid "" "vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, " -"vec_type dPdy)" +"vec_type dPdy )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:161 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:164 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:163 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:166 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:165 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:168 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 msgid "" "Functions not in GLES2's GLSL were added with Godots own shader standard " "library. These functions may perform worse in GLES2 compared to GLES3." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:171 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:174 msgid "``textureSize()`` workaround" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:173 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:176 msgid "" "GLES2 does not support ``textureSize()``. You can get the size of a texture " "the old fashioned way by passing in a uniform with the texture size yourself." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:189 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:192 msgid "Built in variables and render modes" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:191 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:194 msgid "" "Godot also provides many built-in variables and render modes. Some cannot be " "supported in GLES2. Below is a list of built-in variables and render modes " @@ -387,30 +394,30 @@ msgid "" "using the GLES2 backend." msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:196 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:199 msgid "Variable / Render Mode" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:198 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:201 msgid "``ensure_correct_normals``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:200 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:203 msgid "``INSTANCE_ID``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:202 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:205 msgid "``DEPTH``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:204 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:207 msgid "``ANISOTROPY``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:206 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:209 msgid "``ANISOTROPY_FLOW``" msgstr "" -#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:208 +#: ../../docs/tutorials/misc/gles2_gles3_differences.rst:211 msgid "``SSS_STRENGTH``" msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index b54c682416..d9ee144856 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/index.po index 6d5669dabb..35fa794ff8 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/instancing_with_signals.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/instancing_with_signals.po index 369da92a32..a6e1c03043 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/instancing_with_signals.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/jitter_stutter.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/jitter_stutter.po index 86690152f0..7df130b62e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/jitter_stutter.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/pausing_games.po index 9fdc8f4486..5e6f434b4b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -90,9 +90,9 @@ msgstr "" msgid "You can achieve the same result in code:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:62 +#: ../../docs/tutorials/misc/pausing_games.rst:69 msgid "" -"By default all nodes have this property in the \"Inherit\" state. This " +"By default, all nodes have this property in the \"Inherit\" state. This " "means, that they will only process (or not) depending on what this same " "property is set on the parent node. If the parent is set to \"Inherit\" , " "then the grandparent will be checked and so on. Ultimately, if a state can't " @@ -101,55 +101,55 @@ msgid "" "paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:70 +#: ../../docs/tutorials/misc/pausing_games.rst:77 msgid "So the three possible states for a node are:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:72 +#: ../../docs/tutorials/misc/pausing_games.rst:79 msgid "" "**Inherit**: Process depending on the state of the parent, grandparent, etc. " "The first parent that has a non-Inherit state." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:74 +#: ../../docs/tutorials/misc/pausing_games.rst:81 msgid "" "**Stop**: Stop the node no matter what (and children in Inherit mode). When " "paused this node will not process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:76 +#: ../../docs/tutorials/misc/pausing_games.rst:83 msgid "" "**Process**: Process the node no matter what (and children in Inherit mode). " "Paused or not this node will process." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:80 +#: ../../docs/tutorials/misc/pausing_games.rst:87 msgid "Example" msgstr "範例" -#: ../../docs/tutorials/misc/pausing_games.rst:82 +#: ../../docs/tutorials/misc/pausing_games.rst:89 msgid "" "An example of this is creating a popup or panel with controls inside, and " "set its pause mode to \"Process\" then hide it:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:87 +#: ../../docs/tutorials/misc/pausing_games.rst:94 msgid "" "Just by setting the root of the pause popup to \"Process\", all children and " "grandchildren will inherit that state. This way, this branch of the scene " "tree will continue working when paused." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:91 +#: ../../docs/tutorials/misc/pausing_games.rst:98 msgid "" "Finally, make it so when a pause button is pressed (any button will do), " "enable the pause and show the pause screen." msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:109 +#: ../../docs/tutorials/misc/pausing_games.rst:116 msgid "To remove the pause, do the opposite when the pause screen is closed:" msgstr "" -#: ../../docs/tutorials/misc/pausing_games.rst:127 +#: ../../docs/tutorials/misc/pausing_games.rst:134 msgid "And that should be all!" msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po index c0371f876a..d9fc837171 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/state_design_pattern.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/state_design_pattern.po index 03e578b455..b100daec59 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/state_design_pattern.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/misc/state_design_pattern.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 2372e75d99..64231b53bd 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -724,7 +724,7 @@ msgstr "" msgid "" "The bomberman example here is largely for illustrational purposes, and does " "not do anything on the host-side to handle the case where a peer uses a " -"custom client to cheat by for example refusing to to stun itself. In the " +"custom client to cheat by for example refusing to stun itself. In the " "current implementation such cheating is perfectly possible because each " "client is the network master of its own player, and the network master of a " "player is the one which decides whether to call the I-was-stunned method " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_client_class.po index 3a629cc422..29adedd59f 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_request_class.po index 672f640805..678743d9c5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/index.po index e2f09047ba..fee98a36d1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 53716866c6..3374582ae3 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/webrtc.po index e2a78168cf..213ece615d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/websocket.po index 63bf774b8c..8951812598 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/batching.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/batching.po index 6b204b21a0..e6b07db185 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/batching.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/batching.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,17 +42,12 @@ msgid "" "number of draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:21 -#, fuzzy -msgid "2D batching is currently only supported when using the GLES2 renderer." -msgstr "ETC1 (使用 GLES2 算繪引擎時建議使用)。" - -#: ../../docs/tutorials/optimization/batching.rst:24 +#: ../../docs/tutorials/optimization/batching.rst:20 #, fuzzy msgid "Draw calls" msgstr "缺點" -#: ../../docs/tutorials/optimization/batching.rst:26 +#: ../../docs/tutorials/optimization/batching.rst:22 msgid "" "In 2D, we need to tell the GPU to render a series of primitives (rectangles, " "lines, polygons etc). The most obvious technique is to tell the GPU to " @@ -61,7 +56,7 @@ msgid "" "\" (this is called a draw call)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:32 +#: ../../docs/tutorials/optimization/batching.rst:28 msgid "" "While this is conceptually simple from the engine side, GPUs operate very " "slowly when used in this manner. GPUs work much more efficiently if you tell " @@ -69,13 +64,13 @@ msgid "" "will call a \"batch\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:37 +#: ../../docs/tutorials/optimization/batching.rst:33 msgid "" "It turns out that they don't just work a bit faster when used in this " "manner; they work a *lot* faster." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:40 +#: ../../docs/tutorials/optimization/batching.rst:36 msgid "" "As Godot is designed to be a general-purpose engine, the primitives coming " "into the Godot renderer can be in any order, sometimes similar, and " @@ -86,11 +81,11 @@ msgid "" "while requiring few (if any) changes to your Godot project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:49 +#: ../../docs/tutorials/optimization/batching.rst:45 msgid "How it works" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:51 +#: ../../docs/tutorials/optimization/batching.rst:47 msgid "" "Instructions come into the renderer from your game in the form of a series " "of items, each of which can contain one or more commands. The items " @@ -100,23 +95,23 @@ msgid "" "Others, such as sprites, may only contain a single command (a rectangle)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:58 +#: ../../docs/tutorials/optimization/batching.rst:54 msgid "The batcher uses two main techniques to group together primitives:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:60 +#: ../../docs/tutorials/optimization/batching.rst:56 msgid "Consecutive items can be joined together." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:61 +#: ../../docs/tutorials/optimization/batching.rst:57 msgid "Consecutive commands within an item can be joined to form a batch." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:64 +#: ../../docs/tutorials/optimization/batching.rst:60 msgid "Breaking batching" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:66 +#: ../../docs/tutorials/optimization/batching.rst:62 msgid "" "Batching can only take place if the items or commands are similar enough to " "be rendered in one draw call. Certain changes (or techniques), by necessity, " @@ -124,41 +119,41 @@ msgid "" "\"breaking batching\"." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:70 +#: ../../docs/tutorials/optimization/batching.rst:66 msgid "Batching will be broken by (amongst other things):" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:72 +#: ../../docs/tutorials/optimization/batching.rst:68 #, fuzzy msgid "Change of texture." msgstr "匯入紋理" -#: ../../docs/tutorials/optimization/batching.rst:73 +#: ../../docs/tutorials/optimization/batching.rst:69 msgid "Change of material." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:74 +#: ../../docs/tutorials/optimization/batching.rst:70 msgid "Change of primitive type (say, going from rectangles to lines)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:78 +#: ../../docs/tutorials/optimization/batching.rst:74 msgid "" "For example, if you draw a series of sprites each with a different texture, " "there is no way they can be batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:82 +#: ../../docs/tutorials/optimization/batching.rst:78 msgid "Determining the rendering order" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:84 +#: ../../docs/tutorials/optimization/batching.rst:80 msgid "" "The question arises, if only similar items can be drawn together in a batch, " "why don't we look through all the items in a scene, group together all the " "similar items, and draw them together?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:88 +#: ../../docs/tutorials/optimization/batching.rst:84 msgid "" "In 3D, this is often exactly how engines work. However, in Godot's 2D " "renderer, items are drawn in \"painter's order\", from back to front. This " @@ -166,35 +161,35 @@ msgid "" "overlap." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:92 +#: ../../docs/tutorials/optimization/batching.rst:88 msgid "" "This also means that if we try and draw objects on a per-texture basis, then " "this painter's order may break and objects will be drawn in the wrong order." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:95 +#: ../../docs/tutorials/optimization/batching.rst:91 msgid "In Godot, this back-to-front order is determined by:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:97 +#: ../../docs/tutorials/optimization/batching.rst:93 msgid "The order of objects in the scene tree." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:98 +#: ../../docs/tutorials/optimization/batching.rst:94 msgid "The Z index of objects." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:99 +#: ../../docs/tutorials/optimization/batching.rst:95 #, fuzzy msgid "The canvas layer." msgstr "玩家" -#: ../../docs/tutorials/optimization/batching.rst:100 +#: ../../docs/tutorials/optimization/batching.rst:96 #, fuzzy msgid ":ref:`class_YSort` nodes." msgstr ":ref:`class_NodePath` 或 StringName" -#: ../../docs/tutorials/optimization/batching.rst:104 +#: ../../docs/tutorials/optimization/batching.rst:100 msgid "" "You can group similar objects together for easier batching. While doing so " "is not a requirement on your part, think of it as an optional approach that " @@ -202,29 +197,29 @@ msgid "" "`doc_batching_diagnostics` section to help you make this decision." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:110 +#: ../../docs/tutorials/optimization/batching.rst:106 #, fuzzy msgid "A trick" msgstr "磚塊" -#: ../../docs/tutorials/optimization/batching.rst:112 +#: ../../docs/tutorials/optimization/batching.rst:108 msgid "" "And now, a sleight of hand. Even though the idea of painter's order is that " "objects are rendered from back to front, consider 3 objects ``A``, ``B`` and " "``C``, that contain 2 different textures: grass and wood." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:118 +#: ../../docs/tutorials/optimization/batching.rst:114 msgid "In painter's order they are ordered::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:124 +#: ../../docs/tutorials/optimization/batching.rst:120 msgid "" "Because of the texture changes, they can't be batched and will be rendered " "in 3 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:127 +#: ../../docs/tutorials/optimization/batching.rst:123 msgid "" "However, painter's order is only needed on the assumption that they will be " "drawn *on top* of each other. If we relax that assumption, i.e. if none of " @@ -233,11 +228,11 @@ msgid "" "of this?" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:133 +#: ../../docs/tutorials/optimization/batching.rst:129 msgid "Item reordering" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:137 +#: ../../docs/tutorials/optimization/batching.rst:133 msgid "" "It turns out that we can reorder items. However, we can only do this if the " "items satisfy the conditions of an overlap test, to ensure that the end " @@ -248,17 +243,17 @@ msgid "" "(see below), in order to balance the costs and benefits in your project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:151 +#: ../../docs/tutorials/optimization/batching.rst:147 msgid "" "Since the texture only changes once, we can render the above in only 2 draw " "calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:155 +#: ../../docs/tutorials/optimization/batching.rst:151 msgid "Lights" msgstr "光照" -#: ../../docs/tutorials/optimization/batching.rst:157 +#: ../../docs/tutorials/optimization/batching.rst:153 msgid "" "Although the batching system's job is normally quite straightforward, it " "becomes considerably more complex when 2D lights are used. This is because " @@ -269,7 +264,7 @@ msgid "" "being a draw call:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:177 +#: ../../docs/tutorials/optimization/batching.rst:173 msgid "" "That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are " "drawing 1,000 sprites. The number of draw calls quickly becomes astronomical " @@ -277,43 +272,43 @@ msgid "" "drastically slow down 2D rendering." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:182 +#: ../../docs/tutorials/optimization/batching.rst:178 msgid "" "However, if you remember our magician's trick from item reordering, it turns " "out we can use the same trick to get around painter's order for lights!" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:185 +#: ../../docs/tutorials/optimization/batching.rst:181 msgid "" "If ``A`` and ``B`` are not overlapping, we can render them together in a " "batch, so the drawing process is as follows:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:198 +#: ../../docs/tutorials/optimization/batching.rst:194 msgid "" "That is only 4 draw calls. Not bad, as that is a 2× reduction. However, " "consider that in a real game, you might be drawing closer to 1,000 sprites." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:201 +#: ../../docs/tutorials/optimization/batching.rst:197 msgid "**Before:** 1000 × 4 = 4,000 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:202 +#: ../../docs/tutorials/optimization/batching.rst:198 msgid "**After:** 1 × 4 = 4 draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:204 +#: ../../docs/tutorials/optimization/batching.rst:200 msgid "" "That is a 1000× decrease in draw calls, and should give a huge increase in " "performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:208 +#: ../../docs/tutorials/optimization/batching.rst:204 msgid "Overlap test" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:210 +#: ../../docs/tutorials/optimization/batching.rst:206 msgid "" "However, as with the item reordering, things are not that simple. We must " "first perform the overlap test to determine whether we can join these " @@ -323,7 +318,7 @@ msgid "" "the costs." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:216 +#: ../../docs/tutorials/optimization/batching.rst:212 msgid "" "Also consider that depending on the arrangement of primitives in the " "viewport, the overlap test will sometimes fail (because the primitives " @@ -333,12 +328,12 @@ msgid "" "this lighting optimization." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:223 +#: ../../docs/tutorials/optimization/batching.rst:219 #, fuzzy msgid "Light scissoring" msgstr "Light Baking - 光照烘焙" -#: ../../docs/tutorials/optimization/batching.rst:225 +#: ../../docs/tutorials/optimization/batching.rst:221 msgid "" "Batching can make it more difficult to cull out objects that are not " "affected or partially affected by a light. This can increase the fill rate " @@ -347,7 +342,7 @@ msgid "" "draw calls." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:230 +#: ../../docs/tutorials/optimization/batching.rst:226 msgid "" "In order to counter this problem (and speed up lighting in general), " "batching introduces light scissoring. This enables the use of the OpenGL " @@ -357,7 +352,7 @@ msgid "" "the light to *that area only*." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:237 +#: ../../docs/tutorials/optimization/batching.rst:233 msgid "" "Light scissoring is controlled with the :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" @@ -368,7 +363,7 @@ msgid "" "result in performance gains when you're using 2D lighting." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:245 +#: ../../docs/tutorials/optimization/batching.rst:241 msgid "" "The relationship between the threshold and whether a scissor operation takes " "place is not always straightforward. Generally, it represents the pixel area " @@ -379,36 +374,36 @@ msgid "" "saved for the operation to be useful." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:253 +#: ../../docs/tutorials/optimization/batching.rst:249 msgid "" "The exact relationship is probably not necessary for users to worry about, " "but is included in the appendix out of interest: :ref:" "`doc_batching_light_scissoring_threshold_calculation`" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:260 +#: ../../docs/tutorials/optimization/batching.rst:256 msgid "" "Bottom right is a light, the red area is the pixels saved by the scissoring " "operation. Only the intersection needs to be rendered." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:264 +#: ../../docs/tutorials/optimization/batching.rst:260 msgid "Vertex baking" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:266 +#: ../../docs/tutorials/optimization/batching.rst:262 msgid "The GPU shader receives instructions on what to draw in 2 main ways:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:268 +#: ../../docs/tutorials/optimization/batching.rst:264 msgid "Shader uniforms (e.g. modulate color, item transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:269 +#: ../../docs/tutorials/optimization/batching.rst:265 msgid "Vertex attributes (vertex color, local transform)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:271 +#: ../../docs/tutorials/optimization/batching.rst:267 msgid "" "However, within a single draw call (batch), we cannot change uniforms. This " "means that naively, we would not be able to batch together items or commands " @@ -418,37 +413,37 @@ msgid "" "color modulate as well." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:278 +#: ../../docs/tutorials/optimization/batching.rst:274 msgid "" "To get around this problem, the batching can \"bake\" some of the uniforms " "into the vertex attributes." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:281 +#: ../../docs/tutorials/optimization/batching.rst:277 msgid "" "The item transform can be combined with the local transform and sent in a " "vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:283 +#: ../../docs/tutorials/optimization/batching.rst:279 msgid "" "The final modulate color can be combined with the vertex colors, and sent in " "a vertex attribute." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:286 +#: ../../docs/tutorials/optimization/batching.rst:282 msgid "" "In most cases, this works fine, but this shortcut breaks down if a shader " "expects these values to be available individually rather than combined. This " "can happen in custom shaders." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:291 +#: ../../docs/tutorials/optimization/batching.rst:287 #, fuzzy msgid "Custom shaders" msgstr "自定功能" -#: ../../docs/tutorials/optimization/batching.rst:293 +#: ../../docs/tutorials/optimization/batching.rst:289 msgid "" "As a result of the limitation described above, certain operations in custom " "shaders will prevent vertex baking and therefore decrease the potential for " @@ -456,21 +451,21 @@ msgid "" "caveats currently apply:" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:298 +#: ../../docs/tutorials/optimization/batching.rst:294 msgid "" "Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:299 +#: ../../docs/tutorials/optimization/batching.rst:295 msgid "Reading ``VERTEX`` disables vertex position baking." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:302 +#: ../../docs/tutorials/optimization/batching.rst:298 #, fuzzy msgid "Project Settings" msgstr "測試" -#: ../../docs/tutorials/optimization/batching.rst:304 +#: ../../docs/tutorials/optimization/batching.rst:300 msgid "" "To fine-tune batching, a number of project settings are available. You can " "usually leave these at default during development, but it's a good idea to " @@ -480,25 +475,25 @@ msgid "" "more information." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:312 +#: ../../docs/tutorials/optimization/batching.rst:308 #, fuzzy msgid "rendering/batching/options" msgstr "Animation - 動畫選項" -#: ../../docs/tutorials/optimization/batching.rst:314 +#: ../../docs/tutorials/optimization/batching.rst:310 msgid "" ":ref:`use_batching <class_ProjectSettings_property_rendering/batching/" "options/use_batching>` - Turns batching on or off." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:318 +#: ../../docs/tutorials/optimization/batching.rst:314 msgid "" ":ref:`use_batching_in_editor <class_ProjectSettings_property_rendering/" "batching/options/use_batching_in_editor>` Turns batching on or off in the " "Godot editor. This setting doesn't affect the running project in any way." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:323 +#: ../../docs/tutorials/optimization/batching.rst:319 msgid "" ":ref:`single_rect_fallback <class_ProjectSettings_property_rendering/" "batching/options/single_rect_fallback>` - This is a faster way of drawing " @@ -506,11 +501,11 @@ msgid "" "it's not recommended." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:329 +#: ../../docs/tutorials/optimization/batching.rst:325 msgid "rendering/batching/parameters" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:331 +#: ../../docs/tutorials/optimization/batching.rst:327 msgid "" ":ref:`max_join_item_commands <class_ProjectSettings_property_rendering/" "batching/parameters/max_join_item_commands>` - One of the most important " @@ -522,7 +517,7 @@ msgid "" "the best value may be project dependent." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:339 +#: ../../docs/tutorials/optimization/batching.rst:335 msgid "" ":ref:`colored_vertex_format_threshold " "<class_ProjectSettings_property_rendering/batching/parameters/" @@ -533,7 +528,7 @@ msgid "" "commands, above which it switches to baked colors." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:347 +#: ../../docs/tutorials/optimization/batching.rst:343 msgid "" ":ref:`batch_buffer_size <class_ProjectSettings_property_rendering/batching/" "parameters/batch_buffer_size>` - This determines the maximum size of a " @@ -541,7 +536,7 @@ msgid "" "decreasing for mobile if RAM is at a premium." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:352 +#: ../../docs/tutorials/optimization/batching.rst:348 msgid "" ":ref:`item_reordering_lookahead <class_ProjectSettings_property_rendering/" "batching/parameters/item_reordering_lookahead>` - Item reordering can help " @@ -550,17 +545,17 @@ msgid "" "project." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:359 +#: ../../docs/tutorials/optimization/batching.rst:355 msgid "rendering/batching/lights" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:361 +#: ../../docs/tutorials/optimization/batching.rst:357 msgid "" ":ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` - See light scissoring." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:365 +#: ../../docs/tutorials/optimization/batching.rst:361 msgid "" ":ref:`max_join_items <class_ProjectSettings_property_rendering/batching/" "lights/max_join_items>` - Joining items before lighting can significantly " @@ -569,11 +564,11 @@ msgid "" "to use here." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:373 +#: ../../docs/tutorials/optimization/batching.rst:369 msgid "rendering/batching/debug" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:375 +#: ../../docs/tutorials/optimization/batching.rst:371 msgid "" ":ref:`flash_batching <class_ProjectSettings_property_rendering/batching/" "debug/flash_batching>` - This is purely a debugging feature to identify " @@ -583,18 +578,18 @@ msgid "" "export, only for testing." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:382 +#: ../../docs/tutorials/optimization/batching.rst:378 msgid "" ":ref:`diagnose_frame <class_ProjectSettings_property_rendering/batching/" "debug/diagnose_frame>` - This will periodically print a diagnostic batching " "log to the Godot IDE / console." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:388 +#: ../../docs/tutorials/optimization/batching.rst:384 msgid "rendering/batching/precision" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:390 +#: ../../docs/tutorials/optimization/batching.rst:386 msgid "" ":ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` - On some hardware (notably some Android devices) " @@ -604,18 +599,18 @@ msgid "" "coordinates to compensate for precision errors on devices." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:398 +#: ../../docs/tutorials/optimization/batching.rst:394 msgid "" ":ref:`uv_contract_amount <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract_amount>` - Hopefully, the default amount should cure " "artifacts on most devices, but this value remains adjustable just in case." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:406 +#: ../../docs/tutorials/optimization/batching.rst:402 msgid "Diagnostics" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:408 +#: ../../docs/tutorials/optimization/batching.rst:404 msgid "" "Although you can change parameters and examine the effect on frame rate, " "this can feel like working blindly, with no idea of what is going on under " @@ -626,15 +621,15 @@ msgid "" "possible performance." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:416 +#: ../../docs/tutorials/optimization/batching.rst:412 msgid "Reading a diagnostic" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:441 +#: ../../docs/tutorials/optimization/batching.rst:437 msgid "This is a typical diagnostic." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:443 +#: ../../docs/tutorials/optimization/batching.rst:439 msgid "" "**joined_item:** A joined item can contain 1 or more references to items " "(nodes). Generally, joined_items containing many references is preferable to " @@ -643,7 +638,7 @@ msgid "" "item." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:448 +#: ../../docs/tutorials/optimization/batching.rst:444 msgid "" "**batch R:** A batch containing rectangles. The second number is the number " "of rects. The second number in square brackets is the Godot texture ID, and " @@ -652,150 +647,185 @@ msgid "" "``MULTI`` is good as it indicates successful batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:453 +#: ../../docs/tutorials/optimization/batching.rst:449 msgid "" "**batch D:** A default batch, containing everything else that is not " "currently batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:457 +#: ../../docs/tutorials/optimization/batching.rst:453 #, fuzzy msgid "Default batches" msgstr "預設功能" -#: ../../docs/tutorials/optimization/batching.rst:459 +#: ../../docs/tutorials/optimization/batching.rst:455 msgid "" "The second number following default batches is the number of commands in the " "batch, and it is followed by a brief summary of the contents::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:475 +#: ../../docs/tutorials/optimization/batching.rst:471 msgid "" "You may see \"dummy\" default batches containing no commands; you can ignore " "those." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:478 +#: ../../docs/tutorials/optimization/batching.rst:474 msgid "Frequently asked questions" msgstr "常見問題" -#: ../../docs/tutorials/optimization/batching.rst:481 +#: ../../docs/tutorials/optimization/batching.rst:477 msgid "I don't get a large performance increase when enabling batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:483 +#: ../../docs/tutorials/optimization/batching.rst:479 msgid "" "Try the diagnostics, see how much batching is occurring, and whether it can " "be improved" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:485 +#: ../../docs/tutorials/optimization/batching.rst:481 msgid "Try changing batching parameters in the Project Settings." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:486 +#: ../../docs/tutorials/optimization/batching.rst:482 msgid "Consider that batching may not be your bottleneck (see bottlenecks)." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:489 +#: ../../docs/tutorials/optimization/batching.rst:485 msgid "I get a decrease in performance with batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:491 +#: ../../docs/tutorials/optimization/batching.rst:487 msgid "" "Try the steps described above to increase the number of batching " "opportunities." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:492 +#: ../../docs/tutorials/optimization/batching.rst:488 msgid "" "Try enabling :ref:`single_rect_fallback " "<class_ProjectSettings_property_rendering/batching/options/" "single_rect_fallback>`." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:494 +#: ../../docs/tutorials/optimization/batching.rst:490 msgid "" "The single rect fallback method is the default used without batching, and it " "is approximately twice as fast. However, it can result in flickering on some " "hardware, so its use is discouraged." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:497 +#: ../../docs/tutorials/optimization/batching.rst:493 msgid "" "After trying the above, if your scene is still performing worse, consider " "turning off batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:501 +#: ../../docs/tutorials/optimization/batching.rst:497 msgid "I use custom shaders and the items are not batching." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:503 +#: ../../docs/tutorials/optimization/batching.rst:499 msgid "" "Custom shaders can be problematic for batching, see the custom shaders " "section" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:506 +#: ../../docs/tutorials/optimization/batching.rst:502 msgid "I am seeing line artifacts appear on certain hardware." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:508 +#: ../../docs/tutorials/optimization/batching.rst:504 msgid "" "See the :ref:`uv_contract <class_ProjectSettings_property_rendering/batching/" "precision/uv_contract>` project setting which can be used to solve this " "problem." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:513 +#: ../../docs/tutorials/optimization/batching.rst:509 msgid "I use a large number of textures, so few items are being batched." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:515 +#: ../../docs/tutorials/optimization/batching.rst:511 msgid "" "Consider using texture atlases. As well as allowing batching, these reduce " "the need for state changes associated with changing textures." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:519 +#: ../../docs/tutorials/optimization/batching.rst:515 msgid "Appendix" msgstr "" +#: ../../docs/tutorials/optimization/batching.rst:518 +#, fuzzy +msgid "Batched primitives" +msgstr "隨機圖塊優先級" + +#: ../../docs/tutorials/optimization/batching.rst:520 +msgid "" +"Not all primitives can be batched. Batching is not guaranteed either, " +"especially with primitives using an antialiased border. The following " +"primitive types are currently available:" +msgstr "" + #: ../../docs/tutorials/optimization/batching.rst:524 -msgid "Light scissoring threshold calculation" +msgid "RECT" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:525 +msgid "NINEPATCH (depending on wrapping mode)" msgstr "" #: ../../docs/tutorials/optimization/batching.rst:526 +msgid "POLY" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:527 +msgid "LINE" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:529 +msgid "" +"With non-batched primitives, you may be able to get better performance by " +"drawing them manually with polys in a ``_draw()`` function. See :ref:" +"`doc_custom_drawing_in_2d` for more information." +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:536 +msgid "Light scissoring threshold calculation" +msgstr "" + +#: ../../docs/tutorials/optimization/batching.rst:538 msgid "" "The actual proportion of screen pixel area used as the threshold is the :ref:" "`scissor_area_threshold <class_ProjectSettings_property_rendering/batching/" "lights/scissor_area_threshold>` value to the power of 4." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:531 +#: ../../docs/tutorials/optimization/batching.rst:543 msgid "For example, on a screen size of 1920×1080, there are 2,073,600 pixels." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:533 +#: ../../docs/tutorials/optimization/batching.rst:545 msgid "At a threshold of 1,000 pixels, the proportion would be::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:538 +#: ../../docs/tutorials/optimization/batching.rst:550 msgid "" "So a :ref:`scissor_area_threshold <class_ProjectSettings_property_rendering/" "batching/lights/scissor_area_threshold>` of ``0.15`` would be a reasonable " "value to try." msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:542 +#: ../../docs/tutorials/optimization/batching.rst:554 msgid "" "Going the other way, for instance with a :ref:`scissor_area_threshold " "<class_ProjectSettings_property_rendering/batching/lights/" "scissor_area_threshold>` of ``0.5``::" msgstr "" -#: ../../docs/tutorials/optimization/batching.rst:549 +#: ../../docs/tutorials/optimization/batching.rst:561 msgid "" "If the number of pixels saved is greater than this threshold, the scissor is " "activated." diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/cpu_optimization.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/cpu_optimization.po index 25182951b1..aa71a0e78b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/cpu_optimization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/general_optimization.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/general_optimization.po index 8538f6baca..4927d83261 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/general_optimization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/gpu_optimization.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/gpu_optimization.po index c64e50a4a2..c96084beeb 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/gpu_optimization.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -143,8 +143,8 @@ msgid "" "The Godot renderer is a little different to what is out there. It's designed " "to minimize GPU state changes as much as possible. :ref:`SpatialMaterial " "<class_SpatialMaterial>` does a good job at reusing materials that need " -"similar shaders. if custom shaders are used, make sure to reuse them as " -"much as possible. Godot's priorities are:" +"similar shaders. If custom shaders are used, make sure to reuse them as much " +"as possible. Godot's priorities are:" msgstr "" #: ../../docs/tutorials/optimization/gpu_optimization.rst:87 diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/index.po index f283c4b95e..61a583b820 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po index 832852658f..098ef7bb1d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_multimesh.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_multimesh.po index a298acc6eb..64f460ed33 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_multimesh.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_servers.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_servers.po index 00b0556acf..9e681ad07c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_servers.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/optimization/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 423c121505..5f5da9be4b 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/index.po index 57c7f37bc2..3535d1ed96 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 90a543f3a8..97d5d635cc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/physics_introduction.po index 9d684faca7..c6f74b4af1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -378,7 +378,7 @@ msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " +"You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ragdoll_system.po index dc66df28a6..a4ea16f135 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ray-casting.po index 4a27cc2430..175f3b2395 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/rigid_body.po index 6474304c14..917311dacf 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/soft_body.po index fa259f47f2..1387897702 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_area_2d.po index 3cdbb57c68..40e65d9a7d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index e3c73996e9..cd2b1f87d9 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 711090027c..b2636010a6 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/consoles.po index af63ba6bfa..ed60684d0d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po index 35e754e546..aa1cad5a43 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/html5_shell_classref.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/html5_shell_classref.po index 965f48e8d0..ae9a8ef2be 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/html5_shell_classref.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/index.po index 409ecec5b5..217f3ac79d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/index.po index 12bbbe5fff..c7520ff91a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index bd0a95e501..05b9958c61 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -163,12 +163,10 @@ msgid "" "In the ``Build Settings`` tab, specify the compilation flags for your static " "library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, " "``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should " -"be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -" -"DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -" -"DTYPED_METHOD_BIND``." +"be the same you use to compile Godot. For instance:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:61 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 msgid "" "Add the required logic for your plugin and build your library to generate a " "``.a`` file. You will probably need to build both ``debug`` and ``release`` " @@ -178,64 +176,62 @@ msgid "" "library with your SCons configuration." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:63 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 msgid "" "The iOS plugin system also supports ``.xcframework`` files. To generate one, " -"you can use a command such as: ``xcodebuild -create-xcframework -library " -"[DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName]." -"xcframework``." +"you can use a command such as:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:65 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:73 msgid "" "Create a Godot iOS Plugin configuration file to help the system detect and " "load your plugin:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:67 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:75 msgid "" "The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``)." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:69 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:77 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:92 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:94 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:102 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:96 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:104 msgid "" "**binary**: this should be the filepath of the plugin library (``a`` or " "``xcframework``) file." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:98 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:106 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin." "xcframework``) in which case it's relative to the directory where the " "``gdip`` file is located." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:99 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 msgid "" "The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://" "some_path/MyPlugin.xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:100 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:108 msgid "" "In case you need multitarget library usage, the filename should be " "``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` " "and ``MyPlugin.debug.a``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:101 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 msgid "" "In case you use multitarget ``xcframework`` libraries, their filename in the " "configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files " @@ -243,35 +239,35 @@ msgid "" "xcframework``." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:103 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 msgid "" "The ``dependencies`` and ``plist`` sections are optional and defined as " "follow:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:105 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 msgid "**dependencies**:" msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:107 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 msgid "" "**linked**: contains a list of iOS frameworks that the iOS application " "should be linked with." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:109 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 msgid "" "**embedded**: contains a list of iOS frameworks or libraries that should be " "both linked and embedded into the resulting iOS application." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:111 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 msgid "" "**system**: contains a list of iOS system frameworks that are required for " "plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:113 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:121 msgid "" "**capabilities**: contains a list of iOS capabilities that is required for " "plugin. A list of available capabilities can be found at `Apple " @@ -280,19 +276,19 @@ msgid "" "uirequireddevicecapabilities>`_." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:115 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:123 msgid "" "**files**: contains a list of files that should be copied on export. This is " "useful for data files or images." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:117 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:125 msgid "" "**linker_flags**: contains a list of linker flags to add to the Xcode " "project when exporting the plugin." msgstr "" -#: ../../docs/tutorials/platform/ios/ios_plugin.rst:119 +#: ../../docs/tutorials/platform/ios/ios_plugin.rst:127 msgid "" "**plist**: should have keys and values that should be present in ``Info." "plist`` file following pattern: ``KeyName=\"key value\"``" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 3b14c95939..bc5d389a86 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/platform_html5.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/platform_html5.po index 73231e13b1..ae3d8af914 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/platform_html5.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/platform/platform_html5.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/android_plugin.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/android_plugin.po index 446ccea40e..d65b1eca9a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/android_plugin.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -144,87 +144,87 @@ msgid "" "release on the `Godot download page <https://godotengine.org/download>`_." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:48 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:47 msgid "" "The library must include a specifically configured ``<meta-data>`` tag in " "its manifest file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:51 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:50 #, fuzzy msgid "Building an Android plugin" msgstr "創建內容" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:53 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:52 msgid "" "**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ " "is strongly recommended as the IDE to use to create Android plugins. The " "instructions below assumes that you're using Android Studio." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:56 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:55 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library>`__ to create an Android library module for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:58 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:57 msgid "Add the Godot engine library as a dependency to your plugin module:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:59 msgid "" "Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " -"from the `Godot download page <https://godotengine.org/download>`_ (e.g: " -"``godot-lib.3.2.2.stable.aar``)." +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.4.0.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:60 msgid "" "Follow `these instructions <https://developer.android.com/studio/projects/" "android-library#AddDependency>`__ to add the Godot engine library as a " "dependency for your plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:65 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:62 msgid "" "In the plugin module's ``build.gradle`` file, replace ``implementation`` " "with ``compileOnly`` for the dependency line for the Godot engine library." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:67 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:64 msgid "" -"Create a new class in the plugin module and make sure it extends ``org." -"godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -"instantiate a singleton object that will be used by the Godot engine to " -"load, initialize and run the plugin." +"Download the Godot engine library (``godot-lib.<version>.<status>.aar``) " +"from the `Godot download page <https://godotengine.org/download>`_ (e.g.: " +"``godot-lib.3.2.2.stable.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:66 msgid "Update the plugin ``AndroidManifest.xml`` file:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:72 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:68 msgid "Open the plugin ``AndroidManifest.xml`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:74 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:69 msgid "Add the ``<application></application>`` tag if it's missing." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:70 msgid "" "In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:76 msgid "" "Where ``PluginName`` is the name of the plugin, and ``plugin.init." "ClassFullName`` is the full name (package + class name) of the plugin " "loading class." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:78 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:91 msgid "" "Add the remaining logic for your plugin and run the ``gradlew build`` " "command to generate the plugin's ``aar`` file. The build will likely " @@ -233,63 +233,81 @@ msgid "" "your users with." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:88 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:82 msgid "" "It's recommended that the ``aar`` filename matches the following pattern: " "``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in " "PascalCase (e.g.: ``GodotPayment.release.aar``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:90 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:84 msgid "" "Create a Godot Android Plugin configuration file to help the system detect " "and load your plugin:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:92 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:86 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:101 msgid "" "The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:94 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:87 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:103 msgid "The configuration file format is as follow::" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:108 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:95 +msgid "[dependencies]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:97 +msgid "" +"local=[\"local_dep1.aar\", \"local_dep2.aar\"] remote=[\"example.plugin." +"android:remote-dep1:0.0.1\", \"example.plugin.android:remote-dep2:0.0.1\"] " +"custom_maven_repos=[\"http://repo.mycompany.com/maven2\"]" +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:117 msgid "The ``config`` section and fields are required and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:110 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:119 msgid "**name**: name of the plugin" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:112 -msgid "" -"**binary_type**: can be either ``local`` or ``remote``. The type affects the " -"**binary** field" +#: ../../docs/tutorials/plugins/android/android_plugin.rst:121 +msgid "**name**: name of the plugin." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:114 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +msgid "" +"**binary_type**: can be either ``local`` or ``remote``. The type affects the " +"**binary** field." +msgstr "" + +#: ../../docs/tutorials/plugins/android/android_plugin.rst:123 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:125 msgid "**binary**:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:116 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:127 msgid "" "if **binary_type** is ``local``, then this should be the filepath of the " "plugin ``aar`` file." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:118 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:129 msgid "" "The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's " "relative to the ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:120 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:131 msgid "The filepath can be absolute: ``res://some_path/MyPlugin.aar``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:122 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 msgid "" "if **binary_type** is ``remote``, then this should be a declaration for a " "`remote gradle binary <https://developer.android.com/studio/build/" @@ -297,12 +315,12 @@ msgid "" "plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:124 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 msgid "" "The ``dependencies`` section and fields are optional and defined as follow:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:126 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 msgid "" "**local**: contains a list of filepaths to the local ``.aar`` binary files " "the plugin depends on. Similarly to the ``binary`` field (when the " @@ -310,47 +328,49 @@ msgid "" "or absolute." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:128 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:139 msgid "" -"**remote**: contains a list of remote binary gradle dependencies for the " -"plugin." +"If **binary_type** is ``remote``, then this should be a declaration for a " +"`remote gradle binary <https://developer.android.com/studio/build/" +"dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-" +"plugin:0.0.0``)." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:130 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 msgid "" "**custom_maven_repos**: contains a list of URLs specifying the custom maven " "repositories required for the plugin's dependencies" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:133 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:144 #, fuzzy msgid "Loading and using an Android plugin" msgstr "創建內容" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:135 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:146 msgid "" "Move the plugin configuration file (e.g.: ``MyPlugin.gdap``) and, if any, " "its local binary (e.g.: ``MyPlugin.aar``) and dependencies to the Godot " "project's ``res://android/plugins`` directory." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:137 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:148 msgid "" "The Godot editor will automatically parse all ``.gdap`` files in the ``res://" "android/plugins`` directory and show a list of detected and toggleable " "plugins in the Android export presets window under the **Plugins** section." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:141 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:152 msgid "From your script:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:151 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:162 #, fuzzy msgid "Bundling GDNative resources" msgstr "創建內容" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:153 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:164 msgid "" "An Android plugin can define and provide C/C++ GDNative resources, either to " "provide and/or access functionality from the game logic. The GDNative " @@ -358,13 +378,13 @@ msgid "" "distribution and deployment process:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:156 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:167 msgid "" "The shared libraries (``.so``) for the defined GDNative libraries will be " "automatically bundled by the ``aar`` build system." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:158 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 msgid "" "Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in " "the plugin ``assets`` directory. The recommended path for these resources " @@ -372,7 +392,7 @@ msgid "" "[PluginName]/``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:161 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:171 msgid "" "For GDNative libraries, the plugin singleton object must override the ``org." "godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` " @@ -382,48 +402,44 @@ msgid "" "them to load and initialize the bundled GDNative libraries." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:166 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 msgid "Reference implementations" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:168 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:178 msgid "" "`Godot Oculus Mobile plugin <https://github.com/GodotVR/" -"godot_oculus_mobile>`_" +"godot_oculus_mobile>`_ - `Bundled gdnative resources <https://github.com/" +"GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/" +"godot_ovrmobile>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:170 -msgid "" -"`Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/" -"tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_" -msgstr "" - -#: ../../docs/tutorials/plugins/android/android_plugin.rst:172 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:180 msgid "" "`Godot Google Play Billing plugin <https://github.com/godotengine/godot-" "google-play-billing>`_" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:176 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:184 msgid "Troubleshooting" msgstr "疑難排解" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:179 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:187 msgid "Godot crashes upon load" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:181 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:189 msgid "Check ``adb logcat`` for possible problems, then:" msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:183 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:191 msgid "" -"Check that the methods exposed by the plugin used the following Java types: " +"Check that the methods exposed by the plugin used the following Java types: " "``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org." "godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java." "lang.String[]``." msgstr "" -#: ../../docs/tutorials/plugins/android/android_plugin.rst:185 +#: ../../docs/tutorials/plugins/android/android_plugin.rst:192 msgid "More complex datatypes are not supported for now." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/index.po index 923d51fb03..c1954fcb90 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 0ba4be9db7..c3b42441e1 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/index.po index c7d88a2ddb..e5e0814484 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 24d2ed06fe..e4d7361ad0 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -42,12 +42,12 @@ msgid "" "``add_control_to_dock`` we'll use ``add_inspector_plugin``." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:40 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:41 #, fuzzy msgid "EditorInspectorPlugin" msgstr "Android" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:42 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:43 msgid "" "To actually connect into the Inspector, we create a :ref:" "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" to " @@ -58,7 +58,7 @@ msgid "" "inspector (including any :ref:`class_Resource` that is embedded!)." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:50 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:51 msgid "" "Once enabled, EditorInspectorPlugin has methods that allow for adding :ref:" "`class_EditorProperty` nodes or just custom :ref:`class_Control` nodes to " @@ -66,12 +66,12 @@ msgid "" "overriding or changing existing property editors." msgstr "" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:84 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:85 #, fuzzy msgid "EditorProperty" msgstr "開發" -#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:86 +#: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:87 msgid "" "Next, we define the actual :ref:`class_EditorProperty` custom value editor " "that we want instantiated to edit integers. This is a custom :ref:" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 9c9e8e925e..eda4d8dbe5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index c290868b43..861ae29093 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 3a7a51feb5..c443bf19b4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -111,14 +111,14 @@ msgid "" "the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:77 msgid "" "In addition to the EditorPlugin script, any other GDScript that your plugin " -"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " +"uses must *also* be a tool. Any GDScript without ``tool`` imported into the " "editor will act like an empty file!" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:81 msgid "" "It's important to deal with initialization and clean-up of resources. A good " "practice is to use the virtual function :ref:`_enter_tree() " @@ -128,15 +128,15 @@ msgid "" "something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:125 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:129 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:130 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 msgid "" "Sometimes you want a certain behavior in many nodes, such as a custom scene " "or control that can be reused. Instancing is helpful in a lot of cases, but " @@ -145,7 +145,7 @@ msgid "" "a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:138 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:139 msgid "" "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " "with any scripting language, they have fewer features than :ref:`the Script " @@ -153,7 +153,7 @@ msgid "" "GDScript or NativeScript, we recommend using Script Classes instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:144 msgid "" "To create a new node type, you can use the function :ref:`add_custom_type() " "<class_EditorPlugin_method_add_custom_type>` from the :ref:" @@ -164,14 +164,14 @@ msgid "" "editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:150 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:151 msgid "" "For this tutorial, we'll create a simple button that prints a message when " "clicked. For that, we'll need a simple script that extends from :ref:" "`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:188 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:189 msgid "" "That's it for our basic button. You can save this as ``my_button.gd`` inside " "the plugin folder. You'll also need a 16×16 icon to show in the scene tree. " @@ -181,36 +181,36 @@ msgid "" "desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:196 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:197 msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " "following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:244 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "" "With that done, the plugin should already be available in the plugin list in " "the **Project Settings**, so activate it as explained in `Checking the " "results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:248 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:251 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "" "When you add the node, you can see that it already has the script you " "created attached to it. Set a text to the button, save and run the scene. " "When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:259 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:261 msgid "" "Sometimes, you need to extend the editor and add tools that are always " "available. An easy way to do it is to add a new dock with a plugin. Docks " @@ -218,28 +218,28 @@ msgid "" "usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:264 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:265 msgid "" "Creating a custom dock is done just like a custom node. Create a new " "``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " "following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:289 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:290 msgid "" "Then create the script ``custom_dock.gd`` in the same folder. Fill it with " "the :ref:`template we've seen before <doc_making_plugins_template_code>` to " "get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:293 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 msgid "" "Since we're trying to add a new custom dock, we need to create the contents " "of the dock. This is nothing more than a standard Godot scene: just create a " "new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:297 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:298 msgid "" "For an editor dock, the root node **must** be a :ref:`Control " "<class_Control>` or one of its child classes. For this tutorial, you can " @@ -248,7 +248,7 @@ msgid "" "Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:305 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:306 msgid "" "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " "created then add it as a dock in the editor. For this, you can rely on the " @@ -257,24 +257,24 @@ msgid "" "<class_EditorPlugin>` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:310 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:311 msgid "" "You need to select a dock position and define the control to add (which is " "the scene you just created). Don't forget to **remove the dock** when the " "plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:371 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:372 msgid "" "Note that, while the dock will initially appear at its specified position, " "the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:376 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:378 msgid "" "It's now time to check the results of your work. Open the **Project " "Settings** and click on the **Plugins** tab. Your plugin should be the only " @@ -282,18 +282,18 @@ msgid "" "top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:385 msgid "" "You can see the plugin is inactive on the **Status** column; click on the " "status to select **Active**. The dock should become visible before you even " "close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:391 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:392 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:393 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:394 msgid "" "Now that you've learned how to make basic plugins, you can extend the editor " "in several ways. Lots of functionality can be added to the editor with " @@ -301,7 +301,7 @@ msgid "" "to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:398 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:399 msgid "" "You can make your own plugins to help yourself and share them in the `Asset " "Library <https://godotengine.org/asset-library/>`_ so that people can " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po index dca857aa3f..d7eda6363e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/spatial_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 8616bfd47b..0f90b2490a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 9814056def..b108e9f949 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po index 922293acd8..52bfbdd7ef 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 577074a9eb..16abf2a75a 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/index.po index 885505e75e..70553e351c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po index a8f9d88382..dce5a5f713 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po index 7248c70261..889bbf7e38 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/godot_shader_language_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/index.po index 089d83a0f0..c9277901db 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po index d2cd416bcf..8e76570b78 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/intro_to_shaders_water_workshop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po index 797fc8fbd0..afdea590ca 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/migrating_to_godot_shader_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 254960dae8..8a1252b759 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -27,8 +27,8 @@ msgstr "簡介" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:9 msgid "" -"Very often, it is desired to make a shader that reads from the same screen " -"to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " +"It is often desired to make a shader that reads from the same screen to " +"which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " "difficult because of internal hardware limitations. GPUs are extremely " "parallel, so reading and writing causes all sorts of cache and coherency " "problems. As a result, not even the most modern hardware supports this " @@ -39,7 +39,7 @@ msgstr "" msgid "" "The workaround is to make a copy of the screen, or a part of the screen, to " "a back-buffer and then read from it while drawing. Godot provides a few " -"tools that make this process easy!" +"tools that make this process easy." msgstr "" #: ../../docs/tutorials/shading/screen-reading_shaders.rst:21 @@ -130,7 +130,7 @@ msgstr "" msgid "With correct back-buffer copying, the two spheres blend correctly:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:104 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:111 msgid "" "In 3D, there is less flexibility to solve this particular issue because the " "``SCREEN_TEXTURE`` is only captured once. Be careful when using " @@ -138,7 +138,7 @@ msgid "" "capture some opaque objects that are in front of the object." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:109 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 msgid "" "You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport " "<class_Viewport>` with a camera in the same position as your object, and " @@ -146,24 +146,24 @@ msgid "" "``SCREEN_TEXTURE``." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:114 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:121 msgid "Back-buffer logic" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:116 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:123 msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in " "Godot:" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:119 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:126 msgid "" "If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:122 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:129 msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``SCREEN_TEXTURE`` was not used), the behavior described in " @@ -173,7 +173,7 @@ msgid "" "tree-order." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:128 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:135 msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -183,18 +183,18 @@ msgid "" "different region. Avoid this behavior!" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:137 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:144 msgid "DEPTH_TEXTURE" msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:139 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:146 msgid "" -"For 3D Shaders, it's also possible to access the screen depth buffer. For " +"For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it " "must be converted via the inverse projection matrix." msgstr "" -#: ../../docs/tutorials/shading/screen-reading_shaders.rst:143 +#: ../../docs/tutorials/shading/screen-reading_shaders.rst:150 msgid "" "The following code retrieves the 3D position below the pixel being drawn:" msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shader_materials.po index ded20dccba..e6dc938b2d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po index 22b4a42fa9..f2002b8d90 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/index.po index 0ea2886508..aa877226de 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po index 3333456a2e..8db0b7b304 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po index a9ab2947a2..814d32b130 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po index c5f691d452..e829513b4c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -55,7 +55,7 @@ msgstr "型別" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Description" msgstr "說明" @@ -957,780 +957,809 @@ msgid "Uniforms can also be assigned default values:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#, fuzzy +msgid "Built-in variables" +msgstr "本地坐標" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +msgid "" +"A large number of built-in variables are available, like ``UV``, ``COLOR`` " +"and ``VERTEX``. What variables are available depends on the type of shader " +"(``spatial``, ``canvas_item`` or ``particle``) and the function used " +"(``vertex``, ``fragment`` or ``light``). For a list of the build-in " +"variables that are available, please see the corresponding pages:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#, fuzzy +msgid ":ref:`Spatial shaders <doc_spatial_shader>`" +msgstr ":ref:`doc_spatial_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#, fuzzy +msgid ":ref:`Canvas item shaders <doc_canvas_item_shader>`" +msgstr ":ref:`doc_canvas_item_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#, fuzzy +msgid ":ref:`Particle shaders <doc_particle_shader>`" +msgstr ":ref:`doc_particle_shader`" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Built-in functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "" "A large number of built-in functions are supported, conforming to GLSL ES " "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "" "For a list of the functions that are not available in the GLES2 backend, " "please see the :ref:`Differences between GLES2 and GLES3 doc " "<doc_gles2_gles3_differences>`." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **radians** (vec_type degrees)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **degrees** (vec_type radians)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **sin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **cos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "vec_type **tan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **asin** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "Arcsine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "vec_type **acos** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Arccosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **atan** (vec_type y_over_x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Arctangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **atan** (vec_type y, vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Arctangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **sinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **cosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **tanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **asinh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Inverse hyperbolic sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **acosh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "Inverse hyperbolic cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **atanh** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Inverse hyperbolic tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **pow** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Power (undefined if ``x`` < 0 or if ``x`` = 0 and ``y`` <= 0)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **exp** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Base-e exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **exp2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Base-2 exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **log** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Natural logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **log2** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Base-2 logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **sqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **inversesqrt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Inverse square root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **abs** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "ivec_type **abs** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **sign** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "ivec_type **sign** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **floor** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "vec_type **round** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "vec_type **roundEven** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Round to the nearest even number" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "vec_type **trunc** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "vec_type **ceil** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **fract** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **mod** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "vec_type **mod** (vec_type x , float y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "vec_type **modf** (vec_type x, out vec_type i)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Fractional of ``x``, with ``i`` as integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "vec_type **min** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec_type **max** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Clamp to ``min..max``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "float **mix** (float a, float b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Linear interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec_type **mix** (vec_type a, vec_type b, float c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Linear interpolate (scalar coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **mix** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "Linear interpolate (vector coefficient)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Linear interpolate (boolean-vector selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "vec_type **step** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "vec_type **step** (float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Hermite interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "vec_type **smoothstep** (float a, float b, vec_type c)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **isnan** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Returns ``true`` if scalar or vector component is ``NaN``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **isinf** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Returns ``true`` if scalar or vector component is ``INF``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "ivec_type **floatBitsToInt** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "uvec_type **floatBitsToUint** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "vec_type **intBitsToFloat** (ivec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "float **length** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Vector length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "float **distance** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "float **dot** (vec_type a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Dot product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "vec3 **cross** (vec3 a, vec3 b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Cross product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "vec_type **normalize** (vec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "vec3 **reflect** (vec3 I, vec3 N)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "If ``dot(Nref, I)`` < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Matrix component multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "mat_type **outerProduct** (vec_type column, vec_type row)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Matrix outer product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "mat_type **transpose** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Transpose matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "float **determinant** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "Matrix determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "mat_type **inverse** (mat_type m)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Inverse matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "bvec_type **lessThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Bool vector comparison on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Bool vector comparison on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Bool vector comparison on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "Bool vector comparison on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "bvec_type **equal** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Bool vector comparison on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "bvec_type **notEqual** (vec_type x, vec_type y)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "Bool vector comparison on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "bool **any** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "bool **all** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "bvec_type **not** (bvec_type x)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "ivec2 **textureSize** (sampler2D_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "ivec3 **textureSize** (sampler2DArray_type s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "ivec3 **textureSize** (sampler3D s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "ivec2 **textureSize** (samplerCube s, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Get the size of a cubemap texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec4_type **texture** (sampler2D_type s, vec2 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "vec4_type **texture** (sampler2DArray_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "vec4_type **texture** (sampler3D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "vec4 **texture** (samplerCube s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 msgid "Perform a cubemap texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 msgid "vec4_type **textureProj** (sampler2D_type s, vec3 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 msgid "vec4_type **textureProj** (sampler2D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "vec4_type **textureProj** (sampler3D_type s, vec4 uv [, float bias])" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:759 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "vec4_type **textureLod** (sampler2D_type s, vec2 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:761 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "vec4_type **textureLod** (sampler2DArray_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:763 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 msgid "vec4_type **textureLod** (sampler3D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:765 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:767 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 msgid "vec4 **textureLod** (samplerCube s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec3 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:769 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "Perform a 2D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:771 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 msgid "vec4_type **textureProjLod** (sampler2D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "vec4_type **textureProjLod** (sampler3D_type s, vec4 uv, float lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:773 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 msgid "Perform a 3D texture read with projection/LOD" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 msgid "vec4_type **texelFetch** (sampler2D_type s, ivec2 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:775 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "Fetch a single texel using integer coordinates" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:777 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:787 msgid "vec4_type **texelFetch** (sampler2DArray_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:779 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:789 msgid "vec4_type **texelFetch** (sampler3D_type s, ivec3 uv, int lod)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "vec_type **dFdx** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:781 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:791 msgid "Derivative in ``x`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "vec_type **dFdy** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:783 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:793 msgid "Derivative in ``y`` using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "vec_type **fwidth** (vec_type p)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:785 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:795 msgid "Sum of absolute derivative in ``x`` and ``y``" msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po index eac008fdbe..e98b6901e4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/shading_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/visual_shaders.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/visual_shaders.po index 7be5955c7d..883ef7278d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/visual_shaders.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/index.po index 5f723b7021..613dbe2ee8 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po index 5d20d53035..217b17f5a5 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/what_are_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po index dd41679c5b..218dbe7200 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_canvasitem_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po index 11c3a52117..3d958ed755 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_first_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po index dc3f438405..761e5b2e01 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/shading/your_first_shader/your_second_spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/index.po index 5aa6c93413..2a93764ba4 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/thread_safe_apis.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/thread_safe_apis.po index eed9aaab17..478edb53e2 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/thread_safe_apis.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/using_multiple_threads.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/using_multiple_threads.po index cc9ca4ce56..c947101fbc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/using_multiple_threads.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/threads/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po index b972d34892..5974642d17 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/index.po index e4bd88a109..d6589c9e2d 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index bcc3239033..fa4e036d04 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -376,10 +376,241 @@ msgid "" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:267 -msgid "Reducing aliasing on downsampling" +msgid "Common use case scenarios" msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:269 +#, fuzzy +msgid "" +"The following settings are recommended to support multiple resolutions and " +"aspect ratios well." +msgstr "要怎麼做出能應付多種解析度與長寬比的素材呢?" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:273 +msgid "Desktop game" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:275 +msgid "**Non-pixel art:**" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +msgid "" +"Set the base window width to ``1920`` and window height to ``1080``. If you " +"have a display smaller than 1920×1080, set **Test Width** and **Test " +"Height** to lower values to make the window smaller when the project starts." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:280 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``3840`` and window height to ``2160``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:287 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:334 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:353 +msgid "Set the stretch mode to ``2d``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:288 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:335 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:354 +msgid "" +"Set the stretch aspect to ``expand``. This allows for supporting multiple " +"aspect ratios and makes better use of tall smartphone displays (such as 18:9 " +"or 19:9 aspect ratios)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:337 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:356 +msgid "" +"Configure Control nodes' anchors to snap to the correct corners using the " +"**Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#, fuzzy +msgid "**Pixel art:**" +msgstr "**PCK 格式:**" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:294 +msgid "" +"Set the base window size to the viewport size you intend to use. Most pixel " +"art games use viewport sizes between 256×224 and 640×480. Higher viewport " +"sizes will require using higher resolution artwork, unless you intend to " +"show more of the game world at a given time." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:298 +msgid "Set the stretch mode to ``viewport``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:299 +msgid "" +"Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " +"black bars). As an alternative, you can set the stretch aspect to ``expand`` " +"to support multiple aspect ratios." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:302 +msgid "" +"If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " +"snap to the correct corners using the **Layout** menu." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:307 +msgid "" +"The ``viewport`` stretch mode provides low-resolution rendering that is then " +"stretched to the final window size. If you are OK with sprites being able to " +"move or rotate in \"sub-pixel\" positions or wish to have a high resolution " +"3D viewport, you should use the ``2d`` stretch mode instead of the " +"``viewport`` stretch mode." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:313 +msgid "" +"Godot currently doesn't have a way to enforce integer scaling when using the " +"``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if " +"the final window size is not a multiple of the base window size. To fix " +"this, use an add-on such as the `Integer Resolution Handler <https://github." +"com/Yukitty/godot-addon-integer_resolution_handler>`__." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:319 +msgid "Mobile game in landscape mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:321 +msgid "" +"Godot is configured to use landscape mode by default. This means you don't " +"need to change the display orientation project setting." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:324 +msgid "Set the base window width to ``1280`` and window height to ``720``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:325 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1920`` and window height to ``1080``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:340 +msgid "Mobile game in portrait mode" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:342 +msgid "Set the base window width to ``720`` and window height to ``1080``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:343 +msgid "" +"Alternatively, if you're targeting high-end devices primarily, set the base " +"window width to ``1080`` and window height to ``1920``. This allows you to " +"provide higher resolution 2D assets, resulting in crisper visuals at the " +"cost of higher memory usage and file sizes. Many devices have even higher " +"resolution displays (1440p), but the difference with 1080p is barely visible " +"given the small size of smartphone displays. Note that this will make non-" +"mipmapped textures grainy on low resolution devices, so make sure to follow " +"the instructions described in :ref:" +"`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:352 +msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:359 +#, fuzzy +msgid "Non-game application" +msgstr "語言規範" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:361 +msgid "" +"Set the base window width and height to the smallest window size that you " +"intend to target. This is not required, but this ensures that you design " +"your UI with small window sizes in mind." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:363 +msgid "Keep the stretch mode to its default value, ``disabled``." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:364 +msgid "" +"Keep the stretch aspect to its default value, ``ignore`` (its value won't be " +"used since the stretch mode is ``disabled``)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:366 +msgid "" +"You can define a minimum window size by setting ``OS.min_window_size`` in a " +"script's ``_ready()`` function. This prevents the user from resizing the " +"application below a certain size, which could break the UI layout." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:372 +msgid "" +"Godot doesn't support manually overriding the 2D scale factor yet, so it is " +"not possible to have hiDPI support in non-game applications. Due to this, it " +"is recommended to leave **Allow Hidpi** disabled in non-game applications to " +"allow for the OS to use its low-DPI fallback." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:378 +#, fuzzy +msgid "hiDPI support" +msgstr "支援平台" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:380 +msgid "" +"By default, Godot projects aren't considered DPI-aware by the operating " +"system. This is done to improve performance on low-end systems, since the " +"operating system's DPI fallback scaling will be faster than letting the " +"application scale itself (even when using the ``viewport`` stretch mode)." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:385 +msgid "" +"However, the OS-provided DPI fallback scaling doesn't play well with " +"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " +"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " +"Hidpi** in the Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:390 +msgid "" +"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " +"other platforms." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:395 +msgid "" +"The Godot editor itself is always marked as DPI-aware. Running the project " +"from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " +"Project Settings." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:402 +msgid "Reducing aliasing on downsampling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:404 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720. " @@ -388,18 +619,18 @@ msgid "" "data is loaded::" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:277 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:412 msgid "" "Alternatively, you can also enable mipmaps on all your 2D textures. However, " "enabling mipmaps will increase memory usage which may be problematic on low-" "end mobile devices." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:282 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:417 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:284 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:419 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -407,11 +638,11 @@ msgid "" "<doc_gui_containers>`." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:290 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:425 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:292 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:427 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -419,7 +650,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:297 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:432 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -427,11 +658,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:303 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:438 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:305 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:440 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -440,7 +671,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:310 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:445 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -450,7 +681,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:317 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:452 #, fuzzy msgid "" "See the `3D viewport scaling demo <https://github.com/godotengine/godot-demo-" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po index c4edf73591..cffddaecde 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/viewports.po index b8c4eb417e..303a1e3b96 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po index 0ea5e940fe..676a8d182e 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/developing_for_oculus_quest.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -124,7 +124,7 @@ msgstr "" #: ../../docs/tutorials/vr/developing_for_oculus_quest.rst:84 msgid "" -"Then go into the export menu and configure a new Android export. if you " +"Then go into the export menu and configure a new Android export. If you " "still haven't gone through the :ref:`doc_exporting_for_android` page do it " "now. If you didn't you'll have some red messages on this screen." msgstr "" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/index.po index f32159ee34..45dddc218c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_primer.po index f7321e68d8..a74252c0fc 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -236,49 +236,48 @@ msgstr "" #: ../../docs/tutorials/vr/vr_primer.rst:131 msgid "" "`Godot OpenXR <https://github.com/GodotVR/godot_openxr>`_ supports OpenXR, " -"an open standard for VR and AR software. This plugin is early in " -"development, only supports Linux and requires extra setup described in the " -"repository." +"an open standard for VR and AR software. Tested with SteamVR, Monada and " +"Oculus OpenXR runtimes." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:135 +#: ../../docs/tutorials/vr/vr_primer.rst:134 msgid "These plugins can be downloaded from GitHub or the Godot Asset Library." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:137 +#: ../../docs/tutorials/vr/vr_primer.rst:136 msgid "In addition to the plugins, there are several official demos." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:139 +#: ../../docs/tutorials/vr/vr_primer.rst:138 #, fuzzy msgid "`Godot Oculus Demo <https://github.com/GodotVR/godot-oculus-demo>`_." msgstr "" "在這份文件之外,你可能也會想看看 `Godot 的 demo 專案 <https://github.com/" "godotengine/godot-demo-projects>`_。" -#: ../../docs/tutorials/vr/vr_primer.rst:140 +#: ../../docs/tutorials/vr/vr_primer.rst:139 msgid "" "`Godot OpenVR FPS <https://github.com/GodotVR/godot_openvr_fps>`_ (the " "tutorial for this project is :ref:`doc_vr_starter_tutorial_part_one`)." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:142 +#: ../../docs/tutorials/vr/vr_primer.rst:141 msgid "" "`Godot XR tools <https://github.com/GodotVR/godot-xr-tools>`_, which shows " "implementations for VR features such as movement and picking up objects." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:146 +#: ../../docs/tutorials/vr/vr_primer.rst:145 msgid "Other things to consider" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:148 +#: ../../docs/tutorials/vr/vr_primer.rst:147 msgid "" "There are a few other subjects that we need to briefly touch upon in this " "primer that are important to know." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:151 +#: ../../docs/tutorials/vr/vr_primer.rst:150 msgid "" "The first are our units. In normal 3D games, you don't have to think a lot " "about units. As long as everything is at the same scale, a box sized 1 unit " @@ -295,7 +294,7 @@ msgid "" "system so 10 units = 1 meter." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:162 +#: ../../docs/tutorials/vr/vr_primer.rst:161 msgid "" "Performance is another thing that needs to be carefully considered. " "Especially VR taxes your game a lot more than most people realize. For " @@ -303,7 +302,7 @@ msgid "" "there are three factors that make life extra difficult:" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:166 +#: ../../docs/tutorials/vr/vr_primer.rst:165 msgid "" "You are rendering stereoscopic, two for the price of one. While not exactly " "doubling the work load and with things in the pipeline such as supporting " @@ -311,7 +310,7 @@ msgid "" "in rendering images for both eyes" msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:169 +#: ../../docs/tutorials/vr/vr_primer.rst:168 msgid "" "A normal game will run acceptably on 30fps and ideally manages 60fps. That " "gives you a big range to play with between lower end and higher end " @@ -320,7 +319,7 @@ msgid "" "to ensure your users don't get motion sickness right off the bat." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:173 +#: ../../docs/tutorials/vr/vr_primer.rst:172 msgid "" "The high FOV and related lens distortion effect require many VR experiences " "to render at double the resolution. Yes a VIVE may only have a resolution of " @@ -328,7 +327,7 @@ msgid "" "is less of an issue for most AR applications." msgstr "" -#: ../../docs/tutorials/vr/vr_primer.rst:177 +#: ../../docs/tutorials/vr/vr_primer.rst:176 msgid "" "All in all, the workload your GPU has in comparison with a normal 3D game is " "a fair amount higher. While things are in the pipeline to improve this, such " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po index 6ecd4b8775..6b73f415ee 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po index 8d6d940ced..17e9861b7c 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1167,7 +1167,7 @@ msgstr "" msgid "" "If ``held_object`` is not equal to ``null``, then the VR controller is " "holding something. We then check to see if the object that is being held, " -"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. we " +"``held_object``, extends a class called ``VR_Interactable_Rigidbody``. We " "have not made ``VR_Interactable_Rigidbody`` yet, but " "``VR_Interactable_Rigidbody`` will be a custom class we will use on all of " "the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the " diff --git a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po index 6ee67a2913..06a3f82495 100644 --- a/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po +++ b/sphinx/po/zh_TW/LC_MESSAGES/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"POT-Creation-Date: 2021-07-13 14:01+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Language-Team: LANGUAGE <LL@li.org>\n" @@ -1210,7 +1210,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:851 msgid "" "``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. " -"This damage is applied to every object in the sword on every " +"This damage is applied to every object in the sword on every " "``_physics_process`` call" msgstr ""